music/base-building.md
CANON SUBORDINATION — this document is PROPOSAL-TIER: it serves canon and never outranks it.
The canon: the CVD · the T1 foundation docs · the T0 registries (registries/) · the spine
(docs/spine/CH_*.md) · the region pages (_source/02_Tier_2_Region_Pages/). Authority order:docs/DOC_MAP.md§ 0.
Canon served (scanned from this document's own citations — widen it by hand where it is thin):
CVD §5·T1_Ability_Tree·T1_Build_Pipeline_Contracts·T1_Integrity_Paths_Worldstates· (+4 more tier) ·T0_Chapter_Index·T0_Hard_Lines
READ THAT CANON FIRST — open it and derive from it before you build anything from this document.
If this document disagrees with canon, CANON WINS and this document is the defect — fix the
document, never the canon. Nothing here is applied until it is ratified into canon.
Status: PROPOSAL (Opus 4.8 design pass, 2026-07-13). Builds on Josh's 2026-07-12 Layer-v2 fun mandate + the AAA_REARCHITECTURE_BRIEF §4 two-tier stub, and expands it to a THREE-layer buildable-space system. Nothing here edits the CVD, the spine, or any registry until Josh ratifies the flagged forks. Canon anchors read in depth: T1_Trades_Master §3 / §6 / §9.2 (home-bases, compounds, trade economy), HL_0033 + HL_0082 (T0_Hard_Lines), T1_Ability_Tree §823/§825 (Dimension Pocket), T1_Integrity_Paths_Worldstates §8.9 (integrity-visible aesthetic), T1_World_Geography_Master §4/§7 (walked-geography + Vimana traversal), T1_Build_Pipeline_Contracts (Personal-Dimension deferred spec), the homes_established spine field, DOMAINS_VEHICLES_AND_ENRICHMENT_BACKLOG (one build-grammar frame), CVD §5 Component 5 (knowledge/trade-route MONOPOLY = the antagonist's signature).
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Building in *Humanity* is not one feature — it is three answers to three different desires, and the game is richer for keeping them distinct rather than collapsing them into a single menu. You put down roots in the real world (the ten culturally-rooted trade home-bases, where you learn a craft from a living tradition and command its supply chain), you build a home you chose anywhere the road takes you (free-placed dwelling-homes for your found family — the Minecraft/DQB2/No-Man's-Sky layer, physics-real, defensible), and — only once you have climbed far enough to open the Crown — you build a world that is only yours (the Tier-6 Personal Dimension: unbounded, physics-free, and visibly shaped by your moral path). The three are a progression of freedom and a progression of intimacy: the world's home, your home, your soul's home.
The addictive core is that the same trade-crafted build grammar threads all three, so every hour of gathering and crafting compounds across all of them; and that your morality is legible in what you build — most sharply in the Personal Dimension (canon integrity-visible) and, by extension, in how you wield a trade's economy. That last point is the design's sharpest edge: *monopoly is the villain's crime in this game*. Letting the player monopolize a market is therefore not a neutral tycoon toy — it is a moral mirror the game deliberately holds up.
