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Insurance: accidents and who paysIN

Who pays when a stone goes through a client's window. Insure and pay every four weeks, or skip it and be careful; personal policies before the company, company liability after.

The stone, the window, and who pays. The blade throws a stone through the client's window: without insurance it's expensive, with insurance you're safe but you pay every four weeks. Insure, or be really careful. And before the company exists, each sibling has their own policy, so you can pay for your brother's mess... or leave him to it.

The player's view

Tink, CRASH. You're mowing along the house a bit low and a bit fast. Tink, a spark, a short slow-mo, CRASH, and the client's face appears at the broken window. Your character mutters that the window was ugly anyway. It never comes out of nowhere: you could have walked the lawn and picked the stones up first, raised the blade over the rocks, mowed with the glass on your left.

Uninsured. The client takes the damage off today's pay, and what's left becomes a bill you owe. Pay at once with an apology and they soften; try "It was already cracked!" and it might save you the money, or cost you a review quoting you.

The insurer. On the computer, Safe & Sound Mutual has two plans and hold music. Insured, a broken window costs you only the deductible, but your premium creeps up with every claim and comes back down after a few clean weeks. Careful players skip it and save; clumsy ones are glad of it.

Tom broke Mrs. Higgins' window. Your brother isn't insured and you are. The call comes: "Tom broke Mrs. Higgins' window. Put it on your insurance?" Take it, and you pay the deductible and your premium goes up; Tom owes you a pizza, which nothing enforces. Leave him to it, and Tom pays the lot. If he can't, Mrs. Higgins is waiting at the door for him at the next job, and he can't buy anything for himself until it's paid. The company carries on regardless.

The company's policy. Once registered, company liability covers every sibling and every crew member. The ledger still names whoever broke the greenhouse, and the big commercial clients won't sign without it.

Ideas

IN1: claims from accidents, and the uninsured flow

Accidents come from your play, never from nowhere. The physical chain (the strike, the throw, its arc, what it can break, and the show) is MO3's, "what the blade throws" in Mowing: the mower bible: throws come from geometry (a clockwise blade and the deck's openings), and the old flat chances (~15% per strike at 3 cm and full speed, ~2% high and slow) are its calibration target. Damage happens only if something breakable is in the stone's path (the first design said within ~12 m; MO3 gives each opening its own range); no breakable, no damage, just a tink. The trimmer throws too, to the left as its chips do (its own spec). This page keeps who pays: the same events become claims.

Careful is a skill: walk the lawn and pick up stones first, raise the blade over known rocks, mow away from the glass. The show (MO3): tink, a spark, a short slow-mo, CRASH, the client's face at the window, an ego quip ("That window was ugly anyway.").

BreakableCost
Garden gnome$25
Greenhouse pane$60
Car paint chip$150
House window$180-350
Car window$300
Conservatory / glass door$600-1,200

(The full price list, with garden lights, hoses, toys and the neighbour's window, is in J13.)

Before insurance exists, accidents are billed at cost by the client (EC1: flowers, debris, etched wood), with instalments or working it off (the damage billing in Jobs: from the phone call to the review), and the garden's tiers 3-4 don't ask for liability insurance.

The uninsured flow, on top of that billing:

  • The client deducts the damage from today's pay; what's left over becomes a bill owed (unpaid → EC3's bounced-bill ladder, never game over).
  • Paying at once with an apology softens the client's mood.
  • "It was already cracked!" goes through the negotiation model: success saves the money, failure costs reputation and a review quoting you.
  • Damage is the culprit's bill: the ledger names who did it ("Tom broke Mrs. Higgins' window, $250").

Needs: MO3, EC1, EC3 · Done when: an uninsured sibling's thrown stone breaks a window: the damage comes off today's pay, the rest becomes a bill owed that bounces if unpaid, the ledger names the culprit, and a failed "It was already cracked!" costs reputation and a review; the same on two instances.

IN2: personal insurance

Safe & Sound Mutual (a parody), on the computer from day 1. Premiums every 4 weeks (the tax letter's cycle, EC3).

PlanPremium / 4 weeksDeductibleExtra
Basic~$30$150-
Pro~$70$25tool theft (IN5)
  • Deductible and no-claims bonus keep carefulness worth it even when insured: every claim raises the next premium (+25%, stacking), every 4 clean weeks lowers it (−10%, down to −40%).
  • Balance rule: the premium ≈ what an average player's accidents cost. Careless players save by insuring, careful ones by self-insuring. A real choice, not an obvious one (the EC5 simulator checks it).

Before the company: personal policies, and siblings left in trouble

  • Each sibling subscribes (or not) on their own, paid from their pocket or personal bank (EC2). Solo: the one player.
  • The culprit pays: their own policy covers the damage if they have one.
  • If the culprit isn't insured, every insured sibling gets the call: "Tom broke Mrs. Higgins' window ($250). Put it on your insurance?"
    • Take it: you pay your deductible and lose your no-claims bonus (your premium goes up); Tom pays nothing. Paying you back is between you two (nothing enforces it).
    • Leave them to it: Tom pays the full price.
    • The first insured sibling to say yes takes it; an insured sibling who isn't connected can't be asked (the culprit pays). The call stays open until the end of the day, then it's "leave them to it".
  • A culprit who can't pay carries a personal debt: the client waits at the door for them at the next job, and that sibling's personal purchases are blocked until it's paid. Anyone can pay it for them (lockbox, pocket). The company's progress is never blocked by one sibling's debt.
The call to the insured siblings: take Tom's claim on your policy, or leave him to it

Needs: IN1, EC2, EC3 · Done when: the guest breaks a window, the insured host takes it, and both see the host's premium go up; a claim nobody takes by the end of the day falls back on the culprit, and a culprit's debt blocks only their personal buys.

