Commit 75c09e

2026-09-06 21:40:40 Anonymous: The Collector r4: work against the ratified shared contract Power and Attraction r3, which closes this page's three open dependencies (REV104-1/-3/-4 are now rules, and the fixed-power source names this district's wheels as the first step of the city's supply) and assigns CAM101 one named job - reconciling this district's water level under the head-works' Stop between its two pages. Section 7 does it: the powered return lift dies while gravity does not, so the level falls to 0 and stays there, the head race is permanently walkable, and the Flood accumulates here on a dry floor instead of being cycled out - low water, high population, the bank becomes a floor, the coil is worthless for the first time, and the one road always open is the one back to the head-works that caused it. Section 2 separates the hand-worked gates from the powered return lift, which is what lets the contract's harvest-driven cycling and this page's always-available lever both be true. Corrects the Grounder claim against Grounder r3: with two beacons and a three-position panel a Grounder redirects a held mass to the other beacon rather than dispersing it, and disperses only in the Off state the player chose. Adopts the Walker naming from PMR005.
hold the flood/districts/the collector.md ..
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# Hold the Flood — The Collector
- **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) items 1, 2 and 4 and its dark-dispatch correction: §4 is repacked on D023's eight cells and no longer rewards leaving with charge — charge is earned and **spent here**, on two named local sinks, and how an empty rack reaches its first discharge is stated; §6 names the districts the outfall supplies, its one-surge buffer, when the buffer is consumed, what the withheld district's forecast shows and how long the quiet window actually is; §7 withdraws the claim that a dark bank position makes enemies unroutable; §9 states entry as physical access rather than a notebook flag and reconciles the failure case with §2's level thresholds. r2 reconciled §10 with CMB101; r1 and r2 are in [page history](/Hold%20the%20Flood/Districts/The%20Collector/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 three open dependencies (REV104-1, -3 and -4 are now rules) and **assigns this role one named job: "the Collector's water-level consequence under Stop is CAM101's to reconcile between its two pages"**. §7 does that. r4 also corrects the Grounder claim against [Grounder r3](/Hold%20the%20Flood/Enemies/Grounder) — darkening one of two lit beacons retargets a crowd, it does not disperse it — separates the hand-worked gates from the powered return lift so the contract's harvest-driven supply and this page's always-available lever can both be true, and adopts the Walker naming from [PMR005](/Hold%20the%20Flood/PM%20Reviews/PMR005). r1–r3 are 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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- **Three stepped basins** joined by **gates G1 and G2**, closed at the bottom by the **outfall**. Each gate carries a **wheel** turned by whatever passes through it, driving a **meter** on the walkway above. All four are hand-worked from the walkway; none is powered, so none of them can be denied to the player by darkening the district.
+ - **The return lift, which is powered, and is not the same thing as the gates.** Water leaves this district by gravity; the *Flood* does not — it is lifted back up to the districts' intakes by the pumps at the outfall head, and those run on the harvested charge the shared contract [r3](/Hold%20the%20Flood/Mechanics/Power%20And%20Attraction) describes. **This is the distinction that lets both pages be right:** the contract says the harvest drives the Collector's cycling, and this page says the player's lever is always available. Both hold, because the wheels and the lift are powered and the gates are a hand crank. Kill the power and the player can still set every way-on; what they cannot do is send anything back up. §7 is what follows from that.
- **The intake gauge** at the interceptor mouths logs what has come in. It is the redundant form of the Tidal Barrier's gate log, as [DES104 §6](/Hold%20the%20Flood/Campaign#6-the-mystery-thread-the-world-designers-and-how-the-districts-serve-it) already pairs them; this page adopts that pairing rather than proposing a new one.
- **Four levels, 0 to 3**, and the level is *derived*: level 0 is everything open and draining; each shut gate raises the level above it by one step at each dispatch, because what drains in cannot leave. Nothing here rises on a clock. **Leave every gate open and the district never floods** — which is also the setting in which the player gets nothing from it.
- **Shelters: the dock only.** The upper walkway is above every level and is not safe from the Flood. That is this district's characteristic pressure — you can always get above the water and never away from the crowd.
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- **After the [Exchange](/Hold%20the%20Flood/Campaign#34-the-exchange-in-outline):** this district's own bank position can be darkened. **r2 said the resulting crowds "cannot be routed". That was wrong, and [PMR004](/Hold%20the%20Flood/PM%20Reviews/PMR004) is right to strike it.** Under D013/D016 the beacons still exist and post-entry targeting is unchanged: arrivals still walk to the nearest lit beacon they can reach, and the panel still moves them. **What a dark position takes away is the announcement, not the routing** — no dispatch pulse, no flash, no countdown, no intake marker, so the player loses *when* and *where from* and keeps *where to*. In practice that makes a held mass harder to build deliberately, because bodies arrive continuously instead of in one body, and it makes setting ways-on easier, because nothing large lands while you are on the walkway. **Retargeting begins the moment a beacon changes, but bodies still walk**: ground a crowd is standing on does not clear instantly, and the press is what the player reads while it does.
