# High-PR dynamics — why the paper numbers stop working

Built from twelve real fleets across five battles in the 90M–270M PR range
(SKM, Teerak, Viigii, BigChickenSmallEgg, NotDrLatBC, DestroyerOfEmpires,
Teaspoon).

The headline: **at high PR, a ship's own statline has almost no bearing on
whether it survives.** What decides it is which enemy stack it lands opposite.
Every per-ship metric in these files — `dmg/1kPR`, `EHP/1kPR`, `dpt` — is
measuring something with near-zero explanatory power at this level.

---

## 1. The measurement

100 paired stacks, correlation against casualty %:

| Predictor | r |
|---|---|
| Own EHP per 1k PR | **0.076** |
| Own damage per 1k PR | **−0.056** |
| Slot number (1 = biggest) | 0.012 |
| **log(my stack PR ÷ paired stack PR)** | **−0.560** |

And the gradient is clean and monotonic:

| Position in the pairing | n | Mean casualties |
|---|---|---|
| Outgunned >10× | 12 | **100%** |
| Outgunned 2–10× | 18 | 94% |
| Within 2× | 40 | 58% |
| Outgun 2–10× | 18 | 40% |
| Outgun >10× | 12 | **17%** |

A stack's own quality is noise. The PR of whatever it is matched against is
everything.

> Pairings here are reconstructed from wave-1 positional order. Wave 2 re-stacks
> the survivors and unpaired stacks flank at random, so the true relationship is
> stronger than −0.560 — the residual is partly my reconstruction losing the
> wave-2 shuffle.

---

## 2. Battles are ten duels, not attrition

Across 120 stacks:

| Casualties | Stacks | |
|---|---|---|
| 0–2% (untouched) | 23 | `############` |
| 2–20% | 10 | `#####` |
| 20–50% | 17 | `#########` |
| 50–80% | 6 | `###` |
| 80–98% | 1 | `#` |
| 98–100% (wiped) | 63 | `################################` |

**72% of stacks end at one extreme or the other. Only 19% take a partial loss
between 20% and 80%.**

Damage does not spread across a fleet. Each slot is a near-independent duel
whose loser is usually annihilated. "My fleet has X effective HP" is not a
quantity the engine ever computes.

### Worked example — SKM vs Teerak, 263M vs 268M PR (0.98 ratio)

| Slot | Attacker | Stack PR | Lost | Defender | Stack PR | Lost |
|---|---|---|---|---|---|---|
| 1 | Nirvana | 88.2M | 58% | M.Chlor | 111.6M | 60% |
| 2 | Angel | 88.1M | 20% | C.Gemini | 70.5M | **100%** |
| 3 | Tiger | 50.9M | **0%** | Nirvana | 43.2M | **100%** |
| 4 | M.Epidote | 5.1M | **100%** | Strafez Queen | 26.1M | **100%** |
| 5 | F.Broadsword | 5.1M | **100%** | C.Aries | 16.7M | **100%** |
| 6 | T.Maru | 5.1M | **100%** | Pyth | 22.5k *(1 ship)* | **100%** |
| 7 | V.Borrelly | 5.0M | **0%** | C.Cancer | 1 ship | **100%** |
| 8 | Strafez King | 5.0M | **0%** | F.Spear | 1 ship | **100%** |
| 9 | E.Aurora | 5.0M | **0%** | T.Fenrir | 1 ship | **100%** |
| 10 | Strafez Queen | 5.0M | **0%** | Tiger | 1 ship | **100%** |

Slots 6–10 are the whole lesson. SKM's bottom five stacks are **all sized to
5.0–5.1M PR** — deliberately identical. Four of them took zero casualties. One,
T.Maru, was wiped completely.

Nothing about T.Maru caused that. Its wave-1 opponent was a **single Pyth**,
which cannot scratch 99,065 corvettes. T.Maru died in wave 2: once Teerak's
dummies were gone, M.Chlor (26,978 surviving units × 500 energy ≈ 13.5M damage
in one shot, against a ~10.9M stack hull pool) flanked a randomly chosen SKM
stack and happened to pick T.Maru.

**Five identical stacks; the RNG deleted one.** That is not a stat problem and
no amount of ship tuning changes it.

---

## 3. What high-PR players actually do

All twelve fleets share three properties.

### Ten stacks, always

Every single fleet fields exactly **10** — the `maxstack` cap. At this level the
cap is not a ceiling you approach, it is a constraint you build against. Slot
count is the scarce resource ([Combat-Mechanics.md](Combat-Mechanics.md) §1).

### Stack PR is engineered, not incidental

| Fleet | Top/bottom stack PR ratio | Top stack as share of fleet |
|---|---|---|
| DestroyerOfEmpires (vs NDLB) | **1×** | 11% |
| DestroyerOfEmpires (vs Teaspoon) | **1×** | 11% |
| NotDrLatBC (vs SKM) | 4× | 16% |
| Teaspoon | 6× | 13% |
| SKM (vs Teerak) | 18× | 34% |
| BigChickenSmallEgg | 424× | 25% |
| Teerak | >10,000× | 42% |

DestroyerOfEmpires flattens every stack to within a factor of one — all ten
between 9.8M and 12.0M. That denies the opponent any favourable pairing: there
is no small stack to farm and no huge stack to gang. Against NotDrLatBC the
result was a perfectly clean cut — **10/10 stacks at an extreme**, six wiped and
four untouched.

