Map Report: Intro Settlement

+=================================================================+
|              M A P   V A L I D A T O R                          |
|         Loot Distribution & Map Quality Analysis                |
+=================================================================+

  Using 16 threads for parallel generation

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  Generated 50 maps in 0.2s                    

  Generated 50 maps in 0.2s (0.00s avg per map)
  Map type: IntroSettlement | Base seed: 42 | Seeds: 42..91

===================================================================
  MAP STRUCTURE
===================================================================

+---------------------------+--------+--------+--------+--------+
|  BUILDING & MAP QUALITY   |  Mean  |  Min   |  Max   | StdDev |
+---------------------------+--------+--------+--------+--------+
| Buildings                 |    1.1 |    1.0 |    2.0 |    0.3 |
| Rooms                     |    9.2 |    9.0 |   11.0 |    0.5 |
| Walkable tiles            | 10616.3 | 8819.0 | 12752.0 |  815.6 |
| Walkable %                |   64.8 |   53.8 |   77.8 |    5.0 |
| Building footprint %      |   14.0 |   13.9 |   14.3 |    0.1 |
| Extraction points         |    1.0 |    1.0 |    1.0 |    0.0 |
| Player spawns             |    1.0 |    1.0 |    1.0 |    0.0 |
+---------------------------+--------+--------+--------+--------+

+---------------------------+--------+
|         ROOM TYPE         |  Avg   |
+---------------------------+--------+
| Room                      |    6.7 |
| Hall                      |    2.4 |
| Entrance                  |    0.0 |
+---------------------------+--------+

+---------------------------+----------+--------+--------+--------+
|        FLOOR TYPE         |   Avg    |  Pct   |  Min%  |  Max%  |
+---------------------------+----------+--------+--------+--------+
| Dirt                      |     8345 |  50.9% |  37.7% |  60.6% |
| Grass                     |     4589 |  28.0% |  19.8% |  39.6% |
| Stone                     |     2052 |  12.5% |  12.5% |  12.5% |
| Rubble                    |     1126 |   6.9% |   4.8% |   8.4% |
| Concrete                  |      264 |   1.6% |   1.3% |   2.0% |
| (+1 types < 0.1%)         |          |        |        |        |
+---------------------------+----------+--------+--------+--------+

+---------------------------+----------+--------+
|  VOLUME TYPE (non-Empty)  |   Avg    |  Pct   |
+---------------------------+----------+--------+
| Mountain                  |     5053 |  30.8% |
| StoneWall                 |      508 |   3.1% |
| TallGrass                 |      391 |   2.4% |
| Rock                      |      118 |   0.7% |
| Door                      |       27 |   0.2% |
| Window                    |       24 |   0.1% |
| BuildingWall              |       15 |   0.1% |
| StorageBarrel             |       12 |   0.1% |
| RuinWall                  |        5 |   0.0% |
| Blockade                  |        4 |   0.0% |
| WoodWall                  |        3 |   0.0% |
| Empty (open floor)        |    10224 |  62.4% |
+---------------------------+----------+--------+

+---------------------------+----------+--------+
|         ELEVATION         |   Avg    |  Pct   |
+---------------------------+----------+--------+
| Low                       |     6997 |  42.7% |
| Ground                    |     2004 |  12.2% |
| High                      |     2223 |  13.6% |
| Sky                       |     5160 |  31.5% |
+---------------------------+----------+--------+

===================================================================
  LOOT: CONTAINERS
===================================================================

+---------------------------+--------+--------+--------+--------+
|     CONTAINER SUMMARY     |  Mean  |  Min   |  Max   | StdDev |
+---------------------------+--------+--------+--------+--------+
| Total containers          |   20.2 |   18.0 |   23.0 |    1.3 |
| Indoor                    |   13.3 |   11.0 |   16.0 |    1.1 |
| Building Exterior         |    2.1 |    1.0 |    3.0 |    0.8 |
| Outdoor Field             |    0.8 |    0.0 |    2.0 |    0.6 |
| Hidden Stash              |    4.0 |    4.0 |    4.0 |    0.0 |
| Filler                    |    0.0 |    0.0 |    0.0 |    0.0 |
+---------------------------+--------+--------+--------+--------+

+---------------------------+--------+--------+--------+--------+
|   CONTAINER CLUSTERING    |  Mean  |  Min   |  Max   | StdDev |
+---------------------------+--------+--------+--------+--------+
| Largest cluster           |    6.8 |    3.0 |   13.0 |    2.2 |
| Mean cluster size         |    1.9 |    1.4 |    2.3 |    0.2 |
| Hotspots (>=4)            |    1.4 |    0.0 |    3.0 |    0.6 |
| Mean nearest-neighbor     |   10.9 |    7.1 |   14.6 |    1.7 |
+---------------------------+--------+--------+--------+--------+
  (Clustering radius: 5 tiles Chebyshev distance)

