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settled-reach/decisions/questions-scope.md
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jpmschweitzerandClaude Opus 4.6 1254e41dc5 docs(decisions): amend stale D-records, close resolved Q-records
Amend 7 high-priority D-records with supersession notes:
- D-012: map size superseded by D-094 (256x256)
- D-044: outline color scoped to perception mode per D-154
- D-061: width corrected from 640px to 1200px per D-076
- D-086: smuggler scope removed per D-117/D-122
- D-090: marked [SUPERSEDED] by D-117 (tycoon replaces smuggler/detective)
- D-035: character enum marked obsolete post-D-117
- D-119: sequencing superseded by D-166 cascade

Close 4 resolved scope questions (Q-002, Q-004, Q-005, Q-007).
Fix questions.md index — was 61, actually 96 (33 architecture Qs missing).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-05 15:16:27 +02:00

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Raw Blame History

Open Questions — Scope

Game concept, prototype boundaries, production pipeline, and feature decisions.


Q-002: Scope of v0.1 playable prototype

  • Status: Resolved → D-117, D-166
  • Resolution: The v0.1 prototype framing is superseded. D-117 establishes the tycoon as the v0.2 bookmark; D-166 defines the 6-phase development cascade as the authoritative build order. Prototype scope is determined by the cascade phases, not a standalone v0.1 spec.
  • Date resolved: 2026-03-24 (D-166 development cascade)
  • Assigned to: Full team

Q-004: One campaign spanning all eras or separate era scenarios?

  • Status: Resolved (implicitly) → D-117, D-166
  • Resolution: v0.2 is single-era (contemporary Settled Reach). The development cascade (D-166) defers all multi-era considerations well beyond current scope. The question remains interesting for the full game but is not load-bearing for any active phase.
  • Date resolved: 2026-04-05 (closed as implicitly resolved)
  • Assigned to: Gore, Miri to lead discussion

Q-005: Scale for prototype - locations, characters, factions

  • Status: Resolved → D-117, D-118, D-166
  • Resolution: Scale is determined by the development cascade (D-166), not pre-scoped. 301 systems in the star map. All NPCs generated (D-122). Single character type (tycoon, D-117). Starting configurations defined in D-118. The "~10-20 characters" estimate is obsolete — NPC count is a generator output, not a hand-authored target.
  • Date resolved: 2026-03-24 (D-166 development cascade)
  • Assigned to: Gestalt, Tyre, Miri

Q-007: Target platform(s)

  • Status: Resolved (implicitly) → D-020
  • Resolution: Godot 4 + Rust architecture (D-020) inherently supports cross-platform via Godot's export system. Primary development on Linux (Fedora). No platform-specific constraints have emerged. Cross-platform export is a deployment task, not an architectural decision.
  • Date resolved: 2026-04-05 (closed as implicitly resolved)
  • Assigned to: Tyre

Q-008: Licensing / distribution model

  • Status: Not yet discussed
  • Question: Open source? Free? Commercial? This affects engine choice and asset decisions.
  • Assigned to: Team Leader

Q-011: Character selection and playable characters

  • Status: Resolved → D-117, D-115, D-122
  • Resolution: v0.2 has one playable character type: the tycoon (small business owner starting state, D-118). One bookmark. All NPCs are generated — no canon named characters. Character creation is skills + bookmark only. The "how different are their starting positions?" question is answered by the small business owner economic variation (D-118: bar, logistics contract, storage franchise as starting configurations). The "canon characters vs original" question is answered by D-122: all NPCs generated, no canon characters exist in v0.2.
  • Date resolved: 2026-03-05 (Where's the Fun? Workshop)
  • Question: Which characters are playable in the prototype? How different are their starting positions? Can you play canon characters or only original ones?
  • Assigned to: Miri, Paula

