[INFO] cloning repository https://github.com/EvanED/kingmaker-bot
[INFO] running `Command { std: "git" "-c" "credential.helper=" "-c" "credential.helper=/workspace/cargo-home/bin/git-credential-null" "clone" "--bare" "https://github.com/EvanED/kingmaker-bot" "/workspace/cache/git-repos/https%3A%2F%2Fgithub.com%2FEvanED%2Fkingmaker-bot", kill_on_drop: false }`
[INFO] [stderr] Cloning into bare repository '/workspace/cache/git-repos/https%3A%2F%2Fgithub.com%2FEvanED%2Fkingmaker-bot'...
[INFO] running `Command { std: "git" "rev-parse" "HEAD", kill_on_drop: false }`
[INFO] [stdout] 12f38fa85546e341b6905b3f43bd4a2d12c4efee
[INFO] testing EvanED/kingmaker-bot against beta-2025-09-21 for beta-1.91-2
[INFO] running `Command { std: "git" "clone" "/workspace/cache/git-repos/https%3A%2F%2Fgithub.com%2FEvanED%2Fkingmaker-bot" "/workspace/builds/worker-2-tc2/source", kill_on_drop: false }`
[INFO] [stderr] Cloning into '/workspace/builds/worker-2-tc2/source'...
[INFO] [stderr] done.
[INFO] started tweaking git repo https://github.com/EvanED/kingmaker-bot
[INFO] removed 0 missing tests
[INFO] finished tweaking git repo https://github.com/EvanED/kingmaker-bot
[INFO] tweaked toml for git repo https://github.com/EvanED/kingmaker-bot written to /workspace/builds/worker-2-tc2/source/Cargo.toml
[INFO] validating manifest of git repo https://github.com/EvanED/kingmaker-bot on toolchain beta-2025-09-21
[INFO] running `Command { std: CARGO_HOME="/workspace/cargo-home" RUSTUP_HOME="/workspace/rustup-home" "/workspace/cargo-home/bin/cargo" "+beta-2025-09-21" "metadata" "--manifest-path" "Cargo.toml" "--no-deps", kill_on_drop: false }`
[INFO] crate git repo https://github.com/EvanED/kingmaker-bot already has a lockfile, it will not be regenerated
[INFO] running `Command { std: CARGO_HOME="/workspace/cargo-home" RUSTUP_HOME="/workspace/rustup-home" "/workspace/cargo-home/bin/cargo" "+beta-2025-09-21" "fetch" "--manifest-path" "Cargo.toml", kill_on_drop: false }`
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[INFO] running `Command { std: "docker" "start" "-a" "825185d32fe230396b9161ea33c96b83e5c0554fe12e5c3d94e98a1f5ad57863", kill_on_drop: false }`
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[INFO] running `Command { std: "docker" "create" "-v" "/var/lib/crater-agent-workspace/builds/worker-2-tc2/target:/opt/rustwide/target:rw,Z" "-v" "/var/lib/crater-agent-workspace/builds/worker-2-tc2/source:/opt/rustwide/workdir:ro,Z" "-v" "/var/lib/crater-agent-workspace/cargo-home:/opt/rustwide/cargo-home:ro,Z" "-v" "/var/lib/crater-agent-workspace/rustup-home:/opt/rustwide/rustup-home:ro,Z" "-e" "SOURCE_DIR=/opt/rustwide/workdir" "-e" "CARGO_TARGET_DIR=/opt/rustwide/target" "-e" "CARGO_INCREMENTAL=0" "-e" "RUST_BACKTRACE=full" "-e" "RUSTFLAGS=--cap-lints=warn" "-e" "RUSTDOCFLAGS=--cap-lints=warn" "-e" "CARGO_HOME=/opt/rustwide/cargo-home" "-e" "RUSTUP_HOME=/opt/rustwide/rustup-home" "-w" "/opt/rustwide/workdir" "-m" "1610612736" "--user" "0:0" "--network" "none" "ghcr.io/rust-lang/crates-build-env/linux@sha256:e90291280db7d1fac5b66fc6dad9f9662629e7365a55743daf9bdf73ebc4ea79" "/opt/rustwide/cargo-home/bin/cargo" "+beta-2025-09-21" "build" "--frozen" "--message-format=json", kill_on_drop: false }`
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[INFO] running `Command { std: "docker" "start" "-a" "17986944adfdd9751d73c10ef48e1ed4e4023f700b6d26753ed031fcfe90a8d8", kill_on_drop: false }`
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[INFO] running `Command { std: "docker" "inspect" "17986944adfdd9751d73c10ef48e1ed4e4023f700b6d26753ed031fcfe90a8d8", kill_on_drop: false }`
[INFO] running `Command { std: "docker" "rm" "-f" "17986944adfdd9751d73c10ef48e1ed4e4023f700b6d26753ed031fcfe90a8d8", kill_on_drop: false }`
[INFO] [stdout] 17986944adfdd9751d73c10ef48e1ed4e4023f700b6d26753ed031fcfe90a8d8
[INFO] running `Command { std: "docker" "create" "-v" "/var/lib/crater-agent-workspace/builds/worker-2-tc2/target:/opt/rustwide/target:rw,Z" "-v" "/var/lib/crater-agent-workspace/builds/worker-2-tc2/source:/opt/rustwide/workdir:ro,Z" "-v" "/var/lib/crater-agent-workspace/cargo-home:/opt/rustwide/cargo-home:ro,Z" "-v" "/var/lib/crater-agent-workspace/rustup-home:/opt/rustwide/rustup-home:ro,Z" "-e" "SOURCE_DIR=/opt/rustwide/workdir" "-e" "CARGO_TARGET_DIR=/opt/rustwide/target" "-e" "CARGO_INCREMENTAL=0" "-e" "RUST_BACKTRACE=full" "-e" "RUSTFLAGS=--cap-lints=warn" "-e" "RUSTDOCFLAGS=--cap-lints=warn" "-e" "CARGO_HOME=/opt/rustwide/cargo-home" "-e" "RUSTUP_HOME=/opt/rustwide/rustup-home" "-w" "/opt/rustwide/workdir" "-m" "1610612736" "--user" "0:0" "--network" "none" "ghcr.io/rust-lang/crates-build-env/linux@sha256:e90291280db7d1fac5b66fc6dad9f9662629e7365a55743daf9bdf73ebc4ea79" "/opt/rustwide/cargo-home/bin/cargo" "+beta-2025-09-21" "test" "--frozen" "--no-run" "--message-format=json", kill_on_drop: false }`
[INFO] [stdout] e621e740d1534bbec42d969070dd7203cd6c64a2d5173a6cef4aeba13cbf86cf
[INFO] running `Command { std: "docker" "start" "-a" "e621e740d1534bbec42d969070dd7203cd6c64a2d5173a6cef4aeba13cbf86cf", kill_on_drop: false }`
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[INFO] [stdout] warning: unused import: `spec::skills::Skill`
[INFO] [stdout]    --> src/state/mod.rs:228:58
[INFO] [stdout]     |
[INFO] [stdout] 228 |     use crate::{discord::commands::kingdom::create_aryc, spec::skills::Skill};
[INFO] [stdout]     |                                                          ^^^^^^^^^^^^^^^^^^^
[INFO] [stdout]     |
[INFO] [stdout]     = note: `#[warn(unused_imports)]` (part of `#[warn(unused)]`) on by default
[INFO] [stdout] 
[INFO] [stdout] 
[INFO] [stderr]     Finished `test` profile [unoptimized + debuginfo] target(s) in 3m 00s
[INFO] running `Command { std: "docker" "inspect" "e621e740d1534bbec42d969070dd7203cd6c64a2d5173a6cef4aeba13cbf86cf", kill_on_drop: false }`
[INFO] running `Command { std: "docker" "rm" "-f" "e621e740d1534bbec42d969070dd7203cd6c64a2d5173a6cef4aeba13cbf86cf", kill_on_drop: false }`
[INFO] [stdout] e621e740d1534bbec42d969070dd7203cd6c64a2d5173a6cef4aeba13cbf86cf
[INFO] running `Command { std: "docker" "create" "-v" "/var/lib/crater-agent-workspace/builds/worker-2-tc2/target:/opt/rustwide/target:rw,Z" "-v" "/var/lib/crater-agent-workspace/builds/worker-2-tc2/source:/opt/rustwide/workdir:ro,Z" "-v" "/var/lib/crater-agent-workspace/cargo-home:/opt/rustwide/cargo-home:ro,Z" "-v" "/var/lib/crater-agent-workspace/rustup-home:/opt/rustwide/rustup-home:ro,Z" "-e" "SOURCE_DIR=/opt/rustwide/workdir" "-e" "CARGO_TARGET_DIR=/opt/rustwide/target" "-e" "CARGO_INCREMENTAL=0" "-e" "RUST_BACKTRACE=full" "-e" "RUSTFLAGS=--cap-lints=warn" "-e" "RUSTDOCFLAGS=--cap-lints=warn" "-e" "CARGO_HOME=/opt/rustwide/cargo-home" "-e" "RUSTUP_HOME=/opt/rustwide/rustup-home" "-w" "/opt/rustwide/workdir" "-m" "1610612736" "--user" "0:0" "--network" "none" "ghcr.io/rust-lang/crates-build-env/linux@sha256:e90291280db7d1fac5b66fc6dad9f9662629e7365a55743daf9bdf73ebc4ea79" "/opt/rustwide/cargo-home/bin/cargo" "+beta-2025-09-21" "test" "--frozen", kill_on_drop: false }`
