Friday Dev Notes

004 — September 18, 2026

Posted by Sean · “Brehon” / “Amadagu”

Wiring is like the eyeball. It is done to translate everything to be seen into a bunch of nerves that are attached to unseen inner workings. Yet it also has another job: it exposes. In the human eye, it supposes quite a bit and fills in all kinds of blanks for us. I am here to tell you wiring into systems you devised absolutely exposes — but it takes nothing for granted and fills no blanks.

No matter the timeframe I think it will take, I have to double it (we won't talk about triples ;p). I was certain I would be turn testing right now. It's not a rush, it's not a race, it's just looking at estimation vs. reality. Boy, it's a humbling one.

~Sean “Brehon” / “Amadagu”
This Week's Actual Work

Friday Dev Notes — September 18, 2026

Duplicate Logic & Shared Rules Cleanup

  • Found duplicate verb usage for player and AI, likely left over from before AI work was completed
  • Consolidated the entire chain into the proper place for use by both AI and player
  • Continued working through divided authority and duplicate logic where the same rule existed in more than one place
  • Population demand fulfillment and fleet upkeep now use the same rule for the simulation and the Budget Analyzer, instead of separate versions

Factory Build Flow Reworked

  • Didn't like the old sequence — build a factory, let it sit idle a turn, then choose a product
  • Changed the flow so you can set the product upon factory build; universal for players and AI
  • Each factory type now shows in the scroll box so you can choose the product at build time
  • Added a command-level requirement that a Factory must have a product selected when built, rather than relying on the interface to enforce it
  • Factories still under construction can no longer have their product changed

Munitions & Systems Budget Gap Fixed

  • Discovered Munitions and Systems were omitted from the budget and from AI's checks for needed materials
  • Added the missing variables and reworked the logic to include them
  • Updated the Budget Analyzer to include and recalculate with the missing variables
  • Found another path where AI tracked these factories but wasn't including their element requirements when calculating resource demand — corrected that too

Command Edge Cases Fixed

  • Prevented multiple upgrades from being queued against the same improvement slot
  • Prevented the same faction from paying for multiple simultaneous claims on the same sector
  • Corrected delayed Conscription and Discharge to use the population actually available when the order completes, rather than blindly applying the amount originally ordered
  • Corrected an instant-order path that could report success even if the actual command application failed

Under-Construction Improvements No Longer Count as Operational

  • Science Labs could generate Research before construction completed
  • AI could count factories still under construction as available production
  • Both now follow the same operational-state rule as the rest of the improvement system

Ownership & Budget Accuracy

  • Corrected body ownership so it updates from current sector ownership, instead of potentially retaining the ownership established at game start
  • This affects body information, map representation, and the visible state used by AI
  • Corrected projection inconsistencies in the Budget Analyzer — structures and fleets completing during the projected turn are now reflected properly in the detailed breakdown, not just the final projected totals

Action Button & Build Menu Fix

  • Action buttons weren't checking that you owned the sector before offering a build option
  • You couldn't actually build, but it shouldn't have even shown you the menu
  • Resolved — build action buttons for improvements are complete
  • Only refinement left is determinable upon playtesting

Player Action Panel Improvements

  • Real-time updates on improvement slots, for clarity
  • New Action Summary — displays all orders given that turn for your faction
  • Added the sector summary for the selected sector
  • Added military display: troops (with types) and any fleets present in that sector's space
  • Added a much-needed close button on the panel

Diplomacy — Coming Later

  • Added a placeholder for the planned Diplomacy feature phase
No Screenshot This Week This one was primarily under the hood — wiring, consolidation, and correctness fixes with nothing new to look at.
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