Iron & Timber the economy is the militia — studio progress concept pitch site ↗

Design Spike — Does Mail Fix the Dead Zone?

Date: 2026-09-15
Type: Solver spike, no playtest. ~30 minutes.
Question: The independent playtest found a dead zone — when population
falls, the spear cap falls with it, and iron has nowhere to go. Does adding
mail as a second military sink fix it without creating a dominant strategy?
Answer: **Partially. It fixes the dead zone. It has not yet been tuned to
avoid dominance.** Do not write the v3 ruleset yet.


What was tested

Five configurations of mail, each run 600–800 times against two opposing policies (buy spears first vs. buy mail first). Two things were measured:

The detector was validated before it was trusted

A control run reproduced v2's exact conditions (mail priced out of reach) and reported 42.4% dead turns — roughly two turns in five with nothing worth buying, matching the tester's experience. Without that control, a low dead-turn reading would have been meaningless. An earlier version of the detector reported 1.5% on the same conditions and was wrong; it was counting legality rather than usefulness.


Results

Mail cost Absorb rule Mail cap Spear-first Mail-first Gap Dead turns Verdict
31 loss eachpopulation−247.2%75.2%+28.0%4.9%Mail dominates
11 per 2 mailtied to spear count28.0%32.7%+4.7%37.0%Dead zone returns
21 per 2 mailtied to spear count19.5%27.2%+7.7%26.9%Dead zone returns
11 per 2 mail2×(population−2)60.3%86.1%+25.9%11.2%Too easy, dominant
21 per 2 mail2×(population−2)41.7%49.3%+7.6%2.5%Closest
31 per 2 mail2×(population−2)22.9%14.4%+8.4%3.4%Too hard, dominant

Findings

1. Mail fixes the dead zone decisively — when its cap is independent of spears.

Dead turns drop from 42.4% (no mail) to 2.5% (mail at cost 2, cap 2×carriers). That is the playtest's complaint solved. Iron always has somewhere to go.

2. But tying mail's cap to spear count re-creates the problem.

Configurations where mail required a spearman to wear it returned dead turns of 26.9% and 37.0% — barely better than no mail at all. The reason is structural: when the population collapses, both caps collapse together, which is exactly the failure being fixed. Mail's cap must not depend on the spear cap.

3. No configuration yet avoids a dominant strategy.

Every one of the five has a gap of 4.7 points or more between buy-spears-first and buy-mail-first. The best case (cost 2, cap 2× carriers) still favours mail by 7.6 points. A second sink that has an obviously correct purchase order is a second sink, not a second decision.

4. The dominance flips direction with cost, which is the useful clue.

At cost 1 and 2, mail-first wins. At cost 3, spear-first wins by 8.4 points. The crossover is somewhere between 2 and 3 — but a cost of 2.5 is not expressible in whole iron, which suggests the lever is wrong. The fix is probably not price.


What to try next, in order


Method note

This spike cost 30 minutes and prevented writing a v3 ruleset that would have failed its own adversarial pass. The alternative — writing the rules first and discovering dominance in playtest — is what happened to v1 and cost a full session plus a withdrawn verdict.

Solver: mail-spike.py in this directory.