WORLD OF GONZ WIKIOpen game ↗

Engineering, operations & design history

World of Gonz — gameplay screens and interaction specification

Full repository source: docs/mmo-ui-screens.md

Technical documentation includes historical decisions, proposals and verification reports. For playing instructions and practical rules, open Gameplay.

World of Gonz — gameplay screens and interaction specification

City → Public offices → Joint realm production office (implemented, M4/M7/M8 partial): Review a named member owner as production governor; each affected owner separately funds three delegates/three full local voting days and every local majority must approve. The nominee separately accepts the fixed seven-shared-day office within three shared days. Per-home food/workforce/stock exceptions and reviewed producer rows support atomic multi-home staffing/recipe changes, 2–8 producers across at least two homes. Three orders per home per shared day and twenty-one per term remain visible, including a joint order in the governor's own home. Foreign menus show only consented producer access. Revocation by any member, governor resignation, service interruption and named-holder/member/source loss have explicit consequences; applied production stays. Reviews pin current world/office/producer revisions and draft changes invalidate confirmation. Script v243 is current. Founding Getting started retains food/staffing/first-production priorities; this elective later role adds no starting requirement. See primary design, player guide and technical reference.

Implemented federation congress scope: The founding compact can now admit additional independently founded homes up to four and jointly amend common food/civilian/timber safeguards through separate owner payments and three actual voting days in every affected home. City → Constitution & authority exposes current members, exact expiry, fresh amendment drafts, local bills/votes/refunds and seven-shared-day guest exit notice. Current safeguards bind throughout deliberation and notice. The original term, local titles, residents, goods, armies, charter and succession remain separate. The earned served journey exercises three homes; other realm offices, wider forms/elections and sovereignty remain planned. See the primary living-world design, player guide and technical reference.

Current scoped political implementation: City → Constitution & authority now supports separately consented bilateral civic federation compacts with paid three-day local conventions, enforceable food/civilian/timber safeguards, finite twenty-eight-shared-day terms and seven-day exit notice. Local titles, property and succession remain separate; no sovereign office, pooled treasury or automatic treaty right is granted. Realm admission/amendment and the bounded production governor above are implemented; wider government templates, elections and sovereignty remain planned. See the primary living-world design, implementation ledger and player guide.

Current war notice display: City → Defense shows founding protection with a separately confirmed irreversible exit, real foreign fortification/claim selection, paid declaration review and both-owner incoming/outgoing records. Full calendar dates expose 24 real hours of preparation and seven real days of notice validity. Owner-only withdrawal and two-party truce reviews retain previous responses. “Notice served” grants no attack control; actual deployment, pressure and occupation remain planned. See interface and player guide.

Current breeding display: People → Livestock and daily care → Breed a new horse offers actual mare, stallion and nursery combinations with readiness or block reason. The review lists paid inputs, a reserved place and caretaker, twelve successful daily checks, separate continuing care, the 30-day juvenile maturity and no-refund/interval consequences of cancellation. Active cards show progress and reason; born juveniles show their maturity date and sex in the animal list. This is a bounded H4 birth path; full supplier-loss recovery and mounted uses remain planned.

Current governor draft display: Frontier & charters → Governor exchange shows human or named-horse transport, current horse readiness, cumulative feed allowance and spent feed, physical quote and recent funded animal-feed receipts. The review names the horse, separate per-trip feed, cart and handlers and explains blocked checks without human fallback. A paid journey retains its animal/cart custody through pause and recall. Food-only supply remains a human route. This implements the explicit governor option; broader animal recovery remains planned after the first paid breeding path.

Current player-trade draft display: Trade & transport → One-time barter, coin sale or relief shows one qualified-horse option for each accepted manual outgoing contract, with a current quote or blocker. Review horse and handcart dispatch lists the selected animal, separately paid feed, outward/return load, real cart and handlers, route time and return risks before the existing command review. The sender's travelling card names the horse and remaining carried feed; the recipient sees only that the caravan is draft-assisted. An ordinary human dispatch remains available. A manual offer never silently borrows an animal; ownership and current-world revision checks still apply. Propose finite recurring trade or relief → Transport each round now permits an explicit named horse. Both reviews disclose separate feed and a maximum; recipient cards redact the name. Each later round rechecks that exact horse, cart, care, feed and budget, waiting without a human fallback. Cards and receipts show actual funded animal feed beside the ordinary goods and travel food.

