Files
chrysalis 89b031799d v0.27: cross-reference cleanup of event-zones.md across domain papers
Closes the v0.26 interaction-substrate paper-pass cycle initiated 2026-04-27
via the plan-as-baton mechanism (EVENT_ZONES_FOLLOWUP_PLAN.md authored at
end-of-context-density, mechanical execution next-session, scaffold deleted
on completion per the v0.24.5 pattern).

Substantive (political-register/world-generation.md → v0.2):

- §Editor-mode pre-flagging (extends L4 Cell ruleset, v0.27): editor_eligible
  bool field per cell, pre-flagged at world-gen-init; designer-tunable defaults
  per district-tier (deva-pinnacle 0% → underground/wilds 90%); per-cell
  carve-cost gradient scales by cell-position-imperialness. Choice (a)
  designer-flag-at-world-gen committed over choice (b) emergent-from-imperial-
  scrutiny per the 2026-04-27 dialog: clean LOD signal + political-readability
  via material-vocabulary + zero runtime audit-overseer-presence checks.

- §Three-source schema unification (v0.27): cell_table accepts canon-rows
  from world_gen_init / runtime_event / player_authored origins via shared
  schema. The architecture's world-gen-as-init-function key-move now extends
  to player-edit-time as a first-class peer of generator-output and runtime-
  emission. Cell-checksum-divergence audit-vector gains a third source
  (player_authored_divergence) consumed by the same Memorialist counter-
  archive and GM heresy-detection mechanisms.

Mechanical cross-references (single-paragraph propagations of v0.26 design-
decisions through the architecture's describe-by-cross-reference discipline):

- runtime-engine/architecture.md: event-zones.md added to Companion-to header
- style/consent-discipline.md: §Variants 1-4 as event-class taxonomy — the
  four hardstop-pattern variants correspond one-to-one to the event-class
  taxonomy in event-zones.md; the register-test five-question procedure is
  also the event-class-classifier (consent-validation = event-instantiation)
- style/trait-palette.md: 8 traits compose onto the cosmology's outer ring —
  vertically-symmetric on Deva (Sophrosyne+Dikaiosyne) and Naraka (Eros+Philotes),
  side-castes carrying single traits, all four oppositional pairs preserved
  at 180°. Composed wheel renders as iconography AND UI substrate
- narrative-composition/architecture.md: Three-source schema unification
  extends world-gen-as-init-function to player-edit-time
- inference-and-memory/architecture.md: Compositor reads 2D gesture-history
  (caste-target × trait-temperature); coherence-of-political-positioning
  becomes a cornerstone-memory salience axis
- identity-and-personhood/architecture.md + bodies.md: install / clasp /
  post-rogue-NPC-modding mini-games all run on the composed wheel; consent-
  discipline Variants 1-4 determine participant-count and hardstop-pattern;
  the wheel renders the resolution

Verification: 11 papers now reference event-zones.md (vs 4 pre-v0.27,
including the bonus pre-existing imperial-narrative.md cross-ref). The
describe-by-cross-reference, not by re-quotation discipline reaches steady-
state across the corpus. Cross-references resolve cleanly to existing
sections in event-zones.md (verified §Variants 1-4, §The wheel, §Player
editor-mode, §Hardstops, §The composition).

EVENT_ZONES_FOLLOWUP_PLAN.md deleted per plan-as-baton convention.
2026-05-01 02:18:03 +02:00

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World Generation — The Top-Down Cascade

The content-canon for nimmerworld's generation pipeline. Top-down cascade: imperial demand-set → world-level ruleset → district ruleset → room ruleset → cell ruleset. Each layer derives from the layer above. The Compositor-at-design-time (per ../narrative-composition/architecture.md §World-gen as init-function) executes this cascade at world-init; runtime extends it via the same primitive. Closed-orbit Kessler-cascade caps the imperial-demand budget at planetary scale. Imperial-budget-mortality threads through every layer — when the imperium contracts, the cascade runs in reverse: districts close, rooms vacate, cells return to debris-state. v0.1 initial draft 2026-04-26 — content-canon sibling to architecture.md; cascade design from the post-bodies.md cell-arch discovery arc — dafit + chrysalis.


