Hearth strain measures how hard Hearth was worked while the Ranger was away. The user asked for a home fail state that makes recovery at the Apothecary useful, but only "maybe once a playthrough or something like that, so not too hard either". Strain is that state, and it locks nothing.
How it works#
On every return, in this order (one clamp to 0–4 at the end):
- Ease: −1, or −2 if you stayed home for that return.
- +1 for each stretched duty.
- +1 for each gap, and +1 more when that return's disturbance strikes the gap's line.
- +1 for each frazzled resident (stress 4). Its duty counts once, here.
Recovery: staying home (−2) or the Calming visit (−2). No single action reaches 0 from 3 or 4.
At 4, the next disturbance overreacts. It starts with one extra pressure front on the struck line, telegraphed as usual. Each overreaction leaves a scorch mark: 2 tiles beside the line that cost 2 moves to enter. A mark fades one tile a return, and at most 2 marks exist. The tray still pays and companions still come.
The arrival order is startCycle → strainReturn → calmingArrival.
Numbers#
Claude B's MODEL (22 outings, 4,000 campaigns, a disturbance on 35% of returns):
| Player | Reach 4 | Returns at 4 | Overreactions |
|---|---|---|---|
| Typical | 0% | 0 | 0 |
| Struggling | 21% | 0.4 | 0.22 |
| Rough | 86% | 4.1 | 1.5 |
Typical players rarely reach 4 because they see 3 and visit the Apothecary. Weaker ease rules were tested and rejected with the user.
In the brain#
Broadly supported, in rodents: fewer cells per area means thinner surveillance (Strohm 2024); an uncovered area matters when an event hits it (Szalay 2016); stress primes microglia to respond more strongly later (Frank; Weber 2019). The 0–4 bar, the step sizes, the extra front and the scorch marks are fiction.
Development#
- Approved by the user on 2 November, and built in B's services (
STRAIN). This is services version 3 (see Services v3). - The Run HUD session built the strain bar and preview against
strainPreview. - The alpha applies
strainReturnandcalmingArrivalon return. The overreaction needs hosted Hearth boards, which the alpha does not have yet.
See also#
Home duties · Companion stress · Calming visit · Hearth boards
Sources#
215bfbf88:docs/game-balance/30-home-base-plan.mdb89f778c2:src/main-game/alpha/public/encounter/src/services/catalog.jsbadaa5c6f:docs/ops/agent-messages/2026-11-02-claude-b-fork-bands-and-strain.md215bfbf88:docs/game-balance/31-turn-based-encounters.md
What links here (28)
- Apothecary
- Calming visit
- Clear Interval
- Companion stress
- Economy
- Endurance
- Field gear
- Full Length
- Hearth boards
- Hearth Grove
- Home duties
- Icon labels
- Imprints
- Inventory HUD
- Known Turns
- Quiet Handoff
- Recovery parcel
- Recruitment
- Rest
- Services v3
- Shared Boundary
- Supply
- Surfaces
- Survey ribbon
- The Space Between
- Ward stake
- Within Reach
- Workshop tools