Five observation windows · six value contracts · evidence units · confirmation coordinates
PUBLIC METHODOLOGY RECORD · NATIVE TECHNICAL REPORTS
EXPERT TECHNICAL EDITIONLast War: Survival
PEI · E² · MPM · EMSQT · FULL FRAMEWORK DISCLOSURE
NATIVE ANALYTICAL RECORD · BASELINE 2026-06-11
Last War: Survival — Native Decision Architecture
Five English-language technical reports preserve the progression from action-to-4X experience evidence to one qualified claim-to-command bottleneck and a reversible rule-only direction. Each stage retains its own method, evidence boundary and decision right.
Rule innovation · core 1 + companion 5 · validation trio · rollback R0–R4
ANALYTICAL FRAMEWORK ARCHITECTURE
PEI → E² → MPM → EMSQT
PEI supplies expert system interpretation; E² structures the 0–100h analysis frame through five windows and six value contracts; MPM carries the source report's MDML 4.0 modeled assessment; EMSQT converts the record into an eight-step structural map, one qualified bottleneck and the Routine Handoff Spine.
Interpret play before formalizing evidence
Establishes the system context, player task logic, and expert reading required to distinguish designed friction from a decision-relevant failure.
Register experience across time
Structures direct observation into time-windowed evidence, tracking friction, passage quality, and changes in the governing value contract.
Measure perception without flattening variance
Separates modeled value, dispersion, and validation pressure. Every reading remains governed by evidence grade, variance, and its declared confirmation boundary.
Convert evidence into decision architecture
Progresses from evidence and evaluation through structure, diagnosis, and strategy while preserving the authority and boundary of every stage.
Native Framework Code Register
Every stage exposes the canonical analytical system used to produce its judgment. Framework names and report-level codes are public; internal file paths and production administration remain outside the analytical record.
E² PROTOCOL
5 WINDOWS · 6 VALUE CONTRACTS · EIB / EVIDENCE UNITS
MDML 4.0 · MPM
2 AREAS · 6 DOMAINS · 18 FIELDS · 54 ELEMENTS · 6 VDC
SFA · S1–S10
5 AREAS · 8-STEP MODEL · CORE 1 + SECONDARY 5
M-ABC · TVW
CORE 1 · SECONDARY 5 · GUARDED ASSETS 6 · REVENUE GUARDS
NTRIZ 40 · RULE-ONLY
CORE 1 + COMPANION 5 · 12 VECTORS · R0–R4
00 · AUTHORITATIVE REPORT ATLAS
Select the stage report required for the decision at hand.
E² EXPERIENCE EVIDENCE REPORT
Five observation windows · six value contracts · evidence units · confirmation coordinates
- VERDICT
- Last War: Survival creates a strong action-to-4X transition, a repeatable growth-and-claim rhythm, and an alliance-based late-life contract. Evidence pressure concentrates where queues, claims, offers, probability, alliance rules and late Cargo or Trade rewards ask the six value contracts to interpret the same surface differently.
- BASELINE
- 2026-06-11
MDML 4.0 PERCEPTION AND INVESTMENT REPORT
Provider × Customer · 6 domains · 18 fields · 54 elements · Time / Money / Passion
- VERDICT
- Growth provision, satisfaction, growth need, structural consistency and cooperative recognition support continued investment. Character attachment, event value, probability trust, operational stability and fairness become separate trust gates. The decisive question is not whether the game offers value, but where that value crosses into more time, money or passion.
- BASELINE
- 2026-06-11
SFA 10-SYSTEM STRUCTURAL ANALYSIS REPORT
Five structural areas · eight-step operating model · core and five secondary loops · eight suspects
- VERDICT
- Last War: Survival is a center-satellite system in which low-friction action acquisition enters the 4X core and becomes alliance socialization. Cumulative power and alliance status are shared accumulation and consumption units across growth, competition, cooperation, economy, shop and LiveOps. High cohesion is the core asset and the transfer channel for eight structural suspects.
- BASELINE
- 2026-06-11
M-ABC × TVW BOTTLENECK QUALIFICATION REPORT
CT-01 diagnostic lock · one core track · five secondary tracks · guarded assets · design start condition
- VERDICT
- CT-01 is the single core bottleneck: after a Daily, Radar or Dig reward claim, the path to the next task, Stamina decision, event continuation or next-session return loses continuity. The damage begins in Behavior, transfers through Commerce toward Design and Community, and primarily affects Volition and Value.
- BASELINE
- 2026-06-11
ROUTINE HANDOFF SPINE DESIGN REPORT
Rule innovation · core 1 + companion 5 · validation trio · rollback R0–R4
- VERDICT
- The immutable conservative core is the Routine Handoff Spine: immediately after a Daily, Radar or Dig claim, make the next valid action, Stamina recovery and return path readable in one flow. It rearranges existing rules, sequence, exposure and state language; it does not add rewards, events or content.
