Standardized YAML frontmatter on all 26 docs/discussions/ files with title, description, type, status, round number, and created date. All marked as archived. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
53 lines
2.9 KiB
Markdown
53 lines
2.9 KiB
Markdown
---
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title: "Round 4: Build Our Own Game"
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description: "Decision to build a custom game instead of modding Stellaris; decided D-001 (original game)"
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type: discussion
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status: archived
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round: 4
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created: 2026-02-09
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---
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# Round 4: "What if we build our own game?"
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**Team Leader (Jeroen):** Here's a spanner for the works - what if we make our own game?
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### OZZIE (Player Experience)
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Forget the blackjack, I'm in.
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### TYRE (Technical Architect)
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Six months ago I'd have said "absolutely not, you need a team of 10 and 3 years." But AI-assisted development has changed the calculus. The key questions become: engine choice (Godot?), scope floor (galaxy map + entity management + UI + save/load + AI at minimum), and the actual advantage - we can build EXACTLY the CK3-meets-Stellaris hybrid with wormhole-first travel and no fighting someone else's assumptions.
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### PAULA (Narrative & Political Depth)
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If we build our own thing, rejuvenation becomes a *core system* instead of a bolted-on modifier. Centuries-old characters with accumulated relationships, grudges, alliances. THAT'S the Commonwealth.
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### MIRI (Lore Expert)
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This solves every lore complaint I had. But are we making a *Commonwealth game* or a *game engine that could support the Commonwealth*? Those are very different projects.
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### GORE (Themes & Endgame)
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Miri's right. The smart play: build a character-driven space grand strategy *framework*, Commonwealth as the first campaign/scenario. Not locked into one IP.
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### GESTALT (Systems Design)
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Two-layer map: galaxy view (systems as network graph connected by wormhole lines) and abstracted planet view. Character system at the core - centuries of life, accumulated traits, relationships driving events. Society layer with real factions, not just opinion bars.
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### MIRI (Lore Expert)
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Commonwealth-specific: the wormhole *economy*. Planets connected by routes owned by CST or rivals. Opening a new route is a huge play - land rights, resource claims, political capital. Closing a route is an act of war.
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### GORE (Themes & Endgame)
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Endgame isn't "do you win" - it's "what does your dynasty become?" Stay natural, go Higher, upload to ANA, pursue the Void, walk the Silfen paths. Each changes how the game plays.
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### TYRE (Technical Architect)
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Think smaller than Stellaris, deeper than CK3. 50-100 star systems, 20-50 active characters. Event-driven narrative with sandbox consequences. Art style can be clean and diagrammatic - the galaxy map is essentially a network graph, which is actually *easier* to build than Stellaris's 3D map.
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### PAULA (Narrative & Political Depth)
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The opening vibe: You're the Burnelli family, 2350. Controlling interest in three wormhole routes, a Senate seat, a 380-year-old matriarch. An election is coming. The Guardians of Selfhood are making noise about an alien infiltrator. A rival dynasty just opened a route to something weird. Your youngest wants to join the navy. Your oldest wants to defund it. *That's* the game.
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