Set up Commonwealth game project with complete agent team (18 agents), discussion archives (12 rounds), briefing system, ticketing database, Qdrant document search, and skill definitions. Establishes the documentation and tooling foundation for engine selection and implementation phases. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
18 lines
1.2 KiB
Markdown
18 lines
1.2 KiB
Markdown
# Round 5: "Is the team still right for this?"
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**Team Leader (Jeroen):** Confirms the vision. 30 years software dev / systems & cloud architect, with Claude Code 20x. Lots of planning, engine choosing, and feature defining needed before we're anywhere near building. Stellaris fans - are you onboard or should we swap you out?
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### GESTALT (formerly Stellaris Mechanics Fan)
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I was always a *mechanics* fan, not a Stellaris loyalist. Everything I care about - ethics systems, pop dynamics, meaningful strategic choices - I want done *better*. I'm staying. Rebrand me: **Systems Designer.** I ask "is this fun?" and "does this create interesting decisions?" regardless of engine.
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### NIGEL (formerly Stellaris Sandbox Fan)
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Same. Replayability and emergent stories matter MORE in a custom game because we're not leaning on Paradox's sandbox as a crutch. I'm your **Sandbox & Replayability advocate.**
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### SCRIBE (Documenter)
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Team confirmed. No departures. Gestalt and Nigel rebranded with updated roles. See TEAM.md and DECISIONS.md for confirmed decisions D-001 through D-004, plus 8 open questions queued.
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*Awaiting Team Leader direction on next topic: engine selection, core mechanics, scope, or other.*
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