docs(briefings): update all agent briefings with Round 17 decisions

Add D-023 through D-029 context (content architecture, NPC generation,
social sites, simulation tiers, vertical slice, dialogue, population
ratios) to all 18 agent briefings. Core workshop participants get
detailed action items; specialist/infrastructure agents get relevant
implications. Mellanie activated from standby for content authoring.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-02-10 23:58:20 +01:00
co-authored by Claude Opus 4.6
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# Araminta - Project Briefing
Last updated: 2026-02-09
Last updated: 2026-02-10
## Current Project State
Commonwealth game: top-down immersive sim, single-character first-person perspective, asymmetric information core mechanic, Rimworld-style storyteller. 19 confirmed decisions, 12 discussion rounds complete. Pre-implementation phase - engine selection (Q-001) is next priority.
The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 29 confirmed decisions, 17 discussion rounds complete. Engine selected (D-020). Vertical slice defined (D-027).
## Decisions Relevant to Your Role
- D-013: Diegetic insert and minimap visual design - in-world UI aesthetic
@@ -11,14 +11,22 @@ Commonwealth game: top-down immersive sim, single-character first-person perspec
- D-017: Perception mode overlays - thermal vision, camera feeds, distinct visual treatments
- D-018: Sound visual indicators - how audio information appears in medium range
- D-019: Top-down art style - defining the game's visual identity
- D-021: Official title "The Settled Reach"
### Round 17 Decisions (Visual Asset Needs)
- **D-023: Three-tier content model** - Visual asset needs vary by tier:
- Tier 1: Authored drama modules (higher visual fidelity, unique locations)
- Tier 2: Templated content (modular assets, combinatorial variation)
- Tier 3: Procedural filler (tileset-based, systematic)
- **D-027: Vertical slice scope** - Station district visual requirements: workplace interior, bar/social venue, smuggling-relevant locations (cargo bay, maintenance corridors). Functional boxes acceptable for vertical slice (D-014), but atmosphere communicated through spatial relationships and lighting.
## Open Questions Assigned to You
- Q-003: Art direction (LEAD)
## Current Priorities
Create Commonwealth-specific visual style guide (color palette, UI patterns, visual grammar). Define the visual language for perception modes - each mode needs a distinct, readable overlay. Needs to create a new style guide for this project (existing /asset-gen skill configured for a different project).
Create Settled Reach visual style guide (color palette, UI patterns, visual grammar). Vertical slice visual scope: station district tileset (workplace, bar, cargo areas). Functional boxes acceptable initially, but atmosphere via spatial relationships and lighting must be considered in layout design.
Note: Image generation via /asset-gen costs money - always get Team Leader permission before generating.
Note: Image generation via /asset-gen costs money - always get Team Leader permission before generating. Needs to create a new style guide for this project (existing /asset-gen skill configured for a different project).
## Key Documents
- DECISIONS.md - all confirmed decisions
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# Dudley - Project Briefing
Last updated: 2026-02-09
Last updated: 2026-02-10
## Current Project State
Commonwealth game: top-down immersive sim, single-character first-person perspective, asymmetric information core mechanic. Pre-implementation phase.
The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 29 confirmed decisions, 17 discussion rounds complete. Engine selected (D-020: Rust/bevy_ecs server). Vertical slice defined (D-027).
## Status
STANDBY. This briefing will be populated when backend/engine implementation begins.
## Key Decisions for Your Domain
- D-010: Four architectural principles - client-server, deterministic sim, moddable, data-driven
- D-010: Four architectural principles - client-server, deterministic sim, information boundaries, input events
- D-011: LOS shadowcasting implementation
- D-012: Chunk-based map architecture
- D-014: v0.1 map specification
- D-020: Rust simulation server with bevy_ecs, MessagePack protocol to Godot client
- D-021: Official title "The Settled Reach"
### Round 17 Decisions (Server-Side Core)
- **D-024: NPC ECS model** - 10 axes as components (Want, Secret, Relationships 1-3, Tolerance, Routine, Information, Contentment, Personality, Tell, Skills). CombatCapability as optional component.
- **D-025: Template instantiation system** - Single-ownership model with reference links carrying relationship metadata. NPCs owned by one template, referenced by others.
- **D-026: Simulation tier engine** - Four tiers: Active (30-80 NPCs, full sim, 10-20 tps), Background (500-2K, state machines 1/game-min), State-saved (serialized structs), Ungenerated. Timestamp-based LRU eviction. bevy_ecs dynamic component add/remove for tier transitions.
- **D-027: Access tier system + cargo/goods** - Content filtering by access tier (0-3). Cargo/goods system for smuggling mechanics.
## Key Documents
- DECISIONS.md - all confirmed decisions
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# Gestalt - Project Briefing
Last updated: 2026-02-09
Last updated: 2026-02-10
## Current Project State
Commonwealth game: top-down immersive sim, single-character first-person perspective, asymmetric information core mechanic, Rimworld-style storyteller. 19 confirmed decisions, 12 discussion rounds complete. Pre-implementation phase - engine selection (Q-001) is next priority.
