565 lines
28 KiB
Markdown
565 lines
28 KiB
Markdown
# Aetherbound Guild: Game Product Contract
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> Authority: player promise, complete loop, run and campaign shape, canonical
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> vocabulary, product boundaries, and design acceptance.
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>
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> Revision: guild-charter-integration-r4 / 2026-08-11
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>
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> Companion authorities:
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> [SYSTEMS_AND_BATTLE.md](SYSTEMS_AND_BATTLE.md),
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> [ECONOMY_AND_BALANCE.md](ECONOMY_AND_BALANCE.md), and
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> [SAVE_AND_FAILURE_CONTRACT.md](SAVE_AND_FAILURE_CONTRACT.md).
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## 1. Authority And Decision Order
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This document defines what the game promises. The systems authority owns
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combat, party-line, recruit, profession, equipment, and artifact mechanics. The
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economy authority owns prices, rewards, pacing, capacity selection, difficulty
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numbers, and simulations. The save/failure authority owns commit, casualty,
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interruption, retry, recovery, and rollback behavior.
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When two statements conflict, apply this order:
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1. the frozen repository specification and later explicit Owner decisions;
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2. save integrity and exactly-once transaction rules;
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3. formulas in the systems and economy authorities;
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4. this product intent;
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5. content, presentation, gallery, and prototype instances.
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The repository remains design-only. No document in this package authorizes an
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engine project, runtime implementation, production package, store operation,
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or bulk final media production. Human comprehension, fun, visual, listening,
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device, packaging, and release acceptance remain later gates.
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### 1.1 Owner-Locked Casualty Rule
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Owner decision, 2026-08-11: **a Fallen Recruit never respawns during the same
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battle and never revives later in the current run**. Zero HP removes that
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Recruit from the resolving line immediately. Reserve Recruits do not enter as
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automatic replacements. Recovery happens only after the locked outcome, by
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entering the next Market short-handed or hiring a newly generated Recruit.
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Difficulty, rewards, items, Artifacts, healing, reload, and Meta progression may
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not override this rule.
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## 2. Product Definition
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**Aetherbound Guild** is a premium landscape 2D Japanese hand-drawn fantasy
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auto-battler about building a changing company from generated recruits. At each
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market the player reads three battle offers, hires recruits, buys equipment,
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locks or refreshes offers, equips the company, and orders one horizontal party
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line from front to rear. The player commits to a risk, watches the deterministic
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battle resolve, reads the causal result, then adapts after rewards, deaths,
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dismissals, and replacements.
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The transferable play thesis is independently expressed as:
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```text
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read a market and a visible threat
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-> buy a capability under price pressure
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-> order one front-to-rear line
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-> commit to a reward/risk contract
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-> observe automatic execution
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-> explain the first decisive interaction
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-> keep, dismiss, mourn, or replace
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-> repeat with a changed company and budget
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```
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Player skill is preparation, valuation, formation order, risk selection, and
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diagnosis. Battle controls are limited to start, pause, speed, inspect, and
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retreat. There is no repeated manual skill activation and no mid-battle
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formation or equipment editing.
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### 2.1 Audience
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Primary players enjoy job systems, shop valuation, equipment interactions,
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formation order, and watching a prepared plan work without attack-by-attack
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input. Secondary players enjoy mastering a broad fixed catalog, finding hidden
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hybrids, completing collections, and applying optional postgame laws.
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The game must support 15-30 minute partial sessions, 45-75 minute complete
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contract runs, touch-only play, frequent pausing, and return after a long break.
