The phase is FUN_007c2350 (tail phase 34): for every player, over every ship of every fleet, gated on a two-bit-per-player field at Ship+0x54 that is NOT on the wire, call RecordObservedDesign(player, ship.design). That function dedups on odid alone, and on a hit it ERASES and PUSH_BACKS rather than updating in place -- so the list is ordered by last observation and otnF survives the move -- then caps the list at 20 entries per DESIGN-OWNER, counted from the back, after every single record call. sizeof(ObservedDesign) = 0x10. Predictions, computed from a Python simulation of that mechanism over the corpus, committed before any engine code is written: P1 rich turn odes: 55 -> 21, i.e. 34 closed / 0 regressed P2 otch+owep (24 leaves): 0 closed / 0 regressed, blocked (see the finding) P3 rich-turn total 1092 -> 1058 P4 canonical pair: 1 closed / 0 regressed P5 the NPC-owner guard is worth 4 leaves of regression on the canonical pair |
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| .. | ||
| control-flow | ||
| objects | ||
| resolutions | ||
| subsystems | ||
| .keep.md | ||
| 00-strategy.md | ||
| 01-fingerprint.md | ||
| _template.md | ||