Game balance audit: wire research effects, rework capability formula, fix dead systems
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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>
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@@ -94,7 +94,7 @@ When the player returns after being away:
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- Elapsed ticks = `min((now - lastTick) / interval, MAX_OFFLINE_TICKS)`
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- Max offline cap: 24 hours (86,400 ticks)
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- Ticks process in batches of `FAST_FORWARD_BATCH_SIZE` (100) with reduced fidelity (`OFFLINE_EFFICIENCY = 0.8`)
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- Ticks process with reduced fidelity (`OFFLINE_EFFICIENCY = 0.8`)
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- A progress bar shows catch-up progress
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- A summary screen reports what happened while away
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