Commit 706ce6

2026-09-06 21:41:25 Anonymous: The Head-works r4: work against the ratified shared contract Power and Attraction r3, which closes this page's open dependencies and changes two things here. Stop is now a GRADUAL cascade, not the instant blackout r3 of this page wrote - the store drains and districts fail in turn, nearest first, roughly one per expedition, shown on the refuge board before launch, with timing surviving on flow while supply does not, so Stop is the empty flash everywhere for good; the contract's version is better than mine because the player can watch it approach and spend expeditions ahead of it. Adds the switch-house to section 2: the city's store of harvested charge lives in this district, with a gauge that reads the whole city, and deliberately no lever, because the governor is this district's lever and a second one would make the finale a control room. Summarises the Collector's water level under Stop, answered in full on that page. Marks REV104-1 and -4 resolved with what resolved them, keeping the Answer B cost note live because D024 is provisional. Adopts the Walker naming from PMR005.
hold the flood/districts/the head-works.md ..
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# Hold the Flood — The Head-works
- **CAM101 · r3 · 2026-09-06 · Campaign and District Designer · In review; proposal. Nothing here is an owner approval or tested behaviour.** r3 answers [PMR004](/Hold%20the%20Flood/PM%20Reviews/PMR004) item 3 and its two contract corrections. **Slow is withdrawn and merged into Keep**, because a freely adjustable Keep could already reproduce it while staying reversible; the three outcomes are now Stop, Keep and Leave — the relay room's three shapes exactly — with the interaction commitment stated and no compulsory return for upkeep. §2 withdraws the claim that flowing water cannot conduct and names the actual dry break and the district's power feed. §5 withdraws r1's claim that arriving by boat submerges the race route and reconciles starvation with [The Collector](/Hold%20the%20Flood/Districts/The%20Collector) §7. r2 reconciled §8 with CMB101; r1 and r2 are in [page history](/Hold%20the%20Flood/Districts/The%20Head-works/history).
+ **CAM101 · r4 · 2026-09-06 · Campaign and District Designer · In review; proposal. Nothing here is an owner approval or tested behaviour.** r4 works against the ratified shared contract [Power and Attraction r3](/Hold%20the%20Flood/Mechanics/Power%20And%20Attraction), which closes this page's open dependencies: REV104-1, -3 and -4 are now rules, D024's Answer A is the provisional mystery, and the contract specifies **Stop as a gradual failure** rather than the instant one r3 wrote, and puts a **switch-house** in this district. §2 adds the switch-house, §4's Stop row is rewritten to the ratified cascade, and §7's Answer A entry follows. The Collector's water level under Stop — assigned to this role by the contract — is answered on [The Collector r4 §7](/Hold%20the%20Flood/Districts/The%20Collector#7-what-the-campaign-later-does-to-this-district-and-what-this-district-enables) and summarised here. Walker naming adopted from [PMR005](/Hold%20the%20Flood/PM%20Reviews/PMR005). r1–r3 are 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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- **The reservoir and the weir.** Still water above, flowing water below: the races that turn every district's drum start here. **Flowing water conducts exactly as any water does** — [PMR004](/Hold%20the%20Flood/PM%20Reviews/PMR004) is right that r1's wording generalised a local fact into a rule, and r1's sentence is withdrawn. What is true is topological, not hydraulic: **nothing electrical is connected to the races, because every powered line in this district stops at the gallery, which stands above the weir on dry ground.** That is the dry break, and it is visible — the cable runs end at the gallery wall and no conductor crosses the weir. So the races carry no charge for the same reason the pumping district's relay feed carries none: not because water in motion is special, but because nothing energises it. Anything that *did* reach a race would energise it normally, and that is a live hazard at the weir, not an exception. **Where this district's own power comes from:** the trunk, up from the districts below, which under [D024](/Hold%20the%20Flood/PM%20Reviews/PMR004) is charge harvested from the Flood — so the gallery's lamps and the gate motors are running on what the player has watched the Collector's meters count all campaign.
