Counter Wheel as Asymmetric Balance

A circular advantage mechanic (A beats B beats C beats D beats A) creates asymmetric matchups from symmetric starting positions. The modifier can be small (+1/-1) and still be load-bearing if it touches enough systems — attacks, defenses, public effects, SWOT traits, and upgrade synergies.

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Counter Wheel as Asymmetric Balance

The Lesson

A circular advantage mechanic (A beats B beats C beats D beats A) creates asymmetric matchups from symmetric starting positions. The modifier can be small (+1/-1) and still be load-bearing if it touches enough systems — attacks, defenses, public effects, SWOT traits, and upgrade synergies.

Context

Corporate Battle Cards has four resource pools: Economy, Technology, Reputation, and Influence. All players start with 5 tokens in each pool — perfectly symmetric. The counter wheel defines a circular advantage: Economy counters Technology, Technology counters Reputation, Reputation counters Influence, Influence counters Economy. When attacking the pool you counter, you get +1 to the effect. When attacking the pool that counters yours, you get -1. This is a +/-1 modifier on a base of 2-5 tokens — small in absolute terms but significant relative to pool sizes.

What Happened

  1. Phase 3 implemented engine/counter_wheel.py as a simple dict lookup: COUNTERS = {Economy: Technology, Technology: Reputation, Reputation: Influence, Influence: Economy}. The counter_modifier function returns +1 (advantage), -1 (disadvantage), or 0 (neutral) based on attacker pool vs. target pool.
  2. Phase 4 wired the modifier into the 11-step attack resolution pipeline at step 4. The same modifier is applied to offense effects, SWOT weakness calculations, and public market interactions.
  3. The AI scorer in Phase 6 added "counter-wheel advantage: +10" as a scoring weight, making the AI prefer attacks that exploit the wheel. This emerged naturally from the weights table — no special counter-wheel logic in the AI.
  4. Phase 7 simulation showed economy pool starving 963 times vs. reputation at only 2. This asymmetry isn't caused by the counter wheel directly (it's symmetric by design) but by the card distribution — more companies produce economy tokens, creating more economy-targeted attacks via the counter wheel.
  5. The 16 pool pairings were tested exhaustively in test_counter_wheel.py: 4 advantages, 4 disadvantages, 4 self-matchups (0), and 4 cross-neutral matchups (0). The test is a complete truth table.

Key Insights

Examples

Counter wheel diagram:

Economy  ──counters──>  Technology
   ^                         |
   |                    counters
counters                     |
   |                         v
Influence  <──counters──  Reputation

Attack resolution with counter-wheel modifier:

Attacker plays "Compliance Audit" (Influence pool, base effect: -3 Reputation)
Target pool: Reputation
Counter check: Influence → counters → Economy (not Reputation)
              Reputation → counters → Influence (Reputation counters Influence)
Result: attacker is DISADVANTAGED (-1)
Final effect: -3 + (-1) = -2 Reputation

Same card targeting Economy:

Counter check: Influence → counters → Economy (match!)
Result: attacker has ADVANTAGE (+1)
Final effect: -3 + 1 = -4 Economy

Applicability

This pattern applies to any game or system with multiple resource types where you want to create strategic trade-offs: RPGs with elemental types, RTS games with unit counters, trading card games with color/faction advantages. It does NOT apply when resources are fungible (all interchangeable) or when the number of resource types is too large for a clean cycle (beyond ~6 types, the wheel becomes hard to reason about).

Related Lessons

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