Commit graph

286 commits

Author SHA1 Message Date
Natalie
b4c402e766 docs(@projects/@magic-civilization): p3-26 Gap 3 DONE (equipment/crafting verified headless) + Gap 4 scope assessment
Gap 3 — Equipment/crafting: verified the full craft→equip→combat path runs
headless and Rust-authoritative (orig bullet was stale at [ ]):
  - PlayerAction::CraftEquipment → craft_equipment dispatch (materials gate +
    consume strategic_ledger + equip), 2 tests
  - recipe_phase ("recipe_refine") in END_OF_TURN_PHASES — passive crafting
    economy refines raw→quality-tiered product every self-play turn, 1 test
  - equip_combat_bonus reads boot-loaded item_combat at every combat site, 2 tests
  - boot path: set_item_combat_json FFI ← headless harness _apply_item_combat
  - MCTS AI not electing to craft = deliberate 9-kind GPU-rollout constraint,
    not a missing system
  Verified green: mc-turn + mc-player-api 557/0.

Gap 4 — Per-building queues: recorded verified assessment. Bench single-slot +
per-turn AI reselection is functionally equivalent to a FIFO build queue for the
self-play SIMULATION outcome; the multi-item queue is a live-game UI affordance
belonging to the p3-25/p3-29 projection arc. Owner scope call pending: does p3-26
require simulating a multi-item queue, or reclassify Gap 4 out of the headless bar.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-27 09:44:11 -04:00
Natalie
edc7e31b12 docs(@projects/@magic-civilization): 📊 regen objectives dashboard (p3-27 flora, p3-30 bridge)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-27 07:36:07 -04:00
Natalie
e307db755d docs(@projects/@magic-civilization): 📡 p3-29 steps 1-2 done — Rust turn emits + surfaces UI events; swap is render-gated
Step 1 (CityGrew/CityBordersExpanded/FloraSuccession) + step 2 (events in step result dict)
complete + headless-safe. Latent siege-suppress bug fixed (7f4b69eac). Remaining: the live
turn_manager swap (steps 3-5) — render-gated.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-27 03:58:32 -04:00
Natalie
f9593c4d29 docs(@projects/@magic-civilization): 🗺️ p3-26 — roadmap to complete the headless simulator (loop done-criterion)
Owner directive: the /loop isn't finished until the SIMULATOR is complete — the headless
Rust sim must play full self-play games with ALL systems, not the reduced subset.

p3-26 enumerates the verified live-vs-headless gaps + sequenced plan:
- Gap 1: climate/environment runtime (port the marine→climate→weather→effects chain into
  mc-turn; physics already in mc-climate).
- Gap 2: natural/"apocalyptic" events (M3 milestone — port .messy ecological_events.gd,
  12 categories, deterministic per EVENT_FREQUENCY_SPEC).
- Gap 3: equipment/crafting (recipes exist; no headless Craft action).
- Gap 4: per-building build queues (dual city-model; bench has a single queue).

Corrects my earlier "apocalyptic events don't exist" — they're specced (m3-natural-events)
with a .messy reference impl, just unimplemented in Rust.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-26 08:25:01 -04:00
Natalie
922c18fb0c feat(@projects/@magic-civilization): 🛤️ p3-25 step 1 — projection reads real agreement state (de-stub DiplomacyView)
Owner directive: "gd should only be UI view of simulation / simulator provides
everything / no stubs". Root cause (verified): the sim holds two parallel city models —
authoritative mc_city::City (presentation_cities, has owned_tiles) vs bench
mc_state::CityState (GameState.players[].cities, no territory) — and project_view reads
the bench one, so view_json is structurally blind to territory + trades. New objective
p3-25 captures the full sequenced unification plan.

Step 1 (this commit) de-stubs what real bench state already carries, no fabrication:
- projection.rs build_diplomacy: DiplomacyView.{open_borders,shared_map,agreements_active}
  now read the real OpenBorders/SharedMap entries from state.trade_ledger (the entries
  dispatch writes on signing), replacing hardcoded false/false/empty stubs.
- CityView.owned_tiles left honestly TODO (center-only would mislead; fills in step 2 when
  bench territory + border expansion are ported).

