docs: add DESCENSUS addendum 1 and SIMULATOR vision
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docs/DESCENSUS-addendum-1.md
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# DESCENSUS — Addendum 1
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## Cost Structure and Exploit Closure
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### Status: Canonical. Do not alter without project owner instruction.
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### Date: 2026-05-02
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### Extends: docs/DESCENSUS-genesis.md
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---
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## Purpose of This Addendum
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The genesis document establishes what DESCENSUS is and how the epoch
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filter operates. This addendum closes the exploit loops that code
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cannot close alone. Each principle here describes a cost structure
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that is not enforced by rules — it is enforced by the honest operation
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of the simulation's physical and social reality.
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Where code fails to implement these principles completely, this document
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is the authority. Implementation catches up to the document, not the
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reverse.
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---
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## Principle 1 — Distance Is Elapsed Time
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Movement between locations costs simulation days. Those days cannot be
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recovered, compressed, or prepaid. There is no fast travel. There is no
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preparation that eliminates the cost of distance.
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A participant who identifies an attack target must travel to reach it.
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That travel consumes elapsed simulation days — days not spent producing,
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building relationships, or developing the clan. The cost is paid before
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the outcome is known.
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A participant who wishes to return must travel again. The distance does
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not decrease because the route is now known. Familiarity reduces
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uncertainty, not cost.
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**Exploit closed:** A participant cannot accumulate strength and then
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deploy it instantly across distance. Every application of force requires
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elapsed time proportional to distance. The cost of projection is built
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into the geometry of the world.
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---
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## Principle 2 — Intelligence Decays
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Knowledge of another participant's state is accurate at the moment of
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acquisition. It begins aging immediately.
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A participant who reaches a target location learns what is there at that
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moment. By the time they return — having paid the travel cost twice —
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the target's state has changed. The intelligence paid for in elapsed
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time is now historical. The participant acts on a record, not a current
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reading.
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The longer the return journey, the more the intelligence has aged.
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A distant target that required thirty simulated days to reach has
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changed for thirty simulated days by the time the attacker returns.
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**Exploit closed:** A participant cannot acquire perfect intelligence
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and act on it without cost. The act of acquiring intelligence consumes
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the time during which the intelligence remains current. Planning and
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execution cannot be separated from the cost of the interval between them.
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---
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## Principle 3 — Temporal State Resolution at Minimum Elapsed Time
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When two participants occupy the same H3 cell, the encounter is resolved
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at the minimum elapsed simulation time of the two participants.
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A participant at day 100 who encounters a participant at day 10 does not
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bring their day-100 strength to the encounter. The encounter resolves at
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day 10. The stronger participant's state is evaluated as it was at their
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own day-10 equivalent — including losses, weaknesses, and resource
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constraints that existed at that point in their history.
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The elapsed simulation time of each participant is not visible to others.
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It is not a number on a display. It is inferred from observable signals:
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camp size, tool quality, apparent health of clansmen, the wear on
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structures, the size of food stores. A participant who reads these
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signals carefully can estimate depth. They cannot know it.
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The elapsed time of any participant is also in flux. A participant who
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has been active for 100 days but suffered significant losses at day 60
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does not present as a day-100 participant. They present as whatever
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their current state reflects — which may be weaker than a participant
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at day 40 who suffered no losses.
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**Exploit closed:** A participant cannot prepare at depth and deploy
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that preparation against a shallower participant. The encounter resolves
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honestly at the point of contact, not at the point of planning.
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Stockpiling Mesolithic weapons for a future DESCENSUS encounter is
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evaluated at the elapsed time of the encounter, not at the elapsed time
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of the stockpile.
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---
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## Principle 4 — Aggression Is Self-Limiting
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A successful attack produces bounded loot, reduced defence, reduced
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production, and reduced reputation for the attacker.
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**Loot is bounded.** The target has what the epoch permits and what
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their elapsed simulation time has produced. There is no surplus beyond
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what exists. The attacker cannot extract more than was there.
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**Attrition compounds asymmetrically.** The target loses defence and
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production capacity. The attacker loses elapsed time, potential clan
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losses, and reputation. The attacker's cost is paid regardless of
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outcome. The target's loss is recoverable over subsequent elapsed days.
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Repeated aggression against the same target yields diminishing returns
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as the target's loot base depletes and the attacker's reputation
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deteriorates.
