docs(docs): replace Commonwealth with Settled Reach across docs
Updated in-universe "Commonwealth" references to "the Settled Reach" in decisions, architecture docs, design docs, workshop outputs, README, and wiki. Kept all references to Hamilton's books as inspiration/comparison in historical discussions and wiki-review workshop rounds. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -10,7 +10,7 @@ Game concept, prototype boundaries, production pipeline, and feature decisions.
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### Q-004: One campaign spanning all eras or separate era scenarios?
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- **Status:** Not yet discussed
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- **Context:** Gore raised that Commonwealth Era and Void Era play very differently. Prototype focuses on pre-Starflyer War era.
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- **Context:** Gore raised that different historical eras of the Settled Reach play very differently. Prototype focuses on a single era.
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- **Assigned to:** Gore, Miri to lead discussion
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### Q-005: Scale for prototype - locations, characters, factions
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@@ -6,7 +6,7 @@ Alternatives considered and rejected, with rationale preserved for future refere
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### R-001: Stellaris mod
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- **Rejected:** 2026-02-08
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- **Reason:** Character system too shallow, multi-empire assumption conflicts with Commonwealth's single-civilization focus, wormhole-as-infrastructure not achievable within Stellaris modding. Team Leader's experience with Star Trek: New Horizons confirmed that even well-suited IPs struggle with character connection in Stellaris.
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- **Reason:** Character system too shallow, multi-empire assumption conflicts with the Settled Reach's single-civilization focus, wormhole-as-infrastructure not achievable within Stellaris modding. Team Leader's experience with Star Trek: New Horizons confirmed that even well-suited IPs struggle with character connection in Stellaris.
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### R-002: CK3 total conversion
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- **Rejected:** 2026-02-08
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@@ -7,21 +7,21 @@ What we're building: game concept, design pillars, prototype definition, map spe
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### D-001: Build a custom game, not a mod
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- **Date:** 2026-02-08
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- **Decision:** We are building a standalone game, not a Stellaris mod.
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- **Rationale:** No existing game provides the right combination of character-driven dynasty play, wormhole-centric space map, and deep internal politics that the Commonwealth universe demands. Stellaris gets the map right but characters wrong. CK3 gets characters right but the map wrong. Neither supports wormhole-as-infrastructure as a core mechanic.
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- **Rationale:** No existing game provides the right combination of character-driven dynasty play, wormhole-centric space map, and deep internal politics that the Settled Reach universe demands. Stellaris gets the map right but characters wrong. CK3 gets characters right but the map wrong. Neither supports wormhole-as-infrastructure as a core mechanic.
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- **Raised by:** Team Leader (Jeroen), after team debate across Rounds 1-3.
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- **Dissent:** None. Team unanimously supports after discussion.
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### D-003: Commonwealth is the first campaign, not the only possible one
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### D-003: The Settled Reach is the first campaign, not the only possible one
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- **Date:** 2026-02-08
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- **Decision:** Build a character-driven space grand strategy *framework/engine*, with the Commonwealth universe as the first campaign/scenario.
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- **Rationale:** Avoids locking into one IP. The framework has broader value. The Commonwealth provides a rich, opinionated first use case that forces good design decisions.
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- **Decision:** Build a character-driven space grand strategy *framework/engine*, with the Settled Reach as the first campaign/scenario.
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- **Rationale:** Avoids locking into one IP. The framework has broader value. The Settled Reach provides a rich, opinionated first use case that forces good design decisions.
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- **Raised by:** Gore (Transhumanist Fan), endorsed by team.
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### D-005: Core concept - single character, first-person, story-generator
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- **Date:** 2026-02-08
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- **Decision:** The game is a first-person, single-character experience. You select a character at game start and play from their perspective. The world is a rich simulation experienced through one person's keyhole view.
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- **Supersedes:** D-002 (dynasty grand strategy concept)
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- **Elevator pitch:** "Pick a character. Step into the Commonwealth. Figure it out."
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- **Elevator pitch:** "Pick a character. Step into the Settled Reach. Figure it out."
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- **Key pillars:**
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- **Single character selection** - who you pick determines where you start, what you know, what you can do, and what you care about
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- **Asymmetric information as core mechanic** - you only know what your character knows. Others lie, withhold, reveal. The same world-state looks completely different from different characters
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@@ -59,7 +59,7 @@ What we're building: game concept, design pillars, prototype definition, map spe
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### D-013: Diegetic insert/POI navigation system
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- **Date:** 2026-02-09
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- **Decision:** The player's map interface is diegetic - it IS the character's neural insert (Commonwealth technology). Not a game UI bolted on, but the character literally checking their implant's navigation overlay. Points of interest appear on the map only when learned through gameplay.
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- **Decision:** The player's map interface is diegetic - it IS the character's neural insert (Settled Reach technology). Not a game UI bolted on, but the character literally checking their implant's navigation overlay. Points of interest appear on the map only when learned through gameplay.
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- **How POIs are learned:**
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- Character background (starting knowledge based on who you are)
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- NPC interactions (contacts send locations, tips, "meet me here" pins)
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