[INFO] [stdout] c3a6d5b9ba72b842dfa3e036a246fcb6d15f7225dba9e9004f150d51b4c38398
[INFO] running `Command { std: "docker" "start" "-a" "c3a6d5b9ba72b842dfa3e036a246fcb6d15f7225dba9e9004f150d51b4c38398", kill_on_drop: false }`
[INFO] [stderr] warning: unused import: `spec::skills::Skill`
[INFO] [stderr]    --> src/state/mod.rs:228:58
[INFO] [stderr]     |
[INFO] [stderr] 228 |     use crate::{discord::commands::kingdom::create_aryc, spec::skills::Skill};
[INFO] [stderr]     |                                                          ^^^^^^^^^^^^^^^^^^^
[INFO] [stderr]     |
[INFO] [stderr]     = note: `#[warn(unused_imports)]` (part of `#[warn(unused)]`) on by default
[INFO] [stderr] 
[INFO] [stderr] warning: `kingdom` (lib test) generated 1 warning (run `cargo fix --lib -p kingdom --tests` to apply 1 suggestion)
[INFO] [stderr]     Finished `test` profile [unoptimized + debuginfo] target(s) in 0.47s
[INFO] [stderr]      Running unittests src/lib.rs (/opt/rustwide/target/debug/deps/kingdom-98c5fad0754ff7de)
[INFO] [stdout] 
[INFO] [stdout] running 52 tests
[INFO] [stdout] test rolls::roll_result::tests::dc_minus_1_is_failure ... ok
[INFO] [stdout] test rolls::roll_result::tests::dc_minus_11_is_critical_failure ... ok
[INFO] [stdout] test rolls::roll_result::tests::dc_plus_10_is_crit ... ok
[INFO] [stdout] test rolls::roll_result::tests::dc_plus_9_still_only_success ... ok
[INFO] [stdout] test rolls::roll_result::tests::if_it_meets_it_beats ... ok
[INFO] [stdout] test rolls::roll_result::tests::dc_minus_10_is_failure_under_my_house_rule ... ok
[INFO] [stdout] test rolls::roll_result::tests::nat_20_raises_critical_failure_to_failure ... ok
[INFO] [stdout] test rolls::roll_result::tests::nat_20_raises_critical_success_to_critical_success ... ok
[INFO] [stdout] test rolls::roll_result::tests::nat_20_raises_success_to_critical_success ... ok
[INFO] [stdout] test spec::skills::tests::test_trained_proficiencies_for_level_20_are_correct ... ok
[INFO] [stdout] test spec::skills::tests::test_untrained_improvisation_applies_at_full_level ... ok
[INFO] [stdout] test rolls::roll_result::tests::nat_1_lowers_critical_failure_to_critical_failure ... ok
[INFO] [stdout] test spec::skills::tests::test_untrained_improvisation_applies_at_half_level ... ok
[INFO] [stdout] test rolls::roll_result::tests::nat_1_lowers_failure_to_critical_failure ... ok
[INFO] [stdout] test spec::skills::tests::test_trained_proficiencies_for_level_1_are_correct ... ok
[INFO] [stdout] test rolls::roll_result::tests::nat_1_lowers_critical_success_to_success ... ok
[INFO] [stdout] test rolls::roll_result::tests::dc_minus_9_is_failure ... ok
[INFO] [stdout] test state::tests::fame_points_reset_at_start_of_turn_increased_by_bonus ... ok
[INFO] [stdout] test state::tests::commodity_stores_increase_at_start_of_turn ... ok
[INFO] [stdout] test state::tests::fame_decrease_reflected_in_diff ... ok
[INFO] [stdout] test state::tests::fame_points_reset_at_start_of_turn_from_2 ... ok
[INFO] [stdout] test state::tests::fame_points_reset_at_start_of_turn_from_0 ... ok
[INFO] [stdout] test spec::tests::skills_get_sorted_by_modifier ... ok
[INFO] [stdout] test state::tests::fame_points_reset_at_start_of_turn_increased_by_bonus_caps_at_3 ... ok
[INFO] [stdout] test state::tests::food_decrease_reflected_in_diff ... ok
[INFO] [stdout] test state::tests::multiple_changes ... ok
[INFO] [stdout] test state::tests::unrest_increase_reflected_in_diff ... ok
[INFO] [stdout] test state::tests::xp_is_increased_according_to_rp_levels_13_to_16 ... ok
[INFO] [stdout] test state::tests::xp_increase_reflected_in_diff ... ok
[INFO] [stdout] test state::tests::xp_is_increased_according_to_rp_levels_17_to_20 ... ok
[INFO] [stdout] test state::tests::xp_is_increased_according_to_rp_levels_1_to_4 ... ok
[INFO] [stdout] test state::tests::xp_is_increased_according_to_rp_levels_5_to_8 ... ok
[INFO] [stdout] test turns::tests::bonus_and_requirement_changes_reflected_in_text ... ok
[INFO] [stdout] test tracker::tests::foo ... ok
[INFO] [stdout] test turns::tests::bonus_rp_change_reflected_in_text ... ok
[INFO] [stdout] test turns::tests::bonus_rp_reset_at_start_of_turn ... ok
[INFO] [stdout] test state::tests::xp_is_increased_according_to_rp_levels_9_to_12 ... ok
[INFO] [stdout] test turns::tests::check_bonuses_continue_as_appropriate ... ok
[INFO] [stdout] test turns::tests::check_new_turn_does_not_decrease_random_event_dc_below_two ... ok
[INFO] [stdout] test turns::tests::check_d6_crop_failure_potential_gets_decremented ... ok
[INFO] [stdout] test turns::tests::check_new_turn_gets_basic_stuff_right ... ok
[INFO] [stdout] test turns::tests::check_new_turn_gets_dc_correct ... ok
[INFO] [stdout] test turns::tests::check_next_turn_resets_take_charge_skills ... ok
[INFO] [stdout] test turns::tests::check_supernatural_solution_blocked_gets_decremented ... ok
[INFO] [stdout] test turns::tests::check_supernatural_solution_blocked_gets_decremented_to_none_instead_of_zero ... ok
[INFO] [stdout] test turns::tests::current_turn_tracking ... ok
[INFO] [stdout] test state::tests::rp_is_set_to_bonus_rp_at_start_of_turn ... ok
[INFO] [stdout] test state::tests::rp_decrease_reflected_in_diff ... ok
[INFO] [stdout] test state::tests::ruin_changes_reflected_in_diff ... ok
[INFO] [stdout] test state::tests::unrest_decrease_reflected_in_diff ... ok
[INFO] [stdout] test turns::tests::random_event_dc_change_reflected_in_text ... ok
[INFO] [stdout] test turns::tests::commodity_income_changes_reflected_in_text ... ok
[INFO] [stdout] 
[INFO] [stdout] test result: ok. 52 passed; 0 failed; 0 ignored; 0 measured; 0 filtered out; finished in 0.05s
[INFO] [stdout] 
[INFO] [stdout] 
[INFO] [stdout] running 0 tests
[INFO] [stdout] 
[INFO] [stdout] test result: ok. 0 passed; 0 failed; 0 ignored; 0 measured; 0 filtered out; finished in 0.00s
[INFO] [stdout] 
[INFO] [stderr]      Running unittests src/main.rs (/opt/rustwide/target/debug/deps/kingdom-85ddb4f713f58337)
[INFO] [stderr]      Running tests/context.rs (/opt/rustwide/target/debug/deps/context-eee8154d842fbd69)
[INFO] [stdout] 
[INFO] [stdout] running 0 tests
[INFO] [stderr]      Running tests/feature_tests.rs (/opt/rustwide/target/debug/deps/feature_tests-c293c0df1f5c3648)
[INFO] [stdout] 
[INFO] [stdout] test result: ok. 0 passed; 0 failed; 0 ignored; 0 measured; 0 filtered out; finished in 0.00s
[INFO] [stdout] 
[INFO] [stdout] Feature: Commerce Phase, Step 1 -- Collect Taxes
[INFO] [stdout]   Scenario: The collection of taxes is critically successful
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout] roll(CollectTaxes, ...)
[INFO] [stdout] roll(ImproveLifestyle, ...)
[INFO] [stdout] roll(ImproveLifestyle, ...)
[INFO] [stdout] roll(ImproveLifestyle, ...)
[INFO] [stdout] roll(ImproveLifestyle, ...)
[INFO] [stdout]    ✔  And the kingdom did not collect taxes the previous turn
[INFO] [stdout] roll(CelebrateHoliday, ...)
[INFO] [stdout] roll(CelebrateHoliday, ...)
[INFO] [stdout] roll(Prognostication, ...)