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| Layer A — Trade Home-Bases | Layer B — World-Homes (NEW category) | Layer C — Personal Dimension | |
|---|---|---|---|
| What it is | The 10 culturally-rooted craft anchors (Forge / Apothecary / Atelier / Workshop compounds + Trade 1 & 10 field homes) | Free-placed dwelling-homes for your found family, built anywhere on the real map | The Tier-6 Crown "Dimension Pocket" — a private astral sub-space |
| Canon status | LOCKED: HL_0033 (10 trades × 2 homes), HL_0082 (4 compounds). Untouched. | LATENT: the homes_established spine field + CH_07's "found-family dwelling home, distinct from a trade home base" — needs ratification as a formal category | CANON: Dimension Pocket ability (T1_Ability_Tree §823); T1_Personal_Dimension_Spec deferred to post-book-processing |
| Freedom | Structured — fixed sites, culture's palette, upgrade-only | Free-placed but PHYSICS-REAL (terrain, biome, materials, defensibility) | UNBOUNDED — no growth-rate, no terrain-stability, no permit constraints (canon) |
| When | From Ch 7 onward, one culture at a time as the arc walks | From an early "hearth/camp" unlock (fork B1) | LATE — gated at Tier-6 Adeptus Minor Crown questline |
| Owns | Craft stations, compound facilities, MATERIAL GATHERING, the trade-economy loop | Rest/save, storage, companion & NPC residency, small creature paddock, garden, defense | 200+ creature housing + BREEDING, growth-free garden, unbounded home-construction |
| Integrity-visible? | No (it is the *culture's* home — care firewall); only your added modules read your path | YES (proposed extension of the §8.9 aesthetic authority) | YES — canon (verdant-light L1 / neutral-grey L3 / shadow L4-L5) |
| The hook | Command a real trade's economy — the moral-mirror monopoly | "A home I chose and defended" — the emergent-story layer | "My base is my soul" — the streaming/Reddit hook |
The three are deliberately NON-redundant: A is *the world's* (rooted, given, cultural), B is *yours* (chosen, physics-bound, social), C is *only yours* (private, physics-free, moral). A player is never asked "which base menu is this" because the fantasy each serves is different.
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HL_0033 is untouched: ten trades, one ancient + one modern home each (with the two canonical exceptions — Trade 7 Culinary single-home at Ch 42 Haiti; Trade 9 Inscription ancient-only, two ancient homes Ch 15 Egypt + Ch 29 Sámi). HL_0082's four compounds (The Forge / The Apothecary / The Atelier / The Workshop) are untouched. No 11th trade, no new home-base slot, no new trade-slot. Base-building at Layer A is *craft-station and compound upgrade only* — you improve the facility you were taught in, you never found a new one.
Gathering is the single economy that feeds all three layers. Per T1_Trades_Master §9.2, scarcity is REAL: materials are region-specific and require physical presence (you cannot buy your way past geography). The loop:
Josh's seed is "control a trade's supply/economy — market monopolization." The critical canon fact: monopoly is the House of Velheim's defining crime — the Phoenician trade-route monopoly and information control over the Atlantic passages, the "Knowledge-Monopoly Vessel," sole-inheritance-of-the-substrate (CVD §5 Component 5, Pillar 1/3). A neutral "corner-the-market tycoon" loop would put the player in the villain's exact posture and *say nothing about it* — the single biggest thematic miss available here.
So the design reframes monopolization as Trade Sovereignty: you genuinely can seize command of a trade's supply chain in a region — but the game gives the act an integrity valence and makes the world respond, so it is a *choice with a soul cost*, not free money.
This makes the economy loop *diegetic to the whole game's thesis* rather than a bolt-on tycoon minigame, and it composes directly with the integrity paths, the three endings, the journal artifact, and the entity-persona/faction relationship system. It also gives the modern arc (Ch 39-58, corporate-extraction chapters) a player-side mirror of exactly the mechanism they are fighting.
The four compounds (HL_0082) are the Layer-A "megastructure" ambition — two paired trades sharing infrastructure, unlocked to full facility by the modern-adult chapters (T1_Trades_Master §6-7). Upgrading a compound is the Layer-A analogue of "building your base up": better stations, faster refine, unlocked recipe tiers, and higher supply-chain command radius. Trade 1 (Animal Communication) and Trade 10 (Fishing/Navigation) sit outside compound architecture (relational + field mechanics) and upgrade as field-infrastructure instead.
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This is Josh's new seed: *explore, adventure, and set up NEW homes wherever you want (No Man's Sky-style), and build them (Minecraft / DQB2-style).* The reconciliation that makes it HL_0033-safe is already sitting in canon.
