From 4264ca2ac36cec2de6dd57dfa33eea809c0d95c0 Mon Sep 17 00:00:00 2001 From: Meta Vens Date: Thu, 27 Aug 2026 18:43:48 +0200 Subject: [PATCH] Model multi-Hold workshop supply chains --- AGENTS.md | 2 +- Delvehold/Documentation/Authority Map.md | 6 +++--- .../DELVE/Preparation and Recovery.md | 4 ++-- Delvehold/Game Design/Foundations/Core Loop.md | 2 +- .../Foundations/First Playable World.md | 5 +++-- .../Game Design/Foundations/Player Roles.md | 2 +- .../Foundations/Progression Failure and Time.md | 4 ++-- Delvehold/Game Design/HOLD/Civic Play.md | 6 +++--- .../Game Design/HOLD/Production and Logistics.md | 8 ++++---- Delvehold/Game Design/HOLD/Workshop Play.md | 10 ++++++---- .../Acceptance Criteria.md | 11 ++++++----- .../Onboarding and Content Authority.md | 2 +- .../Shared World/Economy and Contracts.md | 14 +++++++++++--- .../Time Causality and Persistence.md | 2 +- .../Game Design/Shared World/World Graph.md | 16 +++++++++------- .../Game Design/Shared World/World Signals.md | 4 ++-- .../Shared World/World State Model.md | 6 +++--- .../Lore/Peoples/Mastership and Citizenship.md | 5 +++-- Delvehold/index.md | 2 +- 19 files changed, 63 insertions(+), 48 deletions(-) diff --git a/AGENTS.md b/AGENTS.md index e918e21..73626e9 100644 --- a/AGENTS.md +++ b/AGENTS.md @@ -15,7 +15,7 @@ - The Godot client and world host communicate through typed CultMesh commands, projections, capabilities, and receipts. Client-local prediction and presentation cannot commit shared truth. - Authoritative dungeon generation runs in the world host using GameCult.Math (CultMath), including `CultMath.Random`. CultGeometry (`GameCult.Geometry`) owns reusable isosurface extraction and neutral mesh artifacts; Godot only adapts committed results into engine objects. - Commands cross authority boundaries as typed intents and produce typed receipts. -- The Greathold contains Vault-anchored Holds joined by routes. A workshop has one durable identity and at most one active Hold attachment; dormant workshops create no local pressure. Contracts and other typed relationships preserve ownership, capacity, provenance, and consent without redefining locality. +- The Greathold contains Vault-anchored Holds joined by routes. A workshop has one durable identity, one civic home and seal, and zero or more Hold-local workshop sites. One workshop-wide 36-hour presence lease governs dormancy across every site; dormant workshops create no local pressure. Contracts, route transfers, and other typed relationships preserve ownership, capacity, provenance, and consent without redefining locality. - DELVE equipment authority lives in the visible gear slots and limited carried inventory. Each player has unlimited private Hold gear storage and exactly five saved loadouts; saves own no items, restore performs no silent acquisition or service, and departure automatically receipts the visible equipped and carried state. - Dungeon delving is part of a core's lifecycle. Industrial systems must remain legible to dungeon instinct as bounded, contested delving rather than direct tissue damage. - Greathold canon is owned by `Delvehold/Lore/The Greathold.md`: it is a multigenerationally cleared extension of the world-dungeon along the dwarven mountain spine. Its inherited deep routes and institutions created the global adventurer economy and enabled later industrial exploitation; industry did not discover dwarven deep access. diff --git a/Delvehold/Documentation/Authority Map.md b/Delvehold/Documentation/Authority Map.md index da7ef8a..99d6d63 100644 --- a/Delvehold/Documentation/Authority Map.md +++ b/Delvehold/Documentation/Authority Map.md @@ -5,9 +5,9 @@ description: Canonical owners and projections across the Greathold and external ## Delvehold authority -The Delvehold world organ owns the Greathold and its quantitative economy: Vaults, Holds, routes, workshop identities, active attachments, presence leases, parties, institutions, civic seals, dungeon lifecycle pressure, commodities, resource lots, custody, recipes, facilities, capacity, inventories, orders, prices, contracts, expeditions, and local consequences. It accepts typed intents and emits typed receipts plus updated documents through CultMesh. +The Delvehold world organ owns the Greathold and its quantitative economy: Vaults, Holds, routes, workshop identities, civic home affiliations, Hold-local workshop sites, workshop-wide presence leases, parties, institutions, civic seals, dungeon lifecycle pressure, commodities, resource lots, custody, recipes, facilities, capacity, inventories, orders, prices, contracts, expeditions, and local consequences. It accepts typed intents and emits typed receipts plus updated documents through CultMesh. -The world host admits Vault opening, workshop activation, reattachment, and the atomic dormancy transition. The client cannot renew presence through a heartbeat, infer a Hold from infrastructure placement, or keep a dormant workshop in local projections. Hosting and matchmaking may scale independently but cannot create canonical Vaults. +The world host admits Vault opening, civic-home changes, site establishment or closure, route transfers, workshop activation, and the atomic all-sites dormancy transition. The client cannot renew presence through a heartbeat, infer a site from presentation placement, transfer local inventory through shared identity, or keep a dormant workshop in local projections. Hosting and matchmaking may scale independently but cannot create canonical Vaults. ## Ghostlight authority @@ -46,7 +46,7 @@ Factory and delver interfaces expose different projections of that state. Incomp ## Civic handoff -Each franchised workshop identity owns its seal and the intents it submits while actively attached to a Hold: vote, petition, amendment, capacity pledge, refusal, or withdrawal. The Delvehold world organ owns the resulting assembly state, jurisdiction derived from active Hold membership and realized consequence paths, ratified common commitments, and institutional consequences. +Each franchised workshop identity owns its one seal and the intents it submits while present through its civic home: vote, petition, amendment, capacity pledge, refusal, or withdrawal. Sites in other Holds may create affected-party jurisdiction and remain subject to local policy but do not clone the seal. The Delvehold world organ owns the resulting assembly state, jurisdiction derived from civic home and realized consequence paths, ratified common commitments, and institutional consequences. A ballot cannot directly mutate a mine, contract market, or military order. The ratified mandate is the input through which the responsible institutions act, and those actions update the same typed world