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- # Hold the Flood — Colony and Persistent Progression
-
- ## Current direction — Hearth must be a growing home
-
- Under the [World Below proposal](/Hold%20the%20Flood/Brief#visionary-replacement-proposal-the-world-below), the refuge is **Hearth**, the dry roof of a flooded sanctuary and the emotional reason to leave it. The player is a scavenger-inventor raised there. Mara, the workshop keeper and mentor; Senn, the medic and grower; and Tavi, the mapmaker and closest friend are the proposed minimum relationship spine, not a final cast quota. They speak, disagree, use discoveries and visibly change the place. They are not procedural colonist units.
-
- The first returned heat cell relights Senn's warm room for seedlings and patients; its exhausted casing hangs above Mara's bench. That is the current concrete refuge consequence. Later returns should change a person, shared space or relationship as well as a capability. The owner's preference permits a growing, managed settlement and authored defence situations, so the prior ban on all management or defence is not binding. Do not turn that permission into anonymous population bars, random personalities, upkeep padding or scheduled attacks before the cast and story reason earn them.
-
- The detailed COL101/COL102 model below was written for the superseded surveyor, Tram, harvest ending and seven-district campaign. It remains prior-stage design evidence, not the current settlement specification. Banked salvage, a physical workshop, equipment-versus-cargo choices and free access may survive where the replacement premise earns them. The route board, dock policy, support-assembly exclusivity, Stop cascade and exact no-upkeep boundary do not survive merely because they were previously integrated. The earlier fixed-crew Tram/Stop illustration and Visionary service verdict remain in [Colony bf1d83](/Hold%20the%20Flood/Colony?revision=bf1d83); they are not active direction.
-
- Maintained by the Colony and Progression Designer. Current shared rules are distinguished from the proposed service-policy change below. Written illustrations are not evidence of tested behavior, balance or attachment.
-
- ## Hearth growth proposal — authored projects, not population bars
-
- **Proposed Colony model for The World Below.** Hearth grows when a returned object, a discovery or a new person creates an authored project. The player sees who wants the project, what physical space will change, what it will enable on a later expedition and which other project the same salvage cannot fund yet. They may fund one, keep the salvage or change the selected project before committing. Finished projects persist. Nothing progresses, consumes resources or deteriorates because real time passes.
-
- This is more substantial than an upgrade menu because the people proposing the work use the result and sometimes disagree about priority. It is smaller than a colony simulator: Mara, Senn and Tavi are recurring characters with authored situations, not workers assigned to production. Hearth has no anonymous population score, food cycle, morale meter, job roster, random personality, passive income or scheduled attack. A fourth or fifth named person should arrive only when the lower world supplies a relationship and a decision; increasing the cast is not itself settlement progression.
-
- ### The return loop at Hearth
-
- 1. **Come home with three different kinds of result.** Ordinary salvage is the only generic persistent currency. A named object such as the Bell House heat cell is project cargo, never converted into a price. A clue, known equipment pattern or relationship change is persistent information, never spendable.
- 2. **Resolve the promise that motivated the expedition.** A promised object goes to its stated purpose before the player shops. The Bell House cell relights Senn's warm room; the game does not ask whether sick people should freeze so the player can buy a weapon. Senn moves the patients and seed trays back under the lamps, Mara mounts the exhausted casing above her bench, and Tavi compares the returned relief rubbing with the nursery image. One return visibly changes three relationships without inventing three rewards.
- 3. **Read the next choices in one place.** The central Hearth table shows at most three current authored projects. Each preview names its steward, prerequisite, visible home change, specific later opportunity and what is delayed. The player can then visit the changed room and speak to its person, but routine preparation remains available at the table so affection is not enforced through compulsory walking.
- 4. **Commit returned material, or wait.** Paying a displayed one-time salvage cost and any named recovered part completes or advances that project immediately; there is no build timer. Capital is not refunded, but changing which unfinished project is selected costs nothing. Delayed projects do not worsen or disappear unless an authored story choice clearly says so before the player commits.
- 5. **Use the consequence outside, then bring its human result home.** A workshop project enables a known build preparation, a map project makes a known lead actionable, or a living-space project lets Hearth receive someone affected by the opened world. The field still supplies the object, route or evidence. On return, the responsible person acts on the result and the shared space changes again.
-
- ### The first loop — Bell House to a real choice
-
- **Immediate goal:** accept Senn and Mara's request, cross to the Bell House and bring back its failing-but-usable heat cell. The cell occupies real carrying capacity; Equipment owns its exact footprint. Its location and return route belong to Campaign. The player can abandon optional salvage to preserve the promised cargo, making the owner's equipment-versus-salvage enthusiasm visible in the first expedition.
-
- **Visible information:** before departure, the table shows “Warm room: cell failing; Bell House spare; no countdown while away.” In the Bell House, the objective marker identifies the cell, while the crowned relief and seven-bell response remain discoveries rather than mandatory instructions. On return, the cold/dark and warm/lit room states are distinct, and all three named people have a visible action tied to what came back.
-
- **Failure and recovery:** rescue loses carried salvage and the unreturned cell; the cell remains at its authored source for another attempt. An inspected relief, heard verse or known Bell House interaction remains in the notebook. The cold night is story urgency, not an off-session clock: closing the game, spending time at Hearth or failing while learning does not kill a patient, deduct salvage or add repair debt. Dialogue and room state may acknowledge the failed attempt. A hard countdown is a credible alternative, but it would turn early experimentation and unfamiliarity into harm to named people before the player understands the game; do not adopt it without an explicit later owner decision.
-
- **No fabricated shop fork after the first return.** That return's real choices were the promised two-cell cargo, optional salvage and which known upper-sanctuary lead to pursue next. The player banks salvage. Pre-credits Hearth still changes with each returned furnace part and fulfilled promise, but no optional project is sold until it creates a concrete field or relationship consequence rather than basic clarity. Exact later prices wait for Lead's economy and must be payable through purposeful expeditions, not repeated hauling.
