Every building needs a planet-hazard material bundle on top of its normal
BuildingCosts (SEA for low pressure, HSE for high pressure, MGC for low
gravity, BL for high gravity, INS for cold, TSH for heat - area-scaled
where applicable), confirmed against live in-game build panels on Nike.
FIO's own BuildRequirements field is an unreliable superset across hazard
types, not a direct per-building list - don't use it directly.
- puga/planet.py::environment_extras(): the real threshold table.
- tools/buildcost.py: full construction material list for one building,
optionally on a given planet.
- Wired into whatif.py/buy.py (via simulate(planet=...)) and scan.py's
own bcost(), so their capex numbers stop silently omitting this.
- docs/mechanics.md: the rule, plus a separate forum-sourced note on the
CX order-cancellation penalty.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
- tools/simulate.py + puga/simulate.py: replica of PRUNplanner's simulator (flows and
efficiency verified against screenshots), reports real new capex (planned minus built)
- tools/scan.py: staffing variants, freight, HQ/experts, --planet mode, demolish-later,
--min-n as a pure market-size filter, --json output
- tools/history.py, tools/persistence.py: margin history and short-horizon payback checks
- tools/plan_push.py: guarded delete; tools/state.py: syncs to empire/
- README with features and setup; CLAUDE.md made generic
- Own-empire material (profile, state, plans, notes) moved to gitignored empire/;
generic examples in plans/examples and state/company.example.yaml
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>