Ambush — Energy Craft Stages Tags
About this model
Ambush mobile extraction tower-defence economy. Model and simulate:
ENERGY (Option C Approved): 1 energy per run; pool cap 6; regen +1 every 30 minutes; daily +3; tutorial and first extract cost 0; on defeat in stages 1–3 refund 1 energy once per stage per day; energy IAP refill is convenience only.
RUN LOOP: Each step = one run attempt. Spend 1 Energy → attempt stage. Gate: extract success vs defeat. On extract: bank Materials from haul. On defeat without Recall Tag: lose brought loadout + unextracted haul/new finds. On defeat with Tag consumed: keep brought loadout; still lose haul/new finds/Materials gained that run.
TAGS: Start with 3 Recall Tags. Tag IAP packs are Approved convenience under MONO-GUARD (never combat power). Free always-on Sidearm cannot be stripped (state flag).
CRAFT / LOADOUT: Pooled Materials → craft defence/weapon roles → better loadout coverage → attempt harder stages. D1–D2 stages: 100% once for starter weapon blueprint.
STAGES: Stages 1–10; difficulty knee after stage 5. Chart: Energy, Materials, Current Stage, Tags remaining, Roles owned.
Player styles: Push (always frontier), Farm (farm-back when coverage missing), Efficient (farm when blocked else push).
"Ambush — Energy Craft Stages Tags" is a public Machinations diagram shared in the Community by nathan.nylund, with 41 components.
It was created in October 2026 and last edited in October 2026.
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