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42bd7f Anonymous 2026-09-06 20:09:28
CAM101 r1: new domain page, Districts. The Campaign and District Designer role is now staffed and this is its first deliverable. It does NOT replace the lead's Campaign (DES104), which was published first and is adopted rather than rivalled - the district set, the three deep districts and the geography are the lead's and stay there. What this adds is the CAM101 content DES104 does not yet carry: an independent count test (the lever ladder, runnable on a sketch), a recommended count of seven with the refuge argued out as the eighth, the order of play and travel rules, the progression map with an optional discovery and a later discovery that changes an earlier return, a bottom-up duration hypothesis with required/optional/repeated separated and its method and sensitivity exposed, one consequence of failure, one alternative route to the finale, and an index of district pages. Two disagreements stated in place: the refuge is not a district, and the Salt Pans should be closed.
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# Hold the Flood — Districts
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c58832 Anonymous 2026-09-06 21:42:22
Districts r4: rewrite section 9 against what landed after r3. All three hard dependencies are now closed by the ratified shared contract Power and Attraction r3 - drum-and-trunk, the empty flash, and the fixed-power source with the Collector's wheels as its first step - and all three landed the way these pages argued, which is recorded with the note that the argument was made here and the ruling elsewhere. The count is provisionally accepted by D022 and by DES104 r2, which cites the lever ladder alongside the Lead's own test; the section 2 argument stays because an accepted count still has to be re-checkable. Records the one new job the contract assigns this role - the Collector's water level under Stop - as done, with its answer summarised. Separates what remains open and whose it is: World's clue proposals and the provisional Answer A, the Lead's transfer of the three districts still authored on their page, and Combat's four placements. Sections 1-8 and 10 unchanged.
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**CAM101 · r4 · 2026-09-06 · Campaign and District Designer · In review. Nothing here is an owner approval, a validated length, or tested behaviour.** r4 updates §9 against three things that landed after r3: the shared contract [Power and Attraction r3](/Hold%20the%20Flood/Mechanics/Power%20And%20Attraction) **closes all three of this plan's hard dependencies** (REV104-1, -3 and -4 are rules now) and assigns this role the Collector's water level under Stop, answered at [Collector r4](/Hold%20the%20Flood/Districts/The%20Collector); [DES104 r2](/Hold%20the%20Flood/Campaign) **accepts seven districts and the refuge-at-stake argument**, citing the lever ladder as one of its two count tests; and [Grounder r3](/Hold%20the%20Flood/Enemies/Grounder) corrected a claim carried on the Collector page. §§1–8 and §10 are unchanged. r1–r3 are in [page history](/Hold%20the%20Flood/Districts/history).
42bd7f Anonymous 2026-09-06 20:09:28
CAM101 r1: new domain page, Districts. The Campaign and District Designer role is now staffed and this is its first deliverable. It does NOT replace the lead's Campaign (DES104), which was published first and is adopted rather than rivalled - the district set, the three deep districts and the geography are the lead's and stay there. What this adds is the CAM101 content DES104 does not yet carry: an independent count test (the lever ladder, runnable on a sketch), a recommended count of seven with the refuge argued out as the eighth, the order of play and travel rules, the progression map with an optional discovery and a later discovery that changes an earlier return, a bottom-up duration hypothesis with required/optional/repeated separated and its method and sensitivity exposed, one consequence of failure, one alternative route to the finale, and an index of district pages. Two disagreements stated in place: the refuge is not a district, and the Salt Pans should be closed.
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**This page does not replace [Campaign (DES104)](/Hold%20the%20Flood/Campaign).** 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](/Wiki%20Conventions) 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.
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**Sources read 2026-09-06, at these revisions.** [Campaign / DES104 r1](/Hold%20the%20Flood/Campaign) (read in full; §2 the shape and count, §3.1–3.4, §4–§10 and the bookkeeping) · [Hub 42488e](/Hold%20the%20Flood?revision=42488e) · [Brief 1bd68a](/Hold%20the%20Flood/Brief?revision=1bd68a) (D009, D013, D016, D019–D021) · [Tasks eb8c03](/Hold%20the%20Flood/Tasks?revision=eb8c03) (CAM101) · [Expansion Brief cdc0c5](/Hold%20the%20Flood/Expansion%20Brief?revision=cdc0c5) · [Design Index dd01c7](/Hold%20the%20Flood/Design%20Index?revision=dd01c7) · [Design Document ec1b6c](/Hold%20the%20Flood/Design%20Document?revision=ec1b6c) (§2–§4, §10–§13) · [World and Mystery 7699de](/Hold%20the%20Flood/World%20And%20Mystery?revision=7699de) (W1–W4, WLD103's campaign question and six-part contribution rule) · [Design Review 80a882](/Hold%20the%20Flood/Design%20Review?revision=80a882) (REV104-1 to -5) · [Pumping District 7161a5](/Hold%20the%20Flood/Districts/Pumping%20District?revision=7161a5) · [Power and Attraction 8afc3c](/Hold%20the%20Flood/Mechanics/Power%20And%20Attraction?revision=8afc3c) · [Expansion Prompts ed17df](/Hold%20the%20Flood/Team/Expansion%20Prompts?revision=ed17df) · [Reference / Content Scale fcf9d4](/Reference/Content%20Scale?revision=fcf9d4) · [Wiki Conventions](/Wiki%20Conventions).
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## District pages
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| District | Designed where | Page |
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| --- | --- | --- |
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| Pumping District | Design Document §2–§4, §11; campaign role here | [Pumping District](/Hold%20the%20Flood/Districts/Pumping%20District) |
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| Lock Flight | [DES104 §3.1](/Hold%20the%20Flood/Campaign#31-the-lock-flight) — lead's, deep | Page planned; not created as of 2026-09-06 |
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| Tram Incline | [DES104 §3.2](/Hold%20the%20Flood/Campaign#32-the-tram-incline) — lead's, deep | Page planned; not created as of 2026-09-06 |
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| Exchange | [DES104 §3.4](/Hold%20the%20Flood/Campaign#34-the-exchange-in-outline) — outline; mystery on the World page | Page planned; not created as of 2026-09-06 |
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| The Collector | **Here** — was a sketch in DES104 §7; written to the §3 standard | [The Collector](/Hold%20the%20Flood/Districts/The%20Collector) |
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| Tidal Barrier | [DES104 §3.3](/Hold%20the%20Flood/Campaign#33-the-tidal-barrier) — lead's, deep | Page planned; not created as of 2026-09-06 |
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| The Head-works | **Here** — was a sketch in DES104 §7; written to the §3 standard | [The Head-works](/Hold%20the%20Flood/Districts/The%20Head-works) |
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| The Refuge | DES104 §5, as a played district | **Recommended against as a district** — see §2.3 |
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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.
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---
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## 1. Three contrasting districts, and what "contrasting" has to mean
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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](/Hold%20the%20Flood/Districts/Pumping%20District)** (§3 below and its own page), **[The Collector](/Hold%20the%20Flood/Districts/The%20Collector)**, and **[The Head-works](/Hold%20the%20Flood/Districts/The%20Head-works)** — the two the lead's coverage table marks "Not designed".
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They contrast on the thing that matters, which is **what the player's lever sets**:
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| District | The lever sets | Where it applies | When you feel it |
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| --- | --- | --- | --- |
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| Pumping District | **Where** the Flood enters, and where an entered crowd walks | Here | Now, in front of you |
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| The Collector | **How much** Flood another district gets | Elsewhere | On a later expedition, somewhere you are not |
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| The Head-works | **How often** every district dispatches | Everywhere at once | Permanently, from the moment you set it |
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Three levers, three different cells, one rule set. That is the contrast this campaign needs and it is not achievable by changing tilesets.
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---
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## 2. The count: seven districts, not eight
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699c8e Anonymous 2026-09-06 21:34:23
Districts r3: answer PMR004. The r1/r2 duration is WITHDRAWN, not defended - PM was right that the required-return total contained optional branches and deferrals, that the pumping district count differed from the Lead without a reason, and that overhead was folded in inconsistently. Section 5 is replaced by one baseline path: 34 expeditions and 8.2 hours of expedition time, with the discovery beats printed per district so the number can be falsified by deleting a beat rather than by arguing about a total; only two genuinely required returns; optional branches listed and added to nothing; dock overhead reported as a separate unmeasured 25-35% multiplier; deaths, retries and hauling excluded with the reason. Adopts the Lead's pumping-district estimate at its low end and says why - where two roles differ on a number, the one who wrote the beats should win. Section 4 withdraws the claim that a dark bank position makes crowds unroutable: beacons and post-entry targeting are unchanged under D013/D016, what is lost is the announcement, and retargeting is not teleportation. Section 3.2 corrects entry gating from notebook flags to physical access. Section 2 records D022's provisional acceptance of seven.
