The design is proven by visible paths, not by the existence of schemas.

Joined play

  • A workshop decision changes a later expedition through canonical state.
  • An expedition outcome changes workshop, contract, civic, or dungeon decisions after reload.
  • The seeded world gives either mode a viable entry path while the other player population is absent; later local policy or material failure may remove goods, services, or contracts without erasing recovery, civic action, or exit.
  • Failure returns material consequence and future play rather than an empty reset.

World authority

  • Ordinary workshop activity appears externally only in the hourly realized-effects batch.
  • A ratified mandate can cross immediately without revealing individual votes.
  • Conflicting player behavior becomes observable aggregate effects, never averaged desire.
  • A Ghostlight sanction is first an external event, then a Delvehold intent, then a local consequence only after admission.
  • Ghostlight cannot mutate the externally controlled greathold institution through a Persona or strategic turn.
  • Delvehold cannot rewrite a foreign actor’s private belief, relationship, goal, or decision.

Persistence and information

  • Duplicate, stale, malformed, or causally invalid documents cannot mutate state. A valid document may admit an explicit subset only as one atomic recipient commit with every item result receipted.
  • A newer boundary snapshot cannot double-apply an older effect delta, and a delayed delta cannot overwrite the newer snapshot watermark.
  • Private beliefs do not become public news or canonical fact automatically.
  • Catch-up is bounded, names the interval it summarizes, and never puppets an absent player.
  • The visible news, price, contract, expedition, and workshop changes can be traced to typed events and receipts at the layer where players experience them.

Holds and workshop presence

  • A Vault opens through committed survey, route, provisioning, and settlement state inside the Greathold rather than through server selection.
  • Only active workshop sites contribute demand, production, discovery, notification, or infrastructure reservation in their Holds; only the singular civic home supplies ordinary future civic routing.
  • At 36-hour lease expiry, automation checkpoints once across every site, unaccepted listings and reservations disappear, accepted obligations settle exactly once under their site-local terms, and the workshop produces no continuing live load.
  • Dormancy preserves workshop identity, sites, local facilities and custody, history, relationships, seal identity, debts, completed acts, and already-cast votes.
  • Reactivating the workshop replays no dormant production, duplicates no facility or inventory, and moves no committed material between sites without explicit route and custody receipts.
  • A workshop may change its civic home or establish another site without gaining another seal; host-Hold policy governs every site regardless of the workshop’s civic home.
  • A site cannot close while silently owning facilities, inventory, reservations, staff commitments, accepted orders, or contracts; every item settles or receives an explicit terminal receipt.
  • Quiet Holds persist, remain recoverable, and are never merged or wiped to repair population balance.

Institutional policy and economic failure

  • A seeded Hold’s founding distribution policy produces ordinary procurement, reserves, services, and at least one expedition contract from real institutional assets.
  • Every institutional plan and result names its institution, governing policy version, relevant budget and material inputs, admitted actions, and shortfalls.
  • Lawfully cutting a budget, liquidating reserves, prohibiting a necessary import, redirecting infrastructure, or imposing unsatisfiable rationing can reduce or end local supply, services, demand, and contract volume.
  • An impossible service guarantee produces an attributable shortfall, cancellation, default, rationing decision, or insolvency event; no baseline generator injects replacement goods, money, capacity, or contracts.
  • Administered prices and access terms remain distinct from observed scarcity and realized trade.
  • Recovery requires an owned act such as production, funding, aid, reserve release, restructuring, policy change, or receipted freight. It never occurs because a forecast, interface, or reconciliation loop prefers the previous equilibrium.
  • Economic failure preserves truthful records, custody, contracts, civic inspection and participation, communication, and meaningful exit. It does not preserve local comfort or normal expedition availability.

Equipment and preparation

  • Each player has exactly five saved loadout slots; saving overwrites only the selected slot and creates no item movement, reservation, purchase, or service.
  • Equipped slots and carried inventory enforce their visible constraints, while private Hold gear storage has no player-facing capacity limit.
  • Restore fills only currently accessible saved gear and exposes every unavailable entry with actions to clear, source, replace, repair, or refit it. It never performs those actions silently.
  • Unique and provenance-sensitive gear resolves by identity; ordinary consumables may resolve by kind and quantity. Damaged owned gear remains visible as present and repairable rather than disappearing as missing.
  • Contract-offered gear is selectable only while custody terms permit and is never auto-equipped or written into a saved slot.
  • Departure atomically validates the visible equipped and carried state and records exactly that state without another confirmation screen.
  • Saved loadouts and Hold-addressed private gear storage survive dormancy and civic-home changes without creating live pressure or moving remote, lost, escrowed, dispatched, installed, institution-held, or returned-loan items.

Procedural dungeon proof

  • Identical canonical input, CultMath seed, and generator version reproduce the same dungeon projection after host restart.
  • Reconnecting the Godot client does not reroll routes, chambers, hazards, resources, or encounters.
  • A pinned generation fixture proves version-bound output and records its input and output digests.
  • The world host rejects client-supplied canonical rooms, random choices, and mesh results.
  • CultGeometry emits engine-neutral geometry; no Unity, Godot, System.Random, or duplicate project-local mesher decides canonical generation.