docs(decisions): amend stale D-records, close resolved Q-records

Amend 7 high-priority D-records with supersession notes:
- D-012: map size superseded by D-094 (256x256)
- D-044: outline color scoped to perception mode per D-154
- D-061: width corrected from 640px to 1200px per D-076
- D-086: smuggler scope removed per D-117/D-122
- D-090: marked [SUPERSEDED] by D-117 (tycoon replaces smuggler/detective)
- D-035: character enum marked obsolete post-D-117
- D-119: sequencing superseded by D-166 cascade

Close 4 resolved scope questions (Q-002, Q-004, Q-005, Q-007).
Fix questions.md index — was 61, actually 96 (33 architecture Qs missing).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-04-05 15:16:27 +02:00
co-authored by Claude Opus 4.6
parent ef072416ba
commit 1254e41dc5
7 changed files with 39 additions and 29 deletions
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@@ -45,6 +45,7 @@ Technical foundation decisions that constrain implementation: engine, client-ser
- **Future:** Borderless generation. The world generates as you explore. The map can never be "solved" by walking to every corner. New areas develop, existing areas change.
- **Rationale:** Same principle as D-010 (multiplayer architecture) - design for the future, build the simpler version now.
- **Raised by:** Tyre (Technical Architect), endorsed by Team Leader.
- **Amendment (2026-04-05):** The ~150×150 visual tile estimate is superseded by [D-094](#d-094-district-spatial-hierarchy--chunk-block-district-naming-and-sizes) (256×256 visual tiles per district, 4×4 blocks). D-094 explicitly amends this decision.
### D-020: Engine and architecture selection — Godot client + Rust simulation via subprocess/IPC
- **Date:** 2026-02-09