Game Fantasy — Omega War

skill: game-fantasy · researched and confirmed 2026-06-10

alignment_status: confirmed · confirmation date 2026-06-10
Confirmed artifacts: research/game-fantasy.md (canonical fantasy research), research/glossary.md (4 approved terms appended; 9 total).
Approval source: final compiled YAML, 2026-06-10 — 12 answers, all affirmative (fantasy approved as written; spark = blend/July-Crisis chain; narration approved as written; all five pillars adopted; hook 1 premise-led; tone register B; evidence sufficient; canonical write approved; all 4 glossary terms approved). The YAML was compiled from a stale pre-revision-3 tab, so the two revision-#3 gates — Fronts & Ladder = approve-set-and-ladder and First Front = central-germany — were confirmed in chat (AskUserQuestion, 2026-06-10) after the YAML submission. 14 of 14 required decisions recorded. Two user notes rode along on the YAML (equipment research; narration presentation) — recorded in the approval record below and in the canonical artifact.
What changed during confirmation: canonical and glossary files written; working packet archived to docs/history/archive/2026-06-10/190301/research/_working/ and removed; the Stage-1 route was adjusted (arsenal-1945 equipment study runs next, before /game-genre-map); gate controls on this page converted to the read-only records shown inline.
This page is finished but amendable: it is current for the completed alignment cycle. Later research may amend it only by archiving this confirmed page first and highlighting what changed. Confirmed means approved/current — research caveats below remain live, not resolved.

1. Approval Record

Stage 1 — research scope (approved 2026-06-10): FRQ1–FRQ7 as proposed (deliverable shape: player fantasy + per-segment variants, 3–5 emotional pillars, vibe references, 2–4 hook candidates with one recommended, minutes-0–30 first-session promise; non-goals: no genre mapping, no comparable teardowns, no store assets, no mechanics design, no audience-evidence re-collection). All four source categories (F1 comparables' marketing language, F2 player emotional language, F3 premise emotional framing, F4 hook & first-session patterns); exhaustive sweep; assumptions F-A1–F-A5 accepted (F-A2 tone and F-A3 hook-lead flagged as the open ones — both got gates). Working packet at research/_working/preliminary-game-fantasy-research.md; Stage 3 file set approved; post-approval route as approved at Stage 1: continue to /game-genre-map (adjusted at Stage 3 — see below).

