chore(meta): update changelog

Add Layer-3 settlement political character (#956).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-06-05 14:57:54 +02:00
co-authored by Claude Opus 4.8
parent edace3341d
commit 5293301190
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@@ -8,6 +8,7 @@ Format based on [Keep a Changelog](https://keepachangelog.com/).
### Added
- **Layer 3 — settlement placement** (D-211, #955) — the generation cascade now places a body's settlements on terrain that fits their economy: capitals and cities are matched to river mouths, coasts, valleys, passes, etc. via the D-195 affinity table (a financial hub gravitates to the coast, a farm to a fertile valley, a fort to a mountain pass). Runs in-game: when a body is first viewed, its settlements are read from the atlas and placed by the live cascade, then held in the per-body world cache
- **Layer 3 — settlement political character** (D-212/213/214/215, #956) — each placed settlement now carries the spatial character that will shape its streets: a *territorial status* (who controls the province — the Concord Assembly, a Syndic corp, the autonomist Compact of Westphalia, contested, or open frontier), a *political archetype* (Commission/Corporate/Pioneer/Military/Academic/Industrial), the *arrangement pattern* its districts will follow (radial core, campus grid, ribbon, fortified perimeter, hub-and-spoke), and a *founding orientation* (street grid facing the coast, the river, the contours, the cardinals, or — for pioneers — a seed-varied bearing). All derived deterministically from the system's governing faction + the settlement's economy; the layouts that consume it come with the quarter generator
- **Architecture-flavor trait-template catalog** (D-232, #993/#1005) — the foundation for how generated settlements *look*: a 28-template catalog of holistic cultural building-grammar bundles (economic-function pools + per-corridor baselines + heritage callbacks like iberian-hacienda, nordic-timber, east-asian-temple, arab-oasis), each economically gated and seed-drawn, plus a sparse per-body bias table for hero worlds. Build-time guardrails ensure ≥5 templates are eligible per economic class and none dominates a pool. Storage + bake only so far; the generator that draws from it lands later in Phase 4
- **Authored per-system specialization layer** (D-237, D-233 re-amended) — each inhabited system gains three authored, static, deterministic identity fields driving world generation: `economic_specialization` (27-value vocabulary with scale baked into the value, e.g. breadbasket vs estate_farm vs terroir), `cultural_specialization` (activity + founding-heritage vocabulary so e.g. a Vietnamese-founded system reads correctly instead of taking its corridor's default), and `dominant_faction` (who governs). Authored lore wins; unnamed systems fall back to a deterministic-but-varied seed-hashed draw so they don't all read identically
- **Kanban + milestones workflow** (D-221) — replaces sprint-based workflow with dependency-driven batch selection, many-to-many milestones, `/whats-next` skill with Si refinement review, `/pr-process` skill (author-side review comment pickup), clerk pre-push hook for D-record consistency