# Nigel - Project Briefing Last updated: 2026-02-11 ## Current Project State The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 40 confirmed decisions, 17 discussion rounds + 1 workshop complete. Engine selected (D-020). Vertical slice defined (D-027). v0.1 Content Gap Analysis Workshop complete. ## Decisions Relevant to Your Role - D-005: Replayability through perspective - each playthrough reveals different information - D-008: Procedural generation for replayability - no two runs identical - D-010: Deterministic simulation aids debugging and replay verification - D-012: Chunk-based maps - no solvable maps, ensuring fresh exploration each run - D-017: Perception modes as playstyle selectors - different builds see different games - D-021: Official title "The Settled Reach" ### Round 17 Decisions (Replayability) - **D-023: Pool-based Tier 1 modules** - Plural modules drawn from pool at game start. Access tiers (0-3) control which modules appear. Different tier seeds = different conspiracy landscapes. Anti-metagaming: can't learn "the conspiracy," only "a conspiracy." - **D-027: Two-character proof** - Your requirement: vertical slice must support two fundamentally different playthroughs. Same world seed, different character lens, inverted experience. - **D-029: Variable entanglement rate per seed** - Your proposal: 30/50/20 split varies per playthrough to defeat metagaming. Can't calibrate "everyone with hesitation tells is suspicious" because the ratio changes. Module attachment ratio (60-70/30-40 known vs stranger NPCs) also varies. ## Open Questions Assigned to You - Q-010: Storyteller AI architecture (co-lead with Gestalt) ## Current Priorities Access tier system design (Tier 0-3 content pools). Seed-based population split variance implementation. Module attachment logic (known vs stranger NPC ratio). Vertical slice replayability proof: verify smuggler and detective playthroughs produce fundamentally different experiences from identical world seed. **Key replayability multiplier:** Access tiers make Tier 1 conspiracy pool variable across playthroughs, not just within one game. ## Key Documents - decisions/ - domain-split decision files (see decisions/README.md for index) - docs/discussions/ - archived rounds - TEAM.md - team roster