Stage 2 — research execution + 3 feedback revisions (2026-06-10): exhaustive sweep in the main session (~18 search batches + 12 fetches). Method note (carried from the audience cycle): research subagents have no web access in this environment; the sweep ran in the main loop. Stopping rule honored — final batches produced only no-link results or repeats. Three Stage-2 feedback cycles, each with a targeted mini-sweep:
  • Revision #1 — fantasy statement read one-sided ("the Allies turn on the Soviet Union"); rewritten spark-driven/two-sided per the WARNO/Wargame lore pattern (Franz Ferdinand → July Crisis analogy); new FRQ4 Claim 4.2 (spark candidates, Eugen divergence precedent, "1946 arsenal" equipment evidence); new Spark-Event gate.
  • Revision #2 — five spark-variant narrations converged into one cohesive storyline (capitulation → real history → descent → divergences → WW3); Eugen lore-presentation study added (FRQ4 Claim 4.3 — the two-surface grammar: documentarian timeline vs. angled briefings); the ~390-word narration written; new Premise-Narration gate; spark chain confirmed in chat = blend/July-Crisis (blend-multi-event pre-checked).
  • Revision #3 — fronts question from chat (Norway, Germany/Poland, Czechoslovakia/Hungary, Greece/Yugoslavia/Bulgaria; where does the game start; how does scope grow toward the EndWar map). New FRQ4 Claim 4.4 (five historically anchored fronts + Eugen DLC packaging precedent + Aug-1945 nuclear facts); new §4.8 theaters-and-fronts proposal; two new gates (Fronts & Ladder; First Front pre-checked central-germany).
Stage 3 — artifact approval (final compiled YAML 2026-06-10 + 2 chat-confirmed gates):
  • Player fantasy: approve-as-written. User note (verbatim): "Let's do more research on late-war and plausible prototypes getting into the fight? Also what's the earliest pre-war and early war equipment that would be used? Should that be included in this document or a separate one?" — Decisions (AskUserQuestion, 2026-06-10): separate artifact (own mini-cycle: working packet + alignment review → e.g. research/arsenal-1945.md), run next, before /game-genre-map. Route adjustment recorded: the Stage-1 route (straight to genre-map) becomes equipment study → genre-map.
  • Spark event: blend-multi-event (the blend / July-Crisis chain recorded as canon).
  • Premise narration: approve-as-written. User note (verbatim): "We won't have a narrator so they will need stand-in historical images/war maps/videos to provide emphasis like in Wargame Red Dragon and Warno" — recorded as a presentation constraint in the canonical narration section; flows to later UX/asset work.
  • Fronts & ladder: approve-set-and-ladderconfirmed in chat after the YAML submission (the YAML was compiled from a stale pre-revision-3 tab and lacked the two revision-#3 gates).
  • First front: central-germanyconfirmed in chat after the YAML submission (same stale-tab compile).
  • Emotional pillars: adopt-all-five.
  • Hook: hook-1-premise-led (alternates preserved for /game-store-page-test).
  • Tone register: register-b-war-room-gravity (F-A2 resolved).
  • Research completeness: sufficient — write with gaps documented.
  • Proposed file changes: approve-writeresearch/game-fantasy.md.
  • Glossary: all four terms approveresearch/glossary.md.
No section feedback, no negative feedback, no user-requested edits beyond the two notes above.

2. Executive Summary

3. Findings by Research Question (condensed)

Full evidence with URLs preserved in the archived working packet (docs/history/archive/2026-06-10/190301/research/_working/). Confidence tags: high medium low. carried = reused from approved research/game-audience.md.

FRQ1 — What fantasy does each comparable sell? (F1)

Claim 1.1 high — The marketed fantasy is "be the commander of the hot war," dressed in scale/brutality adjectives (WARNO "the ultimate World War III battle simulator"; SD2 "COMMAND YOUR ARMY. FIGHT YOUR BATTLES." with a General/Colonel/Weapon-Expert role ladder — the closest shipped analog to Omega War's two-layer + deck promise; EndWar "Live the thrilling career of an army commander"). Persistence is the rarest marketed emotion → fuse: every altitude of command, in a war that remembers.

FRQ2 — What do players actually feel? (F2)

Claim 2.1 medium-high — The lived vocabulary is tension/dread, managed chaos, cinematic awe — not domination: "really does feel like controlling a real battle zone"; radio traffic "adds to the feeling of being in the chaos"; recon helicopters "snuffed out of existence by an unseen enemy grouping"; CoH "brutality… and the humanity of its combatants"; WiC "a thrilling game about destruction" (spectacle pole). Peak moments are almost losing control and holding the line anyway plus plan-execution payoff.

FRQ3 — Emotional beats of the operational-commander fantasy (F2)

Claim 3.1 high — Four named beats: front ownership, encirclement payoff ("defeat the enemy without incurring severe losses"), husbanding tired veterans, and consequence handoff. The fantasy collapses at layer divorce (SD2 AG "an entirely other game"; WARNO AG "zero incentive" carried) — Omega War's one-war promise targets exactly this beat.

FRQ4 — How is the Unthinkable / WW3-1945 premise framed emotionally? (F3)

Claim 4.1 high — Native register is sober: the name "Unthinkable", planners' verdicts ("hazardous", odds "fanciful"), Churchill's documented distrust/fear, secrecy until 1998, armies that "wanted to go home"; Hollandspiele sells it through apprehension and menace; Conroy's Red Inferno: 1945 already contains the re-armed-Wehrmacht drama as morally weighted fiction; TNO proves alt-history fans accept heavy registers (ceiling, not target).

