Hub-and-branch flow

16 The Ka’lian ├── 17a The Dragon ──────► the_dragon = 1; last_done = "Dragon" ├── 17b Lizard Beach ────► a_beach = 1; last_done = "Beach" ├── 17c Troll Hole ──────► troll_hole = 1; last_done = "Hole" └── 17d Cursed Isle ─────► cursed_isle = 1; last_done = "Isle" Every branch: ├── increments num_done ├── returns to Scenario 16 └── carries 40% battle gold into the 100%-carryover hub

Direct comparison

Dimension17a Dragon17b Beach17c Troll Hole17d Cursed Isle
Map37 × 38 swamp37 × 27 coast32 × 32 cave35 × 42 island
Turns33 / 30 / 2730 / 27 / 2433 / 30 / 2730 / 27 / 24
VisibilityNormalNormalShroudFog
Primary enemiesSaurians + Fire DragonSaurians + NagaTrolls + spiders/tentaclesSpectral undead + Vampire Lady
Core objectiveSlay DragonDefeat two leadersDefeat surviving leadersDefeat visible leaders or awakened Queen
Signature systemDelayed boss awakeningProgress-triggered reinforcementsRandom leader layoutRandom hidden-boss temple
Bonus structureOptional full clearNormal early-finish bonusLeader lootBoss dissolution and temple loot
RandomizationNoneNoneTwo of four leaders surviveQueen/loot/empty temple assignment

Exact state contract

BranchIncrementCompletion flagReturn marker
Dragonnum_done += 1the_dragon=1last_done="Dragon"
Beachnum_done += 1a_beach=1last_done="Beach"
Holenum_done += 1troll_hole=1last_done="Hole"
Islenum_done += 1cursed_isle=1last_done="Isle"

The hub uses the flag to hide the completed option, last_done to select the return greeting, and num_done to choose the council’s overall progress response.

Four approaches to variation

Authored phase change

The Dragon: a hidden boss appears because of space or time.

Authored reinforcement threshold

Lizard Beach: crossing the beach line creates a new allied enemy force.

Randomized strategic layout

Troll Hole: random setup changes which corners recruit.

Randomized exploration identity

Cursed Isle: fixed temples receive different encounter roles.

Economy and reward comparison

BranchSpecial economy
DragonBoss awakening funds all Saurian sides; cave grants 225 / 200 / 175 gold.
BeachFirst leader death grants 140 / 160 / 180 gold to the surviving side.
Troll HoleEach active Troll leader yields 70 / 60 / 50 loot.
Cursed IsleOne temple grants 50 gold; Easy grants a second 50-gold temple and extra holy water.

Authoring-cost comparison

BranchFresh campaign-specific productionMajor reused content
DragonMap, WML state and dialogueFire Dragon, complete Saurian roster, swamp terrain, music
BeachMap, dialogue and reinforcement eventSaurian/Naga units, coast terrain, music
Troll HoleMap, random setup and macro compositionTrolls, spiders, tentacles, cave terrain, music
Cursed IsleMap, randomized temples and Queen scriptingSpectres, Vampire Lady, bats, holy-water macro, island terrain, music
Production lesson. Four highly distinct branches require no new ordinary unit type. Variety comes primarily from map design, event architecture, objective logic, faction selection, and state contracts.

Which branch is the best example?

Learning goalBest branch
Boss phase transitionsThe Dragon
Map-progress reinforcement triggersLizard Beach
Prestart randomization and macro extensionTroll Hole
Dynamic objectives and hidden encountersCursed Isle
Quest-hub state contractsAll four together

Dragon source · Beach source · Hole source · Isle source