Favor Archetypes
Meter = which bar this restores (border color). Restore tier is qualitative on purpose (small/medium/large), same
spirit as Collardex's rate RANGES rather than fixed numbers — exact amounts are an encounter-economy tuning
question (see the-bestiary-mvp.html's ⚙ Encounter Economy panel), not something to hardcode per Favor. Source
tells you whether it's farmable, purchasable, or a rare drop only — this is the actual inventory-management
tension: how many of each did you bring, and did you guess the fight type right.
Connective Tissue — Sample Pre-Battle Loadouts
How Favors actually get carried together into an encounter. This is the inventory-slot tension made concrete —
a loadout tuned for the wrong encounter type is a real, earned mistake, not a stat check.
Build order note: this is the standalone tool the content trough's
favors family was flagged
as needing (civic3-content-trough.json, schemaVersion 1). Add new Favor archetypes here only — matching
Collardex's own rule, never hand-author individual carried instances, those are inventory state, not archetype
data. · CIVIC³ Doctrine: "Information is leverage. Relationships are force multipliers." —
a Favor is that doctrine cashed in for one encounter.