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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@@ -9,6 +9,20 @@ Ordered within each section by how much it is currently costing us.
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## Next
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- [ ] **3/4 EXPRESS PRINTS A RULE IT CAN NEVER USE — Jesse's call.** The card says *"may drop or pick
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up one freight car at every location"* and also prints **Expedite**. Expedite means the train
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departs the Stage it arrives (Q3): it arrives in the Mainline phase, stands through Cargo, and
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highballs in Supervisor Shift — so it is never on the board during a Local Operations phase,
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which is the only phase in which freight is coupled or set out. Measured over 40 bot games:
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**31 Office visits, 31 of them with no Local Operations turn.** X14 Fruit Growers Express is in
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the same position, though its "may pick up one extra loaded reefer" is only a note today.
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The four options put to Jesse, unchanged: drop Expedite from 3/4 only (the other Expedite
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trains all print "no switching" and lose nothing); leave Q3 alone and strike the freight line
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from the card; drop Expedite everywhere (it partly exists to relieve Crew Tray scarcity, so
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this needs re-measuring); or move the Express's freight budget into the Cargo phase, where an
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expedited train does still get a turn. **Nothing is broken** — this is a contradiction between
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two lines on one card, and the timing rule itself is behaving exactly as recorded.
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- [ ] **REBALANCE, once the rules are right — deliberately deferred.** Card counts, industry counts
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and the track mix all need a pass together, and none of them should move until the rules stop
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moving. Standing distortions to account for when it happens: offices are doubled (Q12) and
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@@ -17,8 +31,18 @@ Ordered within each section by how much it is currently costing us.
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those multipliers exist to relieve. The 8 sharp curves have already been taken out on that
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argument; offices and industries are the two left. Until then, read no balance conclusion from the revenue
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numbers; they are a functionality signal only.
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- [ ] **REVIEW THE TWO NEW RULES ONCE THEY HAVE BEEN PLAYED — both went in provisional.** Jesse's
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call, both implemented and measured, both flagged in `rules-v0.2.md`.
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- [ ] **RE-MEASURE THE BOT AT THE NEW DEFAULTS.** Both provisional rules below are now **settings on
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the New Game dialog** rather than fixed choices, and the defaults are not what the numbers in
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this file were measured under: the opening hand defaults to **three random cards** (the
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prototype rule) rather than 3+3, and **train revenue per transit defaults to 0** rather than 1.
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That second one is the big move — it was worth ~5.4 of a 7.0 mean, so the bot's revenue should
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fall to roughly the working freight-and-passenger economy alone, which is the number this game
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has actually been trying to read all along. Every mean, floor and threshold quoted below and in
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the tests predates it. The three revenue rates run 0–5, so the useful next step is a sweep
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rather than a single re-run.
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- [ ] **REVIEW THE TWO NEW RULES ONCE THEY HAVE BEEN PLAYED — both went in provisional, and both are
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now selectable rather than fixed.** Jesse's call, both implemented and measured, both flagged
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in `rules-v0.2.md`. What follows is what was measured when each was the only option.
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**The opening deal (3 track + 3 other, from two separately shuffled piles).** It did what it
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was aimed at, modestly: run-arounds **4/60 → 7/60** and districts **17.9 → 20.3 cards**, with
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@@ -37,7 +61,9 @@ Ordered within each section by how much it is currently costing us.
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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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is still reachable largely on traffic, which is either the intent or an argument for raising it
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— and at the new default of 0 per transit it is not reachable on traffic at all, which is the
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first thing a playtest should check.
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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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