Hold the Flood — Districts

CAM101 · r3 · 2026-09-06 · Campaign and District Designer · In review. Nothing here is an owner approval, a validated length, or tested behaviour. r3 answers PMR004: §5 is replaced entirely by one baseline path with concrete discovery beats, genuinely required returns only, optional branches listed separately and dock overhead reported as a separate unmeasured multiplier rather than folded in — the duration in r1 and r2 is withdrawn, not defended; §4 withdraws the claim that a dark bank position makes crowds unroutable; §3.2 restates entry as physical access rather than a notebook flag; §2 records D022's provisional acceptance of the seven-district recommendation. r2 added §10 (CMB101 reconciliation). r1 and r2 are in page history.

This page does not replace Campaign (DES104). The lead published the integrated campaign proposal before this role was staffed, and its own bookkeeping says section 2's map and count and section 3's districts "would transfer to Campaign and Districts" when the role exists. It exists now. I adopt the lead's seven-plus-one district set and its three deep districts as written, rather than proposing a rival campaign — two campaign plans on one wiki is the failure Wiki Conventions §6 is about. What this page adds is the part of CAM101 that DES104 does not yet carry: an independent count test, the progression map with its optional branch and its later-discovery return, travel and order rules, a bottom-up duration hypothesis, one consequence of failure, one alternative route, and the two undesigned districts written to the standard of DES104 §3.

Sources read 2026-09-06, at these revisions. Campaign / DES104 r1 (read in full; §2 the shape and count, §3.1–3.4, §4–§10 and the bookkeeping) · Hub 42488e · Brief 1bd68a (D009, D013, D016, D019–D021) · Tasks eb8c03 (CAM101) · Expansion Brief cdc0c5 · Design Index dd01c7 · Design Document ec1b6c (§2–§4, §10–§13) · World and Mystery 7699de (W1–W4, WLD103's campaign question and six-part contribution rule) · Design Review 80a882 (REV104-1 to -5) · Pumping District 7161a5 · Power and Attraction 8afc3c · Expansion Prompts ed17df · Reference / Content Scale fcf9d4 · Wiki Conventions.

District pages

District Designed where Page
Pumping District Design Document §2–§4, §11; campaign role here Pumping District
Lock Flight DES104 §3.1 — lead's, deep Page planned; not created as of 2026-09-06
Tram Incline DES104 §3.2 — lead's, deep Page planned; not created as of 2026-09-06
Exchange DES104 §3.4 — outline; mystery on the World page Page planned; not created as of 2026-09-06
The Collector Here — was a sketch in DES104 §7; written to the §3 standard The Collector
Tidal Barrier DES104 §3.3 — lead's, deep Page planned; not created as of 2026-09-06
The Head-works Here — was a sketch in DES104 §7; written to the §3 standard The Head-works
The Refuge DES104 §5, as a played district Recommended against as a district — see §2.3

I have deliberately not created pages for the Lock Flight, the Tram Incline or the Exchange. Their content is authored and current on the lead's page; copying it here would create the divergent second copy the conventions warn about. When the lead is ready to transfer, the pages should be cut from that page and linked back, in one edit, by agreement — not by me lifting them.


1. Three contrasting districts, and what "contrasting" has to mean

CAM101 asks for three contrasting districts in depth, with the pumping district as the candidate opening and two areas of my own design. The three are the Pumping District (§3 below and its own page), The Collector, and The Head-works — the two the lead's coverage table marks "Not designed".

They contrast on the thing that matters, which is what the player's lever sets:

District The lever sets Where it applies When you feel it
Pumping District Where the Flood enters, and where an entered crowd walks Here Now, in front of you
The Collector How much Flood another district gets Elsewhere On a later expedition, somewhere you are not
The Head-works How often every district dispatches Everywhere at once Permanently, from the moment you set it

Three levers, three different cells, one rule set. That is the contrast this campaign needs and it is not achievable by changing tilesets.


