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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production_time_seconds = 5
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[ship.health]
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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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[ship.movement]
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speed_mps = 20
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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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production_time_seconds = 8
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[ship.health]
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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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[ship.movement]
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speed_mps = 10
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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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production_time_seconds = 8
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[ship.health]
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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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[ship.movement]
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speed_mps = 10
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speed_mps = 10
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@@ -458,9 +458,9 @@ verifies it empirically. Change the anchors first, re-derive stats second.
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time) as the *prior*; per-hull HP is the empirical trim knob for
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time) as the *prior*; per-hull HP is the empirical trim knob for
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arena results (guns are shared across many hulls, so gun changes move
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arena results (guns are shared across many hulls, so gun changes move
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many matchups at once — hull HP moves exactly one). Current values
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many matchups at once — hull HP moves exactly one). Current values
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after round-3 trims: drone 60, frigate 300, destroyer 550,
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after round-4 trims: drone 60, frigate 300, destroyer 550,
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cruiser 1500, battlecruiser 2000, battleship 6300,
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cruiser 1500, battlecruiser 2200, battleship 6300,
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dreadnought/carrier 22500. (The capital hulls sit well above the
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dreadnought/carrier 24000. (The capital hulls sit well above the
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15/threat prior while their guns sit below the DPS prior — the arena
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15/threat prior while their guns sit below the DPS prior — the arena
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consistently prices big ships as tanks with taxed guns.)
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consistently prices big ships as tanks with taxed guns.)
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- **Armor HP ≈ 37 per threat** — a strong premium over hull HP (15)
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- **Armor HP ≈ 37 per threat** — a strong premium over hull HP (15)
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@@ -517,6 +517,22 @@ DPS (17→14, 70→52 damage), armor 640→1000, repair 25→12, station range
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still win flawlessly in round 2, the range ladder (kiting) is the next
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still win flawlessly in round 2, the range ladder (kiting) is the next
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suspect, ahead of further DPS cuts.
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suspect, ahead of further DPS cuts.
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**Arena round 4 results (2026-07-04) and convergence policy:** mirrors
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at 0–3%; swarm vs cruisers +7%; glass vs armored resolved at +3% for
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armored (armor 1200 confirmed after four rounds of signal). Noise
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floor established: the battleship held +23% straight through a −10%
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EHP cut, and repair drifted 14→24% with no repair changes — single-run
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margins move ~±10% on a re-roll. Policy from here: only act on signals
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that persist two rounds; treat anything inside ±20% as converged for
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v1 (real-game playtests refine further). Armor-coupling overshoots
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corrected in round 5: battlecruiser 2000→2200, dreadnought/carrier
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22500→24000 (two-round persistent deficit vs destroyers). **Accepted,
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not chased:** the stabilized battleship beats a pure frigate fleet by
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~23% — the edge survived a stat cut, so it is mechanical (range), and
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"the extreme smallest-ship fleet modestly loses to a range-fitted
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capital" is desirable doctrine texture; the fair anti-capital answer
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is the mixed fleet, whose arena is balanced.
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**Arena round 3 results (2026-07-04, narrow lanes):** arenas were
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**Arena round 3 results (2026-07-04, narrow lanes):** arenas were
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narrowed (height 10) so fleets can no longer pass each other — arena
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narrowed (height 10) so fleets can no longer pass each other — arena
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geometry is part of the fixture from here on; margins are only
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geometry is part of the fixture from here on; margins are only
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