Files
settled-reach/docs/sprints/sprint-32/workshop-796-round1.md
T
jpmschweitzerandClaude Opus 4.6 9b1258568e docs(decisions): economics design workshop #796 — D-171 through D-187
Workshop #796 produced 13 D-records (D-171–D-183) defining the Phase 2
economics layer: three-currency system, commodity taxonomy, shadow
economy, corporation tiers, productivity seeding, simulation
architecture, TOML data pipeline.

Workshop #801 added D-184–D-187: commodity catalog (36 types), brands
are not commodities, gate transmission levels (mass+data+energy),
fusion fuel as intermediate (8:1 water yield).

R-011 filed (single currency rejected). Burnelli-Sheldon agent added.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-05 22:00:18 +02:00

107 lines
11 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
# Workshop #796 — Economics Layer Design
## Round 1 Findings + Cross-Discussion Summary
**Date:** 2026-04-05
**Sprint:** 32 (planning branch)
**Status:** Round 1 complete. Round 2 (proposals) in progress.
---
## Round 1 Findings by Agent
**Gestalt (Mechanics):** Mapped the economics layer against three reference games — X4 (production chains, regional price differentials), EVE (information asymmetry as a core mechanic, not a side effect), Rimworld (wealth as storyteller threat multiplier). Key insight: "inspect" is the master economic verb — every economic action is first an information decision. Mapped D-131 verb vocabulary (buy, sell, hire, rent, contract, inspect, negotiate, invest) against required backing systems. Flagged two dangers: (1) economics divorced from the social/NPC layer loses its texture, and (2) perfect market information kills the inspect verb.
**Miri (Lore Inventory):** Full corporation census from existing wiki: 13 named corporations across 5 tiers (Syndic reach-wide → sub-Syndic regional → local). Documented economic geography by corridor: Core (institutional), North (self-sufficient, exports via corridor), South (cooperative extraction, legal industry), West (Germanic/Nordic luxury and transit hub), East (underdeveloped in lore — flagged as a gap). Identified 14 production→destination supply chain flows from wiki content. Found 4 commercial intelligence institutions (Mercado, Ferreira Monteiro, VGV, Adams & Ford) that don't share data with each other — natural basis for information asymmetry. Catalogued 10 specific lore gaps requiring resolution: currency names, price formation mechanism, Syndic trade mechanics, transport economics, Van Maanen's Star economic profile, east reach identity, Compact economics, Prometheus pricing, ownership registry, supply/demand triggers.
**Nigel (Replayability):** Divided economic elements into fixed-by-lore (corporate identities, corridor geography, gate topology, established monopolies) and per-run seeded (corporate health states, active disruptions, political alignment, regional supply balances). Proposed 7 emergent story generators: marble chokepoint, Mercado shelf signal, Stalownia cascade, accidental monopoly, succession shock, gate rate event, overproduction crash. Critical insight: the player should understand HOW the economy works without that knowledge revealing WHAT IS TRUE in the current run. Advocated for observable world-state signals over UI reports — the economy should communicate through events, not dashboards.
**Paula (Political Drama):** Argued that economy and politics are the same system in the Settled Reach — the Compact grew through commercial arithmetic, not ideology. Corporations aren't faction-aligned; they ARE factions with internal contradictions. Key reframing: social pressure isn't a modifier on supply/demand — it is inherent in price formation. The Commission certification IS the price floor. The Compact tariff differential IS the smuggling incentive. Proposed 6 narrative hook categories: downstream consequences, the Ring as market correction, slow accumulation, Compact membership as a margin decision, corporate leverage as coercion, cultural products as political signals. Mapped 8 social pressure modifiers with mechanisms and dramatic potential.
**Tyre (Technical):** Baseline: bevy_ecs 0.18, 10 ticks/sec, deterministic RNG, existing simulation tier model already in place. Systems.db contains 301 systems, 3,240 bodies, 466 stations, 20 corporations — but `system_economy` is 96% empty (critical gap). Assessed computational cost: 301 systems is sub-microsecond per price update tick; ~3,700 per-body nodes is still trivial. Recommended development path: standalone Rust binary first (same pattern as main server), then server integration, then player interaction — Tier 1 → 2 → 3. Identified schema gaps: commodities table, production_chains table, trade_routes table needed before simulation can run.
**Burnelli-Sheldon (Economics):** Proposed a three-layer model: Leontief I/O production matrix (structural), spatial price equilibrium (geographic arbitrage), corporate agent overlay (strategic behavior). Price adjustment via lagged tâtonnement with 5 elasticity categories to prevent cobweb oscillation. Recommended 1525 commodity types in a 3-tier production hierarchy (raw → intermediate → final). Proposed 8 tuning parameters with suggested ranges for calibration. Recommended single currency for v0.2. Flagged key pitfalls: simulating what the player can't see creates dead computation; money sinks required to prevent infinite accumulation; arbitrage death spirals need dampening via transport costs.
---
## Cross-Discussion Convergence
After agents read each other's work:
- **Per-body granularity:** All agents accepted the per-body simulation unit. No resistance. The geographic richness is worth the additional node count (~3,700 vs. 301), and Tyre confirmed it's still computationally trivial.
- **Drama reclassified:** Gestalt, Paula, and Nigel's drama generators (emergent crises, political hooks, replayability events) are valid — but they come from the **event layer** (storyteller, disaster events, political triggers), not from the economics layer itself. The economics layer provides the terrain; the event layer generates the weather.