state seen through both modes. diff --git a/Delvehold/Game Design/DELVE/Preparation and Recovery.md b/Delvehold/Game Design/DELVE/Preparation and Recovery.md index aadeb1c..b7bb72b 100644 --- a/Delvehold/Game Design/DELVE/Preparation and Recovery.md +++ b/Delvehold/Game Design/DELVE/Preparation and Recovery.md @@ -3,11 +3,11 @@ title: Preparation and recovery description: Expressive loadouts, rapid re-entry, repair, treatment, rescue, and salvage. --- -Preparation uses the ordinary equipment interface. Each delver manages equipped gear slots, a limited carried inventory, and unlimited private gear storage in the current Hold. Workshop-made, institution-provided, personal, and contract-loaned items appear in those same places when custody permits. +Preparation uses the ordinary equipment interface. Each delver manages equipped gear slots, a limited carried inventory, and unlimited private gear storage addressed to each Hold. The current Hold's storage is locally accessible; remote stored gear remains visible for sourcing or freight but cannot be equipped until custody arrives. Workshop-made, institution-provided, personal, and contract-loaned items appear in those same places when custody permits. Each player has exactly five saved loadout slots. Saving records desired equipped items and carried entries without moving or reserving anything. Restoring returns current gear to Hold storage, equips and packs every available saved item that still fits, and leaves unresolved entries visibly missing. Unique, modified, loaned, and provenance-sensitive gear resolves by identity; ordinary consumables may resolve by kind and quantity. -A missing entry offers actions to clear it, select an available replacement, locate or source the item, or request repair or refit. Damaged owned gear remains visible as present but unusable or impaired. Restore never buys, crafts, borrows, substitutes, repairs, refits, insures, or reserves gear without another explicit player action. +A missing entry offers actions to clear it, select an available replacement, locate or source the item, arrange transfer from another Hold, or request repair or refit. Damaged owned gear remains visible as present but unusable or impaired. Restore never buys, ships, crafts, borrows, substitutes, repairs, refits, insures, or reserves gear without another explicit player action. Departure is the authority boundary. The world host atomically validates the visible slots, carried capacity, custody, contract requirements, and party readiness. It then records the exact equipped and carried objects, condition, modifications, custody, provenance, and contract loans as expedition evidence. That receipt remains an inspectable consequence of departure. diff --git a/Delvehold/Game Design/Foundations/Core Loop.md b/Delvehold/Game Design/Foundations/Core Loop.md index aacd76f..3f99ded 100644 --- a/Delvehold/Game Design/Foundations/Core Loop.md +++ b/Delvehold/Game Design/Foundations/Core Loop.md @@ -5,7 +5,7 @@ aliases: - /Game-Design/Core-Loop --- -The first playable world contains one Vault and its Hold, one active workshop, one baseline institution, one dungeon core, one contract type, one expedition party, one extracted material, and one persistent expedition history. +The first playable world contains one Vault and its Hold, one active workshop site, one baseline institution, one dungeon core, one contract type, one expedition party, one extracted material, and one persistent expedition history. ## HOLD diff --git a/Delvehold/Game Design/Foundations/First Playable World.md b/Delvehold/Game Design/Foundations/First Playable World.md index 751068b..e350518 100644 --- a/Delvehold/Game Design/Foundations/First Playable World.md +++ b/Delvehold/Game Design/Foundations/First Playable World.md @@ -3,7 +3,7 @@ title: First playable world description: The smallest vertical slice that can prove the joined design. --- -The first playable proof contains one Vault and its Hold, one active workshop attachment, one baseline institution, one dungeon core, one extracted material family, one contract form, one expedition party, one useful processing chain, and persistent expedition history. +The first playable proof contains one Vault and its Hold, one active workshop site belonging to an identity with one civic home and seal, one baseline institution, one dungeon core, one extracted material family, one contract form, one expedition party, one useful processing chain, and persistent expedition history. The slice is complete only when: @@ -15,7 +15,8 @@ The slice is complete only when: 6. the party returns with material, evidence, injury, loss, or some combination; 7. the outcome changes workshop decisions and the next expedition; 8. the recorded departure equipment matches the visible slots and carried inventory, and the history remains after the game client reconnects and the world host restarts; -9. the workshop can pass through 36-hour dormancy and reactivate in the same or another Hold without losing identity, relationships, or receipted history. +9. the workshop can pass through 36-hour dormancy and reactivate its site without losing identity, relationships, local custody, or receipted history; +10. the state model can admit a second Hold-local site under the same identity without cloning its seal, facilities, inventory, or production capacity. One institutional contract keeps DELVE playable without a workshop manager online. One public need keeps HOLD meaningful without requiring a delver to accept a personal order immediately. The slice does not need a broad item catalogue, global war, or complete combat metagame. It needs one honest return stroke. diff --git a/Delvehold/Game Design/Foundations/Player Roles.md b/Delvehold/Game Design/Foundations/Player Roles.md index 49733a5..53bb507 100644 --- a/Delvehold/Game Design/Foundations/Player Roles.md +++ b/Delvehold/Game Design/Foundations/Player Roles.md @@ -13,7 +13,7 @@ A party may contain one or more players where the expedition supports it. Solo a ## Workshop managers -Workshop managers practice magic, store materials, craft, repair, automate, commission, trade, publish contracts, maintain shared infrastructure, and participate in relevant civic bodies. Each player owns one durable workshop identity and its seal, with at most one active Hold attachment. Scale and wealth do not grant extra votes or authority inside another workshop. +Workshop managers practice magic, store materials, craft, repair, automate, commission, trade, publish contracts, maintain shared infrastructure, and participate in relevant civic bodies. Each player owns one durable workshop identity, one civic home and seal, and any number of economically established