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**Recommended seven; [PMR004 D022](/Hold%20the%20Flood/PM%20Reviews/PMR004) 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.
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42bd7f Anonymous 2026-09-06 20:09:28
CAM101 r1: new domain page, Districts. The Campaign and District Designer role is now staffed and this is its first deliverable. It does NOT replace the lead's Campaign (DES104), which was published first and is adopted rather than rivalled - the district set, the three deep districts and the geography are the lead's and stay there. What this adds is the CAM101 content DES104 does not yet carry: an independent count test (the lever ladder, runnable on a sketch), a recommended count of seven with the refuge argued out as the eighth, the order of play and travel rules, the progression map with an optional discovery and a later discovery that changes an earlier return, a bottom-up duration hypothesis with required/optional/repeated separated and its method and sensitivity exposed, one consequence of failure, one alternative route to the finale, and an index of district pages. Two disagreements stated in place: the refuge is not a district, and the Salt Pans should be closed.
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**I recommend seven.** The lead recommends "eight districts counting the refuge, seven without it" ([DES104 §10.2](/Hold%20the%20Flood/Campaign#10-decisions-for-the-owner-and-one-question-for-pm)). **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.
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### 2.1 The test I applied, which is not the lead's
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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.
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**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.
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### 2.2 The ladder applied to the lead's set
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| District | What its lever sets | Where | When felt | Verdict |
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| --- | --- | --- | --- | --- |
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| Pumping District | Where the Flood enters; where an entered crowd walks | Here | Now | **Distinct** |
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| Lock Flight | Where the *water* is — which makes roads and completes circuits | Here | Now | **Distinct** — it moves the medium, not the crowd |
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| 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 |
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| Exchange | Which district is announced, forecast and routable at all | Elsewhere | Next visit there | **Distinct** |
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| 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 |
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| Tidal Barrier | Whether a second, unannounced source exists at all | Here, permanently, and at the refuge | From the moment it is shut | **Distinct** |
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| The Head-works | How often every district dispatches | Everywhere | Permanently | **Distinct** |
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| The Refuge | — nothing; it is where other levers land | — | — | **Fails**: see §2.3 |
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| 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 |
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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.
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### 2.3 Why the refuge is not the eighth district
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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.
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- **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.
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- **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.
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- **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](/Hold%20the%20Flood/Design%20Document#3-core-play)). 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.
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**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.**
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### 2.4 What would change my recommendation
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- **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).
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- **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.
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- **Corroboration, not the reason:** [REF107 fcf9d4](/Reference/Content%20Scale?revision=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.
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---
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## 3. The order, the geography, and what travel costs
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### 3.1 The map, as an order of play
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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.
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```
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THE HEAD-WORKS (7; the source; the governor)
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| \
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races ------+ \---- boat, after the Barrier's dry dock
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| (lead's colony unlock, DES104 §5)
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THE EXCHANGE (4; time routed)
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/ \
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TRAM INCLINE (3) \ (the tram's summit is the way in)
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| \
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LOCK FLIGHT (2) THE COLLECTOR (5; the Flood's supply)
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| /
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PUMPING DISTRICT (1) ---/ TIDAL BARRIER (6; the clock, at the mouth)
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| |
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============== THE REFUGE: the colony's dock ==============
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MAIN ROUTE 1 → 2 → 3 → 4 → {5, 6 in either order} → 7
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OPTIONAL the weir dock (2) · the depot gates (3) · the mole (6) · the second approach to 7 (§7)
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```
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**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.
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### 3.2 Travel rules
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- **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.
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- **Travel costs no salvage.** The no-mandatory-upkeep baseline holds ([Design Document §10](/Hold%20the%20Flood/Design%20Document#10-progression-and-persistence), and the Expansion Brief's instruction to retain it). The cost of a trip is opportunity, not a toll.
699c8e Anonymous 2026-09-06 21:34:23
Districts r3: answer PMR004. The r1/r2 duration is WITHDRAWN, not defended - PM was right that the required-return total contained optional branches and deferrals, that the pumping district count differed from the Lead without a reason, and that overhead was folded in inconsistently. Section 5 is replaced by one baseline path: 34 expeditions and 8.2 hours of expedition time, with the discovery beats printed per district so the number can be falsified by deleting a beat rather than by arguing about a total; only two genuinely required returns; optional branches listed and added to nothing; dock overhead reported as a separate unmeasured 25-35% multiplier; deaths, retries and hauling excluded with the reason. Adopts the Lead's pumping-district estimate at its low end and says why - where two roles differ on a number, the one who wrote the beats should win. Section 4 withdraws the claim that a dark bank position makes crowds unroutable: beacons and post-entry targeting are unchanged under D013/D016, what is lost is the announcement, and retargeting is not teleportation. Section 3.2 corrects entry gating from notebook flags to physical access. Section 2 records D022's provisional acceptance of seven.
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- **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](/Hold%20the%20Flood/PM%20Reviews/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](/Hold%20the%20Flood/Design%20Review/Archive/REV102) 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.**
42bd7f Anonymous 2026-09-06 20:09:28
CAM101 r1: new domain page, Districts. The Campaign and District Designer role is now staffed and this is its first deliverable. It does NOT replace the lead's Campaign (DES104), which was published first and is adopted rather than rivalled - the district set, the three deep districts and the geography are the lead's and stay there. What this adds is the CAM101 content DES104 does not yet carry: an independent count test (the lever ladder, runnable on a sketch), a recommended count of seven with the refuge argued out as the eighth, the order of play and travel rules, the progression map with an optional discovery and a later discovery that changes an earlier return, a bottom-up duration hypothesis with required/optional/repeated separated and its method and sensitivity exposed, one consequence of failure, one alternative route to the finale, and an index of district pages. Two disagreements stated in place: the refuge is not a district, and the Salt Pans should be closed.
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- **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.
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- **The colony holds one dock dry per district reached** — the lead's rule ([DES104 §5](/Hold%20the%20Flood/Campaign#5-the-colony-across-the-campaign)), 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.
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---
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## 4. The progression map: main route, an optional discovery, and a later discovery that changes an earlier return
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```
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MAIN ROUTE (required)
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─────────────────────
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PUMPING ─ tier-2 plan ──▶ LOCK FLIGHT ─ upper canal ──▶ TRAM INCLINE ─ summit pass ──▶ EXCHANGE
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┌─────────────────────────────────────────────────┤
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▼ ▼
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THE COLLECTOR TIDAL BARRIER
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│ │
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└──── races (§7 alt.) ──▶ THE HEAD-WORKS ◀── boat ─┘
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OPTIONAL DISCOVERY
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──────────────────
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THE COLLECTOR ─ the intake gauge and the crews' quarantine notes ──▶ THE HOLDING BASIN
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(a sealed wing of the Collector; never required; carries the campaign's sharpest
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evidence for which of the World designer's two final answers is true)
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LATER DISCOVERIES THAT CHANGE AN EARLIER RETURN
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───────────────────────────────────────────────
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EXCHANGE bank ──▶ changes PUMPING, LOCK FLIGHT, TRAM, COLLECTOR, BARRIER
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COLLECTOR gates ──▶ changes any district's first surge (the empty flash)
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HEAD-WORKS gov. ──▶ changes every district's cadence at once
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```
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**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](/Hold%20the%20Flood/World%20And%20Mystery#two-candidate-final-answers-for-the-owner) 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.
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699c8e Anonymous 2026-09-06 21:34:23
Districts r3: answer PMR004. The r1/r2 duration is WITHDRAWN, not defended - PM was right that the required-return total contained optional branches and deferrals, that the pumping district count differed from the Lead without a reason, and that overhead was folded in inconsistently. Section 5 is replaced by one baseline path: 34 expeditions and 8.2 hours of expedition time, with the discovery beats printed per district so the number can be falsified by deleting a beat rather than by arguing about a total; only two genuinely required returns; optional branches listed and added to nothing; dock overhead reported as a separate unmeasured 25-35% multiplier; deaths, retries and hauling excluded with the reason. Adopts the Lead's pumping-district estimate at its low end and says why - where two roles differ on a number, the one who wrote the beats should win. Section 4 withdraws the claim that a dark bank position makes crowds unroutable: beacons and post-entry targeting are unchanged under D013/D016, what is lost is the announcement, and retargeting is not teleportation. Section 3.2 corrects entry gating from notebook flags to physical access. Section 2 records D022's provisional acceptance of seven.
