Professional City Advisor rewrite + wall-clock simulation
Advisor v2: - Phased policy (founding/village/town/city) with scaling reserves - Maximal-coverage siting: services score candidate spots by count of previously-uncovered developed buildings in radius - RCI gradient genesis: homes north, commerce buffering, industry set back 2 extra tiles; per-tile separation filters on new districts - District placement scored by runway length and distance from housing - Power sized to PROJECTED demand (history-smoothed growth x14 months) with tech diversity cap (<=3 per type) and home-distance scoring - Collector roads: cluster orphaned plots, one straight L-path - Budget discipline: one big-ticket purchase max per pass Simulation core: - City clock now advances in wall time (tick-guard bounded), decoupled from render fps — slow devices no longer freeze the city - Smoke test polls in game-time (monthIndex targets), not wall time
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@@ -22,7 +22,7 @@ procedural graphics (no asset downloads), and a simulation modeled on the classi
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| 💰 **Budget & taxes** | Live tax slider, itemized income/upkeep ledger, debt warnings |
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| 🚗 **Traffic** | Animated cars flow along your road network |
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| 🌗 **Day/night cycle** | Windows light up as the sun sets |
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| 🪄 **Auto-Build advisor** | One click founds a town, then keeps power ahead of demand, connects zoned land, adds districts and services where coverage lags — always keeping an emergency reserve |
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| 🪄 **City Advisor (Auto-Build)** | Phased planning policy: founds towns with an RCI gradient, projects power demand ~14 months ahead with tech diversity, connects orphaned plots with collector roads, sites services by maximal marginal coverage, keeps industry set back from homes — one big purchase per pass, emergency reserve always intact |
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| 🎯 **Goals & milestones** | From *Outpost* to *Megalopolis*, with an onboarding quest list |
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| 💾 **Saves** | Autosave, 3 manual slots, JSON export/import |
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| 📱 **Touch support** | Paint with one finger, pinch-zoom, two-finger rotate |
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