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**Reputation is a social parameter with real consequences.** In
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Mesolithic social reality, reputation is not an abstract score. It is
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the substrate of alliance, trade, mate exchange, and mutual defence.
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A participant recognised as a marauder by other participants loses
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access to the cooperative structures that make large clans viable.
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Food sharing, territorial agreements, knowledge exchange — all of
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these require a reputation that aggression erodes.
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The simulation does not punish aggression by decree. It allows
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Mesolithic social mechanics to operate honestly. A marauder clan
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reaches a natural ceiling imposed by isolation, travel cost, and
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the carrying capacity of territory it must hold alone.
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**Exploit closed:** There is no dominant strategy built on aggression.
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Every gain from aggression is offset by costs that compound over elapsed
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time. A participant who attempts to optimise for domination will find
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that domination is self-limiting before it becomes simulation-breaking.
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---
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## Principle 5 — Abandoned Settlements Are Finite
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When a participant quits the simulation, their settlement enters a
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static state. It does not grow, defend itself, or replenish.
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A static settlement can be reached, observed, and raided. Its loot
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is finite and does not regenerate. After extraction it is an empty
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location. There are no defenders to defeat and no future production
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to anticipate. It is the least interesting thing a participant can
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engage with.
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The simulation does not prevent interaction with abandoned settlements.
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It simply makes them structurally uninteresting as a sustained strategy.
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**Exploit closed:** Targeting abandoned settlements is not prohibited.
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It is simply not productive beyond the single extraction event. A
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participant who builds their strategy around abandoned settlements
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is building on a depleting resource base with no renewal.
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---
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## Principle 6 — The Simulation Does Not Prohibit. It Costs.
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There are no forbidden actions in the Simulator. There are only actions
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whose costs, when honestly calculated, make them self-limiting.
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This principle supersedes all game-design instincts to add rules,
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restrictions, cooldowns, or penalties. Before any restriction is
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proposed, the question must be asked: does the honest cost structure
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already make this action self-limiting? If yes, no rule is needed.
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If no, the cost structure is incomplete and must be corrected before
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a rule is added.
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A rule that overrides the cost structure is a design failure. It means
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the simulation is not honest about what the action costs. Fix the cost,
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not the rule.
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**This principle applies to all future addenda.** Each addendum closes
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a loop by identifying the honest cost that code failed to implement —
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not by adding a prohibition.
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---
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## What This Addendum Does Not Cover
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- The specific mechanics of DESCENSUS epoch transition (see genesis document)
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- The Roman epoch cost structure (to be addressed in a future addendum)
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- The Model's role in encounter resolution (to be addressed separately)
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- Multi-participant alliance mechanics (to be addressed in a future addendum)
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- The compression algorithm and its relationship to elapsed time
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(covered in OTIVM-IV design documentation)
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---
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*DESCENSUS — Addendum 1 — 2026-05-02*
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*TheRON — single contributor. AI assistants implement, document, flag — do not direct.*
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*Each addendum closes one loop. Addenda accumulate. None supersedes the genesis document.*
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*Where this document and code conflict, this document is the authority.*
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# SIMULATOR — Vision Document
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## The Cooperative Simulation and Its Governing Intent
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### Status: Canonical vision. Not an implementation commitment.
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### Date: 2026-05-02
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### Part of: TheRON — CIVICVS / OTIVM / TESSERA / DESCENSUS stack
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---
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## 1. What This Document Is
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This document states what the Simulator is, what it is for, and what
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its two operating modes are. It also identifies four open design
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opportunities — gaps and conflicts that are not blocking but that will
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determine the quality of the final instrument when professional
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development resources are engaged.
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This document is not an implementation plan. It is a frame.
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Implementation catches up to the frame, not the reverse.
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---
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## 2. The Seating Limit
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The Simulator accommodates 128 participants. This is a design limit,
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not a technical one. The Simulator is a precision instrument, not a
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mass-market product. Its value comes from the quality of participant
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engagement, not the quantity. A field excavation has a defined team.
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A research vessel has a defined crew. The Simulator has 128 seats.
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The seating limit also governs the cooperative simulation's social
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dynamics. 128 is large enough to produce meaningful collective
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behaviour and small enough for each participant to matter individually.