+---------------------------+--------+--------+--------+--------+
|      CONTAINER TYPE       |  Mean  |  Min   |  Max   | StdDev |
+---------------------------+--------+--------+--------+--------+
| Filing Cabinet            |    0.2 |    0.0 |    2.0 |    0.4 |
| Supply Crate              |    5.6 |    3.0 |    8.0 |    1.6 |
| Weapon Locker             |    1.0 |    1.0 |    1.0 |    0.0 |
| Medical Cabinet           |    0.1 |    0.0 |    1.0 |    0.2 |
| Tool Box                  |    4.7 |    2.0 |    8.0 |    1.3 |
| Duffel Bag                |    0.2 |    0.0 |    2.0 |    0.4 |
| Chemical Drum             |    1.3 |    1.0 |    3.0 |    0.5 |
| Ammo Box                  |    1.5 |    0.0 |    3.0 |    0.9 |
| Electronics Panel         |    0.1 |    0.0 |    1.0 |    0.3 |
| Cargo Container           |    1.1 |    1.0 |    2.0 |    0.3 |
| Footlocker                |    0.1 |    0.0 |    1.0 |    0.3 |
| Hidden Stash              |    4.0 |    4.0 |    4.0 |    0.0 |
| Damaged Weapon Crate      |    0.2 |    0.0 |    1.0 |    0.4 |
+---------------------------+--------+--------+--------+--------+

+---------------------------+--------+--------+--------+--------+
|     ZONE DISTRIBUTION     |  Mean  |  Min   |  Max   | StdDev |
+---------------------------+--------+--------+--------+--------+
| General                   |    4.8 |    4.0 |    6.0 |    0.6 |
| Residential               |    0.1 |    0.0 |    2.0 |    0.4 |
| Industrial                |   15.3 |   13.0 |   18.0 |    1.1 |
| Scientific                |    0.0 |    0.0 |    0.0 |    0.0 |
| Military                  |    0.0 |    0.0 |    0.0 |    0.0 |
| Ruined                    |    0.0 |    0.0 |    0.0 |    0.0 |
+---------------------------+--------+--------+--------+--------+

+---------------------------+--------+--------+--------+--------+--------+
|     TIER DISTRIBUTION     |  Mean  |  Min   |  Max   | StdDev |  Pct   |
+---------------------------+--------+--------+--------+--------+--------+
| Common                    |    8.8 |      6 |     12 |    1.5 |  43.7% |
| Uncommon                  |    8.5 |      6 |     11 |    1.3 |  41.8% |
| Rare                      |    2.4 |      1 |      5 |    1.0 |  11.7% |
| Epic                      |    0.6 |      0 |      2 |    0.7 |   2.9% |
+---------------------------+--------+--------+--------+--------+--------+

+---------------------------+--------+--------+--------+--------+--------+
|     PLACEMENT SOURCE      |  Mean  |  Min   |  Max   | StdDev |  Pct   |
+---------------------------+--------+--------+--------+--------+--------+
| Indoor                    |   13.3 |     11 |     16 |    1.1 |  65.9% |
| Building Exterior         |    2.1 |      1 |      3 |    0.8 |  10.4% |
| Outdoor Field             |    0.8 |      0 |      2 |    0.6 |   4.0% |
| Hidden Stash              |    4.0 |      4 |      4 |    0.0 |  19.8% |
| Filler                    |    0.0 |      0 |      0 |    0.0 |   0.0% |
+---------------------------+--------+--------+--------+--------+--------+

===================================================================
  LOOT: CONTAINER PLACEMENT
===================================================================

+---------------------------+--------+--------+--------+--------+
|  INDOOR / OUTDOOR SPLIT   |  Mean  |  Min   |  Max   | StdDev |
+---------------------------+--------+--------+--------+--------+
| Indoor %                  |   66.0 |   55.0 |   76.2 |    4.6 |
| Indoor count              |   13.3 |   11.0 |   16.0 |    1.1 |
| Outdoor count             |    6.9 |    5.0 |    9.0 |    1.1 |
+---------------------------+--------+--------+--------+--------+

+---------------------------+--------+--------+--------+--------+
|  OUTDOOR → BUILDING DIST  |  Mean  |  Min   |  Max   | StdDev |
+---------------------------+--------+--------+--------+--------+
| Average distance          |   34.6 |   22.1 |   49.4 |    6.4 |
| Closest                   |    3.5 |    1.0 |    5.0 |    0.8 |
| Farthest                  |   60.5 |   43.0 |   72.0 |    6.2 |
| P25                       |   16.7 |    4.0 |   50.0 |   13.4 |
| P50 (Median)              |   39.6 |   15.0 |   62.0 |   11.9 |
| P75                       |   52.6 |   38.0 |   65.0 |    6.2 |
| P90                       |   57.4 |   42.6 |   68.0 |    5.6 |
+---------------------------+--------+--------+--------+--------+

+---------------------------+--------+--------+--------+--------+
|   DENSITY PER BUILDING    |  Mean  |  Min   |  Max   | StdDev |
+---------------------------+--------+--------+--------+--------+
| Avg containers/building   |   12.5 |    6.5 |   16.0 |    2.4 |
+---------------------------+--------+--------+--------+--------+

+---------------------------+--------+--------+--------+--------+
|  CONTAINERS / ROOM KIND   |  Mean  |  Min   |  Max   | StdDev |
+---------------------------+--------+--------+--------+--------+
| Hall                      |   13.3 |   11.0 |   16.0 |    1.1 |
+---------------------------+--------+--------+--------+--------+

+---------------------------+--------+--------+--------+--------+
|       TIER INDOOR %       |  Mean  |  Min   |  Max   | StdDev |
+---------------------------+--------+--------+--------+--------+
| Common                    |   78.8 |   50.0 |  100.0 |   11.4 |
| Uncommon                  |   65.7 |   45.5 |  100.0 |   10.6 |
| Rare                      |   52.7 |   20.0 |  100.0 |   26.7 |
| Epic                      |    0.0 |    0.0 |    0.0 |    0.0 |
+---------------------------+--------+--------+--------+--------+

