reviewdocument tier

Conquest of Helmstedt LDD + Rules Review

Alignment date: 2026-07-01 · Product path: unthinkable · Source artifacts: research/unthinkable/conquest-of-helmstedt-level-design.md, research/unthinkable/conquest-gamemode-rules-inventory.md

This review page renders the prototype-ready map LDD and focused Conquest rules inventory directly for approval or targeted revision before EXP-01 implementation starts.

Review Status

Status: review. The artifacts are documentation/alignment only: no runtime prototype work, no final balance lock, and no new experiment ID.

Continuation command: $create-alignment-page conquest-of-helmstedt-level-design

Artifact Overview

Map LDD

research/unthinkable/conquest-of-helmstedt-level-design.md

Defines Conquest of Helmstedt as a prototype-ready first playable map with lanes, five capture points, deployment entries, command-post build sites, phase pacing, AI pressure, save/reload hooks, performance constraints, and validation checklist.

Focused Rules Inventory

research/unthinkable/conquest-gamemode-rules-inventory.md

Extracts Conquest-specific rules from the tactical spec, experiment plan, broad rules register, decklist rules, and deployment state model while preserving the broad register as the living cross-system authority.

Rendered Artifact: Conquest of Helmstedt LDD

Conquest of Helmstedt Level Design Document

Date: 2026-07-01

Product path: unthinkable

Status: prototype-ready working LDD

Authority: map-specific working document; inherits tactical rules from research/unthinkable/tactical-vertical-slice-spec.md, research/unthinkable/tactical-battle-experiment-plan.md, and research/unthinkable/game-rules-inventory.md

Related rules inventory: research/unthinkable/conquest-gamemode-rules-inventory.md

Purpose

This document defines the first playable tactical map, Conquest of Helmstedt, at the level of detail needed to guide EXP-01 through EXP-14. It specifies battlefield intent, lanes, capture-point roles, deployment entries, command-post build sites, readability goals, pacing beats, AI pressure, win/loss flow, save/reload hooks, and validation checks.

This is not a final coordinate sheet, final balance table, art bible, pathfinding mesh, or runtime implementation spec. Exact distances, terrain polygons, resource values, score drain values, unit costs, build times, and final capture math remain prototype tuning.

Map Intent

Conquest of Helmstedt is a browser-first RTS battlefield for UK/Commonwealth 11th Armoured Division versus Soviet 2nd Guards Tank Army. The map should read as a Central Germany border-town fight after Operation Unthinkable opens: a village edge, road junction, low ridges, tree lines, and flanking resource clusters.

The map proves three playable claims:

  • The player can understand a five-point Conquest layout at a glance.
  • Cover, roads, and command-post construction create tactical choices without a campaign layer.
  • Phase A/B/C escalation and AI pressure remain readable over a 15-25 minute prototype battle.

Player Fantasy

The player is a 1945 armored battlegroup commander forcing a contested town corridor. The opening should feel like a reconnaissance and foothold fight: light screens, infantry pushing through tree lines, and a Forward Command Post establishing control. The middle should feel like the main body arriving: armor uses roads and ridges, artillery and air liaison become visible investments, and command-score pressure forces choices. The end should feel like an earned commitment: Phase C and wonders arrive only after the Advance Command Post and battlefield control make them plausible.

Battlefield Landmarks

The prototype map should include these readable landmarks:

LandmarkRoleReadability notesExperiment coverage
Western approach roadUK/player off-map road entry and early movement spineClear road line, visible deployment arrows, enough verge space for initial groupsEXP-02, EXP-05, EXP-13, EXP-14
Eastern approach roadSoviet/AI off-map road entry and mirrored pressure spineClearly hostile direction, supports AI opening capture and reinforcementEXP-05, EXP-08, EXP-13, EXP-14
Helmstedt road junctionCentral command-point arenaStrongest command-score pressure, multiple cover pockets, flanking approach visibilityEXP-02, EXP-04, EXP-07, EXP-13, EXP-14
Village edgeHeavy-cover infantry lane near centerBuildings or prepared positions are legible as heavy cover and vulnerable to artillery/flame/close assaultEXP-03, EXP-07, EXP-09
North tree lineLight-cover flank lane and resource contestTrees and low walls read as light cover, not impassable forestEXP-02, EXP-03, EXP-04
South low ridgeArmor overwatch and alternative center pressureElevation may be visual-only in early prototype, but line-of-fire should be clearEXP-02, EXP-07, EXP-11
Rear command yardsCommand-post construction areas near each sideBuild sites must be visible, targetable, and spatially separate from capture pointsEXP-06, EXP-08, EXP-09
Air corridorsOff-map aircraft entry/exit lanesTelegraph aircraft origin and route without requiring full airfield simulationEXP-05, EXP-09, EXP-12

Lane Structure

The layout uses three primary lanes with short cross-links:

LaneIntentCapture pressureTactical risk
North flankInfantry, recon, and light vehicles contest a resource point through tree lines and low walls.Side resource point plus cross-pressure toward center.Units can be pinned in cover if artillery or armor overwatch is ignored.
Center road junctionMain command-score fight around the central command point.Highest command-score pressure.Overcommitting center exposes command posts and side income.
South flankArmor and support weapons use a low ridge and road spur to contest the second resource point.Side resource point plus firing angles into center.Road speed is strong but predictable; off-road cuts should be readable rather than optimal.

Cross-links should let units rotate from a side point to center within prototype-readable time, but not so quickly that side commitments are meaningless. Early experiments may fake terrain cost; EXP-02 and EXP-13 should still show destination intent, road preference, and group spacing.

Deployment Zones And Entries

Player Deployment

The UK/player starts on the western edge with a Forward Command Post already present. Deployment should show:

  • A western road-entry lane for vehicles, infantry transports, guns, and logistics.
  • A player deployment zone broad enough to place or queue Phase A groups without stacking.
  • A clear forward route to the near north and near south resource points.
  • An air-corridor marker for later aircraft arrivals; this is visible in deployment but locked until Air Liaison and relevant card availability.

AI Deployment

The Soviet/AI starts on the eastern edge with mirrored principles:

  • An eastern road-entry lane with enough width for AI groups to enter cleanly.
  • A rear command yard for Soviet command-post surfaces.
  • Fast access to its two near resource points.
  • Air/late commitment corridors that can be telegraphed to the player once prerequisites exist.

Off-Map Road And Air Entries

Off-map road entries are not spawn closets. They are visible arrival corridors that seed runtime UnitInstance records with side, source card id, route, initial position, and initial order. EXP-05 should prove repeated deployment conversion does not duplicate ids or mutate authored card data.

Air entries are transient corridors for aircraft and late commitment telegraphs. Early prototypes can render them as arrows or bands; they must be readable enough for EXP-09 HUD projection and EXP-12 wonder counterplay.

Capture Points

Conquest of Helmstedt uses exactly five capture points:

Capture pointMap roleExpected owner pressurePrototype guidance
CP-NW Resource PointPlayer-near north resource pointUsually player-favored early, contestable by AI flankTeaches resource ownership, light cover, and reinforcement routing.
CP-SW Resource PointPlayer-near south resource pointUsually player-favored early, vulnerable to armor pressureGives the player a second safe-looking but attackable income route.
CP-C Command PointCentral command point at Helmstedt road junctionContested throughout; strongest command-score pressureMust matter without making side points irrelevant.
CP-NE Resource PointAI-near north resource pointUsually AI-favored early, player raid target laterCreates a reason to push beyond center when ahead.
CP-SE Resource PointAI-near south resource pointUsually AI-favored early, pressure target for armor/supportLets the player split AI attention and test comeback pressure.

Ownership controls resource rate and command-score drain. Exact contest radius, capture time, income rate, and drain values are deferred to EXP-04 tuning and later EXP-13/EXP-14 assembly. The LDD requirement is spatial: five points must be visible, reachable, contestable, and useful.

Command-Post Build Sites

Each side has a rear command yard containing visible build sites for:

  • Forward Command Post: present at start, damageable, recovery objective on loss unless no combat force remains.
  • Assembly Area: first build choice and infantry depth.
  • Motor Pool/Tank Park: Phase B armor and recovery access.
  • Artillery Battery/Fire Direction Center: artillery and smoke support gate.
  • Air Liaison: air card and air recon gate.
  • Advance Command Post: Phase C and wonder slot gate.

Build sites should be near the deployment side but not hidden off-screen. The player must understand which surfaces are built, building, damaged, interrupted, or locked. Sites should be targetable enough for AI attack/defense behavior, but not so exposed that command-post loss becomes the only viable strategy.

Cover And Readability Goals

Cover should support the rules in the tactical spec:

  • Open ground has no shield indicator and applies full incoming suppression/damage.
  • Light cover uses trees, walls, hedges, or ditches and reduces suppression and small-arms damage.
  • Heavy cover uses buildings or prepared positions and provides stronger mitigation while remaining vulnerable to artillery, flame, and close assault.

The map should make cover cause and effect legible without explanatory modal text. EXP-03 and EXP-07 should show units surviving or breaking because of visible cover state, suppression state, range, health, or retreat/destroyed markers.

