Commit 782139

2026-09-06 19:31:46 Anonymous: PMU004: Power And Attraction — owner expansion direction, sourced coverage and next ownership
/dev/null .. hold the flood/mechanics/power and attraction.md
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+ # Hold the Flood — Power and Attraction
+
+ **PMU004 · r1 · 2026-09-06 · PM-seeded source summary; intended owner: Lead Game and Systems Designer · Awaiting author validation/transfer.**
+ Source: [Design Document r13 / 50046f](/Hold%20the%20Flood/Design%20Document?revision=50046f), sections 3–4. This records the existing proposal, not an accepted expansion design. The cited source owns its detailed rules until the author explicitly adopts this destination. [Design Index](/Hold%20the%20Flood/Design%20Index) · [Expansion Brief](/Hold%20the%20Flood/Expansion%20Brief).
+
+ ## Existing design
+
+ There are two visible networks: power supplies machinery; signal selects where the next enemy surge enters. The pumping district's panel selects Causeway, Yard or Off. Injecting power with equipment does not create a dispatch signal or select an entrance.
+
+ After entering, enemies continually target the nearest lit beacon they can reach. With no reachable lit beacon, a crowd spreads along its entry branch. A held crowd does not abandon a nearer lit beacon for a farther one. Ordinary lamps are not beacons. The source separately specifies local pursuit of the player and outward crowd pressure; the Combat designer must retain or explicitly revise their precedence.
+
+ This produces the central choice: powering a useful route can draw a crowd across another route. A portable beacon can redirect enemies already inside; it cannot choose the next entry point. The thick power cable, thin signal cable, visible dispatch pulse and forecast are the proposed evidence that makes the distinction learnable.
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+ Water connects powered devices; a valve can join channels, and a field pump can drain a connection. Insulation interrupts conduction. These are abstract game rules; they are not a claim of physically realistic electrical safety.
+
+ ## Player consequence and expansion question
+
+ A new district should change the topology, opportunity or cost of this shared rule. It should not secretly change what power or signal means. Explain a useful action, the attracted crowd's reachable route, what becomes unsafe, and an alternative using the same visible rules.
+
+ **DES104 / Lead:** specify the shared rule contract before districts introduce exceptions. Campaign and Combat propose combinations against it. Any proposed exception needs a readable signal and a reason it improves choices; PM decisions D013/D016 are reversible design baselines, not a reason to reject a better argued design.
+
+ **EDT102:** move the complete current definition and relevant edge cases here with Lead validation, then link GDD and the glossary. This seed does not settle the newer r13 examples or close PMR003/REV103 findings.
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