[INFO] [stdout] roll(Prognostication, ...)
[INFO] [stdout] roll(Prognostication, ...)
[INFO] [stdout] roll(Prognostication, ...)
[INFO] [stdout] roll(EstablishFarmland, ...)
[INFO] [stdout] roll(EstablishFarmland, ...)
[INFO] [stdout] roll(EstablishFarmland, ...)
[INFO] [stdout] roll(EstablishFarmland, ...)
[INFO] [stdout] roll(EstablishFarmland, ...)
[INFO] [stdout] roll(CollectTaxes, ...)
[INFO] [stdout] roll(CollectTaxes, ...)
[INFO] [stdout] roll(CollectTaxes, ...)
[INFO] [stdout] roll(CollectTaxes, ...)
[INFO] [stdout] roll(CollectTaxes, ...)
[INFO] [stdout] roll(CollectTaxes, ...)
[INFO] [stdout] roll(TradeCommodities, ...)
[INFO] [stdout] roll(TradeCommodities, ...)
[INFO] [stdout] roll(TradeCommodities, ...)
[INFO] [stdout] roll(CelebrateHoliday, ...)
[INFO] [stdout] roll(CelebrateHoliday, ...)
[INFO] [stdout] roll(SupernaturalSolution, ...)
[INFO] [stdout] roll(TakeCharge, ...)
[INFO] [stdout] roll(TakeCharge, ...)
[INFO] [stdout] roll(TakeCharge, ...)
[INFO] [stdout] roll(TakeCharge, ...)
[INFO] [stdout] roll(BuildRoads, ...)
[INFO] [stdout] roll(BuildRoads, ...)
[INFO] [stdout] roll(BuildRoads, ...)
[INFO] [stdout] roll(BuildRoads, ...)
[INFO] [stdout] roll(BuildRoads, ...)
[INFO] [stdout] roll(BuildRoads, ...)
[INFO] [stdout] roll(BuildRoads, ...)
[INFO] [stdout] roll(BuildRoads, ...)
[INFO] [stdout]    ✔  And we have 1 Unrest
[INFO] [stdout] roll(TradeCommodities, ...)
[INFO] [stdout] roll(PurchaseCommodities, ...)
[INFO] [stdout] roll(PurchaseCommodities, ...)
[INFO] [stdout] roll(PurchaseCommodities, ...)
[INFO] [stdout] roll(PurchaseCommodities, ...)
[INFO] [stdout] roll(PurchaseCommodities, ...)
[INFO] [stdout] roll(SupernaturalSolution, ...)
[INFO] [stdout] roll(SupernaturalSolution, ...)
[INFO] [stdout] roll(SupernaturalSolution, ...)
[INFO] [stdout] roll(ClaimHex, ...)
[INFO] [stdout] roll(ClaimHex, ...)
[INFO] [stdout] roll(ClaimHex, ...)
[INFO] [stdout] roll(ClaimHex, ...)
[INFO] [stdout] roll(TradeCommodities, ...)
[INFO] [stdout]    ✔  And a die roll of 20
[INFO] [stdout] roll(CreateAMasterpiece, ...)
[INFO] [stdout] roll(CreateAMasterpiece, ...)
[INFO] [stdout] roll(CreateAMasterpiece, ...)
[INFO] [stdout] roll(BuildRoads, ...)
[INFO] [stdout] roll(BuildRoads, ...)
[INFO] [stdout] roll(CreateAMasterpiece, ...)
[INFO] [stdout] roll(CreateAMasterpiece, ...)
[INFO] [stdout]    ✔  When I collect taxes
[INFO] [stdout]    ✔  Then there is a +2 circumstance bonus to Economy until the end of the turn, because "critical success collecting taxes"
[INFO] [stdout] roll(UNSPECIFIED, ...)
[INFO] [stdout] roll(UNSPECIFIED, ...)
[INFO] [stdout]   +5 Circumstance bonus to culture rolls until the next such roll, because I feel like it
[INFO] [stdout] roll(UNSPECIFIED, ...)
[INFO] [stdout]   +5 Circumstance bonus to culture rolls until the next such roll, because I feel like it
[INFO] [stdout] roll(UNSPECIFIED, ...)
[INFO] [stdout]   +5 Circumstance bonus to culture rolls until the start of the next kingdom turn, because I feel like it
[INFO] [stdout] roll(UNSPECIFIED, ...)
[INFO] [stdout]   +5 Circumstance bonus to culture rolls until the next such roll, because I feel like it
[INFO] [stdout] roll(UNSPECIFIED, ...)
[INFO] [stdout]   +5 Circumstance bonus to culture rolls until the next such roll, because I feel like it
[INFO] [stdout] roll(GoFishing, ...)
[INFO] [stdout] roll(GoFishing, ...)
[INFO] [stdout] roll(GoFishing, ...)
[INFO] [stdout] roll(GoFishing, ...)
[INFO] [stdout] roll(BuildStructure, ...)
[INFO] [stdout] roll(BuildStructure, ...)
[INFO] [stdout] roll(BuildStructure, ...)
[INFO] [stdout] roll(BuildStructure, ...)
[INFO] [stdout] roll(BuildStructure, ...)
[INFO] [stdout]    ✔  And Unrest is still 1
[INFO] [stdout]    ✔  And we collected taxes this turn
[INFO] [stdout]    ✔  And the roll result was a critical success
[INFO] [stdout]    ✔  And the roll result was a natural 20
[INFO] [stdout]    ✔  And the roll result was a total 27
[INFO] [stdout]   Scenario: The collection of taxes doesn't increase unrest on a critical success, even if we collected last turn
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And the kingdom did collect taxes the previous turn
[INFO] [stdout]    ✔  And we have 1 Unrest
[INFO] [stdout]    ✔  And a die roll of 20
[INFO] [stdout]    ✔  When I collect taxes
[INFO] [stdout]    ✔  Then Unrest is still 1
[INFO] [stdout]    ✔  And we collected taxes this turn
[INFO] [stdout]   Scenario: The collection of taxes is successful
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And the kingdom did not collect taxes the previous turn
[INFO] [stdout]    ✔  And we have 1 Unrest
[INFO] [stdout]    ✔  And a die roll of 15
[INFO] [stdout]    ✔  When I collect taxes
[INFO] [stdout]    ✔  Then there is a +1 circumstance bonus to Economy until the end of the turn, because "success collecting taxes"
[INFO] [stdout]    ✔  And Unrest is still 1
[INFO] [stdout]    ✔  And we collected taxes this turn
[INFO] [stdout]    ✔  And the roll result was a success
[INFO] [stdout]    ✔  And the roll result was a natural 15
[INFO] [stdout]    ✔  And the roll result was a total 22
[INFO] [stdout]   Scenario: The collection of taxes is successful, but we collected last turn too
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And the kingdom did collect taxes the previous turn
[INFO] [stdout]    ✔  And we have 1 Unrest
[INFO] [stdout]    ✔  And a die roll of 15
[INFO] [stdout]    ✔  When I collect taxes
[INFO] [stdout]    ✔  Then there is a +1 circumstance bonus to Economy until the end of the turn, because "success collecting taxes"
[INFO] [stdout]    ✔  And Unrest went up to 2
[INFO] [stdout]    ✔  And we collected taxes this turn
[INFO] [stdout]   Scenario: The collection of taxes is unsuccessful
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And the kingdom did not collect taxes the previous turn
[INFO] [stdout]    ✔  And we have 1 Unrest
[INFO] [stdout]    ✔  And a die roll of 5
[INFO] [stdout]    ✔  When I collect taxes
[INFO] [stdout]    ✔  Then there is a +1 circumstance bonus to Economy until the end of the turn, because "failure collecting taxes"
[INFO] [stdout]    ✔  And Unrest went up to 2
[INFO] [stdout]    ✔  And we collected taxes this turn
[INFO] [stdout]   Scenario: The collection of taxes is unsuccessful, but we collected last turn too
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And the kingdom did collect taxes the previous turn
[INFO] [stdout]    ✔  And we have 1 Unrest
[INFO] [stdout]    ✔  And a die roll of 5
[INFO] [stdout]    ✔  When I collect taxes
[INFO] [stdout]    ✔  Then there is a +1 circumstance bonus to Economy until the end of the turn, because "failure collecting taxes"
[INFO] [stdout]    ✔  And Unrest went up to 3
[INFO] [stdout]    ✔  And we collected taxes this turn
[INFO] [stdout]   Scenario: The collection of taxes is critically unsuccessful
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And we have 1 Unrest
[INFO] [stdout]    ✔  And a die roll of 1
[INFO] [stdout]    ✔  When I collect taxes
[INFO] [stdout]    ✔  Then there is no bonus
[INFO] [stdout]    ✔  And Unrest went up to 3
[INFO] [stdout]    ✔  And we are required to increase any Ruin
[INFO] [stdout]   Scenario: We do not collect taxes, and get to decrease Unrest
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And we have 2 Unrest
[INFO] [stdout]    ✔  And the kingdom did collect taxes the previous turn
[INFO] [stdout]    ✔  And a die roll of 11
[INFO] [stdout]    ✔  When I do not collect taxes
[INFO] [stdout]    ✔  Then there is no bonus
[INFO] [stdout]    ✔  And Unrest went down to 1
[INFO] [stdout]    ✔  And we did not collect taxes this turn
[INFO] [stdout]   Scenario: We do not collect taxes, but do not get to decrease Unrest
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And we have 2 Unrest
[INFO] [stdout]    ✔  And the kingdom did collect taxes the previous turn
[INFO] [stdout]    ✔  And a die roll of 10
