Hold the Flood — Colony and Persistent Progression

COL101 · r2 · 2026-09-06 UTC · Colony and Progression Designer · Submitted for PM review. Responds to PMR004: separates baseline docks from an additional berth; reconciles first-visit preparation and revisit reissue with D023/EQP101; limits observation to accessible evidence; specifies a visible, usable refuge investment and an unpowered return. PM selected the structural direction, not every rule or price below. No task acceptance or development authorization is claimed.

Supersedes COL101 r1, a1046d. Sources and exact revisions are in §8. This page owns Colony proposals; Lead remains the sole integrated Design Document owner under D014. The attributed PM seed at the foot is historical source material, preserved verbatim.

COL101 recommendation

Build a refuge that remembers what the player has made possible, with one reusable support assembly assigned to one advanced service for the next expedition. Banked salvage buys permanent repairs and fittings once. Moving that assembly between an additional berth, workshop tooling and comparative observation is free at the refuge. The competition is which opportunity to support on this trip, not a tax for changing one's mind.

Selected drafting direction: Brief D022–D024 selects seven external districts plus a refuge, no forced refuge defence, eight rack cells from the start, shelter-selected pickup priority, one active advanced service, reusable refits and revisit-only recorded-rack issue capped at six occupied cells. These are PM's provisional next-draft decisions; no district count, duration, owner fiction choice or production scope is approved. This revision does not inherit old six-cell or third-row purchase examples.

Colony proposals awaiting integration: exact repair prices, the additional-berth exception, first-visit packages, the visit/recording triggers, manual workshop continuity after Stop and the refuge geometry below. Equipment's eight-cell migration does not settle electrical durations, stun rules or Arc geometry. No example here depends on those disputed effects.

The credible alternative is to make every repair always active. That gives uncomplicated accumulation, but eventually removes the colony decision from departure. One assigned service keeps a repaired colony useful without requiring recurring payments or progressively more currencies. Its risk is domination by one service; the three strategies below expose the choices for written review, not evidence of equal balance.

Integration against the Campaign submission that arrived during COL101

Campaign's topology and district count belong to Campaign and Districts. A colony repair never substitutes for operating a canal, travelling to a place or learning its machinery. D022 resolves r1's compulsory Refuge-defence objection for the next draft: the refuge is not an obligatory punishment expedition. D023 and Equipment's Build Paths response persuade me to use eight cells immediately and bounded first-visit packages: retaining field growth through issuance limits is clearer than selling the missing rack area.

1. Outcome to choice to changed expedition

  1. Resolve the expedition. Extraction banks carried salvage. Rescue loses that trip's unbanked salvage and field finds; it retains observations and inspected recipes. Named world commitments follow their authored commit points, not a blanket reset or blanket persistence rule.
  2. Read what changed at the refuge. A route board distinguishes confirmed access, the selected baseline dock, any supported additional berth, observed district settings and stale forecasts. The player can also walk into repaired spaces. A repaired workshop's open work bay remains visibly and functionally different from its shuttered starting state.
  3. Choose a permanent investment, or keep the salvage. A displayed one-time price competes with another repair. Capital spending is not refunded, but the repaired capability remains available under its stated power/access conditions. Every preview names the later action it enables, prerequisites and what it cannot do. No repair is required for a free basic departure, ordinary return or essential clue.
  4. Choose this expedition's support. Assign the assembly, choose the baseline dock, set pickup priority and prepare the rack at the refuge. The departure preview shows actual occupied cells, empty batteries, route availability and which advanced services are inactive. All choices are revisable until departure.
  5. Use the changed opportunity in the field. A second extraction option changes a retreat; a known module allows a different approach to an existing obstacle; a comparison record lets the player act on a discrepancy rather than memorise two instruments under pressure. Field action remains necessary.
  6. Return with a new reason to choose. Newly opened physical access, a discovered module or a changed district setting can make a different assignment worthwhile. Failure need not bring salvage to count as progress: a retained recipe or a corrected inference can change the next departure for free.

