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Balance and Simulations

All numbers are Tentative prototype baselines unless marked otherwise. They came from hand-run simulations of the Tier 0 opening during brainstorming.

Proposals for every Tier 0 number this doc doesn’t set yet (tick length, vision, Scout, crew, noise, combat, HP, hives) are in tier0-proposals.md, awaiting review.

Current baseline (latest)

Twice as fast since the second playtest Tentative (Nov 2026). On screen 1× felt far too slow and 2× felt right, so the prototype doubled every speed and rate and halved every time. The rows below that the prototype has built give both numbers; the runs and sims further down are at the old speed, so their times are double what the prototype now plays. Whether the pacing targets in minutes (5 buildings at 12 minutes, Tier 2 at 36–42) halve too is open question #52.

ParameterValueNotes
Simulation tick20 ticks/s (50 ms)Decided. The server owns the tick; see player-and-platform.md
Harvester drive speed2 tiles/s (was 1)Lowered from 2 to 1, then doubled with the rest of the game. “Slow to drive, quick to collect,” so distance hurts and players want logistics.
Harvester cargo50One stack of ore
Harvester collection2/s at 4 productive cells (was 1/s)Linear: 0.5/s per productive cell of its 2×2 footprint (was 0.25) Decided
Harvester unload2.5 s (was 5)
Harvester build/respawn15 s (was 30)Lowered from 90 s Decided, then halved
Truck speed3 tiles/sMust be much faster than Harvesters
Truck cargo2 slots × 1 stack
Truck build/respawn60–90 sSuggested; “trucks can be higher”
Building construction time15 s (was 30)Per building, one crew: 0.15 s per unit of material. Foundation is 0.5 s a tile
Depot slots3Possibly 4; capacity per unit size still to be set
Depot storageabout 6 stacksMatches a full load for its 3 trucks (2 slots each)
Crashed Ship storageabout 6 stacksHolds the first Harvester loads
Storage Silo storageabout 24 stacks6×4 grid in a 2×2 building
Depot100 Basalite
Storage Silo67 Basalite
Barracks100 Basalite
Foundation10 Basalite / tileRaised from 1–2 on purpose [Decided direction]
Stone Wall3 Basalite / tile
Ore stack size50
First Evolite sample10 units
Evolite study3 min
Dropped Evolite lifetimeabout 5 min
Basic alien detour limitabout 20 tiles (80 m)Decided
Spawn protection radiusabout 150 tiles
Starting Scout rangeabout 500 tilesNow 150 tiles of flight, reaching 75 out (tier0-proposals.md)
Building vision radiusabout 20 tilesNot additive
Nearest Basalite15–20 tilesGeneration guarantee
Colite drill (placeholder)burns 1/min, produces 50/minMust be seeded with a first batch
Vehicle costFreeDecided

Starting stock: none in the latest sims. Giving the ship a little salvaged Basalite (25–50) was floated. The designer prefers relying on nearby Basalite, because starting stock is odd story-wise: Basalite is a material native to this planet (only similar to stone from home), a ship wouldn’t carry stone, and letting the survivors build right away undercuts the survivor opening. The cost is that the Engineering Crew idles until about 3:20 (see open-questions.md).

Harvester throughput by distance (1 tile/s, 50 cargo, full 2×2)

One-way distanceRound tripResources/min
10 tiles~1:15~40
20 tiles1:3532
40 tiles2:1522
80 tiles3:3514
120 tiles4:5510

A Depot placed 10 tiles from a distant deposit raises each Harvester back to about 40/min. Trucks then carry the stock home. That’s the motivation for Tier 1 logistics.

Pacing targets

MetricTargetStatus
Meaningful buildings at 12 min~5 first playthrough, 10+ experiencedDecided
Time to first Depot4–6 minTentative
First Depot payback (typical)3–5 minTentative
Time between affordable useful builds (early)~1–2 minTentative
Time between major new capabilities~5–10 minTentative
Time with no meaningful decision≈ 0Decided in spirit
First ship repair (electricity)30–60 minTentative
Prototype length60–120 minTentative

Metrics to track

  • Time to afford, time to first delivery, time to break even (payback) for each economic building, especially the Depot. The designer asked to track Depot payback specifically.
  • The designer’s caveat: a short payback isn’t bad in itself. Players are spending on many things at once, and a fast-growing economy is the fun. The bigger risk is stockpiling hundreds of Basalite with nothing interesting to buy.

Depot payback (all 3 Harvesters on Basalite, computed with the older 90 s deploy)

Distance from DepotPayback after completion
10 tiles2:45
20 tiles3:05
40 tiles3:45
80 tiles5:05
120 tiles6:25

With fewer Harvesters on Basalite, payback is slower (for example, 1 Harvester at 40 tiles ≈ 6:00). With 30 s deploys, subtract about 60 s.

