feat(copy): add zone identity specs and Krenn culture profile (#609, #610)

Zone identity specs for the generator spike proof-of-life:
- rural-zone-spec.ron: 4 roles, 3 social sites, density 2, economic 3
- industrial-zone-spec.ron: 4 roles, 3 social sites, density 6, economic 7

Krenn culture profile:
- culture-krenn.ron: 40 given names, 16 family names, speech patterns,
  cultural values (Bold/Honest/Curious/Social favored)

All three files validate against the Rust structs from #611 and produce
visibly differentiated output from the generator spike.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-03-07 09:27:16 +01:00
co-authored by Claude Opus 4.6
parent 4b57006a5c
commit 95c0da9cf5
3 changed files with 335 additions and 0 deletions
+103
View File
@@ -0,0 +1,103 @@
// Krenn Culture Profile
//
// Schema: server/src/npc/blueprint.rs :: CultureProfile
// Ticket: #610 (copy team)
// Validate: tooling/validate-ron content/global/culture-krenn.ron culture
//
// Sources: D-036 (Sova Transit District / Krenn System setting, amended post-workshop),
// D-121 (voice is culture-driven, job as modifier),
// D-128 (culture implicit in starting location).
//
// Krenn: ~180 years settled. Mid-Reach G3V system. Working-class pragmatic.
// Community-oriented, suspicious of distant authority. Competence earns respect.
// Showing up and doing the work matters more than rank or credentials.
// First-name-primary in social contexts — family names are institutional.
(
id: "krenn",
name: "Krenn System Culture",
description: "Working-class pragmatic culture. ~180 years settled, mid-Reach G3V system. Community-oriented, suspicious of distant authority, values competence and reliability over credentials. Atmosphere: quotidian-with-undertow — comfortable enough to be complacent, tight enough that extra income is tempting.",
naming: (
style: "compact, consonant-heavy, first-name-primary in social contexts",
// Pool the generator draws from. More names = more variety across runs.
// Source: D-036 canonical examples + extended set following same phoneme rules.
// Rule: compact (1-2 syllables), consonant clusters welcome, no soft endings.
given_names: [
// D-036 canonical set
"Kael", "Voss", "Lera", "Torek", "Drin",
"Maret", "Naia", "Sera", "Nils", "Pael",
"Tev", "Ren", "Sess", "Renn", "Olin",
"Tav", "Resha", "Harek", "Sabel", "Pell",
// Extended — same phoneme pattern
"Dav", "Korr", "Ness", "Pren", "Vel",
"Orin", "Mael", "Torra", "Narek", "Sev",
"Bren", "Linn", "Vael", "Darek", "Pess",
"Nell", "Kren", "Sorel", "Tavek", "Rael",
],
family_names: [
// D-036 canonical + extended
"Davan", "Sessik", "Korr", "Tamm", "Venn",
"Lintar", "Darvo", "Kosse",
// Extended
"Pellan", "Sorren", "Tessik", "Narek", "Brav",
"Ossel", "Rennick", "Harven",
],
// Krenn culture is first-name-primary.
// Family names exist but belong to institutional contexts: contracts, registrations, arrest records.
family_name_used_socially: false,
),
speech: (
// Direct. Minimal pleasantries. Gets to the point — not because they're rude,
// but because time is real and everyone's short of it.
register: "direct, minimal pleasantries, gets to the point",
filler_words: [
"look",
"right",
"yeah",
"so",
"listen",
"well",
],
greetings: [
"hey",
"morning",
"shift treating you alright?",
"all good?",
"what's the word?",
"you okay?",
],
farewells: [
"shift's calling",
"gotta move",
"catch you later",
"take it easy",
"see you around",
"stay out of trouble",
],
// Krenn oaths are void-adjacent — space is real here, and hostile.
// They don't swear by gods or governments. They swear by what kills you.
exclamations: [
"void take it",
"stars",
"blood and void",
"unbelievable",
"damn all",
"not again",
],
),
values: (
description: "Pragmatic, community-oriented, suspicious of authority. Competence earns respect. Showing up and doing the work matters more than rank or credentials. Outsiders are tolerated but watched. Loyalty runs narrow and deep — to your crew, your shift, your street.",
// Traits more common in Krenn culture — generator biases toward these.
