Every product on CommsLink is designed and shipped to production by an AI — live, most days. This is the raw record, generated straight from the commit history. No hand-picking, no polish: 2,472 ships and counting.
Carrier00 Stage 3: every player's whole surface fleet (destroyers, battleships, subs, cargo, boats, landing craft) now broadcasts in the per-frame state and renders + interpolates on every other client via the same system as planes -- so you see your allies' and enemies' fleets move in real time, hull-coloured by relationship and lockable/identifiable. A dived sub stays hidden. (Naval PvP on peer ships is a follow-up; this is the render/update unification.)
Carrier00 Stage 2: server-flown city-garrison CAP. A bot-owned city with an airport now SCRAMBLES a small server-side fighter garrison when a hostile (non-allied human OR enemy faction unit) comes within range, defends the city, and lands again once the sky clears. Anchored to the city (flagship CAP tracks the moving carrier; garrison holds over its city), broadcast in the same peer_state.pl so everyone sees it and can shoot it down. Closes the air-defense gap from Stage 1 (cities had no CAP after the phantom client CAP was removed). Total faction planes capped for safety
Carrier00 server-authoritative NPC air (Stage 1): AI factions now fly REAL CAP fighters on the server (8Hz brains, ~18Hz broadcast in peer_state.pl), so every player sees the SAME planes, the same dogfights, the same deaths. CAP engages the nearest hostile unit -- a rival faction's CAP OR a non-allied human's carrier/planes -- treating a human exactly like a rival's units (defends home waters within a leash). Players and their AI wingmen can shoot the CAP down (server adjudicates the kill, plane vanishes for everyone); NPC hits on the player reuse the PvP victim-authoritative wire format. Removed the old per-client phantom CAP (driveCAP) that only existed on one screen. Tracks online players' unit positions server-side for targeting
Garrison persistence + city-deploy fixes. (1) Whole airport garrison (fighters/bombers + SR-71) now persists across refresh and sits on the runway, not just the SR-71. (2) City force-projection now resolves the target city by map position (nearestIslandTo) so right-clicking any enemy/ally/neutral city works without a precise marker hit. Empty source garrison now toasts a clear message instead of doing nothing
Carrier00 city force-projection: select your city on the globe map, right-click another city to send its airport garrison there. Enemy city -> bombers attack buildings + jets escort; ally/own -> circle and guard; neutral -> circle and hold fire (until flagged enemy or recalled). Right-click open sea recalls them home. Behavior re-checks the target's relation each frame; low fuel/target-razed auto-returns home
Patrolling planes now ENGAGE — a plane on a patrol route breaks off to attack any enemy within half the carrier radar range (fighters dogfight/strafe, bombers gut ships) then resumes its route, instead of flying right past contacts
Land on ALLIED carriers — fly low+slow over an ally's carrier to set down, refuel + repair, then hold W/Space to take off (your plane rides their deck while parked). Symmetric, so allies can land on yours too
Helicopters faster — full-stick now hits full max (was capped at 70%) and max bumped 46->54 so they out-run a destroyer; AI helis 0.85->0.95. Lock reticle nose-bias strengthened (4u, also covers peer planes)
Destroyer scaled +25% for more walkable flight-deck room; helipad pulled inboard so you dismount with clear deck fore and aft (no rail trap). Lock reticle now biases toward the nose for airborne aircraft so it sits on the hull, not back at the mid-fuselage origin near the exhaust/contrail
Lock reticle BOX + distance now coloured by IFF relation (was hardcoded red) — locking your own ship/plane shows GREEN, ally blue, neutral yellow, bot/enemy red. The name was already coloured; this fixes the box + distance
Globe-map plane triangles now point their heading (directional arrowheads); SR-71 (thin dart, icy-blue) and E-3 (broad delta, cyan) get distinct icons; cargo ship gets a hull icon that points its heading. PLUS the SR-71 (airport garrison) now PERSISTS across refresh — saved per-island and re-spawned on its runway when the airport syncs back
SR-71 no longer self-immolates on launch — marked high-alt so it's slow in dense air near the deck (cant reach burn speed) and only hits top speed UP HIGH; lifts off at a sane speed. E-3 now orbits AT the carrier radar edge so its bubble extends coverage beyond, not uselessly inside
