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4 changes: 3 additions & 1 deletion README.md
Original file line number Diff line number Diff line change
Expand Up @@ -55,6 +55,8 @@ Nothing appears instantly once people live in the city. Every build order opens

The paid contractor puts `CREW_RATE` work points into every open site each tick (4 ticks a day). With contractors alone a park takes about a day, a road a day, a bridge 2.5 days, a police station 3, a hospital 4, a coal plant 9, a stadium 12 and an airport 15. Private developers take about 2 days for houses and 6 for a tower, and run at most `MAX_ZONE_SITES` (10) sites per district at once. Residents with construction skills (construction workers, civil engineers, electricians, water engineers) spend their working day on the nearest site; together they can add up to `HELPER_CAP` (60%) of a contractor shift per tick. They are paid a day rate, remember what they helped build, and show up in the tile inspector's crew list. A building does nothing until it is finished. Sites survive save/load.

Orders you place on foot from the phone go to your own two building crews instead of the contractors. A crew builds one order at a time in real time: 2 minutes for a park up to 5 for the airport at speed 1, and 10 seconds per road tile. A third order waits for the first crew to free up. You can watch them work on site: a foreman by the gate, two builders, and a hauler carrying crates from a pile to the work. A board over the gate names the crew, the order, the stage and the time left. They stand on the ground, among the rebar, on the slab and between the frame's columns, and on the scaffold once the building fills its lot. A crew that takes an order while you play walks in through the gate.

Progress shows continuously, not stage by stage: the view runs each site forward between ticks at its recent work rate, and each stage changes as work goes in. Trees come down and stumps are pulled, the pit widens and the spoil heaps grow, rebar goes in before the slab is poured across, the frame rises floor by floor, safety netting rolls up, asphalt is laid end to end, bridge piers rise, and demolished buildings sink into a growing rubble pile that is then hauled away.

The view draws each stage with a fenced dirt lot, an excavated pit with spoil heaps, a wet concrete slab with formwork and rebar, a rising concrete frame (floor by floor), scaffolding with safety netting around the finishing building, and a floodlight. Animated procedural machines work the sites: excavators, JCB-style backhoe loaders, tipping dump trucks, cement mixers with turning drums, tower cranes with slewing jibs and moving trolleys, bulldozers and road rollers.
Expand All @@ -81,7 +83,7 @@ Founding builds made before anyone lives in the city, and runs with residents of

`godot --path .` starts in **first person** at street level. Set `GRIDFALL_VIEW=orbit` to play the orbit city builder with the full HUD described below.

- **First person:** WASD or the arrow keys walk, Shift runs, mouse to look (click to capture the pointer), `]` and `[` change time speed (1x, 2x, 4x, 8x), `T` skips to the next morning, `Esc` pauses, `F1` hides the HUD, `F5` saves, `F9` loads. `F` by a car gets in (W/S throttle and brake or reverse, A/D steer, Space handbrake, V switches chase and driver view) and `F` again gets out once it slows down. `B` opens the build phone: `1`-`6` pick road, homes, shops, industry, a building (mouse wheel picks which) or bulldoze, left click places on the tile ahead (roads and zones take a start and an end click), right click undoes the start. Each order is paid by the district that owns the land, as if its mayor had ordered it. The AI activity feed (top right) shows each mayor turn, council ruling, Chaos Director pick, grid order and Gazette front page as it lands. A card shows who decided, the model they run on, whether the answer came live, from a replay, from a fallback or from the offline planner, what they did and why. On foot the mayors take their turns spread over the day. A decision with a place raises a light beacon there. `J` cycles the feed between full, brief and hidden, and `G` routes the GPS to the newest decision with a place.
- **First person:** WASD or the arrow keys walk, Shift runs, mouse to look (click to capture the pointer), `]` and `[` change time speed (1x, 2x, 4x, 8x), `T` skips to the next morning, `Esc` pauses, `F1` hides the HUD, `F5` saves, `F9` loads. `F` by a car gets in (W/S throttle and brake or reverse, A/D steer, Space handbrake, V switches chase and driver view) and `F` again gets out once it slows down. `B` opens the build phone: `1`-`6` pick road, homes, shops, industry, a building (mouse wheel picks which) or bulldoze, left click places on the tile ahead (roads and zones take a start and an end click), right click undoes the start. Each order is paid by the district that owns the land, as if its mayor had ordered it, and one of your two building crews builds it in real time (see Staged construction). The phone says how many crews are free and how long the order takes, a card under the top bar counts down your orders, and `E` on a worker gets a word about the job. The AI activity feed (top right) shows each mayor turn, council ruling, Chaos Director pick, grid order and Gazette front page as it lands. A card shows who decided, the model they run on, whether the answer came live, from a replay, from a fallback or from the offline planner, what they did and why. On foot the mayors take their turns spread over the day. A decision with a place raises a light beacon there. `J` cycles the feed between full, brief and hidden, and `G` routes the GPS to the newest decision with a place.

The orbit view (`GRIDFALL_VIEW=orbit`):

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1 change: 1 addition & 0 deletions data/feature_flags.json
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Expand Up @@ -14,6 +14,7 @@
"drive": {"default": true, "description": "First-person feature: get into parked or stopped cars with F and drive them."},
"phone": {"default": true, "description": "First-person feature: B opens the phone Build app, which places roads, zones and buildings for the mayor who owns the land."},
"activity": {"default": true, "description": "First-person feature: AI activity feed, decision beacons and map pings showing which mayor or agent decided what, on which model, from which source, and where; mayors take staggered turns through the day on foot. J cycles the feed, G routes to the newest decision."},
"crews": {"default": true, "description": "First-person feature: the player's two building crews. Phone orders are built in real time (2-5 minutes for a building) by crews you can watch on site, with a board and a HUD card counting down; later orders queue for a free crew."},
"gmi_live": {"default": true, "description": "Kill switch for live GMI Cloud calls. Off: every call uses the replay cache or heuristics, as with GRIDFALL_OFFLINE=1."},
"analytics": {"default": false, "description": "Local product analytics to user://ops/analytics.jsonl (also GRIDFALL_ANALYTICS=1). Nothing is sent anywhere."},
"error_tracking": {"default": false, "description": "Write contextual error records to user://ops/errors.jsonl (also GRIDFALL_ERROR_LOG=1). In-memory error counters are always on."},
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11 changes: 10 additions & 1 deletion docs/api/index.md

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