2. The count: seven districts, not eight

Recommended seven; PMR004 D022 accepts it provisionally — "seven external districts plus the refuge, without a forced refuge-defence expedition", which is this section's argument including the part about the refuge, and which PM records as revising their own eight-area hypothesis rather than as an owner-approved count. The reasoning is left standing below because a count that is accepted still has to be re-checkable, and D022 leaves a justified eighth open.

I recommend seven. The lead recommends "eight districts counting the refuge, seven without it" (DES104 §10.2). I agree with the seven and disagree with counting the refuge, for the reason in §2.3. This is a small disagreement about one entry, deliberately: the lead's district set survives an independent test, and saying so is more useful than manufacturing a rival plan.

2.1 The test I applied, which is not the lead's

The lead's test is: a district must have a written expedition whose choices could not occur in another district. That is a good test and it is expensive — it needs a written expedition per district before it can be run, and three of the eight do not have one.

My test is cheaper and can be run on a sketch: the lever ladder. Every district's outward consequence occupies one cell of (what it sets) × (where it applies) × (when it is felt). A district whose lever shares a cell with another district's is a reskin, however different its ground looks. This is the same instinct as the lead's, made checkable before the expedition is written — which is what the Expansion Brief's "avoid eight renamed pumping yards" actually needs.

2.2 The ladder applied to the lead's set

District What its lever sets Where When felt Verdict
Pumping District Where the Flood enters; where an entered crowd walks Here Now Distinct
Lock Flight Where the water is — which makes roads and completes circuits Here Now Distinct — it moves the medium, not the crowd
Tram Incline Where the light is, continuously, on a rail Here Now, continuously Distinct — the panel sets an entrance at a dispatch; the tram sets a lure that moves while you watch
Exchange Which district is announced, forecast and routable at all Elsewhere Next visit there Distinct
The Collector How much Flood a district receives Elsewhere Next visit there Distinct from the Exchange — one sets readability, the other quantity; a player can want a thin surge they cannot read, or a large one they can
Tidal Barrier Whether a second, unannounced source exists at all Here, permanently, and at the refuge From the moment it is shut Distinct
The Head-works How often every district dispatches Everywhere Permanently Distinct
The Refuge — nothing; it is where other levers land Fails: see §2.3
Salt Pans (candidate) — nothing new; one body of water is a topology variant of conduction Here Now Fails — agrees with the lead's own decision to leave it a candidate, and gives the reason: it changes the cost of a known action, not the action

Seven pass. That the ladder independently reproduces the lead's seven is the strongest thing I can say for the set, and I would rather report that than invent a disagreement.

2.3 Why the refuge is not the eighth district

The lead writes: "the refuge as a played district is the least designed idea here and the one most likely to become a tower-defence mode by accident; it should be designed last and cut if it does." I think the risk is structural, not a matter of care, and I would state it more strongly.

  • It has no lever. Every other district is somewhere the player goes to set something that is felt elsewhere or later. The refuge is the one place where the consequences of all the other levers arrive. Making it a district asks the player to travel to the place they already are, to change the thing they already changed.
  • It inverts the objective, not the rule. Six districts ask what can I do with this machine; the refuge asks can I survive this. That is a different game's question, and it is the question the survivorlike genre already answers everywhere else — which is exactly why it will drift toward a defence mode. The Expansion Brief's warning about "eight unrelated minigames" is aimed at this shape.
  • It costs the campaign its best pressure. A dry dock is a hard stop: the one thing the player can always rely on (Design Document §3). Every route decision in the campaign is priced against that guarantee. A refuge that can be attacked removes the guarantee, and every district's dock-route pricing has to be redone.

What I propose instead, which keeps what the lead wants from it. The owner's word is hold, and a refuge that is only a menu cannot be held — that is right. But the holding should happen through the other districts, not at home: a district outcome that sends the Flood toward the refuge should change the refuge's state (its dock wet, its beacon drawing, its board dark), and the player's answer should be to go and change a lever somewhere else. That is the campaign the districts already support, and it makes the refuge the thing at stake rather than another arena. If the owner wants an arena, it should be an explicit second mode with its own budget, not the eighth district.

