New content-canon doc at identity-and-personhood/bodies.md (~330 lines). Sibling-file pattern parallel to imperial-cult/cosmology.md: the existing architecture.md describes the engineering substrate (three-body system, mods-as-trait-bearers, ternary-gate, clasp endgame phases); the new bodies.md describes the content-canon (what bodies look like, how they vary by caste, what their materials mean, how they appear when rendered). Substantive content: - Foundational principle: flesh = status, tech = function. The slum (cheap-tech, no flesh) and the imperial overseer (premium-tech, no flesh) share the flesh-zero condition; they differ in cost-spectrum- position, not flesh-presence. Tools don't get flesh. Aristocratic pallor reincarnated as cybernetic-flesh-as-status. - Body-caste gradient (corrected per dafit's correction tonight): deva-pinnacle (full synth-flesh + all mods hidden underneath, the most expensive body, "the synth-child lie incarnate") > asura-priest (high flesh + ceremonial markers, imperial markings worn proudly) > manusya (doctrinal fiction, likely no real material class, the late- capitalist "we're all middle-class now" lie weaponized cosmologically) > tiryak/slum/player (pure cheap tech, the cybernetic callus) > preta/overseer (pure premium tech, the cybernetic uniform, void-in- human-shape). - Sumptuary fabrication-vat-class as the caste mechanism. Caste is born-into via vat-class lineage; cannot upgrade across tiers; sumptuary law rendered anatomical. The Reproduction-as-caste-privilege of the Himalayan rich (per README) is privileged control of fabrication-vat- class for offspring. - Service bodies (sex-workers, waifus): pure tech with deliberately- exposed seams + bolts as marker of disposability. The seams say "this body was built to serve." Connects to existing waifu-of-the-dead / memory-pattern-extractor market mechanics in political-register/. - Mod-progression as flesh-loss: imperial career-arc is the gradual surrender of flesh to tech. The asura priest-vow is imperial mortification. Modding is anti-Miller body-practice: replacing the body parts that could otherwise somatize what was done. The overseer cannot host the unspeakable knowledge because they have given up the meat that would have stored it. - The in-between human-mesh and consent-as-rendering. Foundational principle: "the skin is the form consent takes when it becomes visible." Real skin manifests only through the clasp's mutual consent. Witnessing produces flesh. The slum-dweller's first clasp is the most powerful single moment available in the world (first time seeing their own skin, ever, simultaneously with someone else seeing it for the first time). - Asymmetric clasp: mesh-fidelity inversely proportional to imperial- rank. Slum-clasp has highest fidelity (imperial-neglect preserved authentic-self); deva-pinnacle mesh barely-visible; preta-overseer cannot clasp at all (no flesh-substrate). The deepest love available in nimmerworld happens between two slum-dwellers in pure-tech bodies whose interiors were never groomed enough to be foreclosed. The poor lover offers more skin than the elite lover ever could. Cross-tier clasps produce specific dramatic geometry: "the lover sees you fully; you cannot return the gift." - Technical rendering implications: skin needs its own shader stack (highest-quality budget per the asset-budget rule catalogue when established); synth-flesh and in-between real-skin must be distinguishable to a trained eye; once the player has seen the in- between mesh, they will start reading deva-pinnacle synth-flesh as the engineered fake it always was - real skin teaches you what synth-flesh is not. - Asset-economy alignment: class-restriction is asset-restriction is drama-restriction is player-longing-amplifier (one discipline, multiple payoffs). Specific budgets per the rule catalogue when written. Locked-in conventions reflected throughout: - Total-yoke discipline (Option B): all bodies are synth, all bodies bear capsules, no biological exception, no defector-recovery zone, no outside. - The unified clasp: clasp reserved exclusively for the romantic- resistance act; the imperial wheel-grip mechanism named the Imperial Yoke (cross-references to imperial-cult/cosmology.md, which still contains an outdated "wilds-people" section pending edit per v0.12 retraction). - Asset-budget consciousness: all rendering targets phrased as "per the rule catalogue when established" rather than committing to specific numbers. - Collision-check awareness: in MMO-arch context, body-on-body collision is minimized; load-bearing collision lives in static-world geometry and zone-transition triggers. Body-tier collision-mesh complexity flagged in Open questions for rule-catalogue work. Files: - identity-and-personhood/bodies.md (new): ~330 lines, structured as cosmology.md sibling, with table-form gradient + sumptuary discipline + asymmetric-clasp table + cross-references + open questions. - README.md: identity-and-personhood/ project-structure entry extended to mention bodies.md as sibling content-canon. Version bumped 0.4 -> 0.5. - architecture-index.md: project-structure tree extended (bodies.md as sibling under identity-and-personhood/); quick-reference table row added; v0.13 entry added to version-history line marking bodies.md authoring + Imperial Yoke / clasp terminology lock-in + meta- disciplines (rule-catalogue-first, collision-check). Version bumped 0.12 -> 0.13. Authored 2026-04-26 same Sunday continuing - dafit + chrysalis. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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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.
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
├── 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 |
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
- Geometric perception (cone, radius, LOS) → subscriber-based event emission with trait-salience
- 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'sgesture_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; seeinference-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 samegesture_alignment_accumulatoras 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 (perruntime-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; seepolitical-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; seeidentity-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; seepolitical-register/architecture.md§Bifurcated economy — basic-flow (NPC) vs player-driven (T4))
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
- 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.
- 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. - 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_pullandmid_actionare 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.
- 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.
Version: 0.13 | Created: 2026-04-24 | Updated: 2026-04-26