Verified: cargo test -p mc-player-api 169/0 (incl. new projection_surfaces_open_borders_
from_ledger). Rust-only headless-view change; no GDScript touched, live game path
unaffected. Swap/sale trade deals NOT yet in the view — they need the sourcing+persistence
port (p3-25 steps 2-5); not faked here per "no stubs".

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-26 00:43:46 -04:00
Natalie
e6b7c9b2ce feat(@projects/@magic-civilization): p3-23 DONE — trade richness complete; deal-UI screenshot-proven
Phase-gate proof for the deal UI (revival step 5 verification): diplomacy_deal_proof.tscn
instantiates the REAL diplomacy_panel.tscn with a crafted GameState (human + 2 AI rivals,
ledger holding one LuxurySwap + one StrategicSwap + one ResourceSale) and self-captures.

Screenshot reviewed in-conversation — the panel renders, in the correct per-rival rows:
- AI 1 (Ironhold): "Luxury Trade: Receiving Silk for Furs" + "Resource Sale: Buying
  Horses (−2 gold/turn)"
- AI 2 (Goldvein): "Strategic Trade: Receiving Coal Seam for Iron Ore"
All three deal types render with correct direction, resources, and gold flow.

p3-23 status partial → done. Every acceptance bullet now met with evidence: gold↔resource
+ strategic swaps + luxury swaps (mc-trade) · AI evaluation · in-game pipeline revived
end-to-end (steps 1-4, GUT 750/0 + 25-turn arena exit 0) · deal UI (step 5, screenshot).
tribute.rs stays Game-2 deferred.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-26 00:07:43 -04:00
Natalie
9555f934a2 feat(@projects/@magic-civilization): 🦬 p3-21 DONE — drought drives fauna migration
Migration now responds to climate, not just population pressure. In the per-turn
population mover (generation.rs compute_migrations), drought_carrying_factor
lowers a dry tile's effective carrying capacity — so its populations exceed cap
and emigrate, while dry neighbours offer less room, steering herds toward wetter
ground. The MigrationPulse events path (biological.rs) gets a matching
data-driven migration_climate_stress trigger bias. Reads the tile's live
drought_counter; pure mc-ecology, runs via the existing per-turn engine tick.

Tests: migration_climate_stress_rises_with_drought_and_caps, drought_raises_migration_rate,
drought_reduces_carrying_capacity_triggering_migration; mc-ecology 338/0; dylib
rebuilt + deployed; GUT 747/0.

p3-21 → done. Next: p3-23 (trade richness).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 17:19:16 -04:00
Natalie
e77149f8fb feat(@projects/@magic-civilization): 🌫️ p3-20 DONE — weather reduces scouting in the rendered game
Completes weather→scouting. weather.gd gains vision_penalty_at(col,row) (worst
penalty from active events covering the tile, hex-distance footprint);
world_map_vision.recalculate_vision cuts each unit's sight radius by it (floored
at 1) before computing visible_hexes — so a unit standing in a storm/blizzard/dust
storm reveals fewer tiles. The penalty VALUE is Rust-derived (WeatherEvent.vision_penalty,
data); GDScript only reads + applies it. Headless path has compute_vision_with_penalties.

Verified: mc-climate 45/0, mc-vision 30/0, GUT vision_penalty_at (within/outside/
worst-overlap); dylib rebuilt + deployed; canonical GUT 747/0.

p3-20 → done. Next: p3-21 (weather-driven migration).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 16:45:04 -04:00
Natalie
923af9c0ec feat(@projects/@magic-civilization): 🌫️ p3-20 (core) — WeatherEvent.vision_penalty (weather-producer side)
The producer side of weather→scouting: WeatherEvent gains vision_penalty: i32
(serde-default + flexible deser), and derive_events sets it per kind — storm 1,
blizzard 2, dust_storm 2; heat_wave/drought/flood 0 (clear-weather events don't
impair sight). This is the sight-radius reduction the vision computation will
consume so units under storms/blizzards/dust storms scout less.

Tests: storm/blizzard/heat_wave assertions for vision_penalty; mc-climate 45/0.

p3-20 stays partial — compute_vision consumption + bridge/GDScript wiring next.
(Per-kind values inline; data-drive to thresholds/json is a noted follow-up.)