Claim 4.2 high (revision #1 mini-sweep) — A two-sided spark framing is historically available and the genre's proven lore pattern: WARNO = real history until the April 1987 coup, then mutual escalation ("convincingly plausible alt-history"); the Niš incident (7 Nov 1944 — the only documented direct US–Soviet combat, apologized for and classified); Patton's stance (wording varies — paraphrase only); the July 1945 election bracketing Unthinkable's 1 July start date; the explicitly defensive second Unthinkable study. Equipment angle: Centurion prototypes reached Germany weeks too late; the Pershing "saw only a limited amount of combat" — the 1946 arsenal finally gets its war.

Claim 4.3 high (revision #2 mini-sweep — Eugen lore-presentation study) — Eugen splits alt-history across two surfaces: (1) an omniscient documentarian timeline where inevitability and mutual misreading (not a villain) point toward war ("the inevitable Warning Order… War is coming home, commanders…"); (2) angled in-fiction briefings where the player's side is always the reactive defender, with ambiguous sparks (the Enterprise "unknown explosion"). WARNO sells the timeline as a paid Digital Guides DLC — plausibility as product. World in Conflict's in-fiction first-person prologue is the pole not to use. Omega War's narration uses surface (1); surface (2) is reserved for per-faction campaign copy.

Claim 4.4 high (revision #3 mini-sweep — theaters & fronts) — The August 1945 war has five historically anchored fronts (Saxony–Thuringia contact line + Unthinkable's 47-division Dresden concept at 2.5:1; Bornholm Soviet-held; Pilsen halt line + four-power Vienna; Morgan Line/Trieste "the first major confrontation of the Cold War" + Niš; Soviet troops in Finnmark + 350–380k German troops in Norway vs ~30k Allied disarmers). Front-by-front packaging is the proven commercial pattern (WARNO base-CENTAG → NORTHAG → SOUTHAG; SD2 History Expansions; RD nation packs). Nuclear: in Aug 1945 the bomb is a queue, not an arsenal (three devices ever built; third core held back 13 Aug); the real plan was conventional (drafted pre-Trinity); EndWar and Wargame both keep WW3 conventional.

FRQ5 — Hook patterns for niche strategy titles (F4)

Claim 5.1 high — Successful capsules follow scenario+role ("The Cold War has gone hot… Lead your Regiment"), pedigree+role (Sea Power), or hybrid-claim (Broken Arrow) formulas; guidance says lead with uniqueness in ~300 characters; OpenFront's store copy doesn't lead with "browser" — instant play is the experience, not the pitch. Uniqueness ordering: premise > two-layer persistence > deck×base hybrid > browser → premise-led (F-A3 supported).

FRQ6 — First-session requirements and failure modes (F4)

Claim 6.1 high — First 15 minutes must be "engaging, rewarding, fun, and foreshadow the rest of the game" (Meier); missions want a 3-act shape (Browder); 5 minutes is the hook unit (Zukowski). Genre failures carried: onboarding cliffs, 60-minute saveless missions, "supernaturally capable" AI.

FRQ7 — Vibe references (F3+F4)

Claim 7.1 medium-high — The genre's emotional ancestors are explicit (CoH ← Saving Private Ryan; WiC = spectacle ceiling), and stylization has precedent for licensing distance from grimness (Toy Soldiers: "despite all the carnage, these battles aren't real"). Vibe stack: war-room gravity above, war-movie humanity below, living-diorama stylization throughout.