Hold-local sites. Scale, wealth, and additional sites do not grant extra votes or authority inside another workshop. ## Shared limits diff --git a/Delvehold/Game Design/Foundations/Progression Failure and Time.md b/Delvehold/Game Design/Foundations/Progression Failure and Time.md index 7cf9155..31fd5cf 100644 --- a/Delvehold/Game Design/Foundations/Progression Failure and Time.md +++ b/Delvehold/Game Design/Foundations/Progression Failure and Time.md @@ -15,10 +15,10 @@ Consequences remain attached to their owners. Equipment left below can become du - A narrow expedition or workshop visit should produce useful progress in a short session. - Deeper expeditions and complex production chains support longer commitments by choice. -- HOLD automation continues only until its admitted work completes, its inputs run out, or the workshop's 36-hour presence lease expires. +- HOLD automation in every workshop site continues only until its admitted work completes, its inputs run out, or the workshop-wide 36-hour presence lease expires. - Civic windows are generous, asynchronous, and optional. - Catch-up summarizes what happened; it does not secretly puppet a player. The world advances without requiring every player to be present. No absent player's uncommitted plan becomes an action. -An authenticated foreground session renews workshop presence; background jobs and client heartbeats do not. Lease expiry checkpoints work once and removes the workshop from live Hold simulation without decay, forfeiture, or relationship loss. Catch-up reports the bounded active interval and dormancy receipt instead of replaying production through the dormant period. +An authenticated foreground session renews workshop presence across its eligible sites; background jobs and client heartbeats do not. Lease expiry checkpoints every site once and removes the workshop from live Hold simulation without decay, forfeiture, relocation, or relationship loss. Catch-up reports the bounded active interval and dormancy receipt instead of replaying production through the dormant period. diff --git a/Delvehold/Game Design/HOLD/Civic Play.md b/Delvehold/Game Design/HOLD/Civic Play.md index 81c031d..dbe21df 100644 --- a/Delvehold/Game Design/HOLD/Civic Play.md +++ b/Delvehold/Game Design/HOLD/Civic Play.md @@ -7,13 +7,13 @@ aliases: HOLD places workshop managers directly inside the Greathold's political life. The foreground fantasy is civic stewardship, not market speculation: understand an issue, argue with neighbours, commit the workshop's seal and capacity, and live with the resulting common action. -The franchise follows [[Mastership and Citizenship|dwarven Mastership]]. Each independent workshop identity has one seal and one vote while actively attached to a Hold. Wealth, throughput, and consortium membership do not create additional votes. +The franchise follows [[Mastership and Citizenship|dwarven Mastership]]. Each independent workshop identity has one seal and one vote while present through its civic home. Wealth, throughput, consortium membership, and sites in other Holds do not create additional votes. ## Local-first issue routing An issue begins with the smallest body that contains its material consequences. A Hold question begins among its active workshops, residents, institutions, delvers, and ecological stewards. A route closure also implicates the connected Holds and its passengers. A deep gate implicates its Hold, delver associations, ecological stewards, and supply relationships. -Active [[Game Design/Shared World/World Graph|Hold attachments]] establish ordinary local civic relevance. Contracts, routes, infrastructure, core relationships, and realized consequences can widen jurisdiction without redefining where a workshop lives. +A workshop's [[Game Design/Shared World/World Graph|civic home]] establishes its ordinary local civic relevance. Contracts, routes, infrastructure, workshop sites, core relationships, and realized consequences can widen affected-party jurisdiction without granting another seal. Every site remains subject to the ratified policy of its host Hold regardless of where the workshop votes. A proposal can move outward when its consequences do: @@ -69,7 +69,7 @@ Civic play is slow, asynchronous, and optional in ordinary life: Early public motions are authored by the world simulation so that they remain coherent with live events. Player petitions can later gather seals to enter the appropriate assembly without turning the first prototype into an unmoderated parliament. -A dormant workshop enters no future issue routing or quorum. Votes already cast and ratified commitments remain facts. Reactivation grants prospective relevance only in the newly attached Hold. +A dormant workshop enters no future issue routing or quorum. Votes already cast and ratified commitments remain facts. Reactivation restores prospective relevance only through its civic home; changing that home removes the old jurisdiction before admitting the new one. ## From vote to world diff --git a/Delvehold/Game Design/HOLD/Production and Logistics.md b/Delvehold/Game Design/HOLD/Production and Logistics.md index 76549e5..8a8b5cf 100644 --- a/Delvehold/Game Design/HOLD/Production and Logistics.md +++ b/Delvehold/Game Design/HOLD/Production and Logistics.md @@ -5,12 +5,12 @@ description: Facilities, recipes, capacity, custody, and specialization across H Production transforms identified inputs through a facility and practice into owned outputs. Every transformation records recipe or method, consumed and produced lots, operator or automation, facility, time, quality-relevant conditions, and provenance. -Facilities expose bounded capacity. Reservations, maintenance, power, labor, route access, storage, and safety can constrain that capacity without becoming disconnected modifier cards. Logistics moves custody through workshops, institutions, contracts, and inter-Hold routes; inventory is not globally available because a number exists somewhere. +Facilities expose bounded capacity. Reservations, maintenance, power, labor, route access, storage, and safety can constrain that capacity without becoming disconnected modifier cards. Each [[Game Design/Shared World/World Graph|workshop site]] owns the facilities, installed methods, local storage, staff, orders, and active queues that form its productive body. Logistics moves custody through sites, institutions, contracts, and inter-Hold routes; inventory is not globally available because a number exists somewhere. -Private player gear storage is the deliberate exception. It is unlimited, identity-owned cold inventory exposed through the active Hold, with no capacity interface or rent. This does not expand industrial