[INFO] [stdout]    ✔  When I do not collect taxes
[INFO] [stdout]    ✔  Then there is no bonus
[INFO] [stdout]    ✔  And Unrest is still 2
[INFO] [stdout]    ✔  And we did not collect taxes this turn
[INFO] [stdout]   Scenario: We do not collect taxes, would roll high, but there is no Unrest to decrease
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And we have 0 Unrest
[INFO] [stdout]    ✔  And the kingdom did collect taxes the previous turn
[INFO] [stdout]    ✔  And a die roll of 20
[INFO] [stdout]    ✔  When I do not collect taxes
[INFO] [stdout]    ✔  Then there is no bonus
[INFO] [stdout]    ✔  And Unrest is still 0
[INFO] [stdout]    ✔  And we did not collect taxes this turn
[INFO] [stdout] Feature: Commerce Phase, Step 2 -- Improve Lifestyle
[INFO] [stdout]   Scenario: Improve Lifestyle is critically successful
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And we have 1 Unrest
[INFO] [stdout]    ✔  And a die roll of 20
[INFO] [stdout]    ✔  When I Improve Lifestyle
[INFO] [stdout]    ✔  Then there is a +2 circumstance bonus to Culture until the end of the turn, because "critical success improving lifestyle"
[INFO] [stdout]    ✔  And Unrest is still 1
[INFO] [stdout]   Scenario: Improve Lifestyle is successful
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And we have 1 Unrest
[INFO] [stdout]    ✔  And a die roll of 15
[INFO] [stdout]    ✔  When I Improve Lifestyle
[INFO] [stdout]    ✔  Then there is a +1 circumstance bonus to Culture until the end of the turn, because "success improving lifestyle"
[INFO] [stdout]    ✔  And Unrest is still 1
[INFO] [stdout]   Scenario: Improve Lifestyle is a failure
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And we have 1 Unrest
[INFO] [stdout]    ✔  And a die roll of 5
[INFO] [stdout]    ✔  When I Improve Lifestyle
[INFO] [stdout]    ✔  Then there exists a +1 circumstance bonus to Culture until the end of the turn, because "failure improving lifestyle (benefit)"
[INFO] [stdout]    ✔  And there exists a -1 circumstance penalty to Economy until the end of the turn, because "failure improving lifestyle (drawback)"
[INFO] [stdout]    ✔  And Unrest is still 1
[INFO] [stdout]   Scenario: Improve Lifestyle is a critical failure
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And we have 1 Unrest
[INFO] [stdout]    ✔  And a die roll of 1
[INFO] [stdout]    ✔  When I Improve Lifestyle
[INFO] [stdout]    ✔  Then there is a -1 circumstance penalty to Economy until the end of the turn, because "critical failure improving lifestyle"
[INFO] [stdout]    ✔  And Unrest went up to 2
[INFO] [stdout]    ✔  And we are required to increase any Ruin
[INFO] [stdout] Feature: Commerce Phase, Step 3 -- Improve Lifestyle
[INFO] [stdout]   Scenario: Trade Commodities critically succeeds
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And we have 3 Lumber
[INFO] [stdout]    ✔  And a die roll of 20
[INFO] [stdout]    ✔  And next turn will have 1 bonus RP
[INFO] [stdout]    ✔  When I Trade Commodities of 2 Lumber
[INFO] [stdout]    ✔  Then next turn will have 5 bonus RP
[INFO] [stdout]    ✔  And I have 1 Lumber
[INFO] [stdout]    ✔  And we traded commodities this turn
[INFO] [stdout]   Scenario: Trade Commodities suceeds
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And we have 3 Lumber
[INFO] [stdout]    ✔  And a die roll of 15
[INFO] [stdout]    ✔  And next turn will have 1 bonus RP
[INFO] [stdout]    ✔  When I Trade Commodities of 2 Lumber
[INFO] [stdout]    ✔  Then next turn will have 3 bonus RP
[INFO] [stdout]    ✔  And I have 1 Lumber
[INFO] [stdout]    ✔  And we traded commodities this turn
[INFO] [stdout]   Scenario: Trade Commodities fails
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And we have 3 Lumber
[INFO] [stdout]    ✔  And a die roll of 5
[INFO] [stdout]    ✔  And next turn will have 1 bonus RP
[INFO] [stdout]    ✔  When I Trade Commodities of 2 Lumber
[INFO] [stdout]    ✔  Then next turn will have 2 bonus RP
[INFO] [stdout]    ✔  And I have 1 Lumber
[INFO] [stdout]    ✔  And we traded commodities this turn
[INFO] [stdout]   Scenario: Trade Commodities critically fails, without having traded last turn
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And we have 3 Lumber
[INFO] [stdout]    ✔  And a die roll of 1
[INFO] [stdout]    ✔  And next turn will have 1 bonus RP
[INFO] [stdout]    ✔  And we have 1 Unrest
[INFO] [stdout]    ✔  When I Trade Commodities of 2 Lumber
[INFO] [stdout]    ✔  Then next turn will have 1 bonus RP
[INFO] [stdout]    ✔  And I have 1 Lumber
[INFO] [stdout]    ✔  And we traded commodities this turn
[INFO] [stdout]    ✔  And Unrest is still 1
[INFO] [stdout]   Scenario: Trade Commodities critically fails, having traded last turn
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And we have 3 Lumber
[INFO] [stdout]    ✔  And a die roll of 1
[INFO] [stdout]    ✔  And next turn will have 1 bonus RP
[INFO] [stdout]    ✔  And the kingdom traded commodities the previous turn
[INFO] [stdout]    ✔  And we have 1 Unrest
[INFO] [stdout]    ✔  When I Trade Commodities of 2 Lumber
[INFO] [stdout]    ✔  Then next turn will have 1 bonus RP
[INFO] [stdout]    ✔  And I have 1 Lumber
[INFO] [stdout]    ✔  And we traded commodities this turn
[INFO] [stdout]    ✔  And Unrest went up to 2
[INFO] [stdout] Feature: Activity Phase, Step 1 (Leadership) -- Celebrate Holiday
[INFO] [stdout]   Scenario: Celebrate Holiday critically succeeds
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And the kingdom has 10 RP
[INFO] [stdout]    ✔  And a die roll of 20
[INFO] [stdout]    ✔  When I Celebrate Holiday
[INFO] [stdout]    ✔  Then there is a +2 circumstance bonus to Loyalty until the end of the next turn, because "critical success celebrating holiday"
[INFO] [stdout]    ✔  And RP is still 10
[INFO] [stdout]   Scenario: Celebrate Holiday succeeds
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And the kingdom has 10 RP
[INFO] [stdout]    ✔  And a die roll of 15
[INFO] [stdout]    ✔  And the next d4 rolls are 3
[INFO] [stdout]    ✔  When I Celebrate Holiday
[INFO] [stdout]    ✔  Then there is a +1 circumstance bonus to Loyalty until the end of the next turn, because "success celebrating holiday"
[INFO] [stdout]    ✔  And RP went down to 7
[INFO] [stdout]   Scenario: Celebrate Holiday fails
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And the kingdom has 10 RP
[INFO] [stdout]    ✔  And a die roll of 5
[INFO] [stdout]    ✔  And the next d4 rolls are 3
[INFO] [stdout]    ✔  When I Celebrate Holiday
[INFO] [stdout]    ✔  Then RP went down to 7
[INFO] [stdout]    ✔  And there are no remaining bonuses
[INFO] [stdout]   Scenario: Celebrate Holiday critically fails
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And the kingdom has 10 RP
[INFO] [stdout]    ✔  And a die roll of 1
[INFO] [stdout]    ✔  When I Celebrate Holiday
[INFO] [stdout]    ✔  Then there is a -1 circumstance penalty to Loyalty until the end of the next turn, because "critical failure celebrating holiday"
[INFO] [stdout]    ✔  And there is 1 requirement
[INFO] [stdout]    ✔  And "there is a penalty of 4 resource dice next turn" is a requirement
[INFO] [stdout] Feature: Activity Phase, Step 1 (Leadership) -- Create a Masterpiece
[INFO] [stdout]   Scenario: Create a Masterpiece critically succeeds
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And the kingdom has not Created a Masterpiece this turn
[INFO] [stdout]    ✔  And the kingdom has 1 Fame point
[INFO] [stdout]    ✔  And the kingdom is not scheduled to gain a Fame point at the start of next turn
[INFO] [stdout]    ✔  And the kingdom has 1 RP
[INFO] [stdout]    ✔  And we have 1 Unrest
[INFO] [stdout]    ✔  And a die roll of 20
[INFO] [stdout]    ✔  And the next d4 rolls are 3
[INFO] [stdout]    ✔  When I Create a Masterpiece
[INFO] [stdout]    ✔  Then Fame points went up to 2
[INFO] [stdout]    ✔  And the kingdom will gain one additional Fame point next turn
[INFO] [stdout]    ✔  And RP went up to 7
