{
  "release": "f76fd0423d0a8a70",
  "javaScriptChecks": 496,
  "pythonChecks": 27,
  "names": [
    "economic AI plans legal research and affordable budgets from its own view",
    "AI completes a technology and continues the short branch with load between every command",
    "unseen opponent treasury and knowledge do not alter AI economic orders",
    "settlement sites are legal, separated, productive and deterministic without changing the input",
    "changing unobserved terrain and opponent treasury cannot change settlement policy",
    "settler production uses native cost and preserves population, food and a military reserve",
    "an existing founder prevents redundant settlement production",
    "another city already training a settler prevents a duplicate order",
    "settlement scoring respects native staggered coordinates and ordinary founding rules",
    "visible wartime attackers exclude unsafe city sites",
    "AI trains a native settler, travels and founds a second city with save/load after every command",
    "AI replaces a lost worker even when food is exactly balanced at population two",
    "workers already present or being trained satisfy the city worker quota",
    "a stable population-three city can train a settler when food is exactly balanced",
    "sound planning uses independent randomness, preserves raw data and bounds outlying gains",
    "audio starts only after enabling, shares decoding and schedules on the audio clock",
    "active buffers survive temporary pressure and cold buffers are released afterwards",
    "failed sound decoding is remembered and never blocks subsequent game presentation",
    "Atlants costs, veteran Palace and production increments come from the profile",
    "construction requirements are shared, and unimplemented buildings are explicitly refused",
    "completion resumes a mixed queue, veteran training, and save/load gives the same result",
    "completed buildings request a durable next order and block the next end-turn",
    "queue edits are validated without mutating a rejected order",
    "a required-building count is empire-wide above one and local at one",
    "building production/mood and upkeep use the same income forecast as harvest",
    "granary retains the old half-box at growth and fresh water changes size limits",
    "free grants mask existing upkeep and disappear when the source becomes obsolete",
    "great wonder history prevents a second construction even after destruction",
    "autoproduction preserves its counter across saves and pauses for obsolete sources",
    "capital veteran facility heals idle ground units fully",
    "real schema 5 migration preserves all existing city/unit fields, RNG and road progress",
    "Chiefdom disallows hurrying; Atlants prices use six gold and double an empty box",
    "paying for a building fills shields and finishes only at harvest, with exact loading",
    "population hurrying rounds up, enforces half-city limit and stores anger",
    "repeated forced labor stacks anger and one owner harvest removes one penalty turn",
    "hurry quotes reject resistance, disorder, full stocks and Wealth",
    "hurried shields cannot be switched into a wonder and the restriction survives loading",
    "a queued wonder remains valid after the preceding hurried unit consumes its restricted shields",
    "sale removes effects, awards one eighth cost, and is limited per city per turn",
    "Palace, growth structures, wonders and free grants cannot be sold",
    "Recycling flag gives quarter-cost shields; zero-maintenance ordinary buildings can be sold",
    "governor manages mood and returns artists to work when a building removes the need",
    "food/shield preferences change allocation while preserving sufficient food",
    "governor-off labor preserves a valid manual job and assigns only newly vacant slots",
    "governor settings apply to own cities in the selected scope, with independent settings objects",
    "production governor honors a mixed queue before choosing from permitted categories",
    "all-never production leaves an explicit decision rather than ignoring restrictions",
    "enabling a governor preserves a waiting explicit queue even when automatic categories are never",
    "production categories use explicit BIQ AI roles instead of inferred attack/defense values",
    "new-game shared policy configures the governor and still uses legal commands",
    "AI buys defensive production under a visible threat using the same hurry quote",
    "AI sells an ordinary improvement to reduce bankruptcy without removing the Palace",
    "real published v6 save preserves every old field and queue; malformed management is refused",
    "full battle odds use HP recursion, not the single-round probability",
    "defense sums terrain, fortification, buildings and river without integer truncation",
    "defender choice uses remaining HP together with effective defense",
    "city-size and fortress defense use the selected Atlants profile values",
    "war needs contact and a rejected attack changes neither world nor random state",
    "seed-one combat has four rounds, one casualty and the same result after reload",
    "defeating one member of a defended stack does not enter the tile or capture civilians",
    "non-blitz fast units may move after battle but cannot attack a second defender",
    "defensive bombard consumes one supporting shot, cannot kill and cannot support itself",
    "promotion follows profile HP increase, and a second win can guarantee advancement",
    "fortification persists across rounds; healing requires a full inactive turn",
    "a captured defenseless settler becomes two foreign workers and cannot preserve a civilization",
