Unit Data Schema — Topic 06: Command-Post & Wonder-Slot Governance — Omega War

Stage 2 · per-topic review · topic 06 of 6 · cycle unit-data-schema · page created 2026-06-15

alignment_status: review — topic 06 working doc ready — Stage 2 of 3, final per-topic research review before synthesis.
This page reviews topic 06 only: command-post unlock governance, deck-level status rules, the strict one-wonder-slot constraint, and anti-rush prerequisite shapes. It compiles from research/unthinkable/_working/unit-data-schema/06-cp-and-wonder-slot.md.

Boundary (UD-A1): shape, not values. This topic assigns no command-post costs, build times, cooldowns, resource amounts, objective thresholds, damage values, warning durations, or balance magnitudes.
Topic-05 hand-off (read-only) — topic 05 approved the Division, ToeProfile, and DivisionDeckMapping shape, then routed here with proceed-topic-06. Topic 06 governs playable-deck status, the single Band-C wonder slot, and the anti-rush surfaces that prevent wonder cards from becoming openers.

1. Purpose & scope of this topic

Author the final governance layer before synthesis. A playable deck must state its status, expose a command-post unlock structure, and carry exactly one late, named, documented wonder candidate with anti-rush prerequisites.

Topic-06 governance model
Deck topic 04 DeckGovernance status + invariants CommandPost Band C unlock WonderSlotRule exactly one CardRosterEntry deployment_band C WonderPrerequisite anti-rush gates

2. CommandPost governance

FieldTypeReq?Notes
idstringrequiredStable key such as advance_command_post.
display_namestringrequiredPlayer-facing facility name.
unlocks_bandenum DeploymentBandrequiredThe deck-side band this surface opens.
unlock_scopeenum UnlockScoperequiredinfantry, armor, artillery, air, logistics, strategic, wonder.
prerequisite_surfacesref CommandPost[]optionalShape-only dependency list; no build-order values.
interruptiblebooloptionalCounterplay eligibility; no disruption values.

Gate — command-post-governance required

Does the CommandPost governance shape correctly express unlock surfaces without adding economy values?

3. DeckGovernance — status and invariants

FieldTypeReq?Notes
deckref DeckrequiredThe governed topic-04 deck.
statusenum DeckStatusrequiredslice, base, conditional_base, expansion_backlog, attachment_only, flavor_only, reject.
requires_wonder_slotboolrequiredTrue for playable decks.
zone_policyenum ZonePolicyrequiredHow baseline/stretch/what-if cards may appear.
framing_requiredbooloptionalRequired for morally loaded premise rows.

Gate — deck-governance required

Does DeckGovernance capture deck status, zone policy, and playable-deck invariant ownership?

4. WonderSlotRule — strict single late slot

Two late gates. Arsenal §4B says Phase-C only. In the synthesis model this means card.phase_band = C and CardRosterEntry.deployment_band = C, then anti-rush prerequisites still have to pass.

FieldTypeReq?Notes
deckref DeckrequiredThe playable deck being checked.
roster_entryref CardRosterEntryrequiredThe one entry where wonder_eligible = true.
required_phase_bandenum PhaseBandrequiredAlways C for first synthesis.
required_deployment_bandenum DeploymentBandrequiredAlways C for first synthesis.
required_zoneenum PlausibilityZonerequiredBaseline / stretch / what-if zone.
named_documented_artifactboolrequiredTrue for every wonder candidate.
source_caveatstringrequiredVisible caveat for stretch, what-if, captured, or premise rows.

Gate — wonder-slot-rule required

Does the wonder-slot rule correctly encode exactly one named, documented, late slot per playable deck?

5. WonderPrerequisite — anti-rush gate shape

FieldTypeReq?Notes
wonder_ruleref WonderSlotRulerequiredThe wonder slot rule being gated.
kindenum WonderPrerequisiteKindrequiredcommand_post_infrastructure, resource_commitment, visible_warning, battlefield_control, campaign_progress, combat_performance, source_framing, one_use_or_cooldown.
target_refstring/refoptionalRelated surface, objective, campaign event, recon state, or source record.
telegraph_requiredbooloptionalWhether visible warning is required.
counterplay_channelenum CounterplayChanneloptionalCoarse counterplay surface; no strength values.

Gate — anti-rush-prereqs required

Does WonderPrerequisite capture anti-rush and counterplay shape without tuning values?

6. Illustrative governance rows (shape demonstration only)

DeckWonder candidate shapeRequired gatesReading
us_2nd_armoredsuper_pershing as Band-C roster entryAdvance CP; resource commitment; visible warning; named artifact caveatClean identity option if rare and expensive later; no numbers here.
uk_11th_armouredcenturion_trial_troop or tortoise_detachmentBand C; stretch/source caveat; command-post infrastructure; counterplay telegraphStretch candidate must stay visibly flagged.
soviet_2nd_guards_tank_armyis3_guards_shock_groupBand C; campaign/era eligibility; visible warning; battlefield-control or campaign-progress gateLegible late shock option, not an opener.
rearmed_german_kampfgruppemaus_recovery or v_weapon_strikeWhat-if toggle; framing note; source caveat; explicit counterplay channelCounterfactual and morally loaded rows require extra disclosure.

7. Open questions & route

  1. open Storage placement — separate DeckGovernance table vs fields on Deck.
  2. open Prerequisite encoding — polymorphic target_ref vs typed nullable refs.
  3. open Automated invariant validation — whether synthesis should emit a machine-checkable exactly-one assertion.
  4. open Conditional-base handling — which conditional statuses count as playable during a campaign branch.

Gate — route required

How should the cycle proceed? This also disposes the §7 open questions (they carry to synthesis unless you direct otherwise in notes).

8. Deferred-values register (this topic)

DeferredWhyWhere it lands
Command-post costs, build times, numeric prerequisitesEconomy/balance valuesprototype balance / tactical vertical-slice spec
Wonder activation costs, cooldowns, damage, radius, durationCombat/balance valuesprototype balance pass
Exact objective-control, recon, veterancy, or campaign thresholdsTuning and scenario designcampaign/economy pass
Final wonder identity per deckContent selectiondeck-content pass
Counterplay strength and warning durationBalance and UXplaytest/balance pass

9. Source log (topic 06)

10. Compile Responses

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.