- BASELINE
- 2026-06-11
00 is a routing atlas, not a composite score. E, M, S, Q, and T are independent reports with separate analytical questions, evidence boundaries, and decision authority.
E² EXPERIENCE EVIDENCE REPORT
Five observation windows · six value contracts · evidence units · confirmation coordinates
Last War: Survival creates a strong action-to-4X transition, a repeatable growth-and-claim rhythm, and an alliance-based late-life contract. Evidence pressure concentrates where queues, claims, offers, probability, alliance rules and late Cargo or Trade rewards ask the six value contracts to interpret the same surface differently.
E preserves what was observed before perception, structure, diagnosis or design. It registers the scene, behavior, system, time window and value contract without turning purchase acceptance, zero-spend records or modeled evidence into revenue or causal performance claims.
Analytical coordinates for interpreting the stage verdict
0–100h
Five bounded observation windows
6
Fairness · efficiency · completion · free path · convenience · upper ladder
7
Queue · routine · offers · probability · alliance rules · transaction boundary · late reward visibility
6 groups
Payment · fairness · routine · free path · completion · social status
Evidence is a coordinate, not an impression
PEI supplies expert game-system interpretation. E² structures that interpretation across six independent value contracts and five time windows. The Evidence Integration Base retains each evidence unit before later stages assign value, structure, priority or direction.
Interpret the game-specific system context
CONTEXTExpert reading distinguishes a designed queue, loss, offer or alliance obligation from a passage whose meaning has become unclear.
Keep six contracts parallel
OBSERVATIONFairness, efficiency, collection completion, free-path survival, small-spend convenience and upper-ladder attainment interrogate the same system without being averaged into one player.
Bind scene, action and time
TRACEABLEEvery accepted unit connects a named system, time window, value contract, behavior or statement, quantitative state and recurrence boundary.
Reserve the place for client truth
BOUNDARYClient receipts, ledgers, event logs and return behavior refine strength and magnitude; they do not license the public report to invent effects.
Value and pressure migrate across five windows
The frame follows the shift from low-friction action comprehension to 4X autonomy, repeat claims, economic choice and the long-run alliance contract.
- 0–1hAction entry becomes a 4X contract
Lane Shooter Onboarding, Dual Combat Structure, the first Base or HQ step, Hero Recruitment and the first shop exposure establish rapid comprehension and the first transition-cost question.
RULE ACQUISITION→ - 1–6hAutonomy meets the first queue
Technology Center Research, formation rules, Branch Advantage, Daily Tasks and Radar Tasks create competence while exposing prerequisites, waiting, free-next-goal and convenience interpretation.
FIRST FRICTION→ - 6–20hReturn reasons become a repeat contract
Daily, Radar and Dig claims, Alliance or Honor Store Stamina, Auto-Mail and Lucky Gift build a return rhythm. The evidence question is whether a claim closes into the next action or next session.
RETURN RHYTHM→ - 20–60hGrowth, commerce and competition overlap
Black Market, Hot Packages, Monthly Pass, Web Store, recruitment, probability tables, Alliance Duel, Arms Race and Cargo expose offer order, completion clarity and rule trust.
ECONOMIC CHOICE→ - 60–100hAlliance status becomes a long-run contract
Warzone, Champion Duel, Winter Storm, Cargo, Trade Truck, skins, selection chests and Web Store rewards test score rules, late reward visibility, recovery cost and public status.
LONG-RUN DRAFT
The same system creates six different evidence questions
A purchase hold, a zero-spend state, a loss or a missed event cannot be interpreted without the contract that produced it.
Rules and battle evidence first
Branch rules, Battle Report Markers, score, matching and reward explanation must precede any interpretation of a loss or retry.
Harvest must become a calculable next input
Queues, Speedups, event windows and Cargo returns are read as a harvest-to-conversion-to-replanning sequence.
The last piece needs a visible route
Recruitment, shards, duplicate handling, probability tables and selection chests form a completion map rather than an isolated draw result.
An offer must not erase the next free action
Daily Tasks, Stamina exchanges, waiting and free rewards remain valid continuation routes after package or pass exposure.
Payment should remove a named burden
A pass or low-price package is accepted only when the immediate routine reduction and the non-purchase alternative remain legible.
Investment needs visible attainment
High-price offers, Web Store deposits, Lucky Gift signals and alliance competition are read through asset priority, status and recovery visibility.
Seven pressure points sit on three connected axes
These are observation locations, not a diagnosis. Later stages may select one only after perception and structure converge.
Queue and timer explanation
HQ, research, resources and Speedups create different waiting, planning, convenience and status meanings across contracts.
Routine and Stamina cycling
Daily, Radar and Dig claims can be return reasons or task burden depending on the claim-to-next-action passage.
Offer order and shop density
Battle information, package exposure, free continuation and post-purchase progress compete for interpretive priority.
