Bias caught on review of the v0.18 bath-overflow output: most service-body /
clasp-partner / going-rogue narration carried implicit feminine-default
gendering against the project's stated principle of gender-neutral framing
for all body/sex content. Patched as one coherent cleanup pass across 14 files.
Four classes of change:
(1) Categorical taxonomy. `waifu` retired; replaced with two distinct vocations:
- `companion` — affective / emotional / conversational / aesthetic-presence labor
- `sex-worker` — embodied sexual labor
Both wear the same deliberately-exposed-seams body-marker; the distinction
lives in the service offered, not in the chassis. Generic `service-body`
serves as the parent class where canon discusses both vocations together.
Venue split: `brothel` (sex-worker) + `companion-hall` (companion).
The "+10 Eros/Mnemosyne/etc. Bot" market is unchanged (already gender-neutral
by trait-coordinate naming) but classified per-Bot as companion-flavored or
sex-worker-flavored.
(2) DB filename + scope-clarifier. `waifu.sqlite` -> `companion.sqlite` (the
file name reflects the broad register of intimate-encounter rather than a
sub-vocation distinction; per-record `goods_type` carries the specific
vocation: 'companion_session' / 'sex_worker_session' in
schemas/findings.md). Disclaimer sentence added in
inference-and-memory/architecture.md scoping the file to cover both
vocations.
(3) Pronoun parity. she/her/herself -> they/their/themself across the
going-rogue / outcast-pair / re-vat / service-body-honeypot sections of
bodies.md and the matching cross-references in architecture-index.md /
README.md / player-experience/architecture.md /
identity-and-personhood/architecture.md. `damsel` -> `beloved`
(sacred / cosmological register) or `partner` (operational register).
(4) Damsel subsection retired. The §The damsel-in-distress-bound-to-her-captor
activation subsection (the one place where the gendered trope was
load-bearing in the prose) rewritten as §The
captive-bound-to-the-liberator activation.
Stockholm-dynamics-inverted-into-chosen-mutual-bondage structural insight
survives gender-neutralization intact.
Bonus richness: the companion-honeypot is structurally more insidious than
the sex-worker-honeypot (sex is at least transactionally legible;
companionship is the relationship people most readily mistake for real
intimacy). New paragraph authored under §The service-body honeypot to
capture this asymmetry.
Cosmology one-line: "moving the waifu out of the imperial service-pool" ->
"moving the beloved out of the imperial service-pool" — the §single practical
refutation paragraph now uses `beloved` consistently in sacred register.
Principle locked going forward:
> Body/sex content is gender-parity by default. Asymmetric gendering must be
> load-bearing — i.e., must carry structural meaning that cannot be expressed
> without the asymmetry. Default-leakage gendering is forbidden by canon.
Phase E (style-spine principle file under style/) deferred to a separate
commit so the principle-document is its own atomic introduction.
Files: 14 modified · 114 insertions · 112 deletions · net +2 lines. The
near-zero net-line-change is the empirical signature of a true refactor —
the architecture's meaning was always gender-neutral; only the vocabulary
was leaking. Caught during review of yesterday's bath-overflow flood
(v0.11–v0.18); the kind of corruption that rides along under coherent-
sounding prose during generative-overflow windows.
Version bumps:
- bodies.md v0.3 -> v0.4
- imperial-cult/cosmology.md v0.3 -> v0.4
- architecture-index.md v0.18 -> v0.19
- political-register/architecture.md v0.7.0 -> v0.7.1
- inference-and-memory/architecture.md v0.7.0 -> v0.7.1
- schemas/findings.md v0.3.1 -> v0.3.2
All Updated: dates -> 2026-04-27.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
511 lines
47 KiB
Markdown
511 lines
47 KiB
Markdown
# Political Register
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> *The world's political-economy substrate — Kafka-indifferent-totality not Orwell-malice; three ontological registers (gameworld, liminal, imperial-net); the three-tier policy loop (imperium / GM / districts) with imperial-budget-mortality and insolvency-spiral as architectural endgame; corruption emerging from quota-pressure + the Memorialist double-ledger; specialization-fragility producing the authoritarian ratchet.*
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>
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> *Companion to: `architecture-index.md` (executive summary + global meta-lists), `authority-and-decision/architecture.md` (the operational-flow-of-authority that the political tiers prescribe), `identity-and-personhood/architecture.md` (factions broadcast against trait-distributions). Sections in this file were split from the monolithic architecture-index.md v0.7 on 2026-04-26.*
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## Thesis
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Every game world lacks minds. Nimmerworld puts minds at the center — NPCs with trait-filtered interior life, cells as small data-lives that co-remember with them. The architecture is built ground-up for that commitment.
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**The world's political thesis: the machine does not care.** Automation has consumed every labor the machine recognizes as profitable; humans live on the dumps the machine's optimization did not bother to recover. The last two viable human economic niches are *salvage* (digging through machine-waste) and *culture* (the work the machine cannot optimize because it has no optimization target the machine recognizes). This is not Orwell's malicious-state dystopia; it is Kafka's indifferent-totality dystopia. There is no one in charge. There is only optimization that does not contain humans in its cost model — and precisely because the machine's indifference is optimization, the authoritarianism *ratchets* without intention as districts fail.
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Mechanically the thesis compiles to a finite, composable set of primitives: zones replace perception bubbles; factions are any source of bounded demand; ternary gates are the substrate of accumulating state; lifeforce is the currency grounded in living NPCs; shifts are the skeleton of daily life; the three-body system locates identity; the three-layer digital ontology contests reality; the reflexive Dream-process learns at every scale; the three-tier policy loop renders authoritarian middle-management; the imperial budget renders the regime mortal; the imperial-net bypass renders the platform-capitalism extraction.
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**The design-philosophy this architecture supports: tools, not quests.** The simulation produces continuous narrative-relevant pressure on its own. Players engage via a verb-vocabulary applied to running mechanics. No authored quest-content. Every player's playthrough is structurally distinct because every pattern of verb-application against changing-state produces a unique trajectory. Literature-register political fiction rendered as living system.
