- Add Coinage (1 shield → 1 gold) and Public Works (2 shields → 1 food)
special build options for cities, with remainder carry logic in shieldBox
- Update AI to fall back to producing gold or food instead of stockpiling
redundant defenders when nothing else is available
- Fix mid-build detection to check build.type before comparing shield progress
- Add City Screen UI for special builds: display gain per turn, color-coded
rows, and tooltips
- Only apply class-switch penalty when switching between unit/building
production types
- Add verification tests for coinage payout, public works remainder carry,
and AI special build fallback
feat(superkart): fix player kart scale + add missing backdrop images
- Compute PLAYER_KART_SCALE from MODE7 parameters instead of hardcoding,
keeping player and AI karts consistent at the camera's follow distance
- Wire up previously null backdrops: volcano, scrapyard, swamp, speedway,
nightcity
- Implement "waste" as corruption's production sibling: distant cities lose
shields to waste (half the corruption decay rate), halved by courthouses.
- Update city yields, UI summaries, and government screen to display waste
alongside corruption and support costs.
- AI now builds courthouses early when combined corruption + waste loss
exceeds 4 per turn, preventing distant cities from becoming useless.
- Refresh building effect tooltips and palace description to reflect waste.
- Add Tempest (Atari 1981 vector arcade clone) with full simulation logic,
Phaser rendering scene, vector font, and headless verification suite
- Register Tempest in games registry, main scene list, and game room dispatch
- Add reusable Tooltip UI component for hover-based information display
- Add Civilization unit/building tooltips in city screen and map hover
(CivilizationTooltips.js with flag and effect descriptions)
- Update Civilization click handling to distinguish hover-only from real
click targets via hoverOnly data flag
- Update civilization-units and game-icons assets
When a city cannot complete a build (e.g., size < 2 for settlers),
shields were accumulating past the build cost, showing confusing
values like "60/40 shields" or negative turn counts.
- Cap shieldBox at buildCost each turn in processCity
- Clamp displayed shields to min(shieldBox, cost) in city screen
- Add tests verifying shield capping and stalled build completion
- Hide player's fortified units inside cities on the map to reduce clutter
- Add garrison strip in city screen to view/unfortify garrisoned units
- Add "move or inspect" dialog when selecting a city with a movable unit
- Refactor moveTo into reusable method for cleaner click handling
- Make confirmDialog accept custom button labels
- Add civilization-terrain.png sprite sheet for terrain rendering