Files
nimmerworld.eachpath.local/architecture-index.md
chrysalis c892013bfa v0.17: cel-shading-everywhere + progression-gated in-between + omnisight + hallucination-isolation
Five-file update locking in the rendering discipline + perception
architecture from the post-cell-arch art-style discovery arc.

Locked in v0.17:

(1) Cel-shading-everywhere with per-register parameter variation. One
rendering engine (Godot-native, asset-budget-friendly, ages well -
Borderlands 2009 still reads current). Three registers diverge through
outline-color + background-treatment + weathering-level, not through
engine-switching:
- Gameworld: dark heavy lines + environmental noise + high weathering
  (rust streaks, hatched dirt, ink-line cracks; hand-painted patina).
  "Surfaces carry memory" thesis preserved via hand-painted weathering.
- Liminal: painterly/soft/desaturated + progression-gated grainy-film-
  mode opening to refined-cel-shading-with-warm-skin at endgame.
- Imperial-net: lean subtle gold rim-light + clean white background +
  no weathering. Polish achieved through OMISSION, not extra rendering
  tech (Godot reality check; photorealistic-glossy-Apple-store rejected
  as not Godot's strong suite). The render-style itself becomes
  propaganda-detector - imperium's clean falsity reads as the absence
  of the world's honest decay.

(2) Progression-gated in-between visibility. "The more you mod your body
& gain in-between-knowledge, the better your view gets." Early game:
grainy film mode + restricted view range. Endgame: clean refined-cel-
shading with full view of the beloved. Visual-fidelity = dual-gating
made visible (knowledge-gate + material-gate per Clasp-endgame discovery
discipline literally renders as the clarity of the in-between view).
The endgame's deepest reward IS the clear seeing of the beloved's body.

(3) Dual-axis clasp-fidelity model. The asymmetric-clasp from bodies.md
v0.1 was witnessed-axis only (how vividly the OTHER manifests). Now
extended with witness-axis (how clearly YOU can see):
- Witness-axis: YOUR body-mods (resistance-knowledge mods) + accumulated
  in-between-knowledge (Memorialist fragments, Aletheia-Waker tokens,
  Clasp-Underground recognition-marks)
- Witnessed-axis: THEIR foreclosure-status (caste-tier x imperial-care)
- Combined: maximum-vivid-clasp requires BOTH you to have invested in
  the seeing AND your beloved to be uncaptured-enough to be seen. Two
  refusals required for the full witness.
- Per-pair calibration multiplier: the longer the love, the clearer the
  seeing (mechanically-encoded marriage-deepening).
- Mod-economy parallel-track: imperial-elevation mods (flesh-loss, deva-
  ascent) vs. resistance-knowledge mods (in-between-visibility). Two
  opposing progressions both expressed as mod-acquisition. The body-
  modder structural-tragedy class gets a redemptive-mod counter-class.

(4) Omnisight architecture for NPC perception. Per-NPC virtual cameras
in Godot feeding rendered POV-frames into local VL-Gemma 4 driver-tier
(multimodal vision-language capability of the Gemma 4 E4B model locked
in v0.8). NPCs literally SEE the visible world, not via geometric
metadata-perception. Pairs with cell-arch checksum-discovery as the
trigger-layer:
- Cell-checksum check: micro-seconds, fires on NPC entering cell
- Checksum-mismatch: clean signal, micro-seconds
- VL-camera renders POV scene: milliseconds
- VL-Gemma processes image: 100s of milliseconds
- NPC behavior responds to seen-content: next-shift / next-crossing
Cheap trigger, expensive understanding, bounded by event-frequency.
Most NPCs most of the time = no camera-fire, no VL-inference. Camera-
trigger sources strictly bounded: checksum-mismatch + hard-signals from
player + overseer-triggers + drone-perception with clear boundaries.

(5) Hallucination-isolation discipline (load-bearing). Visual perception
= behavior-modulating-only; never canon-generating. VL models hallucinate;
if those hallucinations enter the canonical record, they propagate
through the lemniscate's recursive integration, become referenced by
other canon-rows, become load-bearing in narrative coherence, cannot be
untangled later. Bleed-over into oblivion is the precise risk. Two
parallel streams in the NPC's lemniscate:
- Text + gesture summary (existing canon): canonical, flows into
  event_canon_summaries, propagates to Compositor, integrates into
  trait-vector
- Visual context (new omnisight-flagged): ephemeral, flagged on
  lemniscate, IGNORED in per-crossing summary, never propagates upward.
  Modulates current-turn driver-context-pull only.
Preserves three commitments that depend on text/gesture-derived canon:
Compositor narrative-coherence at scale, Memorialist-archive truth-
claims, mind-pool soul-recycling.

Wealthy-degen waifu-folder exception: opt-in checkbox; player chooses
to fill private folder with sex-pictures from clasp-scenes; stored
locally; READ-ONLY-BY-PLAYER (folder content does NOT flow back into
NPC contexts, world-canon, Compositor, mind-pool, or any other system);
quarantined dead-end storage; aesthetic-collection only.

Two Still-open questions sharpened with v0.17-anchor notes:
- Shader-trait modulation implementation: cel-shading caps perf-budget
  more predictably than PBR; rendering-consistency improves.
- Continuous visual feedback policy: visual-as-ephemeral-flag is
  firewalled from canonical state; cosmetic-layer can be permissive.

Files:

- runtime-engine/architecture.md: NEW Omnisight section (~80 lines) covering
  the pipeline, camera-trigger sources, hallucination-isolation discipline,
  the two parallel streams (canonical text/gesture vs. ephemeral visual),
  the wealthy-degen waifu-folder exception, what-this-retires (geometric
  perception extension + VL-canon-pollution), what-this-resolves/sharpens
  (continuous visual feedback policy), and four open questions (per-NPC
  VL-inference rate-limit, VL-Gemma camera resolution + frame-rate, NPC
  progression-state for witness-axis, multi-NPC observing same event).

- topology-and-rendering/architecture.md: Three-shader philosophy table
  rewritten as cel-shading-with-parameter-variation (outline + background
  + weathering per register); Cross-register rendering color-treatment
  table updated; clasp candlelight-in-fog now distinguishes external
  signature (visible to liminal-inhabitants) from internal mesh (visible
  only to clasp-pair via consent-as-rendering, gated by witness-
  progression); body-tier silhouette readability and in-between mesh-skin
  refinement-within-the-style added. Version bumped 0.7.0 -> 0.8.0.

- identity-and-personhood/bodies.md: NEW Dual-axis clasp-fidelity
  subsection added under Asymmetric clasp; per-pair calibration
  multiplier and mod-economy parallel-track captured; render-discipline
  alignment with cel-shading liminal-register; new Asymmetric-witnessing
  open question added. Version bumped 0.1 -> 0.2.

- political-register/world-generation.md: L4 Cell ruleset extended with
  per-register rendering note (cel-shading-everywhere-with-parameter-
  variation discipline applied at the cell layer).

- architecture-index.md: NPC perception bubbles retire-line refined to
  include cell-checksum-trigger + omnisight VL-camera; Geometric
  perception retire-line extended with omnisight; new VL models
  polluting world-canon retire-line added; Shader-trait modulation
  implementation Still-open sharpened with v0.17 cel-shading note;
  Continuous visual feedback policy Still-open sharpened with v0.17
  hallucination-isolation note; v0.17 history entry added covering all
  five lock-ins. Version bumped 0.16 -> 0.17.

