diff --git a/.project/iteration_log.md b/.project/iteration_log.md index eeaf4b51..997c514e 100644 --- a/.project/iteration_log.md +++ b/.project/iteration_log.md @@ -34,3 +34,4 @@ 2026-04-16 11:34 Task #2 FAUNA (pivot): 664bf5570 city drift behavior — 35 lines wild_creature_ai.gd. Wilds step toward nearest player city with 0.2 probability when idle + no leash violation. Seed-stable RNG. Pending smoke verification. 2026-04-16 11:55 REGRESSION BATCH 2 (all changes landed): 12 PASS / 2 FAIL on 4X checklist. Seeds 1/2/3 outcomes: victory T124 / victory T189 / max_turns T300. pop_peak=32 (+12), combats=212 (+111), techs=29 (+10), tiles=59, 63 resource rejections, 2 loot_dropped, 90 improvements. FAIL: median TTV 156 (target 200-350, need +44) AND both-players-p5m4-T100 = 1/3 seeds (need 2). Very close to stop criterion. Seed 1 T124 is still too fast — remaining work is pushing seed 1 victory past T200. 2026-04-16 12:10 REGRESSION BATCH 3 (ttv-dev final siege tuning): 11 PASS / 3 FAIL. REGRESSED from batch 2 (12/2). Seeds 1/2/3: victory T75 / max_turns T300 / max_turns T300. Siege dampening went TOO far — seed 1 still fast capture (AI issue, not math), seeds 2+3 now stalemate (no captures in 300t). FAIL: victories 1/3 (33%, need 50-80%), median TTV 75, both-p5m4-T100 1/3. Root cause per ttv-dev: p1 garrison dies T69, doesn't rebuild. That's AI not combat. ACTION: revert melee_city_fraction 0.40→0.50 + spawn p1-defense-dev. +2026-04-16 12:20 Task #4 P1 GARRISON COMPLETE (e82bfc871): simple_heuristic_ai.gd +27 lines. Before per-city queue gate, if mil_now==0 AND enemy within 10 hexes → preempt queue with warrior. Fixes mid-build blocker where walls/founder production kept AI from re-deciding on threat. Seed 1 smoke T150 (no victory): p1 went from "dead T75" to 3 cities 15 pop 6 mil, AHEAD of p0. (p1-defense-dev)