@mcptoolshop/sovereign 1.0.2 → 1.1.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +43 -0
- package/README.es.md +14 -9
- package/README.fr.md +15 -10
- package/README.hi.md +14 -9
- package/README.it.md +15 -10
- package/README.ja.md +15 -10
- package/README.md +14 -9
- package/README.pt-BR.md +15 -10
- package/README.zh.md +14 -9
- package/package.json +2 -2
- package/release/CHANGELOG.md +43 -0
- package/release/digital-mode/sovereign-solo.html +2615 -77
package/README.zh.md
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[](https://opensource.org/licenses/MIT)
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[](https://mcp-tool-shop-org.github.io/sovereign/)
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---
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**状态 — v1.1.1 (beta 版)。** v1.1.0 版本在发布当天(2026年5月20日)就被下架,因为在实际游戏体验中发现了两个结构性游戏性问题,而模拟审计无法检测到。v1.1.1 是重新构建的版本:优化了游戏体验 + 12轮游戏流程 + 强制胜利模式 + 租金系统。这是一个**可选的 beta 版本**:这里的数字版本之所以发布,是因为它在功能上比 v1.1.0 更好,但尚未经过完整的实际游戏测试。可打印的棋盘游戏仍然稳定在 v0.2 版本。请参阅 `CHANGELOG.md` 文件以获取完整的变更记录和 beta 版本的注意事项。
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---
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Sovereign是一款**基于“汉密尔顿系统”的“大富翁”风格棋盘游戏**,讲述的是美国公共信贷的建立,同时还提供一个**完整的单人/数字版本**,它可以在浏览器中本地运行,与两个具有固定行为的AI对手对战。
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- **棋盘游戏** —
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- **数字模式** — 单个独立的HTML文件。
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- **棋盘游戏** — 可打印的 34 页版本。 棋盘包含 40 个格子,22 处房产 + 4 条路线 + 2 个机构,8 个颜色系统,7 项国会法案按照固定的历史顺序排列,4 种玩家角色,3 条共享轨道(公共信用、公共抵抗、工业能力),12+12 张事件卡。 除了财政部之外,还有两种可行的经济发展路径:商人路径和制造商路径。 v0.2 版本的平衡性已确定,不再进行调整。
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- **数字模式** — 单个独立的 HTML 文件。 12 轮游戏,采用强制胜利模式:从第 8 轮开始,如果某个玩家的影响力达到 15 点,并且领先 5 分,则触发“最终结算”,游戏结束。 如果没有强制胜利条件,游戏将在第 12 轮结束。 使用确定性的 mulberry32 随机数生成器,包含预设的 AI 对手(财政部/金融、商人/基础设施、制造商/工业),支持保存/加载功能,并具有哈希完整性校验、回放功能以及设计师提供的批量模拟工具。
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- **平衡性基准** — 12 轮强制胜利模式(v1.1.1 beta 版):财政部 51% · 商人 33% · 制造商 16%(标准值 × 100)。 所有三种角色都有可能获得强制胜利;没有角色被排除在外。 基础的 v0.18 机制(信用危机、现金 IP 得分、工业特许、完成套装的奖励)与 v0.3 → v0.10 → v0.18 的设计版本完全一致,并通过 1000 多个确定性的模拟游戏进行验证。
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## 已知问题
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- **v1.1.1 是一个 beta 版本。** 数字模式已经过模拟诊断的测试,并且在标准值 × 100 的批量测试中,触发强制胜利的次数为 62/100(预测值为 67),获胜比例为 51/33/16,与预测完全一致。 但是,**尚未**由全新的玩家进行完整的实际游戏测试;玩家的行为适应性(即玩家在了解强制胜利机制后实际的行为)尚未得到测量。 在您亲自体验之前,请将其视为可选的 beta 版本。
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- **AI 角色目前尚未争夺强制胜利。** 它们运行的是 v0.18 的决策函数,这意味着它们的目标是积累影响力,而不是快速达到 15 点 IP 的阈值。 未来的版本将调整 AI 角色的决策,使其更加关注强制胜利。 真实的玩家可能会表现出不同的行为。
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- **破产是一种在 12 轮游戏中的软性压力机制。** 在标准值 × 100 的测试中,约 7/100 的游戏中会出现破产事件(在没有强制胜利的情况下,约为 18/100,因为游戏会提前结束)。 值得在实际游戏中观察。
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- **财政部/金融角色仍然是故意设计的,是强度最高的角色之一**,并且在目标范围内。 这符合历史背景:公共信用和联邦金融是汉密尔顿的主要经济杠杆。
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- **失败事件(违约/叛乱)主要起到装饰作用。** 信用危机大约在 12 轮游戏中发生 2/100 的概率。 升级系统有更多时间发挥作用,但仍然很少会直接导致违约或叛乱。 未来的版本可能会重新评估失败状态的压力。
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由 <a href="https://mcp-tool-shop.github.io/">MCP Tool Shop</a> 构建。
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</div
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package/package.json
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{
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"name": "@mcptoolshop/sovereign",
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"version": "1.
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"version": "1.1.1",
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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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"play": "node bin/sovereign.js"
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},
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"devDependencies": {
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"c8": "^11.0.0"
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"keywords": [
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"board-game",
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package/release/CHANGELOG.md
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## v1.1.1 — Digital mode beta: human playability rebuild + 12-round pacing + mandate victory — 2026-05-20
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**Beta release.** Second attempt at the digital mode after v1.1.0 was withdrawn the same day it shipped (2026-05-20). v1.1.0 simulation-verified but failed first cold human play; v1.1.1 fixes the structural human-playability gaps that audit could not catch. Not fully cold-validated end-to-end; shipping as beta so anyone who wants the digital mode can opt in while the player experience continues to settle.