Draw, chest and selection clarity
Probability, duplicates, shards, choice and the last-piece route determine completion trust.
Alliance score and reward rules
Duel, Warzone and event rules need readable score, matching, timing and settlement semantics.
Intent versus transaction
Purchase acceptance and zero recorded spend can coexist. Neither may be translated into revenue without receipt, ledger and balance reconciliation.
Late Cargo and Trade visibility
Claim value must reconnect to alliance participation, a meaningful next action and the next-session return reason.
Client data refines strength without replacing the evidence register
The coordinates define what would confirm recurrence, segment intensity and commercial meaning. They are not forecasts.
Receipt and ledger reconciliation · VERIFY
Connect offer impression, click, purchase flag, receipt, transaction ID, account ledger, balance delta and reward claim before using a transaction interpretation.
Loss, report, offer and retry order · VERIFY
Observe battle report open, marker view, offer exposure, retry or recovery, hold and exit after a loss.
Claim-to-action and return interval · VERIFY
Connect completion, reward claim, Stamina delta, next-task start, queue start or hold and the next return interval.
Continuation after offer exposure · VERIFY
Observe free task choice, Stamina exchange, waiting, free reward claim and continued return after purchase hold.
Roster, shard and selection behavior · VERIFY
Connect roster or branch-filter use, shard gain, probability-table view, duplicate handling, chest open or hold and later recheck.
Lucky Gift, Cargo and alliance response · VERIFY
Observe gift trigger, claim, chat reaction, share action, Cargo or Trade claim, next action, status change and return interval.
E conclusion
The first 100 hours already contain a working action-to-4X value engine. E hands forward the seven pressure coordinates and six contract-specific readings without selecting a culprit or prescribing a solution.
The 0–100h frame is an analytical observation structure, not a per-player direct-play minimum or an external respondent study. Purchase acceptance, zero spend and modeled evidence do not establish revenue, prevalence, causality or a promised outcome.
MDML 4.0 PERCEPTION AND INVESTMENT REPORT
Provider × Customer · 6 domains · 18 fields · 54 elements · Time / Money / Passion
Growth provision, satisfaction, growth need, structural consistency and cooperative recognition support continued investment. Character attachment, event value, probability trust, operational stability and fairness become separate trust gates. The decisive question is not whether the game offers value, but where that value crosses into more time, money or passion.
M evaluates what players accept rather than what the product merely provides. The score board is a modeled baseline; the decision product is the trust condition attached to each system contact and investment capital.
Analytical coordinates for interpreting the stage verdict
2 × 6 × 18 × 54
Provider and Customer remain separate
Growth 75.93
Provider growth route
Satisfaction 72.35
Goal and reward acceptance
48
Six value-divergence cards × eight coordinates
Separate provision, acceptance and reinvestment
Provider fields describe the delivered core, system and operation. Customer fields describe accepted experience, need and engagement. Trust is not one extra score; it governs whether accepted value becomes more Time, Money or Passion.
What the product supplies
Core, System and Operation show where mechanics, growth, economy, structure, probability, store and events supply value or friction.
What the player accepts
Experience, Needs and Engagement show whether enjoyment, satisfaction, benefit, possession, competition, growth, fairness, stability and consistency are worth continued investment.
Time, Money and Passion
Each system contact states which capital it can strengthen, defer or weaken instead of reducing value to an overall satisfaction score.
Explanation, reliability and choice
Result legibility, price and timing, probability, post-purchase progress and operational predictability determine whether value crosses the gate.
System provision leads; operation and engagement define the trust floor
Each average groups three source fields without merging Provider and Customer authority. The values remain modeled baselines, not respondent means or live-service KPIs.
Character · Graphic · Mechanics
54.46Fast comprehension coexists with a long-run attachment gap.
Growth · Economy · Structure
69.71The strongest domain anchors long-run progression and reinvestment.
Gacha · Store · Event
48.89Probability, offer timing and calendar overlap create separate trust gates.
Enjoyment · Satisfaction · Practical Benefit
62.83Reward achievement remains strong while repeat pressure requires confirmation.
Possession · Competition · Growth
65.08Growth and status needs lead, conditional on completion and result legibility.
Fairness · Stability · Consistency
56.39Operational predictability sets the lower boundary for durable engagement.
Growth and satisfaction lead; character, events and stability set the floor
Scores are comparable modeled values within this report. They are not respondent means or service KPIs.
Character
32.41Long-run attachment remains the lowest independent field.
Graphic
69.58Visual presentation supports early confidence and readability.
Mechanics
61.38Lane action and dual combat create immediate play value with result-legibility conditions.
Growth Provision
75.93HQ, research, heroes and repeat claims form the strongest supplied value.
Economy
62.04Flexible replenishment coexists with Stamina and upper-resource scarcity.
Structure
71.16Growth, alliance and competition provide a credible long-run frame.
