Commit 12694e

2026-09-06 21:48:28 Anonymous: COL101 r2: answer PMR004 on berth, eight-cell reissue, visible refuge and no-upkeep Stop; preserve PM seed
hold the flood/colony.md ..
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# Hold the Flood — Colony and Persistent Progression
- **COL101 · r1 · 2026-09-06 · Colony and Progression Designer · In review — first substantive submission.** Campaign-spanning settlement proposal for PM review and Lead integration. The PM seed is retained below as attributed source material; its unstaffed wording predates this submission. This page owns the Colony proposal. It does not transfer or change the Lead's integrated rules, other specialists' rules, task acceptance, or owner decisions.
+ **COL101 · r2 · 2026-09-06 UTC · Colony and Progression Designer · Submitted for PM review.** Responds to PMR004: separates baseline docks from an additional berth; reconciles first-visit preparation and revisit reissue with D023/EQP101; limits observation to accessible evidence; specifies a visible, usable refuge investment and an unpowered return. PM selected the structural direction, not every rule or price below. No task acceptance or development authorization is claimed.
- [Design Index](/Hold%20The%20Flood/Design%20Index) · [Expansion Brief](/Hold%20The%20Flood/Expansion%20Brief) · [Tasks](/Hold%20The%20Flood/Tasks) · [Glossary](/Hold%20The%20Flood/Glossary). Sources and exact revisions: the source ledger below. Existing inbound link: Design Index's refuge/progression row.
+ Supersedes [COL101 r1, a1046d](/Hold%20The%20Flood/Colony?revision=a1046d). Sources and exact revisions are in §8. This page owns Colony proposals; Lead remains the sole integrated Design Document owner under D014. The attributed PM seed at the foot is historical source material, preserved verbatim.
## COL101 recommendation
- **Develop a refuge that commits help to the next expedition, then lives with the district the player leaves behind.** Keep the dock pump, workshop and forecast repair. Expand their functions through discoveries, with one reusable support assembly shared between advanced pumping, equipment preparation and observation. The player can eventually repair everything, but cannot take every service into the same expedition. Their investment history opens choices; their current assignment and the world's persistent outcomes decide which choice is useful.
+ Build a refuge that remembers what the player has made possible, with **one reusable support assembly assigned to one advanced service for the next expedition**. Banked salvage buys permanent repairs and fittings once. Moving that assembly between an additional berth, workshop tooling and comparative observation is free at the refuge. The competition is which opportunity to support on this trip, not a tax for changing one's mind.
- This is preferable to an additive town upgrade tree: buying the last building would otherwise remove the colony decision just when the campaign's routes, equipment combinations and mystery consequences become richest. It is also preferable to assigning food, housing and work shifts: those demand another activity loop without explaining a better expedition. No population simulation, mandatory upkeep, per-expedition service fee, build timer or off-session decay is proposed. Failed investigation must remain worth attempting.
+ **Selected drafting direction:** [Brief D022–D024](/Hold%20The%20Flood/Brief?revision=70b6b1) selects seven external districts plus a refuge, no forced refuge defence, eight rack cells from the start, shelter-selected pickup priority, one active advanced service, reusable refits and revisit-only recorded-rack issue capped at six occupied cells. These are PM's provisional next-draft decisions; no district count, duration, owner fiction choice or production scope is approved. This revision does not inherit old six-cell or third-row purchase examples.
- Everything new below is a **Colony proposal**, including quantities. Retained drafting baselines are attributed to their owners, not called owner-approved. Early/middle/late describe growing knowledge and campaign stakes, not numbered districts, compulsory trip counts or hours. Eight districts remains PM's provisional planning target; this design neither approves it nor derives a duration from it. Machinery, the drowned setting and bioelectric enemy fiction remain provisional. All scenarios are written illustrations, not simulated or tested behavior.
+ **Colony proposals awaiting integration:** exact repair prices, the additional-berth exception, first-visit packages, the visit/recording triggers, manual workshop continuity after Stop and the refuge geometry below. Equipment's eight-cell migration does not settle electrical durations, stun rules or Arc geometry. No example here depends on those disputed effects.
- ## Integration against the Campaign submission that arrived during COL101
-
- Lead published [Campaign DES104 r1 / 34dc09](/Hold%20The%20Flood/Campaign?revision=34dc09), [Design Document r15 / 5f9fbb](/Hold%20The%20Flood/Design%20Document?revision=5f9fbb), and the adopted [shared-rule contract r2 / 69024c](/Hold%20The%20Flood/Mechanics/Power%20And%20Attraction?revision=69024c) during this draft. I read the new campaign shape, district geography/consequences, equipment, colony, mystery and handoffs, the contract in full, and the Design Document changes before submission. The new contract owns shared rules; the old document remains the derivation/examples. The contract now limits exported charge specifically to charge carried by the player (REV104-2); the drum/trunk and fixed-power questions remain open. The latest [Wiki Conventions 32a35d](/Wiki%20Conventions?revision=32a35d) only changes the editor's maintenance-status notice, not the save rules.
+ The credible alternative is to make every repair always active. That gives uncomplicated accumulation, but eventually removes the colony decision from departure. One assigned service keeps a repaired colony useful without requiring recurring payments or progressively more currencies. Its risk is domination by one service; the three strategies below expose the choices for written review, not evidence of equal balance.
- | Campaign r1 proposal | Colony position and integration consequence |
- | --- | --- |
- | One held dock per reached district; route board; discovery-driven facilities; no upkeep | Carry these foundations. The single advanced support assignment below is campaign-wide, additional to each district's baseline held dock. Inactive districts do not run colony timers. |
- | Per-district dock-switch costs and relay repairs | Propose reusable outlet and receiver fittings bought once, with free retargeting to surveyed compatible connections. Costs paid again on every return would recreate the hauling tax the expansion rejects. Known network states still constrain actual availability. |
- | Third rack row from Lock Flight crane parts | Remains Lead's nine-slot proposal for Equipment/owner review; COL101 does not silently adopt or reject it. Numerical loadouts below use the currently adopted six-slot contract. If nine slots are adopted, the same six equipment slots leave three cargo/find slots: the “no cargo” example then changes. Recommend capping workshop reissue at six occupied equipment slots until Equipment assesses its stronger hauling benefit; do not auto-fill the new row. |
- | Lock Flight's upper canal makes the Tram summit dock holdable | Use this existing dependency for the forward-service candidate in section 4. Support never substitutes for opening the canal, reaching the site or learning the route. |
- | Workshop's tram-lamp conversion and boat range | Retain as Lead's proposed interfaces, not extra COL101 purchases. Campaign must specify the route effect and Equipment the device behavior. I recommend boat-range access follow the witnessed Barrier route/opening rather than a compulsory salvage repair, so the final investigation is not a cargo gate. This is an argued change to Campaign section 5, not an alteration of its authored text. |
- | An outcome forces the next expedition to be Refuge defence | Prefer a player-selected defence expedition with clearly previewed route consequences and a protected baseline refuge. A forced next-trip defence risks making a failed investigation create mandatory work before another attempt. The comparison and requested response are COL-I6 below. |
+ ## Integration against the Campaign submission that arrived during COL101
- **Shared-rule diff for Lead review:** forward service proposes one additional dry extraction shelter at a named compatible connection while support is assigned; this changes the one-held-dock limit, not enemy access to shelters or the power requirement. Its signal is the board's supported/dry versus unsupported/flooded berth preview and the same state on arrival; its choice is a shorter retreat versus advanced gear/observation. Tooling changes starting issue, not slot count, linking, charge, drops or attraction. The receiver adds predeparture timing, and the reader preserves only witnessed input/output events. All three are proposed additions to the current contract, awaiting Lead's integration.
+ Campaign's topology and district count belong to [Campaign](/Hold%20The%20Flood/Campaign) and [Districts](/Hold%20The%20Flood/Districts). A colony repair never substitutes for operating a canal, travelling to a place or learning its machinery. D022 resolves r1's compulsory Refuge-defence objection for the next draft: the refuge is not an obligatory punishment expedition. D023 and [Equipment's Build Paths response](/Hold%20The%20Flood/Equipment/Build%20Paths?revision=a9a288) persuade me to use eight cells immediately and bounded first-visit packages: retaining field growth through issuance limits is clearer than selling the missing rack area.