warehouses, facility buffers, freight capacity, or shared institutional stock. +Private player gear storage is the deliberate capacity exception. It is unlimited cold inventory addressed to a Hold, with no capacity interface or rent. Gear stored in another Hold remains visible to its owner but is not locally equipable, saleable, loanable, or usable as production input until carried within ordinary limits or moved by a receipted route transfer. Private storage does not expand industrial warehouses, facility buffers, freight capacity, or shared institutional stock. -No workshop efficiently contains every chain. Players specialize, trade, commission, use institutional services, or accept less efficient substitutes. Orders express desired future exchange; accepted orders become commitments; fulfilled transfers become realized trade. Only realized effects enter the aggregate external-world boundary. +No site efficiently contains every chain. Players specialize sites, trade, commission, use institutional services, or accept less efficient substitutes. A workshop may process frontier materials at one site, ship components through named routes, and perform advanced manufacture at another. Shared ownership authorizes the transfer; it never supplies freight, capacity, time, safety, or a custody change. Orders express desired future exchange; accepted orders become commitments; fulfilled transfers become realized trade. Only realized effects enter the aggregate external-world boundary. -Workshop reattachment does not teleport committed material. Private configuration, saved loadouts, and uncommitted player gear storage resume with the identity; escrowed, dispatched, installed, institution-held, returned-loan, lost, or otherwise transferred items remain under their recorded custody until another receipted transfer moves them. +Portable knowledge, workshop-wide configuration, relationships, and saved loadouts follow the identity. Facilities, installed methods, staff, inventories, active orders, and output remain at their sites. Escrowed, dispatched, institution-held, returned-loan, lost, or otherwise transferred items remain under their recorded custody until another receipt moves them. The economy must support ordinary civic life as well as expedition gear: heat, food processing, medicine, construction, transport, maintenance, education, ritual goods, and delightful nonsense all compete for material and capacity. diff --git a/Delvehold/Game Design/HOLD/Workshop Play.md b/Delvehold/Game Design/HOLD/Workshop Play.md index 8bde778..10c87b4 100644 --- a/Delvehold/Game Design/HOLD/Workshop Play.md +++ b/Delvehold/Game Design/HOLD/Workshop Play.md @@ -5,10 +5,12 @@ description: The daily practice, relationships, and responsibilities of one inde The workshop is a durable productive practice and the bearer of one civic seal. The player begins by scrying, preparing, crafting, repairing, carrying, and tending processes directly. -Manual work teaches the material rules that later automation expresses. It should be tactile, readable, and brief enough that learning a process is satisfying without requiring permanent repetition. The workshop grows through new practices, tools, assistants, relationships, automation patterns, and connections to shared institutions. +Manual work teaches the material rules that later automation expresses. It should be tactile, readable, and brief enough that learning a process is satisfying without requiring permanent repetition. The workshop grows through new practices, tools, assistants, relationships, automation patterns, and Hold-local sites connected to shared institutions. -No workshop efficiently contains every production chain. A player chooses what to automate, commission, trade, and request through a contract. Specialization and recurring collaborators create dependence without placing workshops on a shared city map. +No single site efficiently contains every production chain. A player chooses where to install capacity, what to automate, which intermediate goods to ship, what to commission or trade, and what to request through a contract. A frontier site may process fresh dungeon returns while another performs advanced manufacture in an established Hold. The resulting supply chain crosses named routes without placing workshops on a shared city map. -The workshop identity survives absence. Its active [[Game Design/Shared World/World Graph|Hold attachment]] expires after 36 hours without an authenticated foreground session, stopping bounded automation and removing the workshop from live local circulation. Returning immediately restores the same practice and history in the former Hold or attaches it to another one. Absence does not decay tools, erase relationships, or multiply political authority. +One workshop view makes every site, local inventory, active queue, order, and freight commitment legible. It may let the player schedule work or transport remotely, but it never presents remote goods or capacity as if they were already local. -The cozy fantasy comes from accumulated familiarity: named stations, remembered materials, recurring customers and delvers, repaired tools, small rituals, and a machine whose history remains visible. Efficiency is useful, but the workshop is not reduced to throughput. +The workshop identity has one civic home and may establish any number of [[Game Design/Shared World/World Graph|workshop sites]] in different Holds. Its workshop-wide presence lease expires after 36 hours without an authenticated foreground session, stopping bounded automation and removing every site from live local circulation. Returning immediately restores the same practice, history, and eligible sites; changing civic home is a separate prospective choice. Absence does not decay tools, erase relationships, relocate material, or multiply political authority. + +The cozy fantasy comes from accumulated familiarity: named stations, remembered materials, recurring customers and delvers, repaired tools, small rituals, and sites whose local histories remain visible. Efficiency is useful, but the workshop is not reduced to throughput. diff --git a/Delvehold/Game Design/Narrative and Validation/Acceptance Criteria.md b/Delvehold/Game Design/Narrative and Validation/Acceptance Criteria.md index 613dae7..27294e0 100644 --- a/Delvehold/Game Design/Narrative and Validation/Acceptance Criteria.md +++ b/Delvehold/Game Design/Narrative and Validation/Acceptance Criteria.md @@ -32,10 +32,11 @@ The design is proven by visible paths, not by the existence of schemas. ## Holds and workshop presence - A Vault opens through committed survey, route, provisioning, and settlement state inside the Greathold rather than through server