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Simulate the full economy and...

Paolo Calamia

About

 Simulate the full economy and progression loop of a "Cell Survivor" game: a Vampire
   Survivors-style autobattler where the player controls a white blood cell inside the
   human body, farming viruses and bacteria that spawn endlessly.

   MAIN LOOP (model as nodes + connections):
   1. Source "VirusSpawner" generates enemies continuously. Spawn rate starts at
      1 enemy / 2.5s and increases by +15% every 30 seconds of elapsed time, capped
      at 1 enemy / 0.4s.
   2. Enemies flow into the player's DPS (damage per second). Player DPS starts at
      10 and is multiplied by "CombatPower" upgrades.
   3. Each enemy killed has:
      - 70% chance to drop 1 "DNA" (run currency), 20% chance to drop 3 DNA,
        10% chance to drop a "Magnet" (pulls all DNA on screen).
      - 100% chance to grant "XP" equal to enemy max HP / 5.
   4. XP accumulates in pool "XP". When XP >= next level threshold, level up and
      reset XP minus threshold. Level threshold = 10 * 1.35^(level-1), rounded.
   5. On level up, a converter "LevelUpChoice" offers 3 random upgrades from:
      - +20% DPS (costs nothing, requires level >= 1)
      - +15% movement speed
      - +30% DNA magnet radius
      - +1 AoE chain hit
      - +40% max HP and heal 50% of missing HP
      Upgrades are permanent for the run. Rarity: DPS upgrade appears 35% of the
      time, others 65% split evenly.
   6. DRAIN "CellHP": the cell has 100 HP. Enemies that reach the cell deal 5 damage
      each and die. If HP <= 0 the run ends and all run resources are lost.
   7. Each run has a 12-minute budget ("EndlessMode" timer). After 10 minutes a Boss
      spawns every 1 minute. Boss has 100x normal enemy HP, drops 50 DNA and 200 XP.
   8. META-ECONOMY (outer loop, persists between runs):
      - DNA earned during a run is kept 100% after death.
      - Meta shop "PermanentUpgrades" costs DNA:
        * +5% base DPS: cost 100 * 1.6^tier, max 10 tiers
        * +5 starting HP: cost 80 * 1.5^tier, max 10 tiers
        * +2% DNA drop chance: cost 150 * 1.7^tier, max 5 tiers

   CONSTRAINTS:
   - The player must be able to reach minute 8 on run 1 without upgrades and without
     dying, assuming average luck.
   - A skilled player should reach minute 12 (boss waves) after ~5 runs.
   - No inflation: DNA income should grow at the same pace as upgrade costs, so the
     meta loop always "feels" like ~20% progress per run.

   WHAT TO SIMULATE AND OUTPUT:
   1. Time series (per second) of: XP pool, level, player DPS, enemy HP, DNA income
      rate, kills per minute, HP remaining.
   2. The "Power Curve" check: DPS growth vs enemy HP growth over time — find the
      exact crossover points where the player falls behind and where they pull ahead.
   3. Find the OPTIMAL numbers for "perfection":
      - XP curve and drop rates such that the player levels up every ~45-60 seconds
        for the entire run (no dead zones, no level-up droughts).
      - Spawn rate curve that creates a "wave rhythm" (calm → spike) instead of a
        linear difficulty ramp.
      - DNA income such that after a 10-minute run the player can afford exactly 1
        high-impact meta upgrade per run.
   4. Sensitivity analysis: vary enemy HP growth per minute between 8% and 25%;
      report the range where the survival time is 8-12 minutes (sweet spot).
   5. Report the identified bottlenecks (XP droughts, gold sinks, spawn caps) and the
      corrected values that make the loop perfectly paced.

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