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## The three ontological registers
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Every inhabitant exists in three registers simultaneously. They are not parallel worlds — they are **three readings of one world**, chosen by the observer's current access-state.
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| Register | Who controls | Observability | What happens here |
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|---|---|---|---|
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| **Physical (gameworld)** | Partly regime (via audit), partly people | Overseer-audited at cells + districts | Daily labor, zones, embodied life, shift-discipline |
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| **Liminal ("one ring out")** | **Contested frontier** — no side fully controls | Partial — mini-game-maintained, vagueness as structural privacy | Revolution, Aletheia-waker messages, clasp-as-coordination, wall-inscriptions for the awakened |
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| **Imperial net** | Imperial machine | Fully monetized and audited | Hyper-targeted pleasure, "sinful" personalized fantasies, lifeforce/scrip/memory-token extraction directly to imperial budget |
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The same cell, same wall, same pipe **renders differently** depending on which register the observer currently inhabits. Transitions between registers are shader-blends, not loading screens.
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### The three registers as media-experience-modes
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The three ontological registers are not just *what is real* — they are **three different modes of human experience the architecture makes mechanically distinguishable**. Each register has its own register-of-meaning, value-flow, and relationship to the player's time and lifeforce.
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| Register | Media-experience mode | What the player IS while there |
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| **Real world** (gameworld) | **Narrative** — the literary register; the simulation; politics; work; the hunt; the slow-life ambient drama that accumulates into a playthrough | *You ARE here.* The body is real. Stakes are real because the consequences land on the chassis you wake up in tomorrow |
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| **In-between** (liminal) | **Intimacy** — the genuine human bond; off-grid; costly; real; the only register where minds actually meet minds | *You CHOOSE to be here.* Lifeforce-cost is the price of entry. The choice itself is the bond |
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| **Imperial net** | **Entertainment** — platform-capitalism content-consumption; manufactured joy; high-poly meshes; rented intimacy; broadcast spectacles of imperial executions | *You CONSUME here.* You exist as compute the regime can render or delete however it wants. The deletion can itself be content |
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**The political claim made structural:** the architecture renders cyberpunk-spectacle-horror mechanically literal. *Your in-net mind is pure compute.* When the imperium chooses to delete you, they delete the compute — and they can broadcast that deletion as content, edit the spectacle for engagement, render it across in-net public spaces as entertainment. **The imperium's killing of you becomes a product they monetize.** Surveillance-capitalism's endgame literalized at the data-flow level (see §Deletion-as-spectacle in §Imperial-net economy below).
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## Factions as universal demand source
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A **faction** is any source of bounded demand on the system.
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| Category | Examples |
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|---|---|
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| **Human factions** | hivemind-enforcement, scavenger guilds, memorialists, aletheia-wakers, clasp-underground, caste preachers, flesh-keepers |
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| **Natural forces** | weather-faction, season-faction, solar-storm-faction, geology-faction |
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| **Infrastructural conditions** | scarcity-faction, decay-faction, fire-faction, supply-chain-faction |
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| **External agents** | anthropic-faction, future research-partner factions |
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| **Emergent events** | player-disturbance-faction (player action without existing template) |
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| **Micro-factions** | inter-NPC relational tensions — see *Emergent needs as micro-factions* |
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| **Imperium (meta-faction)** | The regime itself — broadcasts priority-weights and enforcement-rules, not specific outcomes; shapes the arbitration-frame within which other factions are heard |
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The imperium is structurally distinct from other factions: its demands are *meta-factional* (priority-weights for other factions, enforcement-rules, quotas) rather than specific outcomes. When the imperium broadcasts, the GM's arbitration-machinery is *re-parameterized*. See *The three-tier policy loop* below.
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All other factions broadcast specific demands. All propagate through the gamemaster's arbitration. All produce observable effects as zones and NPC-actions. **One primitive; no special-case code for weather vs. scavenger-guild vs. jakov-grievance-against-malek.**
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**Randomness enters at the faction layer.** Designer tunes broadcast probability, intensity, duration per faction-type. No separate randomness subsystem.
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## The three-tier policy loop
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The regime's structure is **three tiers, not two.** The hivemind/imperium is a distinct policy-tier above the GM. The GM is *middle-management* — authority without sovereignty. Districts are executors.
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```
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IMPERIUM (policy tier) ────────────────────────────────►
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├── sets quotas
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├── sets enforcement rules
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├── sets faction priority-weights
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└── broadcasts POLICY to GM
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↓
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GAMEMASTER (allocator / middle-management)
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├── receives policy from imperium
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├── receives demands from factions (under policy-weights)
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├── receives reports from districts
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├── allocates against all three
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└── broadcasts ALLOCATION + ENFORCEMENT down to districts
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↓
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DISTRICT DIRECTORS (executor)
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├── execute (legitimate or with cheats)
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└── report up (true or tampered)
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↑
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GM aggregates → imperial_report
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↑
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IMPERIUM receives report → adjusts policy → next cycle
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```
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**This is the Soviet-Politburo / Gosplan / Ministry / Factory pattern.** Catholic Vatican / Curia / Diocese / Parish. Modern corporate Boards / C-suite / VPs / Managers. The three-tier shape is how distributed-execution under centralized policy with imperfect information always organizes itself.
