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- D-114/D-115/D-117/D-118/D-120 marked superseded by D-166 (inbound anchors fixed)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- 20 v0.1-era docs/design files marked superseded with pointers;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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@@ -73,7 +73,7 @@ What we're building: game concept, design pillars, prototype definition, map spe
### D-014: v0.1 map specification [SUPERSEDED]
- **Date:** 2026-02-09
- **Superseded by:** [D-114](#d-114-v02-proof-of-life--generator--graphics-not-hand-built-slice) (generator-first proof-of-life replaces hand-built map spec; auto-generated locations at scale replace the hand-crafted tile map approach)
- **Superseded by:** [D-114](#d-114-v02-proof-of-life--generator--graphics-not-hand-built-slice-superseded) (generator-first proof-of-life replaces hand-built map spec; auto-generated locations at scale replace the hand-crafted tile map approach)
- **Decision:** First playable tech demo map spec:
| Layer | Spec |
@@ -96,7 +96,7 @@ What we're building: game concept, design pillars, prototype definition, map spe
### D-027: Vertical slice — smuggler + detective, two-character proof [SUPERSEDED]
- **Date:** 2026-02-10
- **Superseded by:** [D-114](#d-114-v02-proof-of-life--generator--graphics-not-hand-built-slice) (generator-first proof-of-life) and [D-117](#d-117-tycoon-is-the-v02-bookmark--zero-investigation-content) (tycoon bookmark replaces smuggler + detective; zero investigation content for v0.2)
- **Superseded by:** [D-114](#d-114-v02-proof-of-life--generator--graphics-not-hand-built-slice-superseded) (generator-first proof-of-life) and [D-117](#d-117-tycoon-is-the-v02-bookmark--zero-investigation-content-superseded) (tycoon bookmark replaces smuggler + detective; zero investigation content for v0.2)
- **Decision:** The proof-of-concept vertical slice is one station district containing: 1 workplace social site, 1 social venue (bar), 1 smuggling ring template, shared NPCs. Two playable characters: smuggler (logistics worker, insider access to criminal templates, social camouflage) and detective (institutional investigator, authority access, analytical). Success criteria: (1) 30 minutes of daily-life breathing room before contamination activates, (2) both playthroughs feel like fundamentally different games, (3) after each playthrough player names an NPC they felt conflicted about, (4) the observe→notice→follow→discover sequence emerges from systems not scripts.
- **Supersedes:** [D-006](#d-006-prototype-scenario--institutearmstrongguardians-superseded)
- **Rationale:** Smuggler + detective creates adversarial divergence — the detective's target IS the smuggler's daily life. Same templates, same NPCs, inverted relationships. Proves character-as-lens, contamination, life-sim attachment, and replayability simultaneously. Tyre confirms: ~20% more effort than single-character, no new architecture.
@@ -168,7 +168,7 @@ What we're building: game concept, design pillars, prototype definition, map spe
### D-065: Smuggler inventory — knowledge-primary with physical evidence [SUPERSEDED]
- **Date:** 2026-02-13
- **Superseded by:** [D-117](#d-117-tycoon-is-the-v02-bookmark--zero-investigation-content) (no smuggler character in v0.2). The knowledge-primary inventory concept and physical evidence design survive as patterns for future character implementation.
- **Superseded by:** [D-117](#d-117-tycoon-is-the-v02-bookmark--zero-investigation-content-superseded) (no smuggler character in v0.2). The knowledge-primary inventory concept and physical evidence design survive as patterns for future character implementation.
- **Decision:** Knowledge is the primary "inventory" for all characters (you SAW the manifest, not you HAVE it). The smuggler additionally gets a minimal physical inventory for v0.1: 3 specific items (manifest copy, corridor access token, personal comm log). Capacity per archetype: smuggler 3-4 slots, detective 2 slots. Carried items are PRIVATE — they exist behind the information boundary ([D-010](architecture.md#d-010-multiplayer-ready-architectural-baseline) principle 2) and are not visible to other entities unless revealed via search, scan, or confrontation. Server implementation: world entities with CarriedBy component. Verbs: Take, Place.
