Systems Index: Iron & Timber — The Muster
Status: Draft
Created: 2026-09-12
Last Updated: 2026-09-12
Source Concept: design/gdd/game-concept.md
Overview
Iron & Timber is a frontier colony sim whose central mechanical claim is that "the economy IS the militia" — every unit of military capability traces back to a production decision, with no separate recruitment system. Mechanically, this means three normally-independent subsystems (economy, settler simulation, and combat) must share state tightly: the same settler who works a job also becomes a defender, the same smith output that becomes a tool could have become a weapon, and the same stockpile that feeds the population also arms it.
The systems below decompose into four families: Foundation (time, camera, resources — nothing game-specific yet), Economy (production chains, recipes, the dual-purpose output split, the armory), Settler Simulation (job assignment, pathfinding, role switching — the architecture research's central concern), and Threat (raiders, telegraphed danger, the muster itself, and combat resolution). The MVP's single hypothesis — does the displaced-cost muster feel weighty? — requires nearly all of these families to exist in at least a minimal form, which is why the MVP tier is large (18 systems) relative to the concept doc's short "Required for MVP" list (5 items). Short feature lists always imply more supporting systems once dependencies are made explicit; this is normal, not scope creep.
Systems Enumeration
| # | System Name | Category | Priority | Status | Design Doc | Depends On |
|---|---|---|---|---|---|---|
| 1 | Camera & Input (inferred) | Core | MVP | Not Started | — | — |
| 2 | Calendar/Time System (inferred) | Core | MVP | Not Started | — | — |
| 3 | Resource/Stockpile System (inferred) | Economy | MVP | Not Started | — | — |
| 4 | Pathfinding & Movement (inferred) | Core | MVP | Not Started | — | Camera & Input |
| 5 | Building Placement & Construction (inferred) | Core | MVP | Not Started | — | Camera & Input, Resource/Stockpile System |
| 6 | Settler Job Assignment (inferred) | Gameplay | MVP | Not Started | — | Pathfinding & Movement, Resource/Stockpile System |
| 7 | Recipe/Crafting System (inferred) | Economy | MVP | Not Started | — | Resource/Stockpile System, Building Placement & Construction |
| 8 | Production Chains | Economy | MVP | Not Started | — | Recipe/Crafting System, Settler Job Assignment, Resource/Stockpile System |
| 9 | Dual-Purpose Output System | Economy | MVP | Not Started | — | Recipe/Crafting System, Production Chains |
| 10 | Armory / Gear Storage (inferred) | Economy | MVP | Not Started | — | Dual-Purpose Output System, Resource/Stockpile System |
| 11 | Settler Role State Machine (inferred) | Gameplay | MVP | Not Started | — | Settler Job Assignment, Armory / Gear Storage |
| 12 | Enemy/Raider AI (inferred) | Gameplay | MVP | Not Started | — | Pathfinding & Movement, Calendar/Time System |
| 13 | Telegraphed Threat System | Gameplay | MVP | Not Started | — | Calendar/Time System, Enemy/Raider AI |
| 14 | The Muster | Gameplay | MVP | Not Started | — | Settler Role State Machine, Armory / Gear Storage, Telegraphed Threat System |
| 15 | Alarm/Notification System (inferred) | UI | MVP | Not Started | — | The Muster, Telegraphed Threat System |
| 16 | Combat Resolution (inferred) | Gameplay | MVP | Not Started | — | The Muster, Enemy/Raider AI |
| 17 | Threat Forecasting UI (inferred) | UI | MVP | Not Started | — | Telegraphed Threat System, Calendar/Time System |
| 18 | Armory/HUD Readout (inferred) | UI | MVP | Not Started | — | Armory / Gear Storage, Dual-Purpose Output System |
| 19 | Settler Needs — Food (inferred) | Gameplay | Vertical Slice | Not Started | — | Production Chains, Calendar/Time System |
