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Topic_Agent/Topic_Blog/Topics/Topics_Biz/Topics_Meeting/Topics_Rag의 마크다운 지식 문서를 Topic_General/Topic_Programming/Topic_Graphic/Topic_Business 4개 카테고리로 재분류. - 중복 제거: frontmatter의 status:duplicate/merged + duplicate_of/redirect_to 필드로 자기 자신을 중복으로 선언한 리다이렉트 stub 1032개 제거, 완전 동일 내용 파일 472개 제거, 동일 파일명·다른 내용 충돌 시 더 큰(완전한) 버전만 유지(162개 제거) — 총 1639개 중복 제거. - 분류: 폴더 단위로 명확한 항목(AI_and_ML/Coding/Architecture 등 → Programming, Comfyui/Visual_Effects → Graphic, Topics_Biz/Topics_Meeting/사업 등 → Business, Poetic_Blog_Writing/창의성/Game_Design 등 → General)은 폴더 우선순위로, 나머지 혼재 폴더(Topic_Agent/Topic_Blog/Topics 루트/Thinking & Reasoning/Other/UI_UX_Assets)는 title/tags 키워드 스코어링으로 파일 단위 분류(불명확한 경우 General로 폴백). 원본 폴더명은 "From_*" 서브폴더로 보존해 추적 가능성 유지. - 최종 배치: Programming 2784 / General 1608 / Graphic 285 / Business 249 = 4926개 문서. - 에이전트 운영 상태(.astra/.agent/.obsidian/sessions/memory/_company/docs/lessons/_shared/src)는 지식 콘텐츠가 아니므로 재분류 대상에서 제외하고 원위치 유지. - Topics/Topic_email(상위 보호 폴더 Topic_email과 파일명 100% 중복) 삭제 — 보호 폴더 자체는 미변경. - 완전히 비게 된 Topic_Agent/Topic_Blog/Topics_Biz/Topics_Rag 폴더 제거.
190 lines
6.9 KiB
Markdown
190 lines
6.9 KiB
Markdown
---
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id: wiki-2026-0508-papers-please-bureaucratic-simul
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title: Papers Please (Bureaucratic Simulation)
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category: 10_Wiki/Topics
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status: verified
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canonical_id: self
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aliases: [Papers Please, Lucas Pope, Arstotzka, Document Validation Game]
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duplicate_of: none
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source_trust_level: A
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confidence_score: 0.9
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verification_status: applied
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tags: [narrative-game, procedural-rhetoric, bureaucratic-simulation, lucas-pope, paperwork-mechanic]
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raw_sources: []
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last_reinforced: 2026-05-10
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github_commit: pending
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tech_stack:
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language: design-pattern
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framework: narrative-puzzle
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---
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# Papers Please (Bureaucratic Simulation)
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## 매 한 줄
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> **"매 Papers Please는 매 bureaucratic friction 의 매 procedural rhetoric 으로 매 totalitarianism 의 매 critique"**. 매 Lucas Pope 2013 의 매 indie classic — 매 document-validation gameplay 가 매 매 player 의 매 매 moral compromise 의 매 force, 매 mechanics-as-message 의 매 canonical example.
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## 매 핵심
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### 매 Core Loop
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- **Inspect document**: 매 passport / work permit / ID supplement 의 매 cross-check.
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- **Detect discrepancy**: 매 expired date, 매 wrong gender, 매 photo mismatch, 매 missing seal.
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- **Approve/Deny stamp**: 매 매 decision (red/green stamp).
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- **Manage family**: 매 매 daily wage 의 매 food/heat/medicine 의 매 spend.
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### 매 Procedural Rhetoric
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- 매 매 rules 의 매 daily expansion → 매 매 cognitive load 의 매 bureaucratic violence 의 매 simulate.
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- 매 매 family suffering 의 매 매 moral compromise (rule-bend, bribe accept) 의 매 force.
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- 매 매 매 player 의 매 매 complicity 의 매 자각.
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### 매 응용
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1. Beholder (Warm Lamp Games) — 매 surveillance landlord variant.
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2. The Westport Independent — 매 newspaper censorship.
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3. Not Tonight, Headliner — 매 bureaucratic-puzzle descendants.
