Game Genre Map - Omega War
Stage 2 of 3 (artifact review) - staged cycle: game-genre-map - page created 2026-06-12 - updated 2026-06-13
The Stage-1 research scope is approved (record preserved below). This page now renders the full preliminary genre-map packet - genre-family map, must-have/prototype/defer convention split, deck x base rules, operational handoff principles, browser/solo constraints, anti-pattern register, evidence matrix, and registers - plus the Stage-2 artifact-approval gates. It does not yet write the canonical artifact (
research/game-genre-map.md),
edit the glossary, or author the unit/division data schema. The page stays review until
Stage 3.
- Stage advanced from
stage-1-research-scopetostage-2-artifact-review. - The scope-proposal body was replaced by the full preliminary packet (working packet:
research/_working/preliminary-game-genre-map.md). - The Stage-1 scope gates (GMQ1-GMQ8) are now a read-only approval record; the page carries new
Stage-2 artifact gates (
genre-map,convention-split,deck-base-rules,campaign-handoff,constraints,anti-patterns,glossary-adds,canonical-write,route-confirm). - Added two inline charts (genre-blend weighting; convention-priority matrix), each with a table fallback and "View as table" toggle.
missing_required: [], section_feedback: [].
| Gate | Answer |
|---|---|
| GMQ1 scope | approve-as-proposed |
| GMQ2 deliverable shape | decision-map |
| GMQ3 evidence categories | approve-all-five |
| GMQ4 coverage depth | exhaustive-comparable-sweep |
| GMQ5 assumptions | accept-all |
| GMQ6 working path | approve-working-path (research/_working/preliminary-game-genre-map.md) |
| GMQ7 canonical path | approve-canonical-path (research/game-genre-map.md) |
| GMQ8 route after approval | unit-data-schema (carried; not executed at Stage 2) |
1. Decision Map at a Glance
Verdict: Omega War is a deck-driven tactical RTS with integrated base-building, wrapped in an operational campaign, delivered in the browser. The first slice should inherit the Company of Heroes tactical grammar, adapt Steel Division phase escalation into a player-authored build order, and defer the operational campaign until the tactical loop is proven fun.
| Verdict | Convention | One-line reason |
|---|---|---|
| KEEP | Cover, suppression, capture points | The load-bearing tactical grammar of the CoH lineage; the primary segment expects it; cheap to read on screen. |
| KEEP | Deck-as-roster identity (Band A/B/C) | The deck/division audience's love language; already the approved roster contract. |
| BEND | Phase escalation | Author it through build order + command-post unlocks, not a Steel Division timer. The project's mechanical wedge. |
| BEND | Base building | Minimal Forward Command Post tree that gates which deck band can deploy - not a full CoH economy for its own sake. |
| BEND | Operational campaign | Build it only after the slice; design now only the handoff principles (battle incentive, fair auto-resolve, persistence). |
| REJECT | Multiplayer-first prioritization | Every comparable that led with MP paid for it (Broken Arrow, Stormgate). Single-player first per idea-brief. |
| REJECT | No-base reinforcement-only model | World in Conflict's no-base model is elegant but deletes the base x deck wedge; the wedge is the base. |
| REJECT | Direct-control micromanagement depth | Men of War readability/control cost is wrong for a browser, solo-dev, readable-diorama game. |
| PROTOTYPE | Competent skirmish AI | Dumb AI is the #1 recurring complaint across CoH3, WARNO AG, Broken Arrow PvE. A baseline-competent AI is a slice gate. |
| PROTOTYPE | Deck x base legibility | Whether build-order phasing reads as depth (not homogenization or busywork) is unproven (A-R4). |
| PROTOTYPE | Mid-battle save + pause | Saveless long missions are a documented punishment; browser tab volatility makes this non-negotiable. |
| PROTOTYPE | Browser unit ceiling | Company-scale unit counts at 60fps in Three.js is the perf gate that decides browser-only vs desktop wrapper. |
1.1 Must-prove-first slice items
- Cover / suppression / capture combat feels tactical at company scale.
- Build-order phasing through Forward Command Post tiers reads as authored escalation, not a timer or a chore.
- A baseline-competent AI that does not get "steamrolled or slaughtered."
- Mid-battle save / pause works.
- The chosen unit ceiling holds 60fps in a browser.
Everything else - campaign map, multiplayer, wonder-weapon balance, refit culture, the other six decks - is deferred behind these.
