chore(config): 🔧 Update difficulty multipliers and growth mechanics in config
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
This commit is contained in:
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ffdb4c82e8
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2 changed files with 80 additions and 18 deletions
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@ -2,7 +2,10 @@
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"knob_schema": {
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"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.",
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"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).",
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"gold_mult": "Reserved for future gold income scaling. Currently 1.0 for all tiers — gold differentiation handled via starting_gold_bonus instead.",
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"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).",
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"culture_mult": "Multiplier on per-turn culture accumulation (city border expansion, culture victory). Same pattern as gold_mult. Added 2026-04-27.",
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"luxury_mult": "Multiplier on per-turn luxury yield (happiness contribution). Same pattern as gold_mult. Added 2026-04-27.",
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"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.",
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"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.",
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"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.",
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"extra_unit_id": "Unit type id for the extra_starting_units spawn (e.g. 'warrior'). Ignored when extra_starting_units=0.",
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@ -18,15 +21,22 @@
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"ai_modifiers": {
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"production_mult": 0.70,
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"research_mult": 0.80,
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"gold_mult": 1.0,
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"gold_mult": 0.80,
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"culture_mult": 0.80,
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"luxury_mult": 0.80,
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"yield_per_turn_growth": 0.0,
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"combat_bonus": 0,
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"extra_starting_units": 0,
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"starting_gold_bonus": 0,
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"difficulty_threshold_mult": 0.85
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},
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"player_modifiers": {
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"production_mult": 1.0,
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"research_mult": 1.0
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"production_mult": 1.30,
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"research_mult": 2.00,
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"gold_mult": 1.30,
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"culture_mult": 1.30,
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"luxury_mult": 1.30,
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"yield_per_turn_growth": 0.003
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}
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},
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{
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@ -38,6 +48,9 @@
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"production_mult": 1.0,
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"research_mult": 1.0,
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"gold_mult": 1.0,
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"culture_mult": 1.0,
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"luxury_mult": 1.0,
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"yield_per_turn_growth": 0.0,
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"combat_bonus": 0,
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"extra_starting_units": 0,
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"starting_gold_bonus": 0,
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@ -45,7 +58,11 @@
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},
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"player_modifiers": {
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"production_mult": 1.0,
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"research_mult": 1.0
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"research_mult": 1.0,
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"gold_mult": 1.0,
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"culture_mult": 1.0,
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"luxury_mult": 1.0,
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"yield_per_turn_growth": 0.0
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}
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},
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{
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@ -56,7 +73,10 @@
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"ai_modifiers": {
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"production_mult": 1.30,
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"research_mult": 2.00,
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"gold_mult": 1.0,
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"gold_mult": 1.30,
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"culture_mult": 1.30,
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"luxury_mult": 1.30,
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"yield_per_turn_growth": 0.003,
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"combat_bonus": 0,
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"extra_starting_units": 0,
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"starting_gold_bonus": 75,
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@ -64,7 +84,11 @@
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},
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"player_modifiers": {
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"production_mult": 1.0,
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"research_mult": 1.0
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"research_mult": 1.0,
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"gold_mult": 1.0,
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"culture_mult": 1.0,
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"luxury_mult": 1.0,
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"yield_per_turn_growth": 0.0
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}
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},
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{
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@ -75,7 +99,10 @@
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"ai_modifiers": {
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"production_mult": 1.50,
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"research_mult": 3.00,
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"gold_mult": 1.0,
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"gold_mult": 1.50,
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"culture_mult": 1.50,
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"luxury_mult": 1.50,
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"yield_per_turn_growth": 0.005,
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"combat_bonus": 0,
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"extra_starting_units": 1,
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"extra_unit_id": "warrior",
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@ -84,7 +111,11 @@
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},
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"player_modifiers": {
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"production_mult": 1.0,
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"research_mult": 1.0
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"research_mult": 1.0,
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"gold_mult": 1.0,
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"culture_mult": 1.0,
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"luxury_mult": 1.0,
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"yield_per_turn_growth": 0.0
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}
