13 Peoples in Decline
│
▼
14 Rough Landing
├── regroup scattered fleet
├── defeat three Naga leaders
└── casualty-triggered Sea Serpents
│
▼
15 A New Land
├── first Great Continent landing
├── survive without deaths
├── Lady Dionli intervenes
├── Typhon departs
└── initialize Ka’lian quest state
│
▼
16 The Ka’lian
├── choose any incomplete quest
├── return after each Scenario 17
├── greet by last_done
└── after four quests: land grant and Scenario 18
Three different meanings of “survival”
Scenario
Immediate problem
Mechanical expression
14
Fleet is scattered and damaged
Secure amphibious regrouping ground before turns expire
15
Newcomers are mistaken for invaders
Delay the first death; no leader-defeat objective
16
Refugees lack legal territory
Accept a four-quest diplomatic test
AI architecture transition
Scenario
AI technique
Why it fits
14
Ordinary Naga AI plus scripted serpent arrivals
Enemy behavior is conventional; escalation timing is authored.
The scenario premise fails if enemies casually risk their own deaths.
16
No tactical AI needed
State-driven dialogue and routing are the entire scenario.
From linear route to reusable hub
Before Scenario 16
At Scenario 16
Most scenario transitions have one next chapter or a one-time branch.
The same hub is revisited after four interchangeable branches.
Choice state is usually consumed after reconvergence.
Quest flags persist until all four are complete.
Dialogue follows a fixed scenario order.
Dialogue is rendered from completion count and last-completed quest.
Carryover normally represents battle economy.
Hub departures preserve 100% because no battle occurs.
Hub-state separation
State
Question answered
num_done
How far through the council’s overall test is Haldric?
Four quest flags
Which destinations should still be described and displayed?
last_done
Which lord should acknowledge the most recent victory?
Architecture lesson. These variables are intentionally nonredundant. A count cannot identify unfinished quests, while four booleans cannot cheaply select the broad first/second/third/final council response.
Transition-state lifecycle
Stage
State operation
Scenario 15 ending
Initializes all six hub variables.
Quest selection in Scenario 16
Reads flags to hide completed options; preserves all gold.
Scenario 17 completion
Expected to set its flag, increment count, and set last_done.
Scenario 16 final visit
Clears all six variables and advances permanently.
Content-production boundary
Feature
Campaign-specific work
Core/shared reuse
Island regrouping
Map, dialogue, serpent scheduling
Naga, bat, serpent, ship, terrain and audio assets