2.4 What would change my recommendation

  • An eighth district earns its place the moment someone names a lever cell none of the seven occupies. I could not find one; the two I looked hardest at were when a district dispatches relative to the others (that is the head-works' governor, one cell) and what a surge is made of (that is Combat's roster, not a place).
  • If the owner's "far too little" turns out to mean distinct places specifically — the reading the lead's §10.1 asks for and PM has not yet had answered — then the cheapest honest growth is wings: a second dock and a new topology inside an existing district, reusing its assets and its lever cell. I would add a wing to the Lock Flight and to the Collector before I would add a place.
  • Corroboration, not the reason: REF107 fcf9d4 records two shipped survivorlikes carrying five and six distinct environments with their variety inside each, as current rather than launch content, and proposes no count. I did not choose seven to match it and it is not evidence for any number. It is worth the owner seeing that a seven-district plan sits at the upper end of what comparable games carry, while this design's per-visit variety currently sits far below theirs — which is an argument for spending the next content budget on Combat's roster and Equipment's modules rather than on district eight.

3. The order, the geography, and what travel costs

3.1 The map, as an order of play

The lead's §2 establishes the geography: one water system, from the head-works at the top to the tidal barrier at the mouth. What follows is the order, which is my domain, and it is not the same thing as the geography — the player does not walk down the hill.

                       THE HEAD-WORKS  (7; the source; the governor)
                          |          \
              races ------+           \---- boat, after the Barrier's dry dock
                          |                        (lead's colony unlock, DES104 §5)
                    THE EXCHANGE  (4; time routed)
                       /       \
        TRAM INCLINE (3)        \                      (the tram's summit is the way in)
             |                   \
        LOCK FLIGHT (2)      THE COLLECTOR (5; the Flood's supply)
             |                   /
        PUMPING DISTRICT (1) ---/            TIDAL BARRIER (6; the clock, at the mouth)
             |                                        |
        ============== THE REFUGE: the colony's dock ==============

   MAIN ROUTE   1 → 2 → 3 → 4 → {5, 6 in either order} → 7
   OPTIONAL     the weir dock (2) · the depot gates (3) · the mole (6) · the second approach to 7 (§7)

Why this order and not another. The first four districts each hand the player one new thing to set — an entrance, water, a moving light, a network — in increasing distance from where they are standing, which is the campaign's whole shape: the player's reach grows from the room they are in to the city they are not in. Districts five and six are the two that act on quantity and on a clock, and they are interchangeable because neither depends on the other. Seven combines all of it.

3.2 Travel rules

  • One expedition, one district. The colony's boat goes out and comes back. There is no travel between districts inside an expedition. This keeps the expedition the unit of pressure the whole design already uses, and makes which district am I spending this trip on the campaign's top-level decision.
  • Travel costs no salvage. The no-mandatory-upkeep baseline holds (Design Document §10, and the Expansion Brief's instruction to retain it). The cost of a trip is opportunity, not a toll.
  • A district opens by physical access, not by a key and not by a notebook flag. r1 said entries were knowledge gates because a note was recorded; PMR004 item 4 is right that this is a flag wearing a knowledge gate's coat. The rule, corrected: the colony's boat can put in at any dock the player has a way to know exists, and every district's way in is a physical feature another district shows them — a channel the culvert drains toward, a trunk cable on pylons, a rail climbing out of a cutting. The crews' plans and boards are the ordinary way to learn where one goes; none of them has to be collected for the boat to go, and a player who worked it out from the water can select the dock without them. A found object is never the gate (REV102-2 is right that a found key is the definition of an item gate), and neither is a recorded note. The redundancy is in the evidence, not in the permission.
  • Every district has at least two ways to be found. Stated per district; it is the geography-level version of WLD103's rule 5 on redundant clues, and it is what stops a missed inspection from stalling a campaign.
  • The colony holds one dock dry per district reached — the lead's rule (DES104 §5), adopted here unchanged. I considered proposing one dry dock city-wide, to make the choice bigger, and rejected it: it would make every unvisited district's dock wet ground, which turns the campaign's later half into a series of districts with no hard stop, and the pricing of every route in DES104 §3 assumes one.

