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
51 lines
1.5 KiB
TOML
51 lines
1.5 KiB
TOML
[world]
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height_tiles = 40
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refund_percentage = 100
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starting_building_blocks = 200
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scrap_despawn_seconds = 120
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scrap_per_threat = 0.25
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tile_size_m = 10
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belt_speed_mps = 20
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tunnel_max_distance_tiles = 10
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departure_interval_seconds = 20
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orbit_factor = 0.8
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rally_orbit_radius_tiles = 5.0
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[regions]
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asteroid_width_tiles = 60
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player_buffer_width_tiles = 20
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contest_zone_width_tiles = 60
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enemy_buffer_width_tiles = 20
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[expansion]
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columns_per_expansion_tiles = 10
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# Flat until the escalating cost formula lands (progression_design.md
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# action item 4).
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cost_building_blocks = 400
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[push]
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push_expand_columns_tiles = 10
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boss_advance_seconds = 60
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[targeting]
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target_score_formula = "1 / (1 + x)" # x = distance / max weapon range; higher = better, clamped to >=0
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overclaim_penalty_formula = "max(0.5, 1 - 0.1*x)" # x = competing claim count; multiplies score, clamped to [0,1]
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target_hysteresis = 0.40 # keep current target unless a challenger beats it by >10%
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[artifacts]
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artifact_chance_formula = "0.05 * x" # 5% chance per station level
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artifact_win_count = 5
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[waves]
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# Tuned against the factory-size curve (content_design.md, balancing
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# targets): stays below the player's achievable military output early,
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# crosses it around the late boundary (~cycle 15), overwhelms by ~24.
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threat_rate_formula = "2*x + 0.15*x*x"
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gap_min_seconds = 15
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gap_max_seconds = 45
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spawn_duration_seconds = 10
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boss_countdown_seconds = 300
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boss_threat_duration_seconds = 60
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boss_quiet_before_seconds = 20
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boss_quiet_after_seconds = 20
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