refinement
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@@ -46,11 +46,16 @@ adapts later (see Refactorability).
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### Structure
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- **One new base input chain per phase.** Factory complexity ramps
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alongside ship size; no phase adds more than one new bottom-level chain.
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- **Each phase transition adds exactly one new base input chain.** A base
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input is a bottom-level resource entering the factory from outside — a
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mined ore or the scrap-only input. The early game starts with two ores
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as the baseline; the transition to mid adds one (the third ore), the
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transition to late adds one (the scrap-only input). No transition ever
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introduces more than one unfamiliar bottom-level chain, so the factory
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grows in one direction at a time.
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- **Intermediates are generic shared parts.** Keep the item count low —
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modules and hulls of a tier draw from a shared pool of that tier's
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intermediates rather than each having bespoke inputs.
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modules and hulls of a tier draw from a shared pool of that tier's and
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lower tiers' intermediates rather than each having bespoke inputs.
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- **Thematic naming over thematic items.** Inputs should be plausible for
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what the recipe produces (crystals for lasers, heat sinks for bigger
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lasers). Achieve this through naming and chain membership, not by adding
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@@ -77,6 +82,12 @@ adapts later (see Refactorability).
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nice ratios for a chain whose base path is strange.
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- **Not every strange chain gets a shortcut.** Some strangeness is
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permanent; the absence of a fix is a valid design choice.
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- **Shortcuts drop only for known chains.** A shortcut recipe enters the
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drop pool only when both its input items and its output item are
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already unlocked (in addition to the station level check). The player
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is never offered a shortcut for a chain they have not built yet. The
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output-item half of this check already exists in
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REQ-DEF-SCHEMATIC-DROP; the input half is new (see Action items).
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- **Shortcuts are pure rewards, never balance factors.** An item's threat
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value is the *maximum* across its producing recipes (REQ-THREAT-ITEM), so
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unlocking a cheaper recipe does not lower the item's threat accounting —
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@@ -88,8 +99,15 @@ adapts later (see Refactorability).
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### Refactorability
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- **Rule (the property):** unlocking the next tier or size of a thing must
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be an *extension* of the existing production line — adding assemblers and
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belts to what is already built — never a teardown and rebuild.
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be a *local edit* of the existing production line — adding assemblers
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and belts, or replacing a machine or two in place — never a rebuild of
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the line.
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- **What this buys the player:** foresight pays off in space, not blocks.
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An experienced player leaves a little slack in the middle of a line,
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knowing the next size or tier upgrade means tearing out one assembler
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and a few belts there and inserting the new step — plus maybe swapping
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a recipe or two elsewhere — while the rest of the line keeps running
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untouched.
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- **Default technique:** the bigger version introduces one new intermediate
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that is produced from a subset of the smaller version's inputs (possibly
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plus one additional low-tier material), and otherwise reuses the smaller
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@@ -149,6 +167,13 @@ supporting different fleet doctrines feel structurally different to build.
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mid-tier hulls/modules/recipes at low station levels, capital content at
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higher levels. A schematic must not become available before the chains
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its materials need can be unlocked alongside it.
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- **Schematics can require other schematics.** Beyond the station-level
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gate, a schematic (ship, module, or assembler recipe) may list
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prerequisite schematics that must already be unlocked before it enters
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the drop pool — e.g. the medium laser requires the small laser; a
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future Mk2 requires its base version. Station level gates the earliest
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*when*; prerequisites gate the *order*, keeping drop offers coherent
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with what the player already owns.
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- **No duplicate drops.** Ship and module schematics leave the drop pool
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once owned, exactly as assembler recipe schematics already do. There are
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no schematic level-ups; player power grows through unlock breadth and
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@@ -184,8 +209,16 @@ supporting different fleet doctrines feel structurally different to build.
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`1 / scrap_per_threat`. The min-`scrap_drop` schematic derivation
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(REQ-THREAT-SCRAP) and its potential circularity disappear.
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- **Rule:** the late-game input's income rate meaningfully gates capital
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production. The tuning target is expressed as "capital ships per boss
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cycle for a player who fights at parity", not as an absolute rate.
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production — unlocking a capital hull must not mean spamming it; the
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input trickles in slowly enough that every capital ship is a noticeable
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investment. The tuning target is relative, not absolute: assume a
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reference player who destroys and salvages roughly the threat the game
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spawns ("fighting at parity"), and tune `scrap_per_threat`, the
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reprocessing weights, and capital material costs so that this player
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affords roughly N capital ships per boss cycle. An absolute income rate
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would be meaningless (income depends entirely on how much the player
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fights) and would not self-scale; per boss cycle, the target tracks the
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threat rate as it steps up.
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## Building block economy
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@@ -272,3 +305,14 @@ configs:
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current `world.toml` values still produce the intended difficulty
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curve (the config reportedly already runs with a flat ship level, so
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this is likely a review, not a retune).
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7. **Gate shortcut-recipe drops on their inputs.** Extend the assembler
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recipe schematic pool eligibility in REQ-DEF-SCHEMATIC-DROP: in
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addition to the existing station-level and output-item checks, all of
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the recipe's input item types must be implicitly unlocked as well.
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8. **Schematic prerequisites.** Add an optional prerequisite list to
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ship, module, and assembler recipe schematic entries (e.g.
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`unlock_requires = ["laser_cannon_s"]`): a schematic enters the drop
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pool only when every listed schematic is already unlocked, in addition
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to the station-level check. Update REQ-DEF-SCHEMATIC-DROP and
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REQ-LOCK-EXPLICIT. This is also the mechanism the future Mk2 design
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builds on (`*_mk2` requires the base schematic).
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