3.4 KiB
Two Ways to Build a Civilization
64x64 map -- 2 players -- 19,618 encounters -- 11,087 unit deaths -- 56.5% kill rate -- seed=42 -- post-iter-7o sweep (2026-04-09)
A Bigger World
The 64x64 map gives each civilization roughly 2,000 tiles of space. P0 the Militarist founds at (26,12). P1 the Expansionist founds at (41,13). Fifteen tiles apart on a map wide enough that their expansions can develop before they approach lair clusters.
282 lairs populate this world -- 6.9% lair density. The additional map area generates additional lair-forming habitat. Rat Snake surges to 88 lairs on this map -- more than double its 36-lair count on 48x48. Spectacled Caiman reaches 62 lairs, Broad-Snouted Caiman 46. The ecology scales superlinearly with map area.
Painted Wolf appears at T5 -- a new species not seen on 48x48. Black Caiman holds T8 with a striking population peak of 151.1. The 64x64 map is not just a bigger version of the 48x48 -- the habitat distribution at this scale supports different species at different tiers.
The Divergence
Both civilizations start with 3 units and one city. By turn 50 the armies are comparable: P0 at 33 units and 5 cities, P1 at 30 units and 11 cities. The Expansionist's expansion=5 is doing its work -- double the cities with comparable army size.
By turn 100: P0 at 53 units and 9 cities. P1 at 128 units and 21 cities. The Expansionist pulls away in both dimensions -- more cities generating more production generating more units. By turn 200: P0 at 153 units and 17 cities. P1 at 417 units and 26 cities.
Then equilibrium. The Expansionist's army stabilizes at ~420 from turn 200 to turn 500. The Militarist stabilizes at ~215. City counts cap. The production-attrition balance asserts itself. New units replace losses at the same rate the ecology consumes them.
At turn 500: P0 at 216 units (17 cities, 27,244 gold). P1 at 422 units (26 cities, 45,560 gold).
19,618 Encounters -- Centered Kill Rates
19,618 total encounters across 500 turns. This is not the 431-encounter run of iter 7d -- this is a high-confidence data set.
T7-T10: 60% (10,767 kills / 17,997 encounters). Dead center of the 40-70% window. Not at the edge, not marginal, not requiring any caveats. 60%.
T4-T6: 20% (320 kills / 1,621 encounters). Dead center of the 10-30% window. 1,621 mid-tier encounters -- a sample size that removes all statistical ambiguity.
The 2AI scenario at iter 7o is the most cleanly balanced data point in the sweep. Both kill rates centered in their target windows with massive sample sizes.
Rat Snake's Territorial Empire
On 48x48, the Dwarf Crocodile held the most lairs. On 64x64, Rat Snake surges to 88 lairs -- the largest single-species lair count in the 2AI scenario. 3,160 territorial tiles. Population peaks of 163.3 per tile. The Rat Snake has expanded with the available jungle interior habitat, which scales faster than basin habitat on the 64x64 map.
Spectacled Caiman follows at 62 lairs and 2,948 territorial tiles. Between the two species, they nominally claim 6,108 tiles -- more than the entire 4,096-tile map. The equatorial belt is dense with overlapping predator territories.
Turn 500
17 and 26 cities. 216 and 422 units. 282 lairs, all intact. The Rat Snake holds 88 territories. The ecology killed 11,087 units across 500 turns. Both civilizations are producing, expanding, and stable.
The wilderness cost was 11,087 lives. It did not cost a single city.