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

This commit is contained in:
Jesse
2026-08-13 21:29:52 -04:00
parent a7221dcf20
commit 393a669418
21 changed files with 1930 additions and 1531 deletions
+20 -7
View File
@@ -27,13 +27,26 @@ Ordered within each section by how much it is currently costing us.
watch at the table: whether opening with six against a limit of three is a real decision or
just bookkeeping, and whether three is the right number of each.
**One Revenue for every train that clears your section.** Worth exactly **+5.40 a game** —
departures run at 5.40 and each pays 1 — taking the bot from 2.7 to 8.0 mean, median 0 → 6.5,
wins 2/200 → 14/200. It more than doubles the score on its own and pays for traffic the player
does not have to work. **This makes the victory-target question live**: 20 over 5 Days is now
reachable largely on traffic, which is either the intent or an argument for raising the target.
- [ ] **BOT DRIFT ACROSS THIS RELEASE — three measurements, all for the rebalance pass.** Recorded
together so the pattern is visible rather than three relaxed thresholds nobody adds up:
**~~One Revenue for every train that clears your section.~~ Now: one Revenue to EVERY player
when a train completes its run.** Jesse's revision in v0.4.2. The first version paid the Office
a train departed, which on a five-Office railroad paid five separate times for one train and
paid most to whoever it passed first. It pays once now, when the train runs off the end of the
Division, and it pays the whole table — getting a train the length of the railroad is the
shared achievement, and every Office it crossed had to clear it.
Solitaire is nearly unmoved (7.0 → 7.3 mean over 200 games) because one player's departures and
completions run at almost the same rate; **in a multi-player game the shape is completely
different** and needs measuring once multiplayer exists — N players × 1 per completed run
against the old N payments per train. **The victory-target question stays live**: 20 over 5 Days
is still reachable largely on traffic, which is either the intent or an argument for raising it.
- [ ] **BOT DRIFT ACROSS THIS RELEASE — four measurements, all for the rebalance pass.** Recorded
together so the pattern is visible rather than four relaxed thresholds nobody adds up:
- **Switching work down ~16%, 1.76 → 1.48 productive acts a game** (400 games), because an
expedited train now stands at the Office for a Stage instead of passing straight through, and
a train on the A/D track and the Office square is in the crew's way. That is the change doing
its job rather than a fault — but it is drift. Collisions also went 0.05 → 0.06 and the worst
game went −3 → −9, same cause: the Office fills up. **Separately, the `work > 2` floor that
caught this had never actually been met** — it read 2.16 at 150 games and 1.76 at 400, so it
was passing on which seeds the sample happened to include. Now 400 games and a floor of 1.2.
- **Track laid badly, 7% → 15%** of pieces butting a card that cannot accept them. Forced to
shed on turn one, the bot would rather lay a piece than discard it; a player would discard
the ones with nowhere good to go. It also means the district-size gain from the new deal is