first full balancing round
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@@ -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## Production tree (first pass — superseded)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**Superseded (July 2026):** this first-pass tree predates the rules in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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