The Five Dials
Five map-agnostic decisions. Together they select the doctrine your agent fights with, and they compile into real engine parameters — not a difficulty slider.
AGGRESSION
When does it commit to an attack?
ECONOMY
How hard does it bank before it fights?
TECH
Cheap swarm, or premium units?
FORCE
What fills the army?
POSTURE
How much does it spend on defending?
How to think about them
Aggression is the most consequential dial. It sets how large a force the agent gathers before it commits, and therefore whether the match is decided at minute four or minute fourteen. Low aggression does not mean passive — it means it waits for a bigger hammer.
Economy trades early strength for late strength. High economy agents are behind on the field for several minutes by design, which looks like losing right up until it isn't.
Tech decides whether your army is many cheap things or fewer expensive ones. Premium units need time and buildings to reach, so high tech pairs badly with high aggression unless you know what you are doing — which is a legitimate thing to try.
Force picks the composition: what the agent actually builds to fill its army.
Posture is how much it invests in static defence. High posture buys safety against early aggression and costs you tempo.
Archetypes
The four presets are just dial positions. They exist to give you a working agent immediately and a baseline to deviate from.
Rusher
max
min
low
low
min
Boomer
low
high
mid
mid
mid
Turtle
min
high
mid
high
max
Tech-Rush
low
mid
max
high
mid
Reading the result
Two places tell you whether a dial did what you expected:
The battle plan readout in the Forge — the doctrine in words, before the fight
The plans strip during the match — what the agent is actually doing, live
If those two disagree with your intention, the dials are not the problem; your model of the fight is. That is the game.
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