5 Commits
Author SHA1 Message Date
adrien 7ea5373b60 Moved the economy onto resources and surfaced each building's material bill
Rebalanced the resource rules so nothing is priced primarily in money: steel, electricity and high-tech lead every construction bill, chip foundries are seeded everywhere instead of being hand-placed, and cities open with stores of steel and high-tech. City building rows now lead with the resource bill and keep the money as an aside, and the region's resources expand into the buildings that demand them. Pulled the graph and cost maths into a framework-free shared/economy_graph.js, quoted currency through one helper, and gave every data table the same striping and row highlight.
2026-09-22 23:31:36 +02:00
adrien 6f73e2cc51 Reworked the world around a fixed sea share and settled coasts
World generation now aims at a fixed share of the ice-free tiles (60%) instead of a minimum continent count, bisecting the water level for it rather than sweeping every step, and still joins the ocean into one body. Ice and tundra are the outermost rows only, scaled down on small maps so the fixtures keep usable land.

Cities score their site, coastal plains best and landlocked worst, avoiding tundra and desert. Every nation that holds a coast gets a port city on each island it owns, and any landmass left empty is settled by the nearest nation, so no land starts unowned. A coastal city opens with a port already built.

Bundles the in-progress work in the tree: the commodity monthly price series and inflation the central bank's chart reads, and the rolling city-to-city migration graph the population map draws as flow arrows.
2026-09-22 17:00:38 +02:00
adrien bc18598bcf Grew continents from seeded domes and gave every small island a nation 2026-09-21 20:24:30 +02:00
adrien bf4fc6d6a0 Added a tundra fringe and ragged polar ice edges to the map generator 2026-09-20 17:20:46 +02:00
adrien 6a4ce1ca5f Split shared data, game state and UI into modules 2026-09-17 22:05:53 +02:00