Files
settled-reach/docs/design/faction-mechanics-reference.md
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jpmschweitzerandClaude Fable 5 ca255dc16c chore(meta): cascade refocus — supersede v0.2 cluster, re-home backlog tree, capture workshop WIP
Governance:
- D-166 amendment (2026-06-12): outside-in build order (geo → econ-on-world →
  building templates → door boundary contracts → NPC/interiors → gameplay);
  Phase 5 ramps in parallel once outsides are walkable (gate: T-962)
- D-114/D-115/D-117/D-118/D-120 marked superseded by D-166 (inbound anchors fixed)
- D-221 amended: milestones retired, cascade-hierarchy gating is canonical
- Q-077/Q-068/Q-036 resolved (answered by events); Q-110 (scale anchoring) and
  Q-111 (live-econ coupling) opened from cascade grounding

Ticket tree (147 stray backlog tickets dispositioned):
- New parents: T-1036 (post-cascade gameplay parking), T-1037 (maintenance initiative)
- Re-homed: 15 → Phase 4 (T-750), 30 → Phase 5 (T-749), 11 → Phase 6 (T-751),
  21 → gameplay parking, 28 → maintenance; children follow their epics
- Cancelled 12 administrative shells (mirror tickets, emptied pre-cascade umbrellas,
  v0.2 pivot shell T-603); T-9/T-28 closed done; T-745 in_progress
- New grounded tickets T-1038..T-1044: inter-settlement road/rail graph, L3→L4
  dispatch threading, river-channel-anchor bug, 64m landform-repeat bug,
  region seam blending, road-entry octants, drainage re-run fix

Docs:
- CLAUDE.md cascade paragraph updated to the amended rule
- 20 v0.1-era docs/design files marked superseded with pointers;
  content-structure-canonical retitled (v0.2 label dropped)