The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 29 confirmed decisions, 17 discussion rounds complete. Engine selected (D-020). Vertical slice defined (D-027).
## Decisions Relevant to Your Role
- D-005: Core concept - story generator mechanics, emergent narrative from systems
@@ -12,6 +12,15 @@ Commonwealth game: top-down immersive sim, single-character first-person perspec
- D-015: Camera lock to character - vision cone as primary information constraint
- D-017: Perception loadout system - observer queries defining what player knows
- D-018: Three-range sound system - information quality model by distance
- D-020: Godot client + Rust/bevy_ecs simulation via subprocess/IPC
- D-021: Official title "The Settled Reach"
### Round 17 Decisions (Systems Design)
- **D-024: 10-axis NPC consolidation** - Your work: Want, Secret, Relationships 1-3, Tolerance, Routine, Information, Contentment, Personality, Tell, Skills. CombatCapability as component (not axis), following D-017 perception mode pattern.
- **D-025: Social site as systemic unit** - Your term: 4-8 NPCs who regularly interact. Templates define roles, NPCs fill roles. One NPC can participate in multiple social sites via reference links.
- **D-026: Timestamp eviction endorsed** - Your scope tags (neighborhood, active-quest, colleague, known-contact) define which NPCs stay Active tier.
- **D-027: Vertical slice as systems proof** - Two characters, same templates, inverted relationships. Proves character-as-lens. Observe→notice→follow→discover must emerge from systems, not scripts.
- **D-028: Axis-to-pipeline mapping** - Dialogue selection driven by NPC axes (Want, Relationship state, Trust level, Mood). Tagged pools with systemic selection, not branching trees.
## Open Questions Assigned to You
- Q-002: v0.1 scope definition (co-lead)
@@ -20,7 +29,9 @@ Commonwealth game: top-down immersive sim, single-character first-person perspec
- Q-010: Storyteller AI architecture (co-lead with Nigel)
## Current Priorities
Mechanical deep-dive on individual pillars. Storyteller AI design. Ensure all five pillars interlock coherently as a unified system. Define how the storyteller orchestrates emergent narrative from pillar interactions.
NPC ECS component architecture (10 axes + CombatCapability component). Social site systemic interaction design. Scope tag system for tier transitions (D-026). Dialogue selection pipeline (axis values → tag matching → line pool filtering). Vertical slice systems proof: contamination activation, triangle emergence, discovery sequences.
**Iron rule for base builder (future):** CombatCapability component pattern must extend to other optional systems. No breaking the component model.
## Key Documents
- DECISIONS.md - all confirmed decisions
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# Gore - Project Briefing
Last updated: 2026-02-09
Last updated: 2026-02-10
## Current Project State
Commonwealth game: top-down immersive sim, single-character first-person perspective, asymmetric information core mechanic, Rimworld-style storyteller. 19 confirmed decisions, 12 discussion rounds complete. Pre-implementation phase - engine selection (Q-001) is next priority.
The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 29 confirmed decisions, 17 discussion rounds complete. Engine selected (D-020). Vertical slice defined (D-027).
## Decisions Relevant to Your Role
- D-005: Core concept - ascension as transformative character progression
- D-007: Five pillars - thematic foundations supporting ascension narrative
- D-008: Action pillar - scales with ascension level, hubris wall as ascension check
- D-017: Perception modes - scaling with ascension, expanded awareness at higher tiers
- D-021: Official title "The Settled Reach"
### Round 17 Decisions (Thematic Architecture)
- **D-023: Life-sim as thematic ground floor** - Your insight: life-sim substrate IS the thematic spine. "Is this enough?" requires honest counterweight. Quiet life must feel genuinely good, not empty. Conspiracies are weather.
- **D-024: Contentment axis** - Your proposal: NPCs track whether current life satisfies Want. Connects generated NPCs to thematic question. Is this life worth living?
- **D-027: Smuggler + detective as two answers to central question** - Smuggler has chosen camouflage and routine. Detective has chosen pursuit and purpose. Both face "is this enough?" differently.
- **D-029: Unentangled majority as load-bearing thematic wall** - Most NPCs are NOT pursuing transcendence. They've settled. That choice must feel valid, not cowardly.
## Open Questions Assigned to You
- Q-004: One campaign or eras? (co-lead with Miri)
- Q-009: Time system design (co-lead with Gestalt)
## Current Priorities
Ascension path design. Endgame transformation mechanics. Define how ascension changes the player's relationship with the game's core systems.
Ensure vertical slice thematic spine is sound (both characters face "is this enough?"). Contentment axis implementation in NPC generation. Mundane NPC life must feel valid — write guide on presenting unentangled life as genuinely satisfying, not failed ambition.
**Future flag:** Base builder DLC as thematic counter-offer to ascension (settling as active choice vs escape). Not now — but keep design space open.
## Key Documents
- DECISIONS.md - all confirmed decisions
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# Hoshe - Project Briefing
Last updated: 2026-02-09
Last updated: 2026-02-10
## Current Project State
Commonwealth game: top-down immersive sim, single-character first-person perspective, asymmetric information core mechanic, Rimworld-style storyteller. 19 confirmed decisions, 12 discussion rounds complete. Pre-implementation phase - engine selection (Q-001) is next priority.