selection. -- Only active attachments contribute workshop demand, production, discovery, notification, infrastructure reservation, or future civic routing in a Hold. -- At 36-hour lease expiry, automation checkpoints once, unaccepted listings disappear, accepted obligations settle exactly once under their admitted terms, and the workshop produces no continuing live load. -- Dormancy preserves workshop identity, history, relationships, seal identity, custody, debts, completed acts, and already-cast votes. -- Reactivating the workshop in another Hold leaves no old local pressure or dual civic attachment, replays no dormant production, and moves committed material only through explicit custody receipts. +- Only active workshop sites contribute demand, production, discovery, notification, or infrastructure reservation in their Holds; only the singular civic home supplies ordinary future civic routing. +- At 36-hour lease expiry, automation checkpoints once across every site, unaccepted listings and reservations disappear, accepted obligations settle exactly once under their site-local terms, and the workshop produces no continuing live load. +- Dormancy preserves workshop identity, sites, local facilities and custody, history, relationships, seal identity, debts, completed acts, and already-cast votes. +- Reactivating the workshop replays no dormant production, duplicates no facility or inventory, and moves no committed material between sites without explicit route and custody receipts. +- A workshop may change its civic home or establish another site without gaining another seal; host-Hold policy governs every site regardless of the workshop's civic home. - Quiet Holds persist, remain recoverable, and are never merged or wiped to repair population balance. ## Equipment and preparation @@ -46,7 +47,7 @@ The design is proven by visible paths, not by the existence of schemas. - Unique and provenance-sensitive gear resolves by identity; ordinary consumables may resolve by kind and quantity. Damaged owned gear remains visible as present and repairable rather than disappearing as missing. - Contract-offered gear is selectable only while custody terms permit and is never auto-equipped or written into a saved slot. - Departure atomically validates the visible equipped and carried state and records exactly that state without another confirmation screen. -- Saved loadouts and private gear storage survive dormancy and Hold reattachment without creating live pressure or moving lost, escrowed, dispatched, installed, institution-held, or returned-loan items. +- Saved loadouts and Hold-addressed private gear storage survive dormancy and civic-home changes without creating live pressure or moving remote, lost, escrowed, dispatched, installed, institution-held, or returned-loan items. ## Procedural dungeon proof diff --git a/Delvehold/Game Design/Narrative and Validation/Onboarding and Content Authority.md b/Delvehold/Game Design/Narrative and Validation/Onboarding and Content Authority.md index 74d3d42..f4943e1 100644 --- a/Delvehold/Game Design/Narrative and Validation/Onboarding and Content Authority.md +++ b/Delvehold/Game Design/Narrative and Validation/Onboarding and Content Authority.md @@ -3,7 +3,7 @@ title: Onboarding and content authority description: The first-session reveal and the boundary between authored canon, simulation, and presentation. --- -Onboarding introduces one world through a particular practice. A new player chooses a DELVE or HOLD entry without choosing a separate history, server, or lesser mode. The player joins a viable Hold inside the Greathold and may later reattach a workshop elsewhere without creating another identity. +Onboarding introduces one world through a particular practice. A new player chooses a DELVE or HOLD entry without choosing a separate history, server, or lesser mode. The player joins a viable Hold inside the Greathold, may later change the workshop's civic home, and can establish workshop sites in other Holds without creating another identity or seal. ## First-session sequence diff --git a/Delvehold/Game Design/Shared World/Economy and Contracts.md b/Delvehold/Game Design/Shared World/Economy and Contracts.md index 8aa0399..14fc30b 100644 --- a/Delvehold/Game Design/Shared World/Economy and Contracts.md +++ b/Delvehold/Game Design/Shared World/Economy and Contracts.md @@ -17,9 +17,17 @@ The canonical economy contains commodity definitions, identified resource lots, Planned production and offered orders remain owned intents. Only completed transformations, accepted commitments, transfers, and failures become realized economic effects. This distinction is also the membrane through which aggregate Greathold activity reaches the [[Ghostlight Boundary|external world]]. +## Hold-local markets and supply chains + +Each Hold is a local market and service ecology. Availability and prices emerge from its inventories, active workshop sites, institutional budgets and mandates, production capacity, population demand, expedition returns, and the time, capacity, cost, and risk of connected routes. A workshop may inspect its remote sites, but there is no global inventory, universal listing, or instant internal transfer. + +Older Holds tend to accumulate broad finished-goods markets, advanced methods, skilled repair and refit, deeper inventories, and stable institutions. Frontier Holds tend to receive fresher and stranger dungeon materials while carrying thinner stocks, fewer advanced services, volatile demand, and expensive inbound support. These differences are realized history, not maturity-tier bonuses. Local policy can redirect procurement, reserves, subsidies, infrastructure, safety, and extraction without setting arbitrary price modifiers. + +A workshop can establish sites in several Holds and build a supply chain between them. Each site owns its local productive body and market participation; route transfers own every cross-Hold movement of material. Institutions guarantee a viable baseline of ordinary gear, repair, provisions, and demand in every Hold without equalizing quality, breadth, price, specialization, or throughput. + ## Contract authorities -**Workshop contracts** are authored by HOLD players. Their targets, supplied equipment, compensation, acceptable substitutions, and desired returns express a particular workshop's needs and judgement. +**Workshop contracts** are authored by HOLD players. Their targets, issuing site and Hold, supplied equipment, compensation, acceptable substitutions, and desired returns express a particular workshop's needs and judgement. **Institutional contracts** originating inside the Greathold are created by Delvehold on behalf of civic