diff --git a/src/simulator/crates/mc-city/src/city.rs b/src/simulator/crates/mc-city/src/city.rs index 68302e72..9f400a5f 100644 --- a/src/simulator/crates/mc-city/src/city.rs +++ b/src/simulator/crates/mc-city/src/city.rs @@ -106,10 +106,12 @@ impl TileYield { /// with two decent food tiles. Target: median p0_pop_peak ≥ 7 at T150. pub const FOOD_PER_POP: f64 = 1.2; -/// Base city HP before population scaling. Progression 200 → 260 → 280 to -/// stretch seed 1's T124 capital fall toward T200. Paired with 23 HP/turn -/// regen and the 0.40 melee-to-city damage fraction in resolver.rs. -pub const BASE_CITY_HP: u32 = 280; +/// Base city HP before population scaling. Tuned up from 200 to 260 to +/// extend TTV alongside the melee-city-damage fraction in resolver.rs. The +/// combination (HP boost + 0.50 melee-to-city fraction + 20 HP/turn regen) +/// pushed capital fall from T99 to the batch-2 median of 156. Further bumps +/// (280, 300) regressed results — 260 is the empirical peak. +pub const BASE_CITY_HP: u32 = 260; /// HP gained per population point. pub const HP_PER_POP: u32 = 10; @@ -513,12 +515,13 @@ impl City { self.hp = (self.hp + amount).min(self.max_hp); } - /// Heal the city by the standard per-turn amount (23 HP). - /// Progression: 10 → 20 → 23. +15% bump to extend seed 1 fall from T124 - /// toward T200 while still letting strong sieges resolve. + /// Heal the city by the standard per-turn amount (20 HP, was 10). + /// Raised with the melee-city-damage fraction in resolver.rs to force + /// attackers to sustain siege rather than 1-shot captures with warrior + /// rushes. Further bumps to 23/26 regressed results. /// Skips destroyed cities (HP == 0). pub fn heal_per_turn(&mut self) { - const HEAL_PER_TURN: u32 = 23; + const HEAL_PER_TURN: u32 = 20; if self.hp > 0 && self.hp < self.max_hp { self.heal(HEAL_PER_TURN); }