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

alignment_status: review - Stage 2 of 3 (artifact review).
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.
What changed since Stage 1 Updated
Stage-1 scope-approval record (read-only) - compiled YAML consumed 2026-06-13; missing_required: [], section_feedback: [].
GateAnswer
GMQ1 scopeapprove-as-proposed
GMQ2 deliverable shapedecision-map
GMQ3 evidence categoriesapprove-all-five
GMQ4 coverage depthexhaustive-comparable-sweep
GMQ5 assumptionsaccept-all
GMQ6 working pathapprove-working-path (research/_working/preliminary-game-genre-map.md)
GMQ7 canonical pathapprove-canonical-path (research/game-genre-map.md)
GMQ8 route after approvalunit-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.

VerdictConventionOne-line reason
KEEPCover, suppression, capture pointsThe load-bearing tactical grammar of the CoH lineage; the primary segment expects it; cheap to read on screen.
KEEPDeck-as-roster identity (Band A/B/C)The deck/division audience's love language; already the approved roster contract.
BENDPhase escalationAuthor it through build order + command-post unlocks, not a Steel Division timer. The project's mechanical wedge.
BENDBase buildingMinimal Forward Command Post tree that gates which deck band can deploy - not a full CoH economy for its own sake.
BENDOperational campaignBuild it only after the slice; design now only the handoff principles (battle incentive, fair auto-resolve, persistence).
REJECTMultiplayer-first prioritizationEvery comparable that led with MP paid for it (Broken Arrow, Stormgate). Single-player first per idea-brief.
REJECTNo-base reinforcement-only modelWorld in Conflict's no-base model is elegant but deletes the base x deck wedge; the wedge is the base.
REJECTDirect-control micromanagement depthMen of War readability/control cost is wrong for a browser, solo-dev, readable-diorama game.
PROTOTYPECompetent skirmish AIDumb AI is the #1 recurring complaint across CoH3, WARNO AG, Broken Arrow PvE. A baseline-competent AI is a slice gate.
PROTOTYPEDeck x base legibilityWhether build-order phasing reads as depth (not homogenization or busywork) is unproven (A-R4).
PROTOTYPEMid-battle save + pauseSaveless long missions are a documented punishment; browser tab volatility makes this non-negotiable.
PROTOTYPEBrowser unit ceilingCompany-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

  1. Cover / suppression / capture combat feels tactical at company scale.
  2. Build-order phasing through Forward Command Post tiers reads as authored escalation, not a timer or a chore.
  3. A baseline-competent AI that does not get "steamrolled or slaughtered."
  4. Mid-battle save / pause works.
  5. 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

TierGenre familyExemplarsPlayer promise it impliesStance
PrimaryTactical 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 wargameSteel 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
SecondaryOperational campaign layerEndWar 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 RTSOpenFront (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 premiseTNO, Kaiserreich (mod sphere)"A plausible forbidden timeline told without hero-washing."inherit as reach; avoid designing tactical systems around it (A-R3)
Genre-blend weighting - design attention for the first slice
Where slice effort goes, not the product's long-term importance. Campaign/premise are low for the slice (G-A1).
First-slice design attention by genre family Relative weighting; sums to 100. Not a forecast of long-term product weight. 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

Updated 2026-06-13 per convention-split feedback Changed Veterancy → must-have (in-battle, persists into the campaign); added Unit trait tags (Prototype-tier buff/debuff identity) and a matching proposed glossary term (§11). The page stays in review for the next compiled YAML.

"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.

