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superseded: retained only to preserve context for replaced wording or behavior.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.
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.