Design questions

These are the things about p(Doom)1 that are not settled. Not a roadmap and not a promise — a list of questions the game is genuinely holding open, with where each currently stands.

Each line below is a one-sentence summary derived from the design backlog. The full text of each is being prepared. Nothing here is a commitment that a question will be answered a particular way, or at all — an open question is exactly that.
RefQuestionStatus
DQ-1Victory condition removal
the doom≤0 victory branch is removed.
RESOLVED
DQ-2Baseline yardstick
is the no-action baseline still the right reference under turns-survived scoring?
open
DQ-3Cross-version leaderboard UX
(seed, game_version) boards show as separate seed (version) entries.
open
DQ-4Character-creation re-roll within a seed
ruling applied: same seed → same starting staff.
open
DQ-5Empty-seed determinism contract
only explicitly-seeded games are deterministic (empty falls back to Time).
open
DQ-6Schedule provenance in the replay artifact
replay accepts a schedule, but the exported artifact doesn't yet carry it.
open
DQ-7Governance player-facing design
governance added as an engine float (a ledger currency per ADR-0003), but its scale, starting value, how the player raises/spends it, and its UI are undesigned.
open
DQ-8Balance constants
ledger escalation rates (DOOM_PER_UNPAID_1000, interest, loan multiple) and rival doom pressure are placeholders.
open
DQ-9Receivables / counterparty content
the Entry model supports the receivable (favor/pledge) side, but content is unbuilt and overlaps ADR-0007 alliances (WS-3).
open
DQ-10Inward-SA / ledger visibility
how much of the player's own ledger is visible is undecided; overlaps WS-2 SA and the inward-SA deferral (ADR-0008).
open
DQ-11Save/fork/divergence mechanics
Pip open to them; legal under ADR-0006's verification law.
open
DQ-12Rival narrative presence
playtest note: rival still "narratively invisible" despite mechanical doom pressure.
open
DQ-13Doom nudge strength
playtest note: "doom nudges overall probably a little strong." Folds into the DQ-8 balance pass, re-denominated at month grain.
open
DQ-14World-state progression display
playtest note: "sense of progression over time doesn't feel very strong." Candidate home: month review screen (ADR-0009 consequence) + era-keyed visual/UI shifts.
open
DQ-15Researcher archetype roster
Pip authored three (people-pleaser interp, authoritarian governance pessimist, moral-crusader agent foundations), Fable drafted two for veto (capabilities-curious optimist, burned-out ex-frontier senior).
SEEDED
DQ-15 extPortrait variant pools + seeded assignment
each archetype carries a POOL of appearance variants (gender, ethnicity -- the representation rule made mechanical) with per-run random assignment and hot-swap capability; Pip kept both style-pole bests deliberately as pool stock (the CRT-dossier v2 set promoted as the current consistent face of the roster).
open
DQ-16Conference-attendance subgame
Pip's flagged ambition ("that's how critical I think these are").
open
DQ-17Achievement candidates register
observer-only, never writes back to sim/score.
open
DQ-17 extAchievements in-run visibility
Pip wants them referenceable during a run, near a "character sheet" UI surface that doesn't exist yet (himself unsure); also "felt a little generic" → content pass owed.
open
DQ-18Early game = scouting / the populating board
DQ-18 — EXECUTED — the scouting beat ran as workshop #3's lead.
EXECUTED
DQ-19Character creation surface
attached question (Pip: "the right question"): does founder background type the starting channels/connections — ex-academic → research-sight affinity, ex-finance → doors/VC access, ex-journalist → media-sight?
PRIORITISED
DQ-20Risk pools
Pip's gloss, logged not designed: "insurance/mutualisation - industry actors pooling exposure to AI incidents, and the pool itself becoming an actor with opinions about safety standards.
open
DQ-21Intermediary vocabulary v1
Nine streams: general_capability (chronic floor), frontier_capability (per-actor map; player slice separately named for DQ-22 aggro), overhang (frontier − safety_absorption), global_compute (uncontrollable ocean, no direct doom term), dedicated_ai_compute (governable fleet), ambient_risk, global_panic (additive), global_alarm (small stream AND damper-gate), plus scheduled pulses (ramp/spike/tail envelope on ADR-0005 entries); political_pressure gates dampers, owns no stream.