4. Approved Player Fantasy & Canonical Spark

Gate record — player fantasyAnswer: approve-as-written (final YAML, 2026-06-10). User note on this gate (equipment research) recorded in the approval record §1 → arsenal-1945 study runs next.
Gate record — spark eventAnswer: blend-multi-event — the blend / July-Crisis chain is canon (confirmed in chat 2026-06-10, ratified in the final YAML).
You are the theater commander of the war history refused to fight. July 1945: history holds its course until one spark — and the alliance that beat Germany tears itself apart into the war both sides had already drawn up plans for. The whole European war is yours — you maneuver real formations on a living map, drop into the battles your own maneuvers create, and command them through cover, suppression, and escalating phases with a force you built yourself, fielding the 1946 arsenal that history shelved. Your divisions carry their scars, their veterans, and their story from battle to battle. The map and the battlefield are the same war — and the war remembers what you did.

Canonical spark chain: political tinder (the words over Poland; the US drawdown removing the mutual need that contained earlier incidents) → a Niš-style shooting incident over the Saxony demarcation line, 14 July 1945, this time not contained → failed de-escalation at Potsdam + the election divergence → mutual mobilization, each side reading the other's moves as cover for attack. Neither side is the cartoon aggressor (Claim 4.2).

5. Approved Premise Narration

Gate record — premise narrationAnswer: approve-as-written (final YAML, 2026-06-10). Presentation constraint (user note, verbatim): "We won't have a narrator so they will need stand-in historical images/war maps/videos to provide emphasis like in Wargame Red Dragon and Warno" — no voiced narrator; emphasis via period-style historical images / war maps / video. Flows to later UX/asset work.

Voice: the omniscient documentarian timeline (Claim 4.3) — dated beats, real history shading into divergence, inevitability cadence, second-person hand-off at the close. The angled reactive-defender register is reserved for later per-faction briefings. ~390 words; divergences marked ⟨divergence⟩; Patton deliberately absent (briefing-surface material; paraphrase only per the live gap).

April 25th, 1945. Torgau, on the Elbe. Two armies meet in the middle of a broken continent — vodka, photographs, handshakes for the cameras. The war in Europe has thirteen days to live.

May 8th. Germany capitulates. The alliance that beat her has nothing left to hold it together but the habit of victory.

What follows is in every archive. May 22nd: London. The Chiefs of Staff deliver the study the Prime Minister ordered — Operation Unthinkable, a plan for war against the Soviet Union, start date the 1st of July. Their verdict: the odds "fanciful", the enterprise "hazardous". The plan goes into a drawer. Through June: the greatest army America ever raised begins to leave Europe — eastward toward Japan, homeward on points — while at the conference tables the words over Poland grow shorter every week. And in the files sits a warning nobody rereads: Niš, the November before — American fighters strafing a Soviet column by error, a general dead, a fifteen-minute air battle with the Red Air Force before anyone could call it off. Apologized for. Classified. Contained — because both sides still needed each other. Every spark, contained. Every time.

July 5th. Britain votes. The ballot boxes are sealed for three weeks to wait for the soldiers' vote — and inside them, ⟨divergence⟩ though no one knows it yet, history has already changed course.

July 14th. Over the demarcation line in Saxony, a reconnaissance flight is fired on in the morning haze; ⟨divergence⟩ this time the escort fires back. Niš again — but the need that contained Niš expired in May. The apology is demanded publicly. It is refused publicly.

July 17th. Potsdam convenes to manage a peace, with the incident on the table and gunsmoke still on the line.

July 26th. The count is read: the one man in Europe who still believes the last war has an unfinished half keeps his mandate — and a plan with a July start date keeps its author. The conference's second half is not a negotiation; it is an ultimatum exchanged in both directions. Each side reads the other's troop movements as the cover for an attack. Each mobilizes so as not to be caught second. Neither believes the other will actually move — right up until both of them do.

In 1914 it took five weeks to get from Sarajevo to the guns of August. In 1945 it took four — from a ballot box to the war the planners themselves had named Unthinkable.

It is August 1945. The front runs through the middle of Germany. The war is yours, commander.

