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
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co-authored by
Claude Opus 5
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5d645e6452
+70
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@@ -10,8 +10,27 @@ import { test } from 'node:test';
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import assert from 'node:assert/strict';
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import { frontier as pack } from '../content/frontier/index.js';
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import { startGame, currentTurn, takeTurn } from '../src/engine/game.js';
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import { check } from '../src/engine/conditions.js';
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import { play, sweep, median } from './fixtures/strategies.js';
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/**
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* Net money from upkeep per run for a player in a given position: at a stage,
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* at a lifestyle tier, owing the store nothing.
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*
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* Derived rather than simulated, and for a reason worth keeping: comparing the
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* end-balances of promoted and unpromoted players pools archetypes that do not
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* spend alike, so it measures the mix rather than the wage.
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*/
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function netPerCycle(position) {
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const state = { owed: 0, lifestyle: 0, standing: 0, ...position };
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const cycle = pack.calendar?.cycleLength ?? 1;
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return (pack.upkeep ?? [])
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.filter((entry) => check(state, entry.requires).passed)
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.reduce((total, entry) => total + entry.effects
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.filter((e) => e.path === 'money' && e.op === 'add')
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.reduce((sum, e) => sum + e.value, 0) * (cycle / (entry.every ?? 1)), 0);
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}
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test('the calendar is a four-day run, not a week', () => {
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// The point of this pack, structurally: the engine derives a cycle from
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// whatever length the pack declares, and nothing anywhere assumes seven.
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@@ -57,8 +76,11 @@ test('the star is worth taking, and reachable by a deliberate player', () => {
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const sworn = Object.values(byStrategy).flat().filter((s) => s.stage === 'deputy');
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const stayed = Object.values(byStrategy).flat().filter((s) => s.stage === 'hand');
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assert.ok(sworn.length > 0 && stayed.length > 0, 'both outcomes should occur');
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assert.ok(median(sworn.map((s) => s.money)) > median(stayed.map((s) => s.money)),
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'deputy pay should leave a player better off');
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const yard = netPerCycle({ stage: 'hand' });
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const office = netPerCycle({ stage: 'deputy' });
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assert.ok(office > yard + 10,
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`the office nets ${office} a run against the yard's ${yard}`);
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// The yard is a career, not a tutorial: the offer is gated at turn 40 and
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// should land somewhere in the middle of a run rather than at the very end.
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@@ -74,6 +96,52 @@ test('the star is worth taking, and reachable by a deliberate player', () => {
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assert.ok(typical >= 41 && typical < 90, `the star landed at turn ${typical}`);
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});
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/** Play to `turns` playing for standing, buying what the star expects or not. */
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function chaseStanding({ seed, keepUp, turns = 200 }) {
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const buys = (r) => (r.option.effects ?? []).some((e) => e.path === 'lifestyle');
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const gain = (r) => (r.option.effects ?? [])
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.filter((e) => e.path === 'standing' && e.op === 'add')
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.reduce((sum, e) => sum + e.value, 0);
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let state = startGame(pack, { seed: `standing-${seed}` });
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for (let t = 0; t < turns; t++) {
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const turn = currentTurn(pack, state);
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const available = turn.options.filter((o) => o.available);
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const buy = available.find(buys);
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const chosen = (keepUp && buy)
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? buy
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: [...available.filter((o) => keepUp || !buys(o))].sort((a, b) => gain(b) - gain(a))[0]
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?? available[0];
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state = takeTurn(pack, state, chosen.option.id).state;
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}
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return state;
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}
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test('the star costs money to wear, and the top of standing cannot be worked for', () => {
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// The same mechanism as Corporate Ladder's, at this pack's scale and in its
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// own vocabulary — which is the whole claim the second setting exists to
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// make. No engine code is involved in either.
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const plain = netPerCycle({ stage: 'deputy' });
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const horse = netPerCycle({ stage: 'deputy', lifestyle: 1 });
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const room = netPerCycle({ stage: 'deputy', lifestyle: 2 });
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assert.ok(horse < plain - 5, `the bay costs ${plain - horse} a run`);
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assert.ok(room < horse - 5, `the room costs ${horse - room} a run`);
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assert.ok(room > 0,
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`a deputy keeping up nets ${room} a run; the yard's own floor is barely above water`);
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const never = [];
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const keeps = [];
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for (let seed = 0; seed < 8; seed++) {
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never.push(chaseStanding({ seed, keepUp: false }));
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keeps.push(chaseStanding({ seed, keepUp: true }));
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}
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const standing = (runs) => median(runs.map((s) => s.standing));
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assert.ok(standing(never) <= 90, `a deputy on a livery horse reached ${standing(never)} standing`);
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assert.ok(standing(keeps) >= 95, `a deputy keeping up reached only ${standing(keeps)} standing`);
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assert.ok(median(keeps.map((s) => s.money)) < median(never.map((s) => s.money)),
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'and it is paid for in money');
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});
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test('hard times is uncommon for a careful player and real for a careless one', () => {
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const countHardTimes = (strategy) => {
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let days = 0;
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