Ghostlight/docs/architecture/technology-item-manifest-plan.md
2026-05-02 11:51:10 +01:00

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Technology And Item Manifest Plan

Ghostlight future exploration should produce more than scenes. It should produce the technical and economic knowledge Aetheria needs for gameplay: what items can exist, who can build them, what they are made of, which assemblies can be swapped, what supply chains they depend on, and which factions start with which tech bases.

This is not separate from story generation. Major-player decisions, faction births, branch pressures, and technological discoveries shape the economy. If a branch discovers a better aetheric emitter, that should eventually change ship builds, market dependencies, quest hooks, factory politics, salvage value, and what a desperate mechanic can realistically bolt into a hull without creating a beautiful obituary.

The economy is bigger than ship parts. Players moving freight should carry the ordinary manufactured life of colonies too: habitat fittings, clinic equipment, interface furniture, ritual goods, industrial consumables, food-processing systems, maintenance packs, education kits, luxury nonsense, and all the other things a settlement consumes without ever bolting them into a laser. A trade economy made only of gear components would be a very fancy skeleton.

Source Premise

Aetheria game design wants ships to be tools, homes, status symbols, and material compromises. Customization is driven by components with distinct behavior, manufacturers with priorities and specialties, and vessels tuned for violence, trade, survival, logistics, or prestige.

Ghostlight should turn worldbuilding exploration into the data needed to support that design.

Player Fantasy

The deep gear model is not a loot-affix treadmill. The fantasy is provenance.

A player hunting for the ultimate laser should be able to trace the item through its parts, makers, technologies, and accidents:

  • the emitter assembly came from a short-lived manufacturer whose process was only stable for nine months
  • the beam-control wafer uses a regulatory-buried fabrication step no successor company wants to admit worked
  • the thermal rejection assembly is sturdy but mediocre, quietly strangling the whole weapon
  • a pirate rebuild replaced the targeting interface with a counterfeit part that improves lock speed while making maintenance ugly
  • a factional embargo means the good driver wafers are technically illegal, practically everywhere, and therefore excellent quest bait

An "ultimate item" is not just the best blueprint. It is the best realized artifact: the right blueprint, built from the right assemblies, with the right quality, provenance, manufacturer practice, replacement history, and operating conditions. If a player wants to rebuild it as the best it can be, the game should let them hunt the supply chain: salvage yards, old corporate stockpiles, specialist shops, faction arsenals, black-market refits, inherited ships, forgotten factories, and small wars over a beam-control wafer some dead manufacturer only made for nine months before the board got eaten by regulators.

This is why Ghostlight matters. A spreadsheet can name a laser. Ghostlight should help explain why that laser exists, who can build it, which parts are worth killing for, why a particular instance is special, and what stories fall out of trying to make it better.

Content Refinery

The old bottleneck was not ideas. Ideas are cheap. Volunteer design goblins can produce a hill of them before lunch and leave the database work sitting there like a little corpse.

The real bottleneck is converting taste, lore, mechanics, and future-tech imagination into loadable, reviewable, schema-shaped content. Ghostlight's technology pipeline should act as a content refinery:

  1. Ground the request in Aetheria lore: faction, era, location, tech base, industrial limits, political pressure, and known source constraints.
  2. Decompose the concept into item families, assemblies, subassemblies, components, colony-consumed manufactured goods, materials, processes, tooling, facilities, expertise, demand profiles, and supply-chain dependencies.
  3. Map each candidate onto the Aetheria-Economy blueprint model: SimpleCommodityData, CompoundCommodityData, ConsumableItemData, GearData, or another EquippableItemData subclass.
  4. Define performance intent through behaviors, PerformanceStat fields, quality sensitivity, failure modes, upgrade surfaces, and operating constraints.
  5. Define realized-instance variation: assembly provenance, manufacturer branding, quality, repair history, counterfeit substitutions, salvage scars, and ownership chain.
  6. Emit reviewable artifacts that separate source facts, inferred engineering, branch-local assumptions, engine-schema gaps, rejected ideas, and accepted candidates.
  7. Export or hand off accepted candidates as database-shaped content rather than another swamp of clever prose someone has to manually translate later.

The goal is not infinite content sludge. The goal is volume with preserved taste: many plausible blueprints, variants, manufacturers, counterfeit versions, salvage stories, and supply-chain hooks that still feel like Aetheria.

Economy Schema Target

Ghostlight should target the existing Aetheria-Economy item model instead of inventing a parallel item taxonomy.

