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docs/progression_design.md
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docs/progression_design.md
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# Progression & Balancing Design
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Rules and principles that govern the production tree, progression pacing,
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and balancing. This document contains **rules only** — concrete content
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(item lists, recipes, unlock levels, stat numbers) lives in the config files
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and `content_design.md`; those numbers must follow the rules stated here.
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## Player-experience goals
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What each phase of a run should feel like:
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- **Early:** learning belts and ratios with forgiving chains. The building
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block economy is the main constraint; the player bootstraps a
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self-sustaining factory from the starting stock.
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- **Mid:** deeper chains, the first real ratio puzzles, and the first
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meaningful drop decisions (which schematic, when to push).
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- **Late:** combat feeds the factory — capital production requires salvage.
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Progress means extending and refactoring the existing factory, not
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rebuilding it. Strange ratios are deliberate optimization puzzles.
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Overarching: an experienced player gains efficiency through **knowledge** —
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layout foresight, understanding chains, exploiting shortcut recipes — never
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through hidden mechanics. An inexperienced setup should not cost much more
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than an experienced one; experience pays off in how easily the factory
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adapts later (see Refactorability).
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## Resource phases
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- A run has exactly **four base inputs**:
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1. Two mined ores available from the start.
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2. A third mined ore unlocked mid-game (slower to mine than the starting
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ores).
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3. A fourth input unlocked late-game, obtainable **only** from
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reprocessing salvaged scrap.
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- The fourth input is the core loop hook: capital ship production requires
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fighting (salvaging and reprocessing), not just mining.
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- There is no direct "resource unlock" mechanism. Miner recipes unlock
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**implicitly** (REQ-LOCK-IMPLICIT) when some unlocked schematic's material
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chain reaches that ore. Resource pacing is therefore controlled entirely
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through the `unlock_at_station_level` values of ships, modules, and
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assembler recipe schematics — and the content must guarantee that the
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chains actually connect (a mid-game schematic must require an item whose
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chain reaches the third ore, or the ore never unlocks).
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## Production tree rules
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### Structure
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- **Each phase transition adds exactly one new base input chain.** A base
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input is a bottom-level resource entering the factory from outside — a
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mined ore or the scrap-only input. The early game starts with two ores
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as the baseline; the transition to mid adds one (the third ore), the
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transition to late adds one (the scrap-only input). No transition ever
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introduces more than one unfamiliar bottom-level chain, so the factory
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grows in one direction at a time.
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- **Intermediates are generic shared parts.** Keep the item count low —
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modules and hulls of a tier draw from a shared pool of that tier's and
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lower tiers' intermediates rather than each having bespoke inputs.
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- **Thematic naming over thematic items.** Inputs should be plausible for
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what the recipe produces (crystals for lasers, heat sinks for bigger
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lasers). Achieve this through naming and chain membership, not by adding
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item types: rename a generic part, don't add a parallel one.
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### Ratios
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- **Ratio "niceness" degrades with tier.** The producer:consumer ratios
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needed for 100% throughput follow a curve:
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- Tier 1 (ore → basic material): trivially nice (e.g. 1:1 or 1:2
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miner:smelter).
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- Tier 2: slightly complex but still clean (e.g. 2:3).
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- Higher tiers: increasingly strange ratios, as deliberate optimization
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puzzles.
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- Exceptions in both directions are allowed when there is a reason — a
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clean late chain as a breather, an odd early chain as a teaser — but the
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curve is the default.
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### Shortcut recipes
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- Some strange chains get a **shortcut recipe**: an explicitly unlockable
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assembler recipe schematic (`unlock_at_station_level ≥ 0`, drop-only per
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REQ-LOCK-EXPLICIT) that skips a step (e.g. t1 → t3 directly) and yields
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nice ratios for a chain whose base path is strange.
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- **Not every strange chain gets a shortcut.** Some strangeness is
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permanent; the absence of a fix is a valid design choice.
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- **Shortcuts drop only for known chains.** A shortcut recipe enters the
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drop pool only when both its input items and its output item are
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already unlocked (in addition to the station level check). The player
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is never offered a shortcut for a chain they have not built yet. The
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output-item half of this check already exists in
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REQ-DEF-SCHEMATIC-DROP; the input half is new (see Action items).
