{
  "release": "bbd95f3f65c7e74d",
  "uniqueJavaScriptChecks": 467,
  "names": [
    "AI buys defensive production under a visible threat using the same hurry quote",
    "AI completes a technology and continues the short branch with load between every command",
    "AI declarations honor an active peace treaty instead of immediately undoing a signed agreement",
    "AI initiates an advantageous departure from the default government and resolves the shared mandatory choice",
    "AI peace responses use the same ordinary command without playing the interrupted side turn",
    "AI policy ignores unseen enemy treasury, research and remote positions",
    "AI replaces a lost worker even when food is exactly balanced at population two",
    "AI sells an ordinary improvement to reduce bankruptcy without removing the Palace",
    "AI trains a native settler, travels and founds a second city with save/load after every command",
    "AI uses the same draft command against a visible threat without learning hidden attackers",
    "Atlants costs, veteran Palace and production increments come from the profile",
    "Atlants research cost separates full cost, progress, difficulty and contacted knowledge",
    "Atlants unlocks drafting with native Politics 134, not a vanilla technology name",
    "Cancel Route preserves position, movement, work-free status and random state",
    "Chiefdom disallows hurrying; Atlants prices use six gold and double an empty box",
    "Fascism allows two drafts in one city and save/load cannot reset that local limit",
    "Hold spends remaining movement and ends only that unit action",
    "LRU releases cold decoded unit textures while retaining map and active sprites",
    "Legionary roads preserve half-rate progress across saves and use the current government rate",
    "Palace, growth structures, wonders and free grants cannot be sold",
    "Recycling flag gives quarter-cost shields; zero-maintenance ordinary buildings can be sold",
    "WAIT does not cancel worker job or its progress",
    "Wait retains movement and defers to another active unit",
    "a blank native project contains canonical cells and separated civilization starts",
    "a captured defenseless settler becomes two foreign workers and cannot preserve a civilization",
    "a city containing resistance cannot draft or mutate foreign groups on rejection",
    "a corrupt saved capture reference or asymmetric war cannot be loaded",
    "a custom Border Factor and factor one terminate correctly; invalid profile limits are reported",
    "a defeated attacker and an attacked surviving defender each receive their own two-point event",
    "a defensive Legionary victory starts its owner golden age on the opponent turn",
    "a draft removes one own national and preserves every foreign and resisting group",
    "a flat city can conduct irrigation to adjacent land without treating an unconnected city as a water source",
    "a fully explored huge world exports and loads beyond the former twenty MiB limit",
    "a late entertainer has its Atlants luxuries and governors can choose productive professions",
    "a legacy schema2 payload migrates without moving units or resetting road work",
    "a mid-border-change save resumes with identical events, ownership, labor, finances and random state",
    "a military recapture resets first-harvest protection without overwriting the founding history",
    "a non-scientific civilization receives no scientific era gift",
    "a pending negotiation reloads exactly and neither response repeats a start-of-turn tick",
    "a positive chance uses saved randomness, creates a unique offer and does not transfer the city yet",
    "a project-created party can finish conquest through ordinary AI commands",
    "a published schema 10 save migrates with exact road, geography, PRNG and a native population composition",
    "a published schema-13 road save preserves geography, work and PRNG and marks unrecoverable old war history",
    "a queued wonder remains valid after the preceding hurried unit consumes its restricted shields",
    "a real harvest keeps zero-culture resistance and assimilation stages reproducible across save/load",
    "a real public v3 save migrates unchanged and completes its retained road work",
    "a real published schema-11 save migrates without rebuilding geography, work, decisions or PRNG",
    "a real published v4 save retains all old unit fields, RNG and partial road on schema 8",
    "a required-building count is empire-wide above one and local at one",
    "a road at a wrapped map edge connects locally instead of drawing across the world",
    "a scientific civilization receives a deterministic new-era advance and its PRNG is saved",
    "a self-contained custom save restores exact rules, worker task and wait queue",
    "a sequence of commands is identical with save/load inserted between every command",
    "a size-one city without culture auto-razes and ends conquest exactly once",
    "a stable population-three city can train a settler when food is exactly balanced",
    "a successful conversion removes all former-owner units inside, including workers, and leaves neighboring units intact",
    "a surviving blitz attacker also stops after winning into an enemy barricade",
    "a weary AI can propose peace through ordinary legal commands after managing its own economy",
