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140 changes: 126 additions & 14 deletions docs/game-design/DESIGN-DECISIONS.adoc
Original file line number Diff line number Diff line change
Expand Up @@ -313,21 +313,64 @@ weight — still needs playtesting.

*Raised by:* Claude

*Decision:* OPEN — needs playtesting.
*Decision:* RESOLVED (2026-07-16) — *superseded by the length dial* in
`CANONICAL-MODEL.adoc` §"Length dial — presets". There is no single game length.
One ruleset ships *three length presets*:

*The concern:* 32 turns (8 per era) targeting 90-120 minutes is ambitious. At
3-4 minutes per turn (with trading and crisis resolution), that's 96-128 minutes
in ideal conditions. Real games will run longer with analysis paralysis and
negotiation.
[cols="1,1,1,1", options="header"]
|===
| Preset | Eras | Turns | Time target

| Short — "Skirmish" | 2 (Agrarian→Industrial) | ~5–6 | 60–90 min
| Standard — "Ascent" | 3 (→ Digital) | ~9–10 | 120–180 min
| Extended — "Legacy" | 4 (→ Post-Scarcity) | 32 | 4–6 hr, across sittings
|===

*Why the original framing was wrong:* this entry asked "how many turns?" as
though one number had to serve every table. It does not. Length is a *dial*,
exactly as complexity is (DD-008), and the two compose. The 32-turn figure was
never wrong — it was the *Extended* preset all along, mislabelled as the only one.

*Options:*
*Bookkeeping note:* the ruling was actually made when the canonical model landed;
this entry simply failed to record it and sat as OPEN. Resolved here to close the
gap. No new decision has been taken.

* 32 turns, accept 2-3 hour games (Twilight Imperium audience)
* 24 turns (6 per era), tighter 90-minute target
* Variable era length based on player count and progression triggers
* "Short game" variant with 2 eras instead of 4
*The density caveat — the real risk, and it survives this resolution:*
`gameplay-storyboard.adoc:463` traces a *full-weight Industrial turn* at *25–35
minutes* wall-clock (~7 phases × 4 players × 4 crisis cards). That figure is the
one genuinely alarming number in the design, and the presets only hit their time
targets if per-turn time falls *with weight*:

*Status:* OPEN (playtesting will determine)
* Short targets 60–90 min over ~5–6 turns — i.e. *10–15 min/turn*.
* Against a 25–35 min full-weight turn, that demands a *~2–3× reduction*.
* Short is expected to deliver it by running *Core (+ Diplomacy) only* (~2.0–2.5
weight) with the *leaner-turn levers* — Simultaneous Production, Time-boxed
Exchange, Batched boundary update — applied by default.

*That ~2–3× is assumed, not measured.* It is the single most load-bearing untested
assumption in the design: if the levers only deliver 1.5×, Short lands at 100–140
min and the 60–90 target is gone. *Timing a Core-weight turn is therefore the first
job of the first playtest* — before balance, before content.

*Alternatives considered:* a single compromise length (24 turns) — rejected; it
serves nobody well, and picking one number was the original error. Variable era
length on progression triggers — deferred; adds a subsystem to solve what a preset
already solves.

*Status:* RESOLVED (length dial adopted; supersedes the "32 turns" framing). The
*time targets* remain PROVISIONAL pending the first timed playtest.

*FAQ:*

* _Q: So is the game 32 turns or 6?_
A: Both, and neither is the "real" one. Skirmish and Ascent are complete games
that end at their final era with a scored assessment — they are not truncated
Legacy. Post-Scarcity is the narrative *horizon*, not a mandatory destination.

* _Q: Which preset does Phase 1 content drafting target?_
A: *Short.* It is the only configuration reachable without an engine, it is what
gets to a table fastest, and it needs the fewest cards. Drafting for Legacy first
would be writing Post-Scarcity content for a game nobody has yet played once.

=== DD-010: Cascade Mechanic Threshold

Expand Down Expand Up @@ -460,6 +503,73 @@ re-litigated by accident.
symmetric (everyone has hidden aspects), it is about *players*, not the world,
and it is the source of the negotiation the game is built on.

