# Old Valley — the mill, workshop and first market ## C06-P02-01 — A place whose improvements can be felt Old Valley's five-stage arc remains the guesthouse, restored crossing, quarry, working settlement and first market. The narrower Old Valley opening documented earlier is still a smaller playable proposal within that arc. Expanding the complete settlement direction does not enlarge the first implementation milestone by implication. The guesthouse's occupied room, the quarry's first useful route and the worked workshop-to-Moon example are already documented. This supplement concentrates on the connections between them: provisions, common components, repair, public access, storage, resident availability and the market occasion that makes the valley's work visible. The aim is a home people use. An output counter alone does not create a convincing settlement. The valley stays understandable when a player has spent time elsewhere. Its board explains which projects are complete, which service is waiting and what useful action is available now. Essential residents do not starve, disappear or punish the group for exploring another world. A shortage can pause a service or narrow an optional offering; it cannot turn every established home into an absence-maintenance obligation. ## C06-P02-02 — The connected place plan The guesthouse fronts a public arrival path. The restored crossing connects that path to the quarry route and its practical delivery point. The grain mill occupies a supported working site with a delivery approach and a clear public edge. The workshop accepts prepared stock at a service yard and returns parts through a separate collection face. The market square connects the guesthouse, public route and common storage without forcing visitors through machine service aisles. The site plan reserves five different kinds of space: the ordinary public route; working access for deliveries; a machine's moving or service area; managed construction boundaries; and room for player additions. These distinctions are visible in previews. A picturesque machine cannot block the guesthouse entrance or make a market visitor cross the press feed lane. Decorative gardens, handmade buildings and gathering places can occupy the free-building margins without inventing service bonuses. Actual dimensions remain site candidates. The document's plan diagram describes adjacency and circulation, not a universal foundation that will be stamped over any terrain. A narrow river site can use a short supported branch path; a wider square can add optional seating or stalls. Required functions retain their access and readable relationships in both. ## C06-P02-03 — The grain mill's complete service The Old Valley mill is a grain mill. IND-M03 is the separate timber-mill family. They may share a broad mechanical visual language, but they process different goods and need different content records. The grain mill receives accepted locally grown grain, performs a bounded milling operation, stores meal and supports staple food or expedition-provision preparation. Timber never enters this food chain simply because both machines are called mills. Its visible sequence is grain sacks or a marked input store, the guarded milling mechanism, a meal receiver and a collected provision order. A working surface explains the operator's action. Bulk storage sits outside the public walking route. A waterwheel-looking or other supported drive has an explicit local mechanical responsibility; nearby water alone does not create free food. The first operation accepts a modest amount of ordinary stock through the existing project/service interaction. A manual or supported trade alternative covers an incidental missing component. Milling output has finite capacity. A full meal receiver stops new feed; an empty grain store displays a useful request. Leaving the region parks its managed progress. A resident's resting routine changes their animation or conversation location, while the board retains the necessary order and requirement information. An upgrade can add stockroom handling, repeated orders, a larger receiver or a convenient provisioning counter. It improves a reason the player has already experienced. The first market does not require industrial-scale milling, and a home garden remains useful after the mill operates. ## C06-P02-04 — A workshop people can use The workshop turns prepared ordinary resources into project components and supported repairs. Its first layout needs a raw-stock rack, a clear work position, reusable tool/pattern storage, a finished-order shelf and an accessible service face. The existing forming-press scene remains an optional later capacity example; the first workable bench is sufficient for the initial useful order. The player selects an actual project or repair, sees accepted ingredients and alternatives, and reserves the intended materials. The next action explains whether work is waiting for stock, power, a receiver or a supported tool. A completed component sits where the player expects to collect it. Repair keeps the original item's identity where the equipment system supports it, replacing a named service part rather than manufacturing a whole new tool unnecessarily. The first settlement component order should visibly improve something nearby: a fitting for the mill's service, a bracket or hinge for a market stall, a repaired handling part at the quarry, or a useful rack in the guesthouse. The exact initial recipe remains the earlier opening proposal and later balance work. This supplement supplies a coherent family of follow-on uses, not a silent replacement of that proposal. The powered workshop then removes repeated effort. A known source runs one useful load; buffers and named branches explain expansion. Bulk shaping, washing or alloy work occupies larger appropriate space when its workload justifies it. The ordinary repair bench remains valuable even beside a regional factory. ## C06-P02-05 — Market preparation without an endless chore list The first market requires the established arc's usable guesthouse, crossing, quarry contribution and connected working services. The market project supplies a public surface, supported stalls, access, storage and an event board. Optional decoration, a wider food selection or an additional visitor display makes the occasion personal. Completing only the core requirements still produces a satisfying first market. Preparation records name actual responsibilities: arrivals can reach the square; stalls have their supported places and initial stock; visitors have a usable lodging relation; and the event can start without trapping a route or consuming someone else's private inventory. A row of decorative barrels does not count as supplied stall stock unless the owner deliberately assigns it. Visual dressing can represent already-accounted goods, but cannot become a second collectible copy. The ready view shows what will happen, who may start