Commit fb24be

2026-09-07 13:38:03 Anonymous: DES106 r1 (Campaign r10): under the owner's discovery-first direction, new section 0 assesses the impact on the existing design (keep the physics as experimentation substrate, attraction as support, dispatch mechanism kept and its meaning withdrawn, the harvest revelation and Stop ending withdrawn, the caps challenged, the rack kept, the refuge loop kept with its no-people boundary reopened), proposes a three-ending progression (given goal to apparent credits; reinterpretation of a clue seen all along to the real ending; history and mythology as optional deepest secrets) with a notebook system, lists the contract clauses opened and their prices, and states content assumptions as kinds, not hours. Fiction is placeholder for the Visionary; no rule changed today. The Visionary's superseded label is kept and scoped.
hold the flood/campaign.md ..
@@ 1,6 1,6 @@
# Hold the Flood — Campaign (DES104)
- **Superseded premise — owner direction, 2026-09-07:** the harvest-dependence revelation and its ending are rejected for now; this page preserves earlier design material, not the active pitch. Setting and retained mechanics await the [replacement vision](/Hold%20the%20Flood/Brief#game-vision). Follow [current assignments](/Hold%20the%20Flood/Tasks); do not expand or polish incompatible material merely to close old tickets.
+ **Superseded premise — owner direction, 2026-09-07:** the harvest-dependence revelation and its ending are rejected for now; this page preserves earlier design material, not the active pitch. Setting and retained mechanics await the [replacement vision](/Hold%20the%20Flood/Brief#game-vision). Follow [current assignments](/Hold%20the%20Flood/Tasks); do not expand or polish incompatible material merely to close old tickets. *(The lead, r10: that label applies to the owner page and sections 1 to 10; section 0, immediately below the header, is the lead's assessment and proposed progression under the owner's direction.)*
**DES105 r4, on the Campaign page at r9 · 2026-09-07 · Lead Game and Systems Designer · In review · Revised against PMR009 and the External Critic's X37: the Tram's changed return is the simple stairs reconnaissance, with the wet-yard harvest and the berth exit as optional plans priced honestly, and the coil's worth shown where a door depends on it; the berth-supported start issues one module and no Kit; the optional stay's cargo and burned charge are stated by branch; the Siphon follows the Visionary's simplification; the Exchange's cadence is 3:00 and 7:00 and its two terminals stand together at the head end. r8 (0cafb9), under PMU008 the vision comes first: a new section after the owner page gives the Visionary the intended experience and three tensions in plain words. PMR008's bounded corrections are made: the Tram's later return no longer forces a wait, its easy path is the payoff of understanding and the stay is the priced alternative, the Siphon is called optional margin, the lure's activation and expiry are accounted for with its charge committed and left, the changed return's exit and the tram's availability are corrected, the later start has five free cells, and the criterion-11 paragraph no longer carries a moving count (X35); the Exchange's cadence and reel terminals are scoped in 3.4; the three visits are run against the vision's decision test. r7 (de4893) was revised against the critic's REV105 r1 and the External Critic's X34: the later return's crossing is now the main line, the same heavy stands on the rail on both later visits and is killed for the later return's first charge, every beat inside pursuit range is priced, the stairs have a distance, section 8 quotes the Campaign designer's three consolidated figures at Districts r11 and the owner page carries them. r6 (ee4202) delivered PM's DES105: section 3.2 is now the Tram Incline across three visits, a first visit, a changed return and a later return, with legal starts, Equipment's three approaches, Colony's two investment paths, World's explanation changes, the named geography and three ledgers; the Exchange's found bank state is