The city buildings tab and the HUD's tile panel now draw the same card: an icon, name and status, a bottom-anchored button carrying the estimated price and build time, a quiet remove control and a hatched locked state, with the produce/consume/cost detail in a hover tooltip. The shared card lives in client/js/ui/card.js. The tile dock is now a summary — description, production, people and their ethnic makeup, GDP and the improvements list — with a Management button that opens a full-size panel like the city and nation panels. Its Improvements tab holds the grouped Military, Transportation and Economic cards, so Road and Railway sit with the other works. City buildings sit in a two-row horizontal scroller with the built ones first, and the city panel now matches the nation panel's size. AGENTS.md now asks for a minimal visual preview to be shown before a player-visible change is committed.
65 lines
6.5 KiB
JavaScript
65 lines
6.5 KiB
JavaScript
// Generated by scripts/generate-devlog.js from `git log`; do not edit.
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// The pre-commit hook refreshes it so the main menu shows the latest commits.
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export const DEVLOG = [
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{
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"hash": "7ea5373",
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"date": "2026-09-22",
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"subject": "Moved the economy onto resources and surfaced each building's material bill",
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"body": "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."
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},
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{
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"hash": "1324128",
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"date": "2026-09-22",
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"subject": "Showed idle trade routes and flagged migrant flows on the economic maps",
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"body": "The delivery graph now ships every route the viewer's own storage nodes could trade over, not just the legs that ran, and keeps exports as well as imports so goods leaving the nation appear. The map draws the idle routes grey beneath the active white legs, with a key entry for them.\n\nThe population map replaces its bare flow arrows with the arrows plus a disc textured with the origin nation's flag drifting from city to city, mirroring the merchandise that rides the trade graph."
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},
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{
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"hash": "aa726ff",
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"date": "2026-09-22",
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"subject": "Made queued buildings gather their materials and rise ten times faster",
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"body": "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.\n\nBuildings 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."
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},
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{
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"hash": "c8260b2",
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"date": "2026-09-22",
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"subject": "Better tile building management",
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"body": ""
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},
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{
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"hash": "7c28c45",
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"date": "2026-09-22",
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"subject": "Fixed a typo for Northumbrian towns",
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"body": ""
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},
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{
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"hash": "8f9f72a",
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"date": "2026-09-22",
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"subject": "Added Bulgaria and Northumbria as playable nations",
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"body": "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."
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},
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{
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"hash": "c2f131d",
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"date": "2026-09-22",
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"subject": "Turned tile improvements into construction sites with their own budgets",
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"body": "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.\n\nThat 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.\n\nBundles the in-progress chart sizing for the central bank panel."
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},
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{
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"hash": "6f73e2c",
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"date": "2026-09-22",
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"subject": "Reworked the world around a fixed sea share and settled coasts",
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"body": "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.\n\nCities 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.\n\nBundles 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."
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},
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{
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"hash": "71dad18",
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"date": "2026-09-22",
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"subject": "Let central banks work their reserves and cleared the landlocked famines",
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"body": "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."
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},
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{
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"hash": "3e429cc",
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"date": "2026-09-22",
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"subject": "Gave production buildings their own economy and fed island regions",
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"body": "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.\n\nIsland 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.\n\nBundles the in-progress tree cleanup that was already present in the working tree."
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}
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];
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