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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@@ -1032,3 +1032,10 @@ export const COMPETITOR_PRODUCT_THRESHOLDS = {
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export const COMPETITOR_CATCHUP_SHARE_THRESHOLD = 0.05;
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export const COMPETITOR_CATCHUP_PRICE_CUT = 0.3;
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export const ERA_BUDGET_COST_MULTIPLIER: Record<Era, number> = {
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startup: 0.2,
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scaleup: 0.6,
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bigtech: 1.0,
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agi: 1.5,
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};
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@@ -13,6 +13,7 @@ export interface ActiveResearch {
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totalTicks: number;
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allocatedResearchers: number;
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allocatedCompute: number;
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moneySpent: number;
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}
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export interface ResearchNode {
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@@ -27,6 +28,7 @@ export interface ResearchNode {
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researchPoints: number;
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compute: number;
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ticks: number;
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money: number;
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};
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effects: ResearchEffect[];
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}
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