# Governance — Decisions, Questions, Rejected Structured planning records for The Settled Reach. `pql decisions sync` parses these into `.pql/pql.db`; query them with `pql decisions …`. ## Layout Records live in three per-type subdirectories, split by domain: ``` governance/ decisions/.md # D-NNN — confirmed design decisions questions/.md # Q-NNN — open questions (may resolve into a D or R) rejected/.md # R-NNN — rejected alternatives (kept for the audit trail) ``` The parser infers **record type from the parent subdirectory** and **domain from the filename stem**. A `### D-NNN: Title` (or `Q-`/`R-`) heading begins each record; `- **Field:** value` lines and inline `[D-NNN](…#anchor)` links carry the metadata and cross-references pql indexes. Current domains: `architecture`, `content`, `economics`, `perception`, `process`, `scope`. Create a new `.md` in the relevant subdir when records land in a new domain. ## Domain guide When in doubt where a record belongs: - **architecture** — constrains *how we build* (engine, protocols, data structures, performance). - **scope** — defines *what we build* (game concept, feature scope, prototype shape). - **perception** — defines *what the player observes or knows* (camera, fog, LOS, audio). - **content** — defines *narrative, NPCs, dialogue, setting, templates*. - **economics** — the economics layer (currencies, commodities, corporations, simulation). - **process** — defines *how the team works* (workflow, commits, branches, reviews). Cross-domain records live in one file with `[D-NNN](..//.md#…)` links to the related domain. ## Querying ```bash pql decisions list # every record pql decisions list --type confirmed --domain architecture pql decisions show D-010 --with-tickets # a record + its implementing tickets pql decisions read D-238 # full markdown body pql decisions refs D-010 # cross-references in/out pql decisions coverage # decisions ↔ ticket coverage ``` ## Adding a record 1. **Claim an ID** (no side effects): `pql decisions claim D "title"` (use `Q` for a question, `R` for a rejected alternative). 2. Edit the appropriate file (`decisions/.md`, `questions/.md`, or `rejected/.md`). Follow the existing `### D-NNN: Title` format. 3. Commit. The pre-commit hook runs `pql decisions validate` (malformed-record gate) and stages the planning changelog. 4. Update relevant agent briefings if needed. When a question resolves, set its `- **Status:** Resolved → [D-NNN](../decisions/.md#…)` line in place — keep the Q-record for the audit trail rather than deleting it. *Maintained by Qatux.* ## Decisions - [D-001: Build a custom game, not a mod](decisions/scope.md#d-001-build-a-custom-game-not-a-mod) — _scope_ - [D-002: Dynasty grand strategy concept [SUPERSEDED]](decisions/scope.md#d-002-dynasty-grand-strategy-concept-superseded) — _scope_ - [D-003: The Settled Reach is the first campaign, not the only possible one](decisions/scope.md#d-003-the-settled-reach-is-the-first-campaign-not-the-only-possible-one) — _scope_ - [D-004: Team composition confirmed](decisions/process.md#d-004-team-composition-confirmed) — _process_ - [D-005: Core concept - single character, first-person, story-generator](decisions/scope.md#d-005-core-concept---single-character-first-person-story-generator) — _scope_ - [D-006: Prototype scenario — Institute/Armstrong/Guardians [SUPERSEDED]](decisions/scope.md#d-006-prototype-scenario--institutearmstrongguardians-superseded) — _scope_ - [D-007: Five pillars of game design](decisions/scope.md#d-007-five-pillars-of-game-design) — _scope_ - [D-008: Action pillar design principles](decisions/architecture.md#d-008-action-pillar-design-principles) — _architecture_ - [D-009: Multiplayer - design for it, build single-player first](decisions/architecture.md#d-009-multiplayer---design-for-it-build-single-player-first) — _architecture_ - [D-010: Multiplayer-ready architectural baseline](decisions/architecture.md#d-010-multiplayer-ready-architectural-baseline) — _architecture_ - [D-011: Fog of perception is non-negotiable (Pillar 1 infrastructure)](decisions/perception.md#d-011-fog-of-perception-is-non-negotiable-pillar-1-infrastructure) — _perception_ - [D-012: Chunk-based map architecture for future borderless generation](decisions/architecture.md#d-012-chunk-based-map-architecture-for-future-borderless-generation) — _architecture_ - [D-013: Diegetic insert/POI navigation system](decisions/scope.md#d-013-diegetic-insertpoi-navigation-system) — _scope_ - [D-014: v0.1 map specification [SUPERSEDED]](decisions/scope.md#d-014-v01-map-specification-superseded) — _scope_ - [D-015: Camera locked to character, rotation as future option](decisions/perception.md#d-015-camera-locked-to-character-rotation-as-future-option) — _perception_ - [D-016: Internal monologue as core perception/atmosphere system](decisions/perception.md#d-016-internal-monologue-as-core-perceptionatmosphere-system) — _perception_ - [D-017: Perception modes as character-build system](decisions/perception.md#d-017-perception-modes-as-character-build-system) — _perception_ - [D-018: Three-range sound model](decisions/perception.md#d-018-three-range-sound-model) — _perception_ - [D-019: Top-down confirmed as primary camera, 3D cutscenes for key moments [SUPERSEDED by D-148]](decisions/perception.md#d-019-top-down-confirmed-as-primary-camera-3d-cutscenes-for-key-moments-superseded-by-d-148) — _perception_ - [D-020: Engine and architecture selection — Godot client + Rust simulation via subprocess/IPC](decisions/architecture.md#d-020-engine-and-architecture-selection--godot-client--rust-simulation-via-subprocessipc) — _architecture_ - [D-021: Official project title — "The Settled Reach"](decisions/process.md#d-021-official-project-title--the-settled-reach) — _process_ - [D-022: Process — Round-based collaboration workflow](decisions/process.md#d-022-process--round-based-collaboration-workflow) — _process_ - [D-023: Three-tier content model with life-sim substrate](decisions/content.md#d-023-three-tier-content-model-with-life-sim-substrate) — _content_ - [D-024: NPC generation model — 10 axes + combat component](decisions/content.md#d-024-npc-generation-model--10-axes--combat-component) — _content_ - [D-025: Social site / functional cluster as atomic template unit](decisions/content.md#d-025-social-site--functional-cluster-as-atomic-template-unit) — _content_ - [D-026: Simulation tiers with timestamp-based eviction](decisions/architecture.md#d-026-simulation-tiers-with-timestamp-based-eviction) — _architecture_ - [D-027: Vertical slice — smuggler + detective, two-character proof [SUPERSEDED]](decisions/scope.md#d-027-vertical-slice--smuggler--detective-two-character-proof-superseded) — _scope_ - [D-028: Dialogue architecture — tagged line pools with four relational layers](decisions/content.md#d-028-dialogue-architecture--tagged-line-pools-with-four-relational-layers) — _content_ - [D-029: Population entanglement ratio — 30/50/20](decisions/content.md#d-029-population-entanglement-ratio--305020) — _content_ - [D-030: Testability architecture — 8 decisions for ticket T-214](decisions/architecture.md#d-030-testability-architecture--8-decisions-for-ticket-t-214) — _architecture_ - [D-031: Time system — game clock and day phases](decisions/architecture.md#d-031-time-system--game-clock-and-day-phases) — _architecture_ - [D-032: Separate monologue pools per character [SUPERSEDED — deferred to Phase 6]](decisions/content.md#d-032-separate-monologue-pools-per-character-superseded--deferred-to-phase-6) — _content_ - [D-033: Entity color = relationship to player](decisions/perception.md#d-033-entity-color--relationship-to-player) — _perception_ - [D-034: THE FRIEND — production-level NPC pattern](decisions/content.md#d-034-the-friend--production-level-npc-pattern) — _content_ - [D-035: Converged tag taxonomy for dialogue and monologue line pools](decisions/content.md#d-035-converged-tag-taxonomy-for-dialogue-and-monologue-line-pools) — _content_ - [D-036: Sova Transit District / Van Maanen's Star as v0.1 setting](decisions/content.md#d-036-sova-transit-district--van-maanens-star-as-v01-setting) — _content_ - [D-037: Contraband specification — unlicensed lattice components](decisions/content.md#d-037-contraband-specification--unlicensed-lattice-components) — _content_ - [D-038: Audio in v0.1 scope — 8 files via Stable Audio Open](decisions/scope.md#d-038-audio-in-v01-scope--8-files-via-stable-audio-open) — _scope_ - [D-039: v0.1 wow moment scope — all 6 moments [SUPERSEDED]](decisions/scope.md#d-039-v01-wow-moment-scope--all-6-moments-superseded) — _scope_ - [D-040: Wiki taxonomy structure — hierarchical with YAML frontmatter](decisions/process.md#d-040-wiki-taxonomy-structure--hierarchical-with-yaml-frontmatter) — _process_ - [D-041: Knowledge Graph Data Model](decisions/architecture.md#d-041-knowledge-graph-data-model) — _architecture_ - [D-042: UI microcopy format — YAML via GDScript autoload](decisions/architecture.md#d-042-ui-microcopy-format--yaml-via-gdscript-autoload) — _architecture_ - [D-043: Art direction — visual style ("functional warmth")](decisions/perception.md#d-043-art-direction--visual-style-functional-warmth) — _perception_ - [D-044: Art direction — visual hierarchy (entity > object > structure)](decisions/perception.md#d-044-art-direction--visual-hierarchy-entity--object--structure) — _perception_ - [D-045: Art direction — environmental neutrality (strict zero shift)](decisions/perception.md#d-045-art-direction--environmental-neutrality-strict-zero-shift) — _perception_ - [D-046: Art direction — lighting system (three-reference model)](decisions/perception.md#d-046-art-direction--lighting-system-three-reference-model) — _perception_ - [D-047: Art direction — two-tier animation system](decisions/perception.md#d-047-art-direction--two-tier-animation-system) — _perception_ - [D-048: Neural insert overlay — visual design](decisions/perception.md#d-048-neural-insert-overlay--visual-design) — _perception_ - [D-049: Z-level rendering stack (8 layers)](decisions/perception.md#d-049-z-level-rendering-stack-8-layers) — _perception_ - [D-050: Velen — Van Maanen's Star primary world](decisions/content.md#d-050-velen--van-maanens-star-primary-world) — _content_ - [D-051: "Settling is placement" — design principle](decisions/scope.md#d-051-settling-is-placement--design-principle) — _scope_ - [D-052: Character favorite colors — object-layer identification](decisions/perception.md#d-052-character-favorite-colors--object-layer-identification) — _perception_ - [D-053: Movement as stance toggle system](decisions/scope.md#d-053-movement-as-stance-toggle-system) — _scope_ - [D-054: Tile-based movement with same-tile occupancy](decisions/architecture.md#d-054-tile-based-movement-with-same-tile-occupancy) — _architecture_ - [D-055: Sprint explicitly suppresses interaction buffer](decisions/architecture.md#d-055-sprint-explicitly-suppresses-interaction-buffer) — _architecture_ - [D-056: Cursor states — insert-styled geometric](decisions/perception.md#d-056-cursor-states--insert-styled-geometric) — _perception_ - [D-057: Entity interaction — vertical list, insert-styled [PARTIALLY SUPERSEDED — archetype portion deferred to Phase 6]](decisions/perception.md#d-057-entity-interaction--vertical-list-insert-styled-partially-superseded--archetype-portion-deferred-to-phase-6) — _perception_ - [D-058: World menu — radial, 4 spokes](decisions/perception.md#d-058-world-menu--radial-4-spokes) — _perception_ - [D-059: Fog — shader-based, five layers, knowledge-graph-driven](decisions/perception.md#d-059-fog--shader-based-five-layers-knowledge-graph-driven) — _perception_ - [D-060: Cognitive delay for fog recognition](decisions/perception.md#d-060-cognitive-delay-for-fog-recognition) — _perception_ - [D-061: Dialogue box — unified conversation log, bottom screen, max 20% height, no portraits](decisions/perception.md#d-061-dialogue-box--unified-conversation-log-bottom-screen-max-20-height-no-portraits) — _perception_ - [D-062: Invisible locked dialogue options](decisions/content.md#d-062-invisible-locked-dialogue-options) — _content_ - [D-063: Confrontation — same box, different weight](decisions/content.md#d-063-confrontation--same-box-different-weight) — _content_ - [D-064: Walk-away — three-phase consequences](decisions/content.md#d-064-walk-away--three-phase-consequences) — _content_ - [D-065: Smuggler inventory — knowledge-primary with physical evidence [SUPERSEDED]](decisions/scope.md#d-065-smuggler-inventory--knowledge-primary-with-physical-evidence-superseded) — _scope_ - [D-066: Dual-scale grid — 0.5m simulation, 1m visual (2x retina factor)](decisions/architecture.md#d-066-dual-scale-grid--05m-simulation-1m-visual-2x-retina-factor) — _architecture_ - [D-067: Recognition chime fires at onset of cognitive delay](decisions/perception.md#d-067-recognition-chime-fires-at-onset-of-cognitive-delay) — _perception_ - [D-068: 5-bus audio architecture](decisions/architecture.md#d-068-5-bus-audio-architecture) — _architecture_ - [D-069: Audio dip profiles for dialogue and confrontation](decisions/perception.md#d-069-audio-dip-profiles-for-dialogue-and-confrontation) — _perception_ - [D-070: Confrontation as cognitive vulnerability](decisions/perception.md#d-070-confrontation-as-cognitive-vulnerability) — _perception_ - [D-071: No ambient dip for eavesdropping — ListeningFocus boost](decisions/perception.md#d-071-no-ambient-dip-for-eavesdropping--listeningfocus-boost) — _perception_ - [D-072: Universal event-driven conversation murmur](decisions/perception.md#d-072-universal-event-driven-conversation-murmur) — _perception_ - [D-073: Zone crossfade approach — hard boundary, soft audio transition](decisions/architecture.md#d-073-zone-crossfade-approach--hard-boundary-soft-audio-transition) — _architecture_ - [D-074: Audio aesthetic identity — insert-tech vs organic](decisions/content.md#d-074-audio-aesthetic-identity--insert-tech-vs-organic) — _content_ - [D-075: Dialogue filtering — layered confidence gate on trust tier (OQ-18 resolution)](decisions/content.md#d-075-dialogue-filtering--layered-confidence-gate-on-trust-tier-oq-18-resolution) — _content_ - [D-076: Dialogue box max-width — 1200px (OQ-29 resolution)](decisions/perception.md#d-076-dialogue-box-max-width--1200px-oq-29-resolution) — _perception_ - [D-077: Zone temperature memory — server-tracked zone_id (OQ-09 resolution)](decisions/perception.md#d-077-zone-temperature-memory--server-tracked-zone-id-oq-09-resolution) — _perception_ - [D-078: ~~Overheard NPC conversation — passive dialogue panel with occlusion filter~~ SCRAPPED (R-012)](decisions/perception.md#d-078-overheard-npc-conversation--passive-dialogue-panel-with-occlusion-filter-scrapped-r-012) — _perception_ - [D-079: Knowledge Grant Architecture](decisions/perception.md#d-079-knowledge-grant-architecture) — _perception_ - [D-080: NPC-to-NPC Knowledge Propagation](decisions/perception.md#d-080-npc-to-npc-knowledge-propagation) — _perception_ - [D-081: Unprompted Disclosure Design](decisions/perception.md#d-081-unprompted-disclosure-design) — _perception_ - [D-082: NPC Information Boundaries — MVP Scope](decisions/perception.md#d-082-npc-information-boundaries--mvp-scope) — _perception_ - [D-083: Contradiction Detection Pipeline](decisions/perception.md#d-083-contradiction-detection-pipeline) — _perception_ - [D-084: Dual-namespace line ID scheme — role pool + instance override](decisions/content.md#d-084-dual-namespace-line-id-scheme--role-pool--instance-override) — _content_ - [D-085: Per-game save directory structure](decisions/architecture.md#d-085-per-game-save-directory-structure) — _architecture_ - [D-086: Insert icon system — custom SVG, no icon font](decisions/perception.md#d-086-insert-icon-system--custom-svg-no-icon-font) — _perception_ - [D-087: v0.1 triangle configuration — 3 active forks, 2 passive tensions [SUPERSEDED]](decisions/scope.md#d-087-v01-triangle-configuration--3-active-forks-2-passive-tensions-superseded) — _scope_ - [D-088: 3-state pause system — Normal/Overlay/Paused, server-authoritative](decisions/architecture.md#d-088-3-state-pause-system--normaloverlaypaused-server-authoritative) — _architecture_ - [D-089: Self-contained triangle forks for v0.1, no cross-triangle cascade [SUPERSEDED]](decisions/scope.md#d-089-self-contained-triangle-forks-for-v01-no-cross-triangle-cascade-superseded) — _scope_ - [D-090: PC voice registers — smuggler and detective speech patterns `[SUPERSEDED]`](decisions/content.md#d-090-pc-voice-registers--smuggler-and-detective-speech-patterns-superseded) — _content_ - [D-091: Complicity as named thematic core [SUPERSEDED]](decisions/scope.md#d-091-complicity-as-named-thematic-core-superseded) — _scope_ - [D-092: Anchor line requirement in NPC style guide](decisions/content.md#d-092-anchor-line-requirement-in-npc-style-guide) — _content_ - [D-093: Sova Transit District — Spatial Layout and District Topology](decisions/content.md#d-093-sova-transit-district--spatial-layout-and-district-topology) — _content_ - [D-094: District Spatial Hierarchy — Chunk, Block, District Naming and Sizes](decisions/architecture.md#d-094-district-spatial-hierarchy--chunk-block-district-naming-and-sizes) — _architecture_ - [D-095: Horizon