chore(config): 🔧 Update difficulty multipliers and growth mechanics in config

Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
This commit is contained in:
autocommit 2026-04-27 01:16:56 -07:00
parent ffdb4c82e8
commit 77f0377e63
2 changed files with 80 additions and 18 deletions

View file

@ -2,7 +2,10 @@
"knob_schema": {
"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": "Reserved for future gold income scaling. Currently 1.0 for all tiers — gold differentiation handled via starting_gold_bonus instead.",
"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.",
@ -18,15 +21,22 @@
"ai_modifiers": {
"production_mult": 0.70,
"research_mult": 0.80,
"gold_mult": 1.0,
"gold_mult": 0.80,
"culture_mult": 0.80,
"luxury_mult": 0.80,
"yield_per_turn_growth": 0.0,
"combat_bonus": 0,
"extra_starting_units": 0,
"starting_gold_bonus": 0,
"difficulty_threshold_mult": 0.85
},
"player_modifiers": {
"production_mult": 1.0,
"research_mult": 1.0
"production_mult": 1.30,
"research_mult": 2.00,
"gold_mult": 1.30,
"culture_mult": 1.30,
"luxury_mult": 1.30,
"yield_per_turn_growth": 0.003
}
},
{
@ -38,6 +48,9 @@
"production_mult": 1.0,
"research_mult": 1.0,
"gold_mult": 1.0,
"culture_mult": 1.0,
"luxury_mult": 1.0,
"yield_per_turn_growth": 0.0,
"combat_bonus": 0,
"extra_starting_units": 0,
"starting_gold_bonus": 0,
@ -45,7 +58,11 @@
},
"player_modifiers": {
"production_mult": 1.0,
"research_mult": 1.0
"research_mult": 1.0,
"gold_mult": 1.0,
"culture_mult": 1.0,
"luxury_mult": 1.0,
"yield_per_turn_growth": 0.0
}
},
{
@ -56,7 +73,10 @@
"ai_modifiers": {
"production_mult": 1.30,
"research_mult": 2.00,
"gold_mult": 1.0,
"gold_mult": 1.30,
"culture_mult": 1.30,
"luxury_mult": 1.30,
"yield_per_turn_growth": 0.003,
"combat_bonus": 0,
"extra_starting_units": 0,
"starting_gold_bonus": 75,
@ -64,7 +84,11 @@
},
"player_modifiers": {
"production_mult": 1.0,
"research_mult": 1.0
"research_mult": 1.0,
"gold_mult": 1.0,
"culture_mult": 1.0,
"luxury_mult": 1.0,
"yield_per_turn_growth": 0.0
}
},
{
@ -75,7 +99,10 @@
"ai_modifiers": {
"production_mult": 1.50,
"research_mult": 3.00,
"gold_mult": 1.0,
"gold_mult": 1.50,
"culture_mult": 1.50,
"luxury_mult": 1.50,
"yield_per_turn_growth": 0.005,
"combat_bonus": 0,
"extra_starting_units": 1,
"extra_unit_id": "warrior",
@ -84,7 +111,11 @@
},
"player_modifiers": {
"production_mult": 1.0,
"research_mult": 1.0
"research_mult": 1.0,
"gold_mult": 1.0,
"culture_mult": 1.0,
"luxury_mult": 1.0,
"yield_per_turn_growth": 0.0
}
}
],

View file

@ -2,7 +2,10 @@
"knob_schema": {
"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": "Reserved for future gold income scaling. Currently 1.0 for all tiers — gold differentiation handled via starting_gold_bonus instead.",
"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.",
@ -18,15 +21,22 @@
"ai_modifiers": {
"production_mult": 0.70,
"research_mult": 0.80,
"gold_mult": 1.0,
"gold_mult": 0.80,
"culture_mult": 0.80,
"luxury_mult": 0.80,
"yield_per_turn_growth": 0.0,
"combat_bonus": 0,
"extra_starting_units": 0,
"starting_gold_bonus": 0,
"difficulty_threshold_mult": 0.85
},
"player_modifiers": {
"production_mult": 1.0,
"research_mult": 1.0
"production_mult": 1.30,
"research_mult": 2.00,
"gold_mult": 1.30,
"culture_mult": 1.30,
"luxury_mult": 1.30,
"yield_per_turn_growth": 0.003
}
},
{
@ -38,6 +48,9 @@
"production_mult": 1.0,
"research_mult": 1.0,
"gold_mult": 1.0,
"culture_mult": 1.0,
"luxury_mult": 1.0,
"yield_per_turn_growth": 0.0,
"combat_bonus": 0,
"extra_starting_units": 0,
"starting_gold_bonus": 0,
@ -45,7 +58,11 @@
},
"player_modifiers": {
"production_mult": 1.0,
"research_mult": 1.0
"research_mult": 1.0,
"gold_mult": 1.0,
"culture_mult": 1.0,
"luxury_mult": 1.0,
"yield_per_turn_growth": 0.0
}
},
{
@ -56,7 +73,10 @@
"ai_modifiers": {
"production_mult": 1.30,
"research_mult": 2.00,
"gold_mult": 1.0,
"gold_mult": 1.30,
"culture_mult": 1.30,
"luxury_mult": 1.30,
"yield_per_turn_growth": 0.003,
"combat_bonus": 0,
"extra_starting_units": 0,
"starting_gold_bonus": 75,
@ -64,7 +84,11 @@
},
"player_modifiers": {
"production_mult": 1.0,
"research_mult": 1.0
"research_mult": 1.0,
"gold_mult": 1.0,
"culture_mult": 1.0,
"luxury_mult": 1.0,
"yield_per_turn_growth": 0.0
}
},
{
@ -75,7 +99,10 @@
"ai_modifiers": {
"production_mult": 1.50,
"research_mult": 3.00,
"gold_mult": 1.0,
"gold_mult": 1.50,
"culture_mult": 1.50,
"luxury_mult": 1.50,
"yield_per_turn_growth": 0.005,
"combat_bonus": 0,
"extra_starting_units": 1,
"extra_unit_id": "warrior",
@ -84,7 +111,11 @@
},
"player_modifiers": {
"production_mult": 1.0,
"research_mult": 1.0
"research_mult": 1.0,
"gold_mult": 1.0,
"culture_mult": 1.0,
"luxury_mult": 1.0,
"yield_per_turn_growth": 0.0
}
}
],