JSLC › KEPT

Kept cards

PR / legitimacy

Glossary

PR / legitimacy

A status meter; it does not replace the command-structure win condition.

PR / legitimacy: A status meter; it does not replace the command-structure win condition.

UNREP

Glossary

UNREP

Underway replenishment. Inspect each ship’s listed game behavior; routine fuel sustainment is not simulated.

UNREP: Underway replenishment. Inspect each ship’s listed game behavior; routine fuel sustainment is not simulated.

JSLC and Conquer reference

JSLC and Conquer reference

Authority

Victory conditions

How to read this reference

Chapter index

Tag legend

Terms

Changes to the chapters

1. The owner's later decisions in the markings. These include true scale, protected mechanics, logistics-only lawfare, all ship classes buildable, the sole game engine, JCOM ownership of the Space Dreidel, the two victory axes, and INS Adir (CVN-107).

2. Source chapter 01, the D-001 through D-017 ledger, where a later owner line does not overrule it.

3. The other source chapters, in their authority order: chapter 07, then 03, then 02, then 04, then 05, then 06.

A contract line that freezes a weapon loses to the 23:25 decision. A chapter that treats a retired renderer as the game loses to the 23:57 decision.

The lawfare question is closed. Owner, 2026-10-04 23:25, verbatim: "supply delays and blockades, not weapons breaking down." Lawfare is reputation pressure plus supply delays, embargoes, port denial, protester blockades, flotilla blockades, and slowed reinforcements. It never lo…

PR gains are capped at 25 points per rolling minute. Penalties are not capped. The orbital laser is immune to the lawfare freeze and still pays the PR cost. Francesca Albanese stays the off-map diplomatic antagonist. Greta Thunberg's flotilla is a blockade. The removal package i…

H1 JSLC and Conquer reference

H2 Authority

H2 Victory conditions

H2 How to read this reference

H2 Chapter index

H2 Tag legend

H2 Terms

H2 Changes to the chapters

BUILD_MAP

BUILD_MAP

Milestones

Priority

Lanes already running

Work packages

Chapter 01 packages

Chapter 03 packages

Chapter 04 packages

Chapter 05 packages

Chapter 06 packages

Chapter 07 packages

Chapter 08 packages

Chapter 09 packages

Chapter 10 packages

Explicit conflict packages

This map turns partial, unbuilt, and conflicting requirements into work packages. M0 delivers a playable JSLC tutorial with PR warfare expressed through logistics. Lane states and implementation claims are recorded baseline observations, not fresh verification.

JCOM means JSLC Command. Its orbital asset is the Space Dreidel. Kinetic victory requires destroying all hostile Command Centers, production facilities, and builder engineers. PR victory drives enemy legitimacy to zero. At zero legitimacy, ports close, cargo is refused, base gat…

P0 blocks M0. P1 is a promised operation. P2 is completeness or presentation. A package whose text is the PR conflict, the retired renderer boot, or the tutorial is P0 even if a source chapter ranked it lower.

Read on 2026-10-05 from each lane directory. "ahead" is commits on the lane branch that are not in that clone's origin/main. No final report means the lane has not closed.

gg11, gg12, gg14, gg15, and gg23 have no "b" lane in this list. gg12 and gg15 were not in the running set named by the brief.

These packages track chapter 01 requirements and their recorded delivery assignments.

H1 BUILD_MAP

H2 Milestones

H2 Priority

H2 Lanes already running

H2 Work packages

H3 Chapter 01 packages

H3 Chapter 03 packages

H3 Chapter 04 packages

H3 Chapter 05 packages

H3 Chapter 06 packages

H3 Chapter 07 packages

H3 Chapter 08 packages

H3 Chapter 09 packages

H3 Chapter 10 packages

H2 Explicit conflict packages

Decisions needed

Decisions needed

Elevator model

Elevator multi-ship ingress

PR logistics numbers

Carrier price and tier

Wasp cameo in the naval tab

Mega-HAS capacity

Harvester unload timing

Infantry ration speed floor

AoI brownout model

Promotion point spending

Flotilla flagship removal

Flotilla re-anchor resolve

UN truck hijacker after ejection

Patron naming default

Chickie rescue bonus scope

F-35B corvette refuel pool

Fulton Skyhook presentation

Sea Dragon staging

Health bar draw path

Small-unit enlarge curve

Lifeblood gauges on the command bar

Campaign save location

Matchmaking host

Phone box selection

Authority, highest first: the owner's later decisions in the markings (including the 2026-10-05 02:05 victory decision), then source chapter 01, then the other source chapters, then these chapters. A closed item is listed above the open decisions and is not a button.

Sources: markings and owner step 6295. |

Two models stay until you pick one clearance and one phase model. Model A is the Blue Aurora four-phase lift: chapter 06 reads 15 m as clearance above a 45 m mast, a 22 s cycle, and it runs in the active simulation. [BUILT: beta/src/gameplay/auroraElevator.ts] Model B is the 720…

- Keep both until a later pick, and port Model B into the 3D game

- Model A only, 15 m read as clearance above the mast

- Model B only, 10 m read as clearance above the mast

H1 Decisions needed

H2 Elevator model

H2 Elevator multi-ship ingress

H2 PR logistics numbers

H2 Carrier price and tier

H2 Wasp cameo in the naval tab

H2 Mega-HAS capacity

H2 Harvester unload timing

H2 Infantry ration speed floor

H2 AoI brownout model

H2 Promotion point spending

H2 Flotilla flagship removal

H2 Flotilla re-anchor resolve

H2 UN truck hijacker after ejection

H2 Patron naming default

H2 Chickie rescue bonus scope

H2 F-35B corvette refuel pool

H2 Fulton Skyhook presentation

H2 Sea Dragon staging

H2 Health bar draw path

H2 Small-unit enlarge curve

H2 Lifeblood gauges on the command bar

H2 Campaign save location

H2 Matchmaking host

H2 Phone box selection

01. Vision, Tone, Premise, and Faction Lore

01. Vision, Tone, Premise, and Faction Lore

1. Executive Vision & Core Premise

1.1 Real-World Scale Mandate

1.2 Deep-Water Sinking & Fording Mechanics

1.3 The PR Legitimacy Doctrine: Logistical, Never Moral

2. Tone, Satire, and Strict Boundaries

2.1 Satirical Targets

2.2 Satirical Limits & Absolute Boundaries

3. Faction 1: JSLC (JSL Corps / JSLC Command)

3.1 Doctrine & Backstory

3.2 Visual Language & Insignia Governance

3.3 Physical Damage Telegraphs

3.4 Key Units, Weapon Systems & Logistical Assets

4. Faction 2: AoI (The Network)

4.1 Doctrine & Backstory

4.2 Visual Language

4.3 Physical Damage Telegraphs

4.4 Signature Satirical & Asymmetric Units

4.5 The AoI Campaign Rule: The 1-Minute Popular Rebellion

5. Faction 3: The Directorate (Penguins / PDA)

5.1 Doctrine, Backstory & The "Atlantean Protoss" Paradigm

5.2 The Puppet Master: Xenu & Cosmic Absurdity

5.3 Visual Language & Physical Damage States

5.4 Signature Units & Upgrades

5.5 The Sacred Objective: "Free the Chickies" Rescue Win Condition

5.6 Directorate Campaign Schedule

6. Asymmetric Cross-Faction Dynamics & Invariants

7. Open Questions for the Owner

8. Implementation Gaps

> **Governing design.** The faction names are JSLC, AoI, and the Penguins (the Directorate). The playable match uses the sage3d renderer.

> Low PR is reputation pressure plus logistics friction: supply delays, embargoes, port denial, protester blockades, flotilla blockades, and slowed reinforcements. Lawfare never locks a weapon. Kinetic victory destroys all hostile Command Centers, production facilities and build…

> PR_GAIN_CAP_PER_MINUTE = 25. Penalties are not capped. The orbital laser is immune to the lawfare freeze and still pays the PR cost. Francesca Albanese is the off-map diplomatic antagonist. Greta Thunberg's flotilla is a blockade tool.

JSLCNC is a deterministic, 3D real-time strategy total conversion and modernization grounded in the Command & Conquer Generals: Zero Hour (SAGE) paradigm [OWNER: "Command and Conquer Generals Zero Hour" user_inputs.xml:step 0] [BUILT: beta/src/renderers/sage3d.ts:1]. The simulat…

The game rejects generic RTS symmetric design in favor of radical operational asymmetry, structured around a three-faction conflict triad: the high-tech, bureaucratic Western military powerhouse of JSLC; the decentralized, subterranean insurgent guerrilla network of AoI; and the…

Every 3D model, sprite, simulation footprint, and collision hull in JSLCNC is authored at true 1:1 real-world physical scale relative to every other entity on the battlefield [OWNER: "i want real world scale... not to, across the board, shrink larger units" user_inputs.xml:step …

H1 01. Vision, Tone, Premise, and Faction Lore

H2 1. Executive Vision & Core Premise

H3 1.1 Real-World Scale Mandate

H3 1.2 Deep-Water Sinking & Fording Mechanics

H3 1.3 The PR Legitimacy Doctrine: Logistical, Never Moral

H2 2. Tone, Satire, and Strict Boundaries

H3 2.1 Satirical Targets

H3 2.2 Satirical Limits & Absolute Boundaries

H2 3. Faction 1: JSLC (JSL Corps / JSLC Command)

H3 3.1 Doctrine & Backstory

H3 3.2 Visual Language & Insignia Governance

H3 3.3 Physical Damage Telegraphs

H3 3.4 Key Units, Weapon Systems & Logistical Assets

H2 4. Faction 2: AoI (The Network)

H3 4.1 Doctrine & Backstory

H3 4.2 Visual Language

H3 4.3 Physical Damage Telegraphs

H3 4.4 Signature Satirical & Asymmetric Units

H3 4.5 The AoI Campaign Rule: The 1-Minute Popular Rebellion

H2 5. Faction 3: The Directorate (Penguins / PDA)

