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 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.
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.
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.
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.
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.
Central banks now redeem the national money foreign banks hold, sell reserves to defend a weak rate, and cover part of strategic imports from reserves. Five repeatable technologies raise each commodity's output per unit of energy. Hostile troops on a road or sea lane sever trade, power and unit supply. Middlemen buy food to resell to neighbours at a markup, and starving regions buy before those topping up their buffers, which clears the landlocked famines. The economic map's trade graph gains a colour legend.
Production buildings are now independent private-sector agents: they keep what their output sells for, run only to the demand they can actually sell, and spend that cash on steel and high-tech upgrades when their demand grows. Grid power is a paid private flow between plants and their consumers, and regions synthesise the food their own harvest and the reachable market cannot supply.
Island regions no longer famine: a region with no reachable supplier grows its whole shortfall from energy, and grid power now feeds cities and food before the converters, so a famine never waits on a factory.
Bundles the in-progress tree cleanup that was already present in the working tree.
- 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.
- An aircraft now returns to the nearest friendly airport instead of always its original home, so a plane rebased to a forward airfield can strike targets beside it; the browser mirrors the rule.
- A pillage's popularity cost is an instant shift that drifts back, not a generation-long grudge. Popularity and approval read the base opinion, while the grudge stays as the diplomatic memory.
- Doubled aircraft range: the fighter's effective reach is now 25 tiles and the bomber's 50, with missionRange raised to match.
GDP per capita had no natural growth, so a nation's economy only moved
when population, buildings or war did. The summary stats also offered
inconsistent hover text: a native browser tooltip for popularity and none
at all for the budget.
- Every land tile now gains a constant 0.01% of the GDP per capita it
opened with, once a day. Because the amount is fixed the relative growth
rate tapers over the years. Each tile's opening figure is snapshotted
once and shipped to the browser, so the tile panel and the GDP-per-capita
map mode stay in step with the server.
- The population, GDP and GDP/capita tooltips show the relative growth:
against 1 January 2000 through the first year, then year on year. The
monthly captures now keep a rolling thirteen months for the baseline.
- Every summary stat explains itself through the same custom bubble.
Popularity's native title moved onto it, and Budget forecasts the next
calendar month at the current hourly net, as a compact figure such as
"+€3.28B/mo" (hoursInNextMonth follows the real calendar).
- The tile GDP breakdown shows gains with a plus sign (natural growth,
ports) rather than the old minus.
Added tests for the constant daily gain, the falling relative rate, the
first-year and year-on-year baselines, the snapshot baseline, the budget
forecast and the calendar month length.
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.
- 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.
- the nation summary shows own-government approval, white in the neutral 40-60% band, red below and green above
- the city and government panels keep a fixed size per tab, dock below the summary and no longer cover it, and their tab bar wraps instead of being clipped
- propaganda campaigns grow exponentially harder near their opinion ceiling or floor, so the last percent are the hardest to win
- memoised city, nation and matrix approval against the politics version, invalidated by territory redraws, so snapshots stop recomputing it every frame
- extracted the duplicated modal tab wiring into modals/tabs.js
- tests: campaign-difficulty, approval-colour and cache-invalidation cases (513 pass)
- 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.