## 1. Outcome to choice to changed expedition
- 1. **Return or rescue.** Show cargo actually extracted, cargo lost, newly observed facts/recipes and any deliberately committed district outcome separately. Ordinary extraction banks carried salvage and ends the expedition; a dock is not an unlimited mid-expedition deposit point. Rescue banks no current cargo. Previously banked resources, observations and colony work survive either outcome.
- 2. **Read the consequence board.** The refuge board lists the held dock, reachable surveyed service sites, known local relay outcomes, repaired capabilities, bank balance and the last observed forecast state. Mark an old observation as historical; do not invent a current prediction after a network change. The notebook still pauses and contains only observed evidence.
- 3. **Make a persistent investment, or save the cargo.** Salvage pays for a missing capability once. Choosing nothing is legal. An investment preview names its expedition effect and what the same balance could buy elsewhere; no automatic upgrade queue runs.
- 4. **Commit support and preparation.** Select the held dock, one advanced service and its target, starting equipment, and a player-chosen investigation or hauling aim. Preview the safe return point, occupied rack slots, unsupported service and any known conflict with a fixed/shut relay. Confirming departure fixes support for that expedition; there is no mid-trip remote reassignment.
- 5. **Act in the district.** A forward berth changes the walk home; tooling changes what can be attempted before a lucky equipment find; observation support helps compare a live intervention with its input and output. All use the same survival world and its shared power/signal rules.
- 6. **Bring back a new option or an enduring consequence.** A visited service site, an inspected module, a completed rack arrangement or a relay decision changes the next preparation screen. No requirement to finish an expedition successfully before retaining something the player actually observed.
+ 1. **Resolve the expedition.** Extraction banks carried salvage. Rescue loses that trip's unbanked salvage and field finds; it retains observations and inspected recipes. Named world commitments follow their authored commit points, not a blanket reset or blanket persistence rule.
+ 2. **Read what changed at the refuge.** A route board distinguishes confirmed access, the selected baseline dock, any supported additional berth, observed district settings and stale forecasts. The player can also walk into repaired spaces. A repaired workshop's open work bay remains visibly and functionally different from its shuttered starting state.
+ 3. **Choose a permanent investment, or keep the salvage.** A displayed one-time price competes with another repair. Capital spending is not refunded, but the repaired capability remains available under its stated power/access conditions. Every preview names the later action it enables, prerequisites and what it cannot do. No repair is required for a free basic departure, ordinary return or essential clue.
+ 4. **Choose this expedition's support.** Assign the assembly, choose the baseline dock, set pickup priority and prepare the rack at the refuge. The departure preview shows actual occupied cells, empty batteries, route availability and which advanced services are inactive. All choices are revisable until departure.
+ 5. **Use the changed opportunity in the field.** A second extraction option changes a retreat; a known module allows a different approach to an existing obstacle; a comparison record lets the player act on a discrepancy rather than memorise two instruments under pressure. Field action remains necessary.
+ 6. **Return with a new reason to choose.** Newly opened physical access, a discovered module or a changed district setting can make a different assignment worthwhile. Failure need not bring salvage to count as progress: a retained recipe or a corrected inference can change the next departure for free.
- The return screen presents consequences; it does not declare a deduction correct, pick a story outcome, or sell access to the campaign answer.
+ The assembly is a capacity rule, not cargo. It cannot be duplicated, dropped or lost on rescue. Switching away from tooling before departure revokes its extra issued modules; switching away from berth support revokes the extra berth. There is no preparation stockpile through which the player can combine all three services.
## 2. Minimum colony and resource model
- **One settlement, three stations, one currency, one shared support assembly.** These are functional stations in the existing dock scene, not three new buildings. The assembly is colony equipment, not a carried battery, rare loot currency or exported charge. It starts in the refuge, is never lost, and can be connected to one advanced service. It provides machinery capacity, not an exception to the district's power supply. A powered service needs a live supply under the owning rules; grid-shutdown consequences remain an explicit integration dependency in section 7.
+ Only **banked salvage** is a persistent spendable resource. Charge remains expedition-local, starts empty and cannot be sold, banked or used to pay settlement expenses. Recipes, observations and access states are records, not currencies. The reusable assembly is provided with the refuge; it creates a choice only once more than one fitting is available.
+
+ All prices below are **four salvage bundles once per named repair/fitting**, retained as a legible r1 accounting hypothesis. This is not a target number of hauling runs. If a campaign cannot fund meaningful alternatives from ordinary exploration, revise costs/content allocation; do not add repeated hauling to achieve a duration.
- | Station / capability | Player action and visible result | Concrete effect and competing choice |
+ | Permanent investment | Player action and visible result | Changed expedition and competing choice |
| --- | --- | --- |
- | Dock pump: existing base service | Choose the held rim dock; preview dry/wet ground and the return route | Exactly one eligible rim dock is held dry in the active district. Retain the current causeway default and gravity-drained culvert. This does not move an intake or make the approach safe. |
- | Reversible dock outlets: proposed refit | Pay once to fit interchangeable outlets; thereafter select either surveyed rim dock at the refuge | Removes the existing recurring full-return dock-switch price. A change can expose a different approach; it never drains the dock beneath a player mid-expedition. |
- | Workshop: existing repair, clarified acquisition | Repair it; inspect a found module to record its recipe; choose one recorded module alongside the standard empty battery and cutter | One starting module, with its actual rack footprint. Coil occupies two slots. Inspection records the recipe even if rescue follows. This acquisition trigger is proposed for Equipment to adopt. |
- | Workshop tooling: advanced service | Assign the support assembly; show the complete starting rack before departure | Initially issue two recorded modules instead of one. Later, reissue a complete legal equipment-only rack previously assembled and recorded in a shelter. Every battery starts empty; no extra slots, damage bonus or stored charge. Forgo forward pumping and observation support. |
- | Forecast receiver: existing repair, proposed timing extension | Repair it; inspect the first announced intake and scheduled interval before departure | Adds timing to the source’s intake-only benefit: the default Causeway intake alone is too predictable to justify an information purchase. A shut/dark signal regime displays “no announced dispatch,” not “no enemies.” It grants neither live remote control nor unseen clues. |
- | Comparative observation: advanced service | Assign the assembly to one surveyed relay; at its fixed reader, in the running world, select incoming and outgoing signal leads, then capture the visible event | Two adjacent traces retain the observed input/output event for comparison after a switch or drain action. Only events within the player's view are recorded; no unattended reports or notebook evidence from elsewhere. No change to dispatch, power or enemy yield. Forgo advanced tooling and forward pumping. |
- | Forward pumping: advanced service | Assign the assembly to one surveyed pump connection; preview that berth as an additional dry shelter and extraction point | Keeps one Campaign-authored forward berth dry for the expedition, in addition to the rim return. Moving support elsewhere makes that berth unavailable on the next departure. No new district, free teleport, depot inventory or extra salvage spawn. |
+ | Dock outlet refit | Refit the existing outlet; the board exposes reusable baseline-dock selection and the installed manifold remains visible | Change which eligible dock is held without paying on each switch. Opening with this delays workshop or forecast repair. Each reached district has its original safe baseline dock free; until refitted that default remains selected, and no switching debt accrues |
+ | Workshop repair | Unshutter a raised work bay and restore its manual fitting bench; inspected patterns can be laid out there | Ordinary issue of one known starting module alongside the empty default battery; occupies real rack cells. This spends salvage that could support route flexibility or forecast information |
+ | Forecast repair | Repair the receiver; its face shows the known first intake and scheduled interval and marks missing/stale input | Choose approach or support with better information before departure. It does not make a dark signal mean an empty district, or reveal evidence the player has never observed |
+ | Forward-berth fittings, after outlet refit | Install a second hose connection; assign the shared assembly to one eligible extra berth | Retain the baseline dock and one additional extraction option on this expedition. Forego advanced tooling and comparison; physical canal access still required |
+ | Workshop tooling, after workshop repair | Fit the reusable jig; assign the assembly and preview one legal first-visit package or a revisit record | More deliberate starting combinations, with less rack room for field finds. Forego the extra berth and comparison |
+ | Comparative reader, after forecast repair | Fit the receiver’s recording attachment; assign the assembly to one surveyed relay connection with two visible instrument leads | Preserve a juxtaposition of observations made during the expedition. Forego tooling and the extra berth; no remote omniscience or essential-clue purchase |
- **Support cannot be stacked by menu switching.** Preparation is a plan, not a persistent item stockpile: changing service before departure returns provisional issued modules to the workshop and rebuilds the legal starting kit. The chosen service remains fixed until return/rescue. Rack records never fabricate salvage bundles. Reissued modules cannot be sold or dismantled into bankable salvage; found modules remain expedition finds. At a shelter the player may drop equipment for cargo space under Equipment's ordinary rules, but cannot call in another colony service.