[INFO] [stdout]    ✔  And Unrest is still 1
[INFO] [stdout]   Scenario: Create a Masterpiece succeeds
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And the kingdom has not Created a Masterpiece this turn
[INFO] [stdout]    ✔  And the kingdom has 1 Fame point
[INFO] [stdout]    ✔  And the kingdom is not scheduled to gain a Fame point at the start of next turn
[INFO] [stdout]    ✔  And the kingdom has 1 RP
[INFO] [stdout]    ✔  And we have 1 Unrest
[INFO] [stdout]    ✔  And a die roll of 15
[INFO] [stdout]    ✔  When I Create a Masterpiece
[INFO] [stdout]    ✔  Then Fame points went up to 2
[INFO] [stdout]    ✔  And the kingdom will not gain one additional Fame point next turn
[INFO] [stdout]    ✔  And RP is still 1
[INFO] [stdout]    ✔  And Unrest is still 1
[INFO] [stdout]   Scenario: Create a Masterpiece fails
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And the kingdom has not Created a Masterpiece this turn
[INFO] [stdout]    ✔  And the kingdom has 1 Fame point
[INFO] [stdout]    ✔  And the kingdom is not scheduled to gain a Fame point at the start of next turn
[INFO] [stdout]    ✔  And the kingdom has 1 RP
[INFO] [stdout]    ✔  And we have 1 Unrest
[INFO] [stdout]    ✔  And a die roll of 5
[INFO] [stdout]    ✔  When I Create a Masterpiece
[INFO] [stdout]    ✔  Then Fame points is still 1
[INFO] [stdout]    ✔  And the kingdom will not gain one additional Fame point next turn
[INFO] [stdout]    ✔  And RP is still 1
[INFO] [stdout]    ✔  And Unrest is still 1
[INFO] [stdout]   Scenario: Create a Masterpiece critically fails
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And the kingdom has not Created a Masterpiece this turn
[INFO] [stdout]    ✔  And the kingdom has 2 Fame points
[INFO] [stdout]    ✔  And the kingdom is not scheduled to gain a Fame point at the start of next turn
[INFO] [stdout]    ✔  And the kingdom has 1 RP
[INFO] [stdout]    ✔  And we have 1 Unrest
[INFO] [stdout]    ✔  And a die roll of 1
[INFO] [stdout]    ✔  When I Create a Masterpiece
[INFO] [stdout]    ✔  Then Fame points went down to 1
[INFO] [stdout]    ✔  And the kingdom will not gain one additional Fame point next turn
[INFO] [stdout]    ✔  And RP is still 1
[INFO] [stdout]    ✔  And Unrest is still 1
[INFO] [stdout]   Scenario: Create a Masterpiece critically fails, and the Fame cost is unaffordable
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And the kingdom has not Created a Masterpiece this turn
[INFO] [stdout]    ✔  And the kingdom has 0 Fame points
[INFO] [stdout]    ✔  And the kingdom is not scheduled to gain a Fame point at the start of next turn
[INFO] [stdout]    ✔  And the kingdom has 1 RP
[INFO] [stdout]    ✔  And we have 1 Unrest
[INFO] [stdout]    ✔  And a die roll of 1
[INFO] [stdout]    ✔  And the next d4 rolls are 3
[INFO] [stdout]    ✔  When I Create a Masterpiece
[INFO] [stdout]    ✔  Then Fame points is still 0
[INFO] [stdout]    ✔  And the kingdom will not gain one additional Fame point next turn
[INFO] [stdout]    ✔  And RP is still 1
[INFO] [stdout]    ✔  And Unrest went up to 4
[INFO] [stdout] Feature: Activity Phase, Step 1 (Leadership) -- Prognostication
[INFO] [stdout]   Scenario: Prognostication critically succeeds
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And random kingdom event selection will be normal
[INFO] [stdout]    ✔  And a die roll of 20
[INFO] [stdout]    ✔  When I Prognosticate
[INFO] [stdout]    ✔  Then there is a +2 circumstance bonus to The Event until the end of the turn, because "critical success on Prognostication"
[INFO] [stdout]    ✔  And the players have advantage on selection of a random kingdom event this turn
[INFO] [stdout]   Scenario: Prognostication succeeds
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And random kingdom event selection will be normal
[INFO] [stdout]    ✔  And a die roll of 15
[INFO] [stdout]    ✔  When I Prognosticate
[INFO] [stdout]    ✔  Then there is a +1 circumstance bonus to The Event until the end of the turn, because "success on Prognostication"
[INFO] [stdout]    ✔  And random kingdom event selection is normal
[INFO] [stdout]   Scenario: Prognostication fails
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And random kingdom event selection will be normal
[INFO] [stdout]    ✔  And a die roll of 5
[INFO] [stdout]    ✔  When I Prognosticate
[INFO] [stdout]    ✔  Then there is no bonus
[INFO] [stdout]    ✔  And random kingdom event selection is normal
[INFO] [stdout]   Scenario: Prognostication critically fails
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And random kingdom event selection will be normal
[INFO] [stdout]    ✔  And a die roll of 1
[INFO] [stdout]    ✔  When I Prognosticate
[INFO] [stdout]    ✔  Then there is no bonus
[INFO] [stdout]    ✔  And the GM has advantage on selection of a random kingdom event this turn
[INFO] [stdout] Feature: Activity Phase, Step 1 (Leadership) -- Purchase Commodities
[INFO] [stdout]   Scenario: Purchase Commodities critically succeeds (non-luxury)
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And the kingdom has 6 RP
[INFO] [stdout]    ✔  And the kingdom has 1 Food
[INFO] [stdout]    ✔  And the kingdom has 1 Lumber
[INFO] [stdout]    ✔  And a die roll of 20
[INFO] [stdout]    ✔  When I Purchase Commodities of Food (secondary Lumber)
[INFO] [stdout]    ✔  Then RP went down to 2
[INFO] [stdout]    ✔  And I have 5 Food
[INFO] [stdout]    ✔  And I have 3 Lumber
[INFO] [stdout]   Scenario: Purchase Commodities succeeds (non-luxury)
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And the kingdom has 6 RP
[INFO] [stdout]    ✔  And the kingdom has 1 Food
[INFO] [stdout]    ✔  And the kingdom has 1 Lumber
[INFO] [stdout]    ✔  And a die roll of 15
[INFO] [stdout]    ✔  When I Purchase Commodities of Food (secondary Lumber)
[INFO] [stdout]    ✔  Then RP went down to 2
[INFO] [stdout]    ✔  And I have 3 Food
[INFO] [stdout]    ✔  And I have 1 Lumber
[INFO] [stdout]   Scenario: Purchase Commodities fails (non-luxury)
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And the kingdom has 6 RP
[INFO] [stdout]    ✔  And the kingdom has 1 Food
[INFO] [stdout]    ✔  And the kingdom has 1 Lumber
[INFO] [stdout]    ✔  And a die roll of 5
[INFO] [stdout]    ✔  When I Purchase Commodities of Food (secondary Lumber)
[INFO] [stdout]    ✔  Then RP went down to 2
[INFO] [stdout]    ✔  And I have 2 Food
[INFO] [stdout]    ✔  And I have 1 Lumber
[INFO] [stdout]   Scenario: Purchase Commodities critically fails (non-luxury)
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And the kingdom has 6 RP
[INFO] [stdout]    ✔  And the kingdom has 1 Food
[INFO] [stdout]    ✔  And the kingdom has 1 Lumber
[INFO] [stdout]    ✔  And a die roll of 1
[INFO] [stdout]    ✔  When I Purchase Commodities of Food (secondary Lumber)
[INFO] [stdout]    ✔  Then RP went down to 2
[INFO] [stdout]    ✔  And I have 1 Food
[INFO] [stdout]    ✔  And I have 1 Lumber
[INFO] [stdout]   Scenario: Purchase Commodities of Luxuries critically succeeds
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And the kingdom has 10 RP
[INFO] [stdout]    ✔  And the kingdom has 1 Luxury
[INFO] [stdout]    ✔  And the kingdom has 1 Lumber
[INFO] [stdout]    ✔  And a die roll of 20
[INFO] [stdout]    ✔  When I Purchase Commodities of Luxuries (secondary Lumber)
[INFO] [stdout]    ✔  Then RP went down to 2
[INFO] [stdout]    ✔  And I have 5 Luxuries
[INFO] [stdout]    ✔  And I have 3 Lumber
[INFO] [stdout] Feature: Activity Phase, Step 1 (Leadership) -- Supernatural Solution
[INFO] [stdout]   Scenario: Supernatural Solution critical success
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And the Supernatural Solution is not available
[INFO] [stdout]    ✔  And the kingdom has 3 RP
[INFO] [stdout]    ✔  And a die roll of 20
[INFO] [stdout]    ✔  When I search for a Supernatural Solution
[INFO] [stdout]    ✔  Then the Supernatural Solution fortune is available
