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Engineering/Conventions

Documentation Standard for Game Mechanics

Last updated 2026-10-29
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This standard covers every page that explains a game mechanic or system, in every Lakeside game published on this site: A House Divided, Corporate Warfare, Margin of Victory, Grand Century and A House Divided Desktop. It also says how pages are audited against it. The check IDs (P1, T2, R3 and so on) are what audit reports cite.

Two layers per mechanic#

Every mechanic has two linked pages.

A small game may keep both layers in one file only if the technical part sits under its own ## Exact rules heading at the bottom. A mechanic too small to deserve two pages belongs as a section of a larger page, not as a thin page of its own.

Page types#

Not every page is a mechanic page. The audit applies the full checklist only to mechanic pages.

Type Examples Rules that apply
Mechanic Labour, Freight, War, Polls and scoring Everything below
Guide Getting started, first campaign walkthrough Hard rules, accuracy, links, quality and visuals
Reference Glossary, country hubs, scenario lists Hard rules, accuracy, links
History Changelogs, beta and iteration notes Hard rules only

Player page#

Sections in this order, with these headings or close equivalents.

  1. Summary (no heading, first paragraph). Two or three sentences: what the system is and why a player should care.
  2. How it works. Plain cause and effect, in steps where order matters. Include a key numbers table with the caps, cooldowns, costs, thresholds and durations a player would plan around. At most one formula, and only when knowing it changes how you play.
  3. What you can do. The actions available, who can take them, where to find them in the game, and one to three tips.
  4. Connections. Two lists, each item a link plus one line saying which way the effect runs:
    • Driven by: systems that change this one.
    • Affects: systems this one changes.
  5. Status. Whether the mechanic is live in every world, or depends on game mode, era, country or scenario. Then a Last checked: line with the date the page was verified against the game and the game version or build.
  6. Technical detail. A link to the technical page.

Technical page#

  1. Summary and a link back to the player page.
  2. Rules. Every constant with its real value and the source file it lives in, in backticks. Full formulas.
  3. Timing. When it runs: which turn phase, tick or event, and in what order relative to related systems.
  4. Edge cases and limits. Caps, floors, clamps, what happens at zero, and what is deliberately excluded and why.
  5. Connections. The same two lists as the player page, naming the code path where the effect passes between systems.
  6. Last checked line, as above.

Quality and depth#

A page can have every section and still be thin. These rules are about whether a player finishes the page able to make a good decision.

Visuals#

Pictures carry what prose cannot. Each visual earns its place by answering a question faster than text would.

Visual Required when Rule
Screenshot The page tells a player to do something in the game's interface Shows the screen where the action happens, cropped to the relevant panel, with no real player names or private data. Alt text says what it shows. Retaken when that screen changes.
Chart A value changes over a range or over time: decay, scaling with a stat, caps that bend, price curves, cooldown cycles Generated from the game's constants by code, never drawn from hand-typed numbers, so it cannot drift from the game. Labelled axes with units.
Diagram The system has a multi-step flow, or three or more connections to other systems Shows the flow or the Driven by and Affects links. In A House Divided, use or add a wiki widget (see ) so the diagram renders in game.

Technical pages need a diagram when the system runs across more than one turn phase or more than two source files, showing the order things happen in.

In A House Divided, screenshots live in public/wiki-images/guides/ and are embedded with ![alt](/wiki-images/guides/<name>.png); charts and diagrams are wiki widgets. In the other games, images sit next to the page and charts are SVG files produced by a script in the game repo that reads the game's own constants.

Hard rules (every page type)#

Checklist#

The audit marks each check pass, fail or not applicable.

Player page#

ID Check
P1 Opens with a two or three sentence summary saying what it is and why it matters
P2 Has a How it works section in plain language
P3 Has a key numbers table with the decision-relevant values
P4 Has no more than one formula, and any formula changes play
P5 Has a What you can do section naming the actions and where they are
P6 Has Connections split into Driven by and Affects, each item with a direction line
P7 Connections are two-way: every page listed links back in the opposite list
P8 Has a Status section covering mode, era or scenario dependence
P9 Has a Last checked date and version
P10 Links to its technical page

Technical page#

ID Check
T1 Links back to the player page
T2 Every constant has its value and source file
T3 Formulas are complete
T4 States when it runs
T5 Covers edge cases and limits
T6 Every number on the player page also appears here with its source
T7 Has a Last checked date

Quality and visuals#

ID Check
Q1 Covers every player decision the system offers, including common edge cases
Q2 Has at least one worked example with real numbers
Q3 Answers the most common player questions about this mechanic
Q4 Explains why the rule exists, not only what it is
Q5 Readable: jargon defined or linked, no paragraph over about 120 words
Q6 Right size for the mechanic: not a stub, not a page that should be split
Q7 Has a screenshot wherever it tells the player to act in the interface
Q8 Has a constants-generated chart wherever a value changes over a range or time
Q9 Has a diagram for multi-step flows or three or more connections

Q1 to Q6 apply to mechanic and guide pages. Q7 to Q9 apply to player mechanic and guide pages; technical pages are checked for the phase-order diagram under T4.

Hard rules#

ID Check
R1 No wrong numbers or claims (see accuracy below)
R2 No player-facing admin, rollout or flag material
R3 No internal paths, hosts, runbooks, secrets or player names
R4 No em or en dashes
R5 All internal links resolve

Accuracy check#

For every number and factual claim on a page, the auditor finds where it comes from in the game's code and marks it:

Severity#

Audit findings are ranked for fixing in this order.

  1. Critical. A wrong number or claim a player would act on, or anything failing R3.
  2. High. Stale behaviour, a mechanic with no player page, or a player page showing material players cannot act on (R2).
  3. Medium. Missing required sections, one-way connections, missing technical layer, a mechanic page that fails Q1 or Q2, or a missing chart or screenshot the page clearly needs.
  4. Low. Style, dashes, missing Last checked line, broken non-critical links, readability (Q5), and other missing visuals.

Within a severity band, pages players visit most come first.

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