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