- **Productivity seeding accepted:** Seeding productivity coefficients (mine output, harvest size, factory efficiency) instead of seeding corporate health states or disruptions preserves the lore-accurate starting picture while still generating run-to-run variance. Nigel's concern about metagame erosion is addressed — same corporations, different production cards.
- **Phase 2 = no player verbs:** Broad agreement that Tyre's Tier 1 (standalone sim proving autonomous tick) is the correct Phase 2 deliverable. Player verbs (D-131) are Phase 3+ territory.
- **Three currencies:** Overrides Burnelli-Sheldon's single-currency recommendation. Three economic blocs create structural tension without requiring event generation. Burnelli-Sheldon's recommendation is a **rejected alternative** (R-NNN pending formal closure).
---
## Lead Directives (Jeroen — binding)
| | Directive | Summary |
|---|-----------|---------|
| a | **Three currencies** | One per economic bloc (Earth / Concord / Assembly). Exchange rate friction and currency arbitrage are structural features, not events. Names TBD. |
| b | **Per-body simulation** | ~3,700 nodes (3,240 bodies + 466 stations), not 301 systems. Planet and orbital station can have different prices. |
| c | **Hundreds of corporations** | Current 1320 is too thin. Need ~200+ corporations, brands, and economic players before a credible simulation is possible. |
| d | **Seed productivity, not starting positions** | Seed mine output rates, harvest sizes, factory efficiency — not corporate health or disruption states. Same lore picture, different productivity cards each run. |
| e | **Economics is boring** | The simulation seeks equilibrium. It is a backdrop, not a drama generator. Events impact it from outside; it responds and restabilizes. |
| f | **No player-facing design in Phase 2** | Deliverable: simulation ticking autonomously. No player verbs, no UI for economic actions. Prove it works before designing how the player touches it. |
---
## Proposed Structures (for Round 2 refinement)
### Corporation tiers (Miri's census → expanded)
| Tier | Scope | Examples | Count (current) |
|------|-------|---------|----------------|
| 1 | Syndic reach-wide | [TBD — 12 entities] | 12 |
| 2 | Multi-corridor regional | [TBD — major players] | ~5 |
| 3 | Single-corridor dominant | Stalownia Group, Mercado | ~6 |
| 4 | Local/sector | Various | ~6 |
| 5 | Micro / brand level | Shops, franchises | Hundreds needed |
### Market node tiering (from Tyre's data)
| Tier | Description | Approximate count |
|------|-------------|------------------|
| Active | Major stations, capitals, key trade hubs — full price simulation | ~760 |
| Passive | Smaller bodies, minor moons — simplified or derived pricing | ~2,480 |
| **Total** | | **~3,700** |
*Exact active/passive threshold to be defined in Round 2.*
### Currency naming (Round 2 task)
Three currencies required — names confirmed in Round 2 lead feedback. See Round 2 report for corrected framing.
| Currency | Issuer | Role |
|----------|--------|------|
| **Tractus** | Concord Assembly (Sirius / Groombridge) | Main Reach currency — accepted everywhere. The establishment currency. |
| **Mark** | Compact of Westphalia | Breakaway currency — created to disconnect from Tractus. Mostly not accepted outside the Compact. |
| **Sol** | Sol system (no active issuer) | Niche, finite pool, untraceable — used in crime and premium Earth goods. |
*Note: Round 1 bloc labels (Earth/Concord/Assembly) were agent proposals, not confirmed lore. Corrected in Round 2 and further refined: Mark is Compact of Westphalia, not Concord Assembly.*
---
## Open Questions (unresolved entering Round 2)
| # | Question | Assigned to | Priority |
|---|----------|-------------|----------|
| OQ-1 | Currency names — three blocs, lore-consistent names | Miri, Mellanie | High — blocks D-record |
| OQ-2 | Corporation density threshold — how many is "enough"? A number needed for the D-record | Gestalt, Tyre | High |
| OQ-3 | East Reach economic identity — lore gap flagged by Miri, no corridor character defined | Miri | Medium |
| OQ-4 | Exchange rate model — how do cross-bloc transactions work mechanically? Fixed rates, floating, managed? | Burnelli-Sheldon, Tyre | Medium |
| OQ-5 | Productivity → corporation sequencing — do we need ~200 corporations defined *before* simulation can run, or can simulation run with 13 and corporations be added incrementally? | Tyre, SI | High — Phase 1/2 boundary |
| OQ-6 | Compact economics — tariff differential and membership cost mechanics not yet specified | Paula, Burnelli-Sheldon | Medium |
| OQ-7 | Van Maanen's Star economic profile — flagged by Miri as a gap; important because it's the tycoon bookmark starting location (D-117, D-118) | Miri | **Deferred** — out of Phase 2 scope per Round 2 lead directive (e) |
---
## Record implications (Qatux flags)
- **Q-094** ("Chart widgets for economy/market insert UI") — existing open question in `decisions/questions-architecture.md`. Resolved-deferred to Phase 3+ under directive (f). Will be marked when Round 3 closes.
- **D-131** (economic verb vocabulary) — valid, not superseded. But Phase 3+ territory under directive (f). Cross-reference note needed in economics.md.
- **R-NNN** (single currency rejected) — Burnelli-Sheldon's single-currency recommendation becomes a rejected alternative. Rationale: three-currency structural bloc design creates tension without event generation. Pending formal closure in Round 3.
- **Phase 1/2 boundary** — directive (c) creates a sequencing question: hundreds of corporations = Phase 1 content work. If simulation requires dense corporation data to be meaningful, the Phase 1/Phase 2 boundary may need clarification. Flagged for Jeroen's attention before Round 2 locks proposals.
---
*Compiled by Qatux. Round 2 complete — see `workshop-796-round2.md`.*