Defer AI tuning until game completion and set adjacent difficulty targets

Update the goal objective and synchronized repository guidance at the user's request. Remove the weekly usage cutoff, routine account-usage checks and mandatory token-counter tracking while retaining efficient work, verified Git pushes and selective subagents. The objective file remains outside the repository; private before/after copies are saved.

Keep existing AI profiles and minimal legal participation for feature testing and critical correctness fixes. Defer full AI implementation, strategic refinement and calibration until all non-AI game features are complete. Then aim for approximately 75% higher-tier wins separately for Medium/Easy, Hard/Medium and Brutal/Hard in balanced pairwise evaluations, with swapped factions/seats, independent evaluation seeds and reported uncertainty. Preserve broader multiplayer acceptance, hidden-information boundaries and human-seat pacing. Historical calibration results are not evidence of these targets.

Documentation-only validation: reviewed the changed instructions, checked 73 local links, verified all three target pairs and preserved Git/subagent requirements, and passed git diff --check. No runtime behavior changed; tests/build were not rerun.
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Quintine committed 2026-09-20 14:59:14 +10:00
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# AI calibration: supported basic games
**Current plan:** full AI implementation, strategic refinement and calibration
wait until all non-AI game features are complete. Then target approximately 75%
higher-tier wins for Medium/Easy, Hard/Medium and Brutal/Hard. See the
[AI development plan](AI_DEVELOPMENT_PLAN.md). The studies below remain historical
evidence and do not establish those pairwise targets.
Measured 6 September 2026 (Australia/ACT), using the local engine and bot policy in this checkout. **All 120 seeded games completed; no deadlock, action-limit, exception, or checked invariant failure occurred.** Easy won once in 120 seat appearances. Medium and Brutal each won 41 times, and Hard won 37 times. These observations do **not** establish an increasing Medium → Hard → Brutal strength ladder.
This is a bounded simulation study of the current implementation, not a verification of the published game's complete rules, a browser/recovery test, or a human skill benchmark. No bot, engine, UI, or package configuration was changed for this study.