The concrete source is:

  • E:\Projects\Aetheria-Economy\Assets\Scripts\ServerShared\ItemData.cs
  • E:\Projects\Aetheria-Economy\Assets\Scripts\ServerShared\ItemInstance.cs
  • E:\Projects\Aetheria-Economy\Assets\Scripts\ServerShared\CultCache\

The important split:

  • ItemData and subclasses are CultCache-backed technological blueprint records: a way of constructing a thing in the game, including the parameters, behaviors, stat curves, and category fields that make that construction meaningful.
  • ItemInstance and subclasses are runtime objects that link to definition records and represent manufactured artifacts in the world.
  • Ghostlight item manifests should normally propose blueprint/data records, not individual runtime artifacts.
  • Runtime instances belong in simulation, inventory, scene state, cargo, loot, and world-state fixtures. They are where realized quality, supply-chain provenance, manufacturer branding, and assembly history can make two items built from the same blueprint differ in practice.

Blueprint classes currently relevant to Ghostlight:

  • SimpleCommodityData
    • basic fungible resources such as steel, hydrogen, volatiles, or feedstock
    • maps to SimpleCommodity runtime instances with quantity
  • CompoundCommodityData
    • technological blueprints for crafted commodities, assemblies, subassemblies, processed materials, colony-consumed trade goods, and other manufactured economic units
    • not every compound commodity is an input to higher-level gear; many are finished manufactured goods consumed by colonies, habitats, institutions, ships, clinics, farms, sanctuaries, and cultural communities
    • maps to CompoundCommodity runtime instances whose quality and provenance can affect downstream items, settlement demand, service quality, comfort, productivity, legitimacy, maintenance load, or faction-specific living standards
  • ConsumableItemData
    • usable consumables with behaviors, duration, stackability, icon, and effectiveness curve
    • maps to ConsumableItem runtime instances
  • GearData
    • technological blueprints for usable equippable items with hardpoint, behavior, durability, thermal, audio, schematic, and action-bar fields
    • maps through EquippableItem runtime instances whose realized quality, provenance, manufacturer, and installed assembly lineage can alter actual performance
  • WeaponItemData, HullData, CargoBayData, DockingBayData, and other EquippableItemData subclasses are specialized top-level usable item definitions.

Manifest artifacts should therefore use Ghostlight's conceptual decomposition to produce reviewed candidate technological blueprints for Aetheria-Economy data classes:

material/feedstock                   -> SimpleCommodityData
component/subassembly/assembly        -> CompoundCommodityData
manufactured colony trade good        -> CompoundCommodityData
consumable usable item                -> ConsumableItemData
equippable usable item                -> GearData or another EquippableItemData subclass
weapon                                -> WeaponItemData
hull/frame/cargo/docking item         -> HullData, CargoBayData, DockingBayData, etc.
runtime cargo, inventory, or freight  -> SimpleCommodity, CompoundCommodity,
                                         ConsumableItem, or EquippableItem instances

The conceptual layers below are still useful. They describe how Ghostlight breaks a technology into reviewable engineering, logistics, and gameplay pieces. They are not a replacement database schema. The output should be able to say which Aetheria-Economy blueprint class each candidate wants to become, what fields are source-backed, what fields are inferred, and which fields require new engine schema before they can be loaded.

PerformanceStat is the core bridge from blueprint to realized item behavior. Blueprint data defines stat ranges and quality sensitivity; runtime instances and equipped/active contexts determine actual evaluation through quality, durability, heat, effectiveness, and modifiers. Ghostlight manifests should therefore preserve the difference between:

  • blueprint-level performance intent
  • assembly or subassembly contribution to quality and stat behavior
  • realized instance provenance and manufacturer branding
  • in-world operating conditions that change evaluated performance

If a Ghostlight manifest needs fields Aetheria-Economy does not currently store, mark them as manifest-side metadata or source gaps. Do not pretend CultCache already has slots for every nice idea. The future can have organs; today it has classes.

Nebulous Technology Elaboration

Aetheria already has plenty of named technologies. Many of them are currently high-level lore objects rather than actionable game objects. That is fine for a timeline note. It is not enough for an item blueprint database.

Ghostlight's exploration pipeline should elaborate existing vague technologies into blueprint candidates.

For each nebulous technology, produce:

  • source summary
  • inferred operating principle
  • gameplay role
  • item families enabled
  • assemblies and subassemblies implied
  • critical components
  • materials
  • manufacturing processes
  • tooling and facility requirements
  • required expertise
  • quality tiers
  • failure modes
  • maintenance needs
  • salvage value
  • counterfeit risk
  • substitute parts
  • faction access and restrictions
  • supply-chain bottlenecks
  • prerequisite technologies
  • downstream technologies enabled
  • branch-local variants
  • open lore questions

This is where a phrase like super-Planckian emitter stops being a decorative sci-fi noun and becomes a logistics problem with teeth.

