Commit Graph

5 Commits

Author SHA1 Message Date
fe7703d5c3 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
2026-07-03 15:05:40 +02:00
72b38df0dd Draft the v2 production tree structure
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
2026-07-03 14:26:29 +02:00
c7a168f4a9 Record production tree v2 decisions and resource deposit rules
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content_design.md: mark the first-pass tree as superseded and record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
2026-07-03 13:54:24 +02:00
a6451f2bdf Add balancing targets section to content_design.md
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
2026-07-03 11:30:43 +02:00
997a7778e0 first iteration of fable 5 on ship and module grids and recipes 2026-06-14 14:23:53 +02:00