pub const RHO_TARGET_KNOTS: &[(i64, f64)];Expand description
Designed pressure profile — sparse knots, geometric interpolation. THE designer-editable difficulty curve: raise a knot to make that zone easier (player further ahead), lower it for pressure.
Units are zone-corrected: ρ̂ = P/(z(ch)·E(ch)) with z from
ZONE_DIFFICULTY_KNOTS, so one value of ρ̂ means the SAME winrate in
every zone — the measured 50%-crossing is ≈0.55 everywhere, and a flat
stretch of the profile at ~0.65 plays as ~60% on-schedule winrate.
Shape: a glide from the pinned early anchor through the ch7-15 boss-gate
zone down to a working plateau, then a declining late tail. There are no
deliberate walls: pacing is carried by the resource schedule (E’s
per-chapter step ≡ fundable growth per chapter at target cadence, so a
blitz stalls within ~1-3 chapters and daily supply restores the cadence);
the treadmill bounds are guarded by test_pacing_contract.
The values encode the ratified feel. Note the honest on-schedule winrate
is NOT flat across zones (~65% around ch49 falling to ~20-25% at ch62-87);
flattening it is a designer decision — it re-paces the late game — not a
calibration fix. E = G/(ρ̂·z) is pinned by
zone_correction_preserves_enemy_curve: never edit ρ̂ or z alone, only
together with a re-derivation of the pair (and G).