    "a zero-cost rail move is executable repeatedly without spending movement, while an exhausted unit is still refused",
    "accepting creates a twenty-turn treaty, restores the proposer and preserves residual weariness",
    "accepting is peaceful, preserves treaties and does not trigger a wonder golden age",
    "accepting preserves nationalities, history, food and physical buildings without combat loss or resistance",
    "activation and an incoming attack cancel route orders",
    "activation removes fortification without replenishing moves or changing random state",
    "active buffers survive temporary pressure and cold buffers are released afterwards",
    "actor views conceal undiscovered resources and other players unfinished work",
    "actor, foreign-city, pending-decision and finished-game guards also protect drafting",
    "adopting a lower science cap moves excess science to tax and never discards research stock",
    "all 200 ordinary technologies are researchable through dependencies and era gates for both civilizations",
    "all eight CULT records and 196 asymmetric government relations retain native measured values",
    "all eight logical offsets produce the correct native screen neighbors",
    "all eight original warrior directions match independent FLC decoding in two additional palettes",
    "all four native civilizations found cities and finish a complete action cycle through common commands",
    "all fourteen native draft limits apply, including zero for Republic and Democracy and two for Fascism",
    "all fourteen native governments retain their requirements and anarchy cannot be selected",
    "all fourteen native governments use their own zero, weak or strong weariness field",
    "all fourteen useful Atlants professions retain their numbers and seven service rows remain unavailable",
    "all native WSIZ sizes create the correct number of cells and civilizations",
    "all sides of a custom map act through legal commands and resume after every command",
    "all starts are fertile legal city sites, unique and separated by the recorded distance",
    "all thirty-two original palettes reconstruct exact opaque indexed colors",
    "all water percentages and landforms conserve the exact requested land area",
    "all-never production leaves an explicit decision rather than ignoring restrictions",
    "ambiguous or malformed presentation overrides are rejected instead of ignored",
    "an AI with visibly overwhelming force can refuse and hidden enemy treasury/memories do not change the response",
    "an actual first harvest is protected, then a subsequent full turn can create a saved receiving decision",
    "an actual specialist funds research at a zero percent science budget through the normal end turn",
    "an already-played human can answer an AI offer, after which the correct AI turn resumes and then the next natural turn decays once",
    "an edited map and custom unit rules complete a normal conquest with reproducible saved continuation",
    "an existing founder prevents redundant settlement production",
    "an expanded claim outside sight does not reveal hidden terrain or competing city culture",
    "an incapable unit and an adjacent second city are refused without mutation",
    "an intruder blocks the extra quiet-front recovery but does not itself add weariness",
    "an offer interrupts the turn, preserves movement and randomness and records the return actor",
    "an optional advance does not block the era, and all four prerequisites still matter",
    "an ordinary victory, a civilian capture and a defeated flagged attacker do not trigger a golden age",
    "an unclaimed gap is filled across NW-SE before NE-SW; a real claim always overrides that fill",
    "an unprovoked declaration gives the defender war happiness with shared human/AI rules",
    "anarchy pauses new culture while preserving existing claims and their priority",
    "anarchy ranges use native religious flags, world size and explicit difficulty caps without drawing randomness",
    "anarchy removes the ordinary bonus but consumes golden-age turns and retains specialist output",
    "another city already training a settler prevents a duplicate order",
    "assignment uses shared requirements and never consumes a command on an unavailable profession",
    "assimilation follows GOVT rate, changes nationality only, and leaves resisting citizens distinct",
    "audio starts only after enabling, shares decoding and schedules on the audio clock",
    "autoproduction preserves its counter across saves and pauses for obsolete sources",
    "bankruptcy removes at most one supported unit and one ordinary improvement reproducibly",
    "barbarian owner and barbarian opponent never start a golden age, regardless of the flag",
    "basic AI can join surplus workers by the ordinary validated command while preserving at least one worker",
    "basic AI treats a Legionary as a combatant and starts the same golden age through ordinary attack commands",
    "body, smoke, shadow, transparency and source buffers remain unchanged",
    "bonus grass adds one shield only when exposed and is preserved under vegetation",
    "border queries are pure and rebuilding changes only ownership, never improvements, jobs or PRNG",
    "both native seam wraps preserve parity, indices and reciprocal neighbors",
    "both native wetlands transform to grass without a forest shield reward",
