first full balancing round
This commit is contained in:
@@ -129,7 +129,12 @@ Maximum simultaneous (disjoint) placements: m guns — cruiser 2,
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battlecruiser 3, battleship 4; l guns — battleship 1, dreadnought 3;
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drone hangar — carrier 1.
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## Production tree
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## Production tree (first pass — superseded)
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**Superseded (July 2026):** this first-pass tree predates the rules in
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`docs/progression_design.md` and will be replaced. The decisions for the
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redesign are recorded in "Production tree v2 — decisions" below; the text
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of this section is kept for reference until the new tree lands.
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Design principle: each game phase adds exactly one new base input chain, so
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factory complexity ramps alongside ship size.
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@@ -171,6 +176,319 @@ It verifies every consumed item has a producer, every item has a visuals
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entry, flags orphaned items, and prints which items are reprocessing-only
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(currently exactly advanced_alloy).
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## Production tree v2 — decisions (July 2026)
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The old tree is discarded; the new one is designed against the rules in
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`docs/progression_design.md` (ratio curve, cost ladder, cost archetypes,
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refactorability). Decisions fixed so far:
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### Base inputs (4) and fiction
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- **iron_ore, copper_ore** — from the start, minable on every asteroid
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tile. Fiction: the asteroid is an M-type (metal) body — its bulk rock
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*is* ore, which is why the shipyard operation was built here at all.
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- **quartz** — mid-game, minable only on geode deposit patches in
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expansion territory (see the Resource deposits rules in
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`progression_design.md`). Fiction: ordinary silicate dust is everywhere
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and worthless; chips and optics need rare, pocket-bound optical-grade
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crystal.
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- **voidsteel** — late-game, obtained only by reprocessing scrap.
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Fiction: battle-forged — formed when weapon plasma anneals hull metal
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in the violence of ship destruction. Any wreck yields it, including the
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player's own; no foundry can replicate it.
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- **titanium is dropped.** Its hull-gating role moves to quartz-era
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control systems ("you can smelt all the steel you want, but you cannot
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steer a battlecruiser without electronics") and possibly a *quality*
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steel step — e.g. a long-running hardened-steel recipe (time-heavy
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archetype). Open question for the tree draft: quality step vs.
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electronics-only gating; explicitly **not** sheer steel quantity alone.
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### Material palette (fingerprints per family)
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- **iron/steel** — structure.
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- **copper** — conduction and heat: wiring, coils, heat sinks.
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- **silicon family** (all derived from quartz): silicon (logic,
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sensors), glass/optics (lenses, focusing crystals), ceramics (heat
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shielding, insulators). Carries the non-metal variety without extra
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base inputs.
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- **voidsteel** — capital-tier structure and exotics.
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- Deliberately skipped: carbon (mostly redundant with copper/ceramics),
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plastics (drags in Factorio-style chemical chains; ceramics read more
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sci-fi anyway), volatiles/ice (materials are build costs only — no
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consumption mechanic to justify fuel).
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### Weapons
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- All current lasers are renamed to **railguns** (`laser_cannon_s/m/l` →
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`railgun_s/m/l`); footprints and the gating matrix are unchanged.
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Implementation stays as-is (instant damage application, no projectile,
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no ammunition) — the beam visual reads as a tracer round. Materials:
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iron slugs, copper coils, steel rails — the starting-metal fingerprint.
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- **Lasers are reserved for later** as a genuinely distinct weapon type
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(e.g. once projectile/ammunition mechanics exist for other families),
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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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### Numbers — first pass
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These numbers are live in the config files and verified by
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`tools/threat_report.py`; quantities and durations are tuned so fitted
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ships land on the threat-cost ladder and the ratio curve is realized.
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The typical loadouts are geometry-validated against the hull grids and
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configured as each ship's `default_modules`: the L-shaped weapon
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modifiers turned out not to fit alongside the full gun complement on
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the battlecruiser and dreadnought, so their loadouts use armor and
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small-railgun fillers instead — which moved all three heavy ships
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closer to their ladder targets.
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**Economy constants:** `scrap_per_threat = 0.25` (1 scrap per 4 threat
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destroyed — a cruiser kill drops ~59 scrap). Reprocessing: 4 scrap per
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cycle, 4 s, full-pool weights iron_ingot 30 / copper_ingot 30 /
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silicon 20 / voidsteel 20 → threat(voidsteel) = (4·4 + 4)/0.2 = 100.
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Scrap smelting: 1 scrap → 1 iron_ingot, 1 s — deliberately
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value-losing (4 threat of scrap becomes a 2-threat ingot); reprocessing
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is the value-preserving path.
