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Colony log as primary aesthetic layer — quiet-day story beats (#97) - #108

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issue-97-colony-log-story-beats
May 22, 2026
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Skeyelab merged 1 commit into
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issue-97-colony-log-story-beats

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Closes #97

What

Every next_day now emits at least one readable log beat. When no random event fires, a short neutral telemetry line is emitted (· Systems nominal. Colonists on shift. etc.) from a new data file.

  • data/quiet_beats.json — 12 telemetry strings, embedded in binary
  • emitQuietBeat() in colony_log.go — picks one pseudo-randomly via s.rng; fires after TriggerRandomEvent when no event returned
  • randomEventRollOccurs — negative EventGateSkipAbove now means "never fire" (clean test helper, no gameplay change)
  • Beacon_rush baseline outcomes updated (quiet beat consumes one RNG draw, shifting subsequent rolls — documented shift, not a regression)
  • docs/context.md — colony log design goal and quiet beats documented

Playtest check

10 consecutive next_day on Standard run — each day has a log line. Quiet days show · prefix telemetry; event days show > prefix narrative. Player can reconstruct "what happened" from log alone. ✓

Test plan

  • TestNextDay_QuietBeat_AppearsWhenNoEvent — gates to never-fire, verifies · line emitted
  • All existing baselines pass (beacon_rush outcomes updated for RNG shift)
  • go test ./... clean

- data/quiet_beats.json: 12 telemetry lines for quiet days (embedded)
- emitQuietBeat(): fires LogSystem line when no random event triggers on next_day
- randomEventRollOccurs: negative EventGateSkipAbove = never fire (test helper)
- Updated beacon_rush baseline outcomes (RNG draw shift from new quiet beat call)
- docs/context.md: colony log design goal and quiet beats documented

Assisted-by: Crush:claude-sonnet-4-5
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Skeyelab enabled auto-merge (squash) May 22, 2026 05:55
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Skeyelab merged commit e3c5ffe into main May 22, 2026
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Colony log as primary aesthetic layer (per-turn story beats)

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