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docs: rewrite README + add board mockup SVG with multi-layer visual design
- README now reflects actual game design (eras, endings, crisis scaling, planetary boundaries, current milestone state) not theory exposition - Add multiple cooperative endings: Post-Scarcity Utopia, Harmonic Degrowth, Digital Commons, Managed Decline — not just Dyson Sphere - Add dynamic crisis deck formula: N = f(boundary stress), min 1 max 5 - docs/game-design/board-mockup.svg: layered board concept (ocean topography, continent heat-map, topological node/arc network, Stockholm boundary wheel) Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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README.adoc

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// SPDX-License-Identifier: AGPL-3.0-or-later
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// Copyright (c) 2026 Jonathan D.A. Jewell <j.d.a.jewell@open.ac.uk>
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= The Nash Equilibrium
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= The Nash Equilibrium (Econosphere)
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:toc: preamble
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:icons: font
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image:https://api.securityscorecards.dev/projects/github.com/hyperpolymath/the-nash-equilibrium/badge[OpenSSF Scorecard, link="https://securityscorecards.dev/viewer/?uri=github.com/hyperpolymath/the-nash-equilibrium"]
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image:https://api.securityscorecards.dev/projects/github.com/hyperpolymath/the-nash-equilibrium/badge[OpenSSF Scorecard,link="https://securityscorecards.dev/viewer/?uri=github.com/hyperpolymath/the-nash-equilibrium"]
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== Overview
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A **6X strategy board game** about guiding a civilisation from subsistence farming
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to a post-scarcity future — while collectively managing a shared planet with finite
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boundaries. Co-developed by Jonathan D.A. Jewell and son. AGPL-3.0-or-later.
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**The Nash Equilibrium** is a **6X strategy game** — extending the classic 4X genre
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(eXplore, eXpand, eXploit, eXterminate) with two additional strategic dimensions:
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**eXchange** (trade, diplomacy, game-theoretic negotiation) and **eXperiment**
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(speculative research with asymmetric payoffs).
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== The Game in One Paragraph
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Every strategic interaction is modelled through the lens of game theory — the
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winning strategy is finding the equilibrium, not just military dominance.
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Players choose a development pathway — Capitalist, Socialist, Green, or Techno-Utopian
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— and guide their civilisation through four eras: Agrarian → Industrial → Digital →
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Post-Scarcity. Resources are **Labour, Capital, Nature, Knowledge, and Energy**, each
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tied to one of the nine Stockholm planetary boundaries. Every turn a crisis card deck
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is drawn; the number of cards scales dynamically with how stressed the boundaries are —
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so cooperative stewardship produces fewer crises, and exploitative play spirals into
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cascade events. The game is named for its central mechanic: the winning position is
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never unilateral dominance, it is always the **Nash equilibrium** — the strategy no
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player can improve by defecting alone.
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Co-developed by Jonathan D.A. Jewell and son.
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== The Six Strategic Pillars (6X)
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See link:docs/game-design/6X-pillars.adoc[6X Pillars] for the full design rationale.
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The classic 4X (eXplore, eXpand, eXploit, eXterminate) is extended with two pillars
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that are the heart of the game-theoretic theme:
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== License
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* **eXchange** — repeated-game trade and diplomacy. Agreements have real mechanical
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consequences. Defection is possible and sometimes rational; but defectors destabilise
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the boundary dashboard for everyone.
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* **eXperiment** — speculative research with branching, non-deterministic outcomes and
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asymmetric payoffs. Breakthrough technologies can shift the game state dramatically,
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but the risks are real (AI uprising, automation displacement, ozone depletion).
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== Era Progression
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[cols="1,2,1,1"]
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|===
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| Era | Character | Turns | Boundary pressure
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| Agrarian
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| Barter, subsistence, land-claiming
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| 1–8
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| Low; Nature abundant
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| Industrial
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| Factories, mass production, colonial expansion
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| 9–16
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| Rapid rise: Climate, Land, N/P flows
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| Digital
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| Automation, AI, global networks
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| 17–24
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| Novel Entities emerge; all boundaries under stress
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| Post-Scarcity
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| Potential abundance or cascade collapse
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| 25–32
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| Recovery possible — or runaway failure
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|===
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== Victory Conditions
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=== Cooperative Endings (whole-table wins or loses together)
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[cols="2,3"]
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|===
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| Ending | Condition
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| **Post-Scarcity Utopia**
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| Dyson Sphere (or equivalent megaproject) complete; all boundaries Green/Amber;
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no player in social collapse. The technological transcendence path.
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| **Harmonic Degrowth**
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| All boundaries in Green zone; all players below a shared consumption ceiling;
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global stability index above threshold. Harder than the Dyson Sphere —
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requires everyone to choose sufficiency over growth. The actually-utopian ending.
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| **Digital Commons**
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| Three or more breakthrough technologies open-sourced; no player below poverty
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threshold; Knowledge resource above starting level for all. The information-
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abundance path without physical transcendence.
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| **Managed Decline**
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| Some boundaries exceeded but cascades halted; civilisation intact; at least one
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player not eliminated. Not utopia — but survivable. A sombre but meaningful win.
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|===
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=== Individual Pathway Victories
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Pathway victories are available *only* if at least one cooperative ending is
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achieved — no individual wins if the planet collapses.