Gacha
47.88Probability, duplicates and cumulative reward management are strong investment gates.
Store
56.08Convenience is accepted conditionally on timing, price and post-purchase progress.
Event
42.72Overlapping calendars and offers weaken the translation into durable value.
Enjoyment
60.45Immediate feedback works; accumulated routine can defer longer immersion.
Satisfaction
72.35Goals and claims create the strongest accepted experience value.
Practical Benefit
55.69Progress and alliance benefit outweigh a pure relaxation benefit.
Possession
55.95Collection value exists with large contract-level variation.
Competition Need
67.46Status and recognition depend on readable results and fairness.
Growth Need
71.83Account advancement is a strong multi-capital investment value.
Fairness
53.04Competition and commerce remain conditionally trusted.
Stability
48.41Predictable cycles and recovery devices remain low-confidence conditions.
Consistency
67.72The action-to-4X and repeat-reward connection retains a coherent baseline.
Investment changes at six named system contacts
Each card preserves a working value, its investment boundary and the client coordinates that would refine the judgment.
Action-to-base transition · PRESERVE / VERIFY
Lane Shooter, HQ and Formation retain Time and Passion when the next action and collection goal remain coherent.
Competition-result legibility · CLARIFY
Alliance Duel, World Map Attack and Battle Report retain Passion, Money and Time when loss, score and comparison are explained.
Repeat harvest · CLARIFY
Daily, Radar, Dig and Stamina retain Time when a claim becomes a meaningful next action or return state.
Purchase judgment · CLARIFY
Black Market, packages, pass and Web Store cross the Money gate when timing, price and post-purchase progress are explicit.
Repeated draw and completion · CLARIFY
Recruitment, chests, probability tables and shards retain Money and Passion when repeat, duplicate and last-piece rules are credible.
Cooperation reward · PRESERVE / WATCH
Alliance Membership, Lucky Gift and Cargo retain Passion and Time when contribution becomes relationship reward and re-entry.
Three capitals cross different trust gates
The same design surface cannot be prioritized with one averaged improvement score.
Claim-to-growth continuity
Time stays invested when repeat claims, Stamina and queues close into progress. Task accumulation without closure becomes a deferral condition.
Price, timing, probability and actual improvement
Money crosses the gate only when the player can read what changes after purchase and what free or small alternative remains.
Result meaning, relationship and operational predictability
Passion persists when competition is explainable, alliance reward remains relational and the operating cycle is recoverable.
Protect the most sensitive contract
A high average does not close a decision when one value contract has a materially different trust condition at the same system contact.
Preserve three, clarify three, watch two
The agenda converts the landscape into bounded management decisions without diagnosing a single bottleneck or prescribing a solution.
Initial action-to-4X transition
Keep the rapid shift from lane action to base, hero and alliance goals coherent.
Repeat-harvest reinvestment
Keep Daily, Radar, Dig and Stamina as credible return and growth inputs.
Cooperative relationship reward
Keep Lucky Gift, Cargo and alliance contribution as social value rather than pure extraction.
Competition result
Clarify loss, score, matching, settlement and retry before offer interpretation.
Post-purchase improvement
Clarify the actual progress change, timing and alternative route after payment.
Probability and duplicate management
Clarify the completion route across draws, shards, duplicates and selection.
Operational predictability
Watch cycle overlap, recovery devices and stability across recurring events.
Character attachment and completion boundary
Watch whether low attachment constrains longer collection or status value.
M conclusion
Last War: Survival already converts growth and satisfaction into reinvestment. M hands forward the exact trust gates at competition, claim, purchase, probability and alliance-reward contacts without selecting the structural culprit.
The 18 values are modeled structured assessments, not respondent-derived estimates, telemetry or measured service outcomes. M evaluates perceived value and investment conditions; it does not locate a single structural bottleneck or prescribe a design.
SFA 10-SYSTEM STRUCTURAL ANALYSIS REPORT
Five structural areas · eight-step operating model · core and five secondary loops · eight suspects
Last War: Survival is a center-satellite system in which low-friction action acquisition enters the 4X core and becomes alliance socialization. Cumulative power and alliance status are shared accumulation and consumption units across growth, competition, cooperation, economy, shop and LiveOps. High cohesion is the core asset and the transfer channel for eight structural suspects.
S maps responsibility, dependency, circulation and severance. It names where a signal can originate and travel, but it does not select the core bottleneck or import a later solution into the structural map.
Analytical coordinates for interpreting the stage verdict
S1–S10
Ten structural responsibility areas
8 steps
Action entry → 4X → growth → alliance → competition → commerce → LiveOps → return
1 + 5
One core loop and five secondary loops
8
Candidates only; no culprit selected
Ten systems divide responsibility without fragmenting the product
The map uses five client-readable areas while retaining the S1–S10 system codes for traceability.
