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Design Status

A running map of where the design actually stands. This is the page to check before opening any other.

AreaStatus
Vision & player fantasy✔ Decided
Meme types · relationships · conviction · transmission · authoring rules✔ Substantially designed
Meme discovery🚧 Critical-path gap
Economy◑ Core designed; recipe quantities & trade agents are gaps
Culture · Politics🚧 Foundations only
Entity model · triplet · tiers · satisfaction · tasks · abstract/concrete✔ Designed
Lifecycle (birth/death/inheritance)🚧 Referenced but not designed
All 8 player features🚧 To define
Worlds & multiplayer🚧 New pillar, undocumented
  1. Finish the meme mechanics (the USP — it underpins everything).
  2. Economic simulation.
  3. Cultural simulation.
  4. Political simulation.
  5. Player mechanics (Navigation, Exploration, Combat, Invention, Administration, …).
  6. Then server/multiplayer detail.
  7. Then the “circle back” technical pass.

Critical-path gaps (block the sim from functioning)

Section titled “Critical-path gaps (block the sim from functioning)”
  1. Abstract-resolution contract — abstract statistical resolution must faithfully match concrete execution, or the tempos drift and compound. (abstract/concrete)
  2. Scale / perf budget — target population, settlement & concrete-entity caps, per-tick cost. Almost every mechanic has a per-capita cost that can’t be validated without this.
  3. AND/OR prerequisites + recipe quantities — needed before the tree and economy are actually evaluable.
  4. Discovery logic — without it, knowledge never changes and the meme dynamism is inert.
  • Succession triggers and what transfers (Survive & Rise).
  • Household/settlement decision-making vs. the agency-in-individuals-and-factions rule.
  • Social-comparison reference group; satisfaction → discretionary-task choice function.
  • Conviction loss should not revoke downstream capabilities (state it explicitly).
  • Long-run monetary stability; the target-price function.
  • Whether there’s a “win” vs. pure open-endedness.

Deferred to the “circle back” technical pass

Section titled “Deferred to the “circle back” technical pass”

Engine subsystems, determinism & save/load, multiplayer load/sharding, numeric calibration, and an emergent-behaviour validation harness (parse checks alone can’t tell you the economy won’t collapse).