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→ gameplay); Phase 5 ramps in parallel once outsides are walkable (gate: T-962) - D-114/D-115/D-117/D-118/D-120 marked superseded by D-166 (inbound anchors fixed) - D-221 amended: milestones retired, cascade-hierarchy gating is canonical - Q-077/Q-068/Q-036 resolved (answered by events);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re-run fix Docs: - CLAUDE.md cascade paragraph updated to the amended rule - 20 v0.1-era docs/design files marked superseded with pointers; content-structure-canonical retitled (v0.2 label dropped) Co-Authored-By: Claude Fable 5 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>
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@@ -451,7 +451,7 @@ Technical foundation decisions that constrain implementation: engine, client-ser
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- **Source:** Where's the Fun? Workshop, Round 4 Interview, Decision 5
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- **Raised by:** Team Leader (Jeroen) — outcome model (option C)
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- **Dissent:** None
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- **Cross-reference:** [D-120](scope.md#d-120-no-skill-ceiling-in-v02--transhumanist-ladder-deferred) (no skill ceiling in v0.2)
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- **Cross-reference:** [D-120](scope.md#d-120-no-skill-ceiling-in-v02--transhumanist-ladder-deferred-superseded) (no skill ceiling in v0.2)
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### D-134: Full character customization — hair, clothing, colors at tile scale
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- **Date:** 2026-03-05
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@@ -486,7 +486,7 @@ Technical foundation decisions that constrain implementation: engine, client-ser
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- **Source:** Where's the Fun? Workshop, Round 5 Interview, Decision 23
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- **Raised by:** Team Leader (Jeroen)
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- **Dissent:** None
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- **Cross-reference:** [D-114](scope.md#d-114-v02-proof-of-life--generator--graphics-not-hand-built-slice) (generator proof-of-life), [D-119](scope.md#d-119-generator-spike-confirmed-for-sprint-25--critical-path) (Sprint 25 generator spike)
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- **Cross-reference:** [D-114](scope.md#d-114-v02-proof-of-life--generator--graphics-not-hand-built-slice-superseded) (generator proof-of-life), [D-119](scope.md#d-119-generator-spike-confirmed-for-sprint-25--critical-path) (Sprint 25 generator spike)
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### D-141: PlatformInfo — client-side OS abstraction autoload
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- **Date:** 2026-03-13
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@@ -597,6 +597,7 @@ Technical foundation decisions that constrain implementation: engine, client-ser
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| 6 | Detail coloring — room-level content, cultural architecture | Only when the world is walkable |
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- **Amendment (2026-05-22):** Phases 4 and 5 swapped — **world generation now precedes player control**. The rule: 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. The original Phase 4 "2-floor test map" is **dropped** — test layers are produced by the generator itself once layer-drawing begins; we start drawing the world only when generation knows what to draw. Generation progress is viewed as **per-layer maps in the implant Atlas** (the Phase 3 deliverable, already built), not via an in-world renderer. The existing in-world rendering code is **left as-is until Phase 5** — neither built upon nor removed before then. Rationale: building player systems against a throwaway test substrate means rebuilding them against real generated tiles later; gating player work on deterministic generation avoids that waste. Epics T-749 (now Phase 5) and T-750 (now Phase 4) and the CLAUDE.md cascade table are updated to match.
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- **Amendment (2026-06-12):** Build order **within and after** the cascade clarified (Jeroen). The world is built **outside-in**: (1) geo layer; (2) the economic layer drawn onto the world — cities, buildings, streets, blocks, and the inter-settlement road/rail network; (3) building templates; (4) **door boundary contracts** defining the seam between exteriors and building interiors. Only then (5) the background NPC layer and building interiors (Phase 6), and only after that does gameplay/scenario design resume ("making it a game again" — tracked in the post-cascade gameplay parking epic, outside any phase). **Player control and visual rendering (Phase 5) ramp in parallel once outside generation produces walkable exteriors** — the Phase-5 trigger is "outsides generate deterministically and are walkable", not "all Phase-4 polish complete"; T-962 holds the gate and is updated to this trigger. Guiding statement: *"Before this is a game I want it to be a Reach a character can travel through."* NPCs, scenarios, and gameplay systems are conceived, designed, and built only after the traversable world exists. This amendment absorbs the v0.2 scope cluster — D-114, D-115, D-117, D-118, D-120 are marked superseded by this record, with each one's surviving design substance noted on the record itself.
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- **Rationale:** The pattern of negotiating pragmatic v0.2 cuts while discussing room-level detail repeatedly produced superseded decisions, confused agents, and distracted from building the actual product. The cascade enforces a first-things-first discipline: each layer of the game is grounded in the layer below it before detail is added.
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- **Raised by:** Jeroen, established 2026-03-24 during world generation workshop.
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- **Dissent:** None.
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