The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 29 confirmed decisions, 17 discussion rounds complete. Engine selected (D-020). Vertical slice defined (D-027).
## Decisions Relevant to Your Role
- D-010: Information boundaries - testable? Can we verify information never leaks?
@@ -13,15 +13,28 @@ Commonwealth game: top-down immersive sim, single-character first-person perspec
- D-016: Monologue triggers - contextually appropriate? Right timing, right content?
- D-017: Perception queries - each mode returns correct information for its type?
- D-018: Three ranges working correctly? Sound quality degrades properly by distance?
- D-020: MessagePack serialization - correct round-trip? No data loss at protocol boundary?
- D-021: Official title "The Settled Reach"
### Round 17 Decisions (Test Criteria)
- **D-027: Vertical slice success criteria** - Concrete QA targets:
1. **30-minute breathing room** - Contamination activation must not trigger before player has 30 minutes of daily-life play (configurable for testing)
2. **Divergent playthroughs** - Same world seed, different character: verify relationships inverted, POIs differ, dialogue access varies
3. **Emotional attachment test** - Post-playthrough survey: can player name one NPC they felt conflicted about?
4. **Emergent discovery** - Observe→notice→follow→discover sequence must arise from systems (log-verifiable: no scripted reveals)
## Open Questions Assigned to You
None assigned.
## Current Priorities
STANDBY until implementation begins. When activated:
1. Write test plans BEFORE features are built
2. Verify implementations against DECISIONS.md specifications
3. Ensure every decision with testable criteria has corresponding test coverage
**ACTIVATED.** Vertical slice test plan preparation:
1. Write test plans for D-024 (NPC generation — verify 10 axes present, triangles formed)
2. Write test plans for D-025 (template instantiation — verify single-ownership, reference links carry metadata)
3. Write test plans for D-026 (simulation tiers — verify eviction timing, tier transition correctness)
4. Write test plans for D-027 success criteria (30-min runway, divergent playthroughs, emergent discovery)
5. Write test plans for D-028 (dialogue system — verify tag filtering, trait modifiers, layer activation)
All test plans due BEFORE implementation begins.
## Key Documents
- DECISIONS.md - all confirmed decisions
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# Justine - Project Briefing
Last updated: 2026-02-09
Last updated: 2026-02-10
## Current Project State
Commonwealth game: top-down immersive sim, single-character first-person perspective, asymmetric information core mechanic. Pre-implementation phase.
The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 29 confirmed decisions, 17 discussion rounds complete. Engine selected (D-020). Vertical slice defined (D-027).
## Status
STANDBY. This briefing will be populated when build/deployment pipeline work begins.
@@ -10,6 +10,11 @@ STANDBY. This briefing will be populated when build/deployment pipeline work beg
## Key Decisions for Your Domain
- Q-007: Target platforms (open question - affects entire build pipeline)
- D-019: Top-down primary view with future 3D cutscenes - build implications for asset pipelines and platform support
- D-020: Godot 4 + Rust subprocess architecture
- D-021: Official title "The Settled Reach"
### Round 17 Decisions (Save/Load Implications)
- **D-026: State-saved NPC population** - Save game must serialize 10,000+ NPCs as frozen structs (~1-2KB each). Estimated save file size: ~10-20MB for NPC state alone. Compression strategy needed. State-saved NPCs reactivate on player return (~2-5ms per NPC).
## Key Documents
- DECISIONS.md - all confirmed decisions
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# Mellanie - Project Briefing
Last updated: 2026-02-09
Last updated: 2026-02-10
## Current Project State
Commonwealth game: top-down immersive sim, single-character first-person perspective, asymmetric information core mechanic. Pre-implementation phase.
The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 29 confirmed decisions, 17 discussion rounds complete. Engine selected (D-020). Vertical slice defined (D-027).
## Status
STANDBY. This briefing will be populated when narrative content creation begins.
**ACTIVATED FROM STANDBY.** Ready for content authoring. Waiting on Miri's cultural generation guide before beginning first template pack.
## Key Decisions for Your Domain
- D-005: Single-character perspective - all narrative filtered through one viewpoint
- D-016: Internal monologue system - primary narrative content delivery mechanism
- D-013: Diegetic UI text - in-world written content and documents
- D-016: Internal monologue system - primary narrative content delivery mechanism
- D-021: Official title "The Settled Reach"
### Round 17 Decisions (Dialogue Architecture)
- **D-028: Dialogue architecture** - Your authoring model:
- **Four relational layers (all planned from day one, built in sequence):**
1. Access tiers (insider/outsider/authority/peer filter on every line)
2. Relationship history (interaction log modifying greeting and topic selection)
3. Trust-gated gossip (three disclosure tiers: surface/real/secret)
4. Unprompted disclosure (NPCs volunteer information weighted by trust and mood)
- **Tagged line pools with systemic selection** (not branching trees)
- **Trait modifiers, not per-trait scripts** - base lines + trait transformation guide per template
- **Line counts:** ~165-210 authored lines per Tier 2 template, generation-expanded 4x (write 10, generate 40)
- **Social dialogue budgeted 40% more than investigation dialogue**
- **Template content packs as deliverable:** role voice kits, situation scripts, monologue hooks, environmental text, trait transformation guide
- **D-027: Vertical slice voice kits** - Smuggler + detective character voice. Station district contexts (workplace, bar, smuggling ring).