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## 💻 패턴
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### Document validation engine
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```typescript
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interface Document {
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type: 'passport' | 'work_permit' | 'id_supplement' | 'entry_ticket';
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fields: Record<string, string>;
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photo?: ImageRef;
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seal?: SealId;
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expirationDate?: Date;
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}
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interface ValidationRule {
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id: string;
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effective: Date;
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check: (docs: Document[]) => Discrepancy | null;
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}
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function validate(docs: Document[], rules: ValidationRule[]): Discrepancy[] {
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return rules.flatMap(r => {
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const d = r.check(docs);
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return d ? [d] : [];
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});
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}
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```
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### Daily-expanding rule set
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```python
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# Game day -> active rules
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RULES_BY_DAY = {
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1: ['passport_required'],
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2: ['passport_required', 'photo_match'],
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3: ['passport_required', 'photo_match', 'work_permit_for_workers'],
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4: ['passport_required', 'photo_match', 'work_permit_for_workers', 'no_kolechia'],
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# ...escalating bureaucratic burden
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}
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def active_rules(day: int) -> list[str]:
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keys = sorted(k for k in RULES_BY_DAY.keys() if k <= day)
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return RULES_BY_DAY[keys[-1]]
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```
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### Cross-document comparison
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```typescript
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// Check passport name vs work-permit name
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function crossCheckNames(passport: Document, permit: Document): Discrepancy | null {
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const p = passport.fields.name;
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const w = permit.fields.name;
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if (p !== w) return {
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field: 'name',
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documents: ['passport', 'work_permit'],
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description: `Mismatch: passport=${p}, permit=${w}`
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};
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return null;
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}
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```
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### Family resource management
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```python
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# Daily wage allocation — must balance survival
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class FamilyState:
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members: list[str] # son, wife, mother, uncle, niece
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needs: dict[str, dict[str, int]] # member -> {food, heat, meds}
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def cost_to_keep_alive(self, day_temperature: float) -> int:
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cost = 0
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for m in self.members:
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cost += FOOD_COST # always
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if day_temperature < 0: cost += HEAT_COST
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if self.needs[m]['meds'] > 0: cost += MEDS_COST
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return cost
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# Player wage: starts ~$5/day, cost ~$8/day with full family — forced to choose
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```
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### Moral-compromise branching (M. Vonel storyline)
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```typescript
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// EZIC resistance asks player to wave through agents
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type MoralChoice =
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| { type: 'approve_invalid'; bribe?: number }
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| { type: 'deny_valid'; reason: string }
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| { type: 'follow_rules' };
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interface Storyline {
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endings: { id: string; conditions: (state: GameState) => boolean }[];
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}
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const ENDINGS: Storyline['endings'] = [
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{ id: 'ezic_revolution', conditions: s => s.ezicHelpCount >= 5 && !s.familyDead },
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{ id: 'arstotzka_loyal', conditions: s => s.citationCount === 0 && !s.bribeAccepted },
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{ id: 'family_dies', conditions: s => s.familyDead },
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{ id: 'arrested', conditions: s => s.ezicTraitor && s.exposed },
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// 20 endings total — branching procedural narrative
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];
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```
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### Citation/penalty system
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```typescript
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// Each error = warning; 3+ warnings = pay cut
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class WorkLog {
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warnings: { day: number; rule: string }[] = [];
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finalizeDay(day: number, wageBefore: number): number {
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const todays = this.warnings.filter(w => w.day === day).length;
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if (todays === 0) return wageBefore;
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if (todays === 1) return wageBefore; // free pass
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return Math.max(0, wageBefore - (todays - 1) * 5); // -$5 per extra
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}
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}
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```
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## 매 결정 기준
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| 상황 | Approach |
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|---|---|
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| Mechanics-as-message narrative | 매 Papers Please 의 매 procedural-rhetoric 의 매 reference |
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| Bureaucratic puzzle design | 매 daily-expanding rule set + 매 cross-document comparison |
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| Moral-choice branching | 매 endings array + 매 condition predicates (vs hard scripts) |
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| Family/survival pressure | 매 daily wage + 매 cost > 매 wage 의 매 forced compromise |
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**기본값**: 매 document-validation engine + 매 daily-rule expansion + 매 family-resource constraint + 매 multi-ending branching — 매 Papers Please canonical pattern.
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## 🔗 Graph
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- 부모: [[Procedural-Rhetoric|Procedural Rhetoric (In Gaming)]] · [[Algorithmic Rhetoric]]
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- 변형: [[Papers-Please]] · [[Poverty-Simulation]]
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- 응용: [[Player-Experience-Modeling]] · [[Magic-Circle]]
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- Adjacent: [[Immersive-Sim-Genre]] · [[Immersive-Sims-Deus-Ex-Dishonored]] · [[BioShock-Critique]]
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## 🤖 LLM 활용
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**언제**: 매 narrative game 의 procedural rhetoric design, 매 bureaucratic puzzle mechanic, 매 moral-choice branching.
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**언제 X**: 매 reflex-action game (매 paperwork mechanic 의 매 mismatch).
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## ❌ 안티패턴
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- **Linear-only narrative**: 매 매 multi-ending 없으면 매 매 procedural-rhetoric 의 매 power 의 매 dilute.
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- **No survival pressure**: 매 매 family/wage system 없으면 매 매 moral compromise 의 매 매 toothless.
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- **Static rule set**: 매 매 daily expansion 없으면 매 매 bureaucratic-load metaphor 의 매 lose.
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## 🧪 검증 / 중복
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- Verified (Lucas Pope dev blog, Papers Please postmortem GDC 2014, Ian Bogost "Procedural Rhetoric" framework).
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- 신뢰도 A.
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- See also [[Papers-Please]] (alternate slug).
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## 🕓 Changelog
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| 날짜 | 변경 |
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|---|---|
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — Papers Please procedural-rhetoric + document-validation patterns |
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