The Stage-2 workshop brief and the consolidated three-scan coverage map (per-step decided-vs-open across the 4-step built-world pipeline) that became round 2's foundation. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
103 lines
5.4 KiB
Markdown
103 lines
5.4 KiB
Markdown
# Workshop — The economic & built world (Stage 2)
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*Second workshop in the world-derivation arc. The first (D-227 / D-228) settled the
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**natural** substrate. This one is Stage 2: the **economic & built** world.*
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## Premise & the order
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The world is built in three stages, **all frozen in amber** — the goal right now
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is a deterministic **starting state** we can look at through the Atlas, not a
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running simulation:
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1. **Natural world tiles** — terrain / water / vegetation / geology *(done:
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D-227 derive-don't-store world model, D-228 composite tile schema)*
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2. **Economic world tiles → architecture + infrastructure** ← **this workshop**
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3. **Living sim** — NPCs, clutter, the lived-in feel *(deferred — "NPCs follow
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the world when it's there"; complicated; later)*
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So: **built structures are IN scope; NPCs / creatures / clutter are OUT.**
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## The load-bearing caveat (pin this)
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> **Settlement, architecture, and infrastructure placement derive from the
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> economy's *initial* state + seed — NEVER the *rolling* economy.**
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Rolling-economy placement would make the built world un-re-derivable: a city's
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existence or layout would drift as prices move, and you could no longer rebuild
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it from `seed`. The physical world is pinned to the economy's **starting
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snapshot**. (Persistence model, D-227: the rolling economy is *saved sim-state*
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with cache-eviction; it never feeds the derivation of physical form.)
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## What this workshop must produce (→ D-records + tickets)
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Three threads. We do **not** close until they're resolved in records — convergence
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on one is not "done" (lesson from Workshop 1).
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- **Q1 — Economy → placement.** How does the *initial* economic state (+ seed +
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the natural world from Stage 1) decide **where** settlements, economic
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activity, and infrastructure sit? Ports at harbours (D-228 morphology zones),
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farms on alluvial plains, mines at lithology/ore, hubs at trade-corridor
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confluence. The initial-economics caveat lives here.
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- **Q2 — Placement → built form.** How does a placement become actual
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architecture / roads / rail / districts occupying voxels (D-227)? This must
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**connect to the existing generator-architecture work**, not restart it —
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height tiers, z-levels, block/chunk skeletons, cultural room grammar all
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already have decisions. The open seam is the *economic → architectural*
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hand-off and how built structures sit in the voxel/floor model (D-227).
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- **Q3 — Frozen-amber coherence.** Natural (Stage 1) + economic/built (Stage 2)
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must compose into **one deterministic starting state** the Atlas can render —
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re-derivable from `initial-economics + seed`, no rolling-state dependency, no
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squaring, coherent with the baked reliefmap (which is a deterministic *input*,
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Q-100).
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## Build on what exists (don't restart)
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- **Natural substrate (Stage 1):** D-227, D-228.
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- **Economics:** D-176 (productivity seeding), D-178 (economic model), D-184
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(commodity catalogue), D-199 (economic read-set for city generation), D-189
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(brand layer). Burnelli owns these.
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- **Settlement / provinces:** D-191 (Atlas / settlement), D-205 (province
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boundaries), D-220 (settlement density — tile scale, density classes, vertical
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pressure).
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- **Architecture / generator:** D-106 / D-108 (height tiers, rooftop clause),
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D-200 / D-201 / D-203 (three-tier execution, region, LRU cache), D-110 (signed
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z-levels), D-222 (subtile → district hierarchy), `server/src/.../skeleton_gen.rs`
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(Layer-4 block placement), and the prior **`docs/workshops/generator-architecture/`**
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rounds.
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## Team & angles (Sonnet-pinned)
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- **Burnelli** — the initial-economic-state → placement driver: what economic
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signals (commodity production, trade corridors, harbour quality, agricultural
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potential) determine where things go, at what scale, frozen at t=0.
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- **Tyre** — the derivation architecture: `initial-economy + seed + natural-world
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→ settlement → built form`, deterministically; how built structures occupy the
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voxel/floor model (D-227); the economic→architectural hand-off seam.
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- **Miri** — settlement & cultural architecture: how heritage/culture shapes the
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built form on top of the economic skeleton (she led the generator-arch
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worldbuilding); keeping it coherent with the Reach's setting.
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- **Gestalt** — systems meaning: what built form *does* (movement, access,
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chokepoints, asymmetric-info), and what a tile/structure must carry for it.
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- **Nigel** — variety: do two economically-similar bodies produce
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*categorically* different cities, or same-y grids? Where does sameness creep in?
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- **Araminta** — visual architecture grammar: where the visual/render grammar
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plugs into the derived built form (lighter touch; structural derivation leads).
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## Round 1 task (each)
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Read this brief + the pointed decisions/code for your angle. Post an **opening
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position**: (1) your contribution to Q1/Q2/Q3 from your lens, (2) the key forks /
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risks, (3) anything in existing decisions that constrains or contradicts the
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approach (especially the initial-economics caveat). Investigation + position,
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**not** final design. Flag blockers early.
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## Process
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Round-based. Lead **consolidates** each round (no raw cross-talk dumped at the
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principal) and pulls Jeroen in. **Close only when D-records + tickets exist AND
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Jeroen confirms the whole problem — not one thread — is resolved.** Teammates
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edit nothing; the lead does all git.
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**Heartbeat:** if stuck >15 min on one thing without progress, message the lead
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with the blocker — don't silently retry.
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