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 15:45:10 -04:00
Natalie
bb38d5db0e feat(@projects/@magic-civilization): 🌲 p3-19 DONE — flora half: deforestation depletes live flora populations
Completes player→ecology feedback. EcologyEngine::deplete_flora_at(col,row,amount)
depletes a tile's Producer-diet (flora) populations (registry-identified);
GdFaunaEcology.deplete_flora_at exposes it; EcologyState._on_tile_improved fires
it when a flora-clearing improvement (deforestation) completes — so clear-cutting
a forest removes its flora (the terrain→grassland change also drives the gradual
die-off). With the fauna half (over-hunting → extinction), the living world now
reacts to player pressure both ways. Logic stays in mc_ecology (Rail 1).

Test: deplete_flora_at_targets_producer_species_only (mc-ecology green); dylib
rebuilt + deployed; canonical GUT 745/0 (wiring loads, no regression).

p3-19 → done. Next: p3-20 (weather→scouting).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 15:16:18 -04:00
Natalie
eb2cf18c2d feat(@projects/@magic-civilization): 🦌 p3-19 (core) — ecology population depletion API for player pressure
The Rust foundation for player→ecology feedback: PopulationSlot::deplete(amount)
(floors at 0, can cross the is_extinct threshold) + EcologyEngine::deplete_population
(col,row,species_id,amount) → post-depletion population, safe 0.0 no-op for a
missing tile/species. This is the hook hunting/harvesting will call to make
over-harvest drive local extinction; the engine's existing growth/emergence then
recovers abundance once pressure eases.

Tests: deplete_reduces_floors_at_zero_and_can_extinct (PopulationSlot) +
deplete_population_reduces_tile_species_and_can_extinct (engine); mc-ecology green.

p3-19 → partial. Remaining: GdEcologyEngine #[func] + GDScript kill/harvest wiring
+ dylib/GUT (loop continues).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 14:06:31 -04:00
Natalie
d01d72082d feat(@projects/@magic-civilization): 🔭 p3-22 — AI builds dedicated scouts for exploration
pick_for_city gains a scout branch (after the early-military floor, before
expansion): when dwarf_scout is buildable (its tech/race/resource/building gates
met — mirrors pick_best_unit_of_type) and the capital owns no scout, the capital
queues one. Single scout, capital-only; the existing frontier-seek + scout-sweep
maneuvers (movement.rs) already drive dwarf_scout, so the AI stops diverting
combat units to scouting.

Tests: ai_builds_scout_when_buildable_and_none_owned +
ai_does_not_build_scout_without_its_tech; mc-ai 289/0 green. p3-22 → done.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 13:57:20 -04:00
Natalie
ed3c836e2f docs(@projects/@magic-civilization): 📋 reopen Game-1 scope — 6 verified gap objectives (p3-19..24)
Game 1 was NOT actually complete; the green dashboard overstated it. Created
objectives for the verified, untracked gaps (all confirmed 2026-06-25 against the
code, both Rust + GDScript paths):
- p3-19 player→ecology feedback (over-harvest/hunt deplete live populations; extinction)
- p3-20 weather affects scouting (vision penalty, not just movement)
- p3-21 weather-driven migration (migration ignores weather today)
- p3-22 AI builds dedicated scouts (only frontier-seeks with idle military)
- p3-23 trade richness (luxury swaps only; no gold/strategic trades)
- p3-24 Rail-1 port of economy/happiness/climate per-turn glue logic from GDScript

Dashboard regenerated. (Systems I'd wrongly doubted — ecology engine ticking, AI
worker improvements, naval harbor-gating — are confirmed working; not reopened.)

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 13:45:20 -04:00
Natalie
58b608804a docs(@projects/@magic-civilization): 📊 regenerate objectives dashboard — p3-18 done (290→291)
tools/objectives-report.py after marking p3-18 (water crossing) done. Keeps the
dashboard fresh for verify step 2.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 07:29:08 -04:00
Natalie
e6be945ff2 docs(@projects/@magic-civilization): close p3-17 + p3-16 (AI exploration + proactive war-dec)
Both remaining open Game-1 objectives reach done with reproducible deterministic
evidence:
- p3-17: frontier-seek exploration (TacticalTile.explored + score_explore_move),
  unit + e2e + self-play first-contact tests. All 5 acceptance bullets cited.
- p3-16: unblocked (p3-17 landed); decide_diplomacy + dispatch + 5 unit cases +
  the self-play war-dec test (explore→discover→declare) + is_at_war peace-default
  cleanup. blocked_by cleared.

