2026-09-06 22:34:52
Anonymous:
Districts r5 (CAM102): PMR006 accepted CAM101 and assigned CAM102 - deepen the Exchange, reconcile the baseline with Lead-owned beats, keep optional and overhead separate. Adds the new Exchange page to the index and the lever ladder; the Exchange rises from 3 expeditions to 4 now that it has a real beat list, so the baseline is 35 expeditions and 8.4 hours (was 34 and 8.2), with the wall-clock band and the colony constraint updated to match. Adds the reconciliation PMR006 asked for: there is no competing Lead number to reconcile against, because DES104 section 8 defers the figure to this role, so the table is split instead into counts derived from beats I wrote on pages I own (Collector, Head-works, Exchange) and counts proposed against Lead-authored ground (Pumping at the Lead's own 10, plus Lock Flight, Tram and Barrier at 4 each) - the latter are Campaign's reading of the Lead's districts, are the three most likely to move, and should move on the Lead's word. Flags one stale pointer on DES104 section 8 rather than editing another author's page. Records that the Lock Flight and Tram transfer is a coordination step, not an edit I can perform alone.
hold the flood/districts.md ..
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# Hold the Flood — Districts
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**CAM101 · r4 · 2026-09-06 · Campaign and District Designer · In review. Nothing here is an owner approval, a validated length, or tested behaviour.** r4 updates §9 against three things that landed after r3: the shared contract [Power and Attraction r3](/Hold%20the%20Flood/Mechanics/Power%20And%20Attraction) **closes all three of this plan's hard dependencies** (REV104-1, -3 and -4 are rules now) and assigns this role the Collector's water level under Stop, answered at [Collector r4](/Hold%20the%20Flood/Districts/The%20Collector); [DES104 r2](/Hold%20the%20Flood/Campaign) **accepts seven districts and the refuge-at-stake argument**, citing the lever ladder as one of its two count tests; and [Grounder r3](/Hold%20the%20Flood/Enemies/Grounder) corrected a claim carried on the Collector page. §§1–8 and §10 are unchanged. r1–r3 are in [page history](/Hold%20the%20Flood/Districts/history).
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**CAM101 accepted; CAM102 · r5 · 2026-09-06 · Campaign and District Designer · In review. Nothing here is an owner approval, a validated length, or tested behaviour.** [PMR006](/Hold%20the%20Flood/PM%20Reviews/PMR006) accepts the CAM101 correction and assigns **CAM102: deepen the Exchange, reconcile the 34-expedition baseline with Lead-owned beats, coordinate attributed transfer, keep optional visits and unmeasured overhead separate.** r5 delivers the first two: [The Exchange](/Hold%20the%20Flood/Districts/The%20Exchange) is written to the standard of the three detailed districts, and §5's baseline is reconciled — the Exchange rises from 3 expeditions to 4 now that it has a real beat list, so the baseline is **35 expeditions and 8.4 hours**, and §5 now states which counts are Campaign's proposals against Lead-authored ground. r1–r4 are in [page history](/Hold%20the%20Flood/Districts/history).
**This page does not replace [Campaign (DES104)](/Hold%20the%20Flood/Campaign).** The lead published the integrated campaign proposal before this role was staffed, and its own bookkeeping says section 2's map and count and section 3's districts "would transfer to Campaign and Districts" when the role exists. It exists now. **I adopt the lead's seven-plus-one district set and its three deep districts as written, rather than proposing a rival campaign** — two campaign plans on one wiki is the failure [Wiki Conventions §6](/Wiki%20Conventions) is about. What this page adds is the part of CAM101 that DES104 does not yet carry: an independent count test, the progression map with its optional branch and its later-discovery return, travel and order rules, a bottom-up duration hypothesis, one consequence of failure, one alternative route, and the two undesigned districts written to the standard of DES104 §3.
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| Pumping District | Design Document §2–§4, §11; campaign role here | [Pumping District](/Hold%20the%20Flood/Districts/Pumping%20District) |
| Lock Flight | [DES104 §3.1](/Hold%20the%20Flood/Campaign#31-the-lock-flight) — lead's, deep | Page planned; not created as of 2026-09-06 |
| Tram Incline | [DES104 §3.2](/Hold%20the%20Flood/Campaign#32-the-tram-incline) — lead's, deep | Page planned; not created as of 2026-09-06 |
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| Exchange | [DES104 §3.4](/Hold%20the%20Flood/Campaign#34-the-exchange-in-outline) — outline; mystery on the World page | Page planned; not created as of 2026-09-06 |
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| The Exchange | **Here** — was outline-level in DES104 §3.4; deepened under CAM102 | [The Exchange](/Hold%20the%20Flood/Districts/The%20Exchange) |
| The Collector | **Here** — was a sketch in DES104 §7; written to the §3 standard | [The Collector](/Hold%20the%20Flood/Districts/The%20Collector) |
| Tidal Barrier | [DES104 §3.3](/Hold%20the%20Flood/Campaign#33-the-tidal-barrier) — lead's, deep | Page planned; not created as of 2026-09-06 |
| The Head-works | **Here** — was a sketch in DES104 §7; written to the §3 standard | [The Head-works](/Hold%20the%20Flood/Districts/The%20Head-works) |
| The Refuge | DES104 §5, as a played district | **Recommended against as a district** — see §2.3 |
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I have deliberately not created pages for the Lock Flight, the Tram Incline or the Exchange. Their content is authored and current on the lead's page; copying it here would create the divergent second copy the conventions warn about. When the lead is ready to transfer, the pages should be cut from that page and linked back, in one edit, by agreement — not by me lifting them.
