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1 | # Hold the Flood — Colony and Persistent Progression |
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| 3 | **PMU004 · r1 · 2026-09-06 · PM-seeded source summary; intended owner: Colony and Progression Designer (proposed); Lead interim · Awaiting author validation/transfer.** |
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4 | Source: [Design Document r13 / 50046f](/Hold%20the%20Flood/Design%20Document?revision=50046f), section 10. 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) · [Glossary](/Hold%20the%20Flood/Glossary). |
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| 6 | ## Current design, before expansion |
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| 8 | | Decision | Existing effect | Limit | |
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| 9 | | --- | --- | --- | |
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| 10 | | Hold one dock dry | Exclusive standing choice changes the usable approach and water conditions | Switching costs salvage | |
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| 11 | | Repair workshop | Choose one starting module for later expeditions | One additive unlock | |
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| 12 | | Repair forecast relay | See the first intake before leaving | One additive information unlock | |
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| 14 | Map, notes, observed rules and recipes persist. Banked salvage, the selected dock and colony repairs persist. Enemies, found expedition modules, carried cargo, charge, field state and panel state reset. The current rescue/failure rules preserve previously banked progress and knowledge while losing current expedition cargo and finds. |
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| 16 | There is no mandatory upkeep or off-session decay in the drafting baseline. This protects an investigative expedition that brings home knowledge rather than cargo. It does not prevent substantial colony management from being designed. |
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| 18 | ## Expansion assignment — COL101 |
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| 20 | Define a colony loop that matters through the larger campaign: what expeditions bring home, who or what uses it, what the player chooses between, and how that choice changes a later route, expedition preparation, discovery or build. Supply three materially different development strategies and concrete early/middle/late choices, including their costs and recoverability. |
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| 22 | Avoid three automatic upgrades stretched across eight districts, repeated resource payments used to inflate hours, or an unrelated management game. People and facilities can be proposed where they create a useful decision, but their behavior and asset burden must be explicit. Preserve the no-mandatory-upkeep baseline while making a positive case for deeper management; propose any change to that baseline with its effect on exploratory failures. |
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| 24 | Coordinate travel/outpost functions with Campaign, unlocks with Equipment, and persistent mystery consequences with World. Lead reconciles the overall economy. No production assets, colony simulation or playtests are authorized. |
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