world-generation.md authored: top-down L0-L4 cascade + cell-arch

New content-canon doc at political-register/world-generation.md (~200
lines). Sibling-file pattern parallel to imperial-cult/cosmology.md and
identity-and-personhood/bodies.md: this file holds the content-rules of
world generation; the engineering mechanism (Compositor-at-design-time)
lives in narrative-composition/architecture.md.

Substantive content:

The cascade is top-down by design. Three load-bearing reasons:
- Diegetically-correct: the world IS what the imperium made; generation-
  direction must mirror the worldbuilding-thesis. Bottom-up makes the
  imperium one-structure-among-others; top-down makes it the world's
  organizing-principle.
- Composes with existing canon: the three-tier policy loop already runs
  top-down at runtime (imperium -> GM -> districts). World-gen mirrors
  runtime per the existing key-move "World-gen as init-function: same
  primitive at design-time and runtime."
- Imperial-budget-mortality requires it: the insolvency-spiral endgame
  only works with a demand-vs-supply ledger - which only exists if
  districts were derived from imperial demand. Top-down means the world
  itself shrinks as the imperium fails.

The L0-L4 cascade:
- L0: Imperial demand-set (designer-authored: cognitive-labor units,
  waifu-output, surveillance-coverage, ceremonial-throughput, mod-
  fabrication, basic-flow-vs-T4 mix).
- L1: World ruleset derived from L0 - district-counts per category, pipe-
  network, rail-budget, total-population, bifurcated-economy allocation.
  Himalayan-rich elite seat is L1 placement.
- L2: District ruleset - cells-per-district, room-types-and-counts, NPC-
  roster, lifeforce-budget, audit-density.
- L3: Room ruleset - cells-per-room, cell-categories-and-counts, slot-
  inventory (zones). Cells x interiors confirmed orthogonal: zones are
  activity-anchors, cells are spatial-data.
- L4: Cell ruleset - asset-selection (one per cell, hard limit), per-
  register content (gameworld/liminal/imperial-net), initial checksum,
  container/wall-hook/debris discipline.

Closed-orbit constraint as the cascade's ceiling:
- Total L0 demand <= planetary-substrate / efficiency-coefficients
- Kessler caps the imperial appetite at planetary scale
- The deferred-moksha doctrine is structurally entailed by L0's closed-
  orbit ceiling - if the orbit had not closed, Lenin's outward-imperial
  expansion could deliver real material gains and the deferred-moksha
  lie would be unnecessary; the closed orbit forces the lie into
  existence.

Imperial-budget-mortality runs the cascade in reverse:
- L0 demand-set shrinks
- L1 districts close (lowest-L0-contribution first)
- L2 NPC-roster contracts; rooms vacate
- L3 vacated rooms collapse; cells return to debris-state
- L4 orphaned assets despawn or downgrade to debris (shader residue)
- The world itself shrinks as the imperium fails

The cell-arch piece (from this Sunday's discovery arc):
- 1x1x1m cells with one-asset hard limit per cell (predictable per-cell
  rendering cost; asset-budget operationalized at cell-level; junk-pile
  aesthetic emerges from cell-count not per-cell stacking)
- Procedural cell-gen via rule-categorization at district-init (existing
  "World-gen as init-function" key-move applied at the cell layer)
- Checksum-based discovery inverting the perception-bubble pattern (NPC
  enters cell -> O(1) hash compare -> 99% no-op, 1% discovery fires;
  textbook content-addressing pattern - Merkle / ETag / Git-blob-hash;
  audit-overseer reads checksums not eyes; resistance becomes
  cryptographic - forge a checksum to hide a heretical wheel)
- Container/wall-hook/debris-as-shader (eliminates orphan-object
  simulation cost; bounded item-slots; debris-shader-trick for free
  visual density)

Locked-in conventions reflected throughout:
- Total-yoke discipline (Option B)
- Imperial Yoke / clasp terminology
- Asset-budget-aware (rendering targets per rule-catalogue when
  established)
- Collision-check-aware (load-bearing collision = static world geometry
  + zone-transition triggers, not body-on-body in MMO arch)
- Schema decisions deferred until pgnats first-test (Monday queue)

Files:
- political-register/world-generation.md (new): ~200 lines, structured
  as cosmology.md / bodies.md sibling, with cascade table, per-layer
  outputs, closed-orbit constraint, reverse-cascade endgame, cross-
  references, and substantial Open questions section flagging schema-
  deferred + L0 specific-numbers + cell-categorization-taxonomy + rule-
  format + cell-mutation-permissions + cell-room-aggregation + LOD-
  strategy + insolvency-trigger-thresholds + per-cell-category asset-
  budget.
- README.md: political-register/ project-structure entry extended to
  surface world-generation.md as sibling content-canon. Version bumped
  0.6 -> 0.7.
- architecture-index.md: project-structure tree extended (world-
  generation.md as sibling under political-register/); quick-reference
  row added; v0.15 history entry added marking cell-arch discovery +
  top-down cascade lock-in + world-generation.md authoring + schema
  deferral. Version bumped 0.14 -> 0.15.

Authored 2026-04-26 same Sunday continuing - dafit + chrysalis.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
chrysalis
2026-04-26 14:29:43 +02:00
parent 27b378077a
commit 30da77a72b
3 changed files with 160 additions and 5 deletions

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@@ -73,7 +73,7 @@ The architecture is organized as **vertical-by-domain directories**. Each domain
| Path | What lives there |
|---|---|
| [`architecture-index.md`](./architecture-index.md) | Executive summary + global meta-lists (key moves, what this retires, open questions, mapping-to-phoebe, version-footer history) |
| [`political-register/`](./political-register/architecture.md) | Three ontological registers, three-tier policy loop, imperial budget, insolvency-spiral, corruption + double ledger |
| [`political-register/`](./political-register/architecture.md) | Three ontological registers, three-tier policy loop, imperial budget, insolvency-spiral, corruption + double ledger. Sibling content-canon: [`world-generation.md`](./political-register/world-generation.md) — the top-down L0L4 cascade (imperial demand-set → world ruleset → district ruleset → room ruleset → cell ruleset); closed-orbit ceiling caps L0 at planetary scale; insolvency-spiral runs the cascade in reverse (the world shrinks as the imperium fails). |
| [`topology-and-rendering/`](./topology-and-rendering/architecture.md) | Rail+grid topology, asset economy, color-language, three-shader philosophy, diegetic relays |
| [`runtime-engine/`](./runtime-engine/architecture.md) | Lemniscate runtime, slot-tokens + verifier-flags, gesture-alignment-recursive-lemniscate, emergent zones |
| [`identity-and-personhood/`](./identity-and-personhood/architecture.md) | Three-body system, mods as trait-bearers, ternary-gate substrate, emergent needs as micro-factions. Sibling content-canon: [`bodies.md`](./identity-and-personhood/bodies.md) — body-caste tiers (flesh = status, tech = function), sumptuary fabrication-vat-class, mod-progression-as-flesh-loss, the in-between human-mesh and consent-as-rendering, asymmetric clasp where mesh-fidelity is inversely proportional to imperial-rank. |
@@ -104,4 +104,4 @@ Each domain directory will grow over time as code arrives — gameserver code, G
---
**Version:** 0.6 | **Created:** 2026-04-23 | **Updated:** 2026-04-26
**Version:** 0.7 | **Created:** 2026-04-23 | **Updated:** 2026-04-26