Keyboard shortcuts

Press or to navigate between chapters

Press S or / to search in the book

Press ? to show this help

Press Esc to hide this help

LLM / RAG Retrieval Index

This page is a retrieval-oriented map of the design docs for agentic LLM use (RAG, assistants, copilots, review bots).

For a human-facing overview of the project’s experimental LLM gameplay/content/tooling plans, see Experimental LLM Modes & Plans.

It is not a replacement for the main docs. It exists to improve:

  • retrieval precision
  • token efficiency
  • canonical-source selection
  • conflict resolution across overlapping chapters

Purpose

The mdBook is written for humans first, but many questions (especially design reviews) are now answered by agents that retrieve chunks of documentation. This index defines:

  • which documents are canonical for which topics
  • which documents are supporting / illustrative
  • how to chunk and rank content for lower token cost
  • how to avoid mixing roadmap ideas with accepted decisions

Canonical Source Priority (Use This Order)

When multiple docs mention the same topic, agents should prefer sources in this order unless the user specifically asks for roadmap or UX examples:

  1. Decision docs (src/decisions/09*/D0XX-*.md) — normative design choices, tradeoffs, accepted defaults. Each decision is now a standalone file (e.g., src/decisions/09b/D052-community-servers.md). The parent 09b-networking.md etc. are lightweight index pages.
  2. Core architecture / netcode / modding / security / performance chapters (0206, 10) — system-level design details and implementation constraints
  3. Player Flow (17-PLAYER-FLOW.md) — UX flows, screen layouts, examples, mock UI
  4. Roadmap (08-ROADMAP.md) — phase timing and sequencing (not normative runtime behavior)
  5. Research docs (research/*.md) — prior art, evidence, input to decisions (not final policy by themselves)

If conflict exists between a decision doc and a non-decision doc, prefer the decision doc and call out the inconsistency.


Doc Roles (RAG Routing)

Doc ClassPrimary RoleUse ForAvoid As Sole Source For
src/decisions/09*/D0XX-*.mdNormative decisions (one file per decision)“What did we decide?”, constraints, defaults, alternativesConcrete UI layout examples unless the decision itself defines them
src/decisions/09b-networking.md etc.Decision index pages (routing only)“Which decisions exist in this category?” — cheap first-pass routingFull decision content (load the individual D0XX-*.md file instead)
src/02-ARCHITECTURE.md + src/architecture/*.mdCross-cutting architecture (split by subsystem)crate boundaries, invariants, trait seams, platform abstractionFeature-specific UX policy
src/03-NETCODE.mdNetcode architecture & behaviorprotocol flow, relay behavior, reconnection, desync/debuggingProduct prioritization/phasing
src/04-MODDING.mdCreator/runtime modding systemCLI, DX workflows, mod packaging, campaign/export conceptsCanonical acceptance of a disputed feature (check decisions)
src/06-SECURITY.mdThreat model & trust boundariesranked trust, attack surfaces, operational constraintsUI/UX behavior unless security-gating is the point
src/10-PERFORMANCE.mdPerf philosophy & budgetstargets, hot-path rules, compatibility tiersFinal UX/publishing behavior
src/17-PLAYER-FLOW.md + src/player-flow/*.mdUX navigation & mock screens (split by screen)menus, flows, settings surfaces, example panelsCore architecture invariants
src/18-PROJECT-TRACKER.md + src/tracking/*.mdExecution planning overlayimplementation order, dependency DAG, milestone status, “what next?”, ticket breakdown templatesCanonical runtime behavior or roadmap timing (use decisions/architecture + 08-ROADMAP.md)
src/08-ROADMAP.mdPhasing“when”, not “what”Current runtime behavior/spec guarantees

