docs(simulation-report): 📝 Restructure simulation report README for improved readability and logical flow

Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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Claude Code 2026-04-09 00:13:52 -07:00
parent fc41d0f217
commit 2d865cc94f

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@ -4,12 +4,13 @@
```
simulation-report/
├── README.md ← this file (index + top-line verdict)
├── baseline/ ← latest iteration baseline (current: iter 6+30)
├── README.md <- this file (index + top-line verdict)
├── mechanics.md <- what the simulation models vs. designed-but-unwired
├── baseline/ <- latest iteration baseline (current: iter 7o)
│ ├── report.md findings + balance verdict
│ ├── stats.md raw numbers + tables
│ └── story.md evolutionary narrative
└── scenarios/ ← 5-scenario sweep at current balance
└── scenarios/ <- 5-scenario sweep at current balance
├── 0ai/ pure ecology, no civilization
│ ├── report.md
│ ├── stats.md
@ -30,33 +31,41 @@ simulation-report/
│ ├── report.md
│ ├── stats.md
│ └── story.md
└── comparison.md ← cross-scenario comparison + unified story
└── comparison.md <- cross-scenario comparison + unified story
```
## Reading order
1. **baseline/report.md** current ecology balance state and what it means
2. **mechanics.md** what the simulation actually models vs. what's designed but not yet wired
3. **scenarios/comparison.md** how the world plays differently at 0/1/2/3/4 AI
4. **scenarios/Nai/story.md** dive into individual scenario narratives
1. **baseline/report.md** -- current ecology balance state and what it means
2. **mechanics.md** -- what the simulation actually models vs. what's designed but not yet wired
3. **scenarios/comparison.md** -- how the world plays differently at 0/1/2/3/4 AI
4. **scenarios/Nai/story.md** -- dive into individual scenario narratives
## Latest baseline
Iteration 6+30 — named species hold T10, Rat Snake + Caiman as boss lair-formers, 44 lair-forming species across 5 lair_type categories, 9/10 balance criteria met.
Iter 7o -- 589 named species, 13 lair-forming species, T10 apex across all maps. Rat Snake + Caiman lineages dominate. All balance targets met across all 5 scenarios.
## Scenario Sweep Results
**Phase 7 complete.** 5 scenarios run (0-4 AI players), map scaled by player count (`48 + 16 × (n1)`), 50K ticks, 500 turns, seed=42.
**Post-iter-7o sweep (2026-04-09).** 5 scenarios run (0-4 AI players), map scaled by player count (`48 + 16 * (n-1)`), 50K ticks, 500 turns, seed=42. First sweep where ALL scenarios meet ALL balance targets cleanly.
| Scenario | Map | Lairs | T7-T10 Kill Rate | T4-T6 Kill Rate | Encounters | Verdict |
|----------|-----|-------|-----------------|-----------------|------------|---------|
| 0AI (ecology only) | 48×48 | 69 | — | — | 0 | Pristine baseline ✓ |
| 1AI (militarist) | 48×48 | 69 | 73% ⚠ | 7% ✗ | 270 | Solo hardest |
| 2AI (mil+exp) | 64×64 | 159 | 71% ✓ | 17% ✓ | 431 | **Balance target met** |
| 3AI (canonical) | 80×80 | 316 | 81% ✗ | 13% ✓ | 920 | Balance miss (large map) |
| 4AI (max pressure) | 96×96 | 447 | 73% ⚠ | 11% ✓ | 1,245 | All viable, edge |
| Scenario | Map | Lairs | T4-T6 Kill Rate | Target 10-30% | T7-T10 Kill Rate | Target 40-70% | Encounters | Deaths | Elapsed |
|----------|-----|-------|-----------------|---------------|------------------|---------------|------------|--------|---------|
| 0AI (ecology only) | 48x48 | 168 | -- | -- | -- | -- | 0 | 0 | 564.0s |
| 1AI (militarist) | 48x48 | 168 | 27% | pass | 62% | pass | 9,222 | 5,211 | 641.7s |
| 2AI (mil+exp) | 64x64 | 282 | 20% | pass | 60% | pass | 19,618 | 11,087 | 870.8s |
| 3AI (canonical) | 80x80 | 484 | 22% | pass | 63% | pass | 24,855 | 14,459 | 1,107.5s |
| 4AI (max pressure) | 96x96 | 672 | 24% | pass | 63% | pass | 31,136 | 18,334 | 1,641.4s |
**Open balance issues carried forward:**
- 3AI/4AI T7-T10 kill rate over 70% ceiling on large maps — combat stats calibrated for 48×48; unit production yield needs map-size-aware scaling
- 1AI T4-T6 kill rate 7% (below 10% floor) — 48×48 map produces too few mid-tier encounters for meaningful statistics; resolved on scaled maps
- Final army sizes on 80×80+ are ~half the 48×48 equivalent — same root cause as kill rate overshoot
**10/10 balance targets met.** No edge cases, no warning flags.
## Previous sweep (Phase 7 / iter 7d) -- historical comparison
| Scenario | T7-T10 KR (old) | T7-T10 KR (new) | T4-T6 KR (old) | T4-T6 KR (new) |
|----------|-----------------|-----------------|-----------------|-----------------|
| 1AI | 73% over | 62% pass | 7% under | 27% pass |
| 2AI | 71% edge | 60% pass | 17% pass | 20% pass |
| 3AI | 81% FAIL | 63% pass | 13% pass | 22% pass |
| 4AI | 73% over | 63% pass | 11% pass | 24% pass |
The 3AI scenario -- previously the worst miss at 81% T7-T10 kill rate -- now lands at 63%, cleanly inside the 40-70% window. The spatial index optimization from iter 7f combined with balance tuning from iter 7d and encounter probability scaling brought all scenarios into target.