+---------------------------+--------+--------+--------+--------+
|  CONTAINER ACCESSIBILITY  |  Mean  |  Min   |  Max   | StdDev |
+---------------------------+--------+--------+--------+--------+
| Spawn → nearest (min)     |   17.4 |    6.0 |   56.2 |    8.9 |
| Spawn → nearest (avg)     |   17.4 |    6.0 |   56.2 |    8.9 |
| Extract → nearest (min)   |   12.9 |    0.7 |   55.8 |   11.9 |
| Extract → nearest (avg)   |   12.9 |    0.7 |   55.8 |   11.9 |
+---------------------------+--------+--------+--------+--------+

+---------------------------+--------+--------+--------+--------+
|   HIDDEN STASH QUALITY    |  Mean  |  Min   |  Max   | StdDev |
+---------------------------+--------+--------+--------+--------+
| Stash count               |    4.0 |    4.0 |    4.0 |    0.0 |
| Min building dist         |   32.6 |   15.0 |   57.0 |   12.6 |
| Avg building dist         |   49.2 |   35.0 |   63.2 |    6.4 |
| Min inter-stash spacing   |   22.6 |   15.0 |   52.0 |    7.3 |
| Avg inter-stash spacing   |   58.1 |   28.2 |   80.3 |   13.7 |
+---------------------------+--------+--------+--------+--------+

===================================================================
  LOOT: ITEMS & FILL RATES
===================================================================

+---------------------------+--------+--------+--------+--------+
|   CONTAINER LOOT ITEMS    |  Mean  |  Min   |  Max   | StdDev |
+---------------------------+--------+--------+--------+--------+
| Total items               |   39.9 |   31.0 |   49.0 |    3.9 |
| Max frames/container      |    0.5 |    0.0 |    1.0 |    0.5 |
+---------------------------+--------+--------+--------+--------+

+---------------------------+--------+
|   AVG ITEMS / CTNR TYPE   |  Avg   |
+---------------------------+--------+
| Filing Cabinet            |    2.5 |
| Supply Crate              |    2.3 |
| Weapon Locker             |    2.4 |
| Medical Cabinet           |    2.0 |
| Tool Box                  |    1.9 |
| Duffel Bag                |    1.3 |
| Chemical Drum             |    1.7 |
| Ammo Box                  |    1.5 |
| Electronics Panel         |    1.6 |
| Cargo Container           |    3.7 |
| Footlocker                |    1.4 |
| Hidden Stash              |    1.3 |
| Damaged Weapon Crate      |    1.5 |
+---------------------------+--------+

+-------------------------------------+----------+
|          CONTAINER SALVAGE          | Avg/Map  |
+-------------------------------------+----------+
| SalvageHydraulicRam                 |      0.9 |
| SalvageCrackedHeatLamp              |      0.8 |
| SalvageMotor                        |      0.8 |
| SalvageExoFrameRibs                 |      0.7 |
| SalvageAlternator                   |      0.7 |
| SalvageFriedCommLink                |      0.6 |
| SalvageRocketTube                   |      0.6 |
| SalvageChassis                      |      0.6 |
| SalvageOpticalBench                 |      0.5 |
| SalvageTurbineCore                  |      0.5 |
| SalvageChemicalTank                 |      0.4 |
| SalvageElectronics                  |      0.3 |
| SalvageCentrifuge                   |      0.3 |
| SalvageStoveTop                     |      0.2 |
| SalvageMedicalTray                  |      0.2 |
| SalvageCryoFridgePanel              |      0.2 |
| SalvageTurretBasePlate              |      0.0 |
| SalvageTargetComputer               |      0.0 |
|-------------------------------------|----------|
| TOTAL                               |      8.4 |
+-------------------------------------+----------+

+-------------------------------------+----------+
|          CONTAINER FRAMES           | Avg/Map  |
+-------------------------------------+----------+
| FrameWeaponLight                    |      0.3 |
| BrokenFrame                         |      0.2 |
| FrameArmorLight                     |      0.1 |
| FrameWeaponMed                      |      0.1 |
|-------------------------------------|----------|
| TOTAL                               |      0.7 |
+-------------------------------------+----------+

+-------------------------------------+----------+
|        CONTAINER BLUEPRINTS         | Avg/Map  |
+-------------------------------------+----------+
| Blueprint: Nomad Schematics         |      0.0 |
| Blueprint: Vanguard Rig Schematics  |      0.0 |
| Blueprint: Nomad Mk2 Schematics     |      0.0 |
| Blueprint: Bulwark Plate Schematics |      0.0 |
|-------------------------------------|----------|
| TOTAL                               |      0.1 |
+-------------------------------------+----------+

