For the complete documentation index, see llms.txt. This page is also available as Markdown.

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.

Dial
The question it answers

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.

Archetype
Aggression
Economy
Tech
Force
Posture

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:

  1. The battle plan readout in the Forge — the doctrine in words, before the fight

  2. 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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