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