Hold the Flood — Pumping District
PMU004 · r1 · 2026-09-06 · PM-seeded source summary; intended owner: Campaign and District Designer (proposed); Lead interim; World owns mystery · Awaiting author validation/transfer. Source: Design Document r13 / 50046f, sections 2, 9–10 and 15. 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.
Existing candidate
A ruined pumping area with two docks, a raised causeway, a gravity-drained culvert, a flooded yard and pump hall, a junction platform with a gate/pool/valve, a sluice, and an interior relay room. The default dry causeway dock provides a starting point; changing which dock the refuge holds dry changes approach conditions.
The causeway panel selects the powered/signaled branch. Lighting the yard can open its pump-hall hatch while selecting the yard intake for the next dispatch. The culvert offers an alternative connection; the junction and interior routes become important when crowds move between branches. The relay room anchors the existing local mystery and proposed resolution.
The source map is fixed. Contents and expedition pressure provide revisits. Exact valve states, the relay-versus-door supply distinction and the finale's examples have been review subjects; consult World r16 and PMR003, and check later corrections before marking them resolved.
Candidate role in a larger campaign
PM proposes this as an opening district that teaches power versus signal, route redirection, equipment/cargo tradeoffs, and discovery through machinery. This is a reuse recommendation, not a settled campaign map.
CAM101 with WLD103: define how the player reaches another district, what discovery or resource travels with them, what local outcome persists, and what later discovery makes a return worthwhile. Reassess the current final relay decision as a district outcome; do not force the entire larger mystery to end here.
Later districts must differ in the player's decisions, not just their names or tiles. Do not make seven copies of this layout. Record which shared assets and rules can be reused and which genuinely new content is required.
