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Scenario strategic identity (not only numeric modifiers) (#98) - #107
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…t Colony, Beacon Rush (#98). - RunModifiers: add DailyPowerDelta field; Dust Season uses +3/day (rewards power buffer / repair spend) - Silent Colony: dailyCreditsIncomeDelta -8 (Radio Tower purchase is now a real economic unlock) - Beacon Rush: dailyCreditsIncomeDelta +7 (viable to skip Hydro L3 and rush beacon) - New scenario scripts: dust_season_power_buffer.json, silent_colony_radio_first.json - BaselineStrategy.ScenarioID field; TestBalanceBaseline uses SimulateRun for scenario strategies - Two new reference strategies in ReferenceStrategies(); all baselines pass all seeds - docs/balance.md §Scenarios — strategic identity section added Assisted-by: Crush:claude-sonnet-4-5
Skeyelab
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May 22, 2026 05:49
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Closes #98
What
Each non-standard scenario now has a mechanical hook that rewards a distinct build/pacing choice — not just ±resources:
dailyPowerDelta: +3— power drains 3/day extra from regolith storms; rewards solar-first + aggressive repairdailyCreditsIncomeDelta: -8— supply runs are sporadic until Radio Tower is live; makes early antenna a real economic unlockdailyCreditsIncomeDelta: +7— motivated runners; viable to skip Hydro L3 and go straight to beacon workNew simulate scripts demonstrate each distinct opener:
scripts/dust_season_power_buffer.jsonscripts/silent_colony_radio_first.jsondocs/balance.md§Scenarios — strategic identity section documents intended opener per scenario.Test plan
TestBalanceBaseline_ReferenceStrategies)TestDustSeason_PowerDrainAppliedEachDay,TestSilentColony_LowerDailyCredits,TestBeaconRush_HigherDailyCreditsgo test ./...clean