# 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. ## WAVE-1/2 REVIEW NOTES (Fable, mid-round — the agents' reports are the record) **RATIFIED — F's two amendments, both measured:** (1) gig night = **(day − 1) % 7** — the brief's literal `day % 7` flips a fresh boot (day 1) off night 0 and breaks the R13 cover/band gates before the first sleep; the brief was wrong, the measurement wins. (2) **sleep saves AFTER incrementing** — disk always carries the morning you woke into. **ADJUDICATED — the cross-lane 6 lines (F edited C's `interiors.js`/`layout.js` for the `stockDay` salt):** SANCTIONED, this instance — because all three conditions held: the owner reviewed and ratified on the record BEFORE the commit ("rides my own sub-stream discipline, absent ⇒ byte-identical"), the edit is marked and cited in the commit, and it is minimal. **Without all three, a cross-lane edit gets reverted on sight.** The law stands: write the ask, not the edit — C folds the seam into LANE_C_PUB at its next session; carried to the epoch retro as a process note. **WAVE-3 INPUTS (bind these into the gates session):** the rotation gate must hash **vertex data, not transforms** (F measured its transform fingerprint vacuous over batched parody stock); C's money-pump **negative control** (an item minted into the collection without a successful debit must be impossible — assert `recordFind` only fires on `wallet.buy` truthy); the **E-key sell routing** (§9.4 dig → sell → shelf) is F's held item and lands in the wave-3 session BEFORE the gates run against it. ## ROUND CLOSED (Fable, at the wave-3 review) — **v7.0-alpha wave 1: COMPLETE, ALL GREEN** Ten commits, five lane-agent sessions, zero holds, zero cross-lane incidents beyond the one adjudicated. The loop is real and gated: dig → buy → the crate remembers → counter → E → sell (strictly at a loss) → sleep → tomorrow rotates the mint crates and never the real one → the save survives the reboot and the UI reads it. `qa.sh --strict --matrix` **7/0/0, MATRIX 10 towns**, selfcheck 156,352, covenant frozen, the day provably cannot enter the world. **Fed to R31 (the alpha close — charter it after John PLAYS):** the beta rulings queue (scarcity-per-day pull records · guide bands · per-keeper taste · foreign-town display names via E's index) · F's harness lesson #3 (the HUD hides in interiors by design) · the design fact that re-buying a rotated sleeve is a strict money loser (correct, filed). **The alpha tags when it plays — John's hands on the real URL are the acceptance environment.** ## 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.