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:
JesseMarkowitz
2026-09-12 21:53:03 -04:00
co-authored by Claude Opus 5
parent 7f20be83e8
commit 5d645e6452
12 changed files with 507 additions and 15 deletions
+60
View File
@@ -579,6 +579,66 @@ export const deputy = [
},
],
},
{
// Corporate Ladder's car lot, in Cold Fork's terms and at its scale. Same
// structure deliberately: an offer, never an obligation, with the weekly
// charge for falling short of it sitting in upkeep instead.
id: 'the_sale_barn',
stage: 'deputy',
weight: 45,
cooldown: 6,
requires: [{ path: 'lifestyle', op: '<', value: 2 }],
description:
'The sale barn has a bay with four good years in him and a price on ' +
'him. Ward says nothing about it, except that the county pays mileage ' +
'on a horse a man owns and nothing at all on a hired one.',
options: [
{
id: 'buy_the_bay',
label: 'Buy the bay.',
requires: [
{ path: 'lifestyle', op: '==', value: 0 },
{ path: 'money', op: '>=', value: 70 },
],
result:
'He is a better animal than the livery has ever put under you, and ' +
'the whole street watches you ride him down it once.',
effects: [
{ path: 'money', op: 'add', value: -70 },
{ path: 'lifestyle', op: 'set', value: 1 },
{ path: 'standing', op: 'add', value: 3 },
{ path: 'notable', op: 'push', value: 'Bought the bay out of the sale barn.' },
],
},
{
id: 'take_the_room',
label: 'Take the room over the Ellis place, with the stove.',
requires: [
{ path: 'lifestyle', op: '==', value: 1 },
{ path: 'money', op: '>=', value: 150 },
],
result:
'A door that locks, a stove, and a window over the street. The ' +
'Cordwood does not hold it against you; the Cordwood holds nothing ' +
'against anybody who pays up.',
effects: [
{ path: 'money', op: 'add', value: -150 },
{ path: 'lifestyle', op: 'set', value: 2 },
{ path: 'standing', op: 'add', value: 5 },
{ path: 'notable', op: 'push', value: 'Took the room with the stove over the Ellis place.' },
],
},
{
id: 'ride_the_livery',
label: 'Ride what the livery gives you.',
result:
'A different animal every week, and you learn something about each ' +
'one of them in the first mile.',
effects: [{ path: 'skills.trade', op: 'add', value: 1 }],
},
],
},
];
export default deputy;
+71
View File
@@ -54,6 +54,10 @@ export const frontier = {
'standing': { initial: 50, min: 0, max: 100 },
'skills.nerve': { initial: 5, min: 0, max: 100 },
'skills.trade': { initial: 5, min: 0, max: 100 },
// The same shape as Corporate Ladder's lifestyle, in this setting's own
// terms and at this setting's own scale: what the office expects a man to
// turn up on, and what keeping that up costs. See DECISIONS #36.
'lifestyle': { initial: 0, min: 0, max: 2 },
'flags.carries_iron': { initial: false },
'flags.owes_the_store': { initial: false },
'flags.covered_for_dutch': { initial: false },
@@ -112,6 +116,66 @@ export const frontier = {
requires: [{ path: 'stage', op: '==', value: 'deputy' }],
effects: [{ path: 'money', op: 'add', value: 38 }],
},
// What the star is expected to arrive on, and what that expectation costs
// to meet. The office nets +18 a run; a deputy on his own horse is +11,
// and one with the horse and the room is +4 and makes the rest on the
// days. Money is meant to keep mattering after the promotion — but the
// first pass charged 9 for the room and left a keeper's median balance at
// $8 after 200 turns, which is not pressure, it is the debt trap this pack
// was tuned twice to avoid.
{
label: 'Feed and shoeing',
every: 4,
offset: 4,
requires: [{ path: 'lifestyle', op: '>=', value: 1 }],
effects: [{ path: 'money', op: 'add', value: -7 }],
},
{
label: 'The room over the Ellis place',
every: 4,
offset: 4,
requires: [{ path: 'lifestyle', op: '>=', value: 2 }],
effects: [{ path: 'money', op: 'add', value: -7 }],
},
// Gated on the office for the same reason Corporate Ladder gates its
// equivalent on Dispatch: a hand cannot afford any of this, and being
// charged standing for that would be a trap rather than a choice.
{
label: 'What the star is expected to be',
every: 4,
offset: 4,
requires: [
{ path: 'stage', op: '==', value: 'deputy' },
{ path: 'lifestyle', op: '<', value: 1 },
],
effects: [{ path: 'standing', op: 'add', value: -2 }],
},
{
label: 'What the star is expected to be',
every: 4,
offset: 4,
requires: [
{ path: 'stage', op: '==', value: 'deputy' },
{ path: 'standing', op: '>=', value: 65 },
{ path: 'lifestyle', op: '<', value: 2 },
],
effects: [{ path: 'standing', op: 'add', value: -2 }],
},
{
// The top step, for the reason Corporate Ladder's has one: without it a
// man who plays for standing every single day holds a hundred of it on a
// livery horse, and the bay is money thrown away. With it he settles in
// the low eighties and the last stretch has to be bought.
label: 'What the star is expected to be',
every: 4,
offset: 4,
requires: [
{ path: 'stage', op: '==', value: 'deputy' },
{ path: 'standing', op: '>=', value: 80 },
{ path: 'lifestyle', op: '<', value: 2 },
],
effects: [{ path: 'standing', op: 'add', value: -14 }],
},
// Store credit costs more the deeper in you are, the same step function
// Corporate Ladder uses for its loan — a shape, not a setting.
{
@@ -149,6 +213,9 @@ export const frontier = {
hand: [0, 12],
deputy: [10, 30],
},
// States a player opts into, excluded from the baseline above: the floor
// is what a man faces owing nothing and keeping nothing.
baselineExcludes: ['owed', 'lifestyle'],
},
display: {
@@ -157,6 +224,10 @@ export const frontier = {
'standing': { label: 'Standing', format: 'meter', order: 3 },
'skills.nerve': { label: 'Nerve', format: 'meter', order: 4 },
'skills.trade': { label: 'Trade', format: 'meter', order: 5 },
'lifestyle': {
label: 'What you keep', format: 'tier', order: 6, hideWhenZero: true,
labels: ['The livery horse', 'Your own horse', 'Horse and a room'],
},
'notable': { hidden: true, inLedger: false },
'flags.carries_iron': {
label: 'The scattergun', hidden: true,