Route Asset Maintenance Triage / 路线资产维护分诊机制

Route Asset Maintenance Triage is the mechanism that keeps prior victories from becoming free permanent keys.

A route asset may already be recruited, protected, public, lawful, editor-safe, sponsor-funded, quarantined, payroll-supported, or scarred. That success remains true. This mechanism asks whether the asset is still maintained enough to be cited, assigned, broadcast, carried, protected, or recovered now.

The mechanism sits between individual custody systems and broad production triage. Production Triage Desk asks which active crisis gets finite production capacity. This mechanism asks which already-won asset stays usable, which one degrades, and which one must be recovered before the next crisis can trust it.

Mechanic promise

When several route assets remain useful after earlier branches, the game must expose a maintenance roster instead of letting every asset stay cleanly available.

A valid implementation must show:

  • source asset provenance;
  • current availability state;
  • maintenance pressure;
  • what the player can spend or assign;
  • which asset is refreshed, rotated, degraded, frozen, cannibalized, recovered, or lost;
  • how future rites read that state.

The mechanism fails if prior custody wins become infinite keys, if degraded assets vanish without recovery hooks, or if upkeep is triggered by fixed turn count rather than state pressure.

State-triggered entry

Open this mechanism when all are true:

  1. at least two route assets, proof objects, public receipts, witness rows, editor cuts, sponsor packages, archive dockets, fan ledgers, permits, memorial copies, or scarred rights remain potentially usable;
  2. at least one asset has maintenance pressure: exposure, legality expiry, payroll debt, public doubt, sponsor capture, edit ambiguity, archive opacity, false-owner risk, recovery-only state, claimant hostility, or route wear;
  3. a current or soon-cited route would change depending on asset freshness, custodian, bridge, or degradation;
  4. the player can choose a maintenance response rather than passively receiving decay;
  5. the result mutates future availability, cost, or route acceptance.

No canonical trigger may depend on turn number, day interval, raw content count, or dashboard health.

Asset states

StateMeaningRequired consequence
fresh_assetAsset is usable with current custody and no immediate upkeep.It may be assigned normally, but can still gain wear when used.
maintenance_dueAsset can be used, but needs a handler, proof, payment, public receipt, lawful seal, or custody check.Player must refresh, rotate, accept cost, or risk degradation.
overexposed_assetPublic, sponsor, inspector, or hostile attention is attached.Use increases heat or capture risk unless shielded.
stale_assetAsset exists but proof/custodian/channel is no longer enough for clean use.Future rites either reject it or demand bridge/cost.
degraded_assetAsset can only work at reduced power or with visible scar.It unlocks weaker choices or adds counter-deltas.
frozen_assetAsset is deliberately withheld to prevent damage.It remains recoverable but cannot satisfy current route.
cannibalized_assetAsset is burned to maintain another asset or crisis.One route improves; the source route becomes scarred, blocked, or recovery-only.
recovered_assetA stale/degraded/frozen asset is restored with scar.It becomes usable again but carries restriction or debt.
lost_assetMaintenance failed or asset was consumed/captured.Future route must use replacement, appeal, recovery, or loss branch.
false_fresh_assetAsset is incorrectly treated as fresh.Default or breach should expose contradiction later.

Maintenance responses

Refresh custody

The player assigns an archive seal, handler, receipt, checksum, carrier, public witness, lawful bridge, or route custodian.

Expected mutation:

  • one asset becomes fresh_asset, recovered_asset, or maintenance_due with lower risk;
  • at least one counter improves;
  • at least one cost rises, such as inspection heat, edit debt, public exposure, fan resentment, bureau favor debt, or handler burden.

Rotate use

The player preserves a strained asset by using another asset or weaker bridge.

Expected mutation:

  • selected asset is frozen or kept fresh;
  • substitute asset becomes overexposed, stale, or degraded;
  • future route availability changes by asset identity.

Accept degraded use

The player uses a stale or degraded asset anyway.

Expected mutation:

  • current route receives partial relief;
  • route quality, public legitimacy, lawful admissibility, or continuity drops;
  • breach/default risk is armed.

Freeze for recovery

The player blocks current use to keep the asset recoverable.

Expected mutation:

  • asset becomes frozen_asset or recovery_only_asset;
  • immediate route is blocked, delayed, or weakened;
  • future recovery remains possible with named scar or bridge.

Cannibalize

The player burns one route asset to maintain another.

Expected mutation:

  • target asset becomes usable or pressure falls;
  • source asset becomes cannibalized_asset, degraded_asset, lost_asset, or route-specific scar;
  • claimant, fan, sponsor, archive, or handler pressure records who was harmed.

Let default select

The player hides the roster, treats everything as fresh, or lacks credible support.

Expected mutation:

  • one asset becomes false_fresh_asset, lost_asset, captured_asset, hostile_asset, or degraded_asset;
  • a breach/default event becomes visible or armed;
  • future route acceptance changes.

Maintenance pressure types

Valid pressure can come from:

Counter contract

Every maintenance resolution must change at least three counters or durable states. At least one must be relief, one must be cost, and one must alter future route acceptance.

Suggested surfaces:

  • route_asset_freshness
  • route_asset_wear
  • asset_maintenance_due
  • asset_staleness
  • asset_recovery_cost
  • route_asset_pressure
  • future_route_acceptance
  • custody_clarity
  • public_receipt_legitimacy
  • public_receipt_distrust
  • lawful_admissibility
  • inspection_heat
  • archive_debt
  • edit_debt
  • handler_burden
  • witness_payroll_due
  • sponsor_stop_loss_pressure
  • contract_capture
  • fan_oxygen_resentment
  • false_owner_pressure

Replay evidence shape

mechanic: storyteller.mechanic.route_asset_maintenance_triage.v1
entry_state:
  trigger_kind: state_pressure
  roster_assets_min: 2
  maintenance_due_min: 1
  current_or_future_route_depends_on_asset_state: true
  no_fixed_turn_trigger: true
assets:
  - asset_id: <stable asset>
    source_surface: <storyline or rite>
    asset_state_before: fresh_asset | maintenance_due | overexposed_asset | stale_asset | degraded_asset | frozen_asset | recovery_only_asset | false_fresh_asset
    custodian: <holder or explicit_absence>
    route_uses: []
    pressure_reason: <reason>
selection:
  selected_asset: <asset id>
  response: refresh_custody | rotate_use | accept_degraded_use | freeze_for_recovery | cannibalize | default_selects
result:
  asset_state_after: <state>
  other_asset_state_after: <state>
  future_route_effect: <effect>
  counter_deltas: {}

Non-goals

  • Not a generic upkeep tax.
  • Not a fixed maintenance phase.
  • Not a production-planning governance page.
  • Not a replacement for individual custody, payroll, dividend, claimant, settlement, ending, or provenance storylines.
  • Not valid if every prior asset remains simultaneously fresh.
  • Not valid if degradation has no recovery branch.