Pacing pass: unlock ladder, threat rate, economy values

Replace the everything-at--1 test setup with the real progression:
starting set is exactly drone/frigate/railgun_s/salvager; the ladder
runs destroyer+repair+armor at level 0, supports at 1, the quartz gate
(cruiser, railgun_m, afterburner, chip/hardened shortcuts) at 2,
battlecruiser at 4, battleship+railgun_l at 6, dreadnought at 8,
carrier+drone_hangar at 9, with unlock_requires edges cruiser ->
battlecruiser -> battleship -> dreadnought/carrier and railgun_m ->
railgun_l.

world.toml: threat_rate_formula 2*x + 0.15*x*x (below the player's
achievable military output early, crossing at the late boundary,
overwhelming by cycle ~24), starting_building_blocks 1000 -> 200,
expansion cost 200 -> 400 flat (placeholder until action item 4),
artifact_win_count 3 -> 5 (winning means choosing the artifact over a
schematic five times across ~7 cumulative offers).

Bug fix found during the pass: the building_block recipe carried no
unlock_at_station_level, and since building blocks appear in no
schematic's materials, implicit unlocking could never reach it - the
recipe was silently locked at game start. Now explicitly -1.

All values and derivations documented in content_design.md, "Pacing
pass - first values".

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 12:49:35 +02:00
parent 27c3a7b65b
commit f62b7bb78e
5 changed files with 92 additions and 22 deletions

View File

@@ -1,7 +1,7 @@
[world]
height_tiles = 40
refund_percentage = 100
starting_building_blocks = 1000
starting_building_blocks = 200
scrap_despawn_seconds = 120
scrap_per_threat = 0.25
tile_size_m = 10
@@ -19,7 +19,9 @@ enemy_buffer_width_tiles = 20
[expansion]
columns_per_expansion_tiles = 10
cost_building_blocks = 200
# Flat until the escalating cost formula lands (progression_design.md
# action item 4).
cost_building_blocks = 400
[push]
push_expand_columns_tiles = 10
@@ -32,10 +34,13 @@ target_hysteresis = 0.40 # keep current target unless
[artifacts]
artifact_chance_formula = "0.05 * x" # 5% chance per station level
artifact_win_count = 3
artifact_win_count = 5
[waves]
threat_rate_formula = "x"
# Tuned against the factory-size curve (content_design.md, balancing
# targets): stays below the player's achievable military output early,
# crosses it around the late boundary (~cycle 15), overwhelms by ~24.
threat_rate_formula = "2*x + 0.15*x*x"
gap_min_seconds = 15
gap_max_seconds = 45
spawn_duration_seconds = 10