feat(simulator-specific): ✨ Adjust victory thresholds to extend game duration and add strategic depth
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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1 changed files with 11 additions and 11 deletions
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@ -58,12 +58,13 @@ impl Default for VictoryConfig {
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fn default() -> Self {
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Self {
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city_count_threshold: 28,
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gold_threshold: 30_000,
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culture_threshold: 300_000,
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// 6-tech chain: tech_rusher (culture=5, ~14 cities) averages
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// ~800 science/turn → total ~120K science → finishes ~T150-200.
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// Non-specialists (culture=2, 17 cities) get ~850/turn but
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// culture victory fires first at ~T120.
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// Doubled from 30K→60K so economic victory fires at T300+ instead
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// of T120-207. This gives military engagement time to develop
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// (armies build T50-100, first contact T100-200, wars T200-300).
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gold_threshold: 60_000,
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// Doubled from 300K→600K for same reason — culture victory at
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// T300+ instead of T120.
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culture_threshold: 600_000,
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science_techs_required: vec![
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"mysticism".to_string(),
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"arcane_lore".to_string(),
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@ -72,11 +73,10 @@ impl Default for VictoryConfig {
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"astral_projection".to_string(),
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"arcane_ascension".to_string(),
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],
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// Base cost 3500: total chain = 3500*(1+2^1.4+3^1.4+4^1.4+5^1.4+6^1.4)
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// ≈ 3500*37.07 ≈ 130K science. Tech_rusher (culture=5, ~14 cities)
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// finishes around T185-195 — neck-and-neck with merchant's T188
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// economic victory for interesting matchups.
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science_cost_base: 3_500,
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// Doubled from 3500→7000 so science victory fires at T300+.
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// Total chain = 7000*(1+2^1.4+3^1.4+4^1.4+5^1.4+6^1.4)
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// ≈ 7000*37.07 ≈ 260K science.
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science_cost_base: 7_000,
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domination_requires_all_capitals: true,
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}
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}
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