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**Recipes** (dur in seconds; threat is per output item):
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| item | recipe | dur | out | threat |
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|---|---|---|---|---|
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| iron_ore / copper_ore | miner | 1 | 1 | 1 |
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| quartz | miner (deposit) | 2 | 1 | 2 |
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| iron_ingot | 1 iron_ore | 1 | 1 | 2 |
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| copper_ingot | 1 copper_ore | 1 | 1 | 2 |
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| silicon | 1 quartz | 2 | 1 | 4 |
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| steel_plate | 2 iron_ingot | 3 | 1 | 7 |
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| copper_wire | 1 copper_ingot | 1 | 2 | 1.5 |
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| copper_coil | 2 copper_wire | 1.5 | 1 | 4.5 |
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| building_block | 2 steel_plate | 2 | 4 | 4 |
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| control_chip | 1 silicon + 2 copper_wire | 5 | 1 | 12 |
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| capacitor_bank | 2 copper_coil + 1 silicon | 5 | 1 | 18 |
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| hardened_steel | 3 steel_plate | 12 | 1 | 33 |
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| ceramic_plate | 2 quartz | 4 | 1 | 8 |
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| drive_unit | 2 steel_plate + 2 copper_coil + 1 control_chip | 8 | 1 | 43 |
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| voidsteel_plate | 1 voidsteel + 1 hardened_steel | 8 | 1 | 141 |
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| capital_core | 2 voidsteel + 1 capacitor_bank + 1 control_chip | 10 | 1 | 240 |
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**Module prefabs** (contribution = item threat + module production
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time):
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| module | recipe | dur | mod. time | contribution |
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|---|---|---|---|---|
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| railgun_s | 1 copper_coil | 1 | 1 | 6.5 |
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| salvager | 1 steel_plate + 2 copper_wire | 2 | 1 | 13 |
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| repair_tool | 1 steel_plate + 2 copper_wire | 2 | 1 | 13 |
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| armor_plates | 4 steel_plate | 3 | 1 | 32 |
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| maneuvering_thrusters | 1 steel_plate + 1 copper_coil | 2 | 1 | 14.5 |
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| sensor_booster | 2 copper_wire + 1 copper_coil | 2 | 1 | 10.5 |
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| afterburner | 2 copper_coil + 1 steel_plate | 3 | 1 | 20 |
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| weapon_stabilizer | 1 steel_plate + 1 copper_coil | 2 | 1 | 14.5 |
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| weapon_primer | 1 capacitor_bank + 1 copper_coil | 4 | 2 | 28.5 |
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| weapon_upgrade | 1 control_chip + 1 copper_coil | 4 | 2 | 22.5 |
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| railgun_m | 1 capacitor_bank + 2 steel_plate + 1 copper_coil | 4 | 3 | 43.5 |
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| drone_bay | 1 control_chip + 2 steel_plate + 1 copper_coil | 4 | 3 | 37.5 |
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| railgun_l | 1 capacitor_bank + 2 hardened_steel + 1 ceramic_plate | 6 | 4 | 102 |
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| drone_hangar | 1 voidsteel_plate + 2 control_chip + 1 drive_unit | 10 | 6 | 224 |
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**Ships** (fitted = hull item + ship base time + typical loadout; the
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typical loadouts double as the `default_modules` for enemy waves):
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| ship | hull recipe | dur | base | typical loadout | fitted (target) |
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|---|---|---|---|---|---|
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| drone | 1 iron_ingot | 1 | 1 | railgun_s | 10 (10) |
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| frigate | 2 steel_plate + 1 copper_wire | 2 | 2 | 2× railgun_s, maneuvering_thrusters | 47 (40) |
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| destroyer | 3 steel_plate + 2 copper_coil | 4 | 3 | 3× railgun_s, armor_plates, sensor_booster | 99 (80) |
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| cruiser | 2 hardened_steel + 2 control_chip | 6 | 4 | 2× railgun_m, armor_plates, maneuvering_thrusters | 234 (200) |
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| battlecruiser | 3 hardened_steel + 2 control_chip + 1 drive_unit | 8 | 5 | 3× railgun_m, armor_plates, 2× railgun_s | 355 (350) |
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| battleship | 3 voidsteel_plate + 1 drive_unit + 2 control_chip | 10 | 6 | railgun_l, 2× railgun_m, weapon_stabilizer, 2× railgun_s | 723 (700) |
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| dreadnought | 5 voidsteel_plate + 1 capital_core + 2 drive_unit | 12 | 8 | 3× railgun_l, 4× armor_plates, railgun_s | 1492 (1500) |
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| carrier | 5 voidsteel_plate + 1 capital_core + 2 drive_unit | 12 | 8 | drone_hangar, 2× railgun_m, 2× armor_plates, sensor_booster | 1436 (1500) |
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**Checks:**
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- *Ratio curve realized:* t1 all 1:1 (miner:smelter); t2 clean 2:3
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(ingot→plate, wire→coil); t3 strange — 2:5 (silicon→chip), 3:5
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(coil→capacitor), 3:4 (plate→hardened, plate→drive); t4 inverted 3:2
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(hardened→voidsteel_plate).