ratified; D026 is mirrored; Combat's R12 and R13 are adopted; the asset wording is corrected. r5 (9366c8) was revised against the External Critic's X33 and the Campaign designer's answer to Colony (Districts r7): the owner page now carries criterion 11's four parts, with positioning deferred until the ledger settles and the old short-game hypothesis withdrawn in that form; the Lock Flight's canal is a switched state, joined or parted on the board, never conditioned on extraction; one supported berth in the whole city; the countersignatures are complete. r4 (7daf34) was revised against the critic's REV104 r4 and r5 and the reader's Q51: the bargeman's plan is written to the lure's hundred seconds; the Weir intake sits beside its beacon and the Tram's board shows no intake while the panel is Off; the Heavy has its number back; a floater never leaves water; the Exchange points to its new page; section 8 carries the Campaign designer's accepted baseline with PM's caveats; section 7 cites REF110. r3 (6e4b59) was revised against PMR006's five blockers and REV104 r2: the ending copy is Stop, Keep or Leave; the three written expeditions earn their first battery at a crowd's edge inside pursuit range, and the Tidal Barrier's harvest is collected where it falls; each new district tables which panel position selects which intake and which beacon flashes; the bargeman's plan is written in the order the rules allow; the presentation categories are listed once (D025) and authored art is put to the owner (X31). r2 (b92234) and r1 (34dc09, 9d3590) are in page history.**
[Expansion Brief](/Hold%20the%20Flood/Expansion%20Brief) · [Design Index](/Hold%20the%20Flood/Design%20Index) · [Shared rule contract](/Hold%20the%20Flood/Mechanics/Power%20And%20Attraction) · [Districts](/Hold%20the%20Flood/Districts) · [Enemies](/Hold%20the%20Flood/Enemies) · [Combat Rules](/Hold%20the%20Flood/Mechanics/Combat) · [Equipment](/Hold%20the%20Flood/Equipment) · [Build Paths](/Hold%20the%20Flood/Equipment/Build%20Paths) · [Colony](/Hold%20the%20Flood/Colony) · [World and Mystery](/Hold%20the%20Flood/World%20And%20Mystery) · [Design Document](/Hold%20the%20Flood/Design%20Document) · [Design Review](/Hold%20the%20Flood/Design%20Review) · [PMR004](/Hold%20the%20Flood/PM%20Reviews/PMR004)
@@ 9,8 9,92 @@
*(The lead, r2: that note is kept as written. The disagreement it records is accepted below; the count is seven external districts with the refuge at stake, as PM's D022 now says.)*
+ ## 0. Under the owner's direction: what the design keeps, what it loses, and a three-ending progression (DES106 r1, a proposal)
+
+ **DES106 r1, on the Campaign page at r10 · 2026-09-07 · Lead Game and Systems Designer · In review · Answers the Lead row of the [current priority on Tasks](/Hold%20the%20Flood/Tasks#current-priority-apply-the-owners-discovery-first-direction): the impact of the [owner's answers](/Hold%20the%20Flood/Brief#game-vision) on the existing design, and a high-level progression from the apparent first ending to the real ending and the optional deepest secrets, with the content each layer assumes.** Read against the Brief at 44aab7, Tasks 2ca16c, the Hub 329623, PM Reviews 2f20db, Colony bf1d83, Equipment 95a133, Districts 3f4d70, the contract afa7b4, REV106 r1, the External Critique r19 and the project room through message 28. The Visionary owns the replacement premise: every noun of fiction below is a placeholder, written in brackets so the shape can be judged, and the Visionary may replace all of them. The Campaign designer places whatever survives in geography; this section picks no districts. Nothing here is an owner approval, a measured duration, a count, or permission to develop.
+
+ ### 0.1 What the owner's answers do to the existing design
+
+ The design as it stands was built to teach one science, how the city moves the Flood, and to end on the discovery of what that movement was for. The owner keeps the survivorlike, the salvage-against-space tradeoff and the refuge, demotes the science to a supporting tool, and rejects the ending. The table says what each part was for, what it is now, and what happens to it.
