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Article research notes

Sources, open questions and technical fields have moved here from the reader pages.

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New findings

The three batch-08 localization entries are resolved to their batch-09 map files. Clay Pit and Farm have different stored work schedules; the claim that clay workers sleep longer remains unconfirmed. Pumpkin is explicitly referenced by Tropical sandbox configuration, but that reference alone does not establish gameplay availability.

Six challenge types

All six names were observed in the challenge archive. The examples below were checked against their briefings on 2026-10-24; they are not universal rules for every challenge in a category.

TypeExampleMain objectivesOptional objectivesDay limit shown
OriginalCounterspellHave 3 Greenhouses
Drink 40 shots of Wheatshine
None displayedNot displayed
ReduxFriends in the Frost ReduxWrite 33 Newspapers
Satisfy Fun
Satisfy Wellness
None displayedNot displayed
BountyMysterious Gingerbread Man SeminarHave as many Gingerbread Men as you canNone displayed35
ChillTown of the YearReach population 100
Satisfy Happiness
Have everyone settled80
RankedMagnus OpusWrite a BookNone displayedNot displayed
RemixSweet MazeBake 75 CookiesHave 3 Communal Plazas
Have 4 Playgrounds
Have 2 Crane Flower Planters
100

Original: Briefing describes a new complete level, like campaign levels; its leaderboard text says Friday through Sunday.

Redux: Briefing describes a simpler or different version of a previous level; its leaderboard text says 24 hours.

Bounty: Stock objective. Briefing describes producing or holding the target resource and says its leaderboard stays active for 24 hours.

Chill: This Chill example has a time limit.

Ranked: No day limit or optional objective displayed on the briefing. Scoring not tested.

Remix: Archive date displayed: 3/26/2025. This is a displayed archive date, not an independently established first release date.

Archived leaderboard wording does not establish a currently active event. Scoring and completion behavior have not been tested.

Scenario extraction verified

438 objective records independently match their world copies. All 6,616 build-list entries resolve. Need flags are read using each map’s own stored layout.

Decode checks passed; runtime checks are pending

1,800 definitions reproduce the original bytes exactly, including all 692 formula steps. That validates the decoder, not runtime behavior.

Decoded data

Stored configuration

  • Building worker limits, linked construction formulas and resource satisfaction fields.
  • Formula inputs, outputs and intermediate states.
  • No assumption that every packaged definition is used.
Derived from data

Material balances

  • Intermediate states are removed algebraically where the graph is unambiguous.
  • Timing, hauling, equipment wear and leftovers are not production-rate claims.
  • Complicated branches remain marked as needing interpretation.
Recovered game text

World & people

  • 438 objective records cross-checked between level headers and world data; scenario build lists and need flags decoded.
  • Story order was checked in the campaign menu; most story-to-level mappings still use identifiers.
  • Hero bonus strength, runtime unlocks, missing legacy need defaults and menu availability need testing.
Needs gameplay verification

Unresolved behavior

  • Construction stage repetition and alternative materials.
  • Worker priorities, hauling distance, storage bottlenecks and effective throughput.
  • Need decay, leader effects, biome modifiers and growth timing.

Good first experiments

Bakery: costs, ratios and a complete cycleOpen chain ↗Sawmill: costs, ratios and a complete cycleOpen chain ↗Windmill: costs, ratios and a complete cycleOpen chain ↗

Contributing an observation

Record the game version, level, biome, leader, staffing, storage distance and elapsed game time. Keep screenshots of the setup and outcome. An observation should update the specific claim it tests.

Decoder validation summary

Recovered from game v30, build 254. A source match confirms the stored value; it does not confirm live gameplay behavior.

{
  "checked": 1800,
  "exact_roundtrips": 1800,
  "matches_exported_fields": 1800,
  "by_class": {
    "FormulaStepBehaviour": 692,
    "WorkspotBehaviour": 1,
    "BuildSequenceBehaviour": 119,
    "BuildingBehaviour": 161,
    "WorkplaceBehaviour": 236,
    "ResourceBehaviour": 254,
    "NeedBehaviour": 9,
    "PlantBehaviour": 1,
    "HouseBehaviour": 29,
    "BuildSiteBehaviour": 1,
    "ContentBehaviour": 1,
    "ResourceCategory": 21,
    "ResourceDatabase": 1,
    "ResourceVariationBehaviour": 1,
    "ResourcePileBehaviour": 1,
    "ResourceSourceBehaviour": 1,
    "ResourceSourceCategoryBehaviour": 1,
    "ResourceGearBehaviour": 1,
    "PileableBehaviour": 1,
    "StockpileBehaviour": 1,
    "ResourceExtractorBehaviour": 1,
    "ResourceAccumulatorBehaviour": 1,
    "SaplingBehaviour": 51,
    "SaplingStage": 204,
    "VillagerBehaviour": 1,
    "LimitConsumptionByAge": 1,
    "WorkspotRandomOutput": 1,
    "WorkspotRandomTimeInRangeCondition": 1,
    "RequiredResourcesNotConsumed": 1,
    "GridDimensionsBehaviour": 1,
    "LocationConstraints": 1,
    "RecyclableBehaviour": 1,
    "PlaceableBehaviour": 1,
    "Availability": 1
  }
}