# 0003: Netcode Per Cell

Status: Accepted

Date: 2026-05-23

## Context

V4 contains slow tactical coordination, high-speed twitch combat, and RTS-scale
unit simulation. A single replication strategy would either overfit one cell or
weaken the others.

## Decision

Dedicated client-server is the default networking architecture. RTS simulation
uses deterministic lockstep for command streams and replayable state. Twitch PvP
layers rollback-emulated prediction on top of authoritative server state for
input responsiveness.

## Consequences

- Shared online services cannot inject nondeterministic decisions into RTS
  gameplay resolution.
- Replay and anti-cheat systems must record the netcode strategy used by each
  match.
- Network automation must include dedicated-server, lockstep, and prediction
  regression suites.
