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.
Every road, railway and tile work now rises as an economic construction site instead of a queue entry. A site gathers its materials over days from reachable regions, refusing any supplier quoting above the price it was budgeted at (a 1% tolerance); a day that buys nothing stalls the site, raising a red mark and letting the nation raise the budget to current prices or cancel it. The upfront budget covers the build cost plus the market value of its steel and high-tech, energy stays a grid draw, and any money left over stays with the finished work as a maintenance reserve.
That reserve now pays the work's own daily steel and high-tech wear before the treasury is billed, so a well funded work spares the state until it runs dry; the spent money is paid into the nation's regions. Building upgrades run through the same gather-build-maintain machinery, sharing the site's kind flag and target level. The legacy tile-work queue and the market building are gone.
Bundles the in-progress chart sizing for the central bank panel.
- 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.
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.
- 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.