ConventionSlice classRationale / evidence
Cover (light/heavy, directional)Must-haveCore CoH grammar; cover reduces suppression/pin effects. The segment expects it; it makes the diorama read as tactical.
Suppression / pinningMust-haveThe other half of CoH grammar - units accumulate suppression under MG fire until pinned. Drives cover↔fire interplay.
Capture pointsMust-haveTerritory → 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.
ResourcesMust-have (minimal)One manpower-style stream + 1-2 strategic resources sufficient to pace band unlocks. Lean for browser/solo scope.
Phase escalationMust-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-haveForward CP → Motor Pool/Battery → Advance CP map to Vanguard/Main Body/Commitment (roster §6.1). Slice exercises A, B, one C.
Mid-battle save + pauseMust-haveSaveless long missions are punished (Broken Arrow); pausable real-time is a segment motivation; browser volatility makes save mandatory.
Veterancy (in-battle, persists) ChangedMust-haveCoH/WARNO-style in-battle veterancy - units earn experience in combat and carry it forward as a campaign persistence surface (§5). The slice proves the in-battle mechanic; the refit/upgrade economy stays a campaign-layer deferral.
Competent skirmish AIPrototypeMust prove a baseline neither "steamrolled nor slaughtered" (WARNO AG). Full campaign/strategic AI deferred.
Deck x base legibilityPrototypeWhether 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.
Unit trait tags (buff/debuff) ChangedPrototypeWARNO-style identity tags conferring buffs/debuffs - e.g. shock (aggression/morale buff), commando (elite infiltrator; replaces "special forces"), militia (quality debuff), leader (command aura). Include a few to test whether buff/debuff identity reads clearly and shapes counterplay; full catalogue and balance numbers deferred.
Operational campaign mapDeferSecond milestone after the slice (idea-brief, G-A1).
Multiplayer / netcodeDeferNon-goal v1; design the simulation cleanly for later, build no netcode now.
Convention-priority matrix
What the first playable battle builds, prototypes, and defers.
Convention-priority matrix First-slice scope: build / prototype-test / defer MUST-HAVE PROTOTYPE DEFER Cover Suppression Capture points Base building (min) Resources (min) Phase escalation Band unlocks A/B/C Save + pause Veterancy (in-battle) Competent AI Deck x base legibility Wonder slot (1, telegraphed) Unit trait tags (buff/debuff) 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):

  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.
  2. 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.
  3. 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.
  4. 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. These forced strengths/weaknesses can be surfaced as named trait tags (shock / commando / militia / leader) - currently a Prototype-tier convention (§3).
  5. 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).
  6. 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.
  7. 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)

  1. 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.
  2. 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.
  3. 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. The slice-level mechanic that feeds this is in-battle veterancy (a must-have, §3): units earn experience in combat and carry it forward, while the broader refit/upgrade economy stays a campaign-layer deferral.
  4. 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

DimensionScope controlEvidence / rationale
Unit countCompany-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 lengthShorter, 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 modelMandatory mid-battle save + pause; autosave on tab/visibility loss.Saveless missions are punished (Broken Arrow); browser tab volatility roughly doubles the need.
OnboardingTutorialize 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 / readabilityLean 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 fidelityKenney CC0 stand-ins; no WW2-specific packs; proxy vehicles/infantry until an art pass.idea-brief constraints.
Performance proofA 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 scopeSlice = 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-patternComparable evidenceOmega War guardrail
AP1Dumb / exploitable AICoH3 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).
AP2Saveless long missionsBroken Arrow criticized for "inability to save during a battle."Mid-battle save + pause must-have (§3, §6).
AP3Campaign UI frictionSD2 Army General: "frustrating, terrible interface" (carried).Campaign-layer UI is a named risk; deferred but flagged for a dedicated pass.
AP4Layer divorceSD2 AG "feels like an entirely other game"; WARNO AG "zero incentive to fight the battles."Battles must matter; handoff principles (§5); proposed glossary term.
AP5Auto-resolve dominanceWARNO AG players "auto-resolve only" because manual fighting is a casualty tax.Manual fighting must reward; auto-resolve is convenience, not optimum (§5).
AP6Onboarding cliffWARNO/SD2 Phase A/B/C "none of the tutorials really focus on this"; refund threats.Explicitly tutorialize bands/phases (§6).
AP7Multiplayer-first prioritizationBroken 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.
AP8Micromanagement / readability overloadMen 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).
AP9Deck homogenizationWargame/WARNO deck debates: punishment is "everyone running the same things because they have to."Forced per-deck strength + weakness; punish convergence (§4).
AP10Free off-map power creepGeneric 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.