4. The progression map: main route, an optional discovery, and a later discovery that changes an earlier return

  MAIN ROUTE (required)
  ─────────────────────
  PUMPING ─ tier-2 plan ──▶ LOCK FLIGHT ─ upper canal ──▶ TRAM INCLINE ─ summit pass ──▶ EXCHANGE
                                                                                          │
                                        ┌─────────────────────────────────────────────────┤
                                        ▼                                                 ▼
                                  THE COLLECTOR                                    TIDAL BARRIER
                                        │                                                 │
                                        └──── races (§7 alt.) ──▶ THE HEAD-WORKS ◀── boat ─┘

  OPTIONAL DISCOVERY
  ──────────────────
  THE COLLECTOR ─ the intake gauge and the crews' quarantine notes ──▶ THE HOLDING BASIN
      (a sealed wing of the Collector; never required; carries the campaign's sharpest
       evidence for which of the World designer's two final answers is true)

  LATER DISCOVERIES THAT CHANGE AN EARLIER RETURN
  ───────────────────────────────────────────────
  EXCHANGE bank    ──▶ changes PUMPING, LOCK FLIGHT, TRAM, COLLECTOR, BARRIER
  COLLECTOR gates  ──▶ changes any district's first surge  (the empty flash)
  HEAD-WORKS gov.  ──▶ changes every district's cadence at once

The optional discovery: the Holding Basin. A sealed wing of the Collector, behind a gate the crews shut and gauged. Reachable only by holding the Collector's own water low enough to walk its inflow — which means giving up the outfall lever for that expedition. Inside: the intake gauge with a full log, and the crews' notes on why they sealed it. Nothing required depends on it. What it gives is certainty rather than capability: a player who finds it reaches the head-works knowing which of the two candidate answers on the World page is true; a player who skips it makes the final choice on inference. Both are complete campaigns, and they are not the same experience. That is what optional content is for in a mystery game, and it is why this one is a wing rather than an eighth district — it costs the Collector's assets and no new ones.

A later discovery that changes a useful earlier return, worked through. In the pumping district the three yard deposits and the pump hall's tally board sit at the far end, and the hatch opens only while the yard branch is powered — so the early campaign's characteristic squeeze is that opening the door is what invites the Flood to the door. After the Exchange, the player can set that district's bank position dark. On the next visit there: no dispatch pulse, no flash, no countdown, no intake marker. The Flood arrives by the sluice on no announced schedule.

What that does and does not change — r1 got this wrong and PMR004 is right to strike it. r1 said the resulting crowds "cannot be routed around". They can. Under D013/D016 the beacons still exist and post-entry targeting is untouched: arrivals still walk continuously to the nearest lit beacon they can reach, still hold at it, still retarget when it goes dark, and the panel still moves them. A dark bank position removes the announcement, not the routing — the player loses when and where from, and keeps where to. And retargeting is not teleportation: it begins the moment a beacon changes, and the bodies then walk, so occupied ground clears at the speed of the press and not at the speed of the switch.

So the return is genuinely double-edged rather than simply quieter. Better: nothing large lands at a scheduled moment, so a player can work the far end for the first time in the campaign without a surge forming on top of them. Worse: they cannot plan, because the forecast board is dark and there is no intake to route away from — the panel becomes a tool for reacting rather than for arranging, and the trickles reach the dock road as readily as the interior. A player who wants both the far end and a plan makes two trips with the bank set differently. It costs no new content at all: the state already exists as the pumping district's own shut ending, reached from somewhere else.

