{
  "version": 2,
  "id": "cookie_clicker_generator_showcase_tutorial",
  "title": "Cookie Clicker-Style Generator Showcase",
  "description": "Explore how a familiar incremental-style generator ladder can be reconstructed from production milestones and unlock-time targets, then validated with simulation and economy diagnostics.",
  "required_template_id": "cookie_clicker_generator_showcase",
  "estimated_minutes": 15,
  "completion_message": "You explored the complete generator-design workflow from seed values and targets through generated costs, timing validation, simulation, and economy-analysis graphs.",
  "steps": [
    {
      "id": "welcome",
      "title": "Explore a Completed Generator Economy",
      "description": "Questions this chapter answers: How can I design an incremental economy from progression goals instead of guessing every number? What stages turn one generator into a complete economy?\n\nThis showcase starts with a Cursor-like seed generator, then uses progression targets to build later generator tiers through Portal. The goal is to show how target pacing can be translated into production, cost, and unlock timing.",
      "hint": "Select Complete when you are ready.",
      "completion_type": "manual",
      "target_type": "none",
      "target_id": "",
      "focus_action": "",
      "actions": [],
      "order": 10,
      "optional": false,
      "questions": [
        "How can I design an incremental economy from progression goals instead of guessing every number?",
        "What stages turn one generator into a complete economy?"
      ]
    },
    {
      "id": "seed",
      "title": "Start with the Seed Generator",
      "description": "Questions this chapter answers: What starting values do I need before designing generator progression? How do seed cost, production, and growth affect early-game pacing?\n\nReview Known Growth Stages, Future Progression Targets, and Seed Generator. These establish the starting production, base cost, cost growth, ownership range, and early pacing target used by the generator workflow.",
      "hint": "These are the design assumptions that anchor the rest of the ladder.",
      "completion_type": "manual",
      "target_type": "none",
      "target_id": "",
      "focus_action": "",
      "actions": [],
      "order": 20,
      "optional": false,
      "questions": [
        "What starting values do I need before designing generator progression?",
        "How do seed cost, production, and growth affect early-game pacing?"
      ]
    },
    {
      "id": "stage",
      "title": "See How One Generator Scales",
      "description": "Questions this chapter answers: How can I make one generator grow toward specific ownership and production targets? Where do staged cost and production growth values come from?\n\nGenerator Stage Designer is used to turn the seed generator and progression targets into staged cost and production growth before the full ladder is created.",
      "hint": "Open Generator Stage Designer to see the module used for the first generator.",
      "completion_type": "manual",
      "target_type": "module",
      "target_id": "generator_stage_designer",
      "focus_action": "",
      "actions": [
        {
          "type": "expand_and_highlight",
          "panel": "module_panel",
          "target": "module_generator_stage_designer"
        }
      ],
      "order": 30,
      "optional": false,
      "questions": [
        "How can I make one generator grow toward specific ownership and production targets?",
        "Where do staged cost and production growth values come from?"
      ]
    },
    {
      "id": "milestones",
      "title": "Review Production Milestones",
      "description": "Questions this chapter answers: How do production multipliers at ownership milestones change generator output? Why is base production alone insufficient to predict total output?\n\nKnown Milestones contains ownership thresholds that multiply production. These boosts change how much each generator contributes as the economy progresses.",
      "hint": "Notice that milestone effects are part of the generated economy rather than just the base production value.",
      "completion_type": "manual",
      "target_type": "none",
      "target_id": "",
      "focus_action": "",
      "actions": [],
      "order": 40,
      "optional": false,
      "questions": [
        "How do production multipliers at ownership milestones change generator output?",
        "Why is base production alone insufficient to predict total output?"
      ]
    },
    {
      "id": "targets",
      "title": "Review Generator Unlock Targets",
      "description": "Questions this chapter answers: When should players be able to unlock the next generator? How much stronger should a new generator tier feel than the previous one?\n\nGenerator Unlock Targets defines when later generators should become reachable and how large their production jump should be relative to the previous tier.",
      "hint": "Compare Grandma through Portal: each tier has a target unlock time and target production jump.",
      "completion_type": "manual",
      "target_type": "none",
      "target_id": "",
      "focus_action": "",
      "actions": [],
      "order": 50,
      "optional": false,
      "questions": [
        "When should players be able to unlock the next generator?",
        "How much stronger should a new generator tier feel than the previous one?"
      ]
    },
    {
      "id": "ladder",
      "title": "Build the Generator Ladder",
      "description": "Questions this chapter answers: How can I calculate the costs and production of later generators from target unlock times? How do seed values, milestones, and tier targets work together?\n\nGenerator Ladder Designer uses the seed generator, milestones, and unlock targets to solve later generator production and costs. This is where the single-generator design becomes a multi-generator economy.",
      "hint": "Open Generator Ladder Designer and inspect the inputs used to create the ladder.",
      "completion_type": "manual",
      "target_type": "module",
      "target_id": "generator_ladder_designer",
      "focus_action": "",
      "actions": [
        {
          "type": "expand_and_highlight",
          "panel": "module_panel",
          "target": "module_generator_ladder_designer"
        }
      ],
      "order": 60,
      "optional": false,
      "questions": [
        "How can I calculate the costs and production of later generators from target unlock times?",
        "How do seed values, milestones, and tier targets work together?"