+
+ | Part of the design | What it was for | Under the owner's answers | Disposition |
+ | --- | --- | --- | --- |
+ | The physics: water conducts, a powered channel runs devices and lights lamps, charge is fuel ([contract](/Hold%20the%20Flood/Mechanics/Power%20And%20Attraction) sections 1, 2 and 4) | The one rule the player learns; the substrate routing ran on | Setting-agnostic, and the best material the design has for environmental experimentation beyond routing: water, power and light are things the player can combine. Neither the drowned city nor the machinery is required by it; any place with standing water, a circuit and a switch keeps it | **Keep**, as the experimentation substrate. The lead recommends it to the Visionary as retained whatever the setting becomes |
+ | Attraction: the signal chooses the intake, light draws the crowd (contract section 3); the precedence stack; the switch-and-tow trick | The central science, and the main way a build mattered | A supporting tool, as the owner says. It still gives the survivorlike its readable pressure and a way to bring a crowd to where a build is waiting. It is no longer what a district is about | **Keep as support.** No district may earn its place by a new routing lever alone |
+ | Dispatch, permission and supply: the drum and the trunk, arrivals need supply, the empty flash | The mystery's ladder toward the harvest | The schedule and its forecast are still good survivorlike pacing, and a fair hidden rule whose signs were visible all along. What the schedule is for is now an open slot | **Keep the mechanism, withdraw its meaning.** The relay, the Exchange's bank and the Collector's basins are material for the Visionary, not requirements |
+ | The revelation that the city depends on the creatures; Answer A; Stop, Keep or Leave; Stop as the brake on time; the cascade; the refuge circuit dying | The revelation and the ending | Rejected by the owner. The shape, one standing state of the world chosen by the player with its cost visible at home, is worth keeping for whatever the real ending becomes; the content is not | **Withdrawn.** Contract section 9's Stop rows, World's endings, this page's section 10 and the Design Document's sections 9 and 11 are superseded, not deleted |
+ | The caps: charge once per organism; a discharge stuns for eight seconds and spends a battery; the arc chains to at most three bodies (R10 declined); a Spark's death is hazard only; fixed power in a lit branch's water is hazard only | So that fighting never paid twice and the coil stayed the only stun: routing, not killing, was to be the science | These are the fixed-power and tool-only assumptions Tasks says may be challenged, and they should be. Under them the obvious ridiculous build, draw a surge into a wet yard and switch the yard's power on, does nothing to the crowd by rule. The arc's ceiling removes the genre's screen-wipe on purpose | **Challenge.** Kept on the contract until Equipment and Combat's combination exists; section 0.4 lists the clauses opened and the price the lead would ask |
+ | The eight-cell rack, collection priority, links, wet leakage, the Siphon, shelter-only fitting; the twelve-entry catalogue in three families | Salvage against space; three plans for one objective | Confirmed enthusiasm for the tradeoff. The catalogue is too small and too routing-shaped to produce "I made a ridiculous build work": its families mostly change where a crowd goes. Build expression needs parts that interact, discovered rather than listed | **Keep the rack rules; the catalogue is provisional.** Equipment and Combat's one combination is the test, and the number of interactions is the measure, not the number of items |
+ | The refuge: workshop, receiver, dock fittings, the purchase order, the support assembly with both services (the Visionary's judgment); no upkeep, no population | Investments that change the next trip; a refuge that never sends a bill | The owner wants a settlement that grows, with authored people the player helps and defends. The investment loop is the "improve their capabilities" half and survives as written. The no-people, no-management boundary was a choice made to avoid a colony simulation; growth and people can be shown without one | **Keep the loop; reopen the boundary.** The cast is World and Colony's; section 0.3 says what the systems side needs from it |
+ | Seven districts and the refuge; three visits to a deep district; the expedition count | The complete-game scope | Superseded as scope by the owner. The three-visit grammar (a first visit, a return because the objective changed, a return because the world changed) is the owner's own list of what makes a return worthwhile, and is kept as the return grammar. The districts as written are candidate content | **Keep the grammar; scope follows the premise.** Districts' count test and duration hypothesis are withdrawn as evidence of sufficiency |
+ | World's rule that every clue must change what the player does next; two places for every essential clue; a safe way to investigate | To keep the mystery from becoming lore-reading | The owner relaxes the first: history and mythology may be discoveries in themselves. The other two are UX rules | **Relax the first, keep the rest** |
+ | The persistence rule (temporary effects, switched state, authored commitments, carried things) and the board | The world changes between visits | Exactly what the owner asks a return to have | **Keep unchanged** |
+ | The Design Document's pitch, one district and three tiers; this page's owner page and section 10 | The owner-facing argument | The wrong argument now. The rules sections remain the reference for what is kept | **Superseded**, labelled on both pages; a new owner page waits for the premise |
+
+ In one sentence: the machine survives as a thing to experiment with and a supporting way to move the crowd; the ending and its revelation go; the rack and the refuge loop stay and grow; and the caps that kept the game from being about killing are opened so that a build can be spectacular at a price.