2. GMQ1 - Genre-Family Map
| Tier | Genre family | Exemplars | Player promise it implies | Stance |
|---|---|---|---|---|
| Primary | Tactical RTS with base-building (CoH lineage) | Company of Heroes 1-3 | "Cover and suppression matter; I capture territory for resources and tech up a base to unlock heavier force." | inherit grammar; adapt base to gate the deck |
| Primary (co-equal) | Deck/division wargame | Steel Division 2, WARNO, Wargame: Red Dragon, Broken Arrow | "My pre-battle deck is my identity and gameplan; phases meter when my heavy force arrives." | inherit identity + phasing; adapt to build order; avoid cliff + homogenization |
| Secondary | Operational campaign layer | EndWar Theater of War, SD2/WARNO Army General, Wargame campaigns | "The map and the battles are one war; where my formations stand makes the front, and what I do persists." | adapt w/ battle incentive + fair auto-resolve; avoid layer divorce; mostly defer |
| Tertiary (constraint) | Browser-delivered RTS | OpenFront (browser → Steam EA) | "Zero install; I can try it instantly and clip it." | inherit wedge; avoid desktop-scale counts; adapt scope |
| Tertiary (audience) | Alt-history / what-if premise | TNO, Kaiserreich (mod sphere) | "A plausible forbidden timeline told without hero-washing." | inherit as reach; avoid designing tactical systems around it (A-R3) |
| Genre family | Slice design attention |
|---|---|
| Tactical RTS | 40% |
| Deck / division | 30% |
| Browser constraints | 15% |
| Operational campaign | 10% |
| Alt-history premise | 5% |
Gate - genre-map required
Approve the genre-family map and the inherit / adapt / avoid stances (and the slice weighting)?
3. GMQ2 - First-Slice Tactical Conventions
"Must-have" = the slice is not the slice without it. "Prototype" = a scoped version whose job is to test an open hypothesis. "Defer" = out of slice scope, recorded for later.
| Convention | Slice class | Rationale / evidence |
|---|---|---|
| Cover (light/heavy, directional) | Must-have | Core CoH grammar; cover reduces suppression/pin effects. The segment expects it; it makes the diorama read as tactical. |
| Suppression / pinning | Must-have | The other half of CoH grammar - units accumulate suppression under MG fire until pinned. Drives cover↔fire interplay. |
| Capture points | Must-have | Territory → resource + deployment-position loop (CoH strategic points; WiC reinforcement points). The battle's spatial objective. |
| Base building (Forward Command Post) | Must-have (minimal) | The mechanical wedge: a small command-post tree whose only job is to gate which deck band deploys. Not a full CoH economy. |
| Resources | Must-have (minimal) | One manpower-style stream + 1-2 strategic resources sufficient to pace band unlocks. Lean for browser/solo scope. |
| Phase escalation | Must-have (authored) | Recon/infantry → armor → heavy/commitment, paced by build order, not a timer. The player authors the phase. |
| Command-post band unlocks (A/B/C) | Must-have | Forward CP → Motor Pool/Battery → Advance CP map to Vanguard/Main Body/Commitment (roster §6.1). Slice exercises A, B, one C. |
| Mid-battle save + pause | Must-have | Saveless long missions are punished (Broken Arrow); pausable real-time is a segment motivation; browser volatility makes save mandatory. |
| Competent skirmish AI | Prototype | Must prove a baseline neither "steamrolled nor slaughtered" (WARNO AG). Full campaign/strategic AI deferred. |
| Deck x base legibility | Prototype | Whether build-order phasing reads as depth vs homogenization/busywork is the riskiest design hypothesis (A-R4). |
| Wonder slot (Band C finisher) | Prototype (1, telegraphed) | One per deck, Band C, anti-rush gated (roster §6.3). Include one to test the "earned snowball finish" feel; balance deferred. |
| Veterancy / unit upgrades | Defer (stub) | Persistence economy belongs to the campaign; a stub may exist but is not a slice proof target. |
| Operational campaign map | Defer | Second milestone after the slice (idea-brief, G-A1). |
| Multiplayer / netcode | Defer | Non-goal v1; design the simulation cleanly for later, build no netcode now. |
| Priority class | Conventions |
|---|---|
| Must-have | Cover; Suppression; Capture points; Base building (min); Resources (min); Phase escalation; Band unlocks A/B/C; Save + pause |
| Prototype | Competent AI; Deck x base legibility; Wonder slot (1, telegraphed) |
| Defer | Veterancy / upgrades; Campaign map; Multiplayer / netcode |
Gate - convention-split required
Approve the must-have / prototype / defer split for the first slice?
