# Changelog

All notable changes to AoE4 Command Center. This project follows
[Semantic Versioning](https://semver.org/): `MAJOR.MINOR.PATCH`.

- **MAJOR** — large overhauls or breaking changes
- **MINOR** — new features, backwards compatible
- **PATCH** — bug fixes and small tweaks

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## [1.1.1] — 2026-06-07

### Fixed
- Eco Lab: economy upgrades now include every tier, not just the Feudal one -
  wood (Double Broadax / Lumber Preservation / Crosscut Saw), food (Horticulture /
  Fertilization / Precision Cross-Breeding) and gold (Specialized Pick / Shaft
  Mining / Cupellation). Stone caps at Castle, matching the game.
- Eco Lab: economy techs now respect per-civ availability, so a civ no longer sees
  upgrades it cannot research (e.g. Knights Templar and Tughlaq have no wood line).
  Variant civs with missing data fall back to their base civ.
- Eco Lab: removed Forestry, which was modelled as a wood gather bonus but is
  actually a tree-felling-rate effect.

---

## [1.1.0] — 2026-06-07

### Added
- **Combat Simulator (BETA)** — a new tab. Build two armies and watch the battle
  play out in real time on an animated battlefield.
  - Per-army civilisation picker (all 23 civs), independent Age II/III/IV, and a
    visual icon unit picker with quantity steppers
  - Blacksmith upgrade panel and per-civ Technologies panel, both age-gated, with
    Max / All / Clear quick actions
  - Real per-unit, per-age stats pulled from aoe4world data (stored locally — no
    runtime API calls)
  - Bonus/counter damage (spearmen vs cavalry, etc.) with Strong vs / Weak vs on
    each unit's stat card
  - Cavalry charge, siege minimum range + area/volley damage (mangonel, nest of
    bees, springald pierce), and melee cleave (Landsknecht, cataphract)
  - Three stances per army: Attack Move, Kite (stutter-step), Charge
  - Unit separation so armies form a front line instead of stacking
  - Post-battle Battle Report: survivors, casualties, kills, damage dealt
  - Atmospheric pre-rendered battlefield (dusk sky, treeline, grass, camp banners)
- **Eco Lab (BETA)** — a new tab for working out your economy and Town Center timing.
  - Civ flag picker and age selector; assign villagers across every food source
    (berries, sheep, deer, boar, farms) and resource (wood, gold, stone), plus
    fishing boats, and see live income per minute and per second
  - Deer and boar are separate hunt sources; fishing is modelled as boats (not
    villagers), including the Rus Lodya Fishing Boat which fishes far faster
  - Gather rates account for each civ's economy bonuses (English farm scaling,
    Rus all-food bonus, French faster villagers, and more)
  - **Economy technology toggles with icons:** common upgrades (Wheelbarrow,
    Survival Techniques, Double Broadax, Specialized Pick, Horticulture) plus
    civ-unique ones (Abbasid Fresh Foodstuffs -40% villager cost, Chinese Song
    Dynasty +33% villager production, Ayyubid Industry/Growth, HRE Devoutness).
    Income, villager cost, build and train times all recalculate live
  - **Town Center cheat sheet:** how many TCs your food income sustains non-stop;
    an interactive comparison of how many gatherers each food source needs for a
    target number of TCs (ranked best first); and when you can afford the next TC
    using its real per-civ cost (400 wood + 300 stone, 750 wood for Mongols, or
    400 wood + 350 gold for Malians), warning when you have no stone/gold income
  - **2nd TC payoff / breakeven:** choose how many villagers build the TC and the
    interactive chart redraws, showing the build time and exactly when the 2nd TC
    pays for itself versus staying on 1 TC. Uses the real AoE4 construction-scaling
    formula (each extra villager adds +1/3 of the base build rate, time = base x
    3/(N+2)) and adapts to the civ and toggled techs. Hover for the gap at any time
- **Deeper team analysis** — the team report is far more detailed than the old
  basic summary.
  - Team-vs-team comparison card with bar breakdowns: kills, team K/D, villagers,
    units made, upgrades, relics captured, trade carts, resources, and fastest
    Castle age
  - "Why this team won" auto-summary that reads the game and explains the result
  - K/D shown as ratios, plus per-stat percentages and kill/eco share
  - Relics captured and trade carts built are now tracked and reported per player
  - Expandable per-player rows: timings, combat, economy, and army composition
- **Interactive match timeline (Deeper Analysis)** — a live, hoverable graph of
  how the game actually unfolded over time.
  - Switch between five metrics: Total score, Military, Economy, Income per
    minute, and Resources gathered
  - Hover anywhere to see the exact time and both teams' values at that moment
  - Marks when the lead last changed hands, so you can see the economy and the
    military fights swing at different times
- **Upper Hand now supports team games (2v2–4v4)** — it detects every enemy player
  and produces a scouting report for each, switchable via tabs. 1v1 still shows a
  single report directly.
- Version number shown in the header, linking to this changelog.

### Improved
- Team analysis now works the same whether it's a 2v2, 3v3, or 4v4.
- Brighter, higher-contrast secondary text across all 52 colour themes for easier
  reading (auto-adjusts per palette).

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## [1.0.0] — baseline

The established app prior to formal version tracking:
War Room (build orders, voice coach, overlay), Creator, Tier List, Compare,
Rivals, Upper Hand (BETA), Analysis (1v1 + team games), and the How to Use guide.
Custom domain at aoe4cc.com.
