Files
TheLadder/docs/DECISIONS.md
JesseMarkowitzandClaude Opus 5 d84ae495f4 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
2026-09-12 23:07:35 -04:00

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Architecture decisions

Why the code is shaped the way it is. Append to this file as decisions are made; the reasoning is worth more later than the conclusion.

1. All game state is addressable by path

Every value in a run — money, skills.negotiation, relationships.boss.likes_you, flags.took_loan — is reachable by a dotted path string, and conditions and effects are expressed against those paths.

The planning docs' schema had requires: { skill, min } and effects: { money, skills, relationships }. Both hardcode the state shape into the engine: the first gate that wants a relationship threshold, a money floor or a flag, and the first effect that touches a fourth kind of state, means editing engine code. Path addressing costs one getPath/setPath pair and removes the whole class of change.

Everything else in the engine is built on this primitive: option gates, event triggers, the soft-failure branch, and — later — promotion tiers.

2. Conditions and effects are data, evaluated generically

A condition is { path, op, value } or a combinator (all / any / not). An effect is { path, op, value } with add / set / push / remove. The engine knows the operators; it never knows what a path means.

Bounds live in the pack's state declaration (min / max) and are applied by the effect layer, so clamping is content's decision, not the engine's.

3. There is no such thing as a "random event"

Every turn, the engine filters the entire event pool by stage and conditions, then draws by weight. A routine turn is a high-weight event with loose conditions; a rare interruption is a low-weight one; the hard-times branch is an event whose conditions include a money threshold. The engine branches on none of it, which is what the planning docs asked for in 03-claude-code-build-prompt.md §3 — but achieved by deleting the category rather than by carefully not special-casing it.

Consequence: every stage needs at least one event that no exclusion rule can remove (no requires, no once, no cooldown), or the pool can run dry mid-run. The validator enforces this.

4. The engine owns some state; content may read it but not write it

turn, stage, seen, lastSeen, history and meta are engine bookkeeping. Content can read them in conditions — "only after day 10", "only if this event has never fired" — which is useful and safe. Writing them is a validation error, so data cannot corrupt the loop.

seen.<eventId> is a count and lastSeen.<eventId> a turn number, which is why event ids must be valid path segments.

5. Seeded, serializable RNG

Not in the planning docs; added because it is nearly free and pays three ways: tests are deterministic, playtest reports are reproducible from seed plus choice sequence, and the feedback log becomes replayable rather than merely descriptive. mulberry32 was chosen because its entire state is one uint32, so the generator's position round-trips through JSON with no special handling.

The seed and position live in meta inside the save file. Nothing about a run exists outside its state object.

6. The turn loop is a pure function

takeTurn(pack, state, optionId) -> { state, record }. No mutable game object, no hidden state. A saved game resumes into exactly the run it left — there is a test that plays 30 turns straight, plays the same 30 turns with a JSON round trip in the middle, and deep-equals the results.

7. Content is validated at load, not discovered at play

validatePack checks that every path referenced by a condition or effect is declared, every character id resolves, ids are usable as path segments, no event is unreachable, and every stage has a fallback. Without it, a typo in content fails silently forty turns into a playthrough — the exact failure mode that makes "just add data" unsafe for a non-programmer.

8. Distribution: ES modules in dev, one inlined file to ship

Chrome and Firefox block ES module imports and fetch over file://, so "open the HTML file" and "modular JS with JSON content" are in direct conflict. Resolved by serving during development (npm run serve) and inlining everything into a single self-contained HTML file for distribution (npm run build).

Related: content is authored as .js modules exporting plain objects rather than .json. Same data, but comments and multiline strings are available — which matters a great deal for narrative text — and it sidesteps fetch entirely.

9. Tuning values live in the content pack

Relationship stats run 0–100 starting at 50, clamped; typical choice effects are a few points, so one choice matters but several turns of consistent behaviour are needed to move someone. Money is dollars. Turn is a day.