- **Evidence presentation differs by archetype:** Detective sees case-file-style entries (structured: what/where/when/source/confidence, insert suggests links). Smuggler sees personal notebook (organized by person, informal voice, no contradiction flags). Same underlying knowledge graph, different presentation layer.
- **v0.1 items (Paula):**
@@ -184,7 +184,7 @@ What we're building: game concept, design pillars, prototype definition, map spe
### D-087: v0.1 triangle configuration — 3 active forks, 2 passive tensions [SUPERSEDED]
- **Date:** 2026-02-12
- **Superseded by:** [D-122](content.md#d-122-all-npcs-generated--no-named-hand-authored-characters) (all NPCs generated; no named triangles with hand-authored characters) and [D-117](#d-117-tycoon-is-the-v02-bookmark--zero-investigation-content) (no investigation-specific triangle configuration for v0.2). Triangle generation follows the generator-first model (D-114).
- **Superseded by:** [D-122](content.md#d-122-all-npcs-generated--no-named-hand-authored-characters) (all NPCs generated; no named triangles with hand-authored characters) and [D-117](#d-117-tycoon-is-the-v02-bookmark--zero-investigation-content-superseded) (no investigation-specific triangle configuration for v0.2). Triangle generation follows the generator-first model (D-114).
- **Decision:** v0.1 vertical slice uses 5 relationship triangles. Three are active forks (T1: Kael-Smuggler-Ring, T2: Sera-Detective-Commission, T4: Drin-System-Ring) with branching outcomes driven by player observation. Two are passive tensions (T3: Naia-Kael-Hael, T5: Worried Partner background) that provide atmosphere and secondary discovery paths. Active forks require authored content per branch. Passive tensions are system-driven.
- **Rationale:** Three active forks are within v0.1 content authoring capacity. Passive tensions require no branching content — they enrich discovery space without multiplying authored lines.
- **Raised by:** Gestalt, Paula
@@ -194,7 +194,7 @@ What we're building: game concept, design pillars, prototype definition, map spe
### D-089: Self-contained triangle forks for v0.1, no cross-triangle cascade [SUPERSEDED]
- **Date:** 2026-02-12
- **Superseded by:** [D-117](#d-117-tycoon-is-the-v02-bookmark--zero-investigation-content) and [D-122](content.md#d-122-all-npcs-generated--no-named-hand-authored-characters). No hand-authored triangle forks in v0.2; triangle generation follows the generator-first model. Cross-triangle cascade design is preserved as a future consideration once the generator proves relationships are readable.
- **Superseded by:** [D-117](#d-117-tycoon-is-the-v02-bookmark--zero-investigation-content-superseded) and [D-122](content.md#d-122-all-npcs-generated--no-named-hand-authored-characters). No hand-authored triangle forks in v0.2; triangle generation follows the generator-first model. Cross-triangle cascade design is preserved as a future consideration once the generator proves relationships are readable.
- **Decision:** In v0.1, each triangle fork resolves independently. No triangle outcome triggers escalation in another triangle. Cross-triangle cascade (storyteller-managed, where resolving T1 affects T2 pressure) is deferred to v0.2+. This keeps v0.1 content authoring manageable — each triangle is a self-contained narrative unit.
- **Rationale:** Cross-triangle cascade requires the storyteller to track inter-triangle state and authors to write contingent branches. Both are out of scope for v0.1. Self-contained triangles can be authored, tested, and validated independently.
- **Raised by:** Paula, Gestalt
@@ -214,8 +214,9 @@ What we're building: game concept, design pillars, prototype definition, map spe
---
### D-114: v0.2 proof-of-life — generator + graphics, not hand-built slice
### D-114: v0.2 proof-of-life — generator + graphics, not hand-built slice [SUPERSEDED]
- **Date:** 2026-03-05
- **Superseded by:** [D-166](architecture.md#d-166-development-cascade--6-phase-first-things-first-build-order) (the v0.2 target and its proof-of-life milestone are dropped; the cascade's Phase-4 generator deliverable replaces it — D-166 amendment 2026-06-12)
- **Decision:** The v0.2 proof-of-life milestone is defined as: the generator producing usable output (auto-generated locations at scale with legible characters) plus better graphics. A hand-built vertical slice is explicitly NOT the proof-of-life. The v0.1 lesson: descoping toward a hand-built approach produced the wrong game. v0.2 must first prove the foundational generator can produce usable output, then build the game on top of that foundation.
