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@@ -2,6 +2,14 @@
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All notable changes to **History** are listed here, newest first.
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## v0.10.0 — 2026-10-11 21:25
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- **Fix world map style (#2)** — made the choropleth fill fully opaque (`fill-opacity` 0.85 → 1.0) and darkened the Natural Earth terrain raster (`raster-opacity` 0.5 → 0.15), so the raster's flat water tint and fine 1:10m coastline no longer bleed through countries and compete with the borders.
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- **Strengthened country border lines** — border width 0.7 → 1.25, and the per-region stroke alphas raised (owned 0.10 → 0.30, unowned 0.06 → 0.14) so the vector borders read clearly as the dominant edge, with owned regions still more prominent than unowned ones.
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- Fixes #2.
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## v0.9.0 — 2026-10-11 20:57
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- **Reduced turn latency (prompt-level):** capped `recentEvents` in the turn prompt from the last 10 to the last 5 events, and added a HARD CONSTRAINT asking the reasoning model to keep its internal analysis brief before emitting the JSON. This shortens the chain-of-thought (the 170–223s turn driver) and lowers the risk of exhausting the 4000-token output budget before the answer (the original 502 failure mode). Reasoning stays enabled (`reasoning_effort: low`); the deterministic stub, the `TurnResult` contract, `max_tokens`, and `reasoning_effort` are all unchanged.
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## v0.8.0 — 2026-10-11 20:29
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- **Remove a saved game (#20)** — every saved game now has a delete control: a trash button on its card in the home screen's "Saved games" section opens a confirmation dialog ("Delete this game?" showing the scenario/turn/date) with Cancel and a destructive Delete. The new `DELETE /api/games/:id` route removes the game's row from SQLite and returns `{ deleted: true }` (404 if the id is unknown).
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+1
-1
@@ -1,6 +1,6 @@
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{
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"name": "history",
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"version": "0.8.0",
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"version": "0.10.0",
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"private": true,
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"type": "module",
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"description": "AI-driven alternate-history simulator — the LLM is the world engine (Pax Historia style).",
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+40
-1
@@ -1,10 +1,11 @@
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import { describe, expect, it } from 'vitest';
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import type { GameState, Preset, RoundItem } from '../shared/types';
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import type { TurnResult } from '../shared/protocol';
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import { makeEvent, type TurnResult } from '../shared/protocol';
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import type { LlmClient } from './llm';
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import { makeStubLlmClient } from './stub';
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import {
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applyTurnResult,
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buildSystemPrompt,
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buildUserPrompt,
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isMeaningful,
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parseTurnResult,
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@@ -279,6 +280,44 @@ describe('buildUserPrompt (batched round)', () => {
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expect(parsed.roundInstruction).toMatch(/no action/i);
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expect(parsed.roundInstruction).toMatch(/own momentum/i);
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});
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it('caps recentEvents at the last 5 (in order) when the state has more than 5 events', () => {
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const state = baseState();
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const events = Array.from({ length: 8 }, (_, i) =>
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makeEvent(
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{
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nation: 'uk',
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type: 'political',
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title: `Event ${i + 1}`,
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text: `Narrative ${i + 1}`,
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outcome: 'neutral',
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},
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i + 1,
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`1939-09-0${i + 1}`,
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),
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);
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state.events = events;
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const parsed = JSON.parse(buildUserPrompt(state, [])) as {
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state: { recentEvents: Array<{ title: string; turn: number; date: string }> };
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};
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expect(parsed.state.recentEvents).toHaveLength(5);
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// the last 5 of the 8 input events, in order
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expect(parsed.state.recentEvents[0].title).toBe(events[3].title); // 'Event 4'
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expect(parsed.state.recentEvents[4].title).toBe(events[7].title); // 'Event 8'
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expect(parsed.state.recentEvents.map((e) => e.title)).toEqual([
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events[3].title,
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events[4].title,
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events[5].title,
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events[6].title,
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events[7].title,
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]);
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});
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it('asks the model to keep its internal reasoning brief (concise-CoT constraint)', () => {
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expect(buildSystemPrompt(preset)).toMatch(/reasoning brief|a few sentences/i);
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});
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});
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describe('queueRoundItem', () => {
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+2
-1
@@ -59,6 +59,7 @@ export function buildSystemPrompt(preset: Preset): string {
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'HARD CONSTRAINTS',
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'- Use only nation ids and ISO_A3 codes that exist in the provided state.',
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'- Prefer 1-4 events per turn; keep each text 1-3 sentences.',
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'- Keep your internal reasoning brief (a few sentences) and go straight to the JSON result; do not over-deliberate or re-derive facts already present in the state.',
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'- Keep every stat value between 0 and 100.',
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'- Only change borders when war or a decisive political shift justifies it.',
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'- If a field is not relevant this turn, set it to an empty array.',
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@@ -95,7 +96,7 @@ export function buildUserPrompt(state: GameState, items: RoundItem[]): string {
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nations: Object.fromEntries(
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Object.entries(state.nations).map(([id, n]) => [id, nationForPrompt(n)]),
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),
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recentEvents: state.events.slice(-10).map((e) => ({
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recentEvents: state.events.slice(-5).map((e) => ({
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turn: e.turn,
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date: e.date,
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nation: e.nation,
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@@ -61,7 +61,7 @@ const INLINE_STYLE: maplibregl.StyleSpecification = {
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type: 'raster',
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source: 'terrain',
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paint: {
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'raster-opacity': 0.5,
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'raster-opacity': 0.15,
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'raster-brightness-max': 0.8,
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'raster-fade-duration': 200,
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},
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@@ -124,11 +124,11 @@ function applyRegions(geo: FeatureCollection, regions: RegionMap, playerNationId
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f.properties.fill = r.color;
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f.properties.owner = r.owner;
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f.properties.ownerId = r.ownerId;
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f.properties.stroke = 'rgba(255,255,255,0.10)';
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f.properties.stroke = 'rgba(255,255,255,0.30)';
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f.properties.isPlayer = r.ownerId === playerNationId ? 1 : 0;
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} else {
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f.properties.fill = 'rgba(148,163,184,0.05)';
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f.properties.stroke = 'rgba(255,255,255,0.06)';
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f.properties.stroke = 'rgba(255,255,255,0.14)';
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f.properties.owner = '';
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f.properties.ownerId = '';
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f.properties.isPlayer = 0;
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@@ -411,7 +411,7 @@ export default function WorldMap({
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id: FILL_LAYER,
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type: 'fill',
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source: COUNTRIES_SOURCE,
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paint: { 'fill-color': ['get', 'fill'], 'fill-opacity': 0.85 },
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paint: { 'fill-color': ['get', 'fill'], 'fill-opacity': 1.0 },
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});
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}
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if (!map.getLayer(LINE_LAYER)) {
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@@ -419,7 +419,7 @@ export default function WorldMap({
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id: LINE_LAYER,
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type: 'line',
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source: COUNTRIES_SOURCE,
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paint: { 'line-color': ['get', 'stroke'], 'line-width': 0.7, 'line-opacity': 0.95 },
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paint: { 'line-color': ['get', 'stroke'], 'line-width': 1.25, 'line-opacity': 0.95 },
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});
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}
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// NOTE: layers are added in bottom→top order (each appends on top). The
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Reference in New Issue
Block a user