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>