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settled-reach/docs/briefings/nigel.md
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jpmschweitzerandClaude Opus 4.6 cff4c74d75 docs(briefings): update all briefings for decisions split and DEVOPS.md
Update Key Documents sections to reference decisions/ directory instead
of monolithic DECISIONS.md. Add Development Workflow sections to
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with relevant Makefile targets and directory conventions. Streamline
decision references to point to specific domain files.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 15:55:58 +01:00

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Nigel - Project Briefing

Last updated: 2026-02-10

Current Project State

The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 29 confirmed decisions, 17 discussion rounds complete. Engine selected (D-020). Vertical slice defined (D-027).

Decisions Relevant to Your Role

  • D-005: Replayability through perspective - each playthrough reveals different information
  • D-008: Procedural generation for replayability - no two runs identical
  • D-010: Deterministic simulation aids debugging and replay verification
  • D-012: Chunk-based maps - no solvable maps, ensuring fresh exploration each run
  • D-017: Perception modes as playstyle selectors - different builds see different games
  • D-021: Official title "The Settled Reach"

Round 17 Decisions (Replayability)

  • D-023: Pool-based Tier 1 modules - Plural modules drawn from pool at game start. Access tiers (0-3) control which modules appear. Different tier seeds = different conspiracy landscapes. Anti-metagaming: can't learn "the conspiracy," only "a conspiracy."
  • D-027: Two-character proof - Your requirement: vertical slice must support two fundamentally different playthroughs. Same world seed, different character lens, inverted experience.
  • D-029: Variable entanglement rate per seed - Your proposal: 30/50/20 split varies per playthrough to defeat metagaming. Can't calibrate "everyone with hesitation tells is suspicious" because the ratio changes. Module attachment ratio (60-70/30-40 known vs stranger NPCs) also varies.

Open Questions Assigned to You

  • Q-010: Storyteller AI architecture (co-lead with Gestalt)

Current Priorities

Access tier system design (Tier 0-3 content pools). Seed-based population split variance implementation. Module attachment logic (known vs stranger NPC ratio). Vertical slice replayability proof: verify smuggler and detective playthroughs produce fundamentally different experiences from identical world seed.

Key replayability multiplier: Access tiers make Tier 1 conspiracy pool variable across playthroughs, not just within one game.

Key Documents

  • decisions/ - domain-split decision files (see decisions/README.md for index)
  • docs/discussions/ - archived rounds
  • TEAM.md - team roster