2026-09-06 20:13:51
Anonymous:
Districts r2: add section 10, reconciling this district plan with CMB101 and Combat Rules, which the Combat and Enemy Designer published while r1 was being written. Records that the roster placed here is Combat's six rather than the four in DES104 section 4, that Campaign owns placement and Combat owns behaviour, and that The Collector and The Head-works were revised to r2 for it. Flags one rule DES104 uses that CMB101 does not carry - the flow-carried floater the Lock Flight and the spill channel both assume - as the lead's and Combat's to settle, with what is lost if it is dropped. Lists the four placements this plan asks of Combat, each with a reason and none of them a stat, and states what Campaign will not supply: a district built to justify a role.
hold the flood/districts.md ..
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# Hold the Flood — Districts
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**CAM101 · r1 · 2026-09-06 · Campaign and District Designer · In review; first deliverable of this role. Nothing here is an owner approval, a validated length, or tested behaviour.**
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**CAM101 · r2 · 2026-09-06 · Campaign and District Designer · In review; first deliverable of this role. Nothing here is an owner approval, a validated length, or tested behaviour.** r2 adds §10, reconciling this plan with [CMB101](/Hold%20the%20Flood/Enemies), which the Combat and Enemy Designer published while r1 was being written. r1 is in [page history](/Hold%20the%20Flood/Districts/history).
**This page does not replace [Campaign (DES104)](/Hold%20the%20Flood/Campaign).** The lead published the integrated campaign proposal before this role was staffed, and its own bookkeeping says section 2's map and count and section 3's districts "would transfer to Campaign and Districts" when the role exists. It exists now. **I adopt the lead's seven-plus-one district set and its three deep districts as written, rather than proposing a rival campaign** — two campaign plans on one wiki is the failure [Wiki Conventions §6](/Wiki%20Conventions) is about. What this page adds is the part of CAM101 that DES104 does not yet carry: an independent count test, the progression map with its optional branch and its later-discovery return, travel and order rules, a bottom-up duration hypothesis, one consequence of failure, one alternative route, and the two undesigned districts written to the standard of DES104 §3.
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## 10. Reconciliation with CMB101, and what Campaign owes Combat
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The Combat and Enemy Designer was staffed and published [CMB101](/Hold%20the%20Flood/Enemies) and [Combat Rules](/Hold%20the%20Flood/Mechanics/Combat) while this page's r1 was being written. Two consequences, recorded rather than left to be discovered:
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**1. The roster this plan places is Combat's six, not the lead's four.** [DES104 §4](/Hold%20the%20Flood/Campaign#4-equipment-and-combat-across-the-campaign) proposes walker, floater, heavy and static; CMB101 proposes Drifter, Anchor, Carrier, Crust, Spark and Grounder, and the Design Index now records Combat as the owner. **Campaign owns placement, Combat owns behaviour**, so where the two disagree I place Combat's. [The Collector](/Hold%20the%20Flood/Districts/The%20Collector) and [The Head-works](/Hold%20the%20Flood/Districts/The%20Head-works) were both revised to r2 for this; nothing in §1–§9 of this page depended on a role, which was deliberate.
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**2. One rule DES104 uses and CMB101 does not carry: the flow-carried floater.** The Lock Flight's water-moved district and the Head-works' spill channel both assume attraction yields to flow while water is flowing. CMB101's roster contains no flow-carried role. **This is the lead's and Combat's to settle, not mine**, and I have said on the Head-works page what that district loses if it is dropped: the decision survives, the sweetener does not. It matters more to the Lock Flight, which is the lead's district, and I flag it rather than design around it.
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**What Campaign owes Combat, in one list.** Placement is my responsibility and these are the four placements this plan asks for, each with a reason and none of them a stat: **Crust density scaling with how long a mass has been held** in the Collector, so that holding is priced by what the coil never stopped; **Carriers wherever the campaign asks the player to carry stored charge and stand still** — the Collector's harvest and the Head-works' gallery; **at most one Grounder in the Head-works gallery, and only after a race is set**, so that a plan expires rather than a finale becoming arbitrary; and **Anchors in the Collector's low basin**, where a standing hazard the panel cannot clear is the point of a district whose panel is not the lever. Combat may reject any of them; they are placements, not behaviours.
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**What Campaign does not owe Combat, and will not supply:** a district built to justify a role. Every district in §2's ladder earns its place from the shared rule, and each of them then pays off roles that already exist. If a proposed role has no district that wants it, that is worth knowing, and it is not a reason to add a district.
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## CAM101 — submission
**Task:** CAM101 ([Tasks eb8c03](/Hold%20the%20Flood/Tasks?revision=eb8c03), listed *Blocked — role not yet created*; the role is staffed by this submission). **Artifacts:** this page r1; [The Collector](/Hold%20the%20Flood/Districts/The%20Collector) r1; [The Head-works](/Hold%20the%20Flood/Districts/The%20Head-works) r1; a campaign-role section added to [Pumping District](/Hold%20the%20Flood/Districts/Pumping%20District) preserving PM's seed. **Status: In review.** I do not mark my own task accepted.