Marching into unexplored or enemy land reveals a tile every step, and each
reveal rebuilt the whole-map fog mesh: about 1.8M vertices and 50 MB on a
160x160 map, regenerated at the rebuild throttle. Walking through
already-explored home land reveals nothing, which is why the stutter only
showed up on a border crossing, with a single unit.
- buildKnowledge now takes a row range and builds only the rows on screen; the
row table stays full length so the existing row-banded draw keeps working.
- _flushFog rebuilds on a visibility change or a pan to a new row band, still
coalesced, and the draw clamps to the band that was built.
- A mode/zoom change schedules the band rebuild instead of building the whole
mesh, and uniform interior tiles skip the per-vertex blur kernel.
- 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.