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Decide the ts-patches gameplay deltas #64

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@ZivDero

The stock client build changes these behaviors relative to TS 2.03. Each needs an explicit decision - engine default, session option, or declined - documented either way, with accepted items spun off as implementation issues:

  • repeated armor and firepower crate pickups
  • cumulative multi-factory build-speed bonus
  • Multi-Engineer applying to neutrals and single-player capture
  • AI keeping one building in Short Game fire sales
  • Stop mapping Area Guard to Guard
  • charged weapons firing under low power
  • Guard sending harvesters to harvest; armed harvesters auto-harvesting
  • rally points without the Force-Move modifier
  • suppressing loss announcements for insignificant objects
  • simulation continuing while the window is unfocused in solo play

References: Vinifera (spawner branch, 2b809d61) has mature forms of several (capped multi-factory bonus, built-harvester auto-harvest, insignificance checks on death announcements) - formula and edge-case evidence if an item is accepted, not an argument for accepting it.

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