The converter currently applies one prototype gold/brown tint to every torso layer. Settlers belonging to different players therefore share clothing colors, while territory and small enemy markers use a separate prototype palette.
The supplied remake provides a more complete reference path. MapDrawContext defines 32 player colors and explicitly identifies the first 20 as copied from an original Settlers III editor screenshot; its additional 12 are remake choices. The shader multiplies the torso's grayscale intensity by the selected player's RGB color. This is source evidence, not a measured original Gold runtime palette.
Primary sources at paulwedeck/settlers-remake@6ad8c42:
Acceptance:
- Preserve the body and grayscale torso data needed to render each player's actual selected color, including transparent regions and signed anchors. Use the corrected generic torso alignment.
- Adopt the reference palette with truthful provenance. Distinguish its first 20 editor-derived slots from the 12 remake additions; do not claim Gold runtime pixel equivalence.
- Define the player-to-palette mapping explicitly. Engine player IDs are one-based; reference player IDs and original map slots are zero-based. Original indices must survive when unsupported civilizations are omitted. Do not infer an original slot by subtracting one from a filtered engine ID.
- Keep territory, minimap and unit identity colors coherent where they represent the same player. Preserve existing body pixels, visibility and ownership rules.
- If mapping needs saved presentation metadata, define its validation and compatibility deliberately, retain older saves/replays and avoid silent profile or checksum drift. Rendering must remain read-only.
- Cover different players using the same body frame, grayscale/color samples, transparent boundaries, missing layers, original-slot mapping, save/reload and fog. Verify browser output and run relevant unit/browser, asset, type, lint and build checks.
Scope: player-color presentation, following the supplied reference. Full shadow rendering, other profession animations, original Gold measurements and native application presentation remain in broader #20, #41 and #4.