- New advisor button (toolbar, purple wand): one click per planning pass
* Genesis: founds a town from a blank map (main street + zone bands)
* Keeps power ahead of demand (wind/solar/coal by deficit size)
* BFS road spurs to reach orphaned zoned land
* Stamps new districts when demand is high and empty plots run out
* Places the weakest service coverage; parks/plazas for land value
* Never spends below an emergency reserve; recomputes power per action
- Simulation no longer dies when rAF throttles: interval watchdog
compensates only after 3s of total frame silence
- preserveDrawingBuffer now opt-in via ?cap=1 (software-GL perf)
- Smoke test drives via game API, prefers headless_shell binary,
tolerates stalled screenshots; engine suite at 51 assertions
- Power consumption x4: the grid now matters from mid-town on
- Realistic tax multipliers, trimmed service upkeep: profitable cities
- Buildings may claim empty zoned plots (services fit downtown)
- Land value ladder: maturity bonus, size-scaled upgrade sampling,
thresholds 34/74 -> full L1->L2->L3 density progression
- Soak test: 40 simulated years, 11/11 asserts green (848 citizens,
7 L3 towers, $190k surplus, proactive grid growth, 1.2ms avg tick)