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Numbers to settle once the progression ticket lands: machine prices and level costs, contract fees versus market revenue, energy caps against measured kWh/t, rank thresholds, and the start-with-a-hammermill opening.
Work:
A 30-minute playtest at 10x and 60x speed, noting where progress stalls or a purchase feels pointless.
Keep node tests/lines.js and node tests/contracts.js passing after every change.
Balance pass shipped in ccfcf1a: per-unit machine purchases (fixes free copies), retuned big logistics tiers and upper ranks, and tests/playtest.js, a headless greedy playthrough that fails if pacing drifts (first rank 5-30 batches, top rank 3,000-12,000 plant hours).
Activity
jackgary86-dev commentedon Oct 4, 2026
Balance pass shipped in ccfcf1a: per-unit machine purchases (fixes free copies), retuned big logistics tiers and upper ranks, and tests/playtest.js, a headless greedy playthrough that fails if pacing drifts (first rank 5-30 batches, top rank 3,000-12,000 plant hours).
Balance pass (#12): per-unit machine purchases, late logistics tiers …