--- title: "Faction Mechanics Reference" description: "Quick reference for six-faction gameplay systems including resources, blind spots, and reputation mechanics" type: design status: active ticket: "" decision_refs: [] author: "" created: 2026-02-19 updated: 2026-02-19 --- # Faction Mechanics Reference Quick reference for how the six factions work as gameplay systems. **Source:** Round 16 discussion (full analysis at `docs/discussions/round-16-faction-mechanics.md`) --- ## Quick Comparison Matrix | Faction | Playstyle | Starting Resources | Information Channel | Key Constraint | |---------|-----------|-------------------|---------------------|----------------| | **Concord Assembly** | Political thriller | Moderate wealth, high institutional access | Political intel, legislative roadmap | Process-locked, slow | | **Syndics** | Economic thriller | High wealth, commercial networks | Economic flows, market data | No authority, transactional only | | **Separatists** | Resistance thriller | Low wealth, frontier networks | Frontier geography, local grievances | Limited institutional access, economic poverty | | **Severance** | Paranoid thriller | Low wealth, counter-tech | Counter-surveillance, institutional patterns | Institutional hostility, high operational cost | | **Veil Institute** | Mystery thriller | Moderate wealth, research authority | Cosmic mystery, Builder data | Classification obsession, compartmentalization | | **Lattice Commission** | Investigative thriller | Moderate wealth, legal authority | Meta-information, lattice/imprint data | Legal process required, internal faction split | --- ## Resource Asymmetry | Faction | Wealth | Legal Authority | Tech Access | Information Access | Mobility | |---------|--------|----------------|-------------|-------------------|----------| | Assembly | Moderate | HIGH (legislative) | Moderate | Political intel | High (institutional) | | Syndics | HIGH | None | Commercial | Economic intel | HIGHEST (own span gates) | | Separatists | LOW | None | Low | Frontier intel | Low (sparse infrastructure) | | Severance | LOW | None (hostile) | Counter-tech | Counter-surveillance | Variable (off-grid) | | Veil Institute | Moderate | Research-specific | HIGHEST (Founder) | Cosmic mystery | Moderate (gate access) | | Commission | Moderate | HIGH (regulatory) | Meta-access | Surveillance data | High (institutional) | --- ## Factional Blind Spots What each faction CANNOT see: - **Assembly:** Street-level activity, Severance networks, Syndic backroom deals - **Syndics:** Ideology, political maneuvering beyond market impact - **Separatists:** Core institutional politics in detail - **Severance:** High institutional politics, economic flows - **Veil Institute:** Street-level intel, daily politics outside funding battles - **Commission:** Off-lattice/off-Meridian activity, Unbound networks **Design principle:** Blind spots create replayability (different factions see different conspiracies) and cross-faction necessity (some intel requires cooperation). --- ## Reputation System (3D) Each faction tracks three values for the player: 1. **Trust** — Do they believe you're aligned with their interests? 2. **Usefulness** — Do they think you're valuable to them? 3. **Exposure** — How much do they know about your activities? ### Example Reputation States - **High Trust + High Usefulness + Low Exposure** = ideal ally - **Low Trust + High Usefulness + High Exposure** = transactional hostage - **High Trust + Low Usefulness + High Exposure** = liability ### Cross-Faction Reputation Effects - Assembly ↑ Trust → Severance ↓ Trust (you're institutional) - Syndics ↑ Usefulness → Separatists ↓ Trust (profiting from exploitation) - Commission ↑ Trust → Severance ↓ Trust + ↑ Exposure (cooperating with surveillance) - Severance ↑ Trust → Commission ↑ Exposure + Assembly ↓ Trust (associating with extremists) --- ## Multi-Faction Play Strategies | Strategy | Benefits | Costs | |----------|----------|-------| | **Single faction loyalty** | High trust, deep access, faction resources | Blind to other perspectives, vulnerable to faction collapse | | **Transactional multi-faction** | Broad information access, economic flexibility | Low trust, expensive, first to be cut off in crisis | | **Covert multi-faction** | Deep access on multiple sides, intel arbitrage | High operational security cost, exposure risk catastrophic | | **Ideological coalition** (Severance + Separatists) | Aligned goals, resource sharing | Limited resources, institutional opposition, high risk | | **Institutional coalition** (Assembly + Commission) | Legal authority, legitimacy | Slow to act, visible, Severance actively opposes | --- ## Pillar Coverage How each faction engages with the five pillars: | Faction | Pillar 1 (Info) | Pillar 2 (Network) | Pillar 3 (Society) | Pillar 4 (Crisis) | |---------|----------------|-------------------|-------------------|------------------| | Assembly | Political intel | Institutional gate access | Legislative power | Policy crisis | | Syndics | Economic intel | Span gate control | Commercial leverage | Market crisis | | Separatists | Frontier geography | Off-grid routes | Ideological resistance | Secession crisis | | Severance | Counter-surveillance | Dead zones | Anti-institutional action | Surveillance crisis | | Veil Institute | Cosmic mystery | Gate activation authority | Research vs. secrecy | Existential crisis | | Commission | Meta-information | Meridian control | Privacy vs. security | Regulatory crisis | --- ## v0.1 Recommendation **Recommended factions for first prototype:** Commission + Severance **Rationale:** - Maximum mechanical contrast (surveillance vs. counter-surveillance) - Direct opposition creates immediate tension - Tests asymmetric information at extremes (Commission sees everything on-lattice, Severance hides from everything) - Both factions have clear starting hooks in conspiracy investigation - Demonstrates replayability through opposed perspectives on same events **Alternative:** Assembly + Syndics (political vs. economic, tests institutional play) --- ## Design Principles 1. **Each faction is a different information channel** — not just different intel, but different TYPES of knowing 2. **Each faction has systematic blind spots** — creates replayability and cross-faction necessity 3. **Constraints create playstyle identity** — what you CAN'T do defines the game 4. **Resources are asymmetric** — factions are DIFFERENT, not balanced 5. **Reputation is multi-dimensional** — Trust/Usefulness/Exposure creates complex relationship space 6. **Every faction feeds multiple pillars** — no single-purpose factions --- **Full analysis:** `docs/discussions/round-16-faction-mechanics.md`