Draft the v2 production tree structure
Add the tree structure draft to the v2 decisions section: mined and smelted items, reprocessing pool, intermediates per tier with ratio classes and archetypes, hull and module recipes as input lists, the resolved m+ hull gate (hardened_steel plus control_chip), shortcut recipe candidates, and a refactorability spot-check. Quantities and durations are deferred to the numbers pass against the threat ladder. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01DyCu8vwChKMbLJQ3xosYEN
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@@ -229,6 +229,116 @@ refactorability). Decisions fixed so far:
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arriving with quartz optics. More weapon types are planned; railguns
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are simply the baseline tech that ships with v1.
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### Tree structure — draft
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Recipes are sketched as input lists only; quantities and durations come
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in the numbers pass, tuned so every chain sums to its threat-ladder
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value and follows the ratio curve (t1 nice → t4 strange). Glass/optics
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are cut from v1 — their only consumers would be lasers, which are
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deferred; the silicon family ships as silicon + ceramics.
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**Mined (miner):** `iron_ore`, `copper_ore` (every tile), `quartz`
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(geode deposits in expansion territory).
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**Smelted (smelter — exactly one recipe per input item):**
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| output | input | ratio class |
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|---|---|---|
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| iron_ingot | iron_ore | nice (1:1 or 1:2) |
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| copper_ingot | copper_ore | nice |
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| silicon | quartz | mid entry |
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| iron_ingot | scrap | the safe, boring scrap sink |
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**Reprocessing pool (scrap):** `iron_ingot`, `copper_ingot`, `silicon`,
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`voidsteel` — the only source of voidsteel. Weights authored for the
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fully unlocked pool state.
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**Tier 2 — early intermediates (clean ratios, ~2:3):**
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| item | inputs | role |
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|---|---|---|
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| steel_plate | iron_ingot | structure backbone, highest volume |
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| copper_wire | copper_ingot | conductors |
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| copper_coil | copper_wire | electromagnets: railguns, thrusters |
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| building_block | steel_plate | depth-3 chain = the doubling-time knob |
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**Tier 3 — mid intermediates (strange ratios begin, need quartz):**
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| item | inputs | role |
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|---|---|---|
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| control_chip | silicon + copper_wire | electronics gate for m+ hulls |
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| capacitor_bank | copper_coil + silicon | power for railgun m/l |
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| hardened_steel | steel_plate (long cycle) | quality gate for m+ hulls; time-heavy |
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| ceramic_plate | quartz | heat shielding: drives, l guns, capitals |
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| drive_unit | steel_plate + copper_coil + control_chip | propulsion for m+ hulls |
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**Tier 4 — late intermediates (need voidsteel):**
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| item | inputs | role |
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|---|---|---|
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| voidsteel_plate | voidsteel + hardened_steel | capital structure |
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| capital_core | voidsteel + capacitor_bank + control_chip | capital heart |
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**Hull items** (`<ship>_hull`, assembler-made; the shipyard consumes the
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hull item plus module materials). The m+ hull gate is resolved as
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**both** of the open-question options: hardened_steel (quality steel, a
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deliberately long-running recipe — the time-heavy step) *and*
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control_chip (electronics):
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| hull | inputs |
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|---|---|
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| drone_hull | steel_plate |
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| frigate_hull | steel_plate + copper_wire |
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| destroyer_hull | steel_plate + copper_coil |
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| cruiser_hull | hardened_steel + control_chip |
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| battlecruiser_hull | hardened_steel + control_chip + drive_unit |
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| battleship_hull | voidsteel_plate + drive_unit + control_chip |
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| dreadnought_hull | voidsteel_plate + capital_core + drive_unit |
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| carrier_hull | voidsteel_plate + capital_core + drive_unit |
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**Module items** (`<module>_module`, assembler-made prefabs — kept as
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items so shipyard belt inputs stay simple and module production can be
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stockpiled):
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| module | inputs | archetype |
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|---|---|---|
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| railgun_s | steel_plate + copper_coil | balanced |
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| salvager | steel_plate + copper_wire | balanced |
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| repair_tool | steel_plate + copper_wire | balanced |
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| armor_plates | steel_plate (many) | material-heavy, fast |
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| maneuvering_thrusters | steel_plate + copper_coil | balanced |
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| sensor_booster | copper_wire + copper_coil | lean (an antenna, no chip) |
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| afterburner | copper_coil + steel_plate | balanced |
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| weapon_stabilizer | steel_plate + copper_coil | balanced |
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| weapon_primer | capacitor_bank + copper_coil | mid; time-heavy |
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| weapon_upgrade | control_chip + copper_coil | mid; time-heavy |
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| railgun_m | capacitor_bank + steel_plate + copper_coil | mid |
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| drone_bay | control_chip + steel_plate + copper_coil | mid |
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| railgun_l | capacitor_bank + hardened_steel + ceramic_plate | late |
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| drone_hangar | voidsteel_plate + control_chip + drive_unit | late (carrier only) |
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Refactorability check (the default technique holds): railgun_s → m
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introduces capacitor_bank, built from a subset of the small gun's
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inputs (copper_coil) plus the new base resource (silicon); the m gun
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otherwise reuses the small gun's inputs. Hulls likewise: cruiser adds
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hardening (fed by the existing steel line) and chips (fed by the new
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quartz territory) without touching the iron/copper core.
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**Shortcut recipe candidates** (drop-only assembler schematics; not
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every strange chain gets one):
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- `iron_ore → steel_plate` — skips the ingot step on the highest-volume
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chain in the game.
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- `quartz → control_chip` — skips silicon on the electronics chain.
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- `iron_ingot → hardened_steel` — a nicer-ratio route past the
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deliberately awkward hardening step.
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Item count: 3 mined + scrap + 3 smelted + 4 t2 + 5 t3 + 3 t4 (incl.
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voidsteel) + 8 hulls + 14 modules ≈ 41 item types — same scale as the
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first-pass tree. `verify_recipes.py` must be re-run once this lands in
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recipes.toml; the numbers pass should add a threat-report tool that
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prints per-item threat values and producer:consumer ratio tables.
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## Balancing targets (first pass, July 2026)
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The six root numbers for the balancing pass. Every derived value (threat
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