continue first full balancing round

This commit is contained in:
2026-07-08 20:33:11 +02:00
parent e32d384c99
commit fc622670d2
6 changed files with 115 additions and 36 deletions

View File

@@ -47,7 +47,7 @@ attack_rate_hz = 2.0
[[module]]
id = "railgun_m"
unlock_at_station_level = 1
unlock_at_station_level = 2
surface_mask = [
"OO",
"OO"]
@@ -64,7 +64,7 @@ attack_rate_hz = 1.5
[[module]]
id = "railgun_l"
unlock_at_station_level = 1
unlock_at_station_level = 6
unlock_requires = ["railgun_m"]
surface_mask = [
"OOO",
@@ -101,7 +101,7 @@ collection_rate_hz = 0.5
[[module]]
id = "repair_tool"
unlock_at_station_level = -1
unlock_at_station_level = 0
surface_mask = ["O"]
materials = [{item = "repair_tool_module", amount = 1}]
production_time_seconds = 1
@@ -110,7 +110,7 @@ glyph = "Rp"
[module.repair]
repair_rate_hz = 1
repair_amount_hp = 12
repair_amount_hp = 9
repair_range_m = 80
# -----------------------------------------------------------------------------
@@ -119,7 +119,7 @@ repair_range_m = 80
[[module]]
id = "afterburner"
unlock_at_station_level = -1
unlock_at_station_level = 2
surface_mask = ["OOO"]
materials = [{item = "afterburner_module", amount = 1}]
production_time_seconds = 1
@@ -133,7 +133,7 @@ added_main_acceleration_mpss = 60
[[module]]
id = "maneuvering_thrusters"
unlock_at_station_level = -1
unlock_at_station_level = 1
surface_mask = ["OO"]
materials = [{item = "maneuvering_thrusters_module", amount = 1}]
production_time_seconds = 1
@@ -150,7 +150,7 @@ added_maneuvering_acceleration_mpss = 10
[[module]]
id = "armor_plates"
unlock_at_station_level = -1
unlock_at_station_level = 0
surface_mask = ["OO"]
materials = [{item = "armor_plates_module", amount = 1}]
production_time_seconds = 1
@@ -163,7 +163,7 @@ added_hp = 1200
[[module]]
id = "sensor_booster"
unlock_at_station_level = -1
unlock_at_station_level = 1
surface_mask = ["OO"]
materials = [{item = "sensor_booster_module", amount = 1}]
production_time_seconds = 1
@@ -179,7 +179,7 @@ added_sensor_range_m = 50
[[module]]
id = "weapon_upgrade"
unlock_at_station_level = -1
unlock_at_station_level = 4
surface_mask = [
"OO",
"OX",
@@ -195,7 +195,7 @@ multiplied_damage = 1.2
[[module]]
id = "weapon_primer"
unlock_at_station_level = -1
unlock_at_station_level = 4
surface_mask = [
"OO",
"OX",
@@ -211,7 +211,7 @@ multiplied_attack_rate_hz = 1.2
[[module]]
id = "weapon_stabilizer"
unlock_at_station_level = -1
unlock_at_station_level = 3
surface_mask = [
"OO",
"OX",
@@ -234,7 +234,7 @@ multiplied_attack_rate_hz = 0.8
[[module]]
id = "drone_bay"
unlock_at_station_level = -1
unlock_at_station_level = 5
surface_mask = [
"OO",
"OO"]
@@ -246,7 +246,7 @@ glyph = "Db"
[[module]]
id = "drone_hangar"
unlock_at_station_level = -1
unlock_at_station_level = 9
surface_mask = [
"OOOOOO",
"OOOOOO"]

View File

@@ -142,8 +142,11 @@ duration_seconds = 1.5
# Depth-3 chain (ore -> ingot -> plate -> block) is the factory's
# doubling-time knob; see the block economy rules in progression_design.md.
# Explicitly unlocked at start (-1): building blocks appear in no
# schematic's materials, so implicit unlocking can never reach this recipe.
[[recipe]]
id = "building_block"
unlock_at_station_level = -1
building = "assembler"
inputs = [{item = "steel_plate", amount = 2}]
outputs = [{item = "building_block", amount = 4}]

View File

@@ -84,7 +84,7 @@ sensor_range_m = 200
# mount medium hardware.
[[ship]]
id = "destroyer"
unlock_at_station_level = -1
unlock_at_station_level = 0
layout = [
"OXOXO",
"OOOOO",
@@ -120,7 +120,7 @@ sensor_range_m = 220
# supports; no 3x3 area exists for an l gun.
[[ship]]
id = "cruiser"
unlock_at_station_level = -1
unlock_at_station_level = 2
layout = [
"XOOX",
"OOOO",
@@ -158,7 +158,8 @@ sensor_range_m = 250
# stern leave no 3x3 area for an l gun and no 2x6 area for a drone hangar.
[[ship]]
id = "battlecruiser"
unlock_at_station_level = -1
unlock_at_station_level = 4
unlock_requires = ["cruiser"]
layout = [
"OOXXOO",
"OOOOOO",
@@ -179,7 +180,7 @@ materials = [{item = "battlecruiser_hull", amount = 1}]
production_time_seconds = 5
[ship.health]
hp = 2200
hp = 2400
[ship.movement]
speed_mps = 20
@@ -200,7 +201,8 @@ sensor_range_m = 260
# so no 2x6 drone hangar fits.
[[ship]]
id = "battleship"
unlock_at_station_level = 1
unlock_at_station_level = 6
unlock_requires = ["battlecruiser"]
layout = [
"XOOOOX",
"OOOOOO",
@@ -242,7 +244,7 @@ sensor_range_m = 280
# stay the only hangar hull. Bow and stern strips hold supports.
[[ship]]
id = "dreadnought"
unlock_at_station_level = 2
unlock_at_station_level = 8
unlock_requires = ["battleship"]
layout = [
"XXXOOOOOXXX",
@@ -286,7 +288,8 @@ sensor_range_m = 300
# the lower decks hold supports and 2x2 point-defense m guns.
[[ship]]
id = "carrier"
unlock_at_station_level = -1
unlock_at_station_level = 9
unlock_requires = ["battleship"]
layout = [
"XOOOOOOOOX",
"OOOOOOOOOO",

View File

@@ -1,7 +1,7 @@
[world]
height_tiles = 40
refund_percentage = 100
starting_building_blocks = 1000
starting_building_blocks = 200
scrap_despawn_seconds = 120
scrap_per_threat = 0.25
tile_size_m = 10
@@ -19,7 +19,9 @@ enemy_buffer_width_tiles = 20
[expansion]
columns_per_expansion_tiles = 10
cost_building_blocks = 200
# Flat until the escalating cost formula lands (progression_design.md
# action item 4).
cost_building_blocks = 400
[push]
push_expand_columns_tiles = 10
@@ -32,10 +34,13 @@ target_hysteresis = 0.40 # keep current target unless
[artifacts]
artifact_chance_formula = "0.05 * x" # 5% chance per station level
artifact_win_count = 3
artifact_win_count = 5
[waves]
threat_rate_formula = "x"
# Tuned against the factory-size curve (content_design.md, balancing
# targets): stays below the player's achievable military output early,
# crosses it around the late boundary (~cycle 15), overwhelms by ~24.
threat_rate_formula = "2*x + 0.15*x*x"
gap_min_seconds = 15
gap_max_seconds = 45
spawn_duration_seconds = 10