Q-027: Fast-travel system design

  • Status: Open
  • Question: How does inter-system travel work in production gameplay? The current hub teleport (Home key, #501) is scoped as Gauntlet-only dev tool. Production travel must be diegetic and respect asymmetric information. Proposed flow: player goes to local gate → warps to system gate → interacts with target menu → jumps to destination system gate. Key constraints:
    1. Region gating: fast-travel only available from safe or fast-travel-enabled regions. If you rented transport to reach a remote location (e.g. mountain colony), you must return the transport to civilization first — this can be a skip-travel interaction but must happen in-world.
    2. Asymmetric information: NPCs observe arrivals and departures. Travel choices leak information (who saw you leave, who sees you arrive, what transport was used).
    3. Home key in production: at most, Home could prompt "Do you want to fast-travel to the system hub?" if in a safe/enabled region — never instant teleport.
    4. Transport types: walking, rented vehicle, public transit, gate network — each with different information exposure profiles.
  • Context: #501 implemented instant Home key teleport gated behind gauntlet_mode. Re-scoped to Gauntlet-only after design review. Production fast-travel needs separate design and implementation.
  • Assigned to: Gestalt, Paula, Tyre
  • Source: Sprint 10 PR review discussion (2026-02-19)

Q-032: Cultural ingredients menu

  • Status: Open
  • Question: Should world generation use a 6-category cultural ingredients menu (Heritage Roots, Settlement Motivation, Economic Function, Philosophical Alignment, Corporate/Faction Presence, Drift Stage) where each culture is composed by selecting from ingredient lists? The lead approved the "ingredients menu" model over fixed cultural taxonomies. Full specification needed: category definitions, ingredient lists per category, composition rules, absence-as-signal mechanics.
  • Assigned to: Miri, Gestalt
  • Source: Wiki Review Workshop R4, lead interview

Q-034: PC archetypes

  • Status: Partially resolved → D-117 (v0.2 scope only: tycoon bookmark, zero investigation)
  • Partial resolution: v0.2 scope is settled — one bookmark (tycoon, small business owner start per D-118). Smuggler and detective are abandoned for v0.2. The full 8-archetype model, fluid archetype transitions, and "vulnerable window" mechanics remain undesigned for the full game. The "detective, smuggler, tycoon are jobs you can have, not the game's identity" framing (Where's the Fun? Workshop) is the guiding principle for future archetype design.
  • Question: Should the full game support 8 fluid PC archetypes (Smuggler, Detective, Engineer, Diplomat, Medic, Scholar, Soldier, Merchant) with transition mechanics where archetype shifts during play based on player behavior? The lead approved 8 archetypes with fluid transitions as a game mechanic. v0.1 ships smuggler + detective only (D-027). Full archetype spec, transition triggers, and "vulnerable window" mechanics are undesigned. NOTE: The character-creation-game-setup workshop (Q-011) will address this — coordinate.
  • Assigned to: Nigel, Gestalt
  • Source: Wiki Review Workshop R4, lead interview

Q-035: Sacred/Profane/Middle Kingdom framework

  • Status: Open
  • Question: Should all game systems map to a Sacred/Profane/Middle Kingdom architectural framework? The lead approved this model where Sacred = what the system protects, Profane = what threatens it, Middle Kingdom = where the player navigates. The wiki-review workshop produced a full mapping table covering information, social, economic, spatial, temporal, and narrative systems. Needs formal specification and validation against current architecture.
  • Assigned to: Gore, Gestalt
  • Source: Wiki Review Workshop R4, lead interview

Q-036: District skeleton as generator output

  • Status: Open
  • Question: For the 300-world model, should the district skeleton (social sites, NPC slots, triangle templates, economic function, access topology) be the atomic output unit of the world generator? D-025 defines social sites as the atomic template unit for hand-authoring. The generator model reframes the district as a composed output from ingredient inputs. How does this interact with D-025?
  • Assigned to: Tyre, Gestalt
  • Source: Wiki Review Workshop R4

