Reference Scene
Cadillac's Harbor House & Exchange
Let players understand value, Offers, conflicts, resource requests, and settlements without a Wall Street dashboard.

Functional layout
realistic-symbolic1–128 local/sharded8 assets2 Portals
Scene ID: scene.capital-exchange Purpose: Let players understand value, Offers, conflicts, resource requests, and settlements without a Wall Street dashboard.
Concept#
working harbor and cargo paths, sea horizon, shaded exchange arcade. The organizing form is offer arcade; the Scene remains a beautiful inhabited place with or without overlays. It inherits the Kiduna isometric constitution: 2:1 projection, environmental illumination, tactile materials, living edges, contextual embodiment, stable anchors, and state expressed through the world before labels.
Functional layout#
- offer arcade — primary orientation and action zone.
- resource current — secondary work or relationship zone.
- conflict desk — bounded supporting Area with its own semantic focus path.
- settlement rail — bounded supporting Area with its own semantic focus path.
- public gallery — bounded supporting Area with its own semantic focus path.
Isometric composition and background#
- Dark near-frame architecture or vegetation guides Attention toward one inhabited center.
- The background is a full Component: working harbor and cargo paths, sea horizon, shaded exchange arcade.
- At least two physical continuations meet foreground Terrain through architecture, path, vegetation, shadow, water, or haze.
- Technical tiles overlap 12–24 px at 1× and never announce a square grid.
Object inventory#
architecture.harbor-house— Harbor Houseobject.offer-table— Offer Tableobject.resource-channel— Resource Channelobject.balance-scales— Balance Scalesobject.settlement-chest— Settlement Chestpanel.funding-receipt— Funding Receiptpanel.conflict-disclosure— Conflict Disclosureeffect.value-flow— Value Flow
Interaction map#
- **** — resolves through one semantic Action target across pointer, keyboard, touch, voice, controller, and assistive technology.
- **** — resolves through one semantic Action target across pointer, keyboard, touch, voice, controller, and assistive technology.
- **** — resolves through one semantic Action target across pointer, keyboard, touch, voice, controller, and assistive technology.
- **** — resolves through one semantic Action target across pointer, keyboard, touch, voice, controller, and assistive technology.
- **** — resolves through one semantic Action target across pointer, keyboard, touch, voice, controller, and assistive technology.
- **** — resolves through one semantic Action target across pointer, keyboard, touch, voice, controller, and assistive technology.
Actors and Portals#
- Actor:
actor.cadillac-fairchild - Actor:
actor.vesper-saint-clair - Portal:
portal.exchange-to-apiary - Portal:
portal.exchange-to-harbor
Lighting states#
- **** — changes ambient, local reflection, meaningful emitters, and non-color semantic cues together.
- **** — changes ambient, local reflection, meaningful emitters, and non-color semantic cues together.
- **** — changes ambient, local reflection, meaningful emitters, and non-color semantic cues together.
- **** — changes ambient, local reflection, meaningful emitters, and non-color semantic cues together.
Population and framing#
- Solo: every required Action has an Actor/Ally or asynchronous alternative.
- Local range: 1–128 visible participants before Area sharding or constellation aggregation.
- Desktop: 16:9 composition with the organizing form intact and 15% Overlay reserve.
- Mobile: focus-following portrait crop, persistent orientation landmark, and semantic route sheet.
- Large population: canonical Scene state is shared; presence, conversation, and high-frequency interaction are sharded by Area. No global crowd blocks the interaction path.