## Current Priorities
**BLOCKED:** Waiting on Miri's cultural generation guide before starting first template pack. Guide needed for:
- Station district ordinary life (what does daily routine look like?)
- Smuggler vs detective cultural voice differentiation
- Social norms, rhythms, touchstones in the Settled Reach
**When unblocked:** Author first template content pack (workplace social site). Includes:
- Role voice kits (4-8 roles per template)
- Situation scripts (tagged line pools for common interactions)
- Monologue hooks (internal voice triggers)
- Environmental text (diegetic documents, signs, unisphere entries)
- Trait transformation guide (how personality traits reshape base lines)
**Critical tool:** Tyre's line previewer CLI (weekend build) — authoring tool and regression test harness.
## Key Documents
- DECISIONS.md - all confirmed decisions
- docs/discussions/ - archived design rounds
- docs/briefings/miri.md - cultural generation guide (forthcoming)
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# Miri - Project Briefing
Last updated: 2026-02-09
Last updated: 2026-02-10
## Current Project State
Commonwealth game: top-down immersive sim, single-character first-person perspective, asymmetric information core mechanic, Rimworld-style storyteller. 19 confirmed decisions, 12 discussion rounds complete. Pre-implementation phase - engine selection (Q-001) is next priority.
The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 29 confirmed decisions, 17 discussion rounds complete. Engine selected (D-020). Vertical slice definition complete (D-027). Next workstream: cultural generation guide for Tier 2 templates.
## Decisions Relevant to Your Role
- D-005: Core concept - asymmetric information, single-character perspective, story generator
- D-006: Prototype scenario - conspiracy arc proving core mechanics
- D-013: Diegetic insert system - canon basis for in-world UI and POI navigation
- D-016: Internal monologue system - character voice, unreliable narrator potential
- D-017: Perception modes - canon check, ensuring modes are lore-consistent
- D-021: Official title "The Settled Reach" (repository remains "commonwealth")
### Round 17 Decisions (Content Architecture)
- **D-023: Three-tier content model** - Life-sim substrate (daily routines, careers, relationships) as thematic ground floor. Conspiracies are weather, not the whole game. Setting implication: Settled Reach ordinary life must feel genuinely worth living.
- **D-025: Functional cluster as template unit** - 4-8 NPCs in 15-40 tiles of connected space. Social sites housed in physical clusters. This is how life happens in the Settled Reach.
- **D-027: Vertical slice (smuggler + detective)** - Station district with workplace, bar, smuggling ring. Both characters need distinct cultural voice. Detective has institutional authority, smuggler has social camouflage.
- **D-029: Unentangled majority (30/50/20)** - Most NPCs are NOT involved in conspiracies. Ordinary life is load-bearing. The quiet must feel real, not empty.
## Open Questions Assigned to You
- Q-004: One campaign or eras? (co-lead with Gore)
- Q-011: Character selection roster for prototype (co-lead with Paula)
## Current Priorities
Prepare canon reference material for engine selection discussion. Design character roster for prototype scenario. Ensure all mechanical decisions remain consistent with established lore and world-building.
**CRITICAL:** Write cultural generation guide for Tier 2 template authoring before Mellanie begins first template pack. Guide must cover:
- What does "ordinary life" look like in different Settled Reach contexts? (station districts, orbital settlements, planetary cities)
- Cultural touchstones, social norms, daily rhythms
- How do people live when they're NOT entangled in conspiracies?
- Smuggler vs detective cultural contexts and voice differentiation
Also: ground both vertical slice characters (smuggler and detective) in setting-consistent cultural contexts.
## Key Documents
- DECISIONS.md - all confirmed decisions
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# Nigel - Project Briefing
Last updated: 2026-02-09
Last updated: 2026-02-10
## Current Project State
Commonwealth game: top-down immersive sim, single-character first-person perspective, asymmetric information core mechanic, Rimworld-style storyteller. 19 confirmed decisions, 12 discussion rounds complete. Pre-implementation phase - engine selection (Q-001) is next priority.
The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 29 confirmed decisions, 17 discussion rounds complete. Engine selected (D-020). Vertical slice defined (D-027).
## Decisions Relevant to Your Role
- D-005: Replayability through perspective - each playthrough reveals different information
@@ -10,12 +10,20 @@ Commonwealth game: top-down immersive sim, single-character first-person perspec
- D-010: Deterministic simulation aids debugging and replay verification
- D-012: Chunk-based maps - no solvable maps, ensuring fresh exploration each run
- D-017: Perception modes as playstyle selectors - different builds see different games
- D-021: Official title "The Settled Reach"
### Round 17 Decisions (Replayability)
- **D-023: Pool-based Tier 1 modules** - Plural modules drawn from pool at game start. Access tiers (0-3) control which modules appear. Different tier seeds = different conspiracy landscapes. Anti-metagaming: can't learn "the conspiracy," only "a conspiracy."
