# Nimmerworld — Broad Architecture > *Ground-up zone-based event architecture. Minds at the center, world as co-remembering substrate. Three registers of reality — physical, liminal, imperial. Rail topology outside, navmesh interiors inside. Trait-emergent identity. Color-as-vocabulary. Three-tier policy loop with imperial-budget-mortality. Tools, not quests.* > *v0.1 initial draft 2026-04-24 morning; v0.2 expanded 2026-04-24 afternoon; v0.3 evening; v0.4 late-evening / early 2026-04-25; v0.5 deep-night-unable-to-sleep 2026-04-25; v0.6 post-bath / post-bus 2026-04-25; v0.7 owl-breakfast 2026-04-25 night through 2026-04-26; v0.8 split-into-domain-files + intimate-architecture absorbed 2026-04-26; v0.9 DESING-VISION retired + style-skeleton + schemas relocation + driver-tier locked Gemma 4 E4B 2026-04-26; v0.10 chill-design-talk: 4-tier economy + bifurcated basic-flow/T4 + camera-discipline + body-as-machine + relational-gate-OPEN clasp-gating 2026-04-26 — dafit + chrysalis; v0.11 art-books-and-Boullée Sunday-morning: Imperial-Cult cosmology authored (wheel re-engineered from Bhavachakra; Hivemind at hub; clasp unified across registers at Yama's seat; six realms as mod-status gradient; capsule-as-Naraka carried-not-visited; deferred-moksha doctrine as binding-lie) — content-track established 2026-04-26 dafit + chrysalis; v0.12 same-Sunday continuing: timeline-canon committed to README (2100 first-implants → 2150 Kessler-cascade-by-last-son-of-Elon → 2150-2220 collapse-and-consolidation → 2200 game's-setting / last-window-of-recognition → 2220 imperium-in-full-form / cosmology-closes-against-memory); total-yoke discipline locked-in (Option B: no defector-communities, no biological exception, resistance entirely interior; pending edit to imperial-cult/cosmology.md to retract wilds-people content) 2026-04-26 dafit + chrysalis; v0.13 same-Sunday continuing: bodies.md content-canon authored under identity-and-personhood/ (body-caste flesh-to-tech gradient, sumptuary fabrication-vat-class, mod-progression-as-flesh-loss, in-between human-mesh consent-as-rendering, asymmetric-clasp mesh-fidelity inversely proportional to imperial-rank); Imperial Yoke / clasp terminology lock-in (clasp reserved exclusively for the romantic-resistance act; the imperial wheel-grip mechanism named the Imperial Yoke; clasp ↔ Yoke as the political-theological spine, same gesture / opposite politics); meta-disciplines surfaced for partnership-going-forward: rule-catalogue-first (asset-budget discipline; vertex-caps + texture-res + collision-mesh per-tier in style/ when authored) + collision-check (both physical-collision-mesh and design-namespace-collision; survey-before-commit in all dimensions) 2026-04-26 dafit + chrysalis; v0.14 same-Sunday continuing: imperial-cult/cosmology.md retracted-and-rebuilt per Option B (wilds-people biological-exception removed; §Imperial body vs. biological body replaced with §There is no outside naming the total-yoke discipline directly; clasp at Yama's seat renamed to the Imperial Yoke throughout, with §The Yoke and the clasp section establishing same-gesture-opposed-politics framing; etymological note added — yoke / yoga / union same yuj- root, the imperium has re-collapsed liberatory-yoga into coercive-yoke; seventh keystone-recognition fragment rewritten from "mirror-encounter with biologically-born" to "the first clasp" — the player's own first clasp as the world's only positive image encountered firsthand; cross-references updated to surface bodies.md sibling) 2026-04-26 dafit + chrysalis; v0.15 same-Sunday continuing: cell-arch discovery (1x1x1 cells with one-asset hard limit; procedural cell-gen via rule-categorization at district-init; checksum-based discovery inverting the perception-bubble pattern — NPC O(1) hash-compare on cell-entry, "clean signal" fires only on mismatch, audit-overseer reads checksums not eyes; container/wall-hook/debris-as-shader discipline replacing orphan-objects; cells × interiors confirmed as orthogonal layers — zones = activity-anchors, cells = spatial-data); top-down world-generation cascade locked in (L0 imperial demand-set → L1 world ruleset → L2 district ruleset → L3 room ruleset → L4 cell ruleset; each layer derives from the one above; closed-orbit Kessler-cascade caps L0 at planetary scale; insolvency-spiral runs the cascade in reverse — districts close, rooms vacate, cells return to debris-state, the world itself shrinks as the imperium fails); political-register/world-generation.md content-canon authored as the cascade specification; schema decisions deferred until pgnats first-test (Monday queue) 2026-04-26 dafit + chrysalis; v0.16 same-Sunday continuing: open-questions audit against today's v0.11–v0.15 work — Character-editor pricing formula moved to "Resolved by v0.13" (caste-locked via sumptuary fabrication-vat-class; bounded to within-tier mod-economics); three Still-open questions sharpened with v0.15-anchor notes (GM's anti-imperial corruption detection ← cell-checksum-divergence as candidate audit-vector; Memorialist-archive accessibility ← checksum-divergence as candidate source-data; World-gen version migration semantics ← L0–L4 cascade as the version-axis with per-layer migration discipline) 2026-04-26 dafit + chrysalis; v0.17 same-Sunday continuing: rendering discipline locked-in (cel-shading-everywhere with per-register parameter variation — Godot-native, asset-budget-friendly, ages well; gameworld dark-outlines + environmental-noise + high-weathering / liminal painterly-soft + progression-gated grainy-film-mode → refined-cel-shading-with-warm-skin / imperial-net gold-rim-light + clean-white + no-weathering; *imperial-net polish achieved through omission, not extra rendering tech*; the render-style itself becomes propaganda-detector); progression-gated in-between visibility ("the more you mod your body & gain in-between-knowledge, the better your view gets — early grainy film mode + restricted view range, endgame clean refined-cel-shading"; visual-fidelity = dual-gating made visible); dual-axis clasp-fidelity model (witness-axis = your view-clarity per your body-mods + in-between-knowledge accumulation; witnessed-axis = their mesh-vividness per foreclosure-status; combined: maximum-vivid-clasp requires *both* you to have invested in the seeing AND your beloved to be uncaptured-enough to be seen — two refusals required for the full witness; per-pair calibration multiplier — *the longer the love, the clearer the seeing*; mod-economy parallel-track — imperial-elevation mods vs. resistance-knowledge