fixed train# specific rules. cleaned up display topline and train display on division map
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@@ -175,9 +175,42 @@ Ordered within each section by how much it is currently costing us.
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Blocked on a decision, not on work.
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- [ ] **PROPOSED RULE — deal each player six track cards at the start.** Jesse's proposal, and it
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aims squarely at the measured problem above: a run-around needs five specific pieces and the
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bot holds a turnout and a matching curve together on 0.2% of turns. Six pieces in the opening
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hand is roughly the private supply the prototype had, in a form that does not reintroduce an
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unbounded one — and it would make the opening district a decision rather than a wait. Questions
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before it goes in: are the six drawn from the track cards in the deck (thinning it for
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everyone) or from outside it; do they sit in the hand, against the three-card limit, or in a
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separate track hand that does not compete; and does the bot's opening change enough to need
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re-measuring (it will — this is the one change that could move the run-around numbers).
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- [ ] **PROPOSED RULE — one Revenue point for every train that exits your section.** Jesse's
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proposal. Worth noting what it would do to the economy as measured: arrivals run at 5.4 a game
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and completed runs at about the same, so this is roughly **+5 Revenue a game** against a
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current mean of 2.6 — it would more than triple the score and, unlike freight or passengers, it
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pays for traffic the player does not have to work. That may be exactly the intent (it rewards
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keeping the line clear, which is the Superintendent's job) but it changes what the game is
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about, and it interacts with the victory-target question below: 20 over 5 Days becomes
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reachable almost on traffic alone. Cheap to measure once decided.
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- [x] ~~**Q13 — rear-end collisions on a Mainline card.**~~ Answered: collide on catching up.
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Implemented, and not on cards that print "trains may pass". Invisible to a bot that always
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denies clearance; a bot that always allows drops from 7.34 revenue to **-5.13**.
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- [ ] **NINE OF THE TWELVE SPECIAL-TRAIN RULES ARE DECLARED AND READ BY NOTHING.** Found by grepping
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each flag on `TrainRules` for a reader outside `content.ts`. Only `expedite`, `emptiesOnly` and
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`freightTypes` are enforced; `stopEarnsPoint` now is too, after a playtest reported the Circus
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Train standing still for a Stage and earning nothing. Still unbuilt:
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`noSwitching` · `terminalsOnly` · `coachStaysOnStationTrack` · `oneFreightPerLocation` ·
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`noPassengerWork` · `dropOnly` · `pickUpEmptiesOnly` · `stopThenExpedite` · `copiesNextScheduled`
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These are what make a special train special — a Circus Train that may not switch, a per-diem
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train that may only pick up empties, a Second Section that copies the train ahead. Until they
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are enforced, `trainRules()` marks them **NOT YET ENFORCED BY THE ENGINE** in the train's
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tooltip rather than listing them as if they applied, because telling a player a rule is in
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force when it is not is worse than saying nothing. Each is small on its own; the question is
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whether they are worth building before the rebalance, since several of them restrict switching
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and would move the freight numbers.
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- [ ] **Poling.** The only card in the deck with no defined behaviour — the sheet records its effect
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as "TBD in the source". A test asserts it stays TBD so nobody invents one.
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- [ ] **Heavy Grade orientation at setup.** The card says "Player sets orientation", but `createGame`
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