sots-re/findings/subsystems/formula-gaps.md

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# Formula gaps from the game/sim port — answers from the binary
Evidence: annotated disassembly/decompiles in `handoff/tech-decompiles/` (files named by address). `ftol` = `_ftol2`
(0x00925220, truncation). Field names per `struct-recovery.md`.
## Q1. Which bankruptcy limit carries the 3.3 factor; when is the start turn stamped?
`ServerPlayer::UpdateBankruptcyLimits` 0x00818600 (disasm 0x0081863e–0x0081869e):
```
maxIncome = Σ_owned systems ComputeOutputMax(s)[3] // FUN_007521c0, int
BnkEl = ftol(maxIncome / -0.15) // FILD; FLD -0.15 (0x00a2ec30); FDIVR → -6.667 × maxIncome
if (BnkEl < -2,000,000,000) BnkEl = -2,000,000,000
BnkPr = -ftol(maxIncome × BANKRUPTCY_PROTECTION_LIMIT_FACTOR) // FMUL [g_BANKRUPTCY_PROTECTION_LIMIT_FACTOR] (3.3)
if (BnkPr < BnkEl) BnkPr = BnkEl // i.e. BnkPr = max(-3.3·maxIncome, BnkEl)
```
So the **3.3 factor is on the protection limit `BnkPr`**; the elimination limit `BnkEl` is `maxIncome / −0.15`
(the debt at which 15 %/turn interest equals maximum income). `BankruptcyLevel` (0x0080db10): 2 if `Sav < BnkEl`, 1 if
`Sav < BnkPr`, else 0.
Stamping: `ProcessBankruptcy` 0x007c0a50 per non-eliminated non-NPC player: `old = (BnkWrn, BnkTrn)`; `level =
BankruptcyLevel()`; `SetBankruptcyState(level)` (0x0080e260) = `if (level != BnkWrn) { BnkWrn = level; BnkTrn = level ?
ModCount : -1 }`; then decisions use **`old`**: cost-cutting (0x00889500) if `level != 0 && old.BnkWrn != 0`; elimination
if `old.BnkWrn == 2 && ModCount − old.BnkTrn ≥ BANKRUPTCY_ELIMINATION_TURNS`. Net: the stamp is written on the turn the
level changes (any change, 1↔2 included, resets it), and actions start the following turn.
Call sequence: `OnAllCombatDone_Tail` → … → `ProcessBankruptcy` → (later in the tail) `UpdateBankruptcyLimits`, so the
limits used by a turn's bankruptcy check are the ones computed at the end of the previous turn (and on load).
## Q2 (order as asked: 3). Suitability → carrying-capacity hazard curve
`HazardMod` 0x00747ae0: `clamp01(1 − |Suit − IdealSuit| / (SuitTol + 0.1))` (0x00a1a438 = 0.1). Linear, no exponent.
`SuitTol` starts at the species value and is raised by BIO_AtmoAd (+0.75) and BIO_GrvAdpt (+1.5) (tech-effects §1).
Skipped (=1.0) when species flag bit 7 (accommodate xenotech) or RebAI.
## Q3. Trade-points → money system-income tail
`ServerSystem::TradePointsToMoney(trade)` 0x007505b0 (disasm complete):
```
t = (trade − fmod(trade, 5.0)) × 5.0 // whole 5-point blocks, ×5
t += PopIncome(0) // 0x0074d760(sys, 0): Σ_species ftol(GroupIncome(0, pop_imperial(sp))) (0x00535e80 group-type table row 0)
t += PopIncome(1) // civilians (row 1); own species adds (cap − pop) surplus term when at cap
t += SlaveIncome() // 0x0074b700: Σ_species ftol(GroupIncome(2, slaves(sp))) (row 2, SLAVES_INCOME_MOD)
t *= SpeciesDef(owner).incomeFactor (+0x18: Zuul 1.1, Morrigi 0.8, else 1) [1 if unowned]
t *= owner.IncMod (+0x30c) [1 if unowned]
t *= srv.+0xbc × DifficultyMods(owner)->+4 // 0x0080f470: server income modifier × AI trade/income difficulty mult
cost = SpeciesDef(owner).costFactor (+0x24: Zuul 0.7) × CalcSuitMod × 10000 × 1.5
CalcSuitMod (0x007484d0) = min(|IdealSuit(species) − Suit|, owner.SuitTol) (0 if RebAI; 20 if no owner)
money = ftol(t − cost)
```
Note `SuitTol` therefore caps the hazard **cost** as well as extending the habitable range. `ADDICTION_INCOME_MOD` is
applied inside PopIncome (0x0074d760 → 0x00746910 morale/addiction factor) — not verified line by line (MEDIUM).