Current erosion display: Land & water → Runoff erosion appears for a selected surveyed plot. It distinguishes no runoff registration from registered but undamaged works, shows cumulative intervals/condition loss, and expands the latest twenty receipts with Find runoff outlet links. Project reviews include runoff wear alongside daily wear and paid repairs; fallow review explains its partial soil protection. Receipt history follows current City authority and does not change water or stocks when read.

Current wider basin review: Land & water → Basin and spill review → Potential connected basins shows reviewed catchment/cell/link counts, natural closure versus unresolved status, current intersecting public communities, unassigned-but-not-vacant cells and feature counts. Connections and unresolved boundaries lists higher as well as lowest storage outlets, grouped unresolved reasons and explicit review limits. Find connected crossing and Find unresolved basin locate actual terrain. The card distinguishes potential connectivity from flood prediction and complete consent. It requires the selected returned survey, reveals no foreign balances and changes no flow or report dates.

Current surface receiver display: Land & water → Downhill flow coverage shows the selected owned plot's registration, natural or sound-channel destination, receiver admission and rainfall start, cumulative source-edge transfer, previous boundary export and map link. It reveals no foreign live storage. Natural receivers propagate empty one hop per water interval; paid channels have priority within the 64-cell admission limit. Wetland habitat and retention distinguishes transferred retained water from absent local rainfall, explaining that low recorded storage alone cannot establish drought. Completed channel details show receiver admission time and whether rainfall is still unknown or registered from a later date. An unregistered source stays unavailable; an absent receiver is pending until a later water interval. Existing monitored outlets need no receiver-admission receipt and retain their ordinary coverage display. Reading these panels does not enroll cells or create water.

Current drainage routing display: Land & water → Wetland habitat and retention shows active sound-channel destination, natural destination, missing-coverage or failed-maintenance reason, and cumulative recorded water along the reserved edge. It warns that earlier natural flow can be included. The reserved receiver gains no capacity. Runoff monitoring stations display imports/exports across the fixed natural catchment for new readings, with station-cell discharge separately identified to avoid double counting. Historic readings preserve their original format. Existing paid repairs/removal and monitoring remain the actual controls.

Current wetland ecology display: Land & water → Wetland habitat and retention appears for the selected natural wetland even after conversion to fields. It distinguishes recorded condition from an unobserved natural estimate, shows current surface storage or absent registration, next-interval capacity, wet/dry/converted/unobserved mode, dry streak and cumulative loss/recovery. It explains persistent conversion through failed upkeep, gradual recovery after decommissioning, and the protected neighbor's lack of extra capacity. Channel route status and recorded transfers appear separately. Drainage/removal reviews compare retention at today's condition and distinguish capacity from stored water and future completion. Ordinary paid project controls remain authoritative; there is no instant habitat-reset action.

Current woodland ecology display: Land & water → Woodland and nursery stock includes health, healthy/unflooded forage and seed requirements, and Woodland water stress for tracked plots. It shows flooded/dry/balanced/unobserved status, capped consecutive-check counters and cumulative health/cover loss and water-supported recovery. These values are habitat changes, not warehouse deliveries. Existing nursery and forage controls retain their real prerequisites; no recovery grant or instant restoration button is added.

Current structural flood display: Land & water → Flood damage and recovery explains depth-based once-per-interval condition loss, the older-save boundary and paid recovery. Each affected building has retained expandable history with current condition/stage, cumulative loss/count, twenty recent before/after entries and Find flood-damaged building. Empty history is explicit. The basin inundation panel distinguishes structural damage from still-unimplemented direct goods/resident loss and habitat effects. Existing building repair/rebuild and Orders controls handle recovery.

Current inundation display: Land & water → Basin and spill review → Current land inundation shows a pending older-save notice or the count/list of land cells below recorded pool level, normalized depths and Find inundated plot links. The list retains expansion through refresh and shares returned-station privacy with live balances. Selected flooded land has an immediate warning. Production and Orders explain interrupted cultivation/site work through their existing authoritative reasons. Recession restores normal scheduling; no drain/pump/major-project button is implied.

Current basin rainfall display: Land & water → Basin and spill review → Rainfall coverage shows complete traced basin versus partial/pending status, registered/traced cell counts and enrollment time. It explains empty new cells, no historical rain grants and unresolved downstream impacts. Installing a station enrolls a completely traced basin; older saves enroll after their next water interval. Local station reading scope remains separate. Receiving basins without station registration contribute no additional rainfall. Reading coverage changes no state and uses existing returned-survey access.