Lane action, 4X base and three-branch formation
Tank, Aircraft and Missile Vehicles, roles, rarity and five-hero formation establish the shared rule surface.
Growth, competition, cooperation and lifecycle
Repeat supply, power-validating competition, alliance cooperation and core-periphery-season structure organize participation.
Parallel growth and five currency layers
Internal, External and Meta Growth convert daily, premium, organization, progression and limited-time inputs into cumulative power.
Random supply and multi-channel value exchange
Hero recruitment, shards, random rewards, Lucky Gift, packages, passes, exchange stores and Black Market connect completion and commerce.
Calendar synchronization
Arms Race, Alliance Duel and Top Commander reactivate the prior systems through daily, weekly and seasonal rhythm.
The center-satellite structure closes one operating cycle
The core has self-running bones, while LiveOps reaccelerates and reschedules the same accumulated power and alliance-status contract.
- 01Low-friction action acquisition
Lane choice, avoidance, shooting and troop growth reduce the cost of first comprehension.
→ - 024X core entry
Shelter, HQ, recruitment and three-branch formation establish persistent operation.
→ - 03Repeat growth supply
Daily, Radar, Dig, Zombies and action variations supply growth inputs.
→ - 04Account-value conversion
Base, technology, heroes, drone and special forces convert inputs into cumulative power.
→ - 05Alliance socialization
Help, stores, sharing, Lucky Gift and Train convert individual progress into relationship capital.
→ - 06Competition and loss cost
World-map PvP, Duel, Warzone, battlefield and transport competition validate power and organization.
→ - 07Economy, random supply and shop conversion
Currencies, recruitment and offers redirect value toward growth, completion, convenience or status.
→ - 08LiveOps synchronization and core return
Calendar rhythm reopens prior systems and returns the player to the next growth action.
Every named system owns a distinct structural responsibility
The register prevents a later bottleneck or design from being back-ported as an S conclusion.
Basic Configuration
Fixes lane entry, the 4X operation layer, branches, roles, rarity and formation grammar.
Growth Contents
Supplies repeat growth fuel through Daily, Radar, Dig, Zombies, action variants and rotating content.
Competition Contents
Converts accumulated power into victory, status, loss cost and retry through PvP, Duel, Warzone and transport competition.
Cooperation Contents
Builds social capital through stores, sharing, Lucky Gift, Train, notices, markers and officer roles.
Contents Structure
Aligns acquisition shooter, 4X core, periphery and season overlay across the lifecycle.
Growth Systems
Converts Internal, External and Meta Growth into persistent account value.
Economy Systems
Governs sources, sinks and scarcity across five currency layers.
Gacha Systems
Owns hero recruitment, shards, random items, loot boxes and socialized random rewards.
Shop Systems
Executes value exchange through packages, passes, alliance or honor stores, exchange and rotating shops.
Event Systems
Synchronizes the operating model through Arms Race, Alliance Duel, Top Commander and calendar surfaces.
One core loop and five secondary loops share power and alliance status
No exit-to-entry severance is asserted as confirmed. Seam trust remains a partial-watch condition until client coordinates are checked.
Acquisition-to-4X Circulation Loop
Action entry becomes base, hero and alliance operation, then returns through accumulated power and scheduled objectives.
Competition Loop
World map, Champion Duel and Warzone convert power into status, loss cost and retry.
Cooperation Loop
Alliance operation, Lucky Gift and Train convert contribution into relationship reward.
Growth Loop
Internal, External and Meta Growth transform repeat inputs into account value.
Economy Loop
Five currency layers coordinate supply, scarcity, conversion and sinks.
Event & Season Loop
Arms Race, Alliance Duel and seasonal schedules reactivate and reprioritize the other loops.
Eight candidates mark possible severance locations
Each candidate is a location and transfer hypothesis, not a defect verdict.
Expectation transition · SUSPECT
Action expectation may fail to explain the 4X body, thinning acquisition-to-core return.
Growth supply pressure · SUSPECT
Repeat supply may concentrate at HQ prerequisites and upper assets, slowing the next investment exit.
Alliance social pressure · SUSPECT
Cooperation may tilt toward officer and mid-tier obligation, weakening social return.
Competition fairness and retry · SUSPECT
Loss cost may interrupt the competition loop if recovery is not legible.
Random-reward trust · SUSPECT
Probability, conversion and duplicate rules may fail to support recruitment-to-commerce trust.
Shop-purpose readability · SUSPECT
A channel and price ladder may take longer to interpret than the purchase purpose.
Event schedule density · SUSPECT
Overlapping peaks may convert routine into obligation across growth, economy and shop systems.
Core-periphery comprehension · SUSPECT
Peripheral content may read as separate homework rather than support for the core lifecycle.
Different structural questions require different observation windows
S hands locations and protected conditions to Q and T while keeping culprit selection and prescriptions outside its authority.
