Hardware purchase screen
Turn the catalog into an actual buy decision.
This is the working state of Scaling Laws, not a promise list. No 82% progress bars. A feature moves from foundation to playable, polish and finally shipped only when the label actually means something.
Hardware economics already exist underneath the UI. The current line is about letting the player actually rent, buy, configure and time those decisions, then tying that ownership back into the physical company.
Turn the catalog into an actual buy decision.
Accelerator, CPU, memory and fabric must fit together.
Make waiting visible before it becomes expensive.
The starter house needs a real second rung.
The rules that keep every campaign reproducible, saveable and testable.
Campaign time advances through one GameDate timeline beginning on 1 January 2022.
#Deliveries, compute, market demand, bills, gates and solvency resolve in a fixed order.
#The same seed and the same decisions replay to the same numbers.
#Economics and game rules run without UnityEngine so balance tests do not need a scene.
#Old save shapes move forward one version at a time instead of being silently rewritten.
#Loaded fields are clamped and invalid enum values fall back to legal states.
#Estimated hardware and rival data stay distinguishable from known reference data.
#A projected capability never becomes a deployed score until the run actually finishes.
#A scripted multi-year company must survive and stay competitive without trivially dominating.
#Catalog sweeps catch impossible ranges, dangling references and dead research paths.
#PlayMode checks protect critical visual references that EditMode simulation tests cannot see.
#The opening choices that shape cost, research, training and where the company operates.
Create the person behind the lab before the campaign begins.
#Development, Management, Teamwork, Concept, Software, Data Engineering and Safety.
#Ignoring a skill is a real weakness instead of merely skipping a bonus.
#Experience is awarded for finished runs, research, upgrades and releases, never for idle time.
#Every opening trait trades one advantage against a real cost.
#Opening company profiles change starting cash, reputation, data and default pricing.
#Name and define the player's own lab rather than taking a preset.
#Choose the region used to navigate the registration map.
#Countries differ on hardware access, tax, innovation and local competition.
#A loss-making company is not punished with tax on turnover.
#Registration changes what owned silicon costs.
#Country choice changes research and upgrade timing.
#Registration changes the brand pressure in the market split.
#Connect the creator identity to the physical starter home and later offices.
#From a blueprint to a trained model, a shelf decision and a live product.
Build a model through Foundation, Scale, Data, Compute and Review instead of one giant form.
#The creator shows how the last change moved projected capability.
#The bill is not the only cost. Calendar time is visible before committing the run.
#The creator prices the run against cash on hand before the player commits.
#Parameter count and token count feed one Chinchilla-style quality function.
#Undertraining or overtraining can waste the same compute budget.
#Eight corpora feed the data side of the training plan.
#Multiple corpora combine through one normalized mechanism.
#Consumer, Developer, Enterprise, Creative and Autonomous demand change over time.
#Specialized model types trade broad reach for stronger audience fit and price tolerance.
#A finished run becomes a trained model on the shelf, not an automatic launch.
#The player chooses when a trained model reaches the market.
#Multiple live models can carry different prices.
#Reasoning, knowledge, coding and other traits are measured against the market par of the day.
#Model maintenance competes with training for the same calendar and infrastructure.
#Inference is priced as served descendants rather than the full training artifact.
#Make safety an explicit creation-stage decision before training.
#A finished run should branch into internal use or public release instead of one fixed path.
#Choose rented serving capacity or owned infrastructure after deciding to release.
#Technology unlocks, in-house architecture work and the calendar cost of getting there.
Seventeen nodes gate architectures, data, model types, upgrades and compute tiers.
#Foundations, scaling, autonomy and the late frontier structure the tree.
#Every unlock must be reachable and cannot open before its own prerequisite.
#Research cannot be brute-forced purely by having more cash.
#Time is hard to buy, but research still competes for company capital.
#The end-state node is visible early but intentionally unreachable in the opening years.
#Create a custom family instead of only adopting a published architecture.
#Sparsity, throughput, quality-per-parameter, serving cost and reasoning divide programme focus.
