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.