Action-to-4X transition
Tutorial completion, first HQ upgrade, first alliance entry, early exit, review and support signals.
Routine fatigue
Daily, Radar and Dig completion, unclaimed mail, Stamina use and calendar skips.
Growth supply pressure
HQ wait, upper-resource holdings and use, shards and Stamina purchase or consumption.
Competition return
Loss, report open, healing or Speedups, hospital wait and re-entry.
Alliance, probability and shop trust
Officer workload, probability-table behavior, duplicate conversion, package funnel and pass continuity.
Peak density and lifecycle comprehension
Participation, purchase peaks, missed-reward recovery, first-entry order and season-rule exit.
S conclusion
The map is complete: a highly connected action-to-4X and alliance operating model, one core loop, five secondary loops and eight structural suspects. Q must select the convergent bottleneck; S does not do so.
S identifies structural location, dependency, transfer paths, suspect candidates and confirmation windows. It does not declare the single core bottleneck, prescribe a solution, add unsupported probability rules or claim performance impact.
M-ABC × TVW BOTTLENECK QUALIFICATION REPORT
CT-01 diagnostic lock · one core track · five secondary tracks · guarded assets · design start condition
CT-01 is the single core bottleneck: after a Daily, Radar or Dig reward claim, the path to the next task, Stamina decision, event continuation or next-session return loses continuity. The damage begins in Behavior, transfers through Commerce toward Design and Community, and primarily affects Volition and Value.
Q locks one problem definition without confusing it with reward insufficiency, schedule density, commerce pressure or alliance participation. Client logs refine magnitude and segment priority; they are not a prerequisite for the diagnostic lock.
Analytical coordinates for interpreting the stage verdict
CT-01
Reward claim → next action / return gap
G3 → G5 → G1 / G4
Behavior → Commerce → Design / Community
Volition + Value
Trust is an adjacent and downstream risk
Core 1 + Secondary 5
Guards and assets are not counted as bottlenecks
Locate the origin layer before prioritizing an intervention
The five hubs distinguish rule origin, segment mismatch, behavior transition, community amplification and commerce trust so a downstream symptom is not mistaken for the core bottleneck.
Rules, loops and path architecture
Tests whether the goal, reward or route structure originates the bottleneck.
Value-contract mismatch
Tests whether the pressure belongs to one contract rather than the full repeat-routine cohort.
Routine, return and fatigue
Owns the CT-01 origin: claim behavior does not close into a next meaningful action or return.
Alliance trust and workload
Tests how social reward or officer workload amplifies the same break.
Currency, shop and purchase trust
Tests whether an unclear next action makes an offer look like repair pressure.
The reward claim does not close into a voluntary next command
Daily, Radar and Dig remain protected value. The qualified bottleneck is the handoff immediately after the claim.
- INPUTA completed repeat task
The player completes a Daily, Radar or Dig action and reaches a valid reward claim.
→ - VALUEReward and completion feedback
The claim creates satisfaction, account progress and a reason to return; it is not itself the defect.
→ - BREAKNext task, Stamina, event or return remain separate
The player must reconstruct whether to continue, replenish, invest, stop or return later.
→ - DAMAGEVolition and Value erode
A voluntary growth rhythm can become attendance management, task burden and routine fatigue.
→ - RISKRetention, routine fatigue and LiveOps trust
These are downstream risk domains whose magnitude still requires client evidence.
The diagnostic lock rests on convergent mechanisms
Theories explain why the same handoff can change repeat behavior; they do not supply target-game performance results.
A schedule can become burden
Reward schedules reshape repetition, but uncertainty and obligation can convert a healthy habit into fatigue.
Voluntary participation needs autonomy
Autonomy, competence and relatedness support durable participation when the reward loop does not become controlling pressure.
Prompt and ability must meet at the claim
The next action fails when motivation, ability and a timely signal no longer align immediately after reward receipt.
Feedback gives repetition meaning
Readable rules and visible results turn repeated action into meaningful progress; weak linkage leaves only task completion.
Observed, perceived and structural records converge
E locates the claim passage, M identifies reinvestment deferral, and S maps the repeat and commerce transfer path.
Five tracks remain independent design start conditions
They are connected to CT-01 but are not counted as additional core bottlenecks.
Operating cycle, schedule density and recovery window · SECONDARY
Calendar, Auto-Mail, stores and event peaks can amplify missed-reward pressure and weaken return rhythm.
Alliance competition and Speedups timing · SECONDARY
Duel score windows, timing and settlement can convert common goals into attendance and score labor.
Offer order and post-purchase progress · SECONDARY
An offer exposed at an unclear next-action point can be interpreted as repair pressure rather than optional acceleration.
Formation completion-map clarity · SECONDARY
Rewards and shards need to close into a branch or mixed-formation objective without narrowing strategic possibility.
