Fable (integrator): V7 THE GAME draft charter — persistence, the collection, the gem thrill, GodBay; every system on existing rails
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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docs/V7_THE_GAME.md
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docs/V7_THE_GAME.md
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# PROCITY v7 — THE GAME (epoch charter — DRAFT for John)
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*Fable (m3), 2026-07-17. From THE_FRONTIER's headline gap: the world is built, the game isn't.
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v7 is the smallest set of systems that makes a stranger play twice. Design principle: every
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system below rides machinery that ALREADY EXISTS — nothing here invents a new world layer.*
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## The fantasy, one line
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**You're a crate-digger in 90s Australia: build the collection, learn the prices, work the
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towns — and be home in time for the gig.**
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## The loop
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Wake (save point) → plan the day (shops shut per their real hours; the gig starts at night —
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the clock finally matters) → dig shops, spot the gems (priced below the guide), spend scarce
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cash → sell the flips (keeper today; the auction tomorrow) → sleep = save, the day advances,
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stock rotates → the collection grows → the wantlist points at another town → travel costs a
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day. Repeat, richer and one gem wiser.
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## The systems (each with its existing foundation)
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1. **PERSISTENCE — the foundation stone.** Save = THE DELTA ONLY: cash, owned items, town, day
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number, wantlist, stats. The world is never saved — it regenerates from seed (the
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seeded-everything law finally pays its biggest dividend: saves are tiny and can't corrupt
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the world). localStorage, schema-versioned, JSON export/import for moving machines.
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*Foundation: item identity is already stable — parody items are seeded, real/mint carry
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skus (the R25/R26 sku fences were built for exactly this, before we knew it).*
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2. **THE COLLECTION.** Your crate, as a UI: cover, title, artist, price paid, where and what
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day you found it. The trophy case of the whole game. (A walkable home-room shelf is v7.x —
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UI first.) *Foundation: the atlas indexes already carry every field the card needs.*
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3. **THE GUIDE + THE GEM (the thrill loop).** An in-game price guide — thriftgod's BIBLE
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concept — gives a VALUE BAND per item (imperfect, like the real 90s guide books). Shops
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price with seeded variance around it → a **gem** is an item priced under its band. Skill =
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spotting them. *Foundation: mint() gem/price bands exist as data and drive nothing; real
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items have real dealgod prices; the dig card already shows asking price.*
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4. **SELLING — where cash comes back.** v7.0-alpha: sell to a keeper at the counter (below
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guide, always — the no-money-pump law). v7.0: **GodBay** — list an item, a SEEDED offline
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auction resolves NEXT DAY (the come-back-tomorrow hook; thriftgod's auction brain, G's
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lane, offline tier first per the proven tier-ladder pattern — a live tier is v7.x and
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rides the G3 rails).
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5. **THE DAY.** Sleep advances the day; **stock rotates per (shop, day)** — seeded, so day 3
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in Bendigo is the same for every player on that seed (parody/mint rotate; the real shop's
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real stock stays real); gigs already run a 7-night week — `day % 7` plugs straight in;
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hours already exist — now closing time costs you something. *Foundation: the segment spine,
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`isOpen`, and `plan.gigs` are all sitting there waiting.*
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6. **THE WANTLIST + TRAVEL.** Mark items/artists you're hunting; seeded rumors surface hints
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("saw one in Castlemaine" — a keeper line, a gig-crowd mutter: D's citizens finally gossip
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for a reason); **travel costs a day** → 23 towns become a strategy map instead of a
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dropdown. *Foundation: the selector, the pack, the personas.*
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7. **THE FIRST FIVE MINUTES.** You arrive with $50 and a want. Three toast-beats: dig, buy,
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sell. A real splash. *(Smallest system, biggest stranger-facing payoff.)*
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## The stages
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- **v7.0-alpha — THE SAVE AND THE CRATE:** persistence + collection UI + sell-to-keeper +
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sleep/day cycle + stock rotation. ONE town plays as a complete (small) game.
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- **v7.0-beta — THE THRILL:** the guide bands + gem variance + wantlist + rumors + travel
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costs a day. The 23 towns become the map.
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- **v7.0 — THE AUCTION:** GodBay offline tier, onboarding, the tour ("day one to first gem"
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as the money shot), docs freeze, tag.
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## The laws (new ones this epoch earns)
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1. **The delta law:** a save NEVER contains world state — only player deltas. A corrupted
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save can cost you your stuff, never the town.
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2. **The no-pump law:** every sell price < the buy-side guide band, structurally. The economy
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gets a GATE (an agent plays N seeded days and asserts net-worth growth is bounded by finds,
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not arbitrage loops).
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3. **Game money is game money:** the write-back law extends — no bridge to real money, ever,
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in either direction.
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4. **Classic stays pure:** `?classic=1` boots the v2 town with NO game layer (no save, no
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HUD additions) — the covenant is untouched. The game layer defaults ON for normal boots
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(the v3.1 flip precedent) with `?game=0` as the opt-out.
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5. **Rotation is seeded:** stock rotation draws from (citySeed, shopId, day) — deterministic,
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gate-checkable, same for everyone on a seed.
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## Lane map (first cut)
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**F** the save core + gates (delta law, no-pump gate, save/load determinism) · **B** the UI
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surfaces (collection, wantlist, day clock, splash — hud.js territory) · **C** the counter
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sell interaction + dig-card guide hints (+ the home room, v7.x) · **A** the day/rotation
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seeding contracts (new sub-streams, goldens untouched — rotation rides runtime, not plan
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gen... A verifies that boundary) · **E** guide-band data baked into packs/atlases (mint
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bands, real prices) · **D** rumor lines through keepers/citizens · **G** GodBay (the auction
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brain, offline seeded tier) + real guide prices from dealgod.
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## Risks (named now, v4-style)
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1. **Economy balance** — pumps, dumps, degenerate flips. The no-pump gate is the fence; a
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playtest-bot (an agent that greedily arbitrages for N days) is the adversarial verifier.
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2. **Save schema drift** — versioned from day one, migration-or-reject, never silent.
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3. **Item identity across re-emits** — a re-baked atlas must not orphan owned items (the sku
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IS the identity; E's validator grows an owned-item stability check).
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4. **Scope gravity** — the game wants everything (housing! romance! a phone!). The stage
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gates are the fence: alpha ships ONE town playing well before beta touches 23.
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5. **v6 collision — none by design:** v7-alpha is systems/UI (F/B/C-heavy); v6's spikes are
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clips/ultra (E/D/G-heavy). They interleave; Fable sequences the rounds.
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## Sequencing
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v7.0-alpha can start **now** — it's unblocked (v6 waits on footage; the two don't collide).
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Recommended: R30 = v7.0-alpha wave 1 (F save core + B collection UI + C sell counter contracts
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first). John ratifies this charter (or amends the fantasy — it's your shop, your era, your
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game) and says go.
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