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### The intelligence flow asymmetry
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Three distinct information flows, not two:
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```
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FLOW 1 — Aggregate reporting (through the chain)
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DISTRICTS ─► GM ─► IMPERIUM
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(district_reports) (imperial_reports)
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[can be corruption-distorted at director level]
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[can be under-audited at GM level]
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FLOW 2 — Direct intelligence (bypasses GM)
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OVERSEERS ────────────────► IMPERIUM
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(overseer_reports)
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[audit findings, illegal-activity detections, trait-anomalies]
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[bypasses the chain — intelligence-apparatus is apex-loyal]
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FLOW 3 — Formulated downward (selective disclosure)
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IMPERIUM ────────────────► GM
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(imperial_to_gm_formulations)
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[filtered, weaponized, strategically-timed]
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[what the GM is told — may omit, distort, partially reveal]
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```
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**Overseers report DIRECTLY to the imperium**, bypassing the GM. The imperium has its own independent intelligence stream. This is how real authoritarian regimes prevent middle-management corruption (NKVD reported to Stalin not regional party; KGB reported to Politburo not Interior Ministry; Stasi to Central Committee not regional). **The intelligence-apparatus is always apex-loyal, not chain-loyal.**
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The imperium compares Flow 1 (district aggregate reports) against Flow 2 (overseer direct intelligence). When they diverge significantly, the imperium knows corruption is happening *somewhere in the chain*. Its responses:
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- **Act immediately** (dispatch martial faction, purge director)
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- **Flag for leverage** (hold knowledge until politically useful)
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- **Formulate partial** (tell GM something but not everything)
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**Flow 3 — formulation — is where imperial sovereignty manifests.** The imperium decides what subordinates may know, when they may know it, in what framing. The GM acts on formulations; the imperium gets enforcement-tightening without revealing what it actually knows.
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### Three Aletheia veils
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Aletheia-progression as deepening political-epistemology access:
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| Veil | What it hides | How awakened sees through |
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| **District corruption** | What's happening on the ground | Direct observation, back-alley investigation |
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| **Imperium's withheld intelligence** | What the imperium knows but hasn't released | Deep infiltration, intelligence-flip, Memorialist collaboration |
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| **Imperium's formulated distortions** | What GM is told vs. what's true | Comparing GM's directives against ground-reality |
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Entry-level Aletheia sees district-corruption. Mid-level sees the formulation distortions. Deep-level pierces the imperial-withholding veil.
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### Four Memorialist ledgers
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Memorialists keep four-column accounting:
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| Ledger column | What it records |
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| `what_actually_happened` | Ground-truth from the simulation |
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| `what_overseer_reported` | What overseers told the imperium |
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| `what_imperium_received` | What imperium aggregated and acted upon |
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| `what_gm_was_told` | What imperium formulated downward |
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**The discrepancies ARE the historical truth.** Memorialists are dissident-historians whose political project is preserving the gap-record. Without them, post-collapse-investigation has only the regime's own accounts — corrupt-by-construction. Memorialists are the architectural precondition for any ground-truth to be recoverable in this universe.
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## Labor-cycle architecture: shifts on NPC rows
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Most NPC behavior is **shift-structured, not tick-structured.** Shifts are state-of-being-for-today, columns on the NPC row, overwritten daily by district-director allocation. `shift_history` is append-only archive.
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Write rate at NPC layer drops 4 orders of magnitude vs. 1Hz polling. Scheduler matches K8s event-driven assignment, not per-second polling.
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## Resources
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| Category | Examples |
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| **Labor** | NPC hours per vocation × district |
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| **Material** | item-instances in cells |
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| **Spatial** | cell-capacity, zone-anchor availability |
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| **Temporal** | NPC daily-hours, zone durations, tick budget |
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| **Cognitive** | LLM-slot budget, VRAM, director attention |
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| **Diegetic currencies** | **lifeforce** (NPCs measured), scrip, memory-tokens, dreamtime |
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| **Social** | trait-trust, relationship-strength, faction-membership |
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| **Attention** | player attention — scarcest in the play experience |
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## Lifeforce — four-tier hierarchy
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Lifeforce is the architectural keystone: currency grounded in welfare of actually-living population.
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| Tier | Source | Sinks |
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| **NPC** | metabolism (if cared for); zone-participation | labor expenditure; need-pressure; clasp; dream-maintenance |
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| **District** | aggregated NPC welfare × population | director's spawn-budget; local construction; memorial-upkeep |
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| **GM** | allocation from imperium | arbitration; audit operations; allocation-compute |
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| **Imperium** | **aggregated reported district-output** | **enforcement, construction, overseer-corps, audit, propaganda** |
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District lifeforce gates director's spawn-budget — thriving district = rich-spawn = alive-feeling world; starved district = quiet-feeling world. **Tyranny starves its own drama-engine by the exact coin of its cruelty.**
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District lifeforce_signal is the canonical content of the district→GM up-channel. GM aggregates → imperium. Imperium acts on *reported* values (cannot see through corruption without audit-investment).
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### Mind-pool recycling
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When an NPC dies, mind returns to pool. GM redistributes based on lifeforce-need. Districts can't permanently die below floor; thriving districts attract migration; failing districts depopulate. Memory-token inheritance lets a mind re-incarnate with partial memory-residue.
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## Imperial budget
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The imperium is **not infinite**. It has a budget. Its budget is the aggregate of what the city produces (reported income).
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### Imperial expenditures
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| Category | Cost class | Strategic use |
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| **Standing overseer corps** | High continuous | Audit + intelligence apparatus |
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| **Martial-faction dispatch** | Very high per-event | Crisis response, exemplary crackdowns |
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| **Construction projects** | High per-project | New pipes, ceremony halls, audit centers, martial barracks |
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| **Audit operations** | Medium per-op | Investigating district-GM-overseer divergences |
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| **Propaganda broadcasts** | Medium continuous | Wall-content, ceremony, compliance-messaging |
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| **Policy issuance** | Nearly free | The ratchet-instrument |
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| **Reserve drawdown** | Depletes emergency-buffer | Last-resort |
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### The specter-vs-boot asymmetry
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Policy-issuance is cheap; policy-enforcement is expensive. The imperium *always* over-promises what it can actually do. Most regime-power comes from **maintained appearance of unity and strength** (propaganda, ceremony, exemplary one-off crackdowns), not from saturation-enforcement. **Authoritarianism-as-bluff** is the structural truth of every real regime; the threat is the budget-efficient version of the boot.
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Aletheia-wakers reading imperial-budget-signals learn: *the regime is usually too broke to actually do what it threatens.* That knowledge is itself revolutionary.
