Commit History

  1. Close the guard gaps behind the last three bugs; withdraw one review finding⁠

    Claude +1: Claude Opus 4.8
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    021c865

  1. Phases 2-3: the AI answers what it reads⁠

    Claude +1: Claude Opus 5
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    5d60e36
  2. Phase 1: the AI gets a belief about its opponent⁠

    Claude +1: Claude Opus 5
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    2991d58

  1. Make the AI controller owner-parametric: true two-sided self-play⁠

    Claude +1: Claude Sonnet 5
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    916c3ad

  1. Fix the five Odyssey AI defects the bench found, TDD⁠

    Claude +1: Claude Opus 5
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    42d791d
  2. Remove the Refinery/Foundry/Arsenal forward drop-off capability⁠

    Claude +1: Claude Sonnet 5
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    4ed9122

  1. Tier 3: market barter for the AI, gated by difficulty⁠

    Claude +1: Claude Sonnet 5
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    b02b34f

  1. Add a player-picked AI Strategy (Aggressive/Economic/Force Parity) and Helium Bomb use⁠

    Claude +1: Claude Sonnet 5
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    be1f1f9

  1. Split engine/ai.js god file into cohesive phase modules⁠

    Claude +1: Claude Opus 4.8
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    240c1d3
  2. AI logistics: true symmetry — the AI hauls its own industry, no more free treasury⁠

    Claude +1: Claude Opus 4.8
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    8cd6f2e

  1. AI industry (4/N): the capital path — Star Dock, Leviathans, Plasma Rig⁠

    Claude +1: Claude Opus 4.8
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    060fae6
  2. AI industry (3/N): the AI climbs the factory chain and researches the tech tree⁠

    Claude +1: Claude Opus 4.8
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    dd7cbe7
  3. AI industry (2/N): the AI powers and electrifies its base⁠

    Claude +1: Claude Opus 4.8
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    a271172

  1. Decompose runAI into an orchestrator + named phase functions (byte-identical)⁠

    Claude +1: Claude Opus 4.8
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    3553703
  2. Tier 5: group the AI controller's bookkeeping under state.ai (no behaviour change)⁠

    Claude +1: Claude Opus 4.8
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    f1048a5
  3. Tier 2 AI: Odyssey overlay so archetype temperaments actually diverge⁠

    Claude +1: Claude Opus 4.8
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    206e424

  1. Odyssey: colony ships — start with a mobile ship, deploy it into a base⁠

    Claude +1: Claude Opus 4.8
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    24f7ec5

  1. Odyssey Tier-4 "the finale": AI sieges a charging Gate, war provocation, tribute agency⁠

    Claude +1: Claude Opus 4.8
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    1204447
  2. Odyssey: perf throttling, galaxy save/load, aggression ramp, cleanups⁠

    Claude +1: Claude Opus 4.8
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    7e2a606

  1. Odyssey Phase 4: living galaxy — scarcity diplomacy + colony alerts⁠

    Claude +1: Claude Opus 4.8
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    11037b3
  2. Tech tree: spend the dead commodities — gas / ice / relics specialty units⁠

    Claude +1: Claude Opus 4.8
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    51070b8
  3. Tier 4: the Mender — a support drone that repairs the army and base⁠

    Claude +1: Claude Opus 4.8
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    6f0f031
  4. Tier 3: AI raiding — feint-resistant defence + economy harassment⁠

    Claude +1: Claude Fable 5
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    cd173c8
  5. Tier 2: the Tactical AI builds a Ranger and scouts with it⁠

    Claude +1: Claude Fable 5
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    08f6a8e
  6. Tier 2: Tactical AI focus-fire + an AI-tactics setup toggle⁠

    Claude +1: Claude Fable 5
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    e42e5cb
  7. Ranger scout unit + AI hunts down hidden Command Centers⁠

    Claude +1: Claude Fable 5
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    c310233
  8. AI: plant forward Refinery drop-offs to shorten a long ore haul⁠

    Claude +1: Claude Fable 5
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    626d115
  9. Tech tier 3: the Arsenal unlocks the Dreadnought capital ship⁠

    Claude +1: Claude Fable 5
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    1ae322f
  10. AI army-retreat: pull a losing attack back so engagements trade⁠

    Claude +1: Claude Fable 5
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    672f44c
  11. AI reliably teches its doctrine (Refinery ore-reserve + adaptive choice)⁠

    Claude +1: Claude Fable 5
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    22b2d4c
  12. Rework upgrades into two mutually-exclusive doctrines⁠

    Claude +1: Claude Fable 5
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    d69dcb5
  13. Content: tech tree — a Foundry gate for the Tier-2 units⁠

    Claude +1: Claude Fable 5
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    e3fdeef
  14. Content: economy saturation (diminishing returns on over-mined nodes)⁠

    Claude +1: Claude Fable 5
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    1b1f280
  15. Tier 6: performance & scale for large maps⁠

    Claude +1: Claude Fable 5
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    6d7e8fa
  16. Tier 5: make the AI a real opponent, not a fixed script⁠

    Claude +1: Claude Fable 5
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    2cc5301
  17. Configurable skirmish: AI speed, map size, and resource abundance⁠

    Claude +1: Claude Fable 5
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    19ca109
  18. Give the AI its own fog of war — it must scout for intel too⁠

    Claude +1: Claude Fable 5
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    816885c
  19. Add hidden resource caches discovered by exploration⁠

    Claude +1: Claude Fable 5
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    df20f1d

  1. Merge Tier 4 into main alongside Tier 3⁠

    Claude +1: Claude Fable 5
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    c769ac5
  2. Tier 4 AI economy fixes: expansion no longer starves the army; balance ore mining⁠

    Claude +1: Claude Fable 5
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    d6f4b4f
  3. Tier 4 AI parity + planet roster with per-world rule modifiers⁠

    Claude +1: Claude Fable 5
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    ac7d42f
  4. Tier 4 economy: supply cap and the Habitat that raises it⁠

    Claude +1: Claude Fable 5
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    04b2d3e
  5. Tier 4 foundation: placement validation, buildable expansion CC, guaranteed ore⁠

    Claude +1: Claude Fable 5
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    1c88bda
  6. Tier 3: repeated AI waves + counter-building, combat feedback, minimap, build validation⁠

    Claude +1: Claude Sonnet 5
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    cae3dc6
  7. Add the Lancer: close the rock-paper-scissors triangle⁠

    Claude +1: Claude Sonnet 5
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    89c12eb
  8. Tier 2: rally points, Refinery upgrades, AI archetypes, and sound⁠

    Claude +1: Claude Sonnet 5
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    9eded26
  9. Tier 1: camera + zoom, fog of war, and a Skiff-countering unit⁠

    Claude +1: Claude Sonnet 5
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    34ea8bc
  10. Fix skiff visibility and group-move stacking⁠

    Claude +1: Claude Sonnet 5
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    3ea9b20
  11. First playable slice: 1v1 skirmish vs scripted AI on Ferros Prime⁠

    Claude +1: Claude Sonnet 5
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    17641e3