Aetheria release: faction-play proof is four cuts; ammunition fact F14
F14: only three weapons draw rounds, generation stocks none and stations sell none, so the Zhestokost tender loop needs its weapons to draw a commodity first (question zhestokost-ammunition). The proof splits into four cuts along the primitives, each under a Hands budget. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@ -164,15 +164,17 @@ The typed target carries these as labelled statements. The reasons:
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the existing state graph through two new motor states.
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The strand's first deliverable is the note's smallest proof: Zhestokost, Lucent
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and AU in one run, which a playtester can describe without being told. It is three
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and AU in one run, which a playtester can describe without being told. It is four
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cuts:
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1. doctrine, the flight, engagement with grace and hail, hull break-off and ping
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cadence (`faction-play-1`);
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2. pack slots and Lucent's duel (`faction-play-2`, after `feedback-1`);
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3. support ships, anchor and leash, and Zhestokost's rearm loop
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(`faction-play-3`).
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1. doctrine, the flight, and engagement with grace, hail and compliance
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(`faction-play-1`);
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2. pack slots and Lucent's duel, hull break-off and ping cadence
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(`faction-play-2`, after `feedback-1`);
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3. support ships, anchor and leash (`faction-play-3`);
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4. Zhestokost ammunition and the rearm loop, ending in the playtest
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(`faction-play-4`).
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All three wait for the mining and scenarios lanes to merge. Relations, track
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All four wait for the mining and scenarios lanes to merge. Relations, track
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sharing between factions, distress calls and target priority come after the
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proof. The feedback and content strands leave room for faction colour and
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livery, and decide nothing about them.
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