If Ghostlight cannot yet know the exact real physics, it should still propose a consistent fictional engineering stack: what must be fabricated, stabilized, aligned, cooled, calibrated, certified, transported, repaired, and monopolized. The output should be reviewable, revisable, and eventually loadable into a game database.

Do not hallucinate certainty. Mark inferred engineering as inferred. Mark source facts as source facts. Mark branch-local innovations as branch-local. The manifest is allowed to deepen the world; it is not allowed to pretend an invention arrived without provenance.

Item Knowledge Goals

Every explored technology or item family should be able to answer:

  • what the item does
  • what gameplay role it serves
  • what systems it plugs into
  • what components and subassemblies it requires
  • which assemblies are swappable upgrade surfaces
  • whether it is a finished colony-consumed trade good rather than an assembly input
  • what population, institution, habitat, ship, or faction demand profile consumes it
  • what service, comfort, legitimacy, safety, productivity, cultural continuity, or maintenance need it satisfies
  • which materials, processes, or specialists are bottlenecks
  • which factions or manufacturers can build it
  • which factions can maintain it but not manufacture it
  • which factions can counterfeit, salvage, or adapt it
  • which tech prerequisites unlock it
  • which branch conditions or discoveries created it
  • which quests, markets, or conflicts it enables
  • which blueprint records it should create or update

Manifest Object Types

Use these object layers when producing tech data. Each layer must also declare its intended Aetheria-Economy target class or state that it is manifest metadata only:

  • item_family
  • item_variant
  • assembly
  • subassembly
  • component
  • material
  • process
  • tooling
  • expertise
  • facility
  • manufacturer
  • supply_node
  • upgrade_slot
  • blueprint
  • tech_prerequisite
  • quality_tier
  • failure_mode

An item_family is a broad class, such as laser weapon, radiator, aetheric drive, cryo valve, sensor mast, or habitat seal.

An item_variant is a concrete build with stats, faction/manufacturer flavor, quality tier, and branch-specific assumptions.

An assembly is a replaceable functional unit. For a laser, emitter assembly, power conditioning assembly, thermal rejection assembly, beam-control assembly, targeting interface, and housing are likely assemblies.

A subassembly is a nested unit inside an assembly. The emitter assembly may include gain medium, field lattice, focusing microstructure, alignment actuator, control wafer, and contamination seal.

A component is the smallest useful gameplay/logistics unit worth tracking. Do not split screws unless screws are the point of the quest. The machine has standards. Barely.

A manufactured_trade_good is a finished compound commodity whose primary role is economic consumption rather than becoming a higher-level gear assembly. It may still have components and quality tiers, but the point is that colonies, ships, habitats, clinics, sanctuaries, temples, schools, or faction enclaves consume it as part of ordinary life and institutional function.

Example: a Navigator wet-interface cradle would likely be a CompoundCommodityData candidate. It is not a ship weapon or a laser component. It is a manufactured interface good consumed by Navigator habitats, route annexes, mixed-species relay stations, sanctuary registrars, and other spaces where cetacean or aquatic-adapted cognition must participate in shared procedure. Its demand profile might be driven by Navigator population share, route-steward institutions, translation infrastructure, acoustic signaling standards, maintenance water quality, clinic/sanctuary access, and local prestige around dignified embodiment. Quality might affect comfort, signal clarity, translation latency, stress load, infection risk, repair frequency, or institutional legitimacy.

A blueprint is the technological construction record represented by the appropriate Aetheria-Economy *Data class. It should be specific enough for a game system to evaluate whether a faction, factory, ship, or player can build the item, and how sub-assemblies affect performance through quality-sensitive stats and behavior parameters.

Ghostlight manifests still need explicit assembly trees, compatibility rules, supply-chain dependencies, and manufacturing gates. If the current engine schema does not expose those fields directly, keep them as manifest metadata or engine-schema gaps attached to the target *Data blueprint rather than pretending they are separate from the blueprint concept.

A tech_prerequisite is a required discovery, process, standard, license, facility, or expertise gate.

A quality_tier describes meaningful gameplay variation: crude, standard, premium, military, experimental, branch-exotic, counterfeit, degraded, salvaged, or other reviewed tiers.

A failure_mode describes what breaks, how it breaks, and what that failure costs in gameplay, safety, logistics, reputation, or maintenance.

Example Pattern: Laser Upgrade Surface

A laser design should be represented so a higher-tech emitter assembly can alter performance without rewriting the whole item.

