The simple economy pays for propaganda out of the nation's culture stock and lapses a campaign it can no longer fund, but the tab quoted money and never named the store. Give culture the clapperboard icon as a non-tradeable resource like research, read the stock and the campaigns' daily drain out on the Propaganda tab, and price every campaign figure in culture when the simple economy runs.
The top bar now carries a two-by-two grid of the four storable goods, each a big icon, the grouped pool and an arrow reading production against consumption (purchases excluded); hovering a chip names both daily figures. The quantity column reserves room for 99 999 999 999 so the layout never shifts as stocks grow.
formatResourceAmount paired each prefix with a divisor a thousand times too large, so a million tonnes printed as 1 kt; the steps now move together as kt, Mt, Gt and Tt.
The simple economy is now the default and the old simulation is frozen as the hard model, selectable per game. A nation keeps one resource pool available in every region, fed by public production works rather than private per-region stores, and construction and training begin at once, paced by the region's spare power instead of gathering materials over days.
Money is euro only: a per-inhabitant daily tax funds a treasury spent in a global market, where buy and sell lots trade against the world stock and move its price. The hard economy keeps its per-nation currencies, central banks and exchange rates.
Simple games skip the price-settling warmup and economic migration; the snapshot carries the economy model, the market and the pool figures the client draws. Added the matching test suites and the design briefs under docs/simple_economy.
Unit orders now gather steel and high-tech over the days before training, exactly as buildings do, and clicking a queued order reveals what it is gathering, its reserved budget and the soldiers it will draw.
The trade graph cached a producer-less node list under a stamp that already reflected the producers' stores, so every seeded mine stayed invisible to buyers and rare-good prices settled at a huge multiple of base; the storage nodes are now re-read after production.
Money gifts draw the giver's central-bank reserves in the denomination first, buy the rest from the issuing bank at the market rate, convert into the receiver's currency, and cannot buy from a bank their nation is at war with.
Pruned the finished design briefs (intelligence, stacks, air movement, politics performance, economy balance, training UI and FIXME) and refreshed the index and cross-references.
The server sent the whole army on every snapshot and the client re-cloned
the whole icon layer whenever a unit moved, so a settled world with a
standing army drained the broadcast loop and the frame loop alike.
- Ship only the units and city list that changed, keyed by a per-peer
fingerprint and a serialised hash, and merge those deltas on the client.
- Memoise the battlefield scan on a battle version bumped when a unit
joins, leaves or changes side.
- Skip the DOM writes for units whose snapshot object is unchanged, and
cache the unit-view inner nodes.
- Fold units, cities and tile markers onto the nearest world copy instead
of mirroring the icon layers, which re-cloned thousands of views every
frame; the small decoration layers still mirror, and only on a change.
Frame work at full zoom-out with units moving fell from ~190ms to ~6.5ms.
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.
- The monthly budget breaks each expense into the resource bought, its quantity and the average price paid: tile improvements already did, and now every upkeep row (buildings, units, works, transport) does too.
- Private producers settle their daily wear from their own cash and borrow the shortfall from the central bank, so their cash never goes negative.
- Producers fund their own construction and upgrades on the same credit; the treasury pays only for public works, roads and railways, and no private purchase is filed as a public tile-improvement expense.
- The server settles the world until every commodity holds within 10% over a trailing seven days instead of a fixed 150, capped by --warmup (0 skips it).
- The shipped month report carries its label again, so the budget header and pager name the month.
The central bank now charts one point a day for a rolling ninety days, shipped rebased to 100, with alternating month columns named once along the bottom so no two dates collide; short games leave future days blank and the axis floor is pinned at 0 with the 100 baseline labelled. The market no longer clamps a price to 0.5-1.8x base: the day's supply and demand set an equilibrium (base * demand/supply) and the price eases toward it, so a sustained shortage lifts a good well past its old band while a glut cheapens it, and the price settles instead of compounding to infinity. The nation modal holds each scroll position across a snapshot rebuild so the foreign reserves below the fold stay put.
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.
The index is still 100 at January 2000's prices, but the chart now plots only the last twenty-four monthly samples and its end labels follow the window, so the graph stops growing as the game runs. A test covers the 24-month window and its end labels.
The city buildings tab and the HUD's tile panel now draw the same card: an icon, name and status, a bottom-anchored button carrying the estimated price and build time, a quiet remove control and a hatched locked state, with the produce/consume/cost detail in a hover tooltip. The shared card lives in client/js/ui/card.js.
The tile dock is now a summary — description, production, people and their ethnic makeup, GDP and the improvements list — with a Management button that opens a full-size panel like the city and nation panels. Its Improvements tab holds the grouped Military, Transportation and Economic cards, so Road and Railway sit with the other works. City buildings sit in a two-row horizontal scroller with the built ones first, and the city panel now matches the nation panel's size.
AGENTS.md now asks for a minimal visual preview to be shown before a player-visible change is committed.
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.
The delivery graph now ships every route the viewer's own storage nodes could trade over, not just the legs that ran, and keeps exports as well as imports so goods leaving the nation appear. The map draws the idle routes grey beneath the active white legs, with a key entry for them.
The population map replaces its bare flow arrows with the arrows plus a disc textured with the origin nation's flag drifting from city to city, mirroring the merchandise that rides the trade graph.
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.
Bulgaria (Sofia, Plovdiv, Varna...) and Northumbria (Newcastle upon Tyne, Washington, Gateshead...) join the roster with their own colours, currencies, city-name pools and 128x128 flag art. France and Britain also lead with their capitals now, Paris and London.
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.
- Political map country names were invisible because the label SVG had a zero-sized viewport, which some browsers never paint; size it to the world and guard it with a test.
- Added a Devlog button showing the ten latest commits, generated into client/js/devlog_data.js by scripts/generate-devlog.js and refreshed by the pre-commit hook.
- Worked through FIXME.md: the city button and a unit double-click now open the city, and the stat tooltip escapes the HUD so the unit panel cannot cover it.
- The server creates its game at startup and clients only join it; the Create game screen and the configure_game path are gone, and testing is a --testing server flag.
- A page on a loopback host signs in as adrien, claims France and gets the free, instant testing buttons, while the server grants free orders only to a loopback socket whose Origin is also loopback.