magicciv/.project/reports/simulation/scenarios/2ai/report.md
Natalie aaa359e2c5 feat(@projects): add project objectives roadmap
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-04-17 00:14:17 -07:00

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.