Others tier deliberately: SKM runs three heavyweights (88M / 88M / 51M) and then
**seven stacks all at 5.0–5.1M**, controlling exactly which slot each lands in.

### Dummies fill the tail

Teerak fields **five one-ship stacks** (Pyth, C.Cancer, F.Spear, T.Fenrir,
Tiger); NotDrLatBC fields three (E.Pulsar, F.Sword, F.Broadsword). Others use
Strafez Fodder blocks. All of it exists to occupy slots.

Note what the dummies achieved for Teerak: slots 6–10 all died, and in exchange
**SKM's slots 7, 8, 9 and 10 took zero casualties**. The dummies traded nothing
for nothing. Their real function is denying the opponent free flanks and
controlling where the real stacks land.

---

## 4. Why the paper numbers fail here

Three separate reasons, each sufficient on its own.

1. **Pairing dominates.** A ship with excellent damage per PR that lands
   opposite a 20×-larger stack contributes one shot and dies. A mediocre hull
   opposite a one-ship dummy survives untouched. r = −0.560 for pairing versus
   r ≈ 0.07 for own stats.
2. **Outcomes are bimodal.** Metrics like EHP per PR describe graceful
   degradation. Nothing degrades gracefully — 72% of stacks are at 0% or 100%.
3. **Wave 2 is random.** Once stacks die, `_restack` drops them and unpaired
   stacks pick targets with `rng.choice(alive)`. Among several identically-sized
   stacks, which one dies is chance.

None of this makes the per-ship analysis wrong — it makes it **narrowly scoped**.
Ship stats decide who wins a given pairing, and they still govern low-PR play
where fleets are not engineered. They do not decide who wins a high-PR battle.

---

## 5. Consequences for balance work

- **Per-ship stat changes have limited reach at the top.** Nothing in
  [../Ship-Balance-Changes.md](../Ship-Balance-Changes.md) would meaningfully
  alter any battle on this page. That is an argument for the conclusion already
  reached there — that the roster does not need broad tuning — but for a
  different reason than the one recorded.
- **The real high-PR levers are structural**: the 10-stack cap, flank target
  selection, and whether stack ordering should be visible or manipulable.
- **Random compositions understate engineered play.** Every simulation in these
  files samples 6 random hulls at equal PR share. Real high-PR fleets are 10
  deliberately-sized stacks. The simulated race tables measure roster depth, not
  what good players do with it.
- **A "1×-flattened" fleet is a real strategy** and nothing in the analysis
  models it. Worth simulating directly.

---

## 5a. How much is chance? Measured

Re-running the same real fleets 200 times through the reference engine (the only
RNG is flank target choice):

| Battle | PR ratio | Wins / 200 | Attacker PR lost: best → median → worst | **Swing** |
|---|---|---|---|---|
| SKM vs Teerak | 0.98 | 200 (100%) | 72.2M → 72.4M → 75.7M | 3.5M (1.3%) |
| **NotDrLatBC vs DoE** | 1.48 | **91 (46%)** | 50.9M → 68.5M → 87.1M | **36.2M (23%)** |
| Teaspoon vs DoE | 0.76 | 200 (100%) | 41.9M → 54.8M → 64.9M | 23.0M (15%) |

**NotDrLatBC vs DoE is a coin flip.** Identical fleets, identical PR, and the
outcome swings on which stacks the RNG picks — 36.2M PR, 23% of the attacking
fleet, between the lucky and unlucky end.

The variance is not uniform, and the cause is instructive:

- **Teerak's five one-ship dummies died instantly**, leaving almost no live
  targets to choose between. Few targets, little RNG — swing 1.3%.
- **DoE's ten PR-flattened stacks all survived into the choice**, giving the
  flank RNG a wide menu every time. Many targets, high RNG — swing 23%.

**Flattening a fleet increases variance.** It denies the opponent a favourable
pairing, but it also hands the dice more to decide. A dummy-heavy tail does the
reverse: it is more deterministic, because the tail evaporates before choices
matter.

That is a genuine strategic trade neither my metrics nor the race tables model,
and it is measurable: point estimates are the wrong output for a high-PR
matchup. `eye-of-sauron` defaults to 1,000 iterations for exactly this reason.

---

## 6. Open questions

1. **Is stack order visible to the opponent before committing?** The entire
   positioning game depends on the answer, and it is not addressed anywhere in
   these files.
2. **Does flattening beat tiering?** Unresolved on win rate — DestroyerOfEmpires
   flattens and lost both battles shown, but both against larger fleets. What
   §5a *does* establish is that flattening raises variance sharply, so the
   question is partly "how much risk is the flattening player buying?".
3. ~~How much does wave-2 RNG actually swing outcomes?~~ **Answered — §5a.**
   Up to 23% of the attacking fleet, and one sampled battle is a 46% coin flip.
4. **Does the 5.0M-stack convention reflect a known breakpoint?** SKM's seven
   identical stacks look like a learned heuristic rather than a coincidence.
