Restructure balancing docs into docs/balancing/
Split the cluttered progression_design.md and content_design.md into
separated documents by role:
- docs/balancing/rules.md - design rules and principles (moved from
progression_design.md, which is removed)
- docs/balancing/targets.md - the chosen base numbers: run shape,
factory curve, threat ladder (achieved
values adopted), combat anchors, pacing
anchors
- docs/balancing/derived.md - current tuned state of all derived
numbers, mirroring the configs
- docs/balancing/process.md - pass order, tuning discipline learned in
arena rounds 1-5, tools, next-round
checklist
- docs/balancing/history.md - chronological record: decisions, numbers
pass, calculator bugs, arena rounds,
pacing pass
- docs/balancing/README.md - index, status, open action items (moved
from progression_design.md)
content_design.md slims back down to actual content: footprint gating,
hull grids, gating matrix (module names updated to railguns), and the
production tree structure with its fiction - numbers, anchors, arena
logs, and pacing all moved to docs/balancing/. Stale references in the
config comments updated to the new locations.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DyCu8vwChKMbLJQ3xosYEN
This commit is contained in:
@@ -1,7 +1,7 @@
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# recipes.toml
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#
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# Production tree v2 (see docs/content_design.md, "Production tree v2" and
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# "Numbers — first pass"). Quantities and durations are tuned so that every
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# Production tree v2 (structure in docs/content_design.md, numbers with
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# derivations in docs/balancing/derived.md). Quantities and durations are tuned so that every
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# fitted ship lands on the threat-cost ladder and the ratio curve is
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# realized: tier 1 ratios are 1:1, tier 2 ratios are 2:3, tier 3+ ratios
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# are deliberately strange.
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@@ -14,7 +14,7 @@
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# rock IS ore)
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# mid + quartz geode deposits in expansion territory
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# (deposit gating pending — see action
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# item 5 in docs/progression_design.md;
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# item 5 in docs/balancing/README.md;
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# until then quartz mines anywhere)
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# late + voidsteel battle-forged: ONLY from reprocessing
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# salvaged scrap, so capital production
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@@ -141,7 +141,7 @@ outputs = [{item = "copper_coil", amount = 1}]
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duration_seconds = 1.5
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# Depth-3 chain (ore -> ingot -> plate -> block) is the factory's
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# doubling-time knob; see the block economy rules in progression_design.md.
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# doubling-time knob; see the block economy rules in docs/balancing/rules.md.
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# Explicitly unlocked at start (-1): building blocks appear in no
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# schematic's materials, so implicit unlocking can never reach this recipe.
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[[recipe]]
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@@ -1,6 +1,6 @@
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# stations.toml
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#
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# Combat-pass anchors (see docs/content_design.md, "Combat stat anchors"):
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# Combat-pass anchors (see docs/balancing/targets.md, "Combat anchors"):
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# a fresh player defence station holds one early parity wave unaided; the
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# enemy station at level 0 matches the player station exactly and scales
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# with the push level x. Station scrap drops stay authored (pushing rewards
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@@ -19,6 +19,8 @@ enemy_buffer_width_tiles = 20
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[expansion]
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columns_per_expansion_tiles = 10
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# x = expansions already purchased; ~1 per cycle mid-game, decelerating
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# to 2-3 cycles late (docs/balancing/derived.md).
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cost_building_blocks_formula = "300 + 50*x + 10*x*x"
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[push]
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@@ -35,7 +37,7 @@ artifact_chance_formula = "0.05 * x" # 5% chance per station level
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artifact_win_count = 5
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[waves]
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# Tuned against the factory-size curve (content_design.md, balancing
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# Tuned against the factory-size curve (docs/balancing/targets.md, balancing
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# targets): stays below the player's achievable military output early,
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# crosses it around the late boundary (~cycle 15), overwhelms by ~24.
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threat_rate_formula = "2*x + 0.15*x*x"
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