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.
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