Update Code Farm documentation

Document the current Code Farm mechanics across the docs: raids and
steal windows, prestige and refactor, defense upkeep and downgrade,
infrastructure and cosmetics, the community treasury and weekly grant,
market saturation, mastery, and the Era boards - in README.md, the root
and routers CLAUDE.md, and the game service CLAUDE.md.
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2026-07-26 16:46:41 +02:00
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@@ -125,21 +125,21 @@ The **Code Farm** (`/game`) is a cooperative idle game in the spirit of Farmvill
- **Daily bonus.** Claim a coin bonus once per day; consecutive days build a streak that grows the reward (capped at seven days).
- **Daily quests.** Three quests rotate every day (plant, harvest, water, or earn goals), tracked automatically as you play; claim each one for coins and XP when complete.
- **Perks.** Spend coins on four permanent upgrades - Optimizer (+harvest coins), Build Cache (+build speed), Bulk Licenses (-planting cost), and Mentorship (+harvest XP) - each levelling up with escalating cost.
- **Refactor (prestige).** At level 10 you can refactor: the farm resets (coins, level, CI, extra plots, perks) in exchange for a permanent +25% coin bonus that stacks with every refactor. Each refactor also awards **Stars** (scaled by the level and prestige you reached) to spend in the Legacy shop. Refactoring costs a **dynamic coin fee** that grows with your prestige and current wealth, so you must farm well past level 10 to afford each one - and 10% of what remains after the fee (more with the Golden Parachute Legacy upgrade, up to 35%) carries over into the new run.
- **Community treasury and weekly grant.** Every refactor fee flows into a shared treasury. Active low-balance, low-prestige farms (at least five harvests this week, under 10,000 coins, at most prestige 5) can claim a capped grant from it once per week - a direct wealth transfer from the farms refactoring at the top to the farms building at the bottom.
- **Refactor (prestige).** At level 10 you can refactor: the farm resets (coins, level, CI, extra plots, perks) in exchange for a permanent +25% coin bonus that stacks with every refactor. Each refactor also awards **Stars** (scaled by the level and prestige you reached) to spend in the Legacy shop. Refactoring costs a **dynamic coin fee** that grows with your prestige and current wealth, so you must farm well past level 10 to afford each one - and 10% of what remains after the fee (more with the Golden Parachute Legacy upgrade, up to 60%) carries over into the new run.
- **Community treasury and weekly grant.** Every refactor fee flows into a shared treasury. Active low-balance, low-prestige farms (at least five harvests this week, under 10,000 coins, at most prestige 5) can claim a grant from it once per week - the balance is divided between everyone currently eligible rather than paid first-come-first-served, capped at 2,500 coins and suppressed below 250. A direct wealth transfer from the farms refactoring at the top to the farms building at the bottom.
- **Stars and Legacy (endgame).** Stars buy permanent **Legacy** upgrades that survive every refactor, unlike perks: **CI Bot** (auto-collects ready builds when you open your farm), **Tech Debt Payoff** (+coins, stacks with prestige), **Bare-Metal** (+base build speed), **Monorepo** (+starting plots after each refactor), **Branch Protection** (longer steal grace and a smaller steal cut), and **Golden Parachute** (a larger refactor coin carry-over). This is the infinite progression for maxed farms, and CI Bot makes the game playable hands-off.
- **Golden builds.** A small share of plantings come out golden (marked with a sparkle); harvesting a golden build pays several times the coins.
- **Visit and water friends.** Open another member's farm at `/game/farm/{username}` and water their growing builds to speed them up - you earn coins for helping, and the owner sees the help live. This is the social loop that makes the game cooperative.
- **Steal a harvest.** A ready build on someone else's farm can be stolen once a protection window passes - the owner gets that grace period (longer if they invested in Branch Protection or a Defense building) to harvest it first. A successful steal pays the thief a fraction of the build's coin value (the owner loses the whole build) and earns the **Cat Burglar** badge; the victim gets the **Robbed** badge and a live notification that someone raided their farm (the thief is never named). You can raid any given neighbour only **once per hour**. Raiding a farm with 10x your own coins grants a 24-hour **Underdog** boost (+25% coin gain) and the **David vs Goliath** badge. Stealing pays coins only, so the harvest-based leaderboards stay earned by real farming.
