5.2 KiB
5.2 KiB
Battle for 'Tismo — roadmap
This reconstructs the feature brief that drove the recent work, from the task list given in the project chat and the state of the code afterwards. It is a reconstruction, not a verbatim copy: where the original wording was lost it has been restated from what was actually built.
[x] = implemented and covered by the test suite. [~] = implemented with a
simplification worth revisiting. Anything unticked is still open.
General guidelines
- If an icon is missing, add a dummy SVG that reads
dummy icon - <name>. - Once an item is finished, move on to the next; keep the suite green and add tests for each new pure behaviour.
- Percentages are for the final figure only; raw effects are stated in the model's own integer units (e.g. popularity points).
1. Visual / UI
- City progress bar under the city name, plus a quick production view in the city panel.
- Remove the city "improve" button; cities improve themselves as railways are laid.
- Per-improvement buttons above the tile panel, with a control to remove an improvement.
- Manual unit selection in the stack panel (checklist).
- Clicking a unit opens the panel for its tile or city.
- A stack splits immediately when a member leaves it.
- Logarithmic scale for the population map mode.
- Building squares drawn around the city icon, in a seeded pattern.
- Upgrade tooltip forecasts the resulting budget income.
- Artillery barrages are always visible, dimmed unless selected.
- Square icon buttons for tile improvements: name in the tooltip, cost beneath the icon.
- A progress bar for a tile improvement under construction, like a city's.
- Technology tab: wide, short (3:1) cards in a grid; a focused technology
shows a progress bar with
X / Yto its right; the button no longer repeats the cost. - Key art behind the main menu.
- Double-clicking a city opens its full city panel.
- Barrages drawn as animated parabolic arcs from attacker to target (SVG Bezier, marching dashes, a shell riding the curve).
2. Populations and popularity
- Popularity counted in integer points, shown through a logistic curve (0 -> 50%, +100 -> 75%).
- Opinions drift one point an hour toward neutral.
- War effects: declaring war, being declared on (rally when the aggressor is loathed), unit losses and kills, city capture and loss.
- Pillaging leaves a popularity stain, doubled among the affected peoples.
- Minorities above 10% cannot be expelled.
- [~] Structure and city damage is modelled as city population/GDP loss plus improvement hit points, not a dedicated per-structure HP system.
3. Nation top info bar
- Month-over-month arrows on population, GDP, GDP per capita, budget and popularity.
- GDP, population and GDP per capita double their arrow past a 10% move; popularity past ten percentage points.
- No arrows for January 2000, which has no past month.
- Popularity tooltip estimates hours/days to neutrality at the drift rate.
4. Technologies
- Focused research: every point flows straight into the chosen technology; there is no bank, so no focus means no progress.
- Committed progress is kept per technology, so changing focus never loses work already done.
- Repeatable technologies with a 2% cost growth per level, notified without flooding the news list.
- Repeatable technologies, once researched, get automatically focused again
- Theme tabs (Science / Economy / Society / Military).
- Technology panel shows the research rate rather than a stockpile.
- Readable effect text for the military and repeatable effects.
5. War mechanics
- Zone of control: units deny their tile and the ring around it to hostile movement, mirrored in client prediction; the deliberate goal is exempt so charges resolve.
- Battleships and ground batteries bombard coastal units and defenceless cities from range.
- Capturing a city takes the aircraft based there.
- Infantry capture unaccompanied artillery; a warship over a launch stack sinks it.
- Trenches: dug by infantry, defensive bonus against melee and artillery, local GDP cost.
- Combat order: infantry absorbs blows first; exposed support units are hit before dug-in troops.
- New units: mobile radar (wide vision, captured or destroyed easily) and the launch transport (embark, carry one infantry, disembark a whole stack).
- Buildable military tile improvements: fortifications (permanent area of control, defensive bonus, battle damage), radar tower (captured by an enemy walking on it), coastal cannon (auto-fires on warships).
- Embark / disembark orders wired on server and client, with a cargo readout in the unit panel.
6. Content and tuning
- Market and Bank base cost reduced tenfold (500k and 1M).
Open items
- A dedicated structure hit-point model for cities and tile improvements
(see the
[~]note above). - Real art for the placeholder "dummy icon" SVGs:
icon_radar.svg,icon_launch.svg,icon_fortifications.svg,icon_radar_tower.svg,icon_coastal_cannon.svg,icon_road.svg,icon_railway.svg.