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### 2.2 Commercial And Platform Boundary
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| Field | Contract |
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| Business model | One-time premium purchase; no ads, paid energy, random paid reward, paid currency, battle pass, daily streak, or pay-to-skip |
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| Presentation | Original landscape 2D Japanese hand-drawn fantasy; no third-party commercial asset enters this repository |
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| Target platforms | Landscape mobile, PC, and console with equivalent touch, mouse, keyboard, and controller semantics |
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| Launch languages | English and Simplified Chinese from semantic message IDs, not concatenated strings |
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| First clear | 15-25 authored hours across eight regions and sixteen contracts |
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| Mastery | 60+ hours of profession, equipment, artifact, enemy, and high-difficulty breadth |
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| Connectivity | Complete core play offline; platform services never gate play or save access |
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| Development | Frozen until all design-completion gates, independent review, and Owner approval pass |
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No real-time wait, offline income, social obligation, or monetized relief may be
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introduced to solve economy or failure problems.
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## 3. Canonical Vocabulary
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These terms are shared keys. Product-facing documents must use them with the
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same meaning.
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| Term | Definition |
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| Guild | Persistent profile containing unlock breadth, region progress, records, settings, and collection knowledge |
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| Recruit | One generated participant in the current run, built from a generated name, modular appearance seed, fixed profession, rolled attributes, exactly one Trait, equipment, level, and survival history |
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| Profession | One fixed reusable combat ruleset from the authored catalog |
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| Trait | One short mechanical modifier with a visible benefit and cost; each Recruit has exactly one |
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| Party line | The ordered simultaneous deployment from front to rear |
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| Line capacity | Maximum allied footprint deployable at once; selected as ten and earned from four during each run |
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| Reserve | A living Recruit owned in the run but not currently deployed |
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| Market | The between-battle shop state containing Recruit, equipment, and battle offers plus refresh (reroll) and lock actions |
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| Battle offer | One combat offer with a fixed enemy order, risk tier, reward, retreat result, and seed |
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| Run creation draft | The durable pre-run record that reserves one Run seed, its four opening Recruit offers, and the current accepted pair before `current_run` exists |
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| Round | One Market preparation, one committed battle, one result, and one reward/recovery handoff |
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| Run | One contract attempt containing repeated Rounds, cumulative hires and losses, a contract boss, and a terminal result |
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| Contract | One twelve-Round regional challenge followed by a boss Muster and boss battle |
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| Region | One campaign area containing two ordered Contracts and two bosses |
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| Artifact | A run-defining shared rule modifier, distinct from unit equipment |
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| Coin | Run-only purchase resource; cleared when the run closes |
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| Renown | Persistent breadth-unlock resource; it cannot buy raw combat power |
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| Guild Charter | Persistent eight-Region board where Renown buys catalog, trial, threat-information, and optional Oath-law breadth for future generated runs |
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| Replacement Credit | Run-only price relief created by Recruit death and consumed only by later hires |
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| Fallen | A Recruit reduced to zero HP and permanently removed from the current run at outcome commit |
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| Meta progression | Persistent access, information, and rule breadth; it may not replace run decisions |
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| Record | A persistent fact about discoveries, clears, mastery, or a past run; it never turns a Recruit into a fixed narrative lead |
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`Company` may describe all living Recruits owned during a run. It is not a
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deployment cap. A run's cumulative hire count and living Reserve count are
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independent from Line capacity.
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The canonical count used by every dismissal rule is:
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```text
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live_recruit_count = count(unique Recruit IDs owned by the current run
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whose state is living,
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across deployed party and Reserve)
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```
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Offers, summons, Fallen Recruits, dismissed Recruits, and pending hires do not
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count. A dismissal is legal only while a Market is open, its target is living,
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and `live_recruit_count >= 2` at both preview and commit. A legal dismissal must
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leave at least one living Recruit.
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## 4. Fixed Content Envelope
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The complete package contains exactly:
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- 12 base Professions;
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- 24 regular advanced Professions, exactly two descendants per base;
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- 6 hidden hybrid Professions, for 42 total Profession identities;
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- 36 mechanical Traits;
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- 320 equipment items;
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- 60 Artifacts;
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- 100 ordinary/elite enemy identities plus 16 bosses;
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- 8 Regions, each with two Contracts and two bosses.
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Recruits are generated compositional units, not an authored cast. They do not
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need recruit-specific social progression, courtship, individual narrative
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arcs, or individual voice-content systems. Generated names and modular visual
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parts are presentation combinations, not additional gameplay identities.