None of these are engine constants. They are declared in the pack manifest, so retuning the game — or a pack that runs on weeks instead of days — touches no code.

10. Naming

The product is The Ladder; the default content pack is Corporate Ladder. The planning docs use "Corporate Ladder" as the working title for both, which would have baked one setting into the product name, against the explicit goal that corporate is one pack among many.

11. Per-turn upkeep is declared by the pack

The MVP spec wants "basic income and basic recurring costs", but effects only run when a player chooses something. Baking wages and rent into every option would be tedious and easy to get wrong.

pack.upkeep is a list of { label, requires?, effects } applied at the end of each turn, after the choice lands. It is still data — the engine reads it and knows nothing about wages — and the conditions make it expressive enough to be useful: Corporate Ladder's loan service charge is three conditional entries forming a step function that escalates with the size of the debt, which needed no multiply operation and no engine change.

Upkeep changes are recorded separately from choice changes in the turn record, so the UI can show "you chose this" and "and then the month happened" as different things.

12. Characters may start somewhere other than the pack default

relationshipStats sets the defaults; a character's startingRelationship overrides individual stats. Trevor starts below the default on likes_you because he arrived two weeks before you and has priced that in — which is characterisation expressed as data rather than as an opening cutscene.

Nobody starts feared: fears_you defaults to 10 rather than 50, because a midpoint default would mean every new hire arrives already intimidating.

13. Content is tested for reachability, not just validity

validatePack proves a pack can run. It does not prove any of it is ever seen. The content suite plays 60 seeded runs and asserts that every event fires and every option is taken at least once — dead content is otherwise invisible, and two whole events plus a hard-times escape route were in fact unreachable on the first pass because Trevor's gate sat above anything a player could plausibly reach.

A trap that cost a cycle: the chooser's RNG must be seeded differently from the game's. Both draw exactly one number per turn from the same generator, so a shared seed correlates the choice index with the event draw and makes whole option combinations structurally unreachable. It presents as a content bug and is not one. Any headless playtest harness written later has to know this.

14. The interface is named by the pack, not by the UI

pack.display maps a state path to { label, format, order, hidden, hideWhenZero }. The header reads it to decide what to show, in what order, and whether a value is money or a bar. Anything the pack does not describe falls back to a name derived from the path, so content is never required to supply a label just to be playable.

This is why the header says "Standing" for a path called reputation, and why debt disappears while it is zero — both are content's decisions. A Wild West pack renames the whole interface without touching a UI file.

15. A turn has two phases

Choosing, then outcome. The outcome phase shows what the choice did, as a list of deltas, and separately what the day cost regardless — wages, rent, the loan. Collapsing these into one screen would have made the numbers move without the player seeing why, which is most of what makes them mean anything.

Locked options are rendered greyed with the requirement spelled out ("Needs Negotiation 15+") rather than hidden. A player should be able to see the door they cannot open yet; content can still opt into hiding one with whenLocked: 'hide'.

The feedback widget lives in the outcome phase, because that is the moment a player has an opinion — they have now seen both the options and the result.

16. Full re-render, with one deliberate exception

The root element is rebuilt from state on every change. At this size it is instant and it removes a whole class of stale-view bug.

The exception is the feedback text fields, which update the model without re-rendering: rebuilding the DOM under a cursor throws the player out of the box they are typing in. Their contents are flushed to the log on a timer, when the turn advances, and on beforeunload.

A related bug worth remembering: the flush originally skipped writing when the feedback was empty, which meant clearing a rating did not clear it from the log. Withdrawing feedback is itself feedback. The guard is now "has the player touched this", not "is there content".

17. The single-file build is verified by running it

tools/build.js inlines the stylesheet and flattens the module graph into one script. It is a deliberately small bundler that understands only the module syntax this project uses and throws on anything it does not recognise — a silent mis-bundle is far worse than a failed build.

