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.
228 lines
7.6 KiB
JavaScript
228 lines
7.6 KiB
JavaScript
// Research tree. A technology costs research points and may require earlier
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// technologies before it can be started.
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//
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// Research is focused: a nation picks one technology, and every research point
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// it creates is applied to it, month on month, until it is discovered. A
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// `repeatable` technology may be researched again and again, each level costing
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// `repeatCostGrowth` more than the last, and unlike a discovery it raises no
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// news event (it only notifies the player).
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import {
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EFFECT_PRODUCTION,
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EFFECT_RESEARCH,
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EFFECT_CULTURE,
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EFFECT_INFANTRY_ATTACK,
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EFFECT_INFANTRY_DEFENSE,
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EFFECT_ARTILLERY_ATTACK,
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EFFECT_CONSTRUCTION_SPEED,
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EFFECT_RAIL_SPEED,
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EFFECT_ENERGY_EFFICIENCY,
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EFFECT_STEEL_EFFICIENCY,
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EFFECT_FOOD_EFFICIENCY,
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EFFECT_LUXURY_EFFICIENCY,
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EFFECT_HIGHTECH_EFFICIENCY,
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effect,
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} from "./effects.js";
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// The tabs the technology panel groups research under.
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export const TECH_THEMES = [
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{ id: "science", name: "Science" },
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{ id: "economy", name: "Economy" },
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{ id: "society", name: "Society" },
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{ id: "military", name: "Military" },
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];
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export const TECHNOLOGIES = [
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{
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id: "scientific_method",
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name: "Scientific Method",
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description: "A disciplined approach to experiment and evidence. Lays the groundwork for every later technology.",
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theme: "science",
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cost: 20,
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prerequisites: [],
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effects: [effect(EFFECT_RESEARCH, 1.0, 1.0), effect(EFFECT_PRODUCTION, 0.02, 1.0)],
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},
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{
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id: "industrial_automation",
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name: "Industrial Automation",
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description: "Robotics and control systems take over the factory floor, lifting national production.",
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theme: "economy",
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repeatable: true,
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cost: 60,
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prerequisites: ["scientific_method"],
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effects: [effect(EFFECT_PRODUCTION, 0.08, 1.0)],
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},
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{
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id: "renewable_energy",
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name: "Renewable Energy",
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description: "Clean generation cuts waste and lifts national production.",
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theme: "economy",
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cost: 80,
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prerequisites: ["scientific_method"],
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effects: [effect(EFFECT_PRODUCTION, 0.03, 1.0)],
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},
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{
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id: "quantum_computing",
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name: "Quantum Computing",
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description: "Machines that reason in superposition. A step change in the pace of discovery.",
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theme: "science",
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cost: 120,
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prerequisites: ["scientific_method"],
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effects: [effect(EFFECT_RESEARCH, 4.0, 1.0)],
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},
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{
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id: "space_program",
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name: "Space Program",
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description: "Reaching orbit inspires the nation and spins off technology across the economy.",
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theme: "science",
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cost: 300,
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prerequisites: ["industrial_automation", "quantum_computing"],
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effects: [effect(EFFECT_CULTURE, 3.0, 1.0), effect(EFFECT_PRODUCTION, 0.05, 1.0)],
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},
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{
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id: "fusion_power",
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name: "Fusion Power",
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description: "Controlled fusion. The key to the fusion power plant, and the most expensive research a nation can undertake.",
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theme: "science",
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// 500,000 research points, a lifetime's work for a mature nation.
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cost: 5_000,
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prerequisites: ["space_program", "quantum_computing"],
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effects: [effect(EFFECT_RESEARCH, 8.0, 1.0)],
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},
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// Repeatable levels. Each raises a single stat by 1% of its base value.
