Everything else from the pair session was either shipped or ticketed with its
rationale in git. These two were design decisions Jeroen made, living only in
a scratchpad under /tmp, one cleanup away from gone.
D-259 — ENCLOSED SETTLEMENTS. Open-air requires atmosphere == standard;
everything else is enclosed, as point locations on the Atlas with interiors
deferred to a separate generator and handled like embedded stations. Branch on
an explicit `enclosed` property rather than the atmosphere string, so enclosed
settlements on breathable worlds (hostile-biome posts, undersea, arcologies)
need no second code path. NULL defaults to enclosed, which fails safe.
The load-bearing claim is that D-220's density model is PHYSICALLY
INAPPLICABLE to a pressure vessel, not mistuned: it measures people per km2 of
footprint driven by utility cost per metre of street, so run airless it yields
1,500 ppl/km2 of open-air streets in vacuum. The handoff mechanism was already
planned — D-166's door boundary contract, where a dome's airlock IS that door.
Atmosphere keeps its full range for the surface-expedition layer; the binary
collapse applies to settlement layout only, and the record says so to stop the
collapse being read as atmosphere not mattering.
D-260 — GENERATOR SCOPE. Sol is encoded as Authored { deepest_rung: Global }
rather than excluded by convention. The DLC gate is a DEPTH, not a boolean, so
a Sol expansion changes one value instead of unpicking an exclusion. No new
wire status: "viewable at Global, no deeper" IS the existing rung-liveness
path. Sol art is an authored data canvas, not a finished image, so it rides
the existing wire and is drawn by the same map-art function as all 269
procedural bodies.
The hazard that made encoding necessary is recorded: systems.db still carries
terrain_reference rows for Sol bodies pointing at heightmaps deliberately never
baked, so a real Earth DEM dropped at that exact path would silently start
generating a procedural homeworld. The importer comment said Sol was excluded;
nothing enforced it.
Also files the last three parked items, which were likewise /tmp-only:
T-1233 tiled/interlaced map loading (workshop-sized D-255 revision, blocked in
spirit on the rung-0.5 cost numbers), T-1234 enumerate the flow tweaks the
fetch panel exposed but which were never written down, T-1235 zoom
discoverability — the person who specified wheel-only zoom could not find it.
T-1231 closed.
Co-Authored-By: Claude <noreply@anthropic.com>
Governance — Decisions, Questions, Rejected
Structured planning records for The Settled Reach. pql decisions sync parses
these into .pql/pql.db; query them with pql decisions ….
Layout
Records live in three per-type subdirectories, split by domain:
governance/
decisions/<domain>.md # D-NNN — confirmed design decisions
questions/<domain>.md # Q-NNN — open questions (may resolve into a D or R)
rejected/<domain>.md # R-NNN — rejected alternatives (kept for the audit trail)
The parser infers record type from the parent subdirectory and domain from
the filename stem. A ### D-NNN: Title (or Q-/R-) heading begins each record;
- **Field:** value lines and inline [D-NNN](…#anchor) links carry the metadata
and cross-references pql indexes.
Current domains: architecture, content, economics, perception, process,
scope. Create a new <domain>.md in the relevant subdir when records land in a
new domain.
Domain guide
When in doubt where a record belongs:
- architecture — constrains how we build (engine, protocols, data structures, performance).
- scope — defines what we build (game concept, feature scope, prototype shape).
- perception — defines what the player observes or knows (camera, fog, LOS, audio).
- content — defines narrative, NPCs, dialogue, setting, templates.
- economics — the economics layer (currencies, commodities, corporations, simulation).
- process — defines how the team works (workflow, commits, branches, reviews).
Cross-domain records live in one file with [D-NNN](../<subdir>/<domain>.md#…) links
to the related domain.
Querying
pql decisions list # every record
pql decisions list --type confirmed --domain architecture
pql decisions show D-010 --with-tickets # a record + its implementing tickets
pql decisions read D-238 # full markdown body
pql decisions refs D-010 # cross-references in/out
pql decisions coverage # decisions ↔ ticket coverage
Adding a record
- Claim an ID (no side effects):
pql decisions claim D <domain> "title"(useQfor a question,Rfor a rejected alternative). - Edit the appropriate file (
decisions/<domain>.md,questions/<domain>.md, orrejected/<domain>.md). Follow the existing### D-NNN: Titleformat. - Commit. The pre-commit hook runs
pql decisions validate(malformed-record gate) and stages the planning changelog. - Update relevant agent briefings if needed.
