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jpmschweitzerandClaude Opus 4.6 9439a20253 content(wiki): PR #127 review fix pass — 15 findings
Applies all review findings from Hoshe + Paula + Miri on PR #127.

Glossary (wiki/glossary.md):
- Remove self-referential "tâtonnement" from its own NOT list.
- Add NOT/NOTE annotation-prefix preamble.
- Replace ambient "open question" note on Commission with explicit
  Q-095 citation; add "Lattice Commission" to NOT list.

Decisions:
- Claim Q-095 (content) — "Commission formal name — authoritative
  designation"; register in decisions/questions.md index.

Marker POI renames (glossary.md line 25 — "Syndicate" is prohibited;
glossary.md lines 14–16 — "Lattice Commission" is undocumented):
- GJ280Ad: "Syndicate Editorial Complex" → "Parallax Media Centre";
  "Commission Content Review Office" → "Parallax Standards Office".
- GJ66Bc: "Syndicate Trade Office" → "Compact Trade Representative";
  "Voss Gate Terminal" → "Røros Gate Terminal".
- GJ244Ad: "Lattice Commission — Sirius Office" → "Commission — Sirius Office".
- GJ35c: "Prime Surface Depot — Gate Terminal" → "Terras Gate Terminal".
- GJ892d (Cairnside): "Cairnside Primary" → "Okafor Base" (frontier
  founder-surname pattern per glossary.md line 74); "Primary Access
  Road" → "Cairn Scarp Track" (derived from Cairn Reach Scarp).

Brand templates (wiki/economics/archetypes/brand_templates.toml):
- Deep-harvest seafood archetype: Korean/Tagalog → Korean/Japanese
  across naming_pattern and description fields, per D-189 §11.
- 11 terroir + heritage_craft _reach_wide variants now show BOTH
  corridor-origin and neutral example names, per cross-cultural
  mixing rule; inner_corridor/neutral monoculture removed.
- commodity_inputs header comment: add explicit "per tick" unit
  cross-reference to D-189 §5 and server/src/simulation/economy.rs.

Tier-1 corporations (wiki/economics/corporations/tier1.toml):
- Vins de Grand Vide: currency_preference "mixed" → "mark" — HQ
  booking currency must mirror the HQ-system canonical zone
  (GJ 395 Confluent → MARK_PRIMARY); "mixed" is reserved for hop 5–6
  transition systems.
- Bífröst Marmor: add NOTE surfacing the orbital-age formation
  anomaly (wiki/corporations/bifrost-marmor.md:70–71), alongside
  the existing reserve-silence comment.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-14 16:07:20 +02:00

29 KiB
Raw Blame History

Open Questions — Content

Narrative, NPCs, dialogue, templates, setting, worldbuilding, and storyteller mechanics.


Q-010: Storyteller AI design

  • Status: Not yet discussed
  • Question: How does the Rimworld-style storyteller work? What are the pacing rules? How much structural randomness vs dramatic randomness?
  • Assigned to: Gestalt, Nigel

Q-012: Generation expansion method for dialogue

  • Status: Resolved
  • Question: How does the 4x generation expansion pass work? LLM-based, template-based, or rule-based? Affects how base lines are authored — LLM needs style-strong anchors; rules need substitution patterns.
  • Assigned to: Gestalt, Mellanie
  • Source: Content Gap Analysis Workshop (Mellanie R2)
  • Resolution: LLM-based re-voicing via bundled Gemma 2B Q4. Culture-neutral semantic base text is the LLM seed; culture injectors + trait modifiers + tell-context tone shape the output. Resolved by D-138 (LLM Voice Pipeline Workshop, 2026-03-07).