    "a size-one city without culture auto-razes and ends conquest exactly once",
    "occupation choice survives loading and transfers city, population, palace and territory",
    "losing the last city with a settler abroad is not elimination",
    "the Atlants starting Founder defends in combat instead of being captured without a fight",
    "voluntary razing removes the city and creates population-based captives",
    "retreat uses both experience bonuses, needs a slower opponent and a free destination",
    "a corrupt saved capture reference or asymmetric war cannot be loaded",
    "fortification cannot replace an unfinished worker order and preserves tile progress",
    "conversion option defaults on, can be disabled and rejects nonboolean settings",
    "capitals and the first ownership harvest cannot flip and consume no flip randomness",
    "the factor quote counts target citizens, doubles resistors and subtracts a full garrison after multiplication",
    "local historical culture and disorder multiply pressure independently",
    "celebration requires the native strict minimum, half happy including specialists, food and no resistance",
    "distance uses the actual capitals, half diagonals and clamps only the capital ratio",
    "foreign radius cells count even without citizens of that nation; other nationalities are excluded",
    "eliminated or capital-less targets cannot receive cities; zero foreign culture cannot create probability",
    "only the owner land combat garrison counts; a suppressed chance consumes no draws",
    "a positive chance uses saved randomness, creates a unique offer and does not transfer the city yet",
    "refusing preserves owner, population, buildings, stocks, units and random state",
    "accepting preserves nationalities, history, food and physical buildings without combat loss or resistance",
    "a successful conversion removes all former-owner units inside, including workers, and leaves neighboring units intact",
    "the free defender uses native defense strategy and common requirements, with no research, resource or nationality bypass",
    "accepting is peaceful, preserves treaties and does not trigger a wonder golden age",
    "unfinished owner-specific production and obsolete decisions do not migrate into the new owner orders",
    "the mandatory receiving choice survives save/load and invalid choices do not change the state",
    "the AI accepts by the same validated command and ignores hidden opponent treasury and culture",
    "public city status exposes only known local factors, never exact foreign culture, distance or probability",
    "an actual first harvest is protected, then a subsequent full turn can create a saved receiving decision",
    "a military recapture resets first-harvest protection without overwriting the founding history",
    "saved schema 12 migrates with exact geography, work, random state and an explicit inferred ownership age",
    "invalid conversion settings, duplicate decisions and malformed ownership counters are rejected on load",
    "native WSIZ dimensions contain exactly half their rectangular product",
    "native parity gaps and noninteger or out-of-range positions are rejected",
    "all eight logical offsets produce the correct native screen neighbors",
    "both native seam wraps preserve parity, indices and reciprocal neighbors",
    "wrapped displacements use the original axes before conversion to logical u,v",
    "native projection and hit testing round-trip every tile center",
    "legacy projection, indices and displacements retain their own coordinate system",
    "native visibility discovers exactly the eight adjacent cells and own tile",
    "native city radius contains twenty workable cells and shared culture offsets",
    "river edges remain reciprocal across native and wrapped neighbor coordinates",
    "native movement and route preview use adjacent tile IDs, not rectangular indices",
    "native workers retain a job on the correct staggered tile through save/load",
    "native direction to FLC facing is based on logical displacement",
    "published schema19 road and FIFO saves migrate without changing existing fields",
    "genuine schema20 migration preserves world-v1 and FIFO with only economy/schema metadata updated",
    "save loader rejects wrong native parity, lengths, geometry and dimensions",
    "native six levels use Border Factor powers with exact boundaries and a bounded final level",
    "a custom Border Factor and factor one terminate correctly; invalid profile limits are reported",
    "rank one has eight neighbors and rank two has exactly the twenty workable cells",
    "closer claims defeat vastly greater distant culture and a city always retains its center",
    "equal-rank ownership follows culture rather than first ownership or array order",
    "equal culture prefers the older city before the counterclockwise directional tie",
    "ocean accepts only second-rank direct claims while coast and sea can be claimed further away",
    "an unclaimed gap is filled across NW-SE before NE-SW; a real claim always overrides that fill",
    "border queries are pure and rebuilding changes only ownership, never improvements, jobs or PRNG",
    "capturing a cultured city retains its history but removes unsupported outer territory immediately",
    "razing removes all claims of that city and preserves genuine claims of the surviving neighbor",
    "the shared culture income crosses a threshold once and emits a saved expansion event",
    "anarchy pauses new culture while preserving existing claims and their priority",
    "rival expansion removes an assigned cell and resource access and interrupts unfinished foreign work",
    "the forecast and actual harvest share ownership changes and ignore the rival stale cell assignment",