The build is covered by a test that executes the bundled script against the fake DOM and plays a turn through it. A build that merely produces a file proves nothing; a broken bundle is otherwise discovered by whoever was handed the file.

18. What the tests do not cover

There is no browser on this machine that can render the page — headless Firefox cannot get a framebuffer, and no Chromium is installed. The UI tests drive the real app modules against a minimal fake DOM (test/fixtures/fake-dom.js), which covers wiring: imports resolve, handlers fire, screens render the right text, choices reach the engine, saves and the log are written.

It does not cover layout, CSS, the dark-mode palette, file downloads or file imports. Those need a human with a browser, and should be treated as unverified until someone has clicked them.

19. The calendar is the pack's, derived by the engine

First playtest: "wasn't clear what daily drain was for… should probably pay rent weekly / get paid every other week… would be good to have day of week shown and week # instead of just day #".

A pack may declare calendar: { cycleLength, cycleName, unitNames }. The engine derives calendar.index, calendar.cycle and calendar.name from the turn number and writes them into engine-owned state before the turn's event is drawn — so content can require a Friday, and upkeep can charge rent on a Monday. A pack that declares no calendar has none; the engine imposes no week of its own, and turnUnit remains whatever the pack says.

20. Upkeep runs on a schedule

every and offset on an upkeep entry make it periodic: wages are { every: 14, offset: 4 } — alternate Fridays, given that turn 1 is a Monday — and rent is { every: 7, offset: 7 }. What was a flat $25/day of unexplained drain is now $18 of small change, a fortnightly paycheque and a weekly rent cheque, which is both easier to plan around and easier to feel.

Two display consequences, both of which were the real cause of the "unclear drain" complaint. The ledger now labels a change with the upkeep entry that caused it ("Rent −$455") rather than the path it moved ("Money −$455"). And the turn screen carries a diary line — "Wages tomorrow · Rent in 4 days" — computed generically from any pack's scheduled entries, so the player is told what is coming before it happens rather than after.

21. Content coverage is measured across player archetypes

Playtest: "always in debt — could never get ahead". The economy was retuned so that a careful player climbs, a careless one sinks, and an unplanned one treads water, with a spare_shift event that surfaces because you are broke — the way out of a hole should be visible from inside it.

That retune broke the old coverage test, and usefully. Random play stopped reaching hard times at all, which made the whole debt branch look dead. It was not dead; random play is simply not a plausible player.

Coverage is now the union across five archetypes (test/fixtures/strategies.js) — random, thrifty, spendthrift, sociable, and "desperate", which is broke and well-liked. That last one exists because the "ask a friend for money" options sit in a state no single-axis strategy ever reaches. The economy's shape is asserted as an ordering between archetypes rather than as absolute figures, so tuning does not churn the tests.

22. Stage is the one piece of engine state content may write

A promotion is { path: 'stage', op: 'set', value: 'dispatch' } on an option's effects. Nothing else about it exists in the engine — stage was already how events are filtered, and moving the player between stages is a content decision, so the reserved-write rule now allows it.

It allows it narrowly. Only set, and only to a stage that actually has events; both are checked by the validator. A typo cannot strand the player somewhere with an empty event pool.

Wages differ by rank through two upkeep entries gated on stage, not through any notion of rank in the engine. The hard-times events dropped their stage entirely and so apply everywhere — rent is due wherever you work, and that branch has to follow the player up rather than vanishing on promotion.

23. What "reachable" means for an option

The coverage test used to ask whether an archetype ever took an option. That is the wrong question: whether a bot picks something is an artefact of how the bot scores, not a property of the pack. rent_bounced.ask_trevor was offered and unlocked 419 times across a sweep and chosen once, and the test called it dead content.

Events are still checked on firing, since the engine draws those. Options are checked on availability: every option must, at some point, be offered to a player unlocked. What they then do with it is theirs.

24. Variety is a measured property of the pack

Playtest: a 183-turn session, "mailroom stayed mostly interesting despite the number of repeats… what might be of interest is seeing how many turns are played versus how many unique situations."

