Gave the world spies, treaties and nuclear weapons

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2026-09-24 19:23:54 +02:00
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@@ -71,7 +71,7 @@ simplification worth revisiting. Anything unticked is still open.
work already done.
- [x] Repeatable technologies with a 2% cost growth per level, notified without
flooding the news list.
- [ ] Repeatable technologies, once researched, get automatically focused again
- [x] Repeatable technologies, once researched, get automatically focused again
- [x] Theme tabs (Science / Economy / Society / Military).
- [x] Technology panel shows the research rate rather than a stockpile.
- [x] Readable effect text for the military and repeatable effects.
@@ -256,9 +256,109 @@ simplification worth revisiting. Anything unticked is still open.
economy simulator's index reaches about 500-650 for luxury and 200-230 for
high-tech) instead of settling; revisit the supply and demand balance of
the two rarer goods.
- [ ] A dedicated structure hit-point model for cities and tile improvements
(see the `[~]` note above).
- [ ] Real art for the placeholder "dummy icon" SVGs: `icon_radar.svg`,
`icon_coastal_cannon.svg`, `icon_chip_foundry.svg`,
`icon_geothermal_plant.svg`, `icon_offshore_wind_turbines.svg`,
`icon_wind_turbines.svg`.
### Player interaction
- [x] In-game chat
- Access by pressing T
- Shows a text input field in the bottom center
- chat messages are ordered down to up, last to first
- [x] Player list
- In the diplomacy tab, show who's in control of a nation: the AI or a player
- Show it using an icon: human or computer
- Also add a column with the leader's name
- [x] Diplomatic treaties, that can convey custom text
- [x] In the diplomacy tab, show currently active and past treaties
- [x] Players receiving a treaty proposal get a notification, clicking on it opens the treaty info
- [x] Treaties have a "Sign" and "Reject" buttons
- [x] The whole world is informed that a treaty is being sought, has been signed or has been rejected
- Types of treaty effects:
- [x] Peace: stops the state of war between two players. All battles cease, troops in enemy territory immediately move to their closest city.
- Stranded troops on islands get teleported back, for now
- Going back to war breaks the treaty and warns the player
- [x] Alliance: signatory players cannot go to war with each other without breaking the treaty. Attacking a member of an alliance declares war on the entire alliance.
- [x] Free trade: all tariffs to 0 between the signatory parties
- [x] Give city
- [x] Give military materials (cannot gift infantry)
- [x] Give resources
- [~] Give money
- Denominated in any currency. Taken from the giving player's central bank foreign reserves if possible, otherwise, bought from the relevant central bank
(simplified: the sum moves straight between the two treasuries, no FX or reserves leg)
- Cannot get currency from a central bank from a country at war with you
- [x] Joint research
- Each players gets the sum of tech points produced by the signatory parties when they focus tech, except on military technology
### Military
- [x] Better troop management
- [x] In the unit stack panel, can select all units of a type at once
- [x] Show a table of icons instead of the current list
- [x] Submarine unit
- [x] Invisible to other players unless a naval unit is DIRECTLY adjacent
- [~] Missiles
- [x] One-use units.
- [x] Types of missiles
- [x] Conventional, 30 tiles range
- [x] Nuclear (locked behind nuclear tech), 30 tiles range
- [x] ICBM, nuclear (locked behind nuclear tech and space program), reaches any tile
(a plain missile carries a conventional warhead unless the player arms it
nuclear from the unit panel; the ICBM is nuclear by design)
- [~] WMDs
- [x] Nuclear program
- [x] Build uranium enrichment centers in cities
- [ ] Foreign intelligence may be warned that you are enriching uranium
- [x] Once a uranium enrichment center exists, the nuclear weapons tech is unlocked
- [x] Once the technology research is complete, players can choose nuclear payloads
in their missiles
- [x] Nuclear explosion effects:
- [x] -90% population on a tile
- [x] All buildings and improvements destroyed, except for bunkers and fortifications
- [x] -1000 popularity across the board
(any unit caught in the blast is destroyed too)
- [ ] Stacks must behave as single units when it comes to pathfinding
- [ ] Cannot go through neutral third-party territory, allied and at-war territory can be walked through
- [ ] Airplanes move in straight lines as they are not bound by tiles.
* [x] Non-melee units such as artillery, airplanes, have an 80 % chance to be destroyed when an enemy attempts to capture them
### Intelligence
* [ ] Gets its own tab
- Move propaganda operations to intelligence
* [ ] Spy unit
- Invisible to all other players, by default
- 1 tile-radius vision
- Mostly high-tech cost
- Can move into enemy territory
- [ ] Sabotage action:
- Blocks production of on a given tile for a week, performed while in *any* country
- Perpetrator is given a choice to try and blame someone else
- The victim gets a notification, depending on intelligence and counterintelligence level, someone, or no one, will be blamed.
- No way for the player to differentiate between a correct blame assignment or a successful false flag
- [ ] City spying
- Perpetrator gets a report on a city's status, building levels, etc. Counter-intelligence can make the report contain false information
- [ ] Comms spying
- Done in the capital of a country
- Reveals the N last private messages sent from and to that player
- Counter-intelligence may garble the messages, or change the sender and receiver of messages
* [ ] Counter-intelligence tech
- [ ] Extremely expensive
* [ ] Spy satellites
- [ ] New space launch center
- Extremely expensive
- [ ] allow "send spy satellite" action
- Everyone is made aware that a satellite was launched
- Reveal a random 2-tile-radius chunk of the map every two days
### Migrations
- [x] Populations cannot migrate from their country to a hostile one
- [x] Expel [population] prevents that population from moving to the country
- [x] Migration rate cannot be more than 0,01%/day from the original tile.
### Economics
- [x] Remove the "1% per day budget increase". A construction site simply tries to get materials at current market prices.
- [ ] Show that units being trained are gathering resources when the player clicks on training them