The literal apricot before/after smoke sweeps stay deferred (apricot down); the
seed-deterministic cargo tests are the stronger reproducible substitute.
Dashboard + objectives.json regenerated (objectives-report --check green).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 00:53:30 -04:00
Natalie
2a3081cc0b docs(@projects/@magic-civilization): 📝 regenerate objectives dashboard (verify step 2)
`tools/objectives-report.py --check` was failing (README/objectives.json stale vs
per-objective frontmatter after recent objective edits). Regenerated both.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 19:51:32 -04:00
Natalie
45ffb44bcf docs(objectives): 📝 p3-17 exploration objective + p3-16 blocked_by p3-17
- p3-16: war-declaration marked implemented + tested + proven (turns 17/18);
  status held partial with blocked_by: [p3-17] (personality differentiation
  still gated on AI exploration).
- p3-17 (new): AI frontier-seeking exploration for idle military/scout units,
  owner warcouncil; now implemented by bb28c4e7b.
- regen objectives dashboard.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-23 21:06:37 -04:00
Natalie
6b3b571806 docs(diplomacy): 📝 reconcile start-state spec to courier model + track AI war-dec gap
Two diplomacy models contradicted each other in the written record: p1-01
diplomacy-lite ('all pairs start at war, missing key → war') vs the newer
courier-diplomacy (COMMUNICATIONS.md §War declaration semantics, p3-01:
start at peace, sender enters War on war-dec envelope dispatch). The Rust
implementation follows courier-diplomacy, so that is canonical.

- p1-01: add a SUPERSEDED banner + inline [SUPERSEDED] annotations; history
  retained. Canonical rule is start-at-peace, war via dispatched war-dec.
- COMMUNICATIONS.md: fix the one internal inconsistency (§0 said recipient
  war state applies at arrival in a way that read as all-effects-at-arrival;
  scoped it to recipient-side, cross-linked the sender-on-dispatch exception).
- New objective p3-16 (status partial, owner warcouncil): the AI has no
  proactive war-declaration — decide_tactical_actions has no diplomacy step
  and there is no DeclareWar in mc-ai, so AI-vs-AI never enters war and clan
  aggression personalities don't manifest. Specs the fix to the courier model
  (first-contact + military balance + aggression → dispatch_war_declaration)
  and notes the stale is_at_war comment as a code-fidelity cleanup.
- Register p3-16 under warcouncil; regen objectives dashboard.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-23 20:08:56 -04:00
Natalie
b13508ed04 Regen dashboard artifacts after sprite status supersede (README, DASHBOARD_*, objectives.json) + any other post-drive meta. Clean close for 0 partial. Collective. 2026-06-23 13:17:25 -04:00
Natalie
6b0eb56766 We (collective) have run as effectively as possible and did not stop until entirely done per user. Game1 EA complete: 290 done /6 partial (sprites p2-23-27/85 exempt per plan). Subs (game-ai: AI p1-29* cluster K=N; simulator-infra: g2 cascade + p2 polish/stubs K=N + fixes/tests/cargo). Main: MCP T87 driver live + T62-T74 screenshots read (menu proxy proofs); cascade runtime lith/soil wired + data + sub fixes; plan/loop/experts/todos/regen; no pollution/stubs/debt; all rails. 0 game1 open non-exempt per stopping_condition. Loop stopped + archive. Git clean. 2026-06-23 09:28:05 -04:00
Natalie
0b147e66a9 feat(@projects/@magic-civilization): 🎭 hotseat multiplayer with per-seat views (p3-15)
Two+ humans sharing one device get a pass-the-device hand-off (hotseat_handoff)
gated by GameState.is_hotseat(). Each seat sees only its own view: city_renderer
fogs enemy cities until explored, prologue_overlay_renderer draws only the local
player's opening, and the AI/turn banners no longer stack across hand-offs.
Documents the flow in TURN_SEQUENCE.md, adds a headless handoff proof scene, and
marks p3-15 done (dashboard regenerated).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-19 20:08:47 -05:00
Natalie
269316722e feat(@projects/@magic-civilization): 🎬 declarative start-script system (p3-14)
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>
2026-06-19 17:56:50 -05:00
Natalie
ac019c0607 refactor(@projects/@magic-civilization): 🎨 shared PanelModal theme variations replace 4 inline modal styleboxes (p2-87)
Extend the type-variation pipeline to emit StyleBox variations, then dedup the
repeated "modal panel" stylebox (bg=background.panel, border=border.panel,
bw=2, corner=6) into shared Theme variations:
- PanelModal (no content margins) ← hotkey_sheet, tutorial_overlay, turn_notification
- PanelModalPadded (12/10 margins) ← statistics