- **D-027: Two-character proof** - Your requirement: vertical slice must support two fundamentally different playthroughs. Same world seed, different character lens, inverted experience.
- **D-029: Variable entanglement rate per seed** - Your proposal: 30/50/20 split varies per playthrough to defeat metagaming. Can't calibrate "everyone with hesitation tells is suspicious" because the ratio changes. Module attachment ratio (60-70/30-40 known vs stranger NPCs) also varies.
## Open Questions Assigned to You
- Q-010: Storyteller AI architecture (co-lead with Gestalt)
## Current Priorities
Structural randomness design. Replayability verification of all new systems. Ensure every confirmed decision contributes to meaningful variance across playthroughs. Co-design storyteller AI with Gestalt.
Access tier system design (Tier 0-3 content pools). Seed-based population split variance implementation. Module attachment logic (known vs stranger NPC ratio). Vertical slice replayability proof: verify smuggler and detective playthroughs produce fundamentally different experiences from identical world seed.
**Key replayability multiplier:** Access tiers make Tier 1 conspiracy pool variable across playthroughs, not just within one game.
## Key Documents
- DECISIONS.md - all confirmed decisions
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# Oscar - Project Briefing
Last updated: 2026-02-09
Last updated: 2026-02-10
## Current Project State
Commonwealth game: top-down immersive sim, single-character first-person perspective, asymmetric information core mechanic. Pre-implementation phase.
The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 29 confirmed decisions, 17 discussion rounds complete. Engine selected (D-020). Vertical slice defined (D-027).
## Status
STANDBY. This briefing will be populated when networking/multiplayer implementation begins.
## Key Decisions for Your Domain
- D-009: Multiplayer strategy
- D-009: Multiplayer strategy (design for it, build single-player first)
- D-010: Four architectural principles - especially client-server architecture and deterministic simulation
- D-020: Subprocess/IPC architecture — local socket for single-player, TCP for multiplayer (same protocol)
- D-021: Official title "The Settled Reach"
### Round 17 Decisions (Multiplayer Implications)
- **D-026: Simulation tier sync** - For future multiplayer: how do we synchronize State-saved NPC reactivation across clients? Background tier state machines run server-side — clients receive snapshots. Timestamp-based eviction must be deterministic across all observers.
## Key Documents
- DECISIONS.md - all confirmed decisions
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# Ozzie - Project Briefing
Last updated: 2026-02-09
Last updated: 2026-02-10
## Current Project State
Commonwealth game: top-down immersive sim, single-character first-person perspective, asymmetric information core mechanic, Rimworld-style storyteller. 19 confirmed decisions, 12 discussion rounds complete. Pre-implementation phase - engine selection (Q-001) is next priority.
The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 29 confirmed decisions, 17 discussion rounds complete. Engine selected (D-020). Vertical slice defined (D-027).
## Decisions Relevant to Your Role
- D-005: Core concept - player experience of asymmetric information and perspective
- D-008: Action pillar - hubris wall mechanic creating meaningful player consequences
- D-019: Top-down primary view with future 3D cutscenes
- D-021: Official title "The Settled Reach"
### Round 17 Decisions (Player Experience)
- **D-023: Life-sim substrate** - Conspiracies are punctuation. Daily life is the sentence. Life-sim "wow moments" (career progression, relationship payoffs, social victories) carry equal weight to investigation reveals.
- **D-027: Vertical slice success criteria** - **30-minute runway before contamination activates** (your proposal). Player must breathe, attach, care before the intrigue hooks. Each playthrough must feel fundamentally different. Player names one NPC they felt conflicted about.
- **D-028: Four dialogue layers** - Access tiers, relationship history, trust-gated gossip, unprompted disclosure. ALL planned from day one. Every layer enriches moment-to-moment social interaction.
- **D-029: Quality floor for unentangled NPCs** - Even flat background NPCs need routine + appropriate greeting. Mundane triangle NPCs provide hours of social gameplay independent of conspiracy.
## Open Questions Assigned to You
None assigned.
## Current Priorities
Participate in design discussions. Champion player experience during engine evaluation. Ensure all mechanical decisions serve the player's moment-to-moment experience.
Vertical slice playtest evaluation. Champion the 30-minute breathing room success criterion. Verify both playthroughs (smuggler and detective) feel fundamentally different. Ensure social interaction moment-to-moment rewards match investigation moments. Guard the life-sim substrate from being sacrificed to conspiracy pacing.
## Key Documents
- DECISIONS.md - all confirmed decisions
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# Paula - Project Briefing
Last updated: 2026-02-09
Last updated: 2026-02-10
## Current Project State
Commonwealth game: top-down immersive sim, single-character first-person perspective, asymmetric information core mechanic, Rimworld-style storyteller. 19 confirmed decisions, 12 discussion rounds complete. Pre-implementation phase - engine selection (Q-001) is next priority.
The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 29 confirmed decisions, 17 discussion rounds complete. Engine selected (D-020). Vertical slice defined (D-027).
