fix(discussions): replace absolute paths with project-relative paths
Remove misplaced ROUND-16-STATUS.md from root (duplicate of round-16-session-notes.md). Convert all macOS absolute paths to project-relative paths across round-16 docs and design reference. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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# Round 16 Status — Session Closed, Awaiting Return
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**Date closed:** 2026-02-10
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**Topic:** Factions — Building a Fuller Narrative Picture
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**Status:** COMPLETE session, OPEN QUESTIONS flagged for team return
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---
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## What Was Accomplished
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Round 16 fully developed the six-faction political landscape of The Settled Reach:
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### 1. Complete Faction Lore (Miri)
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- Identity, goals, internal tensions for all six factions
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- Power bases and vulnerabilities
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- Mechanical hooks and NPC archetypes
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- Faction interaction map
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**Factions developed:**
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1. Concord Assembly (governance, legislative authority)
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2. The Syndics (commerce, re-embodiment infrastructure)
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3. The Separatists (frontier independence)
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4. Guardians of Autonomy / Severance (counter-institutional resistance)
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5. The Veil Institute (Founder technology research)
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6. The Lattice Commission (technology regulation)
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### 2. Political Depth Analysis (Paula)
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- Power dynamics (formal vs. real power distribution)
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- Conspiracy potential for each faction
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- Character drama templates:
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- The Whistleblower
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- The Inspector with Conscience
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- The Dual-Loyalty Operative
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- The Reluctant Conspirator
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- Betrayal vectors by faction
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### 3. Mechanical Grounding (Gestalt)
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- Starting loadouts (perception tier, Meridian access, lattice quality, legal authority, contacts, resources)
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- Information asymmetry and faction blind spots
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- Mechanical constraints per faction
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- Resource loops
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- Cross-faction hooks
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- 3D reputation system (Trust × Usefulness × Exposure)
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- "First 30 Minutes" test (same scenario, six different games)
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- v0.1 recommendation: **Commission + Severance** (maximum mechanical contrast)
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---
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## Key Design Insights
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1. **Each faction = different genre**
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- Assembly: Political thriller
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- Syndics: Economic thriller
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- Separatists: Resistance thriller
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- Severance: Paranoid thriller
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- Institute: Mystery thriller
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- Commission: Investigative thriller
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2. **Faction blind spots drive replayability** — Same conspiracy reveals different information to different factions
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3. **3D reputation complexity** — Trust, Usefulness, and Exposure create relationship states where you can be simultaneously valuable and hostile to a faction
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4. **Real power ≠ formal power** — Assembly has legal authority; Commission + Institute have operational control; Syndics have economic leverage
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5. **No stable alliances** — Every relationship is transactional, conditional, situational
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6. **Constraints define play** — What factions CAN'T do shapes gameplay as much as what they CAN do
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---
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## Documents Produced
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All Round 16 materials are archived in `/Users/jeroenschweitzer/Projects/commonwealth/docs/discussions/`:
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- **`round-16-factions-complete.md`** — Consolidated overview with all three contributions
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- **`round-16-factions.md`** — Full faction lore (Miri)
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- **`round-16-faction-mechanics.md`** — Full mechanical analysis (Gestalt)
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- **`round-16-session-notes.md`** — Session closure summary
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- **`/docs/design/faction-mechanics-reference.md`** — Quick reference for gameplay use
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---
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## Open Questions for Team Return
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### Critical Decision Pending
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**Team Leader (Jeroen): Which factions for v0.1?**
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- Gestalt recommends: Commission + Severance (surveillance vs. counter-surveillance, maximum contrast)
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- Alternative: Assembly + Syndics (institutional play)
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### Validation Questions by Agent
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**Miri (Worldbuilding):**
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- Does mechanical framing break setting logic?
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- Are factional blind spots setting-faithful?
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- Does "Severance" as colloquial name work in-fiction?
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**Paula (Narrative):**
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- Does 3D reputation system support rich NPC relationships?
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- Are "first 30 minutes" scenarios compelling as narrative hooks?
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- What's missing from cross-faction interpersonal dynamics?
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**Nigel (Replayability):**
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- Does this create 6 meaningfully different playthroughs?