- **After the [Tidal Barrier](/Hold%20the%20Flood/Campaign#33-the-tidal-barrier) is shut:** the Collector is starved, as DES104 already states. Fewer bodies are in circulation, so held masses thin and the water arriving with them drops — **the district sits one level lower for the same settings**, which is the reconciliation [PMR004 §1](/Hold%20the%20Flood/PM%20Reviews/PMR004) asks for between this page and the Head-works. It stops being a bank, which is a real cost of the Barrier's outcome and the campaign's clearest case of one district's persistent choice reaching another.
+ - **Under the head-works' Stop — the reconciliation the shared contract assigns to this role.** [Power and Attraction r3](/Hold%20the%20Flood/Mechanics/Power%20And%20Attraction) states that Stop ends the harvest, that the drums keep turning on flow so timing survives, and that supply does not, "because the Collector's wheels stop cycling the Flood without the harvest that drives its gates" — and it hands the water-level consequence here. **The answer is that this district inverts.** The return lift dies, so nothing is sent back up; water still leaves by gravity, because gravity was never powered. So the level falls to **0 and stays there**, every basin drains, the lower gantry is dry for good and the head race north is permanently walkable. And the Flood that drains in is not cycled out, so **it accumulates here instead** — each expedition begins with more of it standing on a dry floor than the last, until the basins are packed, after which the excess spills down the outfall channels by gravity and reaches the districts as the shut regime's unannounced trickles, which is exactly what the endings table already promises. **Low water, high population: the bank becomes a floor you have to cross.** Three things follow, and they are the point rather than the side effect. The coil is nearly worthless here for the first time, because a mass on dry ground is not a stun target. The harvest that funded this district's two local sinks (§4) is gone with it. And the one road that is always open is the head race — **so the way to undo Stop runs through the district Stop ruined**, which is the consequence I would most want the player to discover for themselves.
- **What this district enables: the race route to the [Head-works](/Hold%20the%20Flood/Districts/The%20Head-works).** The head race north is walkable only when the basins are held low — every way-on open, nothing accumulating. So the alternative approach to the finale is bought by giving up everything this district is for, on the expedition you use it. See [Districts §7](/Hold%20the%20Flood/Districts#7-one-alternative-route-through-the-plan).
## 8. The Holding Basin — optional, and the campaign's sharpest evidence
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## 10. Enemy and build pressure
- *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.*
+ *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 Walker alone (the base role, renamed from Drifter for coordination under [PMR005](/Hold%20the%20Flood/PM%20Reviews/PMR005)); the other roles sharpen it and are not required by it.*
- **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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- **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.
- **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.
- **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.
- - **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.
+ - **Grounders redirect here; they do not disperse.** [Grounder r3](/Hold%20the%20Flood/Enemies/Grounder) corrects the general claim, and the correction bites hardest in this district: darkening a beacon makes a crowd re-evaluate and retarget to any other reachable lit beacon, and it spreads only when there is none. **This district has two beacons and a three-position panel, so which happens is the player's own doing.** With the panel on b2 and a mass held at the outfall, a Grounder on that run sends the mass to **b1** — across the basins, through the ground the player is working, and to the rim where the sluice is. With the panel on Off, nothing is lit and the same Grounder does disperse it. **So a Grounder is a redirection tool in this district and a dispersal one only in the state the player chose**, which is a better threat than r3's version and is Combat's rule, not mine. What a Grounder can never take is the lever: the hand gates and the three ways-on are unpowered by design (§2), so a grounded run costs the harvest and the plan, never the ability to set supply.
- **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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## 12. Open questions and dependencies
- - **[REV104-3](/Hold%20the%20Flood/Design%20Review) (Lead).** The W1 clause and the light-convention row for the empty flash. §6 is unreadable without it and this is the one contract change this district needs.
- - **[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.
+ - **[REV104-3](/Hold%20the%20Flood/Design%20Review) — RESOLVED, not by me.** The empty flash is now a rule and a readable state in the shared contract [r3](/Hold%20the%20Flood/Mechanics/Power%20And%20Attraction): "a surge enters there if the supply provides one", with the flash, the absent bodies and the still-counting forecast all specified. §6 is built on the ratified wording and needs nothing further.
+ - **[REV104-2](/Hold%20the%20Flood/Design%20Review) — RESOLVED.** Charge never leaves a district *with the player*; machinery may transfer it. That is the wording this page argued for at r1 and it is now the contract, so the meter clue stands. **REV104-4 is resolved too**, and in this district's favour: the contract's fixed-power source names "the Collector's wheels take charge from the mass passing through" as the first step of the city's supply, which makes §5's inference the campaign's load-bearing one rather than a local curiosity.
- **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.
- **[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.
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