Commit d672faa
feat: wire move+found loops + 29x render perf (Sprint 1 integration)
Five parallel department workflows (disjoint files) + integrator wiring:
- PERF (#4): viewport culling + LOD + dpr clamp + auto quality in render/* —
render at zoom 8.2 dropped 33.9ms -> 1.17ms/frame (~29x), crushing the
GitHub Pages heavy-load on weak/high-dpr devices. Drop-in, on by default.
- FOUND (#1,#2): territory.js TREASURY_RESERVE lets a nation save past the 10g
cost (gold reaches 12 by yr3, was stuck 0-2 forever); settlement.js spacing
relaxed 8->5 + settleSys.lastFoundReason surfaced in game.js so a rejected
tile explains why (water/too_close).
- MOVE (#3): pathfind.js flow-field wired into the sim.js order block, replacing
the greedy 6-angle deflector. A pinned-energy unit now routes around water and
ARRIVES (48.6 -> 1.2 tiles). Real-play long-march completion + player-survival
balance tracked in #8.
- Cognition: agent order/hold/path state + bit-identical brain forward pass.
- Statecraft: war-goals/peace-terms + treasury lever + war-tracking APIs (landed;
wiring in the next slice).
- Docs: ECONOMY_DESIGN.md (#6), AGENT_LIFE_DESIGN.md (#7), SPRINT_PLAN.md.
Headless invariant ALL PASS (pop 3200, gen 27). CI gates every push.
Fixes #1
Fixes #2
Fixes #4
Refs #3
Refs #8
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>1 parent 87a13d6 commit d672faa
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