Commit Graph
12 Commits
Author SHA1 Message Date
adrien 3c737e9ef9 Derived every description figure from the rule it describes 2026-09-28 00:05:39 +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 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 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 2377489d4a Added building icons, ports, airports, shipyards and air/naval units 2026-09-18 20:00:09 +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