HL_0033 governs trade home-bases — craft anchors tied to the ten trades. World-homes are dwelling homes — a categorically different thing, and canon already tracks them separately: the per-chapter spine field homes_established, and CH_07's explicit ruling that "a trade home base is a trade anchor distinct from a found-family dwelling home" (homes_established stays none there *even though* two trade homes root). The third category is therefore not an invention — it is the formal naming of a field the spine already carries. HL_0033 is not violated; recommend Josh ratify "world-home / dwelling-home" as the canonical name for the homes_established category. (Flagged in §9.)
Free placement on the real map, gated by real-world and care constraints:
One grammar, shared with every domain per the DOMAINS frame:
Base-defense is where the "combat never stops" mandate (Pillar 1) meets base-building, and it is opt-in so builders who want a peaceful home are not forced into it (a difficulty/accessibility choice per the difficulty system):
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The Dimension Pocket (Ether-Crown, Tier-6 Adeptus Minor, T1_Ability_Tree §823) unlocks at Crown numerical 100 + the Crown Adept-tier questline. It provides: creature housing for 200+ bonded companions, garden cultivation with no real-world growth-rate constraints, and home-construction with no building-permit or terrain-stability constraints. It is integrity-visible per T1_Personal_Dimension_Spec (deferred to post-book-processing): L1 Truly-Good → verdant-light substrate; L3 Drifting → neutral-grey balance; L4-L5 Evil → shadow-substrate variants. This is a LATE-game unlock — the reward for climbing the Crown.
This is the AAA hook (§10). Your base *is* a portrait of your moral path — verdant paradise, ashen shadow-realm, or the razor-balance grey — so no two players' Personal Dimensions look alike, and a screenshot tells your whole playthrough's story. The design recommends extending integrity-visible aesthetics to Layer-B world-homes too (an Evil player's fortress accretes shadow-substrate; a Good one's home grows verdant) — but *not* to Layer-A trade home-bases, because those are a real culture's home and letting your morality visibly corrupt them is a §17.1 care violation. On trade home-bases, only *your added modules* read your integrity, never the cultural fabric. (Aesthetic-authority extension is flagged for wiring — §9.)
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The design goal: quick-travel between all your homes — WITHOUT breaking the arc's foundational walked-geography rule (the outbound Ch 1-58 journey is deliberately traversed on foot/era-craft; the whole point is that the road home is *walked*; T1_World_Geography_Master §4, §6.7).
The reconciliation: fast-travel is return-only to places you have already reached — never a forward skip over unwalked ground.
RECOMMENDED philosophy (fork C): walked-out / hearth-return-only until the Vimana, then full network. It protects the single most load-bearing geography rule while still giving the player convenient backtracking from hour one.
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One economy, four consumers (home-bases, world-homes, Personal Dimension, vehicles), one moral lens over all of it.
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Fork A — the shape of world-home placement.
Fork B — the monopoly framing.
Fork C — fast-travel philosophy.
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1. Ratify the world-home / dwelling-home category (naming + canon status). It is HL_0033-safe (it is the homes_established field, distinct from trade home-bases per CH_07). Options: (a) ratify as canon category named "world-home", (b) name it "dwelling-home" to match CH_07's phrasing, (c) keep informal. REC: (b) "dwelling-home" as the canon term, "world-home" as the player-facing/system label — matches existing spine language, minimal new canon.
2. The monopoly darkness ceiling. How far may the extractive/Velheim-way economy go? Options: (a) full — the player can build a genuinely oppressive regional monopoly (deep Evil-band, strong world-state blight), (b) capped — extractive play hurts integrity but cannot fully immiserate a region, (c) cooperative-only (fork B3). REC: (a) full, gated behind the Evil integrity band and always mirrored by world-state consequence + the journal — the moral weight is the point; a §17.1 care check applies so it never targets a protected-culture community as the victim.
