DRAFT 0.3
GameplayDesign proposal

Travel, camp, and everyday life

A company between wars
A company between wars Concept art · not gameplay

Working design. New events, appearances, mechanics, and political details remain proposals. See canon ledger.

Travel uses a node-and-road map with an animated company marker, not a huge open world. A route can be safe but slow, direct but exposed, or costly by boat. Scouting reveals enemy movement and an alternate approach to the next tactical map. Encounters are curated and limited; avoid repeated random battles on every familiar road.

Camp contains treatment, job training, letters, council orders, and optional conversations. Towns are small explorable hubs or illustrated location menus with a few isometric interiors. The first slice uses one camp and one town hub. As war damage rises, the same hub loses market stalls or gains refugee shelters; recovery brings them back. Reuse communicates history.

Bond scenes include all close companions, not only romances. Remember one concrete shared detail—who fixed a boot, shared a last orange, or taught a song—and return to it later. Letters from governed provinces show consequences through people instead of only meters.

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