IRON LITANY

Iron Litany — design and production foundation

Working title. October 5, 2026. Deliberate implementation plan, not a completion report.

This describes intended systems; only tested deliverables may later be marked implemented.

The first implementation follows work/simulation-contract.md; expand that contract explicitly rather than silently inventing API/state fields.

Source/style recovery is in work/reference-inventory.md; lore findings belong in the separate source research.

Current implemented revision, v0.3.0

INTERIOR_AND_INCURSIONS_V030.md records the implemented narrow hull, eleven local areas with staggered surveyed elevations, current-hall lighting, short direct outdoor cones, loaded-bearing service and frequent physical Chaos wounds. Small then larger manifestations require actual first-person aim; their sources need early binding, post-kill purification or a costly ammunition expedient. Existing crew, personal and signal duties continue independently. PLAYTHROUGH_V7.md distinguishes actual control evidence from the eight synthetic campaign experiments.

This implements part of the larger plan below. Authored crew art/contact, walkable religious refuges, space journeys, politics and final campaign expansion remain future work. New exact rites, creatures and custody rules are original campaign invention. The latest request deliberately relaxes the overhead eye/facing restriction for more continual slit context; first person keeps physical eye admission. The new mechanisms preserve the same tank body, live time, resource costs and fail states.

1. Promise and boundaries

2. Core loop and pacing

1. Read instruments, crew behavior, sound and partial outside evidence while moving through your habitual inspection route.

2. Distinguish normal operating strain, material fault, human misconduct and possible intrusion.

3. Choose a priority, reach the physical station, isolate danger if needed, and commit time/materials.

4. Perform a rite correctly, apply a temporary repair, issue a binding correction, or veto an unsafe order.

5. Observe the real response: pressure steadies, a shell seats, a crew member resumes work, a suspicious signal persists.

6. Reassess the opportunity cost: the tank kept moving and other systems continued to change during that intervention.

7. Reach a repair stop, document condition and crew, requisition scarce supplies, replace unsuitable people, then face a changed route.

3. Coupled simulation and physical causality

Use a seeded fixed-step simulation, independent of frame rate, DOM, renderer and sound.

Foundation UI values are normalized 0–100; later calibrated units may be introduced without pretending these are engineering predictions.

Define clamp, explicit thresholds, bounded coefficients and event cooldowns; test zero/invalid/extreme inputs.

For expansion equations, u is throttle, v speed, T heat, p pressure, P available power, H hull integrity and dt timestep.

drawbar_force = engine_torque * gear_ratio * drivetrain_efficiency / sprocket_radius
traction_limit = ground_grip * supported_weight
drive_force = min(drawbar_force, traction_limit)
resistance = rolling_drag(terrain) + mud_sinkage + slope_load + track_damage_drag
dv/dt = (drive_force - resistance) / effective_mass
slip = max(0, requested_drive_force - traction_limit) / max(traction_limit, epsilon)
dT/dt = engine_load + slip_heat + firing_heat + friction_heat - coolant_heat_removal
dp/dt = pump_flow - useful_flow - leak_flow - relief_flow
P_available = generation(engine_health, rpm) - pump_load - traverse_load - auxiliary_load
reload_time = base_reload * fatigue_factor * breech_friction * discipline_factor
aim_error = recoil_recovery + terrain_motion + traverse_fault + gunner_condition
dH/dt = -(incoming_impact + overpressure_damage + heat_damage + internal_fire)
Mud / gradient -> engine load -> heat -> coolant demand -> pressure / power strain
Low coolant health -> inadequate cooling -> engine wear -> reduced generation
Reduced power -> slow traverse / pump starvation -> poor firing window / further heat
Breech friction + tired loader -> longer reload -> threat survives -> more incoming impacts
Impact -> leak / damaged seal -> pressure loss + exposed intrusion route
Uncorrected breach -> repeated misconduct -> weakened warding -> localized contamination
Hidden intrusion -> misleading reading / harmful order -> wrong repair -> further damage
Player taint -> tempting shortcuts / suspect interpretation -> verification burden
Correct diagnosis + controlled speed + preventive route -> fewer simultaneous emergencies

4. Religious work as embodied procedure

5. Diagnosis and intrusion

6. Crew correction, authority and replacement

7. The player's own corruption

8. Outside-world fragments and portholes

9. Camera, interaction and information design

10. Intermissions and campaign growth

11. Technical foundation and content contracts

12. Milestones and acceptance

MilestoneDeliverableRequired acceptance
A: designed foundationThis plan, lore source notes, style authority, simulation contract, repositoryClaims distinguish canon/interpretation; source retained; no promised unimplemented features
B: playable foundationTank movement, two cameras, crew stations, rites, coupled meters, incidents, depotReal controls exercise a complete mission; reachable stations; wrong actions informative; no console errors
C: systems demoThree legs, diagnosis, personal taint, correction, 2–3 replacements, savesNeglect loses with warning; sensible strategy wins; replacements improve outcome; save/reload and pause preserve state
D: art vertical sliceOne finished interior sector, crew action, slit exterior, UI, soundActual overhead and first-person screenshots/motion compared against Diablo I/current bible; no primitive/plastic substitution claim
E: complete reviewed demoWhole playable tank at approved style, representative route and all core systemsEnd-to-end player journey, sustained sound-on review, performance/memory bounds, user acceptance
F: release presentationCassette, web page, then cinematic and narrated gameplayPage status honest; demo approved before film production; narration/cinematic separately reviewed

13. Art production and drift prevention

14. Model allocation and continuity

15. Cassette, page and later films