| 20 | Seasonal Cycle | Meta | Vertical Slice | Not Started | — | Calendar/Time System, Production Chains, Telegraphed Threat System |
| 21 | Save/Load (inferred) | Persistence | Alpha | Not Started | — | All stateful systems above |
Categories
| Category | Description | Typical Systems |
|---|---|---|
| Core | Foundation systems everything depends on | Camera & input, time, movement/pathfinding, building placement |
| Gameplay | The systems that make the game fun | Job assignment, settler roles, muster, combat, raider AI, threat telegraphing |
| Economy | Resource creation and consumption | Stockpile, recipes, production chains, dual-purpose output, armory |
| UI | Player-facing information displays | Alarm/notification, threat forecast, armory readout |
| Persistence | Save state and continuity | Save/load |
| Meta | Systems outside the core game loop | Seasonal cycle (tuning/content layer over Calendar) |
Priority Tiers
| Tier | Definition | Target Milestone | Design Urgency |
|---|---|---|---|
| MVP | Required to test the core hypothesis: does the displaced-cost muster feel weighty? | First playable prototype (3–5 weeks, aspirational) | Design FIRST |
| Vertical Slice | Required for the full four-season rhythm and food pressure the concept doc describes as core fantasy | Vertical slice / demo | Design SECOND |
| Alpha | Convenience and continuity systems not needed to validate the hypothesis | Alpha milestone | Design as needed |
Dependency Map
Foundation Layer (no dependencies)
- Camera & Input — an isometric city-builder's most basic interaction layer; nothing else is playable without it
- Calendar/Time System — the clock everything else's timing reads from; a bottleneck system
- Resource/Stockpile System — the ledger every economic decision routes through; a bottleneck system
Core Layer (depends on foundation)
- Pathfinding & Movement — depends on: Camera & Input
- Building Placement & Construction — depends on: Camera & Input, Resource/Stockpile System
- Settler Job Assignment — depends on: Pathfinding & Movement, Resource/Stockpile System (a bottleneck system — see High-Risk Systems)
Feature Layer (depends on core)
- Recipe/Crafting System — depends on: Resource/Stockpile System, Building Placement & Construction
- Production Chains — depends on: Recipe/Crafting System, Settler Job Assignment, Resource/Stockpile System
- Dual-Purpose Output System — depends on: Recipe/Crafting System, Production Chains
- Armory / Gear Storage — depends on: Dual-Purpose Output System, Resource/Stockpile System
- Settler Role State Machine — depends on: Settler Job Assignment, Armory / Gear Storage
- Enemy/Raider AI — depends on: Pathfinding & Movement, Calendar/Time System
- Telegraphed Threat System — depends on: Calendar/Time System, Enemy/Raider AI
- Settler Needs — Food (Vertical Slice) — depends on: Production Chains, Calendar/Time System
- Save/Load (Alpha) — depends on: all stateful systems above
Presentation Layer (depends on features)
- The Muster — depends on: Settler Role State Machine, Armory / Gear Storage, Telegraphed Threat System
- Alarm/Notification System — depends on: The Muster, Telegraphed Threat System
- Combat Resolution — depends on: The Muster, Enemy/Raider AI
- Threat Forecasting UI — depends on: Telegraphed Threat System, Calendar/Time System
- Armory/HUD Readout — depends on: Armory / Gear Storage, Dual-Purpose Output System
Polish Layer (depends on everything)
- Seasonal Cycle (Vertical Slice) — depends on: Calendar/Time System, Production Chains, Telegraphed Threat System. Functionally a content/tuning layer over the Calendar (different rates, timing, and visuals per season) rather than a new mechanical system.