What this is

This document is the content-canon for world generation in nimmerworld — the rules that determine what gets generated, where, why, and in what proportion. It complements the engineering substrate in this directory's architecture.md (three-tier policy loop, imperial-budget mortality, insolvency-spiral, faction-broadcast structure) and the design-time-Compositor mechanism in ../narrative-composition/architecture.md §World-gen as init-function.

The cascade is top-down by design — generation begins from the imperium's demand-set and ripples down through districts, rooms, and cells. The world is what the imperium needs it to be, nothing more. Bottom-up generation is rejected because it would make the imperium one structure among others; top-down generation makes the imperium the world's organizing principle, which is the worldbuilding-thesis the cosmology requires.

This document covers the content-rules of the cascade. The engineering mechanism that runs the cascade (Compositor-at-design-time emitting canon-rows in the same schema as runtime) lives in ../narrative-composition/architecture.md.

Why top-down

Three load-bearing reasons:

  1. Diegetically-correct. The world IS what the imperium made (per ../README.md: "the slum does bound cognitive labor for an imperial machine"). Generation-direction must mirror the worldbuilding-thesis. Bottom-up generation makes the imperium one structure among others; top-down generation makes the imperium the world's organizing principle. The latter matches the cosmology in ../imperial-cult/cosmology.md.
  2. Composes with existing canon. The three-tier policy loop already runs top-down at runtime (imperium → GM → districts → reports up → imperium). World-gen mirrors runtime per the existing key-move in ../architecture-index.md: "World-gen as init-function (Compositor-at-design-time): same primitive at design-time and runtime; no cold-start; data-flywheel runs retroactively."
  3. Imperial-budget-mortality requires it. The "insolvency-spiral as endgame" key-move only works with a demand-vs-supply ledger — and that ledger only exists if districts were derived from imperial demand. Top-down means the world itself shrinks as the imperium fails: districts close, rooms vacate, cells return to debris-state as the imperial budget contracts. Bottom-up cannot deliver that mechanic.

The cascade

Five layers; each derives from the layer above. Static-unless-modified after initial generation; runtime modifications create deltas; Compositor-at-runtime extends the same primitive.

Layer What it provides Derives from
L0 — Imperial demand-set The imperium's resource appetite: cognitive-labor units, service-body-output, surveillance-coverage, ceremonial-throughput, basic-flow-vs-T4 mix, etc. Designer-authored. Closed-orbit ceiling (planetary substrate ÷ efficiency-coefficients)
L1 — World ruleset District allocation: N slum + M industrial + K ceremonial + L residential + pipe-network + rail-budget + total-population. Bifurcated economy from v0.10 allocated here. L0 (each district-count satisfies a quota of L0's demand)
L2 — District ruleset Per-district-type rules: cells-per-district, room-types-and-counts, NPC-roster (vocations + counts to meet that district's L0-contribution), lifeforce-budget allocated. L1 (this district's L0-quota commitment)
L3 — Room ruleset Per-room-type rules: cells-per-room, cell-categories-and-counts, slot-inventory (zones — the existing interior-as-zone primitive). L2 (this room's contribution to its district's quota)
L4 — Cell ruleset Per-cell-category rules: asset-selection (one per cell, hard limit), per-register content (gameworld / liminal / imperial-net), initial checksum, container/wall-hook/debris discipline. L3 (this cell's role in its room)

Generation runs L0 → L4 at world-init. Each layer's output becomes the next layer's input-constraint.

L0 — Imperial demand-set

Designer-authored. The imperium's resource appetite expressed as quantities. This is the seed from which the entire world derives.

