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name: parked-fallout4-support
description: "PARKED (genuinely, not active queue) — add Fallout 4 as a third game. Owner: do NOT start until he explicitly says go. Holds the full-data-parity requirement, the no-data-warning template reuse, the post-ship parity retrofit, and the set of items deliberately deferred into this program."
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node_type: memory
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---
PARKED 2026-06-28 by the owner: *"I want to add fallout 4 support eventually … if not pin to parked (not active queue parked, actually park it)."* Per [[parked-task-workflow]]: keep in memory, **DO NOT start until the owner EXPLICITLY says go.**
**GOAL:** add Fallout 4 as a third selectable game alongside Fallout: New Vegas and Fallout 3. It is the LAST major program — deliberately standalone, because it is an order of magnitude bigger than anything around it (a whole new game) and deserves its own focused planning pass.
*Trimmed 2026-07-20: roadmap round/version numbering and the restated per-game architecture were removed — `QUEUE.md` owns sequencing and `library/CODE_MAP.md` owns the architecture. The decisions and constraints below are unchanged.*
## WHY IT'S PARKED RATHER THAN FOLDED INTO THE AUDIT WORK
The audit chain assesses the **existing** FNV/FO3 site. FO4 is a major **new-game build**, not an audit of current state. Mixing them would make both worse.
## THE HARD PART IS NOT THE PLUMBING
The per-game gating architecture already makes a third game feasible — that groundwork was done. The real cost is:
1. **Sourcing and entering the large FO4 dataset** (fallout.wiki only — the owner's sourcing constraint), and
2. **Gracefully handling FO4's SKILL-LESS model across every skill-dependent panel, tracker and feature.** FO4 dropped the skill system in favour of SPECIAL + a perk chart, so the skills panel, skill books, skill magazines and skill-gated crafting **do not apply**. Also different: settlement/workshop mechanics, the perk grid, legendary item effects, different factions.
## ⭐ DATA COMPLETENESS REQUIREMENT (owner 2026-06-28)
**FO4 must reach FULL DATA PARITY with FNV + FO3** — all the same databases and registry catalogs populated, at the same depth the other two games have.
**PLUS game-specific panels and data.** Just as FNV has Traits and FO3 has the Lincoln tracker, **FO4's unique systems get their OWN panels/trackers/data** — bobbleheads and magazine perks, the perk chart (no skills), settlements/workshop with settlement tracking, legendary effects, companions and affinity, power-armor frames and mods.
**The goal: an FO4 campaign feels as complete and game-tailored as an FNV or FO3 one — NOT a stripped port.** This is a large sourcing and UI effort; price it that way.
## NO-DATA WARNING — reuse the template (owner 2026-06-29)
When FO4 is first added, before its data is populated, **REUSE the FO3 "no data yet" warning TEMPLATE** (preserved for exactly this — [[owner-templates]]), updated for FO4. **This is why that template is kept**: it gets repurposed for each new game's initial empty state, then retired once the data is complete. Owner 2026-07-01: the reuse ties into the new-game-readiness/scaffolding work — that pass is where the template gets wired up again.
## ★ PER-GAME PARITY RETROFIT (owner 2026-07-01 — folded in)
**AFTER FO4 ships, do a pass that backports any "gold-standard" per-game identity ideas that crystallized while building FO4 back into FNV + FO3.**
The reasoning: FNV/FO3 get a strong distinct identity FIRST so they don't feel behind when FO4 lands — but **the best per-game treatment often isn't discovered until you actually build the most game-specific one.** This retrofit closes the remaining gap afterward. Keep it to signature elements, not exhaustive parity.
## THEME IS JUST DATA — and that's the proof
FO4's optics/identity is a per-game theme entry (brighter-green default phosphor, 3000 Mark IV Pip-Boy, "COMMONWEALTH ARCHIVE" save header) reusing the existing themes table. **FO4 shipping its theme as data with ZERO feature-code change is the proof the game-agnostic architecture actually works.** Treat it as the acceptance test for that architecture.
## DEFERRED INTO THIS PROGRAM (owner 2026-06-30, from the roadmap audit's "move to later" set)
Pulled out of the earlier steps because they either don't pay off until FO4 or are too heavy/premature for the existing games:
- **Streaming Two-Phase Narrator** — changes the AI contract; defer to where the AI layer gets revisited anyway.
- **COMPANION MEMORY** — the heaviest AI feature; defer.
- **Web Workers** — **no current workload justifies offloading.** Revisit only if FO4's larger datasets/engines create one. (Ruling still open — see [[parked-roadmap-rebaseline]].)
- **DLC map zones** — post-base-game map content; belongs with FO4-scale map work, not the FNV/FO3 map overhaul.
## VERSION
A whole new game is a major capability and likely warrants a major bump — **decide at the time it ships**, not now.
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