4. GMQ3 - Deck x In-Battle Base-Building Rules
The novel fusion is deck-as-roster gated by a build-order-driven command post. Rules of thumb, tied to the approved three-band deck contract (roster §6.1):
- Deck defines the roster; the base decides when each part arrives. Cards are authored into Band A (Vanguard), Band B (Main Body), Band C (Commitment). The deck is identity; the build order is tempo. This replaces Steel Division's phase timer.
- Each command-post surface unlocks a band, not a unit. Forward Command Post → Band A; Motor Pool / Field Workshop / Artillery Battery → Band B; Advance Command Post / Air Liaison / Army Group Liaison → Band C (roster §7.2). Advancing a band is an explicit, expensive, interruptible action - escalation is authored, never a countdown.
- Legible counterplay before power. Recon/screens (Band A) precede armor (Band B) which precede heavy/commitment (Band C), so an opponent can read a build and respond - the "if you see 82nd Airborne you know their gameplan" principle expressed in tempo.
- Force deck identity; punish convergence. Each deck needs a forced strength and a forced weakness (armoured = thin infantry; rifle = low mobility; artillery = maneuver-weak; airborne = low staying power, hit-and-run via smoke/stealth). The documented punishment is shallow/homogenized customization, not the presence of decks.
- One wonder per deck, Band C only, anti-rush. A late-game pacing valve, not a tech-rush goal: expensive command-post prerequisite, resource cost, visible telegraph, long cooldown/one-use, and a battlefield-control or campaign-progress gate (roster §6.3, §8.3).
- No free off-map power. Artillery/air must be invested through Artillery Battery / Air Liaison surfaces, so those decks visibly commit rather than receiving universal-button power.
- Deployment position is earned. Following WiC reinforcement-point logic, holding capture points improves where/when reinvested force arrives - tying the capture loop to the band loop.
Gate - deck-base-rules required
Approve the deck x in-battle base-building rules-of-thumb?
5. GMQ4 - Operational-Campaign Conventions
Guarded by G-A1: serve the slice, not a full campaign spec. This records the principles the later war map must honor; it does not design the campaign.
5.1 Strategic-layer handoff requirements (the "layer handoff" beat)
- Battles must matter (anti layer-divorce). The genre's signature failure is the strategic layer feeling like "an entirely other game" (SD2 AG) or offering "zero incentive to actually fight the battles" (WARNO AG). The map and battle must be one war.
- Auto-resolve must be fair but never strictly superior to manual. In WARNO AG players "play on auto-resolve only" because manual fighting is a casualty tax. Fighting manually should reward (fewer losses, intact captures, veterancy, objective bonuses); auto-resolve is the convenience option, not the optimum.
- Persistence surfaces should be visible and personal. EndWar's Theater of War keeps an upgradeable persistent army on a persistent map; Omega War's equivalent is veteran units, deck refit state, and front position the player sees carry forward.
- Front emerges from formation positions, not region flips. Front lines form where formation tokens stand (EndWar/Wargame:RD style); collisions create battles.
5.2 Explicit deferrals (recorded, not designed now)
Map representation (regions vs node graph vs free movement), formation-token granularity (company vs battalion), real-time vs turn-based map pacing, the collision→battle handoff rules, air/naval mission mechanics, narrative deployment events, and the persistence/upgrade economy - all deferred to a dedicated campaign-layer design pass after the slice.
Gate - campaign-handoff required
Approve the operational-layer handoff requirements and the explicit deferrals?