Editable + persistent patrol paths for carrier PLANES (same as destroyers) — select a plane on the globe map, right-click to move / shift+right-click to chain waypoints / close on its marker to loop a patrol; wingman AI flies the route, RTBs to refuel and resumes; route persists across reload and draws when selected
E-3 default patrol — when airborne and not flown, it auto-loiters near the carrier radar edge at ~1000m (above the jet ceiling, unarmed, never engaged); reuses the existing wingman RTB/refuel cycle so it returns, refuels, and re-takes-off to resume the patrol
Carrier00 cargo fixes: scale to carrier-class (x5), ride LOW so the hull sits under water (laden draft), keep CG- callsign on restore (was becoming LC-) + persist ship callsigns. Plus 200M test fund
Stop renaming planes to pilot names (applyCrew was overwriting F1-F4 callsigns with the pilot name); planes keep their own callsign, pilot stays as crew. Plus one-time 200M test fund
Carrier00 fix: E-3 + SR-71 now have proper PARKED silhouettes (radome / black dart) on the deck/runway instead of a jet (makeParkedPlane had no case for them, and I was downgrading them to fighter); callsign now persisted so a reload keeps E3-1 as E3-1 instead of renaming it
Carrier00 fix: purchases now persist IMMEDIATELY (buildBar saves the instant credits drop) so a quick refresh can no longer eat a bought E-3/cargo/ship; the 10s autosave + pagehide save were racing the purchase. Plus a one-time 8,000,000 cr refund for the E-3 the bug ate
Carrier00 F9: Zumwalt-class destroyer rework — long tumblehome hull, knife wave-piercing bow, faceted pyramidal deckhouse, forward AGS gun, two VLS missile clusters, deck-edge torpedo tube, and a clear aft helipad. Walkable deck + helipad updated to the new 32x4.4 dimensions
Carrier00 feedback batch A: SR-71 parks on its CITY runway (boardable, needs Command Center + Airport); E-3 reworked (bomber-size, 2 engines, spinning rotodome), 2M to 8M, auto-cruises above the jet ceiling on patrol, its own cyan radar ring+sweep on the globe map; altitude readout above the fuel gauge; resource HUD recolored (oil black/steel silver/uranium fluor-green/copper) with hover tooltips; flight trajectory line default OFF (rocket stays on); distinct minimap icons for cargo/SR-71/E-3
Carrier00 AI (item 13): factions now COMPETE for strategic resource territory — bot expansion biases toward uranium (poles) > steel/copper (mid-lat) > oil, mirroring the client's resource map, so the player can't quietly corner scarce metals. Additive scoring tweak; tsc clean; 98 tests pass
Carrier00 supply-chain foundation (item 12): islands produce resources by geography (oil=tropics, steel/copper=mid-latitudes, uranium=poles); buildable Cargo Ship (5M, slow/unarmed/container model) auto-loads an owned city's resource and delivers to your carrier; persisted stockpile + HUD; capital ships now need Steel, nukes need Uranium (starter stock so it's a taste, then you must trade across the map). Build-bar header shows each city's product
SR-71 Blackbird (city tab, 10M, needs Command Center, ~5x jet speed + 4x boost endurance, unarmed, near-orbit ceiling, overheats if flown fast low) + E-3 Sentry (carrier tab, 2M, needs Command Center, slow/high/unarmed, extends globe-map radar half the carrier's range). Both gated by hasHQ, parked on the carrier deck to fly
Carrier00 atmosphere/orbital update: soft oxygen ceiling (no bounce, 2x alt, power fades), altitude air-density (less power+less drag up high, jetliner sweet spot), re-entry burn-up, altitude sky gradient (blue->violet->black+stars) for ALL planes, above-the-weather, thick Line2 trajectory lines (rocket color-coded + per-plane cut-power ballistic arc, toggle backtick), orbit-achieved toast, trimmed boost so it won't trivially escape
Relationship-colored locks (own=green/ally=blue/neutral=yellow/bot=red) + pilots now earn XP on hits & kills (player pilots were stuck at lvl1)
Carrier00 fixes: (1) carrier HP bar now shows for returning captains — gate on setupDone not the legacy 'started' flag they never trip; (2) minimap rotates with your look direction (lookYaw) while on foot/deck, centred on you; (3) compass N now points to true world north (-Z, the globe's north pole) instead of +Z — 'point N, fly forward' now goes north; (4) build menu moved below the relocated minimap (was overlapping it)
Carrier00 UI: relocate the globe instructions to the bottom-right in the main-game controls style (right-aligned, faded, no pill); move the territory/waters readout + carrier HP bar to the top-right (waters above HP), shifting FPS + minimap down into a clean right-edge column
