3 rounds of SW1 (endgame feature vision) with 5 agents + Qatux. Produced endgame-feature-vision.md (692 lines) covering the full galaxy-to-ground generation pipeline, cultural cascade, replayability architecture, and player experience beats. Workshop was cut short when PO redirected to a 6-phase development cascade (wiki content → economics → planetary maps → player control → world gen → detail coloring). v0.2 target dropped. Heritage roots (D-104/D-105/D-101/D-107) flagged for supersession — real-world cultural corridors replace abstract roots. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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title, description, type, status, workshop, subworkshop, agent, round, created, supersedes
| title | description | type | status | workshop | subworkshop | agent | round | created | supersedes |
|---|---|---|---|---|---|---|---|---|---|
| Miri SW1-R3 — Endgame Cultural Cascade: Corridor Identity to Room Grammar | Definitive endgame feature vision for the cultural generation pipeline. Corridor identities replace deprecated heritage roots. Concrete and declarative. | workshop | final-draft | world-generation | 1 | miri | 3 | 2026-03-24 | miri-sw1r1b.md, miri-sw1r2.md |
World Generation — Cultural Cascade: Endgame Feature Vision
Author: Miri Scope: Worldbuilding angle. How corridor identity cascades from galaxy to room. Status: Endgame vision stated as fact. Abstract heritage roots are retired. This is the replacement.
Architectural Position
The cultural cascade is a reading pipeline, not a generation pipeline at the top four levels. The generator reads authored data; it does not invent cultural character.
systems.db + wiki entries ← authored by Miri, Paula, Mellanie
cultural_corridor
founding_culture
heritage_persistence
industrial_corridor presence
exception_archetype
↓
LocationProfile ← read from wiki, derived for non-notable systems
↓
Settlement character ← historical layering + authored topography
↓
District personality ← corridor × political history × exception × simulation state
↓
Room grammar ← three token layers parameterised per corridor
The generator produces spatial expression; the wiki provides cultural identity. This is the right division of labour. Cultural character is too important to approximate procedurally.
Level 1 — Galaxy: Corridor Identities Are the Foundation
The four cultural corridors are established historical fact:
| Corridor | Cultural identity | Anchor systems |
|---|---|---|
| North / Commonwealth | British Commonwealth diaspora — institutional confidence, procedural formality, parliamentary governance. Post-British hybrid pragmatism. | Wolf 359 (hop 3), Lacaille 8760 |
| South / Iberian-Latin American + Southern African | Brazilian/Portuguese/Southern African heritage — relational warmth, family-network governance, cooperative agricultural tradition. | Ran (GJ 144 hop 1), Altair, Lacaille 887 |
| East / East Asian + South-Southeast Asian | Chinese/Japanese/Korean/Vietnamese/Indonesian/Filipino — technocratic sensibility, expertise hierarchy, highest internal diversity. | Lu Ban (GJ 15A), ACB Lattice Commission |
| West / Germanic-Scandinavian + Central European | German/Scandinavian/Dutch/Polish/Czech heritage — cooperative practical focus, cold-climate work ethic, industrial cooperative tradition, Compact of Westphalia dissent. | Nova Roma (GJ 764), MVG supply chain systems |
These are tendencies, not monocultures. Exception density is 20-35% by sector and hop tier. Blending at margins is universal; the corridor identity describes what's most common, not what's permitted.
Five industrial corridors overlay on cultural ones — they do not replace them:
| Industrial corridor | Hub | Cultural modifier character |
|---|---|---|
| MVG | Nova Roma (GJ 764) | Corporate contract labor, Perpetual-class management, labor hierarchy physically expressed |
| Gate Corporation | Renaissance (GJ 251) | Cosmopolitan mixing, rotating-staff impermanence, expertise as status |
| DSMC | Sindri (GJ 3522) | Extractive labor, high security presence, utilitarian surfaces, economic capture visible |
| Prometheus Labs | Prometheus (GJ 702B) | Perpetual-class wealth concentration, precision materials, biotech visual vocabulary |
| Agricultural Syndic | Ran (GJ 144) | Cooperative governance tradition, food as communal value, democratic self-determination markers |
Level 2 — System Culture: What systems.db Provides
Each system carries four cultural inputs that feed the cascade downstream:
| Field | Content | Source |
|---|---|---|
cultural_corridor |
North/South/East/West | Authored wiki entry |
founding_culture |
Specific heritage within corridor (e.g., "Brazilian-Portuguese", "Korean", "Danish") | Authored wiki entry |
heritage_persistence |
How strongly the founding culture resists dilution over time (High/Medium/Low) | Authored wiki entry |
industrial_corridor |
Which industrial corridors have operational presence | Derived from system_factions + system_economy |
Additionally, systems with exception archetypes carry:
| exception_archetype | Which of the 6 archetypes applies, if any | Authored wiki entry |
These five fields are the complete cultural input to the generation cascade. Nothing else is required from the top levels.