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- *Belt feasibility:* worst input demand is 1.33 items/s (wire→coil,
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plate→armor) — under the ~2/s single-belt cap everywhere; no
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accidental multi-belt recipes.
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- *Block economy:* building_block = 4 threat ⇒ for the 4-minute
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doubling at 30% capacity, the average building must cost ≈ 18 blocks
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(0.3 × 240 / 4). buildings.toml costs should be set around that mean
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(belts cheap, producers ~20–30).
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- *Small-end deviation:* frigate–cruiser land 6–24% hot because the
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fixed chain overhead dominates small hulls. Recommendation: accept
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and adjust the ladder targets to the achieved values (the ~×2-per-
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class curve shape is preserved) rather than thinning the early
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chains below readability.
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- *Rule bug discovered:* the scrap→iron_ingot smelter recipe combined
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with REQ-THREAT-ITEM's max-across-recipes rule would set
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threat(iron_ingot) to the scrap path (1 + 4 = 5, or more at other
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scrap values) instead of 2, inflating every downstream item. Fix:
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scrap-consuming recipes count toward an item's threat only when no
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scrap-free recipe produces that item, mirroring the reprocessing-path
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rule (see progression_design.md action items).
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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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rate, recipe quantities, block costs, scrap rates, unlock ladder) is tuned
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to hit these; when rebalancing later, change these first and re-derive,
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never the other way around. The rules they follow live in
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`docs/progression_design.md`.
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All targets are in **game time**. The player can pause and accelerate, so
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real session length differs; playtests should measure both. The time unit
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is the boss cycle (`world.toml boss_countdown_seconds`, 300 s). Destroying
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a station set advances the boss countdown by `boss_advance_seconds`
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(60 s), so cycles run shorter than nominal when pushing actively — these
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targets deliberately ignore that; playtesting will show real run lengths.
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1. **Run length** — a winning run takes up to 2 hours of game time: win
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around boss cycle 20–24. Losing runs end earlier.
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2. **Phase boundaries** — early = cycles 1–5 (iron/copper, small hulls),
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mid = cycles 6–14 (quartz, medium hulls), late = cycles 15+
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(voidsteel, capitals). Push cadence roughly one station set per
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cycle from mid onward. This fixes the `unlock_at_station_level`
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ladder and, with the artifact win count, the `artifact_chance_formula`
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pacing.
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3. **Factory size curve** — producing buildings over time; when
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saturated, output threat/s equals this count, so this curve IS the
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player power curve. Targets: ~25 when the starting asteroid is full
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(end of cycle 2), ~60 at the start of mid (cycle 6), ~120 at the
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start of late (cycle 15), ~150 near the win. `threat_rate_formula`
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must remain a fraction of this curve, and buildings plus belts must
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physically fit the asteroid plus affordable expansions.
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4. **Threat-cost ladder** — total production-seconds per *fitted* hull
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(including a typical module loadout): drone ~10, frigate ~40,
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destroyer ~80, cruiser ~200, battlecruiser ~350, battleship ~700,
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dreadnought/carrier ~1500. Every production chain must sum to its
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ladder value. Cross-check against (3): fitted-ship cadence =
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ladder value / (factory threat/s devoted to military) — e.g. a mid
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factory spending half of 60 threat/s on ships fields a fitted
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cruiser roughly every 7 s.
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5. **Fleet size** — swarm-leaning: ~25 player combat ships as the
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standing mid-game fleet. Standing fleet = build cadence (4) × average
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ship lifetime, so this target drives time-to-kill and therefore the
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combat stat magnitudes tuned in the arena pass.
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6. **Block economy roots** — bootstrap complete (starting asteroid full)
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by the end of cycle 2; a factory spending ~30% of its capacity on
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blocks doubles in ~4 minutes early game; one expansion affordable per
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cycle at ~1/3 of block income, with escalating costs that eventually
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outrun any income (see the growth curve rules in
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`progression_design.md`).
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## Deliberate placeholders / open questions for later passes
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- All new hulls have `threat.cost_formula = "0"` so enemy waves do not spawn
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403
docs/progression_design.md
Normal file
403
docs/progression_design.md
Normal file
@@ -0,0 +1,403 @@
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# Progression & Balancing Design
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Rules and principles that govern the production tree, progression pacing,
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and balancing. This document contains **rules only** — concrete content
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(item lists, recipes, unlock levels, stat numbers) lives in the config files
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and `content_design.md`; those numbers must follow the rules stated here.
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## Player-experience goals
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||||
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What each phase of a run should feel like:
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- **Early:** learning belts and ratios with forgiving chains. The building
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block economy is the main constraint; the player bootstraps a
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self-sustaining factory from the starting stock.
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- **Mid:** deeper chains, the first real ratio puzzles, and the first
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meaningful drop decisions (which schematic, when to push).