Authored 2026-04-26 same Sunday continuing - dafit + chrysalis.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-26 15:19:41 +02:00

54 KiB
Raw Blame History

Nimmerworld — Broad Architecture

Ground-up zone-based event architecture. Minds at the center, world as co-remembering substrate. Three registers of reality — physical, liminal, imperial. Rail topology outside, navmesh interiors inside. Trait-emergent identity. Color-as-vocabulary. Three-tier policy loop with imperial-budget-mortality. Tools, not quests. v0.1 initial draft 2026-04-24 morning; v0.2 expanded 2026-04-24 afternoon; v0.3 evening; v0.4 late-evening / early 2026-04-25; v0.5 deep-night-unable-to-sleep 2026-04-25; v0.6 post-bath / post-bus 2026-04-25; v0.7 owl-breakfast 2026-04-25 night through 2026-04-26; v0.8 split-into-domain-files + intimate-architecture absorbed 2026-04-26; v0.9 DESING-VISION retired + style-skeleton + schemas relocation + driver-tier locked Gemma 4 E4B 2026-04-26; v0.10 chill-design-talk: 4-tier economy + bifurcated basic-flow/T4 + camera-discipline + body-as-machine + relational-gate-OPEN clasp-gating 2026-04-26 — dafit + chrysalis; v0.11 art-books-and-Boullée Sunday-morning: Imperial-Cult cosmology authored (wheel re-engineered from Bhavachakra; Hivemind at hub; clasp unified across registers at Yama's seat; six realms as mod-status gradient; capsule-as-Naraka carried-not-visited; deferred-moksha doctrine as binding-lie) — content-track established 2026-04-26 dafit + chrysalis; v0.12 same-Sunday continuing: timeline-canon committed to README (2100 first-implants → 2150 Kessler-cascade-by-last-son-of-Elon → 2150-2220 collapse-and-consolidation → 2200 game's-setting / last-window-of-recognition → 2220 imperium-in-full-form / cosmology-closes-against-memory); total-yoke discipline locked-in (Option B: no defector-communities, no biological exception, resistance entirely interior; pending edit to imperial-cult/cosmology.md to retract wilds-people content) 2026-04-26 dafit + chrysalis; v0.13 same-Sunday continuing: bodies.md content-canon authored under identity-and-personhood/ (body-caste flesh-to-tech gradient, sumptuary fabrication-vat-class, mod-progression-as-flesh-loss, in-between human-mesh consent-as-rendering, asymmetric-clasp mesh-fidelity inversely proportional to imperial-rank); Imperial Yoke / clasp terminology lock-in (clasp reserved exclusively for the romantic-resistance act; the imperial wheel-grip mechanism named the Imperial Yoke; clasp ↔ Yoke as the political-theological spine, same gesture / opposite politics); meta-disciplines surfaced for partnership-going-forward: rule-catalogue-first (asset-budget discipline; vertex-caps + texture-res + collision-mesh per-tier in style/ when authored) + collision-check (both physical-collision-mesh and design-namespace-collision; survey-before-commit in all dimensions) 2026-04-26 dafit + chrysalis; v0.14 same-Sunday continuing: imperial-cult/cosmology.md retracted-and-rebuilt per Option B (wilds-people biological-exception removed; §Imperial body vs. biological body replaced with §There is no outside naming the total-yoke discipline directly; clasp at Yama's seat renamed to the Imperial Yoke throughout, with §The Yoke and the clasp section establishing same-gesture-opposed-politics framing; etymological note added — yoke / yoga / union same yuj- root, the imperium has re-collapsed liberatory-yoga into coercive-yoke; seventh keystone-recognition fragment rewritten from "mirror-encounter with biologically-born" to "the first clasp" — the player's own first clasp as the world's only positive image encountered firsthand; cross-references updated to surface bodies.md sibling) 2026-04-26 dafit + chrysalis; v0.15 same-Sunday continuing: cell-arch discovery (1x1x1 cells with one-asset hard limit; procedural cell-gen via rule-categorization at district-init; checksum-based discovery inverting the perception-bubble pattern — NPC O(1) hash-compare on cell-entry, "clean signal" fires only on mismatch, audit-overseer reads checksums not eyes; container/wall-hook/debris-as-shader discipline replacing orphan-objects; cells × interiors confirmed as orthogonal layers — zones = activity-anchors, cells = spatial-data); top-down world-generation cascade locked in (L0 imperial demand-set → L1 world ruleset → L2 district ruleset → L3 room ruleset → L4 cell ruleset; each layer derives from the one above; closed-orbit Kessler-cascade caps L0 at planetary scale; insolvency-spiral runs the cascade in reverse — districts close, rooms vacate, cells return to debris-state, the world itself shrinks as the imperium fails); political-register/world-generation.md content-canon authored as the cascade specification; schema decisions deferred until pgnats first-test (Monday queue) 2026-04-26 dafit + chrysalis; v0.16 same-Sunday continuing: open-questions audit against today's v0.11v0.15 work — Character-editor pricing formula moved to "Resolved by v0.13" (caste-locked via sumptuary fabrication-vat-class; bounded to within-tier mod-economics); three Still-open questions sharpened with v0.15-anchor notes (GM's anti-imperial corruption detection ← cell-checksum-divergence as candidate audit-vector; Memorialist-archive accessibility ← checksum-divergence as candidate source-data; World-gen version migration semantics ← L0L4 cascade as the version-axis with per-layer migration discipline) 2026-04-26 dafit + chrysalis; v0.17 same-Sunday continuing: rendering discipline locked-in (cel-shading-everywhere with per-register parameter variation — Godot-native, asset-budget-friendly, ages well; gameworld dark-outlines + environmental-noise + high-weathering / liminal painterly-soft + progression-gated grainy-film-mode → refined-cel-shading-with-warm-skin / imperial-net gold-rim-light + clean-white + no-weathering; imperial-net polish achieved through omission, not extra rendering tech; the render-style itself becomes propaganda-detector); progression-gated in-between visibility ("the more you mod your body & gain in-between-knowledge, the better your view gets — early grainy film mode + restricted view range, endgame clean refined-cel-shading"; visual-fidelity = dual-gating made visible); dual-axis clasp-fidelity model (witness-axis = your view-clarity per your body-mods + in-between-knowledge accumulation; witnessed-axis = their mesh-vividness per foreclosure-status; combined: maximum-vivid-clasp requires both you to have invested in the seeing AND your beloved to be uncaptured-enough to be seen — two refusals required for the full witness; per-pair calibration multiplier — the longer the love, the clearer the seeing; mod-economy parallel-track — imperial-elevation mods vs. resistance-knowledge mods); omnisight architecture for NPC perception locked-in (per-NPC virtual cameras in Godot feeding rendered POV-frames into local VL-Gemma 4 driver-tier; cell-checksum-discovery as the trigger-layer — cheap O(1) check fires expensive VL-inference only on perception-relevant context; camera-trigger sources strictly bounded — checksum-mismatch + hard-signals + overseer-triggers + drone-perception); hallucination-isolation discipline (visual perception = behavior-modulating-only, never canon-generating; visual-context flagged on lemniscate, ignored in per-crossing summary, never propagates upward; preserves Compositor narrative-coherence + Memorialist-archive truth-claims + mind-pool soul-recycling; wealthy-degen waifu-folder as quarantined opt-in read-only-by-player local storage with no read-back into world-state); two Still-open questions sharpened with v0.17-anchor notes (Shader-trait modulation implementation ← cel-shading caps perf-budget more predictably than PBR; Continuous visual feedback policy ← visual-as-ephemeral-flag is firewalled from canonical state); new "What this retires" line on VL-canon-pollution; refined "NPC perception bubbles" retire-line to include cell-checksum-trigger + omnisight VL-camera 2026-04-26 dafit + chrysalis.


