docs(workshops): add generation-cascade workshop brief (#897)
Implementation audit of the full generation pipeline from planetary heightmaps to walkable tiles. 3-round workshop with Gestalt, Tyre, Miri to map what exists vs. stubs vs. missing, produce D-records, and create formal ticket dependency chain blocking character/apartment work behind the complete pipeline. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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title: "Workshop Brief"
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description: "Audit the generation pipeline implementation state, map all layers from heightmap to walkable tile, produce D-records and ticket dependency flows"
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type: workshop
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status: active
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workshop: generation-cascade
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agent: ""
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round: 0
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created: 2026-04-24
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---
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# Generation Cascade Workshop Brief
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**Goal:** Audit the full generation pipeline from planetary heightmaps to walkable tile environments. For each layer: document what exists, what's stub, and what's missing. Produce D-records and a ticket dependency chain that formally blocks character and apartment work behind the complete pipeline.
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**Ticket:** #897
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**Priority:** HIGH — load-bearing for Sprint 38 and all downstream Phase 4/5 work
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**Participants:** Gestalt (systems design), Tyre (architecture/feasibility), Miri (worldbuilding/cultural inputs)
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**Source:** Lead directive (2026-04-24): "we keep cycling back to these topics. I want them parked behind the full cascade from now on."
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---
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## Context
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The generator-architecture workshop (2026-02-27) designed the full data model: DistrictSkeleton, BlockSkeleton, ChunkData, two-phase generation (Phase 1 skeleton, Phase 2 chunk fill). The outcomes are at `docs/workshops/generator-architecture/workshop-outcomes.md`.
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**The architecture is designed. The implementation is mostly stubs.** The Rust types in `server/src/simulation/generator.rs` compile but no code actually produces filled instances. The team keeps drifting to character creation, apartment generators, and tycoon starting states — all of which sit several pipeline layers below what's actually built.
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This workshop is NOT a redesign. It's an implementation audit and cascade formalization.
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### What exists (confirmed working)
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| Layer | What | Status |
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|-------|------|--------|
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| Galactic | System definitions, star data | Done — `systems.db`, wiki |
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| System | Body definitions, orbital mechanics | Done — `systems.db` |
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| Planetary surface | Heightmaps, terrain simulation | Done — `tooling/planet-gen/planet_simulation.py` |
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| Atlas markers | City placement, roads, rail, rivers, mountains | Done — `tooling/planet-gen/generate_atlas.py`, `markers.json` |
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| City naming | Gemma-driven cultural naming | Done — `tooling/planet-gen/gemma_naming.py` |
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| Economics | Supply chains, corporations, brands, trade flows | Done — `tooling/economy-db/`, `systems.db` |
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### What exists as types only (stubs, no generation logic)
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| Layer | What | Location |
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|-------|------|----------|
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| District skeleton | `DistrictSkeleton`, `BlockSkeleton`, enums | `server/src/simulation/generator.rs` |
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| Chunk streaming | Load/unload system | `server/src/simulation/chunk_streaming.rs` |
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| Triangle system | `TriangleAssignment`, `TrianglePurpose` | `server/src/simulation/triangle.rs` |
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### What's missing entirely
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This is what the workshop must map. Suspected gaps include:
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- Regional/continental subdivision (between heightmap and city)
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- City-to-district decomposition (how does a city marker become N districts?)
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- District skeleton generation (the actual Phase 1 code)
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- Block fill / zoning assignment
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- Chunk tile generation (Phase 2)
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- Infrastructure placement within districts (roads, utilities at local scale)
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- Vertical structure generation (multi-floor buildings)
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---
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## Key Questions to Resolve
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### 1. Pipeline Inventory (all participants)
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For each layer from planetary heightmap to walkable tile:
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- What is the layer's input and output?
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- What code/data exists today?
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- What's the minimum viable implementation?
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- What decisions from the generator-architecture workshop apply?
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### 2. Layer Dependencies (Tyre)
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- What is the strict dependency order? Which layers can be parallelized?
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- Where are the data format boundaries (file vs. runtime, Python vs. Rust)?
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- What's the testing strategy per layer? Can each layer be validated independently?
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### 3. Cultural and Worldbuilding Inputs (Miri)
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- At which layers do cultural inputs (society profiles, naming, architectural style) enter the pipeline?
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- What wiki/content data is needed before each layer can generate?
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- Are there content gaps that block generation even if the code existed?
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### 4. System Interactions (Gestalt)
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- How does each generation layer interact with the economics layer?
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- Where do social sites, NPC population, and zone palettes enter?
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- What's the minimum viable "viewable world" — the thinnest vertical slice from heightmap to rendered tiles?
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### 5. Ticket Dependency Chain (all participants)
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- What tickets exist for missing layers? What new tickets are needed?
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- What is the formal dependency chain that blocks character work (#694, #619) and apartment work (#681, #682)?
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- Which existing tickets (#615, #616) should be re-scoped or deferred?
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---
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## Workshop Format
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**3 rounds:**
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### Round 1 — Inventory
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Each participant audits the pipeline from their domain perspective. List every layer, its state (done / stub / missing), inputs, outputs, and the key file paths. Write findings to `docs/workshops/generation-cascade/{agent}-round1.md`.
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### Round 2 — Proposals
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Based on the combined inventory, propose: the ordered implementation plan, the ticket dependency graph, and the D-records needed. Identify the thinnest vertical slice that produces viewable output. Write proposals to `docs/workshops/generation-cascade/{agent}-round2.md`.
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### Round 3 — Convergence
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Lock the D-records, finalize the ticket dependency chain, and produce the formal blockers. Each participant reviews the proposed D-records and flags disagreements. Write final positions to `docs/workshops/generation-cascade/{agent}-round3.md`.
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---
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## Required Reading
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Before Round 1, all participants must read:
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- `docs/workshops/generator-architecture/workshop-outcomes.md` — the designed architecture
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- `server/src/simulation/generator.rs` — the current data model (stubs)
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- `server/src/simulation/chunk_streaming.rs` — chunk load/unload system
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- `tooling/planet-gen/generate_atlas.py` — what the atlas generator produces
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- `decisions/architecture.md` — D-110 (signed z-levels), D-108 (MobileChunk)
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- CLAUDE.md §Development Cascade — the phase definitions
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---
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## Expected Outputs
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1. **D-record(s)** in `decisions/` defining the generation pipeline layers, their order, and their implementation status
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2. **Ticket dependency graph** — new tickets for missing layers, `ticket_deps` entries blocking character/apartment work
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3. **Updated existing tickets** — #615, #616, #619, #681, #682, #694 re-scoped or formally blocked
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4. **Implementation priority order** — which layer to build next (informs #899 and future sprints)
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