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Every catalog row must alter a decision. A row that differs only by name,
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rarity, color, art, or a scalar is filler and fails the design gate.
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## 5. Player Promise And Experience Pillars
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### 5.1 Order Is A Build Axis
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Front-to-rear order changes legal targets, protection, reach, projectile
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collision, healing access, displacement, summon space, and collapse after a
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death. Reordering one pair must visibly change at least one predicted event in
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a valid fixture.
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### 5.2 Automatic Battle Is Trustworthy
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The same initial state, content revision, seed, and retreat timestamp produces
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the same result. Major actions, target changes, immunity, displacement, and
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failed actions have inspectable reasons. Presentation speed never changes the
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simulation.
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### 5.3 Loss Changes The Company
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Death is permanent for the current run. Dismissal is deliberate and cannot be
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used for profit. Equipment returns to run inventory, so losing a trained
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Recruit hurts without usually destroying every viable counter. Replacement
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Credit and a protected base-Profession offer make recovery purchasable, while
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lost level, Trait, Profession, and survival history preserve consequence.
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### 5.4 Randomness Presents Bounded Markets
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Seeded offers vary a run, but every Market contains a steady battle option and
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the recovery rules preserve an affordable base Recruit after ordinary losses.
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Locks, escalating refresh prices, fixed catalog schemas, and separated random
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streams prevent closing, reloading, or unrelated draws from changing an offer.
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### 5.5 Progression Adds Grammar
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Within a run, capacity, levels, Profession promotions, equipment, Artifacts,
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and enemy combinations expand planning. Across runs, Meta progression opens
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new sidegrades, previews, challenges, and catalog breadth. It never supplies a
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permanent universal damage, HP, Coin-income, or starting-capacity advantage.
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## 6. Product Vetoes
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Reject a feature or content row if it depends on:
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- manual attack or skill spam during battle;
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- a second battlefield axis, hidden sub-row, or free actor wandering;
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- silent targeting, reach, protection, immunity, or retarget exceptions;
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- a universally correct item, Trait, Profession, order, hire, or refresh plan;
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- a generated Recruit needing authored individual plot or bespoke voice scope;
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- permanent power grinding to make Standard difficulty fair;
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- paid rescue, paid reroll, real-time recovery, or offline resource gain;
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- deletion without an explicit transaction and causal record;
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- a battle over 150 simulation seconds;
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- content volume, rarity, or cosmetic variants used to conceal filler;
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- copied names, prose, formulas, layouts, trees, art, audio, or source
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expression from private reference material.
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## 7. Complete Loop And State Handoffs
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### 7.1 Guild To Run
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```text
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choose the next unlocked Contract and difficulty
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-> review its enemy families, boss rule, and reward breadth
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-> durably reserve one Run seed in a run creation draft
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-> generate four provisional Recruits from that seed at offer indices 0..3
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-> choose exactly two at no Coin cost, revising the pair if desired
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-> atomically commit that seed and those two Recruit records into current_run
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-> open Round 1 with 52 Coin
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```
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Seed reservation and offer materialization are persistence steps, not an extra
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player-facing page. Once the four offers exist, Back, Cancel, Save and Quit,
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process restart, clock change, or repeated confirm returns the same draft and
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cannot allocate another seed. The player may revise the accepted pair until Run
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commit. That commit promotes the draft exactly once; only then are the two
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unchosen provisional Recruits discarded. They are not fixed characters and are
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not retained. The first Market always allows at least two affordable
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base-Profession hires so the player can fill the opening capacity of four.
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### 7.2 Repeated Round
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```text
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open the stable Market
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-> inspect three Recruit, four equipment, and three battle offers
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-> buy, sell, dismiss, lock, or refresh
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-> equip and order the Party line
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-> choose one battle offer and review exact failure exposure
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-> commit and resolve automatic battle
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-> inspect first decisive cause and all Fallen Recruits
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-> claim one fixed reward or resolve defeat/retreat
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-> increase capacity at the declared clear milestones
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-> open the next Market with surviving Company, Reserve, Coin, and Credit
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```
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The player may hire beyond current Line capacity. Those Recruits enter Reserve
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and remain available for later preparation. No Reserve enters battle
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automatically after a death.