When a question resolves, set its - **Status:** Resolved → [D-NNN](../decisions/<domain>.md#…)
line in place — keep the Q-record for the audit trail rather than deleting it.
Maintained by Qatux.
Decisions
- D-001: Build a custom game, not a mod — scope
- D-002: Dynasty grand strategy concept [SUPERSEDED] — scope
- D-003: The Settled Reach is the first campaign, not the only possible one — scope
- D-004: Team composition confirmed — process
- D-005: Core concept - single character, first-person, story-generator — scope
- D-006: Prototype scenario — Institute/Armstrong/Guardians [SUPERSEDED] — scope
- D-007: Five pillars of game design — scope
- D-008: Action pillar design principles — architecture
- D-009: Multiplayer - design for it, build single-player first — architecture
- D-010: Multiplayer-ready architectural baseline — architecture
- D-011: Fog of perception is non-negotiable (Pillar 1 infrastructure) — perception
- D-012: Chunk-based map architecture for future borderless generation — architecture
- D-013: Diegetic insert/POI navigation system — scope
- D-014: v0.1 map specification [SUPERSEDED] — scope
- D-015: Camera locked to character, rotation as future option — perception
- D-016: Internal monologue as core perception/atmosphere system — perception
- D-017: Perception modes as character-build system — perception
- D-018: Three-range sound model — perception
- D-019: Top-down confirmed as primary camera, 3D cutscenes for key moments [SUPERSEDED by D-148] — perception
- D-020: Engine and architecture selection — Godot client + Rust simulation via subprocess/IPC — architecture
- D-021: Official project title — "The Settled Reach" — process
- D-022: Process — Round-based collaboration workflow — process
- D-023: Three-tier content model with life-sim substrate — content
- D-024: NPC generation model — 10 axes + combat component — content
- D-025: Social site / functional cluster as atomic template unit — content
- D-026: Simulation tiers with timestamp-based eviction — architecture
- D-027: Vertical slice — smuggler + detective, two-character proof [SUPERSEDED] — scope
- D-028: Dialogue architecture — tagged line pools with four relational layers — content
- D-029: Population entanglement ratio — 30/50/20 — content
- D-030: Testability architecture — 8 decisions for ticket T-214 — architecture
- D-031: Time system — game clock and day phases — architecture
- D-032: Separate monologue pools per character [SUPERSEDED — deferred to Phase 6] — content
- D-033: Entity color = relationship to player — perception
- D-034: THE FRIEND — production-level NPC pattern — content
- D-035: Converged tag taxonomy for dialogue and monologue line pools — content
- D-036: Sova Transit District / Van Maanen's Star as v0.1 setting — content
- D-037: Contraband specification — unlicensed lattice components — content
- D-038: Audio in v0.1 scope — 8 files via Stable Audio Open — scope
- D-039: v0.1 wow moment scope — all 6 moments [SUPERSEDED] — scope
- D-040: Wiki taxonomy structure — hierarchical with YAML frontmatter — process
- D-041: Knowledge Graph Data Model — architecture
- D-042: UI microcopy format — YAML via GDScript autoload — architecture
- D-043: Art direction — visual style ("functional warmth") — perception
- D-044: Art direction — visual hierarchy (entity > object > structure) — perception
- D-045: Art direction — environmental neutrality (strict zero shift) — perception
- D-046: Art direction — lighting system (three-reference model) — perception
- D-047: Art direction — two-tier animation system — perception
- D-048: Neural insert overlay — visual design — perception
- D-049: Z-level rendering stack (8 layers) — perception
- D-050: Velen — Van Maanen's Star primary world — content
- D-051: "Settling is placement" — design principle — scope
- D-052: Character favorite colors — object-layer identification — perception
- D-053: Movement as stance toggle system — scope
- D-054: Tile-based movement with same-tile occupancy — architecture
- D-055: Sprint explicitly suppresses interaction buffer — architecture
- D-056: Cursor states — insert-styled geometric — perception
- D-057: Entity interaction — vertical list, insert-styled [PARTIALLY SUPERSEDED — archetype portion deferred to Phase 6] — perception
- D-058: World menu — radial, 4 spokes — perception
- D-059: Fog — shader-based, five layers, knowledge-graph-driven — perception