Stations and Gate Infrastructure — Transport Lore](decisions/content.md#d-095-horizon-stations-and-gate-infrastructure--transport-lore) — _content_ - [D-096: DistrictLayoutMode — Grid and Organic Support](decisions/architecture.md#d-096-districtlayoutmode--grid-and-organic-support) — _architecture_ - [D-097: Guarantee Tier System — Universal / Full-Only / Conditional](decisions/architecture.md#d-097-guarantee-tier-system--universal--full-only--conditional) — _architecture_ - [D-098: TrianglePurpose Enum](decisions/content.md#d-098-trianglepurpose-enum) — _content_ - [D-099: WallBackside / TileBehindState — Dual Classification](decisions/architecture.md#d-099-wallbackside--tilebehindstate--dual-classification) — _architecture_ - [D-100: Dynamic Modification via Overlay — DamageOverlay and RegenerationStrategy](decisions/architecture.md#d-100-dynamic-modification-via-overlay--damageoverlay-and-regenerationstrategy) — _architecture_ - [D-101: ZonePalette Modifier System](decisions/architecture.md#d-101-zonepalette-modifier-system) — _architecture_ - [D-102: Horizon View Corridor as Coastal Guarantee](decisions/architecture.md#d-102-horizon-view-corridor-as-coastal-guarantee) — _architecture_ - [D-103: Assassin Lens Spatial Guarantees — A-1 through A-4](decisions/architecture.md#d-103-assassin-lens-spatial-guarantees--a-1-through-a-4) — _architecture_ - [D-104: Heritage Grammar Overlay for Non-Urban Palettes](decisions/content.md#d-104-heritage-grammar-overlay-for-non-urban-palettes) — _content_ - [D-105: Non-Urban Informal Zone Typology](decisions/content.md#d-105-non-urban-informal-zone-typology) — _content_ - [D-106: Vertical Scale Architecture and Rooftop Bar Clause](decisions/architecture.md#d-106-vertical-scale-architecture-and-rooftop-bar-clause) — _architecture_ - [D-107: Trauma Events as EraModification Subtypes](decisions/content.md#d-107-trauma-events-as-eramodification-subtypes) — _content_ - [D-108: MobileChunk Specification](decisions/architecture.md#d-108-mobilechunk-specification) — _architecture_ - [D-109: DamageOverlay / RegenerationStrategy Prohibition — Architectural Mandate](decisions/architecture.md#d-109-damageoverlay--regenerationstrategy-prohibition--architectural-mandate) — _architecture_ - [D-110: Signed Z-Level Addressing — base_z u8 → i8](decisions/architecture.md#d-110-signed-z-level-addressing--base-z-u8--i8) — _architecture_ - [D-111: MobileChunk Idle State Covers Stationary Player Installations](decisions/architecture.md#d-111-mobilechunk-idle-state-covers-stationary-player-installations) — _architecture_ - [D-112: No Separate Location Instancing System](decisions/architecture.md#d-112-no-separate-location-instancing-system) — _architecture_ - [D-113: Tile data model — extensible per-tile properties](decisions/architecture.md#d-113-tile-data-model--extensible-per-tile-properties) — _architecture_ - [D-114: v0.2 proof-of-life — generator + graphics, not hand-built slice [SUPERSEDED]](decisions/scope.md#d-114-v02-proof-of-life--generator--graphics-not-hand-built-slice-superseded) — _scope_ - [D-115: Character creation scoped to skills + bookmark for v0.2 [SUPERSEDED]](decisions/scope.md#d-115-character-creation-scoped-to-skills--bookmark-for-v02-superseded) — _scope_ - [D-116: Religion is not a game system](decisions/scope.md#d-116-religion-is-not-a-game-system) — _scope_ - [D-117: Tycoon is the v0.2 bookmark — zero investigation content [SUPERSEDED]](decisions/scope.md#d-117-tycoon-is-the-v02-bookmark--zero-investigation-content-superseded) — _scope_ - [D-118: Small business owner starting state — tycoon is aspiration, not starting position [SUPERSEDED]](decisions/scope.md#d-118-small-business-owner-starting-state--tycoon-is-aspiration-not-starting-position-superseded) — _scope_ - [D-119: Generator spike confirmed for Sprint 25 — critical path](decisions/scope.md#d-119-generator-spike-confirmed-for-sprint-25--critical-path) — _scope_ - [D-120: No skill ceiling in v0.2 — transhumanist ladder deferred [SUPERSEDED]](decisions/scope.md#d-120-no-skill-ceiling-in-v02--transhumanist-ladder-deferred-superseded) — _scope_ - [D-121: Voice is culture-driven — job as modifier](decisions/content.md#d-121-voice-is-culture-driven--job-as-modifier) — _content_ - [D-122: All NPCs generated — no named hand-authored characters](decisions/content.md#d-122-all-npcs-generated--no-named-hand-authored-characters) — _content_ - [D-123: Generative AI for NPC content — build-time authoring tool and runtime voice pipeline](decisions/content.md#d-123-generative-ai-for-npc-content--build-time-authoring-tool-and-runtime-voice-pipeline) — _content_ - [D-124: In-game ollama for live NPC dialogue — ~~deferred~~ SUPERSEDED by D-138](decisions/content.md#d-124-in-game-ollama-for-live-npc-dialogue--deferred-superseded-by-d-138) — _content_ - [D-125: World is quietly responsive — gradient of caring by social proximity](decisions/content.md#d-125-world-is-quietly-responsive--gradient-of-caring-by-social-proximity) — _content_ - [D-126: Groundhog Day alarm clock homage — first game day only](decisions/content.md#d-126-groundhog-day-alarm-clock-homage--first-game-day-only) — _content_ - [D-127: Player choices are the content — Rimworld model, job as rails](decisions/content.md#d-127-player-choices-are-the-content--rimworld-model-job-as-rails) — _content_ - [D-128: Culture implicit in starting location — Van Maanen's Star equals Van Maanen's Star culture](decisions/content.md#d-128-culture-implicit-in-starting-location--van-maanens-star-equals-van-maanens-star-culture) — _content_ - [D-129: NPC personality — traits + behavior first, relationships codified for systems](decisions/content.md#d-129-npc-personality--traits--behavior-first-relationships-codified-for-systems) — _content_ - [D-130: Fully emergent moral arc for v0.2 — generator proves relationships readable first](decisions/content.md#d-130-fully-emergent-moral-arc-for-v02--generator-proves-relationships-readable-first) — _content_ - [D-131: Broad economic verb vocabulary — life verbs, not tycoon-specific](decisions/content.md#d-131-broad-economic-verb-vocabulary--life-verbs-not-tycoon-specific) — _content_ - [D-132: Dual-scale consequence model — Rimworld sharp events and DF slow accumulation](decisions/content.md#d-132-dual-scale-consequence-model--rimworld-sharp-events-and-df-slow-accumulation) — _content_ - [D-133: Skills affect outcome — same verbs available, skill determines quality](decisions/architecture.md#d-133-skills-affect-outcome--same-verbs-available-skill-determines-quality) — _architecture_ - [D-134: Full character customization — hair, clothing, colors at tile scale](decisions/architecture.md#d-134-full-character-customization--hair-clothing-colors-at-tile-scale) — _architecture_ - [D-135: Setting delivery via both layers — visual world + insert in parallel](decisions/architecture.md#d-135-setting-delivery-via-both-layers--visual-world--insert-in-parallel) — _architecture_ - [D-136: First Settled Reach moment — auto-generated apartment + insert activation](decisions/architecture.md#d-136-first-settled-reach-moment--auto-generated-apartment--insert-activation) — _architecture_ - [D-137: Generator produces both structural and cosmetic variety at different scales](decisions/architecture.md#d-137-generator-produces-both-structural-and-cosmetic-variety-at-different-scales) — _architecture_ - [D-138: LLM Re-voicing Pipeline for NPC Voice](decisions/content.md#d-138-llm-re-voicing-pipeline-for-npc-voice) — _content_ - [D-139: Composable behavior primitives — three-layer assembly model](decisions/content.md#d-139-composable-behavior-primitives--three-layer-assembly-model) — _content_ - [D-140: Dialogue re-voicing quality constraints — Paula's six rules](decisions/content.md#d-140-dialogue-re-voicing-quality-constraints--paulas-six-rules) — _content_ - [D-141: PlatformInfo — client-side OS abstraction autoload](decisions/architecture.md#d-141-platforminfo--client-side-os-abstraction-autoload) — _architecture_ - [D-142: Zone-type template architecture for scalable NPC behavior](decisions/content.md#d-142-zone-type-template-architecture-for-scalable-npc-behavior) — _content_ - [D-143: GD calendar epoch — Gate Discovery (2300 AD) as year 0](decisions/content.md#d-143-gd-calendar-epoch--gate-discovery-2300-ad-as-year-0) — _content_ - [D-144: Sirius (GJ 244A / S-067) as Reach capital — seat of the Concord Assembly](decisions/content.md#d-144-sirius-gj-244a--s-067-as-reach-capital--seat-of-the-concord-assembly) — _content_ - [D-145: Base building DLC — GJ 902 unclaimed moon as player settlement