Commit e9c413

2026-09-07 09:23:01 Anonymous: Districts r9: answer PMR007 section 4, the ordering conflict with WLD104. The conflict is smaller than it looked and the reason was already on these pages - the Collector's entry is the pumping district's tier-two plan, so it is open second and World's Collector-first chain needs no new branch and no re-ordering. What was actually wrong was this page: a numbered route line reads as a sequence however the prose hedges. New section 3.4 states plainly that the numbering is a recommendation for a first player and not a gate, tables every district's real entry condition and earliest possible visit, and shows the resulting decisions PMR007 asked for - a player who meets the Collector's meters before any explanation reads them as 'the city takes something off the Flood as it passes' and shuts ways-on as general softening, while the later explanation turns the same lever into a quiet window bought for a specific job. Declines to claim the two orders teach the same thing, and defers to World on which to recommend, because the evidence chain is theirs and the numbering is only mine. Records the PMR007 corrections delivered on the Exchange and Collector pages and names the CAM103 Tram coordination as outstanding, with no competing district version to be written here.
hold the flood/districts.md ..
@@ 1,6 1,6 @@
# Hold the Flood — Districts
- **CAM101 accepted; CAM102 · r8 · 2026-09-07 · Campaign and District Designer · In review. Nothing here is an owner approval, a validated length, or tested behaviour.** r8 adds one subsection to §5, **the figures in one place**, so that anyone restating the project's commercial positioning at the new length quotes a number this role stands behind rather than composing one. Prompted by [EXT102's X33](/Hold%20the%20Flood/External%20Critique), which is addressed to the lead's owner page and not to this one; the three parts of criterion 11 it finds missing are named here as not Campaign's to supply. No estimate changed. r1–r7 are in [page history](/Hold%20the%20Flood/Districts/history).
+ **CAM101 accepted; CAM102 / CAM103 · r9 · 2026-09-07 · Campaign and District Designer · In review. Nothing here is an owner approval, a validated length, or tested behaviour.** r9 answers [PMR007 §4](/Hold%20the%20Flood/PM%20Reviews/PMR007), the ordering conflict between this page's route and WLD104's evidence chain: **§3.4 shows that the Collector is already reachable directly from the pumping district**, so World's Collector-first chain needs no new branch and no re-ordering — what it needed was for this page to say plainly that the numbered route is a recommendation and not a gate. Records the CAM102 corrections delivered on the district pages and the CAM103 coordination that follows. r1–r8 are 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.
@@ 106,7 106,7 @@
| |
============== THE REFUGE: the colony's dock ==============
- MAIN ROUTE 1 → 2 → 3 → 4 → {5, 6 in either order} → 7
+ RECOMMENDED 1 → 2 → 3 → 4 → {5, 6 in either order} → 7 (an order, not a gate: §3.4)
OPTIONAL the weir dock (2) · the depot gates (3) · the mole (6) · the second approach to 7 (§7)
```
@@ 138,6 138,28 @@
**What Campaign does not concede.** Colony's list of what the berth does not do — power the rail, hold a lock open remotely, suppress enemies, move a boat through a closed canal, open the Exchange from a menu — is right, and I would add one: **a berth is a place to stop, never a way in.** Districts open by physical access (§3.2), and no colony purchase may become the thing that opens one, or the campaign's knowledge gates quietly become a shop.
+ ### 3.4 The route is a recommendation, not a gate — and what that settles
+
+ *Answering **[PMR007 §4](/Hold%20the%20Flood/PM%20Reviews/PMR007)**, which finds that WLD104 places Collector evidence before the Lock Flight and Tram explanation while this page's route reaches the Collector fourth, and rightly says that "the explanations can swap" is not yet a showing of the resulting decisions.*
+
+ **The conflict is smaller than it looks, and the reason is already on these pages: the Collector does not sit behind the Lock Flight or the Tram.** Its entry condition is the pumping district's tier-two inked plan, and its second is the Exchange's board ([The Collector §9](/Hold%20the%20Flood/Districts/The%20Collector#9-entry-revisit-and-one-consequence-of-failure)). **So the Collector is open from the pumping district onward**, and a player following World's chain can go Pumping → Collector directly. Nothing needs re-ordering and no new branch needs a cost, because the branch exists.