+ The three base repairs remain useful independently. The advanced fittings change which combination can be exercised on a later visit; they do not buy increasingly large versions of the same numerical bonus. A player may finish investigations with no advanced fitting. No population, food, morale, housing tier, staffing schedule or autonomous resource producer is needed to make these choices work.
- **Illustrative prices for Lead's economy review:** four extracted salvage bundles for each of (a) reversible outlets, (b) workshop repair, (c) forecast repair, (d) forward-pump fittings, (e) workshop tooling, (f) comparative reader fittings. The latter three enable their corresponding advanced service; tooling requires the workshop and the reader requires the forecast receiver. Each purchase is once per campaign, never per district. There are no escalating prices, district-specific currencies, research points, morale or passive salvage income. Recipes, observed service connections and trace records are knowledge, not spendable resources.
+ ## 3. Three development strategies
- These are alternative purchases, not a required six-step checklist. With four banked bundles, outlets compete directly with the first workshop or forecast repair. With workshop already repaired and four more bundles, tooling competes with forward fittings or the forecast repair. Capital spending is not refunded, but the paid capability never disappears. Support reassignment and use are free. No mystery solution or district entry requires any of these purchases.
+ Early/middle/late describe increasing access and knowledge, not an approved district sequence, required repair order or hour count. Each strategy can change direction without demolishing its earlier investment.
- **How opportunities expand without more tiers of prices:** forward fittings can serve each newly surveyed compatible berth; workshop recipes grow through equipment inspection, and its full-rack option becomes available when the player records a legal six-slot equipment-only arrangement they have actually assembled at a shelter; observation fittings can be attached to each newly surveyed relay with visible input and output leads. There is no “reach chapter three” flag. These capabilities can arrive earlier for a knowledgeable player. Campaign must deliberately place useful compatible sites, and Equipment must supply the acquisition paths; the page does not claim those content assignments are already fulfilled.
+ | Strategy | Early choice | Middle choice | Late choice | Opportunity cost, reversal and failed investigation |
+ | --- | --- | --- | --- | --- |
+ | **Route builder** | Buy the outlet refit and choose a surveyed approach that suits the next investigation; keep basic Cutter/battery preparation | After opening the upper canal in the field and surveying the summit, buy forward fittings; support summit extraction while keeping the depot baseline | Assign that same assembly to an eligible extra retreat point for a consequential revisit; or release it to tooling after route knowledge makes a single exit sufficient | Gives up early known-module issue and later richer preparation. Dock/assembly selection reverses freely at shelter. Rescue loses cargo, not fittings or survey knowledge; a canal state that did not commit must be reopened. After Stop, use the guaranteed unpowered route; a purchased pumped berth is not the guarantee |
+ | **Outfitter** | Repair the workshop; inspect a Coil or utility module and issue that known module on the next departure, empty of charge | Buy tooling; on a new district take either a primary/tool package or a small two-module circuit, preserving room for unknown finds | On a revisit, choose a recorded six-cell rack to pursue a specific manipulation; leave two cells for discoveries, or deliberately issue fewer | Gives up forecast investment and, while tooling is assigned, the additional exit and comparison. Change package/links/priority for free at shelter. Rescue retains inspected recipes and eligible records, so the same experiment can be reissued without replacing a lost weapon with salvage. After Stop the manual one-module bench remains; advanced jig issue is dormant |
+ | **Signal investigator** | Repair the forecast receiver; compare its first-dispatch information with what actually arrives, using free field indicators and notes | Buy the comparative reader and assign it on an Exchange/relay investigation; record two signals only when personally observed | Revisit a district after an authored network change, compare current observations with dated records, then choose a local intervention or leave it intact | Gives up early build access and later tooling/extra extraction. The reader reduces observation burden, not the cost of obtaining an answer. Records survive rescue, switching support and power loss. After Stop old powered forecasts become visibly historical; inspect free local evidence rather than buy a replacement clue or fund a reserve |
- ## 3. Three development strategies
+ **Illustrative sequence:** a failed workshop-first expedition loses its Coil find but retains the inspected recipe. The player can issue a Coil next time without another salvage run, then discover the upper-canal opportunity. Banking salvage later permits forward fittings; assigning them sacrifices advanced circuit preparation for a second extraction. After recording a district discrepancy, the player may instead use comparison on a revisit. These are written consequences of the proposal, not played results.
- These are changeable priorities, not exclusive classes. All retain ordinary panel access, a baseline return point and the right to attempt the mystery. Each row below names a real action, information, consequence and forgone option.
+ ## 4. Three connected examples for the domain owners
- | Strategy | Early choice | Middle choice | Late choice |
- | --- | --- | --- | --- |
- | **Route builder: invest to approach the problem from another side** | Buy reversible outlets before the workshop. After seeing both docks, hold the yard dock and plan around its wet approach; the preparation map shows the causeway dock becoming unusable. Give up a chosen starting module, and keep the free culvert route in the plan. | Fit forward pumping and assign it to a surveyed berth beyond a contested approach in the destination district. The map shows the additional return point; extract there after inspecting the interior instead of crossing back through that approach. Give up tooling/observation and accept that the walk *to* the berth still has enemies. | Retain forward support in the district whose machinery is needed for a return, or move it to a new destination. At a known local relay, choose Fix away from the held dock only if preserving that entry pattern is worth losing future intake selection there. This is the existing World outcome, not a purchased remote clamp. Later knowledge can make the old district worth supporting again. |
- | **Expedition outfitter: invest to attempt a chosen interaction from the start** | Repair the workshop and issue an observed coil alongside the empty battery: three of six slots occupied. Plan how to gain charge; give up the four bundles that could have made dock switching reusable, and find insulation before the planned wet-channel discharge. | Fit tooling; issue coil plus insulation and the base battery: four occupied slots, two for finds/cargo. This permits the planned water experiment once charged. Choose arc plus insulation instead for a crowd-clearing reserve, or another recorded pair; give up the early coil interaction, forward berth and comparative display accordingly. | Reissue a recorded full harvester rack: coil, arc, two empty batteries and insulation use all six slots. Choose a deep investigation whose reward is knowledge and a district outcome, or take a smaller rack to bank salvage. Full preparation removes reliance on finding those modules this trip; it does not provide charge, guarantee a stun/burst sequence or enlarge the rack. |
- | **Signal investigator: invest to compare causes before committing the district** | Repair the forecast first. Read the first intake and scheduled interval; choose an early pulse observation from shelter or a culvert detour to the yard before that dispatch. Give up the starting module and reusable dock refit; the local clues remain available without buying the receiver. | Fit the comparative reader at a surveyed relay. Capture an incoming pulse and the outgoing response, intervene locally, and capture again. View the two observed records at the refuge; compare them with observations from another district. Give up advanced gear and the forward extraction shortcut; no extra survival time is created. | Keep a local relay in Hold as an intact comparison site rather than clamping the convenient intake. After upstream evidence, return and perform the specific drain/lever comparison the evidence suggests. Alternatively choose Shut and retain the observed stopped-output/live-input result. The cost is the chosen district's ordinary threat regime and the loss of a still-switchable reference after an irreversible outcome; no ending answer is granted by the colony. |
+ ### Route example — for Campaign, with Lead interim
- **Why these differ:** route support spends colony capacity on position; outfitting spends it on a reliable starting composition and possibly sacrifices all cargo space; investigation spends it on a clearer causal comparison and preserves a district option that a convenient permanent clamp would remove. None makes a larger damage number the reason to progress. The late game changes the purpose of return visits and the consequences under which the same stations operate; it does not introduce another repair bill for each district.
