ADR-0009 — Turn structure: plan-months, two decision speeds, day as resolution tick

Status: ACCEPTED · Decided: 2026-07-12
These are the actual decision records the game is built from, published unedited except for internal process notes. They describe why the game works the way it does. They are not a strategy guide, and some of them argue with each other.

Context

Workshop #1's intent was a week-based planning loop; the build drifted to day-turns with the week surviving only as display (game_state.gd TURNS_PER_WEEK, "Day 3/5" HUD). The drift's real shape: decisions attached to the resolution tick. Evidence forcing the ruling: exploit-finder sweep (loan terms absurd at day cadence; only safety-spam beats passive), and Pip's playtest notes (repetitive event loop, weirdly slow pacing, instantaneous rewards from fundraising breaking time-feel, salary cadence off).

Pip fixed the fiction anchors this session: 2017 start; ~2027 early-competent loss, 2033 decent, 2037 hard, 2040 ≈ the 1% run. Wall-clock ruling: a decent run is a Civ/X-com-campaign 6–8 hours (Pip: "60% 6–8 hours, 30% evening, 10% other"). Grain arithmetic against those anchors: week ≈ 500+ turns to an early loss (dead); month ≈ 114 / 186 / 234 / 270 turns; quarter ≈ 38 / 62 / 78 / 90.

Decision

  1. The turn is a month (decision cadence — a plan LAYER over day-grain sim ticks, not a re-grain; see clarification below). Fixed grain, v1. Plan phase: allocate staff and founder hours, queue strategic actions, explicitly set reserve (slack). Implementation clarification (2026-07-14, PR #636): "the turn is a month" means the decision cadence — implemented as a plan layer over day-grain simulation ticks, not a literal re-grain of the sim step. Point 2 already requires this (days remain "sim substrate, calendar, animation, score resolution"), and the coarse-hands/ fine-scoreboard principle depends on day-grain scoring surviving. Recorded because the headline wording was misread as a hard re-grain during L1 build.
  2. The day is demoted to resolution tick — sim substrate, calendar, animation, score resolution. Guard rule: no mechanic may hang a routine decision on the day tick. Days are for physics and comedy.
  3. Two decision speeds (MtG taxonomy, none of its machinery): offers a costed menu: HANDLE from reserve (painless — what insurance was for) · HANDLE by cannibalizing (delay/kill planned WIP) · DEFER (mints a Liability Ledger entry with named terms) · IGNORE (stated immediate consequence at list price). Defer/ignore pricing is the ledger beat's to detail (ADR-0010, this workshop).
    • Plan speed ("sorcery") — only castable at the month boundary.
    • Response windows ("instant") — an event fires mid-month and, if a window opens,
  4. Reserve is crisp. Unspent slack evaporates at month end. No banking ever (Pip: "I don't think we can let players bank time"). Overcommitting is a legal gamble.
  5. Strategic actions have durations. Nothing strategic resolves instantaneously; effects land mid-period or at the month review (fundraising is a campaign, hiring is a search → offer-interrupt → onboarding drag).
  6. The badge is the date. Public score = the exact calendar day the run died ("I made it to March 2034"); internals unchanged — lexicographic (days survived, doom-integral) per ADR-0002. Ladder texture Pip named: players overtake each other by days while decisions lock in months — coarse hands, fine scoreboard.

Beacons served / violated

Interaction contract

Reads/writes ≥2 existing systems: calendar/game_state (month boundary, day tick), Liability Ledger (DEFER intake — the flagship gains an intake valve every run hits), SA channels (window gating: SA buys response windows, ADR-0004 cashed out; muting a channel = auto-resolve without a window, priced), replay artifact (response records), exploit-finder (policies become plan-policy × response-policy), payroll/loans (re-denominated monthly).

Rejected alternatives

Consequences / open questions