    "a mid-border-change save resumes with identical events, ownership, labor, finances and random state",
    "wrapped distance, borders, city radius and worker validation agree across the seam",
    "an expanded claim outside sight does not reveal hidden terrain or competing city culture",
    "a real published schema-11 save migrates without rebuilding geography, work, decisions or PRNG",
    "save loading rejects an unknown culture model or malformed historical culture and age",
    "an edited map and custom unit rules complete a normal conquest with reproducible saved continuation",
    "Atlants unlocks drafting with native Politics 134, not a vanilla technology name",
    "all fourteen native draft limits apply, including zero for Republic and Democracy and two for Fascism",
    "population seven is ineligible in Atlants, while eight can draft to seven",
    "a draft removes one own national and preserves every foreign and resisting group",
    "a city containing resistance cannot draft or mutate foreign groups on rejection",
    "the complete flag catalog excludes other civilizations, unflagged types and missing requirements",
    "breaking a resource road removes the machine gun draft and falls back to a resource-free rifleman",
    "resource and technology failure with no lower eligible type produces a structured refusal",
    "drafted rifleman has native recruit HP, immediate moves and no barracks veteran bonus",
    "Fascism allows two drafts in one city and save/load cannot reset that local limit",
    "the city allowance renews only on its next natural turn and draft debt decays on its own harvest",
    "draft anger stacks serially and is distinct from hurry, weariness and homeland causes",
    "actor, foreign-city, pending-decision and finished-game guards also protect drafting",
    "legacy schema-14 fixture migrates without changing roads, jobs, random state or old history",
    "native draft saves reject corrupt debt, dates, counts and a different model",
    "save insertion before and after each draft produces exactly the same result and PRNG",
    "AI uses the same draft command against a visible threat without learning hidden attackers",
    "verification report distinguishes native data and own-engine tests from Windows observations",
    "shared city forecast and end-turn harvest agree and consume Atlants three food",
    "resource yield visibility, road commerce and government penalty are separate",
    "growth consumes the food box once; the new citizen does not harvest twice",
    "starvation never removes a size-one city and trims invalid resident slots",
    "disorder stops shields and commerce; an entertainer restores work through the same query",
    "neighboring cities cannot work the same tile, including after saving",
    "production shares technology/resource checks and pauses when a road breaks",
    "population cost holds completed production until the city can survive",
    "distance/rank corruption and road connection reduce useful output outside the capital",
    "production and growth replay identically with loading after every command",
    "a legacy schema2 payload migrates without moving units or resetting road work",
    "unit support includes outright government allowance, city allowance and support-free units",
    "support follows size thresholds, AI difficulty bonuses and all-units-free governments",
    "treasury forecast settles once, includes palace maintenance and survives load",
    "forecast includes a road completed this harvest without committing work or RNG",
    "budget commands reject malformed shares and a science share above the government cap",
    "science and luxury are rounded per city with the residual going to taxes",
    "bankruptcy removes at most one supported unit and one ordinary improvement reproducibly",
    "lowest difficulties waive forced bankruptcy losses without allowing negative gold",
    "Atlants research cost separates full cost, progress, difficulty and contacted knowledge",
    "research selection shares prerequisites and resets only when the subject changes",
    "no beakers means no funded scientific turn, including at the maximum time",
    "minimum and maximum funded-turn limits are independent from the beaker threshold",
    "discovery waits for the owner decision, permits the other turn and survives a reload",
    "research unlocks common production only after both technology and resource access exist",
    "loading rejects corrupt scientific fields, contacts and mismatched behavior versions",
    "a real public v3 save migrates unchanged and completes its retained road work",
    "a real published v4 save retains all old unit fields, RNG and partial road on schema 8",
    "supplied Atlants tables, units and raw unknown fields retain their measured values",
    "profile validation catches dangling links and technology cycles",
    "shared requirements distinguish civilization, technology, resources and special research",
    "command preview and execution share movement cost and do not mutate input",
    "invalid commands return structured reasons without state mutation or random draws",
    "roads use Atlants factor and entering expensive terrain spends remaining movement",
    "turn sequence continues through save without repeating a side or resetting moves",
    "complete PRNG state survives arbitrary prior draws and serialization",
    "pending decisions, unfinished work and queued commands remain intact",
    "views conceal enemy treasury, research, orders, PRNG and unknown terrain",
    "explored tiles show remembered state and never reveal changes outside sight",
    "actor views conceal undiscovered resources and other players unfinished work",