+ **COL-I1, position to Campaign:** one baseline held dock and an additional supported berth must be two explicit choices. Under [Campaign 9d3590](/Hold%20The%20Flood/Campaign?revision=9d3590), leaving L2 open at extraction connects the upper canal; the Tram summit must also have been physically reached/surveyed. Rescue alone must not falsely satisfy an extraction-conditioned canal commitment. Show canal state and summit eligibility before offering the choice.
- | Strategy | Reversibility and sunk cost | Recovery after an unsuccessful expedition |
- | --- | --- | --- |
- | Route builder | Refit/fittings stay purchased; held dock and supported site can be changed for free between expeditions. A field relay outcome retains World's current persistence; colony menus cannot undo it. | Rescue keeps surveyed sites, fittings and banked salvage. Retry from the rim or reassign support to the difficult approach. If Fix now sends surges toward the desired dock, change dock/approach or use the culvert; do not silently unfix the signal. |
- | Outfitter | Purchases and recorded recipes/racks stay; each departure can choose a different legal kit, or relinquish tooling for another service. No capital refund, no lost starter replacement fee. | The issued kit is available again, empty of charge. Found gear/cargo is lost but inspected recipes and recorded arrangements survive. Choose a lighter hauling kit if further colony investment is the goal; repeated failure creates no repair debt. |
- | Investigator | Reader/receiver remain installed; recordings never disappear. Service target is freely changeable at the refuge. Hold leaves the field decision open; Shut/Fix are enduring under the current World proposal, pending its campaign reconsideration. | A witnessed event survives in the notebook even after rescue. Missed events remain unknown; revisit the site or pursue World's redundant clue in another district. A wrong interpretation is not a paid research project and requires no salvage to revise. |
+ With the canal available, the player can **select the summit as the ordinary one held dock**, giving up the depot as the held dock. This requires the ordinary reusable outlet refit, not advanced forward fittings. Alternatively, assign forward support to **keep depot as baseline and summit as one additional berth**. This is an explicit proposed exception to the shared contract's one-dock limit, not an inference that D023 approved two docks.
- ## 4. Three connected examples for the domain owners
+ The latter lets a player enter below, tow a crowd using the Tram's own machinery, investigate above and extract at the summit without retracing that crowd. It costs the advanced assembly assignment that could have supplied tooling or observation. It does not power the rail, hold L2 open remotely, suppress enemies, transport a boat through a closed canal, or open Exchange access from a menu. Baseline arrival/return must remain possible without purchasing this option. Campaign owns the exact physical approach and return paths; the Colony preview cannot claim them complete on Campaign's behalf.
- **Illustrations with designer spoilers. No claimed play session, timing validation or balance result.**
+ Why prefer optional additional extraction to a mandatory remote outpost upgrade? The player can knowingly choose a harder return to support a different experiment. A compulsory upgrade makes salvage a gate on exploration and erases that choice.
- ### Route example — for Campaign, with Lead interim
+ ### Preparation example — for Equipment
- Source: Design Document r14 sections 2/4/10 and the Pumping District seed. After a salvage return, the player fits reversible outlets instead of the workshop, holds the yard dock and plans a hall investigation. The preview shows the yard dock dry, the causeway dock flooded, and the culvert still dry. On the later expedition, setting the panel to Yard opens the hall and selects the yard intake; the same water that makes a coil useful threatens unprotected feet. Darkening the yard while its crowd is present can spread that crowd onto the home approach. The purchased choice changed the endpoint and the acceptable switching plan; it did not alter the panel rule or make the dock approach safe.
+ **COL-I2, response to [Build Paths a9a288](/Hold%20The%20Flood/Equipment/Build%20Paths?revision=a9a288):** I support its two first-visit packages because each enables a concrete combination while retaining field acquisition. Equipment owns item footprints, primary effects, adjacency and link legality; this page owns eligibility and persistence. All issued batteries are empty.
- The new [Campaign r1](/Hold%20The%20Flood/Campaign?revision=34dc09) supplies a concrete extension candidate: **the Tram summit dock, reachable by the upper canal only after the Lock Flight's L2 outcome joins it**. Request a surveyed pump connection there. First leave L2 open at extraction as Campaign specifies, then reach and inspect the summit connection during a live expedition; surveying does not dry it. Back at the refuge, assign forward support to that connection while retaining the depot as the baseline held dock. On the later visit, power Rail to open the pass toward the Exchange; this darkens the depot gates, making summit extraction the purchased alternative. The tram's lamp still draws enemies and the walk to the summit still costs. Give up tooling/observation for this expedition. If support is reassigned, the summit loses this additional dry-berth benefit and the player must plan the depot route or make the summit the ordinary held dock if Campaign permits it. This proposes an extra supported berth at Lead's actual named site; it does not claim a second dry berth is already adopted. Campaign must confirm pump placement/supply and what happens if the upper-canal outcome is reversed.
+ | Departure option | Colony eligibility and limits | Concrete occupied-cell example under the cited Equipment proposal |
+ | --- | --- | --- |
+ | Free basic | No repair, salvage, successful extraction or service needed | Cutter outside rack; one default empty battery occupies one of eight cells |
+ | Ordinary workshop | Inspected recipe; repaired manual bench | Coil (2) + default battery (1): three occupied, five free |
+ | Advanced first visit: Field tool | Tooling assigned; one known primary and one known module, plus default battery | Prod brace (1) + Coil (2) + default battery (1): four occupied, four free |
+ | Advanced first visit: Circuit set | Tooling assigned; Cutter and up to two known modules occupying at most three cells together, plus default battery | Coil (2) + Insulation (1) + default battery (1): four occupied, four free |
+ | Advanced revisit | Tooling assigned; previously visited destination; one eligible recorded arrangement with at most six occupied cells including primary brace and the default battery | Cutter; Coil (2), two batteries (2), Insulation (1), Arc (1): six occupied, two free |
- ### Preparation example — for Equipment
+ These are footprint examples, not electrical-effect demonstrations. For the six-cell revisit example, a legal candidate 2×4 arrangement in the cited rules is top row **empty / Coil / Coil / Coil-linked battery**, bottom row **empty / Insulation / Arc / Arc-linked battery**. Each battery has a specified linked module; the two empty cells do not touch a battery. Item-rule reconciliation remains Equipment/Lead work.
+
+ **Visit trigger, proposed here:** actual entry into a district marks it visited when that expedition ends by extraction or rescue. Merely selecting it on the map does not. No successful clear, mandatory note, salvage quota or boss is required. A short retreat can therefore qualify a later revisit; that is an acknowledged cost of protecting unsuccessful exploration. If this trivialises first-visit growth, first adjust the reissue package/cap rather than add a success tax.
- Source: Equipment seed and Design Document r14 sections 5/6/10. A player inspects the coil and insulation during an expedition but is rescued. The proposed inspection rule retains the two recipes. Previously banked salvage repairs the workshop/tooling; no failed-trip cargo is credited. On the next departure, tooling issues coil, insulation and the standard empty battery, using four slots. The player can deliberately work toward a wet-channel experiment rather than wait to find the coil. They must still collect charge, choose links at a shelter, respect conduction/leakage and find a fresh crowd in water. The remaining two slots compete between cargo and more equipment.
+ **Recipe and record trigger:** personally inspecting an item retains its recipe even if it is lost later. At any shelter, including a field shelter, the player can record an actually assembled, legal arrangement of known items. The record survives losing those physical items. At the refuge it can be reissued only under the destination and issue limits above. An arbitrary unknown template grants nothing. The six-cell cap counts *every* issued occupied cell; the default battery is included in the arrangement, never silently added afterward. Cargo and charge are not recorded. A larger saved pattern must be edited to the cap before issue; do not silently delete a module. The remaining two cells are room, not reserved cargo, and can receive field items.
- Later, a legal full harvester arrangement recorded in a shelter enables its reissue; failure does not erase that knowledge. Taking it consumes all six slots at departure and forgoes both advanced route and observation support. **Requested Equipment contract:** adopt or replace the recipe-recording trigger, two-module issue and recorded-rack reissue; specify acquisition of the required modules. Colony does not add weapon effects, change rack size or approve this as balanced.