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### 7.3 Boss Muster And Run Close
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After twelve cleared Rounds, capacity reaches ten and the Boss Muster opens a
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final non-rerollable market. The boss preview exposes its target, phase,
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summon, displacement, and timeout rules. Boss victory clears the Contract.
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A run closes by Contract clear, explicit abandonment, or inability to deploy
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one living Recruit after defeat recovery. Coin and Replacement Credit close
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with the run. Region progress, Renown grants, Guild Charter claims, catalog
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discoveries, and Records commit once. Surviving generated Recruits become a
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run-history entry rather than persistent playable units.
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The sixteenth campaign boss uses the same run-close settlement, then opens one
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explicit first-clear decision only after every result, casualty, reward, and
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progression receipt is verified:
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- **Complete the First Chronicle** archives the surviving Company as Records,
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presents the finite ending and Final Ledger, then returns to Title.
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- **Open the Oath Season** archives that same Company, opens the postgame hub,
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and prepares a new generated run under separately reviewed optional laws.
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Both choices close the cleared run. Neither choice preserves a Recruit,
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equipment loadout, Coin, Credit, position, level, or pending operation as
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playable state. Ordinary New Run remains available after either choice.
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## 8. Recruitment, Dismissal, Death, And Replacement Promise
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- Each Recruit has one current Profession. It cannot freely change jobs.
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- A base Recruit may make one permanent promotion inside the run when the
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requirements in the systems authority are met.
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- All rolled attribute totals at a given offer level use the same budget;
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distribution, Profession, Trait, order, and price create value differences.
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- A Recruit has exactly one Trait for its entire lifetime.
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- Dismissal is legal only in a Market when the canonical
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`live_recruit_count >= 2`, returns equipment, removes the Recruit, and
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requires review when survival history is nonzero. Preview and commit both
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revalidate the count.
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- Death never selects or destroys equipped items; they return after outcome.
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- Death grants no same-battle respawn, resurrection timer, extra life, or
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automatic Reserve substitution.
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- Fallen Recruits do not return later in the run through reload, training,
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healing, promotion, reward, or Meta progression.
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- A death creates Replacement Credit; dismissal does not.
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- All hire, dismissal, casualty, equipment return, and credit changes are
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atomic operations owned by the save/failure authority.
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Attempting to dismiss the final living Recruit is blocked with
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`FINAL_LIVE_RECRUIT`. It removes nothing, returns no rebate, creates no
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protected recovery offer, and does not become Company collapse. Ending a run
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with a living Recruit remains the separate explicit `Abandon Run` transaction.
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If the final Recruit instead becomes Fallen, casualty settlement, protected
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recovery, and Company-collapse rules apply without being routed through
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dismissal.
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This is an economic and strategic loss model, not a character-bond simulator.
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The result report respects the generated name and survival record without
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creating authored biography obligations.
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## 9. Capacity And Cumulative Recruitment
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Every run begins at four footprint and increases after cleared-Round counts
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`2, 4, 6, 8, 10, 12`, reaching ten for the boss. The formula and five-profile
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selection evidence are solely in the economy authority.
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Line capacity limits simultaneous allied footprint, not purchases. The run
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stores separate values for:
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```text
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line_capacity
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living_recruit_ids[]
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reserve_recruit_ids[]
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recruits_hired_total
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recruits_fallen_total
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recruits_dismissed_total
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```
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There is no cumulative hire cap. Market supply, Coin, escalating refresh cost,
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and low dismissal recovery are the anti-hoarding constraints. A content row or
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UI label may not treat ten as the run roster total.
