Files
settled-reach/docs/design/faction-mechanics-reference.md
jpmschweitzerandClaude Fable 5 ca255dc16c chore(meta): cascade refocus — supersede v0.2 cluster, re-home backlog tree, capture workshop WIP
Governance:
- D-166 amendment (2026-06-12): outside-in build order (geo → econ-on-world →
  building templates → door boundary contracts → NPC/interiors → gameplay);
  Phase 5 ramps in parallel once outsides are walkable (gate: T-962)
- D-114/D-115/D-117/D-118/D-120 marked superseded by D-166 (inbound anchors fixed)
- D-221 amended: milestones retired, cascade-hierarchy gating is canonical
- Q-077/Q-068/Q-036 resolved (answered by events); Q-110 (scale anchoring) and
  Q-111 (live-econ coupling) opened from cascade grounding

Ticket tree (147 stray backlog tickets dispositioned):
- New parents: T-1036 (post-cascade gameplay parking), T-1037 (maintenance initiative)
- Re-homed: 15 → Phase 4 (T-750), 30 → Phase 5 (T-749), 11 → Phase 6 (T-751),
  21 → gameplay parking, 28 → maintenance; children follow their epics
- Cancelled 12 administrative shells (mirror tickets, emptied pre-cascade umbrellas,
  v0.2 pivot shell T-603); T-9/T-28 closed done; T-745 in_progress
- New grounded tickets T-1038..T-1044: inter-settlement road/rail graph, L3→L4
  dispatch threading, river-channel-anchor bug, 64m landform-repeat bug,
  region seam blending, road-entry octants, drainage re-run fix

Docs:
- CLAUDE.md cascade paragraph updated to the amended rule
- 20 v0.1-era docs/design files marked superseded with pointers;
  content-structure-canonical retitled (v0.2 label dropped)

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 12:26:32 +02:00

7.0 KiB

title, description, type, status, ticket, decision_refs, author, created, updated, superseded_by
title description type status ticket decision_refs author created updated superseded_by
Faction Mechanics Reference Quick reference for six-faction gameplay systems including resources, blind spots, and reputation mechanics design superseded
2026-02-19 2026-02-19 docs/design/systems-framework.md + the wiki faction pages

SUPERSEDED (2026-06-12, cascade-refocus sweep): superseded by docs/design/systems-framework.md + the wiki faction pages (the political model was rebuilt as the institutional systems framework across 301 systems). Kept as historical record; do not build against it.

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