    "loading rejects profile mismatch, duplicate objects and corrupt state",
    "a sequence of commands is identical with save/load inserted between every command",
    "native golden-age duration, unit flags and distinct wonder characteristics are measured from Atlants",
    "native Cossack offensive victory starts one saved 30-turn golden age without an extra random draw",
    "a defensive Legionary victory starts its owner golden age on the opponent turn",
    "an ordinary victory, a civilian capture and a defeated flagged attacker do not trigger a golden age",
    "barbarian owner and barbarian opponent never start a golden age, regardless of the flag",
    "subsequent victories neither restart nor extend the active or expired golden age",
    "one native wonder covering both Russian traits starts the peaceful golden age",
    "wonder coverage combines current owned physical great wonders, but construction is the trigger",
    "small wonders, ordinary trait-marked buildings and wonders no longer owned do not supply a trigger",
    "great-wonder completion is checked once across a multi-city batch and does not consume an unbenefited harvest",
    "golden-age tile bonuses require positive output and never add food",
    "government trade and golden-age additions precede the tile penalty and corruption",
    "each forecast matches the actual harvest for all thirty own golden-age turns with save/load inserted",
    "anarchy removes the ordinary bonus but consumes golden-age turns and retains specialist output",
    "new reference map places hidden iron symmetrically and native unit production shares technology/resource/civilization checks",
    "Legionary roads preserve half-rate progress across saves and use the current government rate",
    "basic AI treats a Legionary as a combatant and starts the same golden age through ordinary attack commands",
    "schema 9 migration preserves the original geography, unfinished road, government and random state without retroactive golden age",
    "invalid golden-age counters and contradictory or forged history are rejected",
    "all fourteen native governments retain their requirements and anarchy cannot be selected",
    "anarchy ranges use native religious flags, world size and explicit difficulty caps without drawing randomness",
    "revolution is a validated immutable command with a saved random duration",
    "religious revolution has exactly two own harvests and no random draw",
    "capital loses every ordinary shield and commerce in anarchy, while food and culture stock remain",
    "specialist research, taxes and building-only engineer shields survive anarchy in the actual harvest",
    "food growth and unfinished road continue while the government timer is saved between commands",
    "government selection is mandatory, cannot bypass technology and resumes with native settings",
    "adopting a lower science cap moves excess science to tax and never discards research stock",
    "government worker rate changes the same road forecast and committed progress after adoption",
    "forced resettlement uses native town/city/metropolis sizes and never removes the last resident",
    "forced resettlement also applies to a kept city after ordinary conquest losses",
    "government-specific buildings become inactive and active through the same adopted-government rules",
    "AI initiates an advantageous departure from the default government and resolves the shared mandatory choice",
    "schema 8 published save migrates with its road, random state and research intact",
    "saved transitions reject orphan anarchy, invalid counters, duplicated and forged choices",
    "scientific trait is bit 3, distinct from expansionist bit 2 for gifts and building costs",
    "victory cancels a completed-anarchy choice without making the finished save unloadable",
    "elimination during a completed transition cancels its decision and the winning party still loads",
    "concurrent sprite requests share decoding and failures are reported once",
    "LRU releases cold decoded unit textures while retaining map and active sprites",
    "pinned battle sprites survive a temporary budget excess, then become releasable",
    "native rail job requires Explosives, visible iron and coal at the actual worker network",
    "disconnected city resources cannot enable rail construction in another isolated network",
    "rail requires a road and captive/native worker job flags still apply",
    "completed rail survives loading, keeps the road and immediately changes farm/mine yield",
    "loss of the local coal link interrupts rail work and preserves shared progress",
    "bridges use native tech75 and a shared river edge, including wrapped directions",
    "rail is free through a city and across rivers, without disclosing foreign road access",
    "a zero-cost rail move is executable repeatedly without spending movement, while an exhausted unit is still refused",
    "native fort and barricade jobs require their flags, technologies, parent structure and AllowForts terrain",
    "fortification completion preserves roads, doubles native fort bonus and benefits the occupying enemy as well",
    "enemy and neutral barricades spend the entering units whole move allowance, while own ones do not",
    "a surviving blitz attacker also stops after winning into an enemy barricade",
    "native zone flag and fort garrisons intercept only moves that begin and end adjacent",
    "zone control chooses max attack/bombard per occupied tile and uses A/(A+16D)",
    "zone control is nonlethal, consumes one random draw per actual shot and does not promote or start a golden age",
    "moving command applies control fire and loading before it reproduces health, events and PRNG exactly",