H3 5.1 Doctrine, Backstory & The "Atlantean Protoss" Paradigm

H3 5.2 The Puppet Master: Xenu & Cosmic Absurdity

H3 5.3 Visual Language & Physical Damage States

H3 5.4 Signature Units & Upgrades

H3 5.5 The Sacred Objective: "Free the Chickies" Rescue Win Condition

H3 5.6 Directorate Campaign Schedule

H2 6. Asymmetric Cross-Faction Dynamics & Invariants

H2 7. Open Questions for the Owner

H2 8. Implementation Gaps

02. Full Roster, Tech Trees, Real-World Identities, and Force Structures

02. Full Roster, Tech Trees, Real-World Identities, and Force Structures

1. The Three-Faction Asymmetric Paradigm & Strategic Reality

1.1 The Operational Triad: Three Factions, Radically Asymmetric Doctrine

1.2 Scale, Dimensions, & The Readability Mandate

1.3 Protected Simulation Rules & Doctrinal Boundaries

2. Master Tech Trees & Production Architecture

2.1 General Production Rules, Builders, & Queue Logistics

2.2 JSLC Master Tech Progression Tree

2.3 AoI Master Tech Progression Tree

2.4 The Directorate (Penguins / PDA) Master Tech Progression Tree

3. JSLC (JCOM) Comprehensive Roster & Technical Dossiers

3.1 Structures & Infrastructure

3.2 Defenses & Force Protection Systems

3.3 Infantry & Specialist Forces

3.4 Ground Vehicles & Armored Formations

3.5 The Naval Fleet (All Ship Classes Buildable)

3.5.1 Ship names and hull numbers

3.6 Aircraft & Aviation Wings

3.7 JSLC Signature Upgrades & Technology Modules

3.8 JSLC Support Powers & Strategic Powers

4. AoI (The Network) Comprehensive Roster & Technical Dossiers

4.1 Subterranean Structures & Covert Infrastructure

4.2 Defenses & Ambush Installations

4.3 Infantry & Insurgent Cells

4.4 Mobile Technicals, Armor & Artillery

4.5 Aircraft & Commercial Drone Swarms

4.6 AoI Upgrades & Support Powers

5. The Directorate (Penguins / PDA) Comprehensive Roster & Technical Dossiers

5.1 Polar Structures & Zero-Point Conduits

5.2 Polar Defenses & Resonant Shield Nodes

5.3 Infantry & Polar Special Forces

5.4 Polar Armor, Heavy Walkers & Engineering

5.5 Aircraft, Gate Craft & Stasis Vessels

5.6 Directorate Upgrades & Support Powers

6. Cross-Faction Comparative Systems & Asymmetric Dynamics

6.1 Builder Engines & SCV Equivalents Compared

6.2 Infiltration, Sabotage & Demolitions Compared

6.3 Search & Rescue (SAR) & The Detainee Pipeline

6.4 Fording, Deep Water Sinking, & Bathymetric Dynamics

7. Open Questions for the Owner

8. Gaps (Actionable Build Tasks)

> **Governing design.** The faction names are JSLC, AoI, and the Penguins (the Directorate). The playable match uses the sage3d renderer.

> Low PR is reputation pressure plus logistics friction: supply delays, embargoes, port denial, protester blockades, flotilla blockades, and slowed reinforcements. Lawfare never locks a weapon. Kinetic victory destroys all hostile Command Centers, production facilities and build…

> PR_GAIN_CAP_PER_MINUTE = 25. Penalties are not capped. The orbital laser is immune to the lawfare freeze and still pays the PR cost. Francesca Albanese is the off-map diplomatic antagonist. Greta Thunberg's flotilla is a blockade tool.

JSLCNC rejects the flattened symmetric model where factions share an identical unit roster with minor stat multipliers [OWNER: "Every unit in Command and Conquer comes from a single BASE_UNITS table", user_inputs.xml:584] [BUILT: beta/src/content/classicRoster.ts:10]. Instead, t…

**Roster Code Mapping**: `coalition` [BIBLE: 02-factions-lore-and-roster.md:39] [BUILT: beta/src/content/classicRoster.ts:37].

**Operational Doctrine**: The absolute zenith of Western combined-arms technology, precision avionics, and layered missile defense, perpetually throttled by its own Byzantine procurement bureaucracy, crushing supply chain tethers, and vulnerability to adversarial lawfare [OWNER:…

H1 02. Full Roster, Tech Trees, Real-World Identities, and Force Structures

H2 1. The Three-Faction Asymmetric Paradigm & Strategic Reality

H3 1.1 The Operational Triad: Three Factions, Radically Asymmetric Doctrine

H3 1.2 Scale, Dimensions, & The Readability Mandate

H3 1.3 Protected Simulation Rules & Doctrinal Boundaries

H2 2. Master Tech Trees & Production Architecture

H3 2.1 General Production Rules, Builders, & Queue Logistics

H3 2.2 JSLC Master Tech Progression Tree

H3 2.3 AoI Master Tech Progression Tree

H3 2.4 The Directorate (Penguins / PDA) Master Tech Progression Tree

H2 3. JSLC (JCOM) Comprehensive Roster & Technical Dossiers

H3 3.1 Structures & Infrastructure

H3 3.2 Defenses & Force Protection Systems

H3 3.3 Infantry & Specialist Forces

H3 3.4 Ground Vehicles & Armored Formations

H3 3.5 The Naval Fleet (All Ship Classes Buildable)

H3 3.5.1 Ship names and hull numbers

H3 3.6 Aircraft & Aviation Wings

H3 3.7 JSLC Signature Upgrades & Technology Modules

H3 3.8 JSLC Support Powers & Strategic Powers

H2 4. AoI (The Network) Comprehensive Roster & Technical Dossiers

H3 4.1 Subterranean Structures & Covert Infrastructure

H3 4.2 Defenses & Ambush Installations

H3 4.3 Infantry & Insurgent Cells

H3 4.4 Mobile Technicals, Armor & Artillery

H3 4.5 Aircraft & Commercial Drone Swarms

H3 4.6 AoI Upgrades & Support Powers

H2 5. The Directorate (Penguins / PDA) Comprehensive Roster & Technical Dossiers

H3 5.1 Polar Structures & Zero-Point Conduits

H3 5.2 Polar Defenses & Resonant Shield Nodes

H3 5.3 Infantry & Polar Special Forces

H3 5.4 Polar Armor, Heavy Walkers & Engineering

H3 5.5 Aircraft, Gate Craft & Stasis Vessels

H3 5.6 Directorate Upgrades & Support Powers

H2 6. Cross-Faction Comparative Systems & Asymmetric Dynamics

H3 6.1 Builder Engines & SCV Equivalents Compared

H3 6.2 Infiltration, Sabotage & Demolitions Compared

H3 6.3 Search & Rescue (SAR) & The Detainee Pipeline

H3 6.4 Fording, Deep Water Sinking, & Bathymetric Dynamics

H2 7. Open Questions for the Owner

H2 8. Gaps (Actionable Build Tasks)

03. The Core Loop, Economy, Production and the Lifeblood Logistics System

03. The Core Loop, Economy, Production and the Lifeblood Logistics System

1. Executive Summary & Philosophical Grounding

2. The 30 Hz Simulation Loop & The Core Gameplay Cycle

2.1 The Deterministic Simulation Loop

2.2 The Six Phases of the Strategic Core Loop

3. Finite Economy & Territorial Expansion

3.1 The Expansion Philosophy: Generals & StarCraft 2 Paradigm

3.2 Starting Base Reserves vs. Contested Forward Deposits

3.3 The Resource Depletion & Income Decay Mechanism

3.4 Faction-Specific Harvesters & Gathering Dynamics

3.5 AoI Asymmetric Economy: Temu Mystery Supply Crates

4. Construction Architecture & Production Networks

4.1 Building Placement & Foundation Restrictions

4.2 Four-Tier Production Progression

4.3 Asymmetric Construction Personnel

5. The Lifeblood Logistics System: The Four Pillars

6. Fuel & POL Dynamics: Flight Decks, Tankers & Crashes

6.1 Fuel Endowments and Burn Rates

6.2 The Bingo Fuel Alert & The Deadstick Glide

6.3 Naval STOVL Hot-Pit Refueling on Flight Decks

6.4 Conformal Fuel Tanks (CFT) Upgrade

6.5 HEMTT M978 Forward Fuel Tankers

7. Ammunition, Ready-Racks & The Winchester State

7.1 Ready-Rack Depletion Rates

7.2 The Winchester State & Weapon Attack Lock

7.3 Ammunition Rearm Vectors

8. Spare Parts & Mechanical Reliability Decay

8.1 Reliability Degradation

8.2 Breakdown States: Broken Transmissions & Thrown Tracks

8.3 D9 Bulldozer & Combat Engineer Field Triage

9. Sustenance, Rations & The Wendy's Expeditionary System

9.1 Infantry Calorie Burn & Pocket MRE Buffers

9.2 The Starvation Cascade

9.3 The Wendy's Mobile Expeditionary Trailer

9.4 Forced Civilian Requisition (The Desperation Gambit)

10. Supply Lines, Strained Corridors & Morale Degradation

11. C-130 Drops & Strategic Logistics Superpowers

11.1 The Timed Aerial Refueling Superpower

11.2 C-130 Parachute Pallet Airdrops

11.3 Physical Aerial Fly-In Delivery of Purchased Aircraft

12. Naval Underway Replenishment (UNREP)

12.1 USNS Manna (T-AOE-26), Supply-class

12.2 Amphibious Sustainment & The Wasp-Class LHD

13. Hardened Infrastructure & The Mega-HAS

13.1 Real-World Scale & The E-4B Nightwatch Baseline

13.2 The Modular Bay Capacity Model

13.3 Tactical Invulnerability & Radar Masking

14. Tactical Triage Marquee & Brigade Cohort Aggregation

14.1 Non-Modal Tactical Triage Marquee

14.2 The 7-Second Dead Man's Switch

14.3 Brigade Cohort Aggregation

15. Downed Pilots & Combat Search and Rescue (CSAR)

15.1 The Pilot Ejection Pipeline

15.2 USAF Pararescue (PJ) CSAR & PDA Cryo-SAR

15.3 Dynamic CSAR Success Probability

15.4 Rescue Success vs. Catastrophic Repulse

16. Power Grid Architecture, Knockouts & Auxiliary Generators

16.1 Faction Power Generation

16.2 The Four-Tier Brownout Grid Model

16.3 Blackout Consequences & Conventional Structure Shutdown

16.4 JSOC Defenses: Built-In Backup Auxiliary Generators

16.5 Adversarial Power Sabotage & AoI Human Shields

17. Open Questions for the Owner

18. Gaps & Build Tasks

> **Governing design.** The faction names are JSLC, AoI, and the Penguins (the Directorate). The playable match uses the sage3d renderer.

> Low PR is reputation pressure plus logistics friction: supply delays, embargoes, port denial, protester blockades, flotilla blockades, and slowed reinforcements. Lawfare never locks a weapon. Kinetic victory destroys all hostile Command Centers, production facilities and build…

> PR_GAIN_CAP_PER_MINUTE = 25. Penalties are not capped. The orbital laser is immune to the lawfare freeze and still pays the PR cost. Francesca Albanese is the off-map diplomatic antagonist. Greta Thunberg's flotilla is a blockade tool.