6. GMQ5 - Browser-First & Solo-Dev Constraints
| Dimension | Scope control | Evidence / rationale |
|---|---|---|
| Unit count | Company-scale ceiling, not brigade-scale. InstancedMesh + LOD; target <100 draw calls for 60fps. Exact ceiling is a perf-spike output. | Instancing renders many same-geometry meshes in one call, but draw-call count is the real limit. Browser depth at Wargame scale is unproven (A-R1). |
| Session length | Shorter, self-contained battles; design for a sit-down a browser tab survives. | Browser sessions are interruption-prone; the genre's long missions assume a desktop sitting. |
| Save model | Mandatory mid-battle save + pause; autosave on tab/visibility loss. | Saveless missions are punished (Broken Arrow); browser tab volatility roughly doubles the need. |
| Onboarding | Tutorialize bands/phases explicitly; do not assume Phase A/B/C is self-evident. | WARNO/SD2's #1 new-player complaint: "none of the tutorials really focus on" the Phase A/B/C system; refund threats. |
| Camera / readability | Lean on stylized low-poly "living diorama" for instant unit reads; clear cover/suppression/band state. | Living diorama aesthetic (game-fantasy); Men of War shows the readability cost of sim-depth control. |
| Asset fidelity | Kenney CC0 stand-ins; no WW2-specific packs; proxy vehicles/infantry until an art pass. | idea-brief constraints. |
| Performance proof | A Three.js instancing + pathfinding perf spike is the gate deciding browser-only vs desktop wrapper. | idea-brief riskiest unknown; the Three.js codebase carries over either way (packaging, not rewrite). |
| Solo-dev scope | Slice = 2 fixed decks, 1 map, minimal AI, minimal base tree, no campaign, no netcode. | roster §4.1 fixed first slice; idea-brief solo-dev constraint. |
Gate - constraints required
Approve the browser-first and solo-dev scope controls?
7. GMQ6 - Anti-Pattern Register
| # | Anti-pattern | Comparable evidence | Omega War guardrail |
|---|---|---|---|
| AP1 | Dumb / exploitable AI | CoH3 AI "robotic and predictable," campaign-breaking; WARNO AG "steamrolled or slaughtered"; Broken Arrow "supernaturally capable" but exploitable PvE. | Baseline-competent skirmish AI is a slice gate (§3). |
| AP2 | Saveless long missions | Broken Arrow criticized for "inability to save during a battle." | Mid-battle save + pause must-have (§3, §6). |
| AP3 | Campaign UI friction | SD2 Army General: "frustrating, terrible interface" (carried). | Campaign-layer UI is a named risk; deferred but flagged for a dedicated pass. |
| AP4 | Layer divorce | SD2 AG "feels like an entirely other game"; WARNO AG "zero incentive to fight the battles." | Battles must matter; handoff principles (§5); proposed glossary term. |
| AP5 | Auto-resolve dominance | WARNO AG players "auto-resolve only" because manual fighting is a casualty tax. | Manual fighting must reward; auto-resolve is convenience, not optimum (§5). |
| AP6 | Onboarding cliff | WARNO/SD2 Phase A/B/C "none of the tutorials really focus on this"; refund threats. | Explicitly tutorialize bands/phases (§6). |
| AP7 | Multiplayer-first prioritization | Broken Arrow fell to Mixed largely on MP cheating + SP neglect; Stormgate post-mortem: MP "overfocus kills new RTS games." | Single-player first; build no netcode now. |
| AP8 | Micromanagement / readability overload | Men of War / Gates of Hell: "micromanagement pure," direct control "almost always a poor idea," vague tutorials. | Reject direct-control sim depth; readable diorama over fidelity (§6). |
| AP9 | Deck homogenization | Wargame/WARNO deck debates: punishment is "everyone running the same things because they have to." | Forced per-deck strength + weakness; punish convergence (§4). |
| AP10 | Free off-map power creep | Generic call-in buttons erode base meaning. | Artillery/air gated behind invested command-post surfaces (§4). |
Gate - anti-patterns required
Approve the anti-pattern register?
8. Evidence Matrix
INF = inference flag (conclusion drawn from evidence rather than directly
stated). Confidence: High / Med / Low.