## Q4. `POPBONUS_INC` population increment
`ServerSystem::AccrueSystemBonus` 0x0074d4f0 (disasm 0x0074d53b–0x0074d5be):
```
if owner && IsStable && ModCount − TAcq > SYSTEMBONUS_MINTURNS && ntdev > SYSTEMBONUS_MINTURNS:
cap = MaxPop(imperial) // 0x0074ab20(0,0)
target = SystemBonusPopTarget(POPBONUS) // 0x0074b5a0: ftol(max(POPBONUS,0) × cap), 0 for species with SpeciesDef+0x5c == 0 (Zuul)
inc = ftol(POPBONUS_INC × cap) // FIMUL: 0.005 × cap
pbon += min(max(inc, 0), max(target − pbon, 0))
ibon += min(max(INFRABONUS_INC, 0), max(INFRABONUS − ibon, 0)) // INFRABONUS target 0 for Zuul
```
(`POPBONUS_HOME`/`INFRABONUS_HOME` are only used when the bonus is (re)initialised for a home system, 0x0074c680/
0x007477a0; the per-turn accrual always uses the non-HOME keys.) Applied next turn by `ApplyPopBonus` (`Pop += min(pbon,
cap − Pop)`).
## Q5. Expense-slider request term
`ComputeBudget` 0x00863030, loop 0x00863431–0x0086349f over `Nexp` entries `{xid, xmin, xmax, xper}` (16 B):
```
availPre = max(0, [6]−[14]−[13]−[11]−[9]−[7]+[3]+[1]−[12]−[8]−[10]+[5]+[4]+[2]) // net before expenses ([12] still 0)
for each entry:
xminC = max(xmin, 0)
xmaxC = clamp(xmax, 0, 2e9); if (xmaxC == 0) xmaxC = 2e9 // 0 = unlimited
room = xmaxC − xminC
req = ftol(xper × (float)availPre) − xminC // FLD [entry+8]; FMUL ST1 (float(availPre))
take = min(max(req, 0), room)
ΣXmin += xminC; ΣTake += take
[12] += ΣXmin + min(max(ΣTake, 0), availPre − ΣXmin)
```
So `xper` is a fraction of the pre-expense available income, the request is `xper × avail` minus the mandatory
minimum, clamped to `[0, xmax − xmin]`, and the total is capped by what is left after all minimums.
## Q6. Which running total the tech-income bonus and the savings aid read
Disasm 0x0086382b–0x00863899:
```
net1 = [5]−[9]−[10]−[11]−[12]−[13]−[14]−[8]−[7]+[3]+[4]+[2]+[1]+[6] // [6] = 0, [14] = 0 at this point
if (net1 > 0) [6] = max(0, ftol((p.+0x228 − 1.0) × net1)) // FLD [ESI+0x228]; FSUB 1.0; FIMUL net1
if (savAid != 0):
net2 = same sum, now including the new [6]
newSav = SatAdd(Sav, net2) // clamped ±2e9
[14] = min(max(newSav, 0), max(savAid, 0))
```
The bonus is a share of the **full net** (all income incl. interest and trade, minus maintenance, research money,
construction, expenses, research aid); savings aid is capped by **projected savings after this turn**, not by the turn
net. `p.+0x228` (and `+0x224` = output multiplier read by `ComputeOutputFromRates`, `+0x22c` = research multiplier)
are copied by 0x0077b620 from a per-player 0x50-byte setup record (`+0x48/+0x4c/+0x50`) at game creation/sync — the
game-setup handicap block, not a tech (MEDIUM).
