Combat stats round 5: final nudges and convergence policy

Round 4: mirrors 0-3%, swarm vs cruisers +7%, glass vs armored
resolved at +3% for armored (armor 1200 confirmed). Noise floor
established at ~+/-10% per single run (battleship margin ignored a
-10% EHP cut; repair drifted 14->24% with no repair changes).

Round-5 nudges for the armor-coupling overshoots: battlecruiser hull
2000 -> 2200, dreadnought/carrier 22500 -> 24000 (two-round
persistent deficit vs destroyers). The battleship's +23% over a pure
frigate fleet is accepted as doctrine texture rather than chased: the
edge is mechanical (range) and the fair anti-capital answer is the
mixed fleet, whose arena is balanced. Convergence policy documented:
act only on two-round signals, +/-20% counts as converged for v1.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DyCu8vwChKMbLJQ3xosYEN
This commit is contained in:
2026-07-04 07:56:52 +02:00
parent 67054f432f
commit db7a03dc1f
2 changed files with 22 additions and 6 deletions

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@@ -179,7 +179,7 @@ materials = [{item = "battlecruiser_hull", amount = 1}]
production_time_seconds = 5
[ship.health]
hp = 2000
hp = 2200
[ship.movement]
speed_mps = 20
@@ -267,7 +267,7 @@ materials = [{item = "dreadnought_hull", amount = 1}]
production_time_seconds = 8
[ship.health]
hp = 22500
hp = 24000
[ship.movement]
speed_mps = 10
@@ -308,7 +308,7 @@ materials = [{item = "carrier_hull", amount = 1}]
production_time_seconds = 8
[ship.health]
hp = 22500
hp = 24000
[ship.movement]
speed_mps = 10