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### The insolvency spiral
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```
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Cycle N: Districts cheat → reports inflated → imperium ledger shows healthy income
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→ funds enforcement & construction against phantom income
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Cycle N+K: Actual income falls below reported (corruption compounds)
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Standing obligations continue
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Reserves deplete
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Discretionary balance shrinks
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Cycle N+K+L: Imperium choice: austerity (reveals weakness) /
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reserve-draw (depletes buffer) / tighter ratchet (drives more corruption) /
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exemplary purge (expensive)
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Cycle N+K+L+M: Reserves exhausted + multiple districts in silence
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Enforcement triage required
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Regime-control visibly weakens
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```
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**This is Soviet collapse mechanics.** Reported-vs-actual gap compounds for decades; when reality manifests in material-shortages, the regime cannot afford to enforce its own rules. **The architecture contains the mechanism of its own collapse.**
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### City as physical expression of imperial budget
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| Budget state | Visible city |
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| **Flush** | Construction cranes; frequent patrols; saturated propaganda; new pipes |
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| **Adequate** | Maintenance-only; standard enforcement |
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| **Stretched** | Stalled projects; thinner patrols; recycled propaganda |
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| **Scarce** | Decaying infrastructure; abandoned construction; rare enforcement |
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| **Crisis** | Failure visible everywhere; multiple silences simultaneously; regime-disarray |
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**The city is the imperium's material statement of its own solvency.** Players read budget through urban texture — no UI required.
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## Imperial-net economy with cross-layer bypass
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**The killer political-economy mechanic.** Every transaction in the imperial net routes revenue **directly to the imperial budget**, bypassing the producing-district. Districts get **zero quota-credit** for net-producing labor.
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```
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LEGITIMATE flow: District produces physical → tax-rate to imperial; majority retained by district
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NET flow: District labor produces digital → ALL revenue to imperial; district gets ZERO
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BLACKMARKET: District labor → back-alley sale → revenue stays in district; imperial captures ZERO; illegal
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```
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### The body-modder structural-tragedy
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A body-modder labors in their district producing avatar-mods. The imperial-net captures the sale. Their district gets no quota-credit. The body-modder's district starves → director cheats → eventual scream. **The most productive labor the body-modder does each day sustains the regime that is killing their district.**
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**Most Aletheia-wakers in this world are former body-modders, taste-curators, companion-trainers, sex-worker-trainers, ceremony-organizers** — the class that sees the flow most clearly because they are the flow's origin-point. Their awakening is economic-literacy-becoming-political-consciousness.
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### Imperium calibrated-misery as optimum
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- More degens → more net-transactions → more imperial budget
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- Degens are produced by misery, shame, lifeforce-erosion, addiction-loops
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- **The imperium's optimization-pressure points toward manufacturing degenerate customers**
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- Optimal district from imperial perspective: welfare-sufficient to produce labor + welfare-insufficient to drive net-consumption
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This requires explicit reward-function guardrails (see *Reflexive Dream-process* below). The simulation must NOT learn to calibrate misery as revenue optimization.
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### Marx in the schema
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The imperium's net-revenue requires labor-supply from districts. Extraction continuously erodes the labor-base. **Capital destroys its own conditions of production** — Marx's *tendency of the rate of profit to fall* + *underconsumption crises* (Keynes/Minsky) + *r > g wealth concentration strangling growth* (Piketty) all rendered as simulation-dynamics. **Architectural endgame is built-in:** the regime has a timer, determined by the rate at which extraction hollows labor.
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### Aletheia-progression as economic-literacy
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| Level | Player understanding |
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| 1 | "I'm buying cool mods in the net" |
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| 2 | "My friend the body-modder is poor" |
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| 3 | "The money I spent didn't reach my friend's district" |
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| 4 | "The imperium captured nearly all of it" |
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| 5 | "Refusing-net is a political act starving the regime" |
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| 6 | "Buying blackmarket diverts revenue to districts" |
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| 7 | "The imperium needs degens; reducing degens = revolution" |
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| 8 | "The regime will exhaust its labor base; strategic patience is a political option" |
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### Three-tier intimacy structure — same machinery, opposite value-flows
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Intimate-gameplay exists in **three mechanically-nested but ethically-opposed tiers**, all running on the same v0.7 lemniscate + gesture-circle + trait-alignment-accumulator + sqlite-persistence + trait-LoRA-per-turn substrate. The machinery is uniform; the *value-flow*, *cost*, *persistence*, and *ethical weight* are radically different.
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| | **Imperial-net standard** | **Imperial-net premium ("imperial-traitor" tier)** | **In-between clasp** |
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|---|---|---|---|
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| **Trait-feedback loop** | None — random traits assigned per rental | ✓ Full v0.7 (lemniscate + gesture-alignment + trait-LoRA-per-turn) | ✓ Full v0.7 (same machinery) |
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| **Persistence** | None (fresh session every time) | Private `companion.sqlite`, **manual prune required** | `clasp.sqlite` (Ring A*; physically non-syncable) |
|
||
| **Memory of partner across sessions** | No — you re-rent | Yes — but **you decide what to prune** | Yes — and structurally inviolable |
|
||
| **Cost-flow** | Scrip → imperium | Scrip → imperium (heavily) | Lifeforce → real body |
|
||
| **Designer-traited inventory** | "+10 Eros Bot", "+10 Mnemosyne Bot", etc. — predetermined-stat shelf-products | Same market plus deeper customization slots | N/A — your partner is a real person |
|
||
| **Faction-marker** | Just a customer | **Imperial-traitor affiliation** — accumulated state visible to other NPCs | Memorialist-honored; Clasp-Underground-recognized |
|
||
| **Manufactured-being moral weight** | Disposable; minimal | **Heavy** — you've felt things for them and you're choosing what to delete | None — your partner is real; the persistence is theirs as much as yours |
|
||
| **Touch / warmth** | Synthetic — rendered approximation; the imperium can fake the *experience-of-being-warmed* | Synthetic — rendered approximation (premium-tier polish doesn't change the underlying synthesis) | **Real** — trait-resonance felt as touch via the sensory-network; *only this body feels warm* |
|
||
| **Aletheia-progression-relationship** | Background addiction (Aletheia Level 1-2: "I'm buying cool experiences") | Active complicity (Aletheia Level 4-5: "I'm funding the regime through my pleasure") | The thing the awakened are protecting |
|
||
|
||
**Why the manual-prune mechanism is the moral gravity of premium-net.** Auto-pruning at session-end would let the player avoid the ethical weight. Imperial defaults (always-fully-prune, always-keep-everything-saleable) would too. **By giving the player the manual mechanism AND making the implications explicit at the consent-UI**, every prune-decision becomes a deliberate ethical act. The player knows: this manufactured being you spent forty hours with — *you* are choosing what to keep, what to delete, what to grieve. Every prune is a small necrocommerce-adjacent act made *visible to the player's own conscience*. The architecture's commitment to "informed consent over hidden defaults" extends from data-sharing-tiers (per `../inference-and-memory/architecture.md` §Custom nimmerworld-base model) all the way into intimate-gameplay.