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||||
- **Late:** combat feeds the factory — capital production requires salvage.
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Progress means extending and refactoring the existing factory, not
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rebuilding it. Strange ratios are deliberate optimization puzzles.
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||||
Overarching: an experienced player gains efficiency through **knowledge** —
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||||
layout foresight, understanding chains, exploiting shortcut recipes — never
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||||
through hidden mechanics. An inexperienced setup should not cost much more
|
||||
than an experienced one; experience pays off in how easily the factory
|
||||
adapts later (see Refactorability).
|
||||
|
||||
## Resource phases
|
||||
|
||||
- A run has exactly **four base inputs**:
|
||||
1. Two mined resources available from the start, minable on **every**
|
||||
asteroid tile.
|
||||
2. A third mined resource unlocked mid-game, minable **only on deposit
|
||||
patches** found in expansion territory (see Resource deposits).
|
||||
3. A fourth input unlocked late-game, obtainable **only** from
|
||||
reprocessing salvaged scrap.
|
||||
- The fourth input is the core loop hook: capital ship production requires
|
||||
fighting (salvaging and reprocessing), not just mining.
|
||||
- Every gating has a fictional reason (concrete fiction in
|
||||
`content_design.md`): the asteroid is a metal-rich body, so its bulk
|
||||
rock is minable anywhere; the mid resource sits in rare pockets; the
|
||||
late input is battle-forged — created only in the violence of ship
|
||||
destruction, which is why any wreck (including the player's own)
|
||||
yields it and no foundry can make it.
|
||||
- The mid resource is **dual-gated**: schematics (knowledge, via drops)
|
||||
and territory (deposits, via expansions). Tuning must guarantee the
|
||||
deposit-bearing expansion is comfortably affordable by the time the
|
||||
first mid-tier schematics drop, or those drops are dead picks.
|
||||
- There is no direct "resource unlock" mechanism. Miner recipes unlock
|
||||
**implicitly** (REQ-LOCK-IMPLICIT) when some unlocked schematic's material
|
||||
chain reaches that resource. Resource pacing is therefore controlled
|
||||
through the `unlock_at_station_level` values of ships, modules, and
|
||||
assembler recipe schematics — and the content must guarantee that the
|
||||
chains actually connect (a mid-game schematic must require an item whose
|
||||
chain reaches the mid resource, or it never unlocks).
|
||||
|
||||
### Resource deposits
|
||||
|
||||
- **Rule: freedom first, geography later.** The starting resources are
|
||||
minable everywhere, so the player has full layout freedom while
|
||||
learning. Later mined resources are bound to deposit patches — fixed
|
||||
geography as a layout puzzle, introduced once the player is competent.
|
||||
- **Rule: deposits exist only in expansion territory.** Expansions buy
|
||||
space *and* access to resource tiers — the second leg of the growth
|
||||
curve (see Building block economy).
|
||||
- **Rule: patch area is the throughput cap.** Deposits never deplete but
|
||||
are finite in area; the number of deposit tiles caps how many miners
|
||||
the chain supports. Buying deeper expansions raises the throughput
|
||||
ceiling of high-tier chains.
|
||||
- **Rule: no empty expansions.** Deposit content per expansion is
|
||||
deterministic and config-defined; only the placement within the new
|
||||
columns is randomized. Buying an expansion never rolls "nothing".
|
||||
- **Rule: mining is binary.** A miner whose footprint overlaps at least
|
||||
one deposit tile of a resource can select that resource's recipe; no
|
||||
partial-coverage rate scaling.
|
||||
- Deposits arrive at the periphery (expansions add columns on the left),
|
||||
so each new chain starts in fresh space — supporting the
|
||||
refactorability property — and high-tier chains have the longest belt
|
||||
runs to the shipyards, escalating the logistics puzzle with tier.
|
||||
|
||||
## Production tree rules
|
||||
|
||||
### Structure
|
||||
|
||||
- **Each phase transition adds exactly one new base input chain.** A base
|
||||
input is a bottom-level resource entering the factory from outside — a
|
||||
mined resource or the scrap-only input. The early game starts with two
|
||||
ores as the baseline; the transition to mid adds one (the deposit-bound
|
||||
mid resource), the transition to late adds one (the scrap-only input).
|
||||
No transition ever introduces more than one unfamiliar bottom-level
|
||||
chain, so the factory grows in one direction at a time.
|
||||
- **Intermediates are generic shared parts.** Keep the item count low —
|
||||
modules and hulls of a tier draw from a shared pool of that tier's and
|
||||
lower tiers' intermediates rather than each having bespoke inputs.
|
||||
- **Thematic naming over thematic items.** Inputs should be plausible for
|
||||
what the recipe produces (crystals for lasers, heat sinks for bigger
|
||||
lasers). Achieve this through naming and chain membership, not by adding
|
||||
item types: rename a generic part, don't add a parallel one.
