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: 2026-09-14 (design review: concept revised, 5 blockers resolved)
Source Concept: design/gdd/game-concept.md


Overview

Iron & Timber is a real-time strategy colony builder 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)CoreMVPDesigned — pending reviewcamera-input.md—
2Calendar/Time System (inferred)CoreMVPNot Started——
3Resource/Stockpile System (inferred)EconomyMVPNot Started——
4Pathfinding & Movement (inferred)CoreMVPNot Started—Camera & Input
5Building Placement & Construction (inferred)CoreMVPNot Started—Camera & Input, Resource/Stockpile System
6Settler Job Assignment (inferred)GameplayMVPNot Started—Pathfinding & Movement, Resource/Stockpile System
7Recipe/Crafting System (inferred)EconomyMVPNot Started—Resource/Stockpile System, Building Placement & Construction
8Production ChainsEconomyMVPNot Started—Recipe/Crafting System, Settler Job Assignment, Resource/Stockpile System
9Dual-Purpose Output SystemEconomyMVPNot Started—Recipe/Crafting System, Production Chains
10Armory / Gear Storage (inferred)EconomyMVPNot Started—Dual-Purpose Output System, Resource/Stockpile System
10bGear Types — Spears & Mail (inferred)EconomyMVPNot Started—Dual-Purpose Output System. Added 2026-09-15: playtest proved one military sink closes the loop when population drops. Spears arm (capped by carriers); mail protects. Solver spike (MAIL-SPIKE.md) confirms mail removes the dead zone — 42% → 2.5% — but no tested config avoids a dominant purchase order. Mail's cap must NOT depend on the spear cap. Next levers: make mail situational (raid types), or give it a different lead time. Price is the last lever, not the first.
11Settler Role State Machine (inferred)GameplayMVPNot Started—Settler Job Assignment, Armory / Gear Storage
12Enemy/Raider AI (inferred)GameplayMVPNot Started—Pathfinding & Movement, Calendar/Time System
13Telegraphed Threat SystemGameplayMVPNot Started—Calendar/Time System, Enemy/Raider AI
14The MusterGameplayMVPNot Started—Settler Role State Machine, Armory / Gear Storage, Telegraphed Threat System, Settler Job Assignment (new — mustering halts production)
15Alarm/Notification System (inferred)UIMVPNot Started—The Muster, Telegraphed Threat System
16Combat Resolution (inferred)GameplayMVPNot Started—The Muster, Enemy/Raider AI
17Threat Forecasting UI (inferred)UIMVPNot Started—Telegraphed Threat System, Calendar/Time System, Camera & Input (threat is directional; the indicator must stay correct under arbitrary camera yaw — added 2026-09-14)
18Armory/HUD Readout (inferred)UIMVPNot Started—Armory / Gear Storage, Dual-Purpose Output System
19Settler Needs — Food (inferred)GameplayVertical SliceNot Started—Production Chains, Calendar/Time System
20Seasonal CycleMetaVertical SliceNot Started—Calendar/Time System, Production Chains, Telegraphed Threat System
21Save/Load (inferred)PersistenceAlphaNot Started—All stateful systems above
22Failure State / Run End (inferred)CoreMVPNot Started—Settler Role State Machine, Combat Resolution

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
17Failure State / Run EndMVPPresentationgame-designer, systems-designerS
18Threat Forecasting UIMVPPresentationux-designerS
19Armory/HUD ReadoutMVPPresentationux-designerS
20Settler Needs — FoodVertical SliceFeaturesystems-designer, economy-designerM
21Seasonal CycleVertical SlicePolishgame-designerM
22Save/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

One cycle, broken by tick ordering *(corrected 2026-09-14 — this section previously claimed "none found", which stopped being true the moment Core Mechanic #6 made the muster halt production)*.

The cycle: Armoury stock gates who can muster → mustering removes settlers from jobs → fewer workers means less smith output → less smith output means less armoury stock. Closed loop.

How it is broken: production resolves each tick against **last tick's roster**. Read-before-write, staged as:

The contract GDD authors must share (added 2026-09-14 per TD-PHASE-GATE): a single phase enum, defined once in the settler-simulation ADR and consumed by all three systems rather than reimplemented in each — ResolveProduction → ApplyRoleChanges → UpdateArmoury → EvaluateMuster. Two things must be pinned there before GDD #14 (The Muster) is drafted: where each system's writes sit in that order, and how it reconciles with the raid-resolution evaluation order in the concept doc's Failure State section (compute losses → remove settlers → check floor → stand down). Those are two similar-looking orderings and an author will merge them wrong if they are not reconciled in one place.

This is an enforceable invariant, not an implementation detail — any engineer building these systems in a different order will hit a bug whose cause is not local to the file they are editing. It belongs in the ADR for settler simulation.

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 MusterDesignMechanic validated 2026-09-15 by independent playtest — forge lead time produces exactly the intended regret (6 settlers died with 8 spears in the forge). But the allocation goes dead once the spear cap falls with the population; verdict PIVOT (narrow). See independent playtest. (Was: largely addressed — v2 prototype played to PROCEED WITH CONDITIONS; the allocation stayed live across 24 turns and lead time is solver-verified as load-bearing. Open: independent tester, and the mechanic only holds in a narrow difficulty band. (Was: REINSTATED 2026-09-14.) This is the MVP's entire hypothesis. A paper prototype briefly returned PROCEED, but that verdict was withdrawn the same day: the ruleset admitted a dominant strategy (15 spears beat any raid, bankable two turns before the earliest one), so the allocation was computable rather than felt. The risk is untested, not retired. See report and pivot note.Re-prototype with scaling raid strength and gear decay so no safe threshold exists. Threat must also be readable from turn 2–3.
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. Addressed 2026-09-15 — v2 gave ploughs a real failure state (they feed a population that starves), and the playtest produced regret in both directions. The plough-as-trap risk is now exercised rather than assumed. (Was reinstated 2026-09-14 when the v1 payoff proved unfalsifiable.)Give ploughs a real failure state (food → population) before retesting, so the tradeoff can fail in both directions.

Progress Tracker

Metric Count
Total systems identified22
Design docs started1
Design docs reviewed0
Design docs approved0
MVP systems designed1/19
Vertical Slice systems designed0/2

Next Steps