Commit 58bbba

2026-09-15 11:57:15 Anonymous: Align regular combat growth and renewed expeditions with owner decisions
hold the flood/death and persistence.md ..
@@ 15,7 15,7 @@
**Rescued people.** A rescued person is a route-and-transfer outcome. Someone already sent to the ship stays aboard. Someone rescued but not yet sent is not retroactively delivered by the astronaut's death, and remains where the rescue rules leave them. Under the protected-retreat safeguard (pending owner decision), a person already in transfer with an armed autonomous retreat reaches their named abort refuge alive and unsent before the shift; this is a world outcome the astronaut does not learn aboard, and the person's present state stays unconfirmed until the player observes that refuge again in person.
- **World state.** A discovered room keeps its **identity** and everything durable in it — completed work, installed objects, latched seams. What does not persist is its **current adjacency**: after a shift the route there is historical, and the place may be reached differently or not yet at all. Enemies, traps and mechanisms may reset on their own terms, and deliberate infrastructure changes the player made (the owner's example is unlocked doors) persist as those rules describe. A living return changes no adjacency and does not replace the creatures already defeated in that arrangement; only a death shift selects a new finite population.
+ **World state.** A discovered room keeps its **identity** and everything durable in it — completed work, installed objects, latched seams. What does not persist is its **current adjacency**: after a shift the route there is historical, and the place may be reached differently or not yet at all. Traps and mechanisms retain their own reset rules, and deliberate infrastructure changes the player made (the owner's example is unlocked doors) persist as those rules describe. Combat areas refill for every new expedition after a living return or revival. A living return keeps the current room arrangement; death shifts unjoined rooms. Permanent doors, joins, source seals and completed work stay changed, so renewed populations must fit the available sources and routes. [Combat Rules](/Hold%20The%20Flood/Combat%20Rules) owns that renewal and the regular fighting growth with larger horde milestones.
## What returning alive and dying each give
@@ 26,6 26,8 @@
| Consumed oxygen, spent materials | Already spent | Already spent |
| Parts left installed in the station or aboard | Where they were left | Where they were left |
| Records and discovered locations | Retained | Retained |
+ | Temporary combat power | Ends; the next expedition offers fresh fighting and growth | Ends; the next expedition offers fresh fighting and growth |
+ | Permanent work and selected joins | Retained in the current arrangement | Retained through the shift |
| A person rescued that trip | Joins the colony if actually sent | Stays aboard if already sent; otherwise still in the station |
## What death actually costs
0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9