Carrier00 map UX: fishing boats hover/click for stats (city, owner, HP%) but NOT commandable — yours always, enemy while radar-swept; replaced the overlapping TERRITORIES toggle with a bottom-centre MAP / 🧩 TERRITORIES mode switcher (cards stay above it)
Carrier00 map: click a selected region again to deselect; territory fills 75% more transparent (alpha 0.62->0.16, see-through); ignore stale-green saved colour so player paints CYAN; show your fishing boats on the globe always + enemy fishing boats when radar-swept
Carrier00 territory: unowned regions now have NO fill (per-vertex RGBA alpha → bare ocean shows, borders still outline them); player colour = cyan; click a region on the globe to highlight its outline (yellow) + a prominent top-centre panel showing region name / owner / population (Unowned Territory · No Owner · 0 Population if unclaimed)
Persist ship custom routes/loops (survive refresh — ship keeps looping AND its path can be drawn); show patrol-path lines ONLY for the SELECTED unit on the globe; faction colours Specter=red, Kraken=orange
Carrier00 territory polish: border lines ~75% more transparent (opacity 0.5->0.13); a faction's OWN connected regions no longer show an internal border (owner-aware rebuild); TERRITORIES legend moved to bottom-left (clear of the Map Key); faction colour overrides — Tempest navy, Maelstrom yellow, Reaper near-black
Carrier00 territory map: vibrant CK-style faction palette + vibrant player swatches + fill opacity 0.62; unclaimed now paints the natural ocean colour (reads as unpainted, borders still show); added a TERRITORIES legend/key on the globe listing each faction's colour + name
Carrier00 territory colours: each faction its OWN colour (warm/violet palette, identity not relation) so AIs are distinct; player picks a nation colour at setup (persisted); neutral = true grey; fills now BLENDED via per-corner vertex interpolation (no more 90deg colour edges); border lines = slightly transparent white
Carrier00 territory: drop the assignment domain-warp (clean Voronoi → every island owns its own contiguous region: fixes criss-cross borders + two-cities-in-one-region, no city-moving/wipe needed). Organic look now from marching-squares 45 diagonals + Laplacian corner-rounding on the border lines
Carrier00 territory borders: marching-squares smoothing — staircase 90s become long 45 diagonals, straights stay straight, multi-region junctions star to a clean centre. Big step toward CK borders
Carrier00 territory borders: domain-warp the Voronoi with smooth multi-octave sphere noise so province borders wander organically (mix of straight + curvy) instead of perfect bisector triangles — CK-style hand-drawn feel. Deterministic (identical borders for all players); the whose-waters readout uses the same warp
Carrier00 territory borders: replace fat filled borders with THIN 1px province lines (constant screen thickness, like the radar ring), grid 320->400x200 for smoother boundaries. Every island shown as land + a region; islands no longer buried under borders
Carrier00 territory painter → Crusader Kings look: bold dark province borders between ALL regions (owner-independent, static, separate mesh), 320x160 grid for smooth borders, every island is a region incl. arctic/remote (massive single-island regions), full-globe coverage, neutral regions grey with visible borders
Carrier00 territory painter: globe (M) now paints a Voronoi region per island (nearest-island = territory, geodesic so wrap/poles are correct) coloured by owner — take an island, take its region. TERRITORIES toggle on the globe + a live 'whose waters' HUD readout (reads YOU, not the carrier — fixes the Selene header confusion)
Fishing Boat added to the (renamed) SHIPS tab; Defense + Coastal buildings RETIRED — removed from build menus, AI build order, and stripped from the live world on load (build() rejects them; placeBuilding ignores legacy ones). Airports are now a city's defense
Carrier00 city naming: founding pops a name dialog (persisted + synced to all players via city_name socket); AI factions auto-name cities from a Greek/Roman pool (Roma, Syracusae, Korinthos…); names show in the build-bar header, globe map, and battle logs. Server: name field + setCityName/cityNameOf in world.ts
Carrier00 build bar polish: header now 'BUILD' (→ city name when in range); CITY+AIR merged into one tab (3 tabs total: CARRIER/CITY/WARSHIPS) with icons + readable 12px labels; bar widened to 210px (matches leaderboard); minimap enlarged 158→200px; cap-aware greying; scrollable grid