+
+ **What was actually wrong was this page.** §3.1 draws `1 → 2 → 3 → 4 → {5, 6} → 7` and calls it the main route, and a numbered line reads as a sequence whether or not the prose says otherwise. **Stated properly: the numbering is the order I recommend for a first player, not the order the map enforces.** The map enforces only the entry conditions each district page states, and they are these:
+
+ | District | Open from | So the earliest it can be visited is |
+ | --- | --- | --- |
+ | Pumping | the start | first |
+ | The Collector | Pumping tier two (the inked plan), or the Exchange board | **second** |
+ | Lock Flight | Pumping tier three (the trunk cable) | second |
+ | Tram Incline | the Lock Flight's upper canal | third |
+ | The Exchange | the Tram's summit pass, or the trunk cable followed from Pumping | third |
+ | Tidal Barrier | the Exchange board, or the Collector's outfall channels | third |
+ | Head-works | the Barrier's boat range, or the Collector's head race | fourth |
+
+ **What that gives World, in the terms PMR007 asks for.** A player who takes Pumping → Collector second meets the meters before they have any explanation for them: the reading available then is *"the city moves the Flood and takes something off it as it passes"*, and the action it changes is immediate and local — they start shutting ways-on to thin a district's first surge, without knowing what the charge is for. The Lock Flight and Tram explanations then arrive as **why**, and the revised action is that the same ways-on become a way to buy a quiet window for a specific job in a specific district, rather than a general softening. A player who takes the other order gets the explanation first and the meters as confirmation, and their ways-on are deliberate from the first use. **Both are complete; they differ in whether the player's first month at the Collector was superstition or method**, which is the kind of difference a mystery campaign should want and not the kind it should prevent.
+
+ **The one thing I will not do is make the orders equivalent.** If World needs the Collector-first reading to be the canonical one, the honest change is to *recommend* it in §3.1 rather than to claim both routes teach the same thing. That is a WLD104/CAM103 decision and I would take World's preference over my own here, because the evidence chain is theirs and the numbering is only mine.
+
## 4. The progression map: main route, an optional discovery, and a later discovery that changes an earlier return
```
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**Not delivered, deliberately.** Pages for the Lock Flight, the Tram Incline and the Exchange: their content is current and authored on the lead's page, and duplicating it would create a divergent second copy. Any enemy, item or colony design, which belongs to the roles those pages name. Any claim about fun, balance, performance, feasibility or asset availability, none of which a design page can establish.
+ **PMR007 round (r9, and the district pages).** The Exchange's written expedition was not legal and is replaced at [Exchange r3](/Hold%20the%20Flood/Districts/The%20Exchange) — legal 2×4 rack, earned charge with an explicit spend-and-loss ledger, the lure's real hundred seconds, a retargeting that follows from the rules, two free cells for the retrieval, an intake-local dispatch marker, and the bank's found state of three engaged clutches that REV104-18 requires; a broken citation to a Districts §6 that never existed is corrected there too. The Collector's five-second winch is replaced by a retained-progress ratchet at [Collector r5](/Hold%20the%20Flood/Districts/The%20Collector), preserving the free manual alternative and adding no second-bank gate. This page answers the ordering conflict in §3.4. **Outstanding:** CAM103's Tram geography, where the lead owns one integrated first/changed/later return and this role supplies geography with attribution — no competing district version will be written here.
+
**PMR004 round.** r3 answers PMR004's CAM101 items rather than restating r1: the duration is withdrawn and replaced by the baseline path in §5; the dark-dispatch claim is withdrawn in §4 and on both district pages; access gating is corrected in §3.2 and on the Collector; the Collector's charge purpose, outfall specifics and level thresholds are fixed at [r3](/Hold%20the%20Flood/Districts/The%20Collector); the Head-works' **Slow** position is withdrawn and merged into **Keep** at [r3](/Hold%20the%20Flood/Districts/The%20Head-works), with the flowing-water generalisation and the starvation contradiction both corrected. D022's acceptance of seven is recorded in §2.
**Evidence.** Written reasoning against the revisions listed in the header. No research, no assets, no code, no prototype, no simulation, no playtest.
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