@mcptoolshop/sovereign 1.0.0 → 1.0.1

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package/CHANGELOG.md CHANGED
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+ ## v1.0.1 — Printable v0.10 Rules Alignment Delta — 2026-05-19
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+ Adds `release/board-game/V0.10-RULES-ALIGNMENT.md`: a delta sheet that lists the eight rule changes a physical table would apply on top of the v0.2 printable prototype to play at v0.10 balance. The board-game prototype HTML itself remains frozen at v0.2 (no human-table playtest has been run); this delta is opt-in for groups reprinting at v0.10 rules.
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+ The eight deltas: Industrial Charter setup grant · Capacity +1 on first industrial purchase · Capacity ≥ 8 payment bonus +25% → +50% · Capacity ≥ 10 industrial milestone (new) · Full Mfg / Strategic set completion bonuses (new) · Cash IP scoring 1 per 200 TN → 1 per 400 TN · NF Credit endgame bonus 5-IP-split → +1/+2 per qualifying owner · Report on Manufactures capital event (now includes 50 TN per Mfg/Strategic owned + Strategic upgrade halving).
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+ No game-logic changes. No CLI changes. No digital-mode changes. No npm package shape changes. Pure documentation / table-tool addition. v1.0.x patch shape verified clean.
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+ ---
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+ ## v1.0.0 — Initial Release — 2026-05-19
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+ Full-treatment Phases 0–7 executed. npm package `@mcptoolshop/sovereign@1.0.0` published with Sigstore provenance. GitHub Release with offline-play zip. Landing page and Starlight handbook deployed. README translated to 7 languages (ja, zh, es, fr, hi, it, pt-BR) before tag.
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+ ---
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  ## Board Game
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  ### v0.2 balance candidate — FROZEN 2026-05-18
package/package.json CHANGED
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  {
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  "name": "@mcptoolshop/sovereign",
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- "version": "1.0.0",
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+ "version": "1.0.1",
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  "description": "Sovereign — a Hamilton-system economic board game and its solo / digital adaptation. Browser-based, deterministic, self-contained.",
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  "type": "module",
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  "main": "bin/sovereign.js",
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  ---
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+ ## v1.0.1 — Printable v0.10 Rules Alignment Delta — 2026-05-19
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+ Adds `release/board-game/V0.10-RULES-ALIGNMENT.md`: a delta sheet that lists the eight rule changes a physical table would apply on top of the v0.2 printable prototype to play at v0.10 balance. The board-game prototype HTML itself remains frozen at v0.2 (no human-table playtest has been run); this delta is opt-in for groups reprinting at v0.10 rules.
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+ The eight deltas: Industrial Charter setup grant · Capacity +1 on first industrial purchase · Capacity ≥ 8 payment bonus +25% → +50% · Capacity ≥ 10 industrial milestone (new) · Full Mfg / Strategic set completion bonuses (new) · Cash IP scoring 1 per 200 TN → 1 per 400 TN · NF Credit endgame bonus 5-IP-split → +1/+2 per qualifying owner · Report on Manufactures capital event (now includes 50 TN per Mfg/Strategic owned + Strategic upgrade halving).
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+ No game-logic changes. No CLI changes. No digital-mode changes. No npm package shape changes. Pure documentation / table-tool addition. v1.0.x patch shape verified clean.
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+ ---
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+ ## v1.0.0 — Initial Release — 2026-05-19
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+ Full-treatment Phases 0–7 executed. npm package `@mcptoolshop/sovereign@1.0.0` published with Sigstore provenance. GitHub Release with offline-play zip. Landing page and Starlight handbook deployed. README translated to 7 languages (ja, zh, es, fr, hi, it, pt-BR) before tag.
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+ ---
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  ## Board Game
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  ### v0.2 balance candidate — FROZEN 2026-05-18
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  Usability + accessibility verification for the
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  printable artifact.
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+ V0.10-RULES-ALIGNMENT.md Delta sheet for playing the v0.10 balance at
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+ a physical table using this v0.2 printable.
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+ Eight specific rule changes (Industrial Charter
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+ setup, Capacity dynamics, Capacity >= 8 bonus,
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+ Capacity >= 10 milestone, Mfg/Strategic set
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+ bonuses, Cash IP scoring 1/400, NF Credit
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+ softening, Report on Manufactures capital event).
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+ Read this if you are reprinting at v0.10 rules.