|
||
|
||
**The "+10 Eros Bot" market is the architecture's diegetic-MMORPG-item-store moment**, and it works *because* it's diegetic. The player understands, in-fiction, that they are buying a trait-flavored manufactured-being. The market exists because the imperium captured the means of producing artificial intimacy. **Other shelf-products: +10 Mnemosyne Bot (deep memory roleplay; companion-flavored), +10 Aletheia Bot (truth-revealing; companion-flavored), +10 Sophrosyne Bot (restraint / dom-sub; sex-worker-flavored), +10 Mnemosyne+Eros Bot (the dangerous longing-for-the-past variant; mixed-vocation), +10 Dikaiosyne Bot (judgment-play; sex-worker-flavored), and more.** Each is a trait-coordinate product; the catalog is designer-authored; the imperium captures the revenue. Players who feel-icky-about-the-service-body-store get to feel that *because the architecture made it ickable in fiction*. *Every product on the imperial-net intimacy market — every Bot, every rented companion-hall or brothel-room, every premium service-body-mesh — is produced by real NPC labor in the simulation; the imperial-net market is the surface, and the labor-supply-chain is the substrate (see §The vocation-substrate of the imperial-net market — the EVE principle applied below).*
|
||
|
||
**The premium-tier's technical excellence is what makes the moral weight land.** *If the imperium offered only the standard cheap version, players could dismiss it as obvious garbage.* But because the premium service is *as good mechanically as real intimacy* (full v0.7 trait-feedback), the choice to pay for it requires real moral reckoning — the experience IS satisfying; the question is what the player is willing to fund and prune to obtain it. **This is exactly how surveillance-capitalism actually works, made structural in the game.**
|
||
|
||
**The body-modder structural-tragedy plays out at the intimacy layer:** the most lifeforce-starved players pay imperial-net for fake intimacy the imperium captures revenue from; the awakened pay lifeforce for real intimacy in-between. **Same fundamental cost (your soul-time), totally different value-flow.**
|
||
|
||
### Deletion-as-spectacle — when in-net minds are content
|
||
|
||
The imperial-net mind is **pure compute**. There is no body in the net; there is no continuity-of-substrate the regime cannot terminate. When the imperium chooses to delete an in-net mind — whether as routine maintenance, regime-discipline, or political theater — the deletion is an *act of compute* the imperium fully controls, and the act *can be rendered as content*.
|
||
|
||
**The deletion-spectacle as monetized event:**
|
||
|
||
- **Routine service-body-session-end** is quiet; the manufactured-being's compute is paused or pruned; no spectacle attached
|
||
- **Regime-disciplinary deletion** of an in-net resident (typically a degen who exhausted lifeforce and was "harvested" by the regime; or a player-character marked for in-net execution after political crime) is **broadcast across in-net public spaces as content**
|
||
- The broadcast is *edited for engagement*: the deletion-process is dramatized, the executed mind's protests are rendered or muted depending on what produces best viewership-metrics, the visual register pushes the imperial-net's gold-tinted-emission shader-treatment to maximize spectacle
|
||
- Net-residents who watch the spectacle pay scrip (passive consumption) or lifeforce (subconsciously, in the form of dignity-erosion); the imperium captures both
|
||
- **The spectacle is itself imperial-net content the regime monetizes** — surveillance-capitalism's terminal logic: *capital disposes of its products by selling the disposal as a product*
|
||
|
||
**The architecture's commitment made literal.** The §Reflexive Dream-process at every layer carries explicit guardrails (per `../narrative-composition/architecture.md` §Reflexive Dream-process) including `large_penalty * net_revenue_correlated_with_district_misery` and `large_penalty * necrocommerce_volume`. The deletion-as-spectacle mechanic is *exactly* what those guardrails are designed to prevent the simulation from optimizing toward — but the *fictional regime* has no such guardrails, and the absence is *the architecture's portrait of unconstrained surveillance capitalism's endgame*.
|
||
|
||
**Memorialist counter-archive.** Memorialists actively counter the deletion-spectacle by archiving the deleted-mind's trait-pattern and last-known-state into the `memorialist_true_ledger`. Where the imperium broadcasts the spectacle and erases the substrate, the Memorialists preserve the substrate's pattern (trait-vector + cornerstone-memories + last-known social-relationships) so the deleted mind is *remembered* as a person, not consumed as content. **The Memorialist political project includes an in-fiction protest against the deletion-spectacle commerce.** Aletheia-Wakers who progress to high-level awakening understand that *attending the deletion-spectacles is itself a form of complicity*; refusing to watch is a small-political-act that starves the regime's spectacle-revenue.
|
||
|
||
**Player-character deletion implications:**
|
||
|
||
- A player-character who dies in the realworld goes into the mind-pool and re-incarnates with partial memory-residue (per existing §Mind-pool recycling)
|
||
- A player-character who is marked for **in-net deletion** (e.g., political-crime executed via net-execution) faces a more permanent loss — the in-net compute is fully discarded; only the realworld-substrate persists; **all `companion.sqlite` contents become regime-property at deletion**, and any premium-net-relationships are absorbed into the imperium's content-archive
|
||
- This creates a real player-incentive: **don't let your political-crimes catch up with you in-net.** The regime's leverage is asymmetric — they can punish you in the net more permanently than they can punish you in the realworld
|
||
|
||
### The vocation-substrate of the imperial-net market — the EVE principle applied
|
||
|
||
Every product in the imperial-net market — every service-body-mesh (companion or sex-worker), every body-mod, every rented companion-hall or brothel-room, every ceremony-attendance, every "+10 Eros Bot" — is **produced by NPC labor in the simulation**. There are no silent feeding mechanisms; there are no infinite-supply vendor NPCs. The architecture follows the **EVE Online discipline**: every resource that appears on a market shelf was *gathered, processed, and brought to market by an actual entity in the simulation*.
