Racks can now be marked for decommission from the DC view. The rack
leaves production immediately (freeing slot and power), enters the
pipeline as a timed decommission order, and is removed when complete.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
The random events (GPU shortages, regulatory hearings, PR crises, etc.)
added interruption without enough gameplay value. Removed all event
types, definitions (~1800 lines of event data), the event processor,
EventModal UI, store actions, and tick integration. Updated docs to
reflect the removal. Bundle size drops ~47kB.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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>
Replace all crypto.randomUUID() calls with a uuid() utility that
falls back to Math.random-based generation when the Web Crypto API
is unavailable (plain HTTP contexts).
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Leaderboard page with category tabs and score submission, shareable
company stats card with clipboard copy, dynamic regulation system
(compliance costs scale with capability and era, regulatory standing
tracks safety research), 6 geopolitical events (export controls, energy
crisis, natural disaster, AI safety summit, immigration policy, data
sovereignty), safety-capability tradeoff (safety score affects benchmark,
low safety triggers incidents with reputation damage), and enhanced
event consequence handling for regulation and talent types.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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>
Add reusable Tooltip component and rich tooltips on all TopBar KPIs
(cash breakdown, compute utilization, reputation context). Add save
import button to Settings page. Fix game balance: reduce GPU maintenance
100x, increase organic API demand 200x, accelerate subscription revenue
timescale, boost early subscriber seeding, use sqrt scaling for model
compute factor, simplify deploy to activate all product lines at once.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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>