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>
The old overload policy had dead controls (maxQueueDepth, rateLimitPerCustomer never read)
and trivial flat penalties. This replaces it with a full serving pipeline where deployed
models form a fleet, requests route through priority/degradation logic, and policy choices
create meaningful strategic tradeoffs.
New serving pipeline: fleet building from deployed models (size/quant/MoE multipliers),
demand categorization by 5 priority tiers, enterprise capacity reservation, priority-ordered
serving with overflow behaviors (queue/reject/degrade), auto-degradation to faster models
under load, and Batch API to fill idle capacity at discounted rates.
4 new research nodes gate features progressively: Intelligent Request Routing, Priority
Queue System, Request Batching, and Auto-Scaling. New dedicated Serving page with pipeline
metrics, model fleet utilization, and research-gated policy controls.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Lift modelsTab state into Zustand store so actions can navigate tabs
- Add toast notifications + auto-tab-switch to all 10 model actions
(train, configure SFT/alignment, distill, fine-tune, quantize, eval, deploy, open-source)
- Add actionable toast buttons with navigation (e.g., "Go to Families" on training complete)
- Fix post-training config: remove 50% deadline, show until pretraining completes,
always-visible warning prompt outside card expand, engine reminder at 75%
- PostTrainingConfig now hides already-configured sections independently
- Add tab badges: pulsing dot for active jobs, count for undeployed models, warning for no deployment
- Replace empty states with actionable buttons guiding next steps
- Stage bars show "(skip)" in warning color for unconfigured SFT/Alignment stages
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Create researchBonuses utility to aggregate tech tree effects into all game systems
(infrastructure energy costs, compute efficiency, training speed, model capability, reputation)
- Rework model capability from sqrt(compute) to 4-pillar formula (params + compute + data + research)
- Make context window affect benchmarks and inference speed
- Add MoE tradeoffs: 1.5x VRAM, 0.8x training speed
- Enforce research point costs as a gate for unlocking research
- Add real consequences to data contamination events (reputation hit, legal costs)
- Scale talent costs from $0.03 to $5/tick per headcount
- Scale compliance costs 100x to be meaningful
- Rework competitor acquisition: cheaper but grants headcount, RP, and reputation
- Remove dead code: sfxVolume, autoSaveInterval, notificationsEnabled,
FAST_FORWARD_BATCH_SIZE, CHINCHILLA_OPTIMAL_RATIO
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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>
Three intertwined fixes:
1. Zero-capacity utilization: when inference allocation was 0%, the
guard clause returned 0% utilization instead of 100%, so the market
system never penalized satisfaction and subscribers never churned.
2. Stale compute in market: restructured tick order so capacity is
computed before market runs, giving satisfaction calculations
current-tick demand/capacity ratio instead of previous tick's.
3. Subscriber growth: replaced pure compound growth (reached billions
in minutes) with logistic saturation curve. Era-based market caps:
startup 10K, scaleup 1M, bigtech 20M, agi 100M. Quality and
reputation expand the effective cap.
Also tuned FLOPS-to-tokens multiplier (10 → 26) for balanced
demand/capacity feel across all eras, and added market saturation
indicator to the Market page.
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>
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>
Tech tree with 21 research nodes across 5 categories (infrastructure,
efficiency, generation, specialization, safety). Research page with
category-grouped cards, progress tracking, prerequisite gating.
Event engine with 34 events across industry/regulatory/PR/internal/market
categories, weighted random firing, cooldowns, expiry, and choice modal
with consequence preview. Events auto-expire with default choice.
Competitor system with 3 rival AI labs (Prometheus AI, Nexus Labs, Titan
Computing), personality-driven milestone progression, and comparison UI.
Talent page with department hiring, headcount management, and key hire
recruitment from a pool of 10 named characters with special abilities.
Data marketplace with 8 purchasable datasets, user data flywheel from
subscribers, and data system processing in tick loop.
Era transition system checks revenue/capability/reputation thresholds.
All new systems integrated into tick processor with notifications.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Model training system: training jobs produce TrainedModels with
calculated capabilities based on compute, data, and research
- Market system: organic API demand and consumer subscriptions now
generate real revenue from deployed models
- Talent system: salary costs calculated from department headcount
- Toast notification system for game events (training complete, etc.)
- Offline catch-up: progress bar + summary screen when returning
- Market page: pricing controls for API and subscription products
- Finance page: income statement, cash charts, funding history
- Tick processor now runs all 7 systems in correct dependency order
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>