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

Concept Prototype Report: The Muster v2

Date: 2026-09-15
Prototype Path: Paper (solver-assisted ledger)
Verdict: ~~PROCEED WITH CONDITIONS~~ → SUPERSEDED 2026-09-15

An independent playtest (PLAYTEST-independent.md) closed this report's open
condition and changed the verdict to PIVOT (narrow). The muster mechanic is
validated; the surrounding economy has a dead zone. Read that file first.
Predecessor: ../muster-mechanic-concept/ — verdict PIVOT


Hypothesis

If military readiness has no computable safe threshold (raid strength scales, gear decays, forging takes 3 turns) and the economic alternative has a real failure state (ploughs feed a population that can starve), then the iron allocation stays a live decision across a whole season — and the player can articulate, unprompted, what their allocation cost them in both directions.


Approach

Three seasons of eight turns, 12 settlers. **Hidden values were rolled and committed before the first allocation decision** (seed 20260915, printed to the session log before play began): raid turns 8, 5, 4 and strength multipliers 1.00, 0.85, 1.00.

A Python ledger enforced the rules so arithmetic could not drift in my favour. Every purchase was checked against iron on hand and the spear cap.

The adversarial pass ran before the rules were written up, not after — the step v1 skipped. See adversarial-pass.py.


Result

Final state: 6 of 12 settlers survived. No run-ending failure, but half the settlement died.

Season 1 — held exactly

Expected strength 6.8. I armed to 7, ordering spears on turns 1–4 so the last arrived on turn 8. The raid landed on turn 8. **Strength 7 against 7 defenders: zero losses.** Seventeen ploughs fed all twelve.

The margin was one turn. Had the raid come on turn 7, I would have had 6 defenders and lost a settler.

Season 2 — saved by the dice, not by planning

Here I made a real mistake, and it is the most useful data in the run. **I armed to 7 again, having read the season-1 expectation of 6.8 and not re-read it.** The actual expectation was 8.3 — it scales with season number and population, and I anchored on the old figure.

I survived only because the hidden multiplier was 0.85, bringing actual strength down to 7. A neutral roll would have cost me a settler; a bad one, three.

I did not notice the error until writing this report.

Season 3 — the lesson lands

Expected strength 9.8, cap 10. I repaired three spears and forged three more, committing 9 iron on turn 1. The raid landed on turn 4. Four spears were ready; six were still in the forge.

Strength 10 against 4 defenders. Six settlers dead.

The six spears arrived on turns 5 and 6 — one and two turns after the funeral. The iron had been spent. The decision had been made. It was simply too late.


Metrics

Metric Value
Path usedPaper, solver-assisted ledger
Prototype duration~1 session
Playtesters1 — the rules author. See Evidential Quality.
Hidden values committed before playYes (seed 20260915, logged pre-play)
Adversarial pass run before playYes
Final population6 / 12
Run-ending failures0
Hypothesis verdictSUPPORTED, with one caveat

Recommendation: PROCEED WITH CONDITIONS

The allocation stayed live for all 24 turns. There was never a point where the right answer was obvious, and the three seasons produced three different outcomes from three different causes: correct planning, a lucky roll, and a lead-time failure.

Evidence the hypothesis holds:

The caveat — and it is significant. The solver established that this only holds in a narrow difficulty band. Soften raid scaling and adaptive play's advantage collapses below two points. This ruleset sits inside the band (k=1.5, c=0.4), but a tuning pass that makes the game friendlier will silently destroy the mechanic. **That constraint must travel into the GDD as a tuning knob with a stated safe range, not as a comment.**


Evidential Quality — read before citing this

I wrote these rules and I played them. That is the same structural flaw that invalidated v1, and no finding here escapes it. What differs:

v1 v2
Adversarial pass before playNoYes
Hidden values committed pre-playNoYes
Instrument control (can it detect failure?)NoYes — both extremes die 100%
Arithmetic enforced by ledgerNoYes
Independent testerNoNo

The first four close the gaps that made v1's verdict worthless. The fifth is still open, and it is the one the PIVOT-NOTE named as required evidence.

This verdict is therefore PROCEED WITH CONDITIONS, not PROCEED. The condition is an independent playthrough. A tester who has not read the solver output should reach a comparable outcome before the muster's GDD gets Formulas and Tuning Knobs written against these numbers.

Two ledger bugs found during play

Both were caught because the ledger's output contradicted the game state, not because I suspected them:

Neither changed a design conclusion, but the first looked exactly like a catastrophic ruleset failure. A ledger that contradicts the board is the only reason it was caught.


Carry Forward to the GDD


Prototype location: prototypes/muster-v2-concept/
Throwaway. Never refactor into production.