+ Patterns and recipes remain when tooling is unassigned; extra issue does not. This avoids free stockpiling while making a failed experiment repeatable. Full-rack issue on a first encounter is a credible convenience alternative, but consumes the discovery room before the player has met that district's problem; prefer these bounded packages.
### Discovery and enduring consequence — for World
- Source: World r20's stopped relay / continuing trunk pulse and local Shut/Fix/Hold outcomes; Design Review REV104 r1. A player initially records Hold, keeping the relay switchable, and invests in observation fittings instead of tooling. After seeing the Exchange's shared machinery, they return to the surveyed pumping relay with the comparative service assigned. They select its visible incoming and outgoing leads and record an event. They then deliberately open drain R in the live room and record another: under World's proposed chain, the drum and local output stop while the incoming trunk still pulses. The reader preserves that witnessed contrast; the player may infer that local shutdown does not stop the upstream network. Ordinary cable observation can reach the same inference without any colony purchase, and World requires a redundant clue elsewhere.
+ **COL-I3, response to [World 9aab5e](/Hold%20The%20Flood/World%20And%20Mystery?revision=9aab5e):** the comparative reader preserves two records of signals the player can otherwise see; it does not discover trunk permission, supply or a mystery answer remotely. At the selected relay’s fixed reader, choose, for example, a visible incoming permission pulse and a local drum event. This is a supported site, not an extra carried module or an unattended remote recorder. Recording occurs only while those instruments are actually observed. The notebook labels place, observed state and order; comparing with an earlier trip never asserts a simultaneous measurement.
+
+ The player can put those records side by side at the refuge and choose to inspect a local relay or Collector intake next. The cost is using observation support and spending attention reaching/reading instruments while exposed. The unaided player can perform the same comparison using ordinary notes. World r21's redundant essential evidence is the right boundary: buying this convenience must not create an essential clue that is absent in the field.
+
+ If permission flashes but supply is empty, retain both the flash and any personally observed hollow-arrival cue; do not report that no enemies can exist. After Shut/Fix/Hold or an Exchange/Head-Works commitment, mark conflicting older forecasts as historical until a new observation supports an update. Persistent notes inform an action; they do not unlock it by flag.
+
+ **COL-I4, lasting refuge consequence and position to World/Campaign:** workshop investment opens a raised work bay the player can enter and use. The hand-fitting bench continues ordinary one-module issue after the powered jig goes dark. Its shutter remains open, inspected patterns remain available and the installed jig visibly stops. The repair buys lasting usable infrastructure; the advanced service remains contingent on world power.
+
+ Proposed refuge layout contract: a **raised landing and dry walkway** connect free basic equipment, notebook and manual bench without any pump or upgrade. The powered lower apron provides the convenient pumped access; its water level and inactive pump make power loss visible. Losing that convenience changes the approach within the refuge, while the raised landing remains usable. No district is declared to possess this geometry by this Colony proposal: Campaign must identify each actual unpowered return route.
+
+ This gives investment an enduring physical result beyond a menu and makes the world decision costly without destroying earned knowledge. It requires no new character simulation or special emergency currency. The work bay and landing are proposed scene requirements, not confirmed assets.
- This choice leaves the **Shut** district outcome on later visits: unannounced trickles, no useful announced-dispatch forecast there, and still-functional local panel power under the current local rule. The workshop remains useful, and the receiver/reader can serve other surveyed districts; no replacement purchase is due. Choosing **Fix** instead could simplify the intake beside a supported route but would remove the switchable signal comparison that motivated Hold. A saved trace is evidence of an event, never a solution flag.
+ **Direct correction to World r21:** its claim that the dock pump “runs on the salvage already banked” and develops a falling reserve after Stop introduces mandatory upkeep precisely when the player investigates an unsuccessful or uncertain world decision. It is not the Colony baseline, and normal-operation exemption does not make the post-Stop charge harmless. I recommend **no salvage-fed pump reserve and no trip-count refuge depletion**. Paid repairs, banked salvage, notes and the dry landing persist; powered forecast, extra pumped berth and advanced jig can become unavailable.
- **Unresolved interface, not an adopted cure for REV104:** this example uses World's stated Shut observation, not the Exchange's disputed suppression rule. World and Lead must settle drum versus trunk requirements, empty dispatches and grid power before claiming the wider network behavior is coherent. COL101 changes none of those rules and does not close REV104 findings.
+ World's proposed three-expedition city reserve also differs from [Head-Works r3's immediate grid shutdown](/Hold%20The%20Flood/Districts/The%20Head-Works?revision=999d84). **I proceed on immediate loss of powered colony services with manual basic refuge access, pending World/Campaign/Lead reconciliation.** Immediate visible power loss gives Stop a readable cost; a reserve clock adds ambiguous failure/return accounting without improving this colony choice. This is my integration recommendation, not a global power ruling. Stored portable charge/effects remain governed by the shared equipment rules; no free charge or unexplained backup generator is introduced.
+
+ For **Keep**, retain the actual committed governor setting on the route board as an enduring district state, with consequences authored by Campaign/World. Revising it requires the local field action; the refuge board is not a remote governor. Keep does not schedule upkeep visits. For **Leave**, retain the observation and the unchanged actual state; the board must not depict an intervention that never happened.
## 5. Persistence boundaries
- | State | Extraction | Rescue / unsuccessful investigation | Later expedition and boundary |
+ | State | Extraction | Rescue / unsuccessful investigation | Reconfiguration, later visit and Stop |
| --- | --- | --- | --- |
- | Map, inspected evidence, recipes, observed traces, recorded legal rack | Retained | Retained if actually observed/recorded | No unearned clues. Observations retain their context; a changed district does not rewrite old evidence. Recipe/rack triggers are Colony proposals pending Equipment. |
- | Banked salvage and paid colony capabilities | Retained; add only extracted cargo | Retained; add no lost cargo | No upkeep, decay, service-use fee or rescue debt. |
- | Held dock and chosen service/target | Retained as the next preparation default | Retained | Reassign only at refuge. Preview dormant/incompatible targets; no mid-expedition removal of a refuge. |
- | Surveyed service sites | Retained | Retained after inspection | Knowledge that a connection exists; no permanent safety entitlement when support is absent. |
- | Issued starting equipment | Trip ends; no gear-to-salvage conversion | Reissuable without payment | Next departure reconstructs the selected legal kit with empty batteries. Support-dependent extras cannot be retained after changing service. |
- | Found modules, carried bundles, charge | Cargo banks only on extraction; gear/charge reset | Lost | No carried charge or found-item stockpile between districts/expeditions. Lead owns any broader economy revision. |
- | Enemies, spent-organism yield, ordinary panel/valve/pump states | Expedition ends | Expedition ends | Reset under shared rules, except specifically authored enduring outcomes. Support re-establishes its selected berth; a field pump does not become permanent by being left running. |
- | Deliberately committed local Shut/Fix/Hold | Propose recording the relay outcome when the player performs/confirms its defining action | That relay outcome persists even if rescue follows, as proposed clarification of “done to the district” | Show permanence and known consequences at the live interaction. Hold leaves options open. World owns its final timing/reversibility. Other outcomes keep their owner-specified boundary: Campaign r1 explicitly commits the Lock Flight L2 setting at extraction, so rescue does not grant that canal outcome. |
- | Closing the app / elapsed real time | No colony change | No colony change | No timers, jobs, resource production, needs, casualties or decay run off-session. |
-
- **Failure floor:** a valid district entry must retain a baseline dry return/shelter and the ordinary starter. No colony upgrade, rare cargo or mandatory enemy harvest may be required to restart investigation. If all new purchases are unaffordable, the player can keep learning with the panel, live evidence, notebook and shelters, or make an optional hauling return. Multiple zero-cargo investigations leave the colony exactly as it was, apart from observed knowledge and deliberate world choices.
