computeRacksFailed was incremented on production failure and never decremented
when repaired racks came back online, while repair cohorts also tracked the
same racks. This caused usedSlots to inflate past the DC capacity over time.
Fix: derive computeRacksFailed from repair cohorts each tick instead of
maintaining it as a running counter. Include repair cohorts in pipeline slot
accounting so all racks are counted exactly once. Also fixes power limit in
fillDCToCapacity to only count online racks (pipeline racks don't draw power).
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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>
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>
Rapid clicks on order rack bypassed capacity checks because usedSlots
and usedPowerKW were only updated during the tick. Now both the store
action and UI compute slot/power usage live from racks + pipeline,
so each order immediately reflects in the next check.
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>
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>
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>