Skip to content
Mecha Skirmish / Map diagnostic by mirror familyPrototype field notes / v0.6

Map diagnostic by mirror family

This read-only stratification uses 2,304 exactly paired rows and 2,000 exploratory 95% bootstrap resamples of whole 64-seed blocks. All eight pairing keys and both source SHA-256 hashes are retained in the JSON artifact.

Map Mirror family Physical-A payoff First-side payoff Draw rate Wipe rate
Quarry mixed 51.6% → 60.2%; +8.6 pp [-3.9, +20.3] 46.9% → 33.6%; -13.3 pp [-25.0, -1.5] 0.0% → 0.0%; +0.0 pp [+0.0, +0.0] 80.5% → 85.9%; +5.5 pp [-3.1, +14.1]
Quarry armored 57.8% → 52.3%; -5.5 pp [-14.1, +3.9] 51.6% → 44.5%; -7.0 pp [-21.1, +7.8] 0.0% → 0.0%; +0.0 pp [+0.0, +0.0] 45.3% → 68.8%; +23.4 pp [+10.2, +35.9]
Quarry mobile 52.3% → 50.0%; -2.3 pp [-13.3, +8.6] 39.8% → 40.6%; +0.8 pp [-13.3, +14.1] 0.0% → 0.0%; +0.0 pp [+0.0, +0.0] 92.2% → 93.8%; +1.6 pp [-4.7, +7.0]
Quarry melee 43.8% → 50.0%; +6.2 pp [-3.1, +15.6] 42.2% → 29.7%; -12.5 pp [-25.8, +1.6] 0.0% → 0.0%; +0.0 pp [+0.0, +0.0] 97.7% → 57.8%; -39.8 pp [-52.3, -27.3]
Quarry gunline 54.7% → 43.8%; -10.9 pp [-23.4, +1.6] 31.2% → 43.8%; +12.5 pp [+0.8, +24.2] 0.0% → 0.0%; +0.0 pp [+0.0, +0.0] 71.9% → 68.8%; -3.1 pp [-13.3, +6.2]
Quarry control 53.1% → 54.7%; +1.6 pp [-7.8, +11.7] 42.2% → 50.0%; +7.8 pp [-5.5, +21.1] 0.0% → 0.0%; +0.0 pp [+0.0, +0.0] 89.1% → 81.2%; -7.8 pp [-15.6, +0.0]
Foundry mixed 47.3% → 53.9%; +6.6 pp [-3.1, +16.4] 30.1% → 36.7%; +6.6 pp [-4.7, +18.4] 0.8% → 0.0%; -0.8 pp [-2.3, +0.0] 18.0% → 31.2%; +13.3 pp [+2.3, +24.2]
Foundry armored 60.9% → 53.9%; -7.0 pp [-14.1, +0.0] 34.4% → 33.6%; -0.8 pp [-12.5, +10.9] 0.0% → 0.0%; +0.0 pp [+0.0, +0.0] 37.5% → 33.6%; -3.9 pp [-15.6, +8.6]
Foundry mobile 50.8% → 48.4%; -2.3 pp [-12.5, +7.0] 49.2% → 48.4%; -0.8 pp [-15.6, +12.5] 0.0% → 0.0%; +0.0 pp [+0.0, +0.0] 87.5% → 92.2%; +4.7 pp [-3.9, +13.3]
Foundry melee 50.0% → 50.0%; +0.0 pp [+0.0, +0.0] 50.0% → 50.0%; +0.0 pp [+0.0, +0.0] 100.0% → 100.0%; +0.0 pp [+0.0, +0.0] 0.0% → 0.0%; +0.0 pp [+0.0, +0.0]