    "peace and an empty fort do not fire or consume random state",
    "schema16 migration preserves exact old map, draft timers, roads, jobs and random state",
    "worker AI can start native rail work in its visible connected city economy",
    "worker AI builds and upgrades an eligible fort on a visible wartime road frontier",
    "infrastructure report keeps native evidence and own implementation tests separate",
    "a road at a wrapped map edge connects locally instead of drawing across the world",
    "busy worker rejects move, GoTo and replacement jobs with a structured reason and no mutation",
    "unfinished road remains locked through turns and save/load, then completed worker can move",
    "WAIT does not cancel worker job or its progress",
    "published schema17 migration preserves exact map, orders, unfinished road, PRNG and players",
    "multi-turn preview equals actual automatic arrival and preserves path through saves",
    "roads and partial movement use real cost and clamp expensive final steps",
    "connected rails allow zero-cost routes without loops or false extra turns",
    "no moves left can save a future GoTo without moving immediately",
    "water and disconnected land cannot receive a land route",
    "routing uses remembered terrain and never hidden current terrain or units",
    "own units do not obstruct an explicitly selected destination",
    "visible peaceful foreign unit explains required war and GoTo cannot declare it",
    "new enemy at a peaceful route target interrupts rather than attacking or revealing hidden blockers",
    "Cancel Route preserves position, movement, work-free status and random state",
    "save loader rejects malformed or contradictory route orders",
    "spiral state counts idle units and excludes working, held, fortified and routed units",
    "spiral blocks decisions, opponent actions, combat presentation and a finished game",
    "native references identify all sixty-four color slots uniquely",
    "all thirty-two original palettes reconstruct exact opaque indexed colors",
    "all eight original warrior directions match independent FLC decoding in two additional palettes",
    "body, smoke, shadow, transparency and source buffers remain unchanged",
    "mismatching alpha, unrecognized pairs and non-opaque civilization pixels fail explicitly",
    "an unprovoked declaration gives the defender war happiness with shared human/AI rules",
    "peace requires an existing known living enemy and has structured rejection without mutation",
    "an offer interrupts the turn, preserves movement and randomness and records the return actor",
    "accepting creates a twenty-turn treaty, restores the proposer and preserves residual weariness",
    "refusal resumes the exact turn with war and movement intact and cannot be repeated in the same turn",
    "the responder cannot use diplomacy interruption to move, research, change government or end a turn",
    "a pending negotiation reloads exactly and neither response repeats a start-of-turn tick",
    "peace immediately removes active war and homeland anger while preserving the citizen nationalities",
    "renewed war retains the old points and records a treaty breach rather than resetting history",
    "expired peace commitments no longer mark a new war as a breach",
    "AI peace responses use the same ordinary command without playing the interrupted side turn",
    "an AI with visibly overwhelming force can refuse and hidden enemy treasury/memories do not change the response",
    "an already-played human can answer an AI offer, after which the correct AI turn resumes and then the next natural turn decays once",
    "AI declarations honor an active peace treaty instead of immediately undoing a signed agreement",
    "peace treaties are visible only to their parties, without leaking another civilization negotiations",
    "forged negotiation actors, choices, war status and multiple simultaneous interruptions are rejected",
    "saved treaty identities, dates, parties and breach records are validated",
    "all eight CULT records and 196 asymmetric government relations retain native measured values",
    "culture comparisons use exact native fraction thresholds, including zero-culture and extreme relations",
    "resistance quotes combine original culture row and the captor-to-origin government matrix without randomness",
    "initial resistance considers every foreign national independently and never makes natives resist",
    "capture preserves mixed nationalities, releases the captor natives and forgets the former owner as a blanket ethnicity",
    "native growth, food loss and foreign-priority production preserve the national population sum",
    "assimilation follows GOVT rate, changes nationality only, and leaves resisting citizens distinct",
    "zero assimilation and wholly native cities make no random draw; owner-specific assimilation is deterministic after load",
    "garrrison capacity admits only land combat units and applies native difficulty military law",
    "suppression limits successful quelling, not attempted residents, and consumes no draws without a garrison",
    "xenophobic governments pause culture at an exact half and resume after a native majority without erasing accumulated culture",
    "native JoinCity flags allow workers and settlers but reject the Atlants Slave",
    "foreign joining transfers unit nationality; settlers add their native two residents and city caps reject without consuming the unit",
    "joining requires a movable eligible unit in an owned city and rejected commands preserve the full state",
    "workers produced from foreign residents retain nationality and captive work/support status",
