The normal-start seed-2 match with two ordinary economic AIs reaches tick 200000 with both sides alive and clean conservation. Neither player's production changes from tick 100000 to 200000. This remains after the moving-settler construction correction in #193.
At tick 200000, player 1 has no owned granite object. Its view does show neutral granite, and the engine's normal public placement check permits a stonecutter at 11,54. The AI issues no command. Submitting just that ordinary build command completes the hut and increases actually produced stone from 72 to 80 within 8000 ticks. No stock, workers, land, map data or rules are injected. Conservation stays clean. The observed granite tile at 11,61 remains initially neutral.
The current AI resource anchors only include objects on owned tiles, although the existing harvesting router can legally reach a neutral blocking object from an adjacent owned tile. Pioneers can claim walkable ground around granite, but cannot stand on the granite itself. The policy can therefore keep expanding while overlooking a usable hut site. Do not change the simulation's established harvesting or territory rules to hide this planning gap.
Acceptance:
- Use only explored resource information and legal public placement/movement behavior to plan a usable stonecutter when its granite object is neutral.
- Reproduce the captured checkpoint's missing order and actual production recovery through ordinary AI commands, with no grants or terrain edits.
- Cover both usable neutral resources and unreachable/enemy cases at the public AI/session seam.
- Keep AI decisions deterministic across restore, and preserve rules/profile identity for this policy-only correction.
- Repeat the normal two-economy match and report any remaining bottleneck; keep the broader economy/skirmish issues open until their full acceptance is met.
Related: #73, #74, #76, #193, #4. Original Gold executable behavior remains unobserved. This issue corrects planning against the engineering rules already implemented by the engine.