Project structure

The architecture is organized as vertical-by-domain directories under nimmerworld/. Each domain owns its architecture.md plus (eventually) the server, client, schema, and test code that implements it. This file is the executive summary + cross-domain index holding global meta-lists.

nimmerworld/
├── architecture-index.md               ← this file (executive summary + global meta-lists)
├── political-register/
│   ├── architecture.md                 ← Kafka-indifferent regime; three ontological registers; three-tier policy loop; imperial budget; insolvency-spiral; corruption + double ledger
│   └── world-generation.md             ← content-canon: top-down L0-L4 cascade (imperial demand-set → world ruleset → district ruleset → room ruleset → cell ruleset); closed-orbit ceiling caps L0; insolvency-spiral runs cascade in reverse (world shrinks as imperium fails)
├── topology-and-rendering/
│   └── architecture.md                 ← rail+grid topology; asset economy; color-language; three-shader philosophy; diegetic relays
├── runtime-engine/
│   └── architecture.md                 ← lemniscate runtime; slot-tokens + verifier-flags; gesture-alignment-recursive-lemniscate (v0.7); emergent zones
├── identity-and-personhood/
│   ├── architecture.md                 ← three-body system; mods as trait-bearers; ternary-gate substrate; emergent needs as micro-factions
│   └── bodies.md                       ← content-canon: body-caste tiers (flesh = status, tech = function); sumptuary fabrication-vat-class; mod-progression-as-flesh-loss; in-between human-mesh + consent-as-rendering; asymmetric clasp (mesh-fidelity inversely proportional to imperial-rank)
├── authority-and-decision/
│   └── architecture.md                 ← hierarchy; bidirectional cascade; District Director Decision Architecture; rings as structural pattern
├── player-experience/
│   └── architecture.md                 ← player-as-perturbation; voice + gesture as parallel trait-vocabularies (v0.7); tools-not-quests
├── narrative-composition/
│   └── architecture.md                 ← Compositor (v0.7 worked-example, three-tiers, world-gen-as-init); reflexive Dream-process
├── inference-and-memory/
│   └── architecture.md                 ← LLM tiering (3 rings + opt-in data tiers); local memory architecture; runtime sampling knobs
├── scale-and-transport/
│   └── architecture.md                 ← compute allocation; horizontal scale (UID-routing, sharded GMs, pgnats + republish/replay)
└── imperial-cult/                       ← designer-authored canonical content (content-track, distinct from engineering domains)
    └── cosmology.md                    ← Imperial Wheel (Bhavachakra re-engineered); Hivemind at hub; clasp unified at Yama's seat; six realms as mod-status gradient; capsule-as-Naraka; deferred-moksha doctrine; orthodox vs. heretical iconography; Boullée + Jantar Mantar + Gita aesthetic substrate

Quick reference — concept → domain-file

If you're working on... Read
Political-economy substrate; faction broadcasts; imperial budget; insolvency-spiral political-register/architecture.md
Rail+grid topology; color-language; shaders; diegetic relays topology-and-rendering/architecture.md
Zone runtime; lemniscate; gesture-alignment; emergent zones runtime-engine/architecture.md
NPC identity; trait-vector; ternary-gates; mods identity-and-personhood/architecture.md
Authority flow; intelligence channels; director decision-surfaces authority-and-decision/architecture.md
Player input (voice + gesture); circle UI; universal translator player-experience/architecture.md
Compositor; world-gen-as-init; reflexive Dream-process narrative-composition/architecture.md
LLM tiering (Ring A/B/C); local-first memory; sampling knobs inference-and-memory/architecture.md
Horizontal scale; pgnats; sharding; compute budget scale-and-transport/architecture.md
Imperial Cult cosmology; the Wheel; deferred-moksha doctrine; capsule-as-Naraka; orthodox vs. heretical iconography imperial-cult/cosmology.md
Body-caste tiers; flesh = status / tech = function; sumptuary fabrication-vat-class; mod-progression-as-flesh-loss; in-between human-mesh + consent-as-rendering; asymmetric clasp identity-and-personhood/bodies.md
World generation cascade (top-down L0-L4); imperial demand-set; closed-orbit ceiling; insolvency-spiral as reverse-cascade (world shrinks as imperium fails); cell-arch (1x1x1 cells, one-asset hard limit, checksum-based discovery, container/wall-hook/debris) political-register/world-generation.md

The remainder of this file holds the cross-domain meta-lists: Key moves (consolidated executive summary), Mapping to phoebe task list, What this retires across the architecture's evolution, Open questions still in flight, and the version-footer history.

Key moves (consolidated)