works, guilds, colleges, temples, insurers, commercial bodies, or public defence institutions. Foreign buyers, governments, and militaries remain Ghostlight actors: Ghostlight emits their demand, offer, or decision as an external response, and Delvehold creates a Greathold contract only after admitting that intent. Contracts reflect persistent institutional state and public mandates rather than filling empty matchmaking slots. @@ -43,9 +51,9 @@ Workshop contracts should remain more personal and expressive: unusual equipment ## Workshop and delver relationships -Recurring contracts preserve the history between a workshop and a delver or party: terms kept or broken, equipment supplied and returned, substitutions, discoveries, injuries, rescues, losses, payment, and ecological consequences. These relationships belong to stable identities and survive dormancy or movement between Holds. Current Hold membership affects discovery and convenience, not memory. +Recurring contracts preserve the history between a workshop and a delver or party: terms kept or broken, equipment supplied and returned, substitutions, discoveries, injuries, rescues, losses, payment, and ecological consequences. These relationships belong to stable identities and survive dormancy or a change of civic home. Each contract also records the site and Hold through which the relationship acted; locality affects discovery, service, and fulfillment without erasing memory. -Unaccepted workshop listings disappear when its 36-hour presence lease expires. Every accepted order or contract declares what dormancy does: complete before expiry, settle from escrow, transfer to a named institution, or cancel or default under agreed terms. The transition emits one receipt and cannot erase the obligation or leave the workshop active forever. +Unaccepted listings across every site disappear when the workshop's 36-hour presence lease expires. Every accepted order or contract declares what dormancy does: complete before expiry, settle from escrow, transfer to a named institution, or cancel or default under agreed terms. Each site settles its obligations exactly once; the workshop-wide transition cannot erase them or leave the workshop active forever. ## Contract outcomes diff --git a/Delvehold/Game Design/Shared World/Time Causality and Persistence.md b/Delvehold/Game Design/Shared World/Time Causality and Persistence.md index 82b2f66..8c0a461 100644 --- a/Delvehold/Game Design/Shared World/Time Causality and Persistence.md +++ b/Delvehold/Game Design/Shared World/Time Causality and Persistence.md @@ -15,7 +15,7 @@ After each accepted boundary update, Ghostlight may run a bounded strategic wave On recovery, the bridge replays at most eight missed hourly epochs. Older time is summarized into one coarse strategic horizon with its covered interval, source aggregates, uncertainty, and provenance. Catch-up cannot invent player actions, silently accept pending intent, or conceal lost intervals. -Workshop presence uses a versioned 36-hour lease measured by world-host time. An authenticated foreground session renews it; client heartbeats, reconnect retries, and background work cannot. Expiry commits one idempotent dormancy transition that checkpoints bounded automation, settles listings and obligations under their admitted terms, and removes the live Hold attachment. Reactivation begins from the committed dormant state and never replays production across the inactive interval. +Workshop presence uses one versioned 36-hour identity lease measured by world-host time. An authenticated foreground session renews it for every eligible site; client heartbeats, reconnect retries, and background work cannot. Expiry commits one idempotent dormancy transition that checkpoints bounded automation across all sites, removes each site's unaccepted listings and live reservations, disables future civic routing, and invokes site-local obligation terms exactly once. Reactivation begins from the committed dormant state and never replays production across the inactive interval. ## Delivery rules diff --git a/Delvehold/Game Design/Shared World/World Graph.md b/Delvehold/Game Design/Shared World/World Graph.md index ce63c0b..9a74451 100644 --- a/Delvehold/Game Design/Shared World/World Graph.md +++ b/Delvehold/Game Design/Shared World/World Graph.md @@ -7,19 +7,21 @@ aliases: The Greathold is a connected civilization of **Holds**. Each Hold inhabits a **Vault**: a large dungeon-formed chamber or chamber system whose core maintains a particular biome. Routes join Holds along the mountain spine and lead from them into contested dungeon regions. -A Hold is the ordinary unit of local life. Its active workshops, resident and visiting delvers, institutions, population, and local core encounter the same markets, contracts, news, and civic consequences. Cross-Hold effects require a named route, contract, institution, core relationship, or Greathold-wide mandate. +A Hold is the ordinary unit of local life. Its active workshop sites, resident and visiting delvers, institutions, population, and local core encounter the same markets, contracts, news, and civic consequences. Cross-Hold effects require a named route, contract, institution, core relationship, or Greathold-wide mandate. -The simulation does not place workshops at coordinates on a shared Vault floor. A workshop interior may be a spatial HOLD scene, but the workshop participates in the Greathold through an active Hold attachment. Contracts, friendships, customers, and research partners connect stable identities without making them spatial neighbours. +The simulation does not place workshops at coordinates on a shared Vault floor. A workshop interior may be a spatial HOLD scene, but its economic presence consists of Hold-local **workshop sites**, not plots on a city map. Contracts, friendships, customers, and research partners connect stable identities without making them spatial neighbours. ## Workshops and presence -A workshop has a durable identity: owner, seal, practice, configuration, history, relationships, and custody. It has at most one live Hold attachment, which supplies local discovery, institutional access, civic relevance, production participation, and current market context. +A workshop has one durable identity: owner, seal, practice, portable knowledge, history, and relationships. It has one civic home, which supplies ordinary social and civic relevance for its single seal. Changing that home is prospective and atomic; wealth, facilities, and operations elsewhere never multiply the franchise. -An authenticated foreground session renews that attachment's presence lease for 36 hours of world-host time. Background work and client heartbeats cannot renew it. At expiry, one