From 9fa06f340183e322f714203e90e1c6e74e69c112 Mon Sep 17 00:00:00 2001 From: Jeroen Schweitzer Date: Wed, 3 Jun 2026 17:14:43 +0200 Subject: [PATCH] chore(meta): update changelog MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Mark Layer-3 settlement placement (#955) as running in-game now that the B/E/F plumbing (per-body settlement read → work item → cache-miss proxy) is wired. Co-Authored-By: Claude Opus 4.8 (1M context) --- CHANGELOG.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/CHANGELOG.md b/CHANGELOG.md index d092753b8..2ee86076e 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -7,7 +7,7 @@ Format based on [Keep a Changelog](https://keepachangelog.com/). ## [Unreleased] ### 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). Wired into the runtime cascade and held in the per-body world cache; the in-game settlement read is the next step +- **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 - **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