v0.4.4 — New Game dialog for the opening hand and the three revenue rates, Yard renamed Interchange, and two movement bugs behind a mirrored consist

This commit is contained in:
Jesse
2026-08-14 22:39:50 -04:00
parent d1314066bd
commit 6655e20ea8
29 changed files with 5450 additions and 3902 deletions
+19 -11
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@@ -26,10 +26,13 @@ imports nothing outside itself, and never touches `Math.random`, so a static hos
a remote one drops in without the page changing — but there is no server, no turn submission and no
per-player push), the 22 opponent-directed cards, and real audio.
Balance is *not* where it should be: the developer bot averages 7.0 Revenue against a target of 20 —
of which ~5.4 is the "one Revenue per train that clears your section" rule, so the working freight
and passenger economy is still only ~2. `TODO.md` says why, and says which of it is the bot and which
is the deck.
Balance is *not* where it should be: the developer bot averaged 7.0 Revenue against a target of 20 —
of which ~5.4 was the "one Revenue per train that completes its run" rule, so the working freight and
passenger economy is still only ~2. That rule is now a **setting that defaults to off**, along with
the passenger and freight rates and the opening hand, so the economy can be read on its own and the
alternatives can be played rather than argued about. Nothing in this file or in `TODO.md` has been
re-measured at the new defaults; `TODO.md` says why, and says which of it is the bot and which is the
deck.
Versions follow the convention at the top of [`CHANGELOG.md`](CHANGELOG.md): third digit for fixes,
second for a set of features, 1.0 for the first release that deserves the name.
@@ -106,13 +109,18 @@ is the thing this machinery exists to prevent.
- **Never call `Math.random()`.** One ambient random call silently breaks replay.
- **Track is a deck card, but the opening district is dealt.** 96 of the 235 cards are track — the
largest category — so a district is built from what you draw, and building it costs you the
industry or train you drew instead. The one exception is setup: track is shuffled separately and
each player is dealt **3 track + 3 other**, with the leftover track shuffled back in afterwards.
You therefore open holding six against a limit of three, and the first turn is spent choosing.
Provisional — see `TODO.md`.
- **Clearing the line scores.** Every train highballed out of your Office earns one Revenue, paid
once. It is worth +5.4 a game, more than the entire freight and passenger economy put together,
and it pays for traffic you do not have to work. Also provisional.
industry or train you drew instead. The opening hand is the exception, and it is now **chosen when
the game is dealt**: three random cards (the default, and the prototype rule), six random cards, or
three track and three other from two separately shuffled piles. The last of those is the only one
that guarantees you a district to build; deal six and you open over the limit of three, so the
first turn is spent choosing. See `TODO.md`.
- **What the work pays is a setting too.** Passenger revenue per coach, freight revenue per load and
train revenue per transit each run 0–5 and are fixed when the game is dealt. The first two default
to 1 and pay at both ends of a movement — boarding *and* detraining, loading *and* unloading. The
third pays every player when a train runs off the end of the Division and **defaults to 0**: at 1
it was worth more than the entire freight and passenger economy put together, for traffic nobody
has to work. A seed alone therefore no longer names a game — the settings ride in the URL beside
it, and every save records the rules it was dealt under.
- **A turnout can be laid on top of a card already down.** It upgrades a straight at any rotation, or
a curve whose arc matches its own diverging leg — both strict port supersets of what they replace,
so an upgrade can never sever an existing join. Without it a district could only hang off track that