- D-060: Cognitive delay for fog recognition — perception
- D-061: Dialogue box — unified conversation log, bottom screen, max 20% height, no portraits — perception
- D-062: Invisible locked dialogue options — content
- D-063: Confrontation — same box, different weight — content
- D-064: Walk-away — three-phase consequences — content
- D-065: Smuggler inventory — knowledge-primary with physical evidence [SUPERSEDED] — scope
- D-066: Dual-scale grid — 0.5m simulation, 1m visual (2x retina factor) — architecture
- D-067: Recognition chime fires at onset of cognitive delay — perception
- D-068: 5-bus audio architecture — architecture
- D-069: Audio dip profiles for dialogue and confrontation — perception
- D-070: Confrontation as cognitive vulnerability — perception
- D-071: No ambient dip for eavesdropping — ListeningFocus boost — perception
- D-072: Universal event-driven conversation murmur — perception
- D-073: Zone crossfade approach — hard boundary, soft audio transition — architecture
- D-074: Audio aesthetic identity — insert-tech vs organic — content
- D-075: Dialogue filtering — layered confidence gate on trust tier (OQ-18 resolution) — content
- D-076: Dialogue box max-width — 1200px (OQ-29 resolution) — perception
- D-077: Zone temperature memory — server-tracked zone_id (OQ-09 resolution) — perception
- D-078:
Overheard NPC conversation — passive dialogue panel with occlusion filterSCRAPPED (R-012) — perception - D-079: Knowledge Grant Architecture — perception
- D-080: NPC-to-NPC Knowledge Propagation — perception
- D-081: Unprompted Disclosure Design — perception
- D-082: NPC Information Boundaries — MVP Scope — perception
- D-083: Contradiction Detection Pipeline — perception
- D-084: Dual-namespace line ID scheme — role pool + instance override — content
- D-085: Per-game save directory structure — architecture
- D-086: Insert icon system — custom SVG, no icon font — perception
- D-087: v0.1 triangle configuration — 3 active forks, 2 passive tensions [SUPERSEDED] — scope
- D-088: 3-state pause system — Normal/Overlay/Paused, server-authoritative — architecture
- D-089: Self-contained triangle forks for v0.1, no cross-triangle cascade [SUPERSEDED] — scope
- D-090: PC voice registers — smuggler and detective speech patterns
[SUPERSEDED]— content - D-091: Complicity as named thematic core [SUPERSEDED] — scope
- D-092: Anchor line requirement in NPC style guide — content
- D-093: Sova Transit District — Spatial Layout and District Topology — content
- D-094: District Spatial Hierarchy — Chunk, Block, District Naming and Sizes — architecture
- D-095: Horizon Stations and Gate Infrastructure — Transport Lore — content
- D-096: DistrictLayoutMode — Grid and Organic Support — architecture
- D-097: Guarantee Tier System — Universal / Full-Only / Conditional — architecture
- D-098: TrianglePurpose Enum — content
- D-099: WallBackside / TileBehindState — Dual Classification — architecture
- D-100: Dynamic Modification via Overlay — DamageOverlay and RegenerationStrategy — architecture
- D-101: ZonePalette Modifier System — architecture
- D-102: Horizon View Corridor as Coastal Guarantee — architecture
- D-103: Assassin Lens Spatial Guarantees — A-1 through A-4 — architecture
- D-104: Heritage Grammar Overlay for Non-Urban Palettes — content
- D-105: Non-Urban Informal Zone Typology — content
- D-106: Vertical Scale Architecture and Rooftop Bar Clause — architecture
- D-107: Trauma Events as EraModification Subtypes — content
- D-108: MobileChunk Specification — architecture
- D-109: DamageOverlay / RegenerationStrategy Prohibition — Architectural Mandate — architecture
- D-110: Signed Z-Level Addressing — base_z u8 → i8 — architecture
- D-111: MobileChunk Idle State Covers Stationary Player Installations — architecture
- D-112: No Separate Location Instancing System — architecture
- D-113: Tile data model — extensible per-tile properties — architecture
- D-114: v0.2 proof-of-life — generator + graphics, not hand-built slice [SUPERSEDED] — scope
- D-115: Character creation scoped to skills + bookmark for v0.2 [SUPERSEDED] — scope
- D-116: Religion is not a game system — scope
- D-117: Tycoon is the v0.2 bookmark — zero investigation content [SUPERSEDED] — scope
- D-118: Small business owner starting state — tycoon is aspiration, not starting position [SUPERSEDED] — scope