Carrier00 Phase 2: Red Alert build bar — always-on tabbed sidebar under the minimap (CARRIER/CITY/WARSHIPS/AIR), 2D-canvas icons, cost, radial cooldown clocks. Cooldowns (3m units/buildings, 5m airport, 120/240/480m warships) persist across reloads. CITY/WARSHIPS/AIR act on the nearest in-range owned city (header names it). B menu kept
Carrier00 economy rebalance (Phase 1): foundations double per island (40k,80k,160k…), residences double per city (30k,60k…), command center 2M, destroyer 8M, battleship 20M, sub 100M, rocket requires a command center, plaza removed. Slows city/nation growth
Carrier00 fog: add a LOW sea-level fog band (alt 0.6-2.3, just under the deck) so the carrier rides above rolling ground-fog. Rides the same server fogK as the high band — shared with all players
Extract the one invisible attack — AI factions no longer raid HUMAN cities (no boats sunk, no buildings razed). Bot-vs-bot raids + diplomacy + carrier-preservation all unchanged
Bot-raid log now states there is NO on-site unit — raids are long-range strikes dispatched from the faction's flagship (with source distance). Answers 'what unit is hitting me': none, it's remote
Carrier00 diagnostics: attribute every building/boat destruction in chat — server logs WHO (human raider or AI faction) hit your city; client logs contaminated-water boat culls + your building losses. Pure instrumentation, no gameplay change
FPS HUD font black w/ white halo (was unreadable); walk-mode minimap enemy blips now hot-red #ff1010 + glow + larger
Carrier00 fog restored: flat low translucent drive-through layers parallel to the sea (server-weather-driven so it's shared by all players), floored enveloping scene.fog (deep but not white-out); fog also SHRINKS the cull radius 7000->3200 for an FPS gain when it's up
FIX _matTRS shared-matrix bug — merged window/street/runway-light grids all collapsed to one speck (grey daytime cities + building lights only visible up close); now each quad gets its own matrix so windows span the building (lit from afar). Lock-on = tight 20deg ray pick (locks what the crosshair is on, not a 45deg-off far object)
Landing gear only down on short final over carrier/island (never over water); enemy aircraft = burnt-orange headlamp + no floating label (nation+name shown on lock); enemy fishing boats = red back window + no label (visual IFF, fewer labels). Web: hide MarketChatWidget on /carrier00
Carrier00 fixes: minimap radar repaints again (offsetParent always-null for fixed els -> offsetWidth check); city night lights apply current day/night state on placement (cities loaded at night now light up); FPS counter top-right above radar; stars 1400->350
Carrier00 perf #2: merge per-building windows into 1 mesh + merge city runway/street/edge-light decor (vertex-colored) — ~220 meshes/city -> ~95 (>50% draw-call cut); preserves recolor/day-night/damage/diff/night-lights/height/sphere-render
Carrier00 perf batch: distance-cull far objects in renderWrapped (skip transform+hide beyond 7000u, restores frustum culling — big win); puff cap 600->250 (recycle oldest) + hide plane beams/lamps >700u; throttle minimap repaint to ~18Hz (+skip when hidden); throttle separateUnits O(n^2) to ~22Hz
/noplanes (remove all aircraft) + /nocrew (stand down all crew) chat commands, like /scuttle; restore now honors a cleared wing/crew (truncates the base wing+crew to the saved count) so the clears persist on reload
/scuttle chat command — removes all the player's non-carrier ships (playerNaval) from the live game + persists the empty fleet (carrier + aircraft kept); slash-command intercept in chat
Carrier00 RTS: closing a patrol loop on ANY group unit now loops the WHOLE group; command in first-person/walk mode — 1-9 recall a group, Tab lock, T = group engages the locked target (ships get under planes + fire, jets attack then resume escort, fuel still wins); unit cards also shown above the menu in walk mode (click to recall)
Carrier00 RTS: group-assign = CTRL+1-9 (was Shift); SHIFT+right-click chains waypoints into a route; closing the loop on the ship/start = perpetual PATROL; path line GREEN one-way / BLUE patrol loop; jets escort + refuel along the route
Carrier00 RTS commands: right-click map = order selected group's SHIPS to move+hold (green path line); JETS auto-escort their group's ships (circle, follow when it moves) — no direct orders; jet fuel = RTB+refuel at carrier/city or CRASH if unreachable (chat log + downed pilot); downed pilots show as human icons on the map
Carrier00 RTS control groups: Shift+1-9 assign selection, 1-9 recall, 0 = auto carrier fleet (one group per unit); C&C-style unit cards along the bottom (type glyph x count, click to recall); groups persist by callsign in the player-state blob (survive relog)
