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- Install CCGS agent/skill/hook framework (.claude/, docs templates, GitHub issue/PR templates) - Configure CLAUDE.md and technical-preferences.md for Unity 6000.3.3f1 (C#, URP, collider-based mouse picking) - Point engine reference import at docs/engine-reference/unity/ and remove unused Godot/Unreal reference docs - Add Version Awareness section to unity-specialist agent - Set production/review-mode.txt to lean - Add design/gdd/combat-mode.md: reverse-documented GDD for the vs-AI Combat mode, confirming it as the foundation for the guion.md narrative campaign (separate from Classic mode) - Add docs/architecture/ADR-0001: documents the existing board-state/singleton/per-mode architecture and the decision to keep Classic and Combat modes permanently separate - Add docs/architecture/control-manifest.md: programmer rules sheet sourced from ADR-0001 and Unity 6 engine reference docs - Continue in-progress Mono/Classic and Mono/Combat refactor (ScoreManager, scene/prefab updates) Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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Narrative Rules
- All new lore must be cross-referenced against existing lore for contradictions
- Every lore entry must specify canon level: Established / Provisional / Under Review
- Character dialogue must match the voice profile defined for that character
- World rules (what is possible/impossible) must be explicitly documented and consistent
- Mysteries must have documented "true answers" even if players never learn them
- Faction motivations, relationships, and power structures must be internally logical
- All narrative text must be localization-ready: no idioms that don't translate, named placeholders for variables
- No line of dialogue should exceed 120 characters for dialogue box constraints