- D-119: Generator spike confirmed for Sprint 25 — critical path — scope
- D-120: No skill ceiling in v0.2 — transhumanist ladder deferred [SUPERSEDED] — scope
- D-121: Voice is culture-driven — job as modifier — content
- D-122: All NPCs generated — no named hand-authored characters — content
- D-123: Generative AI for NPC content — build-time authoring tool and runtime voice pipeline — content
- D-124: In-game ollama for live NPC dialogue —
deferredSUPERSEDED by D-138 — content - D-125: World is quietly responsive — gradient of caring by social proximity — content
- D-126: Groundhog Day alarm clock homage — first game day only — content
- D-127: Player choices are the content — Rimworld model, job as rails — content
- D-128: Culture implicit in starting location — Van Maanen's Star equals Van Maanen's Star culture — content
- D-129: NPC personality — traits + behavior first, relationships codified for systems — content
- D-130: Fully emergent moral arc for v0.2 — generator proves relationships readable first — content
- D-131: Broad economic verb vocabulary — life verbs, not tycoon-specific — content
- D-132: Dual-scale consequence model — Rimworld sharp events and DF slow accumulation — content
- D-133: Skills affect outcome — same verbs available, skill determines quality — architecture
- D-134: Full character customization — hair, clothing, colors at tile scale — architecture
- D-135: Setting delivery via both layers — visual world + insert in parallel — architecture
- D-136: First Settled Reach moment — auto-generated apartment + insert activation — architecture
- D-137: Generator produces both structural and cosmetic variety at different scales — architecture
- D-138: LLM Re-voicing Pipeline for NPC Voice — content
- D-139: Composable behavior primitives — three-layer assembly model — content
- D-140: Dialogue re-voicing quality constraints — Paula's six rules — content
- D-141: PlatformInfo — client-side OS abstraction autoload — architecture
- D-142: Zone-type template architecture for scalable NPC behavior — content
- D-143: GD calendar epoch — Gate Discovery (2300 AD) as year 0 — content
- D-144: Sirius (GJ 244A / S-067) as Reach capital — seat of the Concord Assembly — content
- D-145: Base building DLC — GJ 902 unclaimed moon as player settlement site — scope
- D-146: Character creation preview — tile-scale sprite with heavy zoom — scope
- D-147: Aesthetic taste as character personality trait — shared root for cosmetic and environmental expression — content
- D-148: 30° low-angle camera with 45° map rotation — supersedes D-019 — architecture
- D-149: 3D characters rendered live in scene — not pre-rendered sprites — architecture
- D-150: Character outline — inverted hull method — architecture
- D-151: Direction count — 8 server-side facings, 4 visual groups client Sprint 28 — architecture
- D-152: Character LOD — performance-driven budget, not distance threshold — architecture
- D-153: Player character not visually distinct from NPCs — scope
- D-154: Character outline is not a relationship indicator — uniform dark — scope
- D-155: Character editor rotation — cardinal directions only, no free-spin — scope
- D-156: Faction colors are narrative, not a visual compositor concern — scope
- D-157: Game start sequence — alarm clock fade from black, not camera pull-back — scope
- D-158: Frontal camera angle is default for character editor / mugshot UI — scope
- D-159: Character body type enum: 5 types × 2 genders + 1 child skeleton (11 total) — scope
- D-160: Body meshes must be segmented into 18 bone-group regions — architecture
- D-161: Head is always a separate mesh on the Head bone — architecture
- D-162: Clothing is pre-baked per body type via Blender Surface Deform — architecture
- D-163: Trellis generates unique heads per character via BoneAttachment3D — architecture
- D-164: Fork Quaternius skeleton, replace all body meshes — architecture
- D-165: Character creator color palette: 5x9 muted hues + 1x9 neutral gray — scope
- D-166: Development Cascade — 6-Phase First-Things-First Build Order — architecture
- D-167: Heritage Roots Superseded — Corridor Cultural System Replaces Abstract Roots — content
- D-168: Iserlohn (GJ-532c) planet name — keep, real-city origin documented — content
- D-169: Implant UI component library — Control node tree with custom Theme — architecture
- D-170: HUD visibility groups — gameplay vs implant layers — architecture