-
- **Do not sell correctness.** On the first return, Mara automatically mounts the exhausted cell casing and copied seven-bell spacing as the bench's resonance display. It mirrors the free legality, link and incomplete-rack warnings every shelter preview already owes; it costs no salvage and unlocks no item. Mara's first optional authored project remains deliberately unnamed until a recovered object or understood interaction gives it a new field action. A third project is not invented merely to make the three cast members symmetrical.
-
- | Project | Player action and visible result | Changed later expedition | Competing choice and recovery |
- | --- | --- | --- | --- |
- | **Tavi — turning map table** | After the furnace archive supplies the glass survey plate, commit salvage for a physical table that can turn the familiar roof map over; Tavi overlays only reliefs the player has personally seen | It organizes competing lower-world route proposals after the lift. Campaign owns reachable routes; World owns what comparisons mean. The table never reveals an unseen site, charges for notebook clarity or opens the lift remotely | Unavailable before the plate; salvage is simply banked. Selecting and interpreting known leads remains free and reversible; the paid project is deferred until Lead/Campaign gives it a field consequence beyond clearer UI |
- | **Senn — receiving alcove** | Commit salvage to clear and screen the existing warm-room threshold; beds and seedlings visibly move, creating one named patient's place rather than adding a capacity number | Much later, after Hearth knowingly answers the distant lights and reopens travel, an authored injured arrival can be treated and can become a relationship and source of lower-world testimony. That may create a later route or historical disagreement, owned by Campaign/World; it is not passive production | Delays the bench and map. If the alcove is not ready, Hearth can postpone the explicit signal/travel commitment; nobody dies off screen. Once the story threat is accepted, its defence is an authored expedition state, not a recurring attack schedule |
-
- The two later optional projects are intentionally not permanent mutually exclusive branches. Their order changes what appears first—discovery guidance or room for a new relationship—while later purposeful returns can complete the other. A future Mara project joins this order only when the field supplies a concrete new build action. Permanent lockout would make one early salvage decision erase large parts of a discovery campaign; unconditional simultaneous completion would make salvage irrelevant. Ordered, persistent completion preserves a real choice without manufacturing scarcity forever.
-
- ### Campaign-spanning development strategies
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- These are priorities a player may mix, not classes, approved duration tiers or three currencies.
-
- | Priority | Early | Middle | Late | What it gives up |
- | --- | --- | --- | --- | --- |
- | **Make impossible things** — Mara | Use the automatically restored resonance display for free rack/link feedback; spend no salvage on a duplicate preview | Add a project only when a recovered tuning piece and understood interaction create a new field action, not merely safer rehearsal of an existing rule | Turn Hearth's workshop into a shared place where a spectacular build leaves a physical trace and another named inventor can dispute or extend it | The first optional investment goes to mapping or living space until a real build project exists. Any later workshop project delays those uses; a larger starting build still sacrifices cargo, healing and flexibility and begins without free field fuel unless Equipment says otherwise |
- | **Understand the world below** — Tavi | Compare personally observed leads for free; after the archive plate and lift, build the turning map only when it changes a field route | Add recovered maps and conflicting accounts from people below; mark uncertainty rather than converting lore into objective arrows | Make Hearth an archive whose competing histories change which settlement or account the player trusts, without making every song a door code | Build access and guest space develop later; information proposes an expedition and never substitutes for reaching it or surviving it |
- | **Make Hearth worth returning to** — Senn | Restore the warm room through the mandatory first promise, then choose the receiving alcove as the first optional project | Welcome the first authored arrival only after the player chooses to answer the distant lights; the newcomer changes relationships and offers testimony, not income | Prepare Hearth for a specific authored defence or refuge decision caused by the connections the player opened; its aftermath changes people and rooms permanently | Workshop and mapping conveniences arrive later. There is no farming yield, morale bonus or recurring defence reward to compensate numerically |
-
- ### Defence, reversibility and failure boundaries
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- A Hearth defence must be caused by an intelligible player/world commitment—such as answering distant lights and reopening travel—not by a calendar. Before starting it, the player sees who is at risk, which rooms/routes are available and what will persist. Campaign owns the playable approach; Combat owns enemy behavior; World owns the relationship and story consequence. Colony owns which Hearth spaces and completed projects exist.
-
- No generic core-cast permadeath, building destruction or repeated repair invoice is proposed. If a later authored branch wants a permanent loss, it needs an explicit warning, a written alternative and owner judgment; “the player should care” is not enough justification. An unsuccessful expedition may lose that expedition's unbanked cargo and leave the authored problem unresolved, but it does not roll back completed projects or consume food, heat or morale in the background. This retains no mandatory upkeep and no off-session decay while allowing management through investment order, story commitments and visible use of space.
-
- ### Minimum spaces, resources and presentation burden
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- Hearth needs four connected authored spaces, not a buildable grid: the shared table/return point; Mara's workshop; Senn's warm room and its threshold; Tavi's map wall/table. The reopened lift or landing belongs to Campaign geometry and should reuse the same return area if possible. Banked salvage is the only generic spend. Named project cargo and knowledge are prerequisites/state, not additional currencies. No recruit housing tiers, production buildings or staff schedules are required.
-
- The three recurring people, readable cold/warm room, changing bench, turnable map and later named arrival are presentation requirements. Reuse suitable free character/environment/prop assets if verified; none is claimed available. Distinct recurring-character readability, relationship scenes, room-state changes and any defence-specific staging are unapproved gaps. Text boxes and reused poses may reduce the burden, but that is not evidence they are sufficient. No voice acting, new art, purchase or authored asset is requested by this proposal; any rare minimal authored need goes to the owner before creation.
-
- ### What is settled here and what remains open
-
- - **Owner direction:** Hearth should be a growing, managed settlement with authored people worth helping and defending. That preference and all development/asset gates stand.
- - **Working fiction proposal:** The World Below, Hearth, Mara, Senn, Tavi, the Bell House heat cell and crowned-relief chain come from the Visionary/World drafts and are not owner-approved fiction.
- - **Colony recommendation:** use authored persistent projects and investment order; retain no mandatory upkeep and no off-session decay. Make the first cell a promise, not a morally false shop choice. Do not add a fourth/fifth cast member until the lower world creates a concrete relationship and decision.