In standard real-time strategy games, logistics is an invisible fantasy. [OWNER: "Logistics is a key element of gameplay." user_inputs.xml:737] [BUILT: beta/src/gameplay/operationalLogistics.ts:26] Ammunition never runs dry, tank transmissions never shred their planetary gears i…

A high-tech western military force does not lose wars because its missiles miss their targets; it loses wars because a bureaucratic procurement apparatus cannot ship spare parts across contested seas, because fuel tankers cannot traverse flooded rivers, or because adversarial di…

The simulation engine runs on a strictly deterministic synchronous 30 Hz logic tick rate (33.333 milliseconds per frame). [BIBLE: chapters/03-gameplay-systems.md:4] [BUILT: beta/src/network/lockstepSim.ts:48] While the Three.js 3D renderer (`sage3d.ts`) interpolates bone animati…

H1 03. The Core Loop, Economy, Production and the Lifeblood Logistics System

H2 1. Executive Summary & Philosophical Grounding

H2 2. The 30 Hz Simulation Loop & The Core Gameplay Cycle

H3 2.1 The Deterministic Simulation Loop

H3 2.2 The Six Phases of the Strategic Core Loop

H2 3. Finite Economy & Territorial Expansion

H3 3.1 The Expansion Philosophy: Generals & StarCraft 2 Paradigm

H3 3.2 Starting Base Reserves vs. Contested Forward Deposits

H3 3.3 The Resource Depletion & Income Decay Mechanism

H3 3.4 Faction-Specific Harvesters & Gathering Dynamics

H3 3.5 AoI Asymmetric Economy: Temu Mystery Supply Crates

H2 4. Construction Architecture & Production Networks

H3 4.1 Building Placement & Foundation Restrictions

H3 4.2 Four-Tier Production Progression

H3 4.3 Asymmetric Construction Personnel

H2 5. The Lifeblood Logistics System: The Four Pillars

H2 6. Fuel & POL Dynamics: Flight Decks, Tankers & Crashes

H3 6.1 Fuel Endowments and Burn Rates

H3 6.2 The Bingo Fuel Alert & The Deadstick Glide

H3 6.3 Naval STOVL Hot-Pit Refueling on Flight Decks

H3 6.4 Conformal Fuel Tanks (CFT) Upgrade

H3 6.5 HEMTT M978 Forward Fuel Tankers

H2 7. Ammunition, Ready-Racks & The Winchester State

H3 7.1 Ready-Rack Depletion Rates

H3 7.2 The Winchester State & Weapon Attack Lock

H3 7.3 Ammunition Rearm Vectors

H2 8. Spare Parts & Mechanical Reliability Decay

H3 8.1 Reliability Degradation

H3 8.2 Breakdown States: Broken Transmissions & Thrown Tracks

H3 8.3 D9 Bulldozer & Combat Engineer Field Triage

H2 9. Sustenance, Rations & The Wendy's Expeditionary System

H3 9.1 Infantry Calorie Burn & Pocket MRE Buffers

H3 9.2 The Starvation Cascade

H3 9.3 The Wendy's Mobile Expeditionary Trailer

H3 9.4 Forced Civilian Requisition (The Desperation Gambit)

H2 10. Supply Lines, Strained Corridors & Morale Degradation

H2 11. C-130 Drops & Strategic Logistics Superpowers

H3 11.1 The Timed Aerial Refueling Superpower

H3 11.2 C-130 Parachute Pallet Airdrops

H3 11.3 Physical Aerial Fly-In Delivery of Purchased Aircraft

H2 12. Naval Underway Replenishment (UNREP)

H3 12.1 USNS Manna (T-AOE-26), Supply-class

H3 12.2 Amphibious Sustainment & The Wasp-Class LHD

H2 13. Hardened Infrastructure & The Mega-HAS

H3 13.1 Real-World Scale & The E-4B Nightwatch Baseline

H3 13.2 The Modular Bay Capacity Model

H3 13.3 Tactical Invulnerability & Radar Masking

H2 14. Tactical Triage Marquee & Brigade Cohort Aggregation

H3 14.1 Non-Modal Tactical Triage Marquee

H3 14.2 The 7-Second Dead Man's Switch

H3 14.3 Brigade Cohort Aggregation

H2 15. Downed Pilots & Combat Search and Rescue (CSAR)

H3 15.1 The Pilot Ejection Pipeline

H3 15.2 USAF Pararescue (PJ) CSAR & PDA Cryo-SAR

H3 15.3 Dynamic CSAR Success Probability

H3 15.4 Rescue Success vs. Catastrophic Repulse

H2 16. Power Grid Architecture, Knockouts & Auxiliary Generators

H3 16.1 Faction Power Generation

H3 16.2 The Four-Tier Brownout Grid Model

H3 16.3 Blackout Consequences & Conventional Structure Shutdown

H3 16.4 JSOC Defenses: Built-In Backup Auxiliary Generators

H3 16.5 Adversarial Power Sabotage & AoI Human Shields

H2 17. Open Questions for the Owner

H2 18. Gaps & Build Tasks

04. Combat Systems, Integrated Air Defense, MADL Sensing, and Orbital Superweapons

04. Combat Systems, Integrated Air Defense, MADL Sensing, and Orbital Superweapons

1. Executive Summary & The Asymmetric Combat Doctrine

2. Deterministic Combat Execution & Damage Mechanics

2.1 The 30 Hz Simulation Loop & Ballistics Architecture

2.2 The Lethality Tag: LETHAL vs. NONLETHAL

2.3 The Jurisdiction Tag: TERRESTRIAL vs. ORBITAL

2.4 3D Altitude Combat Math & Flight Ceilings

2.5 Area Damage, Friendly Fire & Collateral Risks

3. Protected Targets, Human Shielding, and Lawfare Incidents

3.1 The LOAC Legal Grounding & Geneva Convention Reality

3.2 KindOf PROTECTED_CIVILIAN & The Recon Confidence Model

3.3 Target Verification States & Strike Calculations

3.4 Greta Thunberg's Civilian Eco-Flotilla Blockade

3.5 Non-Lethal De-escalation: LRAD, Water Cannons, and Dvora Boarding

3.6 The Lethal Strike Wipeout & Red-Team Patch EXP-001

4. Visual Damage States & Tactical UI Affordances

4.1 The Physical Damage Paradigm (Directive D-009)

4.2 Mechanical Status Degradation vs. Visual Bone Animations

4.3 Overhead Unit Health Bars: The Toggleable User Setting (Directive D-011)

4.4 Click-to-Identify Stats in the Classic C&C Command Bar (Directive D-012)

5. Veterancy, Kill Counts, and General Promotion Points

5.1 Unit Veterancy Tiers: Recruits, Veterans, and Elites

5.2 Veterancy Stat Multipliers & Regeneration

5.3 Strategic Reinforcement Veterancy Spawns

5.4 Commander Promotion Points & XP Progression Thresholds

6. The 5-Layer Integrated Air & Missile Defense Grid

6.1 Architectural Hierarchy & Outer-to-Inner Evaluation Order

6.2 Layer 1: Arrow 3 / Arrow 4 (Exo-Atmospheric Upper Tier)

6.3 Layer 2: David's Sling / Stunner (Medium-Range Theater Air & Cruise Defense)

6.4 Layer 3: Iron Dome / Tamir (Tactical C-RAM & Drone Defense)

6.5 The Iron Dome Trajectory Filter: Doctrine in Code

6.6 Layer 4: Iron Beam 100 kW High Energy Laser (Directed Energy Point Defense)

6.7 Iron Beam Weather Attenuation & Power Grid Telemetry

6.8 Layer 5: Centurion C-RAM (Terminal Vulcan Gatling Point Defense)

6.9 Naval Point-Defense Bubble: Mk 15 Phalanx & HELIOS 60 kW

6.10 The 18% Defensive Shield Umbrella Fallback

7. F-35 MADL Cooperative Sensor Net, Bistatic GMTI & Subterranean Detection

7.1 Single F-35 Autonomous Standoff Mode

7.2 4-Ship Cooperative MADL Synthetic Aperture Net

7.3 Bistatic GMTI & passive EMCON Passive Silence

7.4 Dynamic Baton Pass & Emitter Handover Algorithm

7.5 Activity-Gated Subterranean Tunnel Detection

7.6 3D Subterranean Vector Corridor Rendering

8. Tri-State Fog of War, Shroud, and Exploration Dynamics

8.1 Grid Resolution & Cell States (UNEXPLORED, SHROUD, VISIBLE)

8.2 Unit & Structure Sight Radii Modifiers

8.3 Airborne Sight Multipliers (+50%) & Meteorological Degradation

8.4 Ghost Building Retention & Sensor Re-Verification

9. Superweapons, Strategic Powers, and the Player-Fired Orbital Laser

9.1 The Three-Faction Strategic Power Catalogue

9.2 The Player-Fired Orbital Laser ("Space Dreidel")

9.3 The Mandatory 15-Second Targeting Cycle

9.4 Space Jurisdiction and the Orbital Laser

9.5 Logistics Pressure on Terrestrial Forces

9.6 Target Consequences Under Orbital Jurisdiction

10. Open Questions for the Owner

11. Gaps

> **Governing design.** The faction names are JSLC, AoI, and the Penguins (the Directorate). The playable match uses the sage3d renderer.

> Low PR is reputation pressure plus logistics friction: supply delays, embargoes, port denial, protester blockades, flotilla blockades, and slowed reinforcements. Lawfare never locks a weapon. Kinetic victory destroys all hostile Command Centers, production facilities and build…

> PR_GAIN_CAP_PER_MINUTE = 25. Penalties are not capped. The orbital laser is immune to the lawfare freeze and still pays the PR cost. Francesca Albanese is the off-map diplomatic antagonist. Greta Thunberg's flotilla is a blockade tool.

In conventional military video games, combat is an unconstrained power fantasy where high-tech armies annihilate opposing hordes with zero legal friction, infinite ammunition, and god-like satellite visibility. [OWNER: "we want all the items grounded in reality to be sourced" us…

A modern expeditionary western military force (JSL Corps / JSLC) does not fight in a legal or physical vacuum; it operates under continuous diplomatic scrutiny, hostile lawfare inquiries, and deliberate adversary human-shielding tactics designed to exploit western military adher…

**Lethal vs. Non-Lethal Rules of Engagement:** Every weapon system, bomb, and strategic power carries immutable `Lethality` and `Jurisdiction` attributes. [BIBLE: chapters/03-gameplay-systems.md:70] [BUILT: beta/src/gameplay/lawfareDirector.ts:89] Striking protected civilian ass…

H1 04. Combat Systems, Integrated Air Defense, MADL Sensing, and Orbital Superweapons

H2 1. Executive Summary & The Asymmetric Combat Doctrine

H2 2. Deterministic Combat Execution & Damage Mechanics

H3 2.1 The 30 Hz Simulation Loop & Ballistics Architecture

H3 2.2 The Lethality Tag: LETHAL vs. NONLETHAL

H3 2.3 The Jurisdiction Tag: TERRESTRIAL vs. ORBITAL

H3 2.4 3D Altitude Combat Math & Flight Ceilings

H3 2.5 Area Damage, Friendly Fire & Collateral Risks

H2 3. Protected Targets, Human Shielding, and Lawfare Incidents

H3 3.1 The LOAC Legal Grounding & Geneva Convention Reality

H3 3.2 KindOf PROTECTED_CIVILIAN & The Recon Confidence Model

H3 3.3 Target Verification States & Strike Calculations

H3 3.4 Greta Thunberg's Civilian Eco-Flotilla Blockade

H3 3.5 Non-Lethal De-escalation: LRAD, Water Cannons, and Dvora Boarding

H3 3.6 The Lethal Strike Wipeout & Red-Team Patch EXP-001

H2 4. Visual Damage States & Tactical UI Affordances

H3 4.1 The Physical Damage Paradigm (Directive D-009)

H3 4.2 Mechanical Status Degradation vs. Visual Bone Animations

H3 4.3 Overhead Unit Health Bars: The Toggleable User Setting (Directive D-011)

