Building System Briefing
Why buildings in Last Cradle are operating commitments, not simple unlock tiles. The briefing connects gameplay-facing systems to Mission Control language so future UI and game text can stay consistent.
System Role
This system should always explain what the player can do, what limit they are pushing against, what can fail, and how the result enters sector or planetary records. It should not read as an isolated stat.
Player-Facing Questions
- What resource or risk does the system expose?
- Which building, event, or technology changes it?
- What tradeoff appears when the value improves?
- Which global indicator or chronicle record should reference it later?
Writing Rule
Keep the text concrete: threshold, deficit, redundancy, maintenance, delay, and consequence. Avoid fantasy phrasing, pure upgrade language, or claims that one action solves a planet-scale problem.
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Technology Facility Package
Technical Overview
Building systems are operating commitments: every tile places maintenance debt, exposure, staffing, routing, and public justification into the sector.
Use Cases
Use this package for construction UI, blocked states, facility upgrades, layout pressure, and sector debriefs.
Failure Modes
Failure appears as overloaded lines, inaccessible maintenance, power reroutes, evacuation confusion, and facilities that work locally while harming the wider system.
Linked Regions
- `world/dry-basin`
- `world/dawn-plains`
- `world/gray-blue-highlands`
Mission Logs
- `logs/seedfall`
- `logs/mission-log-006-sector-assignment`
- `logs/mission-log-009-corridor-blackout`
Chronicle And Faction Dispute
- `chronicle/story-02-first-oasis`
- `chronicle/story-03-global-network`
- `chronicle/incident-thermal-corridor-blackout`
Demo Hook
The Demo hook is a placement preview that shows not only output, but maintenance, risk radius, and what the build makes harder later.
Visual Archive
Use Dry Basin construction art as the current high-resolution building plate because it shows early facilities in context.
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