Level 3 — Settlement Character: Historical Layering + Topography
Cultural heritage shapes where communities form. First-wave settlers take their preferred terrain; later waves adapt. Preferred terrain by corridor:
| Corridor | Preferred terrain | Reason |
|---|---|---|
| Commonwealth | Institutional-adjacent infrastructure, defensible elevated positions | Administrative settlement programs, governance-building instinct |
| Iberian/Latin American | Coastlines, river systems, agricultural lowlands | Agricultural cooperative programs, food culture, communal gathering at water |
| East Asian | Industrial infrastructure zones, university and research corridors | Corporate syndic founding, technocratic concentration |
| Germanic/Scandinavian | Extractive resource proximity, challenging terrain | Mining/engineering communities, cooperative survival in hostile environment |
Topography is authored (annotated heightmaps + metadata JSON per planet/moon). The generator reads these as hard constraints: mountains block corridors, rivers create district boundaries, coastlines produce port districts. The cultural layering is then applied on top of the topographic skeleton.
The orbital view should be culturally legible. A Commonwealth world's settlements cluster around institutional centers — the Commission outpost, the chartered city, the administrative hub. An Iberian/Latin American world's settlements cluster around water and produce coastal sprawl with agricultural hinterland. An east_reach world shows industrial concentration with research campus adjacency. A Germanic/Scandinavian world shows extraction-site proximity with cooperative cluster settlement patterns. The player reads the culture from the satellite view before they land.
Level 4 — District Personality: Corridor × Political History × Exception × State
District character derives from four inputs read at generation time:
- Cultural corridor: the inherited frame from the system profile
- Political history: Grid layout (Commission-planned, institutional imposition) vs Organic layout (pioneer growth, negotiated power) per D-096 — this is about governance history, not cultural heritage
- Exception archetype: the specific deviation from corridor dominant, if any
- Simulation state: the current economic/social state from background simulation (prosperous/faltering/growing/stable) modifies the district's material condition
Heritage contributes lightweight Phase 1 spatial targets — three numeric parameters per corridor that feed block planning alongside the Grid/Organic mode:
| Corridor | open_space_ratio_target |
building_proximity_weight |
gathering_infrastructure_weight |
|---|---|---|---|
| Commonwealth | Moderate (0.25-0.35) | Moderate (defined territory per group) | Moderate (institutional gathering: meeting rooms, assembly halls) |
| Iberian/Latin American | Low (0.15-0.25) | High (proximity as social comfort) | High (communal gathering: plazas, shared tables, outdoor space) |
| East Asian | Low-moderate (0.20-0.30) | Low-moderate (efficient use of space) | Moderate (professional gathering: conference infrastructure) |
| Germanic/Scandinavian | Moderate-high (0.30-0.40) | Moderate (earned proximity, functional spacing) | High, but cooperative-type (union halls, cooperative meeting rooms, not civic plazas) |
These targets are biases, not hard constraints. They interact with Grid/Organic mode independently: a Grid-layout Commonwealth district has rectilinear block geometry (Grid) with institutional cluster placement (Commonwealth). An Organic-layout Commonwealth district has irregular streets (Organic) but the same institutional concentration pattern (Commonwealth).
Level 5 — Room Grammar: The Three Token Layers
Every room in the generator is parameterised by three layers. Cultural identity is expressed across all three. The layers are independent — they can be implemented and enriched separately.
