6 Commits
Author SHA1 Message Date
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 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 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 4e2eae3306 Better map generation 2026-09-17 22:01:30 +02:00
adrien 0b8c5bee68 Switched to HTML5 2026-09-16 19:59:18 +02:00