Phase Pacing Beats

Phase A: Vanguard

Phase A begins with limited deployment, player Forward Command Post online, and near-point capture pressure. The first minutes should emphasize recon, infantry cover, early guns, and light armor. AI should capture its near points and send credible pressure toward center.

Prototype expectations:

  • Player can orient camera, select units, issue move orders, and capture near points.
  • Center is attractive but risky before main-body support arrives.
  • Command-post build sites are visible from the start.

Phase B: Main Body

Phase B arrives by timer announcement and warning, but unit availability remains command-post-gated. The player and AI should be able to unlock armor, artillery, air support, or recovery through visible surfaces.

Prototype expectations:

  • Phase B popup and warnings are legible.
  • Comeback discount/upgrade evaluation can run before the transition.
  • Motor Pool/Tank Park and support surfaces create visible decisions.
  • AI pressure broadens beyond one lane.

Phase C: Commitment

Phase C arrives by timer warning and popup, then makes Advance Command Post and wonder prerequisites decisive. The late game should not be an instant super-unit drop: declaration, warning, arrival route, and counterplay must be visible.

Prototype expectations:

  • Advance Command Post construction is risky and readable.
  • Wonder declaration appears only after prerequisites.
  • The player can still win by command-score drain, or by destroying the enemy Advance Command Post after Phase C opens.

AI Pressure Plan

The AI is a slice gate, not polish. On this map, the baseline AI should:

  • Capture CP-NE and CP-SE early.
  • Contest CP-C with at least one Phase A group.
  • Probe one player-near resource point after its own near points are stable.
  • Build Phase B and Phase C surfaces on a readable timetable.
  • Defend damaged command-post surfaces rather than suiciding all units forward.
  • Preserve some units by retreating or repositioning when pinned or badly damaged.
  • Use artillery, air, and wonders only after visible prerequisites.
  • Be able to lose through capture pressure, combat losses, or Advance Command Post destruction.

Acceptable shortcuts remain scripted opening orders, utility-scored attack/defend choices, simplified pathfinding, and deterministic repeatability for tests. The AI must not rely on hidden late powers or cheating visibility for baseline decisions.

Win/Loss Flow

The map supports the approved Conquest victory and defeat conditions:

  • Win by holding enough capture-point value to drain enemy command score.
  • Win by destroying the enemy Advance Command Post after Phase C opens.
  • Lose if player command score reaches zero.
  • Lose if all deployable combat groups are wiped.
  • Lose if the Forward Command Post chain is destroyed with no recovery path.

The Forward Command Post loss should create a recovery objective rather than instant defeat unless the player has no viable combat force left. EXP-13 can use a shorter skirmish version, but EXP-14 should support the full 15-25 minute start-to-win/loss flow with victory/defeat banner and placeholder Results Screen/Replay System handoff buttons.

Save/Reload Hooks

Save/reload must preserve:

  • Scenario id: conquest-of-helmstedt.
  • Phase, timer state, warnings already emitted, and phase transition history.
  • Unit ids, source card ids, side, position, facing, health, suppression, veterancy progress, current orders, target references, and cooldowns.
  • Capture point ownership, contest state, resource income state, and command-score pressure.
  • Command-post surfaces, build queues, progress, damage, interrupted state, and availability gates.
  • Battle resources: manpower, fuel, munitions.
  • AI intent state, current objective, target point, build-plan step, group assignments, retreat/reposition flags, and cooldowns.
  • Wonder declaration/telegraph/activation state when present.
  • Local performance and completion logs needed by EXP-11 and EXP-14.

Reload must not duplicate units, lose unlocks, corrupt capture/resource state, reset AI intent incorrectly, or resume simulation while paused.

Performance And Readability Constraints

The map must remain browser-first:

  • Target 60 fps on modern desktop browser.
  • Start performance proof around 40-60 active unit groups before expanding.
  • Keep draw calls under the provisional ceiling established by EXP-11; current working target is under 100 draw calls.
  • Avoid simultaneous-movement hitches for the target unit ceiling.
  • Prefer stable marker sizes, clear ownership colors, and restrained terrain detail over dense decorative clutter.
  • The battlefield should remain readable at default zoom, with CP-C, command yards, and off-map entries discoverable without hunting.

If the browser cannot meet the ceiling, record desktop-wrapper fallback as packaging, not a gameplay rewrite.

Experiment Coverage Map

Map requirementExperiment coverage
Camera, selection, and issuing orders across the battlefieldEXP-01
Lane movement, road preference, group spacing, and destination readabilityEXP-02
Open/light/heavy cover and suppression readabilityEXP-03, EXP-07
Five capture points, ownership, contesting, resource income, and command-score pressureEXP-04
Deployment lock, off-map road/air entries, and runtime spawn identityEXP-05
Command-post build sites, Phase B/C warnings, availability gates, and comeback evaluationEXP-06
Baseline AI capture, contest, escalation, attack, defend, preserve, and lose behaviorEXP-08
HUD projection for deployment, phase, command posts, captures, resources, alerts, save/pauseEXP-09
Save, autosave, reload, restart, and paused restoreEXP-10
Unit ceiling, frame time, draw calls, save size, and spike loggingEXP-11
Phase C wonder declaration, telegraph, counterplay, and arrival routesEXP-12
Short compiled skirmish using this map structureEXP-13
Moderator-ready full 15-25 minute Conquest of Helmstedt battleEXP-14

No new experiment ID is required. The LDD adds map-specific interpretation for existing EXP-01 through EXP-14 coverage.

Explicit Non-Goals

  • No final terrain coordinates or pathfinding mesh.
  • No final resource, income, drain, capture-time, build-time, or cost numbers.
  • No final art direction, bespoke WW2 asset production, voice, soundtrack, or production audio.
  • No campaign map, operational layer, strategic AI, refit economy, persistent veteran rewards, multiplayer, netcode, accounts, analytics infrastructure, production observability, cloud saves, or durable database/storage.
  • No full deck builder or alternate map/mode selection.

Map Validation Checklist

Use this checklist during EXP-04, EXP-13, and EXP-14 playtests:

  • Cover usage: players move infantry into light/heavy cover and can tell why open-ground units break faster.
  • Center contest: CP-C produces meaningful command-score pressure and a recurring fight without becoming the only objective.
  • Side-point relevance: CP-NW, CP-SW, CP-NE, and CP-SE matter for income, flanking, raids, or comeback pressure.
  • Command-post legibility: players can identify built, building, damaged, interrupted, locked, and prerequisite command-post surfaces.
  • AI pressure: AI captures near points, contests center, escalates command posts, attacks/defends, preserves some units, and can lose.
  • Replay intent: after win/loss, the player can name at least one different opening, lane choice, or command-post sequence they want to try.
  • Browser performance: no visible simultaneous-movement hitching at the current unit ceiling; performance log identifies frame spikes, unit count, order count, capture checks, combat pairs, UI update cost, and save size.
Source markdown
# Conquest of Helmstedt Level Design Document

Date: 2026-07-01
Product path: `unthinkable`
Status: prototype-ready working LDD
Authority: map-specific working document; inherits tactical rules from `research/unthinkable/tactical-vertical-slice-spec.md`, `research/unthinkable/tactical-battle-experiment-plan.md`, and `research/unthinkable/game-rules-inventory.md`
Related rules inventory: `research/unthinkable/conquest-gamemode-rules-inventory.md`

## Purpose

This document defines the first playable tactical map, **Conquest of Helmstedt**, at the level of detail needed to guide EXP-01 through EXP-14. It specifies battlefield intent, lanes, capture-point roles, deployment entries, command-post build sites, readability goals, pacing beats, AI pressure, win/loss flow, save/reload hooks, and validation checks.

This is not a final coordinate sheet, final balance table, art bible, pathfinding mesh, or runtime implementation spec. Exact distances, terrain polygons, resource values, score drain values, unit costs, build times, and final capture math remain prototype tuning.

## Map Intent

Conquest of Helmstedt is a browser-first RTS battlefield for UK/Commonwealth 11th Armoured Division versus Soviet 2nd Guards Tank Army. The map should read as a Central Germany border-town fight after Operation Unthinkable opens: a village edge, road junction, low ridges, tree lines, and flanking resource clusters.

The map proves three playable claims:

1. The player can understand a five-point Conquest layout at a glance.
2. Cover, roads, and command-post construction create tactical choices without a campaign layer.
3. Phase A/B/C escalation and AI pressure remain readable over a 15-25 minute prototype battle.

## Player Fantasy

The player is a 1945 armored battlegroup commander forcing a contested town corridor. The opening should feel like a reconnaissance and foothold fight: light screens, infantry pushing through tree lines, and a Forward Command Post establishing control. The middle should feel like the main body arriving: armor uses roads and ridges, artillery and air liaison become visible investments, and command-score pressure forces choices. The end should feel like an earned commitment: Phase C and wonders arrive only after the Advance Command Post and battlefield control make them plausible.

