- a strike is accepted only when the whole round trip (out to the target, then
home to a friendly airport) fits the remaining fuel, and the browser mirrors
the check so an unreachable target is refused with its distance and the
plane's effective range
- a bomber that bombs between hourly ticks turns for home at once instead of
idling and crashing on an empty tank; a plane with a runway lands on fumes
- aircraft may now target a garrison inside a hostile city: they bomb it and
turn away, and captures skip aircraft so the city is never taken
- bomber/jet endurance and mission-range tuning
- 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
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.
Server-authoritative Godot 4.6 strategy game.
Includes the headless WebSocket game server, the browser client, and
Nix packaging (server and web-export derivations plus a NixOS module)
for deployment.