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{
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id: "infantry_weapons",
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name: "Infantry Weapons",
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description: "Better small arms and training raise the damage infantry deal.",
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theme: "military",
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cost: 40,
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repeatable: true,
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repeatCostGrowth: 0.02,
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prerequisites: ["scientific_method"],
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effects: [effect(EFFECT_INFANTRY_ATTACK, 0.01, 1.0)],
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},
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{
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id: "body_armour",
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name: "Body Armour",
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description: "Personal protection raises infantry base defense.",
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theme: "military",
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cost: 40,
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repeatable: true,
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repeatCostGrowth: 0.02,
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prerequisites: ["scientific_method"],
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effects: [effect(EFFECT_INFANTRY_DEFENSE, 0.01, 1.0)],
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},
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{
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id: "artillery_shells",
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name: "Artillery Shells",
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description: "Improved propellant and shells raise the damage artillery deal.",
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theme: "military",
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cost: 50,
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repeatable: true,
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repeatCostGrowth: 0.02,
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prerequisites: ["scientific_method"],
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effects: [effect(EFFECT_ARTILLERY_ATTACK, 0.01, 1.0)],
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},
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{
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id: "construction_technology",
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name: "Construction Technology",
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description: "Better methods and machines speed every building and unit the nation produces.",
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theme: "economy",
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cost: 50,
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repeatable: true,
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repeatCostGrowth: 0.02,
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prerequisites: ["scientific_method"],
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effects: [effect(EFFECT_CONSTRUCTION_SPEED, 0.01, 1.0)],
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},
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{
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id: "trains_technology",
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name: "Trains Technology",
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description: "Faster locomotives raise movement speed along railways.",
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theme: "economy",
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cost: 50,
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repeatable: true,
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repeatCostGrowth: 0.02,
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prerequisites: ["scientific_method"],
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effects: [effect(EFFECT_RAIL_SPEED, 0.01, 1.0)],
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},
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// Efficiency research: one repeatable technology per commodity that raises the
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// output the nation gets from each unit of energy. Each level adds 5% to that
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// commodity's output per input, so the power drawn to make it falls.
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{
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id: "efficient_generation",
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name: "Efficient Generation",
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description: "Better turbines and heat recovery wring more electricity from every tonne of fuel.",
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theme: "economy",
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cost: 50,
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repeatable: true,
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repeatCostGrowth: 0.03,
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prerequisites: ["renewable_energy"],
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effects: [effect(EFFECT_ENERGY_EFFICIENCY, 0.05, 1.0)],
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},
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{
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id: "advanced_metallurgy",
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name: "Advanced Metallurgy",
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description: "Continuous casting and heat recycling smelt more steel for less power.",
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theme: "economy",
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cost: 50,
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repeatable: true,
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repeatCostGrowth: 0.03,
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prerequisites: ["industrial_automation"],
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effects: [effect(EFFECT_STEEL_EFFICIENCY, 0.05, 1.0)],
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},
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{
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id: "precision_agriculture",
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name: "Precision Agriculture",
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description: "Climate-controlled growing and tailored feed raise the food won from each unit of power, on the land and in synthesis.",
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theme: "economy",
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cost: 50,
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repeatable: true,
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repeatCostGrowth: 0.03,
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prerequisites: ["scientific_method"],
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effects: [effect(EFFECT_FOOD_EFFICIENCY, 0.05, 1.0)],
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},
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{
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id: "automated_extraction",
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name: "Automated Extraction",
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description: "Automated mines and sorting win more gold and diamonds for the same power.",
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theme: "economy",
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cost: 50,
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repeatable: true,
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repeatCostGrowth: 0.03,
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prerequisites: ["industrial_automation"],
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effects: [effect(EFFECT_LUXURY_EFFICIENCY, 0.05, 1.0)],
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},
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{
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id: "advanced_lithography",
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name: "Advanced Lithography",
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description: "Finer process nodes pack more chips onto every wafer, cutting the power each component costs.",
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theme: "science",
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cost: 80,
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repeatable: true,
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repeatCostGrowth: 0.03,
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prerequisites: ["quantum_computing"],
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effects: [effect(EFFECT_HIGHTECH_EFFICIENCY, 0.05, 1.0)],
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},
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];
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export function technologyById(id) {
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return TECHNOLOGIES.find((t) => t.id === id) || null;
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}
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// Research is deliberately expensive: the catalogue lists the thematic base
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// price, and every effective cost is scaled by this factor. Keeping the scale
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// in one place lets the whole tree be retuned without touching each entry.
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export const RESEARCH_COST_MULTIPLIER = 100;
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// The cost of the next level of a technology given how many times it has been
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// researched already. Non-repeatable technologies cost the same either way.
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export function technologyCost(proto, repeatCount = 0) {
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if (!proto) return 0;
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const base = proto.cost * RESEARCH_COST_MULTIPLIER;
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if (!proto.repeatable) return base;
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const growth = proto.repeatCostGrowth || 0;
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return base * Math.pow(1 + growth, Math.max(0, repeatCount));
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}
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