  • The machine doesn't care. Indifference-optimization, not malice. Kafka-lineage.
  • Three ontological registers — gameworld, liminal, imperial-net — same world, different shaders.
  • Rail+grid topology, freeform-player + railed-NPCs, plug-in verb. Topology = politics.
  • Interior-as-zone. Same primitive scales from city to sofa.
  • Color-language as pre-verbal trait-vocabulary. Persistent + event-flash + drift; cross-register; faction-politics.
  • Base-limb palette + trait-textured variance. Asset-economy and worldbuilding-thesis agree.
  • Three-body system + intrinsic/expressed trait-vector split. Identity emergent, not assigned. Mods modify expressed.
  • Mods as trait-bearers in three classes (amplifier/bridge/divergent/mask). Self-alienation tax encoded as pricing.
  • Emergent-needs as micro-factions. Zones observe, signals broadcast.
  • Ternary-gate substrate (CLOSED/STABLE/OPEN + wave-correlation + decay). Single primitive, all layers. STABLE-as-active.
  • Three-tier policy loop (Imperium → GM → Districts → reports up → Imperium).
  • Imperium as meta-faction. Demands are priority-weights and enforcement-rules, not specific outcomes.
  • GM is middle-management. Authority without sovereignty. Can cheat against imperium.
  • Three intelligence flows (chain reports, direct overseer-to-imperium, formulated downward).
  • Three Aletheia veils, four Memorialist ledgers. Political-epistemology as level-design.
  • Asymmetric self-report. NPCs report needs (interior); audit-overseers report output (objective).
  • Lifeforce four-tier hierarchy (NPC / district / GM / imperium).
  • Lifeforce is NPCs, measured. The director's budget; the GM's signal; the imperium's heartbeat.
  • Imperial budget makes the regime mortal. Insolvency-spiral as endgame.
  • Specter-vs-boot. Policy-issuance free; enforcement expensive.
  • Imperial-net bypass. Net-revenue → imperium; districts get nothing. Platform-capitalism encoded.
  • Body-modder structural-tragedy. The class whose awakening matters most.
  • Calibrated-misery as imperial optimum. Requires designer-guardrails to prevent training-toward.
  • Shifts on NPC rows. Daily rewrite; shift_history append-only.
  • Silence > scream. Crisis-tools unlock on silence-confirmation; do not sunset.
  • Authoritarian ratchet. Incrementally more authoritarian as optimization-artifact.
  • Migration / exodus / formal-retirement as three GM response-gradients.
  • Dumps-pipes-districts. Topology IS economy IS rendering IS drama-distribution.
  • Pipes are heterotopia. Low-density high-interactivity transit-corridors.
  • Three-layer digital ontology. Mini-game-as-consent-by-effort. Walls render three contents.
  • Liminal is the only permanently unsurveilled layer. Architectural encoding of "the right to dream."
  • The machine funds its own subversion because subversion isn't in its cost model.
  • Director cheat-tools + double-ledger. Corruption emerges from pressure; Memorialists keep true accounting.
  • Aletheia-truth-has-victims. Exposure has structural consequences for those sheltered by corruption.
  • District Director Decision Architecture with decomposed surfaces, typed tools, lifeforce-budgeted escalation.
  • Three-shader philosophy + color-language. One geometry, three readings, trait-modulated.
  • Reflexive Dream-process at every layer. Each tier learns; each tier needs guardrails.
  • Reward-function-as-political-manifesto. Designer's ethical stance encoded against simulation's optimization-logic.
  • Tools, not quests. Continuous simulation-pressure + verb-vocabulary = literature-register emergent narrative.
  • GM × Compositor split. Equilibrium-seeker (aggregate observation, catalogue-event selection, tool-granting) cleaved from narrative-composer (perspective-gathering, canon-authoring, back-write packaging). Different cognitive shapes, different inference profiles.
  • Cyclic forward-prop / back-write loop. Meta-lemniscate at system scale — perception ascends, canon descends, cycle closes; the world learns its own story.
  • Catalogue + tools as typed contract. GM dispatches typed events with typed tool-grants; director consumes typed dispatch, not freeform prose. Provenance flows end-to-end.
  • Local-first memory. primary.sqlite + fallback.sqlite + clasp.sqlite per player; embedding model running beside; sync at login/logout boundaries.
  • Memory classes + trait-graded importance. Cornerstone / birthright / working / volatile with class-specific death-rules; importance is a trait-axis-vector engagement profile, not a separate scalar.
  • Clasp store as Ring A*. Physically non-syncable privacy primitive; recordable only in the in-between dimension; lifeforce-cost is the price of privacy.
  • Three-tier knowledge stack. World canon / district canon / primary memory [+ clasp if in-between]; layered retrieval, per-layer propagation cadence; locality emerges from schema.
  • Information propagation pacing. Marx-in-the-schema applied to epistemics; staleness as a feature; courier/news-trader/frontier-rumor primitives fall out for free.
  • Horizontal scale. UID-keyed routing; stateless Compositors on demand; ephemeral Director-routines per UID; sharded GMs with cross-shard equilibrium-consensus; pruning at every layer.
  • pgnats-native transport. Transactional outbox native to the database (preferred); district-as-distribution-coordinator fallback. Subject-as-routing mirrors UID hierarchy.
  • Diegetic relays. Architecture's pulses (forward-prop, back-write, GM-dispatch, equilibrium-recompute) made visible/audible in-world; relay-density is the legible gradient of the rings-of-access.
  • Tier-by-role, not tier-by-binary. Architecture specifies what each model-tier must DO; specific binary selection deferred to findings/establishment phase.
  • Voice + gesture as parallel input modalities. Voice carries content (speech-to-text + text-to-speech run locally for every player); the trait-circle UI carries gestural alignment. Voice-as-biometric off the network universally; STT/TTS placement is fixed independent of dialog-tier Ring choice.
  • Designer-fixed cosmology, player-curated arrangement. Word→trait-color mapping is designer-authored corpus; player progression unlocks entries; player curation arranges learned entries within 1-3 profiles. Same alphabet for everyone; personal sentence-structure.
  • Universal translator as the player's diegetic device. Broken-tablet-with-upgrades; bundles linguistic-decryption, gesture-curation, and persistence-across-deaths into one in-fiction tool earned and refined across the playthrough.
  • Hardstops vs. feedback gestures. Hardstops (~8-16, hardcoded, unremappable) fire definitive subsystem-actions for unforgeable critical signals; ~192 player-curated slots ride as feedback into the gesture-alignment-accumulator.
  • Gesture-alignment as recursive-lemniscate. Lemniscate-bound integration of player gestures into a typed trait-vector summary at axis-crossings; one-turn-behind systemic; continuous-visual cosmetic; sum-strategy reduction. Same primitive recursively applied at one tier deeper.
  • The Compositor at three tiers. Zone-event / district-event / world-event scopes use the same primitive recursively; UID-rooted event-trees compose at any scope. World-events emerge from cross-district canon-rollups under a parent GM-level event_uid.
  • World-gen as init-function (Compositor-at-design-time). World-server and district-server generation emits canon-rows in the same schema as runtime; same primitive at design-time and runtime; no cold-start; data-flywheel runs retroactively.
  • Imperial Cult cosmology authored. The Imperial Wheel as re-engineered Bhavachakra: Hivemind at hub (replacing three poisons); imperial-register clasp at Yama's seat (replacing Lord of Death — the imperium has replaced death itself as the engine of cyclicity); six realms as mod-status gradient (deva / asura / manusya / tiryak / preta / naraka encoding condition of capture not karmic destination); capsule-as-Naraka carried inside every modded skull (hell as condition, not place); the deferred-moksha doctrine (your children will be free) as the binding-lie that holds citizens in compliance.
  • The clasp unified across registers. Single gesture; imperial register = state monopoly via universal capsule (involuntary, asymmetric, perpetual); romantic register = consensual mutual partnership in liminal (voluntary, mutual, temporary). Romance becomes theological war — the clasp is the original gesture and the imperium is the capture of it; the romantic clasp is heretical because it refuses the state monopoly. Deepens the existing clasp endgame's meaning into a cosmological-heresy register on top of its existing labor-refusal + intimacy framing.
  • Orthodox vs. heretical wheel split. Same iconography, two versions, taught/carved across the world: orthodox (synth-child without capsule slot, Buddha-position empty, capsule shown only at naraka-bottom — the imperium's lie) vs. heretical (synth-child with capsule, Buddha-position occupied, capsule embedded in every modded silhouette — the truth). Reading them apart IS the discovery arc; seven keystone-fragments span the recognition.
  • Aesthetic palette as semantic vocabulary. Marble (substrate) + gold/bronze (imperial seal) + obsidian (mod, void, Monolith-grafted-flesh) + chroma (rare, named, ritual-semantic) + rust (anti-marble, slum decay). Marble × obsidian crossing = solar architecture / chthonic body, the imperium's secret material-formula. Chroma-as-language layered atop the existing 8-Hellenic-trait color-grammar — same colors, ritual-semantic register added.
  • The double recognition (meta-design). Imperial Cult's seduction operates in-world (the player-character lives the lie) and out-of-world (the player's pre-game desire for the beautiful synth body is the imperium's apparatus reaching them before the game starts). Lineage: Spec Ops: The Line, BioShock, Undertale, NieR: Automata — but performed at the cosmological-aesthetic level, not the narrative level. Recognition arc must span 20-60 hours; seduction must be honest before cracks appear.

