# 3. Evolution Track Design [< Back to Index](README.md) | [Next: Milestones >](04-milestones.md) --- ## 3.1 Track Structure Each evolution track has **four tiers** (T1 through T4). Each tier contains **two to three milestones**. Completing all milestones in a tier unlocks the tier's rating boost and advances the card to the next tier automatically. Completing all four tiers achieves **Full Evolution**. ``` [Card Acquired] | [T1: Initiate] 2 milestones --> +small rating boost + visual badge | [T2: Rising] 2 milestones --> +medium rating boost + embed accent | [T3: Ascendant] 3 milestones --> +large rating boost + rarity border glow | [T4: Evolved] 2 milestones --> +capstone boost + full visual rework --> rarity tier upgrade (Standard track, Sta and below) --> card name becomes "[Team]'s Evolved [Player]" ``` ## 3.2 Track Parameterization Track definitions are stored in the database, not hardcoded. Each track record specifies: - Which card type it applies to (batter, starting pitcher, relief pitcher) - Rating boost amounts per tier (flat probability point deltas, same regardless of rarity) - Milestone thresholds per tier (admin-tunable) **Tracks are universal — not rarity-gated.** A Replacement-level card and a Hall of Fame card follow the same track with the same flat rating deltas. This is intentional: - **Rarity fluctuates during live series.** Cards update every 2 weeks during the MLB season. A Reserve card in April could become All-Star by June. Rarity-gated tracks would cause mid-season track jumps, resetting or invalidating progress. - **Flat deltas intentionally favor lower-rarity cards.** A +0.5 chances boost to a Replacement card's homerun probability is a larger relative improvement than the same boost to a HoF card. This gives lower-tier cards a reason to exist beyond crafting fodder and avoids making elite cards overpowered. - **Existing rating caps prevent runaway stats.** The D20 system has hard caps on individual stat columns (e.g., hold rating caps at -5). Evolution boosts that would exceed a cap are truncated, providing a natural ceiling that prevents creating artificial super-cards. **Three tracks exist at launch (one per card type):** | Track | Card Type | T4 Outcome | |---|---|---| | Batter | All batters | Rarity upgrade (if below HoF) + full visual rework | | Starting Pitcher | SP | Rarity upgrade (if below HoF) + full visual rework | | Relief Pitcher | RP/CP | Rarity upgrade (if below HoF) + full visual rework | **Subtracks are on the table.** The schema supports multiple tracks per card type. Before launch, we may add subtracks within each category — e.g., power batter vs contact batter tracks with different milestone compositions, or a closer-specific RP track. The `evolution_track` table is designed to accommodate this without schema changes; adding a subtrack is just inserting new rows with different milestone sets. The decision on how many subtracks to ship with is deferred until milestone design is finalized. ## 3.3 Evolution Eligibility Every card is always eligible. There is no enrollment step, no activation cost, and no slot limit. A card that has not yet reached Full Evolution is always progressing. A fully evolved card (`current_tier = 4`, all milestones complete) cannot progress further — it has reached its peak state. It can still be crafted (#49) or traded.