CIVIC3 // FAVORS Restorative Registry — Reference Doc — GHV0007
Consumables that restore CTP or CDP mid-encounter — a whole class of individuals, not potions. Explicitly not Collardex: Collardex stacks in the thousands and is spent freely on Ward/Project builds; Favors are slot-limited, farmed or bought, and burned one at a time in a fight. See Tier1_Governance_Cell_Architecture.md §11.1 & §11.3 for the full spec this file implements.
8 FAVORS
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.