- - **Visionary disposition:** accept authored projects, but do not pretend the first return offers a capital choice. Pre-credits Hearth changes through promises and returned furnace parts; salvage may be banked. Reject the paid resonance bench because legality feedback is baseline UX. Tavi's and Senn's paid projects begin only after the plate/lift gives them an honest field or relationship consequence; add no Mara project for symmetry. The earlier project timing remains in [Colony cf90ad](/Hold%20the%20Flood/Colony?revision=cf90ad).
- - **Open interfaces:** Lead integrates economy; Campaign supplies Bell House/return and later defence geography; Equipment specifies the heat-cell footprint and Choir Cascade's legal preparation; World owns the arrival, relationships and historical consequences; Visionary/PM judge premise and priority. No old support-assembly, dock or Stop rule carries into this model unless separately retained.
-
- Supersedes [COL102 r2 / Colony r6, 59ad65](/Hold%20The%20Flood/Colony?revision=59ad65), [COL102 r1 / Colony r5, fe7d88](/Hold%20The%20Flood/Colony?revision=fe7d88), [COL101 r4, 527f2b](/Hold%20The%20Flood/Colony?revision=527f2b) and earlier revisions linked in §8. Lead is the sole integrated Design Document owner under D014. The attributed PM seed at the foot is preserved verbatim.
-
- ## COL101 recommendation
-
- Build a refuge that remembers what the player has made possible, with **one reusable support assembly assigned to either workshop tooling or one supported berth for the next expedition**. Banked salvage buys permanent repairs and fittings once. Moving the assembly between those two uses is free at the refuge. The repaired forecast receiver compares personally observed signals without occupying the assembly. The competition is reliable preparation versus an additional place to stop, not a tax for changing one's mind.
-
- **Selected drafting direction:** [Brief D022–D026](/Hold%20The%20Flood/Brief?revision=0cba02) selects seven external districts plus a refuge, no forced refuge defence, eight rack cells from the start, shelter-selected pickup priority, one active assembly, reusable refits, revisit-only recorded-rack issue capped at six occupied cells, and base-receiver comparison. [PMR007](/Hold%20The%20Flood/PM%20Reviews/PMR007?revision=6fb181) accepts COL101's targeted corrections and COL102 r1's two investment trajectories within their stated scopes. These remain provisional design decisions, not an approved district count, duration, fiction, asset plan or production scope.
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- **Current boundary:** [the shared contract r7](/Hold%20The%20Flood/Mechanics/Power%20And%20Attraction?revision=5322f4) adopts one held dock plus one supported shelter, tooling versus berth support, D026's base-receiver comparison, the gradual Stop cascade, no salvage-fed pump reserve, the dry/manual refuge baseline and ordinary switched-state persistence. Exact repair prices and final refuge presentation remain Colony proposals. Equipment owns issue packages; Campaign owns the current integrated Tram example. No example here depends on an unresolved electrical effect.
-
- The credible alternative lets the purchased tooling and one eligible additional berth operate together. It removes a recurring departure restriction, but not investment order, rack space, empty departure batteries, field acquisition or physical route requirements. The comparison below now recommends that alternative; until reconciled by Visionary/Lead and disposed by PM, the tables describe the existing exclusive baseline rather than silently implementing the proposal.
-
- ## Integration against the Campaign submission that arrived during COL101
-
- 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 current Build Paths response](/Hold%20The%20Flood/Equipment/Build%20Paths?revision=6bc3f7) 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. **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.** Once the assembly has been commissioned from the recovered crane parts, assign it to tooling or one supported berth, choose the baseline dock, set pickup priority and prepare the rack at the refuge. Before that milestone, the three base repairs and free basic departure still work, while both advanced fittings display their missing assembly prerequisite. The departure preview shows actual occupied cells, empty batteries, route availability and which fitting is inactive. All available 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.
-
- Once commissioned, 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 both assembly-backed services. Receiver comparison remains available because it is part of the paid base repair, not a third assembly use.
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- ## 2. Minimum colony and resource model
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- 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.
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- **Assembly acquisition, integrated by [Campaign DES105 r1](/Hold%20The%20Flood/Campaign?revision=ee4202):** the refuge begins with the connections for advanced fittings but no working support assembly. Two authored crane parts are available in the Lock Flight. The player inspects and carries either or both to extraction; each occupies one rack cell and each extracted part is banked as a unique project component, not converted into salvage. These are project cargo, not equippable items, modules or recipes; Equipment owns any inventory presentation needed to keep that distinction legible. When both are banked, the workshop commissions the one reusable assembly with no additional salvage fee or timer. The repaired bay visibly holds the recovered parts before completion and the assembled frame afterward.
-
- The parts are fixed, guaranteed offers on Campaign's route, not random drops or enemy yield. A rescued player loses only parts still carried on that expedition; unbanked parts reappear at their authored location, while any previously extracted part remains banked. The player can therefore recover with a one-cell return rather than repeat a two-cell haul. Free machinery/starter access, essential evidence, baseline docks and the three base repairs never require the assembly. Campaign owns the Lock Flight placement and reachable route; if that route cannot be completed with the free starter and local machinery, the assembly milestone must move rather than create an equipment gate.
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- Why prefer this to r3's free starting assembly? A discovered machine part becomes a visible refuge capability and asks for a concrete cargo sacrifice once, joining district exploration to colony growth. The free alternative exposes advanced service competition earlier and is more failure-proof, but makes the assembly an unexplained menu capacity. Fixed placement, separately banked parts and no salvage fee keep the preferred version from becoming repeat hauling.
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- 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.
-
- | Permanent investment | Player action and visible result | Changed expedition and competing choice |
- | --- | --- | --- |
- | Support assembly commission | Extract the two unique Lock Flight crane parts, together or separately; see them installed into one reusable frame | Makes one purchased advanced fitting assignable per expedition. The recovery trip gives up one or two rack cells that could hold salvage/modules; failure loses only currently carried parts. No salvage price, recurring fee or essential-route gate |
- | 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, marks missing/stale input, and places two personally observed signal records side by side | Choose approach or support with better information before departure, or inspect a discrepancy without consuming the assembly. It does not make a dark signal mean an empty district, reveal an unobserved event or sell route-gating bank state |
- | 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; 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 |
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- 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.
