Arc flow

04a Swamp of Esten ─┐ ├──► 05 The Oldwood ──► 06 Temple in the Deep ──► 07 Return to Oldwood ──► 08 Clearwater Port 04b The Midlands ─────┘ 05: earn access 06: complete relic quest 07: reconcile state and depart

Three different uses of scenario structure

ScenarioPrimary formWhat the engine frame is used for
05Four-side surface battleAutonomous ally, fog, protect condition, diplomacy, quest unlock
06Two-side underground questShroud, compound objectives, item interaction, death conversion
07One-turn cutsceneMap continuity, unit animation, stored-state transformation, dialogue convergence

Map economy

FileUsed byProduction lesson
05_The_Oldwood.mapScenario 05 battle and Scenario 07 cutsceneOne custom map supports two dramatically different experiences.
06_Temple_in_the_Deep.mapScenario 06 dungeonA distinct map is created only when geography and mechanics change substantially.

State architecture

StateCreated earlierUsed in arcCleanup
escape_choiceScenario 03Already consumed to load 04a or 04bCleared at Scenario 05 prestart
last_doneScenario 04 victoryTransition metadata before convergenceCleared at Scenario 05 prestart
have_ladyScenario 02Controls objection, storage, reunion dialogue, and recruit repairCleared in Scenario 07
lady_storeScenario 02 or 05Preserves progression during off-screen scouting and reconstructionCleared after Lady Jessene is created
Have_RubyScenario 06 chestJoins two victory conditionsCleared at Scenario 06 victory

Content reuse matrix

SystemCampaign-specific workCore/shared reuse
Forest allianceDialogue, scenario arrangement, Rithrandil portraitsAll Wose units, fog, shared vision, guardian behavior, terrain and scenery
DungeonMap, story art, quest scripting, RISE_UP_RISE_UPUndead units, underground schedule, holy-water macro, chest/statue art, sounds and music
Jessene revealPortrait, dialogue, state conversion logicStored-unit actions, animations, recruit action, cutscene theme, Wose units, map

Pacing architecture

05 — Social proof through combat

The player earns trust by defending a faction with its own army and leader.

06 — Focused dungeon objective

The campaign narrows from a multi-front war to one enemy and one artifact.

07 — Recovery and redirection

A short non-combat chapter processes consequences before the next siege.

Design interpretation. The arc alternates tactical scale rather than escalating monotonically. A large alliance battle is followed by a compact dungeon and then a pure narrative scene.

Best practices demonstrated

PracticeOldwood example
Make allies mechanically independentTreefolk retain their own side, recruitment, gold, and AI.
Gate an objective behind story-earned accessThe catacomb cannot be entered until the Woses break the seal.
Let objectives complete in either order when naturalLenvan and the Ruby can be handled in either sequence.
Use temporary state for local logicHave_Ruby is discarded once success guarantees possession.
Use stored units for long-lived progressionlady_store retains experience and type through absence.
Give narrative scenarios real engineering responsibilitiesScenario 07 performs identity, roster, variable, and carryover transitions.
Reuse maps when place continuity mattersOldwood is revisited rather than represented by a generic story screen.

Scenario 05 · Scenario 06 · Scenario 07