Topic-to-Canonical Source Map

TopicPrimary Source(s)Secondary Source(s)Notes
Engine invariants / crate boundariessrc/02-ARCHITECTURE.md, src/decisions/09a-foundation.mdAGENTS.mdAGENTS.md is operational guidance for agents; design docs remain canonical for public spec wording
Netcode model / relay / sub-tick / reconnectionsrc/03-NETCODE.md, src/decisions/09b/D052-community-servers.md, src/decisions/09b/D006-pluggable-net.md, src/decisions/09b/D008-sub-tick.mdsrc/06-SECURITY.mdUse 06-SECURITY.md to resolve ranked/trust/security policy questions. Index page: 09b-networking.md
Modding tiers (YAML/Lua/WASM) / export / compatibilitysrc/04-MODDING.md, src/decisions/09c-modding.md, src/decisions/09c/D023–D027src/07-CROSS-ENGINE.md09c is canonical for accepted decisions; D023–D027 cover OpenRA compat (vocabulary aliases, Lua API, MiniYAML, mod manifest, enums)
WASM mod creation / step-by-step guide / build+test+publishsrc/modding/wasm-mod-guide.mdsrc/decisions/09c/D005-wasm-mods.md (decision), src/modding/wasm-modules.md (full API spec + capability review + sim-tick exclusion rule)Practical walkthrough for modders: scaffold → implement → build → test → publish. Engine-side adapter pattern, ABI bridge, fuel metering
Lua callback-driven engine extensions / rules vs. algorithm customizationsrc/modding/lua-scripting.md (§ Lua Callback-Driven Engine Extensions)src/decisions/09d/D041-trait-abstraction.md (trait philosophy), src/modding/wasm-mod-guide.md (when to use WASM instead)Bridges Tier 2 and Tier 3: Lua defines passability/cost/targeting/damage rules; native algorithms run at full speed. Includes when-to-use-Lua-vs-WASM decision table
WASM capability review / install-time permissions / sim-tick exclusionsrc/modding/wasm-modules.md (§ Install-Time Capability Review, § Sim-tick exclusion rule)src/decisions/09b/D074/D074-federated-moderation.md (D074 Layer 3 revision rationale), src/decisions/09c/D005-wasm-mods.mdElevated capabilities (network/filesystem) trigger player review for WASM mods only. Sim-tick mods (pathfinder, AI) cannot request elevated capabilities. Format loaders may request filesystem but not network
Workshop / packages / CAS / profiles / selective installsrc/decisions/09e/D049-workshop-assets.md, src/decisions/09e/D030-workshop-registry.md, src/decisions/09c-modding.mdsrc/player-flow/workshop.mdD068 (selective install) is in 09c; D049 CAS in 09e/D049-workshop-assets.md
Data-sharing flows / P2P replay / content channels / seeding / prefetchsrc/architecture/data-flows-overview.mdsrc/decisions/09e/D049/D049-content-channels-integration.md, src/decisions/09e/D049/D049-replay-sharing.md, src/decisions/09b/D052/D052-transparency-matchmaking-lobby.mdOverview page catalogs all 8 data flows; sub-files have per-flow detail
Scenario editor / asset studio / SDK UXsrc/decisions/09f/D020-mod-sdk.md, src/decisions/09f/D038-scenario-editor.md, src/decisions/09f/D040-asset-studio.mdsrc/player-flow/sdk.md, src/04-MODDING.mdD020 covers SDK architecture and creative workflow; D038/D040 are normative for individual editors; player-flow has mock screens
In-game controls / mobile UX / chat / voice / tutorialsrc/decisions/09g/D058-command-console.md, src/decisions/09g/D059-communication.md, src/decisions/09g/D065-tutorial.mdsrc/player-flow/in-game.md, src/02-ARCHITECTURE.md, research/open-source-rts-communication-markers-study.md, research/rtl-bidi-open-source-implementation-study.mdPlayer-flow shows surfaces; 09g/D058-D065 define interaction rules; use the research notes for prior-art communication/beacon/marker UX and RTL/BiDi implementation rationale only