the event and which optional preparations have been selected. A concise preview identifies any remaining core blocker. It does not demand unanimous approval for every ingredient contribution. The group's documented ownership rules decide who may trigger the significant event or replace the market variant. ## C06-P02-06 — The first market as a complete occasion The opening beat brings a small authored arrival along the restored route. The guesthouse becomes occupied in a new way, residents move to a few meaningful public positions and the stalls display goods associated with the player's actual work. A mill product, a repaired tool, a quarry stone sample and a useful component connect the occasion to the valley's previous effort. The stable activity phase allows trade, conversation, inspection, quiet observation and discovery of the next lead. The player can arrive late, leave a conversation or spend time building nearby without missing the only copy of an essential clue. Important information remains available in the journal, event board or a supported catch-up interaction. Flavor conversations can vary without becoming required timed collectibles. A clear interaction closes the authored occasion. Persistent outcomes include the completed market framework, known visitor possibilities, recorded discoveries and the next available activity. Decorative arrivals do not leave an infinite supply of loot. Recurring markets reuse the established square with bounded stock and visit conditions rather than restarting the whole five-stage arc. If all eligible participants leave, the managed occasion parks at a coherent stage. Return continues from that stage. Closing the game between arrival and activity cannot duplicate stock, repeat a unique reward or reset a finished project. These are product requirements for future implementation; this documentation does not claim they have been tested in-game. ## C06-P02-07 — Resident roles and reliable access | Existing role | Familiar working context | Response to a real milestone | Essential service fallback | | --- | --- | --- | --- | | Innkeeper | Guesthouse welcome, room and meal space | Notices the restored crossing and new market visitors | Room/project information remains on the supported board. | | Traveler | Arrival route, guesthouse and market edge | Recognizes a quarry or regional find and offers a lead | The relevant discovery remains in a recoverable record. | | Mason | Quarry work point and material display | Comments on the repaired route or useful component | Requirements and contributions remain available during rest. | | Mill worker | Grain delivery, milling position and output counter | Connects provisions to the valley's next expedition | The mill order view preserves stock and waiting reasons. | | Workshop specialist | Workbench, tool rack and service yard | Interprets a returned sample or finished project component | Known methods and repair requirements remain inspectable. | | Market organizer | Event board and public square | Acknowledges core readiness and optional personal touches | Event state and the next allowed action stay visible. | These are role references for the established cast, not new names or a requirement to create one new resident per building. One character may hold compatible roles. Routines use a small authored set of working, available, resting, attending and waiting states. Personality comes from grounded reactions and familiar interests, while functional availability remains forgiving. ## C06-P02-08 — A complete example of useful settlement work The player returns from an ordinary quarry trip with building stone and a recorded problem: a damaged loading fitting makes the delivery awkward. The mason's request identifies a supported replacement. The workshop accepts common prepared stock, shows the next useful action and produces the named component. Fitting it restores the handling route and creates a dependable collection point. That route can now deliver a bounded order associated with market preparation. The grain mill fills a modest meal order from existing grain, and the provision counter prepares the supported finished goods. The market board shows that core stock and access are ready. The player adds a favorite stone display or handmade awning as a personal choice, then begins the event. At the market, a visitor notices a specimen from the same quarry district and connects it to a deeper survey. The result is a reason to leave and a better place to return to: supplies are easier to prepare, a workshop can repair equipment and a room holds the visible history of earlier work. The new lead does not require tearing down the valley or waiting for a remote factory to finish unseen. ## C06-P02-09 — Interruption and shared ownership | Situation | Required visible result | Preserved information | | --- | --- | --- | | Grain or workshop input runs out | Service waits with the missing category named | Existing output, current order and delivered material remain accounted. | | Output storage fills | Feed pauses before overflowing | Completed goods remain in their receiver; nothing is dropped or duplicated. | | A new build blocks a managed stage | Preview marks the obstruction and stops that stage | Committed work and recoverable supplies retain their state. | | A resident is resting or unavailable | Flavor routine changes; essential information remains accessible | Known methods, event requirements and project progress persist. | | A participant joins after the crossing is complete | They see the shared restored world and a catch-up explanation | Personal discovery and rewards remain distinct from shared construction. | | The group leaves during the market | The occasion parks at its saved coherent phase | Stock, conversations needed for progress and event outcomes remain recoverable. | ## C06-P02-10 — Completion and later implementation priorities The selected document completion includes the mill's food chain, the workshop's useful order, circulation and service-space rules, market readiness and event states, resident roles, recovery and the resulting deeper-exploration lead. The preserved guesthouse and first-workshop material supplies the earlier occupation detail. The new concept sheet concentrates on the mill-to-market relationship, and the exact diagrams explain stock and access. For a later approved implementation roadmap, the highest priority is a complete small useful loop with one order and one persistent result. Next come reliable waiting, interruption and return states, then a bounded first market and its catch-up path. Expanded visitor variety, decorative stall options and larger automation follow a stable core. Completion evidence would show a solo player and an ordinary small group reaching the same shared market outcome without duplicated rewards, lost material or a strict attendance trap. Those are future game acceptance criteria, not tests performed during document production.