The assembly is a capacity rule, not cargo. It cannot be duplicated, dropped or lost on rescue. Switching away from tooling before departure revokes its extra issued modules; switching away from berth support revokes the extra berth. There is no preparation stockpile through which the player can combine all three services.

2. Minimum colony and resource model

Only banked salvage is a persistent spendable resource. Charge remains expedition-local, starts empty and cannot be sold, banked or used to pay settlement expenses. Recipes, observations and access states are records, not currencies. The reusable assembly is provided with the refuge; it creates a choice only once more than one fitting is available.

All prices below are four salvage bundles once per named repair/fitting, retained as a legible r1 accounting hypothesis. This is not a target number of hauling runs. If a campaign cannot fund meaningful alternatives from ordinary exploration, revise costs/content allocation; do not add repeated hauling to achieve a duration.

Permanent investment Player action and visible result Changed expedition and competing choice
Dock outlet refit Refit the existing outlet; the board exposes reusable baseline-dock selection and the installed manifold remains visible Change which eligible dock is held without paying on each switch. Opening with this delays workshop or forecast repair. Each reached district has its original safe baseline dock free; until refitted that default remains selected, and no switching debt accrues
Workshop repair Unshutter a raised work bay and restore its manual fitting bench; inspected patterns can be laid out there Ordinary issue of one known starting module alongside the empty default battery; occupies real rack cells. This spends salvage that could support route flexibility or forecast information
Forecast repair Repair the receiver; its face shows the known first intake and scheduled interval and marks missing/stale input Choose approach or support with better information before departure. It does not make a dark signal mean an empty district, or reveal evidence the player has never observed
Forward-berth fittings, after outlet refit Install a second hose connection; assign the shared assembly to one eligible extra berth Retain the baseline dock and one additional extraction option on this expedition. Forego advanced tooling and comparison; physical canal access still required
Workshop tooling, after workshop repair Fit the reusable jig; assign the assembly and preview one legal first-visit package or a revisit record More deliberate starting combinations, with less rack room for field finds. Forego the extra berth and comparison
Comparative reader, after forecast repair Fit the receiver’s recording attachment; assign the assembly to one surveyed relay connection with two visible instrument leads Preserve a juxtaposition of observations made during the expedition. Forego tooling and the extra berth; no remote omniscience or essential-clue purchase

The three base repairs remain useful independently. The advanced fittings change which combination can be exercised on a later visit; they do not buy increasingly large versions of the same numerical bonus. A player may finish investigations with no advanced fitting. No population, food, morale, housing tier, staffing schedule or autonomous resource producer is needed to make these choices work.

3. Three development strategies

Early/middle/late describe increasing access and knowledge, not an approved district sequence, required repair order or hour count. Each strategy can change direction without demolishing its earlier investment.

Strategy Early choice Middle choice Late choice Opportunity cost, reversal and failed investigation
Route builder Buy the outlet refit and choose a surveyed approach that suits the next investigation; keep basic Cutter/battery preparation After opening the upper canal in the field and surveying the summit, buy forward fittings; support summit extraction while keeping the depot baseline Assign that same assembly to an eligible extra retreat point for a consequential revisit; or release it to tooling after route knowledge makes a single exit sufficient Gives up early known-module issue and later richer preparation. Dock/assembly selection reverses freely at shelter. Rescue loses cargo, not fittings or survey knowledge; a canal state that did not commit must be reopened. After Stop, use the guaranteed unpowered route; a purchased pumped berth is not the guarantee
Outfitter Repair the workshop; inspect a Coil or utility module and issue that known module on the next departure, empty of charge Buy tooling; on a new district take either a primary/tool package or a small two-module circuit, preserving room for unknown finds On a revisit, choose a recorded six-cell rack to pursue a specific manipulation; leave two cells for discoveries, or deliberately issue fewer Gives up forecast investment and, while tooling is assigned, the additional exit and comparison. Change package/links/priority for free at shelter. Rescue retains inspected recipes and eligible records, so the same experiment can be reissued without replacing a lost weapon with salvage. After Stop the manual one-module bench remains; advanced jig issue is dormant
Signal investigator Repair the forecast receiver; compare its first-dispatch information with what actually arrives, using free field indicators and notes Buy the comparative reader and assign it on an Exchange/relay investigation; record two signals only when personally observed Revisit a district after an authored network change, compare current observations with dated records, then choose a local intervention or leave it intact Gives up early build access and later tooling/extra extraction. The reader reduces observation burden, not the cost of obtaining an answer. Records survive rescue, switching support and power loss. After Stop old powered forecasts become visibly historical; inspect free local evidence rather than buy a replacement clue or fund a reserve

