Keep money mattering at the top, and fix the instruments that hid it
Both settings now carry a charge levied by standing itself, which no purchase ends. Corporate Ladder's steps on money (1200/-60, 2400/-120, 3600/-240): a flat charge cannot flatten a slope, since late income scales with how well the player plays, and the flat charge needed to stop an optimiser accumulating put ordinary archetypes below zero for 44% of a run. Stepped, the balance settles around $4,250 and ordinary play comes out better than before it existed. The Frontier's is flat at -4 a run, because its late game never accumulated in the first place. Found in the first two human sessions of this work: - A career saved before a pack gained a stat had no path for it, and conditions compare numbers only, so every event, option and upkeep entry gated on a new stat silently did not exist for that run. Loading now fills those in. - 'Wrap up my career' sat immediately after the last option in tab order, so one Tab too many and Enter read as the game ending at day 31. It goes last, and the retrospective says plainly that it is a summary. - A 181-turn session ran against a stale bundle and the change under test never fired. Every logged turn now records app_version and build. - src/version.js had reported 0.3.0 since 0.3.0, while playtesters were told to check the status bar. A test now holds it to package.json. - 'Put money against the book' was shown locked to a player who owed nothing, six times. Options gated on a state the player cannot choose to enter are now hidden rather than greyed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01RxdJFbLq1rBKsUeticGV1g
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@@ -114,12 +114,15 @@ Open questions, in the order they are likely to matter:
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evidence that was not enough the last two times. It needs a session before its
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numbers are believed.
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- **Standing now costs money to keep, and nobody has played it.** Each setting
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has a `lifestyle` tier bought on the second rung and charged for every cycle
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after — and a standing penalty, steepening as standing rises, for lagging
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behind what the job expects. A Dispatch coordinator keeping up fully runs at
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-$21 a week and has to earn the difference. It is measured (DECISIONS #36)
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and, like everything else here, unplayed.
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- **Standing costs money to keep, and the Frontier's version is unplayed.**
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Each setting has a `lifestyle` tier bought on the second rung and charged for
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every cycle after, a standing penalty for lagging behind what the job expects,
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and a charge levied by standing itself that no purchase ever ends. Corporate
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Ladder's has had one 96-turn session: both purchases were found and taken, and
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the standing pressure worked, but the run arrived at the top with nothing left
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to spend on — which is where the never-stopping charge came from. The Frontier
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carries the same system at its own scale and has never been in front of anyone.
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See DECISIONS #36.
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- **Dispatch is eleven events against the mailroom's nineteen.** It passes the
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variety guard, but it has had far less play than the mailroom. Waits on more
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playtesting.
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