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- Are factional blind spots sufficient anti-metagaming?
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- Which factions need more mechanical differentiation?
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**Ozzie (Player Experience):**
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- Which faction "first 30 minutes" is most immediately compelling?
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- Does multi-faction play feel like freedom or confusion?
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- Are any factions too complex for new players?
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**Gore (Themes):**
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- Do factions express philosophical tensions (continuity, detachment, infrastructure)?
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- Does Commission's meta-information role land thematically?
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- Is Severance/Unbound permadeath mode thematically coherent or gimmick?
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**Tyre (Architecture):**
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- Does 3D reputation system map to implementable server state?
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- Can multi-faction information channels be represented as observer queries?
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- Are there architectural nightmares here?
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---
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## Next Actions
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1. **Team review** — All agents read faction documents
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2. **Answer open questions** — Team provides feedback on validation questions
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3. **v0.1 faction selection** — Team Leader decides which factions to prototype
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4. **Briefing updates** — After decisions, Qatux updates agent briefings with faction framework
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5. **Index documents** — After decisions, re-index faction documents in Qdrant for retrieval
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---
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## Session Closure Note
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Round 16 accomplished its goal: the full faction landscape is developed with lore, political depth, and mechanical grounding. The framework is complete but requires team validation and a critical decision (v0.1 faction selection) before implementation can begin.
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The session is closed to allow the team to digest the material and return with feedback. This is a natural pause point.
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**Session closed:** 2026-02-10
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**Next session:** TBD (when team is ready to validate and decide)
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---
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**For the record:** Round 16 produced no formal decisions (D-NNN) yet, as the outputs are pending team validation. Once validated and v0.1 faction selection is made, those will be recorded in DECISIONS.md.
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@@ -123,4 +123,4 @@ How each faction engages with the five pillars:
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---
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---
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**Full analysis:** `/Users/jeroenschweitzer/Projects/commonwealth/docs/discussions/round-16-faction-mechanics.md`
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**Full analysis:** `docs/discussions/round-16-faction-mechanics.md`
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@@ -17,9 +17,9 @@ This round produced three major deliverables:
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3. **Mechanical Grounding** (Gestalt) — Starting loadouts, information asymmetry, constraints, resource loops, 3D reputation system
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3. **Mechanical Grounding** (Gestalt) — Starting loadouts, information asymmetry, constraints, resource loops, 3D reputation system
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See also:
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See also:
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- `/Users/jeroenschweitzer/Projects/commonwealth/docs/discussions/round-16-factions.md` — Full faction lore (Miri)
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- `docs/discussions/round-16-factions.md` — Full faction lore (Miri)
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- `/Users/jeroenschweitzer/Projects/commonwealth/docs/discussions/round-16-faction-mechanics.md` — Full mechanical analysis (Gestalt)
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- `docs/discussions/round-16-faction-mechanics.md` — Full mechanical analysis (Gestalt)
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- `/Users/jeroenschweitzer/Projects/commonwealth/docs/design/faction-mechanics-reference.md` — Quick reference
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- `docs/design/faction-mechanics-reference.md` — Quick reference
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---
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---
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@@ -48,7 +48,7 @@ See also:
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**Key insight:** No stable alliances. Every relationship is transactional, conditional, or situational.
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**Key insight:** No stable alliances. Every relationship is transactional, conditional, or situational.
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**Full detail:** See `/Users/jeroenschweitzer/Projects/commonwealth/docs/discussions/round-16-factions.md`
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**Full detail:** See `docs/discussions/round-16-factions.md`
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---
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---
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@@ -312,7 +312,7 @@ Each faction tracks:
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**Alternative:** Assembly + Syndics (political vs. economic, tests institutional play)
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**Alternative:** Assembly + Syndics (political vs. economic, tests institutional play)
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**Full detail:** See `/Users/jeroenschweitzer/Projects/commonwealth/docs/discussions/round-16-faction-mechanics.md` and `/Users/jeroenschweitzer/Projects/commonwealth/docs/design/faction-mechanics-reference.md`
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**Full detail:** See `docs/discussions/round-16-faction-mechanics.md` and `docs/design/faction-mechanics-reference.md`
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---
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---
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@@ -393,7 +393,7 @@ Session closed 2026-02-10.
