The ramp made every phase after the first Difficult (halving the lead's skill) and
stacked a cumulative -5% on top. Separated in phaseRampFor() in rules.mjs:
difficulty belongs to the phase (only Containment is Difficult, and it does not
also ramp), the modifier is attrition (-5 a phase, capped at -15).
lead 55% was 55 -> 22 -> 17 -> 12 -> 7 now 55 -> 50 -> 45 -> 27 -> 40
Over 20,000 simulated cases with destitution modelled, phases passed roughly
double and destitution incidence roughly halves.
R-222: resolveLegDialog passed no skillFamilyId, so the choke point could not
resolve the skill item and leading a phase never earned a tick — Tradecraft, the
skill the job most uses, could never improve.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>