Z: P10 outcome -- wrong, and the falsification is the result

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alex 2026-09-08 10:15:06 -04:00
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@ -219,3 +219,30 @@ behind it is the honest form of this prediction.
The third case is the one to watch: it is the only way this workload can produce a **non-zero residual**, The third case is the one to watch: it is the only way this workload can produce a **non-zero residual**,
which every prediction so far has said should be 0 on a quiet turn. which every prediction so far has said should be 0 on a quiet turn.
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## 8. P10 outcome — falsified, and the falsification is the result
`res_no_battle` flipped to **0** for the first time in 55 turns, the player's fleet was destroyed, and the
measured cost was:
| | words |
|---|---|
| `ApplyEncounterResult` (the battle) | **0** |
| `OnAllCombatDone_Tail` | **0** |
| `StrategyServer::ProcessTurn` | 22 |
| bracket total / residual | 22 / **0** |
P10's main claim ("greater than 0") is **wrong**, and it fell into its own first falsification branch: the
resolver really has no draw on a plain battle path. The residual stayed 0, so combat proper drew nothing
either — the third branch, the one worth watching, did not fire.
The consequence is worth more than the prediction would have been: **a reimplementation can model a
strategic turn's RNG and nothing about combat, and still reproduce the generator through a battle.** Lane
J's own cheap prediction — a plain fleet battle costs the same as a peaceful turn — holds exactly.
Caveats in `sots-re/findings/control-flow/tail-rng-ledger.md` §10.2; the short version is that this is one
auto-resolved encounter against an NPC, `Auto Resolve` may not take a manually-fought battle's path, and a
cost of 0 is the easiest number in the world to produce by accident.