Q-013: Line previewer temporal progression

  • Status: Open
  • Question: How does the line previewer (#193) handle THE FRIEND's multi-visit contradiction arc? Needs sequence mode to simulate interaction progression over multiple encounters.
  • Assigned to: Gestalt, Dudley
  • Source: Content Gap Analysis Workshop (Mellanie R2)

Q-015: Generation expansion for THE FRIEND content

  • Status: Resolved — obsolete
  • Question: Does the 4x generation expansion apply to THE FRIEND's custom lines, or are all ~70-100 lines per FRIEND hand-authored? Recommendation: no expansion on FRIEND lines — risk of flattening hand-crafted voice.
  • Resolution: Obsolete. D-122 eliminates hand-authored named NPCs — THE FRIEND is now a generator template pattern (D-034 amendment), not a hand-authored character. All NPC content goes through the LLM voice pipeline (D-138). The question of hand-authored vs expanded lines no longer applies.
  • Assigned to: Mellanie, Gestalt
  • Source: Content Gap Analysis Workshop (Ozzie R2, Gestalt R2)

Q-017: Triangle pressure threshold

  • Status: Open
  • Question: Triangles need a numeric pressure value that increases based on events. When it crosses a threshold, confrontation situation activates. What events increase pressure? What's the threshold?
  • Assigned to: Gestalt, Paula
  • Source: Content Gap Analysis Workshop (Gestalt R2)

Q-028: Collision-resistant line IDs for auto-generated NPCs

  • Status: Resolved → D-084
  • Resolution: The collision problem is mostly already solved by the role-pool architecture: dock-worker_d_### lines are shared content for all instances of the role, not per-instance IDs. A true collision (two distinct authored lines sharing the same ID) cannot occur with one file per role. For the edge case of authored instance-specific content, a role-slug + zero-padded generation counter suffix produces dock-worker-07_d_001. Counter is seeded-deterministic. No schema change, no migration. Hand-authored NPCs unchanged.
  • Closed by: Gestalt (Sprint 18, #544). 2026-02-25.
  • Ticket: #544
  • Assigned to: Gestalt, Tyre
  • Source: Sprint 16 PR #59 review discussion (2026-02-23)

Q-031: Combined content style guide

  • Status: Open
  • Question: Should the project have a single combined content style guide merging Paula's tier templates, Mellanie's voice conventions, Gestalt's mechanical constraints, and Miri's regional guide? The wiki-review workshop proposed this as a deliverable but it was never authored. What format, who owns it, and does it block content authoring?
  • Assigned to: Mellanie, Paula
  • Source: Wiki Review Workshop R2

Q-033: Three-system NPC architecture

  • Status: Partially resolved — reframed by D-122 (all NPCs generated)
  • Reframe: The 9-pattern x 6-motivation composition matrix survives as a generator template taxonomy (the FRIEND pattern explicitly survives as a generator template per D-034 amendment). Both D-024 and this matrix now describe generator output format, not hand-authoring assignments. The NpcBlueprint struct (Sprint 25) encodes patterns and motivations. Full formal adoption of the 9x6 matrix as the canonical generator taxonomy remains open — the composable behavior engine (D-139) may inform how patterns map to behavior primitives.
  • Question: Should NPCs be formally composed from 9 thematic patterns (FRIEND, MIRROR, ANCHOR, GHOST, CATALYST, THRESHOLD, REMNANT, SYSTEM, NOBODY) x 6 functional motivations (HANDLER, WITNESS, TURNCOAT, CIVILIAN, OPERATOR, SKEPTIC)? D-024 defines 10 axes + combat but predates this refined system. The wiki-review workshop produced a full composition matrix with drama ratings and forbidden combinations. Does this supersede D-024 or extend it?
  • Assigned to: Gestalt, Paula
  • Source: Wiki Review Workshop R4

Q-040: Gate dual-use topology — freight and commuter on shared span gate infrastructure

  • Status: Resolved → D-093 (gate cluster zone spec), D-095 (span gate dual-use windows)
  • Question: System span gates serve both freight and commuter traffic (one gate per system). How does this work physically? Is it one gate aperture with scheduling (freight window vs. passenger window), or parallel lanes (separate apertures for freight and passenger flows)? What does the gate facility look like from the inside — a single large bay or divided infrastructure?
  • Layout implication: Affects the gate cluster spatial design in the Transit District — the gate cluster must accommodate both freight staging and passenger throughflow, possibly at different times of day.
  • Assigned to: Miri
  • Source: Station District Layout Workshop (#153), Round 2. Surfaced by lead correction to Miri's S-02 (commuter transit ≠ second external gate).
  • Cross-reference: D-036 (Sova setting), Q-036 (district skeleton as generator output)

