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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Meta Vens 2026-10-03 13:47:18 +02:00
commit 83459f8445
2 changed files with 42 additions and 23 deletions

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@ -164,15 +164,17 @@ The typed target carries these as labelled statements. The reasons:
the existing state graph through two new motor states.
The strand's first deliverable is the note's smallest proof: Zhestokost, Lucent
and AU in one run, which a playtester can describe without being told. It is three
and AU in one run, which a playtester can describe without being told. It is four
cuts:
1. doctrine, the flight, engagement with grace and hail, hull break-off and ping
cadence (`faction-play-1`);
2. pack slots and Lucent's duel (`faction-play-2`, after `feedback-1`);
3. support ships, anchor and leash, and Zhestokost's rearm loop
(`faction-play-3`).
1. doctrine, the flight, and engagement with grace, hail and compliance
(`faction-play-1`);
2. pack slots and Lucent's duel, hull break-off and ping cadence
(`faction-play-2`, after `feedback-1`);
3. support ships, anchor and leash (`faction-play-3`);
4. Zhestokost ammunition and the rearm loop, ending in the playtest
(`faction-play-4`).
All three wait for the mining and scenarios lanes to merge. Relations, track
All four wait for the mining and scenarios lanes to merge. Relations, track
sharing between factions, distress calls and target priority come after the
proof. The feedback and content strands leave room for faction colour and
livery, and decide nothing about them.