Files
TheLadder/content/corporateladder/index.js
T
JesseMarkowitzandClaude Opus 5 4cab9fc41e Add promotion to Dispatch, and measure how repetitive a run is
The mailroom is no longer the whole game. Around turn 50, a player who has
built standing and either Marlene's goodwill or the nerve to ask gets offered
the Dispatch post — and can take it, take it and put Trevor up for the mailroom,
or turn it down, which is a real strategy rather than a mistake and comes back
after a cooldown.

Dispatch is eleven events of its own. The money problem is largely solved up
there and replaced by other people's days depending on yours, including the
mailroom's — which you used to be. Trevor branches on whether you recommended
him: he either runs the mailroom and has opinions about how it used to be run,
or he stays put and starts addressing you by your full title, kindly, in front
of people.

None of this is a promotion mechanic in the engine. It is
`{ path: 'stage', op: 'set', value: 'dispatch' }` on an option, since `stage`
was already how events are filtered. The reserved-write rule now allows it
narrowly — `set` only, and only to a stage that has events, both checked by the
validator, so a typo cannot strand the player in an empty pool. Wages differ by
rank through two upkeep entries gated on `stage`. The hard-times events dropped
their stage entirely: rent is due wherever you work.

The second half of this is the thing the last playtest asked for. A 183-turn
session, and no way to see how much of it was new ground.

`npm run analyze <exported-log.json>` now 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.

It found a regression in this very change on its first run. Dispatch started
with eight events against the mailroom's nineteen, so 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.
A test now holds that line.

Also corrected: the coverage test was asking whether an archetype ever *took* an
option, which is a property of the bot, not the pack. It had flagged
`rent_bounced.ask_trevor` as dead content when it had been offered, unlocked,
419 times across a sweep and simply never chosen. Options are now checked on
availability; events are still checked on firing.

114 tests. Reasoning in docs/DECISIONS.md §22-24.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01VMSFHyVPitUoosW5wyEADj
2026-09-10 05:05:01 -04:00

132 lines
5.5 KiB
JavaScript

// Corporate Ladder — the default content pack for The Ladder.
//
// A modern office, the mailroom, and two people who have been there longer
// than you. Everything the engine needs to run this setting is in this file
// and the ones it imports; the engine itself knows nothing about mailrooms.
import { characters } from './characters.js';
import { events } from './events/index.js';
export const corporateLadder = {
id: 'corporateladder',
name: 'Corporate Ladder',
version: '0.1.0',
turnUnit: 'day',
startingStage: 'mailroom',
stages: {
mailroom: { label: 'Mailroom', title: 'Mail Associate I' },
dispatch: { label: 'Dispatch', title: 'Dispatch Coordinator' },
},
// Turn 1 is a Monday. Content can gate on the day — and, more importantly,
// money arrives and leaves on a rhythm the player can plan around instead of
// draining by an unexplained amount every day.
calendar: {
cycleLength: 7,
cycleName: 'Week',
unitNames: ['Monday', 'Tuesday', 'Wednesday', 'Thursday', 'Friday', 'Saturday', 'Sunday'],
},
// Money is tight but not hopeless. The baseline bleeds about three dollars a
// day, so a careful player creeps forward and a careless one does not — the
// pressure comes from what choices cost, not from an unexplained drain.
state: {
'money': { initial: 520, min: -5000, max: 1000000 },
'debt': { initial: 0, min: 0, max: 1000000 },
'reputation': { initial: 50, min: 0, max: 100 },
'skills.negotiation': { initial: 5, min: 0, max: 100 },
'skills.logistics': { initial: 5, min: 0, max: 100 },
'flags.took_loan': { initial: false },
'flags.holds_the_envelope': { initial: false },
'flags.covered_for_trevor': { initial: false },
'flags.promoted': { initial: false },
'flags.recommended_trevor': { initial: false },
// Moments the retrospective reads back. Content decides what is memorable;
// the full turn-by-turn record lives in history regardless.
'notable': { initial: [] },
},
// Nobody fears a new hire. Trevor's defaults are lower still — see
// characters.js, where he starts two weeks ahead of you and knows it.
relationshipStats: {
likes_you: { label: 'Likes you', initial: 50, min: 0, max: 100 },
fears_you: { label: 'Wary of you', initial: 10, min: 0, max: 100 },
wants_to_help_you: { label: 'Will help you', initial: 40, min: 0, max: 100 },
},
// Money moves on a schedule the player can feel: paid on alternate Fridays,
// rent out every Monday, and only small change in between. Over a fortnight
// the baseline is about forty dollars down — a drift, not a bleed.
upkeep: [
{ label: 'Coffee, transit, lunch', effects: [{ path: 'money', op: 'add', value: -18 }] },
// Turn 1 is a Monday, so offset 4 is the first Friday and every 14 makes it
// alternate Fridays. Rent lands on Mondays, starting the second week.
// Wages depend on the job. Two entries rather than one, gated on stage:
// the engine has no idea what a promotion is, and does not need to.
{
label: 'Wages',
every: 14,
offset: 4,
requires: [{ path: 'stage', op: '==', value: 'mailroom' }],
effects: [{ path: 'money', op: 'add', value: 980 }],
},
{
label: 'Wages',
every: 14,
offset: 4,
// A real raise, but not a different life — the coordinator job is, as
// Marlene puts it, mostly the same work with a different phone. Net of
// rent it comes to a few dollars a day ahead instead of behind.
requires: [{ path: 'stage', op: '==', value: 'dispatch' }],
effects: [{ path: 'money', op: 'add', value: 1260 }],
},
{ label: 'Rent', every: 7, offset: 7, effects: [{ path: 'money', op: 'add', value: -455 }] },
// The service charge steps up with the size of the debt, so the spiral
// tightens instead of flattening out. A step function in data costs the
// engine nothing; a percentage would have needed a multiply operation.
{
label: 'Loan service charge',
every: 7,
offset: 7,
requires: [{ path: 'debt', op: '>', value: 0 }],
effects: [{ path: 'money', op: 'add', value: -70 }],
},
{
label: 'Loan service charge (arrears)',
every: 7,
offset: 7,
requires: [{ path: 'debt', op: '>=', value: 1000 }],
effects: [{ path: 'money', op: 'add', value: -40 }],
},
{
label: 'Loan service charge (collections)',
every: 7,
offset: 7,
requires: [{ path: 'debt', op: '>=', value: 2000 }],
effects: [{ path: 'money', op: 'add', value: -70 }],
},
],
// How the interface names and formats this pack's state. The UI reads only
// this map, so renaming a stat or reordering the header is content's job.
display: {
'money': { label: 'Money', format: 'money', order: 1 },
'debt': { label: 'Debt', format: 'money', order: 2, hideWhenZero: true },
'reputation': { label: 'Standing', format: 'meter', order: 3 },
'skills.negotiation': { label: 'Negotiation', format: 'meter', order: 4 },
'skills.logistics': { label: 'Logistics', format: 'meter', order: 5 },
'notable': { hidden: true },
'flags.took_loan': { label: 'a loan on the books', hidden: true },
'flags.holds_the_envelope': { label: 'the envelope', hidden: true },
'flags.covered_for_trevor': { label: "Trevor's Thursday", hidden: true },
'flags.promoted': { label: 'a promotion', hidden: true },
'flags.recommended_trevor': { label: "Trevor's recommendation", hidden: true },
},
characters,
events,
};
export default corporateLadder;