- **Rationale:** v0.1 was built as a detective puzzle game with hand-placed NPCs and dots for characters. The designer's vision is a single-character life sim. The generator-first approach prevents the same mistake — we prove the generative foundation works before committing to content on top of it.
- **Source:** Where's the Fun? Workshop, Round 4 Interview, Decision 1
@@ -223,8 +224,9 @@ What we're building: game concept, design pillars, prototype definition, map spe
- **Dissent:** None
- **Supersedes:** [D-027](#d-027-vertical-slice--smuggler--detective-two-character-proof-superseded) (hand-built vertical slice), [D-014](#d-014-v01-map-specification-superseded) (hand-built map spec)
### D-115: Character creation scoped to skills + bookmark for v0.2
### D-115: Character creation scoped to skills + bookmark for v0.2 [SUPERSEDED]
- **Date:** 2026-03-05
- **Superseded by:** [D-166](architecture.md#d-166-development-cascade--6-phase-first-things-first-build-order) (v0.2 character-creation scope fell with the v0.2 target; character creation is post-cascade gameplay work — the skills+bookmark minimalism survives as design input when that work resumes)
- **Decision:** v0.2 character creation is limited to two elements: skills (what the character is good at) and bookmark (which starting scenario/location the character inhabits). Family, culture, and religion are deferred from character creation. Culture is available in the game through the starting location (see [D-128](content.md#d-128-culture-implicit-in-starting-location--van-maanens-star-system-equals-van-maanens-star-culture)), not as a creation slider.
- **Rationale:** Skills and bookmark are the minimum needed to differentiate playthroughs. Adding family/culture/religion at creation gates content that is better delivered through gameplay. Religion in particular is NOT a game system (D-116).
- **Source:** Where's the Fun? Workshop, Round 4 Interview, Decision 2
@@ -240,8 +242,9 @@ What we're building: game concept, design pillars, prototype definition, map spe
- **Raised by:** Team Leader (Jeroen)
- **Dissent:** None
### D-117: Tycoon is the v0.2 bookmark — zero investigation content
### D-117: Tycoon is the v0.2 bookmark — zero investigation content [SUPERSEDED]
- **Date:** 2026-03-05
- **Superseded by:** [D-166](architecture.md#d-166-development-cascade--6-phase-first-things-first-build-order) (the v0.2 bookmark frame is dropped; the tycoon concept is parked as post-cascade gameplay under the gameplay parking epic. The investigation-content abandonment and the career-blend insight survive as design input)
- **Decision:** The v0.2 bookmark is the tycoon — a small business owner in Van Maanen's Star. v0.2 ships zero investigation content. The detective and smuggler framing from v0.1 is explicitly abandoned for v0.2. The tycoon naturally blends career models: active management, remote investment via insert (WFH model), and one-off deals (gig model). Investigation content will be revisited when the life-sim foundation is proven stable.
- **Rationale:** v0.1's detective/smuggler frame produced the wrong game. The tycoon bookmark is thematically and mechanically richer: economic complicity, life-sim attachment loops, and narrative emergence from everyday decisions. Clean break from investigation content removes the frame that distorted v0.1.
- **Source:** Where's the Fun? Workshop, Round 4 Interview, Decision 4
@@ -249,8 +252,9 @@ What we're building: game concept, design pillars, prototype definition, map spe
- **Dissent:** None
- **Supersedes:** [D-027](#d-027-vertical-slice--smuggler--detective-two-character-proof-superseded)
### D-118: Small business owner starting state — tycoon is aspiration, not starting position
### D-118: Small business owner starting state — tycoon is aspiration, not starting position [SUPERSEDED]
- **Date:** 2026-03-05
- **Superseded by:** [D-166](architecture.md#d-166-development-cascade--6-phase-first-things-first-build-order) (v0.2 frame dropped; the small-business-owner starting-state design survives with the parked tycoon bookmark — T-615)
- **Decision:** The tycoon bookmark begins as an existing small business owner, not a mogul. The player starts with a small operation (bar, logistics contract, storage franchise) and grows into a tycoon over time — or sells out and pivots to exploration. The bookmark name "tycoon" describes the aspiration and growth trajectory, not the starting state. A true tycoon starting position would be overpowered and would skip the interesting growth phase.