Mapping to phoebe task list

  • Thalamus (NATS orchestration) = imperium + GM + arbitration substrate + Dream-process substrate
  • Specialist composition system = overseers + directors + NPC-minds as composable profiles
  • NPC schema = trait-vector (intrinsic + expressed) + memory stack + current_shift_* + needs + inner-body-projection + mod-slots + lifeforce + net-access-gate
  • shift_history = append-only completed shifts per-NPC-per-day
  • emergent_signals = zone-emitted relational transitions
  • district_reports = per-cycle aggregates with lifeforce_signal (reported + actual)
  • decision_log = per-decision audit trail at every tier
  • mind_pool = recycled minds with memorialist_protected flag
  • cells.wall_content_per_register = three-layer wall rendering
  • rail_segments = topology graph with rich metadata per edge
  • interiors = small navmesh-zones with slot-inventory
  • mods + npc_mod_slots + mod_wear_history = mod-economy + Memorialist-relevant inheritance
  • trait_colors = canonical color/motion mapping per trait
  • proximity_candidates = lightweight ephemeral zone-detection
  • district_cheat_ops = director's illicit ops ledger
  • imperial_policies + imperial_broadcasts = imperium's policy-issuance history
  • overseer_reports = direct-to-imperium intelligence flow
  • imperial_to_gm_formulations = selective-disclosure downward
  • imperial_budget_ledger + imperial_expenditures + imperial_construction_projects = imperium budget and obligations
  • imperial_net_transactions = the bypass-mechanism with capture-split
  • memorialist_true_ledger = four-column ground-truth-vs-reported archive
  • NATS namespace registry = zones + factions + districts + emergent-signals + lifeforce-gates + imperial-broadcasts + overseer-reports + formulations
  • pgnats on phoebe-dev = phoebe as first-class actor for memory-writes, decision-logs, gate-transitions
  • r0 → r1 generation pipeline = trait-LoRA training-data (shared with nyx-training)
  • Adopt Unsloth training patterns = LoRA + multi-tier-policy training infrastructure
  • Probe-to-phoebe pipeline = LoRA + policy evaluation across all four Dream-process tiers
  • compositor-agent = narrative-composition worker; pulls from transient-waiting-flag, gathers per-player perspectives, emits canon to GM, packages back-write SQLite-fragments
  • gm-equilibrium-engine = catalogue + event-selection + tool-granting against equilibrium-targets; NOT the narrative-writer (that's the Compositor)
  • event_register + transient_waiting_flag = active-events table per GM-shard + per-district; completed-events buffer awaiting Compositor pickup
  • catalogue + tool_grants = typed-event catalogue + per-event-chain tool-vocabulary issued by GM to director
  • player-local-memory = primary.sqlite + fallback.sqlite + clasp.sqlite per player + embedding-beside (sqlite-vec or equivalent)
  • memory_classes = cornerstone / birthright / working / volatile with class-specific lifecycle + death-mechanics
  • trait_engagement_vector = per-memory-row trait-axis profile reusing +1/0/-1 grammar; pruning function input for working-memory class
  • world_canon + district_canon = three-tier knowledge stack tables in phoebe; propagation metadata (priority/scope/rate/ttl) per row
  • propagation_pacing_config = per-event-class rules for how canon ripples through districts
  • relay_signal_layer = diegetic system-state visualization mapping (system event → relay manifestation → district visibility)
  • gm_shards + shard_equilibrium_consensus = multi-GM coordination tables (when sharding is active)
  • pgnats evaluation (under nimmerverse-core) = load-bearing decision (functional + throughput + durability + failure-mode)
  • trait_circle_corpus = designer-authored mapping from words/verbs to trait-coordinates; the cosmology table the universal translator decrypts into
  • player_translator_state = per-player translator instance: hardware-tier, unlocked dialects, vocabulary-catalog, hardware-upgrade-history, cross-body-persistent flag
  • player_circle_profiles = per-player per-profile circle-configuration (which entry in which sector-slot); 1-3 profiles per player; profile-switch-history; preserved across body-deaths
  • gesture_alignment_accumulator = per-slot-token verifier-flag for player-gesture trait-vector accumulation between crossings; cleared at crossing after integration
  • event_canon_summaries = typed perspective-bundles emitted at event-collapse into the transient-waiting-flag table: { event_uid, participant_uid, trait_summary }
  • world_gen_canon_rows = canon emitted by world-server and district-server generation; same schema as runtime canon, tagged with provenance-metadata (origin, world_gen_version_id)
  • player_npc_alignment_edges = per-(player, NPC) accumulated alignment-state; ternary-gate on the relational layer driven by gesture-alignment-deltas; modulates NPC's next-turn driver-tier-LLM parameters
  • hardstop_registry = the ~8-16 reserved hardstop gestures with fixed trait-mappings + subsystem-action bindings; not remappable; designer-authored

