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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@@ -1,6 +1,7 @@
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import { runSimulation } from './runner';
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import { GreedyStrategy } from './strategies/greedy';
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import { RandomStrategy } from './strategies/random';
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import { PersonaStrategy } from './strategies/persona';
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import { printConsoleReport, generateJsonReport } from './analysis/report';
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import { writeFileSync } from 'node:fs';
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import { resolve, dirname } from 'node:path';
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@@ -27,7 +28,9 @@ const jsonOutput = hasFlag('json');
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const verbose = hasFlag('verbose');
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const csvOutput = hasFlag('csv');
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const strategy = strategyName === 'random' ? new RandomStrategy() : new GreedyStrategy();
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const strategy = strategyName === 'random' ? new RandomStrategy()
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: strategyName === 'persona' ? new PersonaStrategy(seed ?? 42)
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: new GreedyStrategy();
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console.log(`Running ${strategyName} simulation: ${totalTicks.toLocaleString()} ticks, interval ${decisionInterval}${seed !== undefined ? `, seed ${seed}` : ''}...`);
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