// Generated by scripts/generate-devlog.js from `git log`; do not edit. // The pre-commit hook refreshes it so the main menu shows the latest commits. export const DEVLOG = [ { "hash": "3c737e9", "date": "2026-09-28", "subject": "Derived every description figure from the rule it describes", "body": "" }, { "hash": "c85f79f", "date": "2026-09-27", "subject": "Drew one bombardment arc per stack above the unit icons", "body": "" }, { "hash": "4d3591c", "date": "2026-09-27", "subject": "Corrected the catalogue descriptions and quoted every rate per day", "body": "" }, { "hash": "26e5141", "date": "2026-09-25", "subject": "Split the resource tooltip into aligned production and consumption lines", "body": "" }, { "hash": "0a1c2d0", "date": "2026-09-25", "subject": "Guaranteed the 45-second starter build even on an unpowered map", "body": "" }, { "hash": "80d2e22", "date": "2026-09-25", "subject": "Sped up simple construction and showed resource costs on build cards", "body": "" }, { "hash": "4e11af2", "date": "2026-09-25", "subject": "Showed the nation's resource pool in the simple economy's top panel", "body": "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.\n\nformatResourceAmount 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." }, { "hash": "d5305da", "date": "2026-09-25", "subject": "Gave the world a simple economy: one pool per nation and a global market", "body": "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.\n\nMoney 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.\n\nSimple 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." }, { "hash": "49613f2", "date": "2026-09-24", "subject": "Made training gather materials, fixed the trade graph, and banked money gifts", "body": "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.\n\nThe 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.\n\nMoney 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.\n\nPruned the finished design briefs (intelligence, stacks, air movement, politics performance, economy balance, training UI and FIXME) and refreshed the index and cross-references." }, { "hash": "afb23df", "date": "2026-09-24", "subject": "Cut the migration sweep's repeated lookups and population churn", "body": "" } ];