Iron & Timber the economy is the militia — studio progress concept pitch site ↗

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
1Camera & Input (inferred)CoreMVPNot Started
2Calendar/Time System (inferred)CoreMVPNot Started
3Resource/Stockpile System (inferred)EconomyMVPNot Started
4Pathfinding & Movement (inferred)CoreMVPNot StartedCamera & Input
5Building Placement & Construction (inferred)CoreMVPNot StartedCamera & Input, Resource/Stockpile System
6Settler Job Assignment (inferred)GameplayMVPNot StartedPathfinding & Movement, Resource/Stockpile System
7Recipe/Crafting System (inferred)EconomyMVPNot StartedResource/Stockpile System, Building Placement & Construction
8Production ChainsEconomyMVPNot StartedRecipe/Crafting System, Settler Job Assignment, Resource/Stockpile System
9Dual-Purpose Output SystemEconomyMVPNot StartedRecipe/Crafting System, Production Chains
10Armory / Gear Storage (inferred)EconomyMVPNot StartedDual-Purpose Output System, Resource/Stockpile System
11Settler Role State Machine (inferred)GameplayMVPNot StartedSettler Job Assignment, Armory / Gear Storage
12Enemy/Raider AI (inferred)GameplayMVPNot StartedPathfinding & Movement, Calendar/Time System
13Telegraphed Threat SystemGameplayMVPNot StartedCalendar/Time System, Enemy/Raider AI
14The MusterGameplayMVPNot StartedSettler Role State Machine, Armory / Gear Storage, Telegraphed Threat System
15Alarm/Notification System (inferred)UIMVPNot StartedThe Muster, Telegraphed Threat System
16Combat Resolution (inferred)GameplayMVPNot StartedThe Muster, Enemy/Raider AI
17Threat Forecasting UI (inferred)UIMVPNot StartedTelegraphed Threat System, Calendar/Time System
18Armory/HUD Readout (inferred)UIMVPNot StartedArmory / Gear Storage, Dual-Purpose Output System
19Settler Needs — Food (inferred)GameplayVertical SliceNot StartedProduction Chains, Calendar/Time System
20Seasonal CycleMetaVertical SliceNot StartedCalendar/Time System, Production Chains, Telegraphed Threat System
21Save/Load (inferred)PersistenceAlphaNot StartedAll stateful systems above

Categories

Category Description Typical Systems
CoreFoundation systems everything depends onCamera & input, time, movement/pathfinding, building placement
GameplayThe systems that make the game funJob assignment, settler roles, muster, combat, raider AI, threat telegraphing
EconomyResource creation and consumptionStockpile, recipes, production chains, dual-purpose output, armory
UIPlayer-facing information displaysAlarm/notification, threat forecast, armory readout
PersistenceSave state and continuitySave/load
MetaSystems outside the core game loopSeasonal cycle (tuning/content layer over Calendar)

Priority Tiers

Tier Definition Target Milestone Design Urgency
MVPRequired to test the core hypothesis: does the displaced-cost muster feel weighty?First playable prototype (3–5 weeks, aspirational)Design FIRST
Vertical SliceRequired for the full four-season rhythm and food pressure the concept doc describes as core fantasyVertical slice / demoDesign SECOND
AlphaConvenience and continuity systems not needed to validate the hypothesisAlpha milestoneDesign as needed

Dependency Map

Foundation Layer (no dependencies)

Core Layer (depends on foundation)

Feature Layer (depends on core)

Presentation Layer (depends on features)

Polish Layer (depends on everything)


Recommended Design Order

Order System Priority Layer Agent(s) Est. Effort
1Camera & InputMVPFoundationgame-designerS
2Calendar/Time SystemMVPFoundationgame-designerS
3Resource/Stockpile SystemMVPFoundationgame-designer, systems-designerM
4Pathfinding & MovementMVPCoregame-designer, unity-specialistM
5Building Placement & ConstructionMVPCoregame-designerM
6Settler Job AssignmentMVPCoresystems-designer, unity-specialistL
7Recipe/Crafting SystemMVPFeaturesystems-designerM
8Production ChainsMVPFeaturesystems-designer, economy-designerL
9Dual-Purpose Output SystemMVPFeaturesystems-designer, game-designerM
10Armory / Gear StorageMVPFeaturesystems-designerS
11Settler Role State MachineMVPFeaturesystems-designerM
12Enemy/Raider AIMVPFeatureai-programmer, game-designerM
13Telegraphed Threat SystemMVPFeaturegame-designer, level-designerM
14The MusterMVPPresentationgame-designer, systems-designerL
15Alarm/Notification SystemMVPPresentationui-programmer, game-designerS
16Combat ResolutionMVPPresentationsystems-designer, game-designerM
17Threat Forecasting UIMVPPresentationux-designerS
18Armory/HUD ReadoutMVPPresentationux-designerS
19Settler Needs — FoodVertical SliceFeaturesystems-designer, economy-designerM
20Seasonal CycleVertical SlicePolishgame-designerM
21Save/LoadAlphaPolishtools-programmerM

[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 MusterDesignThis 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 AssignmentTechnicalPrior 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 ResolutionDesignBellwright 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 SystemDesignManor 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 identified21
Design docs started0
Design docs reviewed0
Design docs approved0
MVP systems designed0/18
Vertical Slice systems designed0/2

Next Steps