Date verification: Elbe link-up 25 Apr → surrender 7–8 May (13 days) ✓; Unthinkable delivered 22 May, hypothetical start 1 July ✓; Niš 7 Nov 1944 ✓; election held 5 July, declared 26 July ✓; Potsdam convened 17 July ✓ — the only departures from the record are the marked divergences. 1914 comparison: Sarajevo → war five weeks; ballot box → guns four. ✓

6. Approved Theaters & Fronts

Gate record — fronts & ladderAnswer: approve-set-and-ladder — confirmed in chat (AskUserQuestion, 2026-06-10) after the YAML submission (stale-tab compile lacked this revision-#3 gate).
Gate record — first frontAnswer: central-germany — confirmed in chat (AskUserQuestion, 2026-06-10) after the YAML submission.

Premise-level geography only — map representation, token granularity, and pacing remain deferred to the campaign design pass per the idea brief. Evidence: Claim 4.4.

FrontReal-history anchor (Aug 1945)Narrative rolePackaging slot
1. Central Germany (Saxony–Thuringia zonal line)Western withdrawal to zone borders, first days of July 1945; Unthinkable's 47-division Dresden concept; 2.5:1 ratioWhere the narration's 14 July spark fires; the war's center of gravityBase game — milestone 2 war map ships scoped to this front
2. North German Plain & BalticNorthern Unthinkable thrust (medium conf.); Soviet-held Bornholm (to Apr 1946); British 21st Army Group sectorThe maneuver front — armor country, ports, the Baltic flank; first naval presenceDLC #1 (WARNO NORTHAG analog)
3. Czechoslovakia–Austria–HungaryPilsen halt line; Prague Soviet since 9 May; four-power Vienna, Western garrisons arriving end of July; Hungary fully SovietContact line in Bohemia, Soviet depth in Hungary; Vienna as the besieged-enclave dramaDLC #2
4. Balkans–Adriatic (Trieste · Yugoslavia · Bulgaria · Greece)Morgan Line standoff; Bulgarian First Army under Soviet command; British Greek garrison post-Dekemvriana; Niš precedentThe ragged southern edge — partisans, contested ports, where the blocs already shot at each otherDLC #3 (Mediterranean naval)
5. Scandinavia (Norway · Denmark)Soviet troops in Finnmark until 25 Sept 1945; 350–380k German troops in Norway vs ~30k Allied disarmersThe re-armed-Wehrmacht question (F-A4) at maximum sharpnessDLC #4

First-front rationale: spark continuity (the narration fires and closes here) · densest contact (both main bodies at arm's length on day one) · genre-geography analog (WARNO's base game is the same corridor; NORTHAG proves adjacent fronts sell as DLC) · production (one landlocked front needs no naval layer in v1).

Scope ladder: milestone 2 = persistent theater war map scoped to Central Germany → fronts added as DLC-sized theater expansions ("like WARNO's DLCs"; order a later commercial decision) → full EndWar-style Europe as a sequel or very late DLC. Brief-refinement note: refines the idea brief's "persistent overall European theater" wording — the pillar (persistent theater map, milestone 2) is unchanged; geographic completeness becomes a growth axis.

Naval-deferral flag: naval gameplay deferred to the first coastal expansion (front 2 or 4) — a scope deferral, not a cut; flagged for the campaign design pass. Nuclear flag: the war is conventional (in Aug 1945 the bomb is a queue, not an arsenal; the real plan was drafted pre-Trinity; EndWar/Wargame precedent). Recommended in-fiction justification: both sides treat the bomb as a city-weapon they cannot afford to trade — no handful of bombs stops 228 dispersed divisions, and the cities across the line are the ones each side claims to be liberating; the queue stays in its crates.