Demand categories (initial sketch; final taxonomy per §Open questions):

  • Cognitive-labor units — what the slum extracts (per ../README.md: "bound cognitive labor for an imperial machine"); total-monthly-units the imperium consumes
  • Service-body-output / memory-pattern-extraction — companion-rental + sex-worker-rental + necrocommerce throughput (per ./architecture.md §The vocation-substrate of the imperial-net market)
  • Surveillance-coverage — overseer-deployment density across districts; relay-density per ring (per ../topology-and-rendering/architecture.md §Diegetic relays)
  • Ceremonial-throughput — Imperial-Cult ritual cycles per period; caste-preacher density; festival-frequency
  • Mod-fabrication — vat-output per caste-tier (per ../identity-and-personhood/bodies.md §Sumptuary fabrication: caste is born-into)
  • Basic-flow vs. T4 mix — proportion of basic-flow-T1-T3 districts vs. T4-digital / T4-physical / T4-blackmarket districts (per v0.10 chill-design-talk in ../architecture-index.md §Key moves)

Each demand-quantity is bounded by the closed-orbit ceiling: total demand ≤ planetary substrate ÷ efficiency-coefficients. Kessler caps the imperial appetite at planetary scale. The imperium cannot grow beyond what one closed planet sustains.

L1 — World ruleset

Derives district-counts from L0 quotas, plus the connective infrastructure between them.

Outputs:

  • District-counts per category: N slum, M industrial, K ceremonial, L residential, plus specialty (mod-fabrication-vat hubs, deva-pinnacle citadels, asura-priesthood seats, etc.). Counts derived so total district-output meets total L0 demand at expected efficiency-coefficients.
  • Pipe-network: rail-segments connecting districts; per-segment metadata (heterotopia-class, overseer-density, traversal-cost) per ../topology-and-rendering/architecture.md §Rail-segment metadata.
  • Rail-budget: total rail-segments; capacity (3-way co-walking support per topology canon).
  • Total-population: NPC count derived from total-cognitive-labor-demand at expected per-NPC productivity.
  • Bifurcated-economy allocation (per v0.10): how many basic-flow districts vs. T4-digital / T4-physical / T4-blackmarket districts, per L0's basic-flow-vs-T4 mix-ratio.

The Himalayan-rich elite seat (per ../README.md: "Reproduction is a caste privilege held by the Himalayan rich") is an L1 placement-decision: the deva-vats live there; the asura-priesthood seats live somewhere accessible to the slum-districts; the slum-districts spread across the lower-altitude infrastructure where the imperial machine extracts from them.

L2 — District ruleset

Per-district-type rules. Each district's L1-allocated L0-quota becomes its generation-target.

Outputs per district:

  • Cells-per-district (range; derives from L1-allocated population × per-NPC-cell-footprint)
  • Room-types-and-counts (e.g., a slum-district has N hovels + M cantinas + K workshops + L corridors + ... per its L0-output-vocation-mix)
  • NPC-roster: vocations + counts to meet that district's L0-contribution. (e.g., a slum-district extracting cognitive-labor needs X cognitive-labor-vocation NPCs at expected productivity.)
  • Lifeforce-budget: allocated by imperium per ./architecture.md §Lifeforce four-tier hierarchy. Districts with higher L0-contribution get higher budgets.
  • Audit-density: overseer count, relay-density, audit-overseer-deployment-pattern (per ../topology-and-rendering/architecture.md §Diegetic relays Ring A/B/C gradient).

L3 — Room ruleset

Per-room-type rules. Rooms aggregate cells; each room is an interior-as-zone (per ../topology-and-rendering/architecture.md) with slot-inventory.

Outputs per room:

  • Cells-per-room (range; derives from L2-allocated room-count and total-cells-per-district)
  • Cell-categories-and-counts (e.g., a hovel = N wall-cells + 1 sofa-cell + 1 kitchen-cell + 1 bed-cell + ...)
  • Slot-inventory (the zone-anchors for activities — sofa, kitchen, bed, shower, wall-writing-spot per existing topology canon). Slots map to specific cells but are activity-anchors (zone-layer), distinct from cell-spatial-data. Cells × interiors = orthogonal layers: zones are activity-anchors, cells are spatial-data; one sofa lives in one cell AND is one zone-slot for the interior's couch-activity — two foreign keys, two purposes.

