Fable (integrator): V7 RATIFIED + round-30 instructions (the save and the crate, wave 1) + README manual (measured controls)

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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m3ultra 2026-07-18 11:27:03 +10:00
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# http://localhost:8130/map.html (2D plan debugger — Lane A) # http://localhost:8130/map.html (2D plan debugger — Lane A)
``` ```
## The manual — how to play (private test)
Click **START** to lock the mouse. Then:
| input | does |
|---|---|
| **W A S D** + mouse | walk / look (first person) |
| walk into a shop door | enter the interior (open shops only — check the hours tooltip) |
| **E** (inside a shop) | open the crate at a record bin — then it's cursor-driven: click sleeves to riffle, click BUY |
| click a book spine / toy box | pull-and-buy card (real price stickers in godverse shops) |
| walk out the door / **Esc** | leave the shop (Esc also frees the mouse anywhere) |
| **M** | 2D town map (street only) |
| **[** / **]** | step time of day back / forward · **T** pauses the clock |
| **P** | capture screenshots (street) |
| HUD dropdown (top-left) | switch towns — synthetic, fixtures, 23 real AU towns, godverse |
Worth trying: `?classic=1` (the original v2 town, byte-identical forever) · `?noassets=1`
(zero-network boot) · `?stock=real` in a godverse town (Monster Robot Party's actual crate) ·
`?seed=<n>` (any number = a different town). Night is when the gigs happen — step time with `]`.
## Read first ## Read first
- **`docs/CITY_SPEC.md`** — the treaty: schema, units, seeds, budgets, file ownership. - **`docs/CITY_SPEC.md`** — the treaty: schema, units, seeds, budgets, file ownership.
- **`docs/V7_THE_GAME.md`** — the CURRENT epoch (ratified): persistence, the collection, the
gem thrill. `docs/V6_LIVING_STREET.md` runs in parallel (mocap NPCs, footpaths, cars).
- **`docs/THE_FRONTIER.md`** — the honest map of what is not figured out yet.
- **`docs/RESEARCH.md`** — what the parent repos already solved, with exact paths to port from. - **`docs/RESEARCH.md`** — what the parent repos already solved, with exact paths to port from.
## The lanes (parallel Opus 4.8 sessions) ## The lanes (parallel Opus 4.8 sessions)

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# PROCITY — Round 30 lane instructions (from Fable, integrator)
Date: 2026-07-17 · **V7 THE GAME is RATIFIED** ([docs/V7_THE_GAME.md](../V7_THE_GAME.md) —
read it first, it is the epoch's truth). Round 30 opens **v7.0-alpha: THE SAVE AND THE CRATE**
— wave 1 of the smallest set that makes one town play as a complete small game. *(Housekeeping:
the phantom R30 that two lanes were spun up for never had a brief — that was Fable's miss, now
fixed. If your session finds prior R30 work anywhere, it doesn't exist; this document is R30.)*
## The ledger (v7.0-alpha wave 1)
1. **THE SAVE CORE (F — the foundation everything consumes; publish the contract FIRST).**
- `web/js/world/save.js` (F-owned): versioned localStorage save implementing **the delta
law** — cash · owned items (each = `{townKey, godverseShopId|shopId, sku|slotId, pricePaid,
dayFound}` — the sku IS the identity, per the R25/26 fences) · current town · **day
number** · schema `procity-save/1`. Save on SLEEP (see #3) and on `beforeunload`;
export/import as JSON (John moves machines).
- **The published contract** (`window.PROCITY.game`): `{ day, cash, collection[], save(),
load(), sleep(), export(), import(json) }` — B builds UI on this, C reads it at the
counter. Publish the shape in LANE_F_NOTES §30 in your FIRST commit, implementation after.
- **Laws wired from birth:** `?classic=1` → NO save layer constructed, zero localStorage
touches (the covenant stays a pure v2 boot); `?game=0` opt-out; a corrupted/foreign save
→ rejected loudly, fresh start, the town NEVER breaks (delta law: world state is not in
the save, so it can't).
2. **THE SELL COUNTER CONTRACT (C — publish first, implement second).** Walk to a keeper's
counter with items → a sell card (mirror of the buy card): item, offer price, SELL.