IN3: company insurance and other claims

  • Company liability: required for the garden's tiers 3-4 once insurance exists (garden.md); it covers every sibling and every crew member, and the premium grows with the company (crews, commercial sites). Claims are the company's, the ledger still names the culprit, the no-claims bonus is the company's. Personal policies can be cancelled or kept (later: personal belongings and burglary, IN5).
  • Other claims, on the same claim system: wood etched by the pressure washer (today a pay penalty), a felled tree on the fence (GA4), the client's car scratched in the driveway, a patio flooded by the hose.
  • Crews cause accidents too, by their skill (EC4), so insurance matters more as you grow.

Needs: IN2, EC4 · Done when: a registered company's policy pays for a crew member's broken window and the ledger names them, the premium follows the company's size, and a tier-3 contract can't be signed without the policy.

IN4: the adjuster

Taking the blame for a sibling is, strictly speaking, insurance fraud: a rare adjuster's call ("Funny, you were holding the mower and the trimmer?") catches a sibling who took the blame for another. A gag.

IN5: tool theft and burglary cover

With burglary (Leftovers from the old plans), the Pro plan covers stolen tools, and personal policies can cover personal belongings.

Tuning

NameValueIdeaWhat it does / why
Throw chance (MO3's calibration target)~15% per strike at 3 cm and full speed, ~2% high and slowIN1low and fast is risky
Breakablesgnome $25, greenhouse pane $60, car paint chip $150, house window $180-350, car window $300, conservatory / glass door $600-1,200IN1what a claim costs
Premium cycleevery 4 weeksIN2the tax letter's cycle
Basic plan~$30 per 4 weeks, $150 deductibleIN2
Pro plan~$70 per 4 weeks, $25 deductible, tool theftIN2
Claim surcharge+25% per claim, stackingIN2carefulness still pays when insured
No-claims bonus−10% per 4 clean weeks, down to −40%IN2
Premium target≈ an average player's accident costIN2insuring is a real choice; checked by EC5
Call timeoutthe end of the dayIN2then "leave them to it"

Co-op

  1. State: policies, premiums, no-claims steps and personal debts per player (PlayerData); the company policy and claims in company state; breakables per garden in data.
  2. Ownership: a personal policy and debt = that sibling (commands with that actor); the company policy = host-owned.
  3. Host-only: premiums on the 4-week roll, claim settling, the end-of-day timeout.
  4. Randomness: stone throws seeded by (job, strike count, actor) → SimRandom with a named salt (SD2); the throw and the crash go through GardenEvents (first hit wins), so both machines see the same window break (MO3).
  5. Channel: company updates; the "take it?" call is a company-state request shown to insured siblings.
  6. Packets: small.
  7. Late joiners: everything comes with the save; an open call still shows.
  8. Secrets: your own policy and debt are visible to you; the ledger names culprits (that's the point).
  9. Cinematics: the slow-mo crash is local to each viewer (no sync needed beyond the event).
  10. Save: see Tech.
  11. Voices: clients' broken-window reactions, the insurer's hold music, dad's opinion on premiums.
  12. Tests: see Tech, plus a two-instance run (the guest breaks a window, the insured host takes it, both see the premium go up).

Tech

Who owns what

  • The accident chain (strikes, throws, arcs, breakables in the path, the show) is MO3's (Mowing: the mower bible); the throw tests live there.
  • Billing at cost, instalments and working it off: Jobs: from the phone call to the review and the price list in J13.
  • The money this page moves: EC1 (damage billed at cost), EC2 (pockets, personal bank, lockbox), EC3 (company bank, the 4-week cycle, bounced bills).
  • Which work needs liability insurance: garden.md's tiers.

Data and save

  • Save version bump: policies, debts, claims.
  • Data: breakables per garden and their costs, the plans.

Tests

  • IN1: claims from MO3's events; deduction from pay, the rest owed.
  • IN2: premium and no-claims steps, the cover / leave choice and its timeout, a debt blocks only personal buys.
  • IN3: company claims, crews' accidents by skill.

Open questions

  • Is the decision public? A suggestion (not decided): when someone leaves a sibling to it, a toast tells everyone ("Louis left Tom to it"), and grandma might hear about it. That's where the comedy lives.

Rejected

  • Insurance as part of the core economy: the economy works with damage billed at cost; insurance is a layer on top.
  • A flat throw chance out of the side or rear discharge, hitting within ~12 m: replaced by MO3's throws from geometry (a clockwise blade, the deck's openings); the flat numbers stay as its calibration target.
Source docs/game/insurance.mdEdited 2026-10-03