Replace the everything-at--1 test setup with the real progression: starting set is exactly drone/frigate/railgun_s/salvager; the ladder runs destroyer+repair+armor at level 0, supports at 1, the quartz gate (cruiser, railgun_m, afterburner, chip/hardened shortcuts) at 2, battlecruiser at 4, battleship+railgun_l at 6, dreadnought at 8, carrier+drone_hangar at 9, with unlock_requires edges cruiser -> battlecruiser -> battleship -> dreadnought/carrier and railgun_m -> railgun_l. world.toml: threat_rate_formula 2*x + 0.15*x*x (below the player's achievable military output early, crossing at the late boundary, overwhelming by cycle ~24), starting_building_blocks 1000 -> 200, expansion cost 200 -> 400 flat (placeholder until action item 4), artifact_win_count 3 -> 5 (winning means choosing the artifact over a schematic five times across ~7 cumulative offers). Bug fix found during the pass: the building_block recipe carried no unlock_at_station_level, and since building blocks appear in no schematic's materials, implicit unlocking could never reach it - the recipe was silently locked at game start. Now explicitly -1. All values and derivations documented in content_design.md, "Pacing pass - first values". Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01DyCu8vwChKMbLJQ3xosYEN
13 KiB
13 KiB