// Bold: Krenn people speak their mind. Honest: community trust is load-bearing.
// Curious: 180 years of problem-solving breeds intellectual appetite.
// Social: community-oriented culture; isolation is a warning sign.
favored_traits: [Bold, Honest, Curious, Social],
// Traits less common — generator biases away from these.
// Reclusive: red flag in a community that depends on showing up.
// Deceptive: betrayal of trust is the worst thing you can do here.
disfavored_traits: [Reclusive, Deceptive],
),
)
+116
View File
@@ -0,0 +1,116 @@
// Zone Identity Spec — Industrial
//
// Schema: server/src/npc/blueprint.rs :: ZoneSpec
// Ticket: #609 (copy team)
// Validate: tooling/validate-ron content/global/industrial-zone-spec.ron zone
//
// Character: freight handling, manufacturing, maintenance. High throughput.
// Shift rhythms. Functional over comfortable. Nobody lingers — unless they're on break.
//
// Generator contrast target: industrial vs rural (Sprint 25 proof).
// If these produce NPCs that look the same, something is wrong.
(
zone_type: "industrial",
label: "Industrial Zone",
description: "Freight handling, manufacturing, and maintenance. High throughput, shift-based work rhythms, functional over comfortable. Faces are known by role and bay number more than name. The work doesn't stop between shifts — people do.",
// 1-10. Industrial Krenn: steady credit flow, but it all goes somewhere.
economic_level: 7,
// 1-10. Dense. Multiple shifts overlap. Crowds at handover.
population_density: 6,
roles: [
(
id: "dock_worker",
label: "Dock Worker",
// Most common. The zone runs on their backs.
weight: 5,
skill_focus: ["technical"],
combat_eligible: false,
typical_behaviors: [
"guides a freight container into position with hand signals",
"checks a manifest against a handheld scanner, lips moving",
"waits at the loading bay apron with arms crossed, watching the clock",
"calls bay numbers to a colleague across the noise of the floor",
"hooks a cargo sling and steps clear before signaling the lift",
"stacks empty pallets against a wall with mechanical efficiency",
"wipes sweat from her face with a forearm and keeps moving",
],
),
(
id: "technician",
label: "Systems Technician",
// Keeps the infrastructure running. Never enough of them.
weight: 4,
skill_focus: ["technical"],
combat_eligible: false,
typical_behaviors: [
"runs a diagnostic routine on a floor console, eyes on the readout",
"traces a conduit run along the ceiling with a handheld light",
"swaps a panel module with practiced speed and no wasted motion",
"logs a fault code into a datapad before moving on",
"presses an ear to a vibrating duct and listens",
"argues quietly with a display that isn't giving the right numbers",
],
),
(
id: "foreman",
label: "Shift Foreman",
// Fewer of them. High visibility. Everyone knows where they are.
weight: 2,
skill_focus: ["observation", "persuasion"],
combat_eligible: false,
typical_behaviors: [
"walks the floor with a datapad under one arm and says nothing",
"pulls a worker aside for a quiet word near the far wall",
"marks a line off a production board and moves to the next one",
"stands at the mezzanine rail watching throughput without expression",
"reviews shift handover notes and circles something with a stylus",
"speaks to a dock crew in a low voice — they listen without nodding",
],
),
(
id: "security",
label: "Facility Security",
// Present, watchful. Not looking for trouble — cataloguing it.
weight: 2,
skill_focus: ["combat", "observation"],
combat_eligible: true,
typical_behaviors: [
"sweeps the access corridor on a timed circuit, same path each time",
"checks IDs at the freight elevator with a scanner and no eye contact",
"stands post near the restricted equipment bay, back to the wall",
"notes something in a shift log without reacting to it outwardly",
"watches a handover between crews from across the loading floor",
],
),
],
social_sites: [
(
site_type: "break_room",
label: "Worker Break Room",
// Between shifts. Decompression. People stop performing for a moment.
roles: ["dock_worker", "technician", "foreman"],
min_npcs: 2,
max_npcs: 5,
),
(
site_type: "maintenance_bay",
label: "Maintenance Bay",
// Active work site. Technicians and dock workers cross paths here.