- D-171: Three-Currency System — economics
- D-172: Currency Zone Initialization — economics
- D-173: Commodity Taxonomy — economics
- D-174: Shadow Economy Layer — economics
- D-175: Corporation Taxonomy and Prerequisite — economics
- D-176: Productivity Seeding — economics
- D-177: Productivity Constraints (Lore-Derived) — economics
- D-178: Economic Model Architecture — economics
- D-179: Stability Acceptance Criteria — economics
- D-180: Event Input Port — economics
- D-181: Signal Vocabulary — economics
- D-182: TOML Source of Truth for Economics Data — economics
- D-183: Iterative Economics Development Cycle — economics
- D-184: Commodity Catalog (36 Types) — economics
- D-185: Brands Are Not Commodities — economics
- D-186: Gate Transmission Levels (Mass + Data + Energy) — economics
- D-187: Fusion Fuel as Intermediate (8:1 Water Yield) — economics
- D-188: Rename biome_summary to planet_class across codebase — architecture
- D-189: Brand Layer Architecture — economics
- D-190: Brand Volume Calibration — Population-Relative Scale — economics
- D-191: Atlas of the Reach — Phase 3 Scope and Pipeline — architecture
- D-192: Drop PROTOCOL_VERSION lockstep handshake — architecture
- D-193: Lattice Commission — canonical long-form of the Commission — content
- D-194: Three-Component District Mix Algorithm for City District Type Distribution — architecture
- D-195: Attractor-Matching Compatibility Matrix for Generative City Placement — architecture
- D-196: SettlementClass Enum and Latent Settlement Active/Ghost Logic — architecture
- D-197: prosperity_baseline Derivation Formula with Topographic Gradient — architecture
- D-198: Economic Simulation Independence from Layer 1–2 Spatial Data — architecture
- D-199: 6-Field Minimum Economic Read Set for City Generation Context — architecture
- D-200: Three-Tier Execution Model (Build-Time / Runtime-Background / Runtime-On-Demand) — architecture
- D-201: Spatial Hierarchy — Eight Tiers with Locked Dimensions — architecture
- D-202: Heightmap BLOB Storage Schema (atlas_body_heightmaps) — architecture
- D-203: BodyWorldState Bevy Resource with LRU Cache — architecture
- D-204: body_radius_km Column on bodies Table — architecture
- D-205: Province Boundary Pre-Computation (atlas_province_boundaries) — architecture
- D-206: Background Generation Priority Queue and Rayon Thread Infrastructure — architecture
- D-207: Fully Generative Placement — markers.json Stripped to Topographic Features — architecture
- D-208: D8 Priority-Flood Drainage Routing — Layer 1 Empty World — architecture
- D-209: Geographic Feature Tag Extraction (7 Settlement Attractor Tags) — architecture
- D-210: Sub-Biome Variant Classification and terrain_modification_cost — architecture
- D-211: Attractor-Matching Five-Phase Pipeline for Settlement Placement — architecture
- D-212: TerritorialStatus Priority-Ordered Derivation Algorithm — architecture
- D-213: FoundingOrientation Enum and Spatial Grid Rotation — architecture
- D-214: PoliticalArchetype Enum and Settlement Spatial Character — architecture
- D-215: Five Explicit Political Archetype Spatial Arrangement Patterns — architecture
- D-216: BlockIrregularity from founding_age — Layout Age Character — architecture
- D-217: Tile Condition Thresholds (0.63 / 0.43 / 0.23) — architecture
- D-218: WorldTier Enum Canonical Values (Epicenter/Regional/Backwater/Passage/Waypoint) — architecture
- D-220: Settlement Density Model — Tile Scale, Density Classes, and Vertical Pressure — architecture
- D-221: Replace sprint workflow with kanban + milestones — process
- D-222: Spatial hierarchy and naming — Subtile to District, lore vs code — architecture
- D-223: Authored content as a flavored name pool — markers names-only, hand-authored templates removed — architecture
- D-224: SeedChain — deterministic seed-derivation contract — architecture
- D-225: Atlas layer-stream proxy — compute-on-demand, mod-first (resolves Q-098) — architecture
- D-226: Live-pause inspection harness — agent-navigable, real-UI debug/review — architecture
- D-227: Deterministic-rebuild world model — derive-don't-store, cache, tile mutators, volumetric — architecture
- D-228: Composite tile schema — orthogonal axes, derived shape, region-level morphology — architecture
- D-229: Building-property-tag schema — the step-3 fill output — architecture
