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Milestone Dependency Map (Execution Overlay)

Keywords: milestone dag, dependency graph, critical path, feature clusters, roadmap overlay, implementation order, hard dependency, soft dependency

This page is the detailed dependency companion to ../18-PROJECT-TRACKER.md. It does not replace ../08-ROADMAP.md; it translates roadmap phases and accepted decisions into an implementation-oriented milestone DAG and feature-cluster dependency map.

Purpose

Use this page to answer:

  • What blocks what?
  • What can run in parallel?
  • Which milestone exits require which feature clusters?
  • Which policy/legal gates block validation even if code exists?
  • Where do Dxxx decisions land in implementation order?

Dependency Edge Kinds (Canonical)

Edge KindMeaningExample
hard_depends_onCannot start meaningfully before predecessor existsM2 depends on M1 (sim needs parsed rules + assets/render slice confidence)
soft_depends_onStrongly preferred order; can parallelize with stubsM8 creator foundations benefit from M3, but can start after M2
validation_depends_onCan prototype earlier, but cannot validate/exit without predecessorM7 anti-cheat moderation UX can prototype before full signed replay chain, but validation depends on D052/D007 evidence
enables_parallel_workUnlocks a new independent laneM2 enables M8 creator foundation lane
policy_gateLegal/governance/security prerequisiteDMCA agent registration before validating full Workshop upload ops
integration_gateFeature exists but must integrate with another system before milestone exitD069 setup wizard + D068 selective install + D049 package verification before “ready” maintenance flow is considered complete

Milestone DAG Summary (Canonical Shape)

M0 -> M1 -> M2 -> M3
               ├-> M4 (minimal online slice)
               ├-> M8 (creator foundation lane)
               └-> M5 -> M6

M4 + M6 -> M7
M7 + M8 -> M9
M9 -> M10
M7 + M10 -> M11

Milestone Nodes (M0–M11)

MilestoneObjectiveMaps to Roadmaphard_depends_onsoft_depends_onUnlocks / Enables
M0Tracker + execution overlay baselinePre-phase docs/processM1 planning clarity
M1Resource/format fidelity + rendering slicePhase 0 + Phase 1M0M2
M2Deterministic sim + replayable combat slicePhase 2M1M3, M4, M5, M8
M3Local playable skirmishPhase 3 + Phase 4 prepM2M4, M5, M6
M4Minimal online skirmish (no tracker/ranked)Phase 5 subsetM3M5 (parallel)M7
M5Campaign runtime vertical slicePhase 4 subsetM3M4 (parallel)M6
M6Full campaigns + SP maturityPhase 4 fullM5M4M7
M7Multiplayer productizationPhase 5 fullM4, M6M9, M11
M8Creator foundation (CLI + minimal Workshop)Phase 4–5 overlay + 6a foundationM2M3, M4M9
M9Scenario editor core + full Workshop + OpenRA export corePhase 6aM7, M8M10
M10Campaign editor + modes + RA1 export + ext.Phase 6bM9M11
M11Ecosystem polish + optional AI/LLM + platform breadthPhase 7M7, M10Ongoing product evolution
OrderMilestoneWhy It Is On the Critical Path
1M1Without format/resource fidelity and rendering confidence, sim correctness and game-feel validation are blind
2M2Deterministic simulation is the core dependency for skirmish, campaign, and multiplayer
3M3First playable local loop is the gateway to meaningful online and campaign runtime validation
4M4Minimal online slice proves the netcode architecture in real conditions before productization
5M5Campaign runtime slice de-risks the continuous flow/campaign graph stack
6M6Full campaign completeness is a differentiator and prerequisite for final multiplayer-vs-campaign prioritization decisions
7M7Ranked/trust/browser/spectator/community infra depend on both mature runtime and online vertical slice learnings
8M8Creator foundation can parallelize, but M9 cannot exit without it
9M9Scenario editor + full Workshop + export core unlock the authoring platform promise
10M10Campaign editor and advanced templates mature the content platform
11M11Optional AI/LLM and platform polish should build on stabilized gameplay/multiplayer/editor foundations

Parallel Lanes (Planned)

LaneStart AfterPrimary ScopeWhy Parallelizable
Lane A: Runtime CoreM1M2 -> M3 -> M4Core engine and minimal netcode slice
Lane B: Campaign RuntimeM3M5 -> M6Reuses sim/game chrome while net productization proceeds
Lane C: Creator FoundationM2M8CLI/minimal Workshop/profile foundations can advance without full visual editor
Lane C₂: P2P EngineM2M8 → M9p2p-distribute standalone crate (D076 Tier 3); core engine through NAT/uTP needed for M8 Workshop delivery; full CAS/federation for M9
Lane D: Multiplayer ProductizationM4 + M6M7Needs runtime and net slice maturity plus content/gameplay maturity
Lane E: Authoring PlatformM7 + M8M9 -> M10Depends on productized runtime/networking and creator infra
Lane F: Optional AI/PolishM7 + M10M11Optional systems should not steal bandwidth from core delivery

Sub-Pages

SectionTopicFile
Execution LaddersGranular foundational execution ladder A-G (RA first mission loop through completion)execution-ladders.md
Clusters M0-M1Feature cluster dependency matrix: M0 (Tracker/Overlay) + M1 (Resource/Render Fidelity)clusters-m0-m1.md
Clusters M2-M4Feature cluster dependency matrix: M2 (Deterministic Sim) + M3 (Local Skirmish) + M4 (Minimal Online)clusters-m2-m4.md
Clusters M5-M6Feature cluster dependency matrix: M5 (Campaign Runtime) + M6 (Full Campaigns)clusters-m5-m6.md
Clusters M7 + AddendaFeature cluster dependency matrix: M7 (MP Productization) + cross-milestone addendaclusters-m7-addenda.md
Clusters M8Feature cluster dependency matrix: M8 (Creator Foundation)clusters-m8.md
Clusters M9Feature cluster dependency matrix: M9 (Scenario Editor + Full Workshop)clusters-m9.md
Clusters M10-M11Feature cluster dependency matrix: M10 (Campaign Editor + Modes) + M11 (Ecosystem Polish)clusters-m10-m11.md
Gates and MappingsUX surface gate clusters, policy/external gates, external source study mappings, mapping rules, feature intakegates-and-mappings.md