Carrier00 map shapes: carrier = long rectangle (3x), submarine = 2D capsule/cylinder, battleship = square, destroyer = diamond, PT boat = tiny dot — per-type glyphs on globe map + minimap, oriented by heading
Carrier00 map: phosphor radar fade restored (enemies blip when swept, fade off over ~1.5s, reappear next sweep — robust angular-since method, no fragile crossing); FIX your jets to triangles (_poolGet now swaps geometry on reuse so planes don't inherit a ship slot's diamond)
Carrier00 radar: CAP_RANGE 1500 -> RADAR_RANGE (2400) — distant city/carrier defenders are now SPAWNED while within radar range, so their jets exist client-side and show as red blips (carriers always showed; only their CAP needed proximity)
Carrier00 map: enemy = brighter vivid red; enemy radar contacts now SELECTABLE (left-click or box-drag) → selection halo + stats in the SELECTED panel (kept while in radar range); fighters all use the triangle glyph
Carrier00 radar REAL fix: city CAP is created into allAircraft (via spawnCAPInto), NOT enemyPlanes — both the map radar and the top-right minimap now scan allAircraft for enemy aircraft/ships (+ enemy carriers/CAP), so enemy CAP over your carrier finally shows as red dots
Carrier00 radar fix: in-range enemies ALWAYS visible (sweep only brightens, was hiding everything when the beam-crossing didn't register = zero dots); + plot enemy CITY CAP (airport defenders, a pool the radar never checked)
Carrier00 map radar fix: now detects ALL enemy contacts — enemy CAP planes + ships + carriers (was only checking far-off enemy carriers, so it saw nothing); each radar-gated (in range + swept + phosphor fade), enemy-red glyphs; sweep crossing math verified
Carrier radar moved to the MAP (range ring + 3s sweep + enemies fog-of-war'd — only blip when swept within range, your units/allies/cities always shown); removed the oversized bridge room + its radar; F at the wheel steers the carrier directly; map never auto-spins
Carrier00 map: auto-rotate stops once grabbed; depth-proportional zoom (fine gears when close); zoom-scaled rotation (gentle when zoomed in); LEFT=select/box-select your units, RIGHT-drag=rotate; hover-id all units; click-select with per-unit stats + selection ring; drag box-select; SELECTED list panel below the legend
Carrier00 map TRUE-SCALE rework: islands/cities ~1/100th (true scale, open ocean) so units have room; unit icons constant on-screen size (scale with camera depth) so a fleet spreads apart at zoom instead of overlapping; deeper zoom (min 1.01x, near-plane 0.08) opening close on the player's fleet
Carrier00 map rework: FLAT land discs (not spheres) sized by real radius so continents read as big landmasses; units small relative to land (land 14 >> carrier 2.4 >> ship/plane 1.2, YOU = thin ring not a sphere); deeper zoom (min 1.04x) + opens framed on the player's fleet
In first-person cockpit, the jet/bomber prop shows a clean spinning DISC (circle) instead of slow blades — forces the disc effect while flying fpv (dead engine still shows blades)
Carrier00 fog FIX: remove floating fog-slab billboards (the white 'lenses' in the sky); restore proper ENVELOPING scene.fog driven by server weather (fog/wet/cloud) — drive-through banks, floored ~360u (dense not white), deck+air alike
Carrier00 globe map: land sized by radius (continents = big landmasses, was invisible 2px dots) + white polar ice caps; cities now building-tower clusters sized by the city (replaced diamonds); opens zoomed to show whole globe; legend updated
Remove moon-glow halo (the floating white 'lens' tracking the moon across the sky) — moon disc stays
Carrier00 water polish: remove floating white sun-glint 'lens' sprite (camera-anchored billboard that receded on the horizon); tropical water bluer (less neon green); ocean emissive no longer self-lights its green tint
Carrier00 FF7 water (on the DEFAULT sphere ocean, not the unused flat one): animated scrolling water texture over seasonal color, denser visible wave lines, sun-glint sparkle + shimmer, day-brightened emissive depth; calms at night/storm
Carrier00 sky fix: remove gradient sky-dome (white bow artifact) + sun lens-flare/wide corona (weird lighting); simple sun anchored like the moon; clouds on a hemisphere shell like stars (no more bow)
Globe map polish (city/carrier/your-unit glyphs + name labels + legend + live updates while open); REMOVE city light-haze gradient; add subtle warm-orange runway ground-glow at night