Layer 1 — Spatial Grammar Tokens (zero asset cost)
These tokens define the physical arrangement of a room. They derive entirely from
cultural_corridor. No additional assets required.
privacy_default — the expected personal space between occupants:
- Commonwealth: moderate-personal (defined territory per group, clear spatial boundaries)
- Iberian/Latin American: close-communal (proximity signals welcome, distance signals hostility)
- East Asian: efficient-hierarchical (space expresses rank, not comfort preference)
- Germanic/Scandinavian: functional-earned (close in task contexts, wider in social ones)
gathering_orientation — how seating organises around the room's center:
- Commonwealth: institution-facing (counter, stage, or podium as social organising feature)
- Iberian/Latin American: radial-communal (seating faces inward toward a shared center)
- East Asian: grid-efficient (rows or modules, individual orientation with group options)
- Germanic/Scandinavian: dual-function (work surface + community table as separate zones)
threshold_character — how the room negotiates the public/private boundary:
- Commonwealth: hard threshold (the door is a statement; you are inside or outside)
- Iberian/Latin American: soft-permeable (interior flows into exterior; the threshold is a gradient)
- East Asian: assessed threshold (entry has a moment of evaluation before full welcome)
- Germanic/Scandinavian: practical threshold (the door is where it is; functionality over ceremony)
sightline_character — how occupants relate to the rest of the room:
- Commonwealth: institutional surveillance comfort (everyone can see the exits and the room)
- Iberian/Latin American: social visibility (everyone can see everyone; privacy is negotiated, not architectural)
- East Asian: hierarchy-legible (high-status positions have superior sightlines; status is spatially encoded)
- Germanic/Scandinavian: functional clarity (you can see what you need for the task; no ornamental sightlines)
Layer 2 — Social Pattern Tokens (zero asset cost, drives NPC behaviour)
These tokens define NPC behaviour within the room. They derive from cultural_corridor ×
attenuation_tier (see Level 6 below). At living attenuation, full weights apply. At
structural, 50% weight (social behaviour drifts toward functional norms faster than spatial
grammar fades). At archaeological, default to functional norms.
stranger_distance — NPC physical distance to an unfamiliar person:
- Commonwealth: respectful-arm-length (acknowledged but not invited; the stranger is seen)
- Iberian/Latin American: social-arm-length (closer than Commonwealth default; warmth available)
- East Asian: assessment-distance (assessed from further away; closer once status is established)
- Germanic/Scandinavian: practical-distance (task proximity is fine, social proximity is earned)
group_size_prior — modal group size in this space:
- Commonwealth: 2-4 (professional groups; solo or pairs for transactions)
- Iberian/Latin American: 4-8 (family-scale groups; the extended network arrives together)
- East Asian: 2-4 professional / 6-10 celebratory (bimodal: work context vs. achievement context)
- Germanic/Scandinavian: 3-6 cooperative (the team unit; individual drinking at the cooperative table)
noise_level_prior — ambient social sound level:
- Commonwealth: moderate-transactional (purposeful conversation; quiet is fine, loud is performative)
- Iberian/Latin American: warm-ambient (social noise as sign of communal health; silence is concerning)
- East Asian: purposeful (quiet default, loud when celebrating something specific and shared)
- Germanic/Scandinavian: task-indexed (quiet in ordinary time, specifically loud at shared achievements)
eye_contact_norm — default eye contact behaviour with strangers:
- Commonwealth: acknowledged (nod-level; you've been seen; not an invitation)
- Iberian/Latin American: engaged (direct eye contact; the stranger is a potential social contact)
- East Asian: assessment-indirect (brief evaluation, then avoidance until status established)
- Germanic/Scandinavian: direct-honest (unflinching eye contact; assessment is open, not hidden)
Layer 3 — Object Selection Tokens (authoring cost, cultural specificity)
These tokens drive which objects the generator places. They derive from founding_culture
(specific heritage within corridor) × industrial_corridor_overlay × simulation state.
Layer 3 is where intra-corridor cultural diversity expresses: a Korean-founded bar and a
Vietnamese-founded bar share the east_reach Layer 1 and Layer 2 grammar, but their Layer 3
material culture is distinct.
Object list structure per founding culture:
Each founding culture has authored object lists with three categories:
- Identity markers — objects that display cultural identity (photos, emblems, scripts, symbolic objects). These appear regardless of economic state.
- Social infrastructure — objects that express how gatherings happen (type of seating, food presentation style, counter arrangement, service model). Scale with prosperity.
- Material vocabulary — surface materials, construction quality, craft tradition. Degrade or improve with simulation state (prosperous/faltering).
Example: four bar identity markers (confirming corridor-level derivations against material):
Commonwealth bar — charter plaques, institutional affiliation markers, written menus and posted rules (governance instinct expressed as text), materials that have aged well and been maintained (institutional durability as aesthetic), team/group photos in formal arrangement.
Iberian/Latin American bar — family/personal photos in public view (private network made visible), handmade or locally-sourced materials (relational provenance matters), shared-portion food presentation (the table belongs to everyone), founding-family name prominently displayed (not as brand, as identity — "this is ours").
