Add first numbers pass for the v2 production tree
content_design.md: full recipe quantities and durations computed with a recursive threat calculator - economy constants (scrap_per_threat 0.25, reprocessing 4 scrap / 4 s, voidsteel at threat 100), per-item threat values, module contributions, and fitted ship threats vs the ladder (96-124%, smooth ~x2-per-class curve). Checks recorded: ratio curve realized (t1 1:1, t2 2:3, t3 strange), belt feasibility under the single-belt cap, block at 4 threat implying ~18 blocks average building cost for the 4-minute doubling target, and a small-end deviation note recommending ladder adjustment over chain thinning. progression_design.md: two new action items - amend REQ-THREAT-ITEM to exclude scrap-consuming recipes from item threat (the max rule would otherwise inflate basic materials via the scrap smelting recipe), and port the calculator to tools/threat_report.py. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01DyCu8vwChKMbLJQ3xosYEN
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@@ -339,6 +339,101 @@ first-pass tree. `verify_recipes.py` must be re-run once this lands in
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recipes.toml; the numbers pass should add a threat-report tool that
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prints per-item threat values and producer:consumer ratio tables.
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### Numbers — first pass
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Computed with a recursive threat calculator (to be ported to
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`tools/threat_report.py`, see the action items in
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`progression_design.md`); quantities and durations tuned so fitted
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ships land on the threat-cost ladder and the ratio curve is realized.
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**Economy constants:** `scrap_per_threat = 0.25` (1 scrap per 4 threat
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destroyed — a cruiser kill drops ~59 scrap). Reprocessing: 4 scrap per
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cycle, 4 s, full-pool weights iron_ingot 30 / copper_ingot 30 /
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silicon 20 / voidsteel 20 → threat(voidsteel) = (4·4 + 4)/0.2 = 100.
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Scrap smelting: 1 scrap → 1 iron_ingot, 1 s — deliberately
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value-losing (4 threat of scrap becomes a 2-threat ingot); reprocessing
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is the value-preserving path.
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**Recipes** (dur in seconds; threat is per output item):
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| item | recipe | dur | out | threat |
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|---|---|---|---|---|
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| iron_ore / copper_ore | miner | 1 | 1 | 1 |
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| quartz | miner (deposit) | 2 | 1 | 2 |
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| iron_ingot | 1 iron_ore | 1 | 1 | 2 |
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| copper_ingot | 1 copper_ore | 1 | 1 | 2 |
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| silicon | 1 quartz | 2 | 1 | 4 |
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| steel_plate | 2 iron_ingot | 3 | 1 | 7 |
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| copper_wire | 1 copper_ingot | 1 | 2 | 1.5 |
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| copper_coil | 2 copper_wire | 1.5 | 1 | 4.5 |
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| building_block | 2 steel_plate | 2 | 4 | 4 |
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| control_chip | 1 silicon + 2 copper_wire | 5 | 1 | 12 |
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| capacitor_bank | 2 copper_coil + 1 silicon | 5 | 1 | 18 |
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| hardened_steel | 3 steel_plate | 12 | 1 | 33 |
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| ceramic_plate | 2 quartz | 4 | 1 | 8 |
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| drive_unit | 2 steel_plate + 2 copper_coil + 1 control_chip | 8 | 1 | 43 |
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| voidsteel_plate | 1 voidsteel + 1 hardened_steel | 8 | 1 | 141 |
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| capital_core | 2 voidsteel + 1 capacitor_bank + 1 control_chip | 10 | 1 | 240 |
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**Module prefabs** (contribution = item threat + module production
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time):
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| module | recipe | dur | mod. time | contribution |
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|---|---|---|---|---|
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| railgun_s | 1 copper_coil | 1 | 1 | 6.5 |
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| salvager | 1 steel_plate + 2 copper_wire | 2 | 1 | 13 |
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| repair_tool | 1 steel_plate + 2 copper_wire | 2 | 1 | 13 |
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| armor_plates | 4 steel_plate | 3 | 1 | 32 |
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| maneuvering_thrusters | 1 steel_plate + 1 copper_coil | 2 | 1 | 14.5 |
