Add research money costs, longer research times, era-scaled talent costs, and persona strategy
Research now costs money (drained per-tick) with ~2.5-3.5x longer durations by category. Early-game talent budget costs reduced via era multiplier (startup 0.2x → bigtech 1.0x). New seed-driven PersonaStrategy with 8 axes of variation for meaningful multi-run testing. CI multi-run switched from greedy to persona strategy. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -1,7 +1,7 @@
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import { FlaskConical, Lock, Check, Play, ListOrdered, X } from 'lucide-react';
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import { TutorialHint } from '@/components/game/TutorialHint';
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import { useGameStore } from '@/store';
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import { formatDuration, formatPercent, formatNumber } from '@ai-tycoon/shared';
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import { formatDuration, formatPercent, formatNumber, formatMoney } from '@ai-tycoon/shared';
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import { TECH_TREE, getAvailableResearch } from '@ai-tycoon/game-engine';
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import type { ResearchNode } from '@ai-tycoon/shared';
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@@ -44,6 +44,7 @@ export function ResearchPage() {
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totalTicks: node.cost.ticks,
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allocatedResearchers: state.talent.departments.research.headcount,
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allocatedCompute: node.cost.compute,
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moneySpent: 0,
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});
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};
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@@ -165,7 +166,7 @@ export function ResearchPage() {
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<p className="text-xs text-surface-400 mb-3">{node.description}</p>
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<div className="flex items-center justify-between">
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<div className="text-xs text-surface-500">
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{formatDuration(node.cost.ticks)} · {formatNumber(node.cost.compute)} compute
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{formatMoney(node.cost.money)} · {formatDuration(node.cost.ticks)} · {formatNumber(node.cost.compute)} compute
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{node.cost.researchPoints > 0 && ` · ${node.cost.researchPoints} RP`}
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</div>
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{canStart && (
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