git:20260912.3ac5afd to git:20260913.716a31e

25 added, 20 removed. Audit A to A.

---
name: balance-design
- description: What you measure, what you refuse to equalize. Ask matchup-matrix vs weapon-class vs item-chaos vs economy-curve vs role-holy-trinity. Do not nerf feel to flatten a spreadsheet.
+ description: Use when comparing options, matchups, roles, economies or catch-up systems and the project needs explicit balance goals, metrics, tradeoffs and versioned evidence instead of universal fairness rules.
---
# Balance design
- Ask the column:
+ Choose the project goal before changing numbers.
- | Column | Fair means |
- |---|---|
- | matchup-matrix | every pair is playable, not 5-5 |
- | weapon-class | each class wins a job, loses another |
- | item-chaos | last place can rejoin; first place is not deleted |
- | economy-curve | time-to-spike is authored |
- | role-trinity | tank / damage / support jobs stay distinct |
- | honest-fixed | no live scaler; skill is the patch |
+ ## Contract
+ Publish:
+ - stable `balance_policy_id` and revision
+ - population/mode/build scope
+ - primary metric definition and denominator
+ - secondary guardrails
+ - compared option or matchup IDs
+ - authored tradeoffs and allowed asymmetry
+ - evidence window and confidence/coverage limits
+
+ Balance may target viability, role separation, pacing, accessibility, competitive parity, progression, spectacle, or another stated project goal. No one target is universal.
+
+ ## Ownership
+
+ This skill owns balance policy and evidence interpretation. It consumes combat/economy/race/system values from their true owners; it does not silently rewrite hitstop, input timing, camera, collision, grants or other system contracts.
+
## Rules
- 1. Write the metric before the patch. Win rate, time-to-kill, time-to-goal, or resource cycles — pick one primary.
- 2. Feel columns outrank spreadsheet columns. If a nerf breaks the chosen action-feel or racing column, cut the nerf.
- 3. Do not make every option equal. Make every option useful in a published situation.
- 4. Soft counters beat hard deletes. A hard delete needs a readable tell plus a reply.
- 5. Patch the table, not the clock. Hitstop, input delay, and camera stay stable across balance drops.
- 6. Hidden rubber that silently wins games is not balance. If catch-up exists, publish it.
+ 1. Compare like-for-like contexts; a global average without mode/rank/loadout denominator is not evidence.
+ 2. Distinguish intentional asymmetry from accidental dominance.
+ 3. Counter strength, comeback systems and catch-up behavior are project policies, not universal moral rules.
+ 4. Every tuning change records before/after policy revision, changed values and expected metric movement.
+ 5. If a change alters another owner's contract, route the change there and rerun its acceptance tests.
- ## Accept
+ ## Acceptance
- - A designer can name the primary metric and the column
- - Two adjacent options have a situation where each is preferred
- - A patch note can be written as a table change, not a feel rewrite
+ A reviewer can identify the balance objective, denominator, compared IDs, intentional tradeoffs, changed revision and evidence required to keep or revert the change. A different design philosophy can use the same contract without inheriting hidden genre assumptions.