Conquest / Assault / Raid Score-Pressure Adapters & Indirect Map-Objective Scoring

A design synthesis proposing an explicit score-pressure adapter abstraction — one shared command-score substrate, one per-mode conversion layer — and defining how Helmstedt map objectives feed the score indirectly (temporary tactical rewards → better scoring actions → ownership/progress shift → command-score drain), never as a second victory track.

status: review tier: visual category: product-design stage: 1 (scope + proposed synthesis)
Alignment date: 2026-07-04   Product path: unthinkable   Producing skill: create-alignment-page
Page: alignment/create-alignment-page-score-pressure-adapters.html
Primary sources: research/unthinkable/helmstedt-objective-brainstorm.md, research/unthinkable/conquest-gamemode-rules-inventory.md, research/unthinkable/conquest-of-helmstedt-level-design.md, research/unthinkable/game-rules-inventory.md
Nature: Conquest half is grounded in approved rules; the Assault/Raid adapters and the formal "adapter" abstraction are design-forward inference requiring review before any canonical write.

Table of Contents

  1. 1. Scope, Framing & Terminology
  2. 2. The Score-Pressure Adapter Model
  3. 3. Indirect Map-Objective Scoring
  4. 4. Helmstedt Objectives → Indirect Score Channels
  5. 5. Evidence Matrix
  6. 6. Assumptions / Confidence Register
  7. 7. Alternatives & Rejected / Lower-Confidence
  8. 8. Source Coverage & Gaps
  9. 9. Proposed Artifact & File Changes
  10. 10. Compile Responses

1. Scope, Framing & Terminology

This page proposes a vocabulary and design contract for how the three planned game modes convert battlefield state into the single victory currency, and how map-specific objectives influence that currency indirectly. It does not change any implemented behavior. Conquest is the only mode in the first playable slice; Assault and Raid are named future patterns only (CNQ-001 implementation note).

TermMeaning in this proposal
Command score (the substrate)The single victory currency. Win by draining the enemy's to zero (or the Phase-C Advance Command Post fallback); lose if yours reaches zero. Shared by all modes. Source: CNQ-007 / BTL-002 / CSC-001–003.
Score-pressure adapter (new term)A per-mode conversion layer that decides which battlefield states apply command-score pressure. Modes differ only in this conversion, not in the currency.
Game-mode objectiveThe rule that decides how you win — the adapter made concrete. Conquest = five capture points + drain. Source: brainstorm "Terminology".
Map objectiveA thematic battlefield event layered on a specific map (Helmstedt = Checkpoint Alpha Transit Events). Grants a temporary tactical advantage. Not a second victory track. Source: brainstorm "Terminology" + "Core Model".
Indirect scoringMap objectives never touch command score. They alter the battlefield state that the adapter reads, so their effect on score is mediated (doubly, per §3).
In scope: the adapter abstraction, the indirect-scoring pipeline, and the Conquest→Assault→Raid reward/conversion mapping. Out of scope: final numeric tuning (deferred by CNQ-022), new experiments (brainstorm "Experiment Mapping" says none needed), and any runtime promotion.

Gate · Scope & Non-Goals

Is the "score-pressure adapter" framing (one shared command-score substrate + a per-mode conversion layer) the right abstraction to document now?required
How much Assault/Raid detail should this proposal carry?required

2. The Score-Pressure Adapter Model

Every mode shares one substrate and differs by one conversion function. The substrate is the command-score currency, its drain relationship, the ownership/progress state it reads, and the Phase-progression comeback relief that snapshots score pressure at transitions (CNQ-012). The adapter is the mode-specific rule mapping battlefield state → score pressure.

