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-years N (with -headless) runs N game years with no speed cap and exits; -seed N fixes the game seed; -threads N caps the worker threads (-threads 1 makes runs reproducible); -dump DIR writes monthly nations/prices/provinces CSVs. Nothing changes without the flags.
network::init picks the first non-player nation by rank for the local player and create_mp_player marks it is_player_controlled. Headless only cleared local_player_nation, so that nation (ENG in 1836 vanilla, RUS in GFM) kept the player flag: its armies never went on guard, assign_targets never found them, and the AI never declared a war for it.
…and_save_file instead of an environment variable
…al pass over the pops (off by default)
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Builds on #2320 (it uses its argument loop), so it is easier to review after that one.
-single_pass_demographics 1adds up all of the day's demographic keys in one serial pass over the pops, instead of one parallel pass per key. It is off by default. It is only quicker when the game runs on one thread (-threads 1, for reproducible headless runs); with more threads the per-key parallel version is better, as you said.Measured on one core, vanilla, seed 10001, 3 years, 2 runs each: 30.6 s without, 27.3-27.4 s with. nations.csv, prices.csv and provinces.csv from
-dumpare byte-identical with and without.