Current live basin-flow controls: Land & water → Basin and spill review → Live basin water shows retained units, normalized level, wet-cell count, routing completion and cumulative losses/exports after an owned station's installation report returns. Water balances retains twenty exact four-hour records; Modelled basin connections shows shared saddles, receiving status and sent/returned totals with receiving-basin map links. Both detail panels remain expanded through refresh. Empty/unresolved flow is explicit; stored water grants no intake, irrigation, terrain change or flood protection. Geometry remains separately available from ordinary returned surveys.

Current live basin controls: Land & water → Basin and spill review appears for the selected plot's returned watershed report. It separates generated catchment/flat/lake and candidate-saddle analysis from dated field observations and from actual runoff coverage. Basin geometry and candidate routes retains its expansion through refresh; terminal/crossing/receiving-side map links locate real cells. Counts and warnings distinguish complete geometry, bounded unresolved extents, backwater risk, unknown lake levels/coastal users and unassigned-but-not-vacant territory. No funding, new water, terrain edit or diversion authorization is implied.

Current live runoff controls: Land & water → Runoff monitoring stations reviews a six-timber/two-tool installation trip at the selected previously surveyed owned plot, with two residents and actual route meals. Complete upstream geometry and a descending outlet gate the offer. Returned station details show twenty complete four-hour balances, full timestamps and three-decimal game water units. Readings share a global ledger across overlapping catchments; they grant no intake or usable water. Incomplete/closed-basin geometry, blocked service and existing/reserved stations explain unavailable actions. Review cancellation is free; pre-installation recall uses the existing survey journey control.

Current live watershed controls: Land & water → Watershed field surveys reviews a two-person journey to the selected owned plot, with actual timber/tool/meals, recall and current journey state. Returned report details show bounded drainage extents, environmental observation dates, public intersecting communities and map links. Opening a report cannot refresh observations or grant water/project consent. Major waterworks beyond existing shared-well conduits remain planned; see the watershed delivery gates.

Current live City animal services: People now includes Livestock and daily care, with reviewed cumulative feed authorization, finite paid horse-pair collection, actual animal condition/custody, outward recall and retained purchase receipts. New pastures and Livestock enclosures require Animal husbandry; old charter stables remain the haulage prototype. Supply, forecasts and Region disclose care demand, compost byproducts and real journey/admission failures. Animals stay outside warehouse horse stock. People also exposes Relocate livestock with a retained destination selector, paid movement/recall reviews, actual incoming journeys and relocation receipts. The same owned-village/outpost animals retain condition and care history; destination admission and origin handler return are distinct. Expansion exposes real feed cargo offers. People now also exposes Draft training and handcart trips: paid course/cancellation reviews, progress and block reasons, per-animal retained supply selectors and explicit draft dispatch reviews. Draft records retain course and loan outcomes. Trade shows actual animal/feed/assistance state alongside existing recall controls; Workers counts the separate trainer. Manual draft assistance requires required-handcart policy, a fit trained animal, paid carried feed and normal return/rest/cart repair. Frontier & charters → Manual supply transport now includes a retained per-outpost animal selector, authoritative per-offer quotes and explicit dispatch reviews separating delivered feed from journey feed. Journey cards show the animal and provisions; unavailable selected horses remain blocked. One-time and finite recurring player-trade draft service is live; the explicit governor draft exchange is live; wider breeding recovery and rescue services remain planned; see the primary design and animal-services specification.

Design baseline: 9 September 2026. Companion to MMO gameplay design. The integrated browser shell is a clickable design prototype with sample data, not an implemented persistent strategy simulation.

Terraforming extension: mutable terrain and buildings adds S24 and S25, bringing the current design to 25 screens: the map plus 24 management destinations. terrain-planner.js evaluates 32 sample building definitions against current and hypothetical transformed conditions. It is a comparison tool, not a live-map terrain editor.

Shared interface

The painted world remains the spatial reference. Primary navigation selects World, Settlement, Economy, Family, Politics, Military, Explore, and Chronicle. A screen directory inside the command view exposes the complete set without requiring a tiny icon for every subsystem. Related screens use the same selected organization and breadcrumbs. Returning to the map preserves its camera and selected hex.