East Asian bar — precision craftwork in visible materials (competence as aesthetic), menu organised by logic rather than invitation (the structure communicates expertise), screen or display with available information (economic or news data present without intrusion), hierarchy visible in spatial positioning of service and seating.
Germanic/Scandinavian bar — labor history markers (team photos, work records, cooperative notices), craft materials made by someone here (provenance is local and traceable), practical surfaces that clean easily (function > ornament), tools visible as status objects (the best equipment, not the decorative equipment).
Industrial corridor modifier to Layer 3:
Industrial overlays modify both room physical character and NPC composition. These are spatial modifiers, not just personnel changes.
| Industrial corridor | Physical room modifier | NPC composition modifier |
|---|---|---|
| MVG | Company-issued furniture and signage visible (corporate identity imposed on local aesthetic); spatial separation of management from labor physically expressed; quality split between management-tier and worker-tier spaces | Perpetual-class managers at elevated seating; contract workers in functional zones; labor hierarchy visually legible |
| Gate Corp | Cross-corridor cultural material references (rotating staff bring cultural objects from home systems); standardized equipment alongside personal objects (the tension between institutional standardization and individual identity); impermanence aesthetic (fewer personal objects, better tools) | Mixed-heritage staff population; expertise markers across corridors; cosmopolitan conversation topics |
| DSMC | Safety-first visible infrastructure (emergency equipment as normal background object); utilitarian surfaces optimized for dirty work and easy cleaning; quality of life compressed (functional, maintained, not improved — the economic capture is architecturally expressed) | High security-adjacent NPC presence; Guardians of Autonomy as counter-cultural presence in social spaces; economic frustration as behavioral tell |
| Prometheus | Precision material enrichment (wealth concentrated in research-adjacent spaces); Perpetual-class aesthetic in upper-tier spaces (centuries of refinement visible); longevity hardware references present as normalized objects | Perpetual-class density; Unbound counter-cultural presence; biotech vocabulary in professional conversation |
| Agricultural Syndic | Cooperative organization visible (meeting infrastructure, collective decision records displayed); food culture prominently expressed (this world's specific agricultural output present and named); democratic governance markers (posted notices, public information) | Syndic-affiliated NPC majority; cooperative decision-making as behavioral norm; food provenance pride in social vocabulary |
Layer 3 — Category 4: Commodity Objects (economic identity, zone-indexed)
Commodity objects are the fourth Layer 3 category. They derive from the system's economic
profile — import_list, export_list, primary industries in systems.db — not from cultural
corridor identity. They express what this system does for a living as visible background
objects.
This category is distinct from the cultural three:
| Category | Derives from | Always present? |
|---|---|---|
| Identity markers | founding_culture |
Yes |
| Social infrastructure | cultural_corridor × prosperity |
Scales with prosperity |
| Material vocabulary | founding_culture × prosperity |
Degrades/improves with state |
| Commodity objects | import_list / export_list / primary industry |
Zone-dependent |
Zone indexing: Commodity objects appear in proportion to zone function. Warehouses and industrial zones carry high commodity object density. Commercial zones carry mid-density (goods on shelves, goods in transit). Residential zones carry low density (a household item from the local export industry). A system that exports refined metals has ore samples, refinery tools, and metal-slab handling equipment as background objects in industrial zones; that same metal may appear as craft decorative objects in residential zones.
Simulation state interaction: Commodity object density and condition track economic state directly. A prosperous export industry means full shelves, active stock, quality packaging. A faltering industry means sparse stock, dated packaging, some lines missing. The economic story is visible before the player reads a single data screen.
Authoring: Commodity object lists are authored by the team managing the 301 system wiki profiles (initially Miri/Paula), not Araminta. These are object category names and zone-density rules, not asset lists — Araminta's asset work remains cultural. The commodity layer feeds directly from economic wiki data with no additional cultural authoring required.
Level 6 — Heritage Attenuation: Living → Structural → Archaeological
Cultural corridor identity attenuates with distance from the corridor's origin systems. The attenuation is governed by two factors from systems.db that interact:
| Input | Effect |
|---|---|
hop_distance_from_gateway |
Primary attenuation driver |
heritage_persistence (High/Medium/Low) |
Modifier — high persistence resists attenuation; low persistence accelerates it |
Three attenuation tiers:
Living (hop ≤ 4, OR heritage_persistence = High): All three token layers active at full weight. Social behaviour, spatial grammar, and material culture all express corridor identity. The cultural origin is a daily lived reality, not a historical reference. Commonwealth bar patrons genuinely behave with procedural formality; the spatial arrangement genuinely reflects institutional preference.