site](decisions/scope.md#d-145-base-building-dlc--gj-902-unclaimed-moon-as-player-settlement-site) — _scope_ - [D-146: Character creation preview — tile-scale sprite with heavy zoom](decisions/scope.md#d-146-character-creation-preview--tile-scale-sprite-with-heavy-zoom) — _scope_ - [D-147: Aesthetic taste as character personality trait — shared root for cosmetic and environmental expression](decisions/content.md#d-147-aesthetic-taste-as-character-personality-trait--shared-root-for-cosmetic-and-environmental-expression) — _content_ - [D-148: 30° low-angle camera with 45° map rotation — supersedes D-019](decisions/architecture.md#d-148-30-low-angle-camera-with-45-map-rotation--supersedes-d-019) — _architecture_ - [D-149: 3D characters rendered live in scene — not pre-rendered sprites](decisions/architecture.md#d-149-3d-characters-rendered-live-in-scene--not-pre-rendered-sprites) — _architecture_ - [D-150: Character outline — inverted hull method](decisions/architecture.md#d-150-character-outline--inverted-hull-method) — _architecture_ - [D-151: Direction count — 8 server-side facings, 4 visual groups client Sprint 28](decisions/architecture.md#d-151-direction-count--8-server-side-facings-4-visual-groups-client-sprint-28) — _architecture_ - [D-152: Character LOD — performance-driven budget, not distance threshold](decisions/architecture.md#d-152-character-lod--performance-driven-budget-not-distance-threshold) — _architecture_ - [D-153: Player character not visually distinct from NPCs](decisions/scope.md#d-153-player-character-not-visually-distinct-from-npcs) — _scope_ - [D-154: Character outline is not a relationship indicator — uniform dark](decisions/scope.md#d-154-character-outline-is-not-a-relationship-indicator--uniform-dark) — _scope_ - [D-155: Character editor rotation — cardinal directions only, no free-spin](decisions/scope.md#d-155-character-editor-rotation--cardinal-directions-only-no-free-spin) — _scope_ - [D-156: Faction colors are narrative, not a visual compositor concern](decisions/scope.md#d-156-faction-colors-are-narrative-not-a-visual-compositor-concern) — _scope_ - [D-157: Game start sequence — alarm clock fade from black, not camera pull-back](decisions/scope.md#d-157-game-start-sequence--alarm-clock-fade-from-black-not-camera-pull-back) — _scope_ - [D-158: Frontal camera angle is default for character editor / mugshot UI](decisions/scope.md#d-158-frontal-camera-angle-is-default-for-character-editor--mugshot-ui) — _scope_ - [D-159: Character body type enum: 5 types × 2 genders + 1 child skeleton (11 total)](decisions/scope.md#d-159-character-body-type-enum-5-types--2-genders--1-child-skeleton-11-total) — _scope_ - [D-160: Body meshes must be segmented into 18 bone-group regions](decisions/architecture.md#d-160-body-meshes-must-be-segmented-into-18-bone-group-regions) — _architecture_ - [D-161: Head is always a separate mesh on the Head bone](decisions/architecture.md#d-161-head-is-always-a-separate-mesh-on-the-head-bone) — _architecture_ - [D-162: Clothing is pre-baked per body type via Blender Surface Deform](decisions/architecture.md#d-162-clothing-is-pre-baked-per-body-type-via-blender-surface-deform) — _architecture_ - [D-163: Trellis generates unique heads per character via BoneAttachment3D](decisions/architecture.md#d-163-trellis-generates-unique-heads-per-character-via-boneattachment3d) — _architecture_ - [D-164: Fork Quaternius skeleton, replace all body meshes](decisions/architecture.md#d-164-fork-quaternius-skeleton-replace-all-body-meshes) — _architecture_ - [D-165: Character creator color palette: 5x9 muted hues + 1x9 neutral gray](decisions/scope.md#d-165-character-creator-color-palette-5x9-muted-hues--1x9-neutral-gray) — _scope_ - [D-166: Development Cascade — 6-Phase First-Things-First Build Order](decisions/architecture.md#d-166-development-cascade--6-phase-first-things-first-build-order) — _architecture_ - [D-167: Heritage Roots Superseded — Corridor Cultural System Replaces Abstract Roots](decisions/content.md#d-167-heritage-roots-superseded--corridor-cultural-system-replaces-abstract-roots) — _content_ - [D-168: Iserlohn (GJ-532c) planet name — keep, real-city origin documented](decisions/content.md#d-168-iserlohn-gj-532c-planet-name--keep-real-city-origin-documented) — _content_ - [D-169: Implant UI component library — Control node tree with custom Theme](decisions/architecture.md#d-169-implant-ui-component-library--control-node-tree-with-custom-theme) — _architecture_ - [D-170: HUD visibility groups — gameplay vs implant layers](decisions/architecture.md#d-170-hud-visibility-groups--gameplay-vs-implant-layers) — _architecture_ - [D-171: Three-Currency System](decisions/economics.md#d-171-three-currency-system) — _economics_ - [D-172: Currency Zone Initialization](decisions/economics.md#d-172-currency-zone-initialization) — _economics_ - [D-173: Commodity Taxonomy](decisions/economics.md#d-173-commodity-taxonomy) — _economics_ - [D-174: Shadow Economy Layer](decisions/economics.md#d-174-shadow-economy-layer) — _economics_ - [D-175: Corporation Taxonomy and Prerequisite](decisions/economics.md#d-175-corporation-taxonomy-and-prerequisite) — _economics_ - [D-176: Productivity Seeding](decisions/economics.md#d-176-productivity-seeding) — _economics_ - [D-177: Productivity Constraints (Lore-Derived)](decisions/economics.md#d-177-productivity-constraints-lore-derived) — _economics_ - [D-178: Economic Model Architecture](decisions/economics.md#d-178-economic-model-architecture) — _economics_ - [D-179: Stability Acceptance Criteria](decisions/economics.md#d-179-stability-acceptance-criteria) — _economics_ - [D-180: Event Input Port](decisions/economics.md#d-180-event-input-port) — _economics_ - [D-181: Signal Vocabulary](decisions/economics.md#d-181-signal-vocabulary) — _economics_ - [D-182: TOML Source of Truth for Economics Data](decisions/economics.md#d-182-toml-source-of-truth-for-economics-data) — _economics_ - [D-183: Iterative Economics Development Cycle](decisions/economics.md#d-183-iterative-economics-development-cycle) — _economics_ - [D-184: Commodity Catalog (36 Types)](decisions/economics.md#d-184-commodity-catalog-36-types) — _economics_ - [D-185: Brands Are Not Commodities](decisions/economics.md#d-185-brands-are-not-commodities) — _economics_ - [D-186: Gate Transmission Levels (Mass + Data + Energy)](decisions/economics.md#d-186-gate-transmission-levels-mass--data--energy) — _economics_ - [D-187: Fusion Fuel as Intermediate (8:1 Water Yield)](decisions/economics.md#d-187-fusion-fuel-as-intermediate-81-water-yield) — _economics_ - [D-188: Rename biome_summary to planet_class across codebase](decisions/architecture.md#d-188-rename-biome-summary-to-planet-class-across-codebase) — _architecture_ - [D-189: Brand Layer Architecture](decisions/economics.md#d-189-brand-layer-architecture) — _economics_ - [D-190: Brand Volume Calibration — Population-Relative Scale](decisions/economics.md#d-190-brand-volume-calibration--population-relative-scale) — _economics_ - [D-191: Atlas of the Reach — Phase 3 Scope and Pipeline](decisions/architecture.md#d-191-atlas-of-the-reach--phase-3-scope-and-pipeline) — _architecture_ - [D-192: Drop PROTOCOL_VERSION lockstep handshake](decisions/architecture.md#d-192-drop-protocol-version-lockstep-handshake) — _architecture_ - [D-193: Lattice Commission — canonical long-form of the Commission](decisions/content.md#d-193-lattice-commission--canonical-long-form-of-the-commission) — _content_ - [D-194: Three-Component District Mix Algorithm for City District Type Distribution](decisions/architecture.md#d-194-three-component-district-mix-algorithm-for-city-district-type-distribution) — _architecture_ - [D-195: Attractor-Matching Compatibility Matrix for Generative City Placement](decisions/architecture.md#d-195-attractor-matching-compatibility-matrix-for-generative-city-placement) — _architecture_ - [D-196: SettlementClass Enum and Latent Settlement Active/Ghost Logic](decisions/architecture.md#d-196-settlementclass-enum-and-latent-settlement-activeghost-logic) — _architecture_ - [D-197: prosperity_baseline Derivation Formula with Topographic Gradient](decisions/architecture.md#d-197-prosperity-baseline-derivation-formula-with-topographic-gradient) — _architecture_ - [D-198: Economic Simulation Independence from Layer 1–2 Spatial Data](decisions/architecture.md#d-198-economic-simulation-independence-from-layer-12-spatial-data) — _architecture_ - [D-199: 6-Field Minimum Economic Read Set for City Generation Context](decisions/architecture.md#d-199-6-field-minimum-economic-read-set-for-city-generation-context) — _architecture_ - [D-200: Three-Tier