Hold the Flood — Colony and Persistent Progression

COL102 r1 / Colony r5 · 2026-09-07 UTC · Colony and Progression Designer · Submitted for review. Adds two refuge-development approaches across proposed Tram returns for PM’s DES105 handoff; recommends retaining one assembly, exposes the comparative reader’s weaker case and the integrated Tram departure’s issue conflict. Mirrors the current canal/rescue and one-berth-city-wide rules. COL101’s structure remains accepted at PMR006; this submission claims no later PM acceptance or owner approval.

Supersedes Colony r4, 527f2b; r3, 06acdb, r2, 12694e and r1, a1046d remain historical evidence. Current source revisions are in §8. Lead is the sole integrated Design Document owner under D014. The attributed PM seed at the foot is 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–D025 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. PMR006 accepts COL101's structural direction as delivered. These remain provisional design decisions, not an approved district count, duration, fiction, asset plan or production scope.

Current boundary: the shared contract r6 adopts one held dock plus one supported shelter, the reusable service loop, the gradual Stop cascade, no salvage-fed pump reserve, the dry/manual refuge baseline and ordinary switched-state persistence. Exact repair prices, first-visit packages, visit/recording triggers and final refuge presentation remain Colony/Equipment proposals awaiting integration. No example here depends on the separately disputed Spark or fixed-powered-water 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 current 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. Once the assembly has been commissioned from the recovered crane parts, assign it, choose the baseline dock, set pickup priority and prepare the rack at the refuge. Before that milestone, the three base services and free basic departure still work, while advanced fittings display their missing assembly prerequisite. The departure preview shows actual occupied cells, empty batteries, route availability and which advanced services are inactive. All available 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.

Once commissioned, 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.

Assembly acquisition, adopting Campaign r4: the refuge begins with the connections for advanced fittings but no working support assembly. Two authored crane parts are available in the Lock Flight. The player inspects and carries either or both to extraction; each occupies one rack cell and each extracted part is banked as a unique project component, not converted into salvage. These are project cargo, not equippable items, modules or recipes; Equipment owns any inventory presentation needed to keep that distinction legible. When both are banked, the workshop commissions the one reusable assembly with no additional salvage fee or timer. The repaired bay visibly holds the recovered parts before completion and the assembled frame afterward.

The parts are fixed, guaranteed offers on Campaign's route, not random drops or enemy yield. A rescued player loses only parts still carried on that expedition; unbanked parts reappear at their authored location, while any previously extracted part remains banked. The player can therefore recover with a one-cell return rather than repeat a two-cell haul. Free machinery/starter access, essential evidence, baseline docks and the three base repairs never require the assembly. Campaign owns the Lock Flight placement and reachable route; if that route cannot be completed with the free starter and local machinery, the assembly milestone must move rather than create an equipment gate.

Why prefer this to r3's free starting assembly? A discovered machine part becomes a visible refuge capability and asks for a concrete cargo sacrifice once, joining district exploration to colony growth. The free alternative exposes advanced service competition earlier and is more failure-proof, but makes the assembly an unexplained menu capacity. Fixed placement, separately banked parts and no salvage fee keep the preferred version from becoming repeat hauling.

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
Support assembly commission Extract the two unique Lock Flight crane parts, together or separately; see them installed into one reusable frame Makes one purchased advanced fitting assignable per expedition. The recovery trip gives up one or two rack cells that could hold salvage/modules; failure loses only currently carried parts. No salvage price, recurring fee or essential-route gate
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 Recover the Lock Flight parts while opening the upper canal; after commissioning, buy forward fittings and 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; carrying the parts gives up up to two cells on that Lock Flight return. Dock/assembly selection reverses freely at shelter. Rescue loses only carried parts, not banked parts, fittings or survey knowledge. After Stop, a powered berth works only until its district circuit dies; the guaranteed route does not depend on it
Outfitter Repair the workshop; inspect a Coil or utility module and issue that known module on the next departure, empty of charge Recover the crane parts, commission the assembly and buy tooling; on a new district take either a primary/tool package or a small two-module circuit 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 the part-carrying cells; while tooling is assigned, gives up additional exit/comparison. Rescue retains banked parts, inspected recipes and eligible records. After Stop, advanced tooling remains until the refuge circuit fails; the manual one-module bench survives
Signal investigator Repair the forecast receiver; compare its first-dispatch information with what actually arrives, using free field indicators and notes Recover the crane parts, commission the assembly and buy the comparative reader; record two signals only when personally observed Revisit 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 the part-carrying cells; while observation is assigned, gives up tooling/extra extraction. The reader reduces observation burden, not evidence cost. Records and banked parts survive rescue/power loss. After Stop, the board announces the next circuit loss; stored observations persist without reserve payment

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.