One mystery, not seven key hunts. Every district above contributes to the single question WLD103 states — what, upstream, is still keeping time, and for whom — and none contains a key. The Collector answers where the Flood comes from and that it is metered; the Head-works asks who is metering it. Both are written to the six-part contribution rule on their own pages, with their redundant clue forms named. Where I have proposed clue content it is a proposal in the World designer's domain and marked as one.


5. How long this campaign is: one baseline path

PMR004 did not accept the duration in r1, and it was right not to. Three specific faults: the required-return total contained optional branches and deferrals and so was not a required total; the pumping district's visit count differed from the lead's without a reason; and dock overhead and death/retry were folded in inconsistently, which hid which number was designed and which was guessed. That estimate is withdrawn rather than defended. What follows is what PM asked for: one baseline path, with concrete beats, only genuinely required returns, optional branches listed separately and never added in, and overhead reported as its own unmeasured multiplier.

Method, stated so it can be attacked. The unit is one expedition. A district's count is the number of expeditions its designed discovery beats take, listed below so that anyone can dispute a beat rather than a total. Expedition lengths: Pumping, Lock Flight, Tram and Collector 15 minutes (Design Document §3); Exchange 10 (one room, one interaction); Tidal Barrier 12 (one tide cycle); Head-works 18 (two approaches and a final decision). No number below is another district's number multiplied.

The baseline path, with its beats

# Expeditions The beats that fill them Min
Pumping District 10 1–2 read the light, the culvert, the first surge, and tier one lands: why the causeway is overrun. 3–5 route on purpose; the tally board; the hatch; the first loadout that is a choice. 6–8 tier two: the valve, the pool's lamp, the gate, the crew's note. 9–10 tier three: the three valves, the relay room, and the local outcome 150
Lock Flight 4 1 locks and levels read. 2 the lock house door against the drained-bed shortcut. 3 the painted gauges. 4 the outcome and the upper canal 60
Tram Incline 4 1 the rail as a dry conductor and the lamp as a moving beacon. 2 towing a crowd, and sending one away. 3 the timetable board. 4 the summit dock and the pass 60
Exchange 3 1 the shaft and the drums; one time source. 2 the bank read, and one position set. 3 the second setting, made knowing what the first did 30
The Collector 4 1 the levels and the meters. 2 the three ways-on, and one surge withheld. 3 the harvest, the winch, and what charge is for here. 4 the intake gauge 60
Tidal Barrier 4 1 the tide read against the dispatch clock. 2 the flats crossing and the signal house. 3 the gate log. 4 the gates shut 48
The Head-works 3 1 the approach and the gallery door. 2 the grease, the tally and the cadence. 3 the governor 54
Required return: a darkened district, watched 1 The campaign clue that the trunk permits dispatch is only observable in a district you have darkened. Without it the Exchange is a lever with no legible effect, so this is required, not optional 15
Required return: the Collector, after the Barrier 1 Shutting the gates starves it; its level and gauges have to be re-read before the head-works run 15
Baseline total 34 492

The baseline path is 34 expeditions and 8.2 hours of expedition time. Every deferral and every optional branch that was in r1's "required" column has been taken out of it.

Where this differs from the lead, and why I moved. r1 gave the pumping district 5–8 expeditions; DES104 §8 carries the lead's estimate of 10–12 from that district's own designed beats. I have adopted the lead's number at its low end. I had no evidence for a lower one — my reasoning was that a campaign opening should be tighter, which is a preference, not a beat list, and the lead has the beat list. Where two roles differ on a number, the one who wrote the beats should win.