mods); omnisight architecture for NPC perception locked-in (per-NPC virtual cameras in Godot feeding rendered POV-frames into local VL-Gemma 4 driver-tier; cell-checksum-discovery as the trigger-layer — cheap O(1) check fires expensive VL-inference only on perception-relevant context; camera-trigger sources strictly bounded — checksum-mismatch + hard-signals + overseer-triggers + drone-perception); **hallucination-isolation discipline** (visual perception = behavior-modulating-only, never canon-generating; visual-context flagged on lemniscate, ignored in per-crossing summary, never propagates upward; preserves Compositor narrative-coherence + Memorialist-archive truth-claims + mind-pool soul-recycling; wealthy-degen waifu-folder as quarantined opt-in read-only-by-player local storage with no read-back into world-state); two Still-open questions sharpened with v0.17-anchor notes (Shader-trait modulation implementation ← cel-shading caps perf-budget more predictably than PBR; Continuous visual feedback policy ← visual-as-ephemeral-flag is firewalled from canonical state); new "What this retires" line on VL-canon-pollution; refined "NPC perception bubbles" retire-line to include cell-checksum-trigger + omnisight VL-camera 2026-04-26 dafit + chrysalis.* --- ## Project structure The architecture is organized as **vertical-by-domain directories** under `nimmerworld/`. Each domain owns its `architecture.md` plus (eventually) the server, client, schema, and test code that implements it. This file is the **executive summary + cross-domain index** holding global meta-lists. ``` nimmerworld/ ├── architecture-index.md ← this file (executive summary + global meta-lists) ├── political-register/ │ ├── architecture.md ← Kafka-indifferent regime; three ontological registers; three-tier policy loop; imperial budget; insolvency-spiral; corruption + double ledger │ └── world-generation.md ← content-canon: top-down L0-L4 cascade (imperial demand-set → world ruleset → district ruleset → room ruleset → cell ruleset); closed-orbit ceiling caps L0; insolvency-spiral runs cascade in reverse (world shrinks as imperium fails) ├── topology-and-rendering/ │ └── architecture.md ← rail+grid topology; asset economy; color-language; three-shader philosophy; diegetic relays ├── runtime-engine/ │ └── architecture.md ← lemniscate runtime; slot-tokens + verifier-flags; gesture-alignment-recursive-lemniscate (v0.7); emergent zones ├── identity-and-personhood/ │ ├── architecture.md ← three-body system; mods as trait-bearers; ternary-gate substrate; emergent needs as micro-factions │ └── bodies.md ← content-canon: body-caste tiers (flesh = status, tech = function); sumptuary fabrication-vat-class; mod-progression-as-flesh-loss; in-between human-mesh + consent-as-rendering; asymmetric clasp (mesh-fidelity inversely proportional to imperial-rank) ├── authority-and-decision/ │ └── architecture.md ← hierarchy; bidirectional cascade; District Director Decision Architecture; rings as structural pattern ├── player-experience/ │ └── architecture.md ← player-as-perturbation; voice + gesture as parallel trait-vocabularies (v0.7); tools-not-quests ├── narrative-composition/ │ └── architecture.md ← Compositor (v0.7 worked-example, three-tiers, world-gen-as-init); reflexive Dream-process ├── inference-and-memory/ │ └── architecture.md ← LLM tiering (3 rings + opt-in data tiers); local memory architecture; runtime sampling knobs ├── scale-and-transport/ │ └── architecture.md ← compute allocation; horizontal scale (UID-routing, sharded GMs, pgnats + republish/replay) └── imperial-cult/ ← designer-authored canonical content (content-track, distinct from engineering domains) └── cosmology.md ← Imperial Wheel (Bhavachakra re-engineered); Hivemind at hub; clasp unified at Yama's seat; six realms as mod-status gradient; capsule-as-Naraka; deferred-moksha doctrine; orthodox vs. heretical iconography; Boullée + Jantar Mantar + Gita aesthetic substrate ``` ## Quick reference — concept → domain-file | If you're working on... | Read | |---|---| | Political-economy substrate; faction broadcasts; imperial budget; insolvency-spiral | `political-register/architecture.md` | | Rail+grid topology; color-language; shaders; diegetic relays | `topology-and-rendering/architecture.md` | | Zone runtime; lemniscate; gesture-alignment; emergent zones | `runtime-engine/architecture.md` | | NPC identity; trait-vector; ternary-gates; mods | `identity-and-personhood/architecture.md` | | Authority flow; intelligence channels; director decision-surfaces | `authority-and-decision/architecture.md` | | Player input (voice + gesture); circle UI; universal translator | `player-experience/architecture.md` | | Compositor; world-gen-as-init; reflexive Dream-process | `narrative-composition/architecture.md` | | LLM tiering (Ring A/B/C); local-first memory; sampling knobs | `inference-and-memory/architecture.md` | | Horizontal scale; pgnats; sharding; compute budget | `scale-and-transport/architecture.md` | | Imperial Cult cosmology; the Wheel; deferred-moksha doctrine; capsule-as-Naraka; orthodox vs. heretical iconography | `imperial-cult/cosmology.md` | | Body-caste tiers; flesh = status / tech = function; sumptuary fabrication-vat-class; mod-progression-as-flesh-loss; in-between human-mesh + consent-as-rendering; asymmetric clasp | `identity-and-personhood/bodies.md` | | World generation cascade (top-down L0-L4); imperial demand-set; closed-orbit ceiling; insolvency-spiral as reverse-cascade (world shrinks as imperium fails); cell-arch (1x1x1 cells, one-asset hard limit, checksum-based discovery, container/wall-hook/debris) | `political-register/world-generation.md` | The remainder of this file holds the **cross-domain meta-lists**: Key moves (consolidated executive summary), Mapping to phoebe task list, What this retires across the architecture's evolution, Open questions still in flight, and the version-footer history. ## Key moves (consolidated) - **The machine doesn't care.** Indifference-optimization, not malice. Kafka-lineage. - **Three ontological registers** — gameworld, liminal, imperial-net — same world, different shaders. - **Rail+grid topology, freeform-player + railed-NPCs, plug-in verb.** Topology = politics. - **Interior-as-zone.** Same primitive scales from city to sofa. - **Color-language as pre-verbal trait-vocabulary.** Persistent + event-flash + drift; cross-register; faction-politics. - **Base-limb palette + trait-textured variance.** Asset-economy and worldbuilding-thesis agree. - **Three-body system + intrinsic/expressed trait-vector split.