9 Commits
Author SHA1 Message Date
adrien 9fc94a8e00 Rebuilt the technology panel as one lane-routed draggable graph 2026-09-28 01:06:07 +02:00
adrien 4d3591c48f Corrected the catalogue descriptions and quoted every rate per day 2026-09-27 10:38:37 +02:00
adrien cc5c57c5f4 Gave the world spies, treaties and nuclear weapons 2026-09-24 19:23:54 +02:00
adrien 71dad18e8d Let central banks work their reserves and cleared the landlocked famines
Central banks now redeem the national money foreign banks hold, sell reserves to defend a weak rate, and cover part of strategic imports from reserves. Five repeatable technologies raise each commodity's output per unit of energy. Hostile troops on a road or sea lane sever trade, power and unit supply. Middlemen buy food to resell to neighbours at a markup, and starving regions buy before those topping up their buffers, which clears the landlocked famines. The economic map's trade graph gains a colour legend.
2026-09-22 15:28:11 +02:00
adrien b6287d7cf0 Replaced the GDP tax with national sales and tariff taxes 2026-09-22 07:21:07 +02:00
adrien e7ee5dbf0e Added the resource economy, its works and their icons
- Five resources (energy, steel, food, luxury, high-tech) with per-city stores, a world market, delivery and material upkeep.
- Resource-producing tile works built outside cities; every nation opens with the works its economy needs.
- Real game-icons.net art replacing the dummy icons for the new resources and works, with the credits updated.
2026-09-22 05:27:11 +02:00
adrien bd9b206708 Gave the new buildings real effects
The catalogue had grown a barracks, wartime shelters, an air-defense
battery, a warm-water port and a shipyard, but only as data: infantry
still trained without a barracks, shelters did nothing, and an airport was
just an airbase. Each building now names the rule it grants with a
`mechanic` id, so the simulation and the city panel describe the same
thing without magic strings.

- Barracks and shipyards open one more production line each. A line sticks
  to one entry at full rate, so two units build at once rather than the
  head absorbing every line; the base behaviour (one queue, overflow
  carrying into the next entry) is unchanged.
- Wartime shelters keep 10% of civilians per level safe from bombardment
  and are very hard to knock down, and ranged fire can now destroy a
  building level outright, with no refund. Each building rolls its own
  chance per point of damage, from a generator seeded off the world so a
  bombardment replays identically.
- Air defense fires one volley at a hostile aircraft the moment it enters
  the city tile, scaled by its level; a plane shot down never drops its
  bombs.
- A port adds 1000 GDP per capita per level, per adjacent sea tile, to
  every tile in its region.
- An airport draws a daily trickle of people from every other airport city
  in the world, scaled by the destination's level.
- Wired the new effects into the city panel and taught the repeatable
  Industrial Automation to satisfy other technologies' prerequisites.

Added tests for each mechanic and for the parallel lines.
2026-09-21 11:38:01 +02:00
adrien ede258d39f Added warfare depth, focused research and a reworked HUD
- Tile improvements (fortifications, radar towers, coastal cannons), trenches,
  zone of control, support-unit capture and launch transports, with parabolic
  barrage arcs drawn between attacker and target.
- Focused research that pours points straight into the chosen technology, with
  per-technology progress kept when the focus changes, plus repeatable levels.
- Popularity reworked to integer points, war and pillage effects, minority
  policies and month-over-month arrows on the nation summary.
- City progress bars, square improvement buttons, a technology tab of wide
  short cards with progress bars, transport cargo readout and double-click to
  open a city panel.
2026-09-21 01:07:36 +02:00
adrien 6a4ce1ca5f Split shared data, game state and UI into modules 2026-09-17 22:05:53 +02:00