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}
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],
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@ -2,7 +2,10 @@
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"knob_schema": {
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"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.",
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"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).",
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"gold_mult": "Reserved for future gold income scaling. Currently 1.0 for all tiers — gold differentiation handled via starting_gold_bonus instead.",
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"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).",
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"culture_mult": "Multiplier on per-turn culture accumulation (city border expansion, culture victory). Same pattern as gold_mult. Added 2026-04-27.",
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"luxury_mult": "Multiplier on per-turn luxury yield (happiness contribution). Same pattern as gold_mult. Added 2026-04-27.",
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"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.",
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"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.",
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"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.",
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"extra_unit_id": "Unit type id for the extra_starting_units spawn (e.g. 'warrior'). Ignored when extra_starting_units=0.",
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@ -18,15 +21,22 @@
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"ai_modifiers": {
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"production_mult": 0.70,
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"research_mult": 0.80,
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"gold_mult": 1.0,
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"gold_mult": 0.80,
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"culture_mult": 0.80,
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"luxury_mult": 0.80,
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"yield_per_turn_growth": 0.0,
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"combat_bonus": 0,
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"extra_starting_units": 0,
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"starting_gold_bonus": 0,
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"difficulty_threshold_mult": 0.85
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},
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"player_modifiers": {
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"production_mult": 1.0,
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"research_mult": 1.0
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"production_mult": 1.30,
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"research_mult": 2.00,
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"gold_mult": 1.30,
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"culture_mult": 1.30,
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"luxury_mult": 1.30,
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"yield_per_turn_growth": 0.003
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}
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},
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{
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@ -38,6 +48,9 @@
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"production_mult": 1.0,
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"research_mult": 1.0,
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"gold_mult": 1.0,
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"culture_mult": 1.0,
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"luxury_mult": 1.0,
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"yield_per_turn_growth": 0.0,
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"combat_bonus": 0,
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"extra_starting_units": 0,
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"starting_gold_bonus": 0,
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@ -45,7 +58,11 @@
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},
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"player_modifiers": {
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"production_mult": 1.0,
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"research_mult": 1.0
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"research_mult": 1.0,
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"gold_mult": 1.0,
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"culture_mult": 1.0,
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"luxury_mult": 1.0,
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"yield_per_turn_growth": 0.0
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}
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},
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{
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@ -56,7 +73,10 @@
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"ai_modifiers": {
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"production_mult": 1.30,
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"research_mult": 2.00,
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"gold_mult": 1.0,
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"gold_mult": 1.30,
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"culture_mult": 1.30,
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"luxury_mult": 1.30,
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"yield_per_turn_growth": 0.003,
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"combat_bonus": 0,
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"extra_starting_units": 0,
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"starting_gold_bonus": 75,
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@ -64,7 +84,11 @@
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},
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"player_modifiers": {
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"production_mult": 1.0,
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"research_mult": 1.0
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"research_mult": 1.0,
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"gold_mult": 1.0,
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"culture_mult": 1.0,
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"luxury_mult": 1.0,
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"yield_per_turn_growth": 0.0
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}
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},
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{
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@ -75,7 +99,10 @@
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"ai_modifiers": {
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"production_mult": 1.50,
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"research_mult": 3.00,
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"gold_mult": 1.0,
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"gold_mult": 1.50,
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"culture_mult": 1.50,
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"luxury_mult": 1.50,
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"yield_per_turn_growth": 0.005,
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"combat_bonus": 0,
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"extra_starting_units": 1,
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"extra_unit_id": "warrior",
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@ -84,7 +111,11 @@
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},
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"player_modifiers": {
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"production_mult": 1.0,
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"research_mult": 1.0
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"research_mult": 1.0,
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"gold_mult": 1.0,
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"culture_mult": 1.0,
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"luxury_mult": 1.0,
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"yield_per_turn_growth": 0.0
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}
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}
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],
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