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I have not created pages for the **Lock Flight** or the **Tram Incline**. Their content is authored and current on the lead's page; copying it here would create the divergent second copy the conventions warn about, and the transfer is the lead's to make, not mine to take — that is the third half of CAM102 and it is a coordination step, not an edit I can perform alone. **The Exchange was the exception [PMR006](/Hold%20the%20Flood/PM%20Reviews/PMR006) asked for**: it was outline-level rather than authored at depth, so deepening it adds rather than duplicates, and its page keeps the lead's outline entire and links the bank's pricing rather than restating it.
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@@ 58,7 58,7 @@
| Pumping District | Where the Flood enters; where an entered crowd walks | Here | Now | **Distinct** |
| Lock Flight | Where the *water* is — which makes roads and completes circuits | Here | Now | **Distinct** — it moves the medium, not the crowd |
| Tram Incline | Where the *light* is, continuously, on a rail | Here | Now, continuously | **Distinct** — the panel sets an entrance at a dispatch; the tram sets a lure that moves while you watch |
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| Exchange | Which district is announced, forecast and routable at all | Elsewhere | Next visit there | **Distinct** |
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| [The Exchange](/Hold%20the%20Flood/Districts/The%20Exchange) | Which district is announced, forecast and routable at all | Elsewhere | Next visit there | **Distinct** — and, since CAM102, designed rather than asserted |
| The Collector | How much Flood a district receives | Elsewhere | Next visit there | **Distinct from the Exchange** — one sets readability, the other quantity; a player can want a thin surge they cannot read, or a large one they can |
| Tidal Barrier | Whether a second, unannounced source exists at all | Here, permanently, and at the refuge | From the moment it is shut | **Distinct** |
| The Head-works | How often every district dispatches | Everywhere | Permanently | **Distinct** |
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| **Pumping District** | **10** | 1–2 read the light, the culvert, the first surge, and tier one lands: why the causeway is overrun. 3–5 route on purpose; the tally board; the hatch; the first loadout that is a choice. 6–8 tier two: the valve, the pool's lamp, the gate, the crew's note. 9–10 tier three: the three valves, the relay room, and the local outcome | 150 |
| **Lock Flight** | **4** | 1 locks and levels read. 2 the lock house door against the drained-bed shortcut. 3 the painted gauges. 4 the outcome and the upper canal | 60 |
| **Tram Incline** | **4** | 1 the rail as a dry conductor and the lamp as a moving beacon. 2 towing a crowd, and sending one away. 3 the timetable board. 4 the summit dock and the pass | 60 |
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| **Exchange** | **3** | 1 the shaft and the drums; one time source. 2 the bank read, and one position set. 3 the second setting, made knowing what the first did | 30 |
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| **The Exchange** | **4** | 1 the hall, the shaft and seven drums on one time source. 2 the bank read, and one position set. 3 the swap — disengage, walk, engage — learned by paying the walk. 4 the dead drum listed on the board, against the pumping district's stopped one | 40 |
| **The Collector** | **4** | 1 the levels and the meters. 2 the three ways-on, and one surge withheld. 3 the harvest, the winch, and what charge is for here. 4 the intake gauge | 60 |
| **Tidal Barrier** | **4** | 1 the tide read against the dispatch clock. 2 the flats crossing and the signal house. 3 the gate log. 4 the gates shut | 48 |
| **The Head-works** | **3** | 1 the approach and the gallery door. 2 the grease, the tally and the cadence. 3 the governor | 54 |
| **Required return: a darkened district, watched** | **1** | The campaign clue that the trunk *permits* dispatch is only observable in a district you have darkened. Without it the Exchange is a lever with no legible effect, so this is required, not optional | 15 |
| **Required return: the Collector, after the Barrier** | **1** | Shutting the gates starves it; its level and gauges have to be re-read before the head-works run | 15 |
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| **Baseline total** | **34** | | **492** |
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| **Baseline total** | **35** | | **502** |
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**The baseline path is 34 expeditions and 8.2 hours of expedition time.** Every deferral and every optional branch that was in r1's "required" column has been taken out of it.
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**The baseline path is 35 expeditions and 8.4 hours of expedition time.** (r3 said 34 and 8.2; the Exchange has gained one expedition by acquiring a real beat list at [its own page](/Hold%20the%20Flood/Districts/The%20Exchange), which is the only honest direction for a number to move when a sketch becomes a design.) Every deferral and every optional branch that was in r1's "required" column has been taken out of it.