Localization / RTL / BiDi / font fallbacksrc/02-ARCHITECTURE.md, src/decisions/09f/D038-scenario-editor.md, src/decisions/09g/D059-communication.mdsrc/player-flow/settings.md, src/tracking/rtl-bidi-qa-corpus.md, research/rtl-bidi-open-source-implementation-study.mdUse architecture for shared text/layout contracts, 09f/D038 for authoring preview/validation, 09g/D059 for chat/marker safety split, the QA corpus for concrete test strings, and the research note for implementation-pattern rationale
Campaign structure / persistent state / cutscene flowsrc/modding/campaigns.md, src/decisions/09d/D021-branching-campaigns.md, src/decisions/09f/D016-llm-missions.mdsrc/04-MODDING.md, src/player-flow/single-player.mdmodding/campaigns.md is the detailed spec; D021 is the decision capsule; use player-flow for player-facing transition examples
Weather system / terrain surface effectssrc/decisions/09d/D022-dynamic-weather.mdsrc/04-MODDING.md (§ Dynamic Weather), src/architecture/gameplay-systems.mdD022 is the decision capsule; 04-MODDING.md has full YAML examples and rendering strategies
Conditions / multipliers / damage pipelinesrc/decisions/09d/D028-conditions-multipliers.mdsrc/11-OPENRA-FEATURES.md (§2–3), src/architecture/gameplay-systems.md, src/04-MODDING.md (§ Conditional Modifiers)D028 covers condition system, multiplier stack, and conditional modifiers (Tier 1.5)
Cross-game components (mind control, carriers, shields, etc.)src/decisions/09d/D029-cross-game-components.mdsrc/12-MOD-MIGRATION.md (§ Seven Built-In Systems), src/08-ROADMAP.md (Phase 2)D029 defines the 7 first-party systems; mod-migration has case-study validation
Performance budgets / low-end hardware supportsrc/10-PERFORMANCE.md, src/decisions/09a-foundation.mdsrc/02-ARCHITECTURE.md10 is canonical for targets and compatibility tiers
Diagnostic overlay / net_graph / real-time observability / /diagsrc/10-PERFORMANCE.md (§ Diagnostic Overlay & Real-Time Observability), src/decisions/09g/D058-command-console.md (D058 /diag commands)src/decisions/09e/D031-observability.md (D031 telemetry data sources), research/source-sdk-2013-source-study.md, research/generals-zero-hour-diagnostic-tools-study.md10-PERFORMANCE.md defines overlay levels, panels, and phasing; D058 defines console commands and cvars; D031 defines the telemetry data that feeds the overlay; Generals study refines cushion metric, gross/net time, world markers
Philosophy / methodology / design processsrc/13-PHILOSOPHY.md, src/14-METHODOLOGY.mdresearch/*.md (e.g., research/mobile-rts-ux-onboarding-community-platform-analysis.md, research/rts-2026-trend-scan.md, research/bar-recoil-source-study.md, research/bar-comprehensive-architecture-study.md, research/open-source-rts-communication-markers-study.md, research/rtl-bidi-open-source-implementation-study.md, research/source-sdk-2013-source-study.md)Use for “is this aligned?” reviews, source-study takeaways, and inspiration filtering. BAR comprehensive study covers engine/game split, synced/unsynced boundary, widget ecosystem, replay privacy, rating edge cases, and community infrastructure
Implementation planning / milestone dependencies / project standingsrc/18-PROJECT-TRACKER.md, src/tracking/milestone-dependency-map.mdsrc/08-ROADMAP.md, src/09-DECISIONS.md, src/17-PLAYER-FLOW.mdTracker is an execution overlay: use it for ordering/status; roadmap remains canonical for phase timing
Ticket breakdown / work-package template for G* stepssrc/tracking/implementation-ticket-template.mdsrc/18-PROJECT-TRACKER.md, src/tracking/milestone-dependency-map.mdUse for implementation handoff/work packages after features are mapped into the overlay
Bootstrapping an external implementation repo to follow IC design docssrc/tracking/external-code-project-bootstrap.md, src/tracking/external-project-agents-template.mdsrc/tracking/source-code-index-template.md, src/18-PROJECT-TRACKER.md, AGENTS.mdUse when starting a separate code repo; includes no-silent-divergence and design-gap escalation workflow
