2026-09-07 13:09:43
Anonymous:
Reference: propagate two retractions to this index, applying the wikis own convention that a retraction means searching for who was quoting the claim - here, this page. The REF112 row repeated r1 withdrawn finding about "the pitch the owner rejected" and now states only what survives; the REF113 row no longer presents a real-world parallel as validating the vision. Both corrections added to the state-of-work block with the PM review that required them and the revision that discharged it.
reference.md ..
@@ 38,14 38,14 @@
| [Electricity in Water](/Reference/Electricity%20In%20Water) | What current actually does in water and in bodies standing in it: electrofishing's concentric response zones, voltage across a body versus voltage of the water, why salt water defeats the mechanic, equipotential bonding, measured electric-eel voltages. **r2** adds §4a, the measured conductivity scale — rainwater to seawater against the working window — answering the gap [External Critique X16](/Hold%20The%20Flood/External%20Critique) names | [Hold the Flood](/Hold%20The%20Flood) — the spine rule on [Design](/Hold%20The%20Flood/Design) and the [Design Document](/Hold%20The%20Flood/Design%20Document) |
| [Sensing charge: how real animals find each other electrically](/Reference/Electroreception) | **REF109**, companion to REF101 — that page covers *generating* current, this one *sensing* it, which is what the enemy roster actually does. Passive versus active electroreception; sharks detect 5 nV/cm; active electrolocation reads conducting versus non-conducting objects; the eel runs low-voltage to explore and 400–600 V to hunt; Catania’s doublet makes hidden prey twitch and give itself away; and the jamming avoidance response is nature’s rule for two electric animals interfering. Proposes no mechanic | [Hold the Flood](/Hold%20The%20Flood) — the [Enemies](/Hold%20The%20Flood/Enemies) roster and [Mechanics/Power and Attraction](/Hold%20The%20Flood/Mechanics/Power%20And%20Attraction) |
| [Draining a district: how flood-control machinery actually works](/Reference/Drainage%20Engineering) | **REF108**, companion to REF101. Real drainage engineering behind the district’s invented weir, race, drum and sluices: a polder has no finished state; Kinderdijk’s 19 mills lifted water in *stages* because one could not bridge the height, and discharged only when the river allowed; flap, fan and needle sluice gates run on water pressure with **no power at all**; and draining peat makes it sink, which forces more draining — a measured feedback loop. **r2** adds §2a, the 10.3 m suction ceiling that is *why* one pump cannot lift far enough, plus priming and cavitation, for the carried pump. Proposes nothing | [Hold the Flood](/Hold%20The%20Flood) — [World and Mystery](/Hold%20The%20Flood/World%20And%20Mystery)’s machinery and [D019](/Hold%20The%20Flood/Brief)’s many districts |
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| [The barrier that became a power station](/Reference/Tidal%20Barrage) | **REF113.** How a tidal barrage works — sluices timed to the tide, head as the working quantity, ebb generation. And Sihwa Lake: a seawall built in 1994 **for flood mitigation**, whose enclosed water went bad, remedied by letting the sea back in on a schedule, and opened in 2011 as the **world's largest tidal power station**. The vision's theme as industrial record. Notes that the Tidal Barrier district already runs its gates the way a barrage does | [Hold the Flood](/Hold%20The%20Flood) — the [Game vision](/Hold%20The%20Flood/Brief) and [Campaign](/Hold%20The%20Flood/Campaign)'s Tidal Barrier |
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| [The barrier that became a power station](/Reference/Tidal%20Barrage) | **REF113.** How a tidal barrage works — sluices timed to the tide, head as the working quantity, ebb generation. And Sihwa Lake: a seawall built in 1994 **for flood mitigation**, whose enclosed water went bad, remedied by letting the sea back in on a schedule, and opened in 2011 as the **world's largest tidal power station**. A partial real-world parallel offered as context — **r2 withdraws r1's claim that it answers a contrivance concern** ([PMR009](/Hold%20The%20Flood/Pm%20Reviews/Pmr009)); a resemblance validates no fiction. Notes that the Tidal Barrier district already runs its gates the way a barrage does | [Hold the Flood](/Hold%20The%20Flood) — the [Game vision](/Hold%20The%20Flood/Brief) and [Campaign](/Hold%20The%20Flood/Campaign)'s Tidal Barrier |
