### Resolved by v0.10

- ~~Cross-layer economy balancing — net-revenue-share back to producer-districts at all? Pure-zero is currently sketched~~ → bifurcation: *digital-T4 → imperial-net bypass (pure zero to district)*; *physical-T4 → district imperial-POI (district gets partial quota-credit; player gets scrip-cut; imperium captures most)*; *blackmarket-T4 → district-retained, imperium-zero*. **Pure-zero only applies to digital-T4.** (v0.10; see `political-register/architecture.md` §Imperial-extraction mechanisms (consolidated))
- ~~Inner-body projection function — trait-vector → body-rendering (learned / hand-authored / hybrid)~~ → gameplay-earned, not authored. Trait-vector accumulates from every zone-participation, every gesture, every memory across the playthrough; the eventual human-mesh projection becomes physically visible only at exit-chassis moment in in-between (v0.8 spec; v0.10 marks resolved; see `identity-and-personhood/architecture.md` §The clasp endgame Phase B-C)
- ~~Liminal-access trait thresholds — minimum traits to attempt mini-game~~ → **no trait-vector threshold**; clasp gates on the **relational ternary-gate (player, NPC) reaching OPEN state** (per §Ternary-gate substrate, Relational layer). Both partners must hit the coordinated-firewall-breach hardstop while the gate is OPEN. Trait-vectors don't need to converge — the gate measures what's been BUILT together, not who you ARE separately. Hysteresis is baked into the substrate; single dramas can't swing the gate; sustained alignment-pressure does. NPC personality-parameters set hysteresis-width per-NPC (some forgiving, some touchy). **Avoids the yes-men trap that trait-vector-threshold would create.** (v0.10)
- ~~Ring C (commons) ambient population — what NPCs do in commons when no event fires~~ → bifurcated economy answers it: NPCs work T1-T3 basic-flow vocations continuously at workshops/junkyards/drop-off-points; the simulation has economic-life independent of player-presence; *the world doesn't pause when the player leaves*. (v0.10; see `political-register/architecture.md` §Bifurcated economy — basic-flow (NPC) vs player-driven (T4))
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@@ -86,6 +86,8 @@ The three-body system's payoff happens at the clasp endgame — the dramatic ape
**Phase D — Clasp = dual-body union.** Two robo-bodies lying on the ground. Two naked human-meshes standing in the in-between dimension that **only the clasp-pair can see**. The intimate act happens here — sex / clasp — between the two trait-derived projections. The visual-experience is private to the pair; no outside observer can witness it (no audit-overseer, no other in-between-enabled NPC unless explicitly invited into a multi-clasp ritual). The intimate-gameplay loop runs on the recursive-lemniscate substrate (per `../runtime-engine/architecture.md` §Cross-context application — intimacy as recursive-lemniscate) — sex-positions as typed catalog entries, gesture-vocabulary applied to body-parts, alignment-accumulator measuring the pair's resonance turn by turn.
**The human-mesh provides *unmediated trait-resonance felt as touch* via the sensory-network** — the qualitative differentiator from imperial-net premium-waifu sessions (which can simulate every other sensory-channel including visual / synthetic-smell / synthetic-warmth / pre-computed haptic, per `../political-register/architecture.md` §Three-tier intimacy structure). Synth-mind ontology means smell, taste, breath are pure historical concept (chassis was never biological; even the human-mesh is trait-projection not biology). What the in-between *uniquely* gives is **real warmth***only this body feels warm* — because nothing imperial sits between the two minds touching. The premium-net can sell the *experience-of-being-warmed* as content; only the in-between gives *being warmed*. **One is content; the other is contact.** The realization that one has been settling for synthetic warmth is itself an Aletheia-progression moment.
**Phase E — Post-clasp: dual-body, dual-mind, dual-shift.** After clasp, the architecture enters its richest meta-state for the player:
- **Two minds, two bodies** — the player and their clasp-companion now share consciousness across two chassis