Source code navigation index (CODE-INDEX.md) template for humans + LLMssrc/tracking/source-code-index-template.mdsrc/tracking/external-code-project-bootstrap.md, src/tracking/implementation-ticket-template.mdUse to create/maintain a codebase map with ownership, hot paths, boundaries, and task routing
ML training data / dataset collection / custom model trainingresearch/ml-training-pipeline-design.mdsrc/decisions/09d/D044-llm-ai.md, src/decisions/09f/D057-llm-skill-library.md, src/decisions/09e/D031/D031-analytics.md, src/architecture/state-recording.mdResearch doc has TrainingPair schema, Parquet export, SQLite training index, headless self-play, custom model integration paths (WASM/Tier 4/native); D044 §Custom Trained Models for integration; D057 §Skills as Training Data; D031 §AI Training Data Export
IST (IC Sprite Text) / text-encoded sprites / LLM sprite generationresearch/text-encoded-visual-assets-for-llm-generation.mdsrc/decisions/09f/D040-asset-studio.md (Layer 3 + Cross-Game Asset Bridge), src/decisions/09a/D076-standalone-crates.md (cnc-formats IST feature)IST format spec, token budgets, training corpus design; D040 for AssetGenerator integration; D076 for cnc-formats convert --to ist / --format ist (Phase 0, ist feature flag)
LLM music & SFX generation / MIDI / ABC notation / SoundFont / demoscene synthresearch/llm-soundtrack-generation-design.md, research/demoscene-synthesizer-analysis.mdsrc/decisions/09f/D016/D016-cinematics-media.md (generative media pipeline), src/decisions/09a/D076-standalone-crates.md (cnc-formats MIDI feature), research/audio-library-music-integration-design.md (Kira audio system)Two-layer: (1) MIDI format support in cnc-formats (Phase 0, midi flag); (2) LLM ABC→MIDI→SoundFont generation (Phase 7+, optional). Demoscene analysis validates approach + proposes optional !synth parameter synthesis for procedural SFX. D016 for mission audio integration
WAV/PCM-to-MIDI transcription / pitch detection / pYIN / Basic Pitch / audio-to-MIDIsrc/formats/transcribe-upgrade-roadmap.mdsrc/decisions/09a/D076-standalone-crates.md (transcribe + transcribe-ml features), src/05-FORMATS.md (WAV→MID conversion), research/llm-soundtrack-generation-design.md (MIDI pipeline)7-phase upgrade: pYIN+Viterbi, SuperFlux onset, confidence scoring, median filter, polyphonic HPS, pitch bend, ML-enhanced (Basic Pitch ONNX). DSP phases zero-dep; ML phase adds ort or candle. transcribe feature in cnc-formats
Workshop content protection / premium enforcement / PurchaseRecord / watermarkingresearch/workshop-content-protection-design.mdsrc/decisions/09e/D046-community-platform.md (premium schema), src/decisions/09e/D035-creator-attribution.md (tipping/free model), src/decisions/09b/D052-community-servers.md (SCR system), research/credential-protection-design.md (CredentialStore/DEK)Five-layer stack: PurchaseRecord SCR, AES-256-GCM content encryption, X25519+HKDF key wrapping, IK/DK/SK key hierarchy, Tardos fingerprinting; D035 reconciliation; creator payment flow; Phase 5–6a
Replay highlights / POTG / auto-highlight detection / highlight reelsrc/decisions/09d/D077-replay-highlights.md, research/replay-highlights-potg-design.mdsrc/formats/save-replay-formats.md (.icrep format), src/formats/replay-keyframes-analysis.md (21 analysis events), src/player-flow/replays.md (replay viewer), src/player-flow/post-game.md (post-game screen + POTG), src/player-flow/main-menu.md (highlight background)D077 canonical decision; four-dimension scoring pipeline (engagement/momentum/anomaly/rarity), POTG post-game viewport, highlight camera AI, SQLite highlight library, main menu highlight background, community highlight packs, Lua/WASM custom detectors; Phase 2–3–6a
