Commit Graph
6 Commits
Author SHA1 Message Date
adrien 4600b16399 Stockpiled a month of every material and cached the trade walks
Food, steel, luxury and high-tech now share one flat month-long reserve. A region keeps bidding for the shortfall while its store is thin, so a war that empties a pantry refills it from the grid instead of starving; the harvest is served before the city load, unmet food bids the price up, the army's rations count as demand, and a converter that cannot cover its power bill idles instead of making a loss.

The delivery graph walks sea lanes any distance, so its walks are cached across days behind a road/railway/work/territory stamp and only dropped by a wartime unit move. Units are indexed per tile, market access and node populations are memoised for the day, and the server can settle a fresh world before serving (--warmup, 150 days by default).

Roadmap records the remaining follow-ups -- the politics/migration hot path and the luxury/high-tech price plateau -- and that freight's heavy energy draw is intended.
2026-09-23 15:59:28 +02:00
adrien 7ea5373b60 Moved the economy onto resources and surfaced each building's material bill
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.
2026-09-22 23:31:36 +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 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 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