Posted August 13, 2026 by ernest_dev
- Added a complete strategic-resource economy with revealed deposits,
extraction improvements, per-player stockpiles, production costs, refunds,
and resource-aware unit availability.
- Added deterministic strategic-resource placement around player starts for
new local and multiplayer matches while avoiding occupied map features and
keeping deposits on terrain where workers can reach them.
- Added strategic-resource summaries, breakdowns, value cards, production
choices, and diplomacy flows for gold-for-resource and resource-for-resource
agreements across all supported languages.
- Kept initial resource distribution, stockpiles, production reservations, and
trade agreements authoritative and consistent across saves, replays,
multiplayer projections, reconnects, turn timeouts, and server reduction.
- Improved AI planning and simulation so computer players evaluate strategic
deposits, extraction, stockpiles, production requirements, and resource
trades without using hidden opponent information.
- Improved movement precision and road-aware routing, including deterministic
fixed-point movement migration and merchant routes that replan when the
transport network changes and prefer genuinely cheaper connected roads.
- Added a persistent Show animations option to the main menu and in-game
options. It is enabled by default and can disable unit movement, idle, and
camera-transition animations.
- Reduced repeated strategic-resource projection work in the HUD to improve
frame stability in developed matches with many cities and units.
- Hardened resource generation and trade agreement identifiers against
unreachable deposits, map-object collisions, and cross-agreement ID or
exchange-group collisions.
- Versioned and tested the expanded multiplayer, save, replay, and reducer
contracts, including resource seeding, resource trades, reconnect behavior,
movement migration, and recipient-safe state projection.
- Documented the accepted incremental migration from the current Dart engine
to a shared Rust rules engine and separate Flutter AoNW1 and Godot AoNW2
presentation clients, including parity, cutover, and rollback gates.