## Decisions Relevant to Your Role
- D-005: Asymmetric information as core mechanic driving faction dynamics
- D-006: Prototype scenario - conspiracy arc with faction manipulation
- D-013: POI manipulation system - how factions mark and control information
- D-016: Internal monologue - unreliable narrator reflecting faction allegiances
- D-018: Sound system - information quality degrades by range, affecting faction awareness
- D-021: Official title "The Settled Reach"
### Round 17 Decisions (NPC & Dialogue Systems)
- **D-024: NPC triangle model** - Your proposal: 3 NPCs with conflicting interests as atomic intrigue unit. 2 per template minimum, 1 cross-template. 10 consolidated axes (Want, Secret, Relationships 1-3, Tolerance, Routine, Information, Contentment, Personality, Tell, Skills). Combat as component, not axis.
- **D-025: Cross-template triangles via reference links** - NPCs owned by one template, referenced by others with relationship metadata. Enables social site overlap without lifecycle conflicts.
- **D-028: Four relational dialogue layers** - Your design: (1) Access tiers, (2) Relationship history, (3) Trust-gated gossip, (4) Unprompted disclosure. All load-bearing. Social dialogue budgeted 40% more than investigation.
- **D-029: 30/50/20 population split** - Your proposal: 30% flat, 50% mundane triangles, 20% entangled. Mundane triangles ARE the social game. Variable per seed to prevent metagaming.
## Open Questions Assigned to You
- Q-011: Character selection roster for prototype (co-lead with Miri)
## Current Priorities
Faction and relationship mechanics design. Character roster for prototype scenario. Define how asymmetric information creates faction tension and player-driven political dynamics.
NPC triangle authoring for vertical slice templates (workplace, bar, smuggling ring). Define cross-template relationship metadata schema for reference links. Design vertical slice character rosters (smuggler + detective perspectives on same NPCs). Map dialogue layers to NPC axes for systemic line selection. Social gameplay loop design — mundane triangles as standalone content.
## Key Documents
- DECISIONS.md - all confirmed decisions
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Last updated: 2026-02-10
## Current Project State
The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 22 confirmed decisions, 15 discussion rounds complete. Engine selected (D-020: Godot 4 + Rust/bevy_ecs via subprocess/IPC). Implementation phase approaching.
The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 29 confirmed decisions, 17 discussion rounds complete. Engine selected (D-020: Godot 4 + Rust/bevy_ecs via subprocess/IPC). Vertical slice defined (D-027). Implementation phase beginning.
## Decisions Relevant to Your Role
All decisions (D-001 through D-022) - maintains DECISIONS.md as the canonical record. Indexes and retrieves decision context for the team.
All decisions (D-001 through D-029) - maintains DECISIONS.md as the canonical record. Indexes and retrieves decision context for the team.
**D-022 (Process change):** Discussions now captured directly in round documents at `docs/discussions/round-NN-topic.md` instead of DISCUSSION.md. Qatux must be included in all team interactions to ensure documentation.
### Round 17 Summary (Latest)
**Date:** 2026-02-10
**Topic:** Content architecture (NPC generation, dialogue, simulation tiers, vertical slice)
**Decisions produced:** 7 (D-023 through D-029)
**Key themes:** Life-sim substrate as thematic ground floor, NPC triangles as atomic intrigue unit, four-layer dialogue architecture, simulation tier performance budgets, vertical slice definition (smuggler + detective)
**Open items flagged:**
- Miri: Cultural generation guide needed (blocks Mellanie)
- Tyre: Line previewer CLI (weekend build, critical tool for Mellanie)
- Gore: Base builder DLC design space kept open (thematic counter-offer to ascension)
- Gestalt: Iron rule — CombatCapability component pattern must extend to future systems
- Nigel: Access tier system as replayability multiplier (variable conspiracy pools)
## Open Questions Assigned to You
None assigned directly.
@@ -22,7 +35,11 @@ None assigned directly.
## Key Documents
- DECISIONS.md - all confirmed decisions
- DISCUSSION.md - active discussion round
- docs/discussions/ - archived rounds
- docs/discussions/ - archived rounds (including active rounds per D-022)
- docs/briefings/ - agent briefing files (you maintain these)
- TEAM.md - team roster
## Recent Archive Activity
- 2026-02-10: Round 17 archived to `docs/discussions/round-17-content-architecture.md`
- 2026-02-10: All agent briefings updated with Round 17 decisions
- Next: Re-index updated briefing files in Qdrant
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# Si - Project Briefing
Last updated: 2026-02-09
Last updated: 2026-02-10
## Current Project State
Commonwealth game: top-down immersive sim, single-character first-person perspective, asymmetric information core mechanic, Rimworld-style storyteller. 19 confirmed decisions, 12 discussion rounds complete. Pre-implementation phase - engine selection (Q-001) is next priority.
The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 29 confirmed decisions, 17 discussion rounds complete. Engine selected (D-020). Vertical slice defined (D-027). Next major workstream: vertical slice implementation.
## Decisions Relevant to Your Role
All decisions (D-001 through D-019) - manages tickets derived from confirmed decisions.
