CROWNLESS
IIOperational Cycle

Core Loop

Seven phases. Same structure every session. What changes is the state you carry into it.

Setup
Recruitment
Snapshot
Entry
Resolution
Extraction
Recovery
BASTION RECOVERY CLOSES THE CYCLE
Phase Breakdown
Setup
01
Arbiter Decides

Review Stray status, Bastion resources, available Fractures. Behavioral flags determine viability. Assign roles. Select the target Fracture.

+Composition locked
+Roles assigned
+Fracture selected
Recruitment
02
The Calling

Optionally run a Calling between deployments. Candidates arrive with partial profiles. You learn what the scan missed once they are in a Fracture.

+Candidate pool generated
+Intake scan partial
+Hidden stats exist
Snapshot
03
State Logged

Before dispatch, each Stray's drift, morale, fatigue, and complacency are captured as weighted simulation inputs.

+Drift logged
+Morale evaluated
+Fatigue measured
Entry
04
Fracture Opens

The Fracture initializes with threat composition, environmental modifiers, and objective conditions. Partial intel returns. The window closes.

+Threat estimate returned
+Environmental flags set
+Objectives initialized
Resolution
05
Engine RunsENGINE

Cardinal Engine runs the full simulation. No input from you. Stray behavioral states shift throughout. Heuristics govern every decision. The log fills.

+Full combat log generated
+State deltas recorded
+Objectives resolved
Extraction
06
Outcomes Resolved

Rewards calculate from objectives completed, Stray survival, and performance relative to behavioral state. Resources, XP, narrative fragments.

+Resources credited
+XP distributed
+Narrative generated
Recovery
07
Bastion Holds

Returning Strays enter recovery. Bastion facilities determine what heals and what compounds into the next cycle. Upkeep draws from your pool.

+Fatigue decays
+Drift adjusts
+Upkeep drawn
Arbiter input window
Pre and post only
Access during simulation
None
State persistence
Full, cross-cycle
Cycle length
Variable by depth