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