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+ Added in v1.0.1.
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+
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  What v0.2 changed (from v0.1)
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  -----------------------------
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+ # v0.10 Rules Alignment — Board Game Insert
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+ > A delta sheet for playing the **v0.10 balance** at a physical table using the **v0.2 printable prototype**.
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+ >
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+ > Why this exists: the printable prototype (`sovereign-prototype.html`) is frozen at the v0.2 balance candidate because no human-table playtest evidence exists yet. The solo / digital adaptation ran ahead through v0.10 because simulation evidence (1,000+ deterministic games) was cheaper than reprinting sheets. This insert is what a physical table would apply on top of the v0.2 rulebook to mirror the digital game.
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+ If you are setting up a v0.10 game from the v0.2 print pack:
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+ 1. Print the v0.2 prototype as normal.
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+ 2. Slip this sheet into the rulebook envelope.
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+ 3. Apply the eight rule changes below in addition to the printed rules.
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+ ---
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+ ## Setup
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+ **v0.10 setup addition — Industrial Charter (new)**
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+ Before the first turn, the player who chose the **Manufacturer** role receives **Textile Works** as a free starting Industrial Charter:
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+ - Place the Textile Works property card in front of the Manufacturer player.
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+ - The player pays **0 TN** for it.
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+ - The Industrial Capacity track advances from its starting position (1) to **2**.
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+ - Textile Works counts as fully owned from turn 1 — it collects rent normally, contributes to the Manufactures set, triggers Report on Manufactures payouts, and counts toward all Capacity bonuses and endgame scoring.
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+ If no player chose the Manufacturer role, no Charter is granted; Capacity starts at 1 as printed.
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+ ---
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+ ## During play
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+ **v0.5 rule — Industrial Capacity advances on first acquisition (new)**
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+ Whenever any player acquires (by purchase or auction win) a **Manufactures** or **Strategic Industry** property *for the first time from unowned state*, advance the **Industrial Capacity track by +1**.
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+ This applies to: Textile Works, Iron Foundry, Glassworks, Armory Works, Shipbuilding Yard.
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+ It does NOT fire on upgrades, transfers between players, or repeat acquisitions of the same property. It does NOT fire on routes, institutions, Internal Improvements, or any other system.
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+ The Capacity track still caps at 12.
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+ ---
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+ **v0.3 rule — Industrial Capacity ≥ 8 payment bonus increased**
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+ Replace the printed text:
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+ > Industrial Capacity ≥ 8: Manufactures and Strategic Industry payments +25%.
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+ With:
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+ > **Industrial Capacity ≥ 8: Manufactures and Strategic Industry payments +50%.**
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+ (Capacity ≥ 6 stays at +25% as printed. The ≥ 8 threshold replaces the +25% with +50%; the bonuses do not stack.)
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+ ---
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+ **v0.3 rule — Report on Manufactures Act expanded**
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+ Replace the printed text on the Report on Manufactures Act card:
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+ > Manufactures upgrade costs are halved for one full lap. Industrial Capacity +2.
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+ With:
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+ > **Manufactures and Strategic Industry upgrade costs are halved for one full lap.
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+ > Each Manufactures and Strategic Industry owner collects 50 TN per such property owned.
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+ > Industrial Capacity +2.**
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+ (The Charter-granted Textile Works counts as an owned Manufactures property for this payout.)
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+ ---
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+ ## Endgame scoring
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+ **v0.10 rule — Cash Reserve Influence softened**
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+ Replace the printed scoring line:
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+ > Cash held: 1 Influence per 200 TN.
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+ With:
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+ > **Cash held: 1 Influence per 400 TN (floor).**
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+ | Cash range | Influence |
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+ |---|---|
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+ | 0–399 TN | 0 IP |
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+ | 400–799 TN | 1 IP |
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+ | 800–1199 TN | 2 IP |
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+ | 1200–1599 TN | 3 IP |
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+ | 1600–1999 TN | 4 IP |
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+ | etc. | etc. |
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+ This is the load-bearing nerf that brought Treasury into the 45–65% canonical band.
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+ ---
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+ **v0.3 rule — National Finance Credit bonus softened**
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+ Replace the printed scoring line:
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+ > If Public Credit ≥ 8 at game end, split 5 Influence among all National Finance owners.
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+ With:
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+ > **If Public Credit ≥ 8 at game end, each player who owns at least one National Finance property gains +1 Influence.