| [Moving a load with water: counterbalance and the water-balance funicular](/Reference/Water%20Balance%20Haulage) | **REF111**, companion to REF108. A funicular’s engine only ever moves the *imbalance*, never the load — and a class of them removed the engine entirely, filling the top car’s tank until it outweighs the bottom one. The Lynton and Lynmouth Cliff Railway has raised 500 ft at a 58% gradient on water alone since 1890, with no external power. Sets the 10.3 m cost of *lifting* water against 152 m of rise from *dropping* it | [Hold the Flood](/Hold%20The%20Flood) — [Campaign §3.2](/Hold%20The%20Flood/Campaign)’s Tram Incline, where powering the rail costs a panel position |
| [Survivorlike Market Data](/Reference/Survivorlike%20Market%20Data) | What this would ship beside, measured from Steam's own endpoints on a stated date: which tag actually carries the genre's traffic, **§2** the list prices of the eleven titles sampled, review counts, engaged-player playtime medians, and the exact refund policy. **§3a**, *lifetime unlock shares* — what proportion of players has ever reached a marker. **§3b**, *ratios between ordered markers, and what they do not mean.* **r4–r5 retract four claims** after [PMR002 §4](/Hold%20The%20Flood/Pm%20Reviews/Pmr002); the measured tables and every query are preserved unchanged, the conclusions around them are corrected, and the audit is at [REF103](/Reference/Length%20And%20Price%20Audit). Every query reproduced so any figure can be re-run | [Hold the Flood](/Hold%20The%20Flood) — section 17's price, length and audience decisions on the [Design Document](/Hold%20The%20Flood/Design%20Document) |
| [Length and Price: an audit of REF102](/Reference/Length%20And%20Price%20Audit) | **REF103, assigned by PM.** Separates intended design length, completion time, playtime-at-review and replay time; retracts two wrong claims from REF102 with the corrected arithmetic; adds HowLongToBeat completion times for all eleven titles, verified by Steam app ID; states the sampling limits in full and names the smallest missing evidence. **§7** audits the achievement-based claims and records what public Steam data cannot show at all. **r3** applies PMR003's closing qualifications to this page's own §§2, 3, 6 and 7.5 | [Hold the Flood](/Hold%20The%20Flood) — the length and price half of the [Design Document](/Hold%20The%20Flood/Design%20Document)'s owner decisions |
| [Free asset licences, and what they actually permit](/Reference/Asset%20Licences) | **REF104.** What CC0, CC-BY, CC-BY-SA, CC-BY-ND, the NC variants, OGA-BY and GPL each permit, from the stewards' own text; why tinting and resizing a sprite is an *adaptation* and so the licence decides whether the cheapest art route is legal; why a free Unity Asset Store item is a licence to use rather than a public-domain dedication; and Steam's AI-content disclosure regime. Confirms the lead's two asset checks independently. **r2** rebuilds §4 on Valve's own Steamworks documentation — the gap r1 flagged, closed by the [External Critic](/Hold%20The%20Flood/External%20Critique) and re-verified here — and drops r1's project-specific disclosure conclusion per PMR003. Reference work only: not legal advice, not asset approval, not a submission decision | [Hold the Flood](/Hold%20The%20Flood) — [Design Document](/Hold%20The%20Flood/Design%20Document) §14's asset lever and the [Brief](/Hold%20The%20Flood/Brief)'s requirement to record each asset's actual terms |