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## 10. Campaign, Session, And Decision Shape
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| Scope | Target | Terminal state |
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| Battle | 25-110 s typical; 150 s hard cap | Causal report, reward, defeat, or retreat |
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| Round | 3-6 min | Stable next Market with committed casualties and reward |
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| Contract run | 45-75 min; twelve Rounds plus boss | Clear, abandonment, or company collapse |
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| Typical session | 15-75 min | Suspend-safe Market, battle snapshot, or run result |
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| First clear | 15-25 h; sixteen ordered Contracts across eight Regions | Finite ending and postgame selection |
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| Mastery | 60+ h | Visible Profession, catalog, boss, and challenge completion records |
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Each Region's first Contract teaches one new pressure and its second combines
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that pressure with earlier rules. Each of the 16 bosses synthesizes the current
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Contract rather than merely increasing HP. Unlock order must provide at least
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two rational counters to every mandatory boss without requiring a random item.
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The five pacing profiles, exact Market/battle/decision timestamps, full-clear
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budgets, and no-decision gaps are owned by the economy authority. A battle can
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be fully automatic while remaining decision-dense because a causal result and
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the next stable Market appear within 15 seconds of resolution.
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## 11. Onboarding Contract
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Teaching uses **safe action -> guided comparison -> independent commit**. It
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must never make the entire opening build for the player.
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| Target | Required player action | Safe boundary | Understanding proof |
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|---:|---|---|---|
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| 0:00-1:00 | Choose two provisional Recruits from four generated offers | Pair can be revised before atomic Run commit; return/restart restores the same four | States one Profession job and one Trait cost |
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| 1:00-3:00 | Hire two Recruits and fill capacity four | First Market has protected affordable offers | Distinguishes Line capacity from owned Company |
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| 3:00-5:00 | Swap front and rear positions | Predicted targets update before commit | Identifies who protects and who can reach |
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| 5:00-7:00 | Choose steady or pressured battle offer | Both are completable; risks are explicit | States reward difference and first threat |
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| 7:00-9:00 | Start and inspect automatic battle | Pause and 1x remain available | Identifies first decisive interaction |
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| 9:00-12:00 | Choose reward and adapt next Market | Reward draft is fixed; no reload reroll | Makes one causal equipment/order change |
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| 12:00-16:00 | Recover after a scripted nonterminal casualty fixture | Training state grants no persistent reward or death | Explains death, equipment return, and Credit |
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| 16:00-20:00 | Complete an independent Round | One no-reward reset before commit | Buys, orders, commits, and diagnoses without a pointer |
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Experienced players may skip highlights, but the concise rule reference remains
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available. Returning players receive a state recap, next objective, current
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Market/encounter boundary, casualties, and one optional no-reward rehearsal.
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## 12. Difficulty And Postgame Promise
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Difficulty changes enemy and reward parameters, not hidden target rules,
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catalog access, save integrity, or the permanence of Fallen Recruits. Standard
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is balanced without Meta power. Lower difficulty preserves all systems and
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Records. Higher difficulty rewards broader risk selection but cannot become a
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mandatory progression route.
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Persistent breadth is reviewed through the **Guild Charter**, an original board
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of eight horizontal Region seals and prerequisite tracks. It spends Renown only
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on catalog packets, Profession clues or trials, threat information, and optional
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Oath laws. It never contains percentage power, starting resources, extra Line
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capacity, Recruit preservation, or casualty reversal.
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The sixteenth boss completes the campaign before asking the player to choose:
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- **Complete the First Chronicle:** archive the surviving Company, view the
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finite ending and Final Ledger, and return to Title.
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- **Open the Oath Season:** archive the same Company, enter the postgame hub,
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review optional laws, and create a new generated run.
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After that finite ending, postgame provides:
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- **Profession Mastery:** clear fixed counterfactual trials for every base,
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regular advanced, and hidden hybrid identity;
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- **Catalog Completion:** discover and validate every equipment, Artifact,
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Trait, ordinary/elite enemy, and boss identity;
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- **Oath Contracts:** apply one or more fully previewed run laws that change
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valuation, formation pressure, market constraints, or enemy composition;
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- **Final Ledger:** a finite completion screen for all mastery and challenge
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requirements.
