feat: Resources & Industry — per-region resource profiles + industry LLM lever (v0.36.0, #59)
CI / build + unit + e2e (pull_request) Successful in 2m11s
CI / build + unit + e2e (pull_request) Successful in 2m11s
- scripts/build-region-resources.mjs: deterministic, idempotent builder →
public/region-resources.json (1,800 entries; FNV-1a hash × area factor, 0–1, 2dp)
- server/regions.ts: hasResources()/resourceOf() optional-manifest loader
- shared/types.ts: RegionResources, IndustryType/INDUSTRY_TYPES, IndustryProject,
GameState.industry
- shared/protocol.ts: IndustryOps, TurnResult.industry, deriveNationResources
(area×population-weighted average, 2dp)
- server/engine.ts: isIndustryType, validateIndustryOps, applyIndustryOps
(per-region SET, first-declared-type wins), applyIndustryEffects
(INDUSTRY_ECONOMY_BONUS=1, +1 when region industry≥0.5; sole-owner only;
0/2+ owner regions kept but no boost; re-derive after), system+user prompt
contract lines, runTurn resourceOf opt, nationResources in user payload
- server/db.ts: legacy-row industry default migration
- server/stub.ts: industry:{projects:[]} in stub result; resources/industry
in StubPayload (never read)
- server/index.ts: resourceOf wired to jump route
- All test fixtures updated; new describe blocks in engine.test.ts,
protocol.test.ts, regions.test.ts, db.test.ts
- CHANGELOG.md v0.36.0, AGENTS.md docs, package.json 0.36.0
Fixes #59
This commit is contained in:
@@ -6,10 +6,12 @@ import type {
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EventOutcome,
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EventType,
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GameState,
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IndustryProject,
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MarkerType,
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Nation,
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NationStats,
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RelationStatus,
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RegionResources,
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RegionStats,
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StatKey,
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} from './types';
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@@ -416,6 +418,21 @@ export interface EconomyOps {
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embargo: EconomyEmbargoOp[];
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}
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/**
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* (v0.36, #59) The turn's INDUSTRY operations, nested under
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* `TurnResult.industry`. `projects` lists the industry projects the LLM builds
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* this turn: each names a **region key** (the region must be valid, and — for
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* the boost to take effect — will need a sole owner at apply time) and one of
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* the four project {@link IndustryType}s. The engine applies each project to
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* `GameState.industry` (a per-region SET — a region already hosting a project
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* keeps the first one declared; a region key not in the valid manifest is
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* dropped, never thrown). Required; default `{ projects: [] }`.
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*/
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export interface IndustryOps {
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/** The industry projects built this turn (region key + type). */
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projects: IndustryProject[];
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}
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/** The exact JSON object the world-simulator LLM must return for a turn. */
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export interface TurnResult {
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date: string;
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@@ -506,6 +523,20 @@ export interface TurnResult {
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* suspended automatically.
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*/
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economy: EconomyOps;
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/**
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* (v0.36, #59) Industry projects built this turn — the LLM's "industry"
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* lever. `projects` lists `{ regionKey, type }` pairs: the model names a
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* region it (believes it) controls and one of the four project types
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* (`oil` / `iron` / `food` / `industry`). Applied directly by
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* `applyTurnResult`: each project is added to `GameState.industry` (a
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* per-region SET — re-declaring on a region that already has a project is a
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* no-op), and on every committed turn each active project gives its region's
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* SOLE owner a small, deterministic economy boost scaled by that region's
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* `industry` resource value (a region with no owner, or 2+ owners, yields no
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* boost but keeps its project). They never move borders — sole ownership is
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* untouched. Required; default `{ projects: [] }`.
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*/
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industry: IndustryOps;
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/**
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* (v0.27, #44) Map-marker ops this turn. `add` places new named markers
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* (the engine positions each at its region's centroid + a small
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@@ -954,3 +985,49 @@ export function migrateRegionStats(
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}
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return next;
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}
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/**
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* (v0.36, #59) Derive a nation's aggregate {@link RegionResources} from the
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* resource profiles of the regions it owns: each of the four resource values is
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* the **area×population-weighted AVERAGE** (an average — not a median — is the
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* meaningful aggregation for an abundance profile) over the nation's owned
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* region keys. A region's weight is the same
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* `(area > 0 ? area : 1) × (population > 0 ? population : 1)` as
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* {@link deriveNationStats} — both factors fall back to 1 when the region has
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* no geo entry (`geoOf` returns `undefined` for it), so every region carries
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* weight ≥ 1 and a missing geo degrades gracefully to a uniform (unweighted)
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* average. A region key with no resource-profile entry (`resourceOf` returns
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* `undefined` for it — the manifest is not loaded, or the key is absent) is
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* skipped. Returns the zero profile when the nation owns no region with a
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* profile. Pure + shared.