| [Free-source and licence audit of the D025 list](/Reference/Asset%20Audit) | **REF110, assigned by PM in [PMR006](/Hold%20The%20Flood/Pm%20Reviews/Pmr006).** Audits [Campaign §7](/Hold%20The%20Flood/Campaign)’s presentation categories against real sources, every licence and creator read from the asset’s own page. The base body is covered (Kenney, CC0, permits adaptation); water has three CC0 candidates; the rail and tram, lock gates and barrier gates had nothing located. No asset approved, shortlisted or assessed for suitability | [Hold the Flood](/Hold%20The%20Flood) — the D025 asset decision and the [Brief](/Hold%20The%20Flood/Brief)’s record rule |
| [Design documents: the documented practice](/Reference/Design%20Documents) | **REF105.** What practitioners have written down about design-document form. Primary source is Stone Librande's GDC 2010 *One-Page Designs*, read from his own deck — including the pros-and-cons slide on **wiki** design documentation that the circulating summaries omit. Plus ten real published design documents, **three now measured** — a pitch at 2,456 words, the Doom Bible at 12,197 across 79 pages, Deus Ex's design document at 31,160. Takes no position on any document's length | [Hold the Flood](/Hold%20The%20Flood) — the [Design Document](/Hold%20The%20Flood/Design%20Document)'s form, and this wiki's own working method |
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| [Readability formulas, and what they cannot see](/Reference/Readability%20Formulas) | **REF112.** The Flesch formulas, their bands, and a measurement run on this wiki’s own owner-facing text. The finding: the pitch the owner called barely understandable scores **easier** than the text the reader rated least opaque — because the formulas see only length, so an undefined code like `EQP101` counts as a short, easy word. Not a readability audit and no verdict on anyone’s writing | [Hold the Flood](/Hold%20The%20Flood) — the owner’s “barely understandable” verdict in the [Brief](/Hold%20The%20Flood/Brief) and [Clarity Q52](/Hold%20The%20Flood/Clarity%20Questions)’s opacity measurements |
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| [Readability formulas, and what they cannot see](/Reference/Readability%20Formulas) | **REF112.** The Flesch formulas and their bands, plus three measurements of named wiki passages. **r2 retracts r1's central finding** per [PMR008 §4](/Hold%20The%20Flood/Pm%20Reviews/Pmr008): r1 misidentified a wiki passage as the artifact the owner rejected, and compared two scores 1.8 points apart under a ±2 method. What stands is the instrument and one argument from its definition — the formulas see only length, so an undefined code like `EQP101` scores as a short, easy word, and whether a term was ever defined is invisible to them. **No comprehension verdict on this project** | [Hold the Flood](/Hold%20The%20Flood) — [Clarity Q52](/Hold%20The%20Flood/Clarity%20Questions)'s opacity measurements |
| [Readable state: colour and flashing](/Reference/Readable%20State) | **REF106.** The published thresholds behind the document’s readable-state convention: WCAG 1.4.1 on colour as the only channel (1 in 12 men have colour vision deficiency) and WCAG 2.3.1 on flashing (three per second, or 25% of a 10-degree field; 16–25 Hz is the seizure band). Notes that steady/flashing/dark is already colour-independent, and that wet/dry-by-tint is the one state carried by colour alone. Nothing is built, so nothing is audited; proposes no change | [Hold the Flood](/Hold%20The%20Flood) — [Design Document](/Hold%20The%20Flood/Design%20Document) §13’s light convention and §14’s art plan |
| [Content scale: what comparable games actually ship](/Reference/Content%20Scale) | **REF107.** Developers’ own published content manifests. Halls of Torment lists 6 stages against 74 abilities, 60 items with 240 variants, 70+ monsters and 1000+ traits; Vampire Survivors’ base game has 5 normal stages. Few environments, very large per-run variety. **These are current manifests after years of updates, not launch content** — no launch figure was sourced and none is estimated. Proposes and endorses no district count | [Hold the Flood](/Hold%20The%20Flood) — [Brief](/Hold%20The%20Flood/Brief) D019’s expanded campaign and the eight-district planning target |