Example structure:

item_family: laser_weapon
  item_variant: sol_pattern_industrial_laser_mk2
    assembly: emitter_assembly
      subassembly: gain_medium
      subassembly: focusing_lattice
      subassembly: alignment_actuator
    assembly: power_conditioning_assembly
    assembly: thermal_rejection_assembly
    assembly: beam_control_assembly
    assembly: targeting_interface
    assembly: housing_and_mount

A branch-local future might discover an aether-stabilized emitter assembly. That should produce:

  • a new assembly or subassembly record
  • prerequisite discoveries
  • materials and tooling
  • compatibility rules with older laser families
  • performance changes
  • heat, stability, cost, legality, maintenance, or supply-chain consequences
  • factions able to manufacture or adapt it
  • quests or market events unlocked by scarcity

Example Pattern: Super-Planckian Emitter

When a source names a technology like super-Planckian emitter, Ghostlight should elaborate it into at least a candidate blueprint stack.

Example working decomposition:

item_family: exotic_emitter
  item_variant: super_planckian_emitter_core_candidate
    assembly: emitter_lattice_assembly
      subassembly: boundary_condition_lattice
      subassembly: phase-lock microstructure
      subassembly: exotic containment frame
    assembly: field_drive_assembly
      subassembly: pulse shaper
      subassembly: high-stability driver wafer
      subassembly: feedback quench circuit
    assembly: thermal_and_causality_safety_assembly
      subassembly: transient heat sink
      subassembly: event-spike monitor
      subassembly: failsafe isolation gate
    assembly: calibration_and_control_assembly
      subassembly: metrology package
      subassembly: firmware governor
      subassembly: certification seal

That decomposition is not automatically canon. It is a candidate manifest. A reviewer can accept, reject, revise, or mark source gaps. The important point is that the technology now has places for supply chains to attach:

  • lattice fabrication
  • exotic containment materials
  • high-stability driver wafers
  • metrology packages
  • safety gates
  • certification regimes
  • specialist calibration expertise
  • heat rejection and failure containment

Once those exist, the game can ask useful questions:

  • who owns lattice fabrication?
  • who can counterfeit the driver wafer?
  • what happens if the safety gate is downgraded?
  • can a higher-tier emitter assembly fit into an older laser housing?
  • which faction can maintain it after three jumps and one bad decision?
  • what quest appears when the certification seal supply collapses?

Pre-Elysium Starting Tech

Pre-Elysium tech is not a monolith. Everyone was shunted into Elysium together, but not every faction brought the same industrial base, doctrine, standards, stockpiles, expertise, or manufacturing rights.

Ghostlight should generate starting tech manifests for the single-history Sol artifact:

  • base technologies available before the Rupture
  • faction access and restrictions
  • manufacturing standards
  • dominant manufacturers
  • known substitute parts
  • logistics bottlenecks
  • maintenance dependencies
  • doctrine-driven design differences
  • legal restrictions and export controls
  • black-market or pirate adaptations
  • blueprint records for starting equipment, ship systems, weapons, habitats, medical systems, industrial tooling, logistics infrastructure, colony furnishings, habitat equipment, institutional interface goods, and finished manufactured trade goods consumed by settlements

This matters because Elysium branches inherit different practical capabilities from the same shared Sol history depending on what each faction controls in that branch.

Post-Rupture Innovation

Post-Rupture innovation is branch-local canon indexed by lineage.

When exploration discovers a technology, the manifest should record:

  • branch id and lineage
  • prior conditions
  • triggering event or pressure
  • involved factions, inventors, institutions, or nonhuman actors
  • source-backed post-Elysium concepts used
  • generated branch assumptions
  • prerequisite tech and discoveries
  • item families affected
  • assemblies or subassemblies created
  • supply chain changes
  • market/faction consequences
  • quest hooks opened
  • sibling branches where this innovation does not exist or differs
  • blueprint records created or modified
  • compatibility with pre-Elysium assemblies

Aetheric drives, necrotech interfaces, spirit-mediated sensors, temporal memory archives, pseudospace logistics, and mutable-body support equipment should all leave this kind of trail when explored.

Faction Tech Bases

For each faction or manufacturer, track:

  • known technologies
  • restricted technologies
  • lost or inaccessible technologies
  • signature design preferences
  • manufacturing strengths
  • maintenance weaknesses
  • doctrine-driven compromises
  • supply dependencies
  • export controls
  • counterfeiting exposure
  • salvage behavior
  • branch-local innovations

A faction can understand a technology without being able to build it. It can install a component without being able to maintain it. It can maintain an item only by depending on a hated supplier. These distinctions are the gameplay.