| # | Claim | Source / evidence (date) | Inference | Conf. | Assumption | Decision impact |
|---|---|---|---|---|---|---|
| E1 | Cover + suppression + capture is the inherited tactical grammar. | CoH wiki (cover reduces suppression; strategic points give resources), 2026-06; idea-brief "CoH x Broken Arrow"; game-audience primary segment. | These three define the lineage players expect. | High | G-A2 | All three must-have for the slice (§3). |
| E2 | Dumb AI is the genre's #1 recurring complaint. | CoH3 reviews "robotic/predictable" (Metacritic 2026-06); WARNO AG "steamrolled or slaughtered" (Steam 2026-06); Broken Arrow PvE (carried). | Baseline-competent AI is differentiator + risk. | High | G-A7 (new) | AI competence is a slice gate (§3, AP1). |
| E3 | Saveless long missions are punished; browser worsens it. | Broken Arrow "lack of mid-mission saves" (Wikipedia/PCGamesN 2026-06); idea-brief browser delivery. | Tab volatility compounds the complaint. | High | G-A6 (new) | Mid-battle save + pause must-have (§3, §6, AP2). |
| E4 | Operational layers fail via "layer divorce." | WARNO AG "zero incentive to fight" (Steam 2026-06); SD2 AG "another game" (carried). | The strategic↔tactical handoff is make-or-break. | High | G-A1 | Handoff principles now; campaign deferred (§5, AP4). |
| E5 | Auto-resolve, if strictly superior, deletes the tactical layer. | WARNO AG "play on auto-resolve only ... avoidable casualties" (Steam 2026-06). | Manual play must be rewarded, not taxed. | High | G-A1 | Auto-resolve fairness principle (§5, AP5). |
| E6 | The onboarding cliff is the genre's perennial entry complaint. | WARNO/SD2 "tutorials don't focus on Phase A/B/C," refund threats (Steam 2026-06); game-audience. | Explicit phase tutorialization required, esp. browser. | High | G-A3 | Tutorialize bands/phases (§6, AP6). |
| E7 | Multiplayer-first prioritization sinks niche RTS. | Broken Arrow 56-61% Mixed on MP cheating + SP neglect (Steam/PCGamesN/Wikipedia 2026-06); Stormgate post-mortem (carried). | SP-first is market gap + risk avoidance. | High | G-A4 | SP-first; no netcode now (AP7). |
| E8 | World in Conflict's no-base model is elegant but wrong here. | gamedeveloper.com / StrategyWiki: reinforcement points, no base, territory drives drops, 2026-06. | Removing the base deletes the base x deck wedge. | Med (INF) | G-A5 | Keep the base; borrow only capture→deployment logic (§4.7, REJECT). |
| E9 | Sim-depth direct control costs readability. | Gates of Hell Steam: "micromanagement pure," direct control "poor idea," vague tutorials, 2026-06. | Wrong for browser/solo/readable-diorama target. | Med (INF) | G-A5 | Reject direct-control micro (§6, AP8). |
| E10 | Browser delivery of a deep RTS is plausible but unproven at depth. | OpenFront 1M+ web MAU → Steam EA, cash tournaments, 2026-06; CrazyGames (carried). Counter: nothing at Wargame depth shipped browser-first. | Wedge real for accessibility; depth ceiling open. | Med | A-R1 | Browser is wedge not destination; perf spike gates it (§6). |
| E11 | Company-scale counts in Three.js need instancing; draw calls are the limit. | Three.js perf guidance: InstancedMesh, <100 draw calls for 60fps, 2026-06. | Unit ceiling is an engineering output, not a guess. | Med | A-R1 | Perf spike before committing the ceiling (§6, route). |
| E12 | Build-order-authored phase escalation is the mechanical wedge. | idea-brief value wedge #2; roster §6.1 band contract; arsenal §4A unit-type taxonomy. | Neither CoH nor Wargame does this fusion. | High | G-A2 | Center the slice on it; legibility is the prototype risk (§3, §4). |
| E13 | Deck x base legibility (depth vs homogenization) is unproven. | game-audience A-R4; WARNO divisions-vs-decks debate (carried). | Risk that phasing reads as busywork or convergence. | Med | A-R4 | Prototype perceived build variety + counterplay (§3, §4). |
| E14 | EndWar Theater of War is the closest persistent-handoff analog. | endwar.fandom / Wikipedia: persistent upgradeable army, persistent map, battles aggregate into territory, 2026-06. | Persistence surfaces should be visible/personal. | Med | G-A1 | Persistence-surface principle (§5). |
| E15 | Schema inputs already exist; do not author the schema now. | arsenal §4A (unit-type taxonomy, ACCEPTED) + §3 (equipment tables); divisions §4 (To&E → card-class proportions, "schema inputs"). | The GMQ8 route has its inputs gathered. | High | G-A5 | Carry unit-data-schema as a recorded route; do not execute (§10). |
Gate - research completeness required
Is the evidence sufficient for these conclusions, or does a claim need more support before the canonical write?