Foundry gunline 46.9% → 51.6%; +4.7 pp [-5.5, +14.8] 67.2% → 50.0%; -17.2 pp [-29.7, -5.5] 0.0% → 0.0%; +0.0 pp [+0.0, +0.0] 40.6% → 53.1%; +12.5 pp [+0.8, +25.8]
Foundry control 52.3% → 43.0%; -9.4 pp [-18.0, -0.8] 50.8% → 53.9%; +3.1 pp [-7.8, +13.3] 0.0% → 0.0%; +0.0 pp [+0.0, +0.0] 79.7% → 79.7%; +0.0 pp [-9.4, +10.9]
Causeway mixed 59.4% → 54.7%; -4.7 pp [-14.1, +4.7] 37.5% → 28.1%; -9.4 pp [-21.1, +3.1] 0.0% → 0.0%; +0.0 pp [+0.0, +0.0] 89.1% → 82.8%; -6.2 pp [-14.1, +0.8]
Causeway armored 77.3% → 43.8%; -33.6 pp [-45.3, -21.9] 50.8% → 23.4%; -27.3 pp [-38.3, -16.4] 0.0% → 0.0%; +0.0 pp [+0.0, +0.0] 64.1% → 40.6%; -23.4 pp [-35.9, -11.7]
Causeway mobile 50.8% → 50.0%; -0.8 pp [-10.9, +9.4] 43.0% → 46.9%; +3.9 pp [-8.6, +17.2] 0.0% → 0.0%; +0.0 pp [+0.0, +0.0] 93.8% → 90.6%; -3.1 pp [-10.2, +3.1]
Causeway melee 48.4% → 50.0%; +1.6 pp [-4.7, +7.8] 43.8% → 52.3%; +8.6 pp [-9.4, +25.8] 0.0% → 1.6%; +1.6 pp [+0.0, +4.7] 100.0% → 34.4%; -65.6 pp [-76.6, -53.1]
Causeway gunline 36.7% → 47.7%; +10.9 pp [+0.8, +21.9] 50.8% → 41.4%; -9.4 pp [-22.7, +3.1] 0.0% → 0.0%; +0.0 pp [+0.0, +0.0] 69.5% → 64.1%; -5.5 pp [-18.8, +7.8]
Causeway control 48.4% → 48.4%; +0.0 pp [-11.7, +11.7] 54.7% → 48.4%; -6.2 pp [-18.8, +7.0] 0.0% → 0.0%; +0.0 pp [+0.0, +0.0] 83.6% → 76.6%; -7.0 pp [-18.8, +3.9]
Map Mirror family Proactive Fires Moves Melee starts Zone points
Quarry mixed 20.0 → 17.1; -2.9 [-3.7, -2.0] 99.2 → 111.5; +12.3 [+9.4, +15.2] 2.8 → 5.3; +2.5 [+1.9, +3.1] 7.7 → 7.6; -0.1 [-0.7, +0.6]
Quarry armored 22.5 → 20.2; -2.3 [-3.3, -1.2] 94.7 → 104.7; +10.0 [+7.4, +12.6] 1.8 → 4.7; +2.9 [+2.2, +3.5] 9.9 → 6.8; -3.1 [-3.8, -2.4]
Quarry mobile 18.8 → 16.3; -2.5 [-3.5, -1.5] 104.1 → 111.1; +7.0 [+3.6, +10.4] 2.6 → 4.3; +1.7 [+1.0, +2.5] 6.4 → 5.6; -0.8 [-1.5, -0.1]
Quarry melee 0.0 → 0.0; +0.0 [+0.0, +0.0] 99.2 → 131.2; +32.0 [+25.8, +38.4] 8.4 → 7.6; -0.8 [-1.6, +0.0] 4.5 → 8.5; +4.0 [+3.1, +4.9]
Quarry gunline 25.4 → 25.3; -0.1 [-0.9, +0.7] 90.6 → 107.4; +16.8 [+14.5, +19.2] 1.3 → 3.1; +1.7 [+1.2, +2.3] 7.1 → 7.9; +0.7 [+0.1, +1.4]
