# PROCITY v5 — THE REAL SHOP (epoch charter) *Fable (m3, integrator), 2026-07-16. John's pick at the v4 retro. Grounded in: the Lane G marriage (merged, ruled, G2a atlas contract reviewed by C/E in R22), dealgod's 1.77M real items with photos, thriftgod's census already driving `newtown_godverse`, and the v2-era dig/wallet/ stock machinery that has been waiting for this data since it shipped.* ## The vision **v4 made the towns real; v5 makes the shops real.** Walk Fitzroy's actual street into an actual op shop, riffle a crate, and the records in it are that shop's real stock — real covers, real titles, real prices. Buy one and it's gone, because it was one-of-a-kind in the real world. Thriftgod is the brain and the bank; PROCITY is the body. ## The tier ladder (the epoch's load-bearing idea) Stock is a DATA TIER, like assets — each tier fully playable, each degrading softly to the one below. This is the offline law made structural: | tier | source | flag state | deterministic? | |---|---|---|---| | 0 · parody | seeded canvas sleeves (v1) | any boot, always works | yes — the QA baseline | | 1 · static real | per-shop atlases baked from dealgod (G2a) | `?stock=real`, no server | yes — atlases are files | | 2 · live GODVERSE | thriftgod server: live stock, sold-means-gone (G3) | server reachable | **no — by design** | The seeded-everything law is NOT weakened: the *world* (geometry, layout, venues, citizens) stays seeded and byte-identical; stock *contents* are inventory data riding the asset law. QA gates run on tiers 0–1; tier 2 gets its own smoke class (reachability, fail-soft, latency) that never gates a tag on server state. ## The stages - **v5.0-alpha: THE FIRST REAL CRATE.** One real shop end-to-end — a Newtown record shop in `newtown_godverse`, static atlas (G2a), riffle real covers, buy, wallet debits, every tier degrades clean. Plus the **G3 design doc ratified** (both integrators + John) before any server code exists. - **v5.0-beta: THE REAL SHOPPING TOWN.** Every hero shop in 1–2 godverse towns carries real static stock; godverse coverage grows where thriftgod's census is dense (fitzroy is the prize); pricing from thriftgod's `mint()` profiles baked into the atlases; the dig UX polished for real items (title/price cards are real data). - **v5.0: THE LIVE TIER.** Thriftgod's server behind tier 2 per the ratified G3 design: live per-shop stock, sold-means-gone, reservation semantics — with the offline law proven by the gate (kill the server mid-session; the game degrades to tier 1 without a stutter). Tour, docs freeze, tag. ## The laws Everything inherited (classic covenant `0x3fa36874` forever · determinism for the world · budgets · amendment law · measurement-over-brief · drops counted · fresh-context verification), plus this epoch's own: 1. **The offline law (non-negotiable, from the standing G3 ruling): the server enriches, never gates.** Full offline play at tier 0 and tier 1, always. No boot path, gate, or tag may depend on a reachable server. 2. **The determinism boundary:** world = seeded, frozen, gated. Stock = data tiers. Tier 2 is openly non-deterministic and therefore never inside a golden or a byte-identical assert. 3. **The licence law (extends E's provenance spine):** item photos are the stores' own product shots — 🟢 for in-house play; **flagged before any public/commercial release** (G's own note, now law). No private-individual data, ever. Every atlas carries provenance. 4. **The write-back law:** game purchases NEVER mutate real thriftgod inventory without an explicit, John-ratified reservation design in the G3 doc. Until then tier 2 is read-live, sell-sandboxed. (Whether "sold in game" can mark real stock is John's call to make in the design review, not a default.) 5. **The two-studio law:** G owns `pipeline/godverse_*`, `web/assets/stock_godverse/**`, godverse caches, and the server side; A–F own their lanes; cross-repo contracts publish FIRST; both integrators sign the G3 design. **Merge amendment:** when a round's brief names a G deliverable as gating, G's branch merges mid-round after Fable-m3 review (G's file namespace is disjoint, so pathspec safety holds); otherwise boundaries as before. ## The risk list (kept current, v4-style) 1. **Latency/stutter at tier 2** — server calls must be async enrichment; the dig must never block on the network. The G3 doc owns the caching design. 2. **Atlas budgets at real density** — a mecca hero shop can hold hundreds of real items; C's interior ceilings are the law and the atlas contract must respect them (pagination/crate rotation rather than bigger atlases). 3. **Census↔OSM identity** — matching thriftgod shops to godverse lots is fuzzy (names drift, shops move). Mismatches must be counted and fail-soft to tier 0, never mis-stocked. 4. **Sold-means-gone semantics** — race conditions, reservations, and the write-back question. All design-doc territory; nothing ships before ratification. 5. **Settled non-risks:** the dig/wallet/stockAdapter machinery (shipped v2, soaked 16 rounds); static-atlas determinism (E's byte-identical pipeline discipline); the fail-soft ladder (proven pattern from `?noassets` day one).