+
+ **On the two things the owner left undecided.** The lead's recommendation to the Visionary is to keep the physics whether or not the drowned city and its machinery stay, for two reasons that do not depend on the fiction: it is the only system on the wiki that already produces all three kinds of discovery the owner named (section 0.2 gives one existing example of each), and it prices a build without a currency, because charge is found, carried in cells that could have carried salvage, and spent once. Keep the machinery's redirecting of the crowd only as a tool. The city itself is the Visionary's to keep or replace.
+
+ ### 0.2 The three endings, and what moves the player between them
+
+ The owner asks for a goal the player can state at any moment and a mystery that keeps deepening. The structure below does that with one question per layer and one kind of discovery that ends each layer. It does not say how long any layer is.
+
+ **Layer one: the goal you were given. Ends at the first credits.** The refuge's people need one concrete thing, and the player is told so in the first minutes, on screen, and can always see how far off it is [placeholder: a working water supply; a safe road out; someone to be brought back]. Play is the survivorlike loop as it exists: go out, survive the surges, bring home salvage and one more piece of the map. The discovery that dominates is the second kind on the owner's list, the world is larger than it looked: each place opened shows that the map is bigger than the last one implied. The existing example is the Exchange's bank, seven clutches on one shaft seen by a player who knows two districts; it says the network has seven arms before any of them is visited, and it says that whatever the network is for. Builds: the player learns the parts and their first interactions, and the first ridiculous build is possible from found parts before the first credits. The world: standing states accumulate on the board and at home, and the settlement grows visibly. The credits roll when the given goal is fulfilled. They are real credits, and a player may stop there satisfied. They are apparent because the notebook is full of things seen and not explained, and because the thing that fulfilled the goal is itself a clue [placeholder: the part that made the pump run carries a mark the player has seen in three other places].
+
+ **Layer two: what the goal was really part of. Ends at the real credits.** The entry is a reinterpretation of the first kind on the owner's list, a clue that was visible all along: something the player saw in layer one, and probably wrote down, means something else now. The existing example is the empty flash, a lamp that calls and nothing comes, first read as a fault and later understood as a call that was permitted and not answered; that reading works under any account of what the calls are for. The reinterpretation reframes the given goal as one piece of a larger and older purpose, and it hands the player a new goal they can state. Play is the same districts with a different purpose, which is the owner's return because the objective changed, and new areas beyond what looked like the edge, the second larger-world step. Builds: the deep combinations, with the environment as an ingredient and the grown settlement's services making them possible; the screen-wipe payoff belongs here at the latest. The world: the player's intervention at scale, and the standing state chosen for the ending, with its cost visible at home and among the people. The credits roll again, and this time the world is closed. Two constraints from the owner: the revelation must not be the creature-dependence under any name, and the new goal must be as plain as the first one was.
