Updated perf
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@@ -28,6 +28,38 @@ The functional spec already establishes:
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- Duration or self-reported difficulty should not increase rewards.
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- The economy should assume honest participation rather than attempt anti-cheat verification.
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#### ANSWER:
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Daily habits
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Unlimited habits can be tracked.
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Up to 5 can be reward-eligible.
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Opening/checking in gives 2 cards.
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Each completed reward-eligible habit adds 2 cards.
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Maximum daily pack: 12 cards.
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Changing which habits are reward-eligible should take effect the next day.
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Weekly habits
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Tracked separately from daily habits.
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Can include things like church attendance, Bible study, volunteering, etc.
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A limited number can contribute to a separate weekly pack.
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This gives weekly commitments real significance without distorting the daily pack economy.
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Users can track any number of weekly habits.
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Up to 3 weekly habits can be reward-eligible.
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Each completed reward-eligible weekly habit adds 2 cards.
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Maximum weekly pack: 6 cards.
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No separate “weekly login” cards.
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Monthly habits
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Supported as a tracking cadence.
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No card reward for now.
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They can still contribute to history/consistency metrics.
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Reward design can be revisited later if monthly goals become important enough to justify it.
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Daily maximum: 12 cards/day
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Weekly maximum: 6 cards/week
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Maximum weekly output from habits: 90 cards/week if someone gets every possible reward.
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---
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### 2. What is the lifecycle of a daily pack?
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@@ -46,6 +78,18 @@ Questions to resolve:
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This should become one explicit state machine in the functional spec.
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#### ANSWER:
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* Each day starts with a 2-card pack.
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* Completing one of the day's five reward-eligible habits adds 2 cards, up to 12.
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* The pack can be opened at any point.
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* Opening permanently finalizes that day's reward state.
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* Any reward-eligible habits completed or logged afterward still count toward habit history and consistency, but cannot add cards to that day's pack.
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* Because users can log the previous day's habits, an unopened previous-day pack can still be upgraded during that grace period.
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* Opening an unfinished pack triggers an explicit warning that doing so is irreversible and forfeits any remaining reward potential for that day.
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* The warning applies equally when opening today's unfinished pack or an unfinished pack from the previous day.
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* Users can disable that warning in settings.
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---
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### 3. How does habit completion upgrade a pack?
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@@ -67,6 +111,10 @@ Questions to resolve:
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- Should later upgrades affect every card in the pack or only newly-added slots?
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- Is the pack upgrade path deterministic or probabilistic?
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#### ANSWER:
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Each completed reward-eligible habit adds 2 cards. Habit completion does not modify rarity odds, condition, material, finish, or pack type.
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---
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### 4. How much better is a fully completed day than simply logging in?
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@@ -86,6 +134,11 @@ Questions to resolve:
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- Full completion?
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- Should full completion unlock a distinct final slot or presentation rather than merely adding more probability?
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#### ANSWER:
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For initial release, 2 cards for login vs. 12 cards for completing all five reward-eligible daily habits
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We can modify as we see fit but that feels good currently.
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---
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### 5. What does consistency do mechanically?
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@@ -115,6 +168,12 @@ Questions to resolve:
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- Special non-economic recognition?
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- How should consistency treat scheduled days versus days on which a habit was not expected?
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#### ANSWER:
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Positive-habit consistency is measured using completion rate over scheduled opportunities rather than streaks. Consistency is informational and does not modify card rewards. The application may recognize consistency milestones and returning after time away through non-economic messaging or visual acknowledgement.
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7 / 30 / 90 / lifetime <- the windows we use for tracking consistency
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---
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### 6. How do weekly and other non-daily habits work?
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@@ -136,6 +195,10 @@ Questions to resolve:
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- How is consistency calculated for habits that are not expected every day?
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- How do flexible goals such as "volunteer once this month" work?
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#### ANSWER:
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A weekly habit may require one or more completions within the week, but it occupies one weekly reward slot and awards its 2 cards only once, when its weekly target is met.
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---
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### 7. Do negative habits affect card rewards at all?
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