ground-game/workplans/GROUND-WP-0005-difficulty-tiers-and-pressure-dial.md
custodian-sync 51b6840559 chore(consistency): renormalize lifecycle state [auto]
Updated by fix-consistency on 2026-08-04:
  - workplan status: backlog → active
2026-08-04 00:26:18 +02:00

1.6 KiB

id type title domain repo status owner topic_slug created updated origin origin_ref state_hub_workstream_id
GROUND-WP-0005 workplan Difficulty tiers (threshold ratio) and optional Pressure dial consumer ground-game active bernd whynot 2026-08-04 2026-08-04 residual GROUND-WP-0004 e6a26af9-f58d-44b4-89fd-bcb5ecba3e0f

Optional difficulty control after GR-E01 arithmetic is settled

Origin residual of GROUND-WP-0004. Arithmetic winability is closed: Surface + hidden 1..k → available 6/9/12; Standard thresholds 5/7/9. Design for a simple difficulty dial lives in history/260804-threshold-reachability-and-difficulty.md.

Do not start this until playtest on the correct deal shows a need for Learning / Mastery (or solo) tuning. Standard is already shippable.

Task: decide whether to add named tiers

id: GROUND-WP-0005-T01
status: wait
priority: low
state_hub_task_id: "95dcd233-8ebf-44de-95ee-f69b3d973d26"

After competent play on correct GR-S01 import: keep Standard only, or add Learning / Mastery as threshold ratios of available (plus optional Pressure dial: start Stress / Freedom). If yes, integrate as a third setup axis (Difficulty card) without changing Mode scoring.

Task: encode tiers in edition data (if T01 says yes)

id: GROUND-WP-0005-T02
status: wait
priority: low
state_hub_task_id: "1e7202cf-01af-48e6-b71d-029de9ec61e2"

Rules_Text + scenario or difficulty-card data; clay-borg threshold(seats, difficulty) and invariant threshold ≤ available.