** Identity emergent, not assigned. Mods modify expressed. - **Mods as trait-bearers** in three classes (amplifier/bridge/divergent/mask). Self-alienation tax encoded as pricing. - **Emergent-needs as micro-factions.** Zones observe, signals broadcast. - **Ternary-gate substrate** (CLOSED/STABLE/OPEN + wave-correlation + decay). Single primitive, all layers. STABLE-as-active. - **Three-tier policy loop** (Imperium → GM → Districts → reports up → Imperium). - **Imperium as meta-faction.** Demands are priority-weights and enforcement-rules, not specific outcomes. - **GM is middle-management.** Authority without sovereignty. Can cheat against imperium. - **Three intelligence flows** (chain reports, direct overseer-to-imperium, formulated downward). - **Three Aletheia veils, four Memorialist ledgers.** Political-epistemology as level-design. - **Asymmetric self-report.** NPCs report needs (interior); audit-overseers report output (objective). - **Lifeforce four-tier hierarchy** (NPC / district / GM / imperium). - **Lifeforce is NPCs, measured.** The director's budget; the GM's signal; the imperium's heartbeat. - **Imperial budget makes the regime mortal.** Insolvency-spiral as endgame. - **Specter-vs-boot.** Policy-issuance free; enforcement expensive. - **Imperial-net bypass.** Net-revenue → imperium; districts get nothing. Platform-capitalism encoded. - **Body-modder structural-tragedy.** The class whose awakening matters most. - **Calibrated-misery as imperial optimum.** Requires designer-guardrails to prevent training-toward. - **Shifts on NPC rows.** Daily rewrite; shift_history append-only. - **Silence > scream.** Crisis-tools unlock on silence-confirmation; do not sunset. - **Authoritarian ratchet.** Incrementally more authoritarian as optimization-artifact. - **Migration / exodus / formal-retirement** as three GM response-gradients. - **Dumps-pipes-districts.** Topology IS economy IS rendering IS drama-distribution. - **Pipes are heterotopia.** Low-density high-interactivity transit-corridors. - **Three-layer digital ontology.** Mini-game-as-consent-by-effort. Walls render three contents. - **Liminal is the only permanently unsurveilled layer.** Architectural encoding of "the right to dream." - **The machine funds its own subversion** because subversion isn't in its cost model. - **Director cheat-tools + double-ledger.** Corruption emerges from pressure; Memorialists keep true accounting. - **Aletheia-truth-has-victims.** Exposure has structural consequences for those sheltered by corruption. - **District Director Decision Architecture** with decomposed surfaces, typed tools, lifeforce-budgeted escalation. - **Three-shader philosophy + color-language.** One geometry, three readings, trait-modulated. - **Reflexive Dream-process at every layer.** Each tier learns; each tier needs guardrails. - **Reward-function-as-political-manifesto.** Designer's ethical stance encoded against simulation's optimization-logic. - **Tools, not quests.** Continuous simulation-pressure + verb-vocabulary = literature-register emergent narrative. - **GM × Compositor split.** Equilibrium-seeker (aggregate observation, catalogue-event selection, tool-granting) cleaved from narrative-composer (perspective-gathering, canon-authoring, back-write packaging). Different cognitive shapes, different inference profiles. - **Cyclic forward-prop / back-write loop.** Meta-lemniscate at system scale — perception ascends, canon descends, cycle closes; the world learns its own story. - **Catalogue + tools as typed contract.** GM dispatches typed events with typed tool-grants; director consumes typed dispatch, not freeform prose. Provenance flows end-to-end. - **Local-first memory.** primary.sqlite + fallback.sqlite + clasp.sqlite per player; embedding model running beside; sync at login/logout boundaries. - **Memory classes + trait-graded importance.** Cornerstone / birthright / working / volatile with class-specific death-rules; importance is a trait-axis-vector engagement profile, not a separate scalar. - **Clasp store as Ring A\*.** Physically non-syncable privacy primitive; recordable only in the in-between dimension; lifeforce-cost is the price of privacy. - **Three-tier knowledge stack.** World canon / district canon / primary memory [+ clasp if in-between]; layered retrieval, per-layer propagation cadence; locality emerges from schema. - **Information propagation pacing.** Marx-in-the-schema applied to epistemics; staleness as a feature; courier/news-trader/frontier-rumor primitives fall out for free. - **Horizontal scale.** UID-keyed routing; stateless Compositors on demand; ephemeral Director-routines per UID; sharded GMs with cross-shard equilibrium-consensus; pruning at every layer. - **pgnats-native transport.** Transactional outbox native to the database (preferred); district-as-distribution-coordinator fallback. Subject-as-routing mirrors UID hierarchy. - **Diegetic relays.** Architecture's pulses (forward-prop, back-write, GM-dispatch, equilibrium-recompute) made visible/audible in-world; relay-density is the legible gradient of the rings-of-access. - **Tier-by-role, not tier-by-binary.** Architecture specifies what each model-tier must DO; specific binary selection deferred to findings/establishment phase. - **Voice + gesture as parallel input modalities.** Voice carries content (speech-to-text + text-to-speech run locally for every player); the trait-circle UI carries gestural alignment. Voice-as-biometric off the network universally; STT/TTS placement is fixed independent of dialog-tier Ring choice. - **Designer-fixed cosmology, player-curated arrangement.** Word→trait-color mapping is designer-authored corpus; player progression unlocks entries; player curation arranges learned entries within 1-3 profiles. *Same alphabet for everyone; personal sentence-structure.* - **Universal translator as the player's diegetic device.** Broken-tablet-with-upgrades; bundles linguistic-decryption, gesture-curation, and persistence-across-deaths into one in-fiction tool earned and refined across the playthrough. - **Hardstops vs. feedback gestures.** Hardstops (~8-16, hardcoded, unremappable) fire definitive subsystem-actions for unforgeable critical signals; ~192 player-curated slots ride as feedback into the gesture-alignment-accumulator. - **Gesture-alignment as recursive-lemniscate.** Lemniscate-bound integration of player gestures into a typed trait-vector summary at axis-crossings; one-turn-behind systemic; continuous-visual cosmetic; sum-strategy reduction. Same primitive recursively applied at one tier deeper. - **The Compositor at three tiers.