So it is now measured, in three places.

tools/analyze-log.js reads an exported feedback log and reports turns against distinct situations, how often each recurred, which options were most used, which locked gates players kept meeting, and anything they typed. The retrospective shows the player-facing version of the same thing.

And a test asserts no single event exceeds 25% of a 200-turn run, and that a run sees more than 60% of what was reachable in the stages it visited — measured against reachable content, since a run that never leaves the mailroom cannot see Dispatch and counting that as thin would be measuring career progress instead.

That guardrail exists because the first version of Dispatch failed it badly: eight events against the mailroom's nineteen meant its two floor events were 46% of every promoted run, one every three turns. Promotion was moving the player into thinner content. Three more events and a weight rebalance took the top two to 24.5%, and the heaviest recurrence from every ~3 turns to every ~5.

25. The screen says which build it is

Playtest: "need entry on the main screen showing what version we're running… so it's easy to tell when new stuff is."

A status line at the top of every screen names the game, the pack, the player's current title, and the build.

src/build-info.js is tracked and permanently reads commit: 'dev'; it is never rewritten. tools/build.js substitutes the real commit into the bundled output only, so dist/theladder.html states exactly which commit produced it while the working tree never churns. A build from a dirty tree gets a + suffix — "5c1784d+" is honest in a way a bare SHA would not be, and the build fails loudly if the substitution finds nothing to replace.

Running from source therefore reads "0.3.0 · dev", which is what it is.

The first attempt stamped the tracked file in place before every serve and build. It was wrong in a way worth recording: after each commit the committed stamp named the previous commit, and the next serve rewrote it and dirtied the tree. A generated value does not belong in a tracked file if anything routinely regenerates it.

26. The whole game is playable from the keyboard

Playtest: "when I get the results, the focus should automatically be on the next day, so I can just hit Enter."

Every screen marks one control with dataset.autofocus and the app focuses it after each render: the first available option while choosing, the next-turn button once the result is in, "keep going" on the retrospective. A run is therefore playable on Enter alone, with Tab and Shift+Tab to reach a different option.

Locked options need no special handling — the browser's own tab order skips disabled controls, so they stay visible without being in the way, which is exactly the behaviour wanted.

27. The ledger is written for a player, not for the engine

Two fixes from the same playtest note, "what is notable? under what changed?".

notable is the retrospective's own list of moments. Reading "Notable — changed" in the turn ledger tells nobody anything, so a display rule may now say inLedger: false and it is left out.

Flags are the opposite: a flag flipping is a fact about the world and worth seeing. But "the envelope: now true" is engine talk. A display rule can supply whenTrue and whenFalse sentences — "The envelope is in your locker." — and the ledger prints those instead of a delta.

28. Exported logs live in logs/, and are not committed

logs/ holds exported feedback logs and npm run analyze reads the newest one there when given no argument. The logs are gitignored: they record what a real person did turn by turn, including anything they typed into the feedback box. That is not repository content, and making it so once would put it in the history for good.

29. The economy needs a test on its arithmetic, not just on its outcomes

A real 182-turn session spent 30% of its turns below zero, went negative on turn 18 and never recovered, and chose the same hard-times option — "take every shift going" — thirty-seven times.

The cause was a tuning change made without re-deriving what it meant. Rent went from 385 to 455 while chasing a different problem, which took the mailroom baseline from the designed −$3/day to −$13/day. Worse, at the debt that run accumulated, the weekly service charge came to $180 against an escape option worth $120: the hole was inescapable by arithmetic, whatever the player did.

Nothing caught it. Every archetype either optimised money or was promoted out of the problem before it bit, and the 25%-dominance test passed because rent_bounced was only 17% of turns.

Three things came out of it.

The baseline is now asserted directly — a test sums the pack's own upkeep over twenty fortnights and requires the mailroom to net between −90 and +10, and Dispatch to be better but under +250. That test would have failed the moment rent changed. Outcome tests over simulated play are worth having, but they are a slow and noisy way to detect a number that is simply wrong.