## Battlefield Landmarks

The prototype map should include these readable landmarks:

| Landmark | Role | Readability notes | Experiment coverage |
|---|---|---|---|
| Western approach road | UK/player off-map road entry and early movement spine | Clear road line, visible deployment arrows, enough verge space for initial groups | EXP-02, EXP-05, EXP-13, EXP-14 |
| Eastern approach road | Soviet/AI off-map road entry and mirrored pressure spine | Clearly hostile direction, supports AI opening capture and reinforcement | EXP-05, EXP-08, EXP-13, EXP-14 |
| Helmstedt road junction | Central command-point arena | Strongest command-score pressure, multiple cover pockets, flanking approach visibility | EXP-02, EXP-04, EXP-07, EXP-13, EXP-14 |
| Village edge | Heavy-cover infantry lane near center | Buildings or prepared positions are legible as heavy cover and vulnerable to artillery/flame/close assault | EXP-03, EXP-07, EXP-09 |
| North tree line | Light-cover flank lane and resource contest | Trees and low walls read as light cover, not impassable forest | EXP-02, EXP-03, EXP-04 |
| South low ridge | Armor overwatch and alternative center pressure | Elevation may be visual-only in early prototype, but line-of-fire should be clear | EXP-02, EXP-07, EXP-11 |
| Rear command yards | Command-post construction areas near each side | Build sites must be visible, targetable, and spatially separate from capture points | EXP-06, EXP-08, EXP-09 |
| Air corridors | Off-map aircraft entry/exit lanes | Telegraph aircraft origin and route without requiring full airfield simulation | EXP-05, EXP-09, EXP-12 |

## Lane Structure

The layout uses three primary lanes with short cross-links:

| Lane | Intent | Capture pressure | Tactical risk |
|---|---|---|---|
| North flank | Infantry, recon, and light vehicles contest a resource point through tree lines and low walls. | Side resource point plus cross-pressure toward center. | Units can be pinned in cover if artillery or armor overwatch is ignored. |
| Center road junction | Main command-score fight around the central command point. | Highest command-score pressure. | Overcommitting center exposes command posts and side income. |
| South flank | Armor and support weapons use a low ridge and road spur to contest the second resource point. | Side resource point plus firing angles into center. | Road speed is strong but predictable; off-road cuts should be readable rather than optimal. |

Cross-links should let units rotate from a side point to center within prototype-readable time, but not so quickly that side commitments are meaningless. Early experiments may fake terrain cost; EXP-02 and EXP-13 should still show destination intent, road preference, and group spacing.

## Deployment Zones And Entries

### Player Deployment

The UK/player starts on the western edge with a Forward Command Post already present. Deployment should show:

- A western road-entry lane for vehicles, infantry transports, guns, and logistics.
- A player deployment zone broad enough to place or queue Phase A groups without stacking.
- A clear forward route to the near north and near south resource points.
- An air-corridor marker for later aircraft arrivals; this is visible in deployment but locked until Air Liaison and relevant card availability.

### AI Deployment

The Soviet/AI starts on the eastern edge with mirrored principles:

- An eastern road-entry lane with enough width for AI groups to enter cleanly.
- A rear command yard for Soviet command-post surfaces.
- Fast access to its two near resource points.
- Air/late commitment corridors that can be telegraphed to the player once prerequisites exist.

### Off-Map Road And Air Entries

Off-map road entries are not spawn closets. They are visible arrival corridors that seed runtime `UnitInstance` records with side, source card id, route, initial position, and initial order. EXP-05 should prove repeated deployment conversion does not duplicate ids or mutate authored card data.

Air entries are transient corridors for aircraft and late commitment telegraphs. Early prototypes can render them as arrows or bands; they must be readable enough for EXP-09 HUD projection and EXP-12 wonder counterplay.

## Capture Points

Conquest of Helmstedt uses exactly five capture points:

| Capture point | Map role | Expected owner pressure | Prototype guidance |
|---|---|---|---|
| CP-NW Resource Point | Player-near north resource point | Usually player-favored early, contestable by AI flank | Teaches resource ownership, light cover, and reinforcement routing. |
| CP-SW Resource Point | Player-near south resource point | Usually player-favored early, vulnerable to armor pressure | Gives the player a second safe-looking but attackable income route. |
| CP-C Command Point | Central command point at Helmstedt road junction | Contested throughout; strongest command-score pressure | Must matter without making side points irrelevant. |
| CP-NE Resource Point | AI-near north resource point | Usually AI-favored early, player raid target later | Creates a reason to push beyond center when ahead. |
| CP-SE Resource Point | AI-near south resource point | Usually AI-favored early, pressure target for armor/support | Lets the player split AI attention and test comeback pressure. |

Ownership controls resource rate and command-score drain. Exact contest radius, capture time, income rate, and drain values are deferred to EXP-04 tuning and later EXP-13/EXP-14 assembly. The LDD requirement is spatial: five points must be visible, reachable, contestable, and useful.

## Command-Post Build Sites

Each side has a rear command yard containing visible build sites for:

- Forward Command Post: present at start, damageable, recovery objective on loss unless no combat force remains.
- Assembly Area: first build choice and infantry depth.
- Motor Pool/Tank Park: Phase B armor and recovery access.
- Artillery Battery/Fire Direction Center: artillery and smoke support gate.
- Air Liaison: air card and air recon gate.
- Advance Command Post: Phase C and wonder slot gate.

Build sites should be near the deployment side but not hidden off-screen. The player must understand which surfaces are built, building, damaged, interrupted, or locked. Sites should be targetable enough for AI attack/defense behavior, but not so exposed that command-post loss becomes the only viable strategy.

## Cover And Readability Goals

Cover should support the rules in the tactical spec:

- Open ground has no shield indicator and applies full incoming suppression/damage.
- Light cover uses trees, walls, hedges, or ditches and reduces suppression and small-arms damage.
- Heavy cover uses buildings or prepared positions and provides stronger mitigation while remaining vulnerable to artillery, flame, and close assault.

The map should make cover cause and effect legible without explanatory modal text. EXP-03 and EXP-07 should show units surviving or breaking because of visible cover state, suppression state, range, health, or retreat/destroyed markers.

## Phase Pacing Beats

### Phase A: Vanguard

Phase A begins with limited deployment, player Forward Command Post online, and near-point capture pressure. The first minutes should emphasize recon, infantry cover, early guns, and light armor. AI should capture its near points and send credible pressure toward center.

Prototype expectations:

- Player can orient camera, select units, issue move orders, and capture near points.
- Center is attractive but risky before main-body support arrives.
- Command-post build sites are visible from the start.

### Phase B: Main Body

Phase B arrives by timer announcement and warning, but unit availability remains command-post-gated. The player and AI should be able to unlock armor, artillery, air support, or recovery through visible surfaces.

Prototype expectations:

- Phase B popup and warnings are legible.
- Comeback discount/upgrade evaluation can run before the transition.
- Motor Pool/Tank Park and support surfaces create visible decisions.
- AI pressure broadens beyond one lane.

### Phase C: Commitment

Phase C arrives by timer warning and popup, then makes Advance Command Post and wonder prerequisites decisive. The late game should not be an instant super-unit drop: declaration, warning, arrival route, and counterplay must be visible.

Prototype expectations:

- Advance Command Post construction is risky and readable.
- Wonder declaration appears only after prerequisites.
- The player can still win by command-score drain, or by destroying the enemy Advance Command Post after Phase C opens.

## AI Pressure Plan

The AI is a slice gate, not polish. On this map, the baseline AI should:

1. Capture CP-NE and CP-SE early.
2. Contest CP-C with at least one Phase A group.
3. Probe one player-near resource point after its own near points are stable.
4. Build Phase B and Phase C surfaces on a readable timetable.
5. Defend damaged command-post surfaces rather than suiciding all units forward.
6. Preserve some units by retreating or repositioning when pinned or badly damaged.
7. Use artillery, air, and wonders only after visible prerequisites.
8. Be able to lose through capture pressure, combat losses, or Advance Command Post destruction.

Acceptable shortcuts remain scripted opening orders, utility-scored attack/defend choices, simplified pathfinding, and deterministic repeatability for tests. The AI must not rely on hidden late powers or cheating visibility for baseline decisions.

## Win/Loss Flow

The map supports the approved Conquest victory and defeat conditions:

- Win by holding enough capture-point value to drain enemy command score.
- Win by destroying the enemy Advance Command Post after Phase C opens.
- Lose if player command score reaches zero.
- Lose if all deployable combat groups are wiped.
- Lose if the Forward Command Post chain is destroyed with no recovery path.

The Forward Command Post loss should create a recovery objective rather than instant defeat unless the player has no viable combat force left. EXP-13 can use a shorter skirmish version, but EXP-14 should support the full 15-25 minute start-to-win/loss flow with victory/defeat banner and placeholder Results Screen/Replay System handoff buttons.

## Save/Reload Hooks

Save/reload must preserve:

- Scenario id: `conquest-of-helmstedt`.
- Phase, timer state, warnings already emitted, and phase transition history.
- Unit ids, source card ids, side, position, facing, health, suppression, veterancy progress, current orders, target references, and cooldowns.
- Capture point ownership, contest state, resource income state, and command-score pressure.
- Command-post surfaces, build queues, progress, damage, interrupted state, and availability gates.
- Battle resources: manpower, fuel, munitions.
- AI intent state, current objective, target point, build-plan step, group assignments, retreat/reposition flags, and cooldowns.
- Wonder declaration/telegraph/activation state when present.
- Local performance and completion logs needed by EXP-11 and EXP-14.