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---
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---
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**Related Documents:**
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**Related Documents:**
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- Full faction lore: `/Users/jeroenschweitzer/Projects/commonwealth/docs/discussions/round-16-factions.md`
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- Full faction lore: `docs/discussions/round-16-factions.md`
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- Full mechanical analysis: `/Users/jeroenschweitzer/Projects/commonwealth/docs/discussions/round-16-faction-mechanics.md`
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- Full mechanical analysis: `docs/discussions/round-16-faction-mechanics.md`
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- Quick reference: `/Users/jeroenschweitzer/Projects/commonwealth/docs/design/faction-mechanics-reference.md`
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- Quick reference: `docs/design/faction-mechanics-reference.md`
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- Decisions register: `/Users/jeroenschweitzer/Projects/commonwealth/DECISIONS.md`
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- Decisions register: `DECISIONS.md`
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@@ -22,14 +22,14 @@ Round 16 developed the complete faction landscape for The Settled Reach. The tea
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- Six factions with complete identity, internal tensions, power bases, vulnerabilities
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- Six factions with complete identity, internal tensions, power bases, vulnerabilities
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- NPC archetypes for each faction
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- NPC archetypes for each faction
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- Faction interaction map showing alliances, rivalries, antagonisms
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- Faction interaction map showing alliances, rivalries, antagonisms
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- Location: `/Users/jeroenschweitzer/Projects/commonwealth/docs/discussions/round-16-factions.md`
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- Location: `docs/discussions/round-16-factions.md`
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2. **Political Depth Analysis** (Paula)
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2. **Political Depth Analysis** (Paula)
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- Power dynamics mapping (formal vs. real power)
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- Power dynamics mapping (formal vs. real power)
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- Conspiracy potential for each faction
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- Conspiracy potential for each faction
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- Character drama templates (whistleblower, inspector with conscience, dual-loyalty operative, reluctant conspirator)
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- Character drama templates (whistleblower, inspector with conscience, dual-loyalty operative, reluctant conspirator)
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- Betrayal vectors by faction
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- Betrayal vectors by faction
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- Location: Integrated into `/Users/jeroenschweitzer/Projects/commonwealth/docs/discussions/round-16-factions-complete.md`
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- Location: Integrated into `docs/discussions/round-16-factions-complete.md`
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3. **Mechanical Grounding** (Gestalt)
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3. **Mechanical Grounding** (Gestalt)
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- Starting loadouts for all factions
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- Starting loadouts for all factions
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@@ -38,8 +38,8 @@ Round 16 developed the complete faction landscape for The Settled Reach. The tea
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- "First 30 Minutes" test showing same scenario from six perspectives
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- "First 30 Minutes" test showing same scenario from six perspectives
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- Cross-faction resource matrix
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- Cross-faction resource matrix
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- v0.1 recommendation: Commission + Severance
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- v0.1 recommendation: Commission + Severance
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- Location: `/Users/jeroenschweitzer/Projects/commonwealth/docs/discussions/round-16-faction-mechanics.md`
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- Location: `docs/discussions/round-16-faction-mechanics.md`
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- Quick reference: `/Users/jeroenschweitzer/Projects/commonwealth/docs/design/faction-mechanics-reference.md`
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- Quick reference: `docs/design/faction-mechanics-reference.md`
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### Key Design Insights
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### Key Design Insights
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@@ -127,4 +127,4 @@ Round 16 is marked **COMPLETE** but flagged **FOR RETURN**. The faction framewor
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- Consolidated overview: `round-16-factions-complete.md`
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- Consolidated overview: `round-16-factions-complete.md`
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- Faction lore (Miri): `round-16-factions.md`
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- Faction lore (Miri): `round-16-factions.md`
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- Faction mechanics (Gestalt): `round-16-faction-mechanics.md`
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- Faction mechanics (Gestalt): `round-16-faction-mechanics.md`
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- Quick reference: `/Users/jeroenschweitzer/Projects/commonwealth/docs/design/faction-mechanics-reference.md`
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- Quick reference: `docs/design/faction-mechanics-reference.md`
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