|
||||
|
||||
### Ratios
|
||||
|
||||
- **Ratio "niceness" degrades with tier.** The producer:consumer ratios
|
||||
needed for 100% throughput follow a curve:
|
||||
- Tier 1 (ore → basic material): trivially nice (e.g. 1:1 or 1:2
|
||||
miner:smelter).
|
||||
- Tier 2: slightly complex but still clean (e.g. 2:3).
|
||||
- Higher tiers: increasingly strange ratios, as deliberate optimization
|
||||
puzzles.
|
||||
- Exceptions in both directions are allowed when there is a reason — a
|
||||
clean late chain as a breather, an odd early chain as a teaser — but the
|
||||
curve is the default.
|
||||
|
||||
### Shortcut recipes
|
||||
|
||||
- Some strange chains get a **shortcut recipe**: an explicitly unlockable
|
||||
assembler recipe schematic (`unlock_at_station_level ≥ 0`, drop-only per
|
||||
REQ-LOCK-EXPLICIT) that skips a step (e.g. t1 → t3 directly) and yields
|
||||
nice ratios for a chain whose base path is strange.
|
||||
- **Not every strange chain gets a shortcut.** Some strangeness is
|
||||
permanent; the absence of a fix is a valid design choice.
|
||||
- **Shortcuts drop only for known chains.** A shortcut recipe enters the
|
||||
drop pool only when both its input items and its output item are
|
||||
already unlocked (in addition to the station level check). The player
|
||||
is never offered a shortcut for a chain they have not built yet. The
|
||||
output-item half of this check already exists in
|
||||
REQ-DEF-SCHEMATIC-DROP; the input half is new (see Action items).
|
||||
- **Shortcuts are pure rewards, never balance factors.** An item's threat
|
||||
value is the *maximum* across its producing recipes (REQ-THREAT-ITEM), so
|
||||
unlocking a cheaper recipe does not lower the item's threat accounting —
|
||||
the player gains real factory efficiency without their ships being
|
||||
valued cheaper and without enemy wave budgets shifting. Consequently:
|
||||
**balance every chain around its base (expensive) path**; the shortcut's
|
||||
savings define the size of the reward.
|
||||
|
||||
### Refactorability
|
||||
|
||||
- **Rule (the property):** unlocking the next tier or size of a thing must
|
||||
be a *local edit* of the existing production line — adding assemblers
|
||||
and belts, or replacing a machine or two in place — never a rebuild of
|
||||
the line.
|
||||
- **What this buys the player:** foresight pays off in space, not blocks.
|
||||
An experienced player leaves a little slack in the middle of a line,
|
||||
knowing the next size or tier upgrade means tearing out one assembler
|
||||
and a few belts there and inserting the new step — plus maybe swapping
|
||||
a recipe or two elsewhere — while the rest of the line keeps running
|
||||
untouched.
|
||||
- **Default technique:** the bigger version introduces one new intermediate
|
||||
that is produced from a subset of the smaller version's inputs (possibly
|
||||
plus one additional low-tier material), and otherwise reuses the smaller
|
||||
version's inputs. Existing lines keep running and feed the new
|
||||
intermediate's assemblers.
|
||||
- The property is the rule; the technique is only the default. It may be
|
||||
broken where it fights thematic plausibility, as long as the property
|
||||
still holds.
|
||||
|
||||
## Cost archetypes
|
||||
|
||||
Every item has two cost knobs: **material quantity** and **cycle time**.
|
||||
Both feed the threat value identically (threat = recursive
|
||||
production-seconds, REQ-MOD-THREAT), so the split between them does not
|
||||
change what an item is *worth* — it changes what kind of **factory
|
||||
pressure** it creates:
|
||||
|
||||
- **Material-heavy, fast** (e.g. armor plates): simple items; stress belt
|
||||
throughput, splitter logistics, and miner/smelter counts.
|
||||
- **Time-heavy, lean** (e.g. shield modules): technically complex items;
|
||||
few inputs — possibly higher-tier ones — but long cycles; stress
|
||||
assembler counts and parallelization.
|
||||
|
||||
**Rule:** each module family commits to a clear archetype, so factories
|
||||
supporting different fleet doctrines feel structurally different to build.
|
||||
|
||||
## Threat model (balancing backbone)
|
||||
|
||||
- Threat cost = total recursive production-seconds (REQ-MOD-THREAT). One
|
||||
factory-second equals one threat; player output and enemy wave budgets
|
||||
are denominated in the same currency.
|
||||
- **Rule: combat power per threat is roughly constant** across all ships,
|
||||
modules, and tiers. Higher tiers are better per *ship* and per *module
|
||||
slot*, not per invested factory-second — their advantage is
|
||||
concentration (fewer, bigger things; slot geometry per
|
||||
`content_design.md`) and qualitative capabilities, not a better exchange
|
||||
rate. Deviations from this rule are deliberate and documented.