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- **Shortcuts are pure rewards, never balance factors.** An item's threat
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value is the *maximum* across its producing recipes (REQ-THREAT-ITEM), so
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unlocking a cheaper recipe does not lower the item's threat accounting —
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the player gains real factory efficiency without their ships being
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valued cheaper and without enemy wave budgets shifting. Consequently:
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**balance every chain around its base (expensive) path**; the shortcut's
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savings define the size of the reward.
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### Refactorability
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- **Rule (the property):** unlocking the next tier or size of a thing must
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be a *local edit* of the existing production line — adding assemblers
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and belts, or replacing a machine or two in place — never a rebuild of
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the line.
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- **What this buys the player:** foresight pays off in space, not blocks.
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An experienced player leaves a little slack in the middle of a line,
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knowing the next size or tier upgrade means tearing out one assembler
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and a few belts there and inserting the new step — plus maybe swapping
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a recipe or two elsewhere — while the rest of the line keeps running
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untouched.
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- **Default technique:** the bigger version introduces one new intermediate
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that is produced from a subset of the smaller version's inputs (possibly
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plus one additional low-tier material), and otherwise reuses the smaller
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version's inputs. Existing lines keep running and feed the new
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intermediate's assemblers.
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- The property is the rule; the technique is only the default. It may be
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broken where it fights thematic plausibility, as long as the property
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still holds.
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## Cost archetypes
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Every item has two cost knobs: **material quantity** and **cycle time**.
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Both feed the threat value identically (threat = recursive
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production-seconds, REQ-MOD-THREAT), so the split between them does not
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change what an item is *worth* — it changes what kind of **factory
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pressure** it creates:
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- **Material-heavy, fast** (e.g. armor plates): simple items; stress belt
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throughput, splitter logistics, and miner/smelter counts.
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- **Time-heavy, lean** (e.g. shield modules): technically complex items;
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few inputs — possibly higher-tier ones — but long cycles; stress
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assembler counts and parallelization.
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**Rule:** each module family commits to a clear archetype, so factories
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supporting different fleet doctrines feel structurally different to build.
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## Threat model (balancing backbone)
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- Threat cost = total recursive production-seconds (REQ-MOD-THREAT). One
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factory-second equals one threat; player output and enemy wave budgets
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are denominated in the same currency.
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- **Rule: combat power per threat is roughly constant** across all ships,
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modules, and tiers. Higher tiers are better per *ship* and per *module
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slot*, not per invested factory-second — their advantage is
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concentration (fewer, bigger things; slot geometry per
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`content_design.md`) and qualitative capabilities, not a better exchange
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rate. Deviations from this rule are deliberate and documented.
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- **Difficulty race:** the enemy threat rate (`threat_rate_formula`) is
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tuned against the factory output (threat/s) achievable by a competent
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player — slightly below it early, crossing above it eventually. The game
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is endless; enemy scaling must ultimately outpace any factory, and
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player skill shifts *when*, not *whether*.
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- **All time scaling lives in the threat rate** — waves get bigger, ships
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of a given schematic never get individually stronger. There is no ship
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level dimension: stat formulas are plain values, and per-ship level
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scaling (`ship_level_formula`) does not exist (see Action items). Push
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scaling on enemy defence stations is the separate, player-triggered
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difficulty axis and keeps its level formulas.
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## Unlock & drop pacing
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- **Starting set rule:** the schematics unlocked at game start
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(`unlock_at_station_level = -1`) must be exactly enough to reach the
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first push unaided — a functioning block loop, small hulls, a basic
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weapon, and the salvage loop. Nothing more.
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- The `unlock_at_station_level` ladder mirrors the resource phases:
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mid-tier hulls/modules/recipes at low station levels, capital content at
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higher levels. A schematic must not become available before the chains
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its materials need can be unlocked alongside it.
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- **Schematics can require other schematics.** Beyond the station-level
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gate, a schematic (ship, module, or assembler recipe) may list
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prerequisite schematics that must already be unlocked before it enters
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the drop pool — e.g. the medium laser requires the small laser; a
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future Mk2 requires its base version. Station level gates the earliest
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*when*; prerequisites gate the *order*, keeping drop offers coherent
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with what the player already owns.