## Q7. Node-line speed clamp at the influence radius
`NodeLine::Step` 0x00705510 + `BuildStutterSegments` 0x00705280: the travel line is intersected with every system's
sphere of radius `STUTTER_SYSTEM_INFLUENCE_RADIUS` (0x008a64f0 ray/sphere → `[t0,t1] × len`, entries dropped when
shorter than 0.01, sorted, overlaps merged at the midpoint). Per segment:
```
dist = DistPointToSegment(system.pos, segStart, segEnd) // 0x008e8eb0, t clamped to [0,1]
v = nodespeed × ((STUTTER_MAX_SPEED − STUTTER_MIN_SPEED) × (dist / RADIUS) + STUTTER_MIN_SPEED)
```
There is **no explicit clamp**: `dist ≤ RADIUS` holds by construction (the segment lies inside the sphere), so
`v ∈ [MIN, MAX] × nodespeed`; outside every sphere the remainder of the step moves at plain `nodespeed` (0x006fe3b0).
Also note the speed is per **segment** (closest approach of the whole chord), not re-evaluated per position.
## Q8. Does `DecayAllResearch` also hit the current target?
**No — corrected 2026-09-08 by the B3 live trace.** The loop reading is right: `TechTree::ProcessResearch`
0x005876c0, loop 0x00587c20–0x00587c90, for every node with `state == 2 && progress != 0`,
`progress = max(0, progress − ftol(Cost(node) × 0.05f))`. What was wrong is the assumption that the
funded node is in state 2. **The selected research target carries state 3**, so the equality test skips
it and the current tech keeps its whole gain; only *idle* partially-researched techs decay. Observed
directly in `b3-trace-golden.jsonl` / `b3-compare.jsonl`: the funded nodes (144, 142, 9) are state 3
before and after, and one traced tree's states are 164×0, 7×1, 23×2, 1×3, 22×4. Net gain of the
current tech per turn is therefore `spend`, not `spend − 5 %·cost`.
(State 3 is presumably "available and selected"; nothing in the traced runs had a state-2 node with
non-zero progress, so the decay branch itself is still unexercised behaviourally.)
## Extras resolved on the way
* `PERGATETRAFFIC_DRV_TpGate/GatAmp` readers: `OnTechResearched` ids 10018/10019 → `PrGtTrf = max(PrGtTrf, value)`
(storage 0x00b23e2c / 0x00b23e30).
* `TRKSTL_REGENERATION_MOD` path: 0x0079b980 → 0x0079b770 gated by `HasResearched(IND_TRKSTL)`.
* Sensor range (system): `SENSORMOD[species] × (hadvs ? ADVSENS_SENSORS_MOD : 1) × 4.0` (0x0080b730).
---
## B3 (2026-09-08) — `ProcessResearch` re-read instruction by instruction
Prompted by the old-vs-new milestone for `TechTree::ProcessResearch` (engine repo `docs/B3.md`).
Evidence: own `objdump -d` pass over `Sword of the Stars.exe` at 0x005876c0, 0x0057da00,
0x0047d830, 0x00426e00, 0x0049fdf0, 0x004271c0 and the single call site 0x008914a5. Everything
below is now in `ghidra/addresses.json` (status `verified`) and folded into
`strategic-turn-internals.md` §2.3 / §6, replacing what was there.
* **`ProcessResearch`'s second argument is the `Mars::RNG` object** (`StrategyServer+0x16c`),
which resolves the `?` in the prototype. The function re-bases it with `+4` before each draw.
The allocation vector's element is `{TechDef* target, int points}` (stride 8) and the node is
`tree->nodes[*(int*)target]`.
