Make standing cost money to keep, in both settings
Each pack declares a lifestyle tier, bought on the second rung and charged for every cycle after: Corporate Ladder's car and address, the Frontier's bay and the room over the Ellis place. Falling behind what the job expects costs standing, in steps that steepen as standing rises. A Dispatch coordinator keeping up fully nets -21 a week and earns the difference out of the days. No engine change; the only interface change is a tier display format. Sized by measurement, not feel (DECISIONS #36): a -2/week penalty is invisible against Dispatch's standing gains, and a player who chases standing every turn beats any flat penalty — 99 standing while buying nothing, and $2,245 richer than one who kept up. Hence the top step. Two defects fixed on the way. The conformance suite excluded debt from the economic baseline by matching /debt|owed|loan/i on path names, which would have counted every lifestyle tier into it; packs now declare tuning.baselineExcludes. And 'the promotion leaves a player better off' pooled end balances across archetypes that do not spend alike, so it measured the mix — it is now derived from the upkeep arithmetic. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01RxdJFbLq1rBKsUeticGV1g
This commit is contained in:
co-authored by
Claude Opus 5
parent
7f20be83e8
commit
5d645e6452
@@ -114,10 +114,12 @@ Open questions, in the order they are likely to matter:
|
||||
evidence that was not enough the last two times. It needs a session before its
|
||||
numbers are believed.
|
||||
|
||||
- **Money stops mattering late, and it should not.** A careful player ends
|
||||
around $8,300 over 200 turns. The direction is set: standing should cost
|
||||
money to keep — a better car, a better place to live, better clothes — so
|
||||
expenses climb as the player rises. Not built yet.
|
||||
- **Standing now costs money to keep, and nobody has played it.** Each setting
|
||||
has a `lifestyle` tier bought on the second rung and charged for every cycle
|
||||
after — and a standing penalty, steepening as standing rises, for lagging
|
||||
behind what the job expects. A Dispatch coordinator keeping up fully runs at
|
||||
-$21 a week and has to earn the difference. It is measured (DECISIONS #36)
|
||||
and, like everything else here, unplayed.
|
||||
- **Dispatch is eleven events against the mailroom's nineteen.** It passes the
|
||||
variety guard, but it has had far less play than the mailroom. Waits on more
|
||||
playtesting.
|
||||
@@ -126,7 +128,8 @@ Open questions, in the order they are likely to matter:
|
||||
Waits until the Frontier has been played.
|
||||
|
||||
Settled, and not open: Corporate Ladder's negotiation gate stays as it is, and
|
||||
the feedback widget stays as it is (DECISIONS #35).
|
||||
the feedback widget stays as it is (DECISIONS #35). Money mattering late is
|
||||
built rather than open (DECISIONS #36).
|
||||
|
||||
## Layout
|
||||
|
||||
|
||||
Reference in New Issue
Block a user