v0.7.9 — solitaire setup screen feedback, and the dead settings it exposed
Four pieces of feedback from Jesse on the solitaire setup screen. THE COLLISION LIMITS DID NOTHING IN SOLITAIRE. Asked to reword those entries to "the game ends immediately and results in a loss", which was unwriteable: advance.ts gated the §3.4 check on competitive/coop, and a solitaire game's mode is 'solitaire'. Both limits were offered as live settings, rode into the config, and never fired — the existing text was already false. The exclusion was never a stated rule and nothing recorded a reason for it. Jesse's ruling: the settings do what they say, so the gate is gone rather than the controls. Measured, not asserted — 200 standard developer-bot games: loss/collisionFloor 1 in 200, Days played 5.00 -> 4.98 mean with a minimum of 1, collisions per game unchanged at 0.14. Recorded in TODO.md under Play Balance, since full-length figures predate it. Extra start defaults to ownOffice: at one seat it is the same rule as anyOffice (apply.ts only rejects another seat's start), so this is a label fix with no gameplay effect. Also: collision wording on all three screens, Employee Rotation reads "not applicable for solitaire", and the save warning is legible at 14px on an amber panel with buttons that say Continue Existing Saved Game and Deal New Game. 869 tests pass, two new; one asserted the opposite of the ruling and says so where it was reversed. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AdG46Ja2PEDBkpqiDazMoX
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@@ -611,7 +611,19 @@ The replay viewer, the save format, and how a game gets shared.
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## Play Balance
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- [ ] **FREIGHT GOT SCARCER WHEN THE MAINLINE WENT ONTO REGIONS, and nobody knows why yet.**
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- [ ] **A SOLITAIRE GAME CAN NOW END ON THE COLLISION FLOOR (v0.7.9, 2026-08-30) — small, but every
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full-length figure in this file predates it.** §3.4's check was gated on
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`mode === 'competitive' || mode === 'coop'`, so the two collision limits were live settings in
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the solitaire dialog that did nothing; Jesse's ruling was that they should do what they say, and
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the gate is gone. Measured over 200 standard developer-bot games: `loss/collisionFloor` fires in
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**1 game in 200**, Days played 5.00 → 4.98 mean with a **minimum of 1**, and collisions per game
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unchanged at 0.14 (max 3).
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Nothing here needs acting on — the effect is smaller than the noise on every number in this
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section — but it is a new way for a run to be short, so **a mean taken over games that all ran
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five Days is no longer quite what is being sampled.** Worth remembering when the rebalance pass
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re-measures, and worth watching if a future change makes collisions more common, because the
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cost of one stops being "−1 Revenue" and starts being "the game".
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Gitea#3, measured 2026-08-26 across the same 100 games: freight share of gross fell **8% → 5%**,
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and completed freight loads went from something a 40-game sample caught reliably to needing
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200 — on `sim.test.ts`'s seeds, 40 games now yield 0 loads, 80 yield 3, 120 yield 10, 200
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