Add research money costs, longer research times, era-scaled talent costs, and persona strategy
Balance Check / balance-simulation (push) Successful in 11m19s
Balance Check / multi-run-balance (push) Has been cancelled
CI / build-and-push (push) Successful in 40s

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>
This commit is contained in:
2026-04-26 16:14:27 -04:00
parent b906592af4
commit 416b6bfe8d
14 changed files with 721 additions and 64 deletions
@@ -1032,3 +1032,10 @@ export const COMPETITOR_PRODUCT_THRESHOLDS = {
export const COMPETITOR_CATCHUP_SHARE_THRESHOLD = 0.05;
export const COMPETITOR_CATCHUP_PRICE_CUT = 0.3;
export const ERA_BUDGET_COST_MULTIPLIER: Record<Era, number> = {
startup: 0.2,
scaleup: 0.6,
bigtech: 1.0,
agi: 1.5,
};
+2
View File
@@ -13,6 +13,7 @@ export interface ActiveResearch {
totalTicks: number;
allocatedResearchers: number;
allocatedCompute: number;
moneySpent: number;
}
export interface ResearchNode {
@@ -27,6 +28,7 @@ export interface ResearchNode {
researchPoints: number;
compute: number;
ticks: number;
money: number;
};
effects: ResearchEffect[];
}