Combat stats round 3 from arena round 2 margins
Round 2 (with the new EHP-margin logging): mirrors healthy and the round-1 side bias was noise; drones-vs-cruisers (10%) and mixed-vs-battlecruisers (14%) near parity; battleship over at +33% while dreadnought under at -37%; glass-vs-armored narrowed to 11% (watch); repair escort fair at 11%; two-to-one decisive; the 3x swarm now cracks the station set at 13%. Round-3 knobs: weapon_stabilizer range multiplier 1.5 -> 1.3 (range is the strongest stat under the orbit AI, and the stabilized battleship was the one loadout still overperforming), plus per-hull HP trims with the 15 HP/threat anchor demoted to a prior and per-hull HP documented as the empirical trim knob: battlecruiser 2700 -> 2500, battleship 7500 -> 7000, dreadnought/carrier 15500 -> 19000. Action items: mirror-bias and EHP-logging items resolved (the latter implemented upstream); new item to verify the arena end condition seen idling in round 1 with all ships dead. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01DyCu8vwChKMbLJQ3xosYEN
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@@ -222,7 +222,7 @@ fill_color = "#FF4040"
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glyph = "Ws"
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[module.weapon]
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multiplied_attack_range_m = 1.5
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multiplied_attack_range_m = 1.3
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multiplied_attack_rate_hz = 0.8
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# -----------------------------------------------------------------------------
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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 = 2700
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hp = 2500
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[ship.movement]
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speed_mps = 20
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@@ -222,7 +222,7 @@ materials = [{item = "battleship_hull", amount = 1}]
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production_time_seconds = 6
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[ship.health]
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hp = 7500
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hp = 7000
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[ship.movement]
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speed_mps = 15
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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 = 15500
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hp = 19000
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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 = 15500
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hp = 19000
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[ship.movement]
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speed_mps = 10
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