Reload must not duplicate units, lose unlocks, corrupt capture/resource state, reset AI intent incorrectly, or resume simulation while paused.

## Performance And Readability Constraints

The map must remain browser-first:

- Target 60 fps on modern desktop browser.
- Start performance proof around 40-60 active unit groups before expanding.
- Keep draw calls under the provisional ceiling established by EXP-11; current working target is under 100 draw calls.
- Avoid simultaneous-movement hitches for the target unit ceiling.
- Prefer stable marker sizes, clear ownership colors, and restrained terrain detail over dense decorative clutter.
- The battlefield should remain readable at default zoom, with CP-C, command yards, and off-map entries discoverable without hunting.

If the browser cannot meet the ceiling, record desktop-wrapper fallback as packaging, not a gameplay rewrite.

## Experiment Coverage Map

| Map requirement | Experiment coverage |
|---|---|
| Camera, selection, and issuing orders across the battlefield | EXP-01 |
| Lane movement, road preference, group spacing, and destination readability | EXP-02 |
| Open/light/heavy cover and suppression readability | EXP-03, EXP-07 |
| Five capture points, ownership, contesting, resource income, and command-score pressure | EXP-04 |
| Deployment lock, off-map road/air entries, and runtime spawn identity | EXP-05 |
| Command-post build sites, Phase B/C warnings, availability gates, and comeback evaluation | EXP-06 |
| Baseline AI capture, contest, escalation, attack, defend, preserve, and lose behavior | EXP-08 |
| HUD projection for deployment, phase, command posts, captures, resources, alerts, save/pause | EXP-09 |
| Save, autosave, reload, restart, and paused restore | EXP-10 |
| Unit ceiling, frame time, draw calls, save size, and spike logging | EXP-11 |
| Phase C wonder declaration, telegraph, counterplay, and arrival routes | EXP-12 |
| Short compiled skirmish using this map structure | EXP-13 |
| Moderator-ready full 15-25 minute Conquest of Helmstedt battle | EXP-14 |

No new experiment ID is required. The LDD adds map-specific interpretation for existing EXP-01 through EXP-14 coverage.

## Explicit Non-Goals

- No final terrain coordinates or pathfinding mesh.
- No final resource, income, drain, capture-time, build-time, or cost numbers.
- No final art direction, bespoke WW2 asset production, voice, soundtrack, or production audio.
- No campaign map, operational layer, strategic AI, refit economy, persistent veteran rewards, multiplayer, netcode, accounts, analytics infrastructure, production observability, cloud saves, or durable database/storage.
- No full deck builder or alternate map/mode selection.

## Map Validation Checklist

Use this checklist during EXP-04, EXP-13, and EXP-14 playtests:

- Cover usage: players move infantry into light/heavy cover and can tell why open-ground units break faster.
- Center contest: CP-C produces meaningful command-score pressure and a recurring fight without becoming the only objective.
- Side-point relevance: CP-NW, CP-SW, CP-NE, and CP-SE matter for income, flanking, raids, or comeback pressure.
- Command-post legibility: players can identify built, building, damaged, interrupted, locked, and prerequisite command-post surfaces.
- AI pressure: AI captures near points, contests center, escalates command posts, attacks/defends, preserves some units, and can lose.
- Replay intent: after win/loss, the player can name at least one different opening, lane choice, or command-post sequence they want to try.
- Browser performance: no visible simultaneous-movement hitching at the current unit ceiling; performance log identifies frame spikes, unit count, order count, capture checks, combat pairs, UI update cost, and save size.

Rendered Artifact: Conquest Gamemode Rules Inventory

Conquest Gamemode Rules Inventory

Date: 2026-07-01

Product path: unthinkable

Status: focused working register

Authority: Conquest-focused extraction; does not supersede research/unthinkable/game-rules-inventory.md

Related LDD: research/unthinkable/conquest-of-helmstedt-level-design.md

Source docs:

  • research/unthinkable/tactical-vertical-slice-spec.md
  • research/unthinkable/tactical-battle-experiment-plan.md
  • research/unthinkable/game-rules-inventory.md
  • docs/decklist-rules-alignment.md
  • design/unthinkable/deployment-plan-state-model.md

Purpose

This focused inventory collects the rules that specifically shape Conquest of Helmstedt and the first playable Conquest mode. The broad living register remains research/unthinkable/game-rules-inventory.md; this file is a mode-specific extraction for faster prototype alignment.

Statuses:

  • approved: accepted by a canonical or review-approved source.
  • provisional: usable for prototype work, with values or details still tunable.
  • experiment-needed: required or likely, but not yet proven in runtime.
  • deferred: explicitly out of current slice scope.
  • superseded: retained only to preserve context for replaced wording or behavior.

Battle Setup And Map Contract

Rule ID: CNQ-001

Name: Fixed Conquest battle setup

Status: approved

Rule: The first playable tactical slice is a single-player browser-first Conquest battle, UK/Commonwealth 11th Armoured Division vs Soviet 2nd Guards Tank Army, on one fixed tactical map titled Conquest of Helmstedt.

Source: research/unthinkable/tactical-vertical-slice-spec.md sections 1, 2, and 2.1; research/unthinkable/tactical-battle-experiment-plan.md Purpose; broad register rule BTL-001.

Experiment coverage: EXP-00, EXP-13, EXP-14.

Open questions: none for the first slice.

Implementation notes: Assault and Raid naming patterns are future mode patterns, not selectable variants in the current prototype.

Rule ID: CNQ-002

Name: Conquest map readability contract

Status: approved

Rule: The Conquest map is a readable living-diorama battlefield with village edge, road junction, tree lines, low ridges, two flanking capture clusters, visible cover, line-of-fire, command-post construction, and capture ownership.

Source: research/unthinkable/tactical-vertical-slice-spec.md section 2; research/unthinkable/conquest-of-helmstedt-level-design.md Map Intent and Battlefield Landmarks.

Experiment coverage: EXP-01, EXP-02, EXP-03, EXP-04, EXP-09, EXP-13, EXP-14.

Open questions: exact terrain geometry, final art treatment, and final pathfinding mesh.

Implementation notes: Prototype readability is more important than decorative density; early experiments may approximate terrain cost.

Capture Ownership, Score, And Resources

Rule ID: CNQ-003

Name: Five capture points

Status: approved

Rule: Conquest of Helmstedt uses five capture points: two resource points near the player, two resource points near the AI, and one central command point with the strongest command-score pressure.

Source: research/unthinkable/tactical-vertical-slice-spec.md section 5.3; research/unthinkable/tactical-battle-experiment-plan.md EXP-04; broad register rule CSC-003.

Experiment coverage: EXP-04, EXP-13, EXP-14.

Open questions: exact contest radius, capture time, income, and command-score drain math.

Implementation notes: Center must matter without making side-point play irrelevant. Planned contracts include CapturePointState, incomeTick(state, dt), and victoryPressureTick(state, dt).

Rule ID: CNQ-004

Name: Capture ownership controls resources and command-score drain

Status: approved

Rule: Capture ownership controls resource rate and command-score drain. The central command point applies the strongest command-score pressure; resource points support income, flanking, raids, and comeback pressure.

Source: research/unthinkable/tactical-vertical-slice-spec.md section 5.3; research/unthinkable/conquest-of-helmstedt-level-design.md Capture Points; broad register rule CSC-003.

Experiment coverage: EXP-04, EXP-09, EXP-13, EXP-14.

Open questions: final income, drain, capture, contest, and UI magnitude values.

Implementation notes: Keep this as a rules register, not a balance table. Numeric tuning belongs to EXP-04 and later assembly evidence.

Rule ID: CNQ-005

Name: Battle economy resource categories

Status: provisional

Rule: Conquest battle economy uses manpower for baseline deployment and infantry reinforcement, fuel for armor and Motor Pool/Tank Park escalation, and munitions for artillery, smoke, air, and wonder activation.

Source: research/unthinkable/tactical-vertical-slice-spec.md section 6; broad register rule CPF-003.

Experiment coverage: EXP-04, EXP-06, EXP-09, EXP-13, EXP-14.

Open questions: exact income, stockpile, cost, and display values.

Implementation notes: These economy categories are separate from per-unit tactical munitions and fuel charges.

Rule ID: CNQ-006

Name: Central command point

Status: approved

Rule: The central command point is the main Conquest pressure point and should exert the strongest command-score drain while remaining contestable from multiple lanes.

Source: research/unthinkable/tactical-vertical-slice-spec.md section 5.3; research/unthinkable/conquest-of-helmstedt-level-design.md Capture Points and Lane Structure.

Experiment coverage: EXP-02, EXP-04, EXP-07, EXP-13, EXP-14.

Open questions: exact lane timing, cover density, and drain relationship to side points.

