"production_mult":"Scales city build-queue output per turn (food, hammers). Easy=0.70 produces ~34% less total output than Normal baseline; Hard=1.30 produces ~30% more. Primary lever that separates tier progression speed. Empirically validated: Easy median prod_total=26.1 vs Normal 39.5.",
"research_mult":"Scales per-turn tech research progress. Lower values delay tier advancement and unlock timing. Composes multiplicatively with personality axis-driven research priority (p0-37 architecture).",
"gold_mult":"Multiplier on per-turn gold accumulation. AI 'still has to acquire' gold but each acquisition is multiplied. Activated 2026-04-27 (warcouncil p1-29 H4).",
"culture_mult":"Multiplier on per-turn culture accumulation (city border expansion, culture victory). Same pattern as gold_mult. Added 2026-04-27.",
"luxury_mult":"Multiplier on per-turn luxury yield (happiness contribution). Same pattern as gold_mult. Added 2026-04-27.",
"yield_per_turn_growth":"Linear growth bonus added to ALL ai yield multipliers per turn (gold, science, culture, luxury, production). Formula: effective_mult = base_mult + turn * yield_per_turn_growth. At Hard yield_per_turn_growth=0.003, T138 ≈ 138% base. Lets AI scale into mid/late game without overpowering early game. User directive 2026-04-27.",
"combat_bonus":"Reserved for future combat power modifier (+N to attack/defense rolls). Currently 0 for all tiers — difficulty shapes resource efficiency, not raw combat stats.",
"extra_starting_units":"Hard-handicap: AI spawns N extra units at game start. Only Insane tier uses this (1 warrior). Gives an aggressive opener advantage.",
"extra_unit_id":"Unit type id for the extra_starting_units spawn (e.g. 'warrior'). Ignored when extra_starting_units=0.",
"starting_gold_bonus":"Hard-handicap: AI receives bonus gold at T0 before any production. Hard=75, Insane=150. Allows faster early expansion and unit purchases.",
"difficulty_threshold_mult":"Scales the tactical posture thresholds in mc-ai::tactical::movement (DOMINANCE_FACTOR, retreat_hp_fraction). Easy=0.85 → AI overcommits (lower dominance required to attack); Hard=1.15 → AI waits for real superiority before engaging. Composes onto personality axis-derived thresholds (p0-37) as a multiplicative layer."
},
"difficulty":[
{
"level":1,
"id":"easy",
"name":"Easy",
"description":"AI receives penalties. Ideal for learning the game.",