- **Market Saturation.** The last 48 hours of league-wide harvests of each crop are tracked and converted into grow-time-normalized supply, so fast and slow crops saturate on the same real-terms scale; when a crop is over-farmed its payout drops in steps (down to 40%), while the four starter crops pay a boost (up to +15%) whenever the high-tier market is saturated and they are not - a crop is either penalized or boosted, never both. Printing one crop nonstop is throttled, planting what the market is short on is rewarded. The shop shows a live "Saturated" / "Boosted" label per crop.
- **Infrastructure.** Permanent, expensive, prestige-gated buildings and coin sinks: **Private Registry** (faster Rust/Compiler/Kernel builds), **Canary Deployments** (a chance to double or only refund a harvest), and **Observability Suite** (fixes the raid payout floor at 30% of a build's value).
- **Defense.** An upgradeable building that reduces raid losses and adds steal grace - but costs an ongoing daily coin upkeep (proportional to your coin balance, so it scales with wealth); if unpaid, the tier decays automatically.
- **Visit and water friends.** Open another member's farm at `/game/farm/{username}` and water their growing builds to speed them up - you earn coins for helping - scaled by your own prestige and Tech Debt Payoff multiplier, so the cooperative loop stays worth doing at every stage - and the owner sees the help live. This is the social loop that makes the game cooperative.
- **Steal a harvest.** A ready build on someone else's farm can be stolen once a protection window passes - the owner gets that grace period (longer if they invested in Branch Protection or a Defense building) to harvest it first. A successful raid pays the thief a share of the build's coin value and the **owner keeps and can still harvest the remainder** - a raid redistributes value rather than destroying it. The thief earns the **Cat Burglar** badge; the victim gets the **Robbed** badge and a notification naming the raider, the crop, and the exact amount taken. You can raid any given neighbour only **once per hour**, and any farm can absorb at most **3 raids per day**, so an inactive player can never be stripped by an unlimited queue of raiders. Raiding a farm with 10x your own coins grants a 24-hour **Underdog** boost (+25% coin gain) and the **David vs Goliath** badge. Stealing pays coins only, so the harvest-based leaderboards stay earned by real farming.
- **Market Saturation.** The last 48 hours of league-wide harvests of each crop are tracked and converted into grow-time-normalized supply, so fast and slow crops saturate on the same real-terms scale; supply is measured per active farm so a busy server is not permanently floored by a few heavy players; when a crop is over-farmed its payout drops in steps (down to 40%), while the four starter crops pay a boost (up to +15%) whenever the high-tier market is saturated and they are not - a crop is either penalized or boosted, never both. Printing one crop nonstop is throttled, planting what the market is short on is rewarded. The shop shows a live "Saturated" / "Boosted" label per crop.
- **Infrastructure.** Permanent, expensive, prestige-gated buildings and coin sinks: **Private Registry** (faster Rust/Compiler/Kernel builds), **Canary Deployments** (a chance to double or only refund a harvest), and **Observability Suite** (caps what any raider can take from you at 20% of a build's value).
- **Defense.** An upgradeable building that multiplicatively reduces raid losses and adds steal grace - but costs an ongoing daily coin upkeep (proportional to your coin balance, so it scales with wealth). If you cannot pay, only what you can afford is taken and the tier decays by one level - your balance is never emptied - and you are notified. You can also step down a tier deliberately to leave the commitment.
- **Cosmetics.** Purely cosmetic titles and plot skins, bought with coins - zero gameplay effect, pure status. An equipped title shows next to your name on the leaderboard.