- D-230: FillChunk two-phase execution model — background-plan / on-demand-derive — architecture
- D-231: DoorSpec and InteriorDescriptor — the step3→step4 boundary and the Phase-6 seed — architecture
- D-232: Architecture-flavor — trait-template catalog (economically gated, seed-drawn, wiki-biased) — architecture
- D-233: Economic signal → block-fill vocabulary —
BulkClass×ProductionUbiquity— architecture - D-234: Morphology zone → street and footprint constraints — architecture
- D-235: Building exterior visual grammar and material vocabulary — architecture
- D-236: Sol / GJ-0 — player-inaccessible, Atlas highest-level only, deeper Sol is future DLC — scope
- D-237: Authored per-system specialisation layer —
economic_specialization+cultural_specialization+dominant_faction— architecture - D-238: Symmetric shadowcasting (Albert Ford) selected for LOS computation — perception
- D-239: Tile derivation contract — coarse→fine refinement chain (resolves Q-101) — architecture
- D-240: Registry orbit/star data is non-canonical — climate derives from a
planet_classtemperature envelope — architecture - D-241: Spike binary artifacts are local-only — gitignored, never tracked — process
- D-242: Corp HQ settlement model — HQs are not cities; separate from the name pool, specialization-keyed, install-baked — architecture
- D-243: Spatial scale ladder — nested absolute containment with a single elastic planetary seam (resolves Q-110) — architecture
- D-244: Asset rendering — 3D objects in-world; 2D limited to textures + flat artwork — architecture
- D-245: Nature-layer believability acceptance gate — architecture
- D-246: Intra-class micro-habitat mosaic — sub-chunk palette modulation of the D-228 axes — architecture
- D-247: Native pre-existing biospheres + chirality food-safety bit — why the Reach is breathable, and half of it inedible — content
- D-248: 3D locomotion presentation — per-leg constant-velocity interpolation keyed to the stance throttle — architecture
- D-249: 3D facing presentation authority — server feet, client eyes — architecture
- D-250: Wall cutaway is client-side camera presentation, decoupled from fog-of-perception — perception
- D-251: Character asset route, 2026 reconfirmation — Quaternius rig, in-house wardrobe, purchased animation tiers — content
- D-252: Facing is view-only — movement no longer writes Facing; NPC gaze is intent — architecture
- D-253: Region transient state model — seasonal/tidal/weather/snow phase functions (resolves Q-105) — architecture
- D-254: Standalone Atlas companion app —
make atlas, dual-connection reader — architecture - D-255: Body Map Viewer — stepped Atlas render architecture (supersedes the T-1143 continuous-ladder mechanism) — architecture
- D-256: Canonical sampling convention — one absolute-metre derive core; the batch layer is a survey raster — architecture
- D-257: Environment props share the character toon shading treatment; minimal-PBR carve-out for glazing — architecture
- D-258: Rung-0.5 expanded layer — one derived base for the whole ladder — architecture
- D-259: Enclosed settlements — open-air requires a breathable atmosphere — architecture
- D-260: Generator scope — Sol is authored, not generated — architecture
Open questions
- Q-003: Art direction / presentation style — perception
- Q-008: Licensing / distribution model — scope
- Q-010: Storyteller AI design — content
- Q-013: Line previewer temporal progression — content
- Q-017: Triangle pressure threshold — content
- Q-019: Entity ID stability strategy — architecture
- Q-020: Multi-entity collision resolution — architecture
- Q-021: Tick budget overflow policy — architecture
- Q-022: NPC pathfinding cache eviction — architecture
- Q-023: Debug visualization scope — architecture
- Q-027: Fast-travel system design — scope
- Q-029: Save file format design — architecture
- Q-030: Seed configuration schema — architecture
- Q-031: Combined content style guide — content
- Q-032: Cultural ingredients menu — scope
- Q-033: Three-system NPC architecture — content
- Q-034: PC archetypes — scope
- Q-035: Sacred/Profane/Middle Kingdom framework — scope
- Q-037: Generator development pipeline — scope
- Q-038: Authored content estimate at 300-world scale — scope
- Q-042: Intra-system transport networks — passenger vs. freight, vehicles and modes — content
- Q-045: Axis 11 — Network Footprint NPC tag — content