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---
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## 3. Two Simulation Modes Per Account
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Each participant account has access to two simulation modes. These are
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not sequential stages — they are parallel instruments with different
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purposes. A participant may be active in both simultaneously.
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---
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### Mode 1 — The Single Simulation (The Laboratory)
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The participant selects a Mesolithic clan and becomes its Leader.
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The single simulation is private and personal. It belongs to the
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participant alone. Its purpose is to produce deep familiarity with
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the substrate: the resource logic, the social mechanics, the cost
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of distance, the consequences of DESCENSUS, the limits of what
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any one clan can achieve.
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The participant may restart the single simulation as many times as
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they wish. DESCENSUS ensures that no strategy becomes permanently
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dominant across restarts — every attempt is honest, every environment
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responds to what the participant actually does, not to what they
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planned.
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The single simulation has no end condition. It runs until the
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participant is satisfied with what they have learned or with the
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state their clan has reached.
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---
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### Mode 2 — The Cooperative Simulation (The Instrument)
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When a participant is satisfied with their single simulation, they
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may nominate it as their entry into the cooperative simulation.
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In the cooperative simulation the participant is no longer a Leader.
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They occupy a role: trader, centurion, magistrate, healer, engineer,
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or others to be defined. The clan they nominated becomes their entry
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state — the foundation from which their role operates.
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The Model fills the roles that participants do not occupy. It maintains
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the simulation's historical coherence, populates the consequences of
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participant decisions, and ensures the environment remains faithful to
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the physical and social reality of Mesolithic Central Europe progressing
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toward the Roman epoch.
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The cooperative simulation runs forward in time from the Mesolithic
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toward 100 CE. It does not reset. It runs once, together, to
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conclusion. Participants who are active at the end of the simulation
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are ranked by achievement — the definition of achievement is
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deliberately deferred and will be developed as the design matures.
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The cooperative simulation is the instrument the entire stack was
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built toward. TESSERA provides the physical substrate. CIVICVS
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provides the Mesolithic environment. OTIVM provides participant
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preparation. DESCENSUS provides the epoch transition mechanism.
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The cooperative simulation is where all of these converge into a
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single shared experience governed by historical reality.
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---
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## 4. The Model's Role in the Cooperative Simulation
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The Model — the Roman Oracle, bounded 100 BCE to 100 CE — fills
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structural roles in the cooperative simulation. It does not play
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to win. It plays to make the simulation real.
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The Model never overrides participant decisions. It responds to them.
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Participant decisions that diverge from historical plausibility
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trigger responses that are themselves historically plausible: resource
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scarcity, rival clan formation, disease, extreme weather, political
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consequence. The Model populates the world that participant decisions
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produce, not the world the Model would prefer.
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The Model's temporal boundary (100 BCE to 100 CE) means it cannot
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inhabit the Mesolithic from the inside. It reads the record the
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participants create. It interprets that record through Roman
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understanding — which is itself a historically bounded perspective.
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The gap between what the participants experience and what the Model
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can interpret is not a flaw. It is the simulation being honest about
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the limits of Roman knowledge of what came before Rome.
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---
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## 5. The Transferability of This Design
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The design described in this document is not specific to the Roman
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and Mesolithic epochs. Any world that can be encoded in TESSERA and
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governed by an epoch-bounded Model can run this simulation. Rome to
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Mesolithic is the first instantiation. The architecture is open to
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future applications by professional development teams working in
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other historical, geographical, or disciplinary contexts.
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This openness is intentional. The data warehouse is the product.
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The simulation is the instrument that fills it. The instrument can
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be replicated.
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---
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## 6. Open Opportunities
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The following four areas are not blocking the current development
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path. They are design gaps and conflicts that will determine the
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quality of the cooperative simulation when it is built. They are
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documented here so that future contributors — assistants, developers,
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domain experts, and participants — can engage with them with full
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context.
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No proposals are made here. The conflicts and tensions are described.
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Resolution belongs to future design work.
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---
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### Opportunity 1 — The Nomination Threshold
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**The gap:** The cooperative simulation requires that nominated clans
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be capable of participating without immediately collapsing or
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destabilising the shared environment. But the single simulation
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has no end condition and no defined success state. There is currently
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no mechanism by which the simulation can assess whether a clan is
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ready for nomination.