9. Assumptions, Alternatives & Coverage
9.1 Assumption & confidence register
| ID | Assumption | Status after sweep |
|---|---|---|
| G-A1 | First output serves the tactical vertical slice, not a full campaign spec. | Held & load-bearing - drives all "defer campaign" calls (§5). |
| G-A2 | The first battle should prove deck x base x deployment-band fun before architecture expands. | Held - the core thesis of the decision map. |
| G-A3 | Browser-first is wedge + constraint; desktop fallback allowed but not slice-driving unless perf forces it. | Held - scope controls in §6; perf spike gates it. |
| G-A4 | SP-first + pausable/mid-battle-save matter more than MP ladder convention. | Held & strengthened by AP2/AP7 evidence. |
| G-A5 | Genre evidence can recommend prototypes/deferrals but cannot overrule approved premise/roster. | Held - WiC no-base and Men-of-War micro rejected because they conflict with the wedge/roster. |
| G-A6 new | Mid-battle save + pause is non-negotiable for a browser RTS. | Evidence-backed (E3); changes only if sessions prove short enough to never need it. |
| G-A7 new | A baseline-competent skirmish AI is a slice gate, not a polish item. | Evidence-backed (E2); changes only if a deliberately easy AI tests as acceptable. |
Inherited risky assumptions still open: A-R1 (desktop wargamers try a browser deep RTS), A-R3 (alt-history fans convert to real-time play), A-R4 (deck x base reads as depth not homogenization - the central prototype risk).
9.2 Alternatives considered + rejected / lower-confidence findings
- Comparable-teardown deliverable shape - rejected per GMQ2 =
decision-map. Teardowns are an input here, not the output. - World in Conflict no-base / reinforcement-point model - elegant pacing, but deletes the base x deck wedge (E8). Borrowed only as capture→deployment logic (§4.7).
- Steel Division timer-driven phases - rejected for player-authored build-order phasing (E12); the timer is the convention being bent.
- US 2nd Armored vs 2nd Guards Tank slice - a strong "more American first impression" alternate, but UK 11th Armoured vs 2nd Guards Tank matches the recorded slice suggestion and the Comet-vs-IS-3 "1946 arsenal gets its war" promise (roster §4.1). Carried as the recorded alternate.
- Men of War direct-control sim depth - rejected for readability/scope (E9).
- Lower-confidence / inference-flagged: E8, E9 (INF - design judgments); E10, E11, E13, E14 (Med - depend on unproven browser-depth and legibility hypotheses). Kept visible, not laundered into the decision map as facts.
9.3 Source coverage by category + coverage gaps
All five evidence families swept (GMQ4 exhaustive): (1) Tactical RTS/RTT - CoH1-3, World in Conflict, Men of War/Gates of Hell; (2) Deck/division wargames - Wargame:RD, WARNO, SD2, Broken Arrow; (3) Operational campaign layers - WARNO AG, SD2 AG, Wargame campaigns, EndWar; (4) Browser/low-friction - OpenFront, Three.js perf, CrazyGames (carried); (5) Approved internal artifacts - idea-brief, game-audience, game-fantasy, arsenal-1945, divisions-1945, roster.
Coverage gaps (recorded, not papered over): no first-party SP-vs-MP splits exist for any comparable; no direct browser-delivery sentiment quotes from desktop wargamers (A-R1); no shipped precedent for build-order-authored phasing fused with deck-as-roster (the wedge is genuinely novel - E12/E13 rest on prototype testing); exact browser unit ceiling is unmeasured (E11); campaign conventions (E14) are sketched from EndWar/AG analogs only - a dedicated campaign genre pass is deferred.
10. Downstream Implications & Proposed Canonical Changes
10.1 What this hands to the tactical vertical-slice spec
- A prioritized convention list (§3): build the must-haves; scope the prototypes as explicit hypothesis tests; ignore the defers.
- The deck x base rules of thumb (§4) as the spec's core mechanic contract.
- The anti-pattern register (§7) as a "what not to do" checklist - AI competence, save, onboarding, avoiding layer divorce when the campaign arrives.
- The browser/solo scope controls (§6), including the perf-spike dependency.
10.2 Why the chosen route is unit-data-schema (recorded, not executed)
The schema inputs are already gathered - arsenal §4A (unit-type taxonomy, WARNO-card style, ACCEPTED) and §3 (per-faction equipment tables), plus divisions §4 (To&E patterns → card-class proportions, explicitly labeled "schema inputs"). A unit/division data schema is the shared substrate for the tactical layer, the deck builder, and the campaign map (idea-brief next steps), so drafting it next unblocks the most downstream work with inputs in hand. This packet only records the route; it does not author the schema. (The plan referenced "arsenal §5.3"; the actual schema-input sections are arsenal §4A/§3 and divisions §4 - corrected here.)