    "breaking a resource road removes the machine gun draft and falls back to a resource-free rifleman",
    "bridges use native tech75 and a shared river edge, including wrapped directions",
    "budget commands reject malformed shares and a science share above the government cap",
    "building production/mood and upkeep use the same income forecast as harvest",
    "busy worker rejects move, GoTo and replacement jobs with a structured reason and no mutation",
    "capital loses every ordinary shield and commerce in anarchy, while food and culture stock remain",
    "capital veteran facility heals idle ground units fully",
    "capitals and the first ownership harvest cannot flip and consume no flip randomness",
    "capture preserves mixed nationalities, releases the captor natives and forgets the former owner as a blanket ethnicity",
    "capturing a cultured city retains its history but removes unsupported outer territory immediately",
    "cash rushing absorbs engineer credit, retaining the documented Conquests carry-over behavior",
    "celebration requires the native strict minimum, half happy including specialists, food and no resistance",
    "changing unobserved terrain and opponent treasury cannot change settlement policy",
    "city-size and fortress defense use the selected Atlants profile values",
    "civilian loss and city loss charge the actual victim once, including the automatic razing branch",
    "climate and temperature change the expected biome balance",
    "closer claims defeat vastly greater distant culture and a city always retains its center",
    "coastal shelves separate land from sea and ocean",
    "command preview and execution share movement cost and do not mutate input",
    "complete PRNG state survives arbitrary prior draws and serialization",
    "completed buildings request a durable next order and block the next end-turn",
    "completed rail survives loading, keeps the road and immediately changes farm/mine yield",
    "completion resumes a mixed queue, veteran training, and save/load gives the same result",
    "concurrent sprite requests share decoding and failures are reported once",
    "connected rails allow zero-cost routes without loops or false extra turns",
    "construction requirements are shared, and unimplemented buildings are explicitly refused",
    "content identity ignores property order and changes when a rule changes",
    "conversion option defaults on, can be disabled and rejects nonboolean settings",
    "copying an existing game map strips runtime ownership and progress without mutating it",
    "culture comparisons use exact native fraction thresholds, including zero-culture and extreme relations",
    "custom presentation inherits the selected original atlas and all native directions/palettes",
    "custom production consumes native cost/population and yields an ordinary movable saved unit",
    "custom profile retains native tables and unknown fields without mutating the base",
    "custom sounds use native AMB events, a selected clip or deliberate silence",
    "custom units enter shared production, governor and AI decisions",
    "damaged metadata, streams and start locations are rejected",
    "damaged or strategic-resource start normalization records cannot be loaded",
    "defeating one member of a defended stack does not enter the tile or capture civilians",
    "defender choice uses remaining HP together with effective defense",
    "defense sums terrain, fortification, buildings and river without integer truncation",
    "defensive bombard consumes one supporting shot, cannot kill and cannot support itself",
    "disconnected city resources cannot enable rail construction in another isolated network",
    "discovered enemy city retains its last observation outside current visibility",
    "discovery waits for the owner decision, permits the other turn and survives a reload",
    "disorder stops shields and commerce; an entertainer restores work through the same query",
    "distance uses the actual capitals, half diagonals and clamps only the capital ratio",
    "distance/rank corruption and road connection reduce useful output outside the capital",
    "draft anger stacks serially and is distinct from hurry, weariness and homeland causes",
    "drafted rifleman has native recruit HP, immediate moves and no barracks veteran bonus",
    "dry cramped starts receive only legal early food bonuses with a saved normalization record",
    "each forecast matches the actual harvest for all thirty own golden-age turns with save/load inserted",
    "each growth region is connected and different continents never share a land edge",
    "economic AI plans legal research and affordable budgets from its own view",
    "eliminated or capital-less targets cannot receive cities; zero foreign culture cannot create probability",
    "elimination during a completed transition cancels its decision and the winning party still loads",
    "enabling a governor preserves a waiting explicit queue even when automatic categories are never",
    "enemy and neutral barricades spend the entering units whole move allowance, while own ones do not",
    "engineers add their native shields after building bonuses, only for buildings and wonders",
    "equal culture prefers the older city before the counterclockwise directional tie",
    "equal-rank ownership follows culture rather than first ownership or array order",