    "founding with a foreign settler preserves the first resident ethnicity and recapturing native workers restores native status",
    "a real harvest keeps zero-culture resistance and assimilation stages reproducible across save/load",
    "basic AI can join surplus workers by the ordinary validated command while preserving at least one worker",
    "a published schema 10 save migrates with exact road, geography, PRNG and a native population composition",
    "own population details stay out of an opponent view and malformed national/resistance groups are refused",
    "obsolescence uses actual city resources and the full national upgrade chain",
    "automatic current/queue conversion preserves all stocks, order, population, treasury and PRNG",
    "read-only effective city preview matches the later command without changing the save",
    "obsolete direct and queued production commands fail atomically with the shared replacement reason",
    "completion produces the replacement, consumes its cost and keeps the normalized queue",
    "lost resources make older units available again without downgrading an already upgraded order",
    "a finished worker road upgrades the order before that same city harvest",
    "completion of the real research command updates current and queued orders immediately",
    "save/load does not silently rewrite stale orders and insertion before a command preserves the complete result",
    "the hurry preview and actual charge refer to the replacement and preserve the quote input",
    "custom rules share one replacement with modernization and production without consuming queued buildings",
    "reconciliation never changes an opponent city or creates duplicate changes on the next command",
    "genuine published schema20 queue/road save migrates only schema and economy metadata",
    "unrecognized legacy and current economy models are rejected rather than silently normalized",
    "queue-only replacement does not touch an active building or its accumulated engineer shields",
    "a cheaper custom replacement retains excess stock without training a unit before the city harvest",
    "a blank native project contains canonical cells and separated civilization starts",
    "invalid project format, profile and malformed cell arrays cannot be imported",
    "invalid placement remains editable but blocks starting a project",
    "terrain editing is immutable and undo restores exact tiles and redo restores the stroke",
    "river editing writes reciprocal native edges and undo restores both cells",
    "partial and unknown brush edits fail without changing the input",
    "copying an existing game map strips runtime ownership and progress without mutating it",
    "improvement brushes preserve prerequisites and replace mutually exclusive work",
    "map wrapping edits and undo preserve the same cells",
    "odd legacy map dimensions copy and roundtrip without being converted to native geometry",
    "partially implemented buildings remain visible as limitations and unsupported production is blocked",
    "all 200 ordinary technologies are researchable through dependencies and era gates for both civilizations",
    "special records and future eras are refused while the new early specialist topics are available",
    "an optional advance does not block the era, and all four prerequisites still matter",
    "first Philosophy discovery creates a durable free choice before selecting further research",
    "the second civilization to discover Philosophy receives no first-discovery reward",
    "a scientific civilization receives a deterministic new-era advance and its PRNG is saved",
    "a non-scientific civilization receives no scientific era gift",
    "inferred old discovery history suppresses retroactive rewards",
    "shared AI resolves the mandatory free choice with an ordinary legal command",
    "loading rejects a corrupted free choice and an unknown first-discovery owner",
    "native project launches through the same engine without changing its source",
    "scenario cities, native population and units survive the ordinary save validator",
    "invalid placement cannot launch or partially mutate the project",
    "all sides of a custom map act through legal commands and resume after every command",
    "a project-created party can finish conquest through ordinary AI commands",
    "founding consumes the founder, preserves stacked units and creates the first capital",
    "an incapable unit and an adjacent second city are refused without mutation",
    "road work accumulates from the supplied job cost and survives mid-job loading",
    "two workers share work once without duplicating completion events",
    "the same live network supplies a revealed resource and loses it after road removal",
    "moving cannot interrupt the worker order or remove shared tile progress",
    "work eligibility refuses an unavailable technology, finished road and wrong unit",
    "native work scale has no extra factor: job six at government rate two takes three turns",
    "fresh small game reaches conquest; save/load after every command preserves its complete state",
    "AI policy ignores unseen enemy treasury, research and remote positions",
    "discovered enemy city retains its last observation outside current visibility",
    "all fourteen useful Atlants professions retain their numbers and seven service rows remain unavailable",
    "mixed professions sum all five channels and save/load preserves the complete assignment",
    "assignment uses shared requirements and never consumes a command on an unavailable profession",
    "scientists and tax collectors bypass corruption and building percentage multipliers",
    "specialist research and taxes stay whole in a genuinely corrupt non-capital town",