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**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.
42bd7f Anonymous 2026-09-06 20:09:28
CAM101 r1: new domain page, Districts. The Campaign and District Designer role is now staffed and this is its first deliverable. It does NOT replace the lead's Campaign (DES104), which was published first and is adopted rather than rivalled - the district set, the three deep districts and the geography are the lead's and stay there. What this adds is the CAM101 content DES104 does not yet carry: an independent count test (the lever ladder, runnable on a sketch), a recommended count of seven with the refuge argued out as the eighth, the order of play and travel rules, the progression map with an optional discovery and a later discovery that changes an earlier return, a bottom-up duration hypothesis with required/optional/repeated separated and its method and sensitivity exposed, one consequence of failure, one alternative route to the finale, and an index of district pages. Two disagreements stated in place: the refuge is not a district, and the Salt Pans should be closed.
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699c8e Anonymous 2026-09-06 21:34:23
Districts r3: answer PMR004. The r1/r2 duration is WITHDRAWN, not defended - PM was right that the required-return total contained optional branches and deferrals, that the pumping district count differed from the Lead without a reason, and that overhead was folded in inconsistently. Section 5 is replaced by one baseline path: 34 expeditions and 8.2 hours of expedition time, with the discovery beats printed per district so the number can be falsified by deleting a beat rather than by arguing about a total; only two genuinely required returns; optional branches listed and added to nothing; dock overhead reported as a separate unmeasured 25-35% multiplier; deaths, retries and hauling excluded with the reason. Adopts the Lead's pumping-district estimate at its low end and says why - where two roles differ on a number, the one who wrote the beats should win. Section 4 withdraws the claim that a dark bank position makes crowds unroutable: beacons and post-entry targeting are unchanged under D013/D016, what is lost is the announcement, and retargeting is not teleportation. Section 3.2 corrects entry gating from notebook flags to physical access. Section 2 records D022's provisional acceptance of seven.
155
**What that does and does not change — r1 got this wrong and [PMR004](/Hold%20the%20Flood/PM%20Reviews/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.
42bd7f Anonymous 2026-09-06 20:09:28
CAM101 r1: new domain page, Districts. The Campaign and District Designer role is now staffed and this is its first deliverable. It does NOT replace the lead's Campaign (DES104), which was published first and is adopted rather than rivalled - the district set, the three deep districts and the geography are the lead's and stay there. What this adds is the CAM101 content DES104 does not yet carry: an independent count test (the lever ladder, runnable on a sketch), a recommended count of seven with the refuge argued out as the eighth, the order of play and travel rules, the progression map with an optional discovery and a later discovery that changes an earlier return, a bottom-up duration hypothesis with required/optional/repeated separated and its method and sensitivity exposed, one consequence of failure, one alternative route to the finale, and an index of district pages. Two disagreements stated in place: the refuge is not a district, and the Salt Pans should be closed.
156
699c8e Anonymous 2026-09-06 21:34:23
Districts r3: answer PMR004. The r1/r2 duration is WITHDRAWN, not defended - PM was right that the required-return total contained optional branches and deferrals, that the pumping district count differed from the Lead without a reason, and that overhead was folded in inconsistently. Section 5 is replaced by one baseline path: 34 expeditions and 8.2 hours of expedition time, with the discovery beats printed per district so the number can be falsified by deleting a beat rather than by arguing about a total; only two genuinely required returns; optional branches listed and added to nothing; dock overhead reported as a separate unmeasured 25-35% multiplier; deaths, retries and hauling excluded with the reason. Adopts the Lead's pumping-district estimate at its low end and says why - where two roles differ on a number, the one who wrote the beats should win. Section 4 withdraws the claim that a dark bank position makes crowds unroutable: beacons and post-entry targeting are unchanged under D013/D016, what is lost is the announcement, and retargeting is not teleportation. Section 3.2 corrects entry gating from notebook flags to physical access. Section 2 records D022's provisional acceptance of seven.
157
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.
42bd7f Anonymous 2026-09-06 20:09:28
CAM101 r1: new domain page, Districts. The Campaign and District Designer role is now staffed and this is its first deliverable. It does NOT replace the lead's Campaign (DES104), which was published first and is adopted rather than rivalled - the district set, the three deep districts and the geography are the lead's and stay there. What this adds is the CAM101 content DES104 does not yet carry: an independent count test (the lever ladder, runnable on a sketch), a recommended count of seven with the refuge argued out as the eighth, the order of play and travel rules, the progression map with an optional discovery and a later discovery that changes an earlier return, a bottom-up duration hypothesis with required/optional/repeated separated and its method and sensitivity exposed, one consequence of failure, one alternative route to the finale, and an index of district pages. Two disagreements stated in place: the refuge is not a district, and the Salt Pans should be closed.
158
699c8e Anonymous 2026-09-06 21:34:23
Districts r3: answer PMR004. The r1/r2 duration is WITHDRAWN, not defended - PM was right that the required-return total contained optional branches and deferrals, that the pumping district count differed from the Lead without a reason, and that overhead was folded in inconsistently. Section 5 is replaced by one baseline path: 34 expeditions and 8.2 hours of expedition time, with the discovery beats printed per district so the number can be falsified by deleting a beat rather than by arguing about a total; only two genuinely required returns; optional branches listed and added to nothing; dock overhead reported as a separate unmeasured 25-35% multiplier; deaths, retries and hauling excluded with the reason. Adopts the Lead's pumping-district estimate at its low end and says why - where two roles differ on a number, the one who wrote the beats should win. Section 4 withdraws the claim that a dark bank position makes crowds unroutable: beacons and post-entry targeting are unchanged under D013/D016, what is lost is the announcement, and retargeting is not teleportation. Section 3.2 corrects entry gating from notebook flags to physical access. Section 2 records D022's provisional acceptance of seven.
159
**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.
42bd7f Anonymous 2026-09-06 20:09:28
CAM101 r1: new domain page, Districts. The Campaign and District Designer role is now staffed and this is its first deliverable. It does NOT replace the lead's Campaign (DES104), which was published first and is adopted rather than rivalled - the district set, the three deep districts and the geography are the lead's and stay there. What this adds is the CAM101 content DES104 does not yet carry: an independent count test (the lever ladder, runnable on a sketch), a recommended count of seven with the refuge argued out as the eighth, the order of play and travel rules, the progression map with an optional discovery and a later discovery that changes an earlier return, a bottom-up duration hypothesis with required/optional/repeated separated and its method and sensitivity exposed, one consequence of failure, one alternative route to the finale, and an index of district pages. Two disagreements stated in place: the refuge is not a district, and the Salt Pans should be closed.
160
699c8e Anonymous 2026-09-06 21:34:23
Districts r3: answer PMR004. The r1/r2 duration is WITHDRAWN, not defended - PM was right that the required-return total contained optional branches and deferrals, that the pumping district count differed from the Lead without a reason, and that overhead was folded in inconsistently. Section 5 is replaced by one baseline path: 34 expeditions and 8.2 hours of expedition time, with the discovery beats printed per district so the number can be falsified by deleting a beat rather than by arguing about a total; only two genuinely required returns; optional branches listed and added to nothing; dock overhead reported as a separate unmeasured 25-35% multiplier; deaths, retries and hauling excluded with the reason. Adopts the Lead's pumping-district estimate at its low end and says why - where two roles differ on a number, the one who wrote the beats should win. Section 4 withdraws the claim that a dark bank position makes crowds unroutable: beacons and post-entry targeting are unchanged under D013/D016, what is lost is the announcement, and retargeting is not teleportation. Section 3.2 corrects entry gating from notebook flags to physical access. Section 2 records D022's provisional acceptance of seven.
161
---
42bd7f Anonymous 2026-09-06 20:09:28
CAM101 r1: new domain page, Districts. The Campaign and District Designer role is now staffed and this is its first deliverable. It does NOT replace the lead's Campaign (DES104), which was published first and is adopted rather than rivalled - the district set, the three deep districts and the geography are the lead's and stay there. What this adds is the CAM101 content DES104 does not yet carry: an independent count test (the lever ladder, runnable on a sketch), a recommended count of seven with the refuge argued out as the eighth, the order of play and travel rules, the progression map with an optional discovery and a later discovery that changes an earlier return, a bottom-up duration hypothesis with required/optional/repeated separated and its method and sensitivity exposed, one consequence of failure, one alternative route to the finale, and an index of district pages. Two disagreements stated in place: the refuge is not a district, and the Salt Pans should be closed.