Implementation notes: CP-C should generate recurring conflict, but side points must remain valuable for income, flanking, and comeback.

Victory, Defeat, And Resolution

Rule ID: CNQ-007

Name: Conquest victory and defeat

Status: approved

Rule: Win by holding enough capture-point value to drain enemy command score, or by destroying the enemy Advance Command Post after Phase C opens. Lose if player command score reaches zero, all deployable combat groups are wiped, or the Forward Command Post chain is destroyed with no recovery path.

Source: research/unthinkable/tactical-vertical-slice-spec.md section 2; broad register rule BTL-002.

Experiment coverage: EXP-04, EXP-06, EXP-13, EXP-14.

Open questions: exact command-score values, drain rates, and defeat timing.

Implementation notes: The Forward Command Post loss should create a recovery objective rather than instant defeat unless no combat force remains.

Rule ID: CNQ-008

Name: Resolution handoff

Status: approved

Rule: A completed Conquest battle ends in a victory/defeat banner with buttons to placeholder future Results Screen and Replay System surfaces.

Source: research/unthinkable/tactical-battle-experiment-plan.md Tactical Battle Sequence Map, EXP-13, and EXP-14.

Experiment coverage: EXP-13, EXP-14.

Open questions: final results/replay feature scope.

Implementation notes: Results and replay are placeholders in the first playable; battle completion and loss reason should still be logged locally.

Phase Timers, Command Posts, And Availability

Rule ID: CNQ-009

Name: Phase B and Phase C timer announcements

Status: approved

Rule: Phase B and Phase C may arrive on timers with warnings and transition popups. Tactical battle announces phase starts with short newsreel-style labels: Phase A/Vanguard, Phase B/Main Body, and a dynamic Phase C label such as [Nationality] Breakthrough, [Nationality] Commitment, or Stalemate.

Source: research/unthinkable/tactical-battle-experiment-plan.md Tactical Battle Sequence Map; research/unthinkable/tactical-vertical-slice-spec.md sections 6 and 11; broad register rules PHS-001 and PHS-002.

Experiment coverage: EXP-06, EXP-09, EXP-14.

Open questions: exact transition timing, warning cadence, and scenario-specific copy.

Implementation notes: Tactical phases are continuous real-time windows, not turns.

Rule ID: CNQ-010

Name: Command-post-gated availability

Status: approved

Rule: Timer transitions can declare Phase B and Phase C, but deployable unit availability remains gated by built command posts and facilities unless later approval changes the core spec.

Source: research/unthinkable/tactical-battle-experiment-plan.md Tactical Battle Sequence Map; research/unthinkable/tactical-vertical-slice-spec.md section 6; broad register rule PHS-002.

Experiment coverage: EXP-06, EXP-09, EXP-13, EXP-14.

Open questions: exact facility gate matrix and final copy for locked units.

Implementation notes: Timer transition events should refresh availability through availableCards(deck, commandPostState), not through deck mutation.

Rule ID: CNQ-011

Name: Battlefield command-post surfaces

Status: approved

Rule: The command-post system is a small battlefield base. Forward Command Post starts Phase A; Assembly Area supports infantry depth; Motor Pool/Tank Park unlocks Phase B armor and recovery; Artillery Battery/Fire Direction Center unlocks artillery and smoke; Air Liaison unlocks air cards and air recon; Advance Command Post unlocks Phase C and the wonder slot.

Source: research/unthinkable/tactical-vertical-slice-spec.md section 6; broad register rule CPF-001; research/unthinkable/conquest-of-helmstedt-level-design.md Command-Post Build Sites.

Experiment coverage: EXP-06, EXP-09, EXP-13, EXP-14.

Open questions: exact facility gate matrix, faction-specific display names, and command-yard geometry.

Implementation notes: Use planned CommandPostState, buildCommandPost(kind), commandPostTick(dt), and related contracts only after EXP-06 proves them.

Rule ID: CNQ-012

Name: Phase progression comeback upgrade

Status: approved

Rule: On Phase A to B and Phase B to C, the tactical runtime snapshots score pressure before advancing. If exactly one side is meaningfully behind, that side receives one automatic free command-structure upgrade.

Source: research/unthinkable/tactical-vertical-slice-spec.md section 6.1; docs/decklist-rules-alignment.md Phase Progression Comeback Rule; broad register rule PHS-003.

Experiment coverage: EXP-06, EXP-10, EXP-14.

Open questions: threshold tuning, with 20% of victory target as provisional starting point.

Implementation notes: The award must not grant score, units, wonders, requisition, income, resource stockpile, facility, or combat effect. Player-facing copy should use pressure-relief wording such as Emergency command upgrade granted.

Deployment And Off-Map Entries

Rule ID: CNQ-013

Name: Deployment queue to runtime spawn

Status: experiment-needed

Rule: Deployment Plan output converts to Phase A runtime spawns with deployment lock/timer commit, off-map road or air-corridor arrival seeds, stable UnitInstance identity, initial placement, initial orders, and transport/passenger seed state where applicable.

Source: research/unthinkable/tactical-battle-experiment-plan.md EXP-05; research/unthinkable/conquest-of-helmstedt-level-design.md Deployment Zones And Entries.

Experiment coverage: EXP-05, EXP-13, EXP-14.

Open questions: final spawn spacing, route timing, and transport/remount scope.

Implementation notes: Repeated spawn from the same input must not duplicate ids or mutate authored card data.

Rule ID: CNQ-014

Name: Off-map road and air entry readability

Status: approved

Rule: Road entries and air corridors must be visible arrival surfaces, not hidden spawn closets. They should communicate origin, route, and timing for reinforcements, aircraft, and late commitments.

Source: research/unthinkable/conquest-of-helmstedt-level-design.md Off-Map Road And Air Entries; research/unthinkable/tactical-battle-experiment-plan.md EXP-05, EXP-09, and EXP-12.

Experiment coverage: EXP-05, EXP-09, EXP-12, EXP-13, EXP-14.

Open questions: final route art, aircraft timing, and arrival UI.

Implementation notes: Early prototypes may render entries as arrows or bands if state and counterplay remain clear.

AI Obligations

Rule ID: CNQ-015

Name: Baseline Conquest AI pressure

Status: experiment-needed

Rule: AI must capture nearby points, contest center, build Phase B/C surfaces, preserve some units, use artillery/air/wonders only after prerequisites, defend damaged command-post surfaces, avoid cheating visibility for baseline decisions, and be able to lose.

Source: research/unthinkable/tactical-vertical-slice-spec.md section 8; research/unthinkable/tactical-battle-experiment-plan.md EXP-08; broad register rule SYS-001.

Experiment coverage: EXP-08, EXP-13, EXP-14.

Open questions: final difficulty tuning, lane weighting, and production-grade tactical AI.

Implementation notes: Planned serializable contract is AiIntentState with current objective, target point, build-plan step, group assignments, retreat/reposition flags, and cooldowns.

Rule ID: CNQ-016

Name: AI Conquest opening expectations

Status: provisional

Rule: On Conquest of Helmstedt, AI should capture its two near resource points early, contest the central command point, probe one player-near resource point after stabilizing, escalate command posts on a readable timetable, and defend damaged command surfaces.

Source: research/unthinkable/conquest-of-helmstedt-level-design.md AI Pressure Plan.

Experiment coverage: EXP-08, EXP-13, EXP-14.

Open questions: exact build order, target scoring, retreat thresholds, and lane timing.

Implementation notes: Scripted openings and deterministic repeatability are acceptable prototype shortcuts.

Save, Reload, HUD, And Performance

Rule ID: CNQ-017

Name: Conquest save/reload state

Status: experiment-needed

Rule: Save/reload must preserve scenario id, phase and warning state, units, capture ownership/contest state, command-score pressure, resources, command-post surfaces, build queues, AI plan state, cooldowns, orders, and wonder telegraph state.

Source: research/unthinkable/tactical-vertical-slice-spec.md section 9; research/unthinkable/tactical-battle-experiment-plan.md EXP-10; research/unthinkable/conquest-of-helmstedt-level-design.md Save/Reload Hooks; broad register rule SYS-002.

Experiment coverage: EXP-10, EXP-14.

Open questions: schema versioning, validation details, and final storage format.

Implementation notes: Reload must not duplicate entities, lose unlocks, corrupt capture/resource state, reset AI intent incorrectly, or resume simulation while paused.

Rule ID: CNQ-018

Name: Tactical HUD projection for Conquest

Status: experiment-needed

Rule: The HUD must project selected unit state, cover preview, capture ownership, command-post surfaces, build progress, unlocked phases, deployable roster, resources, wonder checklist/telegraph, pause/save/autosave status, and AI pressure without exposing hidden AI state.

Source: research/unthinkable/tactical-vertical-slice-spec.md section 11; research/unthinkable/tactical-battle-experiment-plan.md EXP-09; broad register rule SYS-004.

Experiment coverage: EXP-09, EXP-13, EXP-14.

Open questions: final visual design, card-detail parity, and minimap-lite presentation.

Implementation notes: Planned contract is projectBattleUi(state) returning read-only projections.

