Defer AI tuning until game completion and set adjacent difficulty targets
Update the goal objective and synchronized repository guidance at the user's request. Remove the weekly usage cutoff, routine account-usage checks and mandatory token-counter tracking while retaining efficient work, verified Git pushes and selective subagents. The objective file remains outside the repository; private before/after copies are saved. Keep existing AI profiles and minimal legal participation for feature testing and critical correctness fixes. Defer full AI implementation, strategic refinement and calibration until all non-AI game features are complete. Then aim for approximately 75% higher-tier wins separately for Medium/Easy, Hard/Medium and Brutal/Hard in balanced pairwise evaluations, with swapped factions/seats, independent evaluation seeds and reported uncertainty. Preserve broader multiplayer acceptance, hidden-information boundaries and human-seat pacing. Historical calibration results are not evidence of these targets. Documentation-only validation: reviewed the changed instructions, checked 73 local links, verified all three target pairs and preserved Git/subagent requirements, and passed git diff --check. No runtime behavior changed; tests/build were not rerun.
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# AI development order and difficulty targets
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Updated 20 September 2026 at the user's request. This is the current development
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plan; the [earlier calibration studies](AI_CALIBRATION.md) are historical results,
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not evidence that the new targets have been met.
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## Complete the game features first
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Full AI implementation, strategic refinement and difficulty tuning start only
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after all non-AI game features are complete: Basic and Advanced rules, all twelve
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factions, the three expansions, applicable optional modules and interactions,
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multiplayer functions and the required player-facing features. Do not spend time
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tuning strategy against incomplete rules.
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Until then, preserve existing profiles and provide only the minimal legal AI
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participation needed to exercise new features. Fix crashes, deadlocks, illegal
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actions, privacy violations and saved-continuation failures. Focused legal-action
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and complete-game smoke checks remain appropriate; strength studies and tuning
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are deferred. Working AI paths remain part of a connected feature prototype.
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## Tune the completed game
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Finish faction/module strategy, planning, risk assessment and negotiation, then
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aim for these separate adjacent-pair results:
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| Matchup | Target |
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| --- | --- |
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| Medium against Easy | Medium wins approximately 75% |
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| Hard against Medium | Hard wins approximately 75% |
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| Brutal against Hard | Brutal wins approximately 75% |
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These are statistical targets over repeated games, not a promise for every four
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games or a 75% overall win rate in a table containing all four difficulties.
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Use legal head-to-head configurations with balanced faction/seat assignments,
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swapped assignments and multiple seeds. Keep evaluation seeds separate from
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tuning, report sample sizes and uncertainty, and break results down by rules
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configuration so aggregate wins do not hide a broken matchup. Define outcome
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accounting before running the evaluation and report draws or shared wins
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explicitly. Do not treat unfinished or failed games as ordinary wins or losses.
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Separately verify the completed strategies in supported two-through-six-player
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tables, including alliances and expansion/module combinations. Pairwise strength
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does not establish multiplayer competence. Preserve private information, legal
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resources and the authoritative rules at every level; never give higher levels
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unauthorized information or rule exceptions to reach a target. Retain the
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existing 1–2 second action pacing when AI plays a human-owned seat.
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Final AI acceptance needs measured evidence for all three approximate 75% targets
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after feature completion, plus legal continuation across the requested scope.
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The current policies and old studies do not satisfy that acceptance gate.
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