Files
TheLadder/content/corporateladder/index.js
T
JesseMarkowitzandClaude Opus 5 5d645e6452 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
2026-09-12 21:53:03 -04:00

265 lines
11 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',
// One sentence for the setting picker. The interface reads it and knows
// nothing else about what this pack is.
blurb:
'A modern office and a mailroom, two people who have been here longer ' +
'than you, and a laminated org chart with your name not on it.',
version: '0.1.0',
turnUnit: 'day',
startingStage: 'mailroom',
// What the interface calls the panel of people. The UI used to hardcode
// "The mailroom" here, which was the one place it named a setting.
peopleHeading: 'The 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 },
// What standing costs to keep. Nothing forces a player to climb this, but
// Dispatch charges standing for staying at the bottom of it — see the
// "Looking the part" entries in upkeep, and DECISIONS #36.
'lifestyle': { initial: 0, min: 0, max: 2 },
'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.
//
// Keep this arithmetic honest when tuning: wages, minus two rents, minus
// fourteen days of small change. Per week that is 560 - 455 - 126 = -21, so
// about forty dollars down over a fortnight — a drift, not a bleed. Rent was
// once raised without re-deriving it, which quietly made the baseline four
// times steeper and trapped a real playtester below zero for 30% of a
// 182-turn run. The range is asserted from `tuning` below.
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: 1120 }],
},
{
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 }] },
// What the job expects of you, and what meeting that expectation costs.
// Dispatch nets +49 a week; a coordinator with the car is +19, and one
// with the car and the address is -21 and has to earn the difference out
// of the days themselves. That is the answer to "money stops mattering
// late": it stops mattering only if standing is free to keep.
{
label: 'Car payment and parking',
every: 7,
offset: 7,
requires: [{ path: 'lifestyle', op: '>=', value: 1 }],
effects: [{ path: 'money', op: 'add', value: -30 }],
},
{
label: 'The better address',
every: 7,
offset: 7,
requires: [{ path: 'lifestyle', op: '>=', value: 2 }],
effects: [{ path: 'money', op: 'add', value: -40 }],
},
// The pressure that makes the spending a choice rather than a vanity. Both
// are gated on Dispatch: the mailroom pays too little for this to be
// anything but a trap, and "later in a career" is the point.
{
label: 'Looking the part',
every: 7,
offset: 7,
requires: [
{ path: 'stage', op: '==', value: 'dispatch' },
{ path: 'lifestyle', op: '<', value: 1 },
],
effects: [{ path: 'reputation', op: 'add', value: -4 }],
},
{
// Standing above sixty-five is a thing you are seen to be, and being seen
// to be it runs on a better address than a coordinator's first one.
//
// Sized by measurement, not by feel. At -2 a week this was invisible:
// Dispatch hands out standing several points at a time, so a coordinator
// who bought nothing still finished pinned at 100 and the charge may as
// well not have existed. At -6, with the entry above, a non-buyer settles
// in the low seventies while somebody keeping up finishes at 100 — the
// ceiling is real and money is what lifts it.
label: 'Looking the part',
every: 7,
offset: 7,
requires: [
{ path: 'stage', op: '==', value: 'dispatch' },
{ path: 'reputation', op: '>=', value: 65 },
{ path: 'lifestyle', op: '<', value: 2 },
],
effects: [{ path: 'reputation', op: 'add', value: -6 }],
},
{
// The top step, and the one that makes the whole thing a choice rather
// than a tax on carelessness. Without it, a player who spends every turn
// chasing standing simply out-earns the charge: measured, they held 99
// while never buying anything, and finished $2,245 richer than a player
// who kept up — so the lifestyle was a pure loss to anybody paying
// attention. With it they plateau in the low eighties. What money buys
// up here is the last fifteen points, which cannot be worked for.
label: 'Looking the part',
every: 7,
offset: 7,
requires: [
{ path: 'stage', op: '==', value: 'dispatch' },
{ path: 'reputation', op: '>=', value: 80 },
{ path: 'lifestyle', op: '<', value: 2 },
],
effects: [{ path: 'reputation', op: 'add', value: -14 }],
},
// 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 }],
},
],
// What the conformance suite holds this pack to. The numbers a setting must
// hit are the setting's business, so they are declared here rather than
// written into a test that names this pack. See DECISIONS.md #31.
tuning: {
// Net movement of `money` from upkeep alone, per calendar cycle — here a
// week — at each stage, with no debt outstanding.
baselinePerCycle: {
mailroom: [-45, 5],
dispatch: [5, 125],
},
// Upkeep gated on these is excluded from that baseline: both are states a
// player opts into, and the baseline is the floor underneath everybody.
baselineExcludes: ['debt', 'lifestyle'],
},
// 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 },
// Hidden until it is bought: a mailroom associate has no lifestyle to
// speak of, and a row reading "The bus" from day one is noise.
'lifestyle': {
label: 'Lifestyle', format: 'tier', order: 6, hideWhenZero: true,
labels: ['The bus', 'A car', 'The address'],
},
// Kept out of the header, and out of the ledger too: `notable` is the
// retrospective's own list, and "Notable — changed" tells nobody anything.
'notable': { hidden: true, inLedger: false },
// Flags do belong in the ledger — a flag flipping is a fact about the
// world — but as a sentence rather than as "now true".
'flags.took_loan': {
label: 'The loan', hidden: true,
whenTrue: 'You are carrying a loan now.',
whenFalse: 'The loan is settled.',
},
'flags.holds_the_envelope': {
label: 'The envelope', hidden: true,
whenTrue: 'The envelope is in your locker.',
whenFalse: 'The envelope is back in the system.',
},
'flags.covered_for_trevor': {
label: "Trevor's Thursday", hidden: true,
whenTrue: 'Trevor owes you a Thursday.',
whenFalse: 'You and Trevor are square.',
},
'flags.promoted': {
label: 'Promotion', hidden: true,
whenTrue: 'You are out of the mailroom.',
whenFalse: 'Back in the mailroom.',
},
'flags.recommended_trevor': {
label: "Trevor's recommendation", hidden: true,
whenTrue: "Trevor's name is in for the mailroom.",
whenFalse: "Trevor's name is not in for the mailroom.",
},
},
characters,
events,
};
export default corporateLadder;