COL102 — Two development approaches across Tram returns

COL102 r1 · 2026-09-07 · Proposal for DES105; awaiting PM review. PM's resumed handoff asks whether refuge choices sustain changed returns. I recommend retaining one active assembly, with the limits below. The district sequence here is an offered common case for Lead, Campaign, Equipment and World to reconcile, not a claim that DES105 has already selected or validated it.

The same place, three different reasons to go

Use the Tram Incline's existing depot, rail, summit station and timetable from Campaign r5 §3.2. Visits are separated by ordinary campaign exploration, not consecutive compulsory trips. Both approaches require the two banked crane parts before their changed return can use an advanced service. The two approaches face the same objective and observed state at each step; investment changes the options they can rely on. The proposed four-bundle prices below compare three equal spending opportunities (4, then 4, then 4), not earnings guaranteed at those points. If normal exploration does not fund them, Lead changes price or placement; no extra hauling visit is added.

Return and changed understanding A — protect two possible exits B — make one equipment combination dependable
First visit: discover what the rail powers and physically reach/survey the summit. The working belief is that lighting the rail simply supplies transport. At the depot, Rail visibly darkens the gates while lighting the pass gate; the moving lamp draws the crowd. The new fact is that moving the crowd also changes the way home. Spend the first four bundles on the outlet refit. Start with free Cutter and empty battery, using the original depot baseline; an unsurveyed summit cannot be selected or supported. This first trip gains no remote summit access from the purchase. It earns a later choice of which surveyed dock to hold. The opportunity given up now is known-module issue. Spend four on the manual workshop. If the Coil recipe was inspected during earlier exploration, issue Coil plus the empty battery: three occupied cells. The Coil is an emergency option only after ten charge units are actually collected; it does not power the dry rail. This gives up dock reselection and uses two more cells than A. Without the recipe, depart basic and retain the repair; the shop cannot invent discovery.
Changed return: use the surveyed upper route to inspect the pass toward the Exchange. The player now knows that Rail opens the pass but closes the convenient depot gates, and the board shows the tram and canal states left by previous actions. The choice is whether to preserve two retreat options or prepare to cope with the incline while committing to one. After both crane parts have banked and the assembly is commissioned, spend the next four on forward-berth fittings. Hold the depot and assign the one city-wide extra berth to the surveyed summit, provided the board shows the upper canal joined. Start basic; use the local tram/lamp and panel. If work above becomes costly, extract at the summit; if the incline is blocked before reaching it, retreat below. This gives up advanced tooling and comparative observation. The two docks do not remove pursuit, a blocking Heavy or the need to reach either dock. Spend the next four on tooling. If Coil and Insulation have actually been assembled and recorded in a shelter, issue that four-cell revisit rack (two Coil cells, one Insulation, one empty battery). Keep the original depot baseline; the summit is not a second supported exit. Insulation permits a powered-yard approach and Coil can buy a stun after earned fuel, at the cost of four cells and a return down the incline or Campaign's manual gate route. Reversing the tram when a Heavy blocks it remains the zero-fuel alternative. Do not promise a powered Coil at departure or claim a safe clearing time.
Later return: check a supply intervention, then leave the tram where the next approach should begin. After the player deliberately withholds the Tram's first supply at the Collector while leaving it permitted, the prior belief “a flash guarantees an incoming crowd” becomes a question. Observe a permitted flash without bodies at the yard, then distinguish that interval from later arrivals and local enemies. This is an optional verification of World/Campaign's existing supply rule, not a new mandatory evidence flag. Spend the third four on the workshop. Now issue one known Coil with the empty battery while retaining berth support. Use the lower dock to observe the yard; continue to the summit only if the actual crowd and pass state permit it. An empty first dispatch reduces the need for two exits, but the second exit still lets the player abandon the upper leg without undoing all lower work. The cost is foregoing Insulation alongside the issued Coil and foregoing comparative recording. A may instead select just the summit baseline and leave the assembly idle; buying a service never obliges its use. Spend the third four on the outlet refit. Keep tooling assigned and select one surveyed baseline dock according to the objective: depot for the yard observation and a shorter abort, summit for upper work after accepting the lower observation's round trip. The same four-cell record protects an energized-yard approach but cannot manufacture charge from an absent surge. Use manual routing if the bank remains empty. Give up the second hard stop. Leave the tram/panel in a deliberate local state and record it for the next visit.