    "expired peace commitments no longer mark a new war as a breach",
    "explored tiles show remembered state and never reveal changes outside sight",
    "failed sound decoding is remembered and never blocks subsequent game presentation",
    "filtered views do not expose other starts, resources or generator streams",
    "first Philosophy discovery creates a durable free choice before selecting further research",
    "food growth and unfinished road continue while the government timer is saved between commands",
    "food/shield preferences change allocation while preserving sufficient food",
    "forced resettlement also applies to a kept city after ordinary conquest losses",
    "forced resettlement uses native town/city/metropolis sizes and never removes the last resident",
    "forecast includes a road completed this harvest without committing work or RNG",
    "foreign joining transfers unit nationality; settlers add their native two residents and city caps reject without consuming the unit",
    "foreign radius cells count even without citizens of that nation; other nationalities are excluded",
    "foreign war causes real disorder and a specialist can remove the affected job without changing nationality",
    "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",
    "forged negotiation actors, choices, war status and multiple simultaneous interruptions are rejected",
    "fortification cannot replace an unfinished worker order and preserves tile progress",
    "fortification completion preserves roads, doubles native fort bonus and benefits the occupying enemy as well",
    "fortification persists across rounds; healing requires a full inactive turn",
    "founding consumes the founder, preserves stacked units and creates the first capital",
    "founding with a foreign settler preserves the first resident ethnicity and recapturing native workers restores native status",
    "fractional original worker strength survives editing and changes actual work progress",
    "free grants mask existing upkeep and disappear when the source becomes obsolete",
    "fresh small game reaches conquest; save/load after every command preserves its complete state",
    "freshwater lake classification shares the exact twenty/twenty-one boundary with city growth, including wrapping",
    "full battle odds use HP recursion, not the single-round probability",
    "garrrison capacity admits only land combat units and applies native difficulty military law",
    "generated game saves parameters, starts, PRNGs and geography without regeneration",
    "genuine published schema20 world-v1 and FIFO load unchanged after the generator upgrade",
    "golden-age tile bonuses require positive output and never add food",
    "government selection is mandatory, cannot bypass technology and resumes with native settings",
    "government trade and golden-age additions precede the tile penalty and corruption",
    "government worker rate changes the same road forecast and committed progress after adoption",
    "government-specific buildings become inactive and active through the same adopted-government rules",
    "governor manages mood and returns artists to work when a building removes the need",
    "governor settings apply to own cities in the selected scope, with independent settings objects",
    "governor-off labor preserves a valid manual job and assigns only newly vacant slots",
    "granary retains the old half-box at growth and fresh water changes size limits",
    "great wonder history prevents a second construction even after destruction",
    "great-wonder completion is checked once across a multi-city batch and does not consume an unbenefited harvest",
    "growth consumes the food box once; the new citizen does not harvest twice",
    "hidden terrain and river data never influence a known intersection",
    "homeland anger tracks nonresisting foreign citizens, active origin wars and barbarian origin",
    "hurried shields cannot be switched into a wonder and the restriction survives loading",
    "hurry quotes reject resistance, disorder, full stocks and Wealth",
    "improvement brushes preserve prerequisites and replace mutually exclusive work",
    "inferred old discovery history suppresses retroactive rewards",
    "infrastructure report keeps native evidence and own implementation tests separate",
    "initial resistance considers every foreign national independently and never makes natives resist",
    "invalid commands return structured reasons without state mutation or random draws",
    "invalid conversion settings, duplicate decisions and malformed ownership counters are rejected on load",
    "invalid golden-age counters and contradictory or forged history are rejected",
    "invalid map settings and seeds are rejected without silently changing them",
    "invalid placement cannot launch or partially mutate the project",
    "invalid placement remains editable but blocks starting a project",
    "invalid project format, profile and malformed cell arrays cannot be imported",
    "invalid stats, references, flags, duplicate identifiers and unknown edits are rejected",
    "irrigation completion replaces a mine, preserves roads and raises native food",
    "irrigation requires native terrain bonus plus river/lake/neighbor farm or the actual everywhere technology115",