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| sensor_booster | 2 copper_wire + 1 copper_coil | 2 | 1 | 10.5 |
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| afterburner | 2 copper_coil + 1 steel_plate | 3 | 1 | 20 |
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| weapon_stabilizer | 1 steel_plate + 1 copper_coil | 2 | 1 | 14.5 |
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| weapon_primer | 1 capacitor_bank + 1 copper_coil | 4 | 2 | 28.5 |
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| weapon_upgrade | 1 control_chip + 1 copper_coil | 4 | 2 | 22.5 |
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| railgun_m | 1 capacitor_bank + 2 steel_plate + 1 copper_coil | 4 | 3 | 43.5 |
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| drone_bay | 1 control_chip + 2 steel_plate + 1 copper_coil | 4 | 3 | 37.5 |
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| railgun_l | 1 capacitor_bank + 2 hardened_steel + 1 ceramic_plate | 6 | 4 | 102 |
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| drone_hangar | 1 voidsteel_plate + 2 control_chip + 1 drive_unit | 10 | 6 | 224 |
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**Ships** (fitted = hull item + ship base time + typical loadout; the
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typical loadouts double as the `default_modules` for enemy waves):
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| ship | hull recipe | dur | base | typical loadout | fitted (target) |
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|---|---|---|---|---|---|
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| drone | 1 iron_ingot | 1 | 1 | railgun_s | 10 (10) |
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| frigate | 2 steel_plate + 1 copper_wire | 2 | 2 | 2× railgun_s, maneuvering_thrusters | 47 (40) |
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| destroyer | 3 steel_plate + 2 copper_coil | 4 | 3 | 3× railgun_s, armor_plates, sensor_booster | 99 (80) |
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| cruiser | 2 hardened_steel + 2 control_chip | 6 | 4 | 2× railgun_m, armor_plates, maneuvering_thrusters | 234 (200) |
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| battlecruiser | 3 hardened_steel + 2 control_chip + 1 drive_unit | 8 | 5 | 3× railgun_m, weapon_primer, armor_plates | 370 (350) |
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| battleship | 3 voidsteel_plate + 1 drive_unit + 2 control_chip | 10 | 6 | railgun_l, 2× railgun_m, weapon_stabilizer, armor_plates, sensor_booster | 752 (700) |
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| dreadnought | 5 voidsteel_plate + 1 capital_core + 2 drive_unit | 12 | 8 | 3× railgun_l, weapon_primer, weapon_upgrade, 2× armor_plates | 1472 (1500) |
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| carrier | 5 voidsteel_plate + 1 capital_core + 2 drive_unit | 12 | 8 | drone_hangar, 2× railgun_m, 2× armor_plates, sensor_booster | 1436 (1500) |
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**Checks:**
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- *Ratio curve realized:* t1 all 1:1 (miner:smelter); t2 clean 2:3
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(ingot→plate, wire→coil); t3 strange — 2:5 (silicon→chip), 3:5
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(coil→capacitor), 3:4 (plate→hardened, plate→drive); t4 inverted 3:2
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(hardened→voidsteel_plate).
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- *Belt feasibility:* worst input demand is 1.33 items/s (wire→coil,
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plate→armor) — under the ~2/s single-belt cap everywhere; no
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accidental multi-belt recipes.
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- *Block economy:* building_block = 4 threat ⇒ for the 4-minute
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doubling at 30% capacity, the average building must cost ≈ 18 blocks
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(0.3 × 240 / 4). buildings.toml costs should be set around that mean
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(belts cheap, producers ~20–30).
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- *Small-end deviation:* frigate–cruiser land 6–24% hot because the
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fixed chain overhead dominates small hulls. Recommendation: accept
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and adjust the ladder targets to the achieved values (the ~×2-per-
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class curve shape is preserved) rather than thinning the early
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chains below readability.
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- *Rule bug discovered:* the scrap→iron_ingot smelter recipe combined
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with REQ-THREAT-ITEM's max-across-recipes rule would set
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threat(iron_ingot) to the scrap path (1 + 4 = 5, or more at other
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scrap values) instead of 2, inflating every downstream item. Fix
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required: exclude scrap-consuming recipes from item threat
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computation (see progression_design.md action items).
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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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