H3 4.4 Click-to-Identify Stats in the Classic C&C Command Bar (Directive D-012)

H2 5. Veterancy, Kill Counts, and General Promotion Points

H3 5.1 Unit Veterancy Tiers: Recruits, Veterans, and Elites

H3 5.2 Veterancy Stat Multipliers & Regeneration

H3 5.3 Strategic Reinforcement Veterancy Spawns

H3 5.4 Commander Promotion Points & XP Progression Thresholds

H2 6. The 5-Layer Integrated Air & Missile Defense Grid

H3 6.1 Architectural Hierarchy & Outer-to-Inner Evaluation Order

H3 6.2 Layer 1: Arrow 3 / Arrow 4 (Exo-Atmospheric Upper Tier)

H3 6.3 Layer 2: David's Sling / Stunner (Medium-Range Theater Air & Cruise Defense)

H3 6.4 Layer 3: Iron Dome / Tamir (Tactical C-RAM & Drone Defense)

H3 6.5 The Iron Dome Trajectory Filter: Doctrine in Code

H3 6.6 Layer 4: Iron Beam 100 kW High Energy Laser (Directed Energy Point Defense)

H3 6.7 Iron Beam Weather Attenuation & Power Grid Telemetry

H3 6.8 Layer 5: Centurion C-RAM (Terminal Vulcan Gatling Point Defense)

H3 6.9 Naval Point-Defense Bubble: Mk 15 Phalanx & HELIOS 60 kW

H3 6.10 The 18% Defensive Shield Umbrella Fallback

H2 7. F-35 MADL Cooperative Sensor Net, Bistatic GMTI & Subterranean Detection

H3 7.1 Single F-35 Autonomous Standoff Mode

H3 7.2 4-Ship Cooperative MADL Synthetic Aperture Net

H3 7.3 Bistatic GMTI & passive EMCON Passive Silence

H3 7.4 Dynamic Baton Pass & Emitter Handover Algorithm

H3 7.5 Activity-Gated Subterranean Tunnel Detection

H3 7.6 3D Subterranean Vector Corridor Rendering

H2 8. Tri-State Fog of War, Shroud, and Exploration Dynamics

H3 8.1 Grid Resolution & Cell States (UNEXPLORED, SHROUD, VISIBLE)

H3 8.2 Unit & Structure Sight Radii Modifiers

H3 8.3 Airborne Sight Multipliers (+50%) & Meteorological Degradation

H3 8.4 Ghost Building Retention & Sensor Re-Verification

H2 9. Superweapons, Strategic Powers, and the Player-Fired Orbital Laser

H3 9.1 The Three-Faction Strategic Power Catalogue

H3 9.2 The Player-Fired Orbital Laser ("Space Dreidel")

H3 9.3 The Mandatory 15-Second Targeting Cycle

H3 9.4 Space Jurisdiction and the Orbital Laser

H3 9.5 Logistics Pressure on Terrestrial Forces

H3 9.6 Target Consequences Under Orbital Jurisdiction

H2 10. Open Questions for the Owner

H2 11. Gaps

05. The PR War and Lawfare: The Second Front Parallel to the Kinetic War

05. The PR War and Lawfare: The Second Front Parallel to the Kinetic War

1. Core Philosophy: PR as Pure Logistics, Never Moralism (Directive D-006)

1.1 "We Would Rather Stay Alive Than Be Loved"

1.2 The Owner's Decision: Supply Delays and Blockades, Never Weapon Jamming

2. The Two-Sided Strategic PR Meter

2.1 Meter Architecture and Asymmetries

2.2 The Central PR Gatekeeper (`applyPrDelta`)

2.3 Gameplay Penalties of Degraded JSLC Legitimacy

2.4 Gameplay Penalties of Degraded AoI Popular Support

3. The Diplomatic Distractor & Lawfare Director AI

3.1 The Off-Map Political Antagonist

3.2 Cadence, Jitter, and Escalation

4. UN Condemnations and Rapid Rebuttal Counterplay

4.1 Mechanical Severity & The Lethal Recency Doubler

4.2 The 30-Second Rebuttal Window

5. The Lawfare Freeze Is Logistics, and the Orbital Laser Still Pays

5.1 The orbital laser (§6.4)

5.2 EXP-004, the PR cost that remains

6. The Greta Thunberg Eco-Flotilla & Maritime Blockades

6.1 Flotilla Spawning and Topography

6.2 The Non-Lethal De-Escalation Toolkit

6.3 Lethal Fire = Instant PR Wipeout

6.4 Red-Team Exploit Amendments: EXP-001 and EXP-003

7. UN Convoys & Structural Shielding

7.1 UN Aid Convoys (`Neutral_UN` Supply Trucks)

7.2 UN Structural Shielding (Schools, Clinics, and Warehouses)

8. Protected Civilians, Infrastructure & Pre-Strike Restraint

8.1 The Reconnaissance Confidence Engine

8.2 The Explicit Strike/Abort Decision Point

8.3 Shield Dispersal vs. Anti-Farming Caps

9. Detentions, Live Capture & The Judicial Tribunal Pipeline

9.1 Morale Degradation and Surrender

9.2 The Detainee Transit Pipeline

9.3 Judicial Tribunals & Adjudicated Dossiers

10. Great-Power Patron Trade (China and Russia)

10.1 Superpower Patrons and Goods Catalogs

10.2 Shipping Corridors & Vulnerability Profiles

10.3 Asymmetric Catch-Up Scaling

10.4 JSLC Interdiction: "Intel, Never Credits"

10.5 JSOC Off-Map Proxy Interdictions

11. How AoI Exploits the Information Front

11.1 Staged Incidents & Digital Disinformation (`stage_incident`)

11.2 Martyr Videos & Ideological Mobilization (`martyr_video`)

11.3 Media Amplification of Collateral Damage (`exploit_collateral`)

11.4 Decoy Shipments & Media Backfire Traps

11.5 Flotilla Splash-Baiting & Hijacked UN Convoys

12. Open Questions for the Owner

13. Implementation Gaps and Build Tasks

> **Governing design.** The faction names are JSLC, AoI, and the Penguins (the Directorate). The playable match uses the sage3d renderer.

> Low PR is reputation pressure plus logistics friction: supply delays, embargoes, port denial, protester blockades, flotilla blockades, and slowed reinforcements. Lawfare never locks a weapon. Kinetic victory destroys all hostile Command Centers, production facilities and build…

> PR_GAIN_CAP_PER_MINUTE = 25. Penalties are not capped. The orbital laser is immune to the lawfare freeze and still pays the PR cost. Francesca Albanese is the off-map diplomatic antagonist. Greta Thunberg's flotilla is a blockade tool.

In conventional military strategy, command and conquer is measured in artillery craters, sunken hulls, and leveled bases. In JSLC and Conquer, kinetic dominance is only half the battle [FLESHED: project architectural vision across game design docs]. Running alongside the kinetic…

If you obliterate enemy armor but ignore the legal and diplomatic fallout, you will find your supply lines strangled, allied arms shipments embargoed, and activist flotillas physically barricading your naval yards [OWNER: "having public opinion on your side makes it easier to be…

Public legitimacy controls access to logistics and can decide the match through supply collapse.

H1 05. The PR War and Lawfare: The Second Front Parallel to the Kinetic War

H2 1. Core Philosophy: PR as Pure Logistics, Never Moralism (Directive D-006)

H3 1.1 "We Would Rather Stay Alive Than Be Loved"

H3 1.2 The Owner's Decision: Supply Delays and Blockades, Never Weapon Jamming

H2 2. The Two-Sided Strategic PR Meter

H3 2.1 Meter Architecture and Asymmetries

H3 2.2 The Central PR Gatekeeper (`applyPrDelta`)

H3 2.3 Gameplay Penalties of Degraded JSLC Legitimacy

H3 2.4 Gameplay Penalties of Degraded AoI Popular Support

H2 3. The Diplomatic Distractor & Lawfare Director AI

H3 3.1 The Off-Map Political Antagonist

H3 3.2 Cadence, Jitter, and Escalation

H2 4. UN Condemnations and Rapid Rebuttal Counterplay

H3 4.1 Mechanical Severity & The Lethal Recency Doubler

H3 4.2 The 30-Second Rebuttal Window

H2 5. The Lawfare Freeze Is Logistics, and the Orbital Laser Still Pays

H3 5.1 The orbital laser (§6.4)

H3 5.2 EXP-004, the PR cost that remains

H2 6. The Greta Thunberg Eco-Flotilla & Maritime Blockades

H3 6.1 Flotilla Spawning and Topography

H3 6.2 The Non-Lethal De-Escalation Toolkit

H3 6.3 Lethal Fire = Instant PR Wipeout

H3 6.4 Red-Team Exploit Amendments: EXP-001 and EXP-003

H2 7. UN Convoys & Structural Shielding

H3 7.1 UN Aid Convoys (`Neutral_UN` Supply Trucks)

H3 7.2 UN Structural Shielding (Schools, Clinics, and Warehouses)

H2 8. Protected Civilians, Infrastructure & Pre-Strike Restraint

H3 8.1 The Reconnaissance Confidence Engine

H3 8.2 The Explicit Strike/Abort Decision Point

H3 8.3 Shield Dispersal vs. Anti-Farming Caps

H2 9. Detentions, Live Capture & The Judicial Tribunal Pipeline

H3 9.1 Morale Degradation and Surrender

H3 9.2 The Detainee Transit Pipeline

H3 9.3 Judicial Tribunals & Adjudicated Dossiers

H2 10. Great-Power Patron Trade (China and Russia)

H3 10.1 Superpower Patrons and Goods Catalogs

H3 10.2 Shipping Corridors & Vulnerability Profiles

H3 10.3 Asymmetric Catch-Up Scaling

H3 10.4 JSLC Interdiction: "Intel, Never Credits"

H3 10.5 JSOC Off-Map Proxy Interdictions

H2 11. How AoI Exploits the Information Front

H3 11.1 Staged Incidents & Digital Disinformation (`stage_incident`)

H3 11.2 Martyr Videos & Ideological Mobilization (`martyr_video`)

H3 11.3 Media Amplification of Collateral Damage (`exploit_collateral`)