2.1 Shared substrate (constant across modes)

2.2 The three adapters

ModeAdapter — how battlefield state becomes score pressurePrimary tracked stateStatus
Conquest
playable now
Ownership of five capture points sets resource rate and command-score drain; the central command point (CP-C) exerts the strongest drain while side points feed income, flanking, raids, and comeback pressure. Persistent point ownership over time approved
CNQ-003/004/006
Assault
future
Territorial progress: an attacker breaching and holding a staged objective line drains the defender's score; the defender preserves score by denying the line. Pressure tracks position, not persistent multi-point hold. Objective-line / breach position future pattern
CNQ-001 (inferred)
Raid
future
Completion timing: reaching, extracting, or exposing a raid target applies a pressure pulse; the contest is the reach/extract window and its denial, not holding ground. Raid-target reach / extract state + timers future pattern
CNQ-001 (inferred)

2.3 The invariant

Command score is the only victory currency in every mode. Adapters change the conversion function (which states apply pressure and how fast), never the currency, the comeback-relief rule, or the command-post/phase gates. A mode is defined by its adapter plus its map objectives — not by a new win condition bolted beside the score.

Gate · Design Decision — Adapter Invariant

Should "command score is the only victory currency; modes differ only by conversion" be recorded as a hard invariant?required

3. Indirect Map-Objective Scoring

Map objectives (Helmstedt: Checkpoint Alpha Transit Events) never modify command score. They inject a temporary tactical advantage into the battlefield-state layer; that advantage improves the mode's scoring actions; the adapter then converts the improved state into drain. Impact on the score is therefore doubly indirect, and always ignorable.

3.1 The indirect-scoring pipeline

Map objective → command score (indirect chain)

Map objective won (Checkpoint Alpha) Temporary tactical reward adapts per mode Better scoring action capture/contest/hold Ownership / progress shift state the adapter reads Adapter → score drain per-mode conversion Victory pressure command score no direct path to score

Design property: because the objective only ever multiplies effectiveness at stage 3, a player who ignores it is under tactical pressure but never instantly invalidated, and the objective is never a mandatory victory gate (brainstorm "Conquest Integration Notes").

3.2 Reward policy (what "indirect" is allowed to mean)

Verbatim from the brainstorm's Reward Policy — the guardrails that keep map objectives indirect:

Allowed (indirect) rewards

  • Capture-speed bonus near a specified lane / point
  • Contest-strength bonus for eligible units in a marked radius
  • Temporary defensive works near an owned point
  • Smoke or artillery preparation on a visible point
  • Faster road deployment along a marked corridor
  • Temporary command aura near contested points
  • Emergency logistics near owned points
  • Short repair / resupply pulse tied to a visible destination

Disallowed (would make it direct)

  • Immediate point capture
  • Direct command-score damage
  • Permanent income multiplier
  • Free Phase B/C command-post unlock
  • Hidden or untelegraphed unit spawn
  • Wonder activation without Advance CP + declaration
  • Global buff without map-local explanation
  • Reward that forces abandoning the core capture game

3.3 The reward step adapts per mode

The same event family changes its reward logic by mode (brainstorm "Future-Mode Note") — this is the mode-adaptation at stage 2, distinct from the adapter's conversion at stage 5:

ModeReward adapts to help you…Feeds which adapter input
Conquestcapture, defend, contest, or attack control pointspoint ownership (§2.2 row 1)
Assaultbreach, hold staging ground, or reinforce an attack lanebreach-line position (§2.2 row 2)
Raidreach, extract, obscure, or temporarily expose a raid targetreach/extract window (§2.2 row 3)

Gate · Design Decision — Indirect-Only Rule

Should "map objectives never touch command score directly" be an absolute rule, or allow sanctioned exceptions?required
Does the six-stage pipeline (§3.1) correctly capture the intended indirection? (optional)

4. Helmstedt Objectives → Indirect Score Channels

Concrete instantiation for the first playable Conquest map. The five capture points are the Conquest adapter's inputs; the phase-flavored Checkpoint Alpha events feed them indirectly.

4.1 Capture points = adapter inputs

PointRoleAdapter contribution
CP-NW / CP-SWPlayer-near resource pointsIncome + comeback pressure; light drain contribution when held.
CP-CCentral command pointStrongest command-score drain; contestable from multiple lanes.
CP-NE / CP-SEAI-near resource pointsRaid/flank targets; splitting AI attention and testing comeback.