Voice-text bridge / STT captions / TTS voice synthesis / AI voice personas / speech accessibilitysrc/decisions/09g/D079-voice-text-bridge.mdsrc/decisions/09g/D059-communication.md (VoIP + muting), src/player-flow/settings.md (settings panel), src/player-flow/llm-setup-guide.md (pluggable backend pattern)D079 Draft decision; two formats: (1) auto-captions (STT via local Whisper or cloud), (2) text-to-voice pipeline with per-player AI personas (TTS via local Piper or cloud ElevenLabs/Azure). Three-way mute (voice/synth/text). Pluggable backends. Phase 5 (basic STT/TTS) → Phase 6a (personas) → Phase 7 (cross-language)
Cross-engine compatibility packs / ForeignHandshakeInfo / TranslationHealth / cross-engine replaysrc/cross-engine/compatibility-packs.mdsrc/07-CROSS-ENGINE.md, src/cross-engine/relay-security.md, src/decisions/09b/D052-community-servers.md, src/security/vulns-mods-replays.md (canonical VersionInfo + version gate)CompatibilityPack struct, ForeignHandshakeInfo envelope (separate from canonical VersionInfo), foreign-client exception to version gate, auto-selection pipeline, OrderTypeRegistry for mod-aware codecs, TranslationResult with SemanticLoss, TranslationHealth live UI, Workshop distribution, pre-join risk assessment
FogAuth decoy architecture / translator-authoritative fog / cross-engine anti-maphacksrc/cross-engine/fogauth-decoy-architecture.mdsrc/cross-engine/relay-security.md, src/06-SECURITY.md, research/fog-authoritative-server-design.mdAuthoritativeRelay, CuratedOrder (Real/Decoy/Withheld), 4 decoy tiers, ForeignOrderFirewall, directional trust asymmetry, CrossEngineFogProtection toggle, M11 (P-Optional, pending P007)
Non-ECS data layouts / SoA / AoSoA / Arrow / SIMD bitfields / P2P data layoutsrc/performance/data-layout-spectrum.mdsrc/10-PERFORMANCE.md, src/02-ARCHITECTURE.md5-level spectrum (Full ECS → SoA → AoSoA → Arrow → SIMD bitfields), per-subsystem mapping, PieceBitfield, FogBitmap, InfluenceMap, DamageEventTile, content-aware piece ordering, cache tiering
Replay takeover / take command / branched replays / time machine / temporal campaignsrc/decisions/09d/D078-time-machine.mdsrc/formats/save-replay-formats.md (branched replay metadata), src/player-flow/replays.md (takeover UX), src/modding/campaigns.md (time-machine YAML + Lua API), src/architecture/game-loop.md (InReplay → Loading → InGame), src/player-flow/multiplayer.md (time-machine game modes)D078 Draft decision; four layers: (1) replay takeover with speculative branch preview (Phase 3), (2) campaign time machine with convergence puzzles, information locks, causal loops, dual-state battlefields (Phase 4), (3) multiplayer Chrono Capture/Time Race/temporal support powers (Phase 5), (4) temporal pincer co-op (Phase 7). Experimental — requires community validation
Testing strategy, CI/CD pipeline, automated verificationsrc/tracking/testing-strategy.mdsrc/06-SECURITY.md, src/10-PERFORMANCE.md, src/16-CODING-STANDARDS.mdUse for “how is X tested?”, CI gate definitions, fuzz targets, performance benchmarks, release criteria
Type-safety invariants, newtype policy, deterministic collectionssrc/architecture/type-safety.md, src/16-CODING-STANDARDS.md (§ Type-Safety Coding Standards)src/06-SECURITY.mdUse for “what types enforce X?”, clippy config, code review checklists for type safety
Future/deferral wording audit / “is this planned or vague?”src/tracking/future-language-audit.md, src/tracking/deferral-wording-patterns.mdsrc/18-PROJECT-TRACKER.md, src/14-METHODOLOGY.md, AGENTS.mdUse for classifying future-facing wording and converting vague prose into planned deferrals / North Star claims
Feature / screen / scenario specs for UI implementationsrc/tracking/feature-scenario-spec-template.mdsrc/17-PLAYER-FLOW.md, src/player-flow/*.md, src/tracking/implementation-ticket-template.mdThree-layer LLM-proof spec format: Feature Spec (guards, behavior, non-goals), Screen Spec (typed widget tree), Scenario Spec (Given/When/Then contracts). Use when implementing any UI screen or feature to get exact widget IDs, guard conditions, and testable acceptance criteria