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- **No duplicate drops.** Ship and module schematics leave the drop pool
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once owned, exactly as assembler recipe schematics already do. There are
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no schematic level-ups; player power grows through unlock breadth and
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factory scale only, which keeps power-per-threat exact on both sides.
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The pool therefore shrinks over a run and late pushes increasingly offer
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artifacts — intended: the late game is a race for the win condition.
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Per-item progression may return later as Mk2 upgrade recipes (see Open
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tasks), never as free level-ups.
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- **Artifacts trade power for progress.** Artifact options compete with
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schematic picks in the same choice dialog; the artifact chance must be
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tuned so that taking one is a real decision (giving up a level-up or
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unlock), not automatic in either direction.
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## Scrap & reprocessing economy
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- Scrap is the bridge from combat back into the factory, with two sinks:
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**smelting** (same basic materials as ore — the safe, boring option) and
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**reprocessing** (probabilistic higher intermediates, including the
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late-game input — the gamble that eventually becomes mandatory).
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- The reprocessing output pool renormalizes over implicitly unlocked items
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(REQ-LOCK-REPROCESSING-POOL), so its output quality improves
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automatically as the run progresses. **Rule:** weights are authored for
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the *fully unlocked* pool state; early-game behavior falls out of
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renormalization for free and needs no separate staging.
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- **Rule: ship scrap drops are derived, never authored.** A destroyed ship
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drops `threat cost × scrap_per_threat` (a `world.toml` key), with the
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threat cost computed from its actual hull plus installed modules
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(REQ-MOD-THREAT) — a kitted-out ship drops more scrap than a bare hull
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automatically. `ships.toml` carries no scrap value. Defence stations are
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the exception: they keep authored `scrap_drop_formula`s, because pushing
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rewards are tuned independently of ship production costs.
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- Consequence: the threat value of scrap is the constant
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`1 / scrap_per_threat`. The min-`scrap_drop` schematic derivation
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(REQ-THREAT-SCRAP) and its potential circularity disappear.
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- **Rule:** the late-game input's income rate meaningfully gates capital
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production — unlocking a capital hull must not mean spamming it; the
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input trickles in slowly enough that every capital ship is a noticeable
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investment. The tuning target is relative, not absolute: assume a
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reference player who destroys and salvages roughly the threat the game
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spawns ("fighting at parity"), and tune `scrap_per_threat`, the
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reprocessing weights, and capital material costs so that this player
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affords roughly N capital ships per boss cycle. An absolute income rate
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would be meaningless (income depends entirely on how much the player
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fights) and would not self-scale; per boss cycle, the target tracks the
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threat rate as it steps up.
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## Building block economy
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- Building blocks are the only global currency and the early game's
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central constraint. The early game is a bootstrap problem: convert the
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starting stock into a self-sustaining block loop before the first waves
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bite.
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- **Rule:** the starting stock suffices for a minimal block loop plus the
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first shipyard — with a little slack for beginner mistakes, but not
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enough to skip the loop entirely.
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- **Rule:** asteroid expansions compete with buildings for the same
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currency. Expansion pricing makes "more space" a real alternative to
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"more stuff", not an afterthought.
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## Numeric guardrails
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Constraints that every recipe must respect, independent of tuning:
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- **Belt throughput:** belt speed and per-tile capacity cap how fast a
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single belt can feed an input. A recipe whose per-cycle inputs cannot be
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sustained by one belt per input at 100% duty cycle is a *deliberate*
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design (forcing parallel belts/splitters as part of a high-tier puzzle)
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— never an accident of quantity choice.
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- **Buffer burstiness:** input buffers hold 2× the per-cycle amount
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(REQ-MAT-INPUT-BUFFER), so large per-cycle quantities create bursty belt
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demand. Low tiers prefer small quantities with short cycles; big-batch
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recipes are reserved for high tiers where burstiness is part of the
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puzzle.
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- **Cycle times scale with tier** monotonically — a higher-tier item never
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has a shorter total chain time than a lower-tier item of the same role.
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## Open tasks / future work
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- **Rework `recipes.toml`** once the rules in this document are fixed: the
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current tree feels too close to Factorio; apply the thematic-naming rule
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and the ratio curve to it (renames and quantity changes, not new items).