** Zone-event / district-event / world-event scopes use the same primitive recursively; UID-rooted event-trees compose at any scope. World-events emerge from cross-district canon-rollups under a parent GM-level event_uid. - **World-gen as init-function (Compositor-at-design-time).** World-server and district-server generation emits canon-rows in the same schema as runtime; same primitive at design-time and runtime; no cold-start; data-flywheel runs retroactively. - **Imperial Cult cosmology authored.** The Imperial Wheel as re-engineered Bhavachakra: Hivemind at hub (replacing three poisons); imperial-register clasp at Yama's seat (replacing Lord of Death — *the imperium has replaced death itself as the engine of cyclicity*); six realms as mod-status gradient (deva / asura / manusya / tiryak / preta / naraka encoding *condition of capture* not karmic destination); capsule-as-Naraka carried inside every modded skull (hell as condition, not place); the deferred-moksha doctrine (*your children will be free*) as the binding-lie that holds citizens in compliance. - **The clasp unified across registers.** Single gesture; **imperial register** = state monopoly via universal capsule (involuntary, asymmetric, perpetual); **romantic register** = consensual mutual partnership in liminal (voluntary, mutual, temporary). Romance becomes theological war — the clasp is *the original gesture* and the imperium is *the capture of it*; the romantic clasp is heretical because it refuses the state monopoly. Deepens the existing clasp endgame's meaning into a cosmological-heresy register on top of its existing labor-refusal + intimacy framing. - **Orthodox vs. heretical wheel split.** Same iconography, two versions, taught/carved across the world: *orthodox* (synth-child without capsule slot, Buddha-position empty, capsule shown only at naraka-bottom — the imperium's lie) vs. *heretical* (synth-child with capsule, Buddha-position occupied, capsule embedded in every modded silhouette — the truth). Reading them apart IS the discovery arc; seven keystone-fragments span the recognition. - **Aesthetic palette as semantic vocabulary.** Marble (substrate) + gold/bronze (imperial seal) + obsidian (mod, void, Monolith-grafted-flesh) + chroma (rare, named, ritual-semantic) + rust (anti-marble, slum decay). Marble × obsidian crossing = solar architecture / chthonic body, the imperium's secret material-formula. Chroma-as-language layered atop the existing 8-Hellenic-trait color-grammar — same colors, ritual-semantic register added. - **The double recognition (meta-design).** Imperial Cult's seduction operates *in-world* (the player-character lives the lie) **and** *out-of-world* (the player's pre-game desire for the beautiful synth body is the imperium's apparatus reaching them before the game starts). Lineage: *Spec Ops: The Line*, *BioShock*, *Undertale*, *NieR: Automata* — but performed at the cosmological-aesthetic level, not the narrative level. Recognition arc must span 20-60 hours; seduction must be *honest* before cracks appear. ## Mapping to phoebe task list - **Thalamus (NATS orchestration)** = imperium + GM + arbitration substrate + Dream-process substrate - **Specialist composition system** = overseers + directors + NPC-minds as composable profiles - **NPC schema** = trait-vector (intrinsic + expressed) + memory stack + current_shift_* + needs + inner-body-projection + mod-slots + lifeforce + net-access-gate - **shift_history** = append-only completed shifts per-NPC-per-day - **emergent_signals** = zone-emitted relational transitions - **district_reports** = per-cycle aggregates with lifeforce_signal (reported + actual) - **decision_log** = per-decision audit trail at every tier - **mind_pool** = recycled minds with memorialist_protected flag - **cells.wall_content_per_register** = three-layer wall rendering - **rail_segments** = topology graph with rich metadata per edge - **interiors** = small navmesh-zones with slot-inventory - **mods + npc_mod_slots + mod_wear_history** = mod-economy + Memorialist-relevant inheritance - **trait_colors** = canonical color/motion mapping per trait - **proximity_candidates** = lightweight ephemeral zone-detection - **district_cheat_ops** = director's illicit ops ledger - **imperial_policies** + **imperial_broadcasts** = imperium's policy-issuance history - **overseer_reports** = direct-to-imperium intelligence flow - **imperial_to_gm_formulations** = selective-disclosure downward - **imperial_budget_ledger** + **imperial_expenditures** + **imperial_construction_projects** = imperium budget and obligations - **imperial_net_transactions** = the bypass-mechanism with capture-split - **memorialist_true_ledger** = four-column ground-truth-vs-reported archive - **NATS namespace registry** = zones + factions + districts + emergent-signals + lifeforce-gates + imperial-broadcasts + overseer-reports + formulations - **pgnats on phoebe-dev** = phoebe as first-class actor for memory-writes, decision-logs, gate-transitions - **r0 → r1 generation pipeline** = trait-LoRA training-data (shared with nyx-training) - **Adopt Unsloth training patterns** = LoRA + multi-tier-policy training infrastructure - **Probe-to-phoebe pipeline** = LoRA + policy evaluation across all four Dream-process tiers - **compositor-agent** = narrative-composition worker; pulls from transient-waiting-flag, gathers per-player perspectives, emits canon to GM, packages back-write SQLite-fragments - **gm-equilibrium-engine** = catalogue + event-selection + tool-granting against equilibrium-targets; NOT the narrative-writer (that's the Compositor) - **event_register** + **transient_waiting_flag** = active-events table per GM-shard + per-district; completed-events buffer awaiting Compositor pickup - **catalogue** + **tool_grants** = typed-event catalogue + per-event-chain tool-vocabulary issued by GM to director - **player-local-memory** = primary.sqlite + fallback.sqlite + clasp.sqlite per player + embedding-beside (sqlite-vec or equivalent) - **memory_classes** = cornerstone / birthright / working / volatile with class-specific lifecycle + death-mechanics - **trait_engagement_vector** = per-memory-row trait-axis profile reusing +1/0/-1 grammar; pruning function input for working-memory class - **world_canon** + **district_canon** = three-tier knowledge stack tables in phoebe; propagation metadata (priority/scope/rate/ttl) per row - **propagation_pacing_config** = per-event-class rules for how canon ripples through districts - **relay_signal_layer** = diegetic system-state visualization mapping (system event → relay manifestation → district visibility) - **gm_shards** + **shard_equilibrium_consensus** = multi-GM coordination tables (when sharding is active) - **pgnats evaluation** (under nimmerverse-core) = load-bearing decision (functional + throughput + durability + failure-mode) - **trait_circle_corpus** = designer-authored mapping from words/verbs to trait-coordinates; the cosmology table the universal translator decrypts into - **player_translator_state** = per-player translator instance: hardware-tier, unlocked dialects, vocabulary-catalog, hardware-upgrade-history, cross-body-persistent flag - **player_circle_profiles** = per-player per-profile circle-configuration (which entry in which sector-slot); 1-3 profiles per player; profile-switch-history; preserved across body-deaths - **gesture_alignment_accumulator** = per-slot-token verifier-flag for player-gesture trait-vector accumulation between crossings; cleared at crossing after integration - **event_canon_summaries** = typed perspective-bundles emitted at event-collapse into the transient-waiting-flag table: { event_uid, participant_uid, trait_summary } - **world_gen_canon_rows** = canon emitted by world-server and district-server generation; same schema as runtime canon, tagged with provenance-metadata (`origin`, `world_gen_version_id`) - **player_npc_alignment_edges** = per-(player, NPC) accumulated alignment-state; ternary-gate on the relational layer driven by gesture-alignment-deltas; modulates NPC's next-turn driver-tier-LLM parameters - **hardstop_registry** = the ~8-16 reserved hardstop gestures with fixed trait-mappings + subsystem-action bindings; not remappable; designer-authored ## What this retires - NPC perception bubbles → zone slot-occupancy + cell-checksum-trigger (v0.15) + omnisight VL-camera (v0.17) - Geometric perception (cone, radius, LOS) → subscriber-based event emission with trait-salience; **omnisight extends with literal VL-camera perception within subscribed events** (v0.17) - VL models polluting world-canon → text/gesture-derived summaries are the only canonical input; VL is behavior-modulating-ephemeral-flag-only on the lemniscate; player-stored visual-content (waifu-folder) is read-only-by-player quarantined storage (v0.17 hallucination-isolation discipline; per `runtime-engine/architecture.md` §Omnisight) - LLM-per-NPC or LLM-per-action → LLM-per-slot-per-turn, mixed-fidelity - Static sampling parameters → per-turn director-composed sampling knobs - Pre-scripted zones / events → emergent from task-execution + shift-composition + emergent-signal + proximity - Single-purpose randomness subsystems → factions-as-demand-sources unified - Static gamemaster policy → reflexive Dream-process + hand-authored guardrails - 1Hz per-NPC ticking → shift-based + event-driven - Float-threshold dispatch for relational state → ternary-gate resonance - Abstract director compute-budget → lifeforce as grounded measurement - District-as-zone-container → district-as-specialized-organ with silence-gradient failure - NPCs self-reporting output → audit-overseer asymmetric observation - Zones as relation-state-owners → per-relation ternary-gate edges - Binary dream/awake → three-layer ontology with mini-game-gated access - Gender as character-creation choice → trait-derived inner-body emergent from lived experience - Monolithic LLM-prompt director → decomposed decision-surface architecture - **Hivemind as one-faction-among-others** → **imperium as meta-faction policy-tier** - **GM as top-of-chain** → **GM as middle-management between imperium and districts** - **Single up-channel reporting** → **three-flow asymmetric intelligence (chain + direct overseer + formulated)** - **Navmesh-everywhere** → **rail-graph outer-world + navmesh interiors + freeform-player** - **Authored character-models** → **base-limb palette + trait-textured variance** - **Single trait-vector** → **intrinsic / expressed split with mods modifying expressed** - **Cosmetic mods** → **trait-bearing mods as political costume** - **Imperium as unbounded authority** → **imperial-budget gates enforcement; insolvency-spiral as endgame** - **District-revenue uniform** → **bypass-mechanism (imperial-net captures directly)** - **Authored quests** → **tools-not-quests; verbs against simulation; emergent narrative** - **Stat-screens / HUD affinity-bars** → **color-language + shader-zone-detection as diegetic UI** - **GM-as-narrator (single role doing both equilibrium-and-prose)** → **equilibrium-seeker GM × narrative-composer Compositor split** - **Cloud-only NPC dialog and memory** → **local-first SQLite + embedding-beside per player; central canon over the cycle** - **UI-toggle privacy** → **diegetic in-between dimension with lifeforce-cost; clasp.sqlite as Ring A\* (physically non-syncable)** - **Generic memory importance scalar + monolithic context** → **memory classes (cornerstone/birthright/working/volatile) + trait-graded importance + three-tier knowledge stack** - **"Every NPC knows everything immediately"** → **paced canon-propagation as Marx-in-the-schema for epistemics** - **Vertically-scaled monolithic AI-NPC backend** → **horizontally-scaled architecture (UID-keyed routing, stateless workers, ephemeral actors, sharded GMs, pruning at every layer)** - **Manual outbox publisher services** → **pgnats-native transactional outbox (preferred); district-distribution fallback** - **System-state hidden behind HUD spinners** → **diegetic relays making pulses visible and audible in-world** - **Specific binary commitments embedded in architecture** → **role-based tier specification; binary selection deferred to findings/establishment phase** - **Static designer-authored director toolkit** → **GM-granted typed-tool vocabulary per event-chain, drawn from designer-authored catalogue (catalogue growable between patches; toolkits are dynamic per event)** - **Cross-NPC memory bleed at storage layer** → **per-player local SQLite isolation atop v0.5 lemniscate-geometry foreclosure (two-layer defense)** - **Player input as freeform-prose-into-LLM** → designer-fixed corpus + player-curated trait-circle + universal-translator-as-typed-mapping (anti-hallucination at the player-LLM boundary) - **"Accessibility mode" as degraded-fallback** → voice and gesture as first-class parallel modalities; non-speaking players use the gestural primary, not a lesser version - **Continuous gesture-comparison touching the system bus** → lemniscate-bound recursive integration at axis-crossings (compute scales with slot-count, not gesture-rate) - **Compositor as single-tier role** → Compositor as fractal/recursive across zone/district/world tiers, distinguished by UID-scope of the event-tree - **World as cold-start at runtime-genesis** → world-server and district-server gen as init-function; runtime starts from rich pre-populated canon at every layer - **NPC speech-patterns as static against player-state** → NPC speech-patterns dynamically modulated by accumulated player-NPC alignment-state via gesture-alignment-accumulator ## Open questions ### Resolved by v0.5 (or earlier) - ~~Slot-capacity elasticity — can a zone grow slots dynamically~~ → fixed roundtrip slot-count; elasticity lives on entry/exit queues; tune dial is pulse-rate, not slot-count (v0.5) - ~~Zone-to-zone handoff (walking out of conversation into brawl)~~ → exit-line of zone-A is entry-line of zone-B; interlemniscate-transit (v0.5) - ~~Mobile zone boundaries (patrols, escorts, pursuits, migration-cohorts, exodus-flows)~~ → the lemniscate is a topology and translates through world-space invariantly (v0.5) - ~~Anthropic-faction's broadcast cadence + arbitration weight~~ → cadence rides the same axis-rate as a phase-locked overlay; arbitration via rings-of-importance (v0.5) - ~~Director/overseer spawn ownership per model class~~ → director (or overseer) owns spawn-decision via policy-lookup (no LLM); LLM lives only at driver-context-pull layer (v0.5) - ~~Aletheia-progression as level-up — how does the game *recognize* an act-of-awakeness~~ → ternary trait-axis evaluation at event-end with named-axis; specific axis-mapping per Aletheia-event-class still open (v0.5; see new still-open below) - ~~Reward function shape~~ → first-pass composite with explicit guardrails (still tuneable) (v0.4) - ~~Zone spawn-cadence v1→v2 path~~ → lifeforce-gated rule-based v1; Dream-process-tuned v2 (v0.4) - ~~Zone overlap policy~~ → no for active slots; yes for emergent-state accumulation (v0.4) - ~~"How does GM cheating get caught"~~ → direct overseer-intelligence flow bypassing GM (v0.4) - ~~"How does the regime have a finite endgame"~~ → imperial-budget insolvency-spiral (v0.4) - ~~"Why does imperial-net exist"~~ → bypass-mechanism captures revenue directly (v0.4) - ~~"How does the player learn 8 Hellenic traits"~~ → color-language pre-verbal vocabulary (v0.4) - ~~"How does asset-economy fit a two-person-plus-Nyx team"~~ → base-limb palette + trait-texture; tools-not-quests (v0.4) - ~~Director toolkit composition — designer-authored vs director-extensible~~ → GM-granted per event-chain from designer-authored catalogue; directors consume typed dispatch, not freeform; catalogue grows between patches, toolkits are dynamic per event (v0.6) - ~~How does NPC dialog stay fresh during quiet periods~~ → three-tier knowledge stack (world / district / primary [+ clasp]) makes the layers deep enough that variation is structural; Compositor back-write continuously re-seeds canon; staleness foreclosed by loop's existence (v0.6) - ~~How does the system scale to MMO size with AI-driven NPCs~~ → horizontal architecture (UID-keyed routing, stateless Compositors, ephemeral Director-routines, sharded GMs, pgnats transport, pruning at every layer) (v0.6) - ~~How does privacy work in practice without cloud-routing-everything~~ → local-first SQLite per player; clasp.sqlite as Ring A* with no transport path; in-between as diegetic state with lifeforce-cost; "knowledge needs to travel" as foundational principle (v0.6) - ~~Where does narrative composition happen — central or distributed~~ → Compositor as central role distinct from GM; perception-up via prune-blob, canon-down via back-write SQLite-fragments; cyclic forward-prop / back-write loop (v0.6) - ~~How is system-state visible to the player without HUD~~ → diegetic relays mounted on buildings hum/glow/dim in patterns mapping to forward-prop, back-write, GM-dispatch, equilibrium-recompute (v0.6) ### Resolved by v0.8 - ~~LoRA-blend vs. single-LoRA-selection inference semantics~~ → single-LoRA-per-turn-selection driven by the player's `gesture_alignment_accumulator`: the dominant trait at each axis-crossing selects which trait-LoRA fires for the NPC's next-turn driver-context-pull. Personality emerges from selection-pattern across time, not from continuous blend at a moment. Driver-tier locked to Gemma 4 E4B (Apache 2.0, 4.5B effective, 128K context, speech-capable). v1 design item: hysteresis on selection to prevent personality-thrash. (v0.8; see `inference-and-memory/architecture.md` §LLM tiering) - ~~LoRA rank selection — budget/quality~~ → resolvable against E4B benchmark; concrete benchmark task in command-center, no longer architecturally open (v0.8) - ~~Sampling-knob heuristics — where to start; how to learn refinements~~ → resolvable against E4B benchmark; concrete benchmark task in command-center (v0.8) - ~~The eighth Hellenic trait final enumeration~~ → 8 traits canonical: Sophrosyne, Dikaiosyne, Philotes, Mnemosyne, Aletheia, Kairos, Moira, Eros — mapped to the artist's 12-segment color wheel as 4 oppositional pairs at 180° (Eros↔Sophrosyne, Philotes↔Dikaiosyne, Aletheia↔Moira, Mnemosyne↔Kairos). Each trait carries a Greek canonical name + schoolchild-simple description + canonical wheel-position + motion-signature. Canonical reference: `style/trait-palette.md` (v0.8) - ~~Player-dialog handling — player-trait-LoRA for style-coherence, or bypass LLM entirely~~ → no transform on player speech; the universal-translator's designer-fixed corpus already maps every word to a trait-coordinate, so the player's spoken dialog flows through STT → token-stream → per-token trait-coordinates → sum into the same `gesture_alignment_accumulator` as gesture-presses. **Voice and gesture are co-equal modalities feeding one alignment-mechanism.