Retrieval Rules (Token-Efficient Defaults)

Chunking Strategy

  • Decision files are now one-per-decision — chunk at ###/#### level within each file
  • Architecture and player-flow files are now one-per-subsystem/screen — chunk at ###/#### level within each file
  • Include heading path metadata, e.g.:
    • decisions/09g/D065-tutorial.md > Layer 3 > Controls Walkthrough
  • Include decision IDs detected in the chunk (e.g., D065, D068)
  • Tag each chunk with doc class: decision, architecture, ux-flow, roadmap, research

Chunk Size

  • Preferred: 300–900 tokens
  • Allow larger chunks for code blocks/tables that lose meaning when split
  • Overlap: 50–120 tokens

Ranking Heuristics

  • Prefer decision docs for normative questions (“should”, “must”, “decided”)
  • Prefer src/18-PROJECT-TRACKER.md + src/tracking/milestone-dependency-map.md for “what next?”, dependency-order, and implementation sequencing questions
  • Prefer src/tracking/implementation-ticket-template.md when the user asks for implementer task breakdowns or ticket-ready work packages tied to G* steps
  • Prefer src/tracking/external-code-project-bootstrap.md, src/tracking/external-project-agents-template.md, and src/tracking/source-code-index-template.md when the user asks how to start a separate code repo that should follow these design docs
  • Prefer src/tracking/future-language-audit.md + src/tracking/deferral-wording-patterns.md for reviews of vague future wording, deferral placement, and North Star claim formatting
  • Prefer src/tracking/testing-strategy.md for CI/CD pipeline definitions, test tier assignments, fuzz targets, performance benchmarks, and release criteria
  • Prefer src/architecture/type-safety.md + src/16-CODING-STANDARDS.md § Type-Safety Coding Standards for newtype policy, deterministic collection bans, typestate patterns, and clippy configuration
  • Prefer src/tracking/feature-scenario-spec-template.md when implementing a UI screen or feature — the three-layer spec (Feature/Screen/Scenario) provides exact widget IDs, guard conditions, behavioral branches, non-goals, and Given/When/Then acceptance criteria that eliminate ambiguity
  • Prefer src/player-flow/*.md (individual screen files) for UI layout / screen wording questions — use the index in 17-PLAYER-FLOW.md to route to the right file. If the page includes Feature/Screen/Scenario spec blocks, those are canonical for implementation
  • Prefer 08-ROADMAP.md only for “when / phase” questions
  • Prefer research docs only when the question is “why this prior art?” or “what did we learn from X?”

Conflict Handling

If retrieved chunks disagree:

  1. Prefer the newer revision-noted decision text
  2. Prefer decision docs over non-decision docs
  3. Prefer security/netcode docs for trust/authority behavior
  4. State the conflict explicitly and cite both locations

High-Cost Docs — Resolved

All previously identified high-cost files (>40KB) have been split into individually addressable sub-files. Each hub page retains overview content and a routing table to its sub-files.

Chapter-Level Splits

Hub PageSub-FilesDirectory
02-ARCHITECTURE.md13 subsystem filesarchitecture/
03-NETCODE.md14 subsystem filesnetcode/
04-MODDING.md11 topic filesmodding/
05-FORMATS.md5 topic filesformats/
06-SECURITY.md9 vulnerability-group filessecurity/
08-ROADMAP.md1 sub-file (Phases 6a–7)roadmap/
07-CROSS-ENGINE.md3 sub-files (Relay Security, Compatibility Packs, FogAuth Decoy)cross-engine/
10-PERFORMANCE.md7 topic filesperformance/
11-OPENRA-FEATURES.md7 section filesopenra-features/
14-METHODOLOGY.md1 sub-file (Research Rigor)methodology/
15-SERVER-GUIDE.md1 sub-file (Operations)server-guide/
16-CODING-STANDARDS.md1 sub-file (Quality & Review)coding-standards/
17-PLAYER-FLOW.md16 screen filesplayer-flow/

