Add the tree structure draft to the v2 decisions section: mined and
smelted items, reprocessing pool, intermediates per tier with ratio
classes and archetypes, hull and module recipes as input lists, the
resolved m+ hull gate (hardened_steel plus control_chip), shortcut
recipe candidates, and a refactorability spot-check. Quantities and
durations are deferred to the numbers pass against the threat ladder.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DyCu8vwChKMbLJQ3xosYEN
progression_design.md: rewrite the resource phases around the four
decided inputs (two mined everywhere, one deposit-gated mid resource,
one scrap-only late input), add the Resource deposits rule set
(freedom first / geography later, deposits only in expansions, patch
area as throughput cap, deterministic content, binary mining), note
the dual gating of the mid resource, and add the deposit-layer action
item.
content_design.md: mark the first-pass tree as superseded and record
the v2 decisions — iron/copper/quartz/voidsteel with their fiction
(M-type asteroid, quartz geodes, battle-forged voidsteel), titanium
dropped with its gating role moved to electronics and possibly a
quality-steel step, the material palette fingerprints, and the
laser-to-railgun rename with lasers reserved as a future weapon type.
Update the balancing target phase boundaries accordingly.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DyCu8vwChKMbLJQ3xosYEN
Record the six root numbers for the balancing pass: run length (win
within ~2 h game time, cycle 20-24), phase boundaries, factory size
curve, fitted threat-cost ladder, swarm fleet size (~25 ships), and
block economy roots (bootstrap, doubling time, expansion cadence).
Derived values are always re-derived from these roots, never patched
directly.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DyCu8vwChKMbLJQ3xosYEN