    "specialist research and taxes continue during disorder while ordinary output stops",
    "an actual specialist funds research at a zero percent science budget through the normal end turn",
    "engineers add their native shields after building bonuses, only for buildings and wonders",
    "stored engineer shields survive loading and are removed on an ordinary switch to a unit",
    "cash rushing absorbs engineer credit, retaining the documented Conquests carry-over behavior",
    "overflow discarded from a blocked building never leaves impossible engineer credit",
    "police recover base commerce and shields before multipliers in a moderately corrupt town",
    "the first policeman may have no effect when losses are at the maximum cap",
    "a late entertainer has its Atlants luxuries and governors can choose productive professions",
    "the Wealth technology doubles the exchange before rounding without doubling specialist taxes",
    "real public schema 7 migration preserves all preexisting fields, road and governor settings",
    "original T/G/C example selects native index 61 using N/NW/NE/center weights",
    "water intersections retain separate coast, sea and ocean sheets",
    "river atlas is indexed around the east vertex and reciprocal edges count once",
    "hidden terrain and river data never influence a known intersection",
    "native relief mask orders NW, NE, SW, SE and connects all hilly types",
    "six scoped jobs use native technology, action bits, terrain multipliers and worker/government strengths",
    "native grassland cannot be mined, while plains and an Atlants forest can",
    "missing native job technology and incapable military units are refused without mutation",
    "irrigation requires native terrain bonus plus river/lake/neighbor farm or the actual everywhere technology115",
    "freshwater lake classification shares the exact twenty/twenty-one boundary with city growth, including wrapping",
    "a flat city can conduct irrigation to adjacent land without treating an unconnected city as a water source",
    "mine completion replaces irrigation and applies the measured native yield without touching food or PRNG",
    "irrigation completion replaces a mine, preserves roads and raises native food",
    "forest clearing restores the real underlying terrain and credits twenty shields exactly once",
    "forest harvest caps the current stock and bypasses wonders, Palace, Wealth and foreign cities",
    "both native wetlands transform to grass without a forest shield reward",
    "planting removes mine/irrigation, preserves road and forest history and uses native terrain job eligibility",
    "two workers share a fractional progress pool, finish only once and preserve exact halfway loading",
    "loss of water or technology interrupts a job while retaining its unfinished progress",
    "new map supplies symmetric native land examples while a schema15 road fixture retains its exact old geography",
    "save validation rejects inconsistent unit progress, negative tile work and malformed harvest history",
    "worker AI selects legal productive improvements and does not replace a finished farm with a mine",
    "worker verification report records native and provisional scope separately",
    "Hold spends remaining movement and ends only that unit action",
    "Wait retains movement and defers to another active unit",
    "queued waits are FIFO and return in the same turn after others act",
    "waiting as the only remaining unit reactivates it rather than ending the turn",
    "saved wait order and FIFO counter resume identically",
    "activation removes fortification without replenishing moves or changing random state",
    "activation and an incoming attack cancel route orders",
    "working unit rejects Hold and activation while Wait preserves its job",
    "new round releases held units without repeating a side",
    "published schema18 fixture migrates without moving units or changing geography, work or PRNG",
    "malformed control counter, wait sequence and held movement are rejected",
    "numeric keypad provides all eight distinct model offsets matching screen directions",
    "custom presentation inherits the selected original atlas and all native directions/palettes",
    "per-action bindings preserve original frame timing and actor era selection",
    "custom sounds use native AMB events, a selected clip or deliberate silence",
    "unresolved action and audio bindings fail explicitly rather than changing rules",
    "ambiguous or malformed presentation overrides are rejected instead of ignored",
    "custom profile retains native tables and unknown fields without mutating the base",
    "content identity ignores property order and changes when a rule changes",
    "invalid stats, references, flags, duplicate identifiers and unknown edits are rejected",
    "native flag editing preserves all other bits and changes actual action queries",
    "custom units enter shared production, governor and AI decisions",
    "custom production consumes native cost/population and yields an ordinary movable saved unit",
    "ordinary saves retain their format and genuine schema20 FIFO history",
    "a self-contained custom save restores exact rules, worker task and wait queue",
    "tampered or mismatched custom rules cannot be loaded against another state",
    "fractional original worker strength survives editing and changes actual work progress",
    "scenario rules must match the compiled profile and cannot silently use stale unit values",
    "a genuine published custom schema20 session retains rules and every state field except version metadata",
    "native Russian warrior skips foreign variants and uses shared swordsman requirements",