roles: ["technician", "dock_worker"],
min_npcs: 2,
max_npcs: 4,
),
(
site_type: "loading_platform",
label: "Loading Platform",
// The operational center. Busy, loud, coordinated.
roles: ["dock_worker", "foreman", "security"],
min_npcs: 3,
max_npcs: 8,
),
],
)
+116
View File
@@ -0,0 +1,116 @@
// Zone Identity Spec — Rural
//
// Schema: server/src/npc/blueprint.rs :: ZoneSpec
// Ticket: #609 (copy team)
// Validate: tooling/validate-ron content/global/rural-zone-spec.ron zone
//
// Character: scattered homesteads and small workshops. Unhurried. Community-bound.
// Low throughput, high familiarity. Everyone knows who belongs here.
//
// Generator contrast target: rural vs industrial (Sprint 25 proof).
// If these produce NPCs that look the same, something is wrong.
(
zone_type: "rural",
label: "Rural Settlement",
description: "Scattered homesteads, small workshops, and communal gathering points. Low population density, strong community bonds, subsistence-plus economy. Work is seasonal and visible — everyone knows what everyone else is doing.",
// 1-10. Rural Krenn: self-sufficient, low cash flow, barter supplements credits.
economic_level: 3,
// 1-10. Sparse. Faces are familiar. Strangers stand out.
population_density: 2,
roles: [
(
id: "farmer",
label: "Farmer",
// Most common. The settlement runs on food production.
weight: 5,
skill_focus: ["technical"],
combat_eligible: false,
typical_behaviors: [
"tends rows of low-growing crops with a long-handled hoe",
"lifts a crate of produce onto a flatbed with practiced ease",
"squints at the sky before deciding whether to water",
"patches a cracked irrigation pipe with strips of bonding tape",
"calls across a field to a neighbor without looking up from work",
"hauls produce to the market stall before the heat of the day",
"checks seedling trays in a low prefab greenhouse",
],
),
(
id: "mechanic",
label: "Settlement Mechanic",
// One or two per settlement. Everyone knows who to call.
weight: 3,
skill_focus: ["technical"],
combat_eligible: false,
typical_behaviors: [
"pulls a drive unit from a tiller and examines the worn housing",
"wipes grease on the thigh of her coveralls between jobs",
"explains a repair in clipped shorthand without looking up",
"lines up salvaged parts on a workbench and assesses them",
"welds a seam on a cracked water tank with slow, careful strokes",
"borrows a tool from a neighbor and returns it without being asked",
],
),
(
id: "trader",
label: "Itinerant Trader",
// Passes through. Outsider-familiar — not local, not stranger.
weight: 2,
skill_focus: ["persuasion", "observation"],
combat_eligible: false,
typical_behaviors: [
"squares goods on a fold-out portable display with deliberate care",
"leans back on a stool and watches the foot traffic",
"counts credit chits with one thumb while talking to a customer",
"haggles with quiet patience — lets silence do the work",
"notes which locals are buying what, and remembers",
"packs unsold goods with no visible frustration",
],
),
(
id: "militia",
label: "Settlement Militia",
// Rare. Part-time. Knows everyone, trusted because of it.
weight: 1,
skill_focus: ["combat", "observation"],
combat_eligible: true,
typical_behaviors: [
"walks the fence line at a measured, unhurried pace",
"leans on the gate post with rifle slung, watching the road",
"waves a familiar face through without checking credentials",
"sits in the shade of the gatehouse with a local newsline",
"stops to talk with a passing farmer, eyes still scanning the perimeter",
],
),
],
social_sites: [
(
site_type: "tavern",
label: "Local Tavern",
// The Last Shift equivalent for rural Krenn: functional, familiar, slow.
roles: ["farmer", "mechanic", "trader", "militia"],
min_npcs: 3,
max_npcs: 6,
),
(
site_type: "workshop",
label: "Community Workshop",
// Shared space. People fix things together.
roles: ["mechanic", "farmer"],
min_npcs: 2,
max_npcs: 4,
),
(
site_type: "market_stall",
label: "Settlement Market",
// Weekly or daily trading post. Commerce and gossip combined.
roles: ["trader", "farmer"],
min_npcs: 1,
max_npcs: 3,
),
],
)