# Sprint 34: Pulse — Planning Tasks **Goal:** Close Phase 2 — wire the economics simulation into the live game, expose price history and trade flows in the implant, and make the economy observable and tweakable at runtime. **Branch:** `sprint-34/planning` **Agents:** Gestalt (systems), Burnelli-Sheldon (economics), Tyre (technical), Miri (worldbuilding), Qatux (documenter), SI (project manager) ## Tickets | # | Title | Blocked by | |---|-------|------------| | #748 | Phase 3: Planetary/moon maps and station layouts — Atlas of the Reach | #747 (in progress → closes this sprint) | | #811 | Brand layer design | — | ## Context to Read Before Discussion For **#811 (Brand layer design):** - `decisions/economics.md` — D-185 (Brands Are Not Commodities), D-184 (Commodity Catalog — what exists), D-173 (Commodity Taxonomy — three-tier structure) - `decisions/scope.md` — D-131 (broad economic verb vocabulary), D-118 (small business owner starting state — brands are the Phase 3 player layer) - `wiki/economics/commodities.toml`, `wiki/economics/production_chains.toml` For **#748 (Phase 3 breakdown):** - `CLAUDE.md` — Development cascade table (Phase 3 = Planetary/moon maps, deliverable = Atlas of the Reach) - `decisions/architecture.md` — D-093 (Sova Transit District spatial layout), D-094 (district spatial hierarchy), D-095 (Horizon stations and gate infrastructure) - Sprint 33 deliverable: `server/data/systems.db` populated with 300+ systems, gate links, currency zones - `docs/atlas/` — existing atlas content --- ## #811 — Brand Layer Design **Type:** Planning discussion — produces a D-record in `decisions/economics.md` **What this is:** The brand/luxury goods system sits on top of the commodity layer (D-185 confirms brands are NOT commodities). Brands consume commodities as inputs. Brand pricing is driven by cultural/emotional/want mechanics, not tâtonnement. This design work answers the Phase 3 question: how does a player engage with the economy as a participant (producer/trader/brand-builder) rather than an observer? **Discussion rounds:** **Round 1 — Inventory (what exists, what is missing)** - What is the full design space of "brand" in the Reach? (Gestalt, Miri) - What D-records already constrain brand design? (Tyre reads economics.md, scope.md) - What is the player's economic verb set when brands exist? (Burnelli-Sheldon, Gestalt) **Round 2 — Proposals** - Brand representation: is a brand a DB entity, a modifier on a commodity, or a separate production chain layer? (Tyre, Burnelli-Sheldon) - Cultural pricing model: how does a brand's cultural origin affect demand across currency zones? (Miri, Gestalt) - Player access: what verbs does a player have toward an existing brand vs. founding one? (Gestalt) **Round 3 — Convergence** - Draft one D-record covering: brand representation in the data model, cultural demand pricing, player access verbs, and the boundary with Phase 2 commodity tâtonnement - SI creates follow-up implementation tickets for Phase 3 sprint **Output:** D-NNN in `decisions/economics.md` (claim ID via `tooling/db/decision claim D economics "Brand layer architecture"`). Qatux files the record. SI creates 2-4 Phase 3 implementation tickets from the decision. **CONSTRAINT:** This design session covers brand layer architecture only. No character creation, no tycoon states, no apartment generators. Phase 4 work is out of scope until Phase 3 delivers. --- ## #748 — Phase 3 Planetary Maps Breakdown Workshop **Type:** Planning discussion — produces a sprint-ready ticket breakdown for Phase 3 **What this is:** Phase 3 deliverable is the Atlas of the Reach (implant app) — region-level maps at hundreds-of-km scale. Cities, rivers, mountains, rail lines, gate/portal locations, road hierarchy, named areas. This workshop answers: what is the minimal scope for a shippable Phase 3, and what tickets does it generate? **Timing:** This discussion runs AFTER the server team confirms Phase 2 is closing (economics in-game, IPC bridge live). Do not start this discussion until Sprint 34 server tickets are at least in_progress. **Discussion rounds:** **Round 1 — Inventory** - What does Phase 3 require that does not exist? Read `docs/atlas/`, existing world data in `server/data/systems.db`. (Miri, Tyre) - What systems from Phase 2 does Phase 3 build on (gate network, system data, planet_class)? (Gestalt, Tyre) - What is the rendering target? (Implant app panel — same component library as economics panel?) (Tyre) **Round 2 — Scope definition** - Define the MVP Atlas: which systems get maps first? (Miri — Sova/Krenn as canonical first-system per D-036) - Data authoring pipeline: how are planetary maps authored? Hand-drawn overlays on procedural heightmaps? Pure procedural? (Miri, Gestalt) - Implant app design: what does the Atlas panel look like? Click-through from the star map? (Tyre) **Round 3 — Ticket breakdown** - Break Phase 3 into 4-8 implementation tickets across server, client, copy, visual teams - Assign team and priority to each - SI creates the tickets and blocks them appropriately under #748 **Output:** 4-8 new tickets (server + client + copy + visual) with team assignments, priorities, and explicit dependencies. SI creates them immediately at round end. --- ## Dependency Chain ``` #811 (brand layer design) — run early in sprint, unblocks Phase 3 planning #748 (Phase 3 breakdown) — run after server Sprint 34 tickets are in_progress ``` ## PR Workflow Planning branch produces decisions and ticket updates only — no code. Commit decisions and close tickets: ```bash tea pr create --repo jpmschweitzer/settled-reach --login schweitz \ --title "planning(economics): brand layer design and Phase 3 breakdown" \ --description "Sprint 34 planning work" \ --base main --head sprint-34/planning ```