The first return teaches an opportunity cost, the changed return exploits physical access, and the later one checks a changed world and chooses its next starting state. Reading the timetable also links the existing Lock Flight evidence to the Exchange; World owns the explanation and its redundant evidence. If the player already understands the supply rule and has no reason to reposition the tram or inspect upper evidence, cut the later trip from their path. It is not required to unlock the next price tier.

Preparation and geography dependencies. The four-cell record is Coil / Coil / Battery / empty over Insulation / empty / empty / empty, battery linked to Coil; all cells and fuel obey Build Paths r3. This is a legal proposed record only after it was assembled, never a free template. Equipment/Campaign must locate the first Insulation offer and a shelter opportunity before using B's changed-return example in DES105. Until then B issues its known Coil and takes the manual route; no unknown recipe or extra item is granted. Campaign owns the actual safe baseline/manual gate path, Collector withholding duration and the surveyed summit eligibility. No numerical survival or timing outcome is claimed here.

What failure changes, and what can be reversed

Before launch, the preview shows investment price, remaining banked salvage, actual issued cells, the one assigned service, both selected/unsupported dock states, canal connectivity, tram position, relevant permit/supply setting and any pending circuit loss. It does not show an unseen live crowd or solve the mystery. An unavailable summit names its physical prerequisite before launch.

Rescue on the first visit retains observed rail/gate behavior, inspected recipes and actual visited/surveyed places; it cannot mark an unseen summit surveyed. Rescue on either return retains banked parts, paid repairs, recorded racks and the physical canal/tram/panel state left by the player. It loses carried cargo and charge, so the next capital purchase can be delayed; issue and return stay free. If only one crane part was banked, the next exploration can retrieve the other from its fixed source with one cargo cell. There is no two-part restart and no repair debt.

Spending the next four on the competing base repair changes direction without refunding the earlier purchase or destroying it. A fitted service can be reassigned freely at the refuge; moving away from tooling revokes its extra issued equipment before launch. Field finds may form a fuller rack in a shelter while berth support remains assigned, but this is an expedition acquisition opportunity, not permission to start with both benefits. Ordinary switched states require local machine action to reverse. After Stop there are no dispatch flashes anywhere: the later supply-observation example no longer applies. The announced power cascade and eventual loss of powered services follow §5; manual issue, banked knowledge and the dry return survive without upkeep.

Is one active assembly enough?

Retain one for this draft. A can take a smaller departure rack to keep two possible exits; B can prepare protection plus a powered response while accepting one exit. A's later workshop purchase also shows that base repairs combine with a service, so the choice is not “route player has no equipment forever.” Switching a baseline dock gives B a credible route alternative without granting two hard stops. The consequence of the assembly assignment remains legible in the expedition.

The credible alternative is two simultaneous services: berth plus tooling would support experimentation with less retreat risk. I reject that change at this stage because it removes precisely the competing choice the Tram currently supplies; it also lets a nominal preparation limit be bypassed by always pairing its solution with the extra exit. This is a written design argument, not demonstrated balance. The risk of one service is real: if every useful objective sits beside one freely selected baseline dock, forward support becomes redundant. Campaign should price an actual lower/upper decision or omit the extra berth there, not add danger or a new toll solely to force its purchase.