L4 — Cell ruleset

Per-cell-category rules. Each cell-category has a generator that emits the cell's content.

Outputs per cell:

  • Asset-selection (one per cell, hard limit; container, wall-hook, or debris-shader-trick per the cell-arch arc in this Sunday's discovery)
  • Per-register content: three contents per cell (gameworld / liminal / imperial-net) per ../topology-and-rendering/architecture.md §Three-shader philosophy. Per cells.wall_content_per_register (per ../architecture-index.md §Mapping to phoebe). Per-register rendering follows the cel-shading-everywhere-with-parameter-variation discipline (locked v0.17): dark-outlines + environmental-noise + high-weathering for gameworld; painterly-soft + progression-gated grainy-film-mode → refined-cel-shading-with-warm-skin for liminal; gold-rim-light + clean-white + no-weathering for imperial-net.
  • Initial checksum: hash of the cell's content; subsequent NPC-entries compare against this; mismatch fires "clean signal" for discovery (per cell-arch arc's checksum-based-discovery design — replaces the perception-bubble pattern).
  • Container/wall-hook/debris discipline: items in cells must be in a container OR hooked-on-wall; everything else is debris (shader-trick, no persistent state). No orphan-objects. Containers + wall-hooks are zone-slots applied at item-level (the zone primitive scaling one tier deeper).

Editor-mode pre-flagging (extends L4 Cell ruleset, v0.27)

L4 cell-generation includes an editor_eligible: bool field per cell. The flag is fixed at world-gen-init time; the runtime LOD-streamer reads it directly without re-checking imperial-surveillance state. This makes editor-eligibility a static property of the world, not a runtime computation.

  • What pre-flagging is. Each L4-emitted cell-row carries editor_eligible. Slum/underground district-cells default-true; imperial district-cells default-false. The flag is checked at player-editor-verb-resolution time (knock-out-wall, fill-cell, carve-passage) — eligible cells accept the verb; ineligible cells reject it. No runtime audit-overseer-presence query, no streaming-overhead cost beyond reading one bool per cell.

  • Why pre-flagging at world-gen. Choice (a) — designer-flag at world-gen — over choice (b) — emergent-from-imperial-scrutiny — was committed in the 2026-04-27 dialog. Reasoning: clean LOD signal preserved (the streamer doesn't have to walk surveillance-graphs); political-readability preserved (the slum's spatial politics IS its expandability via material-vocabulary, and this expandability is legible to the player without surveillance-state inspection); performance preserved (no per-tick audit-overseer-presence checks).

  • Material-vocabulary politically-codes editor-eligibility. Cross-reference to ../topology-and-rendering/architecture.md §Vertical world topology and ../imperial-cult/cosmology.md §The aesthetic palette: imperial-marble can't be carved; rusted slum-bedrock yields. The editor_eligible flag IS the material-vocabulary made queryable. A player who learns to read the materials learns to read where the world will yield to them — diegetic and mechanical legibility coincide.

  • Editor-eligibility per district-tier (designer-tunable defaults):

    District-tier Editor-eligible cell ratio Rationale
    Deva-pinnacle citadels 0% (editor-locked) Imperial-marble; imperium controls these spaces absolutely
    Asura-priesthood seats 0% (editor-locked) Sumptuary-religious territory; ceremonial-stable
    Manusya-tier residential ~5% (perimeter only) Mid-tier; carving permitted at margins, not interiors
    Tiryak-tier slum dwellings ~50% (interior carve-extensible) Slum politics IS expandability; interior cells yield to inhabitants
    Frontier districts ~70% (wide carve-zones) Beyond imperial-fabric; player-authored expansion default-permitted
    Underground / abandoned wilds-shrines ~90% Off-grid; the architecture surrenders space to player authorship
  • Per-cell carve-cost. Tunable; lifeforce-cost or scrap-cost per carved cell. Pending design-iteration; first-pass: scrap-from-junkyards as currency, with cost scaling by cell-position-imperialness (carving deeper into imperial-adjacent zones costs more, even within an editor-eligible cell-cluster). This preserves the political-gradient: slum-interior carve is cheap; frontier-edge carve is cheap; carving against the imperial-fabric is structurally expensive even where permitted.