[INFO] [stdout]    ✔  And RP is still 3
[INFO] [stdout]    ✔  And Supernatural Solution is not blocked
[INFO] [stdout]   Scenario: Supernatural Solution success
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And the Supernatural Solution is not available
[INFO] [stdout]    ✔  And the kingdom has 3 RP
[INFO] [stdout]    ✔  And a die roll of 15
[INFO] [stdout]    ✔  And the next d4 rolls are 2
[INFO] [stdout]    ✔  When I search for a Supernatural Solution
[INFO] [stdout]    ✔  Then the Supernatural Solution fortune is available
[INFO] [stdout]    ✔  And RP went down to 1
[INFO] [stdout]    ✔  And Supernatural Solution is not blocked
[INFO] [stdout]   Scenario: Supernatural Solution failure
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And the Supernatural Solution is not available
[INFO] [stdout]    ✔  And the kingdom has 13 RP
[INFO] [stdout]    ✔  And a die roll of 5
[INFO] [stdout]    ✔  And the next d6 rolls are 5
[INFO] [stdout]    ✔  When I search for a Supernatural Solution
[INFO] [stdout]    ✔  Then the Supernatural Solution fortune is not available
[INFO] [stdout]    ✔  And RP went down to 3
[INFO] [stdout]    ✔  And Supernatural Solution is not blocked
[INFO] [stdout]   Scenario: Supernatural Solution critical failure
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And the Supernatural Solution is not available
[INFO] [stdout]    ✔  And the kingdom has 13 RP
[INFO] [stdout]    ✔  And a die roll of 1
[INFO] [stdout]    ✔  And the next d6 rolls are 5
[INFO] [stdout]    ✔  When I search for a Supernatural Solution
[INFO] [stdout]    ✔  Then the Supernatural Solution fortune is not available
[INFO] [stdout]    ✔  And RP went down to 3
[INFO] [stdout]    ✔  And Supernatural Solution is blocked for two turns
[INFO] [stdout] Feature: Activity Phase, Step 1 (Leadership) -- Take Charge
[INFO] [stdout]   Scenario: Take Charge (Arts) critically succeeds
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And the kingdom has 2 RP
[INFO] [stdout]    ✔  And a die roll of 20
[INFO] [stdout]    ✔  And Take Charge (Arts) has not been used this turn
[INFO] [stdout]    ✔  When I Take Charge with Arts
[INFO] [stdout]    ✔  Then RP went up to 3
[INFO] [stdout]    ✔  And there is a +1 circumstance bonus to Arts on the next check, because "critical success on Take Charge"
[INFO] [stdout]    ✔  And Take Charge (Arts) has been used this turn
[INFO] [stdout]   Scenario: Take Charge (Arts) succeeds
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And the kingdom has 2 RP
[INFO] [stdout]    ✔  And a die roll of 15
[INFO] [stdout]    ✔  And Take Charge (Arts) has not been used this turn
[INFO] [stdout]    ✔  When I Take Charge with Arts
[INFO] [stdout]    ✔  Then RP went up to 3
[INFO] [stdout]    ✔  And there is no bonus
[INFO] [stdout]    ✔  And Take Charge (Arts) has been used this turn
[INFO] [stdout]   Scenario: Take Charge (Arts) fails
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And the kingdom has 2 RP
[INFO] [stdout]    ✔  And a die roll of 5
[INFO] [stdout]    ✔  And Take Charge (Arts) has not been used this turn
[INFO] [stdout]    ✔  When I Take Charge with Arts
[INFO] [stdout]    ✔  Then RP is still 2
[INFO] [stdout]    ✔  And there is no bonus
[INFO] [stdout]    ✔  And Take Charge (Arts) has been used this turn
[INFO] [stdout]   Scenario: Take Charge (Arts) critically fails
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And the kingdom has 2 RP
[INFO] [stdout]    ✔  And a die roll of 1
[INFO] [stdout]    ✔  And Take Charge (Arts) has not been used this turn
[INFO] [stdout]    ✔  When I Take Charge with Arts
[INFO] [stdout]    ✔  Then RP is still 2
[INFO] [stdout]    ✔  And there is a -1 circumstance penalty to Arts on the next check, because "critical failure on Take Charge"
[INFO] [stdout]    ✔  And Take Charge (Arts) has been used this turn
[INFO] [stdout]   Scenario: Take Charge (Industry) barely succeeds  # TODO
[INFO] [stdout]   Scenario: Take Charge (Industry) barely fails     # TODO
[INFO] [stdout] Feature: Activity Phase, Step 2 (Region) -- Build Roads
[INFO] [stdout]   Scenario: Build Roads on plains critically succeeds
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And the kingdom has 15 RP
[INFO] [stdout]    ✔  And we have 1 Unrest
[INFO] [stdout]    ✔  And a die roll of 20
[INFO] [stdout]    ✔  When I Build Roads on plains
[INFO] [stdout]    ✔  Then there are 3 requirements
[INFO] [stdout]    ✔  And "mark the map with the new roads" is a requirement
[INFO] [stdout]    ✔  And "can mark an adjacent hex with new roads as well, if it is plains or easier" is a requirement
[INFO] [stdout]    ✔  And "subtract 1 RP if there is a river crossing the hex" is a requirement
[INFO] [stdout]    ✔  And RP went down to 14
[INFO] [stdout]    ✔  And Unrest is still 1
[INFO] [stdout]   Scenario: Build Roads on mountains critically succeeds
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And the kingdom has 15 RP
[INFO] [stdout]    ✔  And we have 1 Unrest
[INFO] [stdout]    ✔  And a die roll of 20
[INFO] [stdout]    ✔  When I Build Roads on mountains
[INFO] [stdout]    ✔  Then there are 3 requirements
[INFO] [stdout]    ✔  And "mark the map with the new roads" is a requirement
[INFO] [stdout]    ✔  And "can mark an adjacent hex with new roads as well, if it is mountains or easier" is a requirement
[INFO] [stdout]    ✔  And "subtract 12 RP if there is a river crossing the hex" is a requirement
[INFO] [stdout]    ✔  And RP went down to 3
[INFO] [stdout]    ✔  And Unrest is still 1
[INFO] [stdout]   Scenario: Build Roads succeeds
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And the kingdom has 15 RP
[INFO] [stdout]    ✔  And we have 1 Unrest
[INFO] [stdout]    ✔  And a die roll of 10
[INFO] [stdout]    ✔  When I Build Roads on hills
[INFO] [stdout]    ✔  Then there are 2 requirements
[INFO] [stdout]    ✔  And "mark the map with the new roads" is a requirement
[INFO] [stdout]    ✔  And "subtract 2 RP if there is a river crossing the hex" is a requirement
[INFO] [stdout]    ✔  And RP went down to 13
[INFO] [stdout]    ✔  And Unrest is still 1
[INFO] [stdout]   Scenario: Build Roads fails
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And the kingdom has 15 RP
[INFO] [stdout]    ✔  And we have 1 Unrest
[INFO] [stdout]    ✔  And a die roll of 5
[INFO] [stdout]    ✔  When I Build Roads on forest
[INFO] [stdout]    ✔  Then RP went down to 11
[INFO] [stdout]    ✔  And Unrest is still 1
[INFO] [stdout]    ✔  And there is 1 requirement
[INFO] [stdout]    ✔  And "subtract 4 RP if there is a river crossing the hex" is a requirement
[INFO] [stdout]   Scenario: Build Roads critically fails
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And the kingdom has 15 RP
[INFO] [stdout]    ✔  And we have 1 Unrest
[INFO] [stdout]    ✔  And a die roll of 1
[INFO] [stdout]    ✔  When I Build Roads on swamp
[INFO] [stdout]    ✔  Then RP went down to 7
[INFO] [stdout]    ✔  And Unrest went up to 2
[INFO] [stdout]    ✔  And there is 1 requirement
[INFO] [stdout]    ✔  And "subtract 8 RP if there is a river crossing the hex" is a requirement
[INFO] [stdout] Feature: Activity Phase, Step 2 (Region) -- Claim Hex
[INFO] [stdout]   Scenario: Claim Hex critically succeeds
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And the kingdom's size is 7
[INFO] [stdout]    ✔  And the kingdom has 2 RP
[INFO] [stdout]    ✔  And the kingdom has 100 XP
[INFO] [stdout]    ✔  And a die roll of 20
[INFO] [stdout]    ✔  When I Claim Hex with Magic
[INFO] [stdout]    ✔  Then there are 2 requirements
[INFO] [stdout]    ✔  And "mark the hex 0.0 as claimed" is a requirement
[INFO] [stdout]    ✔  And "you may take another region activity" is a requirement
[INFO] [stdout]    ✔  And the kingdom's size went up to 8
[INFO] [stdout]    ✔  And RP went down to 1
[INFO] [stdout]    ✔  And XP went up to 125
[INFO] [stdout]   Scenario: Claim Hex succeeds
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And the kingdom's size is 7