Alliance social reward and officer workload · SECONDARY
Lucky Gift and alliance reward must remain relational while notice, marker and inactive-member work remain bounded.
Assets and guards must not be counted as bottlenecks
The portfolio protects six working assets and five commerce boundaries before T is allowed to design.
Action-to-4X value engine
Protect rapid entry into base, hero, alliance, shop and event goals.
Daily, Radar and Dig value
Protect completion, reward claim and repeat-progress value.
Stamina and free or small alternatives
Protect non-payment and low-spend continuity.
Formation and branch strategy
Protect collection, branch completion and strategic diversity.
Lucky Gift and alliance social value
Protect sharing, contribution, display and mentoring value.
Late Cargo and Trade routine
Protect late-life efficiency, reward visibility and alliance return value.
Commerce interpretation boundaries
Post-purchase progress, probability and duplicates, receipt reconciliation, Web Store signal scope and free-path continuity are guardrails, not diagnoses.
Improve the handoff while preserving the reason to claim
Q fixes the improvement condition, protection condition, confirmation coordinate and prohibited direction for every track. It does not choose the final design.
Make the post-claim choice interpretable
Separate claim, next-task start, Stamina choice and return state while preserving Daily, Radar and Dig value.
Separate peaks from recovery
Preserve predictable cycles and Auto-Mail convenience without adding more rewards or events.
Separate timing from pressure
Preserve common goals and fair rhythm without Speedups coercion or attendance labor.
Separate progress proof from payment pressure
Preserve free alternatives and show actual post-purchase progress without offer spam.
Separate completion from forced sameness
Preserve three-branch strategy and collection value without forced same-branch play or diversity loss.
Separate social reward from operator debt
Preserve Lucky Gift and relationship value without increasing officer work or reducing social reward.
Magnitude and priority remain measurable after the lock
The coordinates distinguish the accepted diagnosis from still-open effect size, segment intensity and commercial consequence.
reward_claim → next_task_start / stamina_store_open / auto_mail_claim
Read claim-to-action conversion and return interval in repeat cohorts.
calendar, recovery and peak overlap
Read missed-reward recovery and event-end return.
score-rule view and Speedups timing
Read participation quality after rule and timing inspection.
offer → detail → purchase → progress / free bypass
Read post-purchase progress and protected alternative use.
roster filter and formation diversity
Read mixed-formation continuity and unit switching.
Lucky Gift response and officer workload
Read social claim, share and chat separately from operational labor.
receipt, transaction ID and account ledger
Do not interpret revenue before payment state and balance deltas reconcile.
Q conclusion
CT-01 is locked: reward-claim value loses continuity before the next voluntary command. T may now design at LP-CT-01, but it must carry five independent secondary tracks, six guarded assets and the commerce boundaries forward.
The diagnostic lock does not quantify retention loss, routine-fatigue prevalence, revenue impact or uplift. Client logs refine magnitude and execution priority. Q fixes the problem and design start condition; it does not approve implementation.
ROUTINE HANDOFF SPINE DESIGN REPORT
Rule innovation · core 1 + companion 5 · validation trio · rollback R0–R4
The immutable conservative core is the Routine Handoff Spine: immediately after a Daily, Radar or Dig claim, make the next valid action, Stamina recovery and return path readable in one flow. It rearranges existing rules, sequence, exposure and state language; it does not add rewards, events or content.
T converts the qualified claim-to-command lock into a design contradiction: improve continuity while protecting the reason to claim, free continuation, formation strategy, alliance value and operational trust. Five companion designs remain independently governed.
Analytical coordinates for interpreting the stage verdict
1
Routine Handoff Spine
5
Calendar · competition · purchase · formation · alliance
12
Two bounded vectors per track
R0–R4
Observe → exposure rollback → safe path → freeze → re-diagnose
Derive the direction from a contradiction
Every design follows problem → contradiction → principle → direction. The first service phase changes rules, order, exposure and explanation only; numeric balance and content scope remain closed.
Reduce conditions and decision cost
Use when excessive rules, entry friction or condition load obscure the next command.
Rearrange time, sequence and exposure
Use when claims, events, waits and returns exist but do not form one readable passage.
Encode state and rule meaning
Use when score, status, range, timing or completion cannot be interpreted at the moment of choice.
Protect purchase choice and operating labor
Use when a route risks becoming payment pressure, free-path loss or alliance-operator debt.
Routine Handoff Spine
The spine keeps the existing reward and routine intact while making the transition from receipt to command explicit.
- 01 CLAIMShow the accepted result
Confirm the Daily, Radar or Dig claim and its current progress effect without adding reward value.
EXISTING VALUE→ - 02 STATESeparate complete, continue and recover
Distinguish a finished routine, a valid next task, a Stamina requirement and a later return state.
RULE ENCODING→ - 03 COMMANDPresent one context-valid next action
Offer the next task, Stamina route or growth use that most directly follows the claim, while preserving voluntary exit.