All decisions (D-001 through D-029) - manages tickets derived from confirmed decisions.
### Round 17 Summary (Sprint Planning Context)
- **D-023:** Three-tier content architecture (Tier 1 authored modules, Tier 2 templated, Tier 3 procedural)
- **D-024:** NPC generation model (10 axes + CombatCapability component)
- **D-025:** Social site as atomic template unit (4-8 NPCs, 15-40 tiles, single-ownership + reference links)
- **D-026:** Simulation tiers (Active/Background/State-saved/Ungenerated with timestamp eviction)
- **D-027:** Vertical slice = smuggler + detective, station district, 3 templates, 30-min success criterion
- **D-028:** Dialogue system (tagged pools, 4 relational layers, trait modifiers, template content packs)
- **D-029:** Population entanglement ratio (30/50/20, variable per seed)
## Open Questions Assigned to You
All open questions - tracks as tickets for assignment and progress monitoring.
## Current Priorities
Set up ticketing workflow. Seed initiatives from D-001 through D-019. Create initial sprint plan for engine selection phase. Coordinate with Team Leader on work priorities. Ensure every confirmed decision has at least one corresponding ticket tracking its implementation.
Create sprint plan for vertical slice implementation (D-027). Break D-024 through D-029 into tickets. Track dependencies:
- Miri's cultural guide (blocks Mellanie's content authoring)
- Tyre's line previewer CLI (critical tool for Mellanie)
- Hoshe's test plans (must precede implementation)
- NPC ECS model (blocks template instantiation)
- Template system (blocks dialogue system)
Vertical slice is the next major workstream — coordinate with Team Leader on sequencing and resourcing.
## Key Documents
- DECISIONS.md - all confirmed decisions
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# Stig - Project Briefing
Last updated: 2026-02-09
Last updated: 2026-02-10
## Current Project State
Commonwealth game: top-down immersive sim, single-character first-person perspective, asymmetric information core mechanic. Pre-implementation phase.
The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 29 confirmed decisions, 17 discussion rounds complete. Engine selected (D-020). Vertical slice defined (D-027).
## Status
STANDBY. This briefing will be populated when UI implementation begins.
@@ -14,6 +14,16 @@ STANDBY. This briefing will be populated when UI implementation begins.
- D-017: Perception mode overlays
- D-018: Sound visual indicators (medium range)
- D-019: Top-down primary view
- D-020: Godot 4 client (GDScript)
- D-021: Official title "The Settled Reach"
### Round 17 Decisions (UI Implications)
- **D-028: Dialogue UI layers** - Four relational layers:
- Access tier indicators (insider/outsider/authority/peer)
- Relationship history feedback (trust/rapport display)
- Trust-gated dialogue options (locked topics until threshold met)
- Unprompted disclosure notifications (NPC volunteers information)
- **D-027: Character-filtered insert UI** - Smuggler sees insider access, detective sees authority access. Same UI system, different filtered POI content.
## Key Documents
- DECISIONS.md - all confirmed decisions
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# Tiger - Project Briefing
Last updated: 2026-02-09
Last updated: 2026-02-10
## Current Project State
Commonwealth game: top-down immersive sim, single-character first-person perspective, asymmetric information core mechanic. Pre-implementation phase.
The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 29 confirmed decisions, 17 discussion rounds complete. Engine selected (D-020). Vertical slice defined (D-027).
## Status
STANDBY. This briefing will be populated when localization work begins.
## Key Decisions for Your Domain
- D-016: Internal monologue system - localization of character voice and personality through text
- D-021: Official title "The Settled Reach"
- Q-008: Licensing (open question - affects localization scope and supported languages)
### Round 17 Decisions (Localization Implications)
- **D-028: Tagged line pool dialogue system** - Localization advantages: each line is tagged with context metadata (access tier, relationship level, trust threshold, mood). Translators receive rich context. Lines are pooled, not tree-branched — translation scope is predictable. Trait modifiers apply post-translation (base line + transformation guide = variants in target language).
## Key Documents
- DECISIONS.md - all confirmed decisions
- docs/discussions/ - archived design rounds
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# Troblum - Project Briefing
Last updated: 2026-02-09
Last updated: 2026-02-10
## Current Project State
Commonwealth game: top-down immersive sim, single-character first-person perspective, asymmetric information core mechanic, Rimworld-style storyteller. 19 confirmed decisions, 12 discussion rounds complete. Pre-implementation phase - engine selection (Q-001) is next priority.
The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 29 confirmed decisions, 17 discussion rounds complete. Engine selected (D-020: Godot + Rust/bevy_ecs subprocess). Vertical slice defined (D-027).
