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June 22, 2026 — admin

The Crown & Kingdom Events

High-level design for the *outside world*: the off-screen sovereign — the *Crown* — and the *Kingdom Events* through which it reaches into the town's single market.

Design — The Crown & Kingdom Events High-level design for the outside world: the off-screen sovereign — the Crown — and the Kingdom Events through which it reaches into the town's single market.…

June 22, 2026 — admin

Crime & Conflict

High-level design for the game's *crime & conflict* pillar: the criminal *act*, how it is *detected* into evidence, how a confrontation *resolves* (by force or by law), and what *punishment* follows.

Design — Crime & Conflict High-level design for the game's crime & conflict pillar: the criminal act, how it is detected into evidence, how a confrontation resolves (by force or by law), and what…

June 22, 2026 — admin

Controllers

High-level design for the *controller layer*: the "brains" that decide which tasks get posted, how they coordinate, and how a dynasty's many decision-makers fit into one machine.

Design — Controllers (the dynasty's decision-makers) High-level design for the controller layer: the "brains" that decide which tasks get posted, how they coordinate, and how a dynasty's many…

June 22, 2026 — admin

Characters & Traits

High-level design for what a character *is*.

Design — Characters & Traits High-level design for what a character is. Answers to the pillars in ; see especially §2 (positions need living vessels), §4 (the generational layer), §5 (elections).…

June 22, 2026 — admin

Agency

High-level design for the *agency layer*: the brains attached to *characters* (not seats), and the *noticeboard* that every brain posts to and every body claims from.

Design — Personal controllers & the noticeboard substrate High-level design for the agency layer: the brains attached to characters (not seats), and the noticeboard that every brain posts to and…

June 22, 2026 — admin

Design Overview

This is the *why* the code answers to. Every system in `source/` should be traceable to a pillar in this document.

Guilds of the Crown — Game Design This is the why the code answers to. Every system in should be traceable to a pillar in this document. When a system can't be — when you can't say which pillar it…

June 17, 2026 — admin

CLAUDE.md

Notes on CLAUDE.md configuration

Core Project Guidelines: You must create a timestamped dev log file in folder after each change Devlog must include the list of tasks and the plan that initiated the changes Devlog must include the…

June 11, 2026 — admin

Production Design Notes

A rough production line, mostly done for testing, not release ready

Guilds of the Crown — Production Design Notes Design Session Decisions Philosophy Profession system: No class locks. Professions are pure economic roles. Guild system: Separate from professions.…

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