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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@@ -5,7 +5,6 @@ import type { ConsumerTierId, ApiTierId, SeasonalPhase, EnterprisePipelineStage,
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export const TICK_INTERVAL_MS = 1000;
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export const MAX_OFFLINE_TICKS = 86_400;
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export const OFFLINE_EFFICIENCY = 0.8;
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export const FAST_FORWARD_BATCH_SIZE = 100;
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export const AUTO_SAVE_INTERVAL_TICKS = 60;
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export const FINANCIAL_SNAPSHOT_INTERVAL = 60;
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export const MAX_FINANCIAL_HISTORY = 1000;
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@@ -30,7 +29,6 @@ export const SFT_TIME_FRACTION = 0.10;
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export const SFT_COMPUTE_FRACTION = 0.06;
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export const ALIGNMENT_TIME_FRACTION = 0.08;
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export const ALIGNMENT_COMPUTE_FRACTION = 0.04;
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export const CHINCHILLA_OPTIMAL_RATIO = 20;
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export const MAX_CONCURRENT_TRAINING: Record<string, number> = {
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startup: 1, scaleup: 2, bigtech: 4, agi: 8,
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@@ -774,7 +772,7 @@ export const OPEN_SOURCE_TALENT_ATTRACTION = 0.15;
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export const OPEN_SOURCE_REVENUE_PENALTY = 0.10;
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export const REGULATION_COMPLIANCE_BASE_COST = 0;
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export const REGULATION_COMPLIANCE_PER_CAPABILITY = 0.5;
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export const REGULATION_COMPLIANCE_PER_CAPABILITY = 50;
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export const SAFETY_INCIDENT_PROBABILITY_BASE = 0.0002;
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export const SAFETY_INCIDENT_REPUTATION_HIT = 15;
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export const LOW_SAFETY_THRESHOLD = 40;
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@@ -43,19 +43,13 @@ export type Era = 'startup' | 'scaleup' | 'bigtech' | 'agi';
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export type GameSpeed = 1 | 2 | 5;
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export interface GameSettings {
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autoSaveInterval: number;
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notificationsEnabled: boolean;
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soundEnabled: boolean;
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musicVolume: number;
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sfxVolume: number;
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}
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export const INITIAL_SETTINGS: GameSettings = {
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autoSaveInterval: 60,
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notificationsEnabled: true,
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soundEnabled: true,
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musicVolume: 0.5,
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sfxVolume: 0.7,
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};
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export const SAVE_VERSION = 7;
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@@ -87,6 +87,8 @@ export interface TrainingEvent {
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progressLost?: number;
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capabilityBonus?: number;
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capabilityDomain?: keyof ModelCapabilities;
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reputationHit?: number;
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legalCost?: number;
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};
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}
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