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
This commit is contained in:
2026-07-04 07:34:47 +02:00
parent d9e7dd0fe8
commit f822047b4e
4 changed files with 36 additions and 20 deletions

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@@ -222,7 +222,7 @@ fill_color = "#FF4040"
glyph = "Ws"
[module.weapon]
multiplied_attack_range_m = 1.5
multiplied_attack_range_m = 1.3
multiplied_attack_rate_hz = 0.8
# -----------------------------------------------------------------------------

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@@ -179,7 +179,7 @@ materials = [{item = "battlecruiser_hull", amount = 1}]
production_time_seconds = 5
[ship.health]
hp = 2700
hp = 2500
[ship.movement]
speed_mps = 20
@@ -222,7 +222,7 @@ materials = [{item = "battleship_hull", amount = 1}]
production_time_seconds = 6
[ship.health]
hp = 7500
hp = 7000
[ship.movement]
speed_mps = 15
@@ -267,7 +267,7 @@ materials = [{item = "dreadnought_hull", amount = 1}]
production_time_seconds = 8
[ship.health]
hp = 15500
hp = 19000
[ship.movement]
speed_mps = 10
@@ -308,7 +308,7 @@ materials = [{item = "carrier_hull", amount = 1}]
production_time_seconds = 8
[ship.health]
hp = 15500
hp = 19000
[ship.movement]
speed_mps = 10

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@@ -455,8 +455,12 @@ verifies it empirically. Change the anchors first, re-derive stats second.
survivability, range, no losses-to-attrition of own DPS) is worth
paying for, so bigger guns get less raw DPS per threat.
- **Hull HP = 15 per threat of hull contribution** (incl. ship base
time): drone 60, frigate 300, destroyer 550, cruiser 1500,
battlecruiser 2700, battleship 7500, dreadnought/carrier 15500.
time) as the *prior*; per-hull HP is the empirical trim knob for
arena results (guns are shared across many hulls, so gun changes move
many matchups at once — hull HP moves exactly one). Current values
after round-2 trims: drone 60, frigate 300, destroyer 550,
cruiser 1500, battlecruiser 2500, battleship 7000,
dreadnought/carrier 19000.
- **Armor HP ≈ 31 per threat** — a strong premium over hull HP (15)
because armor is pure HP with no capability, and fights snowball:
killing enemies removes their DPS, while surviving merely delays —
@@ -482,7 +486,10 @@ verifies it empirically. Change the anchors first, re-derive stats second.
- **Weapon modifiers are capital economy:** ×1.2 damage at 22.5 threat
beats adding a gun once a ship carries more than ~68 threat of weapons
— so modifiers pay off on gun-heavy big hulls and are a waste on small
ones. Kept at ×1.2/×1.2/(×1.5 range, ×0.8 rate) deliberately.
ones. Damage/rate kept at ×1.2; the stabilizer's range multiplier was
cut ×1.5 → ×1.3 after round 2 — range is the strongest stat in the
orbit-AI's hands (free approach fire), and the stabilized battleship
was the one loadout still overperforming.
- **Stations:** a fresh player station (3000 HP, 25 dmg × 1 Hz,
range 120) holds one early parity wave unaided; the enemy station at
level 0 matches it exactly and scales per push level
@@ -507,6 +514,21 @@ DPS (17→14, 70→52 damage), armor 640→1000, repair 25→12, station range
still win flawlessly in round 2, the range ladder (kiting) is the next
suspect, ahead of further DPS cuts.
**Arena round 2 results (2026-07-04, with EHP-margin logging):** the
mirror "bias" was noise — repeated runs split randomly, and winners
finish at 57% EHP (near-mutual annihilation, healthy). Drones vs
cruisers 10% and mixed vs battlecruisers 14% — near parity. The two
capital fights diverged: battleship beat frigates at +33% while the
dreadnought lost to destroyers at 37% — same guns, so the difference
is the destroyers carrying the buffed armor plus the battleship's
stabilizer putting all its guns at 75150 m against 50 m opponents.
Glass vs armored narrowed to 11% (watch; if it persists, armor
1000→1200). Repair escort 11% — fair. Two-to-one decisive at 80%;
station assault cracked by the 3× swarm at 13% (stations strong but
breakable). Round-3 knob changes: stabilizer range ×1.5→×1.3, and
per-hull HP trims — battlecruiser 2700→2500, battleship 7500→7000,
dreadnought/carrier 15500→19000.
## Balancing targets (first pass, July 2026)
The six root numbers for the balancing pass. Every derived value (threat

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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.