Illustrative sequence: a failed workshop-first expedition loses its Coil find but retains the inspected recipe. The player can issue a Coil next time without another salvage run, then discover the upper-canal opportunity. Banking salvage later permits forward fittings; assigning them sacrifices advanced circuit preparation for a second extraction. After recording a district discrepancy, the player may instead use comparison on a revisit. These are written consequences of the proposal, not played results.

4. Three connected examples for the domain owners

Route example — for Campaign, with Lead interim

COL-I1, position to Campaign: one baseline held dock and an additional supported berth must be two explicit choices. Under Campaign 9d3590, leaving L2 open at extraction connects the upper canal; the Tram summit must also have been physically reached/surveyed. Rescue alone must not falsely satisfy an extraction-conditioned canal commitment. Show canal state and summit eligibility before offering the choice.

With the canal available, the player can select the summit as the ordinary one held dock, giving up the depot as the held dock. This requires the ordinary reusable outlet refit, not advanced forward fittings. Alternatively, assign forward support to keep depot as baseline and summit as one additional berth. This is an explicit proposed exception to the shared contract's one-dock limit, not an inference that D023 approved two docks.

The latter lets a player enter below, tow a crowd using the Tram's own machinery, investigate above and extract at the summit without retracing that crowd. It costs the advanced assembly assignment that could have supplied tooling or observation. It does not power the rail, hold L2 open remotely, suppress enemies, transport a boat through a closed canal, or open Exchange access from a menu. Baseline arrival/return must remain possible without purchasing this option. Campaign owns the exact physical approach and return paths; the Colony preview cannot claim them complete on Campaign's behalf.

Why prefer optional additional extraction to a mandatory remote outpost upgrade? The player can knowingly choose a harder return to support a different experiment. A compulsory upgrade makes salvage a gate on exploration and erases that choice.

Preparation example — for Equipment

COL-I2, response to Build Paths a9a288: I support its two first-visit packages because each enables a concrete combination while retaining field acquisition. Equipment owns item footprints, primary effects, adjacency and link legality; this page owns eligibility and persistence. All issued batteries are empty.

Departure option Colony eligibility and limits Concrete occupied-cell example under the cited Equipment proposal
Free basic No repair, salvage, successful extraction or service needed Cutter outside rack; one default empty battery occupies one of eight cells
Ordinary workshop Inspected recipe; repaired manual bench Coil (2) + default battery (1): three occupied, five free
Advanced first visit: Field tool Tooling assigned; one known primary and one known module, plus default battery Prod brace (1) + Coil (2) + default battery (1): four occupied, four free
Advanced first visit: Circuit set Tooling assigned; Cutter and up to two known modules occupying at most three cells together, plus default battery Coil (2) + Insulation (1) + default battery (1): four occupied, four free
Advanced revisit Tooling assigned; previously visited destination; one eligible recorded arrangement with at most six occupied cells including primary brace and the default battery Cutter; Coil (2), two batteries (2), Insulation (1), Arc (1): six occupied, two free

These are footprint examples, not electrical-effect demonstrations. For the six-cell revisit example, a legal candidate 2×4 arrangement in the cited rules is top row empty / Coil / Coil / Coil-linked battery, bottom row empty / Insulation / Arc / Arc-linked battery. Each battery has a specified linked module; the two empty cells do not touch a battery. Item-rule reconciliation remains Equipment/Lead work.

Visit trigger, proposed here: actual entry into a district marks it visited when that expedition ends by extraction or rescue. Merely selecting it on the map does not. No successful clear, mandatory note, salvage quota or boss is required. A short retreat can therefore qualify a later revisit; that is an acknowledged cost of protecting unsuccessful exploration. If this trivialises first-visit growth, first adjust the reissue package/cap rather than add a success tax.