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Postgame does not promise endless content or infinite stat scaling. Repeated
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unchanged clears cannot be the majority of the 60+ hour mastery target.
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The cleared Company is never a postgame roster; Records may show its final
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composition and history but cannot instantiate those Recruit IDs in a run.
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## 13. Accessibility, Localization, And Input
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### 13.1 Accessibility Baseline
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- UI scale presets at 100%, 115%, and 130% without clipped functional text;
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- reference landscape layouts at small, standard, and large safe areas;
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- reduced motion, reduced flash, camera-shake intensity, and hit-stop options;
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- independent master, music, ambience, voice, and effects volume;
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- captions for every information-bearing audio event;
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- color-independent rarity, target, protection, status, risk, and casualty
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encoding;
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- high-contrast target paths and Party-line position indicators;
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- pause, 1x, 2x, and 4x without loss of event-log information;
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- complete keyboard/controller remapping and complete touch path;
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- screen-reader labels and deterministic focus order for every Market,
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formation, result, recovery, and confirmation state;
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- no required rapid tap, precision drag, simultaneous input, audio-only cue, or
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unpausable reading window;
|
|
- low-power presentation settings that never alter simulation ticks or results.
|
|
|
|
### 13.2 Input Semantics
|
|
|
|
All platforms map the same verbs: focus, inspect, compare, buy, sell, lock,
|
|
refresh, equip, reorder, confirm, cancel, start, pause, speed, retreat, and open
|
|
event log. Touch instructions name Tap as the primary operation: Tap a Recruit
|
|
or item to select, then Tap a legal destination or target to commit the pending
|
|
choice. Drag is an optional shortcut; select-then-destination performs every
|
|
reorder and equip action. Battle provides no hidden pointer-only command
|
|
surface.
|
|
|
|
Destructive or spending actions use a review state. Duplicate confirm input
|
|
returns the first operation receipt and cannot spend, dismiss, claim, or close
|
|
a run twice.
|
|
|
|
### 13.3 Localization Rules
|
|
|
|
- English and Simplified Chinese share semantic message IDs and typed values.
|
|
- No sentence is assembled from translated fragments.
|
|
- Generated names store component IDs and a rendered snapshot so migration and
|
|
language changes remain deterministic.
|
|
- System nouns have one glossary entry; content cannot invent synonyms for the
|
|
canonical state terms.
|
|
- Layout validation covers English pseudolocalization at 130% expansion and
|
|
Simplified Chinese at 130% UI scale.
|
|
- Player-entered profile/run labels are Unicode-safe; generated Recruit names
|
|
remain content-filtered and do not require online moderation.
|
|
|
|
## 14. Content Interface And No-Filler Gate
|
|
|
|
Every consumed gameplay row declares:
|
|
|
|
```text
|
|
stable_id and localized_name_id
|
|
catalog family and unlock placement
|
|
decision changed
|
|
state inputs read and authoritative outputs changed
|
|
trigger, timing, target, tradeoff, and counterplay
|
|
at least two nontrivial interactions
|
|
failure mode and causal-report event
|
|
presentation, accessibility, localization, and asset needs
|
|
fixed validation fixtures and expected event differences
|
|
```
|
|
|
|
A Recruit offer additionally declares Profession, attribute budget/distribution,
|
|
one Trait, level, generated identity seed, list price, and offer provenance. An
|
|
opening provisional offer also declares its run creation draft ID, fixed index
|
|
`0..3`, deterministic offer ID, and canonical output hash. A
|
|
Profession changes battlefield responsibility or resource/timing/target/order
|
|
grammar. Equipment and Artifacts change behavior, not only magnitude. An enemy
|
|
creates a distinct preview-to-counter question. A Region changes composition,
|
|
market pressure, or formation valuation. Any row failing its decision test is
|
|
rejected before production planning.