    "joining requires a movable eligible unit in an owned city and rejected commands preserve the full state",
    "legacy projection, indices and displacements retain their own coordinate system",
    "legacy schema-14 fixture migrates without changing roads, jobs, random state or old history",
    "loading rejects a corrupted free choice and an unknown first-discovery owner",
    "loading rejects corrupt scientific fields, contacts and mismatched behavior versions",
    "loading rejects profile mismatch, duplicate objects and corrupt state",
    "local 25-percent and global one-citizen reducers never create happiness or change war happiness",
    "local historical culture and disorder multiply pressure independently",
    "losing the last city with a settler abroad is not elimination",
    "loss of the local coal link interrupts rail work and preserves shared progress",
    "loss of water or technology interrupts a job while retaining its unfinished progress",
    "lowest difficulties waive forced bankruptcy losses without allowing negative gold",
    "malformed control counter, wait sequence and held movement are rejected",
    "map wrapping edits and undo preserve the same cells",
    "mine completion replaces irrigation and applies the measured native yield without touching food or PRNG",
    "minimum and maximum funded-turn limits are independent from the beaker threshold",
    "mismatching alpha, unrecognized pairs and non-opaque civilization pixels fail explicitly",
    "missing native job technology and incapable military units are refused without mutation",
    "mixed professions sum all five channels and save/load preserves the complete assignment",
    "moving cannot interrupt the worker order or remove shared tile progress",
    "moving command applies control fire and loading before it reproduces health, events and PRNG exactly",
    "multi-turn preview equals actual automatic arrival and preserves path through saves",
    "native Cossack offensive victory starts one saved 30-turn golden age without an extra random draw",
    "native JoinCity flags allow workers and settlers but reject the Atlants Slave",
    "native WSIZ dimensions contain exactly half their rectangular product",
    "native atlas indices stay in bounds and do not use combat randomness",
    "native city radius contains twenty workable cells and shared culture offsets",
    "native direction to FLC facing is based on logical displacement",
    "native draft saves reject corrupt debt, dates, counts and a different model",
    "native flag editing preserves all other bits and changes actual action queries",
    "native fort and barricade jobs require their flags, technologies, parent structure and AllowForts terrain",
    "native golden-age duration, unit flags and distinct wonder characteristics are measured from Atlants",
    "native grassland cannot be mined, while plains and an Atlants forest can",
    "native growth, food loss and foreign-priority production preserve the national population sum",
    "native local and global building flags reach actual city income queries rather than only diagnostic inputs",
    "native movement and route preview use adjacent tile IDs, not rectangular indices",
    "native parity gaps and noninteger or out-of-range positions are rejected",
    "native project launches through the same engine without changing its source",
    "native projection and hit testing round-trip every tile center",
    "native rail job requires Explosives, visible iron and coal at the actual worker network",
    "native references identify all sixty-four color slots uniquely",
    "native relief mask orders NW, NE, SW, SE and connects all hilly types",
    "native six levels use Border Factor powers with exact boundaries and a bounded final level",
    "native visibility discovers exactly the eight adjacent cells and own tile",
    "native work scale has no extra factor: job six at government rate two takes three turns",
    "native workers retain a job on the correct staggered tile through save/load",
    "native zone flag and fort garrisons intercept only moves that begin and end adjacent",
    "negative war happiness decays toward zero in peace and never becomes permanent at minus one",
    "neighboring cities cannot work the same tile, including after saving",
    "new enemy at a peaceful route target interrupts rather than attacking or revealing hidden blockers",
    "new map supplies symmetric native land examples while a schema15 road fixture retains its exact old geography",
    "new reference map places hidden iron symmetrically and native unit production shares technology/resource/civilization checks",
    "new round releases held units without repeating a side",
    "new-game shared policy configures the governor and still uses legal commands",
    "no beakers means no funded scientific turn, including at the maximum time",
    "no moves left can save a future GoTo without moving immediately",
    "non-blitz fast units may move after battle but cannot attack a second defender",
    "numeric keypad provides all eight distinct model offsets matching screen directions",
    "occupation choice survives loading and transfers city, population, palace and territory",
    "ocean accepts only second-rank direct claims while coast and sea can be claimed further away",
    "odd legacy map dimensions copy and roundtrip without being converted to native geometry",
