SpaceCities / engine /production.js

Commit History

  1. Tier 2a: collapse the cross-module duplicates, pin the tie-breaks⁠

    Claude +1: Claude Opus 5
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    e847942
  2. Tier 1, step 2b: expand // @ts-check coverage from 10 files to 20 (D3)⁠

    Claude +1: Claude Opus 5
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    7e764b0

  1. P3 T2 industry/tech depth: Grid Substation, scoped Heavy Alloys, standing⁠

    Claude +1: Claude Sonnet 5
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    af15726
  2. Doctrine research develops over time instead of landing instantly⁠

    Claude +1: Claude Sonnet 5
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    4b95948

  1. Remove Miner, Engineer, and Technician — Worker builds everything again⁠

    Claude +1: Claude
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    53ddc42
  2. Split the generalist Worker into category-owning specialists (#28)⁠

    Almaatla +1: Claude
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    340ed0f

  1. Fix B1 + B2 from the architecture review⁠

    Claude +1: Claude Opus 4.8
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    785c4de

  1. Electrify: wire non-power buildings into the grid for +30%⁠

    Claude +1: Claude Opus 4.8
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    c2a29e2
  2. Workers trainable on biomass as an alternative to ore⁠

    Claude +1: Claude Opus 4.8
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    ccc9661

  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. Tier 2: a third upgrade doctrine — Logistics (economy + tempo)⁠

    Claude +1: Claude Fable 5
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    3195ab6
  2. Tier 1: seed the sim, attack-move/hotkeys, onboarding, rally-to-mine, tiebreak⁠

    Claude +1: Claude Fable 5
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    4f1cb54
  3. Asymmetric world modifiers: two starts that differ⁠

    Claude +1: Claude Fable 5
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    d228ca7
  4. Rework upgrades into two mutually-exclusive doctrines⁠

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

    Claude +1: Claude Fable 5
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    e3fdeef
  6. Tier 0: fix latent defects, add determinism/perf tests and CI⁠

    Claude +1: Claude Fable 5
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    430c532

  1. Merge Tier 4 into main alongside Tier 3⁠

    Claude +1: Claude Fable 5
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    c769ac5
  2. Tier 4 AI parity + planet roster with per-world rule modifiers⁠

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

    Claude +1: Claude Fable 5
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    04b2d3e
  4. Tier 3: repeated AI waves + counter-building, combat feedback, minimap, build validation⁠

    Claude +1: Claude Sonnet 5
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    cae3dc6
  5. Tier 2: rally points, Refinery upgrades, AI archetypes, and sound⁠

    Claude +1: Claude Sonnet 5
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    9eded26
  6. Multiple workers can assist a build; fix skiffs getting stuck fighting⁠

    Claude +1: Claude Sonnet 5
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    e735d2f
  7. First playable slice: 1v1 skirmish vs scripted AI on Ferros Prime⁠

    Claude +1: Claude Sonnet 5
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    17641e3