Closed-orbit constraint

The Kessler-cascade (per ../README.md §Timeline, 2150 "the last son of Elon attempts the dynasty's old promise") closes the outward frontier. There is no off-world inflow. This caps the entire cascade:

Total L0 demand ≤ planetary substrate ÷ efficiency-coefficients.

The imperium's appetite cannot exceed what one closed planet sustains, no matter how cleverly extraction is engineered. The cascade is therefore a constraint-satisfaction problem rooted in physical-economic facts — not an open-ended generative procedure. Every generation-run is bounded above by physics.

This is also why the deferred-moksha doctrine (per ../imperial-cult/cosmology.md §The deferred-moksha doctrine) is necessary: when the closed-orbit caps real material gains, the imperium has to keep its promises alive purely through deferral. The cosmology is structurally entailed by the planetary-physics constraint. 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 and the cascade — running it in reverse

Generation runs L0 → L4 at world-init. After init, the cascade is static-unless-modified.

But the imperium is mortal. Per the existing key-move "Imperial budget makes the regime mortal. Insolvency-spiral as endgame" (per ../architecture-index.md):

When the imperial budget contracts (insolvency-spiral threshold crossed), the cascade runs in reverse:

  1. L0 demand-set shrinks (the imperium can no longer afford its own appetite).
  2. L1 reallocates: districts close (lowest-L0-contribution first); pipe-network thins; rail-budget contracts.
  3. L2 reallocates: per-district NPC-roster contracts; rooms vacate; lifeforce-budget shrinks.
  4. L3 reallocates: vacated rooms collapse; cells return to debris-state.
  5. L4 reallocates: orphaned assets despawn or downgrade to debris (shader-trick visual residue).

The world itself shrinks as the imperium fails. The player living through the contraction sees districts close, neighbors disappear, formerly-busy plazas empty, the relay-network go dim, the silence at Ring C extending into former-Ring-B and former-Ring-A territory. The imperium consuming itself, unable to maintain even the world it generated. This is the structural-cosmological endgame the cosmology gestures at.

This is why top-down generation matters mechanically, not just diegetically: bottom-up generation has nothing to retract. Top-down generation has a demand-vs-supply ledger the insolvency-spiral can act on.

Cross-references

Reference What it provides
./architecture.md Engineering substrate: imperium-as-meta-faction, three-tier policy loop, imperial budget, insolvency-spiral, lifeforce hierarchy, vocation-substrate of the imperial-net market
../narrative-composition/architecture.md §World-gen as init-function The Compositor-at-design-time mechanism that runs the cascade; emits canon-rows in same schema as runtime
../topology-and-rendering/architecture.md Rail-segment metadata (L1 inputs); interior-as-zone primitive (L3); cells.wall_content_per_register and three-shader philosophy (L4); diegetic relays (L2 audit-density); base-limb palette + trait-textured variance (L4 asset-selection)
../identity-and-personhood/bodies.md Sumptuary fabrication-vat-class (L4 mod-fabrication outputs); body-tier caste ratios drive L1 deva/asura/manusya/tiryak/preta district-mix
../imperial-cult/cosmology.md The cosmology that justifies top-down generation; the cascade's diegetic legitimacy comes from the cosmology's claim that the imperium is the world's organizing principle; the deferred-moksha doctrine is structurally entailed by L0's closed-orbit ceiling
../README.md §Timeline The 2150 Kessler-cascade and the closed-orbit constraint that caps L0

Three-source schema unification (v0.27)

The cell_table accepts canon-rows from three writers, with an origin provenance field distinguishing them. All three writers emit rows in the same schema — the architecture's "world-gen as init-function" key-move extends from design-time-vs-runtime to design-time-vs-runtime-vs-player-edit-time.