7. Approved Emotional Pillars

Gate record — emotional pillarsAnswer: adopt-all-five (final YAML, 2026-06-10).
  1. Command weight — decisions carry persistent, personal cost. Implications: persistent veterancy/casualties; recon matters; pausable real-time + mid-battle saves; UI surfaces "what this battle cost".
  2. The plan comes together — authored payoff. Implications: build order = plan authorship; legible set-piece beats; visible strategic payoff moments; the 1946 almost-weapons as phase-gated reward shelf.
  3. Spectacle with meaning — cinematic combined-arms drama as a living diorama. Implications: readable silhouettes over photoreal detail; clip-friendly camera; radio chatter + authentic weapon audio from slice one.
  4. The forbidden what-if, honestly told — sober fascination, not pulp triumph. Implications: war-room register copy; faction text acknowledges what re-armed German formations are; exile formations carry the spotlight; victory framing is "the war is decided".
  5. Mastery without anxiety — depth is the feature; the on-ramp is the bet. Implications: AI quality is a core feature; teach-by-doing first session; no mechanics locked behind multiplayer ever.

8. Vibe References

ReferenceRegisterBorrowLeave behind
Company of Heroes 1/2war-movie humanitycover/suppression drama; mortal squadsphotoreal grit; MP-first economy
Wargame: RD / WARNOscale + tensionfog-of-war dread; radio-chatter immersion; deck identityonboarding cliff; spreadsheet-first presentation
Steel Division 2 (AG)operational gravityencirclement/logistics beats; role-ladder framinglayer disconnect; UI opacity
Tom Clancy's EndWartheater-war careerpersistence fantasy; WW3 theater framing; in-battle cameravoice-command gimmick; online-only war
World in Conflictspectacle ceilingdestruction awe; instant legibilityaction-game pacing
RegimentsSP-first focusverb-driven beats copy; respect for solo timesingle-layer scope
Toy Soldiersliving dioramastylization as honest distanceliteral toy fiction
TNOtone ceiling (do not reach)premise gravitybleakness saturation
Band of Brothers / Saving Private Ryanhuman costsmall-unit humanity inside big-war stakesgore fidelity
Darkest Hour / war-room imagerystrategic-layer facemaps, grease pencils, apprehension-and-menace framinggreat-man worship
Red Inferno: 1945 (Conroy)premise fictionWehrmacht-armistice framing handled as dramatidy triumphal ending
Audio: radio traffic + weapon reportimmersion anchorthe two sound elements reviewers single outvoice-line scope creep
Music direction (inference, untested)war-room gravityrestrained period orchestration + Cold-War signal texturesbombast; synthwave anachronism

9. Approved Hook

Gate record — one-sentence hookAnswer: hook-1-premise-led (final YAML, 2026-06-10) — confirming F-A3; alternates preserved for /game-store-page-test.
July 1945: one spark, and the Allies and the Soviets turn on each other. Omega War is the RTS about the World War III that almost happened — command the whole European war, from the theater map down to every battle, in your browser.

Short form: "The WW3 that almost happened in 1945. Command all of it — map to battlefield — in your browser."

Alternates: (2) fantasy-led "Command the war history refused to fight…"; (3) hybrid-claim "Deck-building wargame depth × CoH-style tactical combat × a persistent European war map… zero install" (strongest store short-description complement); (4) segment-defiant "A single-player-first WW3 wargame that remembers your veterans…" (community-post copy).

10. First-Session Promise (minutes 0–30)

Scope honesty per F-A5: session one delivers the tactical slice; the strategic layer is promised, not delivered.