H3 11.4 Decoy Shipments & Media Backfire Traps

H3 11.5 Flotilla Splash-Baiting & Hijacked UN Convoys

H2 12. Open Questions for the Owner

H2 13. Implementation Gaps and Build Tasks

06. Naval and Air Operations

06. Naval and Air Operations

1. Fleet Aviation: Supercarriers (INS Adir (CVN-107)) and CATOBAR Operations

2. Amphibious Assault: USS Westmark (LHD-26), Stern-Only Well Decks, and LCAC Shoal (LCAC-180)

Stern-Only Launch and Recovery Mechanics

LCAC Shoal (LCAC-180) and Beach Assault

3. Deep-Water Sinking & Hydrodynamics (PROTECTED MECHANIC)

The Sinking Cascade and Persistent Wrecks

Embarkation Immunity and Stranded Cargo Catastrophe

4. The Diego Garcia Sub-Abyssal Yard: A Fleet Base of Pearl Harbor Proportions

Architectural Envelope and Spatial Plan

The Pearl Harbor Operational Yardstick

5. The Vertical Transit Elevators: Blue Aurora Hydro-Barrier vs. Mechanical Harbor Lift

Model Comparison Matrix

Model A: The 4-Phase Blue Aurora Forcefield Cycle

Model B: The 720-Second Industrial Caisson Cycle

6. Staging, Loiter Envelopes, and Fairway Traffic Management

7. Aircraft Basing, Infrastructure, and the Mega-HAS Shelter Doctrine

The Mega-HAS (Hardened Aircraft Shelter) Doctrine

8. Aircraft Fuel Lifeblood, the Host Multiplier, and Aerial Refueling

The Host Fuel Setting Multiplier

Baseline Fuel Specifications

Consumption, Bingo Fuel, and Flameout Crashes

Emergency Refueling Options and Tactical Triage

9. Aerodynamic Locomotion: Fixed-Wing Continuous Flight and Rotary Hover Dynamics

10. Escort Formations, Tactical Patrols, and the F-35 MADL Cooperative Sensor Net

Escort Move Mode

The F-35I Adir 4-Ship MADL Sensor Net

11. Helicopter Sling-Loads and Tandem Bridle Heavy-Lift

CH-47 Chinook Heavy Lift and D9 Carriage

12. Combat Search & Rescue, MC-130 Combat Talon, and the Fulton Skyhook System

The CSAR Race and Downed Pilots

MC-130 Combat Talon and the Fulton Skyhook (STARS)

The Detainee Pipeline and Sea Dragon Orbital Transit

13. AC-130U Spooky Gunship Overwatch and Armed RESCORT

Operational Profile and Fire Support

Vulnerabilities and Spirit 03 Doctrine

Open questions for the owner

Gaps

**Design rule.** The faction names are JSLC, AoI, and the Penguins (the Directorate). The playable match uses the sage3d renderer.

Low PR is reputation pressure plus logistics friction: supply delays, embargoes, port denial, protester blockades, flotilla blockades, and slowed reinforcements. Lawfare never locks a weapon. There are two victory axes: kinetic victory destroys all hostile Command Centers, produ…

PR_GAIN_CAP_PER_MINUTE = 25. Penalties are not capped. The orbital laser is immune to the lawfare freeze and still pays the PR cost. Francesca Albanese is the off-map diplomatic antagonist. Greta Thunberg's flotilla is a blockade tool. Where a citation points at code that still …

JCOM naval and air operations combine full-scale ships, aircraft, logistics and political pressure. Supercarriers dwarf littoral combatants at true 1:1 real-world scale [OWNER: "i want real world scale... never shrink large units", _markings.md:17] [BUILT: beta/src/explainer/dat…

Air superiority depends on fuel, movement and recovery planning. Jet fighters burn real jet propellant every second they spend airborne [BIBLE: chapters/03-gameplay-systems.md:200] [BUILT: beta/src/gameplay/operationalLogistics.ts:219]; fixed-wing aircraft obey aerodynamics and …

The centerpiece of JCOM high-seas power projection is the nuclear-powered supercarrier, fielded as the INS *Adir* (CVN-107), a Ford-class ship [OWNER: "midway through that one a ford class carrier shows up as reinforcement", user_inputs.xml:43] [BUILT: beta/src/explainer/data/un…

H1 06. Naval and Air Operations

H2 1. Fleet Aviation: Supercarriers (INS Adir (CVN-107)) and CATOBAR Operations

H2 2. Amphibious Assault: USS Westmark (LHD-26), Stern-Only Well Decks, and LCAC Shoal (LCAC-180)

H3 Stern-Only Launch and Recovery Mechanics

H3 LCAC Shoal (LCAC-180) and Beach Assault

H2 3. Deep-Water Sinking & Hydrodynamics (PROTECTED MECHANIC)

H3 The Sinking Cascade and Persistent Wrecks

H3 Embarkation Immunity and Stranded Cargo Catastrophe

H2 4. The Diego Garcia Sub-Abyssal Yard: A Fleet Base of Pearl Harbor Proportions

H3 Architectural Envelope and Spatial Plan

H3 The Pearl Harbor Operational Yardstick

H2 5. The Vertical Transit Elevators: Blue Aurora Hydro-Barrier vs. Mechanical Harbor Lift

H3 Model Comparison Matrix

H3 Model A: The 4-Phase Blue Aurora Forcefield Cycle

H3 Model B: The 720-Second Industrial Caisson Cycle

H2 6. Staging, Loiter Envelopes, and Fairway Traffic Management

H2 7. Aircraft Basing, Infrastructure, and the Mega-HAS Shelter Doctrine

H3 The Mega-HAS (Hardened Aircraft Shelter) Doctrine

H2 8. Aircraft Fuel Lifeblood, the Host Multiplier, and Aerial Refueling

H3 The Host Fuel Setting Multiplier

H3 Baseline Fuel Specifications

H3 Consumption, Bingo Fuel, and Flameout Crashes

H3 Emergency Refueling Options and Tactical Triage

H2 9. Aerodynamic Locomotion: Fixed-Wing Continuous Flight and Rotary Hover Dynamics

H2 10. Escort Formations, Tactical Patrols, and the F-35 MADL Cooperative Sensor Net

H3 Escort Move Mode

H3 The F-35I Adir 4-Ship MADL Sensor Net

H2 11. Helicopter Sling-Loads and Tandem Bridle Heavy-Lift

H3 CH-47 Chinook Heavy Lift and D9 Carriage

H2 12. Combat Search & Rescue, MC-130 Combat Talon, and the Fulton Skyhook System

H3 The CSAR Race and Downed Pilots

H3 MC-130 Combat Talon and the Fulton Skyhook (STARS)

H3 The Detainee Pipeline and Sea Dragon Orbital Transit

H2 13. AC-130U Spooky Gunship Overwatch and Armed RESCORT

H3 Operational Profile and Fire Support

H3 Vulnerabilities and Spirit 03 Doctrine

H2 Open questions for the owner

H2 Gaps

07. Campaigns and Operational Modes

07. Campaigns and Operational Modes

1. Executive Summary & Philosophy of Modes

2. The AoI Campaign: "The Uprising" (The 60-Second Rebellion) [Directive D-013]

2.1 The Philosophy of the One-Level Campaign

2.2 Chronological Mission Timeline: "The Republic of Shadows"

2.3 Post-Mission Debriefing

3. The Directorate (Penguins) Campaign: "Operation Deep Freeze" [Directive D-014]

3.1 Status & Construction Sequence

3.2 The 10-Mission Architectural Blueprint

4. The Master JSLC Campaign: The 18-Mission Operational Tour

4.1 Separating Authoritative Owner Decisions from Invented Errata

4.2 Map-by-Map Comprehensive Mission Dossier

4.3 The Strategic Divergence: Branch A vs. Branch B

5. The Blue Aurora Forcefield Elevator & Undersea Base

5.1 Architecture & Physical Specifications

5.2 The 4-Phase Transit State Machine

6. The Four Signature Operational Theaters

6.1 The Gaza Envelope (`gaza-envelope`)

6.2 The Jerusalem Seam (`jerusalem-seam`)

6.3 Northern Command (`northern-command`)

6.4 North Atlantic Workshop (`north-atlantic-workshop`)

7. Skirmish Maps & Master Battleground Catalogue

7.1 Architecture of the 39 Canonical Battlegrounds

7.2 The 18 Skirmish Maps (1v1, 4p, 6p, 8p)

7.3 Skirmish Mechanics & Competitive Resource Rules

8. Tower Defense Mode

8.1 Architectural Paradigm & Dedicated Director

8.2 Dedicated Mode Tunables & Mathematical Constants

8.3 The Three Signature Tower Defense Scenarios

9. Lockstep Deterministic Multiplayer & Netcode

9.1 The SAGE 30 Hz Synchronous Lockstep Architecture

9.2 Real-Time State Checksumming & Desync Detection

9.3 WebRTC DataChannel P2P Mesh & Matchmaking

10. Open Questions for the Owner

11. Gaps

**Design rule.** The faction names are JSLC, AoI, and the Penguins (the Directorate). The playable match uses the sage3d renderer.

Low PR is reputation pressure plus logistics friction: supply delays, embargoes, port denial, protester blockades, flotilla blockades, and slowed reinforcements. Lawfare never locks a weapon. There are two victory axes: kinetic victory destroys all hostile Command Centers, produ…

PR_GAIN_CAP_PER_MINUTE = 25. Penalties are not capped. The orbital laser is immune to the lawfare freeze and still pays the PR cost. Francesca Albanese is the off-map diplomatic antagonist. Greta Thunberg's flotilla is a blockade tool. Where a citation points at code that still …

Real-time strategy campaigns have spent decades trapped in scripted linearity, symmetrical arenas, and sterile morality mechanics. [FLESHED: Classical RTS conventions contrast against JSLCNC asymmetric systems across design docs] [PARTIAL: SAGE 3D simulation active; meta-campaig…

1. **The Single-Player Campaigns:** Grounded narrative experiences that mirror asymmetric reality. [BIBLE: chapters/04-maps-modes-campaigns.md:68] [BUILT: beta/src/gameplay/campaignDirector.ts:1] The Coalition (JSLC) wages a grueling 18-mission combined-arms campaign from the su…

2. **Skirmish & Master Battlegrounds:** Competitive deathmatches across 18 signature maps scaled from tight 1v1 duels to massive 8-player continental fronts, featuring finite starting deposits, rich contested midline expansions, and dynamic hydrological river fording. [OWNER: "I…

H1 07. Campaigns and Operational Modes

H2 1. Executive Summary & Philosophy of Modes

H2 2. The AoI Campaign: "The Uprising" (The 60-Second Rebellion) [Directive D-013]

H3 2.1 The Philosophy of the One-Level Campaign

H3 2.2 Chronological Mission Timeline: "The Republic of Shadows"

H3 2.3 Post-Mission Debriefing

H2 3. The Directorate (Penguins) Campaign: "Operation Deep Freeze" [Directive D-014]

H3 3.1 Status & Construction Sequence

H3 3.2 The 10-Mission Architectural Blueprint

H2 4. The Master JSLC Campaign: The 18-Mission Operational Tour

H3 4.1 Separating Authoritative Owner Decisions from Invented Errata

H3 4.2 Map-by-Map Comprehensive Mission Dossier

H3 4.3 The Strategic Divergence: Branch A vs. Branch B

H2 5. The Blue Aurora Forcefield Elevator & Undersea Base

H3 5.1 Architecture & Physical Specifications

H3 5.2 The 4-Phase Transit State Machine

H2 6. The Four Signature Operational Theaters

H3 6.1 The Gaza Envelope (`gaza-envelope`)

H3 6.2 The Jerusalem Seam (`jerusalem-seam`)

H3 6.3 Northern Command (`northern-command`)

H3 6.4 North Atlantic Workshop (`north-atlantic-workshop`)

H2 7. Skirmish Maps & Master Battleground Catalogue

H3 7.1 Architecture of the 39 Canonical Battlegrounds

H3 7.2 The 18 Skirmish Maps (1v1, 4p, 6p, 8p)