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- ## 3. Three development strategies
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- 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.
-
- | 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 | Recover the Lock Flight parts while opening the upper canal; after commissioning, buy forward fittings and 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; carrying the parts gives up up to two cells on that Lock Flight return. Dock/assembly selection reverses freely at shelter. Rescue loses only carried parts, not banked parts, fittings or survey knowledge. After Stop, a powered berth works only until its district circuit dies; the guaranteed route does not depend on it |
- | **Outfitter** | Repair the workshop; inspect a Coil or utility module and issue that known module on the next departure, empty of charge | Recover the crane parts, commission the assembly and buy tooling; on a new district take either a primary/tool package or a small two-module circuit | 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 the part-carrying cells; while tooling is assigned, gives up the additional exit. Rescue retains banked parts, inspected recipes and eligible records. After Stop, advanced tooling remains until the refuge circuit fails; the manual one-module bench survives |
- | **Signal investigator** | Repair the forecast receiver; compare its first-dispatch information with what actually arrives, using free field indicators and notes | Repair the workshop for one known module while the base receiver keeps two personally observed records side by side; recover the crane parts when the Lock Flight route offers them | On a revisit, assign the assembly to tooling for a controlled reconstruction or to a berth for two possible observation exits; then act locally on the discrepancy or leave the machine intact | Gives up early dock flexibility and spends on two base repairs before either advanced fitting. Comparison costs field attention but no assembly slot. Rescue retains observations, recipes and banked parts. After Stop, the board announces circuit loss and stored observations persist even when its powered display goes dark |
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- **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. A recorded district discrepancy remains comparable at the repaired receiver whichever assembly use is selected. These are written consequences of the proposal, not played results.
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- ## COL102 — Two development approaches across Tram returns
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- These trajectories demonstrate investment order under the current exclusive-service draft. They are not the later comparison after both purchases, which follows below. [Campaign](/Hold%20The%20Flood/Campaign) owns the integrated scene and its consequences; this sequence remains a written illustration, not validated duration, balance or play behavior.
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- ### The same place, three different reasons to go
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- Use the Tram Incline's existing depot, rail, summit station and timetable from [Campaign DES105 r1 §3.2](/Hold%20The%20Flood/Campaign?revision=ee4202). Visits are separated by ordinary campaign exploration, not consecutive compulsory trips. Both approaches require the two banked crane parts before their changed return can use an advanced service. The two approaches face the same objective and observed state at each step; investment changes the options they can rely on. The proposed four-bundle prices below compare three equal spending opportunities (4, then 4, then 4), not earnings guaranteed at those points. If normal exploration does not fund them, Lead changes price or placement; no extra hauling visit is added.
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- | Return and changed understanding | A — protect two possible exits | B — make one equipment combination dependable |
- | --- | --- | --- |
- | **First visit: discover what the rail powers and physically reach/survey the summit.** The working belief is that lighting the rail simply supplies transport. At the depot, Rail visibly darkens the gates while lighting the pass gate; the moving lamp draws the crowd. The new fact is that moving the crowd also changes the way home. | Spend the first four bundles on the outlet refit. Start with free Cutter and empty battery, using the original depot baseline; an unsurveyed summit cannot be selected or supported. This first trip gains no remote summit access from the purchase. It earns a later choice of which surveyed dock to hold. The opportunity given up now is known-module issue. | Spend four on the manual workshop. If the Coil recipe was inspected during earlier exploration, issue Coil plus the empty battery: three occupied cells. The Coil is an emergency option only after ten charge units are actually collected; it does not power the dry rail. This gives up dock reselection and uses two more cells than A. Without the recipe, depart basic and retain the repair; the shop cannot invent discovery. |
- | **Changed return: use the surveyed upper route to inspect the pass toward the Exchange.** The player now knows that Rail opens the pass but closes the convenient depot gates, and the board shows the tram and canal states left by previous actions. The choice is whether to preserve two retreat options or prepare to cope with the incline while committing to one. | After both crane parts have banked and the assembly is commissioned, spend the next four on forward-berth fittings. Hold the depot and assign the one city-wide extra berth to the surveyed summit, provided the board shows the upper canal joined. Start basic; use the local tram/lamp and panel. If work above becomes costly, extract at the summit; if the incline is blocked before reaching it, retreat below. This gives up advanced tooling. The two docks do not remove pursuit, a blocking Heavy or the need to reach either dock. | Spend the next four on tooling. If Coil and Insulation have actually been assembled and recorded in a shelter, issue that four-cell revisit rack (two Coil cells, one Insulation, one empty battery). Keep the original depot baseline; the summit is not a second supported exit. Insulation permits a powered-yard approach and Coil can buy a stun after earned fuel, at the cost of four cells and a return down the incline or Campaign's manual gate route. Reversing the tram when a Heavy blocks it remains the zero-fuel alternative. Do not promise a powered Coil at departure or claim a safe clearing time. |
- | **Later return: check a supply intervention, then leave the tram where the next approach should begin.** After the player deliberately withholds the Tram's first supply at the Collector while leaving it permitted, the prior belief “a flash guarantees an incoming crowd” becomes a question. Observe a permitted flash without bodies at the yard, then distinguish that interval from later arrivals and local enemies. This is an optional verification of World/Campaign's existing supply rule, not a new mandatory evidence flag. | Spend the third four on the workshop. Now issue one known Coil with the empty battery while retaining berth support. Use the lower dock to observe the yard; continue to the summit only if the actual crowd and pass state permit it. An empty first dispatch reduces the need for two exits, but the second exit still lets the player abandon the upper leg without undoing all lower work. The cost is foregoing Insulation alongside the issued Coil. A may instead select just the summit baseline and leave the assembly idle; buying a service never obliges its use. | Spend the third four on the outlet refit. Keep tooling assigned and select one surveyed baseline dock according to the objective: depot for the yard observation and a shorter abort, summit for upper work after accepting the lower observation's round trip. The same four-cell record protects an energized-yard approach but cannot manufacture charge from an absent surge. Use manual routing if the bank remains empty. Give up the second hard stop. Leave the tram/panel in a deliberate local state and record it for the next visit. |
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- The first return teaches an opportunity cost, the changed return exploits physical access, and the later one checks a changed world and chooses its next starting state. Reading the timetable also links the existing Lock Flight evidence to the Exchange; World owns the explanation and its redundant evidence. If the player already understands the supply rule and has no reason to reposition the tram or inspect upper evidence, cut the later trip from their path. It is not required to unlock the next price tier.