Foundation cost check

Foundations must cost less per tile than any building (which includes its own foundation): Depot 100/9 ≈ 11.1, Silo 67/4 ≈ 16.75, Barracks ≈ 11.1, Foundation = 10. Recheck whenever footprints or prices change. A 40-tile corridor = 400 Basalite = four Depots.

Simulation history

Each run changed the numbers. Kept here so the reasoning behind them is visible.

#SetupResultTakeaway
12 tiles/s, Basalite 40 tiles away, Depot 150, 90 s deploy, 8 minFirst Depot 5:45; acceleration only at ~8:30–9:00Too slow; mostly waiting
2Depot 100 and other buildings cut by a third, 12 min, all BasaliteFirst Depot 4:10; at 12 min: 2 Depots, Silo, Barracks, 10 foundation tiles, 7 Harvesters, 723 Basalite unspentEconomy snowballs; Basalite could become effectively unlimited, needs realistic multi-resource sim
3Harvester speed lowered to 1 tile/sFirst Depot ~5:30Distance now hurts; logistics is attractive
4Foundation raised to 10/tileCorridors become a big investmentTrucks preferred for distance
51 tile/s, mixed resources (Basalite 40, Colite 30, Ferrite 35, Cuprite 45, Evolite 60 tiles), 12 min in 30 s stepsOnly 2 buildings (Depot, Barracks); 300 of 500 gathered resources unusable until refiningToo slow. Led to the 5 / 10+ target
6Basalite 15 tiles away (small patches), 90 s deploy, 10 min4 buildings (2 Depots, Silo, Barracks) + 5 foundation tiles + 10 wall tiles; Evolite study started 9:20Close; deploy delay holds back growth
7Same, 30 s Harvester deploy5 buildings at 10:00 (3 Depots, Silo, Barracks) + 5 foundation + 10 wall, 7 Harvesters + 3 deploying, study started ~9:00Current baseline. On track for the 12-minute target
8Run 7 continued from 12:00 to the electrical repair, with placeholder Tier 1 numbers, three scripted players (see Run 8)Tier 2 at 36–42 min; the Harvester-only rush is fastestTier 1 timing works; Mining doesn’t pay off before Tier 2

Run 7 timeline (building-focused player; not optimal, since the Silo and foundations at 5:55–6:10 delay the second Depot by about 2 minutes):

TimeEventBasalite
0:30Basalite discovered; Harvester sent0
1:55First 50 delivered50
3:20Second 50; first Depot ordered0
3:50Depot done; 3 Harvesters start building0
4:203 new Harvesters active (2 on Basalite, 1 on Colite)0
4:45Original Harvester delivers 5050
5:55New Harvesters deliver 100; Silo ordered (67)83
6:10Original delivers 50; 5 foundation tiles (50); aliens spotted → Barracks revealed83
7:30+100; Barracks ordered (100)83
8:00Original +50; Evolite found and original Harvester sent there; second Depot ordered (100)33
8:30Barracks and second Depot done; 10 wall tiles (30)3
9:00Evolite sample at ship; study begins3
9:05+100; third Depot ordered (100)3
10:00Third Depot done; 3 more Harvesters at 10:053

Total delivered 550: Depots 300, Barracks + Silo 167, foundations + walls 80.

Note: one simulation wrongly treated patches as depleting. The designer corrected it: patches saturate (every 2×2 footprint occupied), they don’t deplete.

Run 8: Tier 1 pacing

Tentative throughout. Script: scripts/sim/tier1.py. It continues Run 7 from 12:00, when Tier 1 opens, until the electrical repair is delivered. Every Tier 1 number was picked for this run. None is design.

The model is coarse. There’s no map, only distances. Noise is one number for the whole base. A fight is a strength comparison. Players follow fixed build orders, and they also build a refinery whenever 150 ore piles up and keep 60 of each material back from the repair.

Placeholders

ParameterValue
Calcified Evolite collection0.4/s on a full footprint (40% of the ore rate). Deposit 60 tiles from home, 2 footprints.
Research (Evolite)Logistics 60, Basic Fabrication 80, Defense 100, Stationary Mining 150
Primitive Refinery150 Basalite. 30 ore + 3 Colite → 24 metal per minute (5:4)
Primitive Fabricator100 Basalite + 40 Iron + 20 Copper. 3 Iron + 2 Copper → 1 Basic Component every 6 s; 1 Iron → 5 rounds every 2 s
Outpost60 Basalite + 20 Iron; holds 4 stacks
Mining Drill80 Basalite + 50 Iron + 20 Copper. 120 ore/min (15/min on Calcified Evolite); burns 2 Colite/min; takes a Harvester footprint
Gun Turret50 Basalite + 30 Iron + 10 Copper; uses 20 rounds per fight
Truck1 Depot slot, 75 s respawn, 100 cargo, 3 tiles/s
Electrical repair2000 Iron, 1300 Copper, 50 Basic Components, 300 Colite, 100 Evolite
NoiseHarvester 1, truck 1, fabricator 2, refinery 3, drill 8. A group arrives 3 min after base noise reaches 40, then every 6 min while it stays there. Strength 2, 3, 4…; a Sword Bot counts 1, an armed turret 3.
MapBasalite at 15, 20, 50 tiles (3, 3, 6 footprints); Colite 30 (4); Ferrite 35 (4) and 80 (8); Cuprite 45 (4) and 90 (8)

