| Role assignment mechanics | Offensive role tags (10-tag vocabulary: ball-handler, pick-and-roll-handler, pick-and-roll-screener, pick-and-pop-screener, handoff-screener, isolation-scorer, post-anchor, floor-spacer, cutter, transition-initiator). Auto-assigned in V1; manually overridable later. Morale mismatch detected by a function returning games_left_until_crisis. Defensive roles deferred. See 11-role-assignment.md. |
| Contract resolution detail | Accept/decline driven by morale, rival interest (Heat-history-based), and role match. Negotiation via cards that shift function inputs (one negotiation pass per player per chapter). Counter offers are one-round narrative events. See 12-contract-resolution.md. |
| Rivalry cap | Max 2 active rivalries per team. New rivalries displace the weakest existing rivalry when the cap is reached. See 8-league-simulation.md. |
| Team archetype evolution | Archetype re-evaluated at the start of every season by re-running the archetype assignment function on the current roster. No special trigger — evolves naturally with roster changes. Mid-season archetype changes do not occur. See 8-league-simulation.md. |
| Situation card carry-over at season end | Relationship-tagged situation cards survive the season reset if the linked player is retained (cap: 3). Cards expire when the player leaves. Coach–Player and Player–Player relationship records persist indefinitely; synergies re-activate on reunion. Data model interface fixed; depth deferred. See 10-relationships.md. |
| Attribute and tag interaction model | 15 attributes across 5 domains (Scoring, Defense, Rebounding, Athleticism, Playmaking). Tags handle IQ, behavioral, specialisation, and durability traits. See 6-player-attributes-and-tags.md. |
| Draft and rookie scouting loop | Annual draft class + persistent free agent pool. Progressive reveal scouting via between-game decision slot. Draft event UI deferred. See 7-draft-and-scouting.md. |
| Defensive simulation | Mirror model with weighted scoring function, defensive response vocabulary, and proximity function. See §1.2 in 3-game-loop.md. |
| Defensive role tags and schemes | 7-tag defensive role vocabulary (perimeter-stopper, ball-hawk, rim-protector, post-defender, help-defender, switchable-defender, transition-stopper). Defensive IQ tags (defensive-gambler / defensive-conservative). 6 named defensive schemes (protect-the-paint, protect-the-arc, pressure, drop-and-contain, switch-everything, zone). See 13-defensive-schemes.md. |
| Fatigue model | Accumulation function, recovery schedule, display thresholds. See §1.2 in 3-game-loop.md. |
| League simulation depth | Output-driven sim: standings, player movements (contracts/waivers/signings only — no trades), team trajectories, notable events. Archetype-driven rival teams with dynamic event layer. Rivalries: pre-generated at save start + emergent in-season. See 8-league-simulation.md. |
| Off-season | 7-chapter guided sequence (Coaching Contract → Season Debrief → Contract Resolution → Draft → Free Agent Signing → Roster Construction → Pre-Season Setup). Reputation-based influence tiers (New Coach / Established Coach / Franchise Coach) govern card economy across chapters and in-season. Prestige vs. control tension in contract offers. See 9-off-season.md. |