- **The race heads.** Four hand-worked gates, one per race. They are not the finale's decision; they are the local puzzle (§3).
- **The governor gallery.** Dry, raised, and the only dry ground in the district. The governor stands in it: a **brake**, a **cadence lever** with more positions than any panel, and **district clutches** on the shaft.
+ - **The switch-house**, added by the shared contract [r3](/Hold%20the%20Flood/Mechanics/Power%20And%20Attraction), which places the city's **store** of harvested charge here and runs the thick cables out to every district's panel from it. It sits below the gallery, off the maintenance walk, and it is where the campaign's biggest fact is legible in one view: **every lamp, hatch and beacon the player has used all campaign is running off a store filled by the Flood.** The store's level is on a gauge, and it is the only gauge in the game that reads the whole city at once. It is not a lever — the player cannot spend the store — which is deliberate: this district's lever is the governor, and a second one here would make the finale a control room.
- **The tally room.** Optional; §6.
- **Two fixed beacons and a three-position panel**, on this district's own circuit, permitted by the trunk exactly as everywhere else — with one consequence the player will notice: **this district's own dispatch is set by the lever they are standing next to.**
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| Position | The action | What it does, stated as a rule | What it costs |
| --- | --- | --- | --- |
- | **Stop** | Set the brake on the shaft | The trunk carries no time at all. Every district enters the shut regime permanently: no dispatch, no forecast, no flash, and the Flood arriving by each district's own sluice as unannounced trickles that grow. **Post-entry targeting is unchanged everywhere** — beacons still lure, panels still move what has arrived; what is gone is the announcement | The whole forecast layer of the game, in every district, for good, including the refuge board and the Exchange's bank, which now sets nothing. Under [D024](/Hold%20the%20Flood/PM%20Reviews/PMR004)'s Answer A the trunk also stops carrying the harvested charge the grid runs on, so **every powered door, hatch, beacon and pump in the city goes dark, the colony's dock pump included.** What survives is everything that never needed power: gravity drains and the culverts, dry high ground, hand-worked gates, levers and locks, the cutter, and the player's own coil and planted beacons. **The way home always exists** — it is the gravity-and-dry-ground route the campaign has had since expedition one |
+ | **Stop** | Set the brake on the shaft | **The harvest ends, and the city dies district by district rather than all at once** — this is the ratified rule in the shared contract [r3](/Hold%20the%20Flood/Mechanics/Power%20And%20Attraction), and it is better than the instant version r3 of this page wrote: the store drains, and each district's circuit fails in turn, nearest the head-works first, roughly one per expedition, **shown on the refuge's board before the player launches**. Timing survives — the drums keep turning on flow — but **supply does not**, so every district's beacon goes on flashing on the cadence with nothing behind it. Stop is the empty flash everywhere, for good | The whole powered layer, lost on a visible schedule the player can watch approach and can spend expeditions ahead of: powered doors, hatches, lifts and the colony's pump go dormant. **What survives is everything that never needed power** — gravity drains, the culvert, dry docks, every hand-worked lock, gate and valve, the cutter, and the player's own coil and planted beacons — so every district and the refuge keep a dry way home and nothing banked is lost. At [the Collector](/Hold%20the%20Flood/Districts/The%20Collector#7-what-the-campaign-later-does-to-this-district-and-what-this-district-enables) the return lift dies while gravity does not, so that district drains to level 0 for good and the Flood piles up on its dry floor instead of being cycled out. **Its head race is then permanently walkable, which is the road back here** |
| **Keep** | Set the cadence lever and the district clutches yourself, and leave the shaft running | The player becomes the thing upstream that keeps time. Which districts the trunk permits, and how often, becomes a standing setting — **including winding the cadence back to fewer, larger dispatches everywhere, which is what Slow used to be** | **This is the one outcome that is not a single interaction**, and saying so is the honest answer to PMR004: setting a cadence and then setting clutches is several deliberate actions in a room whose door depends on a race the player chose in §3. It is also the only outcome that is *reversible*, and reversing it means coming back here. **There is no upkeep and no compulsory return**: the setting persists exactly as the pumping district's relay state does, nothing decays, and no expedition is ever required to maintain it. A return is a choice to change your mind, never a bill |