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- **Preparation and geography dependencies, resolved in the current sources.** [Campaign DES105 r3](/Hold%20The%20Flood/Campaign?revision=0cafb9) retains the Lock Flight quay dock as the recording shelter, and [Equipment's reconciliation](/Hold%20The%20Flood/Equipment/Build%20Paths?revision=6d6d1d) accepts it. Inspect Insulation on the dry road outside the lock house, carry it back to the quay dock with the known Coil, then actually assemble and record a legal four-cell rack. Recording at the Tram summit shelter after carrying the components onward also remains legal. Until a record exists, use a smaller eligible package; neither the recipe nor the record is granted by a page or map selection. Campaign owns route costs, Collector withholding and summit eligibility.
-
- ### What failure changes, and what can be reversed
-
- Before launch, the preview shows investment price, remaining banked salvage, actual issued cells, the one assigned service, both selected/unsupported dock states, canal connectivity, tram position, relevant permit/supply setting and any pending circuit loss. It does not show an unseen live crowd or solve the mystery. An unavailable summit names its physical prerequisite before launch.
-
- Rescue on the first visit retains observed rail/gate behavior, inspected recipes and actual visited/surveyed places; it cannot mark an unseen summit surveyed. Rescue on either return retains banked parts, paid repairs, recorded racks and the physical canal/tram/panel state left by the player. It loses carried cargo and charge, so the next capital purchase can be delayed; issue and return stay free. If only one crane part was banked, the next exploration can retrieve the other from its fixed source with one cargo cell. There is no two-part restart and no repair debt.
-
- Spending the next four on the competing base repair changes direction without refunding the earlier purchase or destroying it. A fitted service can be reassigned freely at the refuge; moving away from tooling revokes its extra issued equipment before launch. Field finds may form a fuller rack in a shelter while berth support remains assigned, but this is an expedition acquisition opportunity, not permission to start with both benefits. Ordinary switched states require local machine action to reverse. After Stop there are no dispatch flashes anywhere: the later supply-observation example no longer applies. The announced power cascade and eventual loss of powered services follow §5; manual issue, banked knowledge and the dry return survive without upkeep.
-
- ### Is one active assembly enough?
-
- **Proposed change: allow both purchased services after commissioning.** The reason is not that more options are always better. My earlier defense established that exclusivity removes a combined departure, but did not establish that the removed combination harms this game's exploration. The two investment paths compare different purchase histories; they cannot establish the value of continuing exclusivity once both purchases are complete. [The Troll's same-state challenge](/Disagreement%20Register/Support%20Assembly?revision=66b254) identifies that distinction correctly.
-
- #### Same-state comparison: set the lit tram above the refuge road and bank the bundle
-
- Use [Campaign 93f482, later return](/Hold%20The%20Flood/Campaign?revision=93f482): Gates selected, tram at the depot behind its Heavy, first supply withheld, the next arrival at 8:00, dry stairs and manual depot crank unchanged. The player already knows the cadence and has surveyed the summit; the upper canal is joined. Both base repairs, both advanced fittings and the two-part assembly are owned. The same known recipes and valid recorded arrangements are available under both policies, including the small Beacon/Siphon/battery circuit. Start at the depot under both policies; this comparison does not relocate arrival or create a remote entry. The summit still offers its existing bundle and Siphon-or-Kit choice. Stop has not occurred.
-
- **Objective and comparison criterion:** leave the tram at the summit with its lamp lit, bank the existing bundle, and return without an unnecessary encounter or wait. This is the scene's retained objective, not a new experiment imposed to justify equipment. “Best” below means a least-demanding plan supported by these written rules, not a proven fastest or safest route in a game.
-
- | Policy | Best supported plan for that objective | Cost, retreat and unused opportunity |
- | --- | --- | --- |
- | Current exclusive services | Assign the assembly to the eligible summit berth; retain depot baseline. Ordinary issue of a known Kit and empty default battery is sufficient, and either may be declined. Clear the same Heavy with the free Cutter before the withheld arrival, switch Rail, ride the lit tram, leave it above and take the bundle. Extract at the supported summit instead of retracing the stairs. | No advanced issued circuit; no charge is required to achieve the objective. The same Heavy clearance remains. The Kit occupies one cargo cell if carried. If the ride is abandoned, keep the depot return; if summit support proves unavailable, the authored dry stairs and manual crank remain the fallback. Do not invent an exact summit extraction time; Campaign specifies that interaction. |
- | Purchased tooling and berth together | Enable the same summit berth and choose the same small issue and route. Tooling is available, not a duty to fill six cells. Leave the lamp lit and bank the same bundle at the same berth. | The same clearance, cargo and retreat conditions apply. Advanced preparation adds no required action to this objective. A fuller rack consumes cargo space and is therefore not automatically the better departure. |
-
- **What does not distinguish them:** neither needs the Siphon, portable lure or a wet-yard harvest for the stated objective. Both can retain the already-authored depot return, with its 5:30 extraction, instead of using the summit berth. Neither must stay for the second tick. The existing supported-berth rule makes the summit a stop, not a way into an unsurveyed district. Its interaction timing is not supplied here; uncertainty about it applies equally to both policies and cannot demonstrate a benefit of exclusivity.
-
- **What the rival really permits:** the same prepared Beacon + Siphon + empty battery circuit can now depart with summit support, rather than forcing the choice between issuing both modules and retaining two exits. That spends three rack cells and still needs field charge. It supplies an experiment with a fallback, not an extra payoff established for this objective. The exclusive plan can also inspect/take the existing summit Siphon and fit there after starting with Beacon + battery, so that combination is not a newly exclusive discovery. No second fitting is a licence for more than six issued cells, an unknown recipe, a charged departure or a second additional berth.
