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EscapistsReintroduced/docs/base-replacement.md
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Base replacement is the primary deliverable

The project replaces the abandoned Escapists base with a maintainable, independently authored mission. Porting the user's companion mods is secondary. A passing companion feature test does not establish that the base replacement is complete.

The installed original package (1.6.30, metadata targeting Reforger 1.8.0.10) was inventoried read-only: 299 script paths, plus resource category counts, are recorded in original-resource-inventory.json. This identifies responsibilities that the old base supplied. No original implementation, compositions or UI resources were imported. Names in that inventory are reference data, not successor dependencies. The first release remains Everon, vanilla factions and up to 12 players; complete original feature parity is deferred.

Base responsibilities and current gaps

Responsibility Successor implementation Still required
Mission setup and progression Core phase rules, server settings and scenario assembly Player-facing setup, failure reporting, richer objective service boundaries
Prison and player start New vanilla composition, physical gate and supplies, native spawning Manual escape and 12-player equipment/space validation; additional surveyed layouts
Scavenging and discovery Core recovers physical documents and reveals objective markers; optional Intel distributes more documents Meaningful supply sites and exploration beyond the two-document prototype
Location population Three authored guard groups, radio and helicopter sites Reusable authored location definitions, population ownership, finite site inventories and cleanup
Radio objective Core authorizes interaction, requires conscious defenders, resets interrupted transmission and publishes native task progress Native task and radio-progress UI validation, unconscious/revive and simultaneous-player validation
Extraction and results Physical helicopter occupancy, escape boundary and survivor result Manual navigation/takeoff, full-capacity seating, partial escape and late-join verification
Player lifecycle Identity roster, native reconnect reservation, one life, spectator camera, defeat/restart Dedicated server and real multi-client reconnect/streaming tests
Factions and assets Successor catalog references vanilla assets only Explicit catalog injection instead of fixed faction keys; provenance review and release packaging
Enemy strategic response Optional AI addon supplies the sole HQ coordinator through ERR_CommandService Complete virtualHQ integration after base contracts stabilize; no competing original response system

Immediate implementation order

  1. Establish a Core-only escape scenario and native regression with all companion addons unloaded.
  2. Finish reusable base locations, scavenging and objective presentation so a person can play the route without test teleports or hidden knowledge.
  3. Validate player lifecycle and restart on a dedicated server; resolve native errors before declaring a clean build.
  4. Integrate existing HQ, Intel, Chat and Map behavior against those base interfaces, followed by equivalent-workload performance measurements.

Core scenario: {AD62322D5213C440}Missions/ERR_Everon_Base.conf. Full integration scenario: {C1E20667DCE324ED}Missions/ERR_Everon.conf. Both use the newly authored Everon child world. The Core-only case uses vanilla tactical AI; loading AI installs the HQ coordinator. The production target includes virtualHQ, while the isolated Core case proves the base does not need a companion to advance its objectives.

Run the base diagnostic without visible windows or sound:

python3 tools/headless_workbench.py --compat /tmp/erri-headless-compat --profile /tmp/erri-workbench-profile --project core --smoke victory --rounds 2

This diagnostic moves actors and the helicopter programmatically. It proves integration paths, not manual playability, multiplayer correctness or FPS improvement.