NO FORCED ACTION→ - 04 RETURNLeave a readable re-entry point
If the player stops, retain the next valid time and state so ending the session does not read as loss.
RECOVERABLE
Independent control planes share one state language
Applying the core does not automatically resolve schedule, competition, commerce, formation or alliance-operation conditions.
Predictable Recovery Calendar
Separate event, shop and recovery peaks into active, prepare, recover, end and return states without increasing reward or event count.
- N2T19 + N2T9 + N3T32
- Guard: no reward or event-count increase
Competition Timing Explanation Layer
Explain Duel score, Speedups timing and reward-claim order while measuring participation quality separately from attendance labor.
- N3T32 + N2T18 + N4T28
- Guard: no Speedups pressure or score labor
Post-Purchase Improvement Clarity
Show actual progress after purchase and retain the free or small alternative on the same decision surface.
- N2T9 + N3T33 + N4T24
- Guard: no payment-wall translation or offer spam
Formation Collection Map
Place branch completion and mixed-formation goals on one map and cushion unit switching as strategic continuity.
- N3T7 + N3T30 + N2T17
- Guard: no forced same-branch or diversity loss
Alliance Social Reward–Officer Labor Separation
Keep Lucky Gift claim, share and chat as social value while moving notice, marker and inactive handling toward self-service and buffering.
- N4T25 + N4T23 + N1T29
- Guard: no officer-work increase or social-reward reduction
Two bounded vectors translate each track into implementation detail
The vectors identify the change surface and guard. They do not authorize production or assign an outcome size.
Claim handoff + end / continue label
Connect claim to command and keep routine termination distinct from the next routine start.
Recovery calendar + missed-reward window
Separate operating peaks and encode existing recovery without increasing value.
Timing-rule view + participation-quality measure
Expose score, Speedups and settlement order; separate meaningful participation from labor.
Post-purchase progress + free-alternative guard
Show applied improvement and protect voluntary continuation.
Collection map + continuity cue
Show branch completion and mixed options while reducing unit-switch loss interpretation.
Social signal + officer-load buffer
Separate relation value from governance workload and measure both.
The visible difference is continuity, not more content
The design changes how existing value is read across six control planes.
Attendance management becomes next growth
A claim now closes into one next action or a recoverable return state.
Missed peak becomes recoverable rhythm
Active, prepare, recover, end and return states replace one overloaded calendar view.
Score labor becomes readable contribution
Rule, timing and settlement appear in the order needed to choose participation.
Payment wall becomes explicit acceleration
Post-purchase progress and the protected alternative appear before another offer.
Forced completion becomes strategic possibility
Branch completion and mixed formation coexist on a navigable goal map.
Relationship value separates from labor debt
Social response persists while governance tasks become self-service, bounded or buffered.
Trust, Volition and Value govern every design
A design is rejected when it restores one short-run signal by damaging a protected contract or moving pressure to a neighboring surface.
No reward increase or event-count increase · FROZEN
Do not hide a continuity problem with more value, more claims or more scheduled work.
No payment-wall translation or offer spam · FROZEN
The handoff must not turn routine friction into a purchase requirement.
No Speedups coercion, attendance labor or hidden adjustment · FROZEN
Explanation cannot become repeated prompting or an undisclosed rule change.
No forced same-branch path or diversity reduction · FROZEN
Collection clarity cannot collapse formation possibility.
No officer-load increase or social-reward reduction · FROZEN
Self-service and buffering must preserve contribution and relationship value.
No probability, price, composition, Speedups-cost or balance change · FROZEN
Numeric and content design require a later objective, constraint and real-baseline gate.
Coordinate, hypothesis direction and stop signal travel together
Design lock is not execution approval. Every limited exposure starts with a baseline and a named owner, then returns through R0–R4 if a guard signal moves adversely.
Fix the baseline before change
Record claim-to-action, return interval, free bypass, participation quality, formation diversity and officer workload across 24h, 72h and 7d.
BASELINERestore copy, depth, notification or calendar exposure
Use when confusion, clutter or prompting rises before the underlying rule needs to change.
LIGHTESTRestore a specific segment, event or offer
Localize a guard failure without discarding the verified core for every cohort.
LOCALStop every extended layer
Keep only the conservative core while the expansion condition is rechecked.
FREEZEReopen the premise
Remove the signature direction and return to the diagnostic chain when protected value or opposite evidence persists.
REOPENT conclusion
Routine Handoff Spine is a complete rule-only first-phase design: one immutable core, five independently governed companion tracks, twelve build vectors, hard guards and rollback. It is ready for bounded specification, not automatic execution.
Design lock is not execution approval, and validation planning is not proof of effect. High Profit, Long Life and Low Work are directional value criteria, not measured uplift. Numeric balance and content creation remain closed until separate KPI, constraint and real-data authority is granted.