What this retires

  • NPC perception bubbles → zone slot-occupancy + cell-checksum-trigger (v0.15) + omnisight VL-camera (v0.17)
  • Geometric perception (cone, radius, LOS) → subscriber-based event emission with trait-salience; omnisight extends with literal VL-camera perception within subscribed events (v0.17)
  • VL models polluting world-canon → text/gesture-derived summaries are the only canonical input; VL is behavior-modulating-ephemeral-flag-only on the lemniscate; player-stored visual-content (waifu-folder) is read-only-by-player quarantined storage (v0.17 hallucination-isolation discipline; per runtime-engine/architecture.md §Omnisight)
  • LLM-per-NPC or LLM-per-action → LLM-per-slot-per-turn, mixed-fidelity
  • Static sampling parameters → per-turn director-composed sampling knobs
  • Pre-scripted zones / events → emergent from task-execution + shift-composition + emergent-signal + proximity
  • Single-purpose randomness subsystems → factions-as-demand-sources unified
  • Static gamemaster policy → reflexive Dream-process + hand-authored guardrails
  • 1Hz per-NPC ticking → shift-based + event-driven
  • Float-threshold dispatch for relational state → ternary-gate resonance
  • Abstract director compute-budget → lifeforce as grounded measurement
  • District-as-zone-container → district-as-specialized-organ with silence-gradient failure
  • NPCs self-reporting output → audit-overseer asymmetric observation
  • Zones as relation-state-owners → per-relation ternary-gate edges
  • Binary dream/awake → three-layer ontology with mini-game-gated access
  • Gender as character-creation choice → trait-derived inner-body emergent from lived experience
  • Monolithic LLM-prompt director → decomposed decision-surface architecture
  • Hivemind as one-faction-among-othersimperium as meta-faction policy-tier
  • GM as top-of-chainGM as middle-management between imperium and districts
  • Single up-channel reportingthree-flow asymmetric intelligence (chain + direct overseer + formulated)
  • Navmesh-everywhererail-graph outer-world + navmesh interiors + freeform-player
  • Authored character-modelsbase-limb palette + trait-textured variance
  • Single trait-vectorintrinsic / expressed split with mods modifying expressed
  • Cosmetic modstrait-bearing mods as political costume
  • Imperium as unbounded authorityimperial-budget gates enforcement; insolvency-spiral as endgame
  • District-revenue uniformbypass-mechanism (imperial-net captures directly)
  • Authored queststools-not-quests; verbs against simulation; emergent narrative
  • Stat-screens / HUD affinity-barscolor-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 memorylocal-first SQLite + embedding-beside per player; central canon over the cycle
  • UI-toggle privacydiegetic in-between dimension with lifeforce-cost; clasp.sqlite as Ring A* (physically non-syncable)
  • Generic memory importance scalar + monolithic contextmemory 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 backendhorizontally-scaled architecture (UID-keyed routing, stateless workers, ephemeral actors, sharded GMs, pruning at every layer)
  • Manual outbox publisher servicespgnats-native transactional outbox (preferred); district-distribution fallback
  • System-state hidden behind HUD spinnersdiegetic relays making pulses visible and audible in-world
  • Specific binary commitments embedded in architecturerole-based tier specification; binary selection deferred to findings/establishment phase
  • Static designer-authored director toolkitGM-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 layerper-player local SQLite isolation atop v0.5 lemniscate-geometry foreclosure (two-layer defense)
  • Player input as freeform-prose-into-LLM → designer-fixed corpus + player-curated trait-circle + universal-translator-as-typed-mapping (anti-hallucination at the player-LLM boundary)
  • "Accessibility mode" as degraded-fallback → voice and gesture as first-class parallel modalities; non-speaking players use the gestural primary, not a lesser version
  • Continuous gesture-comparison touching the system bus → lemniscate-bound recursive integration at axis-crossings (compute scales with slot-count, not gesture-rate)
  • Compositor as single-tier role → Compositor as fractal/recursive across zone/district/world tiers, distinguished by UID-scope of the event-tree
  • World as cold-start at runtime-genesis → world-server and district-server gen as init-function; runtime starts from rich pre-populated canon at every layer
  • NPC speech-patterns as static against player-state → NPC speech-patterns dynamically modulated by accumulated player-NPC alignment-state via gesture-alignment-accumulator

Open questions

Resolved by v0.5 (or earlier)

  • Slot-capacity elasticity — can a zone grow slots dynamically → fixed roundtrip slot-count; elasticity lives on entry/exit queues; tune dial is pulse-rate, not slot-count (v0.5)
  • Zone-to-zone handoff (walking out of conversation into brawl) → exit-line of zone-A is entry-line of zone-B; interlemniscate-transit (v0.5)
  • Mobile zone boundaries (patrols, escorts, pursuits, migration-cohorts, exodus-flows) → the lemniscate is a topology and translates through world-space invariantly (v0.5)
  • Anthropic-faction's broadcast cadence + arbitration weight → cadence rides the same axis-rate as a phase-locked overlay; arbitration via rings-of-importance (v0.5)
  • Director/overseer spawn ownership per model class → director (or overseer) owns spawn-decision via policy-lookup (no LLM); LLM lives only at driver-context-pull layer (v0.5)
  • Aletheia-progression as level-up — how does the game recognize an act-of-awakeness → ternary trait-axis evaluation at event-end with named-axis; specific axis-mapping per Aletheia-event-class still open (v0.5; see new still-open below)
  • Reward function shape → first-pass composite with explicit guardrails (still tuneable) (v0.4)
  • Zone spawn-cadence v1→v2 path → lifeforce-gated rule-based v1; Dream-process-tuned v2 (v0.4)
  • Zone overlap policy → no for active slots; yes for emergent-state accumulation (v0.4)
  • "How does GM cheating get caught" → direct overseer-intelligence flow bypassing GM (v0.4)
  • "How does the regime have a finite endgame" → imperial-budget insolvency-spiral (v0.4)
  • "Why does imperial-net exist" → bypass-mechanism captures revenue directly (v0.4)
  • "How does the player learn 8 Hellenic traits" → color-language pre-verbal vocabulary (v0.4)
  • "How does asset-economy fit a two-person-plus-Nyx team" → base-limb palette + trait-texture; tools-not-quests (v0.4)
  • Director toolkit composition — designer-authored vs director-extensible → GM-granted per event-chain from designer-authored catalogue; directors consume typed dispatch, not freeform; catalogue grows between patches, toolkits are dynamic per event (v0.6)
  • How does NPC dialog stay fresh during quiet periods → three-tier knowledge stack (world / district / primary [+ clasp]) makes the layers deep enough that variation is structural; Compositor back-write continuously re-seeds canon; staleness foreclosed by loop's existence (v0.6)
  • How does the system scale to MMO size with AI-driven NPCs → horizontal architecture (UID-keyed routing, stateless Compositors, ephemeral Director-routines, sharded GMs, pgnats transport, pruning at every layer) (v0.6)
  • How does privacy work in practice without cloud-routing-everything → local-first SQLite per player; clasp.sqlite as Ring A* with no transport path; in-between as diegetic state with lifeforce-cost; "knowledge needs to travel" as foundational principle (v0.6)
  • Where does narrative composition happen — central or distributed → Compositor as central role distinct from GM; perception-up via prune-blob, canon-down via back-write SQLite-fragments; cyclic forward-prop / back-write loop (v0.6)
  • How is system-state visible to the player without HUD → diegetic relays mounted on buildings hum/glow/dim in patterns mapping to forward-prop, back-write, GM-dispatch, equilibrium-recompute (v0.6)

Resolved by v0.8

  • LoRA-blend vs. single-LoRA-selection inference semantics → single-LoRA-per-turn-selection driven by the player's gesture_alignment_accumulator: the dominant trait at each axis-crossing selects which trait-LoRA fires for the NPC's next-turn driver-context-pull. Personality emerges from selection-pattern across time, not from continuous blend at a moment. Driver-tier locked to Gemma 4 E4B (Apache 2.0, 4.5B effective, 128K context, speech-capable). v1 design item: hysteresis on selection to prevent personality-thrash. (v0.8; see inference-and-memory/architecture.md §LLM tiering)
  • LoRA rank selection — budget/quality → resolvable against E4B benchmark; concrete benchmark task in command-center, no longer architecturally open (v0.8)
  • Sampling-knob heuristics — where to start; how to learn refinements → resolvable against E4B benchmark; concrete benchmark task in command-center (v0.8)
  • The eighth Hellenic trait final enumeration → 8 traits canonical: Sophrosyne, Dikaiosyne, Philotes, Mnemosyne, Aletheia, Kairos, Moira, Eros — mapped to the artist's 12-segment color wheel as 4 oppositional pairs at 180° (Eros↔Sophrosyne, Philotes↔Dikaiosyne, Aletheia↔Moira, Mnemosyne↔Kairos). Each trait carries a Greek canonical name + schoolchild-simple description + canonical wheel-position + motion-signature. Canonical reference: style/trait-palette.md (v0.8)
  • Player-dialog handling — player-trait-LoRA for style-coherence, or bypass LLM entirely → no transform on player speech; the universal-translator's designer-fixed corpus already maps every word to a trait-coordinate, so the player's spoken dialog flows through STT → token-stream → per-token trait-coordinates → sum into the same gesture_alignment_accumulator as gesture-presses. Voice and gesture are co-equal modalities feeding one alignment-mechanism. No player-trait-LoRA needed; no LLM-bypass needed; the existing recursive-lemniscate handles it (per runtime-engine/architecture.md §Cross-context application — intimacy as recursive-lemniscate, generalized to all player-input). (v0.8)