Q-041: Interstellar travel mechanics — horizon stations and gate architecture

  • Status: Resolved → D-095 (horizon stations: alien-built, 48 apertures, Oort-cloud, "The Ring"; sequential hop travel)
  • Question: A system needs MORE than one horizon gate for multi-hop connectivity (one gate allows only 1:1 connections). Lead proposal (Round 3): Horizon stations — orbital installations at Oort-cloud distance, partially or wholly understood ancient alien technology, self-maintaining (Mass Effect relay/Citadel analog). Each horizon station holds a FIXED number of active and inactive horizon gates. Some systems may only have one hop to an orbital customs station with no direct planet-side span gate access. Remaining questions: How many gates per horizon station? What determines which gates are active vs. inactive? Is the travel instantaneous or traversal-based? What is "The Ring" (the orbital horizon station) like as a physical space?
  • Assigned to: Miri
  • Source: Station District Layout Workshop (#153), Round 2. Lead correction in Round 3: single-gate-per-system model insufficient for multi-hop travel; horizon station model proposed.
  • Cross-reference: D-036 (Sova setting), Q-039 (gate topology generation), Q-040 (gate dual-use topology)

Q-042: Intra-system transport networks — passenger vs. freight, vehicles and modes

  • Status: Partially resolved → D-095 (span gates at star/planetary level; horizon stations at Oort distance). Intra-system hab-to-hab transit remains open.
  • Question: How do people and goods move within a star system (between orbital stations, planetary surfaces, and other in-system facilities)? Are there two separate networks (passenger transport and freight transport) or one shared network? What are the vehicle types and transit modes? How does intra-system transit interact with the span gate at the system's hub station?
  • Assigned to: Miri
  • Source: Station District Layout Workshop (#153), Round 2. Flagged by lead as transport lore requiring formal tracking.
  • Cross-reference: D-036 (Sova setting), Q-043 (station internal transit)

Q-043: Station internal transit — intra-station transport system between districts

  • Status: Resolved → D-095 (The Loop: 6-district tram, 4-minute Residential Core → Transit District; transit platform is bar-side encounter node)
  • Question: What is the intra-station transport system on Station Sova? How do workers commute between districts (e.g., Residential Core → Transit District)? Is it a train, tram, shuttle, or pressurised corridor? What is the travel time and frequency? Where does the transit stop sit within the Transit District — gate-cluster-adjacent (workers arrive near freight operations) or bar-side-adjacent (workers arrive near their social space)?
  • Layout implication for #153: The Transit District must include an internal transit stop. Its position within the district affects NPC traffic patterns and the district entry topology. This is the active T-03b question for Round 2/3 of the Station District Layout Workshop.
  • Assigned to: Miri
  • Source: Station District Layout Workshop (#153), Round 2. Arose from lead correction: commuter transit = internal station transit, not a second external gate.
  • Cross-reference: D-036 (Sova setting), Q-042 (intra-system transport networks), S-02 revision

Q-044: Gate-train integration — do transport vehicles use gates directly or transfer on each side

  • Status: Resolved → D-093/D-095 (gates are pedestrian/cargo-only; passengers transfer via gate concourse → transition corridor → transit platform; no direct gate-to-tram connection)
  • Question: If trains or shuttles are the intra-system or intra-station transit mode, do they use the span gate directly (a train enters the gate and exits at the destination, carriages and all)? Or are the gates pedestrian/cargo-only, requiring passengers and freight to transfer to separate transport on each side? What does this imply for gate terminal design — does it need platforms, or just processing space?
  • Assigned to: Miri
  • Source: Station District Layout Workshop (#153), Round 2. Flagged by lead as transport lore requiring formal tracking.
  • Cross-reference: Q-040 (gate dual-use topology), Q-043 (station internal transit)

