bd9b206708093359eee4850d02a0eb4a7817398e
The catalogue had grown a barracks, wartime shelters, an air-defense battery, a warm-water port and a shipyard, but only as data: infantry still trained without a barracks, shelters did nothing, and an airport was just an airbase. Each building now names the rule it grants with a `mechanic` id, so the simulation and the city panel describe the same thing without magic strings. - Barracks and shipyards open one more production line each. A line sticks to one entry at full rate, so two units build at once rather than the head absorbing every line; the base behaviour (one queue, overflow carrying into the next entry) is unchanged. - Wartime shelters keep 10% of civilians per level safe from bombardment and are very hard to knock down, and ranged fire can now destroy a building level outright, with no refund. Each building rolls its own chance per point of damage, from a generator seeded off the world so a bombardment replays identically. - Air defense fires one volley at a hostile aircraft the moment it enters the city tile, scaled by its level; a plane shot down never drops its bombs. - A port adds 1000 GDP per capita per level, per adjacent sea tile, to every tile in its region. - An airport draws a daily trickle of people from every other airport city in the world, scaled by the destination's level. - Wired the new effects into the city panel and taught the repeatable Industrial Automation to satisfy other technologies' prerequisites. Added tests for each mechanic and for the parallel lines.
Description
No description provided
17 MiB
Languages
JavaScript
96%
CSS
2.7%
HTML
0.9%
Nix
0.3%
Shell
0.1%