Combat stats round 4 from arena round 3 margins
Round 3 (narrow lanes; arena geometry is part of the fixture from here): dreadnought closed to -11%, battleship improved to +22%, the drone swarm flipped to +14% over cruisers under full engagement, glass beat armored for the third consecutive round, mirrors/repair/ two-to-one healthy, stations cracked at 51% by the 3x swarm under the new geometry (watch, not touched). Round-4 knobs: armor_plates 1000 -> 1200 (~37 HP/threat; persistent glass signal, also lifts armor-carrying cruiser/BC/destroyer/DN loadouts), battlecruiser hull 2500 -> 2000 (net -300 EHP after its armor gain), battleship 7000 -> 6300 (loadout has no armor, clean -10%), dreadnought/carrier 19000 -> 22500 (opposing destroyers gain armor too, so the larger step). Anchors doc notes the emerging shape: the arena prices capitals as tanks with taxed guns. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01DyCu8vwChKMbLJQ3xosYEN
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@@ -179,7 +179,7 @@ materials = [{item = "battlecruiser_hull", amount = 1}]
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production_time_seconds = 5
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[ship.health]
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hp = 2500
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hp = 2000
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[ship.movement]
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speed_mps = 20
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@@ -222,7 +222,7 @@ materials = [{item = "battleship_hull", amount = 1}]
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production_time_seconds = 6
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[ship.health]
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hp = 7000
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hp = 6300
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[ship.movement]
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speed_mps = 15
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@@ -267,7 +267,7 @@ materials = [{item = "dreadnought_hull", amount = 1}]
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production_time_seconds = 8
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[ship.health]
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hp = 19000
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hp = 22500
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[ship.movement]
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speed_mps = 10
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@@ -308,7 +308,7 @@ materials = [{item = "carrier_hull", amount = 1}]
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production_time_seconds = 8
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[ship.health]
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hp = 19000
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hp = 22500
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[ship.movement]
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speed_mps = 10
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