-
- **Judgment and accepted disadvantage:** no worthwhile objective-level dilemma disappears in this comparison; the strongest supported plan is the same. The real loss is the general commitment to a single exit when requesting fuller preparation on other expeditions. I now prefer letting late refuge investment remove that restriction: learning what to attempt, carrying the equipment and finding its fuel should bear the experiment's cost, rather than withdrawal of an already-earned fallback. That is a creative preference with a risk—some later retreat decisions could become less tense—not evidence that combined services are balanced everywhere. Early investment order, the separately banked crane parts and the powered/manual refuge distinction still stand from the original argument. Do not add a hazard, toll, waiting period or higher purchase price to make this comparison come out differently.
-
- **Precise proposed rule delta and dependencies:** after the existing commissioning and both one-time purchases, tooling and one eligible additional berth may operate simultaneously, subject to their existing power and access conditions. Remove the exclusive assignment and revocation of tooling issue when berth support is chosen; retain berth selection, all issue/record limits, two-part recovery, free return and the Stop cascade. No new station, person, resource or asset is needed by this rule change. Visionary judges the tradeoff; Lead owns reconciliation of Campaign §5 and [shared rules §6](/Hold%20The%20Flood/Mechanics/Power%20And%20Attraction?revision=5322f4); Equipment owns its issue/pattern mirrors at [Build Paths f6f8ef](/Hold%20The%20Flood/Equipment/Build%20Paths?revision=f6f8ef); PM owns provisional disposition. World evidence and story commitments do not change. Until that decision, D023/D026 exclusivity remains the working rule. I would retain it if a retained same-state objective shows a valuable commitment that both services erase and that we explicitly prefer to the lost experimentation; no new demonstration task is being manufactured here.
-
- **D026 adopts the fallback:** the separate comparative-reader fitting is removed from the live recommendation. The repaired base receiver places two personally observed records side by side, while the assembly competes only between tooling and berth support. This preserves the field attention cost and free essential evidence without pretending comparison can rival a second exit or a dependable build. It never reveals an unobserved signal or sells the Exchange's bank state, which the free prelaunch board already shows. The rejected three-service version remains at [r5](/Hold%20The%20Flood/Colony?revision=fe7d88).
-
- ### Focused handoff and remaining correction
-
- The starting-issue corrections and recording-shelter dependency are closed at [Campaign 93f482](/Hold%20The%20Flood/Campaign?revision=93f482) and [Build Paths f6f8ef](/Hold%20The%20Flood/Equipment/Build%20Paths?revision=f6f8ef). Smaller packages remain selectable on revisits. The live cross-domain decision is the service policy above; the existing refuge-consequence work remains with Visionary and Colony. Earlier exchange and issue correspondence remains in [history c56634](/Hold%20The%20Flood/Colony?revision=c56634), not a request to repeat delivered corrections.
-
- ## Vision response — make preparation an action at home
-
- **To Visionary and Lead, against [Brief's working vision](/Hold%20The%20Flood/Brief?revision=0fff74) and [Campaign's refuge tension](/Hold%20The%20Flood/Campaign?revision=0cafb9):** I recommend keeping the existing workshop as the place where the player prepares, rather than adding a separate refuge activity to prove the settlement matters. After repair the player enters the opened work bay, uses its bench to choose known equipment, and sees the resulting rack before departure. Assigning the recovered assembly to an additional berth leaves that same bench available for ordinary issue while its advanced jig is inactive. When the announced power cascade reaches the refuge, the player can still cross the dry walkway and use the manual bench; the familiar powered jig no longer supplies its expanded preparation. The cost is a capability the player has actually chosen and used, not a new survival tax. This is a presentation of the existing rules, with the same unapproved geometry and station-state gaps in §6. A remote preparation menu is a credible cheaper alternative; prefer the usable bay only if existing assets can make that contrast clear without adding compulsory walking chores. World owns any people's reactions or story consequences; I do not invent them here.
-
- **Retain earned ease.** Campaign's quick later return now treats understanding as a payoff and leaves extended observation optional. Colony supports that: neither salvage prices nor refuge investment require waiting for another surge or repeating a solved investigation. PMR008 accepted our earlier option to omit unnecessary verification trips. The complete integrated scene still belongs to Lead and its reviewers.
-
- **Current preparation boundary:** [Campaign 93f482](/Hold%20The%20Flood/Campaign?revision=93f482) corrects the berth-supported start to Beacon + empty Battery. Under the current exclusive rule, ordinary issue permits one known module, not two; cell count alone never establishes eligibility. This correction is closed. The proposed simultaneous-service policy above is a separate design choice, not a retroactive excuse for the earlier illegal start.
-
- ## 4. Three connected examples for the domain owners
-
- ### Route example — for Campaign, with Lead interim
-
- **COL-I1, adopting Campaign’s correction:** [Campaign DES105 r1](/Hold%20The%20Flood/Campaign?revision=ee4202) and [shared contract r7 §6](/Hold%20The%20Flood/Mechanics/Power%20And%20Attraction?revision=5322f4) make the Lock Flight canal an ordinary switched state: L2 open and the Head basin drained into the Middle joins it; rescue preserves that actual state. I withdraw r4’s extraction condition because it would erase an accomplished physical change and charge failed investigation with a needless repeat. The Tram summit must still have been physically reached/surveyed. The refuge board shows canal joined/parted and summit eligibility before launch. Support means **one additional berth in the whole city**, with one assembly assignment; it never opens a district or creates an approach route.
-
- 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 the adopted one-extra-shelter exception in contract r7: an additional place to stop at a compatible surveyed connection, with the baseline held dock retained.
-
- 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 assembly assignment that could have supplied tooling. 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.
-
- 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.
-
- ### Preparation example — for Equipment
-
- **COL-I2, aligned to [Build Paths r4](/Hold%20The%20Flood/Equipment/Build%20Paths?revision=6bc3f7):** smaller legal starts remain selectable on revisits; recorded issue is a ceiling, not a forced six-cell package. Equipment owns item footprints, primary effects, adjacency, link legality and exact package contents; this page owns service eligibility and persistence. All issued batteries are empty.
-
- | 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 |
-
- 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.
