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Scenario decoding evidence

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

{
  "text_asset_id": 6341,
  "source_level_path": "Assets/Resources/Content/Levels/Campaign 2/Story 1/Campaign2_Level1B.bytes",
  "sha256": "115abc2e8c2b0511e980503773684f01335250ac52907593b734b85077736c80",
  "world_objectives_match_header": true,
  "level_config": [
    {
      "LevelScene": "LevelSnow",
      "IsConcernFoodAvailable": true,
      "IsConcernHousingAvailable": true,
      "IsConcernCommunityAvailable": true,
      "IsConcernEntertainmentAvailable": true,
      "IsConcernHeatAvailable": true,
      "IsConcernWellnessAvailable": true,
      "IsConcernRefreshmentAvailable": false,
      "LeaderboardType": 0
    }
  ]
}
Recovered text & source identifiers

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

{
  "id": "Campaign2_Level1B",
  "verification_status": "packaged_localization_only; gameplay_unverified",
  "source_entries": [
    {
      "key": "Level.Campaign2_Level1B.Name",
      "english": "Slope Maze",
      "source_text_asset_id": 6484,
      "source_table": "LevelsStandalone",
      "unresolved_placeholders": []
    },
    {
      "key": "Level.Campaign2_Level1B.Description",
      "english": "Jelena noticed that every expedition failed at the slope maze due to running out of resources. But by growing their own food, they could navigate it at their own pace.",
      "source_text_asset_id": 6484,
      "source_table": "LevelsStandalone",
      "unresolved_placeholders": []
    },
    {
      "key": "Level.Campaign2_Level1B.Objective.Main.1",
      "english": "Build the <b>{Building.StoneRoad.WithIcon}</b>.",
      "source_text_asset_id": 6484,
      "source_table": "LevelsStandalone",
      "unresolved_placeholders": [
        "Building.StoneRoad.WithIcon"
      ]
    },
    {
      "key": "Level.Campaign2_Level1B.Objective.Main.2",
      "english": "Have <b>{count} {Resource.Veggie.WithIconPlural}</b>.",
      "source_text_asset_id": 6484,
      "source_table": "LevelsStandalone",
      "unresolved_placeholders": [
        "Resource.Veggie.WithIconPlural",
        "count"
      ]
    },
    {
      "key": "Level.Campaign2_Level1B.Objective.Secondary.1",
      "english": "Have <b>{count} {Building.Playground.WithIconPlural}</b>.",
      "source_text_asset_id": 6484,
      "source_table": "LevelsStandalone",
      "unresolved_placeholders": [
        "Building.Playground.WithIconPlural",
        "count"
      ]
    },
    {
      "key": "Level.Campaign2_Level1B.Objective.Secondary.2",
      "english": "Have <b>{count} {Building.ZenGarden.WithIconPlural}</b>.",
      "source_text_asset_id": 6484,
      "source_table": "LevelsStandalone",
      "unresolved_placeholders": [
        "Building.ZenGarden.WithIconPlural",
        "count"
      ]
    },
    {
      "key": "Level.Campaign2_Level1B.Objective.Secondary.3",
      "english": "Have <b>{count} {Building.HouseWithChimney.WithIconPlural}</b>.",
      "source_text_asset_id": 6484,
      "source_table": "LevelsStandalone",
      "unresolved_placeholders": [
        "Building.HouseWithChimney.WithIconPlural",
        "count"
      ]
    }
  ]
}

Remaining checks

  • Confirm current menu category and release availability.
  • Check runtime unlocks and defaults for need fields absent in legacy maps.
  • Measure yields, need decay, production rates and other runtime effects.

Content availability

Unknown

Presence in the installed files does not establish release or menu availability.

Stored map configuration for version 30, build 254. Packaged content does not establish live menu availability.

Values and comparisons match both the header and world records. Satisfaction, housing and equipment values are stored thresholds; their UI wording may differ. “Consume / recycle” is an internal condition whose wording depends on the target.

An absent field in an older map is not treated as disabled. Runtime defaults and migration remain unverified.

Counts below are serialized prefab entities. They do not establish harvest yields, stockpile units, or numbers of independent buildings; child entities and internal objects can be included.

Report a gameplay observationWhat counts as evidence