The relic works end to end (seed-derived, honours DATA's relicReserve,
digs up, persists). Wildlife's design point holds: sink your dust and
nothing hatches. Reference v5 researches a tech at tick 1235 with melt
and the zero-brownout regression untouched.
For the orchestrator:
- ONE contract change needed: GameData.seams + main.ts importing
data/seams.json. DATA shipped the file mid-round with a good schema
(and reserved a relic corner for me), but nothing reaches sim.init, so
seams are inert in the running game. I mirrored their shape as
SeamDef/SeamMap, exported, ready to lift
- still no trap machine in data, so swarms can't be cleared in the real
game. Suggested machine + recipe in NOTES; the sim spots traps by recipe
shape so it needs no code
- swarms slow crafting but NOT powerGen -- my call, flag it if wrong
- save format v3 -> v4 (wildlife, relics, lab timers)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>