CIVIC3 // THE COMMONS NPC Investment Registry — Reference Doc — GHV0007
Every human you encounter is a potentially farmable investment, not scenery. Structurally, this is Parcels pointed at people — ownable, developable, tiered, with real misallocation risk. Feeds Civic Domestic Product mastery (see god-sheet's Fiscal track). Common tier = Collardex-style archetype/instance, infinite, per-player-random. Rare tier = Doctrine-Boss-style, fixed, same input everyone gets the same gated output. Legendary tier = hidden, per-player-unique, found via rumor signal, never guaranteed.
On Legendary NPCs — deliberately not enumerated below. Per Tier1 doc §2.7's archetype/instance discipline, a Legendary NPC is never hand-authored as a specific entity — it's a RULE for generating one hidden, per-player-unique instance per sufficiently-large district. Investment sunk into Common-tier NPCs in a region should surface rumor-fragments about the nearby Legendary one (never a guarantee, never diluted reward — just enough signal that searching stays a real strategy, not a coin flip with zero feedback). This is the same drop-seeding mechanism already specified in Tier1 §2.10, pointed at a new purpose.
The pipeline this closes: sustained investment in the right Common-tier NPC should be the actual mechanism for promoting them into a named Crew Codex recruit — the missing link between NPC farming and Coalition recruitment that didn't exist as a real system before this file. No monetization pathway may ever buy better odds on a Rare or Legendary yield — money buys time only, same rule as everywhere else (Tier1 §4.3 / §5). This is exactly the system a future revenue-pressured version of this project would be tempted to break first. This is a public read-only record. Changes only happen through the project's own build process, never through this page. Request the reasoning or challenge it — FOIA-style, no obfuscation.