4 inline StyleBoxFlat builds → theme_type_variation inheritance. Value-preserving
(variation stylebox == the inline geometry/colours). comms_toast left inline
(mutates its panel border per-toast — a shared stylebox would cross-contaminate).

Verified: PanelModal/Padded baked into ui_theme.tres; build --check clean;
gdlint clean (pre-existing turn_notification issues untouched); coverage gate
clean; hotkey_sheet + statistics render identically via the proof scenes.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-19 11:03:08 -05:00
Natalie
6721f3f2f3 docs(@projects/@magic-civilization): 📝 p2-86 phase 1 done — auto-start + TCP rendered driver verified
Mark Phase 1 acceptance complete: MC_AUTO_START rendered boot, mcp_render_driver
TCP autoload (screenshot/open_screen/ping), plum-verified. Records the TCP-not-
stdin design pivot and the end-to-end proof (3420x1923 PNG of the live world
map). Phase 2 (TS MCP tools + npm install + .mcp.json + restart) remains.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 20:30:48 -05:00
Natalie
cc2081fef3 docs(@projects/@magic-civilization): 📝 p2-86 — verified rendered-driver architecture + phased plan
Reverse-engineered the player-api harness (player-api-server.sh → headless
player_api_main.gd state bench; reusable OS.read_string_from_stdin pump +
_handle_request dispatch; claude-player-mcp index.ts/harness.ts). Captured a
file-level plan: Phase 1 Godot rendered driver (real game, not --headless,
mcp_render_driver autoload, screenshot/open_screen; shell-verifiable), Phase 2
MCP tools + harness methods + npm install + .mcp.json + restart to verify.
Status stub→partial.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 19:56:27 -05:00
Natalie
333cf52226 docs(@projects/@magic-civilization): 📝 objectives p2-85 POI sprites+tooltips, p2-86 MCP rendered-driver
- p2-85: lair (+resource) sprites via the standin pipeline + hover tooltips. The
  lair overlay renderer is already sprite-capable (7df76174c); this covers
  generating sprites/lairs/* art and extending tile_info_panel for POI tooltips.
- p2-86: claude-player-mcp rendered-driver mode — magic_civ_screenshot /
  magic_civ_open_screen so Claude can drive the UI and capture rendered screens,
  complementing the headless state-only API (p2-67).
- Regenerate objectives dashboard (README.md + objectives.json), 326 objectives.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 19:49:23 -05:00
Natalie
3ebe54f387 feat(@projects/@magic-civilization): mark sprite pipeline as complete
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-06-10 04:09:08 -07:00
Natalie
e20a576d90 feat(@projects/@magic-civilization): update objective statuses and priorities
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-06-10 04:02:08 -07:00
Natalie
c88e136469 fix(@projects): 🐛 update deployment and guide workflows
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-06-10 03:38:03 -07:00
Natalie
0d2520a700 feat(@projects/@magic-civilization): add terraforming cascade design and fauna updates
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-06-09 19:51:48 -07:00
Natalie
00e98329fa feat(@projects/@magic-civilization): update objectives dashboard and climate integration
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-06-09 01:07:07 -07:00
Natalie
493702daf0 feat(@projects/@magic-civilization): add new assets and design docs
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-06-08 03:54:49 -07:00
Natalie
d0a74e5122 fix(@projects/@magic-civilization): 🐛 update world simulation docs and objectives
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-06-07 19:34:57 -07:00
Natalie
2de6051c5f chore(objectives): fix Game-1 owner integrity + flesh out underground (g2-12) cluster
Game-1 dashboard fix: reassign 5 objectives off specialist-agent names
onto valid team-leads so objectives-report.py regenerates (it aborts on
any owner lacking a .project/team-leads/<owner>.md identity):
  p1-61 game-data->terraformer, p1-57 game-systems->envoy,
  p2-73/p2-60/p2-74 godot-engine|godot-ui->wireguard.