A lifer archetype was added: it refuses any option that would change stage — generically, by looking for an effect on stage — and otherwise plays for people. It reproduces the session that found this, and no other archetype can.

And a test now holds that no archetype spends more than a quarter of a run below zero. Hard times is a state a player passes through. Living in it is the failure mode.

Fixes: mailroom wages 980 → 1120, the escape option 120 → 220 so it is worth more than a week's rent, rent_bounced from weight 5000 with no cooldown to 900 on a cooldown of 3 — being broke should colour a run, not replace it — and debt_collector from weight 25 to 45, since at 25 it appeared six times in 262 turns and debt became a one-way ratchet.

30. Gaps are measured within a run, never across two

tools/analyze-log.js reported "every ~-5 turns". One export can hold several playthroughs and turn numbers restart with each, so a first-seen in run two compared against a last-seen in run one produces nonsense.

Spans and pair-counts are now accumulated per run and pooled, so the figure is a proper weighted average of within-run gaps. It is worth stating the general form: any statistic over a log has to respect the run boundary, because a log is not one sequence.

31. A pack declares the numbers it must hit

Decision #29 added a test that asserts Corporate Ladder's economic baseline directly, because a tuning change made without re-deriving what it meant had trapped a real playtester. That test named the pack, named its stages and hard-coded its ranges, which meant a second pack got none of it — the guard that exists precisely because a number went unchecked would itself have gone uncopied.

So the numbers moved into the pack, as tuning.baselinePerCycle:

tuning: {
  baselinePerCycle: { hand: [0, 12], deputy: [10, 30] },
},

The conformance suite reads that and holds each pack to its own declared range. A new setting is checked the moment it is in the registry, and what it is checked against is its designer's stated intent rather than another setting's numbers. The pack is required to declare it: a missing tuning block fails, because the silent failure mode here is a pack that is never economically tested at all.

The figure is derived, not simulated. An upkeep entry worth v every n turns is worth v * cycleLength / n per cycle, exactly. Simulating it over a fixed window reads differently depending on where the last rent lands: Corporate Ladder measures −19 a fortnight over 280 turns and −42 over 560, and only the second is the steady state. The original test used the 280-turn window and was reading a number 23 dollars off the truth — inside its own tolerance, so it never said so.

32. A skill gate is never gated behind itself

Corporate Ladder gates four options on skills.negotiation >= 15, and several of its largest negotiation gains sit behind that same gate — +4 on marlene_confides.ask_how_to_leave, +3 on trevor_favor.trade. Its logs show players meeting the wall repeatedly through the first thirty turns.

Measured, the gate is not unreachable: a player steering directly for the skill is through it by turn 11. What the logs actually show is ordinary players not prioritising it and having no incidental route, which is a pacing failure rather than a reachability one — and the reachability test could never have caught it, because reachability is exactly what holds.

The Frontier is built to a rule instead, asserted in test/frontier.test.js: for every skill threshold in the pack, the growth available without passing that threshold must be able to reach it, from repeatable events — a single one-off award is not a route. A second test measures it, requiring a player who steers for a skill to be through its lowest gate inside twenty turns.

The rule is deliberately not in the conformance suite, because Corporate Ladder does not satisfy it and retuning that pack is a separate decision from adding this one. It is written down here so the choice is visible rather than implied.

33. One save slot per pack, and the picker is the front door

theladder.save.v1 was a single global slot. The app guarded it by comparing the packId inside the save against the pack it was about to run, and started a new game when they differed — so with two settings, the first switch would have silently destroyed the other career.

Slots are now theladder.save.v1.<packId>, one per setting, and switching is non-destructive in both directions: each run is written to its own slot every turn, and coming back resumes rather than restarts. theladder.pack.v1 holds the last setting played, so a returning player lands back where they were.

