v0.4.2 fixed passenger trains not stopping at office. changeed revenue for train completing run - 1 point to every player when train exits division
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@@ -21,6 +21,71 @@ page as `v0.1.0 · <sha> · <date>`, so what is deployed can always be identifie
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## Unreleased
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## 0.4.2 — 2026-08-13
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### A completed run pays the whole table
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The departure Revenue used to pay 1 to the Office a train left — "it cleared YOUR section". On a
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five-Office railroad that paid five separate times for one train, and paid most to whichever Office it
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happened to pass first. It now pays **once, when the train runs off the end of the Division, and it
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pays every player**: getting a train the length of the railroad is the shared achievement, and every
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Office it crossed had to clear it to happen.
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The log says so in one line — *"Train 5 has completed its run, leaving via the Eastern Division Point
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carrying 3 coaches. All players get 1 Revenue."* — and because nobody took a turn to cause it, it is
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also announced on screen and given a sound of its own: two long horn notes falling away, the second
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lower and quieter. It is the only cue in the game that is not somebody's action.
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Solitaire is nearly unmoved, 7.0 → 7.3 mean over 200 games, because one player's departures and
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completions run at almost the same rate. **A multi-player game is a completely different shape** and
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needs measuring once there is one.
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### Expedited passenger trains could never be worked, and now can
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**Reported from play: "passenger trains arrive at my Office and move on before I can load or unload."**
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They did. Every coach-carrying express prints Expedite — 1/2 Crack Limited with three coaches, 5/6 The
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Sparrow with two, 19 Military with two — and Expedite was implemented as a second move inside the same
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Mainline Phase. Load/Unload runs *after* Mainline, so the train was always gone first. Measured over 60
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games: **Train 2 arrived 32 times and stood for a Load/Unload phase in none of them.** Trains 4 and 6
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likewise zero. The Crack Limited's own card says "stop at Terminals only", which it could never do.
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An expedited train now stands through Load/Unload and departs at the **end** of the Stage instead. Q3's
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"departs the Stage it arrives" is still literally true — it does not lay over — and §8.1 still applies,
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so it can be held. Coach trains standing for Load/Unload went **116 → 229** across the same 60 games;
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Train 2 from 0 to 35, Train 6 from 0 to 17.
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The cost is real and is logged as drift: a train occupying an A/D track and the Office square for a
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Stage is in the crew's way, so switching work fell ~16% (1.76 → 1.48 productive acts over 400 games)
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and the worst game went −3 → −9 as Offices fill. That is the change doing what it is supposed to do.
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### Three silences around passenger work, all of which said nothing at all
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The refusal codes never reach a player — the menu simply does not offer an illegal action — so the
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Blocked panel is the only thing that can explain a missing button, and it skipped every non-freight
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facility. Its passenger section also only looked at trains carrying a *loaded* coach, so a train
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arriving to **pick up** produced no line at all.
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Underneath, the engine's own answers were wrong in two ways worth fixing regardless:
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- **A Whistle Post reported `RESOURCE_SPENT`** — "all Porters already used this Stage" — to a player
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who had used none. Its Office card carries a passenger facility so that an upgrade is a property
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change rather than a card swap, and that facility has `porters: 0`. Now `NO_PORTERS_HERE`, and the
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panel says to upgrade the Office. 15 occurrences in 60 games.
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- **`NO_TRAIN_AT_OFFICE` was returned while a train was standing at the Office**, as the catch-all for
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every other reason. 51 occurrences with a coach train in front of the player: 27 with nobody waiting
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to travel, 24 with passengers waiting and every coach already full. Those are now
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`NO_PASSENGERS_WAITING`, `NO_EMPTY_COACH`, `NO_LOADED_COACH`, `INBOUND_BOX_FULL` and
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`NO_EMPTY_COACH_IN_YARD`, and each has its own line in the panel.
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The panel also now warns, in amber, when the train in front of you is expedited: *"it leaves at the END
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of this Stage, so this is the only Load/Unload phase it will stand for."*
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### Replays
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`seed-6257010` died on the Expedite change — it replayed 161 of 335 intents, which on screen looks
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exactly like a game that ended early. Re-recorded with `save-replay.ts`; `seed-3334899` survived
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untouched and was kept. Four published replays, all verified to replay to their last intent.
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## 0.4.1 — 2026-08-13
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### §4.4's opening D12 now decides who sits where
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