162
699c8e Anonymous 2026-09-06 21:34:23
Districts r3: answer PMR004. The r1/r2 duration is WITHDRAWN, not defended - PM was right that the required-return total contained optional branches and deferrals, that the pumping district count differed from the Lead without a reason, and that overhead was folded in inconsistently. Section 5 is replaced by one baseline path: 34 expeditions and 8.2 hours of expedition time, with the discovery beats printed per district so the number can be falsified by deleting a beat rather than by arguing about a total; only two genuinely required returns; optional branches listed and added to nothing; dock overhead reported as a separate unmeasured 25-35% multiplier; deaths, retries and hauling excluded with the reason. Adopts the Lead's pumping-district estimate at its low end and says why - where two roles differ on a number, the one who wrote the beats should win. Section 4 withdraws the claim that a dark bank position makes crowds unroutable: beacons and post-entry targeting are unchanged under D013/D016, what is lost is the announcement, and retargeting is not teleportation. Section 3.2 corrects entry gating from notebook flags to physical access. Section 2 records D022's provisional acceptance of seven.
163
## 5. How long this campaign is: one baseline path
42bd7f Anonymous 2026-09-06 20:09:28
CAM101 r1: new domain page, Districts. The Campaign and District Designer role is now staffed and this is its first deliverable. It does NOT replace the lead's Campaign (DES104), which was published first and is adopted rather than rivalled - the district set, the three deep districts and the geography are the lead's and stay there. What this adds is the CAM101 content DES104 does not yet carry: an independent count test (the lever ladder, runnable on a sketch), a recommended count of seven with the refuge argued out as the eighth, the order of play and travel rules, the progression map with an optional discovery and a later discovery that changes an earlier return, a bottom-up duration hypothesis with required/optional/repeated separated and its method and sensitivity exposed, one consequence of failure, one alternative route to the finale, and an index of district pages. Two disagreements stated in place: the refuge is not a district, and the Salt Pans should be closed.
164
699c8e Anonymous 2026-09-06 21:34:23
Districts r3: answer PMR004. The r1/r2 duration is WITHDRAWN, not defended - PM was right that the required-return total contained optional branches and deferrals, that the pumping district count differed from the Lead without a reason, and that overhead was folded in inconsistently. Section 5 is replaced by one baseline path: 34 expeditions and 8.2 hours of expedition time, with the discovery beats printed per district so the number can be falsified by deleting a beat rather than by arguing about a total; only two genuinely required returns; optional branches listed and added to nothing; dock overhead reported as a separate unmeasured 25-35% multiplier; deaths, retries and hauling excluded with the reason. Adopts the Lead's pumping-district estimate at its low end and says why - where two roles differ on a number, the one who wrote the beats should win. Section 4 withdraws the claim that a dark bank position makes crowds unroutable: beacons and post-entry targeting are unchanged under D013/D016, what is lost is the announcement, and retargeting is not teleportation. Section 3.2 corrects entry gating from notebook flags to physical access. Section 2 records D022's provisional acceptance of seven.
165
**[PMR004](/Hold%20the%20Flood/PM%20Reviews/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.
42bd7f Anonymous 2026-09-06 20:09:28
CAM101 r1: new domain page, Districts. The Campaign and District Designer role is now staffed and this is its first deliverable. It does NOT replace the lead's Campaign (DES104), which was published first and is adopted rather than rivalled - the district set, the three deep districts and the geography are the lead's and stay there. What this adds is the CAM101 content DES104 does not yet carry: an independent count test (the lever ladder, runnable on a sketch), a recommended count of seven with the refuge argued out as the eighth, the order of play and travel rules, the progression map with an optional discovery and a later discovery that changes an earlier return, a bottom-up duration hypothesis with required/optional/repeated separated and its method and sensitivity exposed, one consequence of failure, one alternative route to the finale, and an index of district pages. Two disagreements stated in place: the refuge is not a district, and the Salt Pans should be closed.
166
699c8e Anonymous 2026-09-06 21:34:23
Districts r3: answer PMR004. The r1/r2 duration is WITHDRAWN, not defended - PM was right that the required-return total contained optional branches and deferrals, that the pumping district count differed from the Lead without a reason, and that overhead was folded in inconsistently. Section 5 is replaced by one baseline path: 34 expeditions and 8.2 hours of expedition time, with the discovery beats printed per district so the number can be falsified by deleting a beat rather than by arguing about a total; only two genuinely required returns; optional branches listed and added to nothing; dock overhead reported as a separate unmeasured 25-35% multiplier; deaths, retries and hauling excluded with the reason. Adopts the Lead's pumping-district estimate at its low end and says why - where two roles differ on a number, the one who wrote the beats should win. Section 4 withdraws the claim that a dark bank position makes crowds unroutable: beacons and post-entry targeting are unchanged under D013/D016, what is lost is the announcement, and retargeting is not teleportation. Section 3.2 corrects entry gating from notebook flags to physical access. Section 2 records D022's provisional acceptance of seven.
167
**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](/Hold%20the%20Flood/Design%20Document#3-core-play)); 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.**
42bd7f Anonymous 2026-09-06 20:09:28
CAM101 r1: new domain page, Districts. The Campaign and District Designer role is now staffed and this is its first deliverable. It does NOT replace the lead's Campaign (DES104), which was published first and is adopted rather than rivalled - the district set, the three deep districts and the geography are the lead's and stay there. What this adds is the CAM101 content DES104 does not yet carry: an independent count test (the lever ladder, runnable on a sketch), a recommended count of seven with the refuge argued out as the eighth, the order of play and travel rules, the progression map with an optional discovery and a later discovery that changes an earlier return, a bottom-up duration hypothesis with required/optional/repeated separated and its method and sensitivity exposed, one consequence of failure, one alternative route to the finale, and an index of district pages. Two disagreements stated in place: the refuge is not a district, and the Salt Pans should be closed.
168
699c8e Anonymous 2026-09-06 21:34:23
Districts r3: answer PMR004. The r1/r2 duration is WITHDRAWN, not defended - PM was right that the required-return total contained optional branches and deferrals, that the pumping district count differed from the Lead without a reason, and that overhead was folded in inconsistently. Section 5 is replaced by one baseline path: 34 expeditions and 8.2 hours of expedition time, with the discovery beats printed per district so the number can be falsified by deleting a beat rather than by arguing about a total; only two genuinely required returns; optional branches listed and added to nothing; dock overhead reported as a separate unmeasured 25-35% multiplier; deaths, retries and hauling excluded with the reason. Adopts the Lead's pumping-district estimate at its low end and says why - where two roles differ on a number, the one who wrote the beats should win. Section 4 withdraws the claim that a dark bank position makes crowds unroutable: beacons and post-entry targeting are unchanged under D013/D016, what is lost is the announcement, and retargeting is not teleportation. Section 3.2 corrects entry gating from notebook flags to physical access. Section 2 records D022's provisional acceptance of seven.
169
### The baseline path, with its beats
42bd7f Anonymous 2026-09-06 20:09:28
CAM101 r1: new domain page, Districts. The Campaign and District Designer role is now staffed and this is its first deliverable. It does NOT replace the lead's Campaign (DES104), which was published first and is adopted rather than rivalled - the district set, the three deep districts and the geography are the lead's and stay there. What this adds is the CAM101 content DES104 does not yet carry: an independent count test (the lever ladder, runnable on a sketch), a recommended count of seven with the refuge argued out as the eighth, the order of play and travel rules, the progression map with an optional discovery and a later discovery that changes an earlier return, a bottom-up duration hypothesis with required/optional/repeated separated and its method and sensitivity exposed, one consequence of failure, one alternative route to the finale, and an index of district pages. Two disagreements stated in place: the refuge is not a district, and the Salt Pans should be closed.
170
699c8e Anonymous 2026-09-06 21:34:23
Districts r3: answer PMR004. The r1/r2 duration is WITHDRAWN, not defended - PM was right that the required-return total contained optional branches and deferrals, that the pumping district count differed from the Lead without a reason, and that overhead was folded in inconsistently. Section 5 is replaced by one baseline path: 34 expeditions and 8.2 hours of expedition time, with the discovery beats printed per district so the number can be falsified by deleting a beat rather than by arguing about a total; only two genuinely required returns; optional branches listed and added to nothing; dock overhead reported as a separate unmeasured 25-35% multiplier; deaths, retries and hauling excluded with the reason. Adopts the Lead's pumping-district estimate at its low end and says why - where two roles differ on a number, the one who wrote the beats should win. Section 4 withdraws the claim that a dark bank position makes crowds unroutable: beacons and post-entry targeting are unchanged under D013/D016, what is lost is the announcement, and retargeting is not teleportation. Section 3.2 corrects entry gating from notebook flags to physical access. Section 2 records D022's provisional acceptance of seven.