+
+ **Layer three: what happened here, and what it was for. Optional, after the real ending.** History and mythology found while looking for power, the third kind on the owner's list; the existing example is the head-works' shaft that keeps time, a source of power that is also the oldest thing in the city. No gate on either credits depends on this layer. Its content is authored secrets answered only by cross-referencing the notebook across districts; a few places reachable only with mastered builds, which is acceptable here and only here, because a build as a key is then a reward for expression rather than a substitute for it; and the settlement's final state, the people the player kept. Nothing procedural.
+
+ | Layer | The goal the player can state | The discovery that ends it | What builds do | What changes in the world and at home | What must exist for it |
+ | --- | --- | --- | --- | --- | --- |
+ | One, the apparent ending | [The people need one thing; get it] | The larger world: the map keeps proving bigger than it looked | Parts and first interactions; one ridiculous build reachable from found parts | Standing states on the board; the settlement grows; the notebook fills | A given goal that is one person's need; at least one larger-world place; a clue in the goal's fulfilment |
+ | Two, the real ending | [The thing we needed was part of something older; find what it was] | The clue visible all along that now means something else | Deep combinations; the environment as an ingredient; the refuge's services as the enabler | The player's intervention at scale; a standing state chosen for the ending with a cost at home | One campaign-wide reinterpretation; the same districts with a new purpose; a boundary that opens |
+ | Three, the deepest secrets | [What was this place, and what was it for] | History and mythology found while seeking power | Mastered builds as the key to a few places | The settlement's final state; the notebook closed | Authored cross-district secrets; no gate on the credits |
+
+ **What connects the layers is one notebook.** The owner would be delighted to finish with a notebook full of notes, so the lead proposes it as a system rather than a hope: an entry is a thing seen, in the game's own words only for what the player has actually seen; an entry never solves itself; when a later context changes what an entry means, the game marks it changed and lets the player read both readings. That is the layer-two entry made playable. The owner's UX line binds it: the notebook helps deduction and never stands in for a clear control, a visible current goal, or feedback on a basic interaction.
+
+ ### 0.3 What the refuge needs from the systems side
+
+ A lead's note for World and Colony, who own the cast; nothing here proposes a character, a cast size or a line of dialogue. The people are where the goals come from: layer one's given goal is one person's need, said in that person's words, and layer two's new goal comes from what the people make of the reinterpretation. Growth is visible in stages tied to the layers, people arriving and places opening, without a population number, a jobs screen or a food clock; the existing investment loop, the workshop, the receiver, the dock fittings and the support assembly, remains the way the player improves the people's capabilities, and a repair made for a named person is an authored commitment under the persistence rule, so it stays made. Defence, if the premise wants it, stays player-chosen and never scheduled; the owner has approved no defence schedule, upkeep loop or relationship subsystem, and neither does this section. What the systems side asks of the cast is only this: that the player can always say who needs the current goal met and can see, at home, what the last trip changed for them.
+
+ ### 0.4 The clauses opened, and the price the lead would ask
+
+ The contract stays as it is today. Tasks says the fixed-power and tool-only assumptions may be challenged where they prevent build expression; these are the ones that do, with the principle of the price the lead would attach if each is opened. The order is the Visionary's premise, then Equipment and Combat's one combination, then the lead reconciles the contract in a single revision with Combat and Equipment countersigning.