Ownership controls resource rate and command-score drain; exact contest radius / capture time / income / drain values are deferred to EXP-04 tuning (LDD "Capture Points"; CNQ-022).

4.2 Checkpoint Alpha events → indirect channels

Phase eventReward (indirect)Which point it pressuresSafety ceiling
A · Gatehouse Seizure Faster capture / stronger infantry contest near one lane; one-time smoke on an approach; Phase-A road-entry speed. Flip / hold CP-NW or CP-SW Helps take/hold; does not own the point or touch score.
B · Checkpoint Alpha Convoy Emergency logistics; faster reinforcement on the transit road; short defensive works; artillery/smoke prep; limited repair pulse. Sustain hold of CP-C or a side point Creates a push window; no capture, score, free CP, or permanent income.
C · Corridor Breakthrough Faster corridor reinforcement; temporary command aura; brief contest strength; artillery/smoke on the next attack point. Decisive drain push around CP-C Accelerates a conventional push; cannot replace Advance CP / wonder prerequisites, declarations, or telegraphs.
AI honesty: the AI must be able to choose to contest, escort, interdict, or ignore the event honestly (brainstorm Experiment Mapping → EXP-08). Indirect scoring only works if both sides treat the objective as optional leverage, not a forced lane.

5. Evidence Matrix

Each major claim mapped to repo evidence, inference, confidence, assumption status, and decision impact. Observed rule = present in an approved/working register; inferred = this proposal's synthesis.

ClaimEvidence (source · path)InferenceConf.AssumptionDecision impact
Command score is the single victory currency across modes. Observed — CNQ-007, BTL-002, CSC-001–003 If all modes resolve on command score, mode differences are conversion rules, not new currencies. high Future modes keep this currency. Grounds the invariant (§2.3). Approve to make it a rule.
Conquest converts capture-point ownership into drain; CP-C strongest. Observed — CNQ-003/004/006, CSC-003, LDD "Capture Points" Conquest = the ownership-over-time adapter. high None material. Conquest adapter row is safe to document as-is.
Map objectives must not touch command score directly. Observed — brainstorm "Core Model" + "Reward Policy" (disallowed list) Objectives influence score only via battlefield state → adapter. high Holds for all future modes unless a sanctioned exception is approved. Grounds the indirect-only gate (§3).
The reward step adapts per mode (Conquest/Assault/Raid). Observed — brainstorm "Future-Mode Note" Stage-2 reward is mode-specific even when the theme is constant. high Assault/Raid reward verbs stay as listed. Supports §3.3 table verbatim.
Helmstedt events map to indirect per-phase channels. Observed — brainstorm "Checkpoint Alpha Transit Events" + "Conquest Integration Notes" Each phase event pressures specific points without owning them. high Event family survives review (see helmstedt-real-world-objective-review). Supports §4 mapping.
A formal "score-pressure adapter" abstraction is worth naming. Inferred — synthesis of the above; no source uses the term. Naming the conversion layer clarifies mode design and keeps the substrate stable. medium The team wants a named abstraction vs informal notes. Primary approval item (gate §1 / §2).
Assault adapter = territorial breach-line progress → drain. Inferred — CNQ-001 names Assault as future; brainstorm gives Assault reward verbs only. A breach/hold-line conversion fits "breach, hold staging, reinforce". low No approved Assault spec exists. Label design-forward; do not canonize numbers.
Raid adapter = reach/extract timing → pressure pulse. Inferred — CNQ-001 + brainstorm Raid reward verbs (reach/extract/obscure/expose). A completion-timing conversion fits raid verbs better than territory hold. low No approved Raid spec; may need its own win-pulse rules. Label design-forward; ties to indirect-exception gate (§3).