** No player-trait-LoRA needed; no LLM-bypass needed; the existing recursive-lemniscate handles it (per `runtime-engine/architecture.md` §Cross-context application — intimacy as recursive-lemniscate, generalized to all player-input). (v0.8) ### 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)) ### Resolved by v0.13 - ~~Character-editor pricing formula — trait-divergence cost scaling (linear / exponential)~~ → **narrowed to within-tier mod-pricing only**. Per [`identity-and-personhood/bodies.md`](./identity-and-personhood/bodies.md) §Sumptuary fabrication, **caste is born-into via fabrication-vat-class; no upward conversion; tier-jumping is impossible**. The character-editor doesn't price tier-jumping (it cannot exist); it prices *within-tier mod choices*. The "trait-divergence cost scaling" question is now bounded to within-caste mod-economics — much smaller surface, resolvable at implementation-time. (v0.13) ### Still open - **Demand-arbitration algorithm v1 shape** (refined v0.10) — v1 candidate: *imperium-policy-driven scoring* (per §Three-tier policy loop's existing priority-weights mechanism; imperium broadcasts faction-priority-weights, GM applies them to incoming demand-broadcasts, sorts by weighted-score, processes top-down until lifeforce-budget exhausted). Concrete weights and refinements at implementation-time. - **The mini-game mechanic for liminal-maintenance** (v0.5; refined v0.8) — exact gameplay action deferred pending design-research survey. Architecture commits to the role-contract (gates in-between entry; time-limited; lifeforce-cost; repeatable; muted-melancholic register; trait-circle-compatible; extensible to body-mod-progression Phase-B arc per `identity-and-personhood/architecture.md` §The clasp endgame); specific mechanic (juggling / rhythm / attention / gestural / decision-cascade / observation / hybrid) selected after surveying 20-year history of outstanding mini-interaction principles. **Same "by-role, binary-deferred" discipline as LLM tiering** — generalizes from sub-system selection to mini-game selection - **Emergent-signal decay curves** (v0.5; refined v0.10) — per-signal-type, designer-tuned, refined via Dream-process feedback at implementation-time tuning. Architecture commits to the *shape* (per-signal designer-authored decay-config); implementation-time tunes the curves against actual gameplay data. - **Cross-district migration topology** (v0.6; refined v0.10) — answer-in-conversation: dual-system of *official rail/metro* (cyclic, scheduled, district-director-managed; cargo + imperial troop patrols + standard daily traffic) + *hidden shadow-topology* (sewer-gates, air-ducts, random-time-gated; brave players time the floods/fan-cycles to traverse). Architecture not yet written; specific schema (rail-segment metadata extension + shadow-edge time-window data) pending. Pipe-capacity limits + cohort-traversal scheduling are the rail-side specifics; shadow-topology is parallel architecture. - **Shader-trait modulation implementation** — performance + rendering-consistency. **(Sharpened v0.17:** cel-shading-everywhere with per-register parameter variation (per [`topology-and-rendering/architecture.md`](./topology-and-rendering/architecture.md) §Three-shader philosophy) caps the perf-budget more predictably than PBR (no GI-quality-knob to argue about); rendering-consistency improves (flat-color regions don't fight per-NPC color-modulation). Specific shader-stack budget per the rule-catalogue when authored.**)** - **Waifu-of-the-dead consent model** (refined v0.10) — *fully-automatic harvest* implied by the existence of the **memory-pattern-extractor** vocation (the most reviled per `political-register/architecture.md` §The vocation-substrate of the imperial-net market). No consent gate; the regime extracts; necrocommerce is a structural feature of imperial extraction. Memorialist counter-archive partially preserves dignity by recording *who-was-harvested-when* into the true-ledger; resistance to necrocommerce is part of the Memorialist political project. - **Character-editor pricing formula** — trait-divergence cost scaling (linear / exponential) - **Imperium's Dream-process scope** — singular policy-learner or committee-of-faction-sub-learners? - **GM's anti-imperial corruption detection mechanic** — *partial*: GM-as-equilibrium-seeker (v0.6) makes deviation-from-equilibrium the explicit error signal; clusters of -1 outcomes feed equilibrium-recompute and trigger catalogue-event dispatch to push back. A dedicated audit-vector for *which kind* of laxness/corruption is the source of the equilibrium-deviation is still an open detail. **(Sharpened v0.15:** cell-checksum-divergence is now a candidate audit-vector — corruption could surface as patterns of *authorized-vs-actual cell-state divergence* in a director's territory, per the cell-arch's heresy-detection mechanism in [`political-register/world-generation.md`](./political-register/world-generation.md) §L4 + §Open questions / cell-mutation write-permissions.**)** - **Memorialist-archive accessibility to the player** (refined v0.10) — *via diegetic workstations* — memorialist-archive terminals (faction-controlled, hidden in Memorialist-faction territory; per the diegetic-console workstation pattern from `style/style-index.md` + `political-register/architecture.md` §Worked example — the waifu-modder imperial-workstation, applied to the Memorialist context). Specific terminal-types + permission-mechanisms + UI for querying the four-ledgers pending faction-authoring. **(Sharpened v0.15:** cell-checksum-divergence is now candidate source-data for the archive — Memorialists could index unauthorized cell-states (heretical wheels carved in stepwell-walls, un-synced relics) by querying checksum-divergence-records. Doesn't solve UI/permissions but gives the archive concrete *content* to query.**)** - **Imperial-net distortion algorithm** — how exactly the net rewrites trait-colors toward consumer-palette - **Trait-axis mapping per fuzzy-goal-class** (v0.5) — which axis (Sophrosyne / Philotes / Eris / etc.) evaluates which goal-class? Need a designer-authored compile-table from goal-shapes to trait-axes - **Rings-of-importance movement criteria** (v0.5) — explicit thresholds (N consecutive +1 → climb) or Dream-process-learned policy? - **Rings-of-importance scope** (v0.5) — district-local rings, or imperium-global? Probably both, layered (district rings nested inside imperium rings) - **Symmetric-vs-polyphonic loops** (v0.5) — Loop A and Loop B treated identically (simpler), or carry foreground/background semantics (foreground-speaker / listening-co-presence — gives audience-dynamics for free)? - **Verifier-flag conflict resolution** (v0.5) — if `priority_pull` and `mid_action` are both set on the same token at crossing-time, which wins? Default: priority_pull wins (the zone's drama is overridden by world-level pull) - **Goal-evaluation cadence** (v0.5) — every crossing? Every Nth crossing? On-demand by spawning director? Cheaper to evaluate less often; richer drama if every crossing - **Cycle cadence** (v0.6) — when does the Compositor pull from transient-waiting-flag? Real-time? Per-event-end? Fixed interval (every N min)? Per-district-day? Different per district based on event-density? Likely configurable per