- Q-047: Mobile environment social arc — structural representation of journey timeline — content
- Q-048: DramaDensity enum naming — 3-level vs 5-level — content
- Q-050: Assassination difficulty synthesis — formal spec combining stored baseline with on-demand computation — content
- Q-051: Speech bubble indicator over speaking NPCs — perception
- Q-052: Storyteller hint delivery — parallel diegetic channels when player does not act — content
- Q-053: Insert workspace boards — design philosophy and information architecture — perception
- Q-054: Insert workspace board — rendering primitive and data contract — perception
- Q-056: Zone spec needs location_context field (surface/station/vessel) — content
- Q-058: Runtime behavior text serving system — scope
- Q-060: Can Surface Deform produce acceptable clothing at extreme body types? — architecture
- Q-061: How many base clothing meshes needed for v0.2 proof-of-life? — scope
- Q-062: What does Quaternius Source tier include for body types? — scope
- Q-063: Footstep VFX system (Godot Asset Library #4122) — architecture
- Q-065: Shooting mechanics — Deep RayCast 3D vs Ballistic Penetration System vs server-side — architecture
- Q-066: PathMesh3D for procedural environment geometry — architecture
- Q-067: Vehicle physics for in-world transport — architecture
- Q-069: GPU cloth simulation for dynamic clothing — architecture
- Q-070: NobodyWho LLM patterns vs our Rust voice pipeline — architecture
- Q-071: Steam integration template for multiplayer lobbies — architecture
- Q-072: BitTorrent for P2P asset/mod/world state distribution — architecture
- Q-073: BehaviourToolkit patterns for Rust NPC AI — architecture
- Q-074: Screenshot manager for in-game captures and bug reports — architecture
- Q-075: RichText3D for in-world text rendering — architecture
- Q-076: DeformableMesh for runtime environment and damage variation — architecture
- Q-078: God rays for atmospheric lighting — architecture
- Q-079: GridMapLayer — 2D tile logic driving 3D grid rendering — architecture
- Q-080: Mod loader architecture reference — architecture
- Q-081: VisionCone3D for client-side fog refinement — architecture
- Q-082: VoronoiShatter for destruction effects — architecture
- Q-083: ThemeGen for dynamic insert styling and value-level theming — architecture
- Q-084: Isometric point-and-click navigation pattern — architecture
- Q-085: Portal rendering for spatial transitions and viewports — architecture
- Q-086: Day/night cycle — server time driving client lighting — architecture
- Q-087: Water shader for environment zones — architecture
- Q-088: Spatial audio for information-aware sound — architecture
- Q-089: Procedural star rendering for space viewports and star map — architecture
- Q-090: Markov chains for procedural name/text generation in Rust — architecture
- Q-091: Event-driven audio system — architecture
- Q-092: Modular settings menu as foundation for T-735 — architecture
- Q-093: Tile-based exploration map in player insert (Google Maps for the implant) — architecture
- Q-097: Strip "What They Don't Talk About" from corporation pages — content
- Q-099: Mod content catalog — body rows / terrain_reference overlay for systems.db — architecture
- Q-103: Tile-mutator op schema — architecture
- Q-107: Wiki → Atlas content-set consolidation — architecture
- Q-108: Subterranean / domed / sealed-habitat settlement morphology — does the built-world fill model need a surface-vs-enclosed branch — architecture
- Q-109: Cascade generation-source dispatch — planetary / station / mod-DLC-forked / save-only — architecture
- Q-111: Live-econ coupling of generation inputs — which inputs refresh from the rolling sim vs stay static-authored? — architecture
- Q-112: Storyteller engagement scoring — move to bps integer arithmetic or sanction f32? — architecture
- Q-113: Is cross-platform f32 bit-identity required for saves? (golden vectors are x86_64-only) — architecture
- Q-114: Server-side NPC appearance generation contract — seed+culture+role → CharacterVisualDescriptor — architecture
- Q-115: Are garments simulated inventory items or visual-only descriptor fields? — architecture
- Q-116: GDScript lint gate — flip to blocking or record advisory-forever? — process
- Q-117: whatsinagame/ — extract the embedded starter-kit product or record why it stays vendored? — scope
