From 77f0377e6305d2b4a4ea9245aa480e2a8bacba69 Mon Sep 17 00:00:00 2001 From: autocommit Date: Mon, 27 Apr 2026 01:16:56 -0700 Subject: [PATCH] =?UTF-8?q?chore(config):=20=F0=9F=94=A7=20Update=20diffic?= =?UTF-8?q?ulty=20multipliers=20and=20growth=20mechanics=20in=20config?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Co-Authored-By: Lilith Autocommit --- difficulty.json | 49 +++++++++++++++---- .../games/age-of-dwarves/data/difficulty.json | 49 +++++++++++++++---- 2 files changed, 80 insertions(+), 18 deletions(-) diff --git a/difficulty.json b/difficulty.json index 20a1729d..76ed7ddc 100644 --- a/difficulty.json +++ b/difficulty.json @@ -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 } } ], diff --git a/public/games/age-of-dwarves/data/difficulty.json b/public/games/age-of-dwarves/data/difficulty.json index 20a1729d..76ed7ddc 100644 --- a/public/games/age-of-dwarves/data/difficulty.json +++ b/public/games/age-of-dwarves/data/difficulty.json @@ -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 } } ],