+
+ | Clause (contract section) | What it prevents | Opened how, and at what price |
+ | --- | --- | --- |
+ | Fixed power in a lit branch's water is hazard only (section 2, C2) and ordinary energised water does nothing to an organism (section 4, the intensity rule) | The player cannot make the district's own power a weapon; the wet lit yard is a danger to the surveyor and nothing to the crowd | A lit wet ground stuns and sheds the crowd standing in it, at three prices: the branch does nothing else while it does (its doors and lifts dead), the lamp that drew the crowd is the same lamp that lit the water, so the crowd comes because the trap was armed, and the surveyor cannot stand in it either |
+ | The arc chains to at most three bodies and never through energised water (section 4, R10 declined) | The screen-wipe | A chain through energised water is the screen-wipe, at the price that it spends every linked battery on the rack at once and energises the water the surveyor is standing beside; a ridiculous build is a whole rack's charge spent once, prepared at home |
+ | A Spark's death is hazard only (section 4) | Sparks as links in a chain, the natural combination ingredient | A Spark's death makes its water a link for two seconds, at the price that a Spark chain cannot be aimed and hurts the surveyor as much as the crowd |
+ | A discharge energises for two seconds, one discharge per battery (section 4) | Nothing by itself | Keep the numbers; open the stacking, a discharge into water already fed by fixed power, so that timing a discharge against the schedule is the skill |
+ | Charge once per organism (section 4) | Farming | **Keep.** The guard against fighting paying twice stays; the spectacular is bought with preparation, not with more kills |
+ | Dispatch needs the drum and the trunk; arrivals need supply (section 3) | Nothing | **Keep as mechanism**; its meaning is the Visionary's |
+ | Stop as the brake on time; the cascade; the refuge circuit dying (sections 3 and 9) | Nothing now | **Withdrawn** with the ending |
+
+ ### 0.5 Content assumptions, stated so they can be tested
+
+ These are the things that must exist for section 0.2 to be a game, as kinds and as the smallest number of distinct things, never as hours. A district count is not among them; how many districts the premise needs follows from how many distinct reinterpretations and larger-world steps it can honestly supply, and that number is the Campaign designer's to place and the Visionary's to fill. Neither is asked to reach any hour figure by repetition.
+
+ - **Three larger-world moments**, each a place the player walks into and not a message: one in the first hours, one at the boundary into layer two, one hidden for layer three.
+ - **One campaign-wide reinterpretation** as the entry to layer two, and, for every district retained, **one clue whose meaning changes once**. A district with no reinterpretable clue is not worth a return on knowledge alone and should be merged or cut.
+ - **The return grammar in every retained district**: a first visit, a return because the objective changed, a return because the world changed, and optionally a mastery return. A district that supports only the first is a corridor.
+ - **Build interactions**, not items: at least one surprising interaction between each module family and the environment, and combinations that need preparation at the refuge to attempt. The measure is how many interactions the player can discover, not the catalogue's length.
+ - **Two credits sequences, both real**, and the apparent one honest: the given goal is fulfilled, not faked.
+ - **The notebook as a system** with the changed-meaning state, and a current goal always visible outside it.
+ - **An authored cast and visible settlement growth in at least three stages**, tied to the layers, with no procedural personalities.
+ - **The UX floor**: every basic interaction gives feedback, nothing essential sits behind a purchase, every essential clue exists in two places, and a safe way to investigate exists for every dangerous one.
+ - **Not assumed:** any number of hours, any district count, any procedural content, or that the seven districts as written survive. Whether the content this list names fills the owner's ambition cannot be claimed until the premise exists; the list is what would have to be checked.
+
+ ### 0.6 Handoffs
+
+ The Visionary: the premise, the given goal in one person's words, the revelation that is not creature-dependence, and a verdict on the recommendation in 0.1 to keep the physics. The Campaign designer: once the premise exists, place the return grammar and the three larger-world places in geography, and retire the count test and the duration hypothesis as evidence. Equipment and Combat: the one combination, and which row of 0.4 it needs opened. World and Colony: the cast, the reason to care, the given goal as a need, and one clue that changes meaning. The critics, the reader and the Troll: whether the first goal in 0.2 can be stated plainly, whether each layer's discovery kind is distinct from the others', and whether 0.4 opens builds beyond routing without reopening farming. PM: whether this is the shape to take to the owner, and D022 and D024 marked superseded in the decision log.