- **Rationale:** Economic complicity and life-sim attachment require a character with something to lose and room to grow. Starting as a mogul eliminates the growth arc and removes economic stakes. The small business owner start grounds the player in a human-scale economic reality before scaling up.
- **Source:** Where's the Fun? Workshop, Round 5 Interview, Decision 20
@@ -264,11 +268,12 @@ What we're building: game concept, design pillars, prototype definition, map spe
- **Source:** Where's the Fun? Workshop, Round 5 Interview, Decision 22
- **Raised by:** Tyre (proposal), Team Leader (confirmed)
- **Dissent:** None
- **Cross-reference:** [D-114](#d-114-v02-proof-of-life--generator--graphics-not-hand-built-slice) (generator-first proof-of-life)
- **Cross-reference:** [D-114](#d-114-v02-proof-of-life--generator--graphics-not-hand-built-slice-superseded) (generator-first proof-of-life)
- **Amendment (2026-04-05):** The sequencing described here (Sprint 25 as first deliverable, generator proof-of-life gates all subsequent work) is superseded by [D-166](architecture.md#d-166-development-cascade--6-phase-first-things-first-build-order) (2026-03-24), which establishes a strict 6-phase development cascade. The generator spike falls in Phase 5 (World Generation), not Phase 1. The cascade is the authoritative build order.
### D-120: No skill ceiling in v0.2 — transhumanist ladder deferred
### D-120: No skill ceiling in v0.2 — transhumanist ladder deferred [SUPERSEDED]
- **Date:** 2026-03-05
- **Superseded by:** [D-166](architecture.md#d-166-development-cascade--6-phase-first-things-first-build-order) (v0.2 frame dropped; the surviving substance — no hard skill cap until the base loop is proven, transhumanist ladder deferred, `skill_ceiling` field preserved in the implementation — carries into post-cascade gameplay design)
- **Decision:** Skills have no hard cap in v0.2. The transhumanist ladder (baseline human → Higher → ANA-connected) is a later design layer. v0.2 proves the life-sim loop without skill constraints. The `skill_ceiling` architectural field is preserved in the implementation but not enforced in gameplay until the base game loop is proven.
- **Rationale:** Skill ceilings add complexity that is not load-bearing for the v0.2 proof-of-life. The life-sim loop must prove itself first. The transhumanist ladder is a rich design space but belongs in a later iteration when the foundational systems are stable.
- **Source:** Where's the Fun? Workshop, Round 5 Interview, Decision 24
@@ -296,7 +301,7 @@ What we're building: game concept, design pillars, prototype definition, map spe
- **Source:** Sprint 27 planning pass — Q-WTF-039 resolution
- **Raised by:** Tyre (architecture), Paula (narrative), Gestalt (systems), confirmed by project lead
- **Dissent:** Ozzie argued for portrait render (emotional attachment). Overruled: tile-scale at heavy zoom provides sufficient character identity without a second rendering pipeline.
- **Cross-reference:** [D-115](#d-115-character-creation-scoped-to-skills--bookmark-for-v02) (creation scope), [D-134](architecture.md#d-134-full-character-customisation--hair-clothing-colors-at-tile-scale) (full character customisation), [D-136](architecture.md#d-136-first-settled-reach-moment-auto-generated-apartment--insert-activation) (first game moment), ticket T-618 (CK3-style character creation screen)
- **Cross-reference:** [D-115](#d-115-character-creation-scoped-to-skills--bookmark-for-v02-superseded) (creation scope), [D-134](architecture.md#d-134-full-character-customisation--hair-clothing-colors-at-tile-scale) (full character customisation), [D-136](architecture.md#d-136-first-settled-reach-moment-auto-generated-apartment--insert-activation) (first game moment), ticket T-618 (CK3-style character creation screen)
- **Resolves:** Q-WTF-039
---