+-------------------------------------+----------+
|         ALL CONTAINER ITEMS         | Avg/Map  |
+-------------------------------------+----------+
| AmmoLightKinetic                    |     56.7 |
| AmmoMediumKinetic                   |     34.7 |
| Scrap                               |     16.8 |
| AmmoHeavyKinetic                    |     15.4 |
| CompFastener                        |      6.5 |
| MechanicalParts                     |      6.2 |
| CompPolymer                         |      3.8 |
| CompMetalPlate                      |      3.8 |
| CompPropellant                      |      3.4 |
| AmmoLightSabot                      |      3.0 |
| AmmoMediumSabot                     |      2.5 |
| Bandage                             |      2.0 |
| AmmoHeavySabot                      |      1.9 |
| CompWire                            |      1.7 |
| FabricPadding                       |      1.4 |
| AlloyPlating                        |      1.3 |
| AmmoMediumFrag                      |      1.2 |
| AmmoLightFrag                       |      1.0 |
| WeaponScrap                         |      1.0 |
| PartLightWeapon                     |      0.9 |
| SalvageHydraulicRam                 |      0.9 |
| AmmoHeavyFrag                       |      0.9 |
| SalvageCrackedHeatLamp              |      0.8 |
| SalvageMotor                        |      0.8 |
| GrenadeFrag                         |      0.8 |
| SalvageExoFrameRibs                 |      0.7 |
| Chemicals                           |      0.7 |
| SalvageAlternator                   |      0.7 |
| PartHeavyWeapon                     |      0.6 |
| AmmoLightIrradiated                 |      0.6 |
| Electronics                         |      0.6 |
| SalvageFriedCommLink                |      0.6 |
| PartMediumWeapon                    |      0.6 |
| SalvageRocketTube                   |      0.6 |
| SalvageChassis                      |      0.6 |
| SalvageOpticalBench                 |      0.5 |
| StimPack                            |      0.5 |
| SalvageTurbineCore                  |      0.5 |
| GrenadeSmoke                        |      0.4 |
| SalvageChemicalTank                 |      0.4 |
| PowerCell                           |      0.4 |
| SalvageElectronics                  |      0.3 |
| FrameWeaponLight                    |      0.3 |
| SalvageCentrifuge                   |      0.3 |
| AmmoMediumIrradiated                |      0.3 |
| SalvageStoveTop                     |      0.2 |
| SalvageMedicalTray                  |      0.2 |
| BrokenFrame                         |      0.2 |
| SalvageCryoFridgePanel              |      0.2 |
| ModNoiseDampener                    |      0.2 |
| WeaponCleaningKit                   |      0.2 |
| ArmorRepairKit                      |      0.2 |
| ModExtendedMag                      |      0.2 |
| AmmoHeavyIrradiated                 |      0.1 |
| ArmorScrap                          |      0.1 |
| FrameArmorLight                     |      0.1 |
| ModReflexSight                      |      0.1 |
| FrameWeaponMed                      |      0.1 |
| WeaponViper                         |      0.1 |
| ModArmorPlate                       |      0.0 |
| Blueprint: Nomad Schematics         |      0.0 |
| WeaponStinger                       |      0.0 |
| ModStabilizer                       |      0.0 |
| Blueprint: Vanguard Rig Schematics  |      0.0 |
| MedicalSupplies                     |      0.0 |
| ChemicalInjectors                   |      0.0 |
| SalvageTurretBasePlate              |      0.0 |
| Blueprint: Nomad Mk2 Schematics     |      0.0 |
| SalvageTargetComputer               |      0.0 |
| Blueprint: Bulwark Plate Schematics |      0.0 |
+-------------------------------------+----------+

+---------------------------+--------+--------+
|     FILL RATE BY SIZE     | Avg %  | Count  |
+---------------------------+--------+--------+
| Tiny (2-4)                |  92.8% |      1 |
| Small (6-10)              |  59.0% |      5 |
| Medium (12-16)            |  54.8% |     10 |
| Large (21-35)             |  57.0% |      2 |
+---------------------------+--------+--------+

+---------------------------+--------+--------+--------+--------+
|     ENEMY LOOT ITEMS      |  Mean  |  Min   |  Max   | StdDev |
+---------------------------+--------+--------+--------+--------+
| Total enemy items         |  218.5 |  172.0 |  283.0 |   24.8 |
+---------------------------+--------+--------+--------+--------+

+-------------------------------------+----------+
|            ENEMY SALVAGE            | Avg/Map  |
+-------------------------------------+----------+
| SalvageFriedCommLink                |      0.8 |
| SalvageMotor                        |      0.5 |
|-------------------------------------|----------|
| TOTAL                               |      1.3 |
+-------------------------------------+----------+

+-------------------------------------+----------+
|            ENEMY FRAMES             | Avg/Map  |
+-------------------------------------+----------+
| (none spawning)                     |        0 |
|-------------------------------------|----------|
| TOTAL                               |      0.0 |
+-------------------------------------+----------+

+-------------------------------------+----------+
|          ENEMY BLUEPRINTS           | Avg/Map  |
+-------------------------------------+----------+
| (none spawning)                     |        0 |
|-------------------------------------|----------|
| TOTAL                               |      0.0 |
+-------------------------------------+----------+

+-------------------------------------+----------+
|        ALL ENEMY LOOT ITEMS         | Avg/Map  |
+-------------------------------------+----------+
| AmmoLightKinetic                    |    128.1 |
| AmmoMediumKinetic                   |     46.8 |
| Scrap                               |     15.1 |
| AmmoLightSabot                      |      6.1 |
| AmmoMediumSabot                     |      3.3 |
| CompPolymer                         |      3.0 |
| AmmoLightIrradiated                 |      2.4 |
| Electronics                         |      1.8 |
| AmmoMediumFrag                      |      1.6 |
| WeaponScrap                         |      1.3 |
| LightArmorParts                     |      1.1 |
| CompPropellant                      |      1.0 |
| MediumArmorParts                    |      1.0 |
| FabricPadding                       |      0.9 |
| ArmorScrap                          |      0.8 |
| Bandage                             |      0.8 |
| SalvageFriedCommLink                |      0.8 |
| MedicalSupplies                     |      0.6 |
| AmmoMediumIrradiated                |      0.6 |
| SalvageMotor                        |      0.5 |
| ArmorRepairKit                      |      0.4 |
| WeaponCleaningKit                   |      0.3 |
+-------------------------------------+----------+

