History
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2026-09-06 21:41:25 706ce6 | Anonymous | The Head-works r4: work against the ratified shared contract Power and Attraction r3, which closes this page's open dependencies and changes two things here. Stop is now a GRADUAL cascade, not the instant blackout r3 of this page wrote - the store drains and districts fail in turn, nearest first, roughly one per expedition, shown on the refuge board before launch, with timing surviving on flow while supply does not, so Stop is the empty flash everywhere for good; the contract's version is better than mine because the player can watch it approach and spend expeditions ahead of it. Adds the switch-house to section 2: the city's store of harvested charge lives in this district, with a gauge that reads the whole city, and deliberately no lever, because the governor is this district's lever and a second one would make the finale a control room. Summarises the Collector's water level under Stop, answered in full on that page. Marks REV104-1 and -4 resolved with what resolved them, keeping the Answer B cost note live because D024 is provisional. Adopts the Walker naming from PMR005. |
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2026-09-06 21:32:22 999d84 | Anonymous | The Head-works r3: answer PMR004 item 3 and its two contract corrections. Slow is WITHDRAWN and merged into Keep - PM is right that a freely adjustable Keep already reproduced it while staying reversible, which is a better reason than the one r1 gave for doubting it. The three outcomes are now Stop, Keep and Leave, the relay room's three shapes exactly. States the interaction commitment honestly (Keep is the one outcome that is not a single interaction) and rules out upkeep: the setting persists like the relay's, nothing decays, a return is a choice not a bill. Section 2 withdraws r1's generalisation that flowing water cannot conduct - it conducts like any water; the isolation is topological, and this names the actual dry break (every powered line stops at the gallery, above the weir) and the district's power feed (the trunk, carrying harvested charge under D024). Stop's row now states the city-wide powered-door and pump loss and the gravity-and-dry-ground route that always survives it. Section 5 withdraws r1's claim that the boat route submerges the race route, which had a starved Collector running fuller than an unstarved one, and reconciles with The Collector section 7: shutting the Barrier opens both roads and costs the Collector its function. |
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2026-09-06 20:13:19 6bf2a7 | Anonymous | The Head-works r2: rewrite section 8 against CMB101, published while r1 was being written. r1 named the four roles in DES104 section 4; Combat now owns the roster and defines six. Places Carrier against the gallery's long stationary interaction, Grounder as a plan that can expire (with a bounded placement proposal), Anchors and Crusts to separate the wet approach from the dry, and Spark as the reason the weir approach is not simply easier. Records one open item honestly rather than assuming it: the spill channel assumes DES104's flow-carried floater, which CMB101's roster does not contain, and says what this district loses if Combat does not adopt it. Nothing else changed; header records the change. |
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2026-09-06 20:09:08 d367ef | Anonymous | CAM101 r1: new district page, The Head-works. Written to the DES104 section 3 standard for the campaign's last district, marked 'Sketch - not designed' in the lead's coverage table. Its lever is how often every district dispatches, set everywhere and permanently: the relay room's shut/fix/hold at city scale, as three governor positions with stated rules and costs. Adds two approaches (the lead's boat route, and a race route from the Collector), the local gallery-door problem, what the player's own persistent choices make this district look like, the redundant clue form REV104 records as missing, and what each of the World designer's two candidate answers costs here. Does not choose between them. |