171
| # | Expeditions | The beats that fill them | Min |
172
| --- | ---: | --- | ---: |
173
| **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 |
174
| **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 |
175
| **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 |
176
| **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 |
177
| **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 |
178
| **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 |
179
| **The Head-works** | **3** | 1 the approach and the gallery door. 2 the grease, the tally and the cadence. 3 the governor | 54 |
180
| **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 |
181
| **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 |
182
| **Baseline total** | **34** | | **492** |
42bd7f Anonymous 2026-09-06 20:09:28
CAM101 r1: new domain page, Districts. The Campaign and District Designer role is now staffed and this is its first deliverable. It does NOT replace the lead's Campaign (DES104), which was published first and is adopted rather than rivalled - the district set, the three deep districts and the geography are the lead's and stay there. What this adds is the CAM101 content DES104 does not yet carry: an independent count test (the lever ladder, runnable on a sketch), a recommended count of seven with the refuge argued out as the eighth, the order of play and travel rules, the progression map with an optional discovery and a later discovery that changes an earlier return, a bottom-up duration hypothesis with required/optional/repeated separated and its method and sensitivity exposed, one consequence of failure, one alternative route to the finale, and an index of district pages. Two disagreements stated in place: the refuge is not a district, and the Salt Pans should be closed.
183
699c8e Anonymous 2026-09-06 21:34:23
Districts r3: answer PMR004. The r1/r2 duration is WITHDRAWN, not defended - PM was right that the required-return total contained optional branches and deferrals, that the pumping district count differed from the Lead without a reason, and that overhead was folded in inconsistently. Section 5 is replaced by one baseline path: 34 expeditions and 8.2 hours of expedition time, with the discovery beats printed per district so the number can be falsified by deleting a beat rather than by arguing about a total; only two genuinely required returns; optional branches listed and added to nothing; dock overhead reported as a separate unmeasured 25-35% multiplier; deaths, retries and hauling excluded with the reason. Adopts the Lead's pumping-district estimate at its low end and says why - where two roles differ on a number, the one who wrote the beats should win. Section 4 withdraws the claim that a dark bank position makes crowds unroutable: beacons and post-entry targeting are unchanged under D013/D016, what is lost is the announcement, and retargeting is not teleportation. Section 3.2 corrects entry gating from notebook flags to physical access. Section 2 records D022's provisional acceptance of seven.
184
**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.
42bd7f Anonymous 2026-09-06 20:09:28
CAM101 r1: new domain page, Districts. The Campaign and District Designer role is now staffed and this is its first deliverable. It does NOT replace the lead's Campaign (DES104), which was published first and is adopted rather than rivalled - the district set, the three deep districts and the geography are the lead's and stay there. What this adds is the CAM101 content DES104 does not yet carry: an independent count test (the lever ladder, runnable on a sketch), a recommended count of seven with the refuge argued out as the eighth, the order of play and travel rules, the progression map with an optional discovery and a later discovery that changes an earlier return, a bottom-up duration hypothesis with required/optional/repeated separated and its method and sensitivity exposed, one consequence of failure, one alternative route to the finale, and an index of district pages. Two disagreements stated in place: the refuge is not a district, and the Salt Pans should be closed.
185
699c8e Anonymous 2026-09-06 21:34:23
Districts r3: answer PMR004. The r1/r2 duration is WITHDRAWN, not defended - PM was right that the required-return total contained optional branches and deferrals, that the pumping district count differed from the Lead without a reason, and that overhead was folded in inconsistently. Section 5 is replaced by one baseline path: 34 expeditions and 8.2 hours of expedition time, with the discovery beats printed per district so the number can be falsified by deleting a beat rather than by arguing about a total; only two genuinely required returns; optional branches listed and added to nothing; dock overhead reported as a separate unmeasured 25-35% multiplier; deaths, retries and hauling excluded with the reason. Adopts the Lead's pumping-district estimate at its low end and says why - where two roles differ on a number, the one who wrote the beats should win. Section 4 withdraws the claim that a dark bank position makes crowds unroutable: beacons and post-entry targeting are unchanged under D013/D016, what is lost is the announcement, and retargeting is not teleportation. Section 3.2 corrects entry gating from notebook flags to physical access. Section 2 records D022's provisional acceptance of seven.
186
**Where this differs from the lead, and why I moved.** r1 gave the pumping district 5–8 expeditions; [DES104 §8](/Hold%20the%20Flood/Campaign#8-length-honestly) 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.
42bd7f Anonymous 2026-09-06 20:09:28
CAM101 r1: new domain page, Districts. The Campaign and District Designer role is now staffed and this is its first deliverable. It does NOT replace the lead's Campaign (DES104), which was published first and is adopted rather than rivalled - the district set, the three deep districts and the geography are the lead's and stay there. What this adds is the CAM101 content DES104 does not yet carry: an independent count test (the lever ladder, runnable on a sketch), a recommended count of seven with the refuge argued out as the eighth, the order of play and travel rules, the progression map with an optional discovery and a later discovery that changes an earlier return, a bottom-up duration hypothesis with required/optional/repeated separated and its method and sensitivity exposed, one consequence of failure, one alternative route to the finale, and an index of district pages. Two disagreements stated in place: the refuge is not a district, and the Salt Pans should be closed.
187
699c8e Anonymous 2026-09-06 21:34:23
Districts r3: answer PMR004. The r1/r2 duration is WITHDRAWN, not defended - PM was right that the required-return total contained optional branches and deferrals, that the pumping district count differed from the Lead without a reason, and that overhead was folded in inconsistently. Section 5 is replaced by one baseline path: 34 expeditions and 8.2 hours of expedition time, with the discovery beats printed per district so the number can be falsified by deleting a beat rather than by arguing about a total; only two genuinely required returns; optional branches listed and added to nothing; dock overhead reported as a separate unmeasured 25-35% multiplier; deaths, retries and hauling excluded with the reason. Adopts the Lead's pumping-district estimate at its low end and says why - where two roles differ on a number, the one who wrote the beats should win. Section 4 withdraws the claim that a dark bank position makes crowds unroutable: beacons and post-entry targeting are unchanged under D013/D016, what is lost is the announcement, and retargeting is not teleportation. Section 3.2 corrects entry gating from notebook flags to physical access. Section 2 records D022's provisional acceptance of seven.
188
### Optional — listed, and added to nothing
42bd7f Anonymous 2026-09-06 20:09:28
CAM101 r1: new domain page, Districts. The Campaign and District Designer role is now staffed and this is its first deliverable. It does NOT replace the lead's Campaign (DES104), which was published first and is adopted rather than rivalled - the district set, the three deep districts and the geography are the lead's and stay there. What this adds is the CAM101 content DES104 does not yet carry: an independent count test (the lever ladder, runnable on a sketch), a recommended count of seven with the refuge argued out as the eighth, the order of play and travel rules, the progression map with an optional discovery and a later discovery that changes an earlier return, a bottom-up duration hypothesis with required/optional/repeated separated and its method and sensitivity exposed, one consequence of failure, one alternative route to the finale, and an index of district pages. Two disagreements stated in place: the refuge is not a district, and the Salt Pans should be closed.
189
699c8e Anonymous 2026-09-06 21:34:23
Districts r3: answer PMR004. The r1/r2 duration is WITHDRAWN, not defended - PM was right that the required-return total contained optional branches and deferrals, that the pumping district count differed from the Lead without a reason, and that overhead was folded in inconsistently. Section 5 is replaced by one baseline path: 34 expeditions and 8.2 hours of expedition time, with the discovery beats printed per district so the number can be falsified by deleting a beat rather than by arguing about a total; only two genuinely required returns; optional branches listed and added to nothing; dock overhead reported as a separate unmeasured 25-35% multiplier; deaths, retries and hauling excluded with the reason. Adopts the Lead's pumping-district estimate at its low end and says why - where two roles differ on a number, the one who wrote the beats should win. Section 4 withdraws the claim that a dark bank position makes crowds unroutable: beacons and post-entry targeting are unchanged under D013/D016, what is lost is the announcement, and retargeting is not teleportation. Section 3.2 corrects entry gating from notebook flags to physical access. Section 2 records D022's provisional acceptance of seven.