+---------------------------+----------+--------+
|  COMBINED LOOT OVERVIEW   | Avg/Map  |  Pct   |
+---------------------------+----------+--------+
| Container loot items      |     39.9 |  15.4% |
| Enemy loot items          |    218.5 |  84.6% |
| TOTAL                     |    258.3 | 100.0% |
+---------------------------+----------+--------+

+-------------------------------------+----------+----------+----------+
|        ITEM SOURCE BREAKDOWN        |  Cntnr   |  Enemy   |  Total   |
+-------------------------------------+----------+----------+----------+
| AmmoLightKinetic                    |     56.7 |    128.1 |    184.9 |
| AmmoMediumKinetic                   |     34.7 |     46.8 |     81.5 |
| Scrap                               |     16.8 |     15.1 |     31.9 |
| AmmoHeavyKinetic                    |     15.4 |      0.0 |     15.4 |
| AmmoLightSabot                      |      3.0 |      6.1 |      9.1 |
| CompPolymer                         |      3.8 |      3.0 |      6.8 |
| CompFastener                        |      6.5 |      0.0 |      6.5 |
| MechanicalParts                     |      6.2 |      0.0 |      6.2 |
| AmmoMediumSabot                     |      2.5 |      3.3 |      5.8 |
| CompPropellant                      |      3.4 |      1.0 |      4.4 |
| CompMetalPlate                      |      3.8 |      0.0 |      3.8 |
| AmmoLightIrradiated                 |      0.6 |      2.4 |      3.0 |
| AmmoMediumFrag                      |      1.2 |      1.6 |      2.8 |
| Bandage                             |      2.0 |      0.8 |      2.8 |
| Electronics                         |      0.6 |      1.8 |      2.4 |
| WeaponScrap                         |      1.0 |      1.3 |      2.3 |
| FabricPadding                       |      1.4 |      0.9 |      2.2 |
| AmmoHeavySabot                      |      1.9 |      0.0 |      1.9 |
| CompWire                            |      1.7 |      0.0 |      1.7 |
| SalvageFriedCommLink                |      0.6 |      0.8 |      1.4 |
+-------------------------------------+----------+----------+----------+

===================================================================
  COMBAT: ENEMIES & DENSITY
===================================================================

+---------------------------+--------+--------+--------+--------+
|       ENEMY SPAWNS        |  Mean  |  Min   |  Max   | StdDev |
+---------------------------+--------+--------+--------+--------+
| Total enemies             |   12.7 |   10.0 |   15.0 |    1.2 |
| Scout                     |    8.5 |    7.0 |   10.0 |    0.9 |
| Soldier                   |    4.2 |    3.0 |    6.0 |    0.8 |
+---------------------------+--------+--------+--------+--------+

+---------------------------+--------+--------+--------+--------+
|      COMBAT DENSITY       |  Mean  |  Min   |  Max   | StdDev |
+---------------------------+--------+--------+--------+--------+
| Enemies/1000 walkable     |    1.2 |    0.9 |    1.5 |    0.1 |
| Groups/1000 walkable      |    1.1 |    0.8 |    1.4 |    0.1 |
| Walkable ratio %          |   64.8 |   53.8 |   77.8 |    5.0 |
| Encounter groups          |   11.7 |    9.0 |   14.0 |    1.2 |
| Enemies/group             |    1.1 |    1.1 |    1.1 |    0.0 |
| Indoor enemies            |    6.9 |    6.0 |    9.0 |    0.8 |
| Outdoor enemies           |    5.8 |    4.0 |    8.0 |    0.9 |
| Indoor %                  |   54.2 |   46.2 |   69.2 |    4.9 |
| Spawn min enemy dist      |   44.1 |   27.7 |   63.3 |    9.6 |
| Extract min enemy dist    |    7.1 |    2.2 |    9.6 |    1.5 |
+---------------------------+--------+--------+--------+--------+

+---------------------------+--------+--------+
|       ARCHETYPE MIX       |  Avg   |  Pct   |
+---------------------------+--------+--------+
| Scout                     |    8.5 |  66.8% |
| Soldier                   |    4.2 |  33.2% |
+---------------------------+--------+--------+

+------------------+------+--------+------+--------+--------+--------+
|    ARCHETYPE     |  EHP |   eDPS |  Spd | Weight |    TTD |    TTK |
+------------------+------+--------+------+--------+--------+--------+
| Scout            |   68 |    7.5 |  7.0 |   0.48 |  13.3s |   1.1s |
| Soldier          |  123 |   13.5 |  4.5 |   1.00 |   7.4s |   1.4s |
| Tank             |  192 |    8.6 |  3.5 |   0.78 |  12.5s |   1.7s |
| Sniper           |   79 |    9.4 |  3.0 |   0.30 |  10.9s |   1.1s |
| Elite            |  260 |   23.0 |  4.0 |   3.22 |   4.7s |   2.3s |
| Wayward Drone    |   70 |   20.0 |  9.0 |   1.69 |   5.0s |   1.1s |
| Alpha Drone      |   90 |   36.0 |  9.8 |   4.24 |   3.3s |   1.4s |
| Soldier Basic Drone |   65 |   20.0 |  9.0 |   1.57 |   5.0s |   0.9s |
| Soldier Alpha Drone |   90 |   36.0 |  9.8 |   4.24 |   3.3s |   1.4s |
+------------------+------+--------+------+--------+--------+--------+

