Commit Graph

9 Commits

Author SHA1 Message Date
josh 283c7c7932 Overhaul dashboard into command center with compute tracking, era-gated sections
CI / build-and-push (push) Successful in 37s
Add compute history time-series (capacity vs demand chart), revenue vs expenses
dual-line chart, enhanced system status (training allocation, network uptime,
model freshness), active operations panel, market position bars, and competitor
snapshot. Stat cards expand from 3 to 6 as player progresses through eras.
Graceful v9→v10 save migration preserves existing games.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-25 13:45:16 -04:00
josh 8d650fefae Comprehensive UX audit fixes: navigation, feedback, affordances, and accessibility
CI / build-and-push (push) Successful in 28s
Address 18 issues across high/medium/low impact tiers identified in a full
interface review. Key changes: Models page decomposed into tabs, confirmation
dialogs for irreversible actions (deploy/open-source/acquire), chart Y-axes
made visible, hash router extended for Market tab persistence, collapsible
sidebar, keyboard navigation shortcuts (g+key chords), notification bulk
actions, achievement progress bars, and ARIA label improvements.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-25 09:05:26 -04:00
josh 09a5cb69a7 Overhaul market system with shared TAM competition, multi-tier pricing, enterprise pipeline, and developer ecosystem
CI / build-and-push (push) Successful in 42s
Replaces the simplified single-subscriber market with a full competitive simulation:
shared TAM with softmax market shares across 4 segments, multi-tier consumer
subscriptions (Free/Plus/Pro/Team) and API tiers (Free/PAYG/Scale/Enterprise),
enterprise sales pipeline (Lead→Qualification→POC→Negotiation→Active→Renewal)
with SLA tracking, developer ecosystem flywheel, technology obsolescence pressure,
seasonal demand cycles, and two new product lines (Code Assistant, AI Agents Platform).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-25 08:30:24 -04:00
josh 4c1c0e9ff2 Overhaul model system with multi-stage training, variants, benchmarks, and eval
CI / build-and-push (push) Successful in 32s
Replace the single-stage training + flat capability score with a realistic AI
development pipeline: pre-training with Chinchilla scaling laws, SFT with
specializations, alignment with safety/capability tradeoffs (RLHF/DPO/Constitutional),
model families with distillation/fine-tuning/quantization variants, named benchmark
suite with compute-costing eval jobs, and segment-specific market quality.

Phases 1-6 of the model rework plan: new types, engine rewrite, save migration,
training events/risk system, concurrent training, variant creation, benchmark
evaluation with leaderboard, and market integration.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-25 07:36:34 -04:00
josh c799f2e359 Redesign infrastructure to hypercluster scale with 4-level hierarchy
CI / build-and-push (push) Successful in 43s
Replace flat DataCenter/Rack model with Cluster > Campus > Data Center > Racks
hierarchy. Individual rack entities eliminated in favor of statistical batch
simulation using deployment cohorts. Adds tiered network topology (ToR/agg/core)
with proportional outage model, DC retrofitting, bulk operations, and drill-down
UI navigation with breadcrumbs. First cluster and campus are free to preserve
early game flow. Rebalances starting economy ($600K), funding rounds, and
cohort scaling for hypercluster-scale gameplay.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-24 23:15:41 -04:00
josh f9f6233b69 Comprehensive UX polish: fix 19 friction points across all pages
CI / build-and-push (push) Successful in 33s
Addresses broken interactions (notification bell, browser dialogs),
missing feedback states (disabled buttons, pricing changes, paused
indicator), unclear affordances (research queue, model tuning, funding
requirements), and navigation gaps (hash routing, keyboard shortcuts,
clickable dashboard cards, sidebar grouping, tutorial hints).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-24 21:44:18 -04:00
josh 0005e580a7 Overhaul infrastructure: replace GPU model with rack-centric system
CI / build-and-push (push) Successful in 33s
Replace flat GPU buying with a realistic data center + rack pipeline:
- 4 DC tiers (small/medium/large/mega) with construction time, dual
  capacity constraints (rack slots + power budget kW), and era/research
  gating
- 10 predefined rack SKUs from consumer GPUs through custom ASICs, each
  with unique FLOPS, power draw, cost, and pipeline timings
- 6-stage procurement pipeline (order → mfg → receive → install → test
  → production) with Kanban UI, talent-influenced speed bonuses
- Test failures (5-25% base rate) reduced by cooling, ops talent, and QA
  research; auto-repair with cost and re-test cycle
- Production failures at low per-tick rate, racks sent to repair pipeline
- Cooling and redundancy upgrades per DC (reduce failure rates)
- 4 new tech tree nodes (DC Engineering II/III/IV, Quality Assurance)
- Save version bump (1→2) with migration that resets old saves
- Updated economy system to account for rack repair costs
- Redesigned Infrastructure page with pipeline Kanban, capacity bars,
  rack ordering, and DC upgrade panels

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-24 19:41:55 -04:00
josh 8a8b49d934 Add Week 3 polish and late-game features
VC funding system (seed through IPO with requirements gating), 15
achievements with engine checker, model tuning presets and unlockable
sliders, overload policy controls, open-source mechanic with reputation
boost, enhanced Recharts analytics (subscriber/reputation/revenue vs
expenses charts), M&A acquisition system, sidebar NEW badges on era
transitions, tutorial hints, and wired-up settings toggles.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-24 17:56:40 -04:00
josh fdc8e544ae Initial scaffold: AI Tycoon monorepo with core game loop
Turborepo monorepo with three packages:
- packages/shared: TypeScript types for all 14 game systems + balance constants + formatting utils
- packages/game-engine: Pure TS simulation engine with tick processor, economy, infrastructure, compute, research, market, and reputation systems
- apps/web: React + Vite + Tailwind + Zustand frontend with sidebar dashboard layout, new game screen, dashboard with charts, infrastructure management, and model training pages

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-24 16:53:46 -04:00