Q-045: Axis 11 — Network Footprint NPC tag

  • Status: Open
  • Priority: High
  • Question: Should the NPC model (D-024, 10 axes) gain an 11th axis: network_footprint: Option<NetworkFootprintTag> for NPCs who are locally insignificant in appearance but carry network-significant information or are relevant to external actors? Default None for procedural NPCs. Explicitly set for authored scenario NPCs. This would enable the storyteller to identify locally-invisible but network-critical nodes without breaking the NPC's mundane character.
  • Context: Raised during Generator Architecture Workshop (#562). The Ysabel Vorn litmus test (4.5/5 playstyle hooks, Backwater/Moderate setting) demonstrated that locally-insignificant NPCs can be key network nodes. Without this field, the generator has no mechanism to flag them to the storyteller.
  • Source: Generator Architecture Workshop (#562), Round 4. docs/workshops/generator-architecture/workshop-outcomes.md §NPC Model.
  • Assigned to: Miri

Q-047: Mobile environment social arc — structural representation of journey timeline

  • Status: Open
  • Priority: Medium
  • Question: How is the social arc of a mobile environment journey (BoundedLinear / BoundedMobile) represented structurally? The journey has a beginning (boarding, strangers), middle (established dynamic), and end (departure, relationship crystallized). What game structures capture this timeline and enable the storyteller to intervene? Does TransitSocialModifier need a journey-phase field?
  • Context: Ozzie's player experience requirement from Generator Architecture Workshop (#562): "the journey must have a social arc — not just social presence." The stage+cast framing is correct; the formal structural representation is unspecified.
  • Source: Generator Architecture Workshop (#562), Round 4. docs/workshops/generator-architecture/workshop-outcomes.md §Open Questions.
  • Assigned to: Miri + Gestalt

Q-048: DramaDensity enum naming — 3-level vs 5-level

  • Status: Open
  • Priority: Low
  • Question: The Round 4 struct uses Quiescent / Active / Intense (3 levels). Round 3 proposed Zero / Low / Medium / High / Flashpoint (5 levels). Which should be canonical? Nigel's position: Flashpoint should be preserved as a distinct peak value — it is the storyteller's maximum-pressure instrument and should not collapse into Intense. If 3 levels are chosen for implementation simplicity, Flashpoint should still be the distinct peak name, not Intense.
  • Context: ComplexityTier → DramaDensity ceiling (established): Full → any intensity; Moderate → Active max; Minimal → Quiescent max; Empty → Zero only. Naming must be consistent with these ceiling values.
  • Source: Generator Architecture Workshop (#562), Rounds 34. docs/workshops/generator-architecture/workshop-outcomes.md §Open Questions.
  • Assigned to: Tyre + Gestalt

Q-049: ObjectTag vocabulary co-maintenance — Miri and Araminta shared dependency

  • Status: Open
  • Priority: Medium
  • Question: The ObjectTag vocabulary must be co-maintained between Miri's HeritageGrammarOverlay (cultural grammar, Rust struct) and Araminta's asset categorization (visual expression, TOML files). What is the governance model? Who owns the canonical tag list? How are additions and deprecations coordinated? Does the vocabulary live in the Rust struct definition or in a shared data file?
  • Context: If the vocabulary diverges, the generator will reference tags that don't exist in asset categories, or assets will be authored that the grammar never references. This is a silent correctness failure.
  • Source: Generator Architecture Workshop (#562), Round 4. docs/workshops/generator-architecture/workshop-outcomes.md §D-READY-9.
  • Assigned to: Miri + Araminta

Q-050: Assassination difficulty synthesis — formal spec combining stored baseline with on-demand computation

  • Status: Open
  • Priority: Medium
  • Question: Formal specification needed for the synthesis combining stored cultural baseline (DerivedDistrictAnalysis on Phase 1 skeleton) with on-demand runtime computation for player-facing assessment. Key constraint from Miri: on-demand computation is display-only — all game logic (tactical triangle instantiation, guarantee audit) uses the Phase 1 DerivedDistrictAnalysis value. The on-demand computation is subordinate to the stored baseline, not a replacement.
  • Context: Minor tension between Gestalt's "computed entirely on demand" position and Miri's "stored cultural baseline" position. Synthesis accepted by both participants in Generator Architecture Workshop (#562); formal spec needed for implementation.
  • Source: Generator Architecture Workshop (#562), Round 4. docs/workshops/generator-architecture/workshop-outcomes.md §Open Questions.
  • Assigned to: Gestalt + Miri