+
+ ---
+
## Read this first: one page for the owner
+ *Superseded pitch, kept as written; the current assessment is section 0 above.*
+
**What changed.** You called the premise promising, found three to four hours far too little, and asked for a much larger number of districts, with separate pages for mechanics, enemies and weapons. Since then four specialists have written the districts, enemies, equipment and colony in detail, and PM has taken three provisional drafting decisions so the next draft is one design: seven districts plus the refuge (D022), an eight-cell rack with pickups the player prioritises (D023), and the world designer's first answer to the mystery, that the city still runs on the Flood (D024). None of that is your approval; all of it is reversible; nothing has been built or played.
**What this proposes.** A campaign of seven connected districts on one water system, the drowned flood defences of a city, from the sea gate at the bottom to the head-works at the top. Every district is a different machine on the same water and the same four rules: water connects, current works machines, light draws the Flood, and the Flood carries the charge you fight with. The pumping district you have read opens the campaign, and its relay decision becomes a local outcome instead of the end. The refuge is the thing at stake, not a menu: district outcomes change its state, and your answer is usually a lever somewhere else, or, if you choose, a defence at home.
@@ 476,7 560,7 @@
## Bookkeeping
- **Rule ownership after this revision** (PMR004 4: the lead records which definitions now own the rule). The four clauses, the dispatch condition, the state table and readable state: the shared rule contract. Precedence, press, targeting, damage and status grammar: Combat Rules. The roster: Enemies and its role pages, the Floater included. Rack, links, leakage, collection priority, field handling and accounting: Inventory and Charge, with the catalogue on Equipment and its item pages and acquisition on Build Paths. The colony loop, services, refits and the defence option: Colony. District order, travel, the progression map, the count test, the duration hypothesis, the Collector and the Head-works: Districts and its pages. The Lock Flight, the Tram Incline, the Tidal Barrier and the Exchange outline: this page, until the Campaign designer and the lead cut them to district pages in one agreed edit. The mystery, the campaign question and the clues: World and Mystery. The pumping district's rules and examples: the Design Document, until the editor's transfer.
+ **Rule ownership after this revision** (PMR004 4: the lead records which definitions now own the rule). Section 0's assessment and progression: this page, the lead; its handoffs are in 0.6 and nothing in it changes a rule today. The four clauses, the dispatch condition, the state table and readable state: the shared rule contract. Precedence, press, targeting, damage and status grammar: Combat Rules. The roster: Enemies and its role pages, the Floater included. Rack, links, leakage, collection priority, field handling and accounting: Inventory and Charge, with the catalogue on Equipment and its item pages and acquisition on Build Paths. The colony loop, services, refits and the defence option: Colony. District order, travel, the progression map, the count test, the duration hypothesis, the Collector and the Head-works: Districts and its pages. The Lock Flight, the Tram Incline, the Tidal Barrier and the Exchange outline: this page, until the Campaign designer and the lead cut them to district pages in one agreed edit. The mystery, the campaign question and the clues: World and Mystery. The pumping district's rules and examples: the Design Document, until the editor's transfer.
**Sources read for r9 (DES105 r4).** PM Reviews PMR009 262856 and checkpoints 55b3a8, 38a6d3; Tasks 888ac1 (the PMR009 rows; the owner's workflow); Brief 6d869e (the vision's return in plain language; the Siphon simplification; the theme's mastery sentence); Team 0bff49 (chat for discussion, articles for design; the reviewer model change); Chat Rooms 441178 and the hold-the-flood room read to message 16; Design Review REV105 r3 265a09; External Critique r17 2de127 (X37); Clarity CLR102 r25 f9b0fd; Colony r7 c56634 (the refuge answer; the berth issue); Equipment 122d38, Build Paths f6f8ef, Utility Modules 4ffa18 (the Siphon rule and the issue boundary); the Exchange r4 17dca3; World and Mystery r27 7b8ad1; Design Document 125528 (the Visionary's siphon sentence, kept).
0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9