| name | implement-gameplay-living-world |
| description | Implement one deterministic construction, needs, goals, economy, scarcity, or delayed-consequence system slice in a standalone game. Use for one G14 living-world slice only, not narrative campaigns or presentation. |
Implement living-world systems
Scope
Implement one named G14:<system-id> slice for construction, needs, goals,
economy, scarcity, production, or delayed consequences. Narrative campaigns
remain in G13; presentation remains in G20-G25.
Inputs
- Absolute
FORGE_ROOT and external GAME_ROOT with passing G04 and required
G10-G13 dependency gates.
- Current source-tree/runtime/platform/catalog hashes and G14 writable surface.
- Selected world ID, release ID, and verified bundle hash for this system slice.
- One declared
system-id, its typed content, budgets/capacities, and dependencies.
- Existing ordered domain-event contracts and Forge-owned system inventory.
Outputs
- One game-owned deterministic reducer/composition slice and focused tests.
- Typed cross-system events plus an external inventory/aggregate-gate update.
Invariants
- Keep
src/isoworld, locks, bundles, narrative graphs, and presentation immutable.
- Route cross-system effects through ordered events with explicit priority,
capacity, cancellation, scarcity, and tie-breaking policies.
- Do not begin a second system slice in the same invocation.
- Never copy
AGENTS.md, .agents, Forge skills, or phase evidence into GAME_ROOT.
Workflow
- Read the living-world gate in
docs/GAME_IMPLEMENTATION_PHASES.md.
- Define the selected system slice as typed data and deterministic reducers.
- Route cross-system effects through ordered domain events, not direct UI hooks.
- Specify capacity, priority, scarcity, cancellation, and tie-breaking policies.
- Preserve navigation, narrative, and save/replay invariants after each change.
- Test causal chains, resource conservation, delayed effects, and state hashes.
- Update the Forge-owned system inventory and aggregate gate outside
GAME_ROOT.
Completion
Complete one slice only when causal-chain, conservation, cancellation, and
replay tests pass with the shared headless suite and clean-game audit. Mark G14
aggregate complete only when every declared system ID has matching evidence. If
the runtime already supplies a slice, verify it without duplicating game code.