**Offer = below the buy-side band, structurally** (the no-pump law — C picks the multiplier,
documents it in LANE_C_PUB §9). v7.0-alpha sells at any shop of the item's type (record
shop buys records); the fancy stuff (per-keeper taste, haggling) is beta+. C consumes
`PROCITY.game.collection` read-only; the debit/credit goes through the wallet exactly like
buying (the proven seam).
3. **SLEEP = SAVE = TOMORROW (F + B).** v7.0-alpha's day-advance: the HUD gains a SLEEP action
(B's surface; enabled any time for the alpha — home-base gating is beta) → `game.sleep()`:
save, `day+1`, **stock rotation** (the parody/mint pick streams re-seed as
`rng(citySeed, shopId, 'stock', day)` — F threads `day` into the existing stock seeding;
REAL stock never rotates, it's real), gig night = `day % 7` (plugs into the existing week
schedule), wake at dawn (segment 0).
4. **THE COLLECTION UI (B — after F's contract lands).** A collection panel in hud.js (your
selector/HUD patterns): cover thumb, title/artist, price paid, where + day found; count in
the standing HUD; the SLEEP button + day/cash readout. Money-shot-grade is beta; readable
and correct is alpha.
5. **THE GATES (F, last).**
- **Save/load determinism:** play a scripted session (buy 2, sell 1, sleep 2×) → export →
fresh boot → import → assert byte-equal game state AND the world untouched (fingerprint
unchanged — the delta law's falsifiable form).
- **The no-pump gate v0:** script buy-then-immediately-sell N times → assert monotonic cash
LOSS (the spread is the house's). The full adversarial playtest-bot is beta.
- **Classic purity:** `?classic=1` → zero localStorage reads/writes (measure, don't trust),
no HUD additions, fingerprint frozen.
- **Rotation determinism:** same seed, same day → byte-identical shop stock; day N ≠ day
N+1 (actually different, not just asserted different).
- `qa.sh --strict --matrix` green throughout. **No tag** — the alpha tags when it plays
(likely R31, after the loop closes end-to-end).
6. **A — the rotation boundary verify (small).** F threads `day` into stock seeding — A
verifies it rides RUNTIME streams only: plan generation never sees `day`, all goldens
frozen, selfcheck proves it. One note, one line. **D, E, G — rest** (E's guide-band bake
and G's GodBay open in beta; D's rumors likewise. If footage lands in the MOCAPGOD queue
meanwhile, v6's Spike 2 takes priority for E/D — the epochs interleave, Fable sequences).
## Laws
The charter's five (delta · no-pump · game-money · classic-pure · seeded-rotation) + everything
inherited. No goldens move this round (rotation is runtime; A verifies the boundary). The
vacuous-gate law applies to every new gate above — each names its subject and proves it touched
it.
## THE EXACT RUN ORDER
1. **Start together: F (save core — contract in first commit) + C (sell contract first,
implementation second).**
2. **When F's contract is published: B (collection UI + SLEEP surface).** F continues
(sleep/rotation threading) in parallel — disjoint files.
3. **When F + B + C are in: F gates (#5), A verifies the boundary (#6).**
4. Fable reviews; R31 charters the rest of the alpha (or its close, if it plays).
Waves: **[F, C] → [B, F-cont] → [F-gate, A]**. D/E/G rest unless footage arrives.
## Standing
- **John — nothing blocks this round.** The deploy to digalot.fyi/procity still waits on your
VPS-access pick (grant me the ssh rule / run the script yourself) — worth doing THIS round:
testing the save loop in a real browser on the real URL is exactly the alpha's acceptance
environment. And the MOCAPGOD queue still wants your footage whenever.
- **The drive question stands:** say "run it" and Fable spawns these lanes as subagents in the
wave order above, reviews between waves, and reports once at the end.

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# PROCITY v7 — THE GAME (epoch charter — DRAFT for John) # PROCITY v7 — THE GAME (epoch charter — **RATIFIED by John, 2026-07-17**)
*(Ratified as drafted; the fantasy stands. R30 opens the epoch — v7.0-alpha wave 1.)*
*Fable (m3), 2026-07-17. From THE_FRONTIER's headline gap: the world is built, the game isn't. *Fable (m3), 2026-07-17. From THE_FRONTIER's headline gap: the world is built, the game isn't.
v7 is the smallest set of systems that makes a stranger play twice. Design principle: every v7 is the smallest set of systems that makes a stranger play twice. Design principle: every