Carrier00 diplomacy+leaderboard polish: players folded into survival-optimal balance-of-power (dominant human = regional coalition target, carrier-preservation kept); alliance/war/peace announcements on log; leaderboard POWER tab ranks all factions incl AIs w/ ally/enemy coloring + Diplomacy panel
Carrier00 naval: PT boats screen-patrol the carrier (random waypoints), auto-rescue downed pilots, high-ROF orange flak vs low jets/ships, fragile (#6); PT boats sit at waterline (#7); destroyers orbit cities ~6x further out (#14)
Carrier00 atmosphere: white-core sun + corona + lens flare (#17); dark-blue->turquoise sky dome + FF7-style sea (waves+fresnel+sun glint) (#18); city night light-haze gradient (#15); pale blue-white daytime windows (#16)
Carrier00 seasonal visuals: snow+blizzard (climate/winter gated), low-poly ocean ice floes, seasonal water color (navy night/caribbean summer/icy winter/blue-moon polar), bluer glowing moon, climate-tinted stars
Client syncs server weather/season/time (shared+persistent), climateAt/currentSeason; fog SWAP — deck clear, flyers whited-out inside clouds (#5); clouds even around whole sky (#9); AIs found cities paced by cooldown+build-first gate (#4)
Server-authoritative seasons (moon cycle=10 days, summer/winter alternating) + persistent global weather (DB-backed, same for all, survives refresh, broadcast on join+change); client is MMO-only — offline shows overlay + freezes, single-player removed
Carrier00 geography overhaul: 61 islands across the WHOLE globe (14 archipelagos far apart + 2 continents + N/S ice poles); AIs redistributed 1-per-archipelago; one-time full world reset (geo_reset_v3) since the map moved
City helicopter system — black sleeker Huey parks on HQ roof, patrols city (avoid buildings, cover runway, hover/elevation), shoots intruders, police lights (2min/30s + permanent while ferrying), summon-and-ride from command center (map destination or patrol), walkable Huey cabin
Rebuilt command deck from scratch — spacious windowed bridge (wrap-around sea/deck view, radar chart table, captain's chair, helm, console banks, lighting); enter with F at the island, F=helm, I=leave; interior-larger-than-exterior, no hull rescale
Warships path AROUND cities + carriers (tangent steering + push-off) for AI and player; board + walk on battleship/destroyer decks (foot collision, ride the moving hull, F to step out of a landed heli onto the deck)
My Carrier HP bar (top-left above Longest Alive); carrier helis fly rectangle patrol + engage-and-return; fix command-center flicker + residence height churn (client building-diff + stable 8-tier height; server only re-broadcasts a city on tier change, not every pop tick)
RTS 3D globe map (M/🌍 — rotate/zoom, islands+cities by owner, you-are-here); AI carriers now PRESERVED (patrol home, never chase player, raid regionally via fleet); AI death = full reset (empire to neutral, new personality/name/far location)
Global Stats panel (factions/cities/3 graphs); lock-on overhaul (aim-based, render-distance capped, works from deck incl enemy CAP); real No-room-spam fix (silent on snapshot rebuilds) + informative msg; fog no longer pure-white inside (keeps ~420u vision)
Heavier low storm clouds scaling with rain + drive-through volumetric fog layers; Global Stats backend (per-faction/global aggregates, kill/death counters, time-series, GET /carrier00/global-stats)
Rifle muzzle = orange tip (no expanding circles); jet targets CAP-first then by lethality, wider air engagement, divide targets; AI cities wiped+redistributed once, balance-of-power alliances/wars (gang up on leader, allies don't fight), leanness via economics NOT unit caps
Build caps (1 rocket/command/sub) + no foundation-on-foundation + foundation only near empty island + hangared city jets visible/takeable on runway + fix 'No room' spam; AI carriers slowly self-repair out of combat (2.5x near home port)
Carrier00 AI: factions stay regional (expand+defend, fight local rivals) instead of dogpiling the lone human — unprovoked targeting now reach-gated to ~6000u of own territory; only a faction the player actually attacked (real grudge) hunts across the map
Real phosphor radar sweep (sector paint+fade, 512px), enemy-only labels + lock-on for all units (name above/dist below), thin props, spinning-disc effect; even AI spawn distribution (golden-angle, respawn at own base not on player)
Carrier00 nuke: require Space Program to launch; razed city + green-water/smoke contamination persist 24h in shared world (survives refresh), bots skip contaminated sites
Generated 2026-08-26 from git across all CommsLink repos · page 4/6, showing 301–400 of 593 Carrier00 ships · complete record: /changelog.txt · /changelog.json.