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**What's new vs v1.0.2:**
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- **Human playability rebuild (Pass 1 + Pass 2).** Action rail moved above the board (visible without scrolling). Positions strip shows each player's location, cash, and Influence with active-player highlight. Portfolio strip near the action rail surfaces holdings without requiring the sidebar. Right sidebar collapsed by default with `▶ Panels` toggle so the board occupies more real estate. 26 px tokens with active-player halo and `YOU` pointer. Designer-only chrome (Balance Sweep, seed pill, version pill, phase pill, canonical/telemetry labels) hidden by default; visible only with `?designer=1`. Real dice-roll overlay (~3.3 s, deterministic outcome). Acts explain their effect before the YES / NO vote. First-round helping-hand footer fades after lap 1.
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- **Rent surfacing (Pass 3).** New landing-outcome band synthesized from existing ledger rows. Opponent property: "You landed on Hamilton's Customs House. Paid 40 TN rent." Opponent route: "Paid 50 TN route toll." Opponent institution: "Paid 70 TN institution payment." Own property: "No rent due" (plus "Upgrade available" when applicable). Tax space: "Paid 200 TN in tax." Sent-to-Crisis surfaces too. No reducer change; the band reads rows the ledger already wrote.
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- **12-round pacing.** Game length extended from 7 rounds (21 turns total) to 12 rounds (36 turns total). Acts still fire in rounds 1-7 as before; rounds 8-12 are Late Republic rounds with no new Acts. Diagnostic across CANONICAL × 100: average board circuits per player 1.24 → 2.12, average upgrades per game 3.3 → 11.0, average rent events 2.2 → 5.8. Treasury share drops 59 % → 52 % because cash gets spent on upgrades instead of hoarded for scoring. Merchant 25 % → 32 %. Manufacturer holds at 16 %. Player-facing language: "Lap" → "Round" throughout chrome.
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- **Mandate victory model.** From end of round 8, a player with at least 15 Influence and a 5-point lead over second place triggers Final Accounting and ends the game early. If no mandate triggers by end of round 12, the existing hard-cap scoring decides. Diagnostic across 100 games: 62 / 100 end by mandate (median round 9), 38 / 100 by hard cap. Treasury mandate share 53 % — no runaway. All three profiles win mandates. Designer-overridable via `?designer=1&mandate_threshold=N&mandate_lead=N&mandate_min_round=N&mandate_hard_cap=N`.
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- **Influence visibility.** Each player's current Influence shows in the positions strip from round 1. Starting round 8, a compact mandate-distance badge appears on the leader: "Hamilton · 14 IP · 1 from threshold, +2 lead needed."
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**Mechanics preservation:**
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| Card effects (Market Shock, Republic Debate) | Untouched from v0.18 |
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| Act effects | Untouched |
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| Reducer logic apart from round cap + mandate check | Untouched |
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| Scoring math (cashIP 1 per 400 TN, sets, upgrades, institutions, NF Credit endgame, Capacity bonuses) | Untouched |
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| Profile decision functions (Treasury, Merchant, Manufacturer) | Untouched |
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| Track thresholds (Credit Crisis ≤ 4, Default = 0, Rebellion = 12) | Untouched |
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| RNG (`mulberry32(state.rngSeed)`) and deck order | Untouched |
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| v0.18 Credit Crisis intermediate failure event | Preserved (now fires ~2 / 100 instead of 0 / 100 because pressure has more time to compound) |
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| Rent math | Untouched (the band surfaces existing reducer rent; doesn't change the math) |
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| Designer gate (`?designer=1`) | Preserved + extended for mandate URL flags |
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**Save format:**
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`SAVE_VERSION = 'v0.20-mandate-candidate'`. Saves from v0.18 (v1.1.0) and v0.19 (interim pacing candidate) refuse to load with a clear non-crashing message. v1.0.0 / v1.0.1 / v1.0.2 do not run the digital mode, so no save compatibility concern there.
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**Beta caveats:**
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- Numbers held to the diagnostic on the in-HTML batch simulation (62 / 100 mandate vs predicted 67 / 100; 51 / 33 / 16 winner split exactly matching predicted), but the candidate has not been cold-walked end-to-end by a fresh human player. Beta tag is the safety net.
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- Behavioral adaptation is unmeasured: the AI profiles do not yet "race for the mandate" — they play the same decision functions as v0.18, just with more rounds available. Real human players may behave differently; trigger rate may shift.
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- Bankruptcy emerges as a new soft-pressure dynamic in longer games (7 / 100 events at 12 rounds with mandate, vs 18 / 100 without mandate, vs 0 / 100 at 7 rounds). The mandate model partially defuses it because games end before late-game cash stress accumulates. Worth observing.
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**npm history note:**
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v1.1.0 remains on npm as an unrecommended historical version. `npm install @mcptoolshop/sovereign` resolves to v1.1.1 (`latest`).
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## v1.0.2 — Branding correction: it's a board game, not a "prototype" — 2026-05-19
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The product is shipped, signed, versioned, and on npm. "Prototype" language was design-time scaffolding that should have been retired at v1.0.0. This release removes that language across all user-facing surfaces.
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