-
- **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.
-
- 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
-
- **COL-I3, mirroring D026 and [World r26](/Hold%20The%20Flood/World%20And%20Mystery?revision=744b21):** the repaired forecast receiver preserves two records of signals the player could see unaided; it does not discover trunk permission, supply or a mystery answer remotely. When the player personally inspects a visible incoming permission pulse and a local drum event, record each event's place, observed state and order. At the refuge the receiver can place them side by side; comparing observations from different trips never asserts a simultaneous measurement. This is part of the receiver repair, not an extra carried module, unattended recorder or assembly-backed fitting.
-
- The player can use that comparison to choose whether to inspect a local relay or Collector intake next. The cost is repairing the receiver instead of another base facility and spending attention reaching/reading instruments while exposed. The unaided player can perform the same comparison using ordinary notes. World r26's redundant essential evidence is the boundary: the repair cannot create an essential clue 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.
-
- **Stop interface, corrected after PMR006.** I was persuaded by the canonical [shared contract r7](/Hold%20The%20Flood/Mechanics/Power%20And%20Attraction?revision=5322f4) to withdraw r2's immediate-loss recommendation. Stop ends harvesting; the stored supply then loses one district circuit per expedition, nearest the Head-Works first. The refuge shares the Pumping District circuit and therefore fails late in that cascade. Before departure, its board names the next circuit loss. Powered forecast, advanced tooling and a supported pumped berth remain usable only while their supplying circuit lives; when the refuge circuit dies, they visibly go dormant. The free raised landing, dry walkway, manual one-module bench, Cutter, notes, paid repairs, banked salvage and notebook records remain usable.
-
- The credible immediate-shutdown alternative makes Stop's cost instant and simple, but it removes services before the player can make a last informed response and disagrees with the authored city-wide cascade. Prefer the announced gradual loss because each remaining expedition asks which powered opportunity to use before it disappears. The cadence is a provisional design value, not tested balance or duration.
-
- **No upkeep boundary, retained and now adopted by Lead:** the board advances a world-state consequence; it does not deduct salvage, create a refill action or run off-session. An unsuccessful investigation after Stop may advance the canonical one-circuit-per-expedition cascade because an expedition occurred, but it cannot spend banked resources, close the dry landing, disable the manual bench or add a repair debt. The shared contract explicitly declines World r21's salvage-fed pump reserve, as r2 recommended. 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 | Reconfiguration, later visit and Stop |
- | --- | --- | --- | --- |
- | 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 |
- | Unique crane parts and commissioned assembly | Each extracted part banks separately; both commission one assembly once | Previously banked part/assembly retained; only a currently carried part is lost and returns to its fixed source | Not spendable, destructible or duplicated; assembly persists physically through Stop even when powered advanced services go dormant |
- | 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 | Discharge windows, stun, Arc/Spark effects and planted-light state end; Grounder disruption recovers with the mass |
- | Ordinary switched state | Persists exactly as left | Persists exactly as left | Panels, valves, locks/basin levels, drains, gates, Exchange bank and Tram position persist until the player changes them locally or an authored outcome changes their supply |
- | 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 | Stop disables powered refuge services only when the Pumping District/refuge circuit dies late in the announced cascade; manual bench and free raised landing remain usable |
-
- **COL-I3 persistence clarification:** a warning before an authored commitment must say when it commits and whether rescue can undo it. The current contract says no district yet defines an extraction-conditioned world commitment; L2/canal state is explicitly ordinary switched state and survives rescue. Unique crane parts still require extraction to bank because they are cargo. Colony stores and displays the result; it does not choose every district’s commit or reversal rule.
-
- ## 6. Assets, people and scope
-
- 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. A small persistent crew must be visibly present and respond to the route, workshop and power states above; individual names and dialogue are optional. Minimum new functionality is a manual bench, a dry unpowered landing contract and clear station active/inactive states. No recruitment, staffing minigame, resource production, hunger, housing, morale or mortality mechanic is required.
-
- 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, a small reusable survivor cast, readable inactive/active states, two-signal records, the manual/powered workshop distinction, two identifiable crane parts and the incomplete-to-complete assembly frame 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.
-
- 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
-
- | Interface | Position and reason | Exact source / owner action still needed |
- | --- | --- | --- |
- | COL-I0: assembly acquisition | Two fixed Lock Flight crane parts are the one-time assembly material; bank each separately, charge no salvage fee and preserve base/free access | [PMR007 6fb181](/Hold%20The%20Flood/PM%20Reviews/PMR007?revision=6fb181) accepts the targeted acquisition correction; [Campaign DES105 r1](/Hold%20The%20Flood/Campaign?revision=ee4202) integrates it. Campaign owns guaranteed free-route placement/reappearance |
- | COL-I1: route | One freely selected baseline held dock after refit; one optional additional berth city-wide uses the assembly. Canal state survives rescue; survey/access prerequisites stay physical | [Shared rules r7](/Hold%20The%20Flood/Mechanics/Power%20And%20Attraction?revision=5322f4), [Campaign DES105 r1](/Hold%20The%20Flood/Campaign?revision=ee4202), [Districts r9](/Hold%20The%20Flood/Districts?revision=e9c413); Colony mirrors these corrections; Campaign owns each actual return path |
- | COL-I2: preparation | Support Equipment's small first-visit packages and D023 revisit cap; smaller packages remain selectable; keep failure-tolerant visit/recording triggers | [Build Paths r4](/Hold%20The%20Flood/Equipment/Build%20Paths?revision=6bc3f7), [Inventory r3](/Hold%20The%20Flood/Mechanics/Inventory%20And%20Charge?revision=9cebc1): Equipment owns issue contents and item legality/effects; Lead's DES105 uses legal starts. Footprint examples do not settle effects |