#More money cannot fully substitute for more time, and more time cannot replace all budget.
#A programme chasing every direction makes less depth in each one.
#Cheap or rushed research is deliberately less predictable.
#House architectures resolve through the same downstream interfaces as published families.
#Improve a house family more cheaply and quickly, with diminishing returns.
#Finish the visual language and card art around the four research eras.
#The current active development line: rent, own, configure, wait and sometimes regret the timing.
Accelerators, host CPUs, node memory and fabric carry launch dates, price, power and capacity data.
#Future entries can be labelled as projections rather than blended into history.
#Owned accelerators lose resale value as calendar time passes.
#Meaningful newer parts apply another phased hit after the player's purchase.
#The fleet can be compared with what the same money buys today.
#Cloud rental is capacity, not a fragile count of whatever hardware generation happens to be current.
#Rental availability follows the hardware frontier with a delay.
#Rented cloud, colocated servers and own datacenter form the infrastructure ladder.
#Accelerators need enough host CPU, memory and fabric to approach their nominal rating.
#Large accelerator counts lose efficiency as the fleet scales.
#Serving and training do not pretend to use the same hardware in the same way.
#Turn the existing catalog and economics into a player-facing buy flow.
#Make resale value visible before the player exits an owned batch.
#Pair accelerators with host CPUs, node memory and fabric instead of buying one magic server score.
#Surface generation timing so waiting becomes an explicit decision rather than hidden knowledge.
#Buy owned hardware with lead time before the company is ready for a full datacenter.
#Turn the late compute tier into a real capital and infrastructure commitment.
#A new accelerator generation should not become infinitely available on day one.
#Make availability another reason a technically good purchase can fail operationally.
#Owned compute should appear in company spaces instead of living only in a table.
#Owned infrastructure eventually needs limits beyond purchase price.
#Cooling becomes a late physical limit if the infrastructure simulation grows deep enough.
#Competitors that react to timing, plus information that can cost money and still be wrong.
The active field is agent-driven rather than one static score table.
#Known releases seed the 2022–2026 opening before agents diverge.
#Some rivals delay a run when better silicon is close to the planned launch window.
#A frontier-focused lab can ship early with a quality penalty when the player opens a large gap.
#Competitors improve between releases instead of freezing until the next launch.
#After the known timeline ends, rival strategies generate their own cadence.
#Labs remain recognizable as jokes without using real company names.
#Finish a consistent small-mark system that remains readable at UI scale.
#Information quality improves with spend without turning into perfect foresight.
#A report can sound more certain than the underlying signal deserves.
#Intel can surface an upcoming generation before the player has certainty.
#Intel can warn about a market event that changes hardware economics.
#Intel can warn that availability is about to tighten.
#Higher-tier intelligence can flag that a competitor may be waiting on purpose.
#Give evidence, history and uncertainty more room than a single note card.
#Show how each lab actually moved through the campaign, not just where it stands today.
#Turn model quality into demand, demand into cash and cash into the next dangerous decision.
Each live model carries its own price instead of inheriting one company-wide number.
#Free access can be used as a deliberate distribution decision.
#The economy and ranking read from the same demand model.
#Better models earn an advantage but do not automatically own the market.
#Reputation changes how equal products split demand.
#Price matters independently of capability.
#A model that nobody replaces gradually becomes stale.
#Consumer, Developer, Enterprise, Creative and Autonomous markets change size over time.
#A narrower model can reach fewer people while selling to an audience that tolerates higher pricing.
#Marketing spend acts on demand instead of being a decorative button.
#A release can receive focused marketing rather than only permanent company spend.
#Valuation combines frontier proximity, run rate and the sentiment of the year.
#The same company can be priced very differently depending on when it raises.
#Equity rounds permanently change ownership.
#Raising below the previous valuation costs extra equity.
#Bridge, venture debt, bond and sovereign compute debt trade dilution for repayment pressure.
#Missed payments accumulate before a public default damages standing.
#Capability, share and brand feed one sorted company board.
#Track movement through time instead of showing only today's order.
