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Settings Guidance — which value to recommend, and when

The advisory layer for project settings. This doc answers two questions no other doc does:

  1. Which value should a skill recommend for a given project or user?
  2. When should a skill proactively suggest changing a setting already set?

Boundary with its siblings

Doc Answers Nature
effects-map.md What each setting does Descriptive
config-resolution.md How a setting resolves (precedence chain) Mechanical
settings-guidance.md (this file) Which value to recommend, and when Prescriptive

Skills reference this doc on demand, only at a "recommend a setting" moment. It is not a CLAUDE.md import — advisory content must not ride in per-turn context.


1. The knob that matters most: modes.rigor

Almost every "what settings should I use?" question reduces to one choice: modes.rigor (minimal | standard | full, default minimal). It fronts six sub-knobs — modes.workflow, docs.density, qa.level, modes.story_granularity, modes.review_mode, team.size. Recommend rigor, not the six; let the expansion do the rest. The full expansion table is in effects-map.md § modes.rigor.

modes.automation (collaborative | guided | autonomous) is a separate axis — how often skills stop to confirm — and is not fronted by rigor. Pick it by working style, not by game type (see § 5).


2. Archetype → rigor presets

Match the project to an archetype; recommend the paired rigor. These are starting points, not verdicts — the user can always override.

Archetype Rigor Why Common override
Weekend jam / prototype / throwaway minimal Shipping beats recording; design lives in the maker's head Bump one deep system: workflow_overrides.system_overrides: {combat: full}
Small solo / hobby game (arcade, puzzle, short narrative) minimal → standard if it grows Start light; add rigor when scope proves real —
Focused commercial indie (platformer, roguelike, tactics, deckbuilder) standard One well-understood loop; enough design to build correctly "Comprehensive but compact": rigor: full + docs.density: terse
Systems-heavy / long-haul (open-world RPG, colony sim, immersive sim, 4X, survival) full Many interacting systems; a design mistake costs weeks Solo dev: keep full on disk, set review_mode: solo locally
Live-service / competitive multiplayer full + domain emphasis Full pipeline plus netcode/security/live-ops Raise qa.level / testing.strict.* for the online-critical types

The model: the table picks a baseline; overrides handle the diagonal. Most real projects are one baseline plus one or two deliberate exceptions.


3. Seeding rigor from a described concept

When the user has described their game (e.g. /start Phase 2 free text), map it to an archetype and pre-select the recommendation rather than asking cold. Signals:

Concept mentions… Lean toward
open-world, RPG, sim, sandbox, faction, crafting, economy, MMO, multiplayer, "systems" full
jam, weekend, prototype, "first game", small, "just trying", experiment minimal
"release", "commercial", "on Steam", a single clear core loop standard
ambiguous / nothing above minimal (the documented default)

Rules: these are heuristics, never locks. Always confirm the pre-selection with the user in their own terms ("Sounds like a big systems game — I'd suggest full rigor; want that?"). If the user has no concept yet (exploring), do not seed full — default minimal, and revisit once a concept exists.

"No concept yet" means no signal, not a particular onboarding path. A rough one-line hint is still a description: if it trips the signals above, seed from the signal. Only fall back to minimal-for-exploring when the user has given you nothing to map. (/start Phase 3d states the same rule for its Path A/B branch; both drive the same recommendation.)


4. When to recommend a change (adaptive triggers)

Bidirectional and threshold-based. Fire only on a threshold crossing, never every session — that is what keeps this from becoming the nagging the automation modes exist to eliminate.

Trigger (crossing) Direction Detectable signal Suggested action
Project grew past its band ↑ raise System-GDD count crosses ~9, or the code root (src/, Assets/ or Source/) crosses the Production threshold, while rigor is minimal "You're at N systems on rigor: minimal — most projects this size run standard. Revisit? → /settings"
Stage advanced into Production ↑ raise /gate-check PASS into Production while rigor is minimal Same, offered once at the gate
User sounds overwhelmed by process ↓ lower Phrases like "too many steps", "so much documentation", "overwhelmed" — and rigor is not already minimal "If the required-doc list feels heavy, a lower rigor trims it → /settings modes.rigor=standard"
Chosen rigor mismatches described scope flag once Onboarding pick contradicts the Phase-2 description State it in one sentence, offer /settings, do not re-ask

Frequency guard: the crossing is the gate. Because the hosts (/gate-check on PASS, /help on request) are themselves infrequent, no persistent "already nudged" state is needed — but never emit the same suggestion twice in one session.


5. Which skills reference this doc, and when

Skill Moment Sections used
/start Phase 3d/4 — choosing rigor § 2 (presets), § 3 (seed from concept)
/help escalation footer when user sounds stuck/overwhelmed § 4 (lower trigger)
/gate-check on PASS into a new stage § 4 (raise trigger)
/settings view output — further reading § 2 (choosing a value)

These skills each carry a one-line pointer to this doc.


6. How to phrase a recommendation

  • Recommend, don't dictate. State the suggestion and the reason in one line; the user decides. (collaborative/guided require this; even autonomous treats a rigor change as a schema_changes decision and asks.)
  • Always route to /settings — never edit project.yaml as a side effect of a recommendation.
  • One line, then stop. A nudge is a nudge, not a lecture.