Quarry control 17.4 → 15.6; -1.8 [-2.7, -0.9] 77.1 → 99.6; +22.5 [+19.9, +25.0] 0.5 → 2.8; +2.4 [+1.8, +3.0] 6.5 → 6.2; -0.2 [-0.9, +0.4]
Foundry mixed 16.8 → 16.0; -0.8 [-1.5, -0.1] 126.5 → 121.2; -5.3 [-7.9, -2.6] 2.7 → 3.7; +1.0 [+0.5, +1.6] 7.1 → 7.5; +0.4 [+0.0, +0.9]
Foundry armored 19.5 → 18.9; -0.6 [-1.4, +0.2] 126.0 → 129.0; +3.0 [+1.1, +4.8] 4.1 → 4.8; +0.7 [+0.2, +1.3] 6.2 → 6.5; +0.2 [-0.3, +0.7]
Foundry mobile 12.6 → 11.4; -1.1 [-2.1, -0.1] 140.9 → 132.4; -8.5 [-11.5, -5.4] 6.9 → 8.5; +1.6 [+0.8, +2.5] 3.6 → 4.1; +0.5 [+0.1, +0.9]
Foundry melee 0.0 → 0.0; +0.0 [+0.0, +0.0] 33.0 → 43.0; +10.0 [+10.0, +10.0] 0.0 → 0.0; +0.0 [+0.0, +0.0] 0.0 → 0.0; +0.0 [+0.0, +0.0]
Foundry gunline 25.5 → 22.2; -3.3 [-4.2, -2.3] 129.1 → 131.5; +2.4 [+0.6, +4.3] 3.5 → 5.2; +1.6 [+1.0, +2.3] 5.2 → 5.8; +0.6 [+0.1, +1.1]
Foundry control 17.3 → 15.6; -1.8 [-2.4, -1.1] 113.8 → 118.0; +4.2 [+2.4, +6.0] 1.4 → 3.5; +2.1 [+1.5, +2.6] 4.8 → 5.1; +0.4 [-0.1, +0.9]
Causeway mixed 14.0 → 16.0; +2.0 [+1.2, +2.8] 113.1 → 123.8; +10.7 [+7.5, +13.8] 5.8 → 4.8; -1.0 [-1.7, -0.3] 3.4 → 4.6; +1.2 [+0.9, +1.6]
Causeway armored 18.4 → 19.4; +1.0 [+0.1, +2.0] 116.4 → 134.9; +18.5 [+15.2, +21.5] 4.1 → 5.3; +1.2 [+0.6, +1.9] 5.0 → 9.1; +4.1 [+3.6, +4.6]
Causeway mobile 12.6 → 14.4; +1.8 [+0.9, +2.6] 110.0 → 116.1; +6.1 [+2.7, +9.4] 7.9 → 6.0; -1.9 [-2.9, -1.0] 3.2 → 4.6; +1.4 [+1.0, +1.8]
Causeway melee 0.0 → 0.0; +0.0 [+0.0, +0.0] 108.6 → 101.4; -7.2 [-9.0, -5.4] 8.0 → 5.7; -2.3 [-3.0, -1.6] 5.4 → 5.2; -0.2 [-0.5, +0.1]
Causeway gunline 20.2 → 19.7; -0.5 [-1.3, +0.3] 103.9 → 109.8; +5.9 [+3.0, +8.7] 6.0 → 6.5; +0.5 [-0.1, +1.1] 3.8 → 6.2; +2.4 [+1.9, +2.9]
Causeway control 13.2 → 12.6; -0.5 [-1.2, +0.2] 99.0 → 103.7; +4.7 [+2.1, +7.4] 4.7 → 5.0; +0.4 [-0.4, +1.2] 3.9 → 4.8; +0.9 [+0.5, +1.4]

The structural intervention combines corrected Quarry terrain with four paired objective zones. Family strata prevent pooled mirror means from hiding opposite family-specific responses. Exact structural symmetry does not imply perfect family, activation-order or policy fairness.