Restructure balancing docs into docs/balancing/

This commit is contained in:
2026-07-08 20:33:51 +02:00
parent e8786c3922
commit cdf89ce0dd
10 changed files with 604 additions and 543 deletions

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@@ -1,7 +1,7 @@
# recipes.toml
#
# Production tree v2 (see docs/content_design.md, "Production tree v2" and
# "Numbers — first pass"). Quantities and durations are tuned so that every
# Production tree v2 (structure in docs/content_design.md, numbers with
# derivations in docs/balancing/derived.md). Quantities and durations are tuned so that every
# fitted ship lands on the threat-cost ladder and the ratio curve is
# realized: tier 1 ratios are 1:1, tier 2 ratios are 2:3, tier 3+ ratios
# are deliberately strange.
@@ -14,7 +14,7 @@
# rock IS ore)
# mid + quartz geode deposits in expansion territory
# (deposit gating pending — see action
# item 5 in docs/progression_design.md;
# item 5 in docs/balancing/README.md;
# until then quartz mines anywhere)
# late + voidsteel battle-forged: ONLY from reprocessing
# salvaged scrap, so capital production
@@ -141,7 +141,7 @@ outputs = [{item = "copper_coil", amount = 1}]
duration_seconds = 1.5
# Depth-3 chain (ore -> ingot -> plate -> block) is the factory's
# doubling-time knob; see the block economy rules in progression_design.md.
# doubling-time knob; see the block economy rules in docs/balancing/rules.md.
# Explicitly unlocked at start (-1): building blocks appear in no
# schematic's materials, so implicit unlocking can never reach this recipe.
[[recipe]]

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@@ -1,6 +1,6 @@
# stations.toml
#
# Combat-pass anchors (see docs/content_design.md, "Combat stat anchors"):
# Combat-pass anchors (see docs/balancing/targets.md, "Combat anchors"):
# a fresh player defence station holds one early parity wave unaided; the
# enemy station at level 0 matches the player station exactly and scales
# with the push level x. Station scrap drops stay authored (pushing rewards

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@@ -19,6 +19,8 @@ enemy_buffer_width_tiles = 20
[expansion]
columns_per_expansion_tiles = 10
# x = expansions already purchased; ~1 per cycle mid-game, decelerating
# to 2-3 cycles late (docs/balancing/derived.md).
cost_building_blocks_formula = "300 + 50*x + 10*x*x"
[push]
@@ -35,7 +37,7 @@ artifact_chance_formula = "0.05 * x" # 5% chance per station level
artifact_win_count = 5
[waves]
# Tuned against the factory-size curve (content_design.md, balancing
# Tuned against the factory-size curve (docs/balancing/targets.md, balancing
# targets): stays below the player's achievable military output early,
# crosses it around the late boundary (~cycle 15), overwhelms by ~24.
threat_rate_formula = "2*x + 0.15*x*x"