Gate · Evidence & Design Completeness

Is the evidence sufficient to record the Conquest half and the indirect-scoring rule as canonical, with Assault/Raid clearly flagged as low-confidence?required
Could any missing context change the recommendation? (optional)

6. Assumptions / Confidence Register

ConclusionStatusWhat would change it
Command score is the shared currency; modes differ by conversion.evidence-backedA future mode spec that introduces a second win currency.
Conquest = capture-ownership adapter (CP-C strongest).evidence-backedA rules change to how ownership drives drain.
Map objectives influence score only indirectly.evidence-backedAn approved exception (e.g. Raid expose pulse).
Formal "adapter" naming is the right abstraction.provisionalTeam decision to adopt / rename / keep informal (gate §1).
Assault = breach-line progress adapter.provisional inferenceAn approved Assault mode spec.
Raid = reach/extract timing adapter.provisional inferenceAn approved Raid mode spec + win-pulse rules.
All concrete magnitudes (drain, capture time, bonus sizes).deferredEXP-04 / EXP-06 tuning evidence (CNQ-022).

Gate · Assumptions / Confidence

Are the confidence labels correct — Conquest + indirect rule as evidence-backed, adapter naming provisional, Assault/Raid low-confidence?required

7. Alternatives & Rejected / Lower-Confidence

7.1 Rejected design directions

Rejected approachWhy rejected
Map objectives that damage command score directly.Creates a parallel victory track; violates the brainstorm Reward Policy disallowed list; removes the "ignorable" safety property.
A separate score currency per mode.Breaks the shared substrate, duplicates comeback-relief logic (CNQ-012), and makes cross-mode balance opaque.
Objective as a mandatory scoring lane.A player who ignores it would be instantly invalidated — explicitly disallowed (brainstorm "Conquest Integration Notes").
Reward that permanently multiplies income/economy.Disallowed reward; converts a temporary event into permanent dominance.

7.2 Event-family alternatives (from brainstorm, secondary)

AlternativeWhy secondary (brainstorm)
Rail Corridor SurgeStrong visual identity but narrower; may overemphasize one lane.
Lappwald Relay NetGood for recon, less central to Helmstedt's transit identity.
Border Gate ControlUseful Phase-A variant, too small to carry all three phases.
Marienborn Signal InterceptGood intel hook, risks an info-system feature before core systems are proven.
Autobahn BreakthroughStrong Phase-C fantasy, too late-game-specific to be the only family.

8. Source Coverage & Gaps

Gate · Coverage Checkpoint

Is this coverage boundary acceptable (design-stage sources only; runtime and numeric tuning excluded)?required

9. Proposed Artifact & File Changes

Nothing is written until approval. The brainstorm already anticipated this as "a later rules pass" for full Conquest/Assault/Raid game-mode objective rules. Candidate destinations:

OptionDestinationTrade-off
A (recommended)New research/unthinkable/score-pressure-adapters.md, cross-linked from the Conquest inventory.Keeps the cross-mode abstraction in one place; inventory stays Conquest-focused.
BAppend a "Score-Pressure Adapters" section to research/unthinkable/conquest-gamemode-rules-inventory.md.Co-locates with Conquest rules but mixes cross-mode content into a mode-specific register.
CAdd adapter rules (e.g. CSC-005+) to research/unthinkable/game-rules-inventory.md.Canonical register, but buries the model among all rules.

Proposed mutation scope after approval (Option A): create the new doc; add a one-line pointer + "Related" cross-link in conquest-gamemode-rules-inventory.md; update alignment/index.html; convert this page to confirmed. No changes to prototypes/… runtime, no numeric balance, no experiment changes.

Gate · Artifact Destination & Proposed File Changes

Where should the approved model be canonized?required
Is the proposed mutation scope (new/append doc + cross-link + index; no runtime, no numbers) approved?required

Gate · Post-Approval Route

After approval and the canonical write, what is the next step?required

10. Compile Responses

Answer the gate questions above (and/or select section feedback), then compile a single response payload. Enabled as soon as one gate is answered or one section-feedback control is selected. Partial responses are fine — you do not need to answer every gate to send emphasis or concerns.

Review path: read this page, then compile either local section-feedback YAML (from any section's emphasize / thumbs-down / clarify control) or the bottom Compile Responses YAML, and paste it back into a /create-alignment-page session to continue. The YAML carries its own command: route.