Friday Dev Notes

005 — September 25, 2026

Posted by Sean · “Brehon” / “Amadagu”

My original idea was three factions with their factional resources split across Earth, Luna (our moon), and a space station. Then I looked at the technology and found it insulting that they had access to a livable space station but still had to build a spaceport. That backwards logic hit me pretty hard.

Accordingly, I have removed the Whithall Station starting sector for the Directorate. Houses, Unity, and the Directorate are now spread across Earth and Luna only. The uncontrolled sectors on each are the very first potential conflict, and it just fits better.

~Sean “Brehon” / “Amadagu”
Major News

Friends & Family Testing is set to begin as early as October 1, 2026.

The requirements are as follows:

  1. You must connect to our Discord. Yes, this is mandatory.
  2. Provide a real name, handle, and email address. You will be assigned a tester handle of your choice. Your email address and real name will not be exposed outside of our internal records.
  3. You will be able to stream and share information about your playthrough. I continue to believe in complete transparency. That means if you hate it, you can share that too!
  4. Your feedback after a playthrough will be required through a special area of Discord.
  5. Follow all rules posted in Discord through the Tester area.

Join the Discord to get started →

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

Friday Dev Notes — September 25, 2026

Player Interface

  • Selected Sector Summary added to the Player Action Canvas
  • Job Summary added to the Player Action Canvas
  • Soldier/serving information added to the Player Action Canvas
  • Fleet information added to the Player Action Canvas
  • “Assault” button added for attempting to take over another sector on the same body
  • New rule: if you have no troops, you cannot see the troop counts of any other sector within that same body — ground units give you “intel” through vision

Playtesting: I Finally Lost

  • Conscripted my militia and attacked Houses. They were a turn faster, and as a result they were able to counterattack and take over the entire planet
  • Unity did not conscript any troops, and was also wiped off the planet by turn 20
  • For the first time, I lost to the AI (Houses). I built more economy, but their blitzkrieg took out both me and Unity

Command Reliability

  • Added an internal “reserve” for units in transit for the commands Transfer and Claim
  • Makes sure neither the AI nor the player is punished if, midstream, the command becomes invalid

Duplicate Logic & Shared Rules Cleanup

  • Finished the divided authority and duplicated logic cleanup
  • Consolidated faction population, loyalty, and body-control calculations so the HUD and monthly simulation use the same rules
  • Consolidated repeated research, ship, and stockpile lookup/access paths
  • Removed additional dead economy, location, combat, AI, Budget Analyzer, and simulation helper code

AI Information-Boundary Fix

  • Found an AI information-boundary issue during cleanup
  • Sequential AI planning was using a temporary copy of the full authoritative state, including information the faction should not know
  • Added a visibility-filtered planning state so AI can no longer use opposing faction stockpiles, research, or private population information while planning

AI Turn Execution Consolidated

  • Normal End Turn and AI soak testing had separate copies of the faction action loop
  • Both now use the same execution path

Shared Asset Loading

  • Created a shared asynchronous icon-loading path
  • Body portraits and Infopedia images now use the same loader rather than resolving assets synchronously inside individual widgets

C++ Work-in-Progress Display

  • Added C++ support for displaying work currently in progress
  • Faction-wide timed jobs can now be queried for the interface
  • Selected sectors can display the timed jobs currently affecting them, separate from the existing Action Summary, which shows orders issued during the current turn

PlayerActionPanel Read-Side Cleanup

  • Continued PlayerActionPanel read-side cleanup
  • Added dedicated C++ views/bases for selected-sector summaries and military information
  • Consolidated fleet-power calculation so visible-world information and the player military display use the same rule
  • I finally feel the separation of duty between C++ and Blueprints is complete: C++ owns the game state, rules, and data preparation; Blueprints handle presentation and interface behavior

Feature Adds

  • 5 tiers of ground units added
  • Research progression added for ground unit tiers 2–5
  • Conscript with slider and visible number added to the Player Action Panel
  • Verified that both player and AI factions have the same access, functionality, and requirements
Commander's Gambit in-engine screenshot: Directorate sector view of Earth with the Player Action Panel open, showing sector resources, Units Serving, and factory build queue.
In-engine screenshot — Directorate sector view, Earth Per the notice above: what you see is what you get.
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