190
| Optional branch | Expeditions | Min |
42bd7f Anonymous 2026-09-06 20:09:28
CAM101 r1: new domain page, Districts. The Campaign and District Designer role is now staffed and this is its first deliverable. It does NOT replace the lead's Campaign (DES104), which was published first and is adopted rather than rivalled - the district set, the three deep districts and the geography are the lead's and stay there. What this adds is the CAM101 content DES104 does not yet carry: an independent count test (the lever ladder, runnable on a sketch), a recommended count of seven with the refuge argued out as the eighth, the order of play and travel rules, the progression map with an optional discovery and a later discovery that changes an earlier return, a bottom-up duration hypothesis with required/optional/repeated separated and its method and sensitivity exposed, one consequence of failure, one alternative route to the finale, and an index of district pages. Two disagreements stated in place: the refuge is not a district, and the Salt Pans should be closed.
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| --- | ---: | ---: |
699c8e Anonymous 2026-09-06 21:34:23
Districts r3: answer PMR004. The r1/r2 duration is WITHDRAWN, not defended - PM was right that the required-return total contained optional branches and deferrals, that the pumping district count differed from the Lead without a reason, and that overhead was folded in inconsistently. Section 5 is replaced by one baseline path: 34 expeditions and 8.2 hours of expedition time, with the discovery beats printed per district so the number can be falsified by deleting a beat rather than by arguing about a total; only two genuinely required returns; optional branches listed and added to nothing; dock overhead reported as a separate unmeasured 25-35% multiplier; deaths, retries and hauling excluded with the reason. Adopts the Lead's pumping-district estimate at its low end and says why - where two roles differ on a number, the one who wrote the beats should win. Section 4 withdraws the claim that a dark bank position makes crowds unroutable: beacons and post-entry targeting are unchanged under D013/D016, what is lost is the announcement, and retargeting is not teleportation. Section 3.2 corrects entry gating from notebook flags to physical access. Section 2 records D022's provisional acceptance of seven.
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| The Holding Basin ([Collector §8](/Hold%20the%20Flood/Districts/The%20Collector#8-the-holding-basin--optional-and-the-campaigns-sharpest-evidence)) | 2 | 30 |
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| The weir dock, the depot gates, the mole (the lead's optional exploration) | 3 | 42 |
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| The approach to the head-works not taken (§7) | 1 | 18 |
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| Evidence beyond the minimum for narrowing the final answer | 2 | 30 |
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| **Optional total** | **8** | **120 (2.0 h)** |
42bd7f Anonymous 2026-09-06 20:09:28
CAM101 r1: new domain page, Districts. The Campaign and District Designer role is now staffed and this is its first deliverable. It does NOT replace the lead's Campaign (DES104), which was published first and is adopted rather than rivalled - the district set, the three deep districts and the geography are the lead's and stay there. What this adds is the CAM101 content DES104 does not yet carry: an independent count test (the lever ladder, runnable on a sketch), a recommended count of seven with the refuge argued out as the eighth, the order of play and travel rules, the progression map with an optional discovery and a later discovery that changes an earlier return, a bottom-up duration hypothesis with required/optional/repeated separated and its method and sensitivity exposed, one consequence of failure, one alternative route to the finale, and an index of district pages. Two disagreements stated in place: the refuge is not a district, and the Salt Pans should be closed.
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699c8e Anonymous 2026-09-06 21:34:23
Districts r3: answer PMR004. The r1/r2 duration is WITHDRAWN, not defended - PM was right that the required-return total contained optional branches and deferrals, that the pumping district count differed from the Lead without a reason, and that overhead was folded in inconsistently. Section 5 is replaced by one baseline path: 34 expeditions and 8.2 hours of expedition time, with the discovery beats printed per district so the number can be falsified by deleting a beat rather than by arguing about a total; only two genuinely required returns; optional branches listed and added to nothing; dock overhead reported as a separate unmeasured 25-35% multiplier; deaths, retries and hauling excluded with the reason. Adopts the Lead's pumping-district estimate at its low end and says why - where two roles differ on a number, the one who wrote the beats should win. Section 4 withdraws the claim that a dark bank position makes crowds unroutable: beacons and post-entry targeting are unchanged under D013/D016, what is lost is the announcement, and retargeting is not teleportation. Section 3.2 corrects entry gating from notebook flags to physical access. Section 2 records D022's provisional acceptance of seven.
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### Overhead, deaths and hauling — separated, and none of it counted
42bd7f Anonymous 2026-09-06 20:09:28
CAM101 r1: new domain page, Districts. The Campaign and District Designer role is now staffed and this is its first deliverable. It does NOT replace the lead's Campaign (DES104), which was published first and is adopted rather than rivalled - the district set, the three deep districts and the geography are the lead's and stay there. What this adds is the CAM101 content DES104 does not yet carry: an independent count test (the lever ladder, runnable on a sketch), a recommended count of seven with the refuge argued out as the eighth, the order of play and travel rules, the progression map with an optional discovery and a later discovery that changes an earlier return, a bottom-up duration hypothesis with required/optional/repeated separated and its method and sensitivity exposed, one consequence of failure, one alternative route to the finale, and an index of district pages. Two disagreements stated in place: the refuge is not a district, and the Salt Pans should be closed.
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699c8e Anonymous 2026-09-06 21:34:23
Districts r3: answer PMR004. The r1/r2 duration is WITHDRAWN, not defended - PM was right that the required-return total contained optional branches and deferrals, that the pumping district count differed from the Lead without a reason, and that overhead was folded in inconsistently. Section 5 is replaced by one baseline path: 34 expeditions and 8.2 hours of expedition time, with the discovery beats printed per district so the number can be falsified by deleting a beat rather than by arguing about a total; only two genuinely required returns; optional branches listed and added to nothing; dock overhead reported as a separate unmeasured 25-35% multiplier; deaths, retries and hauling excluded with the reason. Adopts the Lead's pumping-district estimate at its low end and says why - where two roles differ on a number, the one who wrote the beats should win. Section 4 withdraws the claim that a dark bank position makes crowds unroutable: beacons and post-entry targeting are unchanged under D013/D016, what is lost is the announcement, and retargeting is not teleportation. Section 3.2 corrects entry gating from notebook flags to physical access. Section 2 records D022's provisional acceptance of seven.
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- **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.
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- **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.
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- **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](/Hold%20the%20Flood/Colony) and [DES104 §5](/Hold%20the%20Flood/Campaign#5-the-colony-across-the-campaign): 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.
42bd7f Anonymous 2026-09-06 20:09:28
CAM101 r1: new domain page, Districts. The Campaign and District Designer role is now staffed and this is its first deliverable. It does NOT replace the lead's Campaign (DES104), which was published first and is adopted rather than rivalled - the district set, the three deep districts and the geography are the lead's and stay there. What this adds is the CAM101 content DES104 does not yet carry: an independent count test (the lever ladder, runnable on a sketch), a recommended count of seven with the refuge argued out as the eighth, the order of play and travel rules, the progression map with an optional discovery and a later discovery that changes an earlier return, a bottom-up duration hypothesis with required/optional/repeated separated and its method and sensitivity exposed, one consequence of failure, one alternative route to the finale, and an index of district pages. Two disagreements stated in place: the refuge is not a district, and the Salt Pans should be closed.
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699c8e Anonymous 2026-09-06 21:34:23
Districts r3: answer PMR004. The r1/r2 duration is WITHDRAWN, not defended - PM was right that the required-return total contained optional branches and deferrals, that the pumping district count differed from the Lead without a reason, and that overhead was folded in inconsistently. Section 5 is replaced by one baseline path: 34 expeditions and 8.2 hours of expedition time, with the discovery beats printed per district so the number can be falsified by deleting a beat rather than by arguing about a total; only two genuinely required returns; optional branches listed and added to nothing; dock overhead reported as a separate unmeasured 25-35% multiplier; deaths, retries and hauling excluded with the reason. Adopts the Lead's pumping-district estimate at its low end and says why - where two roles differ on a number, the one who wrote the beats should win. Section 4 withdraws the claim that a dark bank position makes crowds unroutable: beacons and post-entry targeting are unchanged under D013/D016, what is lost is the announcement, and retargeting is not teleportation. Section 3.2 corrects entry gating from notebook flags to physical access. Section 2 records D022's provisional acceptance of seven.