Recommended Design Order
| Order | System | Priority | Layer | Agent(s) | Est. Effort |
|---|---|---|---|---|---|
| 1 | Camera & Input | MVP | Foundation | game-designer | S |
| 2 | Calendar/Time System | MVP | Foundation | game-designer | S |
| 3 | Resource/Stockpile System | MVP | Foundation | game-designer, systems-designer | M |
| 4 | Pathfinding & Movement | MVP | Core | game-designer, unity-specialist | M |
| 5 | Building Placement & Construction | MVP | Core | game-designer | M |
| 6 | Settler Job Assignment | MVP | Core | systems-designer, unity-specialist | L |
| 7 | Recipe/Crafting System | MVP | Feature | systems-designer | M |
| 8 | Production Chains | MVP | Feature | systems-designer, economy-designer | L |
| 9 | Dual-Purpose Output System | MVP | Feature | systems-designer, game-designer | M |
| 10 | Armory / Gear Storage | MVP | Feature | systems-designer | S |
| 11 | Settler Role State Machine | MVP | Feature | systems-designer | M |
| 12 | Enemy/Raider AI | MVP | Feature | ai-programmer, game-designer | M |
| 13 | Telegraphed Threat System | MVP | Feature | game-designer, level-designer | M |
| 14 | The Muster | MVP | Presentation | game-designer, systems-designer | L |
| 15 | Alarm/Notification System | MVP | Presentation | ui-programmer, game-designer | S |
| 16 | Combat Resolution | MVP | Presentation | systems-designer, game-designer | M |
| 17 | Threat Forecasting UI | MVP | Presentation | ux-designer | S |
| 18 | Armory/HUD Readout | MVP | Presentation | ux-designer | S |
| 19 | Settler Needs — Food | Vertical Slice | Feature | systems-designer, economy-designer | M |
| 20 | Seasonal Cycle | Vertical Slice | Polish | game-designer | M |
| 21 | Save/Load | Alpha | Polish | tools-programmer | M |
[Effort estimates: S = 1 session, M = 2-3 sessions, L = 4+ sessions. A "session" is one focused design conversation producing a complete GDD.]
Circular Dependencies
None found — the dependency graph is a clean DAG.
One tight cluster worth designing together, though not circular: The Muster, Settler Role State Machine, and Armory / Gear Storage all reference each other conceptually — a settler's available role depends on armory stock, which is read by the muster, which changes settler roles. Data flows one direction per tick (Armory → Muster → Settler Role), so there is no cycle, but these three GDDs will cross-reference each other constantly. Consider drafting them in the same session even though they're listed as three separate design-order steps.
High-Risk Systems
| System | Risk Type | Risk Description | Mitigation |
|---|---|---|---|
| The Muster | Design | This is the MVP's entire hypothesis. If the displaced-cost tradeoff (cost paid at the forge, not at the muster) doesn't feel weighty, the whole concept's differentiation collapses. | Prototype the muster mechanic in isolation (/prototype muster-mechanic) before writing any GDD for it. |
| Settler Job Assignment | Technical | Prior architecture research recommends a central job-board + claim/reservation pattern (RimWorld-derived) over naive per-agent scanning; unproven in this codebase until built. Bottleneck system — most of Economy and Gameplay depend on it. | Follow the research's recommended pattern exactly: one shared reservation service reused for hauling/building/crafting. Do not invent a per-system variant. |
| Combat Resolution | Design | Bellwright shipped nearly this premise and it collapsed — under-competent armed NPCs made players "become Rambo" and solo everything, killing the delegation premise. | Settler competence is already MVP acceptance criterion #6 in the concept doc. Design and test this explicitly, not as an afterthought to The Muster. |
| Dual-Purpose Output System | Design | Manor Lords' criticism: a resource-cost gate in front of a separate combat system still reads as "bolted on," not integrated. | The GDD must make clear the muster IS the economy acting, not a purchase made from it — this is the concept doc's Pillar 1 design test made mechanical. |
Progress Tracker
| Metric | Count |
|---|---|
| Total systems identified | 21 |
| Design docs started | 0 |
| Design docs reviewed | 0 |
| Design docs approved | 0 |
| MVP systems designed | 0/18 |
| Vertical Slice systems designed | 0/2 |
Next Steps
- [x] Review and approve this systems enumeration
- [ ] Design MVP-tier systems first (use
/design-system [system-name]) - [ ] Run
/design-reviewon each completed GDD - [ ] Run
/gate-check pre-productionwhen MVP systems are designed - [ ] Validate the highest-risk systems with
/vertical-slicebefore committing to Production - [ ] Consider
/prototype muster-mechanicbefore writing GDDs for systems #14 (The Muster), #9 (Dual-Purpose Output), and #16 (Combat Resolution) — these three carry the MVP's design risk