    "one native wonder covering both Russian traits starts the peaceful golden age",
    "only the owner land combat garrison counts; a suppressed chance consumes no draws",
    "ordinary saves retain their format and genuine schema20 FIFO history",
    "original T/G/C example selects native index 61 using N/NW/NE/center weights",
    "overflow discarded from a blocked building never leaves impossible engineer credit",
    "own population details stay out of an opponent view and malformed national/resistance groups are refused",
    "own units do not obstruct an explicitly selected destination",
    "own war memories remain available to the actor but hidden enemy memories and peace offers are absent from playerView",
    "partial and unknown brush edits fail without changing the input",
    "partially implemented buildings remain visible as limitations and unsupported production is blocked",
    "paying for a building fills shields and finishes only at harvest, with exact loading",
    "peace and an empty fort do not fire or consume random state",
    "peace immediately removes active war and homeland anger while preserving the citizen nationalities",
    "peace requires an existing known living enemy and has structured rejection without mutation",
    "peace treaties are visible only to their parties, without leaking another civilization negotiations",
    "pending decisions, unfinished work and queued commands remain intact",
    "per-action bindings preserve original frame timing and actor era selection",
    "percentages round down for small towns and war happiness works even in a government with no weariness",
    "pinned battle sprites survive a temporary budget excess, then become releasable",
    "planting removes mine/irrigation, preserves road and forest history and uses native terrain job eligibility",
    "police recover base commerce and shields before multipliers in a moderately corrupt town",
    "population cost holds completed production until the city can survive",
    "population hurrying rounds up, enforces half-city limit and stores anger",
    "population seven is ineligible in Atlants, while eight can draft to seven",
    "production and growth replay identically with loading after every command",
    "production categories use explicit BIQ AI roles instead of inferred attack/defense values",
    "production governor honors a mixed queue before choosing from permitted categories",
    "production shares technology/resource checks and pauses when a road breaks",
    "profile validation catches dangling links and technology cycles",
    "promotion follows profile HP increase, and a second win can guarantee advancement",
    "public city status exposes only known local factors, never exact foreign culture, distance or probability",
    "published schema17 migration preserves exact map, orders, unfinished road, PRNG and players",
    "published schema18 fixture migrates without moving units or changing geography, work or PRNG",
    "published schema19 road and FIFO saves migrate without changing existing fields",
    "queue edits are validated without mutating a rejected order",
    "queued waits are FIFO and return in the same turn after others act",
    "rail is free through a city and across rivers, without disclosing foreign road access",
    "rail requires a road and captive/native worker job flags still apply",
    "random choices resolve once and persist both requested and resolved parameters",
    "rank one has eight neighbors and rank two has exactly the twenty workable cells",
    "razing removes all claims of that city and preserves genuine claims of the surviving neighbor",
    "real public schema 7 migration preserves all preexisting fields, road and governor settings",
    "real published v6 save preserves every old field and queue; malformed management is refused",
    "real schema 5 migration preserves all existing city/unit fields, RNG and road progress",
    "reduced start spacing is explicitly reported instead of being labelled original spacing",
    "refusal resumes the exact turn with war and movement intact and cannot be repeated in the same turn",
    "refusing preserves owner, population, buildings, stocks, units and random state",
    "religious revolution has exactly two own harvests and no random draw",
    "renewed war retains the old points and records a treaty breach rather than resetting history",
    "repeated forced labor stacks anger and one owner harvest removes one penalty turn",
    "research selection shares prerequisites and resets only when the subject changes",
    "research unlocks common production only after both technology and resource access exist",
    "resistance quotes combine original culture row and the captor-to-origin government matrix without randomness",
    "resource and technology failure with no lower eligible type produces a structured refusal",
    "resource yield visibility, road commerce and government penalty are separate",
    "resources use native allowed terrains and special Natives are not randomly scattered",
    "retreat uses both experience bonuses, needs a slower opponent and a free destination",
    "revolution is a validated immutable command with a saved random duration",
    "rival expansion removes an assigned cell and resource access and interrupts unfinished foreign work",
    "river atlas is indexed around the east vertex and reciprocal edges count once",