===================================================================
  COMBAT: THREAT & TERRAIN
===================================================================

+---------------------------+--------+--------+--------+--------+
|   THREAT WEIGHT DENSITY   |  Mean  |  Min   |  Max   | StdDev |
+---------------------------+--------+--------+--------+--------+
| Weight/1000 walkable      |    0.8 |    0.5 |    1.0 |    0.1 |
| Total weight              |    8.3 |    6.4 |   10.3 |    0.9 |
| Weight % walkable         |    0.1 |    0.1 |    0.1 |    0.0 |
| Archetype entropy         |    0.9 |    0.8 |    1.0 |    0.0 |
+---------------------------+--------+--------+--------+--------+

+---------------------------+--------+--------+--------+--------+
|     COVER & STRUCTURE     |  Mean  |  Min   |  Max   | StdDev |
+---------------------------+--------+--------+--------+--------+
| Cover/1000 walkable       |  108.7 |   88.5 |  136.6 |   10.8 |
| Chokepoint tiles          |   37.1 |   28.0 |   46.0 |    4.6 |
+---------------------------+--------+--------+--------+--------+

+---------------------------+--------+--------+--------+
|     ZONE RISK/REWARD      | Threat |  Loot  | Ratio  |
+---------------------------+--------+--------+--------+
| Industrial                |    5.1 |   31.3 |   0.16 |
| Outdoor                   |    3.2 |   21.2 |   0.17 |
| Residential               |    0.3 |    3.3 |   0.15 |
+---------------------------+--------+--------+--------+

+---------------------------+--------+--------+--------+--------+
|       LOOT SALIENCY       |  Mean  |  Min   |  Max   | StdDev |
+---------------------------+--------+--------+--------+--------+
| Guarded loot value        |   38.0 |   27.5 |   67.0 |    8.3 |
| Unguarded loot value      |   14.8 |    1.0 |   38.5 |    8.7 |
| Guarded %                 |   72.6 |   46.9 |   98.3 |   12.6 |
| Mean loot/threat          |   16.0 |   10.7 |   24.1 |    2.9 |
| Min loot/threat           |    0.2 |    0.0 |    5.2 |    0.8 |
| No-loot encounters        |    2.3 |    0.0 |    7.0 |    1.6 |
| Containers/encounter      |    4.7 |    3.2 |    6.3 |    0.6 |
+---------------------------+--------+--------+--------+--------+

===================================================================
  COMBAT: PACING & PATHING
===================================================================

+---------------------------+--------+--------+--------+--------+
|     ENCOUNTER PACING      |  Mean  |  Min   |  Max   | StdDev |
+---------------------------+--------+--------+--------+--------+
| Spacing mean              |   13.1 |    9.9 |   19.1 |    2.0 |
| Spacing min               |    6.0 |    0.0 |   10.2 |    2.2 |
+---------------------------+--------+--------+--------+--------+

+---------------------------+--------+--------+--------+--------+
|       CRITICAL PATH       |  Mean  |  Min   |  Max   | StdDev |
+---------------------------+--------+--------+--------+--------+
| Path length               |   76.3 |   67.7 |   96.9 |    7.4 |
| Encounters on path        |    3.7 |    2.0 |    6.0 |    1.0 |
| Path weight               |    2.0 |    1.0 |    3.4 |    0.6 |
+---------------------------+--------+--------+--------+--------+

+---------------------------+--------+--------+--------+--------+
|    INTENSITY GRADIENT     |  Mean  |  Min   |  Max   | StdDev |
+---------------------------+--------+--------+--------+--------+
| Ring 0 weight             |    0.5 |    0.0 |    3.0 |    0.6 |
| Ring 1 weight             |    0.8 |    0.0 |    2.4 |    0.5 |
| Ring 2 weight             |    1.0 |    0.4 |    2.0 |    0.4 |
| Ring 3 weight             |    0.6 |    0.0 |    1.4 |    0.4 |
| Ring 4 weight             |    0.1 |    0.0 |    3.0 |    0.4 |
| Gradient ratio            |    0.1 |    0.0 |    3.1 |    0.4 |
| Edge-heavy maps           |   0.0% |        |        |        |
| Center-heavy maps         |   0.0% |        |        |        |
+---------------------------+--------+--------+--------+--------+

+---------------------------+--------+--------+--------+--------+
|      CLUSTER METRICS      |  Mean  |  Min   |  Max   | StdDev |
+---------------------------+--------+--------+--------+--------+
| Cluster count             |    5.9 |    3.0 |    8.0 |    1.4 |
| Max cluster weight        |    4.1 |    2.5 |    6.9 |    1.1 |
| Megaclusters (>5.0w)      |    0.3 |    0.0 |    1.0 |    0.4 |
+---------------------------+--------+--------+--------+--------+

+---------------------------+--------+--------+--------+--------+
|     RECOVERY WINDOWS      |  Mean  |  Min   |  Max   | StdDev |
+---------------------------+--------+--------+--------+--------+
| Window count              |    1.6 |    1.0 |    3.0 |    0.6 |
| Mean window length        |   36.2 |   17.8 |   71.9 |   12.9 |
| Min window length         |   32.3 |   15.0 |   71.9 |   16.0 |
| Max window length         |   40.2 |   20.7 |   71.9 |   11.5 |
| Path safe %               |   67.7 |   39.4 |   95.8 |   13.1 |
| Mean gap between enc.     |   16.8 |   10.6 |   25.9 |    3.9 |
+---------------------------+--------+--------+--------+--------+

