Original prompt
A dashboard for the electricity grid of a tiny fictional town, "Lumen", drawn as an isometric toy model in SVG: little houses, a bakery, a school, a tram, a cinema, a windmill ridge, a solar field, a small hydro dam and a battery barn, all wired together with visible lines along which power visibly flows. The data (clearly fictional) is simulated in the page over a 24-hour day; the dashboard's charts and the model town are two views of the same simulation. Concept: an infrastructure dashboard with the charm of a model railway.
Mood: cheerful, tidy, civic-minded; a town that is proud of its substation. Palette: warm paper white #F6F1EA ground, blush pink #F9C5D1, pale aqua #A8DADC, steel blue #457B9D, sunflower yellow #FFD166 (electricity, lit windows, highlights), ink navy #2B2D42 for outlines and type. Pastel, light, flat isometric shading (each building: top face lightest, left mid, right darkest of one hue), thin navy outlines, no gradients, no glow except the yellow of lit windows at night.
The town (isometric SVG, 30° grid, about 30 buildings in five districts on a diamond-shaped base with a river crossing it): Old Town (terraced houses, the bakery with a chimney that works from 3 a.m., the clock tower showing simulation time), Millside (workshops, the laundry, a small factory with saw-tooth roof), Hilltop (school, library, the cinema "The Bijou" with a marquee that lights at dusk), Riverside (allotments, pump house, tram depot; a single tram trundles a loop and draws power while moving), and the Works (substation with tiny transformers, battery barn). Generation: three wind turbines on the ridge (blades rotate according to wind speed), a solar field (panels brighten with the sun; a cloud shadow crossing reduces output), the hydro dam (steady, with a sluice animation), and the interconnector pylon line leading off the board to "the mainland" for import/export.
Simulation: time runs at 1 simulated hour per ~6 real seconds (adjustable, and scrubbing via a day dial); demand curve per district with morning and evening peaks, the bakery's night shift, school hours, cinema evenings, tram schedule; supply from sun (bell curve with passing clouds), wind (smooth noise), hydro (flat), battery (charges on surplus, discharges on deficit, with state of charge), import/export balancing the rest. Day–night lighting: the board's ground tint shifts from morning cream through noon white to dusk pink and night navy-blue tint (kept pastel: a dim lavender, not black), windows light up yellow house by house at dusk and go dark at bedtime, streetlamps come on.
Signature moment: power flow. Along every wire (thin navy lines on little poles and underground dashed runs), small yellow dashes travel in the direction of flow at a speed and density proportional to the kilowatts on that line; lines reverse direction when the battery switches from charging to discharging or when the town starts exporting; thick trunk lines from generation to the substation pulse. When the evening peak hits and the wind drops, the viewer watches the battery barn's flow reverse and the interconnector begin importing. Clicking any building or generator selects it: it lifts slightly, its wire highlights, and a small card shows its live draw/output, today's energy, and one human detail ("No. 14 Tanner Row: 0.4 kW. Kettle. Again.").
Dashboard panels (arranged around/below the model on desktop; stacked on phones; drawn in the same pastel flat style with navy hairlines): a big stacked area chart of the last 24 hours of supply by source against the demand line, with the "now" line advancing; a frequency gauge (50.00 Hz with a needle that wobbles within ±0.05 and dips when a big load switches on); battery state-of-charge as a segmented battery icon with hours remaining; today's mix as a ring ("71% from the hill and the sky"); carbon-free streak counter in hours; import/export tally in pounds, "sold to the mainland: £38.20"; a ticker of events ("17:42 The Bijou's marquee is on. 3.1 kW of civic pride.").
Interaction: toggles per district as little knife switches on a drawn switchboard (flip one and that district blacks out: windows dark, a tiny "!" over the bakery, demand drops, the event log grumbles; flip it back); weather controls: wind dial and cloud slider that the viewer can override; "storm" button that trips the interconnector so the town must island on its own generation (load shedding by priority if needed, with the cinema going dark first and the bakery last); a day dial to scrub time; speed ×1/×4/×16; "tonight's big match" event button that creates a half-time kettle surge.
Typography: friendly municipal: headings in a rounded or geometric sans (Futura/"Century Gothic"/"Avenir Next"/"Trebuchet MS"), bold, navy, with the town crest (a lightbulb in a shield, SVG); figures in tabular numerals, large; small labels in tracked caps; district names lettered on the board itself in isometric perspective (skewed text along the grid). Entrance: the board is empty for an instant, then buildings pop up district by district with a springy rise (staggered 25ms, overshoot), wires string themselves between poles, and the yellow dashes start to run: the first three seconds. Reduced motion: buildings appear at once, flow shown as static arrows on wires, time advances in steps. Keyboard: the model is a single tab stop with arrow keys moving between buildings in logical district order (Enter reads the meter, Escape closes it); switches, dials and buttons are focusable, all with navy-and-yellow focus rings. Performance: SVG dashes driven by one inherited stroke-dashoffset per wire (three phase-shifted dash layers fade in as the kilowatts rise), CSS animation for pulses, ripples, sluice and steam; pause when hidden.
072-lumen-town-grid.txt