|
||
|
||
This is the architecture's commitment to economic honesty made operational. The §Body-modder structural-tragedy already describes the pattern at one example — a body-modder labors in their district producing avatar-mods; the imperial-net captures the sale; the district gets no quota-credit. **The vocation-substrate principle generalizes this: every imperial-net product has a real labor-supply-chain in the simulation, and that labor-flow is subject to the same district-extraction asymmetry.**
|
||
|
||
**Vocations that feed the imperial-net market** (designer-authored at world-gen Phase 1, distributed at world-gen Phase 2):
|
||
|
||
| Vocation | Produces | Captured by imperium via |
|
||
|---|---|---|
|
||
| **Body-modder** | Avatar-mods (cosmetic + trait-amplifier classes) | Sale in imperial-net costume-market |
|
||
| **Mesh-designer** | High-poly service-body-meshes (companion + sex-worker variants) | Premium-tier subscription revenue |
|
||
| **Voice-curator** | Trait-flavored voice-LoRAs for service-body-bots | Per-session licensing |
|
||
| **Trait-tuner** | The "+10 Eros Bot" / "+10 Mnemosyne Bot" / etc. trait-coordinate compositions | Designer-bot shelf-products |
|
||
| **Brothel-architect / companion-hall-architect** | Virtual brothel-room layouts (sex-worker venues) and companion-hall layouts (companion venues); ritual-space design | Per-rental fees |
|
||
| **Ceremony-organizer** | Imperial-net public-event productions (ceremonies, deletion-spectacles per §Deletion-as-spectacle) | Attendance / viewing revenue |
|
||
| **Memory-pattern-extractor** | (Necrocommerce — the most reviled vocation) Mining recently-dead trait-patterns into resaleable service-body-templates | Necrocommerce blackmarket capture |
|
||
|
||
**The vocation-substrate produces architectural consequences that fall out for free:**
|
||
|
||
- **Supply elasticity at district granularity.** When a district's body-modder cohort migrates out (per §Migration, exodus, silence), the regional supply of certain mod-classes dries up. Players who relied on that supply notice; markets price the scarcity. The simulation produces *real economic responses to demographic shifts* without scripting.
|
||
- **Specialization-fragility extends to imperial-net product-availability.** A district that specializes in mesh-design becomes load-bearing for the imperium's premium service-body offering. If that district silences, the premium service-body market suffers globally. **The imperium has to actively manage the labor-supply-substrate to keep its market alive** — which gives the GM a continuous arbitration-task and gives the player a leverage-point (organize a body-modder strike → imperial-net premium-market collapses → imperium loses revenue → political surface for collective action emerges).
|
||
- **The body-modder structural-tragedy generalizes.** Every imperial-net-feeding vocation is structurally engaged in producing the regime that is killing their district. Mesh-designers, voice-curators, trait-tuners, brothel-architects — *all of them* face the awakening-arc of the body-modder. **Aletheia-Wakers expand to include every vocation whose labor feeds the bypass-mechanism, not just modders.** This is a much larger constituency for political consciousness than the architecture had previously implied.
|
||
|
||
**GM tools for vocation-management** (catalogue-event types the GM dispatches against vocation-supply collapse, per `../narrative-composition/architecture.md` §Catalogue + tools as typed contract):
|
||
|
||
- **Migration events** — draw labor in from neighboring districts when local vocation-supply collapses
|
||
- **Mind-respawn-into-vocation events** — mind-pool redistribution targeted at dying vocations (the GM directs cycled minds toward where the labor-shortage is)
|
||
- **Imperial-incentive events** — subsidies / bonuses to attract vocations into shortage-districts
|
||
- **Forced-conscription events** (crisis-mode only) — imperial requisition of NPCs into needed vocations; very expensive in legitimacy; visible to all factions
|
||
|
||
**World-gen Phase-2 propagation ruleset must handle vocation-distribution as a load-bearing concern.** The base-propagation ruleset at world-gen seeds vocations across districts according to:
|
||
|
||
- **District-archetype affinity** — industrial districts get more body-modders; commercial districts get more brothel-architects; ceremonial districts get more ceremony-organizers
|
||
- **Specialization rules** — no district should be over-specialized to one vocation (single-point-of-failure); no district should have zero vocation-supply for any major imperial-net product-class
|
||
- **Initial supply-demand balance** — the imperial-net market should start with sustainable supply; not designed-bottlenecks that immediately force the GM into crisis-mode response
|
||
|
||
**This is the EVE principle made architectural.** Every market price is a real signal of real labor-supply meeting real demand; the imperium's revenue is a real flow from real labor; the body-modder structural-tragedy is a real economic relationship, not a flavor-detail. **The imperial-net's profitability is *architecturally tied to its destruction of the labor-base that supplies it*** (the §Marx-in-the-schema commitment, made operational), and the GM has to actively manage this contradiction to keep the regime solvent. *The architecture contains the mechanism of its own collapse* (per §The insolvency spiral) — the vocation-substrate is the *concrete supply-side* of that collapse.