Q-052: Storyteller hint delivery — parallel diegetic channels when player does not act

  • Status: Open (Sprint 22 analysis complete, awaiting implementation scoping)
  • Priority: High
  • Question: When a TriangleActivated event fires and the player does not investigate, what mechanisms create conditions for discovery? How do these scale from v0.1 (1-2 triangles) to the full game (300 worlds, 10+ simultaneous triangles, 8 archetypes)?
  • Core design principle: "The storyteller is not delivering messages — it is creating conditions under which the player's existing relationships, existing investments, and existing world naturally produce signal." Player inaction is a valid outcome, not an error state. Consequences happen; the world moves on.
  • Channel inventory (ranked by deniability — least nudge-like first):
    1. Behavioral tell escalation — activated triangle NPCs exhibit more pronounced tells (D-024 axis 9). Always active, proximity-gated. Feels like the world being alive. Scales infinitely, zero authoring per triangle.
    2. Environmental change — something physically different at the triangle location (locked door, moved cargo, light on at wrong hour). Archetype-agnostic: engineer reads the system fault, diplomat reads the guard rotation, merchant reads the sealed bay. Infinite scale, zero authoring per triangle.
    3. Ambient sound cue — audible change in the triangle zone (hushed conversation, footsteps at unusual time, a door that was open now shut). Uses D-018 three-range system. Proximity-gated.
    4. Overheard NPC conversation — secondary NPCs gossip about the activated NPC's changed behavior. Fires when two NPCs share a scene in a social site. Scales with the social simulation, not with authoring. Constraint: the NPC speaks from their own concerns ("He owes me for last week's haul and now he's not answering"), never from narrative convenience ("I think something is wrong with Kael").
    5. Unprompted NPC remark — a non-job-giver NPC proactively comments when the player approaches. Uses D-028 Layer 4 unprompted disclosure with situation: [triangle_activated].
    6. FRIEND message — the FRIEND NPC (D-034) reaches out. Structurally unique: when the FRIEND IS the triangle anchor (smuggler/Kael), the message is simultaneously the nudge and the tell — its timing, phrasing, and whether it sounds normal are the investigative data. Reserve for the triangle the FRIEND is directly connected to; degrades on overuse (one FRIEND per character = hard limit).
    7. Internal monologue — player character's inner voice notices something. Proximity-gated to triangle NPCs exhibiting tells. Character-specific voice (D-032, D-090).
    8. Job-giver app message — institutional backstop of last resort. Fires only if no other channel has produced player engagement. One per session maximum, for the single highest-engagement triangle only. Job-giver per archetype: smuggler = handler ("Dock 7, pickup, ask for Kael"), detective = Commission superior ("Welfare check, dock-level, concern logged by port authority"), engineer = fault log, diplomat = peer request, merchant = market signal. Three sender types: named NPC (personal), institution (semi-personal), automated system (impersonal).
  • Delivery model — parallel channels, not linear funnel:
    • All channels activate on TriangleActivated. The player encounters whichever their playstyle naturally intersects first.