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[cols="1,3,1"]
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|===
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| Pathway | Condition | Difficulty
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| Capitalist
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| Highest Capital + active trade routes to all players
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| Medium
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| Socialist
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| Highest Stability + all players above poverty threshold
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| Hard
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| Green
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| All boundaries in Green zone + Nature above starting level
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| Hard
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| Techno-Utopian
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| 3+ breakthrough techs + Dyson Sphere under construction
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| Very Hard
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|===
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=== Loss Conditions
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* **Planetary Collapse**: 4+ boundaries at Black (stress 10) — ALL players lose, no exceptions
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* **Social Collapse**: Labour drops to 0 — that player is eliminated
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* **Resource Exhaustion**: Nature drops to 0 — cascading boundary failures begin
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== The Crisis Deck (Dynamic Scaling)
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Crisis cards are drawn each turn from a deck stratified by era. The **number of
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cards drawn** scales with how stressed the planetary boundaries are:
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----
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N = 1 + (Amber boundaries × 0.5) + (Red boundaries × 1) + (Black boundaries × 2)
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rounded up; minimum 1, maximum 5
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----
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This means:
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* With all boundaries in Green: 1 card/turn (mostly positive or neutral events)
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* With 3 Amber and 1 Red: 3 cards/turn (mounting pressure)
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* With 2 Red and 1 Black: 4 cards/turn (cascade spiral)
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* Recovering boundaries *reduces* the draw rate — cooperative stewardship is
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mechanically rewarded in real time
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Card categories span Environmental, Social, Technological, Economic, and Geopolitical
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crises — with era weighting (no AI uprisings in the Agrarian era).
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This project is licensed under the **GNU Affero General Public License v3.0 or later** (AGPL-3.0-or-later).
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== The Planetary Boundaries Dashboard
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See link:LICENSE[LICENSE] for the full text.
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The central board element: the nine Stockholm boundaries, each tracked on a
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0–10 stress scale with four zones:
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[cols="1,1,2"]
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|===
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| Zone | Colour | Meaning
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| 0–3 | Green | Safe operating space
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| 4–6 | Amber | Zone of uncertainty — increasing risk
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| 7–9 | Orange/Red | Beyond safe boundary — high risk
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| 10 | Black | Critical threshold crossed — cascade possible
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|===
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Boundaries: Climate Change, Biosphere Integrity, Land System Change, Freshwater
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Change, Biogeochemical Flows (N/P), Ocean Acidification, Atmospheric Aerosol
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Loading, Stratospheric Ozone Depletion, Novel Entities.
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Linked boundaries cascade: pushing Climate into Red stresses Ocean Acidification
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and Freshwater. Pushing Land into Red stresses Biosphere.
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See link:docs/game-design/board-mockup.svg[board-mockup.svg] for a visual overview
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of the board layout: planetary boundaries wheel at centre, world topography
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heat-map, and the topological trade network.
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== Current State (Design Phase)
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This repository is in active design. No playable game engine yet.
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[cols="3,1"]
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|===
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| Milestone | Status
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| RSR scaffolding (CI/CD, machine_readable, contractiles)
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| 90% ✓
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| ABI/FFI interface stubs (Idris2 + Zig)
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| 50%
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| Game design documentation (6X pillars, core mechanics, player roles, board)
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| 60%
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| Playtesting protocol + event card catalogue + economic systems
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| 30%
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| Nash equilibrium solver / payoff-matrix engine
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| 0% — blocked on ADR-002 (Gleam vs Rust/SPARK)
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| Core game loop implementation
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| 0%
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| First family playtest (physical prototype)
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| 0%
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| Digital companion (optional, post-physical)
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| 0%
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|===
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See link:ROADMAP.adoc[ROADMAP.adoc] for the full milestone tracker and ADR log.
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== Repository Structure
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[cols="1,3"]
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|===
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| Path | Description
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| `src/` | Game source code
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| `src/interface/abi/` | Idris2 ABI definitions
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| `src/interface/ffi/` | Zig FFI implementation
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| `docs/` | Design documents and game design documentation
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| `tests/` | Test suites
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| `.machine_readable/` | A2ML metadata (STATE, META, ECOSYSTEM)
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| `.github/workflows/` | CI/CD pipelines
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| `docs/game-design/`
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| Game design documents: 6X pillars, core mechanics, player roles, board design,
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economic systems, event cards, playtesting plan
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| `docs/research/`
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| Academic and scientific sources (planetary boundaries, game theory)
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| `docs/education/`
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| Learning objectives and real-world parallels
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| `docs/kickstarter/`
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| Crowdfunding strategy (post-design)
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| `src/interface/abi/`
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| Idris2 ABI definitions (formal interface contracts)
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| `src/interface/ffi/`
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| Zig FFI implementation (C-ABI bridge)
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| `.machine_readable/6a2/`
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| A2ML state files: STATE, META, ECOSYSTEM, AGENTIC, NEUROSYM, PLAYBOOK
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| `.machine_readable/contractiles/`
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| Contractile trident: intend / trust / must / bust / adjust / dust
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| `.github/workflows/`
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| CI/CD pipelines (27 workflows, SHA-pinned)
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|===
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== AI Gatekeeper Protocol
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== AI Agents
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All AI agents MUST read `0-AI-MANIFEST.a2ml` before any work.
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All AI agents MUST read `.machine_readable/0.1-AI-MANIFEST.a2ml` before any work.
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State is in `.machine_readable/6a2/STATE.a2ml`.
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== Getting Started
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== License
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[source,bash]
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----
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just build
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just test
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----
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AGPL-3.0-or-later — co-developed with son (hyperpolymath AGPL exception applies).
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See link:LICENSE[LICENSE].

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