@@ -313,21 +313,64 @@ weight — still needs playtesting.
313313
314314*Raised by:* Claude
315315
316- *Decision:* OPEN — needs playtesting.
316+ *Decision:* RESOLVED (2026-07-16) — *superseded by the length dial* in
317+ `CANONICAL-MODEL.adoc` §"Length dial — presets". There is no single game length.
318+ One ruleset ships *three length presets*:
317319
318- *The concern:* 32 turns (8 per era) targeting 90-120 minutes is ambitious. At
319- 3-4 minutes per turn (with trading and crisis resolution), that's 96-128 minutes
320- in ideal conditions. Real games will run longer with analysis paralysis and
321- negotiation.
320+ [cols="1,1,1,1", options="header"]
321+ |===
322+ | Preset | Eras | Turns | Time target
323+
324+ | Short — "Skirmish" | 2 (Agrarian→Industrial) | ~5–6 | 60–90 min
325+ | Standard — "Ascent" | 3 (→ Digital) | ~9–10 | 120–180 min
326+ | Extended — "Legacy" | 4 (→ Post-Scarcity) | 32 | 4–6 hr, across sittings
327+ |===
328+
329+ *Why the original framing was wrong:* this entry asked "how many turns?" as
330+ though one number had to serve every table. It does not. Length is a *dial*,
331+ exactly as complexity is (DD-008), and the two compose. The 32-turn figure was
332+ never wrong — it was the *Extended* preset all along, mislabelled as the only one.
322333
323- *Options:*
334+ *Bookkeeping note:* the ruling was actually made when the canonical model landed;
335+ this entry simply failed to record it and sat as OPEN. Resolved here to close the
336+ gap. No new decision has been taken.
324337
325- * 32 turns, accept 2-3 hour games (Twilight Imperium audience)
326- * 24 turns (6 per era), tighter 90-minute target
327- * Variable era length based on player count and progression triggers
328- * "Short game" variant with 2 eras instead of 4
338+ *The density caveat — the real risk, and it survives this resolution:*
339+ `gameplay-storyboard.adoc:463` traces a *full-weight Industrial turn* at *25–35
340+ minutes* wall-clock (~7 phases × 4 players × 4 crisis cards). That figure is the
341+ one genuinely alarming number in the design, and the presets only hit their time
342+ targets if per-turn time falls *with weight*:
329343
330- *Status:* OPEN (playtesting will determine)
344+ * Short targets 60–90 min over ~5–6 turns — i.e. *10–15 min/turn*.
345+ * Against a 25–35 min full-weight turn, that demands a *~2–3× reduction*.
346+ * Short is expected to deliver it by running *Core (+ Diplomacy) only* (~2.0–2.5
347+ weight) with the *leaner-turn levers* — Simultaneous Production, Time-boxed
348+ Exchange, Batched boundary update — applied by default.
349+
350+ *That ~2–3× is assumed, not measured.* It is the single most load-bearing untested
351+ assumption in the design: if the levers only deliver 1.5×, Short lands at 100–140
352+ min and the 60–90 target is gone. *Timing a Core-weight turn is therefore the first
353+ job of the first playtest* — before balance, before content.
354+
355+ *Alternatives considered:* a single compromise length (24 turns) — rejected; it
356+ serves nobody well, and picking one number was the original error. Variable era
357+ length on progression triggers — deferred; adds a subsystem to solve what a preset
358+ already solves.
359+
360+ *Status:* RESOLVED (length dial adopted; supersedes the "32 turns" framing). The
361+ *time targets* remain PROVISIONAL pending the first timed playtest.
362+
363+ *FAQ:*
364+
365+ * _Q: So is the game 32 turns or 6?_
366+ A: Both, and neither is the "real" one. Skirmish and Ascent are complete games
367+ that end at their final era with a scored assessment — they are not truncated
368+ Legacy. Post-Scarcity is the narrative *horizon*, not a mandatory destination.
369+
370+ * _Q: Which preset does Phase 1 content drafting target?_
371+ A: *Short.* It is the only configuration reachable without an engine, it is what
372+ gets to a table fastest, and it needs the fewest cards. Drafting for Legacy first
373+ would be writing Post-Scarcity content for a game nobody has yet played once.
331374
332375=== DD-010: Cascade Mechanic Threshold
333376
@@ -460,6 +503,73 @@ re-litigated by accident.
460503 symmetric (everyone has hidden aspects), it is about *players*, not the world,
461504 and it is the source of the negotiation the game is built on.
462505
506+ === DD-014: The Information Budget
507+
508+ *Raised by:* Claude — *proposed, ruling pending (Jonathan/Joshua)*
509+
510+ *Proposal:* Hidden information is a *budget*, not a free good. DD-013 has now
511+ spent most of it on *characters* (hidden aspects + hidden private objective).
512+ DD-011's open question ("are agreements public or private?") and DD-012's ("is
513+ research public or private?") should therefore both default toward *public* —
514+ because the budget is largely spent, and each further hidden layer is charged
515+ against the same account.
