Megiddo fleet move: cite the faction record it would attach to
Text only and post-demo; no mechanic claimed. Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
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@ -500,6 +500,7 @@ These bend or extend the faction notes. Each needs the setting owner's ruling:
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3. **Minor powers hold company space in game.** NiteLife, Lightsail, Alakrita, R&D, Ewan Hart, and DME own zones in the legacy game, while the lore withholds Mega status from them. Proposal: in-game territory for a minor power means company settlements under someone else's wider order, shown through low security and few warships. This keeps the Mega distinction intact.
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4. **Megiddo's fleet moves between runs.** Consistent with the lore's mobile fleets; recorded here because the game places it in a different zone each run.
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**Ruling, Nibu, 2026-11-05: accepted, text only, post-demo.** The reading is recorded in the Megiddo note ([[Worldbuilding/Post-Elysium/Factions/Megiddo|Megiddo]]); nothing is built or demoed for it.
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Where it would attach: the Megiddo faction record that `MinorPowerFactionsCommand.cs:25-39` authors (GameCult/Aetheria, AetherDb tooling, read by Nibu at master a4be037a4). The move is still text only and post-demo; no mechanic is claimed.
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5. **Lucent's one-at-a-time duel.** A playable reading of Lucent's spectacle, not stated in the lore. Accepted by the operator on 2026-10-03, with an addition: their weakness is their need for glory, so they can be baited into a duel "like a Clanner in Battletech" (see the Lucent weakness above).
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**Ruling, Nibu, 2026-11-05: accepted, with this line: the duel is spec'd but not played.** It is spec'd, not in the build, until faction-play-2 lands. It is a design only; no demo copy, trailer text, store text or tutorial hint may claim that Lucent duels, fights one at a time, or can be baited.
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@ -62,6 +62,8 @@ Megiddo consists of a handful of mobile fleets, each carrying a Vault through it
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The fleets do not hold fixed stations. A fleet seen in one region need not be found there again, so a setting that places Megiddo in a given zone describes where it was met, not where it lives. A game run may put a fleet in a different zone each time; that is text only for now, recorded as a post-demo reading in [[Game Design/Faction Play#Lore Change Proposals|Faction Play]] (ruling by Nibu, 2026-11-05), and nothing in the build moves a fleet yet.
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If the per-run fleet move is ever built, it attaches to the Megiddo faction record that `MinorPowerFactionsCommand.cs:25-39` authors (GameCult/Aetheria, AetherDb tooling, read at master a4be037a4). The move is still text only and post-demo; no mechanic is claimed.
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The fleet does not visibly escort its Vault. Industry, habitation, decoys, tenders, and defensive vessels spread across an enormous moving volume. Somewhere among them travels one cold, deliberately unremarkable object. Most of the fleet's own maps omit it, along with every other map that could usefully direct an attacker to it.
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Keeping it cold requires contact with the outside, but that contact is designed to conceal its origin. Massively redundant cryogenic machinery transfers accumulated heat through closed coolant circuits into exchange masses. A compartmentalized ferry chain carries those masses among vessels and remote heat-rejection sites. Each participant knows too little to reconstruct the route from a radiator back to the Vault. Cold masses return through a different chain.
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