ADR-0004 — SA amended: channels with provenance, lead-time semantics, decision-flip test
- Status: ACCEPTED — this amends and accepts ADR-0001; build second, after ADR-0003
- Date: 2026-07-04
Context
ADR-0001 proposed "spending buys sight" as the flagship sink. The workshop stress-tested it against Pip's peak verb — "triaging in a race against death" — and against the realization: "I am used to thinking about the game with universal powers as god mode / admin, whereas the player mostly starts ignorant about the world the same way a fresh spawn in Tarkov / fresh game of Civilization / entirely fresh run of some Roguelike." The hypothesis survives, amended in four ways.
Amendments
1. Simulate everything; gate only the view
The world-model always runs at full fidelity — every rival lab, every doom source, computed every turn exactly as the admin-mode intuition imagines. SA purchases never add simulation; they only remove blindfolds from state that already exists. The discovered/undiscovered opponent mechanic already works this way; this generalizes it. Implementation is therefore UI gating plus per-source visibility flags, not a subsystem.
2. SA is not a meter; it is channels with provenance
Espionage-sight, alliance-sight, media-sight, research-sight — each reveals overlapping but non-identical slices of the same sim, each priced in a different currency, each with side effects (espionage corrodes governance and burns alliance standing; alliance-sight is slow, public, and obligates you via ledger entries; media-sight is cheap and noisy). Channel investment is a build-identity axis — the run's founding-location choice.
3. Lead-time semantics: the game must explain your death before it kills you
From Pip: "Ideally the late game will bring with it some forcing of understanding onto the player as to how they're going to lose (modulo their efforts to stop it?)" — so doom sources become legible for free as they become lethal. What SA purchases buy is not exclusive truth but lead time: everyone eventually sees the thing killing them; paying means seeing it while you can still act. This resolves the deduction-vs-triage tension: sight serves triage, not puzzle pleasure.
4. The acceptance test is decision-flip rate
ADR-0001's constraint ("every unit of sight must open a decision") was too weak for a triage game. Sharpened: the fraction of reveals that change the player's next action or reorder their priorities. A reveal that confirms the existing plan feels like a tax; a reveal that flips the plan feels like the game. Instrument playtests (log declared-intent-before-reveal vs action-after-reveal); kill any SA feature whose flip rate stays low. This is a falsifiable design criterion — measure it, don't eyeball it.
The honesty boundary (Papers, Please register)
Conspiracy-tinged weirdness lives in the provenance of information, never in the sim lying about itself: redacted documents, cranks who are occasionally right, a source who might be a plant — all on-theme, because real AI-race epistemics look like that. Instruments may be fallible (rival info ops are thematically perfect), but the game must be honest about how they can be fooled, and counter-intelligence is its own purchase. Rams #6 applied one level up: honest about dishonesty.
Beacons
As ADR-0001, plus: the lead-time rule protects against the one loss-feeling Pip did not choose ("I still don't know what killed me" — horror), while preserving the one he did (tragedy: "I saw it coming and couldn't stop it").