Q-037: Generator development pipeline

  • Status: Partially resolved → D-119, D-166
  • Partial resolution: D-166 (development cascade) establishes a strict 6-phase build order. The generator falls in Phase 5 (World Generation), not Phase 1. D-119's Sprint 25 sequencing is superseded by the cascade. The 6-phase pipeline spec (Ingredient Authoring, Template Authoring, Generator Development, Validation Development, Generation + Review, Hand-Elevation) remains open pending Phase 5.
  • Question: Should content production follow a 6-phase generator pipeline (Ingredient Authoring, Template Authoring, Generator Development, Validation Development, Generation + Review, Hand-Elevation)? The wiki-review workshop proposed this as the production model for 300 worlds. SI mapped a release path (v0.1 hand-authored, v0.2-0.5 template expansion, v0.6-0.10 generator development, pre-v1.0 validation). Needs scope assessment and sprint planning integration.
  • Assigned to: SI, Tyre
  • Source: Wiki Review Workshop R4

Q-038: Authored content estimate at 300-world scale

  • Status: Open
  • Question: What is the irreducible authored content volume for 300 worlds? The wiki-review workshop estimated ~1,600-2,800 hours of hand-authoring for generator inputs (ingredient definitions, template specifications, validation rules, hand-elevation passes). How does this compare to the 20-district hand-authoring model it replaced? Is this estimate still valid given subsequent architectural decisions?
  • Assigned to: Mellanie, SI
  • Source: Wiki Review Workshop R4

Q-039: Gate topology generation

  • Status: Resolved → D-095 (amended), star-map.json, systems.db
  • Question: How should the world generator produce gate (wormhole) network topology for 300 worlds? The wiki-review workshop proposed: gate connectivity = Sacred (what connects), which worlds connect = Profane (what separates), accessible world count = Middle Kingdom (where the player navigates). Small-world network properties, hub-and-spoke vs mesh topology, and Sacred/Profane constraints on gate placement are all unresolved. D-012 covers chunk-based map architecture but predates the 300-world model.
  • Resolution: 301-system star map generated and populated. Topology is alien-determined (horizon station infrastructure), producing a small-world network with hub-and-spoke characteristics: 3 hub systems (5 apertures), junction nodes (3-4 apertures), loop members (2), and spur ends (1). The distribution was sculpted through iterative passes (generate-star-map.py, sculpt-star-map.py, tune-star-map-topology.py, patch-core-sector.py) to produce realistic network properties. Gate connections are stored in star-map.json (334 edges) and server/data/systems.db (system_gates table). Sacred/Profane framing resolved: connections are Sacred (alien-given, not human-chosen); what humans do with them is Profane.
  • Assigned to: Tyre, Nigel
  • Source: Wiki Review Workshop R4

Q-058: Runtime behavior text serving system

  • Status: Open
  • Question: How should NPC observable behaviors be served to the client at runtime? NpcBlueprint.observable_behaviors exists as generator output but no runtime system reads it or sends behavior text to the client. The voice pipeline (D-138) needs an integration point: voice cache lookup replaces base text with re-voiced text before delivery. Needs: which system selects the current behavior, how it's delivered in ObserverSnapshot, and how tell behaviors (always passthrough) are distinguished from voiceable behaviors.
  • Assigned to: Tyre, SI
  • Source: Voice pipeline Spike 2 Phase 3

Q-061: How many base clothing meshes needed for v0.2 proof-of-life?

  • Status: Open
  • Question: The Quaternius Fantasy pack (62 parts) is genre-incompatible with an industrial sci-fi life-sim. What is the minimum viable clothing catalogue for the v0.2 proof-of-life milestone? Needs a scope decision before clothing work begins. The multiplier stack (30 base meshes × shape keys × AI textures × tint = ~20K visual variants) was identified during the spike but the base mesh count is arbitrary.
  • Assigned to: Gestalt, Araminta
  • Source: Quaternius aesthetic spike — clothing pipeline research

Q-062: What does Quaternius Source tier include for body types?

  • Status: Open
  • Question: The standard tier only includes Superhero Male and Female body meshes. Does the Source tier ($5/mo Patreon) include Regular and Tiny body meshes in full Blender format? These would provide 2 additional body types (mapping to Average and Thin in D-159) that could be forked and segmented, reducing the hand-authoring burden from 9 to 5 meshes.
  • Assigned to: Jeroen (acquisition decision)
  • Source: Quaternius aesthetic spike

17 questions (6 resolved, 3 partially resolved, 8 open). Last updated: 2026-04-05 (Q-002, Q-004, Q-005, Q-007 closed as resolved)