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

View File

@@ -458,9 +458,9 @@ verifies it empirically. Change the anchors first, re-derive stats second.
time) as the *prior*; per-hull HP is the empirical trim knob for time) as the *prior*; per-hull HP is the empirical trim knob for
arena results (guns are shared across many hulls, so gun changes move arena results (guns are shared across many hulls, so gun changes move
many matchups at once — hull HP moves exactly one). Current values many matchups at once — hull HP moves exactly one). Current values
after round-3 trims: drone 60, frigate 300, destroyer 550, after round-4 trims: drone 60, frigate 300, destroyer 550,
cruiser 1500, battlecruiser 2000, battleship 6300, cruiser 1500, battlecruiser 2200, battleship 6300,
dreadnought/carrier 22500. (The capital hulls sit well above the dreadnought/carrier 24000. (The capital hulls sit well above the
15/threat prior while their guns sit below the DPS prior — the arena 15/threat prior while their guns sit below the DPS prior — the arena
consistently prices big ships as tanks with taxed guns.) consistently prices big ships as tanks with taxed guns.)
- **Armor HP ≈ 37 per threat** — a strong premium over hull HP (15) - **Armor HP ≈ 37 per threat** — a strong premium over hull HP (15)
@@ -517,6 +517,22 @@ DPS (17→14, 70→52 damage), armor 640→1000, repair 25→12, station range
still win flawlessly in round 2, the range ladder (kiting) is the next still win flawlessly in round 2, the range ladder (kiting) is the next
suspect, ahead of further DPS cuts. suspect, ahead of further DPS cuts.
**Arena round 4 results (2026-07-04) and convergence policy:** mirrors
at 03%; swarm vs cruisers +7%; glass vs armored resolved at +3% for
armored (armor 1200 confirmed after four rounds of signal). Noise
floor established: the battleship held +23% straight through a 10%
EHP cut, and repair drifted 14→24% with no repair changes — single-run
margins move ~±10% on a re-roll. Policy from here: only act on signals
that persist two rounds; treat anything inside ±20% as converged for
v1 (real-game playtests refine further). Armor-coupling overshoots
corrected in round 5: battlecruiser 2000→2200, dreadnought/carrier
22500→24000 (two-round persistent deficit vs destroyers). **Accepted,
not chased:** the stabilized battleship beats a pure frigate fleet by
~23% — the edge survived a stat cut, so it is mechanical (range), and
"the extreme smallest-ship fleet modestly loses to a range-fitted
capital" is desirable doctrine texture; the fair anti-capital answer
is the mixed fleet, whose arena is balanced.
**Arena round 3 results (2026-07-04, narrow lanes):** arenas were **Arena round 3 results (2026-07-04, narrow lanes):** arenas were
narrowed (height 10) so fleets can no longer pass each other — arena narrowed (height 10) so fleets can no longer pass each other — arena
geometry is part of the fixture from here on; margins are only geometry is part of the fixture from here on; margins are only