The persistent realm bar shows location-specific inventory, trends, character/control state, world date, and attention. Prototype resources and orders are explicitly labeled as a local rehearsal. The right sidebar supports immediate overview, selected-place details, and orders. Full management panes contain a headline decision, three key indicators, a main workspace, secondary context, and related destinations.

Conceptual desktop composition:

┌ World / character / control ── local stores ── time / attention ┐
│Nav│ Painted map or management pane                 │ Context  │
│   │ Screen directory · selected tribe / settlement │ Details  │
│   │ Headline decision          Three key indicators│ Forecast │
│   │ Main workspace             Advice / tradeoffs  │ Orders   │
│   │ Related screens            Review action       │          │
└───┴ Selection / map context ────────────────────────┴──────────┘

At ≤900 px, management uses the available width; at ≤640 px, navigation scrolls horizontally and cards stack. Full-screen command views offer an explicit back-to-map control. Review dialogs scroll within viewport height. Controls are keyboard reachable, visible focus is required, labels accompany status colors, and reduced-motion settings suppress transitions. Escape dismisses review before leaving a management screen. Focus returns to the initiating control. Inspecting, changing screens, selecting options, and previewing are always free.

Shared command composer

  1. Select target and parameters in a system screen.
  2. Review actor authority, target, attention, stock reservation, duration, expected benefit, uncertainty, and cancellation rule.
  3. Confirm one explicit action. Disable repeat submit while pending.
  4. Display accepted order ID and queue state. Errors preserve draft and spend nothing.
  5. Open Orders for dependencies, pause/cancel where legal, or wait for simulation completion.

Production implementation: stale quotes require refresh; denied rights link to the relevant office or treaty; insufficient resources show each shortfall; unreachable destinations offer alternate routes; disconnect after submit shows unknown acknowledgment until querying command ID. Prototype: confirmation updates only in-memory sample budget and queue. Refresh resets it. No simulated queue item completes automatically or claims a server outcome.