    "river edges remain reciprocal across native and wrapped neighbor coordinates",
    "river editing writes reciprocal native edges and undo restores both cells",
    "river sides are reciprocal, touch land and use actual diamond edges",
    "road work accumulates from the supplied job cost and survives mid-job loading",
    "roads and partial movement use real cost and clamp expensive final steps",
    "roads use Atlants factor and entering expensive terrain spends remaining movement",
    "routing uses remembered terrain and never hidden current terrain or units",
    "sale removes effects, awards one eighth cost, and is limited per city per turn",
    "same seed and parameters reproduce tiles, resources, starts and complete generator streams",
    "save insertion before and after each draft produces exactly the same result and PRNG",
    "save loader rejects malformed or contradictory route orders",
    "save loader rejects wrong native parity, lengths, geometry and dimensions",
    "save loading rejects an unknown culture model or malformed historical culture and age",
    "save loading rejects unknown war models, noninteger memories, self references and future offer times",
    "save validation rejects inconsistent unit progress, negative tile work and malformed harvest history",
    "saved schema 12 migrates with exact geography, work, random state and an explicit inferred ownership age",
    "saved transitions reject orphan anarchy, invalid counters, duplicated and forged choices",
    "saved treaty identities, dates, parties and breach records are validated",
    "saved wait order and FIFO counter resume identically",
    "scenario cities, native population and units survive the ordinary save validator",
    "scenario rules must match the compiled profile and cannot silently use stale unit values",
    "schema 8 published save migrates with its road, random state and research intact",
    "schema 9 migration preserves the original geography, unfinished road, government and random state without retroactive golden age",
    "schema16 migration preserves exact old map, draft timers, roads, jobs and random state",
    "science and luxury are rounded per city with the residual going to taxes",
    "scientific trait is bit 3, distinct from expansionist bit 2 for gifts and building costs",
    "scientists and tax collectors bypass corruption and building percentage multipliers",
    "seed changes the world, and generation does not consume the game combat PRNG",
    "seed-one combat has four rounds, one casualty and the same result after reload",
    "separate enemies add their rounded effects, while peace and an eliminated enemy contribute no active mood",
    "settlement scoring respects native staggered coordinates and ordinary founding rules",
    "settlement sites are legal, separated, productive and deterministic without changing the input",
    "settler production uses native cost and preserves population, food and a military reserve",
    "shared AI resolves the mandatory free choice with an ordinary legal command",
    "shared city forecast and end-turn harvest agree and consume Atlants three food",
    "shared requirements distinguish civilization, technology, resources and special research",
    "six scoped jobs use native technology, action bits, terrain multipliers and worker/government strengths",
    "small wonders, ordinary trait-marked buildings and wonders no longer owned do not supply a trigger",
    "sound planning uses independent randomness, preserves raw data and bounds outlying gains",
    "special records and future eras are refused while the new early specialist topics are available",
    "specialist research and taxes continue during disorder while ordinary output stops",
    "specialist research and taxes stay whole in a genuinely corrupt non-capital town",
    "specialist research, taxes and building-only engineer shields survive anarchy in the actual harvest",
    "spiral blocks decisions, opponent actions, combat presentation and a finished game",
    "spiral state counts idle units and excludes working, held, fortified and routed units",
    "starts can grow beyond population two under the initial government without hidden resources or worker technologies",
    "starvation never removes a size-one city and trims invalid resident slots",
    "stored engineer shields survive loading and are removed on an ordinary switch to a unit",
    "subsequent victories neither restart nor extend the active or expired golden age",
    "supplied Atlants tables, units and raw unknown fields retain their measured values",
    "support follows size thresholds, AI difficulty bonuses and all-units-free governments",
    "suppression limits successful quelling, not attempted residents, and consumes no draws without a garrison",
    "tampered or mismatched custom rules cannot be loaded against another state",
    "terrain editing is immutable and undo restores exact tiles and redo restores the stroke",
    "territory presence adds one per enemy rather than one per unit, including in a zero-weariness government",
    "the AI accepts by the same validated command and ignores hidden opponent treasury and culture",
    "the Atlants starting Founder defends in combat instead of being captured without a fight",
    "the Wealth technology doubles the exchange before rounding without doubling specialist taxes",