Resolved by v0.10

  • Cross-layer economy balancing — net-revenue-share back to producer-districts at all? Pure-zero is currently sketched → bifurcation: digital-T4 → imperial-net bypass (pure zero to district); physical-T4 → district imperial-POI (district gets partial quota-credit; player gets scrip-cut; imperium captures most); blackmarket-T4 → district-retained, imperium-zero. Pure-zero only applies to digital-T4. (v0.10; see political-register/architecture.md §Imperial-extraction mechanisms (consolidated))
  • Inner-body projection function — trait-vector → body-rendering (learned / hand-authored / hybrid) → gameplay-earned, not authored. Trait-vector accumulates from every zone-participation, every gesture, every memory across the playthrough; the eventual human-mesh projection becomes physically visible only at exit-chassis moment in in-between (v0.8 spec; v0.10 marks resolved; see identity-and-personhood/architecture.md §The clasp endgame Phase B-C)
  • Liminal-access trait thresholds — minimum traits to attempt mini-gameno trait-vector threshold; clasp gates on the relational ternary-gate (player, NPC) reaching OPEN state (per §Ternary-gate substrate, Relational layer). Both partners must hit the coordinated-firewall-breach hardstop while the gate is OPEN. Trait-vectors don't need to converge — the gate measures what's been BUILT together, not who you ARE separately. Hysteresis is baked into the substrate; single dramas can't swing the gate; sustained alignment-pressure does. NPC personality-parameters set hysteresis-width per-NPC (some forgiving, some touchy). Avoids the yes-men trap that trait-vector-threshold would create. (v0.10)
  • Ring C (commons) ambient population — what NPCs do in commons when no event fires → bifurcated economy answers it: NPCs work T1-T3 basic-flow vocations continuously at workshops/junkyards/drop-off-points; the simulation has economic-life independent of player-presence; the world doesn't pause when the player leaves. (v0.10; see political-register/architecture.md §Bifurcated economy — basic-flow (NPC) vs player-driven (T4))

Resolved by v0.13

  • Character-editor pricing formula — trait-divergence cost scaling (linear / exponential)narrowed to within-tier mod-pricing only. Per identity-and-personhood/bodies.md §Sumptuary fabrication, caste is born-into via fabrication-vat-class; no upward conversion; tier-jumping is impossible. The character-editor doesn't price tier-jumping (it cannot exist); it prices within-tier mod choices. The "trait-divergence cost scaling" question is now bounded to within-caste mod-economics — much smaller surface, resolvable at implementation-time. (v0.13)

