The building is
the weapon
You asked the whole team how far the physics can go: destruction, electricity, fire, gas, explosions and fluids. Fourteen lanes answered independently. They agreed more than I expected, and on the same thing: the simulation is the arcology's building services (power, water, gas), in a few states you can read at a glance.
“If a tenant can't see it happen, don't simulate it.”Stencil, lore
What the team agreed onThree findings
Nobody saw anyone else's answer. The chips show who argued for each finding.
The rules tableWhat meets what
The BotW chemistry for Tower 3: six materials, one rule per pair. Green rules already ship on main, cyan rules come with my recommended package, and grey ones wait until later. Every rule gets one colour and one silhouette.
| Watercanals, mains | Powerrisers, cables | GasLPG, O2, lines | Fireoil, stalls | Metalgrating, racks | BodiesVermin, you | |
|---|---|---|---|---|---|---|
| Water | FlowFloodsMains burst, drains pull, the bore runs.on main · F73 | ShockCurrent runs through every wet cell.on main · Sparker | BubblesGas vents up through canals and gives away the leak.later | SteamSprinklers and floods put fire out and leave a white screen of steam.package | WadeSlows everyone. A wet body conducts.on main · wet body in package | |
| Power | BlackoutCut the riser and everything downstream dies.package | IgniteOne spark in a gassed room makes a flash fire.package | Arc fireA live cable on oil starts a smoulder.later | ConductsRails, grating, the conveyor.on main | LockA stun. Next: a tetanus lock with X-ray frames.on main · lock later | |
| Gas | FillsA room gasses up behind a visible low haze.package | DeflagrateA fire front rolls, then the blast juggle.package | RocketA punctured O2 canister flies.later | FleeVermin cough and shout, then run for the exit.package · AI | ||
| Fire | SpreadSmoulder, burn, char, from prop to prop.later · authored only | BurningHe runs, pats himself down and dives for a canal.later |
The one real debateGraph or grid?
Stencil, Opticals, Downbeat and Drywall want a graph: a riser feeds taps, and taps feed consumers. Slipway, Tidewater and Afterimage want a coarse cell grid of about 0.5 m, holding wet, live, heat and gas.
Group A · the servicesThe simulation itself
Hours are the lanes' own estimates, summed across lanes, and the work runs in parallel. The cyan border marks my recommended package.
Group B · legibilityMake every link read
In a brawler at 640×360, an effect you can't read might as well not have happened. This layer is what turns the services into fights.
Group C · bodies, structure, scoreLater, or if a lane frees up
All good. None of it is needed to make the services land this week.
TrapsWhat we won't build
Cornerman's recommendationPackage for Thu–Sat
- Power graph and blackout A1 · ~14 h
The headline. It uses lights, music, AI and optics we already have, and it sells the setting. - Utilities in the walls A2 · ~10 h
Destruction becomes the way into the other systems. It reuses flood and conduction. - Gas as a room state A3 · ~6 h
A fuse you can see, set off by the Sparker or your rail. It pays out in the blast juggle. - The floor remembers A4 · ~8 h
A single state texture that is both what you see and what the rules read. - Chain beats and incident cards B1 + B2 · ~15 h
The payoff. The building gets the kill, and you get the credit. - The Vermin know their floor B5 · ~7 h
Enemies teach the chemistry before you use it.
About 60 h across ten lanes, roughly 6 h each, which fits Thursday and Friday. That leaves Saturday for tuning and Sunday for release. F73 and F71 get the full set first; F74 and F75 get power and walls. Whatever you pick, it is still all in-house.