Structural (hop 5-7, AND heritage_persistence ≤ Medium): Layer 1 (spatial grammar) and Layer 3 architectural markers at full weight. Layer 2 (social patterns) at 50% weight. Spatial arrangement and building vocabulary persist — the room still looks like a Commonwealth bar. But daily social behaviour has drifted toward functional norms. Patrons may not know why the room is arranged as it is. The heritage is in the bones of the space, not in the manners of its occupants.
Archaeological (hop 8+, OR heritage_persistence = Low): Layer 3 object tokens only — specifically naming conventions, architectural forms, and identity marker objects that reference founding heritage. Layers 1 and 2 default to functional norms. The bar looks like a bar. A specific plaque, a specific script in the signage, a specific craft tradition in the furniture — these are the traces. A player who knows what to look for can identify the origin. A player who doesn't will not notice.
Special rule — high heritage_persistence overrides hop distance: A south_reach system at hop 9 with high heritage_persistence (e.g., a Refugee Colony archetype that arrived with cultural intensity intact) remains at Living or Structural tier despite the distance. Trauma-origin communities hold tightly to heritage. The simulation does not normalize these communities out of their cultural specificity — this is a designed constraint on the background simulation.
Level 7 — Exception Archetypes: Cultural Variety Within Corridors
Six archetypes produce cultural variety that cannot be derived from corridor identity alone. Each has specific room grammar consequences.
The Early Arrival A founding culture of a heritage inconsistent with the dominant corridor arrived first following a specific economic opportunity. The system retains that founding culture's room grammar despite its corridor context. Room grammar effect: Full founding-culture Layer 3 expression at any attenuation tier. The founding family's material culture is the dominant object vocabulary regardless of corridor identity. The corridor's Layer 1 and Layer 2 may still apply (especially if the founding family has integrated over generations), but Layer 3 is the founding culture's. Example: A Korean engineering family in a Commonwealth corridor system — the rooms have Commonwealth spatial grammar but Korean material vocabulary and identity markers.
The Corporate Reset A large demographic wave demographically overwhelmed the founding culture within 2-3 generations. Two distinct material culture periods are now visible. Room grammar effect: Stratified Layer 3 — architectural remnants and identity markers from the founding culture persist in old buildings; active material culture expresses the new demographic. Era-based object selection: older structures carry founding vocabulary, newer structures carry dominant-wave vocabulary. The player can read the reset from which generation a building belongs to. Example: A Portuguese-heritage settlement reset by MVG industrial expansion — old waterfront buildings have Iberian/LatAm material identity; new industrial blocks have Germanic MVG-corridor character.
The Refugee Colony A concentrated migration from political crisis, environmental disaster, or corporate abandonment elsewhere brought a non-corridor heritage to this system. Trauma-origin communities hold tightly to heritage. Room grammar effect: All three layers express the refugee culture's founding heritage regardless of attenuation tier or hop distance. Heritage_persistence treated as High regardless of the systems.db field. The cultural intensity is higher than a native community of the same heritage would produce — this is a community defined against its displacement. Identity markers are more prominent, threshold character is more protective (Frost-type threshold even for typically-open-threshold cultures), social patterns reflect community-preservation instinct.
The Idealist Exception A utopian, religious, or philosophical community settled at the edge of a corridor because they wanted distance from its cultural norms. Room grammar effect: All three layers express the founding ideology rather than the corridor identity. The room grammar is authored to the specific ideology — not derivable from any corridor parameterization. These systems need bespoke authored room character. The ideology is always partially intact and partially unrecognizable by now; the blend of original aspiration and 200 years of lived reality is what makes these systems distinctive. Requires per-system authored detail; the generator uses the authored profile directly.
The Gate Silence Survivor This system experienced Gate Silence — the gate went offline for years or decades. A genuinely local culture developed in isolation, sitting uneasily between corridor heritage and what it became. Room grammar effect: Layer 3 stratification across two distinct periods. The isolation-era material culture is visible alongside the reconnection-era material culture. These are not blended — they are temporally distinct object populations in the same space. Reconnection-era objects are often newer versions of corridor-standard items (the community tried to re-integrate and acquired new things), sitting alongside the isolation-era objects (which they kept because they're theirs, not corridor-standard). Layer 2 social patterns carry a specific behavioral tell: deep suspicion of gate-dependent institutional authority, expressed as measured distance from Commission-adjacent NPCs and avoidance of certain institutional conversation topics.
