2026-09-06 20:12:51
Anonymous:
The Collector r2: rewrite section 10 against CMB101, which the Combat and Enemy Designer published while r1 was being written. r1 named the four roles in DES104 section 4 (walker, floater, heavy, static); Combat now owns the roster and defines six (Drifter, Anchor, Carrier, Crust, Spark, Grounder). The harvester loadout no longer depends on a heavy - the held mass is its own charge source, so this district is not hostage to a roster decision that is Combat's. Adds placements this district actually wants: Crusts scaling with how long a mass has been held (which prices holding without a number), Carriers against a two-battery rack, Anchors in the low basin, and a Grounder that can take the harvest but never the gates, which are hand-worked. Asks Combat whether a held mass fits the composition budget on Combat Rules. Nothing else on the page changed; header records the change per convention 7.
hold the flood/districts/the collector.md ..
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# Hold the Flood — The Collector
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**CAM101 · r1 · 2026-09-06 · Campaign and District Designer · In review; proposal. Nothing here is an owner approval or tested behaviour.**
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**CAM101 · r2 · 2026-09-06 · Campaign and District Designer · In review; proposal. Nothing here is an owner approval or tested behaviour.** r2 rewrites §10 against [CMB101](/Hold%20the%20Flood/Enemies), which was published while r1 was being written: the roster is Combat's six roles, not the four in DES104 §4, and the harvester loadout no longer depends on a heavy. Nothing else changed; r1 is in [page history](/Hold%20the%20Flood/Districts/The%20Collector/history).
District 5 of the seven recommended on [Districts](/Hold%20the%20Flood/Districts). The Collector is the World designer's example district ([World and Mystery 7699de](/Hold%20the%20Flood/World%20And%20Mystery?revision=7699de)), placed and named in the lead's campaign ([DES104 §2](/Hold%20the%20Flood/Campaign#2-the-campaigns-shape)), and marked **"Sketch — not designed"** in that page's coverage table for its loadouts and encounters. This page writes it to the standard of DES104 §3. **The World designer owns its clue logic and may rewrite §5; the lead owns any contradiction with DES104.**
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## 10. Enemy and build pressure
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*Encounter behaviour belongs to [CMB101](/Hold%20the%20Flood/Enemies) and items to [EQP101](/Hold%20the%20Flood/Equipment); the roles named are the lead's four in [DES104 §4](/Hold%20the%20Flood/Campaign#4-equipment-and-combat-across-the-campaign). Everything below works with the walker alone; the additions sharpen it and are not required by it.*
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*Roles are the six the Combat and Enemy Designer defines in [CMB101](/Hold%20the%20Flood/Enemies); shared combat rules are on [Combat Rules](/Hold%20the%20Flood/Mechanics/Combat). Campaign owns placement, Combat owns behaviour. Everything below works with the Drifter alone; the other roles sharpen it and are not required by it.*
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- **The coil is central here and situational elsewhere.** A held mass standing in a basin is the largest stun target in the campaign, and the district's whole economy is built on it. That is a real build swing, not a stat: a loadout that was correct on the pumping district's dry causeway is under-equipped here.
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- **The coil is central here and situational elsewhere.** A held mass standing in a basin is the largest stun target in the campaign, and the district's economy is built on it. That is a real build swing, not a stat: a rack that was correct on the pumping district's dry causeway is under-equipped here.
- **Insulation stops being optional** from level 1, because the ground the deposits are on is energised whenever anything discharges into it — including the player's own coil.
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- **Heavies are the reason the harvester loadout works.** At ten to a stun and a large mote each, a held basin with heavies in it is what fills two batteries; without them the harvester leaves half empty and the loadout is a trap. **This is a dependency on Combat, not a request:** if the heavy is cut, the harvester needs a different source and §4 needs redrawing.
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- **Statics make holding dangerous in the right way.** A player carrying two batteries through a district whose whole point is stored charge is exactly the static's prey. That is a good coupling and it is the lead's design; I am placing it, not inventing it.
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- **What this district would ask of Combat, with a reason:** nothing new. It is the district that pays off three of the four roles the lead already proposed, which is a better argument for those roles than another district would be.
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- **The held mass is its own charge source, so nothing here depends on a particular role.** A basin holding two surges' worth, stunned in water, sheds far more than one battery can take; the harvester rack in §4 exists because of the mass, not because of any one body in it. That is deliberate: this district should not be hostage to a roster decision that is Combat's to make.
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- **Crusts are what stop the harvest being free.** They stand unstunned inside a stunned crowd, so a held basin is not a cleared floor — exactly the lesson CMB101's Encounter A teaches in the pumping district's yard, at this district's scale. **Placement proposal for Combat:** Crusts should be present in a held mass in proportion to how long it has been held, so that the player who holds longest meets the most bodies the coil never stopped. That prices holding without adding a number to anything.
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- **Carriers make the harvester rack dangerous in the right way.** A player crossing this district with two full batteries, in the one district whose whole point is stored charge, is exactly what a Carrier walks to. The counterplay is the district's own: spend the charge, or plant a beacon's battery as a decoy on the far walkway.
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- **Anchors belong here more than anywhere.** They stand in the lowest wet ground and are unmoved by any routing — which in a district of three stepped basins means the low basin always has a standing hazard the panel cannot clear, and the field pump or the long way round are the answers.
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- **Grounders are the one role that can take this district's plan away.** They ground a powered cable run and darken the beacon on it: darken b2 while a mass is held at the outfall and the mass spreads through the basins, which is precisely the state in which it cannot be harvested. **The gates are hand-worked and unpowered, so a Grounder can never take the lever away** — only the harvest.
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- **What this district asks of Combat:** nothing new. It pays off four of the six roles already proposed, which is a better argument for that roster than another district would be.
## 11. Asset reuse and gaps
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- **[REV104-2](/Hold%20the%20Flood/Design%20Review) (Lead, with World).** Clause 4's wording, per §5. My position is stated there and this page is built on it.
- **World (WLD103).** The campaign clue in §5, the evidence in the Holding Basin (§8), and whether the intake-gauge pairing in DES104 §6 stands as this district's redundant form.
- **Lead (DES104).** Whether this page's account of the Collector contradicts anything in the campaign page; if it does, the campaign page wins until we have agreed otherwise.
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- **[CMB101](/Hold%20the%20Flood/Enemies).** The heavy, per §10.
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- **[CMB101](/Hold%20the%20Flood/Enemies).** The Crust-density placement proposal in §10, and whether a held mass is a legitimate composition under [Combat Rules](/Hold%20the%20Flood/Mechanics/Combat)'s composition budget — it is larger than any surge that page prices.
- **Unresolved by me, honestly.** Whether a held mass is legible at crowd density (§11 has the fallback). Whether three quiet minutes elsewhere are worth an expedition here — a balance question with no evidence, designed to be cheap to weaken and expensive to remove.