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Engineering, operations & design history

First integrated gameplay journey

Full repository source: docs/integrated-gameplay-walkthrough.md

Technical documentation includes historical decisions, proposals and verification reports. For playing instructions and practical rules, open Gameplay.

First integrated gameplay journey

Verified September 21, 2026 by test/gameplay-journey.test.js. This is a reproducible command-level acceptance path through the current game, not a claim that all planned progression is complete. The authoritative rules and remaining boundaries are in Living World Design and the implementation ledger.

Play sequence

  1. Reserve and found the first available woodland-edge village. Close migration for this controlled population-conservation scenario. Keep the starter food plot and mill staffed. Two household days yield eight surplus food for the forty residents.
  2. Research and adopt Seed selection; choose wheat for the starter field. Build and staff a forester lodge to establish scouting practice.
  3. Research/adopt Drill and Scouting. Survey the local threat and physically import five iron. The active raiding camp steals four caravan rations, making the threat observable.
  4. Craft four militia kits, transfer four residents into training, then send the supplied patrol. Clear the camp, return, recover the wounded member and demobilize. Suspend Drill to release its specialist. Later trade is no longer raided by this cleared camp.
  5. Let the mill's initial logs run out and inspect the production blocker. Selectively harvest one woodland plot; the next production day can process the restored input.
  6. Research Crop rotation and Joinery; Joinery can remain learned without local adoption. Attempted Irrigation research exposes insufficient tools. A ten-lot tool shipment exceeds carrier capacity, so import two actual five-lot shipments and then research/adopt Irrigation.
  7. Clear the second woodland plot, survey it, make compost and complete staged soil preparation. Its effective terrain becomes farmland while generated terrain remains unchanged. Install irrigation using eight units of finite well capacity.
  8. Build a community field on the reclaimed plot, assign two workers and choose vegetables. Combined potential food output exceeds sixty per village day. Suspend Scouting and release lodge staff to free expedition labor.
  9. Research/adopt Record keeping. Send two workers to survey a released frontier parcel; wait for their report to return and register its conditional charter. Import three more tools to meet the real founder-supply requirement.
  10. Dispatch eight residents/six workers with camp materials and provisions. They walk to the parcel and complete camp assembly before its separate owned City activates. Home now holds thirty-two residents/eighteen workers; the outpost has eight residents/six workers.
  11. Harvest actual outpost woodland. Send thirty-two food and one tool from home while reserving twenty harvested logs for collection. Wait for exchange and the carriers' return before counting those logs in home stock.

What the scenario establishes

  • Every gameplay change uses a normal player command; no direct stock, terrain or population fixture edits are used.
  • Food remains sufficient at each checked advancement and assigned labor never exceeds resident capacity. Material stocks remain finite and nonnegative.
  • Across home and outpost, forty residents and twenty-four civilian workers are conserved. Only one founding grant exists; the second region is the paid outpost charter.
  • Restoration preserves state at patrol, research/land, founder and supply-trip checkpoints. Generated geography and the base manifest remain unchanged.
  • The ending outpost has more than three days of food and three tools after a completed physical supply/collection trip.

Verification limits and recovery extension

This scenario uses the default deterministic seed and controlled time. Construction uses a one-millisecond work unit, while household days remain four hours and travel/research/land/camp stages advance through their real scheduled events. It demonstrates command-level compatibility and conservation, not human pacing, all-seed balance, unlimited depot sustainability or completion of the eighteen-topic research tree.

Separate outpost tests and browser checks cover evacuation and reoccupation. From the home City, review returning settlers to reuse an intact retained camp or rebuild a dismantled one using their own carried materials and labor. Collect retained timber/logs first if storage is crowded. Reoccupation preserves the original rights and investments; recall and changed-storage return conserve the actual people and remaining cargo. Broader administration, site release and later progression remain in scope.