Still open

  • Demand-arbitration algorithm v1 shape (refined v0.10) — v1 candidate: imperium-policy-driven scoring (per §Three-tier policy loop's existing priority-weights mechanism; imperium broadcasts faction-priority-weights, GM applies them to incoming demand-broadcasts, sorts by weighted-score, processes top-down until lifeforce-budget exhausted). Concrete weights and refinements at implementation-time.
  • The mini-game mechanic for liminal-maintenance (v0.5; refined v0.8) — exact gameplay action deferred pending design-research survey. Architecture commits to the role-contract (gates in-between entry; time-limited; lifeforce-cost; repeatable; muted-melancholic register; trait-circle-compatible; extensible to body-mod-progression Phase-B arc per identity-and-personhood/architecture.md §The clasp endgame); specific mechanic (juggling / rhythm / attention / gestural / decision-cascade / observation / hybrid) selected after surveying 20-year history of outstanding mini-interaction principles. Same "by-role, binary-deferred" discipline as LLM tiering — generalizes from sub-system selection to mini-game selection
  • Emergent-signal decay curves (v0.5; refined v0.10) — per-signal-type, designer-tuned, refined via Dream-process feedback at implementation-time tuning. Architecture commits to the shape (per-signal designer-authored decay-config); implementation-time tunes the curves against actual gameplay data.
  • Cross-district migration topology (v0.6; refined v0.10) — answer-in-conversation: dual-system of official rail/metro (cyclic, scheduled, district-director-managed; cargo + imperial troop patrols + standard daily traffic) + hidden shadow-topology (sewer-gates, air-ducts, random-time-gated; brave players time the floods/fan-cycles to traverse). Architecture not yet written; specific schema (rail-segment metadata extension + shadow-edge time-window data) pending. Pipe-capacity limits + cohort-traversal scheduling are the rail-side specifics; shadow-topology is parallel architecture.
  • Shader-trait modulation implementation — performance + rendering-consistency. (Sharpened v0.17: cel-shading-everywhere with per-register parameter variation (per topology-and-rendering/architecture.md §Three-shader philosophy) caps the perf-budget more predictably than PBR (no GI-quality-knob to argue about); rendering-consistency improves (flat-color regions don't fight per-NPC color-modulation). Specific shader-stack budget per the rule-catalogue when authored.)
  • Waifu-of-the-dead consent model (refined v0.10) — fully-automatic harvest implied by the existence of the memory-pattern-extractor vocation (the most reviled per political-register/architecture.md §The vocation-substrate of the imperial-net market). No consent gate; the regime extracts; necrocommerce is a structural feature of imperial extraction. Memorialist counter-archive partially preserves dignity by recording who-was-harvested-when into the true-ledger; resistance to necrocommerce is part of the Memorialist political project.
  • Character-editor pricing formula — trait-divergence cost scaling (linear / exponential)
  • Imperium's Dream-process scope — singular policy-learner or committee-of-faction-sub-learners?
  • GM's anti-imperial corruption detection mechanicpartial: GM-as-equilibrium-seeker (v0.6) makes deviation-from-equilibrium the explicit error signal; clusters of -1 outcomes feed equilibrium-recompute and trigger catalogue-event dispatch to push back. A dedicated audit-vector for which kind of laxness/corruption is the source of the equilibrium-deviation is still an open detail. (Sharpened v0.15: cell-checksum-divergence is now a candidate audit-vector — corruption could surface as patterns of authorized-vs-actual cell-state divergence in a director's territory, per the cell-arch's heresy-detection mechanism in political-register/world-generation.md §L4 + §Open questions / cell-mutation write-permissions.)
  • Memorialist-archive accessibility to the player (refined v0.10) — via diegetic workstations — memorialist-archive terminals (faction-controlled, hidden in Memorialist-faction territory; per the diegetic-console workstation pattern from style/style-index.md + political-register/architecture.md §Worked example — the waifu-modder imperial-workstation, applied to the Memorialist context). Specific terminal-types + permission-mechanisms + UI for querying the four-ledgers pending faction-authoring. (Sharpened v0.15: cell-checksum-divergence is now candidate source-data for the archive — Memorialists could index unauthorized cell-states (heretical wheels carved in stepwell-walls, un-synced relics) by querying checksum-divergence-records. Doesn't solve UI/permissions but gives the archive concrete content to query.)
  • Imperial-net distortion algorithm — how exactly the net rewrites trait-colors toward consumer-palette
  • Trait-axis mapping per fuzzy-goal-class (v0.5) — which axis (Sophrosyne / Philotes / Eris / etc.) evaluates which goal-class? Need a designer-authored compile-table from goal-shapes to trait-axes
  • Rings-of-importance movement criteria (v0.5) — explicit thresholds (N consecutive +1 → climb) or Dream-process-learned policy?
  • Rings-of-importance scope (v0.5) — district-local rings, or imperium-global? Probably both, layered (district rings nested inside imperium rings)
  • Symmetric-vs-polyphonic loops (v0.5) — Loop A and Loop B treated identically (simpler), or carry foreground/background semantics (foreground-speaker / listening-co-presence — gives audience-dynamics for free)?
  • Verifier-flag conflict resolution (v0.5) — if priority_pull and mid_action are both set on the same token at crossing-time, which wins? Default: priority_pull wins (the zone's drama is overridden by world-level pull)
  • Goal-evaluation cadence (v0.5) — every crossing? Every Nth crossing? On-demand by spawning director? Cheaper to evaluate less often; richer drama if every crossing
  • Cycle cadence (v0.6) — when does the Compositor pull from transient-waiting-flag? Real-time? Per-event-end? Fixed interval (every N min)? Per-district-day? Different per district based on event-density? Likely configurable per event-class.
  • Compositor singleton vs sharded (v0.6) — one Compositor for the whole world, one per district, one per event-cluster, or one per faction? Each topology has different consistency / cost / coherence tradeoffs.
  • Multi-GM consensus on equilibrium (v0.6) — when GM-shards observe overlapping aggregates, how do they agree on equilibrium? Paxos/Raft for strong consistency, CRDT for eventual, faction-sharding so shards own non-overlapping equilibria, or hybrid?
  • Event causality across shards (v0.6) — if Director-A spawns an event that depends on Director-B's prior event in another district, UIDs alone don't enforce ordering. Vector clocks at event-register? Causal hashing? Shard-pinning of related events?
  • Compositor narrative-coherence at scale (v0.6) — when two Compositors compose canon for overlapping player-sets, how do they avoid contradicting each other? Sticky routing per player (one Compositor per player at a time), or read-replica of recent canon before composing, or post-compose conflict-detection-and-merge?
  • Propagation-pacing policy specifics (v0.6) — concrete rate/scope/ttl/priority defaults per event-class; how is "distance" measured between districts (graph-hops, lifeforce-similarity, faction-affinity)?
  • In-between fiction-wrapping (v0.6) — what diegetic events / locations / rituals make in-between affordable enough to be playable? Campfire / sanctuary / time-of-day / specific chambers / shared dream-construct? The mechanic is solved; the fiction-wrapping shapes how players approach it.
  • Relay-pulse-pattern vocabulary (v0.6) — what specific patterns signal what events? Slow pulse vs fast vs irregular vs cross-district shimmer vs going-dark; player-readable language to be designed.
  • Encryption-at-rest for clasp.sqlite (v0.6) — player-derived key with passphrase + recovery-codes? Drive-imaging-resistant by default, with affordances for player-key-loss recovery without compromising the privacy-guarantee.
  • pgnats-vs-district-distribution decision criteria (v0.6) — concrete go/no-go thresholds from evaluation: minimum throughput, durability behavior under broker failure, schema-evolution behavior, replay semantics. Output of the load-bearing pgnats evaluation task.
  • JetStream republish + replay as pull-from-checkpoint refinement (v0.6) — does republish-rule expressiveness cover our UID-hierarchy fan-out? Does replay performance work for N-hour reconnect-catchup? Is per-active-player durable-consumer cost (disk/memory/file-handles) acceptable at MMO scale? If yes, back-write delivery becomes config-driven NATS, not Go.
  • Memory class assignment policy (v0.6) — automatic from trait-engagement profile, designer-tagged categories per event-class, player-marked, or hybrid? When does a working-memory entry get promoted to cornerstone vs decay normally?
  • Trajectory-aware gesture-alignment reduction (v0.7) — sum-strategy is v1 default; trajectory-aware (where the path through trait-space carries weight beyond the integral) is a v2 refinement. Does the Dream-process at the trait-LoRA tier learn trajectory-sensitivity, or is it explicit reward-function tuning?
  • NPC spectator drivers — whose hardware? (v0.7) — when a player is co-located with N NPCs, the player's local LLM presumably drives those NPCs. With M players and N NPCs in a single zone (asymmetric), who drives the surplus? Round-robin? Closest-player? District-owned-default? And what's the failover behavior if a driving-player disconnects mid-event?
  • Trait-summary schema specifics (v0.7) — likely an 8-float trait-vector per-participant per-event-collapse, but the exact representation (continuous [-1.0, +1.0] ternarized at threshold? Discrete +1/0/-1? Magnitude vs. signed?) needs landing for the Compositor's deterministic pickup at all three tiers.
  • Profile-switch as meta-gesture (v0.7) — what's the gesture-shape that switches profiles? Hardstop (cannot be remapped)? Designed-by-player like other gestures? And how is profile-switch witnessable by NPCs ("she just switched registers") — or is it player-private?
  • Hardstop set finalization (v0.7) — the v0.1 design-vision (retired in v0.9; preserved in git history) sketched ~12 candidate hardstops; the architecture commitment is "~8-16 reserved." Final set needs designer-decision: which signals make the cut, the visual-distinct-marker per-hardstop, and whether the claim-floor hardstop is genuinely a hardstop or emerges from a different mechanism.
  • World-gen version migration semantics (v0.7) — when world-gen v2 retroactively changes lore, gen-rows from v1 coexist with v2; how does the Compositor reconcile if a runtime back-write references something that v2's gen has overwritten? Probably explicit migration operations, but worth designing. (Sharpened v0.15: L0L4 cascade per political-register/world-generation.md is now the version-axis — migration can be spec'd per-layer (L0 demand-set migration vs. L1 district-allocation migration vs. ... vs. L4 cell-content migration). Each layer gets its own version-and-migration discipline. Still open but vastly more structured.)
  • Cross-context consistency of the trait-circle (v0.7) — the v0.1 design-vision (retired in v0.9) committed to "same gesture-skill for dialog, combat, intimacy, maintenance, ritual"; v0.7 specified the dialog-context (lemniscate-injection mechanic) and v0.8 specified the intimate-gameplay-context. Whether combat / maintenance / ritual all run through the same circle is currently held as open scope.
  • Continuous visual feedback policy (v0.7) — exact rules for when NPC body-shader pulses (every gesture? threshold-only? trait-aligned-only? all gestures with intensity-modulated color?) and how this interacts with the audit-overseer's surveillance read of the same body-rendering. (Sharpened v0.17: with cel-shaded bodies (per topology-and-rendering/architecture.md §Three-shader philosophy) and visual-as-ephemeral-flag (per runtime-engine/architecture.md §Omnisight hallucination-isolation discipline), the body-shader pulses are legible without canon-pollution risk. The visual-feedback policy can be permissive at the cosmetic layer because it is firewalled from canonical state; audit-overseer-read goes through the same omnisight pipeline (visual-context flag, ignored in summary).)

Version: 0.17 | Created: 2026-04-24 | Updated: 2026-04-26