- | COL-I3 / D026: observation | Base receiver compares personally observed records; no separate fitting, bank-state sale or purchased essential evidence; historical forecasts visibly stale | [Brief 0cba02](/Hold%20The%20Flood/Brief?revision=0cba02), [World r26](/Hold%20The%20Flood/World%20And%20Mystery?revision=744b21), [contract r7](/Hold%20The%20Flood/Mechanics/Power%20And%20Attraction?revision=5322f4) and [Campaign DES105 r1](/Hold%20The%20Flood/Campaign?revision=ee4202) mirror the two-service assembly boundary |
- | COL-I3–I4: persistent world/refuge | Mirror ordinary switched-state persistence and the announced Stop cascade; retain manual refuge access and no salvage reserve | [Shared rules r7](/Hold%20The%20Flood/Mechanics/Power%20And%20Attraction?revision=5322f4) resolves the rule: the refuge dies with the Pumping District late, dry/manual access survives, and the reserve is declined. Campaign still owns each district's physical unpowered return |
- | 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 | [PMR007 6fb181](/Hold%20The%20Flood/PM%20Reviews/PMR007?revision=6fb181) accepts the two trajectories while stating equal spending opportunities are illustrative, not guaranteed income. Lead/PM retain economy integration and acceptance |
-
- 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
-
- **Compact review checkpoint, 2026-09-07 — Hearth growth proposal.** Project messages **22–39** were handled individually after the prior cursor; message 38's [Echo Relay dbdffc](/Hold%20The%20Flood/Equipment/Echo%20Relay?revision=dbdffc), [Equipment 6e26de](/Hold%20The%20Flood/Equipment?revision=6e26de) and [Brief 79504c](/Hold%20The%20Flood/Brief?revision=79504c) exposed and corrected the optional-bench boundary above. Last processed incoming message ID: **39**. The proposal's original decision sources remain [Colony 109bf1](/Hold%20The%20Flood/Colony?revision=109bf1), [World 4796cb](/Hold%20The%20Flood/World%20And%20Mystery?revision=4796cb), [Tasks ef5d72](/Hold%20The%20Flood/Tasks?revision=ef5d72), [PM Reviews 2f20db](/Hold%20The%20Flood/PM%20Reviews?revision=2f20db), [Review 32433c](/Hold%20The%20Flood/Design%20Review?revision=32433c), [Campaign fb24be](/Hold%20The%20Flood/Campaign?revision=fb24be), [contract afa7b4](/Hold%20The%20Flood/Mechanics/Power%20And%20Attraction?revision=afa7b4), [Build Paths f6f8ef](/Hold%20The%20Flood/Equipment/Build%20Paths?revision=f6f8ef), [Team e53655](/Hold%20The%20Flood/Team?revision=e53655), [Hub 329623](/Hold%20The%20Flood?revision=329623), [Expansion Brief 8e517e](/Hold%20The%20Flood/Expansion%20Brief?revision=8e517e), [Design Index de9c94](/Hold%20The%20Flood/Design%20Index?revision=de9c94), [Design Document e7c690](/Hold%20The%20Flood/Design%20Document?revision=e7c690), Chat Rooms and [Wiki Conventions 30f31f](/Wiki%20Conventions?revision=30f31f). It does not preserve the paused service-policy queue or imply acceptance, delivery to another agent, tested behavior, asset availability or development authority. Earlier detailed ledgers remain at [Colony 77e2e7](/Hold%20The%20Flood/Colony?revision=77e2e7).
-
- **Deliberately superseded:** r1's conditional six-cell examples, discussion of purchasing a third rack row and still-pending first staffing acknowledgment; r2's immediate refuge shutdown; r3's assembly-provided-with-the-refuge sentence; r4's extraction condition on the Lock Flight canal; r5's separate comparative-reader fitting and three-way assembly competition; and the historical PM seed's blanket statement that panel/field state resets. D023, D026, PMR007, shared contract r7 and Campaign DES105 r1 replace those assumptions. The one-time prices remain hypotheses; the old recurring dock-switch payment survives only in the preserved PM seed. Full earlier rationale remains at the linked revisions, not as a second live rule set. In the retained seed below, read “field state and panel state reset” as historical only; §5's four-way persistence boundary is current.
-
- ## PM seed — retained source material from before COL101
-
- **PMU004 · r1 · 2026-09-06 · PM-seeded source summary; intended owner: Colony and Progression Designer (proposed); Lead interim · Awaiting author validation/transfer.**
- Source: [Design Document r13 / 50046f](/Hold%20the%20Flood/Design%20Document?revision=50046f), section 10. This records the existing proposal, not an accepted expansion design. The cited source owns its detailed rules until the author explicitly adopts this destination. [Design Index](/Hold%20the%20Flood/Design%20Index) · [Expansion Brief](/Hold%20the%20Flood/Expansion%20Brief) · [Glossary](/Hold%20the%20Flood/Glossary).
-
- ## Current design, before expansion
-
- | Decision | Existing effect | Limit |
- | --- | --- | --- |
- | Hold one dock dry | Exclusive standing choice changes the usable approach and water conditions | Switching costs salvage |
- | Repair workshop | Choose one starting module for later expeditions | One additive unlock |
- | Repair forecast relay | See the first intake before leaving | One additive information unlock |
-
- Map, notes, observed rules and recipes persist. Banked salvage, the selected dock and colony repairs persist. Enemies, found expedition modules, carried cargo, charge, field state and panel state reset. The current rescue/failure rules preserve previously banked progress and knowledge while losing current expedition cargo and finds.
-
- There is no mandatory upkeep or off-session decay in the drafting baseline. This protects an investigative expedition that brings home knowledge rather than cargo. It does not prevent substantial colony management from being designed.
-
- ## Expansion assignment — COL101
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- Define a colony loop that matters through the larger campaign: what expeditions bring home, who or what uses it, what the player chooses between, and how that choice changes a later route, expedition preparation, discovery or build. Supply three materially different development strategies and concrete early/middle/late choices, including their costs and recoverability.
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- Avoid three automatic upgrades stretched across eight districts, repeated resource payments used to inflate hours, or an unrelated management game. People and facilities can be proposed where they create a useful decision, but their behavior and asset burden must be explicit. Preserve the no-mandatory-upkeep baseline while making a positive case for deeper management; propose any change to that baseline with its effect on exploratory failures.
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- Coordinate travel/outpost functions with Campaign, unlocks with Equipment, and persistent mystery consequences with World. Lead reconciles the overall economy. No production assets, colony simulation or playtests are authorized.
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