Rule ID: CNQ-019

Name: Browser performance constraints

Status: experiment-needed

Rule: The first playable Conquest prototype targets 60 fps on modern desktop browser, a representative ceiling starting around 40-60 active unit groups, no visible simultaneous-movement hitches, save/restore without duplicate entities, and performance logging for frame spikes.

Source: research/unthinkable/tactical-vertical-slice-spec.md section 10; research/unthinkable/tactical-battle-experiment-plan.md EXP-11; research/unthinkable/conquest-of-helmstedt-level-design.md Performance And Readability Constraints; broad register rule SYS-003.

Experiment coverage: EXP-11, EXP-14.

Open questions: actual ceiling, draw-call budget, and worst-frame sources.

Implementation notes: If browser cannot meet the ceiling, desktop-wrapper fallback is packaging, not gameplay rewrite.

Wonders And Phase C

Rule ID: CNQ-020

Name: Conquest wonder governance

Status: approved

Rule: Each side has exactly one active wonder slot in the slice. Active wonders must be Phase C, require Advance Command Post and battlefield-control prerequisites, telegraph before effect, be one-use or long-cooldown, and show source caveat for stretch or what-if content.

Source: research/unthinkable/tactical-vertical-slice-spec.md section 7; docs/decklist-rules-alignment.md Wonder Governance; broad register rule SYS-005.

Experiment coverage: EXP-12, EXP-14.

Open questions: final balance, activation route, and alternate wonder roster.

Implementation notes: Preferred slice wonders are Trial Centurion Mk1 and IS-3 Guards Shock Group.

Rule ID: CNQ-021

Name: Wonder telegraph and counterplay

Status: experiment-needed

Rule: UK Centurion and Soviet IS-3 commitments must be gated, declared to all players, telegraphed, and answerable. They cannot appear before Advance Command Post and battlefield-control prerequisites.

Source: research/unthinkable/tactical-battle-experiment-plan.md EXP-12; research/unthinkable/tactical-vertical-slice-spec.md sections 3.1, 3.2, and 7; broad register rule SYS-006.

Experiment coverage: EXP-12, EXP-14.

Open questions: counterplay timing and exact activation route.

Implementation notes: Planned contract is WonderState with brought commitment, prerequisites, source caveat, declaration, warning, activation, cooldown/use count, arrival route, and counterplay status.

Explicit Deferrals

Rule ID: CNQ-022

Name: Conquest final balance values

Status: deferred

Rule: Exact command-score target, drain rates, capture times, contest radii, resource income, resource stockpiles, unit costs, build times, cooldowns, and final phase timings are deferred from this inventory.

Source: research/unthinkable/tactical-vertical-slice-spec.md sections 3.3, 6, and 13; research/unthinkable/tactical-battle-experiment-plan.md Experiment Rules.

Experiment coverage: EXP-04, EXP-06, EXP-11, EXP-13, EXP-14 collect evidence but do not lock final values.

Open questions: all final numeric tuning.

Implementation notes: Use prototype values only when an experiment needs runnable behavior; record them as tuning, not canonical balance.

Rule ID: CNQ-023

Name: Out-of-scope Conquest systems

Status: deferred

Rule: Current Conquest slice excludes campaign map, formation-token movement, auto-resolve, strategic AI, refit economy, multiplayer, netcode, matchmaking, accounts, payments, analytics infrastructure, production observability, full deck builder, all Central Germany decks, final art/audio, production content tooling, cloud saves, and durable database/storage decisions.

Source: research/unthinkable/tactical-vertical-slice-spec.md section 13; research/unthinkable/tactical-battle-experiment-plan.md Active Deferrals; broad register rule DEF-001.

Experiment coverage: none yet.

Open questions: future roadmap sequencing.

Implementation notes: Do not reopen these during localized tactical experiments unless later approval changes scope.

Rule ID: CNQ-024

Name: Deferred manual engineering/smoke/grenade mechanics

Status: deferred

Rule: Full manual demo charges, mines, Bangalore breach, smoke-laying, aircraft smoke-laying, manual grenade throws, detailed minimum-range geometry, real crew-lay timing, and burst/sustained-fire modeling are deferred from first Conquest proof unless a later localized experiment promotes them.

Source: research/unthinkable/tactical-vertical-slice-spec.md sections 4.2, 6.2, and 13; broad register rules CBT-003 through CBT-006.

Experiment coverage: none yet.

Open questions: future sim model and ability timing details.

Implementation notes: Current slice can use existing simplified combat and compact ability metadata while keeping these mechanics out of the Conquest critical path.

Experiment Coverage Summary

Conquest concernCoverage
Five-point capture, resources, and command-score pressureEXP-04, EXP-13, EXP-14
Deployment entries and runtime spawn identityEXP-05, EXP-13, EXP-14
Phase timers, command posts, availability gates, and comeback upgradeEXP-06, EXP-09, EXP-14
AI capture/escalation/attack/defense/preserve/loss behaviorEXP-08, EXP-13, EXP-14
HUD, save/reload, performance, and win/loss completionEXP-09, EXP-10, EXP-11, EXP-13, EXP-14
Phase C wonder telegraph and counterplayEXP-12, EXP-14

No new experiment ID is required by this focused inventory. Existing EXP-01 through EXP-14 cover the needed proof work.

Source markdown
# Conquest Gamemode Rules Inventory

Date: 2026-07-01
Product path: `unthinkable`
Status: focused working register
Authority: Conquest-focused extraction; does not supersede `research/unthinkable/game-rules-inventory.md`
Related LDD: `research/unthinkable/conquest-of-helmstedt-level-design.md`
Source docs:
- `research/unthinkable/tactical-vertical-slice-spec.md`
- `research/unthinkable/tactical-battle-experiment-plan.md`
- `research/unthinkable/game-rules-inventory.md`
- `docs/decklist-rules-alignment.md`
- `design/unthinkable/deployment-plan-state-model.md`

## Purpose

This focused inventory collects the rules that specifically shape Conquest of Helmstedt and the first playable Conquest mode. The broad living register remains `research/unthinkable/game-rules-inventory.md`; this file is a mode-specific extraction for faster prototype alignment.

Statuses:

- `approved`: accepted by a canonical or review-approved source.
- `provisional`: usable for prototype work, with values or details still tunable.
- `experiment-needed`: required or likely, but not yet proven in runtime.
- `deferred`: explicitly out of current slice scope.
- `superseded`: retained only to preserve context for replaced wording or behavior.

## Battle Setup And Map Contract

### Rule ID: CNQ-001
Name: Fixed Conquest battle setup
Status: approved
Rule: The first playable tactical slice is a single-player browser-first Conquest battle, UK/Commonwealth 11th Armoured Division vs Soviet 2nd Guards Tank Army, on one fixed tactical map titled `Conquest of Helmstedt`.
Source: `research/unthinkable/tactical-vertical-slice-spec.md` sections 1, 2, and 2.1; `research/unthinkable/tactical-battle-experiment-plan.md` Purpose; broad register rule BTL-001.
Experiment coverage: EXP-00, EXP-13, EXP-14.
Open questions: none for the first slice.
Implementation notes: Assault and Raid naming patterns are future mode patterns, not selectable variants in the current prototype.

### Rule ID: CNQ-002
Name: Conquest map readability contract
Status: approved
Rule: The Conquest map is a readable living-diorama battlefield with village edge, road junction, tree lines, low ridges, two flanking capture clusters, visible cover, line-of-fire, command-post construction, and capture ownership.
Source: `research/unthinkable/tactical-vertical-slice-spec.md` section 2; `research/unthinkable/conquest-of-helmstedt-level-design.md` Map Intent and Battlefield Landmarks.
Experiment coverage: EXP-01, EXP-02, EXP-03, EXP-04, EXP-09, EXP-13, EXP-14.
Open questions: exact terrain geometry, final art treatment, and final pathfinding mesh.
Implementation notes: Prototype readability is more important than decorative density; early experiments may approximate terrain cost.

## Capture Ownership, Score, And Resources

### Rule ID: CNQ-003
Name: Five capture points
Status: approved
Rule: Conquest of Helmstedt uses five capture points: two resource points near the player, two resource points near the AI, and one central command point with the strongest command-score pressure.
Source: `research/unthinkable/tactical-vertical-slice-spec.md` section 5.3; `research/unthinkable/tactical-battle-experiment-plan.md` EXP-04; broad register rule CSC-003.
Experiment coverage: EXP-04, EXP-13, EXP-14.
Open questions: exact contest radius, capture time, income, and command-score drain math.
Implementation notes: Center must matter without making side-point play irrelevant. Planned contracts include `CapturePointState`, `incomeTick(state, dt)`, and `victoryPressureTick(state, dt)`.

### Rule ID: CNQ-004
Name: Capture ownership controls resources and command-score drain
Status: approved
Rule: Capture ownership controls resource rate and command-score drain. The central command point applies the strongest command-score pressure; resource points support income, flanking, raids, and comeback pressure.
Source: `research/unthinkable/tactical-vertical-slice-spec.md` section 5.3; `research/unthinkable/conquest-of-helmstedt-level-design.md` Capture Points; broad register rule CSC-003.
Experiment coverage: EXP-04, EXP-09, EXP-13, EXP-14.
Open questions: final income, drain, capture, contest, and UI magnitude values.
Implementation notes: Keep this as a rules register, not a balance table. Numeric tuning belongs to EXP-04 and later assembly evidence.