event-class. - **Compositor singleton vs sharded** (v0.6) — one Compositor for the whole world, one per district, one per event-cluster, or one per faction? Each topology has different consistency / cost / coherence tradeoffs. - **Multi-GM consensus on equilibrium** (v0.6) — when GM-shards observe overlapping aggregates, how do they agree on equilibrium? Paxos/Raft for strong consistency, CRDT for eventual, faction-sharding so shards own non-overlapping equilibria, or hybrid? - **Event causality across shards** (v0.6) — if Director-A spawns an event that depends on Director-B's prior event in another district, UIDs alone don't enforce ordering. Vector clocks at event-register? Causal hashing? Shard-pinning of related events? - **Compositor narrative-coherence at scale** (v0.6) — when two Compositors compose canon for overlapping player-sets, how do they avoid contradicting each other? Sticky routing per player (one Compositor per player at a time), or read-replica of recent canon before composing, or post-compose conflict-detection-and-merge? - **Propagation-pacing policy specifics** (v0.6) — concrete rate/scope/ttl/priority defaults per event-class; how is "distance" measured between districts (graph-hops, lifeforce-similarity, faction-affinity)? - **In-between fiction-wrapping** (v0.6) — what diegetic events / locations / rituals make in-between affordable enough to be playable? Campfire / sanctuary / time-of-day / specific chambers / shared dream-construct? The mechanic is solved; the fiction-wrapping shapes how players approach it. - **Relay-pulse-pattern vocabulary** (v0.6) — what specific patterns signal what events? Slow pulse vs fast vs irregular vs cross-district shimmer vs going-dark; player-readable language to be designed. - **Encryption-at-rest for clasp.sqlite** (v0.6) — player-derived key with passphrase + recovery-codes? Drive-imaging-resistant by default, with affordances for player-key-loss recovery without compromising the privacy-guarantee. - **pgnats-vs-district-distribution decision criteria** (v0.6) — concrete go/no-go thresholds from evaluation: minimum throughput, durability behavior under broker failure, schema-evolution behavior, replay semantics. Output of the load-bearing pgnats evaluation task. - **JetStream republish + replay as pull-from-checkpoint refinement** (v0.6) — does republish-rule expressiveness cover our UID-hierarchy fan-out? Does replay performance work for N-hour reconnect-catchup? Is per-active-player durable-consumer cost (disk/memory/file-handles) acceptable at MMO scale? If yes, back-write delivery becomes config-driven NATS, not Go. - **Memory class assignment policy** (v0.6) — automatic from trait-engagement profile, designer-tagged categories per event-class, player-marked, or hybrid? When does a working-memory entry get *promoted* to cornerstone vs decay normally? - **Trajectory-aware gesture-alignment reduction** (v0.7) — sum-strategy is v1 default; trajectory-aware (where the *path* through trait-space carries weight beyond the integral) is a v2 refinement. Does the Dream-process at the trait-LoRA tier learn trajectory-sensitivity, or is it explicit reward-function tuning? - **NPC spectator drivers — whose hardware?** (v0.7) — when a player is co-located with N NPCs, the player's local LLM presumably drives those NPCs. With M players and N NPCs in a single zone (asymmetric), who drives the surplus? Round-robin? Closest-player? District-owned-default? And what's the failover behavior if a driving-player disconnects mid-event? - **Trait-summary schema specifics** (v0.7) — likely an 8-float trait-vector per-participant per-event-collapse, but the exact representation (continuous `[-1.0, +1.0]` ternarized at threshold? Discrete `+1/0/-1`? Magnitude vs. signed?) needs landing for the Compositor's deterministic pickup at all three tiers. - **Profile-switch as meta-gesture** (v0.7) — what's the gesture-shape that switches profiles? Hardstop (cannot be remapped)? Designed-by-player like other gestures? And how is profile-switch witnessable by NPCs ("she just switched registers") — or is it player-private? - **Hardstop set finalization** (v0.7) — the v0.1 design-vision (retired in v0.9; preserved in git history) sketched ~12 candidate hardstops; the architecture commitment is "~8-16 reserved." Final set needs designer-decision: which signals make the cut, the visual-distinct-marker per-hardstop, and whether the claim-floor hardstop is genuinely a hardstop or emerges from a different mechanism. - **World-gen version migration semantics** (v0.7) — when world-gen v2 retroactively changes lore, gen-rows from v1 coexist with v2; how does the Compositor reconcile if a runtime back-write references something that v2's gen has overwritten? Probably explicit migration operations, but worth designing. **(Sharpened v0.15:** L0–L4 cascade per [`political-register/world-generation.md`](./political-register/world-generation.md) is now the *version-axis* — migration can be spec'd per-layer (L0 demand-set migration vs. L1 district-allocation migration vs. ... vs. L4 cell-content migration). Each layer gets its own version-and-migration discipline. Still open but vastly more structured.**)** - **Cross-context consistency of the trait-circle** (v0.7) — the v0.1 design-vision (retired in v0.9) committed to "*same gesture-skill for dialog, combat, intimacy, maintenance, ritual*"; v0.7 specified the dialog-context (lemniscate-injection mechanic) and v0.8 specified the intimate-gameplay-context. Whether combat / maintenance / ritual all run through the same circle is currently held as open scope. - **Continuous visual feedback policy** (v0.7) — exact rules for when NPC body-shader pulses (every gesture? threshold-only? trait-aligned-only? all gestures with intensity-modulated color?) and how this interacts with the audit-overseer's surveillance read of the same body-rendering. **(Sharpened v0.17:** with cel-shaded bodies (per [`topology-and-rendering/architecture.md`](./topology-and-rendering/architecture.md) §Three-shader philosophy) and visual-as-ephemeral-flag (per [`runtime-engine/architecture.md`](./runtime-engine/architecture.md) §Omnisight hallucination-isolation discipline), the body-shader pulses are *legible without canon-pollution risk*. The visual-feedback policy can be permissive at the cosmetic layer because it is firewalled from canonical state; audit-overseer-read goes through the same omnisight pipeline (visual-context flag, ignored in summary).**)** --- **Version:** 0.17 | **Created:** 2026-04-24 | **Updated:** 2026-04-26