A design lists role names; a faction product is a manufacturer's branded
build of one, carrying its name, its flavor text, and a pseudo-gaussian
quality distribution per role whose mean is the technology put in and
whose deviation is their quality control. A PerformanceStat may name the
role whose quality it reads, unset reading the item own workmanship as
before, so old saves behave unchanged. Generation selects products rather
than designs, which makes what a faction makes the availability rule.
This is Njordr shape at one dimension: role names, per-role derivation
and per-product distributions carry over when quality widens into
dimensions. No parts exist yet; the product authors the role quality.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Aetheria authors roles, per-role stat derivation, continuous part quality
and per-faction role competence: the same shape one dimension wide, so
migration widens quality into dimensions rather than restructuring. No
second owner of item property derivation grows here.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Aetheria.Shared.csproj compiles ServerShared with MessagePack, UniRx
core, Ink and Unity.Mathematics from source against .NET Standard 2.1
(Unity's API level) with no Unity defines; a clean build checks that the
simulation stays engine-independent. tools/AetherDb opens AetherDB.msgpack
through the game's own CultCache for file-based C# scripts; station-fit
checks every station hull can take a docking bay.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Replace the aim-error and steering items with a ServerShared fire control
system that owns hit resolution and an MPC navigation planner.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Record the scoped-down rogue-lite plan on the legacy Unity game and mark
the CultMesh migration map as parked.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>