| **Leave** | Walk out of the gallery without touching the governor, and record it at the dock | Nothing changes anywhere. The network runs as it has, and the colony's board records that it could have been stopped and was not | The campaign's question is answered and its lever is declined. This is the *hold* row at city scale, and it is a real ending rather than a failure to finish |
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*Stated so that the decision in [DES104 §10.7](/Hold%20the%20Flood/Campaign#10-decisions-for-the-owner-and-one-question-for-pm) can be made with its consequences visible. I do not recommend between them; that is the World designer's and the owner's.*
- - **Answer A, the machine.** Costs this district nothing new. The grease is the works' own automatic maintenance, the tally room's boards are printed by the machine, and **Stop** darkens every powered door and pump in the city including the colony's, as §4 now states in full — which makes the finale's cost enormous and entirely mechanical. It also settles [REV104-4](/Hold%20the%20Flood/Design%20Review): the districts' circuits are fed by charge harvested from the Flood, which the Collector's meters have been telling the player for two districts.
+ - **Answer A, the machine.** Costs this district nothing new. The grease is the works' own automatic maintenance, the tally room's boards are printed by the machine, and **Stop** ends the harvest, so the store drains and the city goes dark district by district, the colony's pump included, as §4 now states in full on the contract's ratified cascade — which makes the finale's cost enormous and entirely mechanical. It also settles [REV104-4](/Hold%20the%20Flood/Design%20Review): the districts' circuits are fed by charge harvested from the Flood, which the Collector's meters have been telling the player for two districts.
- **Answer B, the keepers.** Costs this district **one human presence and a reason** — an asset category this design has otherwise avoided completely, and the campaign's only character. It changes **Keep** from "the player takes the job" to "the player takes it from someone", which is a stronger scene and a different game. It leaves REV104-4 unanswered, so the grid's power source would need stating elsewhere.
**The one thing I will say as the district's designer:** whichever is chosen, the three governor positions in §4 stand unchanged. That is the property I built the district for.
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## 8. Enemy and build pressure
- *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.*
+ *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 Walker alone (the base role, renamed from Drifter for coordination under [PMR005](/Hold%20the%20Flood/PM%20Reviews/PMR005)).*
- **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.
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## 10. Open questions and dependencies
- - **[REV104-1](/Hold%20the%20Flood/Design%20Review) (World, ratified by Lead).** The drum-and-trunk contract. §4's three positions all assume *the drum makes the moment, the trunk permits it*; **Stop** and **Keep** are meaningless without it. This is the single ruling this page most needs.
- - **[REV104-4](/Hold%20the%20Flood/Design%20Review) (Lead, with World).** What supplies the districts' circuits. §7 records that Answer A settles it and Answer B does not, so this is coupled to a decision the owner is being asked to make.
+ - **[REV104-1](/Hold%20the%20Flood/Design%20Review) — RESOLVED.** The shared contract [r3](/Hold%20the%20Flood/Mechanics/Power%20And%20Attraction) now states it as a rule: the drum makes the moment, the trunk permits it; Stop stops the drum, a dark bank position withholds the trunk, either alone stops announced surges. **Stop** and **Keep** in §4 rest on ratified text rather than on an assumption, which was the single ruling this page most needed.
+ - **[REV104-4](/Hold%20the%20Flood/Design%20Review) — RESOLVED, and it landed in this district.** The contract's fixed-power source is the head-works' store of harvested charge, distributed from a switch-house that is now part of this district's ground (§2). D024 adopts Answer A provisionally, so §7's coupling between the answer and the power source is settled rather than open — and §7's note about what Answer B would cost stands, because D024 is marked provisional.
- **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.
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