### Rule ID: CNQ-005
Name: Battle economy resource categories
Status: provisional
Rule: Conquest battle economy uses manpower for baseline deployment and infantry reinforcement, fuel for armor and Motor Pool/Tank Park escalation, and munitions for artillery, smoke, air, and wonder activation.
Source: `research/unthinkable/tactical-vertical-slice-spec.md` section 6; broad register rule CPF-003.
Experiment coverage: EXP-04, EXP-06, EXP-09, EXP-13, EXP-14.
Open questions: exact income, stockpile, cost, and display values.
Implementation notes: These economy categories are separate from per-unit tactical munitions and fuel charges.

### Rule ID: CNQ-006
Name: Central command point
Status: approved
Rule: The central command point is the main Conquest pressure point and should exert the strongest command-score drain while remaining contestable from multiple lanes.
Source: `research/unthinkable/tactical-vertical-slice-spec.md` section 5.3; `research/unthinkable/conquest-of-helmstedt-level-design.md` Capture Points and Lane Structure.
Experiment coverage: EXP-02, EXP-04, EXP-07, EXP-13, EXP-14.
Open questions: exact lane timing, cover density, and drain relationship to side points.
Implementation notes: CP-C should generate recurring conflict, but side points must remain valuable for income, flanking, and comeback.

## Victory, Defeat, And Resolution

### Rule ID: CNQ-007
Name: Conquest victory and defeat
Status: approved
Rule: Win by holding enough capture-point value to drain enemy command score, or by destroying the enemy Advance Command Post after Phase C opens. Lose if player command score reaches zero, all deployable combat groups are wiped, or the Forward Command Post chain is destroyed with no recovery path.
Source: `research/unthinkable/tactical-vertical-slice-spec.md` section 2; broad register rule BTL-002.
Experiment coverage: EXP-04, EXP-06, EXP-13, EXP-14.
Open questions: exact command-score values, drain rates, and defeat timing.
Implementation notes: The Forward Command Post loss should create a recovery objective rather than instant defeat unless no combat force remains.

### Rule ID: CNQ-008
Name: Resolution handoff
Status: approved
Rule: A completed Conquest battle ends in a victory/defeat banner with buttons to placeholder future `Results Screen` and `Replay System` surfaces.
Source: `research/unthinkable/tactical-battle-experiment-plan.md` Tactical Battle Sequence Map, EXP-13, and EXP-14.
Experiment coverage: EXP-13, EXP-14.
Open questions: final results/replay feature scope.
Implementation notes: Results and replay are placeholders in the first playable; battle completion and loss reason should still be logged locally.

## Phase Timers, Command Posts, And Availability

### Rule ID: CNQ-009
Name: Phase B and Phase C timer announcements
Status: approved
Rule: Phase B and Phase C may arrive on timers with warnings and transition popups. Tactical battle announces phase starts with short newsreel-style labels: Phase A/Vanguard, Phase B/Main Body, and a dynamic Phase C label such as `[Nationality] Breakthrough`, `[Nationality] Commitment`, or `Stalemate`.
Source: `research/unthinkable/tactical-battle-experiment-plan.md` Tactical Battle Sequence Map; `research/unthinkable/tactical-vertical-slice-spec.md` sections 6 and 11; broad register rules PHS-001 and PHS-002.
Experiment coverage: EXP-06, EXP-09, EXP-14.
Open questions: exact transition timing, warning cadence, and scenario-specific copy.
Implementation notes: Tactical phases are continuous real-time windows, not turns.

### Rule ID: CNQ-010
Name: Command-post-gated availability
Status: approved
Rule: Timer transitions can declare Phase B and Phase C, but deployable unit availability remains gated by built command posts and facilities unless later approval changes the core spec.
Source: `research/unthinkable/tactical-battle-experiment-plan.md` Tactical Battle Sequence Map; `research/unthinkable/tactical-vertical-slice-spec.md` section 6; broad register rule PHS-002.
Experiment coverage: EXP-06, EXP-09, EXP-13, EXP-14.
Open questions: exact facility gate matrix and final copy for locked units.
Implementation notes: Timer transition events should refresh availability through `availableCards(deck, commandPostState)`, not through deck mutation.

### Rule ID: CNQ-011
Name: Battlefield command-post surfaces
Status: approved
Rule: The command-post system is a small battlefield base. Forward Command Post starts Phase A; Assembly Area supports infantry depth; Motor Pool/Tank Park unlocks Phase B armor and recovery; Artillery Battery/Fire Direction Center unlocks artillery and smoke; Air Liaison unlocks air cards and air recon; Advance Command Post unlocks Phase C and the wonder slot.
Source: `research/unthinkable/tactical-vertical-slice-spec.md` section 6; broad register rule CPF-001; `research/unthinkable/conquest-of-helmstedt-level-design.md` Command-Post Build Sites.
Experiment coverage: EXP-06, EXP-09, EXP-13, EXP-14.
Open questions: exact facility gate matrix, faction-specific display names, and command-yard geometry.
Implementation notes: Use planned `CommandPostState`, `buildCommandPost(kind)`, `commandPostTick(dt)`, and related contracts only after EXP-06 proves them.

### Rule ID: CNQ-012
Name: Phase progression comeback upgrade
Status: approved
Rule: On Phase A to B and Phase B to C, the tactical runtime snapshots score pressure before advancing. If exactly one side is meaningfully behind, that side receives one automatic free command-structure upgrade.
Source: `research/unthinkable/tactical-vertical-slice-spec.md` section 6.1; `docs/decklist-rules-alignment.md` Phase Progression Comeback Rule; broad register rule PHS-003.
Experiment coverage: EXP-06, EXP-10, EXP-14.
Open questions: threshold tuning, with 20% of victory target as provisional starting point.
Implementation notes: The award must not grant score, units, wonders, requisition, income, resource stockpile, facility, or combat effect. Player-facing copy should use pressure-relief wording such as `Emergency command upgrade granted`.

## Deployment And Off-Map Entries

### Rule ID: CNQ-013
Name: Deployment queue to runtime spawn
Status: experiment-needed
Rule: Deployment Plan output converts to Phase A runtime spawns with deployment lock/timer commit, off-map road or air-corridor arrival seeds, stable `UnitInstance` identity, initial placement, initial orders, and transport/passenger seed state where applicable.
Source: `research/unthinkable/tactical-battle-experiment-plan.md` EXP-05; `research/unthinkable/conquest-of-helmstedt-level-design.md` Deployment Zones And Entries.
Experiment coverage: EXP-05, EXP-13, EXP-14.
Open questions: final spawn spacing, route timing, and transport/remount scope.
Implementation notes: Repeated spawn from the same input must not duplicate ids or mutate authored card data.

### Rule ID: CNQ-014
Name: Off-map road and air entry readability
Status: approved
Rule: Road entries and air corridors must be visible arrival surfaces, not hidden spawn closets. They should communicate origin, route, and timing for reinforcements, aircraft, and late commitments.
Source: `research/unthinkable/conquest-of-helmstedt-level-design.md` Off-Map Road And Air Entries; `research/unthinkable/tactical-battle-experiment-plan.md` EXP-05, EXP-09, and EXP-12.
Experiment coverage: EXP-05, EXP-09, EXP-12, EXP-13, EXP-14.
Open questions: final route art, aircraft timing, and arrival UI.
Implementation notes: Early prototypes may render entries as arrows or bands if state and counterplay remain clear.

## AI Obligations

### Rule ID: CNQ-015
Name: Baseline Conquest AI pressure
Status: experiment-needed
Rule: AI must capture nearby points, contest center, build Phase B/C surfaces, preserve some units, use artillery/air/wonders only after prerequisites, defend damaged command-post surfaces, avoid cheating visibility for baseline decisions, and be able to lose.
Source: `research/unthinkable/tactical-vertical-slice-spec.md` section 8; `research/unthinkable/tactical-battle-experiment-plan.md` EXP-08; broad register rule SYS-001.
Experiment coverage: EXP-08, EXP-13, EXP-14.
Open questions: final difficulty tuning, lane weighting, and production-grade tactical AI.
Implementation notes: Planned serializable contract is `AiIntentState` with current objective, target point, build-plan step, group assignments, retreat/reposition flags, and cooldowns.

### Rule ID: CNQ-016
Name: AI Conquest opening expectations
Status: provisional
Rule: On Conquest of Helmstedt, AI should capture its two near resource points early, contest the central command point, probe one player-near resource point after stabilizing, escalate command posts on a readable timetable, and defend damaged command surfaces.
Source: `research/unthinkable/conquest-of-helmstedt-level-design.md` AI Pressure Plan.
Experiment coverage: EXP-08, EXP-13, EXP-14.
Open questions: exact build order, target scoring, retreat thresholds, and lane timing.
Implementation notes: Scripted openings and deterministic repeatability are acceptable prototype shortcuts.

