Restructure balancing docs into docs/balancing/
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@@ -1,7 +1,7 @@
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# recipes.toml
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#
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# Production tree v2 (see docs/content_design.md, "Production tree v2" and
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# "Numbers — first pass"). Quantities and durations are tuned so that every
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# Production tree v2 (structure in docs/content_design.md, numbers with
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# derivations in docs/balancing/derived.md). Quantities and durations are tuned so that every
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# fitted ship lands on the threat-cost ladder and the ratio curve is
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# realized: tier 1 ratios are 1:1, tier 2 ratios are 2:3, tier 3+ ratios
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# are deliberately strange.
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@@ -14,7 +14,7 @@
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# rock IS ore)
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# mid + quartz geode deposits in expansion territory
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# (deposit gating pending — see action
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# item 5 in docs/progression_design.md;
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# item 5 in docs/balancing/README.md;
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# until then quartz mines anywhere)
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# late + voidsteel battle-forged: ONLY from reprocessing
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# salvaged scrap, so capital production
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@@ -141,7 +141,7 @@ outputs = [{item = "copper_coil", amount = 1}]
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duration_seconds = 1.5
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# Depth-3 chain (ore -> ingot -> plate -> block) is the factory's
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# doubling-time knob; see the block economy rules in progression_design.md.
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# doubling-time knob; see the block economy rules in docs/balancing/rules.md.
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# Explicitly unlocked at start (-1): building blocks appear in no
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# schematic's materials, so implicit unlocking can never reach this recipe.
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[[recipe]]
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@@ -1,6 +1,6 @@
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# stations.toml
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#
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# Combat-pass anchors (see docs/content_design.md, "Combat stat anchors"):
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# Combat-pass anchors (see docs/balancing/targets.md, "Combat anchors"):
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# a fresh player defence station holds one early parity wave unaided; the
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# enemy station at level 0 matches the player station exactly and scales
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# with the push level x. Station scrap drops stay authored (pushing rewards
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@@ -19,6 +19,8 @@ enemy_buffer_width_tiles = 20
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[expansion]
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columns_per_expansion_tiles = 10
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# x = expansions already purchased; ~1 per cycle mid-game, decelerating
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# to 2-3 cycles late (docs/balancing/derived.md).
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cost_building_blocks_formula = "300 + 50*x + 10*x*x"
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[push]
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@@ -35,7 +37,7 @@ artifact_chance_formula = "0.05 * x" # 5% chance per station level
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artifact_win_count = 5
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[waves]
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# Tuned against the factory-size curve (content_design.md, balancing
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# Tuned against the factory-size curve (docs/balancing/targets.md, balancing
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# targets): stays below the player's achievable military output early,
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# crosses it around the late boundary (~cycle 15), overwhelms by ~24.
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threat_rate_formula = "2*x + 0.15*x*x"
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