Files
Battle-for-Tismo/shared
adrien bd9b206708 Gave the new buildings real effects
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.
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