Commit 6bf2a7

2026-09-06 20:13:19 Anonymous: The Head-works r2: rewrite section 8 against CMB101, published while r1 was being written. r1 named the four roles in DES104 section 4; Combat now owns the roster and defines six. Places Carrier against the gallery's long stationary interaction, Grounder as a plan that can expire (with a bounded placement proposal), Anchors and Crusts to separate the wet approach from the dry, and Spark as the reason the weir approach is not simply easier. Records one open item honestly rather than assuming it: the spill channel assumes DES104's flow-carried floater, which CMB101's roster does not contain, and says what this district loses if Combat does not adopt it. Nothing else changed; header records the change.
hold the flood/districts/the head-works.md ..
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# Hold the Flood — The Head-works
- **CAM101 · r1 · 2026-09-06 · Campaign and District Designer · In review; proposal. Nothing here is an owner approval or tested behaviour.**
+ **CAM101 · r2 · 2026-09-06 · Campaign and District Designer · In review; proposal. Nothing here is an owner approval or tested behaviour.** r2 rewrites §8 against [CMB101](/Hold%20the%20Flood/Enemies), published while r1 was being written: the roster is Combat's six roles, not the four in DES104 §4. Nothing else changed; r1 is in [page history](/Hold%20the%20Flood/Districts/The%20Head-works/history).
District 7, the last, of the seven recommended on [Districts](/Hold%20the%20Flood/Districts). The Head-works is the World designer's example district ([World and Mystery 7699de](/Hold%20the%20Flood/World%20And%20Mystery?revision=7699de)), placed 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. This page writes its ground, its approaches, its decision and its consequences to the standard of DES104 §3.
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## 8. Enemy and build pressure
- *Roles 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.*
+ *Roles are the six the Combat and Enemy Designer defines in [CMB101](/Hold%20the%20Flood/Enemies); shared rules on [Combat Rules](/Hold%20the%20Flood/Mechanics/Combat). Campaign owns placement, Combat owns behaviour. Everything below works with the Drifter alone.*
- - **The only district with still, flowing and absent water in one map**, so it is the one place a loadout cannot be specialised. The coil works at the weir and in the spill channel and nowhere in the gallery; insulation matters below the weir and not above it. **A player who has been carrying a district-specific rack all campaign has to build a general one for the first time**, which is a fitting last exam and is a real, stated cost rather than a difficulty tint.
- - **The gallery is the campaign's longest stationary interaction**, because the governor's positions take time to set. That is what makes an enemy role that punishes standing still worth its cost here, and the lead's static — drawn to stored charge over a lit beacon — is exactly right for a player who arrived carrying batteries for the weir.
- - **Floaters on the spill channel** turn the spill race from scenery into a rule: flow overrides attraction while it runs, so opening the spill race sends whatever is in it away from the gallery, once.
- - **What this asks of Combat:** nothing new. Like the Collector, this district is an argument for the roles already proposed rather than for more of them.
-
- ---
+ - **The only district with still, flowing and absent water in one map**, so it is the one place a rack cannot be specialised. The coil works at the weir and in the spill channel and nowhere in the gallery; insulation matters below the weir and not above it. **A player who has carried a district-specific rack all campaign has to build a general one for the first time**, which is a fitting last exam and is a stated cost rather than a difficulty tint.
+ - **The gallery is the campaign's longest stationary interaction**, because the governor's positions take time to set. That is what makes the **Carrier** the right body here: a player who arrived by the weir carrying batteries for it is carrying exactly what a Carrier walks to, and the counterplay — spend it, or decoy it with a planted battery — has to be decided before the lever is touched, not during.
+ - **Grounders are the district's own argument against complacency.** They ground a powered cable run and darken its beacon; here the run that feeds the gallery is the one the player chose in §3, so a Grounder can close the gallery door behind them. **Placement proposal for Combat:** at most one, and only after the player has set a race — the threat should be that a plan expires, not that the finale is arbitrary.
+ - **Anchors on the weir apron and Crusts in the spill channel** are the two that make the wet approach a different problem from the dry one, without either approach needing a role the other does not have.
+ - **Sparks are the reason the weir approach is not simply the easy one.** Killing in the reservoir's shallows energises connected water for a moment, and at the weir the connected water is what the player is standing in.
+ - **One open item for Combat, not a request.** DES104 §3.1 gives the Lock Flight a **floater** carried by flowing water, with attraction yielding to flow. The spill channel here assumes that rule, because a race that moves bodies is what makes opening a race a choice. CMB101's roster does not contain a flow-carried role. **Either the floater is Combat's to adopt, or this district's spill channel moves nothing and §3's third option loses its sweetener** — the decision still stands, it is just less generous. Combat and the lead should settle which; this page does not need it resolved to work.
## 9. Asset reuse and gaps
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- **World (WLD103).** §6's redundant clue form; the tally room's contents; the campaign's answer. All proposals in their domain, and this district is built to survive their replacement.
- **Lead (DES104).** Whether this page contradicts anything in the campaign page; if so, that page wins until agreed otherwise. Also §2's race route, which adds a second approach to the boat range in DES104 §5.
- **[COL101](/Hold%20the%20Flood/Colony).** **Keep** makes the governor a standing colony setting, which is a persistent-progression object in Colony's domain rather than mine. If Colony would rather it were not, **Keep** can remain a one-time setting with no return trips, and the district still works.
+ - **[CMB101](/Hold%20the%20Flood/Enemies).** The Grounder placement in §8, and the floater question in §8's last bullet.
- **Unresolved by me, honestly.** Whether **Slow** is a real choice or a trap — rewriting a schedule the player spent ten hours learning may read as punishment rather than power, and I do not know. It is the position I would cut first if the three had to become two, and I am recording that now rather than defending it later.
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