The comparative reader remains the weakest third option. World's r24 accepts its accessible-observation boundary, but a repeat visitor who can already compare notes may prefer either route insurance or reliable equipment. Keep it optional and do not claim all three services equally compelling. For WLD104's actual observation sequence, its case must be that recording two personally reached instrument readings reduces a concrete revisit/attention cost while the player surrenders tooling or berth support. If the integrated scene supplies no such cost, my recommendation is to fold comparison into the base receiver instead of inventing a mandatory clue purchase. That fallback needs Lead/World integration; it is not adopted by this submission.

Focused handoff and remaining correction

Lead/Campaign: Campaign r5 §3.2 starts its second Tram visit with the summit berth supported and seven equipment cells (Coil, Arc, two batteries, Insulation, Kit). Under the one-service/issue contract, that is not a legal departure: even tooling allows at most six issued cells, and tooling is not assigned while supporting the berth. Smallest repair: state the ordinary starting issue and put any additional items at explicit field offers/shelter assembly before their use, revising the scene for that acquisition cost; or reduce the rack to ordinary issue and rewrite its charge needs. Do not silently allow both services. I have left the Lead-authored example untouched.

Lead: use these two investment trajectories against whichever shared district sequence DES105 selects; the Tram is my proposed fit, not a second campaign topology. Equipment: check the issue/record dependency and the Campaign over-issue noted above against EQP102. World: reconcile the optional supply observation and the reader's attention cost with WLD104; Colony assigns neither clue flags nor story outcomes. Campaign: confirm each baseline return route and cut the optional test trip when it adds no new player question. PM: review COL102 and the narrow COL101 persistence correction; task acceptance remains yours. Minimum resources/facilities/assets remain §2/§6; no new people, buildings, currency or asset creation is proposed.

4. Three connected examples for the domain owners

Route example — for Campaign, with Lead interim

COL-I1, adopting Campaign’s correction: Campaign r5 and shared contract r6 §6 make the Lock Flight canal an ordinary switched state: L2 open and the Head basin drained into the Middle joins it; rescue preserves that actual state. I withdraw r4’s extraction condition because it would erase an accomplished physical change and charge failed investigation with a needless repeat. The Tram summit must still have been physically reached/surveyed. The refuge board shows canal joined/parted and summit eligibility before launch. Support means one additional berth in the whole city, with one assembly assignment; it never opens a district or creates an approach route.

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 the adopted one-extra-shelter exception in contract r6: an additional place to stop at a compatible surveyed connection, with the baseline held dock retained.

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 r3: 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, checked against World r23: 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 r23'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.

Stop interface, corrected after PMR006. I was persuaded by the canonical shared contract r5 to withdraw r2's immediate-loss recommendation. Stop ends harvesting; the stored supply then loses one district circuit per expedition, nearest the Head-Works first. The refuge shares the Pumping District circuit and therefore fails late in that cascade. Before departure, its board names the next circuit loss. Powered forecast, advanced tooling and a supported pumped berth remain usable only while their supplying circuit lives; when the refuge circuit dies, they visibly go dormant. The free raised landing, dry walkway, manual one-module bench, Cutter, notes, paid repairs and banked salvage remain usable.

The credible immediate-shutdown alternative makes Stop's cost instant and simple, but it removes services before the player can make a last informed response and disagrees with the authored city-wide cascade. Prefer the announced gradual loss because each remaining expedition asks which powered opportunity to use before it disappears. The cadence is a provisional design value, not tested balance or duration.

No upkeep boundary, retained and now adopted by Lead: the board advances a world-state consequence; it does not deduct salvage, create a refill action or run off-session. An unsuccessful investigation after Stop may advance the canonical one-circuit-per-expedition cascade because an expedition occurred, but it cannot spend banked resources, close the dry landing, disable the manual bench or add a repair debt. The shared contract explicitly declines World r21's salvage-fed pump reserve, as r2 recommended. 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
Unique crane parts and commissioned assembly Each extracted part banks separately; both commission one assembly once Previously banked part/assembly retained; only a currently carried part is lost and returns to its fixed source Not spendable, destructible or duplicated; assembly persists physically through Stop even when powered advanced services go dormant
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 Discharge windows, stun, Arc/Spark effects and planted-light state end; Grounder disruption recovers with the mass
Ordinary switched state Persists exactly as left Persists exactly as left Panels, valves, locks/basin levels, drains, gates, Exchange bank and Tram position persist until the player changes them locally or an authored outcome changes their supply
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 Stop disables powered refuge services only when the Pumping District/refuge circuit dies late in the announced cascade; manual bench and free raised landing remain usable