===================================================================
  COMBAT: ECONOMY & ATTRITION
===================================================================

+---------------------------+--------+--------+--------+--------+
|       HP ATTRITION        |  Mean  |  Min   |  Max   | StdDev |
+---------------------------+--------+--------+--------+--------+
| Est. HP loss on path      |   84.7 |   42.1 |  140.4 |   22.7 |
+---------------------------+--------+--------+--------+--------+

+---------------------------+--------+--------+--------+--------+
|   MULTI-WEAPON ECONOMY    |  Mean  |  Min   |  Max   | StdDev |
+---------------------------+--------+--------+--------+--------+
| Breaker supply ratio      |    1.8 |    1.5 |    2.3 |    0.2 |
| Breaker ammo cost         |   29.7 |   23.0 |   36.0 |    2.9 |
| Vector supply ratio       |    1.7 |    1.4 |    2.2 |    0.2 |
| Vector ammo cost          |   89.0 |   69.0 |  108.0 |    8.7 |
| Stinger supply ratio      |    2.4 |    2.0 |    3.0 |    0.2 |
| Stinger ammo cost         |   55.1 |   43.0 |   66.0 |    5.2 |
| Breaker path delta %      |  231.6 |   84.6 |  500.0 |   97.5 |
| Vector path delta %       |  452.6 |  207.7 |  900.0 |  162.4 |
| Stinger path delta %      |  603.3 |  300.0 | 1150.0 |  198.4 |
+---------------------------+--------+--------+--------+--------+

+------------------+-------+----------+------------------+
|  ARCHETYPE AMMO  | Count | MeanShot |  Expected Drops  |
+------------------+-------+----------+------------------+
| Scout            |     8 |      4.0 | Light:15.0       |
| Soldier          |     4 |      5.7 | Medium:10.0      |
+------------------+-------+----------+------------------+

+---------------------------+--------+--------+--------+--------+
|   WEAPON SUSTAINABILITY   |  Mean  |  Min   |  Max   | StdDev |
+---------------------------+--------+--------+--------+--------+
| Breaker total cost        |   29.7 |   23.0 |   36.0 |    2.9 |
| Breaker kills/mag         |    2.6 |    2.5 |    2.7 |    0.1 |
| Breaker kills/reserve     |   10.3 |    9.9 |   10.8 |    0.2 |
| Breaker net ammo/kill     |   -2.3 |   -2.4 |   -2.2 |    0.0 |
| Vector total cost         |   89.0 |   69.0 |  108.0 |    8.7 |
| Vector kills/mag          |    4.3 |    4.1 |    4.5 |    0.1 |
| Vector kills/reserve      |   17.2 |   16.6 |   17.9 |    0.3 |
| Vector net ammo/kill      |   -3.7 |   -4.4 |   -3.1 |    0.3 |
| Stinger total cost        |   55.1 |   43.0 |   66.0 |    5.2 |
| Stinger kills/mag         |    5.8 |    5.7 |    5.9 |    0.1 |
| Stinger kills/reserve     |   23.1 |   22.6 |   23.6 |    0.2 |
| Stinger net ammo/kill     |    5.7 |    4.3 |    7.3 |    0.7 |
+---------------------------+--------+--------+--------+--------+

===================================================================
  COMBAT: TACTICAL ANALYSIS
===================================================================

+---------------------------+--------+--------+--------+--------+
|      TACTICAL STRESS      |  Mean  |  Min   |  Max   | StdDev |
+---------------------------+--------+--------+--------+--------+
| Path friction (w/100t)    |    2.0 |    0.6 |    3.7 |    0.6 |
| Lethal groups             |    0.0 |    0.0 |    0.0 |    0.0 |
| Harassment groups         |    8.5 |    7.0 |   10.0 |    0.9 |
| Shield gate crack %       |    0.0 |    0.0 |    0.0 |    0.0 |
| Cover safety (mean)       |    0.0 |    0.0 |    0.0 |    0.0 |
| Cover safety (min)        |    0.0 |    0.0 |    0.0 |    0.0 |
| Exposed encounters        |    0.0 |    0.0 |    0.0 |    0.0 |
| Ammo delta % (Breaker)    |  -48.0 | -100.0 |  134.5 |   47.2 |
| Ammo delta % (Vector)     |   -8.7 |  -73.6 |  112.2 |   42.4 |
| Ammo delta % (Stinger)    |  238.6 |  103.3 |  476.9 |   88.5 |
+---------------------------+--------+--------+--------+--------+

+---------------------------+--------+--------+--------+--------+
|     ENGAGEMENT RANGE      |  Mean  |  Min   |  Max   | StdDev |
+---------------------------+--------+--------+--------+--------+
| Mean range                |   25.3 |   16.0 |   56.3 |    8.3 |
| Min range                 |   17.4 |   15.1 |   33.8 |    3.3 |
| Max range                 |   34.9 |   16.4 |   74.0 |   13.9 |
| Melee %                   |    0.0 |    0.0 |    0.0 |    0.0 |
| Short range %             |   90.7 |   66.7 |  100.0 |   12.5 |
| Medium range %            |    9.3 |    0.0 |   33.3 |   12.5 |
| Long range %              |    0.0 |    0.0 |    0.0 |    0.0 |
| Total encounters          |    3.7 |    2.0 |    6.0 |    1.0 |
+---------------------------+--------+--------+--------+--------+

