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