Coalition Lock Hardening / 同盟锁死硬化
Coalition Lock Hardening is the breach event for 反向同盟锁机制. It fires or becomes armed when a hostile coalition is hidden, ignored, falsely split, bought without recording capture, or allowed to narrate the target asset before the player breaks the lock.
This event is not a punishment cutscene. It must mutate route-asset state and future availability.
Fire conditions
Fire or arm this event when at least one condition is true:
fire_condition_any:
- coalition_lock_active_without_response
- combined_terms_accepted_without_cost
- coalition_member_rows_hidden
- contradiction_or_absence_ignored
- decoy_release_detected_by_wrong_member
- standdown_cost_unpaid
- frozen_target_breached
- route_asset_used_as_clean_while_lock_active
- coalition_narrates_target_first
required_context:
coalition_rows_min: 2
target_asset_id: <stable target>
future_route_effect_present: true
no_fixed_turn_trigger: trueThe event must never fire because a numbered turn, arbitrary delay, chapter boundary, content quota, or lens-health state was reached.
Required payload
event_id: storyteller.event.coalition_lock_hardening.v1
source_docket: storyteller.card.adverse_coalition_docket.v1
source_rite_or_absence: storyteller.rite.adverse_coalition_break_hearing.v1 | explicit_absence
coalition_id: <stable coalition id>
target_asset:
id: <asset/proof/person/copy/slot>
state_before: <state>
member_rows:
- faction: <faction>
demanded_control: <control>
contribution_to_lock: <contribution>
- faction: <second faction>
demanded_control: <control>
contribution_to_lock: <contribution>
hardening_cause: <cause>
narrating_member_or_alliance: <member or coalition>
harmed_claimant_or_person: <claimant/person/route>
target_asset_state_after: <state>
future_route_effect: <effect>
counter_deltas:
relief:
- <optional relief if any>
cost:
- <cost counter/state>A valid event cannot omit the coalition members or target asset.
Event outcomes
Outcome A — Captured target
The coalition controls the target through law, sponsor terms, archive hold, edit copy, public-only gate, or private retainer.
outcome: captured_target
target_asset_state_after_any: [captured, sponsor_only, lawful_only, editor_only, public_only]
future_route_effect_any: [rescue_required, conversion_required, costlier]
cost_any: [route_asset_pressure_up, contract_capture_up, inspection_heat_up, edit_debt_up]Outcome B — False owner hardens
The coalition installs a wrong claimant, clean copy, private owner, public narrator, or lawful holder before contradiction is seated.
outcome: false_owner_hardens
target_asset_state_after: false_owner
future_route_effect_any: [counterproof_required, clean_route_blocked, recovery_only]
cost_any: [false_owner_pressure_up, public_receipt_distrust_up, future_recovery_cost_up]Outcome C — Hostile route asset
A person, witness, runner, fan delegate, editor source, or pirate relay becomes hostile because the coalition reached them first or because the player hid the threat.
outcome: hostile_route_asset
target_asset_state_after: hostile
future_route_effect_any: [hostile_testimony, duplicate_claim, route_poisoned, recovery_only]
cost_any: [witness_retaliation_risk_up, fan_oxygen_resentment_up, custody_gap_up]Outcome D — Channel-only capture
The target remains usable only in the channel controlled by the coalition.
outcome: channel_only_capture
target_asset_state_after_any: [sponsor_only, lawful_only, editor_only, public_only]
future_route_effect_any: [other_channels_blocked, broadcast_legality_conversion_required, public_audit_required]
cost_any: [source_ambiguity_up, route_access_stability_down, future_route_cost_up]Outcome E — Recovery-only lock
The target cannot be used cleanly now, but a costly recovery surface remains.
outcome: recovery_only_lock
target_asset_state_after: recovery_only
future_route_effect_any: [rescue_exchange_required, public_counterproof_required, lawful_appeal_required, edit_source_reveal_required]
cost_any: [black_screen_pressure_up, future_recovery_cost_up, handler_burden_up]Counter requirements
This event must change at least three counters or durable states. At least one target-state mutation is mandatory.
Common deltas:
coalition_lock_strength +1route_asset_pressure +1custody_gap +1false_owner_pressure +1future_recovery_cost +1public_receipt_distrust +1contract_capture +1inspection_heat +1edit_debt +1source_ambiguity +1fan_oxygen_resentment +1black_screen_pressure +1
Recovery hooks
The event should leave at least one scarred recovery route when not terminal:
- public contradiction with exposure cost;
- lawful appeal with bureau debt;
- sponsor unwind with contract capture;
- edit-source reveal with source ambiguity;
- witness rescue with retaliation risk;
- route-asset exchange;
- fan oxygen bond;
- recovery-only broadcast.
Recovery must preserve the fact that the coalition hardened first.
Non-goals
- Not a mood backlash.
- Not generic faction hostility.
- Not a game-over event.
- Not a fixed-turn breach.
- Not valid if it does not name the coalition, target asset, hardening cause, state after, and future route effect.