92 lines
3.8 KiB
JSON
92 lines
3.8 KiB
JSON
{
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"knob_schema": {
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"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.",
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"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).",
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"gold_mult": "Reserved for future gold income scaling. Currently 1.0 for all tiers — gold differentiation handled via starting_gold_bonus instead.",
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"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.",
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"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.",
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"extra_unit_id": "Unit type id for the extra_starting_units spawn (e.g. 'warrior'). Ignored when extra_starting_units=0.",
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"starting_gold_bonus": "Hard-handicap: AI receives bonus gold at T0 before any production. Hard=75, Insane=150. Allows faster early expansion and unit purchases.",
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"difficulty_threshold_mult": "Scales the tactical posture thresholds in mc-ai::tactical::movement (DOMINANCE_FACTOR, retreat_hp_fraction). Easy=0.85 → AI overcommits (lower dominance required to attack); Hard=1.15 → AI waits for real superiority before engaging. Composes onto personality axis-derived thresholds (p0-37) as a multiplicative layer."
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},
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"difficulty": [
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{
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"level": 1,
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"id": "easy",
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"name": "Easy",
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"description": "AI receives penalties. Ideal for learning the game.",
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"ai_modifiers": {
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"production_mult": 0.70,
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"research_mult": 0.80,
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"gold_mult": 1.0,
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"combat_bonus": 0,
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"extra_starting_units": 0,
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"starting_gold_bonus": 0,
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"difficulty_threshold_mult": 0.85
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},
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"player_modifiers": {
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"production_mult": 1.0,
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"research_mult": 1.0
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}
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},
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{
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"level": 2,
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"id": "normal",
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"name": "Normal",
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"description": "Baseline challenge. No bonuses for either side.",
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"ai_modifiers": {
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"production_mult": 1.0,
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"research_mult": 1.0,
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"gold_mult": 1.0,
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"combat_bonus": 0,
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"extra_starting_units": 0,
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"starting_gold_bonus": 0,
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"difficulty_threshold_mult": 1.00
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},
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"player_modifiers": {
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"production_mult": 1.0,
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"research_mult": 1.0
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}
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},
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{
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"level": 3,
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"id": "hard",
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"name": "Hard",
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"description": "AI receives significant bonuses. A fair challenge for experienced players.",
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"ai_modifiers": {
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"production_mult": 1.30,
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"research_mult": 2.00,
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"gold_mult": 1.0,
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"combat_bonus": 0,
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"extra_starting_units": 0,
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"starting_gold_bonus": 75,
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"difficulty_threshold_mult": 1.15
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},
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"player_modifiers": {
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"production_mult": 1.0,
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"research_mult": 1.0
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}
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},
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{
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"level": 4,
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"id": "insane",
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"name": "Insane",
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"description": "AI receives major bonuses and a free starting warrior. A serious challenge.",
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"ai_modifiers": {
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"production_mult": 1.50,
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"research_mult": 3.00,
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"gold_mult": 1.0,
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"combat_bonus": 0,
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"extra_starting_units": 1,
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"extra_unit_id": "warrior",
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"starting_gold_bonus": 150,
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"difficulty_threshold_mult": 1.25
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},
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"player_modifiers": {
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"production_mult": 1.0,
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"research_mult": 1.0
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}
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}
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],
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"default": "normal"
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}
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