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content_design.md: mark the first-pass tree as superseded and record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
Diagnose that player output equals building count, so the growth
curve must be shaped by the block and space economy: escalating
expansion costs (formula of expansions purchased) as the long-run
curve, a designed doubling time for the block feedback loop, and an
explicit rule that growth is limited by economy, never by
construction waiting. Note the HQ intake ceiling and add the
condensed-building-block idea to future work, plus an action item
for the expansion cost formula.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DyCu8vwChKMbLJQ3xosYEN
Prune completed action items 1-4 and 8 (scrap-from-threat, schematic
upgrade and ship level removal, balancing tool cleanup, unlock
prerequisites), renumber the remaining three, and update stale
cross-references: cite REQ-LOCK-PREREQ and unlock_requires, reflect
that REQ-THREAT-SCRAP is now the 1/scrap_per_threat constant, and
drop the obsolete level-up wording from the artifact rule.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DyCu8vwChKMbLJQ3xosYEN
Turn the rough draft into structured rules for the production tree,
progression pacing, and balancing: resource phases, ratio curve,
shortcut recipes, refactorability, cost archetypes, threat model,
drop pacing, scrap/block economies, and numeric guardrails.
Includes agreed decisions: ship scrap derived from threat via a
scrap_per_threat key, no duplicate schematic drops (Mk2 upgrade
recipes deferred to future work), removal of ship levels, and an
action-item list for the follow-up requirements/code changes.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DyCu8vwChKMbLJQ3xosYEN