On the imported original T1 tutorial map at cff0f52, four ordinary keyboard build orders for woodcutter, stonecutter, sawmill and forester remain in leveling after 20,000 normal ticks. Materials are delivered, but no crew stays assigned. All accounting checks pass. Native browser play reproduces the stalled sites.
The imported four diggers are idle outside the tower territory and cannot follow the civilian route to the sites. workforce.recruit always chooses the nearest idle skilled worker before checking whether its work route can succeed. It repeatedly assigns an unreachable worker, which fails, instead of using a reachable skilled worker or equipping a reachable carrier from the real available tools. This is a staffing selection defect. The decoded original territory byte semantics remain unverified and must not be invented as a repair.
Acceptance:
- Choose skilled workers using the ordinary movement router and actual work destination.
- If no skilled worker can reach the site, equip a reachable carrier from a reachable real tool supply, within existing staffing limits.
- Preserve busy workers, player ownership, carrier reserves, tools and conservation. No relocation, tool grants or territory grants.
- Preserve old save/replay behavior through an explicit rules version.
- Add generated public-scenario regressions for disconnected skilled workers, reachable skilled alternatives, disconnected tool supplies and impossible routes.
- Verify the original tutorial opening through normal commands and native browser input.
- Run Buddy lint, types, relevant and full unit/browser qualification, then exact-main CI and original diagnostics before closing.
Scope: engineering staffing correction. No original Gold timing or territory interpretation claim, no full tutorial-script or native-presentation claim. Broader construction and browser playability issues remain open.