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
| Dimension | 17a Dragon | 17b Beach | 17c Troll Hole | 17d Cursed Isle |
|---|---|---|---|---|
| Map | 37 × 38 swamp | 37 × 27 coast | 32 × 32 cave | 35 × 42 island |
| Turns | 33 / 30 / 27 | 30 / 27 / 24 | 33 / 30 / 27 | 30 / 27 / 24 |
| Visibility | Normal | Normal | Shroud | Fog |
| Primary enemies | Saurians + Fire Dragon | Saurians + Naga | Trolls + spiders/tentacles | Spectral undead + Vampire Lady |
| Core objective | Slay Dragon | Defeat two leaders | Defeat surviving leaders | Defeat visible leaders or awakened Queen |
| Signature system | Delayed boss awakening | Progress-triggered reinforcements | Random leader layout | Random hidden-boss temple |
| Bonus structure | Optional full clear | Normal early-finish bonus | Leader loot | Boss dissolution and temple loot |
| Randomization | None | None | Two of four leaders survive | Queen/loot/empty temple assignment |
Exact state contract
| Branch | Increment | Completion flag | Return marker |
|---|---|---|---|
| Dragon | num_done += 1 | the_dragon=1 | last_done="Dragon" |
| Beach | num_done += 1 | a_beach=1 | last_done="Beach" |
| Hole | num_done += 1 | troll_hole=1 | last_done="Hole" |
| Isle | num_done += 1 | cursed_isle=1 | last_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
| Branch | Special economy |
|---|---|
| Dragon | Boss awakening funds all Saurian sides; cave grants 225 / 200 / 175 gold. |
| Beach | First leader death grants 140 / 160 / 180 gold to the surviving side. |
| Troll Hole | Each active Troll leader yields 70 / 60 / 50 loot. |
| Cursed Isle | One temple grants 50 gold; Easy grants a second 50-gold temple and extra holy water. |
Authoring-cost comparison
| Branch | Fresh campaign-specific production | Major reused content |
|---|---|---|
| Dragon | Map, WML state and dialogue | Fire Dragon, complete Saurian roster, swamp terrain, music |
| Beach | Map, dialogue and reinforcement event | Saurian/Naga units, coast terrain, music |
| Troll Hole | Map, random setup and macro composition | Trolls, spiders, tentacles, cave terrain, music |
| Cursed Isle | Map, randomized temples and Queen scripting | Spectres, 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 goal | Best branch |
|---|---|
| Boss phase transitions | The Dragon |
| Map-progress reinforcement triggers | Lizard Beach |
| Prestart randomization and macro extension | Troll Hole |
| Dynamic objectives and hidden encounters | Cursed Isle |
| Quest-hub state contracts | All four together |