[INFO] [stdout]    ✔  And the kingdom has 2 RP
[INFO] [stdout]    ✔  And a die roll of 15
[INFO] [stdout]    ✔  And the kingdom has 100 XP
[INFO] [stdout]    ✔  When I Claim Hex with Magic
[INFO] [stdout]    ✔  Then there are 1 requirements
[INFO] [stdout]    ✔  And "mark the hex 0.0 as claimed" is a requirement
[INFO] [stdout]    ✔  And the kingdom's size went up to 8
[INFO] [stdout]    ✔  And RP went down to 1
[INFO] [stdout]    ✔  And XP went up to 125
[INFO] [stdout]   Scenario: Claim Hex fails
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And the kingdom's size is 7
[INFO] [stdout]    ✔  And the kingdom has 2 RP
[INFO] [stdout]    ✔  And a die roll of 5
[INFO] [stdout]    ✔  And the kingdom has 100 XP
[INFO] [stdout]    ✔  When I Claim Hex with Magic
[INFO] [stdout]    ✔  Then there are no requirements
[INFO] [stdout]    ✔  And the kingdom's size is still 7
[INFO] [stdout]    ✔  And RP went down to 1
[INFO] [stdout]    ✔  And XP is still 100
[INFO] [stdout]   Scenario: Claim Hex critically fails
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And the kingdom's size is 7
[INFO] [stdout]    ✔  And the kingdom has 2 RP
[INFO] [stdout]    ✔  And the kingdom has 100 XP
[INFO] [stdout]    ✔  And a die roll of 1
[INFO] [stdout]    ✔  When I Claim Hex with Magic
[INFO] [stdout]    ✔  Then there are no requirements
[INFO] [stdout]    ✔  And the kingdom's size is still 7
[INFO] [stdout]    ✔  And RP went down to 1
[INFO] [stdout]    ✔  And XP is still 100
[INFO] [stdout]    ✔  And there is a -1 circumstance penalty to Stability until the end of the next turn, because "critical failure in Claim Hex"
[INFO] [stdout] Feature: Activity Phase, Step 2 (Region) -- Establish Farmland
[INFO] [stdout]   Scenario: Establish Farmland on plains critically succeeds
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And a die roll of 20
[INFO] [stdout]    ✔  And current farm income is 1/turn
[INFO] [stdout]    ✔  When I Establish Farmland on plains
[INFO] [stdout]    ✔  Then there are 2 requirements
[INFO] [stdout]    ✔  And "mark hex 0.0 with the new farmland" is a requirement
[INFO] [stdout]    ✔  And "may immediately attempt Establish Farmland again (plains only)" is a requirement
[INFO] [stdout]    ✔  And current farm income went up to 2/turn
[INFO] [stdout]   Scenario: Establish Farmland on hills critically succeeds
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And a die roll of 20
[INFO] [stdout]    ✔  And current farm income is 1/turn
[INFO] [stdout]    ✔  When I Establish Farmland on hills
[INFO] [stdout]    ✔  Then there are 2 requirements
[INFO] [stdout]    ✔  And "mark hex 0.0 with the new farmland" is a requirement
[INFO] [stdout]    ✔  And "may immediately attempt Establish Farmland again (plains or hills)" is a requirement
[INFO] [stdout]    ✔  And current farm income went up to 2/turn
[INFO] [stdout]   Scenario: Establish Farmland succeeds
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And a die roll of 19
[INFO] [stdout]    ✔  And current farm income is 1/turn
[INFO] [stdout]    ✔  When I Establish Farmland on hills
[INFO] [stdout]    ✔  Then there is 1 requirement
[INFO] [stdout]    ✔  And "mark hex 0.0 with the new farmland" is a requirement
[INFO] [stdout]    ✔  And current farm income went up to 2/turn
[INFO] [stdout]   Scenario: Establish Farmland fails
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And a die roll of 5
[INFO] [stdout]    ✔  And current farm income is 1/turn
[INFO] [stdout]    ✔  When I Establish Farmland on hills
[INFO] [stdout]    ✔  Then there are no requirements
[INFO] [stdout]    ✔  And current farm income is still 1/turn
[INFO] [stdout]   Scenario: Establish Farmland critically fails
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And a die roll of 1
[INFO] [stdout]    ✔  And current farm income is 1/turn
[INFO] [stdout]    ✔  When I Establish Farmland on hills
[INFO] [stdout]    ✔  Then there are no requirements
[INFO] [stdout]    ✔  And there is a Crop Failure potential for next 2 turns
[INFO] [stdout]    ✔  And current farm income is still 1/turn
[INFO] [stdout] Feature: Activity Phase, Step 2 (Region) -- Establish Work Site
[INFO] [stdout]   Scenario: Establish Work Site on plains critically succeeds
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And the kingdom has 15 RP
[INFO] [stdout]    ✔  And we have 1 Unrest
[INFO] [stdout]    ✔  And a die roll of 20
[INFO] [stdout]    ✔  When I Establish Work Site on plains
[INFO] [stdout]    ✔  Then there are 3 requirements
[INFO] [stdout]    ✔  And "mark the map with the new work site" is a requirement
[INFO] [stdout]    ✔  And "increase the income for the commodity by 1" is a requirement
[INFO] [stdout]    ✔  And "there is a bonus commodity income next turn" is a requirement
[INFO] [stdout]    ✔  And RP went down to 14
[INFO] [stdout]    ✔  And Unrest is still 1
[INFO] [stdout]   Scenario: Establish Work Site on hills critically succeeds
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And the kingdom has 15 RP
[INFO] [stdout]    ✔  And we have 1 Unrest
[INFO] [stdout]    ✔  And a die roll of 20
[INFO] [stdout]    ✔  When I Establish Work Site on hills
[INFO] [stdout]    ✔  Then there are 3 requirements
[INFO] [stdout]    ✔  And "mark the map with the new work site" is a requirement
[INFO] [stdout]    ✔  And "increase the income for the commodity by 1" is a requirement
[INFO] [stdout]    ✔  And "there is a bonus commodity income next turn" is a requirement
[INFO] [stdout]    ✔  And RP went down to 13
[INFO] [stdout]    ✔  And Unrest is still 1
[INFO] [stdout]   Scenario: Establish Work Site succeeds
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And the kingdom has 15 RP
[INFO] [stdout]    ✔  And we have 1 Unrest
[INFO] [stdout]    ✔  And a die roll of 10
[INFO] [stdout]    ✔  When I Establish Work Site on hills
[INFO] [stdout]    ✔  Then there are 2 requirements
[INFO] [stdout]    ✔  And "increase the income for the commodity by 1" is a requirement
[INFO] [stdout]    ✔  And "mark the map with the new work site" is a requirement
[INFO] [stdout]    ✔  And RP went down to 13
[INFO] [stdout]    ✔  And Unrest is still 1
[INFO] [stdout]   Scenario: Establish Work Site fails
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And the kingdom has 15 RP
[INFO] [stdout]    ✔  And we have 1 Unrest
[INFO] [stdout]    ✔  And a die roll of 5
[INFO] [stdout]    ✔  When I Establish Work Site on hills
[INFO] [stdout]    ✔  Then there are no requirements
[INFO] [stdout]    ✔  And RP went down to 13
[INFO] [stdout]    ✔  And Unrest is still 1
[INFO] [stdout]   Scenario: Establish Work Site critically fails
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And the kingdom has 15 RP
[INFO] [stdout]    ✔  And we have 1 Unrest
[INFO] [stdout]    ✔  And a die roll of 1
[INFO] [stdout]    ✔  When I Establish Work Site on hills
[INFO] [stdout]    ✔  Then there are no requirements
[INFO] [stdout]    ✔  And RP went down to 13
[INFO] [stdout]    ✔  And Unrest went up to 2
[INFO] [stdout] Feature: Activity Phase, Step 2 (Region) -- Go Fishing
[INFO] [stdout]   Scenario: Go Fishing critically succeeds
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And the kingdom has 1 Food
[INFO] [stdout]    ✔  And we have 1 Unrest
[INFO] [stdout]    ✔  And a die roll of 20
[INFO] [stdout]    ✔  And the next d4 rolls are 3
[INFO] [stdout]    ✔  When I Go Fishing
[INFO] [stdout]    ✔  Then the kingdom's Food went up to 4
[INFO] [stdout]    ✔  And Unrest is still 1
[INFO] [stdout]   Scenario: Go Fishing succeeds
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And the kingdom has 1 Food
[INFO] [stdout]    ✔  And we have 1 Unrest
[INFO] [stdout]    ✔  And a die roll of 15
[INFO] [stdout]    ✔  And the next d4 rolls are 3
[INFO] [stdout]    ✔  When I Go Fishing
[INFO] [stdout]    ✔  Then the kingdom's Food went up to 2
[INFO] [stdout]    ✔  And Unrest is still 1
