chore(meta): cascade refocus — supersede v0.2 cluster, re-home backlog tree, capture workshop WIP

Governance:
- D-166 amendment (2026-06-12): outside-in build order (geo → econ-on-world →
  building templates → door boundary contracts → NPC/interiors → gameplay);
  Phase 5 ramps in parallel once outsides are walkable (gate: T-962)
- D-114/D-115/D-117/D-118/D-120 marked superseded by D-166 (inbound anchors fixed)
- D-221 amended: milestones retired, cascade-hierarchy gating is canonical
- Q-077/Q-068/Q-036 resolved (answered by events); Q-110 (scale anchoring) and
  Q-111 (live-econ coupling) opened from cascade grounding

Ticket tree (147 stray backlog tickets dispositioned):
- New parents: T-1036 (post-cascade gameplay parking), T-1037 (maintenance initiative)
- Re-homed: 15 → Phase 4 (T-750), 30 → Phase 5 (T-749), 11 → Phase 6 (T-751),
  21 → gameplay parking, 28 → maintenance; children follow their epics
- Cancelled 12 administrative shells (mirror tickets, emptied pre-cascade umbrellas,
  v0.2 pivot shell T-603); T-9/T-28 closed done; T-745 in_progress
- New grounded tickets T-1038..T-1044: inter-settlement road/rail graph, L3→L4
  dispatch threading, river-channel-anchor bug, 64m landform-repeat bug,
  region seam blending, road-entry octants, drainage re-run fix

Docs:
- CLAUDE.md cascade paragraph updated to the amended rule
- 20 v0.1-era docs/design files marked superseded with pointers;
  content-structure-canonical retitled (v0.2 label dropped)

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-06-12 12:26:32 +02:00
co-authored by Claude Fable 5
parent 5adf2b8bd7
commit ca255dc16c
35 changed files with 2100 additions and 62 deletions
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@@ -46,7 +46,7 @@ Development follows a strict cascade. Each phase has a concrete deliverable. **D
**v0.2 target is dropped.** No scoping negotiations. Build the base systems fully.
**Generation before player (D-166, amended 2026-05-22).** No player-control or in-world rendering work begins until the generator can deterministically seed-generate every tile of every world via the full multilayer cascade. There is **no hand-made test map** — test layers are produced by the generator itself once layer-drawing begins. Progress is viewed through the implant **Atlas** (per-layer maps), which already exists (Phase 3). The current in-world rendering code is **left as-is until Phase 5** — do not build on it or rip it out before then.
**Generation before player (D-166, amended 2026-05-22 and 2026-06-12).** The world is built **outside-in**: geo layer → economic layer drawn onto the world (cities, buildings, streets, blocks, inter-settlement roads/rail) → building templates → **door boundary contracts** to building insides → only then the background NPC layer + interiors (Phase 6) → only then gameplay/scenarios ("making it a game again", parked in epic T-1036). Player control and visual rendering (Phase 5) ramp **in parallel once outside generation produces walkable exteriors** (gate held by T-962) — not before. There is **no hand-made test map** — test layers are produced by the generator itself. Progress is viewed through the implant **Atlas** (per-layer maps), which already exists (Phase 3). The current in-world rendering code is **left as-is until Phase 5** — do not build on it or rip it out before then. Guiding statement: *before this is a game, it is a Reach a character can travel through.* Phase-independent maintenance/test debt lives under initiative T-1037, not a phase epic.
## Work Modes