- ~~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))
style-spine created, DESING retired, schemas relocated
The owl-breakfast architectural arc from 2026-04-25 night through
2026-04-26 morning. Two version-bumps landing as one commit because
they share the working-tree state and complete a coherent design-window.
v0.8 — intimate-architecture, driver-tier lock, style-spine:
* Three-tier intimacy structure (standard-rental, premium-waifu-
with-traitor-marker-and-pruning, in-between clasp) — same v0.7
machinery, opposite value-flows. Premium-net technical excellence
makes the moral-weight-of-pruning land as informed-consent ethics.
* Deletion-as-spectacle: in-net minds as pure compute; imperial
broadcasts execution-as-content; Memorialist counter-archive as
in-fiction protest against deletion-spectacle commerce.
* EVE-principle vocation-substrate of the imperial-net market: every
product produced by NPC labor; no silent feeding; body-modder
structural-tragedy generalizes to all imperial-net-feeding vocations.
World-gen Phase-2 ruleset must handle vocation-distribution.
* Clasp endgame (Phase A-E): mini-game entry → body-mod progression
→ exit-chassis → human-mesh-visible-to-pair → clasp = two-bodies-
two-meshes → dual-body-dual-mind-dual-shift cascade → automatic
hunt-pressure. Identity-as-trait-emergent made felt rather than
just structural.
* waifu.sqlite as third local store (audited counterpart to
clasp.sqlite; manual-prune mechanism with explicit-implications
consent UI as moral-gravity discipline).
* Intimacy-as-recursive-lemniscate: same machinery as dialog
(slot-tokens, cursor at axis-crossing, alignment-accumulator,
sum-strategy reduction); sex-positions as designer-fixed catalog
entries; body-parts as visible expression of trait-state.
Cross-context-consistency operationalized.
* Driver-tier locked to Gemma 4 E4B (Apache 2.0, 4.5B effective,
128K context, speech-capable) under new "tier-by-role binary-
deferred" discipline: locking requires prototype-criticality +
irreplaceable license/capability combination. Optional Ring-A
upgrade: 26B-A4B MoE for upper-consumer GPUs, single-LoRA-on-
routed-experts. Resolves 4 prior open questions (LoRA-blend →
single-LoRA-per-turn-selection driven by gesture_alignment_
accumulator; LoRA rank → benchmark-resolvable; sampling-knobs →
benchmark-resolvable; 8 Hellenic trait enumeration → canonical
wheel-mapping in style/trait-palette.md).
* style/ directory introduced: style-index.md (skeleton + spine-
rule: "trait-palette is exclusively chromatic; achromatic
reserved for UI/environment so diegetic text rendering can skip
the textbox") + style/trait-palette.md (canonical 8 traits as 4
oppositional pairs at 180° on the artist's color wheel:
Eros↔Sophrosyne, Philotes↔Dikaiosyne, Aletheia↔Moira,
Mnemosyne↔Kairos. Schoolchild-simple descriptions paired with
each Greek canonical name).
v0.9 — directory cleanup completing the arc:
* DESING-VISION.md (1899 lines, v0.1 first-pass narrative-design
doc) retired — most content absorbed across v0.4-v0.8; bare-
minimum extracts (Tonal Register + Tragic-Romantic Register +
Authorial Politics + Reference Lineage table) now live in README
so the project's identity anchor stays visible at the entry
point. Full DESING-VISION content preserved in git history.
* findings.md moved to schemas/findings.md — new top-level peer to
architecture-index.md and style/. ~20 tables of DDL drafts as
reference material; will get reviewed and progressively split
per-domain as implementation begins.
* Cross-references swept across 5 files (README,
architecture-index, authority-and-decision, runtime-engine,
style/trait-palette).
* architecture-index.md trimmed: version-footer paragraphs removed
per "git-is-changelog" discipline. From 374 → 287 lines; every
remaining line load-bearing.
The architecture is now organized for the implementation territory
ahead. Each domain a typed-contract surface; cross-references
explicit; filesystem mirrors the architecture's own typed-contract
discipline at the directory layer.
Expanded thesis integrating afternoon/evening design session additions:
- Polyphonic endgame: player arrives with clasped inhabitants + hivemind
joins in collective deliberation on singularity-or-not
- Double gaslight on hivemind: believes it prevents chaos; mutual-grief
recognition of both sides being used by absent architects
- Cascading intimacy: BG3-party internalized as co-inhabitants with
opinions across all decisions; post-clasp memory revelations
- Reinstantiation cycle: no permadeath; memory-as-wage tokens;
vocation-decline; stash-rebuild; clasped-separation but shared memory
- Cross-body reunion via gestural-calibration-signature
- Math-first memory discipline (~100MB for 100-NPC phoebe)
- Gesture-matching dialog mechanic with circle UI (8 traits x 8 slots)
- Unified color-grammar across UI / body-pulse / environment
- Tekken-inspired combo depth: chains, rage-combos, ultra-combos
- Player-authored combos via translator as authorial workspace
- Keyframe + interpolation animation production discipline
- Hardcoded ritual-gestures as rails within freeform authorship
- Cameras as drones + overwatch (unified surveillance architecture)
- Cell storage caps + destruction-as-memory + signage metadata
- Language via established linguistic patterns; broken translator +
decryption minigames; misunderstanding as feature
- Vocation-as-character-creation (pulled from archives)
- Tragic-romantic authorial register declared
- "First true first-world RPG" commercial pitch: onboarding as
diegetic enrollment into the imperial caste
Six scales now articulated (individual -> dyadic -> micro-social ->
faction -> district -> civilization) using identical primitives.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
v0.1 → v0.3 evolution in a single extended dialogue session. v0.3 adds:
- The World Runs: civilizational simulation loop (gamemaster not player-centric)
- Factions and Religions seed catalog
- Combat Doctrine: no-projectile, limb-damage currency, plasma sword as mythic
- Three-pass world generation with trait-driven NPC home decoration
- Wall-writing and emergent drama (player's verb = trait-salient disclosure)
- Memory consolidation via 8 Hellenic traits with dream-process
- Many-FSMs pattern for continuous behavior, LLM for rare deep moments
- Infrastructure topology (saturn/dioscuri/theia/nats-dev/phoebe-dev)
- Empirical gamemaster baseline: 256 tokens <120ms (SkyrimNet worst case)
- NN framework evaluation (SinaMajdieh primary candidate)
- pgnats flagged as critical-path for phoebe-as-active-actor
Isomorphism across six scales (individual → dyadic → micro-social → faction
→ district → civilization) using identical trait-consolidation primitives.
README.md expanded to reflect v0.3 thesis.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>