516+
517+ *Reasoning:* a Bayes–Nash game requires players to form *priors* over each other's
518+ types and *update* them from observed play. That needs two things at once: enough
519+ hidden information to make types genuinely uncertain, and enough *public*
520+ information to update from. Hidden information is what creates the inference
521+ problem; public information is what makes it *solvable*.
522+
523+ Stack every layer as hidden — aspects, objective, research outcome, agreement
524+ terms — and there is nothing left to condition on. An opponent watching you defect
525+ cannot distinguish _he is thin-skinned_ from _his research failed_ from _his
526+ private objective just paid_. Every observation stays consistent with every
527+ hypothesis, priors never move, and inference degenerates into guesswork. The game
528+ would still be one of incomplete information; it would simply be an *unplayable*
529+ one. More hidden information does not mean more Bayes–Nash — past a point it means
530+ less, because it destroys the updating that makes the equilibrium reachable.
531+
532+ `player-roles.adoc` §8 already names this failure mode for characters: hidden
533+ aspects must create *inference, not confusion*. DD-014 is that same balance note
534+ generalised from the character model to the design as a whole.
535+
536+ *Consequences if adopted:*
537+
538+ * *DD-011 — agreements public.* The budget is the weaker argument here; the
539+ stronger one is that a public binding agreement *is a costly signal* about your
540+ hidden aspects. Signing publicly, and honouring it, is how you move opponents'
541+ priors — the mechanism DD-013 explicitly wants. Private agreements would remove
542+ the signalling channel entirely. (`CANONICAL-MODEL.adoc` already leans this way:
543+ the Core layer lists *open trades*.)
544+ * *DD-012 — research public in direction, hidden in outcome.* This preserves the
545+ bluffing DD-012 wants without breaking priors: seeing *what* you are working on
546+ anchors the prior; not knowing *what you got* keeps it uncertain. A blanket
547+ "research is private" would spend budget the character layer has already
548+ claimed.
549+
550+ *Open question — do private objectives and eXperiment collapse into one
551+ subsystem?* DD-006's private objectives and DD-012's speculative research are now
552+ strikingly similar machinery: both are hidden, both have asymmetric payoffs, both
553+ exist to make your true payoff function unreadable. That may be one subsystem
554+ wearing two hats, or two that must stay distinct to avoid double-charging the
555+ budget. *This is not resolved here* and should be settled before either is drafted
556+ in Phase 1.
557+
558+ *Alternatives considered:* hide everything and let players cope — rejected above
559+ (confusion, not inference). Hide nothing beyond the Core — rejected; it collapses
560+ the game back to complete-information Nash and discards DD-013.
561+
562+ *Status:* OPEN — proposed principle, awaiting a ruling. If adopted, it does not
563+ resolve DD-011 or DD-012; it *constrains* them, and their remaining questions
564+ (binding duration, defection penalty, randomness model) stay open.
565+
566+ *FAQ:*
567+
568+ * _Q: Is this a new mechanic?_
569+ A: No — it adds no machinery. It is a *constraint on future rulings*, meant to
570+ stop DD-011 and DD-012 each independently reaching for hidden information
571+ without noticing DD-013 already spent it.
572+
463573'''
464574
465575== Open Questions Tracker
@@ -470,11 +580,13 @@ re-litigated by accident.
470580
471581| DD-006 | Aspect pool + private-objective deck content | OPEN — Phase 1 drafting (framework RESOLVED 2026-07-16)
472582| DD-008 | Complexity management approach? | OPEN — playtesting (character dial resolved by DD-006)
473- | DD-009 | Game length (32 turns vs. shorter) ? | OPEN — playtesting needed
583+ | DD-009 | Per-turn *time* at Core weight — do the leaner-turn levers deliver the ~2–3× the presets assume ? | PROVISIONAL — first playtest must *time a turn* (length dial RESOLVED 2026-07-16)
474584| DD-010 | Cascade threshold (8 correct?) | PROVISIONAL — playtesting needed
475- | DD-011 | eXchange binding mechanics? | OPEN — core design needed
476- | DD-012 | eXperiment randomness level? | OPEN — core design needed
585+ | DD-011 | eXchange binding mechanics? | OPEN — core design needed (public/private constrained by DD-014 if adopted)
586+ | DD-012 | eXperiment randomness level? | OPEN — core design needed (public/private constrained by DD-014 if adopted)
477587| DD-013 | Reveal mechanism (voluntary/triggered/costed?) | OPEN — Phase 1 (model RESOLVED 2026-07-16)
588+ | DD-014 | Information budget — adopt as a standing constraint? | OPEN — proposed 2026-07-16, *ruling pending*
589+ | — | Do private objectives (DD-006) and eXperiment (DD-012) collapse into one subsystem? | OPEN — settle before either is drafted
478590|===
479591
480592== Decision Template
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