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>
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