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*/
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export function deriveNationResources(
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regionKeys: string[],
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resourceOf?: (key: string) => RegionResources | undefined,
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geoOf?: (key: string) => { area: number; population: number } | undefined,
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): RegionResources {
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const zero: RegionResources = { oil: 0, iron: 0, food: 0, industry: 0 };
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const sums: Record<keyof RegionResources, number> = { oil: 0, iron: 0, food: 0, industry: 0 };
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let totalW = 0;
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for (const key of regionKeys) {
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const r = resourceOf?.(key);
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if (!r) continue; // a key with no resource profile is skipped
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const g = geoOf?.(key);
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const a = g && g.area > 0 ? g.area : 1;
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const p = g && g.population > 0 ? g.population : 1;
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const w = a * p;
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totalW += w;
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sums.oil += r.oil * w;
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sums.iron += r.iron * w;
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sums.food += r.food * w;
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sums.industry += r.industry * w;
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}
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if (totalW <= 0) return zero;
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const round2 = (v: number) => Math.round(v * 100) / 100;
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return {
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oil: round2(sums.oil / totalW),
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iron: round2(sums.iron / totalW),
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food: round2(sums.food / totalW),
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industry: round2(sums.industry / totalW),
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};
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}
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@@ -459,6 +459,8 @@ export function worldDraftToGameState(
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// (v0.35.0, #58) No trades/embargoes on a fresh (dynamic) game.
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trades: [],
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embargoes: [],
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// (v0.36, #59) No industry projects on a fresh (dynamic) game.
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industry: [],
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};
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return state;
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}
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@@ -26,6 +26,23 @@ export interface RegionStats {
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population: number;
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}
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/**
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* (v0.36, #59) A region's synthesized four-value resource profile — each value
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* a finite fraction in [0, 1]. Built once per region key by
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* `scripts/build-region-resources.mjs` into the committed
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* `public/region-resources.json` (the engine reads it via `regions.resourceOf`).
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* The engine scales a region's per-turn industry boost by its `industry` value,
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* and a nation's aggregate profile (the area×population-weighted mean of its
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* owned regions' profiles, see `protocol.deriveNationResources`) is what the
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* LLM prompt carries so the model can reason about where to build.
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*/
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export interface RegionResources {
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oil: number;
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iron: number;
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food: number;
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industry: number;
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}
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export const STAT_KEYS = ['military', 'economy', 'stability', 'population'] as const;
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export type StatKey = (typeof STAT_KEYS)[number];
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@@ -174,6 +191,36 @@ export interface Embargo {
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target: string;
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}
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// --- Resources & industry (v0.36, #59) ---------------------------------------
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//
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// The LLM can build per-region INDUSTRY PROJECTS (an oil facility, an iron
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// mine, a food operation, or a factory) on regions it controls; each active
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// project gives that region's sole owner a small, deterministic economy boost
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// every committed turn, scaled by the region's `industry` resource value from
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// the committed resource manifest. The active projects live in
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// `GameState.industry` — the LLM's "industry" lever.
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/** The four industry project types a region can host (v0.36, #59). */
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export type IndustryType = 'oil' | 'iron' | 'food' | 'industry';
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/** All industry project types, in canonical order (the LLM contract + validator). */
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export const INDUSTRY_TYPES: IndustryType[] = ['oil', 'iron', 'food', 'industry'];
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/**
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* (v0.36, #59) One active industry project: a building of a given
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* {@link IndustryType} in a specific region. The engine keys the per-turn
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* economy boost by the region's SOLE owner (a region with no owner or 2+
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* owners yields no boost) and scales it by the region's `industry` resource
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* value. A region hosts at most ONE project — re-declaring on a region that
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* already has one is a no-op (the first declared type wins).
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*/
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export interface IndustryProject {
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/** The region key the project sits in (see `public/region-keys.json`). */
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regionKey: string;
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/** The kind of project built there (see {@link IndustryType}). */
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type: IndustryType;
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}
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/**
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* (v0.33.0, #56) A first-class **war** — a named, ongoing armed conflict
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* between two or more nations. Unlike the boolean `war` relation (which a
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@@ -356,6 +403,18 @@ export interface GameState {
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* no data wipe.
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*/
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embargoes: Embargo[];
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/**
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* (v0.36, #59) Active industry projects (see {@link IndustryProject}): built
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* by a turn's `industry.projects` ops (the LLM names a region key + a
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* project type). Each region hosts at most one project — re-declaring on a
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* region that already has one is a no-op. Every committed turn the engine
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* gives each project's region's SOLE owner a small, deterministic economy
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* boost scaled by that region's `industry` resource value. A project on a
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* region that ends a turn with no owner (or 2+ owners) yields no boost but
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* is NOT removed. Always `[]` on a fresh game; rows saved before v0.36 load
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* with this defaulted to `[]` (see server/db.ts) — additive, no data wipe.
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*/
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industry: IndustryProject[];
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}
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/**
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