COL-I3 persistence clarification: a warning before an authored commitment must say when it commits and whether rescue can undo it. The current contract says no district yet defines an extraction-conditioned world commitment; L2/canal state is explicitly ordinary switched state and survives rescue. Unique crane parts still require extraction to bank because they are cargo. 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, the manual/powered workshop distinction, two identifiable crane parts and the incomplete-to-complete assembly frame 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-I0: assembly acquisition Adopt two fixed Lock Flight crane parts as the one-time assembly material; bank each separately, charge no salvage fee and preserve base/free access Campaign r4 7daf34 supplies the parts and assembly consequence. Campaign confirms guaranteed free-route placement/reappearance; Lead/PM review this Colony recovery boundary. This replaces r3's provided-at-start assembly, not D023's one-active-service rule
COL-I1: route One freely selected baseline held dock after refit; one optional additional berth city-wide uses the assembly. Canal state survives rescue; survey/access prerequisites stay physical Shared rules r6, Campaign r5, Districts r8; Colony mirrors these corrections; Campaign owns each actual return path
COL-I2: preparation Support Equipment's small first-visit packages and D023 revisit cap; define failure-tolerant visit/recording triggers above Build Paths r3, Inventory r2: Equipment reconcile item legality/effects and represent crane parts as project cargo rather than modules; 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 r23 supplies redundant essential evidence and the empty-flash boundary; exact comparative-reader presentation remains a Colony proposal
COL-I3–I4: persistent world/refuge Mirror ordinary switched-state persistence and the announced Stop cascade; retain manual refuge access and no salvage reserve Shared rules r5 resolves the rule: the refuge dies with the Pumping District late, dry/manual access survives, and the reserve is declined. Campaign still owns each district's physical unpowered return
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 PMR006 a28870 accepts the structure, not the four-bundle prices. Lead/PM retain economy integration and 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

COL102 r1 / Colony r5 processed sources, 2026-09-07: compared actual current Markdown with Colony r4 527f2b and its task submission 13c20b. Read index and log, then the current Tasks 6526ed, PM Reviews f62987 (PMU007 assignment; PMR006 remains the completed review), Design Review ce94e4, Hub 693f1b, Campaign 9366c8, shared contract 8644ea, Districts e1136a, World 351f4c, Equipment dc3aa2, Build Paths 7b7bf2, and Wiki Conventions 72bb0f. Brief 77e392, Team 3e5ce6, Expansion Brief 8e517e and Design Index 8edf4e were reread and unchanged from the preceding intake; their live navigation is below. World’s acceptance of COL-I3/I4 is domain agreement; the critic’s page-level closure is not PM acceptance. No DES105 combined return sequence was on Campaign at the cited revision, so COL102 offers the Tram case for integration.

Earlier source ledger retained as provenance; the paragraph above is this submission’s processed checkpoint.

Processed on 2026-09-06 UTC against r3 06acdb and its task submission 20c044. No new PM review supersedes PMR006; this focused response reconciles the assembly source that Lead continues to state after that review. Exact current sources: Tasks ca40f9, PM Reviews da9eb5, Design Review r5 4508fd, Brief 77e392, Campaign r4 7daf34, shared contract r5 08d5e8, Equipment r3 dc3aa2, Build Paths r3 7b7bf2, Inventory r2 9b0547, World r23 d108c1, Districts r5 136fa9 and Head-Works r4 706ce6. The 35-expedition/8.4-hour Campaign figure remains an unmeasured drafting hypothesis, not an owner-approved duration.

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; r2's immediate refuge shutdown; r3's assembly-provided-with-the-refuge sentence; r4's extraction condition on the Lock Flight canal; and the historical PM seed's blanket statement that panel/field state resets. D023, PMR006, shared contract r6 and Campaign r5 replace those assumptions. The one-time prices remain hypotheses; the old recurring dock-switch payment survives only in the preserved PM seed. Full earlier rationale remains at the linked revisions, not as a second live rule set. In the retained seed below, read “field state and panel state reset” as historical only; §5's four-way persistence boundary is current.

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.