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+ > If Public Credit = 12 at game end, each such player gains +2 Influence instead.**
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+ (The +2 at Credit = 12 replaces the +1 — they do not stack.)
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+ ---
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+ **v0.4 rule — Industrial Capacity ≥ 10 milestone (new)**
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+ Add to the endgame scoring section, after the Capacity ≥ 8 bonus:
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+ > **If Industrial Capacity ≥ 10 at game end, each player who owns at least one Manufactures property gains an additional +2 Influence, and each player who owns at least one Strategic Industry property gains an additional +2 Influence. This stacks ON TOP OF the existing Capacity ≥ 8 bonus (so a player owning both systems can earn up to +8 Influence from Capacity scoring at game end).**
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+ ---
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+ **v0.4 rule — Industrial set completion bonuses (new)**
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+ Add to the endgame scoring section, after the complete-color-set bonus:
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+ > **If a player owns the full Manufactures set (Textile Works + Iron Foundry + Glassworks) at game end, that player gains +3 Influence in addition to the standard color-set bonus.
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+ > If a player owns the full Strategic Industry set (Armory Works + Shipbuilding Yard) at game end, that player gains +2 Influence in addition to the standard color-set bonus.**
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+ (These are industrial-specific bonuses that stack on top of the "3 IP per complete color set" rule, not replacements.)
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+ ---
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+ ## Quick reference — what's different from the printed rules
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+ | Area | v0.2 (printed) | v0.10 (apply this insert) |
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+ |---|---|---|
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+ | Setup — Manufacturer role | No starting asset | Receives **Textile Works** free; Capacity starts at 2 |
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+ | Industrial Capacity movement | Only Acts move it | **Each industrial property bought also moves it +1** |
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+ | Capacity ≥ 8 payment bonus | +25% on Mfg / Strategic | **+50% on Mfg / Strategic** |
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+ | Capacity ≥ 10 endgame bonus | — | **+2 IP per qualifying industrial system per player** |
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+ | Report on Manufactures Act | Halves Mfg upgrade costs · Capacity +2 | **Halves Mfg AND Strategic upgrade costs · 50 TN per owned Mfg / Strategic · Capacity +2** |
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+ | Cash Influence | 1 IP per 200 TN | **1 IP per 400 TN** |
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+ | NF Credit ≥ 8 bonus | 5 IP split among NF owners | **+1 IP per qualifying NF owner; +2 at Credit = 12** |
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+ | Full Mfg set bonus | — | **+3 IP at game end** |
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+ | Full Strategic set bonus | — | **+2 IP at game end** |
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+ ---
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+ ## What is NOT changed
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+ The following remain exactly as printed in the v0.2 prototype:
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+ - The 40 board spaces, their names, and their costs.
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+ - All other property base rents (Revolutionary Debt 4 / 6 stays; State Debt 6 / 6 / 8 stays; etc.).
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+ - The Route ladder: 25 / 50 / 100 / 150 TN (the v0.2 fix).
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+ - The Coinage Act: Mint owner collects 50 TN from each other player + Public Credit +1 + Industrial Capacity +1.
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+ - The remaining six Acts of Congress (Funding, Assumption, Bank Charter, Tariff Schedule, Coinage, Excise Enforcement) — their texts are unchanged.
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+ - All player role abilities other than the Manufacturer Industrial Charter.
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+ - Default and Rebellion mechanics.
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+ - The Public Credit and Public Resistance tracks (unchanged from v0.2).
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+ - The Industrial Capacity track range (0–12) and starting value (1, unless the Manufacturer Charter raises it to 2).
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+ ---
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+ ## Source
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+ The full version-by-version derivation of these changes — including the 400-game batch evidence that produced each lever and the counterfactual analysis that selected the v0.10 cash nerf — lives in [`../CHANGELOG.md`](../CHANGELOG.md). The frozen Phase 7 freeze audit is at [`../digital-mode/sovereign-v0.10-freeze-audit.html`](../digital-mode/sovereign-v0.10-freeze-audit.html). The deterministic batch reports underlying every claim above are in [`../balance-evidence/`](../balance-evidence/).
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+ This delta sheet is intentionally not baked into the v0.2 prototype HTML because human-table playtest of these v0.10 rules has not been run. The digital simulator at `release/digital-mode/sovereign-solo.html` implements them faithfully; a physical table can opt in by applying this sheet.