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Decision Log — Gameplay & AI

Pathfinding, balance presets, QoL toggles, weather, campaigns, conditions/multipliers, cross-game components, trait abstraction, behavioral profiles, AI presets, LLM-enhanced AI, pathfinding presets, render modes, extended switchability, asymmetric co-op, LLM exhibition/prompt-coached match modes, and replay highlights.


DecisionTitleFile
D013Pathfinding — Trait-Abstracted, Multi-Layer Hybrid FirstD013
D019Switchable Balance PresetsD019
D021Branching Campaign System with Persistent StateD021
D022Dynamic Weather with Terrain Surface EffectsD022
D028Condition and Multiplier Systems as Phase 2 RequirementsD028
D029Cross-Game Component Library (Phase 2 Targets)D029
D033Toggleable QoL & Gameplay Behavior PresetsD033
D041Trait-Abstracted Subsystem Strategy — Beyond Networking and PathfindingD041
D042Player Behavioral Profiles & Training System — The Black BoxD042
D043AI Behavior Presets, Named AI Commanders & Puppet MastersD043
D044LLM-Enhanced AI — Orchestrator and Experimental LLM PlayerD044
D045Pathfinding Behavior Presets — Movement FeelD045
D048Switchable Render Modes — Classic, HD, and 3D in One GameD048
D054Extended Switchability — Transport, Cryptographic Signatures, and Snapshot SerializationD054
D070Asymmetric Co-op Mode — Commander & Field Ops (IC-Native Template Toolkit)D070
D073LLM Exhibition Matches & Prompt-Coached Modes — Spectacle Without Breaking Competitive IntegrityD073
D077Replay Highlights & Play-of-the-Game — Auto-Detection, POTG, and Main Menu BackgroundD077
D078Time-Machine Mechanics — Replay Takeover, Temporal Campaigns, and Multiplayer Time ModesD078