Results

PlayerPlanMiningFirst fightTier 2
Designed pathRefining → Logistics (remote Depot on Evolite) → Fabrication → Mining (2 Outposts, 4 drills) → Defense → far patches27:2525:3041:49
Doctor rushFabrication only; Harvesters on every patch; no trucks, drills or turrets—24:3036:16
IndustrialLogistics → Mining as early as possible → Fabrication → Defense24:5526:3540:28

Designed-path beats: Tier 1 opens 12:00 → refinery 13:55 → Logistics 17:35 → Fabrication 22:25 → first fight 25:30 → Mining 27:25 (first drill 30:05) → Defense 31:20 → Tier 2 41:49. That’s a new capability about every 5 minutes, at the fast end of the 5–10 minute target.

These players play almost perfectly. Run 7’s player was slower than optimal, so a first playthrough should take longer. A rough guess is 50–60 minutes, inside the 30–60 minute target.

Findings

  1. The Harvester-only rush reaches Tier 2 first in every variant tried. The sweep covered about 40 combinations of repair size, far-patch distance (80–130 tiles) and size, Evolite rate, Mining cost, drill rate (75–120/min) and Depot price (100–200). Drills arrive at 25–36 minutes and get only about 10 minutes to pay off before the repair is done. Harvesters are free, and a Depot turns 100 Basalite into 3 of them, so the only limit is footprints. This is the “Harvesters versus drills” risk below, showing up inside Tier 1.
  2. The repair bill decides what Tier 1 is about. With a component-heavy bill (200 components), the finish time is just when Fabrication is researched plus how many fabricators run. Mining doesn’t matter at all. Only a bill of bulk iron and copper lets drills affect the time.
  3. Harvesters alone cover a small bill early. A 600 Iron / 400 Copper bill was in stock by about 25 minutes on every path.
  4. Iron is the long pole. Components use 3 Iron to 2 Copper, and every Tier 1 building, ammo round and drill needs iron. Copper piles up. That’s the ratio puzzle the design wants.
  5. Everyone fights. Even the quiet player crosses the noise limit at 21–24 minutes from Harvesters and refineries alone. Three Sword Bots hold the first two groups. By the third, turrets are needed. This matches “the first encounter is inevitable,” but only because Harvester noise adds up.
  6. Evolite runs ahead after Mining. At 0.25/s collection, Mining came at 36 minutes; 0.4/s brings it to 27. By Tier 2, players hold 300–500 unspent Evolite, so research stops pacing the game in the second half of Tier 1.
  7. Basalite piles up on the drill paths (880–1330 unspent at Tier 2), while the Doctor rush spends it on Depots and 21 refineries. Refinery spam is the main Basalite sink.
  8. Fuel can jam a small Outpost. In an early version, two trucks delivered Colite at once and filled a 2-stack Outpost. The drill then had no room for ore, so it never burned the Colite, and it stopped for good. In the game that’s either a bug to prevent (fuel doesn’t count against output room) or a “Why is my Ferrite production unstable?” lesson.

Known balance risks

  • Too much compounding: free vehicles plus about 3 slots per 100-Basalite Depot. Limited by 2×2 saturation, small Basalite patches and travel time Open.
  • Harvesters versus drills: a dozen Harvester Depots must not permanently beat stationary drills. Drills should be several times more efficient; Harvesters win only on low noise and quick setup. Run 8: within Tier 1, Harvesters win the race to the electrical repair under every setting tried Open.
  • Unusable stock: ores gathered in Tier 0 can’t be built with, so the reveal of Tier 1 refining has to arrive before that feels pointless.
  • Not enough Tier 0 variety: reaching 10 buildings means building duplicate Depots and Silos. Fine if each is clearly useful; watch it in testing.
  • Silos and walls have little early job. With about 6 stacks per Depot, storage rarely runs short in Tier 0, and walls protect against nothing yet. The designer is fine with this Decided: new players don’t know that yet and will build them anyway, and those who check buildings’ storage will learn they don’t need a Silo yet. Run 7’s Silo and foundations reflect that kind of player, not an optimal one.
  • Cheap long foundation corridors undermining trucks, now addressed by the 10/tile price.