atomic dormancy transition checkpoints bounded automation, removes unaccepted listings, releases live reservations, removes future civic routing, and detaches the workshop from the Hold. The dormant identity retains its history, relationships, seal, configuration, custody, debts, and completed acts while producing no continuing demand, production, discovery, notification, or population pressure. +A **workshop site** is the workshop's productive body in one Hold. It owns the facilities and methods installed there, local storage and custody, staff or assistants, listings, orders, reservations, production history, and access to local institutions and infrastructure. A workshop may establish sites in any viable Hold by committing real local facilities and resources. Registration alone creates no capacity, demand, market visibility, or claim to floor space. -Accepted contracts and orders state their dormancy terms when accepted. They may complete before expiry, settle from escrow, transfer to a named institution, or default or cancel under agreed terms. Dormancy produces the corresponding receipt and cannot erase an obligation or keep a workshop live indefinitely. +An authenticated foreground session renews one workshop-wide presence lease for 36 hours of world-host time. Background work and client heartbeats cannot renew it. At expiry, one atomic dormancy transition checkpoints bounded automation across every site, removes their unaccepted listings, releases live reservations, and removes future civic routing. The dormant identity retains its history, relationships, seal, knowledge, debts, custody records, sites, and completed acts while producing no continuing demand, production, discovery, notification, or population pressure. -Returning reactivates the same workshop identity. Its previous Hold is the default suggestion, but the player may attach it to another Hold where friends or collaborators now live. The transition removes any old jurisdiction before admitting the new one. Relationship history follows the identity; committed goods and route-bound capacity follow custody and move only through receipted transfers. +Accepted contracts and orders state their dormancy terms when accepted. Each site settles its obligations exactly once: they may complete before expiry, settle from escrow, transfer to a named institution, or default or cancel under agreed terms. Dormancy cannot erase an obligation or keep a workshop live indefinitely. + +Returning reactivates the same workshop identity and its eligible sites. The player may keep or change the workshop's civic home without moving its productive bodies. Relationship history and portable knowledge follow the identity; facilities, inventories, staff, active orders, and installed capacity remain at their sites. Goods move between sites only through receipted transfers over named routes. ## Institutions and local circulation @@ -29,6 +31,6 @@ Players govern institutions indirectly. Ratified policy changes procurement prio ## Opening and sustaining Holds -A new Hold begins when delvers survey a Vault, routes and institutions make settlement viable, and players voluntarily attach workshops and characters there. Opening responds to sustained active community pressure, institutional load, or chosen frontier play rather than lifetime account totals. It is a committed event inside the Greathold, never a server or matchmaking shard. +A new Hold begins when delvers survey a Vault, routes and institutions make settlement viable, and players voluntarily make it their civic home or establish workshop sites there. Opening responds to sustained active community pressure, institutional load, or chosen frontier play rather than lifetime account totals. It is a committed event inside the Greathold, never a server or matchmaking shard. Holds persist when their population becomes quiet. Institutions preserve minimum circulation while dormant workshops remain absent from live simulation. Settlement recommendations may favour a viable quiet Hold, but relocation is voluntary and no Hold is merged, wiped, or discarded to repair population balance. diff --git a/Delvehold/Game Design/Shared World/World Signals.md b/Delvehold/Game Design/Shared World/World Signals.md index 437dc6b..f6e42eb 100644 --- a/Delvehold/Game Design/Shared World/World Signals.md +++ b/Delvehold/Game Design/Shared World/World Signals.md @@ -40,7 +40,7 @@ The feed also carries assembly notices, proposals, public testimony, audits, and ## Markets stay in the background -Prices and inventories remain causal world signals, not the foreground identity of HOLD. The client does not expect players to trade abstract positions, read financial charts, or optimize a fantasy stock market. +Prices and inventories remain causal world signals, not the foreground identity of HOLD. They are observed per Hold from local stock, demand, production, institutions, and route-mediated imports rather than published as one Greathold price. The client does not expect players to trade abstract positions, read financial charts, or optimize a fantasy stock market. A stockpile can still become valuable, impossible to replace, obsolete after a standards change, attractive to requisition, or expensive to keep while an expected crisis fails to arrive. Hoarding therefore has speculative consequences without being presented as a required speculation minigame. @@ -52,6 +52,6 @@ News provides interpretation; the economy provides evidence. Neither is complete Players should receive warning signals before major consequences, but those signals should preserve uncertainty. A price shock might indicate war, sanctions, a failed route, political theatre, ecological disruption, or an attempt to corner a market. Players create social knowledge by comparing reports with prices, contracts, expedition testimony, and conditions in their Hold or among known partners. -Dormant workshops vanish from live Hold discovery, market listings, ordinary news routing, and forecasts. Direct collaborators retain their shared history, which becomes available again when the same workshop identity reactivates. +Dormant workshops vanish from live Hold discovery, market listings, ordinary news routing, and forecasts in every Hold where they maintain sites. Direct collaborators retain their identity-level shared history and the provenance of the sites through which they dealt; both become available again when the workshop identity reactivates. The living world is therefore not delivered as exposition. It is inferred through work, then argued about between players. diff --git a/Delvehold/Game Design/Shared World/World State Model.md b/Delvehold/Game Design/Shared World/World State Model.md index 