Execution Model (Build-Time / Runtime-Background / Runtime-On-Demand)](decisions/architecture.md#d-200-three-tier-execution-model-build-time--runtime-background--runtime-on-demand) — _architecture_ - [D-201: Spatial Hierarchy — Eight Tiers with Locked Dimensions](decisions/architecture.md#d-201-spatial-hierarchy--eight-tiers-with-locked-dimensions) — _architecture_ - [D-202: Heightmap BLOB Storage Schema (atlas_body_heightmaps)](decisions/architecture.md#d-202-heightmap-blob-storage-schema-atlas-body-heightmaps) — _architecture_ - [D-203: BodyWorldState Bevy Resource with LRU Cache](decisions/architecture.md#d-203-bodyworldstate-bevy-resource-with-lru-cache) — _architecture_ - [D-204: body_radius_km Column on bodies Table](decisions/architecture.md#d-204-body-radius-km-column-on-bodies-table) — _architecture_ - [D-205: Province Boundary Pre-Computation (atlas_province_boundaries)](decisions/architecture.md#d-205-province-boundary-pre-computation-atlas-province-boundaries) — _architecture_ - [D-206: Background Generation Priority Queue and Rayon Thread Infrastructure](decisions/architecture.md#d-206-background-generation-priority-queue-and-rayon-thread-infrastructure) — _architecture_ - [D-207: Fully Generative Placement — markers.json Stripped to Topographic Features](decisions/architecture.md#d-207-fully-generative-placement--markersjson-stripped-to-topographic-features) — _architecture_ - [D-208: D8 Priority-Flood Drainage Routing — Layer 1 Empty World](decisions/architecture.md#d-208-d8-priority-flood-drainage-routing--layer-1-empty-world) — _architecture_ - [D-209: Geographic Feature Tag Extraction (7 Settlement Attractor Tags)](decisions/architecture.md#d-209-geographic-feature-tag-extraction-7-settlement-attractor-tags) — _architecture_ - [D-210: Sub-Biome Variant Classification and terrain_modification_cost](decisions/architecture.md#d-210-sub-biome-variant-classification-and-terrain-modification-cost) — _architecture_ - [D-211: Attractor-Matching Five-Phase Pipeline for Settlement Placement](decisions/architecture.md#d-211-attractor-matching-five-phase-pipeline-for-settlement-placement) — _architecture_ - [D-212: TerritorialStatus Priority-Ordered Derivation Algorithm](decisions/architecture.md#d-212-territorialstatus-priority-ordered-derivation-algorithm) — _architecture_ - [D-213: FoundingOrientation Enum and Spatial Grid Rotation](decisions/architecture.md#d-213-foundingorientation-enum-and-spatial-grid-rotation) — _architecture_ - [D-214: PoliticalArchetype Enum and Settlement Spatial Character](decisions/architecture.md#d-214-politicalarchetype-enum-and-settlement-spatial-character) — _architecture_ - [D-215: Five Explicit Political Archetype Spatial Arrangement Patterns](decisions/architecture.md#d-215-five-explicit-political-archetype-spatial-arrangement-patterns) — _architecture_ - [D-216: BlockIrregularity from founding_age — Layout Age Character](decisions/architecture.md#d-216-blockirregularity-from-founding-age--layout-age-character) — _architecture_ - [D-217: Tile Condition Thresholds (0.63 / 0.43 / 0.23)](decisions/architecture.md#d-217-tile-condition-thresholds-063--043--023) — _architecture_ - [D-218: WorldTier Enum Canonical Values (Epicenter/Regional/Backwater/Passage/Waypoint)](decisions/architecture.md#d-218-worldtier-enum-canonical-values-epicenterregionalbackwaterpassagewaypoint) — _architecture_ - [D-220: Settlement Density Model — Tile Scale, Density Classes, and Vertical Pressure](decisions/architecture.md#d-220-settlement-density-model--tile-scale-density-classes-and-vertical-pressure) — _architecture_ - [D-221: Replace sprint workflow with kanban + milestones](decisions/process.md#d-221-replace-sprint-workflow-with-kanban--milestones) — _process_ - [D-222: Spatial hierarchy and naming — Subtile to District, lore vs code](decisions/architecture.md#d-222-spatial-hierarchy-and-naming--subtile-to-district-lore-vs-code) — _architecture_ - [D-223: Authored content as a flavored name pool — markers names-only, hand-authored templates removed](decisions/architecture.md#d-223-authored-content-as-a-flavored-name-pool--markers-names-only-hand-authored-templates-removed) — _architecture_ - [D-224: SeedChain — deterministic seed-derivation contract](decisions/architecture.md#d-224-seedchain--deterministic-seed-derivation-contract) — _architecture_ - [D-225: Atlas layer-stream proxy — compute-on-demand, mod-first (resolves Q-098)](decisions/architecture.md#d-225-atlas-layer-stream-proxy--compute-on-demand-mod-first-resolves-q-098) — _architecture_ - [D-226: Live-pause inspection harness — agent-navigable, real-UI debug/review](decisions/architecture.md#d-226-live-pause-inspection-harness--agent-navigable-real-ui-debugreview) — _architecture_ - [D-227: Deterministic-rebuild world model — derive-don't-store, cache, tile mutators, volumetric](decisions/architecture.md#d-227-deterministic-rebuild-world-model--derive-dont-store-cache-tile-mutators-volumetric) — _architecture_ - [D-228: Composite tile schema — orthogonal axes, derived shape, region-level morphology](decisions/architecture.md#d-228-composite-tile-schema--orthogonal-axes-derived-shape-region-level-morphology) — _architecture_ - [D-229: Building-property-tag schema — the step-3 fill output](decisions/architecture.md#d-229-building-property-tag-schema--the-step-3-fill-output) — _architecture_ - [D-230: FillChunk two-phase execution model — background-plan / on-demand-derive](decisions/architecture.md#d-230-fillchunk-two-phase-execution-model--background-plan--on-demand-derive) — _architecture_ - [D-231: DoorSpec and InteriorDescriptor — the step3→step4 boundary and the Phase-6 seed](decisions/architecture.md#d-231-doorspec-and-interiordescriptor--the-step3step4-boundary-and-the-phase-6-seed) — _architecture_ - [D-232: Architecture-flavor — trait-template catalog (economically gated, seed-drawn, wiki-biased)](decisions/architecture.md#d-232-architecture-flavor--trait-template-catalog-economically-gated-seed-drawn-wiki-biased) — _architecture_ - [D-233: Economic signal → block-fill vocabulary — `BulkClass` × `ProductionUbiquity`](decisions/architecture.md#d-233-economic-signal--block-fill-vocabulary--bulkclass--productionubiquity) — _architecture_ - [D-234: Morphology zone → street and footprint constraints](decisions/architecture.md#d-234-morphology-zone--street-and-footprint-constraints) — _architecture_ - [D-235: Building exterior visual grammar and material vocabulary](decisions/architecture.md#d-235-building-exterior-visual-grammar-and-material-vocabulary) — _architecture_ - [D-236: Sol / GJ-0 — player-inaccessible, Atlas highest-level only, deeper Sol is future DLC](decisions/scope.md#d-236-sol--gj-0--player-inaccessible-atlas-highest-level-only-deeper-sol-is-future-dlc) — _scope_ - [D-237: Authored per-system specialisation layer — `economic_specialization` + `cultural_specialization` + `dominant_faction`](decisions/architecture.md#d-237-authored-per-system-specialisation-layer--economic-specialization--cultural-specialization--dominant-faction) — _architecture_ - [D-238: Symmetric shadowcasting (Albert Ford) selected for LOS computation](decisions/perception.md#d-238-symmetric-shadowcasting-albert-ford-selected-for-los-computation) — _perception_ - [D-239: Tile derivation contract — coarse→fine refinement chain (resolves Q-101)](decisions/architecture.md#d-239-tile-derivation-contract--coarsefine-refinement-chain-resolves-q-101) — _architecture_ - [D-240: Registry orbit/star data is non-canonical — climate derives from a `planet_class` temperature envelope](decisions/architecture.md#d-240-registry-orbitstar-data-is-non-canonical--climate-derives-from-a-planet-class-temperature-envelope) — _architecture_ - [D-241: Spike binary artifacts are local-only — gitignored, never tracked](decisions/process.md#d-241-spike-binary-artifacts-are-local-only--gitignored-never-tracked) — _process_ - [D-242: Corp HQ settlement model — HQs are not cities; separate from the name pool, specialization-keyed, install-baked](decisions/architecture.md#d-242-corp-hq-settlement-model--hqs-are-not-cities-separate-from-the-name-pool-specialization-keyed-install-baked) — _architecture_ - [D-243: Spatial scale ladder — nested absolute containment with a single elastic planetary seam (resolves Q-110)](decisions/architecture.md#d-243-spatial-scale-ladder--nested-absolute-containment-with-a-single-elastic-planetary-seam-resolves-q-110) — _architecture_ - [D-244: Asset rendering — 3D objects in-world; 2D limited to textures + flat artwork](decisions/architecture.md#d-244-asset-rendering--3d-objects-in-world-2d-limited-to-textures--flat-artwork) — _architecture_ - [D-245: Nature-layer believability acceptance gate](decisions/architecture.md#d-245-nature-layer-believability-acceptance-gate) — _architecture_ - [D-246: Intra-class micro-habitat mosaic — sub-chunk palette modulation of the D-228 axes](decisions/architecture.md#d-246-intra-class-micro-habitat-mosaic--sub-chunk-palette-modulation-of-the-d-228-axes) — _architecture_ - [D-247: Native pre-existing biospheres + chirality food-safety bit — why the Reach is breathable, and half of it inedible](decisions/content.md#d-247-native-pre-existing-biospheres--chirality-food-safety-bit--why-the-reach-is-breathable-and-half-of-it-inedible) — _content_ - [D-248: 3D locomotion presentation — per-leg constant-velocity interpolation keyed to the stance throttle](decisions/architecture.md#d-248-3d-locomotion-presentation--per-leg-constant-velocity-interpolation-keyed-to-the-stance-throttle) — _architecture_ - [D-249: 3D facing presentation authority — server feet, client eyes](decisions/architecture.md#d-249-3d-facing-presentation-authority--server-feet-client-eyes) — _architecture_ - [D-250: Wall cutaway is client-side camera presentation, decoupled from fog-of-perception](decisions/perception.md#d-250-wall-cutaway-is-client-side-camera-presentation-decoupled-from-fog-of-perception) — _perception_ - [D-251: Character asset route, 2026 reconfirmation — Quaternius rig, in-house wardrobe, purchased animation tiers](decisions/content.md#d-251-character-asset-route-2026-reconfirmation--quaternius-rig-in-house-wardrobe-purchased-animation-tiers) — _content_ - [D-252: Facing is view-only — movement no longer writes Facing; NPC gaze is intent](decisions/architecture.md#d-252-facing-is-view-only--movement-no-longer-writes-facing-npc-gaze-is-intent) — _architecture_ - [D-253: Region transient state model — seasonal/tidal/weather/snow phase functions (resolves Q-105)](decisions/architecture.md#d-253-region-transient-state-model--seasonaltidalweathersnow-phase-functions-resolves-q-105) — _architecture_ - [D-254: Standalone Atlas companion app — `make atlas`, dual-connection reader](decisions/architecture.md#d-254-standalone-atlas-companion-app--make-atlas-dual-connection-reader) — _architecture_ - [D-255: Body Map Viewer — stepped Atlas render architecture (supersedes the T-1143 continuous-ladder mechanism)](decisions/architecture.md#d-255-body-map-viewer--stepped-atlas-render-architecture-supersedes-the-t-1143-continuous-ladder-mechanism) — _architecture_ - [D-256: Canonical sampling convention — one absolute-metre derive core; the batch layer is a survey raster](decisions/architecture.md#d-256-canonical-sampling-convention--one-absolute-metre-derive-core-the-batch-layer-is-a-survey-raster) — _architecture_ - [D-257: Environment props share the character toon shading treatment; minimal-PBR carve-out for glazing](decisions/architecture.md#d-257-environment-props-share-the-character-toon-shading-treatment-minimal-pbr-carve-out-for-glazing) — _architecture_ - [D-258: Rung-0.5 expanded layer — one derived base for the whole ladder](decisions/architecture.md#d-258-rung-05-expanded-layer--one-derived-base-for-the-whole-ladder) — _architecture_ - [D-259: Enclosed settlements — open-air requires a breathable atmosphere](decisions/architecture.md#d-259-enclosed-settlements--open-air-requires-a-breathable-atmosphere) — _architecture_ - [D-260: Generator scope — Sol is authored, not generated](decisions/architecture.md#d-260-generator-scope--sol-is-authored-not-generated) — _architecture_ - [D-261: River rendering — a stroke, not a scaled feature](decisions/architecture.md#d-261-river-rendering--a-stroke-not-a-scaled-feature) — _architecture_ - [D-262: The wiki↔generator data flow has one canonical map, and it is a diagram](decisions/architecture.md#d-262-the-wikigenerator-data-flow-has-one-canonical-map-and-it-is-a-diagram) — _architecture_ - [D-263: Tooling consolidates into one Python CLI named `reach` — not a Rust rewrite](decisions/architecture.md#d-263-tooling-consolidates-into-one-python-cli-named-reach--not-a-rust-rewrite) — _architecture_ ## Open questions - [Q-003: Art direction / presentation style](questions/perception.md#q-003-art-direction--presentation-style) — _perception_ - [Q-008: Licensing / distribution model](questions/scope.md#q-008-licensing--distribution-model) — _scope_ - [Q-010: Storyteller AI design](questions/content.md#q-010-storyteller-ai-design) — _content_ - [Q-013: Line previewer temporal progression](questions/content.md#q-013-line-previewer-temporal-progression) — _content_ - [Q-017: Triangle pressure threshold](questions/content.md#q-017-triangle-pressure-threshold) — _content_ - [Q-019: Entity ID stability strategy](questions/architecture.md#q-019-entity-id-stability-strategy) — _architecture_ - [Q-020: Multi-entity collision resolution](questions/architecture.md#q-020-multi-entity-collision-resolution) — _architecture_ - [Q-021: Tick budget overflow policy](questions/architecture.md#q-021-tick-budget-overflow-policy) — _architecture_ - [Q-022: NPC pathfinding cache eviction](questions/architecture.md#q-022-npc-pathfinding-cache-eviction) — _architecture_ - [Q-023: Debug visualization scope](questions/architecture.md#q-023-debug-visualization-scope) — _architecture_ - [Q-027: Fast-travel system design](questions/scope.md#q-027-fast-travel-system-design) — _scope_ - [Q-029: Save file format design](questions/architecture.md#q-029-save-file-format-design) — _architecture_ - [Q-030: Seed configuration schema](questions/architecture.md#q-030-seed-configuration-schema) — _architecture_ - [Q-031: Combined content style guide](questions/content.md#q-031-combined-content-style-guide) — _content_ - [Q-032: Cultural ingredients menu](questions/scope.md#q-032-cultural-ingredients-menu) — _scope_ - [Q-033: Three-system NPC architecture](questions/content.md#q-033-three-system-npc-architecture) — _content_ - [Q-034: PC archetypes](questions/scope.md#q-034-pc-archetypes) — _scope_ - [Q-035: Sacred/Profane/Middle Kingdom framework](questions/scope.md#q-035-sacredprofanemiddle-kingdom-framework) — _scope_ - [Q-037: Generator development pipeline](questions/scope.md#q-037-generator-development-pipeline) — _scope_ - [Q-038: Authored content estimate at 300-world scale](questions/scope.md#q-038-authored-content-estimate-at-300-world-scale) — _scope_ - [Q-042: Intra-system transport networks — passenger vs. freight, vehicles and modes](questions/content.md#q-042-intra-system-transport-networks--passenger-vs-freight-vehicles-and-modes) — _content_ - [Q-045: Axis 11 — Network Footprint NPC tag](questions/content.md#q-045-axis-11--network-footprint-npc-tag) — _content_ - [Q-047: Mobile environment social arc — structural representation of journey timeline](questions/content.md#q-047-mobile-environment-social-arc--structural-representation-of-journey-timeline) — _content_ - [Q-048: DramaDensity enum naming — 3-level vs 5-level](questions/content.md#q-048-dramadensity-enum-naming--3-level-vs-5-level) — _content_ - [Q-050: Assassination difficulty synthesis — formal spec combining stored baseline with on-demand computation](questions/content.md#q-050-assassination-difficulty-synthesis--formal-spec-combining-stored-baseline-with-on-demand-computation) — _content_ - [Q-051: Speech bubble indicator over speaking NPCs](questions/perception.md#q-051-speech-bubble-indicator-over-speaking-npcs) — _perception_ - [Q-052: Storyteller hint delivery — parallel diegetic channels when player does not act](questions/content.md#q-052-storyteller-hint-delivery--parallel-diegetic-channels-when-player-does-not-act) — _content_ - [Q-053: Insert workspace boards — design philosophy and information architecture](questions/perception.md#q-053-insert-workspace-boards--design-philosophy-and-information-architecture) — _perception_ - [Q-054: Insert workspace board — rendering primitive and data contract](questions/perception.md#q-054-insert-workspace-board--rendering-primitive-and-data-contract) — _perception_ - [Q-056: Zone spec needs location_context field (surface/station/vessel)](questions/content.md#q-056-zone-spec-needs-location-context-field-surfacestationvessel) — _content_ - [Q-058: Runtime behavior text serving system](questions/scope.md#q-058-runtime-behavior-text-serving-system) — _scope_ - [Q-060: Can Surface Deform produce acceptable clothing at extreme body types?](questions/architecture.md#q-060-can-surface-deform-produce-acceptable-clothing-at-extreme-body-types) — _architecture_ - [Q-061: How many base clothing meshes needed for v0.2 