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
+70 -2
View File
@@ -10,8 +10,27 @@ import { test } from 'node:test';
import assert from 'node:assert/strict';
import { frontier as pack } from '../content/frontier/index.js';
import { startGame, currentTurn, takeTurn } from '../src/engine/game.js';
import { check } from '../src/engine/conditions.js';
import { play, sweep, median } from './fixtures/strategies.js';
/**
* Net money from upkeep per run for a player in a given position: at a stage,
* at a lifestyle tier, owing the store nothing.
*
* Derived rather than simulated, and for a reason worth keeping: comparing the
* end-balances of promoted and unpromoted players pools archetypes that do not
* spend alike, so it measures the mix rather than the wage.
*/
function netPerCycle(position) {
const state = { owed: 0, lifestyle: 0, standing: 0, ...position };
const cycle = pack.calendar?.cycleLength ?? 1;
return (pack.upkeep ?? [])
.filter((entry) => check(state, entry.requires).passed)
.reduce((total, entry) => total + entry.effects
.filter((e) => e.path === 'money' && e.op === 'add')
.reduce((sum, e) => sum + e.value, 0) * (cycle / (entry.every ?? 1)), 0);
}
test('the calendar is a four-day run, not a week', () => {
// The point of this pack, structurally: the engine derives a cycle from
// whatever length the pack declares, and nothing anywhere assumes seven.
@@ -57,8 +76,11 @@ test('the star is worth taking, and reachable by a deliberate player', () => {
const sworn = Object.values(byStrategy).flat().filter((s) => s.stage === 'deputy');
const stayed = Object.values(byStrategy).flat().filter((s) => s.stage === 'hand');
assert.ok(sworn.length > 0 && stayed.length > 0, 'both outcomes should occur');
assert.ok(median(sworn.map((s) => s.money)) > median(stayed.map((s) => s.money)),
'deputy pay should leave a player better off');
const yard = netPerCycle({ stage: 'hand' });
const office = netPerCycle({ stage: 'deputy' });
assert.ok(office > yard + 10,
`the office nets ${office} a run against the yard's ${yard}`);
// The yard is a career, not a tutorial: the offer is gated at turn 40 and
// should land somewhere in the middle of a run rather than at the very end.
@@ -74,6 +96,52 @@ test('the star is worth taking, and reachable by a deliberate player', () => {
assert.ok(typical >= 41 && typical < 90, `the star landed at turn ${typical}`);
});
/** Play to `turns` playing for standing, buying what the star expects or not. */
function chaseStanding({ seed, keepUp, turns = 200 }) {
const buys = (r) => (r.option.effects ?? []).some((e) => e.path === 'lifestyle');
const gain = (r) => (r.option.effects ?? [])
.filter((e) => e.path === 'standing' && e.op === 'add')
.reduce((sum, e) => sum + e.value, 0);
let state = startGame(pack, { seed: `standing-${seed}` });
for (let t = 0; t < turns; t++) {
const turn = currentTurn(pack, state);
const available = turn.options.filter((o) => o.available);
const buy = available.find(buys);
const chosen = (keepUp && buy)
? buy
: [...available.filter((o) => keepUp || !buys(o))].sort((a, b) => gain(b) - gain(a))[0]
?? available[0];
state = takeTurn(pack, state, chosen.option.id).state;
}
return state;
}
test('the star costs money to wear, and the top of standing cannot be worked for', () => {
// The same mechanism as Corporate Ladder's, at this pack's scale and in its
// own vocabulary — which is the whole claim the second setting exists to
// make. No engine code is involved in either.
const plain = netPerCycle({ stage: 'deputy' });
const horse = netPerCycle({ stage: 'deputy', lifestyle: 1 });
const room = netPerCycle({ stage: 'deputy', lifestyle: 2 });
assert.ok(horse < plain - 5, `the bay costs ${plain - horse} a run`);
assert.ok(room < horse - 5, `the room costs ${horse - room} a run`);
assert.ok(room > 0,
`a deputy keeping up nets ${room} a run; the yard's own floor is barely above water`);
const never = [];
const keeps = [];
for (let seed = 0; seed < 8; seed++) {
never.push(chaseStanding({ seed, keepUp: false }));
keeps.push(chaseStanding({ seed, keepUp: true }));
}
const standing = (runs) => median(runs.map((s) => s.standing));
assert.ok(standing(never) <= 90, `a deputy on a livery horse reached ${standing(never)} standing`);
assert.ok(standing(keeps) >= 95, `a deputy keeping up reached only ${standing(keeps)} standing`);
assert.ok(median(keeps.map((s) => s.money)) < median(never.map((s) => s.money)),
'and it is paid for in money');
});
test('hard times is uncommon for a careful player and real for a careless one', () => {
const countHardTimes = (strategy) => {
let days = 0;