Vault Re-Alignment

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2026-06-09 23:26:20 -07:00
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@@ -91,6 +91,18 @@ Industrial synth, weighty impacts, a low hostile drone for Husk proximity. **Add
| Automation as progression | The colony's surviving Aether-machines compounding output while you raid |
| Persistent base + instanced expeditions | The Engine's safe Aether-bubble (`BaseAnchor`) vs. the blighted **Wild** beyond |
## The braid (locked 2026-06-08) — combat is the verb; the colony is what you fight with and for
> [[DR-028_Combat_Primary_Verb_Depth_First]] · roadmap [[Path_to_Fun]]. No fiction changes — this names how the three pillars **reinforce** instead of sitting side by side as three separate modes (fight, OR build, OR watch automation tick), which is what made it not feel like a game.
The fusion only reads as a game when the pillars **braid into one loop**, and in fiction the braid is already here:
- **Automation makes what you fight WITH.** The colony's rebooted Aether-industry refines raw Aether into the **charges, munitions, turret feed, and upgrades** your abilities and defenses burn — the factory is your war economy (The Riftbreaker).
- **Combat threatens what automation lives IN.** Husk sieges hit the **Engine and its machines**, not just the operators — defending the base is defending the economy, with a real loss beat (They Are Billions / The Riftbreaker).
- **The Sortie feeds both.** Harvesting the Blightfield is the seed the factory needs *and* the act that provokes the siege (Deep Rock Galactic / Core Keeper).
So every fight is fought *with* what the factory made and *for* the base the factory lives in. **Combat is the primary verb; the Awakening Engine and its industry are what give the verb stakes** — the same systems already built, pointed at each other instead of at a ledger.
## Locked narrative choices (2026-06-03)
- **The Echo is ambiguous** — never fully trusted; "by any means"; needs a payoff beat at the goal.