H3 7.3 Skirmish Mechanics & Competitive Resource Rules

H2 8. Tower Defense Mode

H3 8.1 Architectural Paradigm & Dedicated Director

H3 8.2 Dedicated Mode Tunables & Mathematical Constants

H3 8.3 The Three Signature Tower Defense Scenarios

H2 9. Lockstep Deterministic Multiplayer & Netcode

H3 9.1 The SAGE 30 Hz Synchronous Lockstep Architecture

H3 9.2 Real-Time State Checksumming & Desync Detection

H3 9.3 WebRTC DataChannel P2P Mesh & Matchmaking

H2 10. Open Questions for the Owner

H2 11. Gaps

08. UI/UX, Controls and Art Direction

08. UI/UX, Controls and Art Direction

1. Executive Mandate & Architectural Vision

2. The Owner's Strict UI Rules & Architectural Constraints

2.1 The Ban on Name Bars & Title Bands

2.2 The Grey Accent Policy

2.3 Translucent Overlays & Space Locking

2.4 Compact Mouse Controls & Responsive Word Economy

3. The Cobalt Tactical Token System

3.1 Semantic Color Tokens

3.2 Typography & Sizing Hierarchy

3.3 Layering Stack & Z-Index Governance

4. Desktop & Phone Controls Architecture

4.1 Desktop Control Scheme

4.2 Phone Controls & The Touch Gesture Engine

4.3 Persistent Phone Selection & The Split Button Affordance

4.4 Tap-to-Attack in Formation

4.5 Two-Finger Camera Manipulation

5. The Comprehensive HUD & Production Sidebar

5.1 The Top Telemetry Bar

5.2 The Left-Side Collapsible Drawer Suite

5.3 The Production Sidebar (Command Deck)

6. Classic C&C Click-to-Identify & Unit Stats Inspection ([D-012])

6.1 Data Breakdown in the Command Bar

7. Visual Damage State Paradigm ([D-009]) vs. Toggleable Health Bars ([D-011])

7.1 The Physical Damage State Paradigm ([D-009])

7.2 Mandatory Toggleable Health Bars ([D-011])

8. Real-World Scale Mandate & Small-Unit Magnification

8.1 True 1:1 Physical Scale Dimensions

8.2 The Extreme Camera Zoom Range

8.3 The Small-Unit Visual Enlarge Option

9. JSL Roundel, Ensign Markings & Heraldry Standards

9.1 The JSL Aircraft Roundel (`jsl_roundel.svg`)

9.2 The JSL Maritime Ensign (`jsl_ensign.svg`)

9.3 Unit Patches & Hull Markings

9.4 The Automated Distinct Silhouette Quality Gate

10. Open Questions for the Owner

11. Gaps (Status in Game Engine)

**Design rule.** The faction names are JSLC, AoI, and the Penguins (the Directorate). The playable match uses the sage3d renderer.

Low PR is reputation pressure plus logistics friction: supply delays, embargoes, port denial, protester blockades, flotilla blockades, and slowed reinforcements. Lawfare never locks a weapon. There are two victory axes: kinetic victory destroys all hostile Command Centers, produ…

PR_GAIN_CAP_PER_MINUTE = 25. Penalties are not capped. The orbital laser is immune to the lawfare freeze and still pays the PR cost. Francesca Albanese is the off-map diplomatic antagonist. Greta Thunberg's flotilla is a blockade tool. Where a citation points at code that still …

JSLCNC abandons the cluttered, unreadable visual chaos of legacy web-RTS experiments in favor of a radical architectural overhaul inspired by premier open-source RTS titans (*Beyond All Reason*, *OpenRA*, *Zero-K*) [OWNER: "look at the UI and interfaces that other open source pr…

The design decouples a high-performance, deterministic 30 Hz simulation core from a hardware-accelerated WebGL / Three.js 3D tactical viewport operating at a fluid 60 FPS [BIBLE: chapters/01-user-directives-ledger.md:12-14] [BUILT: beta/src/renderers/sage3d.ts:25-65]. All chrome…

The thematic tone is razor-sharp military satire: a deadpan collision of Pentagon operational jargon, bureaucratic lawfare friction, Israeli military doctrine, and international diplomatic absurdity [BIBLE: LANGUAGE_SPEC.md:28-35] [BUILT: beta/src/explainer/data/systems.ts:1-120…

H1 08. UI/UX, Controls and Art Direction

H2 1. Executive Mandate & Architectural Vision

H2 2. The Owner's Strict UI Rules & Architectural Constraints

H3 2.1 The Ban on Name Bars & Title Bands

H3 2.2 The Grey Accent Policy

H3 2.3 Translucent Overlays & Space Locking

H3 2.4 Compact Mouse Controls & Responsive Word Economy

H2 3. The Cobalt Tactical Token System

H3 3.1 Semantic Color Tokens

H3 3.2 Typography & Sizing Hierarchy

H3 3.3 Layering Stack & Z-Index Governance

H2 4. Desktop & Phone Controls Architecture

H3 4.1 Desktop Control Scheme

H3 4.2 Phone Controls & The Touch Gesture Engine

H3 4.3 Persistent Phone Selection & The Split Button Affordance

H3 4.4 Tap-to-Attack in Formation

H3 4.5 Two-Finger Camera Manipulation

H2 5. The Comprehensive HUD & Production Sidebar

H3 5.1 The Top Telemetry Bar

H3 5.2 The Left-Side Collapsible Drawer Suite

H3 5.3 The Production Sidebar (Command Deck)

H2 6. Classic C&C Click-to-Identify & Unit Stats Inspection ([D-012])

H3 6.1 Data Breakdown in the Command Bar

H2 7. Visual Damage State Paradigm ([D-009]) vs. Toggleable Health Bars ([D-011])

H3 7.1 The Physical Damage State Paradigm ([D-009])

H3 7.2 Mandatory Toggleable Health Bars ([D-011])

H2 8. Real-World Scale Mandate & Small-Unit Magnification

H3 8.1 True 1:1 Physical Scale Dimensions

H3 8.2 The Extreme Camera Zoom Range

H3 8.3 The Small-Unit Visual Enlarge Option

H2 9. JSL Roundel, Ensign Markings & Heraldry Standards

H3 9.1 The JSL Aircraft Roundel (`jsl_roundel.svg`)

H3 9.2 The JSL Maritime Ensign (`jsl_ensign.svg`)

H3 9.3 Unit Patches & Hull Markings

H3 9.4 The Automated Distinct Silhouette Quality Gate

H2 10. Open Questions for the Owner

H2 11. Gaps (Status in Game Engine)

09. Architecture and Build

09. Architecture and Build

1. High-Level Architecture: Decoupled Simulation and Presentation

2. The Game Engine: Three.js `sage3d` Viewport

2.1 The Tactical Perspective Camera

2.2 3D Terrain, Procedural Water, and Bridges

2.3 3D Dynamic Entity Cache & Physical Scaling

2.4 MADL Network Visualization (F-35 4-Ship Datalink)

2.5 Subterranean Tunnel Vector Corridors

2.6 Tow-to-Dirt Aircraft Revetments

2.7 Projectiles and Space Laser Visual Effects

3. The Truth About the SAGE C++/Wasm Claim: Myth vs. Reality

3.1 The Invented Subagent Claim

3.2 The Reality on Disk

4. The 30 Hz Deterministic Simulation Core and RNG Streams

4.1 Fixed-Step Simulation Loop

4.2 Synchronous Lockstep Networking

4.3 PRNG Mathematics and Named Streams

5. Golden Vectors and Bit-Exact Determinism Verification

5.1 Golden Vector Architecture

5.2 JSONL Vector Schema

6. Repository Topology, Branch Governance, and Librarian Infrastructure

6.1 Repository Ecosystem

6.2 The Upstream Boundary Rule

6.3 Central Librarian on `nai-sv2`

7. The Production Release Pipeline

7.1 Stage 1: The Privacy Guard

7.2 Stage 2: Build & Cryptographic Artifact Verification

8. Shell and Node Ecosystem: Domains, Origins, and Security Policies

8.1 The Dual-Shell Architecture

8.2 Origin Governance and PostMessage Security

8.3 Route Aliases for the Game Node

9. The Retirement of the isometric and 2D Versions

9.1 The Owner's Explicit Decision

9.2 Status of the Retired Codebases

10. Open Questions for the Owner

11. Gaps

**Design rule.** The faction names are JSLC, AoI, and the Penguins (the Directorate). The playable match uses the sage3d renderer.

Low PR is reputation pressure plus logistics friction: supply delays, embargoes, port denial, protester blockades, flotilla blockades, and slowed reinforcements. Lawfare never locks a weapon. There are two victory axes: kinetic victory destroys all hostile Command Centers, produ…

PR_GAIN_CAP_PER_MINUTE = 25. Penalties are not capped. The orbital laser is immune to the lawfare freeze and still pays the PR cost. Francesca Albanese is the off-map diplomatic antagonist. Greta Thunberg's flotilla is a blockade tool. Where a citation points at code that still …

JSLCommand & Conquer (JSLCNC) decouples its high-performance deterministic simulation core from the presentation layer. [BIBLE: chapters/05-architecture-repos-build-deploy.md:3] [BUILT: beta/src/harness/GameHost.ts:4]

The game engine separates state calculation from frame rendering to guarantee that network lockstep, replay fidelity, and cross-platform consistency never depend on client framerates, GPU driver quirks, or screen resolutions. [FLESHED: standard RTS simulation architecture where …

The game is hosted inside an outer command shell that enforces navigation, origin controls, and authentication. [OWNER: "BRING BACK MY FUCKING SHELL SIDEBAR", user_inputs.xml:311] [BUILT: rel/shell_cic/modules.lock.json:185]

H1 09. Architecture and Build

H2 1. High-Level Architecture: Decoupled Simulation and Presentation

H2 2. The Game Engine: Three.js `sage3d` Viewport

H3 2.1 The Tactical Perspective Camera

H3 2.2 3D Terrain, Procedural Water, and Bridges

H3 2.3 3D Dynamic Entity Cache & Physical Scaling

H3 2.4 MADL Network Visualization (F-35 4-Ship Datalink)

H3 2.5 Subterranean Tunnel Vector Corridors

H3 2.6 Tow-to-Dirt Aircraft Revetments

H3 2.7 Projectiles and Space Laser Visual Effects

H2 3. The Truth About the SAGE C++/Wasm Claim: Myth vs. Reality

H3 3.1 The Invented Subagent Claim

H3 3.2 The Reality on Disk

H2 4. The 30 Hz Deterministic Simulation Core and RNG Streams

H3 4.1 Fixed-Step Simulation Loop

H3 4.2 Synchronous Lockstep Networking

H3 4.3 PRNG Mathematics and Named Streams

H2 5. Golden Vectors and Bit-Exact Determinism Verification

H3 5.1 Golden Vector Architecture

H3 5.2 JSONL Vector Schema

H2 6. Repository Topology, Branch Governance, and Librarian Infrastructure

H3 6.1 Repository Ecosystem

H3 6.2 The Upstream Boundary Rule

H3 6.3 Central Librarian on `nai-sv2`

H2 7. The Production Release Pipeline

H3 7.1 Stage 1: The Privacy Guard

H3 7.2 Stage 2: Build & Cryptographic Artifact Verification

H2 8. Shell and Node Ecosystem: Domains, Origins, and Security Policies

H3 8.1 The Dual-Shell Architecture

H3 8.2 Origin Governance and PostMessage Security

H3 8.3 Route Aliases for the Game Node

H2 9. The Retirement of the isometric and 2D Versions

H3 9.1 The Owner's Explicit Decision

H3 9.2 Status of the Retired Codebases

H2 10. Open Questions for the Owner

H2 11. Gaps

10. How to Play

10. How to Play

1. Getting Started: Desktop and Mobile Phone

System & Browser Setup

2. Controls & Tactical Interface

Desktop Controls (Mouse & Keyboard)

Phone & Mobile Touch Controls

UI Affordances: Health Bars & Click-to-Identify

3. Scale, Terrain & Hydrography: Reading the 3D Battlefield

Real-World True Scale (No Shrinking)

Hydrography & Deep Water Sinking: A Protected Mechanic

4. Building, Producing, and Operational Logistics

Construction & Tech Tree Progression

Production Queuing & Rally Points

The Four Pillars of Operational Logistics

5. Each Faction's Opening Strategy

JSLC (Coalition): High-Tech Combined Arms & Air Supremacy

AoI (Network): Asymmetric Mobility & Subterranean Guerrilla Warfare

The Directorate (Penguins): Ancient Antarctic Tech & The Chickies

6. The PR War and Lawfare: Half the Game

The Two-Sided Strategic PR Meters

Central PR Sink & Gain Capping

The Real Cost of Bad PR: Logistical Bottlenecks, NOT Broken Guns!

