diff --git a/src/simulator/crates/mc-turn/src/processor.rs b/src/simulator/crates/mc-turn/src/processor.rs index 5e0f5786..ac553023 100644 --- a/src/simulator/crates/mc-turn/src/processor.rs +++ b/src/simulator/crates/mc-turn/src/processor.rs @@ -272,7 +272,12 @@ impl TurnProcessor { let player = &mut state.players[pi]; let culture = *player.strategic_axes.get("culture").unwrap_or(&2); let city_count = player.cities.len() as u32; - let science_per_turn = culture as u32 * city_count * 25; + // Science scales with culture^1.5 to reward specialists. This gives + // culture=5 a ~4x advantage per city over culture=2, ensuring the + // tech_rusher (culture=5, fewer cities) beats expansionist (culture=2, + // many cities) to science victory. + let science_per_turn = + ((culture as f64).powf(1.5) * city_count as f64 * 15.0) as u32; player.science_yield = science_per_turn; if let Some(ref vc) = self.victory_config { diff --git a/src/simulator/crates/mc-turn/src/victory.rs b/src/simulator/crates/mc-turn/src/victory.rs index 9b5c0153..60c98feb 100644 --- a/src/simulator/crates/mc-turn/src/victory.rs +++ b/src/simulator/crates/mc-turn/src/victory.rs @@ -339,9 +339,9 @@ mod tests { "economic victory should be reachable within 400 turns (got T{gold_turns})" ); - // Science: culture_axis=5 (scientist), 20 cities → 5*20*25 = 2500/turn. + // Science: culture_axis=5 (scientist), 20 cities → 5^1.5*20*15 = 3354/turn. // Cost per tech = base * index^1.4; total ≈ base * sum(i^1.4 for i=1..N). - let science_per_turn = (axis_5 * 20.0 * 25.0) as f64; + let science_per_turn = axis_5.powf(1.5) * 20.0 * 15.0; let total_science_needed: f64 = (1..=config.science_techs_required.len()) .map(|i| config.science_cost_base as f64 * (i as f64).powf(1.4)) .sum();