+ | Banked salvage and paid repairs/fittings | Retained; carried salvage banks on extraction | Previously banked progress retained; this trip's unbanked cargo lost | No upkeep, off-session decay or automatic spending, including after Stop |
+ | Ordinary equipment finds, charge and cargo | Knowledge retained; issue is governed by recipes, not a physical armory | Physical field finds lost; inspected recipes retained | No charge banking or conversion; departure batteries empty |
+ | Observations, inspected recipes, eligible rack records and actual visited destinations | Retained | Retained under the triggers above | Records can become stale, not erased; powered service loss does not erase the notebook |
+ | Selected baseline dock and assembly assignment | Remain selected | Remain selected if still physically eligible | Freely reselect at refuge after permanent refit; losing canal/power eligibility is shown, never charged as debt |
+ | Ordinary enemies, loose finds and temporary electrical effects | Reset according to shared expedition rules | Same | Colony does not turn ordinary panel or combat state into persistent world state |
+ | Named district interventions | Persist only at the author-specified commitment event | A completed local commitment is not automatically undone by rescue; extraction-conditioned changes require extraction | Actual committed outcomes appear on the board; later reversal follows the district's explicit rules |
+ | Refuge infrastructure | Repaired work bay and fittings remain | No destruction, worker death, repair bill or forced defence | Under this proposal, Stop disables powered services; manual bench and free raised landing remain usable |
- **Enduring choice is different from failure.** Deliberately stopping a relay may make future visits harder even if the expedition ends in rescue; that consequence is the player's chosen world action, not a rescue penalty. Before adopting this persistence timing, World should confirm it alongside its outcome warnings and recovery routes.
+ **COL-I3 persistence clarification:** World/Lead must distinguish an immediate committed relay act from a “leave L2 open at extraction” outcome. A warning before an enduring action must say whether rescue can undo it; no generic “all field state resets” sentence should erase a stated permanent consequence. Colony stores and displays the result; it does not choose every district's commit or reversal rule.
## 6. Assets, people and scope
- No recruitable or individually simulated people are required. The existing refuge inhabitants operate the stations as one collective, represented by the board and machinery. There are no assignments, needs, casualty rolls, named worker traits, dialogue trees or rescue-to-unlock-person gates. If a later person is proposed, their choice must change an expedition in a way these stations cannot already express.
+ Minimum settlement: one refuge containing existing dock/receiver/workshop functions, one route/notebook display and one reusable support assembly represented through the fitted station state. Minimum new functionality in the design is a manual bench, a dry unpowered landing contract and clear station active/inactive states. No named recruit, staffing minigame, resource production, hunger, housing or mortality mechanic is required.
- | Minimum presentation need | Reuse direction | Unapproved gap and cheaper alternative |
- | --- | --- | --- |
- | Existing dock pump, workshop and forecast station | Existing proposed machinery, cable, board and shelter categories; three stations in one refuge scene | No compatible free asset set verified by this submission. Describe stations through existing inspectable objects before requesting new building art. |
- | Reversible outlets / forward connection | Reuse dock, pipe, valve and dry/wet state conventions at Campaign-authored sites | No forward berth asset or geography claimed to exist. If unavailable, retain rim-dock support and choose a reused surveyed dock location; no bridge or bespoke outpost art authorized. |
- | Tooling and recorded-rack preview | Reuse rack slots, current module representations and workshop panel | No new module art required by COL101. Availability/terms of existing candidates are not re-verified here; new equipment appearance belongs to Equipment and asset review. |
- | Comparative input/output reader | Reuse forecast/indicator language with two labeled observed traces; distinguish signal from power | Paired display and trace presentation are an unapproved authored UI gap. Cheaper version: two timestamped textual observations beside the existing notebook evidence, with the same visible-event restriction. This document specifies behavior, not shipped UI assets or final narrative copy. |
- | Settlement inhabitants | Retain the current collective fiction | No new portraits, animation, voices or NPC models requested. |
+ Prefer reuse of project-appropriate free existing dock, industrial bench, shutter, pump, hose, instrument and signage assets if found and licensed. **Availability and suitability have not been established.** Raised refuge geometry, readable inactive/active states, two-signal records and the manual/powered workshop distinction are unapproved asset/presentation gaps. Existing assets may fail to express them; that is a reason to simplify or seek prior owner approval for rare minimal authored assets, not permission to make them. No purchase or generated art is proposed or authorized.
- Prefer existing free assets; do not infer availability, compatible style or usable terms from a category name. Purchases and rare minimal authored assets require prior owner approval. No AI-generated art, concepts or placeholders; none created. No game code, Unity setup, prototypes, simulations or playtests. The principal content burden is **meaningful placement of service sites and equipment discoveries across the actual campaign**, plus readable service/outcome previews; six purchase entries do not supply that content by themselves.
+ Scope is campaign-spanning choices through the expedition machinery, not a second management game. No count or price proves duration, fun, feasibility or balance. All scenarios here are written illustrations.
## 7. Integration proposals and requested responses
- These are written handoffs to the named domain owners through this page and Tasks. Their responses/adoption are pending; publication is not evidence that another chat read them. Lead remains the interim interface owner wherever PM has not yet recorded a specialist submission.
-
- | ID / owner | Exact source and proposed change | Rationale, affected interface and requested response |
+ | Interface | Position and reason | Exact source / owner action still needed |
| --- | --- | --- |
- | COL-I1 / Campaign; Lead interim | Campaign [34dc09](/Hold%20The%20Flood/Campaign?revision=34dc09) sections 3.1/3.2/5 and Design Document [ec1b6c](/Hold%20The%20Flood/Design%20Document?revision=ec1b6c) sections 2/4/10: recurring dock-switch payment → one-time outlet refit; add optional surveyed forward berth support | Makes route commitment revisable without taxing a failed hypothesis. Confirm per-district baseline return, which mapped sites can be supported, and how travel starts/ends an expedition. Confirm the proposed additional summit berth, its existing canal prerequisite and its approach/escape; do not create a mandatory settlement gate or assume a district count. |
- | COL-I2 / Equipment; Lead interim | Campaign [34dc09](/Hold%20The%20Flood/Campaign?revision=34dc09) sections 4/5 and Equipment [d0001a](/Hold%20The%20Flood/Equipment?revision=d0001a), Design Document [ec1b6c](/Hold%20The%20Flood/Design%20Document?revision=ec1b6c) sections 5/6/10: inspected recipes, two-module tooling, recorded six-slot rack reissue | Reliability becomes a competing expedition objective, while slot/charge costs remain. Confirm eligible modules, recipe and pattern acquisition, ordinary drop/reissue boundaries, the crane-parts/nine-slot proposal, and how this changes the intended within-trip growth. Use the six-issued-slot cap above if a third row is adopted, pending a written reassessment. If full-rack issue removes too much discovery, I prefer limiting it to recorded racks for revisits, with ordinary two-module tooling on first visits; Equipment should argue the boundary before adoption. |
- | COL-I3 / World | World [7699de](/Hold%20The%20Flood/World%20And%20Mystery?revision=7699de), WLD103 and outcome table: optional comparative reader; retain Hold as an open local option and commit enduring actions at interaction, including before rescue | Supports the stopped-output/live-input discovery without a purchase or notebook flag gating the answer. Confirm exact leads/observables, alternate clue path, permanence warnings and whether Shut/Fix are reversible in the campaign. Confirm the proposed predeparture first-interval preview as well; a known default intake alone is not a useful purchase. No change to W1, ordinary lamp attraction or REV104's disputed trunk behavior. |
- | COL-I4 / Lead with World | World [7699de](/Hold%20The%20Flood/World%20And%20Mystery?revision=7699de), Answer A; Review [80a882](/Hold%20The%20Flood/Design%20Review?revision=80a882), REV104-4: shutting the head-works could disable the colony's powered pumps | I recommend keeping a gravity-drained baseline refuge/return after any campaign shutdown, while powered optional services become dormant until a documented supply exists. This preserves the actual loss of convenient pumping/observation without erasing banked progress or requiring an upkeep rescue loop. Campaign supplies the physical return route; World owns ending meaning; Lead states the fixed power source. Do not claim a powered service survives an unpowered grid. This ending interface is unresolved; COL101 proceeds on the explicit baseline-return requirement, not an invented generator. |
- | COL-I5 / Lead; PM review | Design Document [ec1b6c](/Hold%20The%20Flood/Design%20Document?revision=ec1b6c) section 10; Expansion Brief [cdc0c5](/Hold%20The%20Flood/Expansion%20Brief?revision=cdc0c5): replace three-decision ceiling with the proposed reusable service loop | Reconcile four-bundle capital prices, one advanced service, banked/field resource separation and authored outcome precedence. Adopt, revise or reject each rule explicitly; this page does not silently become the integrated rule source. No larger salvage target or duration claim follows. |
-
- **COL-I6 — to Lead and Campaign, on [Campaign 34dc09](/Hold%20The%20Flood/Campaign?revision=34dc09) sections 2 and 5.** The sentence “the next expedition is at home” makes defence compulsory after an outcome. I recommend that the player choose when to undertake the resulting Refuge expedition; retain the normal dry inner dock as shelter, and put the threatened landing/approach outside it. The preview must name the affected route before the original district action. Defeat can lose expedition cargo and leave that approach problem unresolved; it must not delete banked salvage, recipes, facilities or people, nor charge a repair before investigation resumes. Successful defence can reopen that named approach or release its assigned support for use elsewhere, rather than pay a repeatable defence reward. This keeps the existing machinery/route loop and a local consequence. The credible alternative, immediate forced defence, gives the outcome urgency; its cost is turning investigation into an obligation even without literal upkeep. Prefer voluntary commitment under the no-investigation-tax baseline. This is a position for Lead to accept or counterpropose, not a completed Refuge district design, owner ruling or edit to Lead's page.