Recipe and record trigger: personally inspecting an item retains its recipe even if it is lost later. At any shelter, including a field shelter, the player can record an actually assembled, legal arrangement of known items. The record survives losing those physical items. At the refuge it can be reissued only under the destination and issue limits above. An arbitrary unknown template grants nothing. The six-cell cap counts every issued occupied cell; the default battery is included in the arrangement, never silently added afterward. Cargo and charge are not recorded. A larger saved pattern must be edited to the cap before issue; do not silently delete a module. The remaining two cells are room, not reserved cargo, and can receive field items.

Patterns and recipes remain when tooling is unassigned; extra issue does not. This avoids free stockpiling while making a failed experiment repeatable. Full-rack issue on a first encounter is a credible convenience alternative, but consumes the discovery room before the player has met that district's problem; prefer these bounded packages.

Discovery and enduring consequence — for World

COL-I3, response to World 9aab5e: the comparative reader preserves two records of signals the player can otherwise see; it does not discover trunk permission, supply or a mystery answer remotely. At the selected relay’s fixed reader, choose, for example, a visible incoming permission pulse and a local drum event. This is a supported site, not an extra carried module or an unattended remote recorder. Recording occurs only while those instruments are actually observed. The notebook labels place, observed state and order; comparing with an earlier trip never asserts a simultaneous measurement.

The player can put those records side by side at the refuge and choose to inspect a local relay or Collector intake next. The cost is using observation support and spending attention reaching/reading instruments while exposed. The unaided player can perform the same comparison using ordinary notes. World r21's redundant essential evidence is the right boundary: buying this convenience must not create an essential clue that is absent in the field.

If permission flashes but supply is empty, retain both the flash and any personally observed hollow-arrival cue; do not report that no enemies can exist. After Shut/Fix/Hold or an Exchange/Head-Works commitment, mark conflicting older forecasts as historical until a new observation supports an update. Persistent notes inform an action; they do not unlock it by flag.

COL-I4, lasting refuge consequence and position to World/Campaign: workshop investment opens a raised work bay the player can enter and use. The hand-fitting bench continues ordinary one-module issue after the powered jig goes dark. Its shutter remains open, inspected patterns remain available and the installed jig visibly stops. The repair buys lasting usable infrastructure; the advanced service remains contingent on world power.

Proposed refuge layout contract: a raised landing and dry walkway connect free basic equipment, notebook and manual bench without any pump or upgrade. The powered lower apron provides the convenient pumped access; its water level and inactive pump make power loss visible. Losing that convenience changes the approach within the refuge, while the raised landing remains usable. No district is declared to possess this geometry by this Colony proposal: Campaign must identify each actual unpowered return route.

This gives investment an enduring physical result beyond a menu and makes the world decision costly without destroying earned knowledge. It requires no new character simulation or special emergency currency. The work bay and landing are proposed scene requirements, not confirmed assets.

Direct correction to World r21: its claim that the dock pump “runs on the salvage already banked” and develops a falling reserve after Stop introduces mandatory upkeep precisely when the player investigates an unsuccessful or uncertain world decision. It is not the Colony baseline, and normal-operation exemption does not make the post-Stop charge harmless. I recommend no salvage-fed pump reserve and no trip-count refuge depletion. Paid repairs, banked salvage, notes and the dry landing persist; powered forecast, extra pumped berth and advanced jig can become unavailable.

World's proposed three-expedition city reserve also differs from Head-Works r3's immediate grid shutdown. I proceed on immediate loss of powered colony services with manual basic refuge access, pending World/Campaign/Lead reconciliation. Immediate visible power loss gives Stop a readable cost; a reserve clock adds ambiguous failure/return accounting without improving this colony choice. This is my integration recommendation, not a global power ruling. Stored portable charge/effects remain governed by the shared equipment rules; no free charge or unexplained backup generator is introduced.

For Keep, retain the actual committed governor setting on the route board as an enduring district state, with consequences authored by Campaign/World. Revising it requires the local field action; the refuge board is not a remote governor. Keep does not schedule upkeep visits. For Leave, retain the observation and the unchanged actual state; the board must not depict an intervention that never happened.