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**The conflict:** A threshold defined too loosely admits clans that
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are not viable and burden the cooperative simulation. A threshold
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defined too strictly prevents participants from nominating until they
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have reached an arbitrary standard that may not reflect actual
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readiness. The threshold must be meaningful without being a gate
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that reproduces the power imbalances DESCENSUS was designed to prevent.
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**Why this matters:** The cooperative simulation's balance depends
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on the entry states of its participants. If entry states vary too
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widely, the Model cannot maintain historical coherence without
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overriding participant decisions — which it must not do.
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---
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### Opportunity 2 — The Model's Balancing Authority
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**The gap:** The Model fills roles and responds to participant
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decisions. But the cooperative simulation involves 128 participants
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making decisions simultaneously. The aggregate effect of those
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decisions may produce states that are historically implausible —
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a single clan growing to dominate the region, a resource being
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exhausted before the epoch would permit it, a technology emerging
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before its time.
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**The conflict:** The Model cannot override participant decisions
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without breaking the simulation's honesty. But a simulation that
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allows historically implausible states to persist will lose its
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value as a research and educational instrument. The boundary between
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"responding to decisions" and "correcting decisions" is not yet
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defined. Where that boundary sits will determine what kind of
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instrument the cooperative simulation becomes.
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**Why this matters:** The Model's authority in the cooperative
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simulation is the most consequential design decision remaining.
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It determines the relationship between participant agency and
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simulation integrity — a tension that does not resolve itself.
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---
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### Opportunity 3 — The Epistemic Horizon of Participants
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**The gap:** A participant who has completed many single simulations
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carries knowledge about the environment that their nominated clan
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does not possess. The clan's knowledge is bounded by what it has
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experienced within the simulation. The participant's knowledge is
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bounded by everything they have learned across all their restarts.
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**The conflict:** The simulation cannot technically distinguish
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between a participant playing within their clan's epistemic horizon
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and a participant importing meta-knowledge from previous runs. The
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distinction is real and meaningful — a clan that makes decisions
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based on knowledge it could not have is not a faithful simulation
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participant. But enforcing the distinction requires either technical
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mechanisms that constrain participant agency or a social contract
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that depends on participant integrity.
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**Why this matters:** The epistemic horizon problem is present in
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every simulation that allows learning across sessions. It is
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particularly acute here because the single simulation is explicitly
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designed to produce meta-knowledge. The cooperative simulation must
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find a way to value that preparation without allowing it to corrupt
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the simulation's honesty.
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---
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### Opportunity 4 — The End Condition
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**The gap:** The cooperative simulation runs until 100 CE. But
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elapsed simulation time advances differently for different
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participants depending on their activity level, the compression
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ratio, and the state of their clan. The moment at which the
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simulation ends is not yet defined — whether it is a wall-clock
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event, an elapsed-time threshold, a consensus among participants,
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or a declaration by the Model.
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**The conflict:** An end condition defined by wall-clock time
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treats all participants equally regardless of how deeply they
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engaged. An end condition defined by elapsed simulation time
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rewards sustained engagement but may disadvantage participants
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who engaged less frequently for reasons outside the simulation.
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An end condition defined by the Model introduces the same
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authority questions raised in Opportunity 2. An end condition
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defined by participant consensus introduces social dynamics that
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may not align with simulation integrity.
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**Why this matters:** The end condition governs ranking, data
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preservation, and the simulation's historical closure. How the
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simulation ends determines what it means to have participated in
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it. This decision cannot be deferred indefinitely — it must be
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made before the cooperative simulation is designed in detail.
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---
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## 7. What This Vision Does Not Commit To
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- A launch date or development timeline
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- A specific compression ratio for elapsed simulation time
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- A definition of achievement or ranking criteria
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- A technical architecture for the cooperative simulation's infrastructure
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- A commercial model or licensing arrangement
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- A specific set of participant roles beyond the examples named
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These are all open. The vision is the frame. The frame is stable.
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Everything within it is subject to design work that has not yet begun.
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---
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*SIMULATOR — Vision Document — 2026-05-02*
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*TheRON — single contributor. AI assistants implement, document, flag — do not direct.*
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*This document states intent. It does not constrain the path to that intent.*
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*Future contributors are invited to engage with the four opportunities.*
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*Resolution of any opportunity requires project owner approval before admission.*
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