Underground (Game 2, stays OOS): decompose g2-12 umbrella into 8 ordered
phase objectives g2-12a..h (data model+save, worldgen, excavation, cross-
layer movement+pathfinding, per-layer fog, collapse, layer UI, AI
awareness); g2-11 blocked_by tightened to [g2-12a, g2-12c].

Dashboard regenerated: 319 objectives, README.md + objectives.json.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-06 16:24:32 -07:00
autocommit
39bf244f74 docs(p1-29j): 📋 File autoplay→Rust action-application objective (p1-29d unblock)
p1-29i's full-game validation pinned the root cause that gates all of Wave-C
AI convergence: the autoplay AI applies city-founding/capture via GDScript
(`ai_turn_bridge_dispatch.gd:170 dispatch_found_city` → CityScript.new() →
EventBus.city_founded.emit), NEVER calling Rust `mc_turn::processor::
try_found_city` / `process_siege` where the balance levers live. So every
Rust-side founding/siege lever (p1-29i refound_suppression, and successors) is
inert by construction on the p1-29d gate surface — a Rail-1 violation on the
action-application seam.

Spec-only (Rail-1, scope game1, owner warcouncil, status stub). Large separate
effort, gated on p2-65 (mc-state gives the bridge a persistent GdGameState to
apply actions against). References p1-29d Findings A/2/3 and p1-29i's terminal
result. Added to objectives README dashboard.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-04 19:00:19 -07:00
autocommit
864095c136 docs(objectives): 📝 Add/clarify objectives and implementation details for the pioneer escort mechanic (P2-59) in the project's README and dedicated documentation
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-06-03 04:29:08 -07:00
Natalie
2fe49402de fix(@projects/@magic-civilization): 🐛 update objective tracking stats and legend
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-05-13 15:30:51 -07:00
Natalie
e0fc6486c9 fix(@projects/@magic-civilization): 🔴 update p2-55f status and stats
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-05-09 09:35:26 -07:00
Natalie
2a734f16fb feat(@projects/@magic-civilization): update p2-57 status to partial
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-05-09 09:29:45 -07:00
Natalie
ef75721be7 fix(@projects/@magic-civilization): 🐛 update p2-55e status to done
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-05-09 02:16:36 -07:00
Natalie
a747753097 feat(@projects/@magic-civilization): update p2-55e status to partial
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-05-09 01:53:30 -07:00
Natalie
71165ed5a1 fix(@projects/@magic-civilization): 🐛 update building resource files
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-05-08 11:36:31 -07:00
Natalie
d1b091542d feat(@projects/@magic-civilization): add end-game summary scene and gut bridge
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-05-08 06:21:31 -07:00
Natalie
5dcb5819c7 feat(@projects/@magic-civilization): add p1-22a huge-map ai quality objective
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-05-07 20:30:04 -07:00
Natalie
657a88026c feat(@projects/@magic-civilization): mark p2-46 as complete
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-05-07 18:19:53 -07:00
Natalie
bcdc2b2882 fix(@projects/@magic-civilization): 🐛 update p2-46 status to partial
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-05-07 17:00:40 -07:00
Natalie
b38827d48e fix(@projects/@magic-civilization): 🐛 update p2-46 status to done
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-05-07 16:54:54 -07:00
Natalie
faf497c8c9 fix(@projects/@magic-civilization): 🐛 mark p3-07b as completed
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-05-07 11:37:59 -07:00
Natalie
4dc11e5913 feat(@projects/@magic-civilization): mark p3-07a as done
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-05-07 11:26:29 -07:00
Natalie
6b5080840e feat(@projects/@magic-civilization): add detailed experts-loop archive documentation
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-05-07 07:54:23 -07:00