RESOLVED
DQ-22Aggro-threshold midgame
rivals develop their own positions until the player's visible impact threatens their interests, then active attacks begin (litigation, funding cuts, rep attacks, scathing reviews, psyops, aggressive hiring, leak seeking) — "the sign we're entering the midgame." XCOM:EU anti-grind / Factorio pollution-biters pattern.
open
DQ-23Damper economy
minting systems, durations, stacking rules, per-stream caps.
open
DQ-24Attention-demand taxonomy + typed delegation
enumerate the ~4–6 demand skill-categories (candidates: ops/bookkeeping, people/HR, technical-infra/security, research direction, external/comms) and the hire-archetype matching ("can't delegate bookkeeping to a security engineer"); enumerate the process-step demand list (hiring pipeline steps, onboarding, research-strategy setting, progress check-ins); define aggregation rule (typed micro-demands roll up into manager-absorbed classes at scale — same object as the Celine's-law report).
open
DQ-25Desperation-lever revisit
Pip wants the mechanic + flavor re-understood (ADR-0003's catch-up machinery); solver-bot data now in (EE-9, PR #642, docs/balance/DESPERATION_SOLVER.md, calibrated pre-stream-migration constants).
Numbers to be re-confirmed against the current model.
open
DQ-26VC/equity depth revisit
the L5 instruments ship with equity dilution + board seats as inert standing terms (DQ-7 stubs).
open
DQ-27Mortality guarantee -- where is it ratified?
the guarantee (no immortal runs, ADR-0002) is currently emergent from ledger compounding interest, asserted across ADR-0002/0003/0013, pinned in no single ADR.
open
DQ-28Game "phases" as vocabulary + scenario-jump testing
DQ-28 RESOLVED — the 5-phase spine (Startup → Incubator → Entity → Institution → Titan) is now in WORLD_AND_LORE ("The five phases of a run"); felt-not-announced (Factorio, not AoE).
RESOLVED
DQ-29Cover-up debt
a failure-response trichotomy: Transparency / Investigate / Cover-up, where covering up a technical failure mints a delayed-exposure hidden liability — a secret ledger entry that bites later via an exposure event.
open
DQ-30Economic cycles
typed funding-source cycle-sensitivity (government counter-cyclical, seed/VC most cyclical) + named macro phases (bull/bear/winter).
open
DQ-31Org/actor taxonomy -- tags, not enums
the sim currently knows exactly two actor kinds: "the player" and RivalLab.
open
DQ-32News feedline + SA-priced information flow
rival/world information should arrive on a News feedline: v0 is just a distinct colour on the Events tab (the #726 rivals channel, made filter-outable, is the seed), later possibly its own submenu on the action feed that lights up with unread items.
open
DQ-33Content-pool ladder (artefact promotion/relegation)
as pdoom-data's artefact pools grow ("10,000 papers, 5,000 events"), move to a fixed-size active pool with ranked entry: artefacts rated on impact measures, top N% make the game's event pool; each month reports new entrants, rankings, pool shifts, and the new cut.
open
DQ-34Leaderboard disclosure tiers: score vs reconstructable play
submitting a score must not automatically make a player's ACTIONS reconstructable by others.
open
DQ-35Cosmetic progression + community insignia
background theory of rewarding progress: one of the few things Pip likes in CoD is its appeasement of hardcore grinders via lots of little cosmetic tags and banners with distinct subthemes — pure cosmetics, no power.
open
DQ-35 extScene/art unlocks + conditional event art
concrete mechanisms for DQ-35: (a) event hero-art VARIANTS as unlockables (crisis V3 as achievement unlock; records_vault as unlocked leaderboard ground; records_trophy_terminal as a post-game achievements surface); (b) CONDITIONAL art selection -- e.g.
open