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  • Rival AI June 22, 2026

    Design — Rival AI (the Elder controller) High-level design for rival-dynasty AI: how an opposing house decides what to do as a whole. The headline is that there is no separate rival-AI subsystem — a…

  • Relationships & Standing June 22, 2026

    Design — Relationships & Standing High-level design for the social layer: how characters and dynasties feel about each other and how important they are. Answers the social half of §5 and the hooks…

  • Production & buildings June 22, 2026

    Design — Production & buildings High-level design for the production layer: what a building is, the few archetypes there are, how goods are made along a specialized chain, how a building levels and…

  • Positions June 22, 2026

    Design — Positions (the vessel layer, authoritative roster) The single authoritative model of a position: what every position is, the three classes of position, and the cabinet's finalised office…

  • Politics & the Council June 22, 2026

    Design — Politics & the Council High-level design for the town's political layer: the council of offices, the powers each seat pulls, how seats are won and lost, and how it all ties back to the…