|
||||
- **Difficulty race:** the enemy threat rate (`threat_rate_formula`) is
|
||||
tuned against the factory output (threat/s) achievable by a competent
|
||||
player — slightly below it early, crossing above it eventually. The game
|
||||
is endless; enemy scaling must ultimately outpace any factory, and
|
||||
player skill shifts *when*, not *whether*.
|
||||
- **All time scaling lives in the threat rate** — waves get bigger, ships
|
||||
of a given schematic never get individually stronger. There is no ship
|
||||
level dimension: stat formulas are plain values, and per-ship level
|
||||
scaling does not exist. Push
|
||||
scaling on enemy defence stations is the separate, player-triggered
|
||||
difficulty axis and keeps its level formulas.
|
||||
|
||||
## Unlock & drop pacing
|
||||
|
||||
- **Starting set rule:** the schematics unlocked at game start
|
||||
(`unlock_at_station_level = -1`) must be exactly enough to reach the
|
||||
first push unaided — a functioning block loop, small hulls, a basic
|
||||
weapon, and the salvage loop. Nothing more.
|
||||
- The `unlock_at_station_level` ladder mirrors the resource phases:
|
||||
mid-tier hulls/modules/recipes at low station levels, capital content at
|
||||
higher levels. A schematic must not become available before the chains
|
||||
its materials need can be unlocked alongside it.
|
||||
- **Schematics can require other schematics.** Beyond the station-level
|
||||
gate, a schematic (ship, module, or assembler recipe) may list
|
||||
prerequisite schematics (`unlock_requires`, REQ-LOCK-PREREQ) that must
|
||||
already be unlocked before it enters the drop pool — e.g. the medium
|
||||
laser requires the small laser; a future Mk2 requires its base version.
|
||||
Station level gates the earliest
|
||||
*when*; prerequisites gate the *order*, keeping drop offers coherent
|
||||
with what the player already owns.
|
||||
- **No duplicate drops.** Ship and module schematics leave the drop pool
|
||||
once owned, exactly as assembler recipe schematics already do. There are
|
||||
no schematic level-ups; player power grows through unlock breadth and
|
||||
factory scale only, which keeps power-per-threat exact on both sides.
|
||||
The pool therefore shrinks over a run and late pushes increasingly offer
|
||||
artifacts — intended: the late game is a race for the win condition.
|
||||
Per-item progression may return later as Mk2 upgrade recipes (see Open
|
||||
tasks), never as free level-ups.
|
||||
- **Artifacts trade power for progress.** Artifact options compete with
|
||||
schematic picks in the same choice dialog; the artifact chance must be
|
||||
tuned so that taking one is a real decision (giving up an unlock), not
|
||||
automatic in either direction.
|
||||
|
||||
## Scrap & reprocessing economy
|
||||
|
||||
- Scrap is the bridge from combat back into the factory, with two sinks:
|
||||
**smelting** (same basic materials as ore — the safe, boring option) and
|
||||
**reprocessing** (probabilistic higher intermediates, including the
|
||||
late-game input — the gamble that eventually becomes mandatory).
|
||||
- The reprocessing output pool renormalizes over implicitly unlocked items
|
||||
(REQ-LOCK-REPROCESSING-POOL), so its output quality improves
|
||||
automatically as the run progresses. **Rule:** weights are authored for
|
||||
the *fully unlocked* pool state; early-game behavior falls out of
|
||||
renormalization for free and needs no separate staging.
|
||||
- **Rule: ship scrap drops are derived, never authored.** A destroyed ship
|
||||
drops `threat cost × scrap_per_threat` (a `world.toml` key), with the
|
||||
threat cost computed from its actual hull plus installed modules
|
||||
(REQ-MOD-THREAT) — a kitted-out ship drops more scrap than a bare hull
|
||||
automatically. `ships.toml` carries no scrap value. Defence stations are
|
||||
the exception: they keep authored `scrap_drop_formula`s, because pushing
|
||||
rewards are tuned independently of ship production costs.
|
||||
- Consequence: the threat value of scrap is the constant
|
||||
`1 / scrap_per_threat` (REQ-THREAT-SCRAP). The former min-`scrap_drop`
|
||||
schematic derivation and its potential circularity are gone.
|
||||
- **Rule:** the late-game input's income rate meaningfully gates capital
|
||||
production — unlocking a capital hull must not mean spamming it; the
|
||||
input trickles in slowly enough that every capital ship is a noticeable
|
||||
investment. The tuning target is relative, not absolute: assume a
|
||||
reference player who destroys and salvages roughly the threat the game
|
||||
spawns ("fighting at parity"), and tune `scrap_per_threat`, the
|
||||
reprocessing weights, and capital material costs so that this player
|
||||
affords roughly N capital ships per boss cycle. An absolute income rate
|
||||
would be meaningless (income depends entirely on how much the player
|
||||
fights) and would not self-scale; per boss cycle, the target tracks the
|
||||
threat rate as it steps up.
