Files
Battle-for-Tismo/client/js/devlog_data.js
T

65 lines
5.4 KiB
JavaScript

// 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": "4600b16",
"date": "2026-09-23",
"subject": "Stockpiled a month of every material and cached the trade walks",
"body": "Food, steel, luxury and high-tech now share one flat month-long reserve. A region keeps bidding for the shortfall while its store is thin, so a war that empties a pantry refills it from the grid instead of starving; the harvest is served before the city load, unmet food bids the price up, the army's rations count as demand, and a converter that cannot cover its power bill idles instead of making a loss.\n\nThe delivery graph walks sea lanes any distance, so its walks are cached across days behind a road/railway/work/territory stamp and only dropped by a wartime unit move. Units are indexed per tile, market access and node populations are memoised for the day, and the server can settle a fresh world before serving (--warmup, 150 days by default).\n\nRoadmap records the remaining follow-ups -- the politics/migration hot path and the luxury/high-tech price plateau -- and that freight's heavy energy draw is intended."
},
{
"hash": "3418e80",
"date": "2026-09-23",
"subject": "Turned unit upkeep into a resource bill and gave research the erlenmeyer icon",
"body": ""
},
{
"hash": "15d0c38",
"date": "2026-09-23",
"subject": "Gave figures a unified signed display and templated the resource table",
"body": ""
},
{
"hash": "35c46ab",
"date": "2026-09-23",
"subject": "Halved the test suite's runtime and pruned trivial tests",
"body": ""
},
{
"hash": "aed6ba9",
"date": "2026-09-23",
"subject": "Rolled the central bank's commodity chart over the last two years",
"body": "The index is still 100 at January 2000's prices, but the chart now plots only the last twenty-four monthly samples and its end labels follow the window, so the graph stops growing as the game runs. A test covers the 24-month window and its end labels."
},
{
"hash": "2d36685",
"date": "2026-09-22",
"subject": "Moved tile works into a management panel and put every building on one card",
"body": "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.\n\nThe 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.\n\nAGENTS.md now asks for a minimal visual preview to be shown before a player-visible change is committed."
},
{
"hash": "7ea5373",
"date": "2026-09-22",
"subject": "Moved the economy onto resources and surfaced each building's material bill",
"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."
},
{
"hash": "1324128",
"date": "2026-09-22",
"subject": "Showed idle trade routes and flagged migrant flows on the economic maps",
"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."
},
{
"hash": "aa726ff",
"date": "2026-09-22",
"subject": "Made queued buildings gather their materials and rise ten times faster",
"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."
},
{
"hash": "c8260b2",
"date": "2026-09-22",
"subject": "Better tile building management",
"body": ""
}
];