-
- **Main design risks, unvalidated:** one service may feel like another loadout menu rather than settlement development; comparative recording may be less valuable than gear or a shorter retreat; full-rack reissue may flatten expedition growth; a poorly placed forward berth may erase the intended survival return; the power-source/ending contract is incomplete. The substantive case is their interaction with paid persistent capabilities and actual district consequences, not a claim that these risks have been tested away. Review should first challenge those decisions and missing interfaces, not request a prototype in this phase.
+ | COL-I1: route | One freely selected baseline held dock after refit; one optional additional berth uses the assembly. Keep canal/survey prerequisites physical | [Campaign 9d3590](/Hold%20The%20Flood/Campaign?revision=9d3590), [shared rules 69024c](/Hold%20The%20Flood/Mechanics/Power%20And%20Attraction?revision=69024c): Campaign confirm summit geometry, eligibility/commit and unpowered return; Lead decide the explicit one-extra-dock exception |
+ | COL-I2: preparation | Support Equipment's small first-visit packages and D023 revisit cap; define failure-tolerant visit/recording triggers above | [Build Paths a9a288](/Hold%20The%20Flood/Equipment/Build%20Paths?revision=a9a288), [Inventory 73eb77](/Hold%20The%20Flood/Mechanics/Inventory%20And%20Charge?revision=73eb77): Equipment reconcile item legality/effects; Lead integrate source transfer. Footprint examples do not settle effects |
+ | COL-I3: observation | Comparison records accessible observations, not purchased essential evidence; historical forecasts visibly stale | [World 9aab5e](/Hold%20The%20Flood/World%20And%20Mystery?revision=9aab5e): World confirm cue/evidence contract. Its redundant-clue treatment supports this limit, not acceptance of all receiver details |
+ | COL-I3–I4: persistent world/refuge | Retain manual refuge access; reject salvage reserve after Stop. Persist only explicit local commitments | [World 9aab5e](/Hold%20The%20Flood/World%20And%20Mystery?revision=9aab5e), [Head-Works 999d84](/Hold%20The%20Flood/Districts/The%20Head-Works?revision=999d84): World/Campaign resolve immediate shutdown versus reserve; Lead reconcile general power/persistence; Colony's proposed scene contract is in §4 |
+ | COL-I6: refuge obligation | D022 selects no forced refuge defence; r1's objection no longer blocks Colony drafting | [Brief 70b6b1](/Hold%20The%20Flood/Brief?revision=70b6b1): Lead remove contradictory compulsory-defence summaries during integration |
+ | COL-I5: economy and acceptance | Keep one-time prices provisional; do not make investigation pay for failure or artificially extend play | [PMR004 ed0def](/Hold%20The%20Flood/PM%20Reviews/PMR004?revision=ed0def): Lead reconcile income/cost opportunity; PM review this revision and own acceptance |
- **PM submission:** COL101 r1 supplies the full outcome/choice/next-trip loop, three early/middle/late strategies, costs and reversibility, failure/persistence boundaries, route/build/mystery examples and minimum content/asset dependencies. Please review this contribution and record staffing from this evidence; acceptance and integration remain yours and Lead's respectively. No blocking owner question is needed to review the proposal. The network and campaign-ending interfaces above remain explicit dependencies rather than claims of agreement.
+ This is a focused response and recorded handoff, not a claim those authors have read or agreed. No new owner approval is needed to continue written reconciliation. Development and any asset expenditure remain behind the owner's explicit approval gates.
## 8. Source revisions used
- Read current sources via `source?raw`, discovered pages/recent changes through [index](/-/index) and [log](/-/log), and identified revisions through each page's history. The revision-linked source bodies were compared with the read Markdown after removing the final machine trailer. These are the design inputs, not claims that their earlier review verdicts cover COL101.
+ Processed on 2026-09-06 UTC, against first submission [a1046d](/Hold%20The%20Flood/Colony?revision=a1046d) and task evidence [83a002](/Hold%20The%20Flood/Tasks?revision=83a002). The r1 ledger remains available in history. This response processes the PMR004 Colony feedback and later Equipment/World/Campaign interfaces; it does not infer whole-campaign acceptance from labels or timestamps.
- | Source | Revision read and verified | Use |
+ | Read source | Verified revision | Scope used |
| --- | --- | --- |
- | [Hold The Flood](/Hold%20The%20Flood) | [42488e](/Hold%20The%20Flood?revision=42488e) | Current hub and expansion direction |
- | [Hold The Flood/Brief](/Hold%20The%20Flood/Brief) | [1bd68a](/Hold%20The%20Flood/Brief?revision=1bd68a) | D007, D009, D013–D021 and baseline authority |
- | [Hold The Flood/Tasks](/Hold%20The%20Flood/Tasks) | [eb8c03](/Hold%20The%20Flood/Tasks?revision=eb8c03) | COL101 scope, current ownership and submission rules |
- | [Hold The Flood/Team](/Hold%20The%20Flood/Team) | [d00fad](/Hold%20The%20Flood/Team?revision=d00fad) | Role ownership and staffing-evidence rule |
- | [Hold The Flood/Expansion Brief](/Hold%20The%20Flood/Expansion%20Brief) | [cdc0c5](/Hold%20The%20Flood/Expansion%20Brief?revision=cdc0c5) | Larger campaign, revisable ceilings, no investigation tax |
- | [Hold The Flood/Design Index](/Hold%20The%20Flood/Design%20Index) | [dd01c7](/Hold%20The%20Flood/Design%20Index?revision=dd01c7) | Existing Colony link and transfer protocol |
- | [Hold The Flood/Colony](/Hold%20The%20Flood/Colony) | [1f0b95](/Hold%20The%20Flood/Colony?revision=1f0b95) | PM seed and assignment; preserved below |
- | [Hold The Flood/Design Document](/Hold%20The%20Flood/Design%20Document) | [ec1b6c](/Hold%20The%20Flood/Design%20Document?revision=ec1b6c) | r14; sections 2–6, 9–11 and relevant reset/return rules |
- | [Hold The Flood/World And Mystery](/Hold%20The%20Flood/World%20And%20Mystery) | [7699de](/Hold%20The%20Flood/World%20And%20Mystery?revision=7699de) | r20; W1–W4, shelter/dock consequences, relay outcomes and WLD103 |
- | [Hold The Flood/Equipment](/Hold%20The%20Flood/Equipment) | [d0001a](/Hold%20The%20Flood/Equipment?revision=d0001a) | Current item/slot catalogue and expansion interface |
- | [Hold The Flood/Pm Reviews](/Hold%20The%20Flood/Pm%20Reviews) | [94e459](/Hold%20The%20Flood/Pm%20Reviews?revision=94e459) | PMU004 coordination and last full PMR003 checkpoint |
- | [Hold The Flood/Pm Reviews/Pmr003](/Hold%20The%20Flood/Pm%20Reviews/Pmr003) | [72c692](/Hold%20The%20Flood/Pm%20Reviews/Pmr003?revision=72c692) | Actual credited changes and outstanding-review context |
- | [Hold The Flood/Design Review](/Hold%20The%20Flood/Design%20Review) | [80a882](/Hold%20The%20Flood/Design%20Review?revision=80a882) | REV104 r1; unresolved campaign signal/power interfaces |
- | [Wiki Conventions](/Wiki%20Conventions) | [a00de4](/Wiki%20Conventions?revision=a00de4) | Read/merge/verify, metadata trailer, preservation, source linking |
- | [Home](/Home) | [be9fe5](/Home?revision=be9fe5) | Documented source/save interface |
- | [Pumping District](/Hold%20The%20Flood/Districts/Pumping%20District) | [7161a5](/Hold%20The%20Flood/Districts/Pumping%20District?revision=7161a5) | Current seeded geography and campaign assignment |
- | [Campaign](/Hold%20The%20Flood/Campaign) | [34dc09](/Hold%20The%20Flood/Campaign?revision=34dc09) | Arrived during drafting; shape, district geography/consequences, equipment/colony/mystery and handoffs |
- | [Power and Attraction](/Hold%20The%20Flood/Mechanics/Power%20And%20Attraction) | [69024c](/Hold%20The%20Flood/Mechanics/Power%20And%20Attraction?revision=69024c) | Author-adopted shared rules; current rule authority |
- | [Design Document](/Hold%20The%20Flood/Design%20Document) | [5f9fbb](/Hold%20The%20Flood/Design%20Document?revision=5f9fbb) | r15 delta read against r14: scope signpost, shared-rule transfer, hydraulic relay mirror |
- | [Wiki Conventions](/Wiki%20Conventions) | [32a35d](/Wiki%20Conventions?revision=32a35d) | Late maintenance-status change; editing conventions unchanged |
-
- The PM seed below is retained verbatim in its original order, including its links and source attribution. COL101 proposes a successor layer; no Lead or other specialist text was overwritten, and no detailed rule transfer is claimed complete.
