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Insight System (Skill-Gated Visibility) #515

@PipFoweraker

Description

@PipFoweraker

Summary

Implement an insight system that gates player visibility into game mechanics based on character skills.

Related to: Risk System design (see godot/docs/design/RISK_SYSTEM.md)


Feature Description

Player insight into risk, consequences, and NPC reactions scales with Insight skills. Inspired by Civilization's diplomacy system where higher relationship/intel reveals more about AI intentions.

Insight Levels

Level What Player Sees
None (0) Outcomes only, no explanations
Low (1-2) Vague hints: "Reaction will likely be mixed"
Medium (3-4) Directional: "This will increase regulatory scrutiny"
High (5-6) Specific: "OpenPhil dislikes this; Anthropic neutral"
Expert (7+) Quantified: "Regulatory Attention +8, Financial Exposure +3"

Insight Domains

Different skills reveal different aspects:

  • Political Insight → Regulatory Attention, Public Awareness visibility
  • Financial Insight → Financial Exposure visibility
  • Academic Insight → Research Integrity, Capability Overhang visibility
  • Organizational Insight → Insider Threat visibility

Acquisition

Insight can be developed through:

  • Character creation (allocate points at game start)
  • Upgrades and investments during play
  • Experience in specific domains (repeated interactions)

Design Notes

From design discussion (2025-12-25):

"Players can have relative insight into the precision of the impacts of their plays by gaining skill in those kinds of interactions over time... player's Insight level vary from hints 'reaction to this will likely be mixed' to specific 'OpenPhil will seriously dislike this, Anthropic will be neutral' similar to advanced diplomacy giving you more insight into things in the game of Civilization."

Key principle: Some players prefer operating with limited information (challenge), others want full visibility (strategy optimization). The system accommodates both playstyles.


Implementation Notes

Phase 1 (Current - Risk System)

  • Dev mode toggle: full visibility on/off
  • No skill gating yet

Phase 2 (This Issue)

  • Integrate with character creation
  • Implement skill-based visibility filtering
  • Add upgrade paths for insight skills

Integration Points

  • Risk System: Insight determines how much risk pool info is shown
  • Character Creation: Insight skills allocated at game start
  • Events: Causal explanations gated by insight level
  • Actions: Pre-action feedback ("This will likely...") gated by insight
  • NPCs/Funders: Relationship visibility gated by political insight

Success Criteria

  • Insight levels affect displayed information
  • At least 4 insight domains implemented
  • Character creation integration
  • Upgrade path for insight skills
  • Graceful degradation (low insight still playable)
  • Dev mode bypasses insight gating

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    enhancementNew feature or requestgame-mechanicsCore game logic and mechanicspost-launchDeferred to post-launch release (v1.1+)worktree:dialogueRequires design discussion - pdoom1-dialogue worktree

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