Coordinator Obligations

The coordinator/story runtime must emit technology and economy knowledge when a scene or branch decision changes the material world.

Coordinator artifacts should include item-manifest deltas when they discover or alter:

  • technology availability
  • component compatibility
  • assembly upgrade paths
  • colony-consumed manufactured goods
  • demand profiles
  • materials and manufacturing processes
  • supply bottlenecks
  • faction access
  • market pressure
  • quest hooks
  • salvage opportunities
  • maintenance constraints

The coordinator is allowed to propose item knowledge. Deterministic validators and reviewer gates decide whether it becomes a manifest update.

Training Artifacts

Tech/item exploration should emit reviewed artifacts for future models:

  • item manifest records
  • component breakdown records
  • assembly compatibility records
  • colony trade-good records
  • demand-profile records
  • faction tech-base records
  • supply-chain dependency records
  • technology discovery records
  • branch-local innovation records
  • economic consequence records
  • rejected overpowered or unsupported item designs
  • source-gap records requiring AetheriaLore elaboration

These artifacts train:

  • coordinator/story runtime
  • institution/faction decision models
  • consumer and market behavior models
  • item-generation models
  • lore/source evaluators
  • retrieval models for tech prerequisites and dependencies

First Schema Target

The next concrete schema after coordinator artifacts should be a manifest seam that maps directly onto Aetheria-Economy's technological blueprint classes:

  • schemas/item-manifest.schema.json
  • schemas/item-blueprint-candidate.schema.json
  • schemas/item-instance-provenance-candidate.schema.json
  • examples/item-manifest/pre-elysium-starting-tech.template.json
  • examples/item-manifest/future-branch-innovation.template.json
  • examples/item-manifest/super-planckian-emitter.candidate.json
  • tools/validate_item_manifests.py

Minimum fields:

  • manifest id
  • fixture lane
  • branch lineage, if any
  • source refs
  • source-backed facts
  • inferred engineering
  • open lore gaps
  • item family or technology id
  • object layer
  • consumption role: assembly input, finished trade good, consumable, gear, or metadata-only
  • target Aetheria-Economy class
  • target blueprint id, when updating an existing record
  • candidate blueprint fields
  • blueprint candidate ids
  • instance provenance fields, when simulating manufactured artifacts
  • parent assembly refs
  • child component refs
  • materials/process/tooling/facility refs
  • colony, habitat, institutional, cultural, or factional consumption drivers
  • faction/manufacturer access
  • prerequisites
  • bottlenecks
  • compatibility rules
  • quality tiers
  • failure modes
  • gameplay effects
  • economic consequences
  • quest hooks
  • engine-schema gaps
  • review status

Candidate blueprint fields should be shaped around existing data classes first:

  • shared ItemData blueprint fields: Name, Description, Manufacturer, Mass, Shape, SpecificHeat, Conductivity, Price
  • SimpleCommodityData: MaxStack, Category
  • CompoundCommodityData: DemandProfile, Category
  • ConsumableItemData: Behaviors, Stackable, Duration, Icon, Effectiveness
  • EquippableItemData and subclasses: Schematic, Behaviors, Durability, temperature fields, heat performance curve, resilience, icons, sound data, HardpointType, and subclass-specific fields such as weapon range, caliber, fire type, hull hardpoints, cargo interiors, or docking size

Ghostlight may propose additional manifest fields, but validators should label them as metadata, engine-gap, or rejected. Do not silently smuggle non-engine fields into supposed CultCache records.

Data Generation Policy

During worldbuilding exploration:

  1. If a scene implies a new item, component, supply bottleneck, or technology dependency, emit a manifest candidate.
  2. If a scene implies a manufactured good that a colony, habitat, ship, institution, species community, or faction consumes, emit a CompoundCommodityData candidate with a demand profile, even if it is not an assembly input for gear.
  3. If a faction decision changes what can be manufactured, maintained, bought, salvaged, counterfeited, or upgraded, emit a faction tech-base delta.
  4. If an innovation appears in Elysium, label its branch lineage and prior conditions.
  5. If existing lore names a technology but lacks blueprint detail, elaborate it into a candidate manifest with explicit inferred fields and source-gap notes.
  6. If the item relies on unsupported lore, patch AetheriaLore or mark a source gap before treating it as stable.
  7. If an item is cool but breaks logistics, keep it as a rejected artifact with the failure label. Beautiful nonsense is still training data if tagged before it bites someone.

Ghostlight should discover the future by exploring it, but every discovery should leave inventory. The game cannot build a supply chain out of vibes and one haunted laser.