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.
24 lines
786 B
JavaScript
24 lines
786 B
JavaScript
// Catalogue barrel. Every module re-exports its slice of the game's data here,
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// so callers can import from a single place while each concern lives in its own
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// small file.
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export * from "./effects.js";
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export * from "./relations.js";
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export * from "./civilisations.js";
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export * from "./units.js";
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export * from "./buildings.js";
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export * from "./governments.js";
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export * from "./technologies.js";
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export * from "./statuses.js";
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export * from "./combat.js";
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export * from "./economy.js";
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export * from "./simple_economy.js";
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export * from "./politics.js";
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export * from "./intelligence.js";
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export * from "./map_config.js";
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export * from "./terrain.js";
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export * from "./roads.js";
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export * from "./resources.js";
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export * from "./improvements.js";
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export * from "./treaties.js";
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