- 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.
- 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.
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 bombardment overlay was rebuilt every animation frame, and each barrage
scanned the whole army to find its target (O(strikes x units)). It now
redraws at most at the renderer's 24 fps, reuses its SVG/DOM nodes, and
resolves garrisons from one per-snapshot tile index, so a high-refresh
display no longer makes a big battle worse.
- Route truncation had the same shape: every step of every route rescanned
every unit. The snapshot now buckets the army by tile once.
- Idle units no longer have identical left/top rewritten every frame, and the
whole-map fog buffer is rebuilt less often.
- Snapshot traffic: cityStats and visible are delta-encoded like territory and
population, city stats carry a content-hash version, tile ethnicity is
memoised, and a city's economy is derived once per broadcast instead of
twice. A per-peer civ change now forces a full snapshot, since the visible
set is per-viewer.
- 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.
- 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.