Adjust combat stats after playtest 1
Playtest 1 (first two pushes, ~40 min game time — pacing on target) found the railgun_s-spam-cruiser meta and confirmed the repair tool as overpowered (second signal after the persistent arena escort margin): - repair_tool 9 -> 4 HP/s: the arena only prices in-fight sustain; real runs add free between-wave top-offs across the whole swarm - railgun_l range 100 -> 130: now outranges stations (120), buying the siege role the capital ladder promises - railgun_m 14 -> 16 dmg, range 70 -> 80: concentration tax softened so the ladder reads "pay some DPS efficiency for reach", not "strictly worse" - new tracked arena: railgun_s-spam cruisers vs default cruisers Module costs untouched, so all threat values stay valid. Docs updated (derived.md, history.md playtest record, README status). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01DyCu8vwChKMbLJQ3xosYEN
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@@ -94,3 +94,34 @@ range 200).
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— ~1 expansion per cycle mid-game, 2–3 cycles apart late.
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- **First full balancing round complete.** Next: full-game playtests
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against the run-shape targets.
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## 2026-07-06 — playtest 1 (first two pushes)
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First real run: two enemy stations destroyed in ~40 min game time
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(~80 min real time with heavy build-pausing) — roughly on pace for the
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≤2 h game-time target, so pacing untouched.
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- **Meta finding: cruisers filled with 12× railgun_s dominate.** Predicted
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by the numbers in hindsight: the concentration tax makes railgun_s the
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best DPS/threat (0.62 vs m 0.48, l 0.41), range is the big guns' only
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mechanical edge (armor is added HP, not damage reduction — no anti-swarm
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mechanic), repair sustain covers the closing distance, and stations
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outranged every ship gun (120 vs railgun_l's 100), so even capitals had
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to tank-and-brawl. The cruiser compounds it: first hull with a large
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1×1 canvas (12 cells) and a nearly quartz-free chain.
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- **Repair tool confirmed overpowered** (second signal after the
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persistent +24% arena escort margin): the arena only prices in-fight
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sustain; real runs add free full top-offs in every 15–45 s wave gap
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across the whole swarm. The 0.7 HP/s-per-threat prior is wrong for
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wave defence.
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- **Changes:** repair_tool 9→4 HP/s; railgun_l range 100→130 (now
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outranges stations — buys the siege role the capital ladder promises);
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railgun_m 14→16 dmg and range 70→80 (tax softened: m sits at 0.55
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DPS/threat, between s and l). Module threats unchanged (costs
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untouched), so no ladder recalculation needed.
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- New tracked arena added: railgun_s-spam cruisers (8× 178) vs default
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cruisers (6× 233.5) — the spam side should win a brawl somewhat, but a
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blowout means the small-gun premium needs retuning.
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- **Open:** re-run the arena suite to check the range/damage changes
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against the round 1–5 results; next playtest should verify big guns now
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feel worth climbing to and repair is merely good.
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