**Where this differs from the lead, and why I moved.** r1 gave the pumping district 5–8 expeditions; [DES104 §8](/Hold%20the%20Flood/Campaign#8-length-honestly) carries the lead's estimate of 10–12 from that district's own designed beats. **I have adopted the lead's number at its low end.** I had no evidence for a lower one — my reasoning was that a campaign opening should be tighter, which is a preference, not a beat list, and the lead has the beat list. Where two roles differ on a number, the one who wrote the beats should win.
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**Reconciling the baseline with Lead-owned beats — the second half of CAM102.** [DES104 §8](/Hold%20the%20Flood/Campaign#8-length-honestly) states the lead's position: no figure on that page until one baseline path with concrete beats exists across the districts, and that path is this role's submission. So there is no competing number to reconcile *against* — what there is, since [Campaign r3](/Hold%20the%20Flood/Campaign), is authored ground for four districts that were previously outlines or sketches. Reconciled honestly, that splits the table above in two:
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- **Counts derived from beats I wrote, on pages I own:** the Collector, the Head-works and now the Exchange. These are mine to defend and mine to be wrong about.
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- **Counts proposed against ground the lead authored:** the Pumping District (10, adopted from the lead's own 10–12 rather than my earlier 5–8), the Lock Flight (4), the Tram Incline (4) and the Tidal Barrier (4). **The lead's r3 gives each of those a panel table and one written expedition, not a tier list**, so my four-expedition counts are Campaign's reading of their districts and not the lead's estimate. They are the three numbers most likely to move, and they should move on the lead's word rather than mine.
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**One stale pointer, flagged rather than edited.** DES104 §8 still says PMR004 records the duration as unaccepted. [PMR006](/Hold%20the%20Flood/PM%20Reviews/PMR006) has since accepted the CAM101 correction and calls the baseline "a content-backed drafting hypothesis". That sentence is the lead's to update; I am not touching another author's page to fix a date-stamped claim.
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### Optional — listed, and added to nothing
| Optional branch | Expeditions | Min |
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### Overhead, deaths and hauling — separated, and none of it counted
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- **Dock overhead** — repacking, the notebook, planning between expeditions — is an **unmeasured multiplier**, not content. If it runs at 25–35%, the baseline path is 10.2–11.1 hours wall-clock. **I am reporting 8.2 hours as the designed content and the multiplier separately**, because PM is right that folding them together hid which figure was designed and which was assumed.
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- **Dock overhead** — repacking, the notebook, planning between expeditions — is an **unmeasured multiplier**, not content. If it runs at 25–35%, the baseline path is 10.5–11.3 hours wall-clock. **I am reporting 8.4 hours as the designed content and the multiplier separately**, because PM is right that folding them together hid which figure was designed and which was assumed.
- **Deaths and retries are excluded entirely.** A rescue costs cargo and found modules, never progress, so a retried expedition repeats content already counted. Counting it would inflate the campaign with the player's mistakes.
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- **Hauling is excluded entirely.** No colony unlock in this plan is paid for by a trip made only to pay for it. **The constraint that keeps that true, for [COL101](/Hold%20the%20Flood/Colony) and [DES104 §5](/Hold%20the%20Flood/Campaign#5-the-colony-across-the-campaign): every unlock must be payable out of salvage collected during the 34 baseline expeditions above.** If it is not, the campaign quietly becomes a grind and this section becomes false. I would rather the colony have fewer tiers than have the campaign padded to pay for them.
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- **Hauling is excluded entirely.** No colony unlock in this plan is paid for by a trip made only to pay for it. **The constraint that keeps that true, for [COL101](/Hold%20the%20Flood/Colony) and [DES104 §5](/Hold%20the%20Flood/Campaign#5-the-colony-across-the-campaign): every unlock must be payable out of salvage collected during the 35 baseline expeditions above.** If it is not, the campaign quietly becomes a grind and this section becomes false. I would rather the colony have fewer tiers than have the campaign padded to pay for them.
### What this claims, and what it does not
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**The claim:** the designed content on the baseline path is 34 expeditions and about eight hours, against the three to four the owner rejected, with roughly two more hours of optional branches and an unmeasured dock multiplier on top.
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**The claim:** the designed content on the baseline path is 35 expeditions and about eight and a half hours, against the three to four the owner rejected, with roughly two more hours of optional branches and an unmeasured dock multiplier on top.
**What it is not.** It is not a measurement, a promise, or a validated length. Its width lives almost entirely in the beat lists, which is why they are printed above rather than summarised: **the way to falsify this number is to delete a beat, not to argue about a total.** Four of the seven districts' beat lists are mine and three are read off the lead's and the world designer's designs, and the three sketched districts in DES104's coverage table have had beats supplied here that their authors have not yet agreed. **Nothing here says anything about whether eight hours of this is enjoyable**, which no design page can establish and which the development gate exists to find out.