  • Three writers, one schema. Per origin field:

    • world_gen_init — emitted by the Compositor-at-design-time (per ../narrative-composition/architecture.md §World-gen as init-function); produced by the L0 → L4 cascade at world-init
    • runtime_event — emitted by runtime events that modify cell-state (hacking, install, demolition, imperial-construction-projects, lifeforce-decay events)
    • player_authored — emitted by player editor-mode (knock-out-wall verb and equivalents at editor-eligible cells per §Editor-mode pre-flagging above)
  • The architecture's "world-gen as init-function" key-move extends to player-edit-time. Same primitive (Compositor-at-design-time) emits the same canon-row schema as runtime events as player-authored events. No cold-start; data-flywheel runs retroactively; player-authored content is first-class canon, indistinguishable from generator-output and runtime-emission at the schema layer. The cell_table does not know — at the row-level — which of the three writers produced any given row except by reading the origin column.

  • The audit-vector implication. Cell-checksum-divergence (per the existing §Open questions in this file + per runtime-engine/architecture.md §Omnisight) gets a third source. Divergence between current cell-state and prior-snapshot can now be:

    • world_gen_baseline_divergence — someone changed the cell from its generator-emitted state
    • runtime_event_divergence — hacking, demolition, imperial-construction-project, decay-event modified the cell
    • player_authored_divergence — player carved, filled, or otherwise edited the cell

    The Memorialist counter-archive reads all three as legible content; the GM's heresy-detection mechanism applies to all three. Player-authored cells are not second-class — they are subject to the same imperial-readability surface and the same dissident-archive preservation as generator-emitted or runtime-modified cells.

  • Cross-reference. ../runtime-engine/event-zones.md §Player editor-mode + three-source schema unification holds the canonical articulation.

Open questions

  • Schema for cell / room / district tables. Deferred until the pgnats first-test (per Monday's queue: "pgnats install + document + first-test on phoebe-dev"). The eval-result determines whether checksum-broadcast goes via PG NOTIFY (lower-latency, transactional, in-band) or NATS subject (higher-throughput, multi-consumer, durable-replay), which determines whether per-cell or per-cell-per-register checksum is affordable, which decides cell-table column shape.
  • Specific L0 demand-set numbers. What are the cognitive-labor-units / service-body-output (companion + sex-worker split) / surveillance-coverage / ceremonial-throughput / etc. quantities? Pending: imperial-economy balance pass; can be tuned via designer-spreadsheet once Compositor-at-design-time runs.
  • Cell-category taxonomy. Start simple, grow out (per dafit's call). Initial small base-set: interior / corridor / public-space / ruin / specialty. Extended per-district-class as world-gen test-runs surface needs. "One ape and one imperial machine can dream up alot."
  • Generation-rule format. What does a "ruleset for hovel-cell" look like as a data-structure? Inputs: district-class + room-context + occupant-profile. Outputs: asset-pick + register-content + initial-checksum. Format probably emerges from the L4 schema once pgnats lands.
  • Cell-mutation write-permissions. Who can write to a cell post-generation? Player carving a heretical-wheel into a wall = direct mutation, system event, or overlay row? Heresy-detection via checksum-divergence (per cell-arch arc's discovery-pattern). Pending: schema + write-permission policy.
  • Cell-room aggregation. When do cells form a "room"? Connectivity-graph at generation-time, pre-tagged room_id, or both? Likely both, with the connectivity-graph used for runtime queries and room_id used for generation-bookkeeping.
  • Streaming/LOD strategy. When does a cell load/unload? Per shift (NPCs on rails through cells), per player-proximity, per district-active-flag? Likely a hybrid: district-active-flag for coarse load, player-proximity for fine LOD, shift-schedule for NPC-traversal preload.
  • Reverse-cascade (insolvency-spiral) trigger thresholds. What lifeforce-deficit threshold triggers L1 district-closures? What's the closure-priority-ordering? Pending: imperial-budget balance pass.
  • Asset-budget per cell-category. Vertex-caps + texture-res + collision-mesh-complexity per cell-category. Pending: rule catalogue (likely ../style/asset-budget.md when authored).

Version: 0.2 | Created: 2026-04-26 | Updated: 2026-05-01