|
|
|
|
## 15. Product Validation Gates
|
|
|
|
### 15.1 Comprehension
|
|
|
|
With at least five uncoached target players:
|
|
|
|
- four identify front and rear and predict the first legal target;
|
|
- four distinguish Line capacity, living Company, and cumulative hires;
|
|
- four explain one equipment or order counterfactual before battle;
|
|
- four state what death, dismissal, retreat, and run close preserve;
|
|
- four can explain why the final living Recruit cannot be dismissed and can
|
|
find the separate `Abandon Run` action;
|
|
- four use refresh and lock without expecting a reload reroll;
|
|
- four can state what Renown buys on the Guild Charter and why no claim adds
|
|
permanent combat power;
|
|
- four distinguish Complete the First Chronicle from Open the Oath Season and
|
|
predict that both archive, rather than preserve, the cleared Company;
|
|
- three voluntarily start another Round or name a specific build test.
|
|
|
|
### 15.2 Decision And Economy Quality
|
|
|
|
- A meaningful hire or provisional-Recruit choice occurs within one minute.
|
|
- A formation-order counterfactual occurs within five minutes.
|
|
- Every 20-minute profile trace stays within its stated decision-gap bound.
|
|
- Capacity ten passes all five analytical profile gates; larger candidates do
|
|
not pass the same complete gate set.
|
|
- Three ordinary deaths are recoverable within the next Market in the fixed
|
|
solvency fixture without making death profitable.
|
|
- Fixed seeds reject always-refresh, always-hire, always-dismiss, and never-
|
|
replace as dominant strategies.
|
|
|
|
### 15.3 Battle Trust
|
|
|
|
- Reorder fixtures change targeting, reach, protection, healing, movement, or
|
|
projectile results exactly as previewed.
|
|
- Every rejected action and retarget has one machine-readable reason.
|
|
- 1x exposes every major cast, projectile collision, displacement, summon,
|
|
death, collapse, and retreat event.
|
|
- 4x and pause produce the same outcome hash as uninterrupted 1x.
|
|
- The result identifies the first decisive cause before aggregate statistics.
|
|
|
|
### 15.4 Open Human Gates
|
|
|
|
Machine checks cannot approve fun, emotional weight, visual clarity, listening
|
|
quality, generated-name quality, device ergonomics, or willingness to continue.
|
|
Those require prototype, target-player, device, independent-review, and Owner
|
|
evidence. Runtime, media production, packaging, store, and release remain
|
|
separately authorized.
|
|
|
|
## 16. Acceptance Checklist
|
|
|
|
- [ ] One ordered Party line is the only deployment grammar.
|
|
- [ ] Battle is fully automatic apart from diagnostic controls and retreat.
|
|
- [ ] Generated-Recruit, death, dismissal, replacement, Reserve, capacity, and
|
|
cumulative-hire rules are explicit.
|
|
- [ ] Final-Recruit dismissal is illegal at preview and commit without changing
|
|
abandonment or casualty recovery.
|
|
- [ ] All four authorities use the same counts, terms, IDs, and ownership.
|
|
- [ ] The complete Market loop includes Recruit, equipment, battle, refresh,
|
|
lock, risk, result, reward, and recovery decisions.
|
|
- [ ] Run creation reserves its seed before generating the four opening offers,
|
|
preserves a revisable exact pair, and promotes the draft exactly once.
|
|
- [ ] First clear is 15-25 hours and mastery is 60+ hours without waiting.
|
|
- [ ] The Guild Charter has eight horizontal Region seals, sourced
|
|
prerequisites, existing Renown costs, and breadth-only effects.
|
|
- [ ] The final boss presents Chronicle completion and Oath Season as two
|
|
explicit choices; both archive the Company and ordinary New Run remains.
|
|
- [ ] Every gameplay row passes the no-filler decision test.
|
|
- [ ] Accessibility, localization, offline, premium, and save-integrity
|
|
boundaries are preserved.
|
|
- [ ] Originality, human acceptance, development, and release gates remain open.
|