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