docs(decisions): file 6 D-records and 10 Q-records from workshop backlog
D-087 through D-092: v0.1 triangle config, 3-state pause, self-contained forks, PC voice registers, complicity as theme, anchor line requirement. Q-030 through Q-039: long-term strategy questions from wiki-review R4 (seed schema, generator pipeline, Sacred/Profane, 300-world estimates). Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -223,6 +223,15 @@ Technical foundation decisions that constrain implementation: engine, client-ser
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- **Raised by:** Team Leader (Jeroen)
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- **Dissent:** None
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### D-088: 3-state pause system — Normal/Overlay/Paused, server-authoritative
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- **Date:** 2026-02-12
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- **Decision:** Simulation runs at three speed states: Normal (100% tick rate), Overlay (50% — active during knowledge panel, dialogue, map view), Paused (0% — full pause via Esc). Server is authoritative: client sends pause requests, server sets `sim_speed` field in ObserverSnapshot. Client reads `sim_speed` and adjusts presentation. No client-side tick manipulation.
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- **Rationale:** Server-authoritative speed states preserve D-010 principle 4 (deterministic simulation). Client cannot modify simulation state directly. Overlay mode at 50% ensures UI interactions do not require a hard pause while still giving the player time to read and decide.
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- **Raised by:** Tyre, Dudley
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- **Dissent:** None
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- **Source:** v0.1 Content Scoping Workshop, closing round resolution
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- **Cross-reference:** D-031 (time system), D-020 (client-server architecture)
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---
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*17 decisions. Last updated: 2026-02-25*
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*18 decisions. Last updated: 2026-02-12 (D-088 added — retroactive filing from v0.1 Content Scoping Workshop)*
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