- Q-118: Empty wiki category dirs (cultural-groups, institutions, lore, species) and blank body Descriptions — Phase-6 scope or retire? — scope
- Q-119: Is the generic-parent placeholder set the first asset-production milestone? — content
- Q-120: Adopt a garment-token vocabulary with generic fallback parents (the D-235 pattern, applied to clothing)? — content
- Q-121: Where does cultural dress canon live — TOML registers now, prose pages in Phase 6? — content
- Q-122: Third-party asset sourcing policy — when to use CC0/purchased bases vs Trellis generation, per asset class? — content
- Q-123: Believability gate threshold calibration — architecture
Resolved questions
- Q-001: Game engine selection — architecture
- Q-002: Scope of v0.1 playable prototype — scope
- Q-004: One campaign spanning all eras or separate era scenarios? — scope
- Q-005: Scale for prototype - locations, characters, factions — scope
- Q-006: Multiplayer or single-player only? — architecture
- Q-007: Target platform(s) — scope
- Q-009: Time system — architecture
- Q-011: Character selection and playable characters — scope
- Q-012: Generation expansion method for dialogue — content
- Q-014: Audio timing with monologue chime — perception
- Q-015: Generation expansion for THE FRIEND content — content
- Q-016: Knowledge hierarchy for monologue prerequisites — perception
- Q-018: Shadowcasting algorithm selection — architecture
- Q-024: Gossip propagation timing — perception
- Q-025: Knowledge graph cap and eviction strategy — perception
- Q-026: Contradiction detection algorithm — perception
- Q-028: Collision-resistant line IDs for auto-generated NPCs — content
- Q-036: District skeleton as generator output — scope
- Q-039: Gate topology generation — scope
- Q-040: Gate dual-use topology — freight and commuter on shared span gate infrastructure — content
- Q-041: Interstellar travel mechanics — horizon stations and gate architecture — content
- Q-043: Station internal transit — intra-station transport system between districts — content
- Q-044: Gate-train integration — do transport vehicles use gates directly or transfer on each side — content
- Q-046: Departure schedule model — departure windows as generator output for docked vessels — architecture
- Q-049: ObjectTag vocabulary co-maintenance — Miri and Araminta shared dependency — content
- Q-057: Composable behavior generation — decompose culture × role × context into assembled behaviors — content
- Q-059: PlatformInfo full interface scope — architecture
- Q-064: 3D planet generator for wiki system screenshots — architecture
- Q-068: Procedural terrain generation patterns — chunk loading and noise — architecture
- Q-077: World generation architecture → PROMOTED TO WORKSHOP — architecture
- Q-094: Chart widgets for economy/market insert UI — architecture
- Q-095: Commission formal name — authoritative designation — content
- Q-096: Replace sprint workflow with kanban + milestones — process
- Q-098: Persistence of generated river/city mapping outputs — architecture
- Q-100: Biome authority — Python sim vs Rust cascade — architecture
- Q-101: Refinement / derivation contract — coarse hint → fine geometry + morphology algorithm family — architecture
- Q-102: Cohesion-matrix algorithm — seam-free continuous variation — architecture
- Q-104: Floor-index ↔ absolute voxel-z coordinate mapping — architecture
- Q-105: Region seasonal/clock state — the shared cheap-dynamism source — architecture
- Q-106: Era-band stacking depth for layered architecture-flavor — architecture
- Q-110: Region/chunk physical-scale anchoring — what is a region in metres, and what anchors a heightmap pixel? — architecture
Rejected
- R-001: Stellaris mod — architecture
- R-002: CK3 total conversion — architecture
- R-003: Other existing games (Distant Worlds 2, GalCiv IV, Sins of a Solar Empire II, Victoria 3) — architecture
- R-004: Pure Bevy (Rust) — no Godot — architecture
- R-005: Pure Godot (GDScript or C#) — architecture
- R-006: Godot + Rust via GDExtension — architecture
- R-007: Godot + C++ via GDExtension — architecture
- R-008: Fyrox (pure Rust engine) — architecture
- R-009: Custom framework (Rust + raylib/macroquad) — architecture
- R-010: protobuf for client-server serialization — architecture
- R-011: Single currency for Phase 2 economics — economics
- R-012: Overheard NPC conversation system (D-078) — scrapped — perception
- R-013: Localization / i18n — scope