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→ gameplay); Phase 5 ramps in parallel once outsides are walkable (gate: T-962) - D-114/D-115/D-117/D-118/D-120 marked superseded by D-166 (inbound anchors fixed) - D-221 amended: milestones retired, cascade-hierarchy gating is canonical - Q-077/Q-068/Q-036 resolved (answered by events);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re-run fix Docs: - CLAUDE.md cascade paragraph updated to the amended rule - 20 v0.1-era docs/design files marked superseded with pointers; content-structure-canonical retitled (v0.2 label dropped) Co-Authored-By: Claude Fable 5 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>
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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Quick reference for six-faction gameplay systems including resources, blind spots, and reputation mechanics | design | superseded | 2026-02-19 | 2026-02-19 | docs/design/systems-framework.md + the wiki faction pages |
SUPERSEDED (2026-06-12, cascade-refocus sweep): superseded by docs/design/systems-framework.md + the wiki faction pages (the political model was rebuilt as the institutional systems framework across 301 systems).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:
- Trust — Do they believe you're aligned with their interests?
- Usefulness — Do they think you're valuable to them?
- 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
- Each faction is a different information channel — not just different intel, but different TYPES of knowing
- Each faction has systematic blind spots — creates replayability and cross-faction necessity
- Constraints create playstyle identity — what you CAN'T do defines the game
- Resources are asymmetric — factions are DIFFERENT, not balanced
- Reputation is multi-dimensional — Trust/Usefulness/Exposure creates complex relationship space
- Every faction feeds multiple pillars — no single-purpose factions
Full analysis: docs/discussions/round-16-faction-mechanics.md