The pre-packs slot is still read once, for Corporate Ladder only, and only when it really holds a Corporate Ladder save. It is never written. Someone mid-career when this shipped finds their career.

A first-time player — nothing saved, nothing remembered — gets the setting picker rather than being dropped into whichever pack is first in the registry. A build shipping one pack skips it entirely.

34. What a second setting proved, and what it cost

The engine/content split was a claim until there were two settings. The Frontier is 29 events across two stages, a four-day cycle instead of a seven-day one, a different relationship vocabulary (trusts_you, owes_you, wary_of_you), a different skill pair, and money about fifteen times smaller that arrives from work rather than from a wage. src/engine/ was not touched.

Three things outside the engine did have to change, and none of them was about the setting:

  • src/io/save.js — the single save slot, above.
  • src/ui/app.js — it named one pack; it now holds the current one. The screens, the engine and the rest of the io layer still take the pack as an argument and are no less pack-agnostic than before.
  • src/ui/screens/turn.js:40 — hardcoded 'The mailroom' as the heading over the people panel. That was the interface naming a setting, against decision #14, and it had gone unnoticed while only one setting existed. It is now pack.peopleHeading.

tools/build.js needed one fix, unrelated to packs but exposed by them: its module scan used .*? where transform used a pattern that spans lines, so a destructured import wrapped across several lines was rewritten into a __require for a module the scan had never collected. The bundle built clean and failed only when run. Both now use [\s\S]*?.

The honest summary is that adding a setting required no engine change and three interface changes, two of which were latent defects that a second pack merely made visible.

35. Three open questions, closed by the designer

Recorded 2026-09-11, alongside 0.3.1.

Corporate Ladder's negotiation gate stays. A gate that takes deliberate work to get past is acceptable, and so is an option that needs groundwork first. #32 remains the rule the Frontier is built to and tested against; it is a choice a pack may make, not a standard every pack must meet, and Corporate Ladder is not being retuned toward it.

The feedback widget stays exactly as it is. Zero ratings across three sessions says nothing about the widget: those playtests were rapid, and feedback came back directly rather than through it. It is not evidence either way until a playtest runs without that direct channel.

Money has to matter late, through the cost of standing. A careful player ends around $8,300 over 200 turns, and money stops being a constraint. The direction is that rising standing brings rising expenses — the car, the place to live, the clothes a position expects. Upkeep entries are already gated conditions over state, so this is content work, not an engine change.

37. A playtest is only as good as its instruments

The second session — 181 turns of the Frontier, the first time that pack has been played by a human at all — ran against a stale bundle. The page had been loaded before the last rebuild, and switching settings inside an open tab does not re-fetch the script, so the run exercised everything except the change it was meant to test. The charge that never stops fired zero times in ninety turns where its conditions held.

Working that out took file timestamps and a simulation. It should have taken one line of the log, so three things changed:

  • Every logged turn now records app_version and build. The log says which bundle produced it, and a stale session is visible immediately rather than looking exactly like a feature that does not work.
  • src/version.js was lying. It hardcoded 0.3.0 through the whole of the 0.3.1 and 0.3.2 work, while playtesters were told to check the status bar to know what they were on. A version string that lies is worse than none, because it is trusted. A test now holds it to package.json.
  • A locked door is only worth showing when it is a door. pay_down — "put money against the book" — was the most-locked option in the session, shown six times to a player who owed nothing. Options gated on a state the player is not in and cannot choose to enter now carry whenLocked: 'hide'. Gates worth bouncing off, like a skill threshold, stay visible: that is the signal the log exists to collect.

36. Standing costs money to keep

Built in both packs, with no engine change, exactly as #35 predicted.

Each pack declares a lifestyle tier — Corporate Ladder's car and address, the Frontier's own horse and the room over the Ellis place — bought at a second-rung event and charged for every cycle thereafter. Dispatch nets +49 a week; with the car +19; with both, -21, so a coordinator keeping up has to earn the difference out of the days themselves. The Frontier runs the same shape at its own scale: +18, +11, +4 a run.

