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