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Decide and land the engine architecture that combat depth builds on, before feature work bakes in per-tick assumptions the future design would have to unwind. The #729 harness supplies the measurements; this epic turns direction into decisions and landed structure.
Scope
Decide the stepping model: discrete-event simulation — a deterministic priority queue keyed by (time, schedule sequence), continuous effects as self-rescheduling events, the 50ms grid surviving only as client presentation — versus the current fixed timestep. Decide from replay-harness numbers; a switch is a deliberate simVersion bump through the replay registry.
Modifiers-as-data stat system: flat/increased/more buckets, conditional modifiers, source tracking, and cached resolution with dirty flags — stats recompute when a modifier changes, never per tick. Checkpoints keep carrying inputs only, everything derived stays recomputable.
Entities as data, systems as functions: plain serializable state records iterated by pure functions, retiring the closure-per-entity factories as mechanics deepen. No ECS framework unless the entity count demands one.
Notes
Determinism invariants carry over unchanged: seeded RNG only, deterministic identity and total event order, and every change shows replay equivalence or bumps simVersion deliberately.
Decide and land the engine architecture that combat depth builds on, before feature work bakes in per-tick assumptions the future design would have to unwind. The #729 harness supplies the measurements; this epic turns direction into decisions and landed structure.
Scope
Notes