Complete screen inventory

ID / screenEntry and primary questionWorkspace and information hierarchyPrimary interaction / consequenceRequired states
S01 Welcome & foundingFirst session / Start; where can my household thrive?Character/house background → three surveyed site cards → terrain, neighbors, water, safety → starter charterCompare sites, preview founding rights and starter kit, reserve site; invited start instead chooses membershipNo eligible sites, expired reservation, already founded, invited role; prototype shows a site-comparison rehearsal
S02 Since you were awayReturning / Chronicle; what changed and what matters now?Death/authority first → urgent decisions sorted by real deadline → completed work → grouped changes → causesOpen decision, inspect related screen, acknowledge read sequenceFirst visit, no changes, unknown/stale report, unread urgent item, offline catch-up pending
S03 World & selected placeWorld / any place reference; what can I do here?Existing atlas → selected coordinates/type → title and rights → influence → terrain constraints → available actionsSelect object from overlap chooser, inspect, review survey/development, route to another placeUnknown, surveyed, stale, owned, leased, contested, occupied, protected; missing art uses semantic label
S04 SettlementSettlement; what should this place become?Stage and identity → reserves/jobs/health → development opportunities → governor exceptionsReview a suitable building; open district or population detailEmpty plot, construction, mature, shortage, occupied, ruined; terrain/rights errors
S05 District plannerSettlement → Districts; how should growth be allocated?Multi-cell footprint → land allocation → workforce and money budgets → local constraints → forecastSelect specialization/template; preview changed land use and resource commitmentTotals invalid, terrain conflict, reserved footprint, adaptation proposed, blocked delivery
S06 Population & petitionsSettlement → People; who is bearing the cost?Cohort composition → needs and real wages → top grievances → migration → petitionsCompare housing/care/food responses; review interventionData suppressed for tiny cohorts, strike warning, migration in transit, unmet needs, petition resolved
S07 Production & researchEconomy → Production; where is the bottleneck?Input-output chain → warehouse location → labor/throughput → technology requirements → diffusionFund a smithy or research program after capacity previewMissing input, untrained labor, exhausted deposit, no research institution, output storage full
S08 MarketsEconomy; is this an opportunity after costs?Commodity/local market/quote age → quantity/price → landed-cost estimate → counterpartChoose quantity, price limit and market; open route composerNo offers, partial fill, stale price, insufficient funds, capacity shortfall
S09 Caravan & shippingEconomy → Routes; can the cargo arrive profitably?Leg-by-leg route → cargo/vehicle → tariff and supply breakdown → risk → standing exception policyCompare pass vs river, reserve cargo and escort; preview dispatchEn route, delayed, route blocked, raided, rerouted, destination full, sale limit unmet
S10 Treasury & taxesEconomy → Treasury; can we afford our commitments?Available vs reserved → income/expense by jurisdiction → published tax schedule → reservesReview tax or reserve change with affected cohorts and effective dateInsolvent, overcommitted, no office authority, pending appropriation, disputed fee
S11 Family & tribeFamily; who are we and who continues?Current character/control → connected family records → tribe membership → kin eligibility → links to will and mandateInspect adult kin; open succession or stewardship; review mentoringAlive, dying warning, AI interregnum, no eligible heir, heir controlled by human, landless household
S12 Stewardship mandateFamily → Stewardship; what may AI do in my absence?Hard charter constraints → reserve/spending settings → defense/trade permissions → decision logSet food-first or trade-first preset, preview limits, issue mandate when authorizedHuman rule, caretaker, interregnum read-only, invalid budget, AI declined action, mandate breached
S13 Death & successionCharacter death / Family → Succession; how do I continue?Death account → explicit AI control → ongoing/suspended commitments → inheritance vs office → eligible continuationsRehearse death in prototype; choose eligible heir; review legal handover or landless continuationAlready dead (idempotent), minor/no heir, rival claim, election required, handover stale, reconnect mid-transition
S14 Council & lawsPolitics; who may decide and whose support is needed?Constitution → current offices/jurisdiction → pending motions → coalition support → powersReview proposal or appointment; inspect authority before enactmentPetition only, delegated office, quorum unmet, office vacant, emergency limit, amendment pending
S15 Elections & officesPolitics → Elections; can I deliver this promise?Franchise snapshot → candidate/manifesto → powers and promised targets → deadline → ballotCompare candidates; free ballot confirmation and receipt; inspect final tallyIneligible, nominations, voting open/closed, ballot changed, tie, deceased candidate, transition
S16 DiplomacyPolitics → Diplomacy; what exactly are both sides agreeing to?Counterpart and relation → structured clauses → projected access/tariff change → ratification/expiry → obligationsReview trade pact, countersign current revision, inspect breach remedyDraft, proposed, counteroffer, awaiting other party, active, expired, breached; no forged assent
S17 TribunalPolitics → Tribunal; what evidence supports this claim?Jurisdiction/conflict check → timeline → engine evidence → contested claims → requested remedy/deadlinesReview filing with bond; inspect evidence and response periodNo jurisdiction, conflicted judge, awaiting response, ruling, appeal, unenforceable foreign judgment
S18 Forces & campaignsMilitary; can we achieve the objective and return?Force/commander → equipment/labor draw → objective/doctrine → risk bounds → musterReview patrol/recruitment, set retreat doctrine, open supply mapUnmustered, supplied, fatigued, marching, engaged, retreating, surrendered, character mortal risk
S19 Supply & battle reportMilitary → Logistics; what determines the outcome?Depot-to-force legs → throughput/demand → bottleneck → intervention → past battle phasesReview escort/supply action; read why a battle resolved as it didCut route, shortage, attrition warning, unknown enemy estimate, completed report, occupation
S20 Expeditions & frontierExplore; what is worth discovering?Knowledge age → frontier target → party/supplies → report return route → risk and rightsSelect party objective, review survey/expedition, inspect discovery creditUnknown, planned, departed, overdue, missing, rescue, discovered, duplicate/joint discovery
S21 Region & governorsSettlement → Regions; what needs my intervention?Comparative settlements → mandates/budget → exceptions sorted by impact → governor traits and authorityReview appointment or bounded regional policyNo region, mandate invalid, overextended, corrupt act/evidence, autonomous suggestion, loyal underperformer
S22 Chronicle & careersChronicle; what will outlive me?Personal/family/tribe/world scope → causal timeline → people/place links → career directionsInspect chapter, compare career continuations, bookmark future goalsUnpublished discovery, claim vs fact, no milestones, exile, legacy under AI
S23 OrdersAttention counter / sidebar Orders; what have I committed to?Attention and free/reserved stock → ordered lanes → dependency and state → blocked reasonInspect, cancel eligible queued orders, review refund, trace source screenEmpty, pending acknowledgment, queued, running, suspended after death, blocked, cancelled, completed

