Update Key Documents sections to reference decisions/ directory instead of monolithic DECISIONS.md. Add Development Workflow sections to implementation agents (Dudley, Hoshe, Justine, Oscar, Si, Stig, Tyre) 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>
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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