    • Channels have capacity, not triangles: monologue holds 1 thread (highest engagement wins), gossip holds 2-3, tells are unlimited. Lower-engagement triangles naturally get quieter channels — no starvation.
    • App message has a long fuse; only delivers if no other channel has been "hit" (storyteller detects player engagement via any channel). Prevents the pattern from being predictable across playthroughs.
    • Diegetic test for all channels: could you explain the output without reference to the activated triangle? If yes, diegetic. If no, quest marker.
  • Scaling properties (v0.1 → full game):
    • Channel priority inverts at scale. v0.1: authored channels (monologue, job-giver) dominate. Full game: universal channels (environmental, overheard, tells) are the foundation because they scale with the simulation, not with authoring.
    • Job-giver coherence breaks if overused — handler sending player to 3 activated locations in one session becomes transparent. Backstop for highest-engagement triangle only.
    • Hint adaptation: storyteller tracks PlayerHintEngagement — how often the player engages after each channel tier. Extends fuses and reduces probabilities as player demonstrates skill. Hours 1-5: full hints. Hours 15+: player reads the world by behavioral tells alone. "Not harder combat — a quieter, more trusting world." Resets per new playthrough.
    • ~15-20 hour meta-awareness cap: beyond that, the game likely needs a complementary active system (case board, network map) the player reads rather than passively receives. Separate design problem, out of scope here.
  • Signal pollution gating:
    • Monologue: only when player is within proximity of a triangle NPC exhibiting tells.
    • Gossip: only when the player initiates conversation with a connected secondary NPC. Passive, not pushed.
    • FRIEND message: only if the FRIEND has a plausible in-world reason to reach out at this moment (established relationship cadence).
    • Job-giver: once per session, backstop only.
    • Environmental/tells: always active, no gating needed (they ARE the world).
  • Implementation implications:
    • Storyteller needs a ChannelSet per activated triangle tracking which channels have fired and whether the player has engaged.
    • Post-activation state machine: Activated → [channels live] → Resolved (player engages) | Consequences (timeout) | Expired.
    • NPC behavioral state changes need to register as conversation topics for social-network propagation (simulation feature, not content feature).
    • App message content uses D-028 tagged line pools with new situation: [app_message] tag and sender-type sub-tag. Rendered in neural insert UI as message thread, not monologue overlay.
  • Content pipeline:
    • Universal channels (environmental, overheard, tells): zero per-triangle authoring. Build once as simulation features.
    • Authored channels (monologue, FRIEND, job-giver): per-character/per-archetype investment. Layer on top as richness.
    • Job-giver treated as authored feature shipping archetype by archetype, not universal system shipping once.
  • Context: Raised during Sprint 22 storyteller scoping (#162). Analysis by Gestalt (systems) and Paula (narrative) across two rounds.
  • Cross-reference: D-023 (storyteller activation), D-016 (monologue system), D-018 (three-range hearing), D-024 (NPC axes — tell system), D-028 (dialogue architecture), D-032 (separate monologue pools), D-034 (THE FRIEND), D-090 (character voice), #162 (storyteller module activation)
  • Assigned to: Gestalt, Paula


