Document the reconstructed feature roadmap
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# Battle for 'Tismo — roadmap
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This reconstructs the feature brief that drove the recent work, from the task
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list given in the project chat and the state of the code afterwards. It is a
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reconstruction, not a verbatim copy: where the original wording was lost it has
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been restated from what was actually built.
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`[x]` = implemented and covered by the test suite. `[~]` = implemented with a
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simplification worth revisiting. Anything unticked is still open.
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## General guidelines
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- If an icon is missing, add a dummy SVG that reads `dummy icon - <name>`.
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- Once an item is finished, move on to the next; keep the suite green and add
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tests for each new pure behaviour.
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- Percentages are for the final figure only; raw effects are stated in the
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model's own integer units (e.g. popularity points).
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## 1. Visual / UI
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- [x] City progress bar under the city name, plus a quick production view in
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the city panel.
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- [x] Remove the city "improve" button; cities improve themselves as railways
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are laid.
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- [x] Per-improvement buttons above the tile panel, with a control to remove an
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improvement.
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- [x] Manual unit selection in the stack panel (checklist).
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- [x] Clicking a unit opens the panel for its tile or city.
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- [x] A stack splits immediately when a member leaves it.
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- [x] Logarithmic scale for the population map mode.
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- [x] Building squares drawn around the city icon, in a seeded pattern.
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- [x] Upgrade tooltip forecasts the resulting budget income.
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- [x] Artillery barrages are always visible, dimmed unless selected.
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- [x] Square icon buttons for tile improvements: name in the tooltip, cost
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beneath the icon.
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- [x] A progress bar for a tile improvement under construction, like a city's.
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- [x] Technology tab: wide, short (3:1) cards in a grid; a focused technology
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shows a progress bar with `X / Y` to its right; the button no longer
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repeats the cost.
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- [x] Key art behind the main menu.
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- [x] Double-clicking a city opens its full city panel.
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- [x] Barrages drawn as animated parabolic arcs from attacker to target (SVG
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Bezier, marching dashes, a shell riding the curve).
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## 2. Populations and popularity
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- [x] Popularity counted in integer points, shown through a logistic curve
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(0 -> 50%, +100 -> 75%).
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- [x] Opinions drift one point an hour toward neutral.
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- [x] War effects: declaring war, being declared on (rally when the aggressor is
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loathed), unit losses and kills, city capture and loss.
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- [x] Pillaging leaves a popularity stain, doubled among the affected peoples.
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- [x] Minorities above 10% cannot be expelled.
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- [~] Structure and city damage is modelled as city population/GDP loss plus
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improvement hit points, not a dedicated per-structure HP system.
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## 3. Nation top info bar
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- [x] Month-over-month arrows on population, GDP, GDP per capita, budget and
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popularity.
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- [x] GDP, population and GDP per capita double their arrow past a 10% move;
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popularity past ten percentage points.
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- [x] No arrows for January 2000, which has no past month.
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- [x] Popularity tooltip estimates hours/days to neutrality at the drift rate.
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## 4. Technologies
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- [x] Focused research: every point flows straight into the chosen technology;
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there is no bank, so no focus means no progress.
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- [x] Committed progress is kept per technology, so changing focus never loses
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work already done.
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- [x] Repeatable technologies with a 2% cost growth per level, notified without
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flooding the news list.
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- [x] Theme tabs (Science / Economy / Society / Military).
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- [x] Technology panel shows the research rate rather than a stockpile.
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- [x] Readable effect text for the military and repeatable effects.
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## 5. War mechanics
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- [x] Zone of control: units deny their tile and the ring around it to hostile
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movement, mirrored in client prediction; the deliberate goal is exempt so
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charges resolve.
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- [x] Battleships and ground batteries bombard coastal units and defenceless
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cities from range.
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- [x] Capturing a city takes the aircraft based there.
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- [x] Infantry capture unaccompanied artillery; a warship over a launch stack
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sinks it.
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- [x] Trenches: dug by infantry, defensive bonus against melee and artillery,
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local GDP cost.
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- [x] Combat order: infantry absorbs blows first; exposed support units are hit
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before dug-in troops.
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- [x] New units: mobile radar (wide vision, captured or destroyed easily) and
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the launch transport (embark, carry one infantry, disembark a whole
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stack).
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- [x] Buildable military tile improvements: fortifications (permanent area of
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control, defensive bonus, battle damage), radar tower (captured by an
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enemy walking on it), coastal cannon (auto-fires on warships).
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- [x] Embark / disembark orders wired on server and client, with a cargo readout
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in the unit panel.
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## 6. Content and tuning
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- [x] Market and Bank base cost reduced tenfold (500k and 1M).
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## Open items
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- [ ] A dedicated structure hit-point model for cities and tile improvements
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(see the `[~]` note above).
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- [ ] Real art for the placeholder "dummy icon" SVGs: `icon_radar.svg`,
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`icon_launch.svg`, `icon_fortifications.svg`, `icon_radar_tower.svg`,
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`icon_coastal_cannon.svg`, `icon_road.svg`, `icon_railway.svg`.
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