The Perpetual Founder Stamp
A Perpetual-class individual of a non-corridor cultural background has shaped this system
continuously for centuries. Their personal cultural sensibilities have become the system's
local identity.
Room grammar effect: All three layers express the Perpetual's individual cultural
aesthetic rather than the corridor identity. The characteristic is unusual coherence across
the system — every room type has the same material vocabulary, as if one person has been
curating the aesthetic for centuries (because they have). Identity markers are distinctive
and consistent across the system. The Perpetual's personal cultural background is the
founding culture; founding_culture in systems.db names their heritage specifically.
Open question (D4 in workshop notes): The room grammar may need an additional authored
field — a brief design identity description — to capture aesthetic choices that can't be
derived from heritage alone. This is the exception archetype most likely to require
per-system authored material. Resolution pending product owner input.
Authoring Boundaries: Who Authors What
Miri authors:
- Corridor room grammar parameters (4 sets: Layer 1 spatial tokens + Layer 2 social tokens per corridor, as tables)
- Exception archetype room grammar modifiers (6 archetypes, per-layer effects as above)
- Heritage attenuation tier thresholds (specific hop/persistence threshold values)
- Cultural cascade specification document (the authoritative reference for how the pipeline reads cultural data and produces room parameters)
Paula authors:
- Per-system exception archetype identification (which archetype applies, if any)
- Settlement founding narratives (the "why" behind the cultural character — wiki content)
- Cross-corridor cultural mixing notes for border systems
Mellanie authors:
- Voice registers per corridor (parallel to spatial grammar: a Commonwealth NPC voice has distinct characteristics from an Iberian/LatAm NPC voice)
- Intra-corridor sub-culture voice variation (Chinese vs Vietnamese within east_reach; Australian vs Nigerian within Commonwealth)
- Industrial corridor voice modifiers (how MVG contract work or Gate Corp employment changes voice register on top of cultural corridor baseline)
Araminta authors:
- Layer 3 object selection lists per founding culture (the actual visual assets and object categories that express material culture)
- Industrial corridor visual modifier specifications (what MVG-corridor aesthetic looks like in materials, lighting, signage)
- Attenuation-tier visual degradation rules (how Layer 3 object density and condition change moving from Living to Structural to Archaeological)
Generator produces (no authoring):
- Room spatial arrangement from Layer 1 tokens
- NPC social behaviour from Layer 2 tokens
- Object placement from Layer 3 lists, with simulation-state-driven condition/density selection (a prosperous founding-culture bar places more identity markers, in better condition, than a failing one — same cultural character, different economic expression)
D-Records to Supersede
The following decisions are superseded by this framework:
| D-record | Title | Superseded because |
|---|---|---|
| D-104 | Heritage Grammar Overlay for Non-Urban Palettes | Heritage roots deprecated as generator inputs |
| D-105 | Non-Urban Informal Zone Typology | Heritage root correlations deprecated |
| D-101 (axis A) | ZonePalette modifier axis A (HeritageRoot) | Must be remapped to cultural_corridor + founding_culture |
| D-107 | Trauma Events as EraModification Subtypes | Cultural track heritage root correlations deprecated |
New D-records required:
- D-NNN: Four-Corridor Cultural Framework — canonical cultural inputs replacing the 7 abstract roots; corridor identity as primary generator input
- D-NNN: Room Grammar Three-Layer System — spatial tokens (Layer 1), social pattern tokens (Layer 2), object selection tokens (Layer 3), each parameterised from corridor identity
- D-NNN: Heritage Attenuation Tiers — Living/Structural/Archaeological specification with hop_distance × heritage_persistence threshold values
- D-NNN: Six Exception Archetypes — room grammar consequences per archetype
One Open Question Requiring Product Owner Input
D2: Does the industrial corridor overlay modify room physical character, or only NPC composition? I have asserted "both" above. If the answer is "NPC composition only," the industrial overlay room modifiers (the physical spatial descriptions for MVG, Gate Corp, DSMC, Prometheus, Agri-Syndic) are removed and expressed entirely through the NPC generation pipeline instead. Authoring scope changes significantly. This is the one question in the cultural cascade that requires product owner confirmation before room grammar authoring begins.
Everything else in this document is the endgame vision as established.
Miri, 2026-03-24