[INFO] [stdout]   Scenario: Go Fishing fails
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And the kingdom has 1 Food
[INFO] [stdout]    ✔  And we have 1 Unrest
[INFO] [stdout]    ✔  And a die roll of 5
[INFO] [stdout]    ✔  And the next d4 rolls are 3
[INFO] [stdout]    ✔  When I Go Fishing
[INFO] [stdout]    ✔  Then the kingdom's Food is still 1
[INFO] [stdout]    ✔  And Unrest is still 1
[INFO] [stdout]   Scenario: Go Fishing critically fails
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And the kingdom has 1 Food
[INFO] [stdout]    ✔  And we have 1 Unrest
[INFO] [stdout]    ✔  And a die roll of 1
[INFO] [stdout]    ✔  And the next d4 rolls are 3
[INFO] [stdout]    ✔  When I Go Fishing
[INFO] [stdout]    ✔  Then the kingdom's Food is still 1
[INFO] [stdout]    ✔  And Unrest went up to 4
[INFO] [stdout] Feature: Activity Phase, Step 3 (Civic) -- Build Structure
[INFO] [stdout]   Scenario: Build Structure critically succeeds
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And the kingdom has 20 RP
[INFO] [stdout]    ✔  And the kingdom has 2 Ore
[INFO] [stdout]    ✔  And the kingdom has 6 Stone
[INFO] [stdout]    ✔  And a die roll of 20
[INFO] [stdout]    ✔  When I Build an Alchemy Lab Structure
[INFO] [stdout]    ✔  Then there are 2 requirements
[INFO] [stdout]    ✔  And "mark the urban grid with the new stucture" is a requirement
[INFO] [stdout]    ✔  And "adjust kingdom item bonuses accordingly" is a requirement
[INFO] [stdout]    ✔  And RP went down to 2
[INFO] [stdout]    ✔  And the kingdom's Ore went down to 1
[INFO] [stdout]    ✔  And the kingdom's Stone went down to 3
[INFO] [stdout]    ✔  And next turn can not re-attempt building anything at no resource cost
[INFO] [stdout]   Scenario: Build Structure succeeds
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And the kingdom has 20 RP
[INFO] [stdout]    ✔  And the kingdom has 3 Ore
[INFO] [stdout]    ✔  And the kingdom has 6 Stone
[INFO] [stdout]    ✔  And a die roll of 15
[INFO] [stdout]    ✔  When I Build an Alchemy Lab Structure
[INFO] [stdout]    ✔  Then there are 2 requirements
[INFO] [stdout]    ✔  And "mark the urban grid with the new stucture" is a requirement
[INFO] [stdout]    ✔  And "adjust kingdom item bonuses accordingly" is a requirement
[INFO] [stdout]    ✔  And RP went down to 2
[INFO] [stdout]    ✔  And the kingdom's Ore went down to 1
[INFO] [stdout]    ✔  And the kingdom's Stone went down to 1
[INFO] [stdout]    ✔  And next turn can not re-attempt building anything at no resource cost
[INFO] [stdout]   Scenario: Build Structure succeeds, when structure commodity costs can vary
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And the kingdom has 7 RP
[INFO] [stdout]    ✔  And the kingdom has 2 Lumber
[INFO] [stdout]    ✔  And the kingdom has 3 Stone
[INFO] [stdout]    ✔  And a die roll of 15
[INFO] [stdout]    ✔  When I Build a Bridge Structure
[INFO] [stdout]    ✔  Then there are 3 requirements
[INFO] [stdout]    ✔  And "mark the urban grid with the new stucture" is a requirement
[INFO] [stdout]    ✔  And "adjust kingdom item bonuses accordingly" is a requirement
[INFO] [stdout]    ✔  And "the structure has commodity costs that have not been deducted" is a requirement
[INFO] [stdout]    ✔  And RP went down to 1
[INFO] [stdout]    ✔  And the kingdom's Lumber is still 2
[INFO] [stdout]    ✔  And the kingdom's Stone is still 3
[INFO] [stdout]    ✔  And next turn can not re-attempt building anything at no resource cost
[INFO] [stdout]   Scenario: Build Structure fails
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And the kingdom has 20 RP
[INFO] [stdout]    ✔  And the kingdom has 3 Ore
[INFO] [stdout]    ✔  And the kingdom has 6 Stone
[INFO] [stdout]    ✔  And a die roll of 5
[INFO] [stdout]    ✔  When I Build an Alchemy Lab Structure
[INFO] [stdout]    ✔  Then RP went down to 2
[INFO] [stdout]    ✔  And the kingdom's Stone went down to 1
[INFO] [stdout]    ✔  And next turn can re-attempt building an Alchemy Lab at no resource cost
[INFO] [stdout]   Scenario: Build Structure critically fails
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And the kingdom has 20 RP
[INFO] [stdout]    ✔  And the kingdom has 3 Ore
[INFO] [stdout]    ✔  And the kingdom has 6 Stone
[INFO] [stdout]    ✔  And a die roll of 1
[INFO] [stdout]    ✔  When I Build an Alchemy Lab Structure
[INFO] [stdout]    ✔  Then there is 1 requirement
[INFO] [stdout]    ✔  And "fill the lot(s) in the Urban Grid with rubble" is a requirement
[INFO] [stdout]    ✔  And RP went down to 2
[INFO] [stdout]    ✔  And the kingdom's Stone went down to 1
[INFO] [stdout]    ✔  And next turn can not re-attempt building anything at no resource cost
[INFO] [stdout] Feature: Bonus Tracking
[INFO] [stdout]   Scenario: A bonus that lasts until the next roll is removed
[INFO] [stdout]    ✔> Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔> And a die roll of 9
[INFO] [stdout]    ✔  Given a circumstance bonus of +5 to Culture, because "I feel like it"
[INFO] [stdout]    ✔  When I roll Arts
[INFO] [stdout]    ✔  Then there are no remaining bonuses
[INFO] [stdout]   Scenario: A temporary bonus but doesn't apply is not removed
[INFO] [stdout]    ✔> Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔> And a die roll of 9
[INFO] [stdout]    ✔  Given a circumstance bonus of +5 to Culture, because "I feel like it"
[INFO] [stdout]    ✔  When I roll Trade
[INFO] [stdout]    ✔  Then there this is 1 remaining bonus
[INFO] [stdout]    ✔  And "I feel like it" is in remaining bonuses
[INFO] [stdout]   Scenario: A bonus that lasts until the next turn is not removed
[INFO] [stdout]    ✔> Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔> And a die roll of 9
[INFO] [stdout]    ✔  Given a circumstance bonus of +5 to Culture, lasting until the next turn, because "I feel like it"
[INFO] [stdout]    ✔  When I roll Arts
[INFO] [stdout]    ✔  Then there this is 1 remaining bonus
[INFO] [stdout]    ✔  And "I feel like it" is in remaining bonuses
[INFO] [stdout] Feature: Kingdom Rolls
[INFO] [stdout]   Scenario: We can make skill rolls
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And a die roll of 9
[INFO] [stdout]    ✔  When I roll Arts
[INFO] [stdout]    ✔  Then I get a result of 13 (natural 9)
[INFO] [stdout]    ✔  And the roll description is "9 (nat) + 0 (Culture) + 1 (invested) + 3 (training)"
[INFO] [stdout]   Scenario: We can make skill rolls with a bonus
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And a die roll of 9
[INFO] [stdout]    ✔  And a circumstance bonus of +5 to Culture, because "I feel like it"
[INFO] [stdout]    ✔  When I roll Arts
[INFO] [stdout]    ✔  Then I get a result of 18 (natural 9)
[INFO] [stdout]    ✔  And the roll description is "9 (nat) + 0 (Culture) + 1 (invested) + 3 (training) + 5 (I feel like it)"
[INFO] [stdout]   Scenario: Not all bonuses necessarily apply
[INFO] [stdout]    ✔  Given the kingdom Aryc at level 1
[INFO] [stdout]    ✔  And a die roll of 9
[INFO] [stdout]    ✔  And a circumstance bonus of +5 to Culture, because "I feel like it"
[INFO] [stdout]    ✔  When I roll Trade
[INFO] [stdout]    ✔  Then the roll description is "9 (nat) + 4 (Economy) + 1 (invested) + 3 (training)"
[INFO] [stdout] [Summary]
[INFO] [stdout] 17 features
[INFO] [stdout] 81 scenarios (81 passed)
[INFO] [stdout] 683 steps (683 passed)
[INFO] [stderr]    Doc-tests kingdom
[INFO] [stdout] 
[INFO] [stdout] running 0 tests
[INFO] [stdout] 
[INFO] [stdout] test result: ok. 0 passed; 0 failed; 0 ignored; 0 measured; 0 filtered out; finished in 0.00s
[INFO] [stdout] 
[INFO] running `Command { std: "docker" "inspect" "c3a6d5b9ba72b842dfa3e036a246fcb6d15f7225dba9e9004f150d51b4c38398", kill_on_drop: false }`
[INFO] running `Command { std: "docker" "rm" "-f" "c3a6d5b9ba72b842dfa3e036a246fcb6d15f7225dba9e9004f150d51b4c38398", kill_on_drop: false }`
[INFO] [stdout] c3a6d5b9ba72b842dfa3e036a246fcb6d15f7225dba9e9004f150d51b4c38398
