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