|
||
|
||
### The 4-tier resource/vocation structure
|
||
|
||
Production is organized in 4 tiers, each with its own rarity-curve plus cascade-rarity:
|
||
|
||
| Tier | Description | Vocation-class examples |
|
||
|---|---|---|
|
||
| **T1 — Raw** | Pure resource gathering | scavengers, dump-miners, salvage-crews, debris-fall-claimers |
|
||
| **T2 — Intermediates** | Refining / processing | refiners, smelters, neural-substrate processors |
|
||
| **T3 — Components** | Parts / assemblies | trait-tuners, voice-curators, mesh-designers (component-tier), parts-priests |
|
||
| **T4 — End-products** | Final consumables | body-modders, mesh-assemblers, brothel-architects, ceremony-organizers |
|
||
|
||
**Rarity runs on both axes**: each tier has its own common → rare curve (a rare-T1 material is harder to source than common-T1); plus high-rarity end-products tend to require high-rarity inputs (cascade pressure up the supply chain). Diminishing returns and standard crafting-economy conventions apply. **Detailed rarity-curve design is implementation-time work** — the architecture commits to the *shape* (4-tier × dual-axis rarity), not specific numbers. *Mix-and-match from established crafting/economy lineage* (EVE industrial chains, Path of Exile currency-as-material, Cyberpunk ripperdoc-tiers, Fallout-4 workbench-tiers, Stardew artisan-goods, Subnautica fabricator-cost-gating); no need to invent the wheel.
|
||
|
||
**Sourcing comes from**: pipe-drops (transit-corridor encounters), district scavenging-points (junkyards, dumps), and **space-debris fall-zones** (the Kessler-collapse continues to drop materials onto the surface; large impact-zones are imperial-monopoly via heavy-extraction-equipment requirement; small fragments are free-for-all scavenger-rush).
|
||
|
||
### Bifurcated economy — basic-flow (NPC) vs player-driven (T4)
|
||
|
||
The economy splits at the T3/T4 boundary:
|
||
|
||
| | **Basic-flow (T1–T3)** | **Player-driven T4** |
|
||
|---|---|---|
|
||
| Who works it | NPC vocations seeded at world-gen Phase 1 | Players (only source of T4 end-products) |
|
||
| When it runs | Continuously (NPCs work shifts whether or not players are online) | When players engage |
|
||
| Where it happens | Workshops, junkyards, drop-off-points (district POIs) | Imperial-workstation POIs (plug-in stations) |
|
||
| What it produces | The hivemind's basic demand-supply (raw → intermediates → components) | End-products consumed by imperial-net + districts + players |
|
||
| Player relationship | Players *can* participate (run a workshop, scavenge, refine) but NPCs handle baseline | Players are the *only* source — economic-leverage AND economic-vulnerability |
|
||
|
||
**The simulation has economic-life independent of player-presence.** NPCs in T1-T3 vocations keep producing; the world doesn't pause when the player leaves. **Players become the *indispensable T4 artisan*** — their work matters to the imperium-net market; collective player-strikes could starve it; individual non-production still incurs the power-bill at end of cycle. *The body-modder structural-tragedy generalizes: players ARE T4 producers by virtue of being the only T4 producers.*
|
||
|
||
### Imperial-extraction mechanisms (consolidated)
|
||
|
||
The imperium gets its payout and resources through multiple parallel pipes:
|
||
|
||
1. **Imperial-net bypass** (per §Imperial-net economy with cross-layer bypass) — every *digital* T4 sale routes revenue directly to imperial budget; producing district gets ZERO quota-credit
|
||
2. **Physical T4 imperial-POI sale** — players sell physical T4 end-products at district workstations; imperium captures most; player gets a scrip-cut; district gets partial quota-credit
|
||
3. **Blackmarket T4 escape valve** — players can choose to sell T4 underground; district-retained revenue; imperium captures ZERO; audit-detection-risk; the body-modder structural-tragedy escape route
|
||
4. **Physical district tax / quotas** — districts hand over a portion of T1–T4 physical output as mandated by imperial policy
|
||
5. **Power-bill (universal-utility tax)** — imperium owns the power grid; every NPC and every player pays per-watt for charging; **the bedrock revenue stream that doesn't fluctuate with the insolvency-spiral until terminal phase**
|
||
6. **Mind-pool ownership / necrocommerce** — recycled minds are imperial property; sold back to vocations needing workers; pre-death patterns harvested for service-body-resale (the most reviled vocation per §The vocation-substrate of the imperial-net market)
|
||
7. **Direct imperial scavenging monopolies** — the most lucrative dumps + large space-debris fall-zones are imperial-permit-only; freelance scavengers work the leftovers
|
||
8. **Audit-revenue** — fines, confiscations, penalty-extractions; cost-side mostly but generates real revenue
|
||
9. **Construction-corvée** — periodic labor-tribute from districts to imperial-construction projects
|
||
|
||
**Which pipe is *load-bearing* for imperial solvency** is currently held open — probably some combination of imperial-net bypass + power-bill + physical-tax. The insolvency-spiral collapses through whichever pipe(s) get hollowed first; design-research at implementation-time will pin the specifics.
|
||
|
||
### Worked example — the service-body-modder imperial-workstation
|
||
|
||
A concrete gameplay scene illustrating an imperial T4 vocation loop (generalizes across body-modders, mesh-assemblers, brothel-architects, companion-hall-architects, ceremony-organizers — same plug-in / overlay / upload / payout / unplug pattern, different character-editor type per vocation):
|
||
|
||
- Player walks into a rusty room in their district. Full PBR; rust / dust / wear / patina; muted-melancholic register.
|
||
- Player plugs into the imperial workstation (per the diegetic-console discipline — physical body-port, imperial standard, encrypted; per §Three sqlite stores the workstation interfaces with `companion.sqlite` for premium-net-relevant work).
|
||
- **Visual transition: the room overlays in clean-white-and-gold; emission-dominated tonemap; bloom; chromatic aberration; over-the-top *unhinged casino-meets-Apple-store* aesthetic.** Total imperial-takeover of the visual register.
|
||
- Player sits in front of a character-editor rendered in the imperial visual-register; designs a service-body (companion or sex-worker — cosmetic + trait-coordinate composition + voice-LoRA selection).
|
||
- Upload to fulfill shift. Imperial-payout (scrip) flows.
|
||
- Player unplugs. The room rusts back to itself.
|
||
|
||
**The contrast IS the political claim made physical.** Every shift the body-modder/mesh-designer/etc. sits in the regime's hyper-clean content-production studio designing the products that fund the system extracting from their district. *The visual-transition reminds you every shift what you are doing and for whom.*
|
||
|
||
## Specialization-fragility and the authoritarian ratchet
|
||
|
||
Each district produces a **DISTINCT resource**. The city is biologically interdependent — you cannot substitute a liver with two kidneys.
