Commit Graph
15 Commits
Author SHA1 Message Date
adrien 0d1995c0bb Stopped a tile-work rebuild from discarding every cached trade walk
The trade graph's cache stamp mixed in the tile-improvement version, which a mine, mill or plant rebuilt in place bumps many times a day, so every city's sea-lane flood was thrown away and rebuilt. The stamp now keys on the transport network, the territory and the storage-node set alone: over ten days the rebuilds fall from hundreds to the 45 the world needs, and the daily resource tick from about 700 ms to about 150 ms.

The snapshot path is memoised against the counters that actually move it -- the per-civ headline population and GDP, the per-city building and per-nation government/research modifiers, the port and food bonuses, the road and railway tile counts and the ethnic make-up rebuild only when their version changes; the flattened visible set is cached alongside explored; and the HUD upkeep sums without building the labelled budget breakdown. DELTA_COLLECTIONS had drifted from the snapshot's key names (it listed gdpBaseline while the state ships productionBaseline, and tileEthnicity while the version is ethnicity), so the static baseline was re-sent as JSON on every broadcast; the collection/version pairs are now explicit.

Together a broadcast falls from roughly 60 ms to 18 ms and the bytes for fifty of them from 57 MB to 24 MB, and 200 in-game hours simulate in about a third of the time. regionTiles caches the per-city owned lists behind the daily economy walks, and supplier reserves read a region's headcount without deriving its GDP; getCityEconomy itself stays uncached outside a snapshot so a simulation read still reflects a direct population edit at once.
2026-09-23 22:22:50 +02:00
adrien aa726ff431 Made queued buildings gather their materials and rise ten times faster
City building orders now keep their production-queue slot but open in a materials phase: the order reserves the market value of its steel and high-tech, buys from the nation's own stores and reachable suppliers once a day, and only joins a construction line once the bill is settled, so a city with no supplier simply waits. The queue, the city panel and the quick view show the gathering progress instead of a stalled bar.

Buildings and tile improvements now take a tenth of the old time; unit training is untouched. Any material money left over is returned when the work completes.
2026-09-22 21:43:31 +02:00
adrien c2f131da5c Turned tile improvements into construction sites with their own budgets
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.
2026-09-22 18:08:31 +02:00
adrien 91dfedf7ec Gave regions their own economies and removed the global market
- Each nation has a currency and each region a private-sector cash basket, borrowing from its central bank at the bank's rate; the government may always pay, going into central-bank debt when its budget runs red.
- Resources are bought from reachable stores only: the region itself first, then same-nation regions, then foreign ones, paid for out of private cash or, for government orders, the treasury. Drawn national stores are paid to their owning region.
- A grid in deficit imports power from a reachable surplus grid instead of a market fallback; downgrading a building no longer refunds anything.
- The monthly budget lists each resource's economic value, expands to a resource-to-source tree and keeps a cash figure beside it.
- Regions report what their people went short of over the day; starved research buildings and power-starved works raise a private daily notice.
- The city panel gains a Resources tab: reserves per resource, their market value and the private sector's daily consumption.
2026-09-22 06:41:58 +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 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 e71b1b1aa4 Added buildable roads and railways drawn as winding textured links 2026-09-20 20:43:10 +02:00
adrien 34e755d1a4 Optimised snapshot traffic and map rendering 2026-09-20 01:07:03 +02:00
adrien 256b4d3468 Added politics: opinions, ethnicities, propaganda and minority policies 2026-09-19 00:17:29 +02:00
adrien 1a9d48cdc9 Added aircraft sorties, artillery bombardment and local testing mode
- aircraft attack orders fly a sortie to the target, bomb once, return to a
  friendly airport and re-arm (two-day cooldown, charged per aircraft); rebasing
  is bounded by fuel rather than the 10-tile combat radius
- artillery and warships open a sustained hourly bombardment on a standing
  target, drawn as a red dashed line and ring while either endpoint is selected
- a game launched from localhost can enable a testing mode whose train and build
  rows offer free, instant orders; the server only honours them for a loopback
  admin in a testing game
- an open city panel now unlocks aircraft as soon as an airport finishes
2026-09-18 21:55:30 +02:00
adrien 2377489d4a Added building icons, ports, airports, shipyards and air/naval units 2026-09-18 20:00:09 +02:00
adrien c28b2be9a0 Unified city production queue and one city panel with a regional budget 2026-09-18 19:16:09 +02:00
adrien 3acd2487df Added roads, regional taxation and a reworked budget view
Roads are pre-generated between cities with a greedy geometric spanner and flatten unit movement cost. City improvements now only affect the tiles their region controls, with per-region tax collection and a Cities tab. The budget is a grouped, scrollable table with 25%/year tax and a 10%-of-GDP opening treasury. Also merged the tile info into the city panel, kept conflict and budget expansion state across snapshots, added join notifications, filled border corners, drew battle sides as stacks and made tab overflow scroll.
2026-09-18 07:11:59 +02:00
adrien b9527e004b Reworked building costs 2026-09-17 22:48:16 +02:00
adrien 6a4ce1ca5f Split shared data, game state and UI into modules 2026-09-17 22:05:53 +02:00