3. World-home numerical caps (all Josh's system canon): max concurrent world-homes, module budget per home, and the pre-Tier-6 creature-paddock cap. REC: propose a small home count (e.g. one active dwelling-home per continent/act) + a generous module budget + a paddock cap well below the 200+ Personal-Dimension figure so Layer C stays the aspirational creature-housing unlock. Numbers await Josh.
4. The Layer-B entry unlock. When/how does free-placement world-home building begin? Options: (a) an early "hearth/camp" item unlocked in the ancient arc (build from ~Ch 7+), (b) gated to the modern arc, (c) gated to a specific trade tier. REC: (a) an early hearth/camp — gives the build fantasy early, scales up as trades/materials grow.
5. Integrity-visible aesthetic extension to player structures. Canon owns it for the Personal Dimension + protagonist + fauna (T1_Integrity_Paths §8.9). Extend to Layer-B world-homes? REC: yes for world-homes, NO for trade home-bases (care firewall — only your added modules read integrity there). Needs T1_Integrity_Paths authority sign-off + a Pipeline-Contracts mesh/shader note (already flagged there as a Personal-Dimension-spec-populate item).
6. Trade-10 modern-home ruling + the stale-label fix (from the brief's flagged bug). VERIFIED: Trade-10 modern home = Ch 56 Arctic (Greenland) — locked at v1.0 in T1_Trades_Master §3.10 ("Pacific Northwest" label already retired there), and confirmed by T0_Chapter_Index v1.2 (Ch 56 = Arctic, explicitly "TRADE_10 Fishing/Navigation Arctic return"). Ch 63 is a *Pacific Revisit* chapter but carries no Trade-10 home. RESIDUAL BUG: T1_Trades_Master §7 line 206 still reads "Ch 56 Pacific Northwest" — a stale leftover the §3.10 retirement missed. REC: Ch 56 Arctic stands as canonical (no change needed to the assignment); authorize the one-line correction of §7 line 206 "Pacific Northwest" → "Arctic (Greenland)" to kill the last stale label. (This is a grounded label-fix in a living source doc, not a canon change — flagged only because it touches a T1 doc.)
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OPUS-CAN-SPEC-NOW (lock + wire this session):
homes_established dwelling-home category (§4.1) — confirmed against CH_07 + the spine field.homes_established → world-home schema later.NEEDS-JOSH-RULING (genuine canon/numerical/§17 forks — §9): world-home category ratification + name (9.1); monopoly darkness ceiling (9.2); all numerical caps — home count / module budget / paddock cap (9.3); Layer-B entry unlock timing (9.4); integrity-visible extension to structures (9.5); authorization of the §7 line-206 label fix (9.6).
FABLE-5-HANDOFF (deep implementation / tuning / final prose — targeted instructions):
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"Your base is your soul, your home is your story, and the world's supply is your moral test." Three building layers that each answer a different craving — put down roots in a real culture and command its trade; carve out and defend a home you chose anywhere the road runs; and, as the ultimate Crown reward, build an unbounded world that visibly *is* your moral path (verdant, grey, or shadow — no two playthroughs alike, every screenshot a confession). The addictive twist no tycoon game makes: the market you can monopolize is the exact crime the whole game is about — so seizing a trade's supply chain is never free money, it is the villain's mirror held up to you, and the world (and your own base) shows what you chose.
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*Cross-refs: AAA_REARCHITECTURE_BRIEF §4 · DOMAINS_VEHICLES_AND_ENRICHMENT_BACKLOG (build-grammar frame) · T1_Trades_Master §3/§6/§9.2 · T0_Hard_Lines HL_0033/HL_0082 · T1_Ability_Tree §823/§825 · T1_Integrity_Paths_Worldstates §8.9 · T1_World_Geography_Master §4/§7 · T1_Build_Pipeline_Contracts (Personal-Dimension deferred) · CVD §5 Component 5 (monopoly = antagonist signature).*