Game balance audit: wire research effects, rework capability formula, fix dead systems
CI / build-and-push (push) Successful in 32s

- Create researchBonuses utility to aggregate tech tree effects into all game systems
  (infrastructure energy costs, compute efficiency, training speed, model capability, reputation)
- Rework model capability from sqrt(compute) to 4-pillar formula (params + compute + data + research)
- Make context window affect benchmarks and inference speed
- Add MoE tradeoffs: 1.5x VRAM, 0.8x training speed
- Enforce research point costs as a gate for unlocking research
- Add real consequences to data contamination events (reputation hit, legal costs)
- Scale talent costs from $0.03 to $5/tick per headcount
- Scale compliance costs 100x to be meaningful
- Rework competitor acquisition: cheaper but grants headcount, RP, and reputation
- Remove dead code: sfxVolume, autoSaveInterval, notificationsEnabled,
  FAST_FORWARD_BATCH_SIZE, CHINCHILLA_OPTIMAL_RATIO

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-04-25 09:36:31 -04:00
parent 8d650fefae
commit 00e790591e
14 changed files with 205 additions and 54 deletions
+1 -1
View File
@@ -94,7 +94,7 @@ When the player returns after being away:
- Elapsed ticks = `min((now - lastTick) / interval, MAX_OFFLINE_TICKS)`
- Max offline cap: 24 hours (86,400 ticks)
- Ticks process in batches of `FAST_FORWARD_BATCH_SIZE` (100) with reduced fidelity (`OFFLINE_EFFICIENCY = 0.8`)
- Ticks process with reduced fidelity (`OFFLINE_EFFICIENCY = 0.8`)
- A progress bar shows catch-up progress
- A summary screen reports what happened while away