## Save, Reload, HUD, And Performance

### Rule ID: CNQ-017
Name: Conquest save/reload state
Status: experiment-needed
Rule: Save/reload must preserve scenario id, phase and warning state, units, capture ownership/contest state, command-score pressure, resources, command-post surfaces, build queues, AI plan state, cooldowns, orders, and wonder telegraph state.
Source: `research/unthinkable/tactical-vertical-slice-spec.md` section 9; `research/unthinkable/tactical-battle-experiment-plan.md` EXP-10; `research/unthinkable/conquest-of-helmstedt-level-design.md` Save/Reload Hooks; broad register rule SYS-002.
Experiment coverage: EXP-10, EXP-14.
Open questions: schema versioning, validation details, and final storage format.
Implementation notes: Reload must not duplicate entities, lose unlocks, corrupt capture/resource state, reset AI intent incorrectly, or resume simulation while paused.

### Rule ID: CNQ-018
Name: Tactical HUD projection for Conquest
Status: experiment-needed
Rule: The HUD must project selected unit state, cover preview, capture ownership, command-post surfaces, build progress, unlocked phases, deployable roster, resources, wonder checklist/telegraph, pause/save/autosave status, and AI pressure without exposing hidden AI state.
Source: `research/unthinkable/tactical-vertical-slice-spec.md` section 11; `research/unthinkable/tactical-battle-experiment-plan.md` EXP-09; broad register rule SYS-004.
Experiment coverage: EXP-09, EXP-13, EXP-14.
Open questions: final visual design, card-detail parity, and minimap-lite presentation.
Implementation notes: Planned contract is `projectBattleUi(state)` returning read-only projections.

### Rule ID: CNQ-019
Name: Browser performance constraints
Status: experiment-needed
Rule: The first playable Conquest prototype targets 60 fps on modern desktop browser, a representative ceiling starting around 40-60 active unit groups, no visible simultaneous-movement hitches, save/restore without duplicate entities, and performance logging for frame spikes.
Source: `research/unthinkable/tactical-vertical-slice-spec.md` section 10; `research/unthinkable/tactical-battle-experiment-plan.md` EXP-11; `research/unthinkable/conquest-of-helmstedt-level-design.md` Performance And Readability Constraints; broad register rule SYS-003.
Experiment coverage: EXP-11, EXP-14.
Open questions: actual ceiling, draw-call budget, and worst-frame sources.
Implementation notes: If browser cannot meet the ceiling, desktop-wrapper fallback is packaging, not gameplay rewrite.

## Wonders And Phase C

### Rule ID: CNQ-020
Name: Conquest wonder governance
Status: approved
Rule: Each side has exactly one active wonder slot in the slice. Active wonders must be Phase C, require Advance Command Post and battlefield-control prerequisites, telegraph before effect, be one-use or long-cooldown, and show source caveat for stretch or what-if content.
Source: `research/unthinkable/tactical-vertical-slice-spec.md` section 7; `docs/decklist-rules-alignment.md` Wonder Governance; broad register rule SYS-005.
Experiment coverage: EXP-12, EXP-14.
Open questions: final balance, activation route, and alternate wonder roster.
Implementation notes: Preferred slice wonders are Trial Centurion Mk1 and IS-3 Guards Shock Group.

### Rule ID: CNQ-021
Name: Wonder telegraph and counterplay
Status: experiment-needed
Rule: UK Centurion and Soviet IS-3 commitments must be gated, declared to all players, telegraphed, and answerable. They cannot appear before Advance Command Post and battlefield-control prerequisites.
Source: `research/unthinkable/tactical-battle-experiment-plan.md` EXP-12; `research/unthinkable/tactical-vertical-slice-spec.md` sections 3.1, 3.2, and 7; broad register rule SYS-006.
Experiment coverage: EXP-12, EXP-14.
Open questions: counterplay timing and exact activation route.
Implementation notes: Planned contract is `WonderState` with brought commitment, prerequisites, source caveat, declaration, warning, activation, cooldown/use count, arrival route, and counterplay status.

## Explicit Deferrals

### Rule ID: CNQ-022
Name: Conquest final balance values
Status: deferred
Rule: Exact command-score target, drain rates, capture times, contest radii, resource income, resource stockpiles, unit costs, build times, cooldowns, and final phase timings are deferred from this inventory.
Source: `research/unthinkable/tactical-vertical-slice-spec.md` sections 3.3, 6, and 13; `research/unthinkable/tactical-battle-experiment-plan.md` Experiment Rules.
Experiment coverage: EXP-04, EXP-06, EXP-11, EXP-13, EXP-14 collect evidence but do not lock final values.
Open questions: all final numeric tuning.
Implementation notes: Use prototype values only when an experiment needs runnable behavior; record them as tuning, not canonical balance.

### Rule ID: CNQ-023
Name: Out-of-scope Conquest systems
Status: deferred
Rule: Current Conquest slice excludes campaign map, formation-token movement, auto-resolve, strategic AI, refit economy, multiplayer, netcode, matchmaking, accounts, payments, analytics infrastructure, production observability, full deck builder, all Central Germany decks, final art/audio, production content tooling, cloud saves, and durable database/storage decisions.
Source: `research/unthinkable/tactical-vertical-slice-spec.md` section 13; `research/unthinkable/tactical-battle-experiment-plan.md` Active Deferrals; broad register rule DEF-001.
Experiment coverage: none yet.
Open questions: future roadmap sequencing.
Implementation notes: Do not reopen these during localized tactical experiments unless later approval changes scope.

### Rule ID: CNQ-024
Name: Deferred manual engineering/smoke/grenade mechanics
Status: deferred
Rule: Full manual demo charges, mines, Bangalore breach, smoke-laying, aircraft smoke-laying, manual grenade throws, detailed minimum-range geometry, real crew-lay timing, and burst/sustained-fire modeling are deferred from first Conquest proof unless a later localized experiment promotes them.
Source: `research/unthinkable/tactical-vertical-slice-spec.md` sections 4.2, 6.2, and 13; broad register rules CBT-003 through CBT-006.
Experiment coverage: none yet.
Open questions: future sim model and ability timing details.
Implementation notes: Current slice can use existing simplified combat and compact ability metadata while keeping these mechanics out of the Conquest critical path.

## Experiment Coverage Summary

| Conquest concern | Coverage |
|---|---|
| Five-point capture, resources, and command-score pressure | EXP-04, EXP-13, EXP-14 |
| Deployment entries and runtime spawn identity | EXP-05, EXP-13, EXP-14 |
| Phase timers, command posts, availability gates, and comeback upgrade | EXP-06, EXP-09, EXP-14 |
| AI capture/escalation/attack/defense/preserve/loss behavior | EXP-08, EXP-13, EXP-14 |
| HUD, save/reload, performance, and win/loss completion | EXP-09, EXP-10, EXP-11, EXP-13, EXP-14 |
| Phase C wonder telegraph and counterplay | EXP-12, EXP-14 |

No new experiment ID is required by this focused inventory. Existing EXP-01 through EXP-14 cover the needed proof work.

Evidence Matrix

ClaimRepo evidenceInferenceConfidenceDecision impact
First playable is Conquest of Helmstedt.tactical-vertical-slice-spec.md section 2; broad register BTL-001.The LDD should name one fixed Conquest map and avoid mode variants.HighApprove or correct the fixed map contract.
Five capture points are required.Spec section 5.3; broad register CSC-003; EXP-04.LDD and rules inventory must include two player-near resource points, two AI-near resource points, and one central command point.HighApprove capture layout before EXP-04/13/14.
Availability remains command-post gated despite phase timers.Experiment plan sequence map; broad register PHS-002 and CPF-001.Rules inventory should separate timer announcements from deployable availability.HighPrevents EXP-06 from mutating deck availability by timer alone.
No new experiment ID is needed.EXP-01 through EXP-14 already cover input, movement, cover, capture, spawn, command posts, AI, HUD, save, performance, wonders, and assembly.The LDD adds map specificity without exposing a distinct proof gap.HighImplementation may continue with EXP-01 after approval.
Final numeric balance is deferred.Spec fixture rule and deferrals; experiment plan rules.Both new docs should avoid final score, income, cost, and drain values.HighKeeps the artifacts prototype-ready without pretending balance is locked.

Review Gates

LDD coverage

Does the LDD cover map intent, landmarks, lanes, deployment entries, five capture points, command-post build sites, cover/readability, phases, AI pressure, win/loss, save/reload, performance, and validation checks?

Conquest rules accuracy

Does the focused inventory accurately extract Conquest setup, capture scoring, resources, central command point, win/loss, phase/command-post gates, comeback behavior, AI obligations, resolution, and deferrals?

Experiment mapping

Is it acceptable that the docs map to existing EXP-01 through EXP-14 without creating a new experiment ID?

Artifact paths

Are the proposed canonical paths correct?

Implementation route

After approval, may implementation continue with EXP-01 Camera And Selection Controls first?

Compile Responses

Answer any gate or select section feedback, then compile YAML for the next agent pass.

No responses compiled yet.