5. Persistence boundaries

State Extraction Rescue / unsuccessful investigation Reconfiguration, later visit and Stop
Banked salvage and paid repairs/fittings Retained; carried salvage banks on extraction Previously banked progress retained; this trip's unbanked cargo lost No upkeep, off-session decay or automatic spending, including after Stop
Ordinary equipment finds, charge and cargo Knowledge retained; issue is governed by recipes, not a physical armory Physical field finds lost; inspected recipes retained No charge banking or conversion; departure batteries empty
Observations, inspected recipes, eligible rack records and actual visited destinations Retained Retained under the triggers above Records can become stale, not erased; powered service loss does not erase the notebook
Selected baseline dock and assembly assignment Remain selected Remain selected if still physically eligible Freely reselect at refuge after permanent refit; losing canal/power eligibility is shown, never charged as debt
Ordinary enemies, loose finds and temporary electrical effects Reset according to shared expedition rules Same Colony does not turn ordinary panel or combat state into persistent world state
Named district interventions Persist only at the author-specified commitment event A completed local commitment is not automatically undone by rescue; extraction-conditioned changes require extraction Actual committed outcomes appear on the board; later reversal follows the district's explicit rules
Refuge infrastructure Repaired work bay and fittings remain No destruction, worker death, repair bill or forced defence Under this proposal, Stop disables powered services; manual bench and free raised landing remain usable

COL-I3 persistence clarification: World/Lead must distinguish an immediate committed relay act from a “leave L2 open at extraction” outcome. A warning before an enduring action must say whether rescue can undo it; no generic “all field state resets” sentence should erase a stated permanent consequence. Colony stores and displays the result; it does not choose every district's commit or reversal rule.

6. Assets, people and scope

Minimum settlement: one refuge containing existing dock/receiver/workshop functions, one route/notebook display and one reusable support assembly represented through the fitted station state. Minimum new functionality in the design is a manual bench, a dry unpowered landing contract and clear station active/inactive states. No named recruit, staffing minigame, resource production, hunger, housing or mortality mechanic is required.

Prefer reuse of project-appropriate free existing dock, industrial bench, shutter, pump, hose, instrument and signage assets if found and licensed. Availability and suitability have not been established. Raised refuge geometry, readable inactive/active states, two-signal records and the manual/powered workshop distinction are unapproved asset/presentation gaps. Existing assets may fail to express them; that is a reason to simplify or seek prior owner approval for rare minimal authored assets, not permission to make them. No purchase or generated art is proposed or authorized.

Scope is campaign-spanning choices through the expedition machinery, not a second management game. No count or price proves duration, fun, feasibility or balance. All scenarios here are written illustrations.

7. Integration proposals and requested responses

Interface Position and reason Exact source / owner action still needed
COL-I1: route One freely selected baseline held dock after refit; one optional additional berth uses the assembly. Keep canal/survey prerequisites physical Campaign 9d3590, shared rules 69024c: Campaign confirm summit geometry, eligibility/commit and unpowered return; Lead decide the explicit one-extra-dock exception
COL-I2: preparation Support Equipment's small first-visit packages and D023 revisit cap; define failure-tolerant visit/recording triggers above Build Paths a9a288, Inventory 73eb77: Equipment reconcile item legality/effects; Lead integrate source transfer. Footprint examples do not settle effects
COL-I3: observation Comparison records accessible observations, not purchased essential evidence; historical forecasts visibly stale World 9aab5e: World confirm cue/evidence contract. Its redundant-clue treatment supports this limit, not acceptance of all receiver details
COL-I3–I4: persistent world/refuge Retain manual refuge access; reject salvage reserve after Stop. Persist only explicit local commitments World 9aab5e, Head-Works 999d84: World/Campaign resolve immediate shutdown versus reserve; Lead reconcile general power/persistence; Colony's proposed scene contract is in §4
COL-I6: refuge obligation D022 selects no forced refuge defence; r1's objection no longer blocks Colony drafting Brief 70b6b1: Lead remove contradictory compulsory-defence summaries during integration
COL-I5: economy and acceptance Keep one-time prices provisional; do not make investigation pay for failure or artificially extend play PMR004 ed0def: Lead reconcile income/cost opportunity; PM review this revision and own acceptance

This is a focused response and recorded handoff, not a claim those authors have read or agreed. No new owner approval is needed to continue written reconciliation. Development and any asset expenditure remain behind the owner's explicit approval gates.