      ]
    },
    {
      "id": "generated",
      "title": "Inspect the Generated Values",
      "description": "Questions this chapter answers: What generator values did the designer produce for each tier? How do production, cost, growth, and unlock timing differ from Cursor to Portal?\n\nOpen Incremental Economy - Generators [Run 7]. The generated ladder runs from Cursor to Portal and contains base production, base cost, cost growth, ownership, and timeline values.",
      "hint": "Compare how both production and entry cost rise as generator tier increases.",
      "completion_type": "manual",
      "target_type": "none",
      "target_id": "",
      "focus_action": "",
      "actions": [],
      "order": 70,
      "optional": false,
      "questions": [
        "What generator values did the designer produce for each tier?",
        "How do production, cost, growth, and unlock timing differ from Cursor to Portal?"
      ]
    },
    {
      "id": "timing",
      "title": "Validate Unlock Timing",
      "description": "Questions this chapter answers: Do the simulated first-purchase times match the target unlock times? Which tiers unlock earlier or later than intended?\n\nOpen Incremental Economy - Timing Validation [Run 7]. This compares each target unlock time with the simulated first purchase and reports the timing error.",
      "hint": "The important question is whether the generated costs produce approximately the pacing that was requested.",
      "completion_type": "manual",
      "target_type": "none",
      "target_id": "",
      "focus_action": "",
      "actions": [],
      "order": 80,
      "optional": false,
      "questions": [
        "Do the simulated first-purchase times match the target unlock times?",
        "Which tiers unlock earlier or later than intended?"
      ]
    },
    {
      "id": "simulation",
      "title": "Inspect the Purchase Simulation",
      "description": "Questions this chapter answers: What happens when a player follows the Save For Next Tier purchase strategy? How do purchases affect currency, production, ownership, and elapsed time?\n\nThe generated economy is simulated using the Save For Next Tier strategy. The purchase history shows how generator ownership, production, currency, and elapsed time evolve together.",
      "hint": "This is the behavioral test of the generated numbers rather than only a formula check.",
      "completion_type": "manual",
      "target_type": "none",
      "target_id": "",
      "focus_action": "",
      "actions": [],
      "order": 90,
      "optional": false,
      "questions": [
        "What happens when a player follows the Save For Next Tier purchase strategy?",
        "How do purchases affect currency, production, ownership, and elapsed time?"
      ]
    },
    {
      "id": "analyzer",
      "title": "Analyze the Economy",
      "description": "Questions this chapter answers: Which generators contribute the most production relative to their purchase share? Where does the economy show weak value or pacing problems?\n\nIncremental Economy Analyzer summarizes how much each generator is purchased, how much production it contributes, its contribution ratio, and its timing behavior.",
      "hint": "Open Incremental Economy Analyzer to inspect the analysis workflow.",
      "completion_type": "manual",
      "target_type": "module",
      "target_id": "incremental_economy_analyzer",
      "focus_action": "",
      "actions": [
        {
          "type": "expand_and_highlight",
          "panel": "module_panel",
          "target": "module_incremental_economy_analyzer"
        }
      ],
      "order": 100,
      "optional": false,
      "questions": [
        "Which generators contribute the most production relative to their purchase share?",
        "Where does the economy show weak value or pacing problems?"
      ]
    },
    {
      "id": "graphs",
      "title": "Read the Generator Graphs",
      "description": "Questions this chapter answers: How can I compare generator value, contribution ratio, and timing visually? Which generator tiers look underpowered, dominant, or poorly paced?\n\nThe analyzer creates Generator Value, Contribution Ratio, and Generator Timing graph sheets. Named generators use their tier order on the X axis, so Cursor through Portal appear as positions 1 through 11.",
      "hint": "Compare purchase share against production contribution, then inspect contribution ratio and timing.",
      "completion_type": "manual",
      "target_type": "none",
      "target_id": "",
      "focus_action": "",
      "actions": [],
      "order": 110,
      "optional": false,
      "questions": [
        "How can I compare generator value, contribution ratio, and timing visually?",
        "Which generator tiers look underpowered, dominant, or poorly paced?"
      ]
    },
    {
      "id": "finish",
      "title": "Use the Pattern for Your Own Economy",
      "description": "Questions this chapter answers: How can I reuse this target-driven workflow for my own incremental game? Which values should I adjust and simulate again when pacing feels wrong?\n\nThe reusable workflow is: define a seed generator, specify progression targets and milestones, generate the ladder, simulate purchases, then analyze whether cost, production, and timing behave as intended.",
      "hint": "You can replace these example values with targets from your own incremental game.",
      "completion_type": "manual",
      "target_type": "none",
      "target_id": "",
      "focus_action": "",
      "actions": [],
      "order": 120,
      "optional": false,
      "questions": [
        "How can I reuse this target-driven workflow for my own incremental game?",
        "Which values should I adjust and simulate again when pacing feels wrong?"
      ]
    }
  ]
}
