Friday Dev Notes

007 — October 9, 2026

Posted by Sean · “Brehon” / “Amadagu”

FF-3 has been a much larger update than I originally expected, but then I am not sure what I expected when I saw the feedback from Friends & Family testing. What I was told by one tester is very, very accurate: engineers make terrible instruction writers! (or something like that). I didn't realize how many things I was taking for granted in navigating the game.

I found some balance problems, especially with the economy. I have also used the rebuild to finish several systems that were already in motion.

The biggest change for me is I am having fun when playing!
~Sean “Brehon” / “Amadagu”
This Week's Actual Work

Friday Dev Notes — October 9, 2026

Economy & Balance

  • Rebalanced the economy after testing showed population demand could consume 12 or more Improvement slots just to keep people supplied
  • Factory output, Goods demand, Munitions demand, and starting stockpiles were all adjusted

Land Combat & Units

  • Finished the first full implementation of Land Combat
  • Rebalanced the five ground-unit tiers

New Starting Scenario

  • Each playable faction now begins with one Sector on one of five randomly assigned Space Stations
  • Earth and Luna now begin entirely under Independent control

Research Tree

  • Added the first full Research Tree: 75 projects across Economic, Military, and Strategic Research, divided into five tiers
  • Connected Research into Improvements, units, ships, production, population, combat, fleets, sensors, intelligence, and other systems

Fleet & Logistics

  • Added ship Energy maintenance, proportional upkeep shortages, and unpaid-maintenance damage
  • Added surviving transport-capacity checks for troop movement

AI Cleanup

  • Continued AI cleanup, including proper Fog of War restrictions and troop visibility
  • Pending-order privacy and Research handling corrected
  • AI now continues planning after a rejected order instead of stalling

UI & Summary Screens

  • Added the new Turn Summary and several summary screens for Sectors, Bodies, Troops, Ships, and Improvements
  • Continued the UI rebuild: Player Action Panel, Sector cards, Improvement slots, Ground Combat, Fleet Combat, Research, scaling, menus, and ownership identification
  • Moved the remaining active UI flow and binding logic out of temporary Blueprint wiring and into C++, while beginning cleanup of the old testing Blueprints

Systems & Validation

  • Added or corrected save validation, startup checks, and faction elimination accounting
  • Added or corrected population-demand accounting, status-band boundaries, and Body demand
  • Added or corrected Abandon Sector and troop transport behavior

Still In Progress

  • FF-3 is still in progress — Research linking and balance, UI scaling, and menu cleanup are ongoing
  • Friends & Family testing continues
  • The full FF-3 changelog, including individual balance values and fixes, is posted on the Commander's Gambit Discord
In-engine screenshot of Commander's Gambit showing an empty sector build slot, the resource/build menu, and the Troops and Fleet summary panels.
In-engine screenshot — Sector build menu, Directorate, Turn 1 Per the notice above: what you see is what you get.
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