10.3 Proposed canonical changes (Stage-3 outline only)
On Stage-3 approval, research/game-genre-map.md would contain: the genre-family map with
stances; the must-have/prototype/defer convention table; deck x base rules; operational handoff
principles + deferrals; browser/solo scope controls; the anti-pattern register; the evidence matrix +
confidence/assumption register; alternatives, lower-confidence findings, source coverage + gaps; and the
downstream implications including the unit-data-schema route rationale. It would not
set combat stats, prices, exact card counts, the data schema itself, build/resource numbers, or final
balance.
11. Proposed Glossary Additions
Proposal only. Terms are appended to research/glossary.md only if approved at
Stage 3. layer handoff already exists and defines "layer divorce" inline, so a standalone
entry is offered as a cross-reference convenience.
| Term | Proposed definition | Source | Category |
|---|---|---|---|
| layer divorce | The documented failure mode of an operational-campaign layer that feels disconnected from its tactical battles - SD2 AG "feels like an entirely other game"; WARNO AG "zero incentive to actually fight the battles." Omega War's primary campaign guardrail; the inverse of layer handoff. | game-genre-map | domain |
| authored phase escalation | Omega War's design term for metering force commitment through player-driven build order and command-post unlocks (Forward → Advance Command Post) rather than a Steel Division-style timer. The mechanical wedge: the player authors when each deployment band arrives. | game-genre-map | domain |
| inherit / adapt / avoid | The genre-map's three-way stance label for each genre convention: inherit it as-is, adapt it to Omega War's wedge, or avoid it as an anti-pattern. The decision-map vocabulary. | game-genre-map | workflow |
Gate - glossary-adds required
Approve, revise, or reject the proposed glossary terms (appended only at Stage 3)?
12. Research Completeness & Search Log
All five evidence families swept; GMQ1-GMQ6 each answered with a dedicated section; every load-bearing claim carries a source + confidence; assumptions carried and extended; alternatives, lower-confidence findings, and gaps recorded. No novel genre family or convention class surfaced in the final batch beyond the internal artifacts → exhaustive-sweep stopping rule honored for the decision-map scope.
| # | Query focus | Principal sources |
|---|---|---|
| 1 | CoH3 launch criticism: AI, campaign, missing features | Metacritic CoH3; Worthplaying; New Game Network |
| 2 | Broken Arrow 2025 mixed reception, cheating, no SP save | Wikipedia; PCGamesN; gamepressure |
| 3 | World in Conflict no-base / reinforcement-point design | Game Developer: Design Lesson 101; StrategyWiki |
| 4 | WARNO/SD2 onboarding cliff, Phase A/B/C tutorial gap | WARNO beginner guide; WARNO/SD2 Steam discussions |
| 5 | WARNO Army General: no incentive to fight, auto-resolve | AG discussion; AG "too easy" thread |
| 6 | Men of War / Gates of Hell micro + readability + control | micromanagement thread; "no control" thread |
| 7 | OpenFront browser RTS → Steam EA, scale, tournaments | OpenFront on Steam; Steambase |
| 8 | CoH cover/suppression/capture/base/tech conventions | Suppression wiki; Strategic Point wiki; COH2.ORG glossary |
| 9 | EndWar Theater of War persistence / handoff | Theater of War wiki; Wikipedia EndWar |
| 10 | Three.js / WebGL unit-count performance, instancing | Three.js instancing perf; Discover three.js tips |
Totals: 10 searches, 0 verification fetches (claims grounded in search result excerpts + carried internal evidence). Internal artifacts supplied guardrails and carried CoH3/Broken Arrow/SD2/Stormgate/OpenFront evidence.
13. Canonical Write & Route
Gate - canonical-write required
On approval, write the canonical artifact research/game-genre-map.md (Stage 3)?
Gate - route-confirm required
Confirm the Stage-3 post-approval route (carried from GMQ8 = unit-data-schema)?
14. Compile Approval YAML
Answer the required gates above, add optional section feedback, then compile and copy the YAML into the next execution message. You may compile partial responses.