Decision Category Splits

Hub PageIndividual Decision FilesDirectory
decisions/09a-foundation.md12 filesdecisions/09a/
decisions/09b-networking.md8 filesdecisions/09b/
decisions/09c-modding.md15 filesdecisions/09c/
decisions/09d-gameplay.md17 filesdecisions/09d/
decisions/09e-community.md10 filesdecisions/09e/
decisions/09f-tools.md8 filesdecisions/09f/
decisions/09g-interaction.md4 filesdecisions/09g/

Individual Decision Sub-Splits

Large individual decisions have been further split into sub-files:

Decision HubSub-FilesDirectory
D016-llm-missions.md6 sub-filesdecisions/09f/D016/
D019-balance-presets.md1 sub-filedecisions/09d/D019/
D030-workshop-registry.md1 sub-filedecisions/09e/D030/
D031-observability.md1 sub-filedecisions/09e/D031/
D034-sqlite.md1 sub-filedecisions/09e/D034/
D038-scenario-editor.md6 sub-filesdecisions/09f/D038/
D049-workshop-assets.md6 sub-filesdecisions/09e/D049/
D052-community-servers.md5 sub-filesdecisions/09b/D052/
D055-ranked-matchmaking.md1 sub-filedecisions/09b/D055/
D058-command-console.md3 sub-filesdecisions/09g/D058/
D059-communication.md5 sub-filesdecisions/09g/D059/
D061-data-backup.md2 sub-filesdecisions/09e/D061/
D065-tutorial.md5 sub-filesdecisions/09g/D065/
D074-community-server-bundle.md1 sub-filedecisions/09b/D074/
D076-standalone-crates.md1 sub-filedecisions/09a/D076/

Tracking & Planning Splits

Hub PageSub-FilesDirectory
18-PROJECT-TRACKER.md6 tracker filestracker/
tracker/decision-tracker.md4 D-range filestracker/
tracking/milestone-dependency-map.md9 cluster/ladder filestracking/milestone-deps/
tracking/testing-strategy.md3 topic filestracking/testing/

Sub-File Splits Within Existing Directories

Hub PageSub-FileIn Directory
architecture/api-misuse-defense.mdapi-misuse-patterns.mdarchitecture/
modding/tera-templating.mdtera-templating-advanced.mdmodding/
modding/wasm-modules.mdwasm-showcases.mdmodding/
modding/workshop.mdworkshop-features.md, workshop-moderation.mdmodding/
player-flow/replays.mdreplays-analysis-sharing.mdplayer-flow/

Retrieval pattern: Read the hub/index page (~500–2,000 tokens) to identify which sub-file to load, then load only that sub-file (~2k–12k tokens). Never load the full original content unless doing a cross-cutting audit.


Decision Capsule Standard (Pointer)

For better RAG summaries and lower retrieval cost, add a short Decision Capsule near the top of each decision (or decision file).

Template:

  • src/decisions/DECISION-CAPSULE-TEMPLATE.md

Capsules should summarize:

  • decision
  • status
  • canonical scope
  • defaults / non-goals
  • affected docs
  • revision note summary

This gives agents a cheap “first-pass answer” before pulling the full decision body.


Practical Query Tips (for Agents and Humans)

  • Include decision IDs when known (D068 selective install, D065 tutorial)
  • Include doc role keywords (decision, player flow, roadmap) to improve ranking
  • For behavior + UI questions, retrieve both:
    • decision doc chunk (normative)
    • 17-PLAYER-FLOW.md chunk (surface/example)

Examples:

  • D068 cutscene variant packs AI Enhanced presentation fingerprint
  • D065 controls walkthrough touch phone tablet semantic prompts
  • D008 sub-tick timestamp normalization relay canonical order