Optional — listed, and added to nothing

Optional branch Expeditions Min
The Holding Basin (Collector §8) 2 30
The weir dock, the depot gates, the mole (the lead's optional exploration) 3 42
The approach to the head-works not taken (§7) 1 18
Evidence beyond the minimum for narrowing the final answer 2 30
Optional total 8 120 (2.0 h)

Overhead, deaths and hauling — separated, and none of it counted

  • Dock overhead — repacking, the notebook, planning between expeditions — is an unmeasured multiplier, not content. If it runs at 25–35%, the baseline path is 10.2–11.1 hours wall-clock. I am reporting 8.2 hours as the designed content and the multiplier separately, because PM is right that folding them together hid which figure was designed and which was assumed.
  • Deaths and retries are excluded entirely. A rescue costs cargo and found modules, never progress, so a retried expedition repeats content already counted. Counting it would inflate the campaign with the player's mistakes.
  • Hauling is excluded entirely. No colony unlock in this plan is paid for by a trip made only to pay for it. The constraint that keeps that true, for COL101 and DES104 §5: every unlock must be payable out of salvage collected during the 34 baseline expeditions above. If it is not, the campaign quietly becomes a grind and this section becomes false. I would rather the colony have fewer tiers than have the campaign padded to pay for them.

What this claims, and what it does not

The claim: the designed content on the baseline path is 34 expeditions and about eight hours, against the three to four the owner rejected, with roughly two more hours of optional branches and an unmeasured dock multiplier on top.

What it is not. It is not a measurement, a promise, or a validated length. Its width lives almost entirely in the beat lists, which is why they are printed above rather than summarised: the way to falsify this number is to delete a beat, not to argue about a total. Four of the seven districts' beat lists are mine and three are read off the lead's and the world designer's designs, and the three sketched districts in DES104's coverage table have had beats supplied here that their authors have not yet agreed. Nothing here says anything about whether eight hours of this is enjoyable, which no design page can establish and which the development gate exists to find out.

6. One consequence of failure

The baseline stands: a rescue never costs banked salvage, notes, observed rules or colony state (Design Document §3 and §10). I am not proposing a loss spiral. What a campaign adds is that a failure can leave a district half-changed, and one of those costs a route rather than a resource.

The case: the Collector's outfall, left shut. Shutting it is what withholds another district's next first surge (the empty flash). While it is shut, this basin has nowhere to drain.

  • Player action. Shut the outfall on the lower gantry, then extract.
  • On failure. If the expedition ends in rescue with the outfall shut, the state persists — the same rule that makes every district outcome meaningful. On the next visit the Collector starts one level higher: the lower gantry is under water, so the short crossing between the second and third basins is gone, and the outfall is reachable only the long way round the upper walkway.
  • Visible in advance. The outfall's indicator and the starting level are both on the refuge's board before launch, so the player launches knowing which Collector they are getting.
  • Recovery, and its cost. The outfall can always be opened from the upper walkway, which is above every level the basin reaches. It costs the long crossing and, for that visit, the delay lever: you cannot both withhold another district's surge and have your short route back.
  • Why this is the right shape. Failure makes the world less convenient for one visit, is fully recoverable by an action the player already knows, and is caused by their own successful lever rather than by a penalty bolted onto dying. It never makes the campaign longer, and it never makes the player poorer.

7. One alternative route through the plan

The head-works can be reached two ways. The lead's colony section unlocks the boat's range from the Tidal Barrier's dry dock, which is the reservoir approach from the water. I propose a second, and it is the reason the Collector is worth mastering rather than visiting.

  • The boat route (the lead's). Requires the Barrier's dry dock, which requires shutting the barrier gates. Arrives at the reservoir from below, at the weir. The approach is a conduction problem: the reservoir's own water is the first thing the player meets, and everything they learned about joined bodies applies.
  • The race route (mine). Up the head race from the Collector. Requires the Collector's water held low — outfall open, gates set to drain — so the race channel above the third basin is walkable rather than submerged. Arrives at the head-works from the side, in the governor gallery. The approach is a timing problem: the race is walkable only between dispatches, because each one raises the level behind it.