proof-of-life?](questions/scope.md#q-061-how-many-base-clothing-meshes-needed-for-v02-proof-of-life) — _scope_ - [Q-062: What does Quaternius Source tier include for body types?](questions/scope.md#q-062-what-does-quaternius-source-tier-include-for-body-types) — _scope_ - [Q-063: Footstep VFX system (Godot Asset Library #4122)](questions/architecture.md#q-063-footstep-vfx-system-godot-asset-library-4122) — _architecture_ - [Q-065: Shooting mechanics — Deep RayCast 3D vs Ballistic Penetration System vs server-side](questions/architecture.md#q-065-shooting-mechanics--deep-raycast-3d-vs-ballistic-penetration-system-vs-server-side) — _architecture_ - [Q-066: PathMesh3D for procedural environment geometry](questions/architecture.md#q-066-pathmesh3d-for-procedural-environment-geometry) — _architecture_ - [Q-067: Vehicle physics for in-world transport](questions/architecture.md#q-067-vehicle-physics-for-in-world-transport) — _architecture_ - [Q-069: GPU cloth simulation for dynamic clothing](questions/architecture.md#q-069-gpu-cloth-simulation-for-dynamic-clothing) — _architecture_ - [Q-070: NobodyWho LLM patterns vs our Rust voice pipeline](questions/architecture.md#q-070-nobodywho-llm-patterns-vs-our-rust-voice-pipeline) — _architecture_ - [Q-071: Steam integration template for multiplayer lobbies](questions/architecture.md#q-071-steam-integration-template-for-multiplayer-lobbies) — _architecture_ - [Q-072: BitTorrent for P2P asset/mod/world state distribution](questions/architecture.md#q-072-bittorrent-for-p2p-assetmodworld-state-distribution) — _architecture_ - [Q-073: BehaviourToolkit patterns for Rust NPC AI](questions/architecture.md#q-073-behaviourtoolkit-patterns-for-rust-npc-ai) — _architecture_ - [Q-074: Screenshot manager for in-game captures and bug reports](questions/architecture.md#q-074-screenshot-manager-for-in-game-captures-and-bug-reports) — _architecture_ - [Q-075: RichText3D for in-world text rendering](questions/architecture.md#q-075-richtext3d-for-in-world-text-rendering) — _architecture_ - [Q-076: DeformableMesh for runtime environment and damage variation](questions/architecture.md#q-076-deformablemesh-for-runtime-environment-and-damage-variation) — _architecture_ - [Q-078: God rays for atmospheric lighting](questions/architecture.md#q-078-god-rays-for-atmospheric-lighting) — _architecture_ - [Q-079: GridMapLayer — 2D tile logic driving 3D grid rendering](questions/architecture.md#q-079-gridmaplayer--2d-tile-logic-driving-3d-grid-rendering) — _architecture_ - [Q-080: Mod loader architecture reference](questions/architecture.md#q-080-mod-loader-architecture-reference) — _architecture_ - [Q-081: VisionCone3D for client-side fog refinement](questions/architecture.md#q-081-visioncone3d-for-client-side-fog-refinement) — _architecture_ - [Q-082: VoronoiShatter for destruction effects](questions/architecture.md#q-082-voronoishatter-for-destruction-effects) — _architecture_ - [Q-083: ThemeGen for dynamic insert styling and value-level theming](questions/architecture.md#q-083-themegen-for-dynamic-insert-styling-and-value-level-theming) — _architecture_ - [Q-084: Isometric point-and-click navigation pattern](questions/architecture.md#q-084-isometric-point-and-click-navigation-pattern) — _architecture_ - [Q-085: Portal rendering for spatial transitions and viewports](questions/architecture.md#q-085-portal-rendering-for-spatial-transitions-and-viewports) — _architecture_ - [Q-086: Day/night cycle — server time driving client lighting](questions/architecture.md#q-086-daynight-cycle--server-time-driving-client-lighting) — _architecture_ - [Q-087: Water shader for environment zones](questions/architecture.md#q-087-water-shader-for-environment-zones) — _architecture_ - [Q-088: Spatial audio for information-aware sound](questions/architecture.md#q-088-spatial-audio-for-information-aware-sound) — _architecture_ - [Q-089: Procedural star rendering for space viewports and star map](questions/architecture.md#q-089-procedural-star-rendering-for-space-viewports-and-star-map) — _architecture_ - [Q-090: Markov chains for procedural name/text generation in Rust](questions/architecture.md#q-090-markov-chains-for-procedural-nametext-generation-in-rust) — _architecture_ - [Q-091: Event-driven audio system](questions/architecture.md#q-091-event-driven-audio-system) — _architecture_ - [Q-092: Modular settings menu as foundation for T-735](questions/architecture.md#q-092-modular-settings-menu-as-foundation-for-t-735) — _architecture_ - [Q-093: Tile-based exploration map in player insert (Google Maps for the implant)](questions/architecture.md#q-093-tile-based-exploration-map-in-player-insert-google-maps-for-the-implant) — _architecture_ - [Q-097: Strip "What They Don't Talk About" from corporation pages](questions/content.md#q-097-strip-what-they-dont-talk-about-from-corporation-pages) — _content_ - [Q-099: Mod content catalog — body rows / terrain_reference overlay for systems.db](questions/architecture.md#q-099-mod-content-catalog--body-rows--terrain-reference-overlay-for-systemsdb) — _architecture_ - [Q-103: Tile-mutator op schema](questions/architecture.md#q-103-tile-mutator-op-schema) — _architecture_ - [Q-107: Wiki → Atlas content-set consolidation](questions/architecture.md#q-107-wiki--atlas-content-set-consolidation) — _architecture_ - [Q-108: Subterranean / domed / sealed-habitat settlement morphology — does the built-world fill model need a surface-vs-enclosed branch](questions/architecture.md#q-108-subterranean--domed--sealed-habitat-settlement-morphology--does-the-built-world-fill-model-need-a-surface-vs-enclosed-branch) — _architecture_ - [Q-109: Cascade generation-source dispatch — planetary / station / mod-DLC-forked / save-only](questions/architecture.md#q-109-cascade-generation-source-dispatch--planetary--station--mod-dlc-forked--save-only) — _architecture_ - [Q-111: Live-econ coupling of generation inputs — which inputs refresh from the rolling sim vs stay static-authored?](questions/architecture.md#q-111-live-econ-coupling-of-generation-inputs--which-inputs-refresh-from-the-rolling-sim-vs-stay-static-authored) — _architecture_ - [Q-112: Storyteller engagement scoring — move to bps integer arithmetic or sanction f32?](questions/architecture.md#q-112-storyteller-engagement-scoring--move-to-bps-integer-arithmetic-or-sanction-f32) — _architecture_ - [Q-113: Is cross-platform f32 bit-identity required for saves? (golden vectors are x86_64-only)](questions/architecture.md#q-113-is-cross-platform-f32-bit-identity-required-for-saves-golden-vectors-are-x86-64-only) — _architecture_ - [Q-114: Server-side NPC appearance generation contract — seed+culture+role → CharacterVisualDescriptor](questions/architecture.md#q-114-server-side-npc-appearance-generation-contract--seedculturerole--charactervisualdescriptor) — _architecture_ - [Q-115: Are garments simulated inventory items or visual-only descriptor fields?](questions/architecture.md#q-115-are-garments-simulated-inventory-items-or-visual-only-descriptor-fields) — _architecture_ - [Q-116: GDScript lint gate — flip to blocking or record advisory-forever?](questions/process.md#q-116-gdscript-lint-gate--flip-to-blocking-or-record-advisory-forever) — _process_ - [Q-117: whatsinagame/ — extract the embedded starter-kit product or record why it stays vendored?](questions/scope.md#q-117-whatsinagame--extract-the-embedded-starter-kit-product-or-record-why-it-stays-vendored) — _scope_ - [Q-118: Empty wiki category dirs (cultural-groups, institutions, lore, species) and blank body Descriptions — Phase-6 scope or retire?](questions/scope.md#q-118-empty-wiki-category-dirs-cultural-groups-institutions-lore-species-and-blank-body-descriptions--phase-6-scope-or-retire) — _scope_ - [Q-119: Is the generic-parent placeholder set the first asset-production milestone?](questions/content.md#q-119-is-the-generic-parent-placeholder-set-the-first-asset-production-milestone) — _content_ - [Q-120: Adopt a garment-token vocabulary with generic fallback parents (the D-235 pattern, applied to clothing)?](questions/content.md#q-120-adopt-a-garment-token-vocabulary-with-generic-fallback-parents-the-d-235-pattern-applied-to-clothing) — _content_ - [Q-121: Where does cultural dress canon live — TOML registers now, prose pages in Phase 6?](questions/content.md#q-121-where-does-cultural-dress-canon-live--toml-registers-now-prose-pages-in-phase-6) — _content_ - [Q-122: Third-party asset sourcing policy — when to use CC0/purchased bases vs Trellis generation, per asset class?](questions/content.md#q-122-third-party-asset-sourcing-policy--when-to-use-cc0purchased-bases-vs-trellis-generation-per-asset-class) — _content_ - [Q-123: Believability gate threshold calibration](questions/architecture.md#q-123-believability-gate-threshold-calibration) — _architecture_ - [Q-124: Should the Python tooling be retooled into a single Rust CLI?](questions/architecture.md#q-124-should-the-python-tooling-be-retooled-into-a-single-rust-cli) — _architecture_ ## Resolved questions - [Q-001: Game engine selection](questions/architecture.md#q-001-game-engine-selection) — _architecture_ - [Q-002: Scope of v0.1 playable prototype](questions/scope.md#q-002-scope-of-v01-playable-prototype) — _scope_ - [Q-004: One campaign spanning all eras or separate era scenarios?](questions/scope.md#q-004-one-campaign-spanning-all-eras-or-separate-era-scenarios) — _scope_ - [Q-005: Scale for prototype - locations, characters, factions](questions/scope.md#q-005-scale-for-prototype---locations-characters-factions) — _scope_ - [Q-006: Multiplayer or single-player only?](questions/architecture.md#q-006-multiplayer-or-single-player-only) — _architecture_ - [Q-007: Target platform(s)](questions/scope.md#q-007-target-platforms) — _scope_ - [Q-009: Time system](questions/architecture.md#q-009-time-system) — _architecture_ - [Q-011: Character selection and playable characters](questions/scope.md#q-011-character-selection-and-playable-characters) — _scope_ - [Q-012: Generation expansion method for dialogue](questions/content.md#q-012-generation-expansion-method-for-dialogue) — _content_ - [Q-014: Audio timing with monologue chime](questions/perception.md#q-014-audio-timing-with-monologue-chime) — _perception_ - [Q-015: Generation expansion for THE FRIEND content](questions/content.md#q-015-generation-expansion-for-the-friend-content) — _content_ - [Q-016: Knowledge hierarchy for monologue prerequisites](questions/perception.md#q-016-knowledge-hierarchy-for-monologue-prerequisites) — _perception_ - [Q-018: Shadowcasting algorithm selection](questions/architecture.md#q-018-shadowcasting-algorithm-selection) — _architecture_ - [Q-024: Gossip propagation timing](questions/perception.md#q-024-gossip-propagation-timing) — _perception_ - [Q-025: Knowledge graph cap and eviction strategy](questions/perception.md#q-025-knowledge-graph-cap-and-eviction-strategy) — _perception_ - [Q-026: Contradiction detection algorithm](questions/perception.md#q-026-contradiction-detection-algorithm) — _perception_ - [Q-028: Collision-resistant line IDs for auto-generated NPCs](questions/content.md#q-028-collision-resistant-line-ids-for-auto-generated-npcs) — _content_ - [Q-036: District skeleton as generator output](questions/scope.md#q-036-district-skeleton-as-generator-output) — _scope_ - [Q-039: Gate topology generation](questions/scope.md#q-039-gate-topology-generation) — _scope_ - [Q-040: Gate dual-use topology — freight and commuter on shared span gate infrastructure](questions/content.md#q-040-gate-dual-use-topology--freight-and-commuter-on-shared-span-gate-infrastructure) — _content_ - [Q-041: Interstellar travel mechanics — horizon stations and gate architecture](questions/content.md#q-041-interstellar-travel-mechanics--horizon-stations-and-gate-architecture) — _content_ - [Q-043: Station internal transit — intra-station transport system between districts](questions/content.md#q-043-station-internal-transit--intra-station-transport-system-between-districts) — _content_ - [Q-044: Gate-train integration — do transport vehicles use gates directly or transfer on each side](questions/content.md#q-044-gate-train-integration--do-transport-vehicles-use-gates-directly-or-transfer-on-each-side) — _content_ - [Q-046: Departure schedule model — departure windows as generator output for docked vessels](questions/architecture.md#q-046-departure-schedule-model--departure-windows-as-generator-output-for-docked-vessels) — _architecture_ - [Q-049: ObjectTag vocabulary co-maintenance — Miri and Araminta shared dependency](questions/content.md#q-049-objecttag-vocabulary-co-maintenance--miri-and-araminta-shared-dependency) — _content_ - [Q-057: Composable behavior generation — decompose culture × role × context into assembled behaviors](questions/content.md#q-057-composable-behavior-generation--decompose-culture--role--context-into-assembled-behaviors) — _content_ - [Q-059: PlatformInfo full interface scope](questions/architecture.md#q-059-platforminfo-full-interface-scope) — _architecture_ - [Q-064: 3D planet generator for wiki system screenshots](questions/architecture.md#q-064-3d-planet-generator-for-wiki-system-screenshots) — _architecture_ - [Q-068: Procedural terrain generation patterns — chunk loading and noise](questions/architecture.md#q-068-procedural-terrain-generation-patterns--chunk-loading-and-noise) — _architecture_ - [Q-077: World generation architecture → PROMOTED TO WORKSHOP](questions/architecture.md#q-077-world-generation-architecture--promoted-to-workshop) — _architecture_ - [Q-094: Chart widgets for economy/market insert UI](questions/architecture.md#q-094-chart-widgets-for-economymarket-insert-ui) — _architecture_ - [Q-095: Commission formal name — authoritative designation](questions/content.md#q-095-commission-formal-name--authoritative-designation) — _content_ - [Q-096: Replace sprint workflow with kanban + milestones](questions/process.md#q-096-replace-sprint-workflow-with-kanban--milestones) — _process_ - [Q-098: Persistence of generated river/city mapping outputs](questions/architecture.md#q-098-persistence-of-generated-rivercity-mapping-outputs) — _architecture_ - [Q-100: Biome authority — Python sim vs Rust cascade](questions/architecture.md#q-100-biome-authority--python-sim-vs-rust-cascade) — _architecture_ - [Q-101: Refinement / derivation contract — coarse hint → fine geometry + morphology algorithm family](questions/architecture.md#q-101-refinement--derivation-contract--coarse-hint--fine-geometry--morphology-algorithm-family) — _architecture_ - [Q-102: Cohesion-matrix algorithm — seam-free continuous variation](questions/architecture.md#q-102-cohesion-matrix-algorithm--seam-free-continuous-variation) — _architecture_ - [Q-104: Floor-index ↔ absolute voxel-z coordinate mapping](questions/architecture.md#q-104-floor-index--absolute-voxel-z-coordinate-mapping) — _architecture_ - [Q-105: Region seasonal/clock state — the shared cheap-dynamism source](questions/architecture.md#q-105-region-seasonalclock-state--the-shared-cheap-dynamism-source) — _architecture_ - [Q-106: Era-band stacking depth for layered architecture-flavor](questions/architecture.md#q-106-era-band-stacking-depth-for-layered-architecture-flavor) — _architecture_ - [Q-110: Region/chunk physical-scale anchoring — what is a region in metres, and what anchors a heightmap pixel?](questions/architecture.md#q-110-regionchunk-physical-scale-anchoring--what-is-a-region-in-metres-and-what-anchors-a-heightmap-pixel) — _architecture_ ## Rejected - [R-001: Stellaris mod](rejected/architecture.md#r-001-stellaris-mod) — _architecture_ - [R-002: CK3 total conversion](rejected/architecture.md#r-002-ck3-total-conversion) — _architecture_ - [R-003: Other existing games (Distant Worlds 2, GalCiv IV, Sins of a Solar Empire II, Victoria 3)](rejected/architecture.md#r-003-other-existing-games-distant-worlds-2-galciv-iv-sins-of-a-solar-empire-ii-victoria-3) — _architecture_ - [R-004: Pure Bevy (Rust) — no Godot](rejected/architecture.md#r-004-pure-bevy-rust--no-godot) — _architecture_ - [R-005: Pure Godot (GDScript or C#)](rejected/architecture.md#r-005-pure-godot-gdscript-or-c) — _architecture_ - [R-006: Godot + Rust via GDExtension](rejected/architecture.md#r-006-godot--rust-via-gdextension) — _architecture_ - [R-007: Godot + C++ via GDExtension](rejected/architecture.md#r-007-godot--c-via-gdextension) — _architecture_ - [R-008: Fyrox (pure Rust engine)](rejected/architecture.md#r-008-fyrox-pure-rust-engine) — _architecture_ - [R-009: Custom framework (Rust + raylib/macroquad)](rejected/architecture.md#r-009-custom-framework-rust--raylibmacroquad) — _architecture_ - [R-010: protobuf for client-server serialization](rejected/architecture.md#r-010-protobuf-for-client-server-serialization) — _architecture_ - [R-011: Single currency for Phase 2 economics](rejected/economics.md#r-011-single-currency-for-phase-2-economics) — _economics_ - [R-012: Overheard NPC conversation system (D-078) — scrapped](rejected/perception.md#r-012-overheard-npc-conversation-system-d-078--scrapped) — _perception_ - [R-013: Localization / i18n](rejected/scope.md#r-013-localization--i18n) — _scope_ - [R-014: Rust rewrite of the Python tooling](rejected/architecture.md#r-014-rust-rewrite-of-the-python-tooling) — _architecture_