The workplan list read as though GROUND-WP-0002, 0003 and 0005 each
existed twice. They did not: three inbound clay-borg finding reports were
filed in workplans/ borrowing the number of the workplan they bear on, and
each was registered in State Hub as a workplan.
A report is correspondence, not a unit of work. The three move to
reports/YYMMDD-<slug>.md with their own id space (GROUND-RPT-0001..0003),
keeping type: report, status: informational and the extends: link to the
workplan they relate to. Their state_hub_workstream_id bindings are
dropped and the hub registrations archived, so the hub's workplan list
matches the files.
Five workplans, one file per number.
AGENTS.md records the convention, since the reports arrive regularly and
nothing in the repo said where they go.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Closes GROUND-WP-0002 T04's open item. Both modes now play through, and
the reason they never had is clay-borg's: cb-play built every game as
SHARED GROUND and passed an empty setup patch, so two of the three shipped
modes were unreachable from the driver. Nothing about the modes was wrong.
All three produce different winners from identical play -- shared gives
all four seats, common gives the top personal scorer, coalitions gives the
best Bond network.
And they answer a question raised from play on 2026-08-06 that could not
be sent then for want of an artifact. Varying exactly one number --
ATTACK's rank in an otherwise identical policy, 200 games per cell --
ATTACK earns its place in NO mode: free but pointless in co-op, a cost at
six seats in semi-co-op, and roughly halving your chance of being among
the winners in coalitions.
The coalitions result has a mechanism the data confirms unprompted:
GR-A07 flips a Bond to a Rivalry, GR-E04 scores Bond networks, so
attacking destroys what scores -- and the attacking numbers in E04 are
IDENTICAL to E03's, which is what that predicts, since breaking every Bond
makes each seat a coalition of one.
Consequence: nobody who plays well attacks, so Stress never rises and
DARVO never arms -- zero times in 500 competent games. The report does not
call that a defect. DARVO is the pattern the game is about not falling
into, so a self-destructive ATTACK may be the design. The question put to
this repo is only whether the namesake mechanic being unreachable in
competent play, in all three modes, is intended.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>