Two things:
1. Fix: pressing R (reseed) after civilization existed left stale territory/
culture/war/diplomacy/trade overlay lines drawing on the new world.
regenWorld() now clears the civ overlay segment vectors + their toggles and
resets a civ colour mode back to Biome.
2. Feature: the settlement set is no longer fixed after U. stepColonization()
runs once per sim year: a kingdom+ realm (totalPop >= civColonyMinPop) may
found a new settlement on the best unclaimed, habitable, well-spaced cell
within reach -- overland, or across water from a coastal member (so islands /
other continents get colonised). The colony is APPENDED and bound to the
founder's realm by allegiance (Step 5) + a colonial supply trade link
(computeTrade, Step 7) so it survives on marginal land while the founder
lives; when the founder's capital falls, allegiance clears -> supply ends ->
the colony subsists locally and may wither. Deterministic (pure hashes).
The growing set needs no save-format change: the v20 settlement block is
variable-length, and restoreWeather now TRUNCATES settlements to the
snapshot's count (step-back drops colonies founded after; they re-found
identically on replay). Founding logs a kind=3 event. civColon* config knobs.
(Determinism fix: within one stepColonization call the per-settlement arrays
sSettleNation/sSettleAllegiance/sCivCond are resized on each append, else the
next realm's member loop read out of bounds.)
test_colony.cpp: colonies founded (set grows), colony in founder's realm + a
supply link, cross-water/island colonies, founder loss frees + de-supplies,
step-back truncates, determinism, save round-trip. All 16 suites green.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>