P1 hardcoded the tech ids ("shipbuilding"/"ocean_navigation") in Rust — a Rail-2
violation (JSON is the canonical content store) and not single-source. Per owner
direction ("should be a player-level config setting"), the embark grant now lives
in data and is cached per player:
- mc_core::EmbarkLevel moves to the shared base crate (was mc-pathfinding) so
PlayerState can hold it; mc-pathfinding re-exports it. Adds from_mechanic_key
(the ONLY place the embark_* mechanic-key strings live).
- The naval techs carry the grant in JSON via unlocks.mechanics: shipbuilding →
embark_coast, ocean_navigation → embark_ocean. Which tech grants embark is now
authored data, not Rust.
- TechWeb::embark_level(researched) derives the strongest grant across a player's
researched techs (None < Coast < Ocean).
- PlayerState gains a cached embark_level field; process_science recomputes it
each turn from the researched set (idempotent → save-load / tech injection
covered). The move handler reads the cache (no per-move tech parsing).
Tests: mc-core EmbarkLevel ordering + mapping; mc-tech embark_level method
(inline web) + a real-data guard that authored naval.json carries the mechanics;
mc-pathfinding 9/9 unchanged. All green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Follow-up to the TechWeb fix: research advanced to 109 techs but every city
still spawned tier-1 dwarf_warrior. Five stacked defects severed the
tech→unit→production chain; all are fixed here. Proven in a 599-turn duel
self-play (seed 42): slot 0 fields a 222-strong tier-8 dwarf_adamantine_champion
army; both clans now CHOOSE tier-2..8 units by tech (was tier-1 only).
1. units_catalog (#[serde(skip)]) was never stamped onto the dispatch
GdPlayerApi — only GdGameState. The harness comment claimed 'both must be
re-stamped at boot' but only did GdGameState. Added
GdPlayerApi::set_units_runtime_catalog_json + a post-load harness re-stamp.
Without it apply_queue_production/try_spawn_unit ran catalog-blind.
2. apply_queue_production classified queued ids as unit-vs-building by a
starts_with("dwarf_") prefix. Replaced with an authoritative
units_catalog.get() lookup (prefix kept only as empty-catalog fallback).
The prefix leaked dwarf_-prefixed BUILDINGS (dwarf_deep_forge) onto the map
as units and misfiled every non-dwarf unit.
3. project_tactical_player hardcoded race_id: None, filtering out every
race_required:dwarf unit. Added PlayerState.race_id (race gates production →
it is sim state, not pure presentation per p2-72a), stamped it in
set_player_presentation_json + the headless harness (sourced from
setup.json::default_race), and projected it.
4. build_unit_catalog loaded faction:"wild" monsters (ancient_hydra, …) and
freepeople into the AI production catalog. With race_required:null they
passed every race filter and, being high-tier, the picker preferred them.
Excluded non-player factions from the production catalog (runtime catalog
still carries them for encounters).
5. Generic warrior/spearmen/archer carried clan_affinity to ALL FIVE clans at
tier 1, so clan_affinity_score=2 dominated tier and every named clan locked
onto tier-1 'warrior'. Cleared their affinity (they are neutral baselines,
not clan signatures).
mc-player-api 132 + mc-state 12 tests green. Known next layer (not this fix):
production VOLUME — try_spawn_unit's empty-queue dwarf_warrior auto-spawn still
floods tier-1, and the loser snowballs; the picker is correct, army composition
tuning is separate.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Tech unlocks + a unit tech-gate referenced ids absent from the loaded set:
- improvement renames (techs used stale ids): irrigation_channel→irrigation,
stone_road→road, fortress→fort
- improvement refs with no existing target removed: orchard, aqueduct_channel,
bridge, fishing_boats (no such improvement is authored)
- flight units (dwarf_gyrocopter/iron_hawk/mithril_hawk) exist + their unlock
techs are in-scope, but weren't in the manifest's units subscription → added
- dwarf_master_engineer.tech_required deep_engineering (nonexistent) → total_war
(its grand_engineer upgrade-from's gate, which is subscribed)
GUT: test_data_integrity 0 dangling refs (724 passing / 2 failing).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Game opening becomes a moddable JSON script driven by mc_worldsim::StartScriptRunner
and exposed to Godot via GdStartScript. Start scripts + dwarf tribe/wanderer units
live in public/resources/start_scripts; START_SCRIPTS.md documents the contract.
Adds tools/validate-start-scripts.py + wires it into CI (stage 3b) and verify.sh
(step 0b). Marks p3-14 done and regenerates the objectives dashboard.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
p2-57b gap analysis flagged dangling produces[] refs: adamantine_press /
gravity_press → dwarf_master_engineer, royal_infirmary / field_hospital_corps
→ master_surgeon, grand_chronicle → saga_writer named units that had no JSON.
Authored all three in public/resources/units/ matching the unit schema and the
shape of their nearest siblings (dwarf_grand_engineer, field_surgeon,
loremaster): Great-Person-tier support specialists with logistics blocks, real
tech gates (deep_engineering / surgical_practice / rune_archives), upgrade
chains, and GP actions consistent with their class. validate-game-data.py
PASSes all three (the 90 unrelated failures pre-exist on main).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>