Record production tree v2 decisions and resource deposit rules

progression_design.md: rewrite the resource phases around the four
decided inputs (two mined everywhere, one deposit-gated mid resource,
one scrap-only late input), add the Resource deposits rule set
(freedom first / geography later, deposits only in expansions, patch
area as throughput cap, deterministic content, binary mining), note
the dual gating of the mid resource, and add the deposit-layer action
item.

content_design.md: mark the first-pass tree as superseded and record
the v2 decisions — iron/copper/quartz/voidsteel with their fiction
(M-type asteroid, quartz geodes, battle-forged voidsteel), titanium
dropped with its gating role moved to electronics and possibly a
quality-steel step, the material palette fingerprints, and the
laser-to-railgun rename with lasers reserved as a future weapon type.
Update the balancing target phase boundaries accordingly.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DyCu8vwChKMbLJQ3xosYEN
This commit is contained in:
2026-07-03 13:54:24 +02:00
parent a6451f2bdf
commit c7a168f4a9
2 changed files with 114 additions and 13 deletions

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@@ -27,20 +27,55 @@ adapts later (see Refactorability).
## Resource phases
- A run has exactly **four base inputs**:
1. Two mined ores available from the start.
2. A third mined ore unlocked mid-game (slower to mine than the starting
ores).
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 ore. Resource pacing is therefore controlled entirely
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 third ore, or the ore never unlocks).
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
@@ -48,11 +83,11 @@ adapts later (see Refactorability).
- **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 ore or the scrap-only input. The early game starts with two ores
as the baseline; the transition to mid adds one (the third ore), 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.
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.
@@ -330,3 +365,11 @@ in `requirements.md` and the git history). Still open:
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`.