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- **Balancing pass** (see placeholders in `content_design.md`): set the
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`unlock_at_station_level` ladder, real threat costs and
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`default_modules`, reprocessing weights, and the threat-rate formulas
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according to the rules above.
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- **Mk2 upgrade recipes** — the deferred design for per-item progression,
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to revisit once the config has stabilized. A duplicate-style drop
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unlocks a distinct `*_mk2` item whose recipe consumes the Mk1 item plus
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higher-tier parts. This preserves power-per-threat (the extra power is
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paid in real production-seconds, since threat is recursive), satisfies
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the refactorability rule (the Mk1 line keeps running and feeds one new
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assembler), and keeps balancing one-dimensional (no level variable
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anywhere). Enemy-side progression happens via `default_modules`
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variants per era instead of a level formula.
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## Action items — changes beyond this document
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Agreed changes that require edits to `requirements.md`, the code, and the
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configs:
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1. **Derive ship scrap from threat.** Add `scrap_per_threat` to
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`world.toml`; remove `[ship.loot].scrap_drop` from `ships.toml`; update
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REQ-RES-SCRAP-DROP; replace REQ-THREAT-SCRAP with the constant
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`1 / scrap_per_threat`. Station `scrap_drop_formula`s stay.
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2. **Remove schematic upgrades.** Owned ship/module schematics leave the
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drop pool (REQ-DEF-SCHEMATIC-DROP); drop the new-unlock/level-up
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annotation from the choice dialog; remove `player_production_level`
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from `ships.toml`, `modules.toml`, and the code paths that increment
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and evaluate it (REQ-BLD-SHIPYARD, REQ-MOD-CONFIG).
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3. **Remove ship levels entirely.** Delete `ship_level_formula`
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(REQ-WAV-SHIP-LEVEL); replace all stat formulas in `ships.toml` and
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`modules.toml` with plain values (REQ-SHP-STATS, REQ-MOD-CONFIG,
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REQ-MOD-STAT-CALC evaluation rules). Enemy defence stations keep their
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station-level formulas — push scaling is unaffected.
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4. **Balancing tool follow-up.** Remove the per-ship-entry `level` from
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`balancing.toml` and the `L<level>` display format (REQ-BAL-TEAM,
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REQ-BAL-CONFIG-GAME, REQ-BAL-UI-WIDGET, REQ-BAL-UI-INSPECT-WINDOW);
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station entries keep their level. Ship stats panels no longer evaluate
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at a level (REQ-MOD-UI-STATS-PANEL, REQ-UI-SHIP-STATS-PANEL).
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5. **Fill unfillable schematic slots with artifacts.** With duplicates
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removed, the schematic drop pool can run dry — previously unreachable.
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Decision: every slot in the choice dialog that cannot be filled with a
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schematic because the eligible pool is exhausted is filled with an
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artifact option instead (in addition to any artifact option granted by
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the regular artifact roll). A push therefore always awards a full
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dialog. Update REQ-DEF-SCHEMATIC-DROP.
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6. **Confirm wave scaling carries alone.** With per-ship level scaling
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gone, `threat_rate_formula` is the only time-scaling axis; verify the
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current `world.toml` values still produce the intended difficulty
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curve (the config reportedly already runs with a flat ship level, so
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this is likely a review, not a retune).
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7. **Gate shortcut-recipe drops on their inputs.** Extend the assembler
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recipe schematic pool eligibility in REQ-DEF-SCHEMATIC-DROP: in
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addition to the existing station-level and output-item checks, all of
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the recipe's input item types must be implicitly unlocked as well.
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8. **Schematic prerequisites.** Add an optional prerequisite list to
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ship, module, and assembler recipe schematic entries (e.g.
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`unlock_requires = ["laser_cannon_s"]`): a schematic enters the drop
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pool only when every listed schematic is already unlocked, in addition
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to the station-level check. Update REQ-DEF-SCHEMATIC-DROP and
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REQ-LOCK-EXPLICIT. This is also the mechanism the future Mk2 design
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builds on (`*_mk2` requires the base schematic).
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Reference in New Issue
Block a user