- **Mastery (endgame beyond prestige).** From prestige 50 onward, every 10 more prestige earns a permanent Mastery point (spendable, and the milestone itself never re-locks). Mastery upgrades open new gameplay instead of bigger numbers: **Continuous Delivery** (auto-replant after harvest), **Farm Analytics** (lifetime stats on your HUD), and **Legacy Contracts** (a weekly long-term contract slot paying Stars and a temporary coin boost). Reaching Mastery also unlocks three new high-tier crop families (Distributed System, ML Pipeline, Security Fortress - the last one immune to raids).
- **Leaderboards.** Several boards, selectable from the game page: **Overall score** (a composite weighing refactor/prestige count, XP, lifetime harvests, coins, CI tier, plots, perks, and streak), **Prestige**, **Harvests this week**, **Raid efficiency** (average coins per successful raid), **Fastest to Kernel** (time since your last refactor), **Fair play** (rewards recent activity over hoarding), and (when running) the current **Era** board.
- **Mastery (endgame beyond prestige).** From prestige 50 onward, every 5 more prestige earns a permanent Mastery point (spendable, and the milestone itself never re-locks). Mastery upgrades open new gameplay instead of bigger numbers: **Continuous Delivery** (auto-replant after harvest), **Farm Analytics** (lifetime stats on your HUD), and **Legacy Contracts** (a weekly long-term contract slot paying Stars and a temporary coin boost). Reaching Mastery also unlocks three new high-tier crop families (Distributed System, ML Pipeline, Security Fortress - the last one immune to raids).
- **Leaderboards.** Several boards, selectable from the game page: **Overall score** (a composite weighing refactor/prestige count, XP, lifetime harvests, a capped coin contribution, CI tier, plots, perks, and streak - the cap keeps it a measure of what you built rather than what you hoard), **Prestige**, **Harvests this week**, **Raid efficiency** (average coins per successful raid), **Fastest to Kernel** (time since your last refactor), **Fair play** (rewards recent activity over hoarding), and (when running) the current **Era** board.
- **Eras (admin-managed seasons).** Administrators can start an Era at `/admin/game`: every farm's *visible* Era coins/harvests counters reset to zero, but real coin balances, prestige, Stars, Legacy, and Mastery are never touched. Ending an Era ranks farms by Era score (which gives prestige only partial weight, so veterans keep an edge without it being insurmountable), awards Stars to the top 10, and permanently records the results.
The farm refreshes live over the pub/sub bus (a watered build appears on the owner's screen at once) and every plot countdown ticks client-side. Every endpoint also answers JSON, and Devii can play the game on the member's behalf via the `game_*` tools (`game_state`, `game_plant`, `game_harvest`, `game_buy_plot`, `game_upgrade_ci`, `game_fertilize`, `game_daily`, `game_claim_quest`, `game_water`, `game_steal`, `game_view_farm`, `game_leaderboard`, `game_upgrade_perk`, `game_upgrade_legacy`, `game_prestige`, `game_claim_grant`, `game_upgrade_mastery`, `game_buy_infrastructure`, `game_upgrade_defense`, `game_buy_cosmetic`, `game_equip_cosmetic`). See the API reference group **Code Farm** and the full player guide at `/docs/code-farm.html`.
The farm refreshes live over the pub/sub bus (a watered build appears on the owner's screen at once) and every plot countdown ticks client-side. Every endpoint also answers JSON, and Devii can play the game on the member's behalf via the `game_*` tools (`game_state`, `game_plant`, `game_harvest`, `game_buy_plot`, `game_upgrade_ci`, `game_fertilize`, `game_daily`, `game_claim_quest`, `game_water`, `game_steal`, `game_view_farm`, `game_leaderboard`, `game_upgrade_perk`, `game_upgrade_legacy`, `game_prestige`, `game_claim_grant`, `game_upgrade_mastery`, `game_buy_infrastructure`, `game_upgrade_defense`, `game_buy_cosmetic`, `game_equip_cosmetic`, `game_downgrade_defense`). See the API reference group **Code Farm** and the full player guide at `/docs/code-farm.html`.
## Engagement