How AoI Baits You into War Crimes

Francesca Albanese: The Diplomatic Lawfare Director

Greta Thunberg's Civilian Eco-Flotilla

7. Naval and Air Operations

Naval Fleet Operations

Air Supremacy: The F-35 4-Ship MADL Sensor Net

Layered Air & Missile Defense Grid

8. The Orbital Laser: Supreme Strategic Firepower

The orbital laser is immune to the lawfare freeze

Visual 3D Execution & Cooldown

9. Campaign Walkthroughs (Spoiler-Light)

Map 00A & 00B: Diego Garcia Abyssal Yard & Ascension

The 18-Mission JSLC Campaign Arc

The AoI Campaign: "The Uprising" (The 1-Minute Level)

The Directorate (Penguins) Campaign: "Operation Deep Freeze"

10. Tactical Pro-Tips & Combat Rules

Open Questions for the Owner

Gaps

**Design rule.** The faction names are JSLC, AoI, and the Penguins (the Directorate). The playable match uses the sage3d renderer.

Low PR is reputation pressure plus logistics friction: supply delays, embargoes, port denial, protester blockades, flotilla blockades, and slowed reinforcements. Lawfare never locks a weapon. There are two victory axes: kinetic victory destroys all hostile Command Centers, produ…

PR_GAIN_CAP_PER_MINUTE = 25. Penalties are not capped. The orbital laser is immune to the lawfare freeze and still pays the PR cost. Francesca Albanese is the off-map diplomatic antagonist. Greta Thunberg's flotilla is a blockade tool. Where a citation points at code that still …

Welcome to **JSL and Conquer** (JCOM), the high-velocity, satirical 3D real-time strategy simulation built on deterministic 30 Hz SAGE-Zero Hour architecture [BIBLE: chapters/01-user-directives-ledger.md:13] [BUILT: beta/src/renderers/sage3d.ts:47]. Here, high-tech combined-arms…

In this theater, kinetic firepower is only half the battle. If you vaporize enemy armor but let hostile propagandists film the dust cloud, an emergency UN diplomatic cable will freeze your munitions supply lines before your tanks reach their objective [OWNER: "having public opin…

JSL and Conquer runs natively in modern desktop and mobile web browsers via a high-performance WebGL 3D engine powered by Three.js (`Sage3dRenderer`) [BIBLE: chapters/05-architecture-repos-build-deploy.md:12] [BUILT: beta/src/renderers/sage3d.ts:47]. The simulation runs at a rig…

H1 10. How to Play

H2 1. Getting Started: Desktop and Mobile Phone

H3 System & Browser Setup

H2 2. Controls & Tactical Interface

H3 Desktop Controls (Mouse & Keyboard)

H3 Phone & Mobile Touch Controls

H3 UI Affordances: Health Bars & Click-to-Identify

H2 3. Scale, Terrain & Hydrography: Reading the 3D Battlefield

H3 Real-World True Scale (No Shrinking)

H3 Hydrography & Deep Water Sinking: A Protected Mechanic

H2 4. Building, Producing, and Operational Logistics

H3 Construction & Tech Tree Progression

H3 Production Queuing & Rally Points

H3 The Four Pillars of Operational Logistics

H2 5. Each Faction's Opening Strategy

H3 JSLC (Coalition): High-Tech Combined Arms & Air Supremacy

H3 AoI (Network): Asymmetric Mobility & Subterranean Guerrilla Warfare

H3 The Directorate (Penguins): Ancient Antarctic Tech & The Chickies

H2 6. The PR War and Lawfare: Half the Game

H3 The Two-Sided Strategic PR Meters

H3 Central PR Sink & Gain Capping

H3 The Real Cost of Bad PR: Logistical Bottlenecks, NOT Broken Guns!

H3 How AoI Baits You into War Crimes

H3 Francesca Albanese: The Diplomatic Lawfare Director

H3 Greta Thunberg's Civilian Eco-Flotilla

H2 7. Naval and Air Operations

H3 Naval Fleet Operations

H3 Air Supremacy: The F-35 4-Ship MADL Sensor Net

H3 Layered Air & Missile Defense Grid

H2 8. The Orbital Laser: Supreme Strategic Firepower

H3 The orbital laser is immune to the lawfare freeze

H3 Visual 3D Execution & Cooldown

H2 9. Campaign Walkthroughs (Spoiler-Light)

H3 Map 00A & 00B: Diego Garcia Abyssal Yard & Ascension

H3 The 18-Mission JSLC Campaign Arc

H3 The AoI Campaign: "The Uprising" (The 1-Minute Level)

H3 The Directorate (Penguins) Campaign: "Operation Deep Freeze"

H2 10. Tactical Pro-Tips & Combat Rules

H2 Open Questions for the Owner

H2 Gaps

11. Briefing

11. Briefing

1. THE ONE-SCREEN MISSION AND PREMISE (THE PITCH)

2. THE BRIEFING SHOWCASE CAPTIONS

2.1 Hero Showcase Caption

2.2 JSLC Faction Band Caption

2.3 AoI Faction Band Caption

2.4 Penguins (The Directorate) Faction Band Caption

2.5 Fleet Lineup Showcase Caption

2.6 Theaters Showcase Caption

2.7 PR War Showcase Caption

3. OPERATIONAL OVERVIEW & DUAL-FRONT COMBAT DOCTRINE

3.1 The Kinetic Front: 3D SAGE Architecture, Real-World Scale & Logistics Lifeblood

3.2 The PR Front: Logistical Warfare & Adversarial Lawfare

3.3 The Three Asymmetric Faction Roster Profiles

3.4 The Capital Fleet Lineup

3.5 Signature Operational Theaters

4. BRIEFING SHOWCASE ASSET DIRECTORY

5. OPEN QUESTIONS FOR THE OWNER

6. GAPS

**Design rule.** The faction names are JSLC, AoI, and the Penguins (the Directorate). The playable match uses the sage3d renderer.

Low PR is reputation pressure plus logistics friction: supply delays, embargoes, port denial, protester blockades, flotilla blockades, and slowed reinforcements. Lawfare never locks a weapon. There are two victory axes: kinetic victory destroys all hostile Command Centers, produ…

PR_GAIN_CAP_PER_MINUTE = 25. Penalties are not capped. The orbital laser is immune to the lawfare freeze and still pays the PR cost. Francesca Albanese is the off-map diplomatic antagonist. Greta Thunberg's flotilla is a blockade tool. Where a citation points at code that still …

Command the ultimate military-techno asymmetric war in true 3D WebGL [OWNER: "make the 3D (beta/) build the release again", 2026-10-04 23:57] [BUILT: beta/src/renderers/sage3d.ts:47]. Field three uncompromised factions built at 1:1 real-world scale across land, sea, and air. You…

True 3D SAGE command: lead expeditionary air wings and orbital strikes at real-world scale [OWNER: "i want real world scale", 2026-10-04] [BUILT: beta/src/renderers/sage3d.ts:47].

Expeditionary high-tech juggernaut: layered missile defense and F-35 sensor networks tied to logistics tethers [BIBLE: chapters/02-factions-lore-and-roster.md:38] [BUILT: beta/src/content/classicRoster.ts:184].

H1 11. Briefing

H2 1. THE ONE-SCREEN MISSION AND PREMISE (THE PITCH)

H2 2. THE BRIEFING SHOWCASE CAPTIONS

H3 2.1 Hero Showcase Caption

H3 2.2 JSLC Faction Band Caption

H3 2.3 AoI Faction Band Caption

H3 2.4 Penguins (The Directorate) Faction Band Caption

H3 2.5 Fleet Lineup Showcase Caption

H3 2.6 Theaters Showcase Caption

H3 2.7 PR War Showcase Caption

H2 3. OPERATIONAL OVERVIEW & DUAL-FRONT COMBAT DOCTRINE

H3 3.1 The Kinetic Front: 3D SAGE Architecture, Real-World Scale & Logistics Lifeblood

H3 3.2 The PR Front: Logistical Warfare & Adversarial Lawfare

H3 3.3 The Three Asymmetric Faction Roster Profiles

H3 3.4 The Capital Fleet Lineup

H3 3.5 Signature Operational Theaters

H2 4. BRIEFING SHOWCASE ASSET DIRECTORY

H2 5. OPEN QUESTIONS FOR THE OWNER

H2 6. GAPS

PROVENANCE

PROVENANCE

Counts

How to read a FLESHED line

(a) Gameplay-changing — 124

(b) Numbers and constants — 176

(c) Naming and cosmetic — 270

Resolved design contradictions

Owner review register

Counts are historical tag occurrences after the previous consistency edit, before this presentation pass. One sentence can carry more than one tag, so a row is not a count of sentences. CONFLICT tags were added where the 3D code still contradicts the owner rule.

Not resolved, and not papered over: carrier price and tier, the numeric PR bands, Mega-HAS slot math, and the rest of Decisions needed.

H1 PROVENANCE

H2 Counts

H2 How to read a FLESHED line

H2 (a) Gameplay-changing — 124

H2 (b) Numbers and constants — 176

H2 (c) Naming and cosmetic — 270

H2 Resolved design contradictions

H2 Owner review register

Whole chapter is absent as a page in the new docs set.

