diff --git a/src/simulator/crates/mc-city/src/city.rs b/src/simulator/crates/mc-city/src/city.rs index 855950a9..3964996d 100644 --- a/src/simulator/crates/mc-city/src/city.rs +++ b/src/simulator/crates/mc-city/src/city.rs @@ -106,11 +106,10 @@ 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. Tuned up from 200 to 260 to -/// extend TTV alongside the melee-city-damage fraction in resolver.rs. The -/// combination (HP boost + 0.5 melee-to-city fraction + 20 HP/turn regen) -/// pushes capital fall from T99 to T200+. -pub const BASE_CITY_HP: u32 = 260; +/// Base city HP before population scaling. Final tune (200 → 260 → 300) to +/// stretch seed 1's T124 capital fall toward T200. Paired with 26 HP/turn +/// regen and the 0.40 melee-to-city damage fraction in resolver.rs. +pub const BASE_CITY_HP: u32 = 300; /// HP gained per population point. pub const HP_PER_POP: u32 = 10; @@ -514,13 +513,13 @@ impl City { self.hp = (self.hp + amount).min(self.max_hp); } - /// 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 (prior T99/T116 fast wins). + /// Heal the city by the standard per-turn amount (26 HP). + /// Progression: 10 → 20 → 26. Final +30% bump to extend seed 1 fall from + /// T124 toward T200 while preserving sustained-siege resolution on the + /// other seeds. /// Skips destroyed cities (HP == 0). pub fn heal_per_turn(&mut self) { - const HEAL_PER_TURN: u32 = 20; + const HEAL_PER_TURN: u32 = 26; if self.hp > 0 && self.hp < self.max_hp { self.heal(HEAL_PER_TURN); }