    "upgrade preserves identity and origin, heals elite to veteran, spends gold/moves without random draws",
    "regular and conscript experience are retained, partial remaining moves are consumed",
    "outside city, missing barracks, exhausted movement, technology, road and funds reject atomically",
    "full chain chooses the furthest buildable type even across unavailable intermediate civilization types",
    "active empire discount halves the native gold price and an obsolete source stops discounting",
    "upgrade-all charges the complete sum or changes nothing, skips field/exhausted/foreign units",
    "busy worker cannot be upgraded singly or by group and keeps its road task",
    "custom upgrade target participates in shared profile requirements and price",
    "the native upgrade-action flag blocks upgrading despite a configured target link",
    "Atlants palace provides the native veteran-ground facility without a separate barracks",
    "AI invokes the ordinary upgrade command when a legal stronger replacement is affordable",
    "weariness boundaries distinguish 30/31, 60/61, 90/91 and 120/121 without interpolation",
    "all fourteen native governments use their own zero, weak or strong weariness field",
    "percentages round down for small towns and war happiness works even in a government with no weariness",
    "separate enemies add their rounded effects, while peace and an eliminated enemy contribute no active mood",
    "local 25-percent and global one-citizen reducers never create happiness or change war happiness",
    "the entire published peaceful sequence 121 to zero requires both percentage decay and the quiet-front reduction",
    "negative war happiness decays toward zero in peace and never becomes permanent at minus one",
    "territory presence adds one per enemy rather than one per unit, including in a zero-weariness government",
    "an intruder blocks the extra quiet-front recovery but does not itself add weariness",
    "homeland anger tracks nonresisting foreign citizens, active origin wars and barbarian origin",
    "foreign war causes real disorder and a specialist can remove the affected job without changing nationality",
    "war changes create per-player structured reasons and never consume randomness",
    "a defeated attacker and an attacked surviving defender each receive their own two-point event",
    "winning an attack does not charge the attacker with the defender loss or the historical AI mirror bug",
    "civilian loss and city loss charge the actual victim once, including the automatic razing branch",
    "the ordinary next-turn phase increments territory once and can collapse a strong-weariness government",
    "weak weariness does not force anarchy at the higher levels, while strong mode observes the strict 90 threshold",
    "the upcoming harvest forecast and real tax/science ledger share the same wartime mood and assignments",
    "own war memories remain available to the actor but hidden enemy memories and peace offers are absent from playerView",
    "a published schema-13 road save preserves geography, work and PRNG and marks unrecoverable old war history",
    "save loading rejects unknown war models, noninteger memories, self references and future offer times",
    "native local and global building flags reach actual city income queries rather than only diagnostic inputs",
    "a weary AI can propose peace through ordinary legal commands after managing its own economy",
    "same seed and parameters reproduce tiles, resources, starts and complete generator streams",
    "all native WSIZ sizes create the correct number of cells and civilizations",
    "seed changes the world, and generation does not consume the game combat PRNG",
    "random choices resolve once and persist both requested and resolved parameters",
    "invalid map settings and seeds are rejected without silently changing them",
    "all water percentages and landforms conserve the exact requested land area",
    "each growth region is connected and different continents never share a land edge",
    "coastal shelves separate land from sea and ocean",
    "resources use native allowed terrains and special Natives are not randomly scattered",
    "all starts are fertile legal city sites, unique and separated by the recorded distance",
    "reduced start spacing is explicitly reported instead of being labelled original spacing",
    "starts can grow beyond population two under the initial government without hidden resources or worker technologies",
    "dry cramped starts receive only legal early food bonuses with a saved normalization record",
    "damaged or strategic-resource start normalization records cannot be loaded",
    "river sides are reciprocal, touch land and use actual diamond edges",
    "climate and temperature change the expected biome balance",
    "young worlds have more hills and mountains than old worlds",
    "tundra borders only grass, tundra or coast as required by original transition sheets",
    "bonus grass adds one shield only when exposed and is preserved under vegetation",
    "native atlas indices stay in bounds and do not use combat randomness",
    "generated game saves parameters, starts, PRNGs and geography without regeneration",
    "a fully explored huge world exports and loads beyond the former twenty MiB limit",
    "damaged metadata, streams and start locations are rejected",
    "all four native civilizations found cities and finish a complete action cycle through common commands",
    "filtered views do not expose other starts, resources or generator streams"
  ],
  "fullRunLogSHA256": "064d60106844419318d8de84e9d2a6ff4ef42ef2e895a265e1192f9861e30e5c",
  "DOMLogSHA256": "bcfc9da58826c38555931e1ab31777e50136858ddcbe9fd75c0d10fdcb3e17fa"
}
