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settled-reach/decisions/questions.md
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jpmschweitzerandClaude Opus 4.6 4f5ee0274b docs(decisions): split DECISIONS.md into domain-scoped files
Replace monolithic 474-line DECISIONS.md with 7 domain files under
decisions/: architecture, perception, content, scope, process,
questions, rejected. Each file owns its decisions with cross-reference
hyperlinks. Root DECISIONS.md becomes a redirect with domain index.

Reduces per-agent context load by ~70-80% (80-150 lines vs 474).
Taxonomy: architecture (D-008..D-031), perception (D-011..D-019),
content (D-023..D-029), scope (D-001..D-027), process (D-004..D-022),
questions (Q-001..Q-011), rejected (R-001..R-010).

Restores D-002 original text (was a tombstone referencing D-005).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 09:28:57 +01:00

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2.5 KiB
Markdown

# Open Questions
Tracked questions awaiting discussion or resolution.
---
### Q-001: Game engine selection
- **Status:** Resolved → [D-020](architecture.md#d-020-engine-and-architecture-selection--godot-client--rust-simulation-via-subprocessipc)
### Q-002: Scope of v0.1 playable prototype
- **Status:** Map spec resolved ([D-014](scope.md#d-014-v01-map-specification)). Remaining: mechanics, characters, interactions for minimum playable build.
- **Assigned to:** Full team
### Q-003: Art direction / presentation style
- **Status:** Partially resolved for v0.1 (D-014: boxes with labels, atmosphere via dialog/interaction)
- **Remaining:** Long-term art direction beyond tech demo.
- **Assigned to:** TBD
### Q-004: One campaign spanning all eras or separate era scenarios?
- **Status:** Not yet discussed
- **Context:** Gore raised that Commonwealth Era and Void Era play very differently. Prototype focuses on pre-Starflyer War era.
- **Assigned to:** Gore, Miri to lead discussion
### Q-005: Scale for prototype - locations, characters, factions
- **Status:** Partially scoped
- **Early signal:** Institute/Armstrong City hub, ~10-20 characters, Guardians + institutional + political factions
- **Assigned to:** Gestalt, Tyre, Miri
### Q-006: Multiplayer or single-player only?
- **Status:** Resolved → [D-009](architecture.md#d-009-multiplayer---design-for-it-build-single-player-first)
### Q-007: Target platform(s)
- **Status:** Not yet discussed
- **Context:** Team Leader has Linux background (Fedora). Cross-platform considerations?
- **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-009: Time system
- **Status:** Resolved → [D-031](architecture.md#d-031-time-system--game-clock-and-day-phases)
### 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-011: Character selection and playable characters
- **Status:** Not yet discussed
- **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
---
*11 questions (3 resolved, 2 partially resolved, 6 open). Last updated: 2026-02-11*