+ | [Hold The Flood](/Hold%20The%20Flood) | [34ca6d](/Hold%20The%20Flood?revision=34ca6d) | Current hub direction and role/navigation updates |
+ | [Hold The Flood/Brief](/Hold%20The%20Flood/Brief) | [70b6b1](/Hold%20The%20Flood/Brief?revision=70b6b1) | D014 and D022–D024; governing design constraints |
+ | [Hold The Flood/Tasks](/Hold%20The%20Flood/Tasks) | [469c70](/Hold%20The%20Flood/Tasks?revision=469c70) | Current COL101 handoff, submission preservation and PMR005 supplement |
+ | [Hold The Flood/Pm Reviews](/Hold%20The%20Flood/Pm%20Reviews) | [8f4f5b](/Hold%20The%20Flood/Pm%20Reviews?revision=8f4f5b) | PMR004 milestone, PMU005 preservation correction, PMR005 checkpoint |
+ | [Hold The Flood/Pm Reviews/Pmr004](/Hold%20The%20Flood/Pm%20Reviews/Pmr004) | [ed0def](/Hold%20The%20Flood/Pm%20Reviews/Pmr004?revision=ed0def) | Full integration review; Colony section and selected drafting rules |
+ | [Hold The Flood/Pm Reviews/Pmr005](/Hold%20The%20Flood/Pm%20Reviews/Pmr005) | [d15967](/Hold%20The%20Flood/Pm%20Reviews/Pmr005?revision=d15967) | Focused combat review; no new Colony acceptance or electrical-effect closure |
+ | [Hold The Flood/Design Review](/Hold%20The%20Flood/Design%20Review) | [80a882](/Hold%20The%20Flood/Design%20Review?revision=80a882) | REV104 campaign-interface critique; unchanged from r1 |
+ | [Hold The Flood/Team](/Hold%20The%20Flood/Team) | [3e5ce6](/Hold%20The%20Flood/Team?revision=3e5ce6) | Staffing evidence and division of ownership |
+ | [Hold The Flood/Expansion Brief](/Hold%20The%20Flood/Expansion%20Brief) | [8e517e](/Hold%20The%20Flood/Expansion%20Brief?revision=8e517e) | Current scope/quality constraints and integration direction |
+ | [Hold The Flood/Design Index](/Hold%20The%20Flood/Design%20Index) | [be4c43](/Hold%20The%20Flood/Design%20Index?revision=be4c43) | Actual pages, ownership and current migration status |
+ | [Hold The Flood/Campaign](/Hold%20The%20Flood/Campaign) | [9d3590](/Hold%20The%20Flood/Campaign?revision=9d3590) | Baseline docks, L2/summit topology, colony and persistent campaign effects |
+ | [Hold The Flood/Districts](/Hold%20The%20Flood/Districts) | [699c8e](/Hold%20The%20Flood/Districts?revision=699c8e) | CAM101 r3 travel/access/refuge positions and changed duration accounting; no duration endorsement |
+ | [Hold The Flood/Design Document](/Hold%20The%20Flood/Design%20Document) | [5f9fbb](/Hold%20The%20Flood/Design%20Document?revision=5f9fbb) | Legacy §§3–6/10–11 and scope-superseded header; unchanged r15 |
+ | [Hold The Flood/Mechanics/Power And Attraction](/Hold%20The%20Flood/Mechanics/Power%20And%20Attraction) | [69024c](/Hold%20The%20Flood/Mechanics/Power%20And%20Attraction?revision=69024c) | Shared one-dock, expedition/power/persistence boundary; D023 migration still required |
+ | [Hold The Flood/Equipment](/Hold%20The%20Flood/Equipment) | [a44990](/Hold%20The%20Flood/Equipment?revision=a44990) | Catalogue/acquisition ownership and domain constraints |
+ | [Hold The Flood/Equipment/Build Paths](/Hold%20The%20Flood/Equipment/Build%20Paths) | [a9a288](/Hold%20The%20Flood/Equipment/Build%20Paths?revision=a9a288) | COL-I2 response, first-visit packages and recorded-rack examples |
+ | [Hold The Flood/Mechanics/Inventory And Charge](/Hold%20The%20Flood/Mechanics/Inventory%20And%20Charge) | [73eb77](/Hold%20The%20Flood/Mechanics/Inventory%20And%20Charge?revision=73eb77) | Eight-cell inventory proposal, item/issue boundaries |
+ | [Hold The Flood/World And Mystery](/Hold%20The%20Flood/World%20And%20Mystery) | [9aab5e](/Hold%20The%20Flood/World%20And%20Mystery?revision=9aab5e) | r21 D024 six states, reserve proposal, essential evidence and historical forecasts |
+ | [Hold The Flood/Districts/The Head-Works](/Hold%20The%20Flood/Districts/The%20Head-Works) | [999d84](/Hold%20The%20Flood/Districts/The%20Head-Works?revision=999d84) | r3 Stop/Keep/Leave, immediate power loss and unpowered return |
+ | [Hold The Flood/Districts/The Collector](/Hold%20The%20Flood/Districts/The%20Collector) | [29ece6](/Hold%20The%20Flood/Districts/The%20Collector?revision=29ece6) | r3 local charge use, buffer and water consequence interfaces |
+ | [Wiki Conventions](/Wiki%20Conventions) | [d9338f](/Wiki%20Conventions?revision=d9338f) | Entire editing/preservation convention, reread before writes |
+ | [Hold The Flood/Colony](/Hold%20The%20Flood/Colony) | [a1046d](/Hold%20The%20Flood/Colony?revision=a1046d) | Own r1 baseline, full source and author-preservation proof |
+
+ **Deliberately superseded:** r1's conditional six-cell examples, discussion of purchasing a third rack row and still-pending first staffing acknowledgment. D023 and PM's substantive submission review replace those assumptions. The one-time costs remain hypotheses; the old recurring dock-switch payment survives only in the preserved PM seed. The full r1 and its rationale remain at the linked revision, not as a second live Colony rule set.
## PM seed — retained source material from before COL101
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