#Add discrete events only where they reinforce an existing market mechanism.
#Make company growth visible in rooms, people, cars, buildings and infrastructure.
The opening company site exists as a real orthographic 3D environment.
#Living room, workspace and bedroom sell the scale of the first company before expansion.
#The starter site includes a garage connected to the planned travel flow.
#The first vehicle gives the world-map transition a physical starting point.
#The scene uses a locked 2.5D presentation rather than free camera navigation.
#Keep refining props, lighting and composition without changing the core camera.
#Remove room obstruction when the founder enters the garage or another hidden space.
#Place the created founder into the physical company view.
#Give the opening scene life without turning movement into simulation authority.
#Move between fixed activity points rather than overengineering pathfinding for the camera distance.
#Training and work actions gain a short physical animation at the desk.
#Travel begins with the founder physically leaving the starter site.
#Turn location selection into a navigable world layer beyond company registration.
#Company growth should require leaving the starter house.
#Progress through larger spaces instead of one infinitely expanding room.
#Add the team layer that turns empty office capacity into useful company capacity.
#Staff quality should influence work rather than every hire being interchangeable.
#Headcount becomes a continuing operating commitment.
#A hire should appear in the space the company is paying for.
#Employees move between work points to keep larger spaces alive.
#The physical view reads the compute pool and shows what the company actually owns.
#A late office tier separates the management fantasy from the starter site.
#Owned infrastructure eventually becomes a place rather than only a finance line.
#Safety should be a decision with tail risk, not a virtue stat that only moves brand.
Founder creation already changes incident-risk pressure through the skill system.
#Safety is one of the traits measured against the market par of the day.
#Falling behind on safety already affects how a product is received.
#The simulation has the inputs needed to turn weak safety choices into tail risk.
#Make safety visible before training instead of burying it in later upgrades.
#A model far below the safety expectation can produce a costly event.
#Incidents should hit standing that took time and money to build.
#Serious safety failures can create pressure outside the normal demand model.
#Give the player a recovery choice rather than only applying an automatic penalty.
#The game needs to stay legible while the simulation gets denser.
The main navigation lives in a bottom control bar instead of a wide left rail.
#A half-disc shows date and day progress without controlling the simulation rules.
#Time controls map cleanly onto the whole-day simulation.
#Run exactly one day and stop, even when the game is paused.
#Coral, wine and pale violet are treated as one line moving through the interface.
#Finish the white single-weight icon language across the major screens.
#Seven founder-skill icons are already present and being normalized as one family.
#Research, Business, Funding and other screens share low-contrast panoramic art.
#Creators and panels defend against shrink, wrap and small-window layout faults.
#Move long explanations out of cramped controls without hiding decisions.
#Test the game across the target window and display sizes.
#Review contrast, focus, motion and readability before a public release.
#Add restrained confirmation and warning sounds once the interaction language is stable.
#Animate state changes only where motion clarifies what changed.
#The public footprint around the game: source, website, roadmap, playtests and store pages.
The code and engineering notes are visible while the game changes.
#Scaling Laws has a permanent home beside the other HCK Labs work.
#The public game page separates current systems from planned work.
#The simulation rules and real-world references have their own crawlable technical page.
#This page is the living status map and the JSON behind it is the source of truth.
#One structured file drives the roadmap state and can feed other presentation formats.
#Create a home for build notes that can be indexed outside social platforms.
#Collect screenshots, room-evolution clips and later trailers in one crawlable place.
#Prepare the first game-specific public page and devlog channel.
#Add a second game-specific public footprint with indexed development updates.
#Move from screenshots and source to something outside testers can actually run.
#Collect focused feedback before a wider demo.
#Give early players one clear place to report friction and balance problems.
#Start collecting wishlists once the visual direction and core loop can sell the game honestly.
#A public slice of the loop that proves the game beyond screenshots.
#Cut the strongest in-game stories once the footage can represent the real loop.
#Freeze the feature line and spend time on bugs, balance and compatibility.
#Ship when the game is stable enough that the roadmap no longer has to explain away missing fundamentals.
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