# Changelog

All notable changes to PolyCity are documented here.

## 1.0.0 — initial public release

### Gameplay
- Procedurally generated island maps with rivers, beaches and forests
- RCI zoning with demand-driven development and a three-tier density ladder
- City-wide power grid (coal / solar / wind, coastal wind bonus) with
  farthest-first brownouts
- Land value model (services, pollution, waterfront, leisure) driving upgrades
- Service buildings: police, fire, hospital, school, park, plaza, stadium
- Pollution-driven fires that spread unless covered by fire stations
- Tornado disasters that flatten streets into rubble (toggleable)
- Budget with live tax slider, itemized income/upkeep ledger
- Happiness, RCI demand bars, milestones up to Megalopolis, quest onboarding
- Traffic agents flowing along the road network
- Day/night cycle with lit windows at night

### Systems
- Autosave plus 3 manual slots, JSON export/import
- PWA: installable, offline play via service worker
- Adaptive render resolution for weak GPUs; optional shadows
- Touch controls: one-finger paint, two-finger orbit/zoom

### Quality
- 45-assertion engine test suite (pure Node)
- 40-year economy soak test (11 assertions)
- Headless browser end-to-end smoke test
- GitHub Pages workflow + Netlify config for one-click publishing