MinutesBeatPlayer feels
0–2Cold open: premise framing — "the planners called the odds fanciful. You are going to try anyway." Click to deploy — no install, no launcher.forbidden-what-if pull; zero-friction surprise
2–5First deployment from a pre-built deck; first capture point; first contact."I'm commanding" (Pillar 1)
5–15Teach-by-doing wrinkle: pinned infantry → cover + suppression rescue + flank; first base structure unlocks deck phase 2 — the hybrid shown.tension → "my plan worked" (Pillar 2)
15–25Escalation: phase-2 armor; combined-arms set piece; battle won.spectacle with meaning (Pillar 3) — the clip-able moment
25–30Consequence epilogue: casualty/veterancy tally carried forward; strategic-map vignette — "the war remembers; the map is coming."command weight + the pull to return

Emotional checkpoints (testable in /game-playtest-metrics): minute 5 = "I'm commanding"; minute 15 = "my plan worked"; minute 30 = "this war will remember me — I want the map." Mid-battle save exists even in the slice.

11. Approved Tone Register

Gate record — tone registerAnswer: register-b-war-room-gravity (final YAML, 2026-06-10) — F-A2 resolved.

Register B — war-room gravity: serious operational weight; sober premise framing; stylization provides honest distance; spectacle allowed to be beautiful. Rejected poles: A (grim TNO-dread — fights spectacle joy and the diorama art) and C (pulp what-if — collides with the clean-Wehrmacht guardrail; nowhere natively supported by the premise). Cost: consistent copy discipline; A-R5 still needs the honesty pass. All canonical copy is written in register B.

12. Assumption Status (F-A1–F-A5)

#AssumptionStatus
F-A1Fantasy written primarily for campaign wargamersHeld; variants for the other two segments
F-A2Grounded-but-stylized toneResolved: Register B approved at the tone gate
F-A3Hook leads with the premiseResolved: hook 1 approved; alternates preserved
F-A4Clean-Wehrmacht guardrail shapes toneHeld and strengthened (Conroy precedent)
F-A5First-session promise targets tactical slice onlyHeld; strategic layer stays a promise

13. Source Coverage Gaps (live caveats)

  1. Direct Reddit lived-emotion quotes (no-link results; FRQ2 capped at medium-high).
  2. CoH2/CoH3 store copy verified via search excerpts only (age gate; steamdb 403).
  3. Trailer analysis text-level only (approved limit).
  4. Unthinkable video-essay transcripts not analyzed (titles verified only).
  5. Music/tone direction is pure inference — a direction to test.
  6. Survivorship bias in hook patterns (failed capsules not collected).
  7. Patton quote wording varies by attestation — primary-source pass before any verbatim copy.
  8. Eugen briefing text via fan walkthrough paraphrase (fandom/NamuWiki 403); not verbatim-verified.
  9. WiC prologue characterized via Wikipedia plot description, not a transcript.
  10. Unthinkable thrust axes from secondary captures (planning maps destroyed/never released) — medium.
  11. Eugen DLC tier details via search captures; per-tier pricing/cadence not collected.
  12. End-of-1945 stockpile count ("2 weapons") via FAS search capture only — medium.

14. Approved Glossary Additions

Gate record — glossary additionsAll four terms answered approve (final YAML, 2026-06-10); appended to research/glossary.md (now 9 terms total).
TermDefinitionCategoryDecision
command weightEmotional pillar: the feeling that command decisions carry persistent, personal cost — irreplaceable veterans, fog-of-war risk, visible loss accounting.domainapproved
layer handoffThe continuity of consequence between the strategic map and tactical battles — the load-bearing beat of the operational fantasy; its failure mode ("layer divorce") is Omega War's primary design guardrail.domainapproved
war-room gravityOmega War's approved tone register: serious operational weight and sober premise framing with stylization providing honest distance.domainapproved
living dioramaThe aesthetic-emotional read of Omega War's stylized low-poly battles: a detailed miniature world come alive, framing violence at an honest remove.domainapproved

15. Archived Versions

Page: alignment/game-fantasy-omega-war.html · confirmed · 2026-06-10 · game-fantasy · canonical artifacts: research/game-fantasy.md, research/glossary.md · next step (adjusted route): arsenal-1945 equipment study → /game-genre-map · prior versions archived under docs/history/archive/2026-06-10/