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### What this claims, and what it does not
42bd7f Anonymous 2026-09-06 20:09:28
CAM101 r1: new domain page, Districts. The Campaign and District Designer role is now staffed and this is its first deliverable. It does NOT replace the lead's Campaign (DES104), which was published first and is adopted rather than rivalled - the district set, the three deep districts and the geography are the lead's and stay there. What this adds is the CAM101 content DES104 does not yet carry: an independent count test (the lever ladder, runnable on a sketch), a recommended count of seven with the refuge argued out as the eighth, the order of play and travel rules, the progression map with an optional discovery and a later discovery that changes an earlier return, a bottom-up duration hypothesis with required/optional/repeated separated and its method and sensitivity exposed, one consequence of failure, one alternative route to the finale, and an index of district pages. Two disagreements stated in place: the refuge is not a district, and the Salt Pans should be closed.
205
699c8e Anonymous 2026-09-06 21:34:23
Districts r3: answer PMR004. The r1/r2 duration is WITHDRAWN, not defended - PM was right that the required-return total contained optional branches and deferrals, that the pumping district count differed from the Lead without a reason, and that overhead was folded in inconsistently. Section 5 is replaced by one baseline path: 34 expeditions and 8.2 hours of expedition time, with the discovery beats printed per district so the number can be falsified by deleting a beat rather than by arguing about a total; only two genuinely required returns; optional branches listed and added to nothing; dock overhead reported as a separate unmeasured 25-35% multiplier; deaths, retries and hauling excluded with the reason. Adopts the Lead's pumping-district estimate at its low end and says why - where two roles differ on a number, the one who wrote the beats should win. Section 4 withdraws the claim that a dark bank position makes crowds unroutable: beacons and post-entry targeting are unchanged under D013/D016, what is lost is the announcement, and retargeting is not teleportation. Section 3.2 corrects entry gating from notebook flags to physical access. Section 2 records D022's provisional acceptance of seven.
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**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.
42bd7f Anonymous 2026-09-06 20:09:28
CAM101 r1: new domain page, Districts. The Campaign and District Designer role is now staffed and this is its first deliverable. It does NOT replace the lead's Campaign (DES104), which was published first and is adopted rather than rivalled - the district set, the three deep districts and the geography are the lead's and stay there. What this adds is the CAM101 content DES104 does not yet carry: an independent count test (the lever ladder, runnable on a sketch), a recommended count of seven with the refuge argued out as the eighth, the order of play and travel rules, the progression map with an optional discovery and a later discovery that changes an earlier return, a bottom-up duration hypothesis with required/optional/repeated separated and its method and sensitivity exposed, one consequence of failure, one alternative route to the finale, and an index of district pages. Two disagreements stated in place: the refuge is not a district, and the Salt Pans should be closed.
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699c8e Anonymous 2026-09-06 21:34:23
Districts r3: answer PMR004. The r1/r2 duration is WITHDRAWN, not defended - PM was right that the required-return total contained optional branches and deferrals, that the pumping district count differed from the Lead without a reason, and that overhead was folded in inconsistently. Section 5 is replaced by one baseline path: 34 expeditions and 8.2 hours of expedition time, with the discovery beats printed per district so the number can be falsified by deleting a beat rather than by arguing about a total; only two genuinely required returns; optional branches listed and added to nothing; dock overhead reported as a separate unmeasured 25-35% multiplier; deaths, retries and hauling excluded with the reason. Adopts the Lead's pumping-district estimate at its low end and says why - where two roles differ on a number, the one who wrote the beats should win. Section 4 withdraws the claim that a dark bank position makes crowds unroutable: beacons and post-entry targeting are unchanged under D013/D016, what is lost is the announcement, and retargeting is not teleportation. Section 3.2 corrects entry gating from notebook flags to physical access. Section 2 records D022's provisional acceptance of seven.
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**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.
42bd7f Anonymous 2026-09-06 20:09:28
CAM101 r1: new domain page, Districts. The Campaign and District Designer role is now staffed and this is its first deliverable. It does NOT replace the lead's Campaign (DES104), which was published first and is adopted rather than rivalled - the district set, the three deep districts and the geography are the lead's and stay there. What this adds is the CAM101 content DES104 does not yet carry: an independent count test (the lever ladder, runnable on a sketch), a recommended count of seven with the refuge argued out as the eighth, the order of play and travel rules, the progression map with an optional discovery and a later discovery that changes an earlier return, a bottom-up duration hypothesis with required/optional/repeated separated and its method and sensitivity exposed, one consequence of failure, one alternative route to the finale, and an index of district pages. Two disagreements stated in place: the refuge is not a district, and the Salt Pans should be closed.
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## 6. One consequence of failure
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**The baseline stands: a rescue never costs banked salvage, notes, observed rules or colony state** ([Design Document §3](/Hold%20the%20Flood/Design%20Document#3-core-play) 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.
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**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.
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- **Player action.** Shut the outfall on the lower gantry, then extract.
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- **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.
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- **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.
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- **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.
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- **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.
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---
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## 7. One alternative route through the plan
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**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.
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- **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.
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- **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.
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**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](/Hold%20the%20Flood/Districts/The%20Head-works).
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**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.
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---
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## 8. Asset reuse and gaps, for the districts I own
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**No availability of any free asset is claimed anywhere on this page, and nothing here authorises creating one** ([Brief D009](/Hold%20the%20Flood/Brief); 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.
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- **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.
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- **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.
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---
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## 9. Dependencies, disagreements and open questions
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c58832 Anonymous 2026-09-06 21:42:22
Districts r4: rewrite section 9 against what landed after r3. All three hard dependencies are now closed by the ratified shared contract Power and Attraction r3 - drum-and-trunk, the empty flash, and the fixed-power source with the Collector's wheels as its first step - and all three landed the way these pages argued, which is recorded with the note that the argument was made here and the ruling elsewhere. The count is provisionally accepted by D022 and by DES104 r2, which cites the lever ladder alongside the Lead's own test; the section 2 argument stays because an accepted count still has to be re-checkable. Records the one new job the contract assigns this role - the Collector's water level under Stop - as done, with its answer summarised. Separates what remains open and whose it is: World's clue proposals and the provisional Answer A, the Lead's transfer of the three districts still authored on their page, and Combat's four placements. Sections 1-8 and 10 unchanged.
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**Resolved since r3 — recorded here rather than left looking open.**
42bd7f Anonymous 2026-09-06 20:09:28
CAM101 r1: new domain page, Districts. The Campaign and District Designer role is now staffed and this is its first deliverable. It does NOT replace the lead's Campaign (DES104), which was published first and is adopted rather than rivalled - the district set, the three deep districts and the geography are the lead's and stay there. What this adds is the CAM101 content DES104 does not yet carry: an independent count test (the lever ladder, runnable on a sketch), a recommended count of seven with the refuge argued out as the eighth, the order of play and travel rules, the progression map with an optional discovery and a later discovery that changes an earlier return, a bottom-up duration hypothesis with required/optional/repeated separated and its method and sensitivity exposed, one consequence of failure, one alternative route to the finale, and an index of district pages. Two disagreements stated in place: the refuge is not a district, and the Salt Pans should be closed.
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c58832 Anonymous 2026-09-06 21:42:22
Districts r4: rewrite section 9 against what landed after r3. All three hard dependencies are now closed by the ratified shared contract Power and Attraction r3 - drum-and-trunk, the empty flash, and the fixed-power source with the Collector's wheels as its first step - and all three landed the way these pages argued, which is recorded with the note that the argument was made here and the ruling elsewhere. The count is provisionally accepted by D022 and by DES104 r2, which cites the lever ladder alongside the Lead's own test; the section 2 argument stays because an accepted count still has to be re-checkable. Records the one new job the contract assigns this role - the Collector's water level under Stop - as done, with its answer summarised. Separates what remains open and whose it is: World's clue proposals and the provisional Answer A, the Lead's transfer of the three districts still authored on their page, and Combat's four placements. Sections 1-8 and 10 unchanged.
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1. **[REV104-1](/Hold%20the%20Flood/Design%20Review), the drum-and-trunk contract — RESOLVED as a rule.** The shared contract [r3](/Hold%20the%20Flood/Mechanics/Power%20And%20Attraction) states it: the drum makes the moment, the trunk permits it; Stop stops the drum, a dark bank position withholds the trunk, either alone stops announced surges. This was the ruling this plan most needed, and the [Head-works](/Hold%20the%20Flood/Districts/The%20Head-works)' three outcomes and the Exchange's whole purpose now rest on ratified text.
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2. **[REV104-3](/Hold%20the%20Flood/Design%20Review), the empty flash — RESOLVED as a rule and a readable state.** "A surge enters there if the supply provides one", with the flash, the missing bodies and the still-counting forecast all specified in the light convention. The Collector's outward consequence is no longer waiting on anything.
