ADR-0016 — League metabolism: the game trails reality by one month

Status: ACCEPTED (shape; pipeline build + league-notes format owed) · Decided: 2026-07-13
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

The scouting beat's variance question ("what does a veteran re-scout per run?") was answered by moving the variance out of the seed and into time. Pip: "i'm considering making the leagues and associated patches that long as well - that means I can run the game a month behind real time, update real world events into the engine, balance patch, test, and deploy in a way that doesn't demand my full-time attention."

Pip's mature-cycle articulation: "collect real world events, suggestions on papers etc, value shifts from previous month's run of data, patch the game once a month and load the event logs into the game, the game's 'real time turn' progresses forward a month, a new seed is generated for seed-racers, and the league launches fresh with notes etc."

Decision

  1. Monthly league cycle. Each real month: collect real-world events/papers/data shifts → author a world-update pack (ADR-0005 schedule entries, fed from the pdoom-data repositories) → the game's real-time frontier advances one month → new baseline seed(s) generated → league launches with notes.
  2. Run-start stays 2017 (ADR-0009 anchor holds; Pip ~80% on this fork). Fixed real history is the shared macro map — Factorio-mode openings accepted at the macro grain; per-seed variance lives in the micro-social layer (hire pool, contacts, meetup yields). SC2 model: known map pool, scout the opponent's build; the pool rotates monthly. Parked experiment (the other ~20%): a "jump in at present-month" mode that runs 2017→present as baseline.
  3. Cadences decoupled: world-updates ≠ balance patches. World-updates are monthly, light, expected — a "mild lore and sprint refresh." Balance patches are slower and legible-event-grade (philosophy canon: patches are the community heartbeat, argued about, never ambient weather). Real material is always welcome into pdoom-data; mechanics impact can lag at its own speed.
  4. One month per baseline seed is the explore-exploit window — allows a few full playthroughs of a 6–8 hr decent run before rotation. Pip: timing "feels about right."
  5. The ops constraint is a design input. The pipeline must run at ≤1 day/week of founder effort sustained: LLM-drafted world-update packs reviewed and submitted to Pip; junior-dev offload path if funding lands. Pip: "this can't take up more than 1 day a week of effort over long periods of time without it going public and actually having engagement pretty darn soon."

Beacons served / violated

Interaction contract

Reads/writes: ADR-0005 seed schedules (packs are schedule entries; pdoom-data is the feedstock — EE-6 promoted, this is its customer), ADR-0009 fiction anchors (2017 start reaffirmed), ADR-0006 replay/versioning (runs are per-league artifacts; DQ-3 cross-version boards become league UX), L9 Balance separation (balance constants and world packs are distinct data surfaces on distinct cadences).

Rejected alternatives

Amendments (2026-07-13, handover round)

Consequences / open questions