* **`NextFloat` divides by `2^32 − 1`, not `2^32`.** 0x009e61b0 holds
`0x3df0000000001000` = `1/4294967295`. The range is therefore closed at 1.0. Measured effect
of the old mapping: a different float32 for 0.78 % of words, and a different research
completion decision for about one draw in two billion — real, but not something a behavioural
compare can catch.
* **`NextInt` is inclusive and takes its bound by pointer.** Mask = smallest `2^k − 1` ≥ `*n`
(from `n`, not `n−1`); redraw while the masked word is `> *n`. So the result is uniform on
`[0, *n]`. Its status moves from `unverified` to `verified`.
* **Generator layout.** Object = `{vftable @+0, mt[624] @+4, uint32* next @+0x9c4, int left
@+0x9c8}` = 0x9cc bytes, but `Twist`/`NextFloat`/`NextInt` all receive `&mt` (object + 4), so
in *their* frame `next`/`left` are at `+0x9c0`/`+0x9c4`. The save blob (0x9c4 bytes) is
`mt[624]` then `left`, skipping `next` — which is fine because `next == &mt[624 − left]`.
* **Rounding.** `odds`, the roll, the Zuul minimum and the `progress/cost` ratio are each stored
to a 4-byte float before they are compared. The decay fraction (0x009e5060) and the
early-completion threshold (0x009e20c8) are widened *float* literals — `0.05000000074505806`
and `0.800000011920929` — not the exact decimals.
* **Smaller corrections.** `spend = min(points, hi − progress)` is a plain signed min with no
floor at 0; the 50/150 % bounds use a 32-bit multiply (it wraps near `INT_MAX`) and a
truncating divide by 100; the decay guard is `progress != 0`, not `> 0`; `Cost` takes the
**node**, not the def, and returns 0 (not 1) when `costRP <= 0`, when the tree has no owner,
or when the cost multiplier is <= 0.
* **`Cost` is read-only** (it only reads `costRP`, the def and the owner, then calls the
read-only multiplier helper 0x0080db50), so a compare harness may call it on a scratch tree.
* **Open.** The x87 precision-control field in force at run time is not decidable statically
here (`_controlfp` is imported and there are ~370 `fldcw` sites, mostly CRT; a D3D9 device
created without `FPU_PRESERVE` would leave 24-bit precision). It changes only the last bit of
a draw (0.094 % of words) and of the odds. The B3 shim records the control word with every
call, so the first trace settles it.
## B3 live verification (2026-09-08) — three more facts
From the `ProcessResearch` trace/compare/replace runs (engine repo `docs/B3.md`; artefacts
`/srv/re-lab/shim/traces/b3-*`):
* **x87 precision control is 53-bit.** `fnstcw` inside the hooked call returns `0x127f` (PC = 10b =
double, RC = nearest; bit 12 is the legacy infinity-control flag). At DLL init it is `0x027f`.
So the FPU is *not* left in single precision by the D3D9 device, and the `NextFloat` product
rounds to double before the caller narrows it to float32. The 24-bit contingency is moot.
* **`ServerPlayer::OnTechResearched` can consume an RNG draw.** Two techs completed during the
compare run; one cascade consumed no word and the other consumed exactly one more than the
research arithmetic accounts for. The draw is inside the owner's tech-effect callback, not in
`SetResearched` itself. Relevant to the B2 lane: at least one strategic effect rolls.
* **`EVENT_RESEARCH_OVERBUDGET` is raised in the same branch that sets `node.flag = 2`**, with
`EvDsc "Research Over Budget"`, `EvMsg "Research for <tech> has gone overbudget."`,
`EvImg "EVENT_RESEARCH_OVERBUDGET"`, `EvAct 1`, `EvPos {inf,inf,inf}`, and it bumps the player's
`EvNxID`. A replace-mode run that sets only the flag differs from the oracle by exactly this one
event and nothing else in 40,300 save items.
* Tech-tree size in this game: **293 nodes** per player tree.