3.1 KiB
Scenario 2AI -- Militarist + Expansionist (64x64)
64x64 map -- 50,000 ecology ticks -- 500 turns -- 2 players -- seed=42 -- post-iter-7o sweep (2026-04-09)
Summary
Two civilizations on a scaled map, both balance targets met cleanly. 282 lairs on 64x64 generate 19,618 encounters over 500 turns. T7-T10 kill rate is 60% (center of the 40-70% window). T4-T6 kill rate is 20% (center of the 10-30% window). 11 named lair-former species establish across the map, with Rat Snake leading at 88 lairs.
World State
| Metric | Value |
|---|---|
| Total lairs | 282 / 4,096 (6.9%) |
| T1-T3 lairs | 0 |
| T4-T6 lairs | 53 |
| T7-T10 lairs | 229 |
| Max ecosystem tier | T10 |
| Avg ecosystem tier | 6.78 |
| Evolution time | 870.5s |
Lair-Former Species
| Species | Lairs | Tier | Peak Pop | Territory Tiles | Radius |
|---|---|---|---|---|---|
| Rat Snake | 88 | T10 | 163.3 | 3,160 | r=4 |
| Spectacled Caiman | 62 | T10 | 154.6 | 2,948 | r=4 |
| Broad-Snouted Caiman | 46 | T10 | 107.6 | 2,266 | r=4 |
| Tropical Rat Snake | 43 | T10 | 68.1 | 1,489 | r=4 |
| Yacare Caiman | 12 | T10 | 93.5 | 576 | r=4 |
| Dwarf Crocodile | 7 | T10 | 83.3 | 355 | r=4 |
| Dhole | 5 | T10 | 28.9 | 89 | r=4 |
| Mugger Crocodile | 1 | T10 | 13.9 | 61 | r=4 |
| Black Caiman | 1 | T8 | 151.1 | 37 | r=3 |
| Sand Boa | 16 | T7 | 50.6 | 292 | r=2 |
| Painted Wolf | 1 | T5 | 25.9 | 7 | r=1 |
11 named species. Rat Snake dominates with 88 lairs and 3,160 territorial tiles. Painted Wolf appears at T5 -- a new species not seen on 48x48. Black Caiman holds T8 with high population (151.1).
Turn-by-Turn Snapshots
| Turn | P0 Units | P1 Units | P0 Cities | P1 Cities | P0 Gold | P1 Gold |
|---|---|---|---|---|---|---|
| 50 | 33 | 30 | 5 | 11 | 556 | 1,160 |
| 100 | 53 | 128 | 9 | 21 | 1,852 | 4,260 |
| 200 | 153 | 417 | 17 | 26 | 6,844 | 14,360 |
| 350 | 210 | 421 | 17 | 26 | 17,044 | 29,960 |
| 500 | 216 | 422 | 17 | 26 | 27,244 | 45,560 |
Encounter Pressure
| Metric | Value | Target |
|---|---|---|
| Total encounters | 19,618 | -- |
| Unit deaths | 11,087 | -- |
| Overall kill rate | 56.5% | -- |
| T4-T6 kill rate | 20% (320/1,621) | 10-30% pass |
| T7-T10 kill rate | 60% (10,767/17,997) | 40-70% pass |
Player Final State
| Player | Profile | Cities | Units | Gold | Produced | Peak |
|---|---|---|---|---|---|---|
| P0 | Militarist | 17 | 216 | 27,244 | 720 | 223 |
| P1 | Expansionist | 26 | 422 | 45,560 | 869 | 437 |
Balance Assessment
Both balance targets met cleanly -- no edge cases. T7-T10 at 60% is centered in the target window. T4-T6 at 20% is centered in its window. The 2AI scenario produces 19,618 encounters -- more than enough statistical power for confident kill rate measurements.
The Expansionist reaches 26 cities and 422 surviving units at turn 500. The Militarist reaches 17 cities and 216 units. Both civilizations are fully viable and growing. The Expansionist's army stabilizes around turn 200 at ~420 units, suggesting the production-attrition equilibrium is reached quickly on the 64x64 map.