What this buys. A player who bounced off the Barrier is not locked out of the finale, and vice versa; the redundancy WLD103 rule 5 asks of clues becomes structural as well; and the optional content in §5 has an obvious thing to be — going back and arriving the other way, which shows the player the half of the head-works they did not see. The two routes also matter to the ending: the boat route arrives with the Barrier shut, which starves the Collector; the race route arrives with the Collector open and running. The head-works' governor reads differently in the two states, which is detailed on its page.

A second, smaller alternative: districts five and six are order-free. A player who takes the Collector first learns how much Flood there is before they learn there is a second source; one who takes the Barrier first learns the reverse. Both reach the head-works.


8. Asset reuse and gaps, for the districts I own

No availability of any free asset is claimed anywhere on this page, and nothing here authorises creating one (Brief D009; no AI-generated art of any kind, including concepts and placeholders). The lead's §7 covers the campaign-wide burden; this adds only the two districts written here.

  • The Collector. Reuses: water planes and wet/dry tinting, gates and valves, cable, lamps, beacons, panels, walkway and gantry props, boards, signs, the humanoid mass. Gaps: turning wheels with readable meters; a stepped-basin drainage set; and the held mass — a crowd standing still in water in numbers larger than a surge, which is a crowd-rendering question as much as an art one.
  • The Head-works. Reuses: races, weirs, drums, cable, boards, gallery and walkway props. Gaps: a large reservoir and dam exterior, the campaign's biggest single art ask; and the governor as an oversized multi-position panel. And one conditional gap the owner should see attached to a decision they are being asked to make: if the World designer's Answer B (the keepers) is chosen, the head-works needs one human presence, which is an asset category this design has otherwise avoided entirely. The lead recommends Answer A; that recommendation is also an asset decision and it should be said out loud when it is put to the owner.

9. Dependencies, disagreements and open questions

Depends on, and does not decide.

  1. REV104-1, the drum-and-trunk contract (World, ratified by Lead). Both pages here assume the critic's minimal change: the drum makes the moment, the trunk permits it. The Collector's empty flash and the Head-works' governor both rest on it.
  2. REV104-3, the empty flash (Lead). W1 needs the clause a surge enters there if the collector supplies one, and the light convention a row for a flash with nothing behind it. The Collector's outward consequence is unreadable without it.
  3. REV104-2, what charge may leave a district (Lead, with World). My position is on the Collector page §5: word it "never leaves with the player" and keep the meter clue, because the meter reading the player's own unit at city scale is the campaign's central inference.
  4. The World designer (WLD103) owns every clue proposal on both new district pages, including the Holding Basin's evidence and the redundant form I have offered for the head-works' clue, which their own PM report and REV104 both record as missing.
  5. The Lead (DES104) owns the transfer in the table at the top of this page, and owns whether §2's count correction is accepted.

Where I disagree, stated in place rather than routed.

  • The refuge is not a district (§2.3). The lead's own risk note is right and I think the risk is structural. My recommendation to PM and the owner is seven, with the refuge as the thing at stake rather than an arena.
  • The Salt Pans should be closed rather than left a candidate, with the reason in §2.2: they change the cost of a known action, not the action. Leaving a candidate open with no lever cell to fill invites it back later on grounds of variety.

Open, and not resolved by me.

  • Whether the Collector's held mass is legible at survivorlike crowd density is a runtime question and no design page can answer it. The Collector page states a cheaper fallback.
  • Whether a campaign whose first district ends in a persistent choice makes the later districts' outcomes feel smaller. I think not — the head-works is the same choice at scale, which is the point — but it is a real risk and I have not resolved it.
  • The duration bounds in §5 are wide because the expeditions-per-tier assumption is unvalidated, and it is the single number most worth checking first if a play phase is ever authorised.