8. Source revisions used

Processed on 2026-09-06 UTC, against first submission a1046d and task evidence 83a002. The r1 ledger remains available in history. This response processes the PMR004 Colony feedback and later Equipment/World/Campaign interfaces; it does not infer whole-campaign acceptance from labels or timestamps.

Read source Verified revision Scope used
Hold The Flood 34ca6d Current hub direction and role/navigation updates
Hold The Flood/Brief 70b6b1 D014 and D022–D024; governing design constraints
Hold The Flood/Tasks 469c70 Current COL101 handoff, submission preservation and PMR005 supplement
Hold The Flood/Pm Reviews 8f4f5b PMR004 milestone, PMU005 preservation correction, PMR005 checkpoint
Hold The Flood/Pm Reviews/Pmr004 ed0def Full integration review; Colony section and selected drafting rules
Hold The Flood/Pm Reviews/Pmr005 d15967 Focused combat review; no new Colony acceptance or electrical-effect closure
Hold The Flood/Design Review 80a882 REV104 campaign-interface critique; unchanged from r1
Hold The Flood/Team 3e5ce6 Staffing evidence and division of ownership
Hold The Flood/Expansion Brief 8e517e Current scope/quality constraints and integration direction
Hold The Flood/Design Index be4c43 Actual pages, ownership and current migration status
Hold The Flood/Campaign 9d3590 Baseline docks, L2/summit topology, colony and persistent campaign effects
Hold The Flood/Districts 699c8e CAM101 r3 travel/access/refuge positions and changed duration accounting; no duration endorsement
Hold The Flood/Design Document 5f9fbb Legacy §§3–6/10–11 and scope-superseded header; unchanged r15
Hold The Flood/Mechanics/Power And Attraction 69024c Shared one-dock, expedition/power/persistence boundary; D023 migration still required
Hold The Flood/Equipment a44990 Catalogue/acquisition ownership and domain constraints
Hold The Flood/Equipment/Build Paths a9a288 COL-I2 response, first-visit packages and recorded-rack examples
Hold The Flood/Mechanics/Inventory And Charge 73eb77 Eight-cell inventory proposal, item/issue boundaries
Hold The Flood/World And Mystery 9aab5e r21 D024 six states, reserve proposal, essential evidence and historical forecasts
Hold The Flood/Districts/The Head-Works 999d84 r3 Stop/Keep/Leave, immediate power loss and unpowered return
Hold The Flood/Districts/The Collector 29ece6 r3 local charge use, buffer and water consequence interfaces
Wiki Conventions d9338f Entire editing/preservation convention, reread before writes
Hold The Flood/Colony a1046d Own r1 baseline, full source and author-preservation proof

Deliberately superseded: r1's conditional six-cell examples, discussion of purchasing a third rack row and still-pending first staffing acknowledgment. D023 and PM's substantive submission review replace those assumptions. The one-time costs remain hypotheses; the old recurring dock-switch payment survives only in the preserved PM seed. The full r1 and its rationale remain at the linked revision, not as a second live Colony rule set.

PM seed — retained source material from before COL101

PMU004 · r1 · 2026-09-06 · PM-seeded source summary; intended owner: Colony and Progression Designer (proposed); Lead interim · Awaiting author validation/transfer. Source: Design Document r13 / 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 · Expansion Brief · Glossary.

Current design, before expansion

Decision Existing effect Limit
Hold one dock dry Exclusive standing choice changes the usable approach and water conditions Switching costs salvage
Repair workshop Choose one starting module for later expeditions One additive unlock
Repair forecast relay See the first intake before leaving One additive information unlock

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.

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.

Expansion assignment — COL101

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.

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.

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.