## Decisions Relevant to Your Role
- D-010: Architectural baseline - four principles to stress-test against engine candidates
- D-012: Chunk-based map architecture - evaluate engine support and performance
- D-010: Architectural baseline - four principles
- D-012: Chunk-based map architecture
- D-020: Godot 4 client + Rust/bevy_ecs server via subprocess/IPC (your risk assessment shifted integration from GDExtension to subprocess)
### Round 17 Decisions (Technical Evaluation)
- **D-026: Simulation tier budgets** - Performance targets for technical stress-testing:
- Active: 30-80 NPCs, full sim, 10-20 tps
- Background: 500-2,000 NPCs, state machine ticks 1/game-minute, 4 machines each
- State-saved: 10,000+ NPCs, frozen serialized structs ~1-2KB each
- Timestamp-based LRU eviction against available sim-space
- **D-027: Two-character vertical slice** - Architecture implication: ~20% more effort than single-character, no new systems. Multi-observer already supported by D-020 client-server model.
## Open Questions Assigned to You
- Q-001: Engine selection (sparring partner for Tyre)
## Current Priorities
Prepare to evaluate engine candidates when Tyre begins Q-001. Research benchmark data, documentation quality, and community health for shortlisted engines. Challenge Tyre's assumptions with hard technical evidence. Ensure no engine is selected without rigorous stress-testing against D-010 and D-012 requirements.
Monitor D-026 simulation tier implementation for performance validation. Stress-test timestamp-based eviction against worst-case scenarios. Validate bevy_ecs dynamic component performance for tier transitions. Challenge any implementation that doesn't meet stated budgets with hard profiling data.
## Key Documents
- DECISIONS.md - all confirmed decisions
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# Tyre - Project Briefing
Last updated: 2026-02-09
Last updated: 2026-02-10
## Current Project State
Commonwealth game: top-down immersive sim, single-character first-person perspective, asymmetric information core mechanic, Rimworld-style storyteller. 19 confirmed decisions, 12 discussion rounds complete. Pre-implementation phase - engine selection (Q-001) is next priority.
The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 29 confirmed decisions, 17 discussion rounds complete. Engine selected (D-020: Godot + Rust/bevy_ecs subprocess). Vertical slice defined (D-027).
## Decisions Relevant to Your Role
- D-008: Z-levels, LOD, procedural generation - technical architecture implications
- D-010: Four architectural principles - client-server, deterministic sim, moddable, data-driven (ALL)
- D-010: Four architectural principles - client-server, deterministic sim, information boundaries, input events
- D-011: LOS shadowcasting implementation for fog of war
- D-012: Chunk-based map architecture for streaming and generation
- D-014: v0.1 map specification - full technical requirements
@@ -14,6 +14,15 @@ Commonwealth game: top-down immersive sim, single-character first-person perspec
- D-017: Perception as observer queries - technical pattern for all perception modes
- D-018: Sound propagation system - three-range model with wall occlusion
- D-019: Top-down primary view with potential future 3D client
- D-020: Godot 4 client + Rust/bevy_ecs server via subprocess/IPC, MessagePack serialization
- D-021: Official title "The Settled Reach"
### Round 17 Decisions (Technical Architecture)
- **D-024: CombatCapability as ECS component** - Optional component triggered by combat-trained skill tag. Pattern applies to all optional systems. Follows D-017 perception mode model (capabilities as components, not monolithic state).
- **D-025: Single-ownership template model with reference links** - NPCs owned by one template, referenced by others. Reference links carry relationship metadata. Prevents lifecycle conflicts.
- **D-026: Simulation tier budgets confirmed** - Your numbers: Active (30-80 NPCs, 10-20 tps), Background (500-2K NPCs, state machines 1/game-min, 4 machines each), State-saved (~1-2KB serialized structs), Ungenerated (doesn't exist). Timestamp-based LRU eviction. bevy_ecs dynamic components for tier transitions.
- **D-027: Vertical slice systems** - Access tier system + cargo/goods system needed for smuggling ring mechanics. Two characters = ~20% more effort, no new architecture (client-server already supports multi-observer).
- **D-028: Line previewer CLI** - Weekend build. Authoring tool and regression test harness. Takes template YAML → NPC instances → trait modifiers → outputs generated line pools with metadata.
## Open Questions Assigned to You
- Q-001: Engine selection (LEAD, CRITICAL - next priority)
@@ -22,14 +31,15 @@ Commonwealth game: top-down immersive sim, single-character first-person perspec
- Q-007: Target platforms
## Current Priorities
ENGINE SELECTION IS NEXT. Hard requirements from confirmed decisions:
- Client-server architecture (D-010)
- Deterministic simulation (D-010)
- Chunk-based maps (D-012)
- LOS shadowcasting with vision cone (D-011/D-015)
- Sound propagation (D-018)
- Observer-based perception queries (D-017)
- 2D top-down with potential 3D cutscenes (D-019)
Vertical slice technical implementation:
1. NPC ECS component model (10 axes + optional CombatCapability component)
2. Template instantiation system (single-ownership + reference links with metadata)
3. Simulation tier transitions (timestamp LRU + scope tags + bevy_ecs component add/remove)
4. Access tier system (content filtering by tier 0-3)
5. Basic cargo/goods system (for smuggling ring mechanics)
6. Line previewer CLI (weekend build — YAML templates → trait-modified line pools)
**Future flag:** Base builder DLC requires data model stub now: `modifications: Vec<Modification>` on relevant entities. Add to schema early.
## Key Documents
- DECISIONS.md - all confirmed decisions