DR-042 Phase A: expedition-driven win — move win-driver off base-siege survival, kill the AFK path
Design-review-gated (wf_ebef4e81-dba, GREEN-WITH-CHANGES). The win-driver moves from "survive N base sieges" to "clear N expeditions". The review overturned the literal plan: credit on RETURN, not at the clear edge (clear-edge crediting arms the undefended final base siege -> uncontestable terminal Loss). - ExpeditionGateSystem: now the sole production writer of GoalProgress.Charge — a clamped +1 per cleared expedition folded into the existing once-per-epoch reward block, reusing the LastRewardedEpoch latch (Ore + Charge share fate) + a SaveRequest checkpoint. No new latch, no new GhostField, no ordering change. - CyclePhaseSystem: deleted the survived-siege +1 (the AFK win path). Victory latch unchanged; GoalReached still arms the final base siege at cap. - CycleDirectorAuthoring + CycleDirector.prefab: ScheduleEnabled baked OFF (retaliation-only). A serialized prefab bool ignores the C# field initializer, so the value is flipped in the prefab, not just the code default. - Tests: re-pointed CyclePhaseSystemTests + EndgameWinLoseTests survived-siege assertions; extended ExpeditionGateRewardTests (+1, no-double-credit, clamp). 389/389 EditMode green; clean netcode Play smoke (no sort-cycle, Schedule=0). SaveData stays v5. Docs: DR-042 build record + forks resolved, CLAUDE.md base-loop line, Backlog (A done). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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A 5-subsystem loop evaluation found the loop has **two conflicting win-models bolted together**: the only path to victory is "survive 4 base sieges" (passively/AFK-reachable — scheduled sieges auto-arm + a 60 s timeout auto-clears them), while the **expedition (the stated combat spine, where all the new enemy variety lives) advances nothing toward winning.** Root cause: the END-1/END-2 base-siege win is a leftover from the superseded jam slice ([[DR-035_End_Of_Month_Slice_Adoption]]/[[DR-036_END2_Final_Siege_Win_Lose]]) that DR-037 never retired. **Operator chose (2026-06-24): commit to the expedition-driven vision.** Build order:
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- **A — Coherence core (first):** move the win-driver from *base sieges* → *expedition clears* (`GoalProgress.Charge` +1 on a cleared sortie); **kill the AFK win** (disable the blind scheduled siege as a progression source); final beat reached through the spine. *Netcode-touching → design-review first.*
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- **A — Coherence core — ✅ BUILT + validated (2026-06-25):** win-driver moved *base sieges → expedition clears* — `ExpeditionGateSystem` is now the sole production writer of `GoalProgress.Charge` (+1/clear, credited **on RETURN** — the review overturned credit-on-clear, which would arm the undefended final siege → uncontestable Loss; credit-on-return keeps the player home). **AFK win killed** (`ScheduleEnabled` baked OFF, retaliation-only; survived sieges no longer credit). Final beat = the END-2 final **base** siege (operator-locked). 389/389 EditMode + clean Play smoke (no sort-cycle, `ScheduleEnabled=0`). Design-review-gated (`wf_ebef4e81-dba`). Fun-gate playtest pending. *Next: **C**.*
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- **B — Retaliation connect:** post-expedition siege becomes THE base-siege source (fix the interference) — defending what you built becomes a *consequence* of sortieing, not the goal. *Netcode-touching → design-review.*
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- **C — Legibility fixes:** walls actually block (structures on the enemy collision filter); Aether-upgrade HUD button + cost; Biomass sink (or cut); cold-start ledger seed; hide dead Harvester/Conveyor/Pylon; expedition objective UI + gate prompt; reward scales with depth.
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- **D — Persistent meta (= Slice 4):** SaveData v6 + between-runs growth (above).
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