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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@@ -308,7 +308,7 @@ This is an institutional-oversight triangle, structurally different from the Ter
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## Notes for Copy Team
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1. **Aperture chamber is the in-world ritual.** Arriving via span gate is Commonwealth-mundane but the aperture ring has residual energy effects — ambient hum, slight color temperature shift as light normalizes from transit. Monologue lines for the detective's arrival should note this. Standard sensory detail for immersive-world arrivals.
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1. **Aperture chamber is the in-world ritual.** Arriving via span gate is mundane but the aperture ring has residual energy effects — ambient hum, slight color temperature shift as light normalizes from transit. Monologue lines for the detective's arrival should note this. Standard sensory detail for immersive-world arrivals.
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2. **The customs inequity is not dramatic.** When the senior freight handler is waved through, it should read as routine from NPC behavior — a nod, a scan confirmed, the lane opens. Overheard dialogue, if any, should be procedural: manifest check language, not conversational. The player learns that something is wrong from the pattern, not from a flagrant scene.
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3. **The Commission inspector's gallery is their professional comfort zone.** Dialogue set in the gallery (if the detective accesses it) should reflect this — the inspector is at ease up here, slightly less guarded. On the floor, they are performing authority. In the gallery, they are just watching.
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4. **The operations manager on the freight staging floor.** This is their element. Logistics language, shorthand with the senior freight handler. Any casual conversation with the detective here is the operations manager on home turf — helpful enough, not forthcoming.
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@@ -30,7 +30,7 @@ D-024 defines the tell system axis on the NPC model. This spec identifies 5 tell
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| Tell category | Internal state | Primary Tier 2 behavior | Secondary behavior | Notes |
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|---------------|---------------|------------------------|-------------------|-------|
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| **Nervous** | Stress above tolerance threshold, concealment at risk | Movement hesitation + route checking | Proximity avoidance to specific zones | Most common for characters with active secrets |
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| **Angry** | High stress, contested relationship, tolerance reached | Accelerated/direct movement | Short dwell times | Anger in the Commonwealth is internalized — no outburst in public |
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| **Angry** | High stress, contested relationship, tolerance reached | Accelerated/direct movement | Short dwell times | Anger in the Settled Reach is internalized — no outburst in public |
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| **Friendly** (suppressed) | Wanting to interact but constrained | Lingering near character / zone | Approach-and-withdraw pattern | Friendly tell occurs when NPC wants contact but can't initiate |
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| **Guarded** | Protective of information or person | Proximity positioning | Route shielding | NPC places themselves between player and something/someone |
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| **Routine deviation** | Normal routine interrupted by higher priority | Unexpected location, unexpected timing | Unusual activity for current day phase | The broadest tell — anything outside the established pattern |
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@@ -128,7 +128,7 @@ These are the Tier 2 animation states that serve as tell expressions. Each behav
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`●●` = primary expression, `●` = secondary expression, `—` = not used.
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**Angry tell note:** Anger in the Commonwealth is internalized in public spaces. An angry NPC does not have an outburst. They move faster (shorter dwell times, quicker route execution), speak shorter sentences (Mellanie's domain), and avoid the person they are angry with if they can manage it. Avoidance is the primary behavioral tell. There is no raised fist or stamped foot. The station is a workplace; people here manage.
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**Angry tell note:** Anger in the Settled Reach is internalized in public spaces. An angry NPC does not have an outburst. They move faster (shorter dwell times, quicker route execution), speak shorter sentences (Mellanie's domain), and avoid the person they are angry with if they can manage it. Avoidance is the primary behavioral tell. There is no raised fist or stamped foot. The station is a workplace; people here manage.
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---
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