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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2026-07-04 07:34:47 +02:00
parent d9e7dd0fe8
commit f822047b4e
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@@ -373,15 +373,9 @@ in `requirements.md` and the git history). Still open:
one matching deposit tile). Touches REQ-BLD-MINER ("every asteroid
tile is equivalent" no longer holds), REQ-GW-ASTEROID-EXPAND /
REQ-EXP-*, `world.toml`, and `visuals.toml`.
6. **Investigate team-1 bias in balancing arenas.** In arena round 1
(July 2026), team 1 won all three mirror matches with large margins
(8/20, 3/6, 1/2 survivors). Re-run mirrors repeatedly; if team 1
wins consistently, find and fix the asymmetry (spawn geometry, tick
processing order, target-selection tie-breaking). Mirror matches
must be statistically symmetric or every arena result carries a
side-dependent error.
7. **Log remaining HP in the balancing arena results.** Win/loss alone
hides the margin ("1/1 battleship" can mean 95% or 5% HP left). Add
the surviving entities' remaining HP fraction (or a per-team total
EHP percentage) to the arena end state, so equal-threat matchups can
be tuned toward near-draws quantitatively.
6. **Verify the balancing arena end condition.** Arena round 1's
station-assault log showed the arena "(running)" with every ship on
both sides destroyed — per REQ-BAL-SIM-END the station-less team
should have lost the moment its last ship died. Round 2 ended
correctly, so it may only be a log-snapshot artifact; confirm, and
fix the end condition if it can genuinely idle in that state.