=== DD-014: The Information Budget

*Raised by:* Claude — *proposed, ruling pending (Jonathan/Joshua)*

*Proposal:* Hidden information is a *budget*, not a free good. DD-013 has now
spent most of it on *characters* (hidden aspects + hidden private objective).
DD-011's open question ("are agreements public or private?") and DD-012's ("is
research public or private?") should therefore both default toward *public* —
because the budget is largely spent, and each further hidden layer is charged
against the same account.

*Reasoning:* a Bayes–Nash game requires players to form *priors* over each other's
types and *update* them from observed play. That needs two things at once: enough
hidden information to make types genuinely uncertain, and enough *public*
information to update from. Hidden information is what creates the inference
problem; public information is what makes it *solvable*.

Stack every layer as hidden — aspects, objective, research outcome, agreement
terms — and there is nothing left to condition on. An opponent watching you defect
cannot distinguish _he is thin-skinned_ from _his research failed_ from _his
private objective just paid_. Every observation stays consistent with every
hypothesis, priors never move, and inference degenerates into guesswork. The game
would still be one of incomplete information; it would simply be an *unplayable*
one. More hidden information does not mean more Bayes–Nash — past a point it means
less, because it destroys the updating that makes the equilibrium reachable.

`player-roles.adoc` §8 already names this failure mode for characters: hidden
aspects must create *inference, not confusion*. DD-014 is that same balance note
generalised from the character model to the design as a whole.

*Consequences if adopted:*

* *DD-011 — agreements public.* The budget is the weaker argument here; the
stronger one is that a public binding agreement *is a costly signal* about your
hidden aspects. Signing publicly, and honouring it, is how you move opponents'
priors — the mechanism DD-013 explicitly wants. Private agreements would remove
the signalling channel entirely. (`CANONICAL-MODEL.adoc` already leans this way:
the Core layer lists *open trades*.)
* *DD-012 — research public in direction, hidden in outcome.* This preserves the
bluffing DD-012 wants without breaking priors: seeing *what* you are working on
anchors the prior; not knowing *what you got* keeps it uncertain. A blanket
"research is private" would spend budget the character layer has already
claimed.

*Open question — do private objectives and eXperiment collapse into one
subsystem?* DD-006's private objectives and DD-012's speculative research are now
strikingly similar machinery: both are hidden, both have asymmetric payoffs, both
exist to make your true payoff function unreadable. That may be one subsystem
wearing two hats, or two that must stay distinct to avoid double-charging the
budget. *This is not resolved here* and should be settled before either is drafted
in Phase 1.

*Alternatives considered:* hide everything and let players cope — rejected above
(confusion, not inference). Hide nothing beyond the Core — rejected; it collapses
the game back to complete-information Nash and discards DD-013.

*Status:* OPEN — proposed principle, awaiting a ruling. If adopted, it does not
resolve DD-011 or DD-012; it *constrains* them, and their remaining questions
(binding duration, defection penalty, randomness model) stay open.

*FAQ:*

* _Q: Is this a new mechanic?_
A: No — it adds no machinery. It is a *constraint on future rulings*, meant to
stop DD-011 and DD-012 each independently reaching for hidden information
without noticing DD-013 already spent it.

'''

== Open Questions Tracker
Expand All @@ -470,11 +580,13 @@ re-litigated by accident.

| DD-006 | Aspect pool + private-objective deck content | OPEN — Phase 1 drafting (framework RESOLVED 2026-07-16)
| DD-008 | Complexity management approach? | OPEN — playtesting (character dial resolved by DD-006)
| DD-009 | Game length (32 turns vs. shorter)? | OPENplaytesting needed
| DD-009 | Per-turn *time* at Core weight — do the leaner-turn levers deliver the ~2–3× the presets assume? | PROVISIONALfirst playtest must *time a turn* (length dial RESOLVED 2026-07-16)
| DD-010 | Cascade threshold (8 correct?) | PROVISIONAL — playtesting needed
| DD-011 | eXchange binding mechanics? | OPEN — core design needed
| DD-012 | eXperiment randomness level? | OPEN — core design needed
| DD-011 | eXchange binding mechanics? | OPEN — core design needed (public/private constrained by DD-014 if adopted)
| DD-012 | eXperiment randomness level? | OPEN — core design needed (public/private constrained by DD-014 if adopted)
| DD-013 | Reveal mechanism (voluntary/triggered/costed?) | OPEN — Phase 1 (model RESOLVED 2026-07-16)
| DD-014 | Information budget — adopt as a standing constraint? | OPEN — proposed 2026-07-16, *ruling pending*
| — | Do private objectives (DD-006) and eXperiment (DD-012) collapse into one subsystem? | OPEN — settle before either is drafted
|===