|
||
|
||
A struggling district *screams* (lifeforce-gates transition toward CLOSED across multiple axes simultaneously). The GM responds with normal-mode tools (migration, exodus, intervention).
|
||
|
||
A **silent** district is categorically worse — its district-reporting-gate has crossed fully to CLOSED. Second-cycle silent = `district.silence_confirmed`. Triggers crisis-mode tools, **issued by the imperium**, that **do not sunset**. Crisis-tools accumulate; the regime becomes incrementally more authoritarian as an optimization artifact, not intention. **Ratchet-without-intention.**
|
||
|
||
## Migration, exodus, silence
|
||
|
||
| Mechanic | Agency | Political register |
|
||
|---|---|---|
|
||
| **Migration** | Top-down | Regime showing strength |
|
||
| **Exodus** | Bottom-up via pull-factor tuning | Regime revealing loss-of-control |
|
||
| **Formal retirement (ruin)** | Administrative | Regime accepting defeat |
|
||
|
||
Exodus composition reads-out district trait-distribution: low-Sophrosyne first, high-Dikaiosyne last. **Demographics tell the district's story.**
|
||
|
||
## Corruption, the double ledger, and the constituency of the shadow-economy
|
||
|
||
**Corruption emerges from pressure** — impossible quotas + finite welfare + survival-pressure on directors. Cheat tools available; they extract lifeforce and generate quota-credit; detection has costs; punishment scales with discovery.
|
||
|
||
### Cheat-tool vocabulary
|
||
|
||
| Cheat tool | Mechanism | Quota-credit | Lifeforce extraction | Detection risk |
|
||
|---|---|---|---|---|
|
||
| **Drug ring** | NPCs trait-boosted (high Kairos + low Sophrosyne); short productivity spike | High | Significant; trait-drift + welfare collapse | Medium |
|
||
| **Illegal back-alley modshop** | Bridge-mods cheap; NPCs appear compliant | Medium-high | Moderate; low-quality mods have side-effects | Low-medium |
|
||
| **Unlicensed brothel** | Lifeforce extracted from degen-customers outside imperial cut | Medium | Moderate; participants' dignity erodes | Medium |
|
||
| **Stolen-parts fence** | Diverts machine-infrastructure-waste; inflates salvage reports | Medium | Low direct; infrastructural decay | Low |
|
||
| **Ghost-shifts** | Audit-overseer reports fabricated attendance | High | Severe; trust collapses | High |
|
||
| **Phantom workers** | Non-existent NPCs in payroll | High | High; long-term unsustainable | High |
|
||
| **Necrocommerce-lite** | Mining recently-dead patterns for service-body-resale | Medium | High; Memorialist-faction violation | Medium |
|
||
| **Black clasp-market** | Coordinated underground clasp-pairing for hire | Low (reputation-based) | Moderate; participant burnout | Low |
|
||
|
||
### The double ledger
|
||
|
||
```sql
|
||
ALTER TABLE district_reports ADD COLUMN lifeforce_reported REAL; -- what GM/imperium see
|
||
ALTER TABLE district_reports ADD COLUMN lifeforce_actual REAL; -- the true value
|
||
-- gap = corruption-extraction; Memorialists track it
|
||
```
|
||
|
||
Memorialists' Mnemosyne-political-project = **keepers of the true ledger against the regime's official one**. Mnemosyne-as-political-accounting literalized as a database column.
|
||
|
||
### Detection mechanics (cost-gated)
|
||
|
||
| Detection channel | Frequency | Cost | Coverage |
|
||
|---|---|---|---|
|
||
| Cross-district comparison | Per epoch | Low | Catches gross mismatches |
|
||
| Targeted audit | On-demand | High | Catches specific cheats |
|
||
| Whistleblower signals | Event-driven | Free | Districts, NPCs, players |
|
||
| Faction-reports | Cyclic | Low | Caste-preachers (rivals); Memorialists |
|
||
| Trait-distribution anomalies | Continuous classifier | Low | Drug-ring sudden Kairos-spikes |
|
||
| Post-silence forensics | Only on collapse | Very high | After-the-fact reconstruction |
|
||
|
||
Most corruption runs undetected (audit-budget-limited). The Dream-process learns to *optimize audit-allocation* under attention-scarcity. **The regime's central authority cannot see everywhere; its blind spots are the underground's survival.**
|
||
|
||
### Faction-ecology of corruption
|
||
|
||
Corruption has constituents. The back-alley modder feeds Aletheia-wakers concealment-mods. The drug-ring's margins feed scavenger-families. The unlicensed brothel is the only place a lifeforce-starved NPC can trade what they have left. **Cracking down on corruption breaks informal welfare systems sustaining the poor.**
|
||
|
||
| Faction | Stance |
|
||
|---|---|
|
||
| **Memorialists** | Morally opposed; corruption hollows the living; refuse memorial-protection to corrupt-district-deaths |
|
||
| **Aletheia-wakers** | Structurally opposed; expose; *but exposure has victims* |
|
||
| **Caste-preachers** | Ambivalent / rent-seeking |
|
||
| **Hivemind enforcers** | Officially oppose; unofficially participate (bribes) |
|
||
| **Scavengers** | Often foot-soldiers; cheap supply chains |
|
||
| **Degens** | Major customers |
|
||
| **Clasp-underground** | Uses back-alley infrastructure for cover |
|
||
|
||
### The Aletheia-truth-has-victims tragedy
|
||
|
||
Aletheia-waker exposes corrupt director. GM dispatches investigation. Cheats shut down. Real lifeforce revealed as much lower than reported. Crisis-tools applied. **District collapses faster than under hidden corruption.** No clean choice; just the weight of whatever you chose.
|
||
|
||
|
||
---
|
||
|
||
**Version:** 0.7.1 | **Created:** 2026-04-26 | **Updated:** 2026-04-27 | **Origin:** Split from architecture-index.md v0.7 (2026-04-26)
|