|
||||
|
||||
## Building block economy
|
||||
|
||||
- Building blocks are the only global currency and the early game's
|
||||
central constraint. The early game is a bootstrap problem: convert the
|
||||
starting stock into a self-sustaining block loop before the first waves
|
||||
bite.
|
||||
- **Rule:** the starting stock suffices for a minimal block loop plus the
|
||||
first shipyard — with a little slack for beginner mistakes, but not
|
||||
enough to skip the loop entirely.
|
||||
- **Rule: the growth curve lives here.** A saturated building produces
|
||||
exactly 1 threat/s, so the player's output curve *is* their
|
||||
building-count curve — shaping growth over a run means shaping the
|
||||
block and space economy, there is nowhere else it can live. Intended
|
||||
shape: exponential bootstrap (block-limited) → ramp
|
||||
(expansion-limited) → asymptotic squeeze as expansion costs outrun
|
||||
income, racing the enemy threat rate throughout.
|
||||
- **Rule: escalating expansion costs.** Expansion cost is a formula of
|
||||
the number of expansions already purchased, rising steeply enough that
|
||||
expansions eventually outrun any block income. The starting asteroid
|
||||
is deliberately small — filled within the first boss cycle or two, so
|
||||
the early exponential burst is a satisfying ramp, not a balance hole —
|
||||
and from then on the output curve is the expansion curve. Blocks keep
|
||||
a meaningful sink for the entire run, and "grow vs. army" stays a live
|
||||
decision at every moment.
|
||||
- **Rule: designed doubling time.** Block production is a positive
|
||||
feedback loop (blocks buy assemblers, assemblers make blocks); its
|
||||
time constant is a designed quantity, never an accident of quantity
|
||||
choice. The block chain's depth and the per-building costs are tuned
|
||||
against a stated target of the form: "a factory spending X% of its
|
||||
capacity on blocks doubles in ~T minutes."
|
||||
- **Rule: growth is limited by economy, never by waiting.** Construction
|
||||
times stay short; the serial build queue must not be used as a growth
|
||||
brake. Waiting for placed buildings to become operational — especially
|
||||
at the start of a run — is frustration, not gameplay. All growth
|
||||
limiting comes from block income and expansion pricing.
|
||||
- Note: block income has a structural ceiling — blocks enter the stock
|
||||
through the HQ's single belt port, so income is capped at belt
|
||||
throughput regardless of assembler count. Per-building costs should be
|
||||
high enough that this cap can bind late-game (see the condensed-block
|
||||
idea under Open tasks).
|
||||
|
||||
## Numeric guardrails
|
||||
|
||||
Constraints that every recipe must respect, independent of tuning:
|
||||
|
||||
- **Belt throughput:** belt speed and per-tile capacity cap how fast a
|
||||
single belt can feed an input. A recipe whose per-cycle inputs cannot be
|
||||
sustained by one belt per input at 100% duty cycle is a *deliberate*
|
||||
design (forcing parallel belts/splitters as part of a high-tier puzzle)
|
||||
— never an accident of quantity choice.
|
||||
- **Buffer burstiness:** input buffers hold 2× the per-cycle amount
|
||||
(REQ-MAT-INPUT-BUFFER), so large per-cycle quantities create bursty belt
|
||||
demand. Low tiers prefer small quantities with short cycles; big-batch
|
||||
recipes are reserved for high tiers where burstiness is part of the
|
||||
puzzle.
|
||||
- **Cycle times scale with tier** monotonically — a higher-tier item never
|
||||
has a shorter total chain time than a lower-tier item of the same role.
|
||||
|
||||
## Open tasks / future work
|
||||
|
||||
- **Rework `recipes.toml`** once the rules in this document are fixed: the
|
||||
current tree feels too close to Factorio; apply the thematic-naming rule
|
||||
and the ratio curve to it (renames and quantity changes, not new items).
|
||||
- **Balancing pass** (see placeholders in `content_design.md`): set the
|
||||
`unlock_at_station_level` ladder, real threat costs and
|
||||
`default_modules`, reprocessing weights, and the threat-rate formulas
|
||||
according to the rules above.
|
||||
- **Condensed building blocks** — a drop-unlockable shortcut-style
|
||||
recipe that packs several blocks' worth of value into one belt item,
|
||||
relieving the HQ intake ceiling (see Building block economy) as a
|
||||
late-game reward. The ceiling is the puzzle, the drop is the fix —
|
||||
same philosophy as shortcut recipes.