== Decision Template
Expand Down
34 changes: 22 additions & 12 deletions docs/status/WAY-FORWARD.adoc
Original file line number Diff line number Diff line change
Expand Up @@ -48,25 +48,35 @@ perfecting the design in the abstract.

== Phases

=== Phase 0 — Reconcile & decide (needs owner)
=== Phase 0 — Reconcile & decide — **DONE (2026-07-16)**

Produce the canonical model by resolving the contradictions the corpus already contains,
and surface the genuinely owner-gated calls as a short decision list. Draft prepared by
agent; **rulings are yours**:
agent; **rulings are yours**. Outcome of each:

* **Stale turn-loop clash** — `core-mechanics.adoc` Phase 1 = passive "collect"; the
storyboard + foundations = active Leontief production. → adopt the production version,
retire the stale text.
storyboard + foundations = active Leontief production. → *Adopted:* production version;
stale text retired (`CANONICAL-MODEL.adoc` §Reconciliation log).
* **Crisis-draw timing exploit** — sample boundary stress at *start-of-turn* vs
*start-of-Crisis-phase* (`gameplay-storyboard.adoc:200`). Recommend start-of-turn to
close the "recovery-spam to dodge crises" hole.
* **Length/density — the #1 risk.** A single Industrial turn is estimated at 25–35 min ×
32 turns; the playtest target is 90–150 min. → make the **"Short Game" (2 eras / ~12
turns)** the *default* playable configuration; keep the 32-turn "Campaign" as advanced.
*start-of-Crisis-phase* (`gameplay-storyboard.adoc:200`). → *Adopted:* start-of-turn,
closing the "recovery-spam to dodge crises" hole.
* **Length/density — the #1 risk.** → *Adopted:* not a single length at all, but a
three-preset **length dial** (`CANONICAL-MODEL.adoc` §"Length dial — presets"):
Short "Skirmish" (2 eras, *~5–6 turns*, 60–90 min) · Standard "Ascent" (3 eras, ~9–10
turns, 120–180 min) · Extended "Legacy" (4 eras, 32 turns, multi-session). Short is the
default playable configuration and the Phase 1 drafting target. DD-009 records this.
+
NOTE: *The density half of this risk is not retired.* The 25–35 min figure
(`gameplay-storyboard.adoc:463`) is a *full-weight Industrial* turn. Short assumes
Core-only weight plus the leaner-turn levers cut that to 10–15 min/turn — a *~2–3×
reduction that is assumed, not measured*. Timing a Core-weight turn is the first job of
the first playtest.
* **Open design decisions to rule on:** DD-006 (named living figures vs archetypes —
*legal risk*, esp. Musk), DD-008 (target complexity), DD-009 (game length), DD-010
(cascade threshold = 8, provisional), DD-011 (eXchange binding rules), DD-012
(eXperiment randomness model).
*legal risk*, esp. Musk) → *RESOLVED* via character builder + DD-013 Bayes–Nash model.
DD-009 (game length) → *RESOLVED* by the length dial above. Still open: DD-008 (target
complexity, partially dialled by DD-006), DD-010 (cascade threshold = 8, provisional),
DD-011 (eXchange binding rules), DD-012 (eXperiment randomness model), DD-013 (reveal
mechanism), DD-014 (information budget — *proposed, ruling pending*).

=== Phase 1 — Content to playable (Opus manages friends)

Expand Down
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