#ClaimSource / evidence (date)InferenceConf.AssumptionDecision impact
E1Cover + 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.HighG-A2All three must-have for the slice (§3).
E2Dumb 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.HighG-A7 (new)AI competence is a slice gate (§3, AP1).
E3Saveless 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.HighG-A6 (new)Mid-battle save + pause must-have (§3, §6, AP2).
E4Operational 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.HighG-A1Handoff principles now; campaign deferred (§5, AP4).
E5Auto-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.HighG-A1Auto-resolve fairness principle (§5, AP5).
E6The 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.HighG-A3Tutorialize bands/phases (§6, AP6).
E7Multiplayer-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.HighG-A4SP-first; no netcode now (AP7).
E8World 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-A5Keep the base; borrow only capture→deployment logic (§4.7, REJECT).
E9Sim-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-A5Reject direct-control micro (§6, AP8).
E10Browser 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.MedA-R1Browser is wedge not destination; perf spike gates it (§6).
E11Company-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.MedA-R1Perf spike before committing the ceiling (§6, route).
E12Build-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.HighG-A2Center the slice on it; legibility is the prototype risk (§3, §4).
E13Deck 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.MedA-R4Prototype perceived build variety + counterplay (§3, §4).
E14EndWar 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.MedG-A1Persistence-surface principle (§5).
E15Schema 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.HighG-A5Carry 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

IDAssumptionStatus after sweep
G-A1First output serves the tactical vertical slice, not a full campaign spec.Held & load-bearing - drives all "defer campaign" calls (§5).
G-A2The first battle should prove deck x base x deployment-band fun before architecture expands.Held - the core thesis of the decision map.
G-A3Browser-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-A4SP-first + pausable/mid-battle-save matter more than MP ladder convention.Held & strengthened by AP2/AP7 evidence.
G-A5Genre 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 newMid-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 newA 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

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

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.

Changed Updated 2026-06-13: added unit trait tag (the Prototype-tier buff/debuff convention from §3) - now four proposed terms.

TermProposed definitionSourceCategory
layer divorceThe 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-mapdomain
authored phase escalationOmega 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-mapdomain
inherit / adapt / avoidThe 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-mapworkflow
unit trait tag ChangedA named modifier conferring a buff or debuff that expresses unit identity and balance, WARNO/Steel-Division style - e.g. shock (morale/aggression buff), commando (elite infiltrator, replacing "special forces"), militia (quality debuff), leader (command aura). Prototype-tier for the first slice (§3).game-genre-mapdomain

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 focusPrincipal sources
1CoH3 launch criticism: AI, campaign, missing featuresMetacritic CoH3; Worthplaying; New Game Network
2Broken Arrow 2025 mixed reception, cheating, no SP saveWikipedia; PCGamesN; gamepressure
3World in Conflict no-base / reinforcement-point designGame Developer: Design Lesson 101; StrategyWiki
4WARNO/SD2 onboarding cliff, Phase A/B/C tutorial gapWARNO beginner guide; WARNO/SD2 Steam discussions
5WARNO Army General: no incentive to fight, auto-resolveAG discussion; AG "too easy" thread
6Men of War / Gates of Hell micro + readability + controlmicromanagement thread; "no control" thread
7OpenFront browser RTS → Steam EA, scale, tournamentsOpenFront on Steam; Steambase
8CoH cover/suppression/capture/base/tech conventionsSuppression wiki; Strategic Point wiki; COH2.ORG glossary
9EndWar Theater of War persistence / handoffTheater of War wiki; Wikipedia EndWar
10Three.js / WebGL unit-count performance, instancingThree.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.