continue first full balancing round
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@@ -458,8 +458,8 @@ verifies it empirically. Change the anchors first, re-derive stats second.
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time) as the *prior*; per-hull HP is the empirical trim knob for
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arena results (guns are shared across many hulls, so gun changes move
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many matchups at once — hull HP moves exactly one). Current values
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after round-4 trims: drone 60, frigate 300, destroyer 550,
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cruiser 1500, battlecruiser 2200, battleship 6300,
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after round-5 trims: drone 60, frigate 300, destroyer 550,
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cruiser 1500, battlecruiser 2400, battleship 6300,
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dreadnought/carrier 24000. (The capital hulls sit well above the
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15/threat prior while their guns sit below the DPS prior — the arena
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consistently prices big ships as tanks with taxed guns.)
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@@ -473,10 +473,10 @@ verifies it empirically. Change the anchors first, re-derive stats second.
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- **TTK check:** a mirror cruiser duel (51 DPS vs 2140 EHP) lasts ~42 s —
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inside the 30–60 s parity-fight band implied by the 25-ship fleet
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target. Capital mirrors run longer (~90 s), deliberately.
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- **Repair ≈ 1 HP/s per threat:** repair_tool heals 12 HP × 1 Hz at 13
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threat (arena round 1: at 2 HP/s-per-threat the escorted team won
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flawlessly — in-combat sustain effectively removes enemy DPS and must
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be priced like DPS, not like HP). Salvager: collection range 60 (was
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- **Repair ≈ 0.7 HP/s per threat:** repair_tool heals 9 HP × 1 Hz at 13
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threat (nerfed 25 → 12 → 9: in-combat sustain effectively removes
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enemy DPS and must be priced like DPS, not like HP — the escorted
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team held a persistent +24% at 12). Salvager: collection range 60 (was
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a nonsensical 500, beyond any sensor), cargo 20, 0.5 collections/s.
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`scrap_despawn_seconds` raised 30 → 120: a capital kill drops
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hundreds of scrap collected one per cycle, so 30 s despawned nearly
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@@ -517,6 +517,21 @@ DPS (17→14, 70→52 damage), armor 640→1000, repair 25→12, station range
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still win flawlessly in round 2, the range ladder (kiting) is the next
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suspect, ahead of further DPS cuts.
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**Arena round 5 results (2026-07-04, with fight durations) — combat
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pass converged:** durations validate the TTK anchor: drone mirror
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22.7 s, cruiser mirror 71.2 s, battleship mirror 94.6 s, most fights
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in the 22–72 s band; the destroyers-vs-dreadnought slugfest is the
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outlier at 214 s (extreme tank vs. chip damage — acceptable for the
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extreme case). Converged: mirrors 5–10%, swarm vs cruisers +15%,
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frigates vs battleship dropped to +13% on its own (confirming the
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noise-floor read — now inside band anyway), dreadnought at +3% knife
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edge, glass vs armored +10%, two-to-one 78%, station assault stable at
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44%. Two two-round signals actioned in round 6: mixed beat
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battlecruisers again (+20%, +18%) → battlecruiser hull 2200→2400;
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repair escort held +24% twice with all frigates surviving →
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repair_amount 12→9. Everything else is frozen; further refinement
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moves to real-game playtests.
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**Arena round 4 results (2026-07-04) and convergence policy:** mirrors
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at 0–3%; swarm vs cruisers +7%; glass vs armored resolved at +3% for
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armored (armor 1200 confirmed after four rounds of signal). Noise
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@@ -565,6 +580,65 @@ breakable). Round-3 knob changes: stabilizer range ×1.5→×1.3, and
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per-hull HP trims — battlecruiser 2700→2500, battleship 7500→7000,
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dreadnought/carrier 15500→19000.
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### Pacing pass — first values
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The mapping between station levels and boss cycles: at the intended
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push cadence (first set around cycle 2–3, roughly one per cycle from
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mid on), the destroyed set's level ℓ is reached around cycle ℓ+2. So
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level 2 ≈ the mid boundary, level 6 ≈ mid-late, levels 8–9 ≈ capitals
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with enough cycles left to ramp voidsteel production before late.
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**Starting set** (`unlock_at_station_level = -1`), per the starting-set
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rule (exactly enough to reach the first push): drone, frigate,
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railgun_s, salvager. Note: the building_block recipe must carry an
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explicit `-1` — building blocks appear in no schematic's materials, so
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implicit unlocking can never reach it (fixed in this pass; it was
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silently locked).
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**Unlock ladder** (level → unlocks; ← marks `unlock_requires`):
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| level | ships | modules | recipes |
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|---|---|---|---|
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| 0 | destroyer | repair_tool, armor_plates | |
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| 1 | | maneuvering_thrusters, sensor_booster | shortcut_steel_plate |
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| 2 | cruiser | railgun_m, afterburner | shortcut_control_chip, shortcut_hardened_steel |
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| 3 | | weapon_stabilizer | |
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| 4 | battlecruiser ← cruiser | weapon_primer, weapon_upgrade | |
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| 5 | | drone_bay | |
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| 6 | battleship ← battlecruiser | railgun_l ← railgun_m | |
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| 8 | dreadnought ← battleship | | |
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| 9 | carrier ← battleship | drone_hangar | |
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Level 0's pool has exactly three entries, so the first push offers a
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full dialog with no artifacts competing. Level 2 is the quartz gate:
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cruiser and railgun_m are the first schematics whose chains reach
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quartz (the shortcut recipes' outputs only become implicitly unlocked
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alongside them, so they cannot drop early).
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**Threat rate** `2*x + 0.15*x*x`, tuned against the factory-size curve
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with roughly half the player's output assumed military:
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| cycle x | rate (threat/s) | player military (≈ curve/2) |
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|---|---|---|
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| 2 | 4.6 | ~12 |
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| 6 | 17.4 | ~30 |
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| 15 | 63.8 | ~60 |
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| 20 | 100 | ~75 |
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| 24 | 134 | — |
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Below the player early, crossing at the late boundary, overwhelming by
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~24 — the endless-race shape from the progression rules. Typical wave
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at x=6 (30 s gap): ~520 threat ≈ two cruisers plus escorts; boss at
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x=15: ~3800 threat ≈ two and a half dreadnoughts.
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**Economy**: `starting_building_blocks` 1000 → 200 (minimal block loop
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+ first shipyard ≈ 150, plus beginner slack); expansion cost 200 → 400
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flat (placeholder until the escalating formula, action item 4);
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`artifact_win_count` 3 → 5 with chance `0.05*x`: ~15–18 pushes in a
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winning run offer ~7 artifact options cumulatively, so winning takes
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choosing the artifact over a schematic five times — a real decision
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each time, and the win lands in the cycle 20–24 target window.
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## Balancing targets (first pass, July 2026)
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The six root numbers for the balancing pass. Every derived value (threat
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