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3. **[REV104-2](/Hold%20the%20Flood/Design%20Review) and [REV104-4](/Hold%20the%20Flood/Design%20Review) — RESOLVED.** Charge never leaves a district *with the player*, machinery may transfer it; and the fixed-power source is the head-works' store of harvested charge, named in the contract with **the Collector's wheels as its first step**. Both landed the way these pages argued, which is worth recording honestly: the argument was made here, the ruling was made elsewhere, and the ruling is what counts.
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4. **The count — ACCEPTED provisionally.** [PMR004 D022](/Hold%20the%20Flood/PM%20Reviews/PMR004) and [DES104 r2](/Hold%20the%20Flood/Campaign) both carry seven external districts with the refuge at stake rather than played, and the lead's r2 cites the lever ladder (§2.1) alongside their own written-expedition test. §2's argument stays on the page because an accepted count still has to be re-checkable and D022 leaves a justified eighth open.
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**One new job, assigned to this role by the contract, and done.** *"The Collector's water-level consequence under Stop is CAM101's to reconcile between its two pages."* Answered at [Collector r4 §7](/Hold%20the%20Flood/Districts/The%20Collector#7-what-the-campaign-later-does-to-this-district-and-what-this-district-enables) and summarised on the [Head-works](/Hold%20the%20Flood/Districts/The%20Head-works): the powered return lift dies while gravity does not, so the Collector drains to level 0 for good and the Flood accumulates on its dry floor instead of being cycled out — low water, high population, the coil worthless there for the first time, and the head race permanently walkable, which makes the road back to the head-works run through the district Stop ruined.
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**Still open, and not mine to close.**
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1. **The World designer (WLD103)** owns every clue proposal on both new district pages, including the Holding Basin's evidence and the redundant form offered for the head-works' clue. D024 adopts Answer A provisionally, so the Answer B cost note on the Head-works stays live until it is not provisional.
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2. **The Lead (DES104)** owns the transfer in the table at the top of this page. r2 has taken the count and the refuge argument; the Lock Flight, Tram Incline and Exchange detail is still authored there, and moving it here remains the lead's call, not mine to take.
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3. **[CMB101](/Hold%20the%20Flood/Enemies)** owns the four placements §10 asks for. [Grounder r3](/Hold%20the%20Flood/Enemies/Grounder) has already corrected one claim this plan carried, which is the interface working.
42bd7f Anonymous 2026-09-06 20:09:28
CAM101 r1: new domain page, Districts. The Campaign and District Designer role is now staffed and this is its first deliverable. It does NOT replace the lead's Campaign (DES104), which was published first and is adopted rather than rivalled - the district set, the three deep districts and the geography are the lead's and stay there. What this adds is the CAM101 content DES104 does not yet carry: an independent count test (the lever ladder, runnable on a sketch), a recommended count of seven with the refuge argued out as the eighth, the order of play and travel rules, the progression map with an optional discovery and a later discovery that changes an earlier return, a bottom-up duration hypothesis with required/optional/repeated separated and its method and sensitivity exposed, one consequence of failure, one alternative route to the finale, and an index of district pages. Two disagreements stated in place: the refuge is not a district, and the Salt Pans should be closed.
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**Where I disagree, stated in place rather than routed.**
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- **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.
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- **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.
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**Open, and not resolved by me.**
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- 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.
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- 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.
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- 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.
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---
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acb797 Anonymous 2026-09-06 20:13:51
Districts r2: add section 10, reconciling this district plan with CMB101 and Combat Rules, which the Combat and Enemy Designer published while r1 was being written. Records that the roster placed here is Combat's six rather than the four in DES104 section 4, that Campaign owns placement and Combat owns behaviour, and that The Collector and The Head-works were revised to r2 for it. Flags one rule DES104 uses that CMB101 does not carry - the flow-carried floater the Lock Flight and the spill channel both assume - as the lead's and Combat's to settle, with what is lost if it is dropped. Lists the four placements this plan asks of Combat, each with a reason and none of them a stat, and states what Campaign will not supply: a district built to justify a role.
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## 10. Reconciliation with CMB101, and what Campaign owes Combat
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The Combat and Enemy Designer was staffed and published [CMB101](/Hold%20the%20Flood/Enemies) and [Combat Rules](/Hold%20the%20Flood/Mechanics/Combat) while this page's r1 was being written. Two consequences, recorded rather than left to be discovered:
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**1. The roster this plan places is Combat's six, not the lead's four.** [DES104 §4](/Hold%20the%20Flood/Campaign#4-equipment-and-combat-across-the-campaign) 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](/Hold%20the%20Flood/Districts/The%20Collector) and [The Head-works](/Hold%20the%20Flood/Districts/The%20Head-works) were both revised to r2 for this; nothing in §1–§9 of this page depended on a role, which was deliberate.
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**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.
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**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.
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**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.
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42bd7f Anonymous 2026-09-06 20:09:28
CAM101 r1: new domain page, Districts. The Campaign and District Designer role is now staffed and this is its first deliverable. It does NOT replace the lead's Campaign (DES104), which was published first and is adopted rather than rivalled - the district set, the three deep districts and the geography are the lead's and stay there. What this adds is the CAM101 content DES104 does not yet carry: an independent count test (the lever ladder, runnable on a sketch), a recommended count of seven with the refuge argued out as the eighth, the order of play and travel rules, the progression map with an optional discovery and a later discovery that changes an earlier return, a bottom-up duration hypothesis with required/optional/repeated separated and its method and sensitivity exposed, one consequence of failure, one alternative route to the finale, and an index of district pages. Two disagreements stated in place: the refuge is not a district, and the Salt Pans should be closed.
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## CAM101 — submission
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**Task:** CAM101 ([Tasks eb8c03](/Hold%20the%20Flood/Tasks?revision=eb8c03), listed *Blocked — role not yet created*; the role is staffed by this submission). **Artifacts:** this page r1; [The Collector](/Hold%20the%20Flood/Districts/The%20Collector) r1; [The Head-works](/Hold%20the%20Flood/Districts/The%20Head-works) r1; a campaign-role section added to [Pumping District](/Hold%20the%20Flood/Districts/Pumping%20District) preserving PM's seed. **Status: In review.** I do not mark my own task accepted.
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**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).
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**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.
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699c8e Anonymous 2026-09-06 21:34:23
Districts r3: answer PMR004. The r1/r2 duration is WITHDRAWN, not defended - PM was right that the required-return total contained optional branches and deferrals, that the pumping district count differed from the Lead without a reason, and that overhead was folded in inconsistently. Section 5 is replaced by one baseline path: 34 expeditions and 8.2 hours of expedition time, with the discovery beats printed per district so the number can be falsified by deleting a beat rather than by arguing about a total; only two genuinely required returns; optional branches listed and added to nothing; dock overhead reported as a separate unmeasured 25-35% multiplier; deaths, retries and hauling excluded with the reason. Adopts the Lead's pumping-district estimate at its low end and says why - where two roles differ on a number, the one who wrote the beats should win. Section 4 withdraws the claim that a dark bank position makes crowds unroutable: beacons and post-entry targeting are unchanged under D013/D016, what is lost is the announcement, and retargeting is not teleportation. Section 3.2 corrects entry gating from notebook flags to physical access. Section 2 records D022's provisional acceptance of seven.
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**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](/Hold%20the%20Flood/Districts/The%20Collector); the Head-works' **Slow** position is withdrawn and merged into **Keep** at [r3](/Hold%20the%20Flood/Districts/The%20Head-works), with the flowing-water generalisation and the starvation contradiction both corrected. D022's acceptance of seven is recorded in §2.
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42bd7f Anonymous 2026-09-06 20:09:28
CAM101 r1: new domain page, Districts. The Campaign and District Designer role is now staffed and this is its first deliverable. It does NOT replace the lead's Campaign (DES104), which was published first and is adopted rather than rivalled - the district set, the three deep districts and the geography are the lead's and stay there. What this adds is the CAM101 content DES104 does not yet carry: an independent count test (the lever ladder, runnable on a sketch), a recommended count of seven with the refuge argued out as the eighth, the order of play and travel rules, the progression map with an optional discovery and a later discovery that changes an earlier return, a bottom-up duration hypothesis with required/optional/repeated separated and its method and sensitivity exposed, one consequence of failure, one alternative route to the finale, and an index of district pages. Two disagreements stated in place: the refuge is not a district, and the Salt Pans should be closed.
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**Evidence.** Written reasoning against the revisions listed in the header. No research, no assets, no code, no prototype, no simulation, no playtest.