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Canonical Docs

This directory describes what actually exists — the living truth of the implemented system.

Implemented systems:

  • Numeric core — cross-runtime large-number representation, canonical state/wire rules, economy helpers, and verification commands.
  • Economy kernel — strict shared resource/generator catalog, cross-runtime cost curves, scoped authoritative ledger transactions, and receipt boundary.
  • Headcount allocation — source-independent integer arithmetic library only; live catalog/state/intent/rate/UI integration remains held and unbuilt.
  • Continuous integration — public hosted workflow, blocking verification jobs, dependency cache boundaries, and balance-schema gate.
  • Deployment — fail-closed production configuration and the manifest-derived, hash-bound runtime content staging boundary (Deployment Foundation remains in progress).
  • Save layer — owner-aware Postgres revision streams, canonical state format, migrations, optimistic concurrency, retention, and restoration.
  • Production engine — lazy authoritative accrual, multiplier slots, online/offline policy, exact manual-action clamp, idempotent intents, events, and progress.
  • Gate predicates and Route Registry — closed cross-runtime predicates, alternate gate costs, Depletion proof, first-executor naming, Route Knowledge, and idempotent projections.
  • Doctrine choice and Compute Credit — pinned transition choices, gate ordering, manual acceleration bursts, Company-v17 activation, and replay parity.
  • Fiscal Quarters — Founder-v19 wall-clock periods, deterministic harvest and spend transitions, and immutable per-run production contributions.
  • Active-play opportunities — attended-time scheduling, deterministic claims, multiplicative buff windows, combo hardcaps, and schema-v2 cap receipts/events.
  • Soul foundation — Founder-v20 policy, debit and consumer gates, zero-output recovery persistence/replay, attended progress capabilities, and lazy watchdog cancellation.
  • Commons Compact — membership, source-derived Enclosure, Health/Capacity, persistent cohorts, AI fallback, production multiplier, dispatches, and population invariance.
  • Client shell — Svelte DOM routes, authoritative stream boundary, Worker prediction, reconciliation, visible caps, return flow, lifecycle, and client telemetry.
  • UI foundation — strict era tokens, exact-number presentation, Copy-backed primitives, surface lifecycle ownership, and the cross-browser accessibility fixture.
  • Game UI — the five Phase-A Svelte surfaces, bootstrap/runtime boundary, local display timing, accessibility and performance gates; two explicitly fail-closed arms remain under implementation-time rulings.
  • Accounts and sessions — anonymous recovery credentials, exact JWTs, refresh-family rotation, Founder ownership/import, deletion, rate limits, and the HTTP intent boundary.
  • Prestige and Exits — exact prestige arithmetic, deterministic offers, atomic Founder/Company Exit commits, server-derived timers, and new-run assembly.
  • Leaderboards and Balance Epochs — atomic run logs, immutable catalog artifacts, run epoch pinning, exact competition ranks, world-first arbitration, and replay status.
  • WebSocket transport — strict outbound envelopes, literal limits, recovery history, drop-stale versus lossless queues, and server-side channel authorization.
  • Factions and incorporation — four run-scoped faction identities, Tier-2 incorporation, Open Source Compact binding, and attended-time interdependence stock.
  • Gameserver composition — executable service graph, worker ownership, readiness, real settlement wiring, world snapshots, and bounded drain.
  • Minigame platform — frozen session genesis, Postgres claim ownership, and the pure tenant engine boundary (foundation implementation in progress).
  • The Pitch — deterministic Decimal card scoring, pinned tenant content, Fiscal/Soul admission, certified payout, and fixture-first content verification.
  • Soul Recovery — zero-output recovery activities, authenticated coordinator lifecycle, heartbeat ceiling/reconnect behavior, and fixture-first activation boundary.
  • Balance harness — scenario-driven pacing observation, baseline-change guard, and the relevance report.
  • Copy pipeline — the shipped-string authority: catalog, references, generation, and the completeness gates.
  • Purchasable content — catalog-driven upgrade/purchase surfaces on the economy kernel.
  • T0–T1 playable content — the live first-hour catalogs, measured player policies, scripted first-company ending, branch-specific run-2 starters, and proof gates.
  • Guilds — guild model, tithe, and reserved-credit clearing.
  • Combat — the shared combat data model and arithmetic kernel.
  • Meters — the live Company meter catalog: bands, decay, inputs, and Trust reseed.
  • Achievements — live condition/proof grammar, score grants, settlement, and copy.
  • Pet care — live Founder-scoped care policy, decay/Trust arithmetic, and the FSM; pet acquisition and combat consumption remain successor work.
  • API foundation — schema/cursor authority and the operation registry (foundation implementation in progress).
  • Founder transitions — Exit lifecycle and the attendance clock (canonical home for Founder Attendance per the 2026-08-07 ruling).

Rules (from RFC-0000):

  • Organized by system, not history: architecture.md, economy.md, data-formats.md, ops.md, … created as systems land.
  • Updated in the same change as any behavior change.
  • When docs and code disagree, docs are the bug.

For intent see design/; for spec see rfc/; for in-flight work and job logs see planning/.