Q-056: Zone spec needs location_context field (surface/station/vessel)

  • Status: Open
  • Raised: Sprint 25 PR #88 review (Miri)
  • Context: Rural zone spec behaviors reference sky, weather, and diurnal heat — only valid on a planetary surface, not inside a station. The current ZoneSpec struct has no field for environment context. Without it, the generator can't distinguish surface-rural from station-rural, and behavior strings may be incoherent for the location.
  • Question: Should ZoneSpec include a location_context enum (Surface/Station/Vessel) that the generator uses to filter or modify environment-specific behaviors? Or should zone specs be authored per-context (e.g. rural-surface.ron, rural-station.ron)?
  • Implications: Affects all zone spec authoring going forward. The generator's ability to extrapolate from minimal input depends on knowing whether "rural" means open sky or sealed corridors.
  • Cross-reference: D-012 (chunk-based map), D-036 (Van Maanen's Star/Sova setting), D-104/D-105 (heritage roots), #609 (zone identity spec)
  • Assigned to: Tyre, Miri

Q-057: Composable behavior generation — decompose culture × role × context into assembled behaviors

  • Status: Resolved — D-139 (Sprint 26, #633)
  • Raised: Sprint 25, ticket #630 review discussion
  • Priority: High (blocks scaling beyond hand-authored content)
  • Context: Current behavior pools are hand-authored per culture×zone×role combination (typical_behaviors arrays in zone spec RON files). At ~50 behaviors per role × 4 roles × N zone types × M cultures, this is O(roles × zones × cultures) custom content. Each cell is effectively a unique location — "rural zone spec" is really "Van Maanen's Star rural settlement content" with the name filed off. This doesn't scale to multiple cultures or zone types.
  • Question: Should the generator compose observable behaviors from smaller primitives instead of drawing from pre-written complete sentences? Proposed decomposition: (1) role action templates — generic observable stage directions per role, culture-neutral, (2) culture modifier sets — culture-specific flavoring (Van Maanen's Star mannerisms, speech patterns, social norms) that overlay role actions, (3) context tags — on-shift, off-duty, break-room, social-site-type that filter/weight which behaviors are available. The generator assembles these at runtime.
  • Resolution: Yes. D-139 defines the three-layer composable behavior model: BehaviorPrimitive (role actions with context tags), BehaviorModifier (culture overlays), and BehaviorContext (on-shift/off-duty/social/any filtering). The assemble_behaviors() function composes at runtime. Generator spike updated to use assembly when behavior_primitives are present, falling back to typical_behaviors for backward compatibility. Copy team (#634) authors the decomposed format.
  • Cross-reference: #630 (behavior pool expansion), #633 (server: composition engine), #634 (copy: decomposed content format), D-121 (voice is culture-driven), D-122 (all NPCs generated), D-139 (composable behavior assembly)
  • Assigned to: Tyre, Mellanie, Miri

Q-WTF-039: Character creation — portrait render or tile-scale preview?

  • Status: Resolved → D-146
  • Question: Does the character creation screen show a portrait render or a tile-scale in-world preview of the player character? Affects #618 (CK3-style character creation screen) team assignment: portrait render is a visual team deliverable; tile-scale preview is client.
  • Resolution: Tile-scale sprite with heavy zoom. The creation screen shows the game sprite rendered at high resolution, zoomed in so cosmetic details are clearly visible. Same approach as Rimworld: one rendering pipeline, no separate portrait system. #618 stays as a single client ticket. Resolved by D-146.
  • Assigned to: Tyre (architecture), confirmed by project lead
  • Source: Sprint 27 planning pass (2026-03-17)

Q-WTF-040: Do creation choices trace into the generated apartment?

  • Status: Resolved → D-147
  • Question: If the player picks hair colour and clothing in #619, does the generator use those choices when laying out the starting apartment (furniture style, colour palette)? Affects #617 scope and dependency.
  • Resolution: Not directly. Cosmetic choices do not pipeline into the apartment generator. Instead, characters have an aesthetic_taste personality trait that independently informs both appearance choices and living space. Someone who likes teal picks teal clothing AND owns a teal vase — but through shared taste, not data coupling. #619 does NOT block #617. Resolved by D-147.
  • Assigned to: Gestalt (systems), Paula (narrative), confirmed by project lead
  • Source: Sprint 27 planning pass (2026-03-17)

Q-WTF-041: What should the player feel looking at the span gate from their apartment?

  • Status: Open
  • Question: The First Settled Reach moment (D-136) is apartment + insert activation. The player's apartment has a view of the span gate. What emotional register should this view hit? Awe? Routine familiarity? Unease? This shapes the visual design of the apartment scene and the insert's first content.
  • Affects: #626 (setting delivery — both layers). Blocks implementation until the emotional target is defined.
  • Needs: Gore (thematic framing), Ozzie (player experience), Miri (setting grounding), Araminta (visual direction)
  • Source: Where's the Fun? Workshop, Round 5 (2026-03-05)

Q-095: Commission formal name — authoritative designation

  • Status: Open
  • Question: What is the full formal name of the Concord Assembly's regulatory authority? In-prose use is "the Commission", but several drift forms have appeared in copy reviews ("Concord Commission", "Assembly Commission", "Lattice Commission"). A canonical long-form is needed for formal/legal contexts, institutional signage, and wiki headers.
  • Context: The Commission certifies implant hardware, medical equipment, pharmaceutical production, and safety-critical manufactured goods under tractus-denominated fees. It has no authority in Compact member systems. Current glossary guidance is to use "the Commission" until the full name is resolved, but authors writing institutional POIs and formal documents need a decision.
  • Affects: Wiki content, marker POI naming (e.g. "Commission — Sirius Office"), formal legal text in tractus fee documentation, institutional signage.
  • Source: Sprint 35 copy review (PR #127)

25 questions (10 resolved, 2 partially resolved, 13 open). Last updated: 2026-04-14 (Q-095 added — Commission formal name)