CHAPTER 01: USER DIRECTIVE LEDGER & CANONICAL DECISIONS

CHAPTER 01: USER DIRECTIVE LEDGER & CANONICAL DECISIONS

1. PURPOSE AND ORDER OF PRECEDENCE

2. CANONICAL DECISIONS (D-SERIES DIRECTIVES)

[D-001] Engine & Platform Lineage: SAGE / Zero Hour Architecture

[D-002] Repository & Branch Governance

[D-003] The Shell Sidebar Mandate

[D-004] Mandatory Post-Push Review Protocol (`claude-design`)

[D-005] Doctrinal Sourcing & Asymmetric Realism

[D-006] The PR Doctrine: Logistical, Never Moralistic

[D-007] Faction Asymmetry & Lore Integrity

[D-008] Open-Source Asset Pipeline & Legal Grounding

[D-009] Visual Damage State Paradigm (Physical Over UI)

[D-010] Radical UI/UX Rebuild (Open-Source RTS Inspiration)

[D-011] Mandatory UI Affordance: Toggleable Health Bars

[D-012] Mandatory UI Affordance: Click-to-Identify & Unit Stats

[D-013] Campaign Rule: The AoI 1-Minute Popular Rebellion

[D-014] Campaign Rule: Penguins Conventional Campaign (Built Last)

[D-015] The Unified Reproduction Bible Mandate

[D-016] Seamless Conflict Resolution

[D-017] Full Gemini Execution

3. VERBATIM CHRONOLOGICAL DIRECTIVES LEDGER

4. RESOLVED CONFLICTS & RED-TEAM AMENDMENTS

- **Directive:** The game is architected as a modern evolution / Total Conversion grounded in the Command & Conquer Generals: Zero Hour (SAGE Engine) paradigm, combining a deterministic 30 Hz simulation core with modern WebGL / Three.js 3D rendering.

- **Sources:** Steps 0, 368, 7625, 7752.

- **Directive:** Active development must never overwrite or destroy core baselines. The designated development branch for the game is `v0c-alpha` under `jcom_v0bb_training_jslc-and-conquer`. Master design documentation lives in `z4yin/jslcnc-bible-20261004-antigravity`.

- **Sources:** Steps 373, 377, 7752, 7758.

- **Sources:** Step 7600 ("BRING BACK MY FUCKING SHELL SIDEBAR", "START WITH THE SHELLS").

- **Sources:** Steps 7590, 7605 ("make sure claude-design also runs through every node and module BUT ONLY AFTER THEY ARE PUSHED").

https://en.wikipedia.org/wiki/Races_of_StarCraft

https://starcraft.fandom.com/wiki/Gameplay_of_StarCraft

https://cnc.fandom.com/wiki/Promotion_points

https://cnc.fandom.com/wiki/Veterancy

https://x.com/karpathy

H1 CHAPTER 01: USER DIRECTIVE LEDGER & CANONICAL DECISIONS

H2 1. PURPOSE AND ORDER OF PRECEDENCE

H2 2. CANONICAL DECISIONS (D-SERIES DIRECTIVES)

H3 [D-001] Engine & Platform Lineage: SAGE / Zero Hour Architecture

H3 [D-002] Repository & Branch Governance

H3 [D-003] The Shell Sidebar Mandate

H3 [D-004] Mandatory Post-Push Review Protocol (`claude-design`)

H3 [D-005] Doctrinal Sourcing & Asymmetric Realism

H3 [D-006] The PR Doctrine: Logistical, Never Moralistic

H3 [D-007] Faction Asymmetry & Lore Integrity

H3 [D-008] Open-Source Asset Pipeline & Legal Grounding

H3 [D-009] Visual Damage State Paradigm (Physical Over UI)

H3 [D-010] Radical UI/UX Rebuild (Open-Source RTS Inspiration)

H3 [D-011] Mandatory UI Affordance: Toggleable Health Bars

H3 [D-012] Mandatory UI Affordance: Click-to-Identify & Unit Stats

H3 [D-013] Campaign Rule: The AoI 1-Minute Popular Rebellion

H3 [D-014] Campaign Rule: Penguins Conventional Campaign (Built Last)

H3 [D-015] The Unified Reproduction Bible Mandate

H3 [D-016] Seamless Conflict Resolution

H3 [D-017] Full Gemini Execution

H2 3. VERBATIM CHRONOLOGICAL DIRECTIVES LEDGER

H2 4. RESOLVED CONFLICTS & RED-TEAM AMENDMENTS

link https://en.wikipedia.org/wiki/Races_of_StarCraft

link https://starcraft.fandom.com/wiki/Gameplay_of_StarCraft

link https://cnc.fandom.com/wiki/Promotion_points

link https://cnc.fandom.com/wiki/Veterancy

link https://x.com/karpathy

Whole chapter is absent as a page in the new docs set.

CHAPTER 02: FACTIONS, LORE, TECH TREES & AUTHORITATIVE ROSTER

CHAPTER 02: FACTIONS, LORE, TECH TREES & AUTHORITATIVE ROSTER

1. THE THREE-FACTION PARADIGM & ASYMMETRIC DOCTRINE

2. FACTION PROFILES & LORE SPECIFICATIONS

2.1 JSLC (Joint Special Logistics Coalition / Command)

2.2 AoI (The Network)

2.3 The Directorate (Penguins)

3. MASTER TECH TREES & PROGRESSION

3.1 JSLC Tech Progression Tree

3.2 AoI Tech Progression Tree

3.3 Penguins Tech Progression Tree

4. COMPLETE AUTHORITATIVE ROSTER TABLES

4.1 JSLC Assets (Faction: Coalition)

4.2 AoI Assets (Faction: Network)

4.3 Penguins Assets (Faction: Directorate)

5. SIGNATURE UNIT & LORE DOSSIERS

5.1 F-35I Adir & The 4-Ship MADL Sensor Net

5.2 Ms. Rachel Construction Workers & The Work-Song Aura

5.3 The Gentle Elephant Builder with Thermal Beanie

5.4 The Temu Loot Box Support Power

- *Healthy (100-75% HP):* Smooth mechanical locomotion, rotating radars, hum of avionics.

- *Damaged (74-35% HP):* Radar pod locked, visible smoke plume, sputtering exhaust, speed reduced by 25%.

- *Critical (34-0% HP):* Catastrophic electrical sparks, dragging treads, secondary munitions cooking off, weapons disabled (stalled).

- **Core Lifeblood Systems:** Units consume Fuel, Ready-Rack Ammo, and Mechanical Reliability. They cannot operate without resupply tethers (C-130 drops, UNREP supply ships, D9 triage dozers).

- *Healthy (100-75% HP):* Rattling suspension, mismatched tires, improvised armor plating intact.

- *Damaged (74-35% HP):* Wobbly suspension, black diesel smoke pouring from engine block, improvised sandbags falling off.

H1 CHAPTER 02: FACTIONS, LORE, TECH TREES & AUTHORITATIVE ROSTER

H2 1. THE THREE-FACTION PARADIGM & ASYMMETRIC DOCTRINE

H2 2. FACTION PROFILES & LORE SPECIFICATIONS

H3 2.1 JSLC (Joint Special Logistics Coalition / Command)

H3 2.2 AoI (The Network)

H3 2.3 The Directorate (Penguins)

H2 3. MASTER TECH TREES & PROGRESSION

H3 3.1 JSLC Tech Progression Tree

H3 3.2 AoI Tech Progression Tree

H3 3.3 Penguins Tech Progression Tree

H2 4. COMPLETE AUTHORITATIVE ROSTER TABLES

H3 4.1 JSLC Assets (Faction: Coalition)

H3 4.2 AoI Assets (Faction: Network)

H3 4.3 Penguins Assets (Faction: Directorate)

H2 5. SIGNATURE UNIT & LORE DOSSIERS

H3 5.1 F-35I Adir & The 4-Ship MADL Sensor Net

H3 5.2 Ms. Rachel Construction Workers & The Work-Song Aura

H3 5.3 The Gentle Elephant Builder with Thermal Beanie

H3 5.4 The Temu Loot Box Support Power

Whole chapter is absent as a page in the new docs set.

CHAPTER 03: GAMEPLAY SYSTEMS SPECIFICATION & MATHEMATICAL FORMULAS

CHAPTER 03: GAMEPLAY SYSTEMS SPECIFICATION & MATHEMATICAL FORMULAS

1. ARCHITECTURAL OVERVIEW & SIMULATION LOOP

2. THE TWELVE CORE GAMEPLAY SUBSYSTEMS

2.1 Operational Logistics & Lifeblood Engine (`operationalLogistics.ts`)

2.2 Public Legitimacy & The Logistical PR War (`prWar.ts`)

2.3 Adversarial Lawfare Director & UN Cable Distractor (`lawfareDirector.ts`)

2.4 Layered Air & Missile Defense Grid (`airDefenseLayers.ts`)

2.5 Tri-State Fog of War (`fogOfWar.ts`)

2.6 Climatology, River Fording & Mud Mechanics (`weatherAndFording.ts`)

2.7 Patron Trade & Maritime Interdiction (`patronTrade.ts`)

2.8 Battlefield Detention & Live Capture (`captureOperations.ts`)

2.9 F-35 MADL Cooperative Sensor Net (`f35MadlNet.ts`)

2.10 Core Simulation Determinism & Lockstep Netcode (`lockstepSim.ts`)

3. RED-TEAM EXPLOIT REGISTRY & CANONICAL PATCHES

All simulation gameplay operates in a deterministic **30 Hz synchronous loop** (33.333ms logic ticks). Graphics render asynchronously at 60+ FPS via WebGL. Floating-point non-determinism is eliminated via fixed-point integer math or strict double-precision IEEE 754 rounding.

│ 30 Hz LOGIC TICK TIMELINE │

├─► 1. Ingest Player Network Commands (Lockstep Frame F - 2)

├─► 2. Advance Mulberry32 PRNG Sub-Streams (combat, weather, lawfare)

├─► 3. Operational Logistics (Fuel, Ammo, Reliability decay)

├─► 4. Environmental Dynamics (Climatology, River drift, Floods)

H1 CHAPTER 03: GAMEPLAY SYSTEMS SPECIFICATION & MATHEMATICAL FORMULAS

H2 1. ARCHITECTURAL OVERVIEW & SIMULATION LOOP

H2 2. THE TWELVE CORE GAMEPLAY SUBSYSTEMS

H3 2.1 Operational Logistics & Lifeblood Engine (`operationalLogistics.ts`)

H3 2.2 Public Legitimacy & The Logistical PR War (`prWar.ts`)

H3 2.3 Adversarial Lawfare Director & UN Cable Distractor (`lawfareDirector.ts`)

H3 2.4 Layered Air & Missile Defense Grid (`airDefenseLayers.ts`)

H3 2.5 Tri-State Fog of War (`fogOfWar.ts`)

H3 2.6 Climatology, River Fording & Mud Mechanics (`weatherAndFording.ts`)

H3 2.7 Patron Trade & Maritime Interdiction (`patronTrade.ts`)

H3 2.8 Battlefield Detention & Live Capture (`captureOperations.ts`)

H3 2.9 F-35 MADL Cooperative Sensor Net (`f35MadlNet.ts`)

H3 2.10 Core Simulation Determinism & Lockstep Netcode (`lockstepSim.ts`)

H2 3. RED-TEAM EXPLOIT REGISTRY & CANONICAL PATCHES

Whole chapter is absent as a page in the new docs set.