feat(engine): fun-while-dying slice 1 — big-nuke doctrines + easy rework - #17
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Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
…-lethal noise Netanyahoo's large-warhead build entry sat last in his plan (after small/medium) so buildToward never reached it before AP ran out - large warheads never appeared as strategy. Front-load large (missile 4 -> large 3 -> medium 2, no small) so his big-but-rare doctrine is actually reachable. Khameneverhere gets the same treatment: large front-loaded among warheads (missile 5 -> large 2 -> medium 2 -> small 2) so his grudge strikes land large when AP allows, falling back to medium/small so he's never disarmed. Easy difficulty's randomization was both too frequent (30%) and could swap in build-warhead medium/large, manufacturing the exact big/concentrated strikes that made easy harsher than normal (12.4% large launches vs 3.8% on normal). Lower the rate to 12% and make the candidate pool difficulty-aware: randomizationCandidates(diff) excludes medium/large warheads on easy while normal keeps the full 8-item pool. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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🟢 Claude BugBot Analysis
No bugs found in the changes. The diff adds planning/spec docs and rebalances two AI build plans plus difficulty-aware randomization candidates in src/engine/ai/index.ts; the applyRandomization signature change is correctly wired at its call site, and the new build plans are consistent with buildToward's per-yield target semantics.
No bugs were detected in this PR.
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What
"Fun while dying" slice 1 — makes the cast read louder and games play differently, and fixes the difficulty paradox the playability study surfaced. Engine-only; no win-condition/scoring/UI change.
Changes
launchSalvoalready fires largest-first, so this makes large warheads a genuine, reachable character trait — the fix for the study finding that large nukes only ever appeared via randomness.DIFFICULTY_RANDOM_PCT.easy0.3 → 0.12, and the random-swap candidate pool is now difficulty-aware — on easy it excludes medium/large warheads, so noise can no longer manufacture the chaotic big strikes that made easy harsher than normal (12.4% vs 3.8% large-warhead launches in the data). Easy still varies game-to-game; it just stops being lethal-by-accident.Verified
npm run typecheckclean;npm run test:run→ 58 files / 431 tests green;npm run buildclean.buildTowardAP arithmetic to confirm large warheads are actually built at realistic mid-game AP (not stranded behind cheaper tiers), and confirmed a previously-vacuous Netanyahoo test now genuinely discriminates the new plan.Known, out of scope
Khameneverhere flatlines at 1/80 both before and after this slice (git-stash verified) — pre-existing, from his locked no-diplomacy/zero-defence identity, not caused here. Flagged for a future balance slice.
Spec:
docs/superpowers/specs/2026-07-26-fun-while-dying-slice1-characters-difficulty-design.md· Plan:docs/superpowers/plans/2026-07-26-fun-while-dying-slice1-characters-difficulty.mdSlice 3 (score-how-you-died) is the remaining piece of the 3-slice effort.
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