    "the city allowance renews only on its next natural turn and draft debt decays on its own harvest",
    "the complete flag catalog excludes other civilizations, unflagged types and missing requirements",
    "the entire published peaceful sequence 121 to zero requires both percentage decay and the quiet-front reduction",
    "the factor quote counts target citizens, doubles resistors and subtracts a full garrison after multiplication",
    "the first policeman may have no effect when losses are at the maximum cap",
    "the forecast and actual harvest share ownership changes and ignore the rival stale cell assignment",
    "the free defender uses native defense strategy and common requirements, with no research, resource or nationality bypass",
    "the mandatory receiving choice survives save/load and invalid choices do not change the state",
    "the ordinary next-turn phase increments territory once and can collapse a strong-weariness government",
    "the responder cannot use diplomacy interruption to move, research, change government or end a turn",
    "the same live network supplies a revealed resource and loses it after road removal",
    "the second civilization to discover Philosophy receives no first-discovery reward",
    "the shared culture income crosses a threshold once and emits a saved expansion event",
    "the upcoming harvest forecast and real tax/science ledger share the same wartime mood and assignments",
    "treasury forecast settles once, includes palace maintenance and survives load",
    "tundra borders only grass, tundra or coast as required by original transition sheets",
    "turn sequence continues through save without repeating a side or resetting moves",
    "two workers share a fractional progress pool, finish only once and preserve exact halfway loading",
    "two workers share work once without duplicating completion events",
    "unfinished owner-specific production and obsolete decisions do not migrate into the new owner orders",
    "unfinished road remains locked through turns and save/load, then completed worker can move",
    "unit support includes outright government allowance, city allowance and support-free units",
    "unresolved action and audio bindings fail explicitly rather than changing rules",
    "unseen opponent treasury and knowledge do not alter AI economic orders",
    "verification report distinguishes native data and own-engine tests from Windows observations",
    "victory cancels a completed-anarchy choice without making the finished save unloadable",
    "views conceal enemy treasury, research, orders, PRNG and unknown terrain",
    "visible peaceful foreign unit explains required war and GoTo cannot declare it",
    "visible wartime attackers exclude unsafe city sites",
    "voluntary razing removes the city and creates population-based captives",
    "waiting as the only remaining unit reactivates it rather than ending the turn",
    "war changes create per-player structured reasons and never consume randomness",
    "war needs contact and a rejected attack changes neither world nor random state",
    "water and disconnected land cannot receive a land route",
    "water intersections retain separate coast, sea and ocean sheets",
    "weak weariness does not force anarchy at the higher levels, while strong mode observes the strict 90 threshold",
    "weariness boundaries distinguish 30/31, 60/61, 90/91 and 120/121 without interpolation",
    "winning an attack does not charge the attacker with the defender loss or the historical AI mirror bug",
    "wonder coverage combines current owned physical great wonders, but construction is the trigger",
    "work eligibility refuses an unavailable technology, finished road and wrong unit",
    "worker AI builds and upgrades an eligible fort on a visible wartime road frontier",
    "worker AI can start native rail work in its visible connected city economy",
    "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",
    "workers already present or being trained satisfy the city worker quota",
    "workers produced from foreign residents retain nationality and captive work/support status",
    "working unit rejects Hold and activation while Wait preserves its job",
    "wrapped displacements use the original axes before conversion to logical u,v",
    "wrapped distance, borders, city radius and worker validation agree across the seam",
    "xenophobic governments pause culture at an exact half and resume after a native majority without erasing accumulated culture",
    "young worlds have more hills and mountains than old worlds",
    "zero assimilation and wholly native cities make no random draw; owner-specific assimilation is deterministic after load",
    "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"
  ],
  "evidence": [
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      "log": "civ3-unit-designer-full-tests.log",
      "sha256": "717b276179de66b92c72d666cebf988ee0180a1f8b5ac09dce76e4a933b4b34f",
      "passed": 465
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    {
      "log": "civ3-unit-designer-final-focused.log",
      "sha256": "58fc092f32991e61b13c9300ad983740771e51adc99e35579ce15c6b9b15ff18",
      "passed": 28
    }
  ],
  "pythonChecks": 27,
  "DOMLogSHA256": "bcfc9da58826c38555931e1ab31777e50136858ddcbe9fd75c0d10fdcb3e17fa",
  "publishedCodeFilesCompared": 57,
  "different": []
}