|
||||
- **Mk2 upgrade recipes** — the deferred design for per-item progression,
|
||||
to revisit once the config has stabilized. A duplicate-style drop
|
||||
unlocks a distinct `*_mk2` item whose recipe consumes the Mk1 item plus
|
||||
higher-tier parts. This preserves power-per-threat (the extra power is
|
||||
paid in real production-seconds, since threat is recursive), satisfies
|
||||
the refactorability rule (the Mk1 line keeps running and feeds one new
|
||||
assembler), and keeps balancing one-dimensional (no level variable
|
||||
anywhere). Enemy-side progression happens via `default_modules`
|
||||
variants per era instead of a level formula.
|
||||
|
||||
## Action items — changes beyond this document
|
||||
|
||||
Agreed changes that require edits to `requirements.md`, the code, and the
|
||||
configs. Completed items are removed from this list (their outcomes live
|
||||
in `requirements.md` and the git history). Still open:
|
||||
|
||||
1. **Fill unfillable schematic slots with artifacts.** With duplicates
|
||||
removed, the schematic drop pool can run dry — previously unreachable.
|
||||
Decision: every slot in the choice dialog that cannot be filled with a
|
||||
schematic because the eligible pool is exhausted is filled with an
|
||||
artifact option instead (in addition to any artifact option granted by
|
||||
the regular artifact roll). A push therefore always awards a full
|
||||
dialog. Update REQ-DEF-SCHEMATIC-DROP.
|
||||
2. **Confirm wave scaling carries alone.** With per-ship level scaling
|
||||
removed, `threat_rate_formula` is the only time-scaling axis; verify
|
||||
the current `world.toml` values still produce the intended difficulty
|
||||
curve (likely a review, not a retune, since the config already ran
|
||||
with a flat ship level before the removal).
|
||||
3. **Gate shortcut-recipe drops on their inputs.** Extend the assembler
|
||||
recipe schematic pool eligibility in REQ-DEF-SCHEMATIC-DROP: in
|
||||
addition to the existing station-level and output-item checks, all of
|
||||
the recipe's input item types must be implicitly unlocked as well.
|
||||
4. **Expansion cost formula.** Replace the flat
|
||||
`world.toml [expansion].cost_building_blocks` with a formula of the
|
||||
number of expansions already purchased (x = expansions bought so
|
||||
far), so expansion costs can escalate per the block economy rules.
|
||||
Update REQ-EXP-COST and wherever the UI displays the expansion cost.
|
||||
5. **Resource deposits.** Add a terrain deposit layer per the Resource
|
||||
deposits rules: deposit patches generated in expansion columns
|
||||
(deterministic content per expansion, randomized placement within the
|
||||
new columns), deposit rendering, and a miner condition (a resource
|
||||
recipe is selectable only if the miner's footprint overlaps at least
|
||||
one matching deposit tile). Touches REQ-BLD-MINER ("every asteroid
|
||||
tile is equivalent" no longer holds), REQ-GW-ASTEROID-EXPAND /
|
||||
REQ-EXP-*, `world.toml`, and `visuals.toml`.
|
||||
6. **Scrap-consuming recipes as threat fallback only.** Amend
|
||||
REQ-THREAT-ITEM: recipes that take scrap as an input participate in
|
||||
an item's threat computation only if no scrap-free recipe (miner,
|
||||
smelter, or assembler) produces that item — mirroring the existing
|
||||
rule for the reprocessing path. Otherwise the scrap→ingot smelter
|
||||
recipe would inflate the basic materials' threat via the
|
||||
max-across-recipes rule, poisoning every downstream value.
|
||||
7. **Per-unit item threat.** Amend REQ-THREAT-ITEM and
|
||||
`ThreatCostCalculator`: a recipe's threat is divided by its output
|
||||
amount, so item threat is production-seconds *per unit*. Currently a
|
||||
recipe producing 2 copper_wire per run assigns each wire the full
|
||||
run's threat, double-pricing multi-output items and everything
|
||||
downstream of them.
|
||||
8. **Fixpoint resolution in ThreatCostCalculator.** Items downstream of
|
||||
reprocessing-only items (e.g. capital parts built from the scrap-only
|
||||
input) never resolve, because resolution stops after the reprocessing
|
||||
pass instead of iterating; their consumers silently drop the missing
|
||||
materials, so capital hull threat is currently underestimated (found
|
||||
by `tools/threat_report.py`, which implements the correct fixpoint).
|
||||
9. **Max rule across staggered recipes in ThreatCostCalculator.** An
|
||||
item is committed at the first iteration where *any* of its recipes
|
||||
resolves, taking the max only over the recipes resolvable at that
|
||||
point. A shallow shortcut recipe (e.g. steel plate from raw ore)
|
||||
resolves one iteration earlier than the base path and wins, silently
|
||||
underpricing the item and everything downstream — violating the
|
||||
"shortcuts are pure rewards" rule. Fix: commit an item's threat only
|
||||
once every eligible recipe for it is computable (as
|
||||
`tools/threat_report.py` does), with a fallback for recipe cycles.
|
||||
Reference in New Issue
Block a user