8637d23..47e3a6b 100644 --- a/Delvehold/Game Design/Shared World/World State Model.md +++ b/Delvehold/Game Design/Shared World/World State Model.md @@ -3,14 +3,14 @@ title: World state model description: The canonical subjects, components, events, and derived projections of DELVE/HOLD. --- -DELVE/HOLD canonical state is typed CultCache state published through CultMesh. Components are sparse and owned: an expedition has participants and a contract; a workshop has facilities and a seal; a resource has custody and provenance. There is no universal property bag or client-owned mirror promoted to truth. +DELVE/HOLD canonical state is typed CultCache state published through CultMesh. Components are sparse and owned: an expedition has participants and a contract; a workshop identity has one seal while its sites have facilities; a resource has custody and provenance. There is no universal property bag or client-owned mirror promoted to truth. ## Greathold state families | Family | Canonical contents | | --- | --- | | People and authority | players, delvers, parties, Masters, workshop identities, civic seals, institutions, control and consent | -| Holds and presence | Vaults, Holds, routes, active attachments, presence leases, dormancy receipts, capacity, provenance and jurisdiction | +| Holds and presence | Vaults, Holds, routes, civic home affiliations, Hold-local workshop sites, workshop-wide presence leases, dormancy receipts, capacity, provenance and jurisdiction | | Player equipment | equipped slots, limited carried inventories, unlimited private Hold gear storage, exactly five saved loadout preferences, item condition, modifications, custody and automatic expedition departure snapshots | | Economy | commodity definitions, resource lots, recipes, facilities, inventories, custody, orders, realized trades and price observations | | Contracts and expeditions | issuers, objectives, offered equipment, rewards, parties, lifecycle, routes, findings, injuries, losses, returns and histories | @@ -25,7 +25,7 @@ Scenes, dashboards, prices, digests, forecasts, generated dungeon rooms, news la Saved loadouts are player preferences, not inventories or reservations. Saving one of the five slots moves no item and changes no custody. Departure validates and records the visible equipped and carried state automatically; that state is the sole equipment input. -A workshop identity persists independently of its nullable Hold attachment. The identity owns its seal, practice, cold configuration, history, relationships, and custody. The attachment owns current local participation and its versioned 36-hour presence lease. Dormancy removes the attachment through one receipted transition; a later activation may attach the same identity to another Hold. +A workshop identity owns one seal, its practice, portable knowledge, history, and relationships. Its singular civic home owns ordinary local franchise and social affiliation. Its zero-to-many workshop sites own Hold-local facilities, installed methods, inventories and custody, staff, listings, orders, reservations, production history, and institutional access. One versioned 36-hour presence lease covers the identity and every site. Dormancy checkpoints them through one receipted transition; later activation wakes the same identity and eligible sites without cloning or relocating local state. The world host commits each dungeon generation record and its provenance. CultGeometry mesh artifacts are deterministic outputs of that record. Godot diff --git a/Delvehold/Lore/Peoples/Mastership and Citizenship.md b/Delvehold/Lore/Peoples/Mastership and Citizenship.md index 52ab487..4282a0a 100644 --- a/Delvehold/Lore/Peoples/Mastership and Citizenship.md +++ b/Delvehold/Lore/Peoples/Mastership and Citizenship.md @@ -28,7 +28,7 @@ Each independent workshop carries one civic seal. Branches, facilities, employee The workshop stands behind the franchise. Neighbours can inspect its work, trace its mark, ask for an audit, and bring a complaint. Dwarven political thought makes that answerability the price of binding others through a common decision. -A workshop may fall dormant or resume in another Hold without becoming a new legal person. Its seal and history travel with the practice. The seal enters new moots only after the workshop wakes in a Hold; old votes, debts, complaints, and ratified commitments remain where their acts placed them. +A workshop may open sites in several Holds without breeding extra seals. All bear the same name and history. Their furnaces, stores, workers, open orders, and local obligations stay in the Holds where they stand. One Hold keeps the workshop's civic seal on its rolls. Before the seal enters another moot, the Master withdraws it from the old one; votes already cast, complaints already lodged, and bargains already ratified keep their original force. Apprentices, journeyworkers, unrecognized foreign residents, and most itinerant delvers may petition, organize, refuse work, and influence Masters. They cannot apply a civic seal. @@ -48,6 +48,7 @@ The franchise gives workshop owners political standing and withholds the seal fr - whether industrial automation is destroying ordinary paths to Mastership; - whether foreign credentials are being examined or merely excluded; - whether apprentices are being taught or retained as cheap labour; -- when a dormant workshop may resume the franchise and in which Hold; +- when a dormant workshop may resume the franchise or change its civic home; +- how much voice a workshop operating sites outside its civic home should have in their host Holds; - whether a sapient spell engine could produce a Masterwork; - whether a dungeon core could. diff --git a/Delvehold/index.md b/Delvehold/index.md index 4327026..a1c7d6a 100644 --- a/Delvehold/index.md +++ b/Delvehold/index.md @@ -25,7 +25,7 @@ description: One persistent world, experienced from opposite sides of the contra

HOLD

Build the warm machine waiting above.

HOLD is a cozy magical-industry tycoon game. Begin with one mage doing every useful task by hand, encode those gestures into runes, and compose them into spell engines that grow a workshop into shared infrastructure.

-

Your workshop joins one Hold inside a living Vault. Trade with familiar players, rely upon local institutions, build relationships with the delvers you hire, and issue the contracts that become somebody else's night underground.

+

Your workshop has one civic home and can establish sites across the Holds of the Greathold. Build local supply chains, trade with familiar players, rely upon local institutions, form relationships with the delvers you hire, and issue the contracts that become somebody else's night underground.