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 12:26:32 +02:00

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7.0 KiB
Markdown

---
title: "Faction Mechanics Reference"
description: "Quick reference for six-faction gameplay systems including resources, blind spots, and reputation mechanics"
type: design
status: superseded
ticket: ""
decision_refs: []
author: ""
created: 2026-02-19
updated: 2026-02-19
superseded_by: "docs/design/systems-framework.md + the wiki faction pages"
---
> **SUPERSEDED (2026-06-12, cascade-refocus sweep):** superseded by docs/design/systems-framework.md + the wiki faction pages (the political model was rebuilt as the institutional systems framework across 301 systems). Kept as historical record; do not build against it.
# Faction Mechanics Reference
Quick reference for how the six factions work as gameplay systems.
**Source:** Round 16 discussion (full analysis at `docs/discussions/round-16-faction-mechanics.md`)
---
## Quick Comparison Matrix
| Faction | Playstyle | Starting Resources | Information Channel | Key Constraint |
|---------|-----------|-------------------|---------------------|----------------|
| **Concord Assembly** | Political thriller | Moderate wealth, high institutional access | Political intel, legislative roadmap | Process-locked, slow |
| **Syndics** | Economic thriller | High wealth, commercial networks | Economic flows, market data | No authority, transactional only |
| **Separatists** | Resistance thriller | Low wealth, frontier networks | Frontier geography, local grievances | Limited institutional access, economic poverty |
| **Severance** | Paranoid thriller | Low wealth, counter-tech | Counter-surveillance, institutional patterns | Institutional hostility, high operational cost |
| **Veil Institute** | Mystery thriller | Moderate wealth, research authority | Cosmic mystery, Builder data | Classification obsession, compartmentalization |
| **Lattice Commission** | Investigative thriller | Moderate wealth, legal authority | Meta-information, lattice/imprint data | Legal process required, internal faction split |
---
## Resource Asymmetry
| Faction | Wealth | Legal Authority | Tech Access | Information Access | Mobility |
|---------|--------|----------------|-------------|-------------------|----------|
| Assembly | Moderate | HIGH (legislative) | Moderate | Political intel | High (institutional) |
| Syndics | HIGH | None | Commercial | Economic intel | HIGHEST (own span gates) |
| Separatists | LOW | None | Low | Frontier intel | Low (sparse infrastructure) |
| Severance | LOW | None (hostile) | Counter-tech | Counter-surveillance | Variable (off-grid) |
| Veil Institute | Moderate | Research-specific | HIGHEST (Founder) | Cosmic mystery | Moderate (gate access) |
| Commission | Moderate | HIGH (regulatory) | Meta-access | Surveillance data | High (institutional) |
---
## Factional Blind Spots
What each faction CANNOT see:
- **Assembly:** Street-level activity, Severance networks, Syndic backroom deals
- **Syndics:** Ideology, political maneuvering beyond market impact
- **Separatists:** Core institutional politics in detail
- **Severance:** High institutional politics, economic flows
- **Veil Institute:** Street-level intel, daily politics outside funding battles
- **Commission:** Off-lattice/off-Meridian activity, Unbound networks
**Design principle:** Blind spots create replayability (different factions see different conspiracies) and cross-faction necessity (some intel requires cooperation).
---
## Reputation System (3D)
Each faction tracks three values for the player:
1. **Trust** — Do they believe you're aligned with their interests?
2. **Usefulness** — Do they think you're valuable to them?
3. **Exposure** — How much do they know about your activities?
### Example Reputation States
- **High Trust + High Usefulness + Low Exposure** = ideal ally
- **Low Trust + High Usefulness + High Exposure** = transactional hostage
- **High Trust + Low Usefulness + High Exposure** = liability
### Cross-Faction Reputation Effects
- Assembly ↑ Trust → Severance ↓ Trust (you're institutional)
- Syndics ↑ Usefulness → Separatists ↓ Trust (profiting from exploitation)
- Commission ↑ Trust → Severance ↓ Trust + ↑ Exposure (cooperating with surveillance)
- Severance ↑ Trust → Commission ↑ Exposure + Assembly ↓ Trust (associating with extremists)
---
## Multi-Faction Play Strategies
| Strategy | Benefits | Costs |
|----------|----------|-------|
| **Single faction loyalty** | High trust, deep access, faction resources | Blind to other perspectives, vulnerable to faction collapse |
| **Transactional multi-faction** | Broad information access, economic flexibility | Low trust, expensive, first to be cut off in crisis |
| **Covert multi-faction** | Deep access on multiple sides, intel arbitrage | High operational security cost, exposure risk catastrophic |
| **Ideological coalition** (Severance + Separatists) | Aligned goals, resource sharing | Limited resources, institutional opposition, high risk |
| **Institutional coalition** (Assembly + Commission) | Legal authority, legitimacy | Slow to act, visible, Severance actively opposes |
---
## Pillar Coverage
How each faction engages with the five pillars:
| Faction | Pillar 1 (Info) | Pillar 2 (Network) | Pillar 3 (Society) | Pillar 4 (Crisis) |
|---------|----------------|-------------------|-------------------|------------------|
| Assembly | Political intel | Institutional gate access | Legislative power | Policy crisis |
| Syndics | Economic intel | Span gate control | Commercial leverage | Market crisis |
| Separatists | Frontier geography | Off-grid routes | Ideological resistance | Secession crisis |
| Severance | Counter-surveillance | Dead zones | Anti-institutional action | Surveillance crisis |
| Veil Institute | Cosmic mystery | Gate activation authority | Research vs. secrecy | Existential crisis |
| Commission | Meta-information | Meridian control | Privacy vs. security | Regulatory crisis |
---
## v0.1 Recommendation
**Recommended factions for first prototype:** Commission + Severance
**Rationale:**
- Maximum mechanical contrast (surveillance vs. counter-surveillance)
- Direct opposition creates immediate tension
- Tests asymmetric information at extremes (Commission sees everything on-lattice, Severance hides from everything)
- Both factions have clear starting hooks in conspiracy investigation
- Demonstrates replayability through opposed perspectives on same events
**Alternative:** Assembly + Syndics (political vs. economic, tests institutional play)
---
## Design Principles
1. **Each faction is a different information channel** — not just different intel, but different TYPES of knowing
2. **Each faction has systematic blind spots** — creates replayability and cross-faction necessity
3. **Constraints create playstyle identity** — what you CAN'T do defines the game
4. **Resources are asymmetric** — factions are DIFFERENT, not balanced
5. **Reputation is multi-dimensional** — Trust/Usefulness/Exposure creates complex relationship space
6. **Every faction feeds multiple pillars** — no single-purpose factions
---
**Full analysis:** `docs/discussions/round-16-faction-mechanics.md`