Key interaction flows

Added screens: buildings and terrain

ID / screenMain decisionWorkspaceRequired states
S24 Buildings & biome fitWhat can this land support without conversion?Plot → building purpose/family → physical conditions → suitable/failed requirements → inputs and operating burden → link to terrain planningUnknown/survey required, suitable terrain, missing local resource, occupied, insufficient rights/labor/stock, compatible climate variant
S25 Terraforming plannerIs changing this land worth its cost?Before/after terrain → staged work → cost/upkeep → buildings enabled and disabled → neighbor/watershed effects → project reviewInfeasible source, missing water rights, protected, planned, working, completed, blocked, failed, partial works, maintenance lapse/reversion

The current planner lets players choose sample plots, 32 building purposes, and five conversions or no conversion. All choices update the comparison without spending attention. Projected eligibility is explicitly conditional on full completion and any growth/maturation stage. No building or transformation is queued by this planner. The future server must validate material budgets, real selected-cell identity, footprints, water balances and authority.

A. From geography to a livelihood

World selection → Selected place → Development preview → Confirm farm → Orders → Settlement → Production → Markets → Caravan route preview. Each step retains location and settlement context. Farms produce only once the authoritative project, labor and delivery requirements are met; the prototype stops at queued intent.

B. From local crisis to regional strategy

Return briefing grain forecast → People (food cost and displaced labor) → Settlement (reserve policy) → Regions (delegate food security) → Orders. The player can choose imports, planting, export restriction, or managed migration; the UI presents meaningful tradeoffs rather than one prescribed answer.

C. Family death with continuity

Family shows living ruler and named successor → Stewardship shows the bounded mandate → Succession previews death behavior → Rehearse death → AI interregnum banner and action log → Select eligible adult → Handover preview → Confirm legal control transfer → Family shows embodied heir → Orders retains community projects and suspended personal commitments. An alternative continues as an exile and leaves the original tribe under AI.

Prototype handover requires the eligible candidate with a legal claim. Selecting a different career cannot restore communal control. A second death rehearsal must again transfer control to AI; it cannot revive the first character or refill resources. No-heir state offers a landless continuation. Any prototype-only transition is explicitly labeled.

D. Two-sided political interaction

Council mandate → Diplomacy structured proposal → Review ratification limits → Confirm proposal → Await counterpart; no automatic treaty success. Elections have a separate free ballot receipt; opening candidates never spends attention. Tribunal filing creates a pending case and bond, not a guilty verdict.

E. An asynchronous war

Threat in briefing → Forces objective/doctrine → Supply bottleneck → Logistics intervention → Campaign preview with notice and mortal exposure → Confirm order → Defender response window → Resolved report → Peace/occupation or landless career. The design prototype previews and queues; auto-battles and real notices require server work.

Screen visual language

Retain the existing deep green command surfaces, warm gold controls, restrained paper-colored typography, and illustrated atlas. Headings use the existing serif character; body and numeric information use readable system text. Gold marks an available commitment, green a healthy state, amber a warning, and muted red a danger, always accompanied by words. Family uses connected name cards and roles, not placeholder face photos; the map art remains the visual centerpiece.

Use denser tables for prices and force composition; cards for decisions, people, and petitions; timelines for causal history; ordered legs for routes. Reuse one review dialog, state pill, metric card, and queue row across the product. Do not put development diagnostics, asset hashes, or server details into player decisions. Prototype labels are a temporary truthfulness boundary.

Implementation status and verification boundary

public/gameplay-concepts.js provides the screen catalog and a pure local rehearsal model. public/gameplay-interface.js renders the management flow, review dialog, queue, free ballot receipt, route and district options, family death, lawful handover, and landless continuation. public/gameplay.css adds responsive screen treatments. The original public/interface.js is retained as the prior prototype but is no longer loaded. Existing map artwork remains independent; opening management clears held movement input.

The prototype supports all screen destinations with illustrative content. It does not implement the production system states in the inventory table: map overlays, authority-backed construction, true market matching, player messaging, persistent inheritance, AI planners, battle resolution, elections, courts, and frontier generation remain specified implementation work. Its queue does not execute simulation jobs. Browser refresh intentionally resets the rehearsal; no sample changes are sent to other players.

Verification should cover catalog navigation, keyboard/dialog focus, budget conservation after accept/cancel, overspend rejection, repeated death, illegal succession, preserved communal queue, suspended personal commitments, ballot being free, mobile overflow, and existing server/protocol integration. Tile compatibility is specified here; this change does not certify incoming paintings or live hot-swapping.