# Implementation coverage

This checklist distinguishes an implemented playable game from full specification certification. Module references are stable filenames rather than generated line numbers.

| Specification section | Implementation and verification | Remaining differences |
|---|---|---|
| 1. Product | Offline Free Pascal/SDL2 Linux/Windows application and browser edition sharing Pascal model/UI; standalone assets, source and tests | Full release acceptance remains open |
| 2. Setup/objective | Four scenarios, 0–7 humans, distinct leaders, five difficulty selections, fixed attributes, writ/deadline and prisoner execution victory; focused threshold tests | All ten heroes are selectable in every scenario; sequential attribute reroll/lock UI is not implemented |
| 3. World/characters | Full supplied data, explicit adjacency, shared training, Body/XP, compatibility, capacities, portraits | Principal characters have individual biographies; secondary biographies use profession templates; secondary characters use profession portrait variants; role model remains JSON-backed |
| 4. Time/control | Seeded shuffled monthly queue, owner snapshot prevents newly conquered queued provinces from acting, governor AI, upkeep/taxes/aging/recovery, stable queue save | Autosaves occur on UI month transitions rather than exact pre/post-processing snapshots; no explicit acted-set field |
| 5. Exile | Travel, recruit, settle, support-gated uprising, rest, abandonment with independent remaining fellowships | Companion retention uses the first nine local companions rather than a multi-select picker |
| 6. Province orders | All named order categories have simulation validation and confirmation dialogs; primary costs/thresholds in rules.json | War chooses up to ten ready local characters automatically; movement moves one character per order; convoys transport Food only; ship-making targets the actor; no human-to-human treaty negotiation prompt |
| 7. Town | Scenic persistent visit with fine monthly food quotes, shared preview/payment totals, explicit fur hunting and facility menus, marketplace, smithy, shipyard, recruitment attempt tracking, chance divination, rumors, mobile residents, captive decisions | rumors choose deterministic compatible leads rather than paid seeded samples with a dated journal |
| 8. UI | Woven borders, striped ledgers, numbered command groups, irregular atlas matching all strategic borders, mouse and keyboard, portrait actor/target pickers, province destination picker, setup previews, character sheets, sortable/filterable roster cards, relations and ledger, settings and key binding | No independent 200% text/reflow setting or comprehensive information fog/recon gating |
| 9. Events | Typhoon, snow, epidemic, festival, weighted beast arrivals with persistent alerts/food losses/expeditions, riot with human payment choice, fine market drift | Tribute demands and criminal condemnation are not implemented; weather/community event selection uses a simplified shared province roll; beast arrivals use an independent roll |
| 10. Battle lifecycle | 18x14 axial board, manual deployment, incoming human defense prompt, per-unit turns, daily food, day-30 defense, auto-resolution using same battle actions | Entry edge is fixed left/right rather than derived from the atlas; manual army/commander selection remains automatic |
| 11. Terrain | Terrain costs/defense, ships and rivers, ice, mountains, enemy forced stops, downstream drift, exact hex hit testing and simulation-backed movement highlights | Full escape-route allocation on drift remains simplified |
| 12. Tactical actions | Move, melee, archery, charge, mist, duel, fire, extinguish, reinforcement, retreat and rest; fires spread by wind, weather changes, supplies/arrows/spent flags | No ship-sinking routine or seven-day internal retreat timer; charge lacks full retaliation; mist uses straight-ray sight |
| 13. Outcomes | Capture/elimination/supply/castle/day-30 outcomes, resource ownership and return, appointments, captivity choices, overflow captives await immediate release/execution | No dedicated casualty/loot summary screen; reserve and displaced-survivor settlement need further edge-case certification |
| 14. AI | Deterministic priorities, policies, legal costs/actions, basic tactical AI, bounded incremental UI processing | Candidate lookahead and sampled battle rollouts are not implemented; difficulty currently changes oath limits, not planning strength |
| 15. Persistence | Versioned checksum envelope, temporary write/backup/rename, load-into-temporary validation, queue/RNG/town/battle serialization | No fsync guarantee; backups are recoverable manually; development saves are not a frozen compatibility promise |
| 16. Audio/art | Illustrated portraits/title and terrain/army assets, shaded geographic atlas, included original four-track PCM score, 750ms crossfade, exact data looping, separate volume settings, UI tones | Dedicated recruitment/writ/defeat motifs and a measured ten-loop listening test remain open |
| 17. Delivery | Source, editable data, Linux Debian/user installers, Windows x64 MSI/portable ZIP, static web ZIP with offline cache/import-export, guide, tests and screenshots; Windows checked under Wine, web/native state parity checked | Physical Windows testing and full every-command/every-failure input-matrix acceptance are unverified |

The implementation uses the fictional setting and names. Original-game reference material is not bundled or loaded at runtime.