+---------------------------+--------+--------+--------+--------+
|       PLAYER AGENCY       |  Mean  |  Min   |  Max   | StdDev |
+---------------------------+--------+--------+--------+--------+
| Path Redundancy (Ratio)   |    1.1 |    0.8 |    1.4 |    0.1 |
| Active Combat Time %      |   49.8 |   36.6 |   64.2 |    6.5 |
| Commitment Depth (Median) |    3.8 |    1.0 |    8.5 |    1.5 |
+---------------------------+--------+--------+--------+--------+

+---------------------------+--------+--------+--------+--------+
|     ENCOUNTER QUALITY     |  Mean  |  Min   |  Max   | StdDev |
+---------------------------+--------+--------+--------+--------+
| Extraction Weight (@20t)  |    1.6 |    1.0 |    2.9 |    0.5 |
| Extraction LOS Enemies    |    2.5 |    1.0 |    4.0 |    0.8 |
| Utility-Required Enc. %   |    0.0 |    0.0 |    0.0 |    0.0 |
| High Risk/No Reward       |    0.0 |    0.0 |    0.0 |    0.0 |
+---------------------------+--------+--------+--------+--------+

===================================================================
  COMBAT: VISIBILITY & GEOGRAPHY
===================================================================

+---------------------------+--------+--------+--------+--------+
|  VISIBILITY & GEOGRAPHY   |  Mean  |  Min   |  Max   | StdDev |
+---------------------------+--------+--------+--------+--------+
| Mean Sightline (Tiles)    |   51.5 |   42.2 |   60.9 |    3.5 |
| Sightline P90 (Tiles)     |   82.0 |   65.1 |   94.0 |    6.5 |
| Immediate Cover % (<2t)   |   45.8 |   41.2 |   50.1 |    1.9 |
| Tactical Cover % (<5t)    |   86.7 |   82.3 |   91.4 |    2.1 |
| Cover Desert % (>10t)     |    0.2 |    0.0 |    1.3 |    0.3 |
| Cover Asymmetry           |    0.5 |    0.3 |    0.7 |    0.1 |
| Extraction Eccentricity   |    0.5 |    0.4 |    0.6 |    0.0 |
| Extract P90 Distance      |   92.6 |   85.9 |  101.8 |    4.3 |
| On-Path Loot Density      |    0.0 |    0.0 |    0.0 |    0.0 |
| Detour Incentive Ratio    |    4.0 |    0.4 |   10.4 |    2.3 |
| Occlusion Ratio           |    0.6 |    0.3 |    0.9 |    0.1 |
+---------------------------+--------+--------+--------+--------+

===================================================================
  VALIDATION
===================================================================

+-----------------------------------+--------+-------------------+
|            VALIDATION             | Result |   Actual Range    |
+-----------------------------------+--------+-------------------+
| Has extraction points             | [PASS] |             min=1 |
| Has player spawns                 | [PASS] |             min=1 |
| Walkable ratio 25-75%             | [FAIL] |            54-78% |
| Containers 20-80                  | [FAIL] |             18-23 |
| Hidden stashes 3-8                | [PASS] |               4-4 |
| Max 1 frame/container             | [PASS] |             max=1 |
| Stash bldg dist >= 15             | [PASS] |            min=15 |
| Density 1.0-8.0/1000              | [FAIL] |           0.9-1.5 |
| Spawn safety >= 30 tiles          | [FAIL] |            min=28 |
| Extract guarded <= 30             | [PASS] |            max=10 |
| Enemy count CoV < 0.25            | [PASS] |         CoV=0.092 |
+-----------------------------------+--------+-------------------+

  Outlier seeds (enemy count >2 stddev from mean):
    Seed     61: 10 enemies, 20 containers

+-----------------------------------+--------+-------------------+
|       ENCOUNTER VALIDATION        | Result |     Pass Rate     |
+-----------------------------------+--------+-------------------+
| completability                    | [PASS] |    50/50 ([PASS]) |
| density_balance                   | [FAIL] |     0/50 ([FAIL]) |
| zone_area_max_Outdoor             | [FAIL] |    42/50 ([FAIL]) |
| zone_area_min_Industrial          | [PASS] |    50/50 ([PASS]) |
| zone_area_max_Industrial          | [PASS] |    50/50 ([PASS]) |
| zone_risk_reward_Industrial       | [FAIL] |     4/50 ([FAIL]) |
| zone_risk_reward_Outdoor          | [FAIL] |    15/50 ([FAIL]) |
| path_friction                     | [PASS] |    50/50 ([PASS]) |
| lethal_ratio                      | [FAIL] |     0/50 ([FAIL]) |
| ammo_sustainability               | [FAIL] |    49/50 ([FAIL]) |
| cover_safety                      | [FAIL] |     0/50 ([FAIL]) |
| zone_area_min_Residential         | [FAIL] |      0/6 ([FAIL]) |
| zone_area_max_Residential         | [PASS] |      6/6 ([PASS]) |
| zone_risk_reward_Residential      | [FAIL] |      1/5 ([FAIL]) |
+-----------------------------------+--------+-------------------+

  Determinism check...
    [PASS] Same seed (42) produces identical output

+=================================================================+
|                      END OF REPORT                              |
+=================================================================+