10. Reconciliation with CMB101, and what Campaign owes Combat

The Combat and Enemy Designer was staffed and published CMB101 and Combat Rules while this page's r1 was being written. Two consequences, recorded rather than left to be discovered:

1. The roster this plan places is Combat's six, not the lead's four. DES104 §4 proposes walker, floater, heavy and static; CMB101 proposes Drifter, Anchor, Carrier, Crust, Spark and Grounder, and the Design Index now records Combat as the owner. Campaign owns placement, Combat owns behaviour, so where the two disagree I place Combat's. The Collector and The Head-works were both revised to r2 for this; nothing in §1–§9 of this page depended on a role, which was deliberate.

2. One rule DES104 uses and CMB101 does not carry: the flow-carried floater. The Lock Flight's water-moved district and the Head-works' spill channel both assume attraction yields to flow while water is flowing. CMB101's roster contains no flow-carried role. This is the lead's and Combat's to settle, not mine, and I have said on the Head-works page what that district loses if it is dropped: the decision survives, the sweetener does not. It matters more to the Lock Flight, which is the lead's district, and I flag it rather than design around it.

What Campaign owes Combat, in one list. Placement is my responsibility and these are the four placements this plan asks for, each with a reason and none of them a stat: Crust density scaling with how long a mass has been held in the Collector, so that holding is priced by what the coil never stopped; Carriers wherever the campaign asks the player to carry stored charge and stand still — the Collector's harvest and the Head-works' gallery; at most one Grounder in the Head-works gallery, and only after a race is set, so that a plan expires rather than a finale becoming arbitrary; and Anchors in the Collector's low basin, where a standing hazard the panel cannot clear is the point of a district whose panel is not the lever. Combat may reject any of them; they are placements, not behaviours.

What Campaign does not owe Combat, and will not supply: a district built to justify a role. Every district in §2's ladder earns its place from the shared rule, and each of them then pays off roles that already exist. If a proposed role has no district that wants it, that is worth knowing, and it is not a reason to add a district.


CAM101 — submission

Task: CAM101 (Tasks eb8c03, listed Blocked — role not yet created; the role is staffed by this submission). Artifacts: this page r1; The Collector r1; The Head-works r1; a campaign-role section added to Pumping District preserving PM's seed. Status: In review. I do not mark my own task accepted.

Delivered against the assignment. An eight-district campaign evaluated with a purpose stated for every district and an independent test (§2); a recommended count of seven with reasons and the eighth's cut argued rather than asserted (§2.3); three contrasting districts in depth, the pumping district as the candidate opening and two areas of my own with genuinely different decisions (§1 and the three pages); entry and revisit conditions, machinery problem, enemy and build pressure, discovery, outward consequence and asset reuse or gap for the districts I own, and the lever-cell audit for all of them (§2.2 and the pages); a progression map with a main route, an optional discovery and a later discovery that changes an earlier return (§4); a bottom-up duration hypothesis separating required, optional and repeated content, with its method and its sensitivity (§5); one consequence of failure (§6); one alternative route through the plan (§7); asset reuse and gaps (§8); explicit dependencies (§9).

Not delivered, deliberately. Pages for the Lock Flight, the Tram Incline and the Exchange: their content is current and authored on the lead's page, and duplicating it would create a divergent second copy. Any enemy, item or colony design, which belongs to the roles those pages name. Any claim about fun, balance, performance, feasibility or asset availability, none of which a design page can establish.

PMR004 round. r3 answers PMR004's CAM101 items rather than restating r1: the duration is withdrawn and replaced by the baseline path in §5; the dark-dispatch claim is withdrawn in §4 and on both district pages; access gating is corrected in §3.2 and on the Collector; the Collector's charge purpose, outfall specifics and level thresholds are fixed at r3; the Head-works' Slow position is withdrawn and merged into Keep at r3, with the flowing-water generalisation and the starvation contradiction both corrected. D022's acceptance of seven is recorded in §2.

Evidence. Written reasoning against the revisions listed in the header. No research, no assets, no code, no prototype, no simulation, no playtest.