The charge that makes it a choice is levied in standing, not money. A player whose lifestyle lags behind the job loses standing every cycle, in steps that steepen as standing rises. Both are gated on the second stage: the first rung pays too little for any of this, and charging a mailroom associate for a car would be a trap rather than a decision.

Three things were measured rather than guessed, and all three changed the design:

  • At -2 a week the charge was invisible. Dispatch hands out standing several points at a time, so a coordinator who bought nothing still finished pinned at 100. The step had to reach -4/-6 before ordinary play settled in the seventies.
  • A player who chased standing every turn beat it anyway — 99 standing while buying nothing, and $2,245 richer than one who kept up. The lifestyle was a pure loss to anybody paying attention, which is the opposite of the intent. The top step (-14 above 80 standing) puts that player's ceiling at 82, so the last fifteen points are bought rather than worked for.
  • The Frontier's first numbers left a keeper on $8 after 200 turns. That is not pressure, it is the debt trap this pack was tuned twice to avoid; the room went from 9 a run to 7.

Which upkeep counts as the baseline is now the pack's to declare. The conformance suite used to exclude debt-gated entries by matching /debt|owed|loan/i against path names — the generic suite guessing at content's vocabulary, which #31 exists to prevent, and which would have silently counted every lifestyle tier at once into a baseline that is supposed to mean "the floor a player faces having opted into nothing." Packs now name those paths in tuning.baselineExcludes, and the suite fails if one is not declared state.

The top of the ladder was a plateau, so one charge never stops. The first human play of the lifestyle system — 96 turns, Corporate Ladder — found both purchases (the car at turn 52, the address at 75) and showed the standing pressure working exactly as intended: "Looking the part" took 56 reputation, and standing sagged into the low seventies on the car alone before recovering to 100 once the address was bought. But from turn 84 the run had nothing left to spend on: every charge switches off at the top tier, and the balance simply climbed. Money stopped mattering again, one rung higher than before.

Both packs now carry a charge levied by standing itself, which no purchase ends. They are shaped differently, and the difference is measured rather than stylistic:

  • Corporate Ladder steps on money. A flat charge cannot flatten a slope — late income comes from choices and scales with how well the player plays, so the flat charge needed to stop an optimiser accumulating (-360 a week) put ordinary archetypes below zero for 44% of a run and ended them $1,385 in debt. Stepping on money ($1,200/-60, $2,400/-120, $3,600/-240) lands it on whoever has it: the balance settles around $4,250 and stops climbing (-3 a week), and ordinary play comes out better than before the charge existed — 13% of a run below zero against 17%, a tier-2 run ending +$175 rather than -$25.
  • The Frontier is flat, at -4 a run. Its late game never accumulated in the first place — a deputy who owns everything drifts 0 a run at every charge strength tested — so there is no slope to flatten. The charge is there to keep money live, and break-even at the top is the intent.

A save written before a stat existed silently loses the content gated on it. Found while working out how to playtest this: loadLocal returns the saved state verbatim, and conditions.js compares numbers only — so for a career saved before lifestyle existed, both lifestyle < 2 and lifestyle >= 1 are false. The car lot never fires, the purchase never unlocks, the charge never lands, and nothing says so. Resuming a save would have shown a playtester none of this feature while reporting nothing wrong. Loading now fills in any path the pack has gained since (hydrate, in state.js), writes the repair back, and does the same for an imported file. This is the price of "adding content is just adding data", and it applies to every stat any pack adds from here on.

And a test that had passed for two releases was measuring the wrong thing. "The promotion leaves a player better off" compared the end balances of promoted and unpromoted players pooled across archetypes — but which archetypes get promoted is not independent of how they spend, so the comparison mostly measured the mix. It inverted the moment there was something to spend money on. It is now derived from upkeep arithmetic, and the lifestyle's effect is tested with two players who differ in exactly one habit.