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Fix maintenance capacity economy#53

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davidadas merged 5 commits into
masterfrom
economy-maintenance-capacity-fix
Jun 17, 2026
Merged

Fix maintenance capacity economy#53
davidadas merged 5 commits into
masterfrom
economy-maintenance-capacity-fix

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Pull request overview

This PR adjusts the game economy so maintenance capacity is no longer derived from refined-material output, introducing a new faction setting to control maintenance capacity independently and updating generation/data/tests accordingly.

Changes:

  • Add FactionSettings.ResourceProcessingPointsPerFacility and switch Faction.MaintenanceCapacity (and UnitSeeder starting capacity) to use it.
  • Rebalance defaults/data by setting RefinementMultiplier to 1 and updating multiple tests to match the new supply/capacity model.
  • Expand MessageType values and strengthen message routing tests to cover all enum values.

Reviewed changes

Copilot reviewed 10 out of 10 changed files in this pull request and generated 3 comments.

Show a summary per file
File Description
Assets/Tests/EditMode/Systems/ManufacturingSystemTests.cs Adjusts manufacturing tests to provide needed resource supply under the new economy settings.
Assets/Tests/EditMode/Systems/MaintenanceSystemTests.cs Adds coverage ensuring low RefinementMultiplier doesn’t reduce maintenance capacity when RPP is used.
Assets/Tests/EditMode/Generation/UnitSeederTests.cs Pins ResourceProcessingPointsPerFacility for deterministic unit seeding budgets.
Assets/Tests/EditMode/Game/GameRootTests.cs Updates expected raw/refined supply values after multiplier rebalance.
Assets/Tests/EditMode/Game/Factions/FactionTests.cs Strengthens message tests to validate all MessageType buckets.
Assets/Scripts/Generation/UnitSeeder.cs Switches starting maintenance capacity scaling from refinement multiplier to resource processing points.
Assets/Scripts/Game/Factions/Message.cs Expands and reorders MessageType to include additional categories.
Assets/Scripts/Game/Factions/FactionSettings.cs Changes defaults and introduces ResourceProcessingPointsPerFacility setting.
Assets/Scripts/Game/Factions/Faction.cs Decouples MaintenanceCapacity from refined supply and extends message buckets.
Assets/Resources/Data/Factions.xml Updates refinement multiplier defaults in faction data.

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Comment on lines 119 to 134
// Messages and Notifications.
public Dictionary<MessageType, List<Message>> Messages = new Dictionary<
MessageType,
List<Message>
>()
{
{ MessageType.Conflict, new List<Message>() },
{ MessageType.Mission, new List<Message>() },
{ MessageType.PopularSupport, new List<Message>() },
{ MessageType.Fleet, new List<Message>() },
{ MessageType.Mission, new List<Message>() },
{ MessageType.Resource, new List<Message>() },
{ MessageType.Manufacturing, new List<Message>() },
{ MessageType.Defense, new List<Message>() },
{ MessageType.Conflict, new List<Message>() },
{ MessageType.Chat, new List<Message>() },
{ MessageType.Advice, new List<Message>() },
};
Comment on lines 10 to 14
<Settings>
<RefinementMultiplier>50</RefinementMultiplier>
<RefinementMultiplier>1</RefinementMultiplier>
<GarrisonEfficiency>1</GarrisonEfficiency>
<TroopEffectiveness>1</TroopEffectiveness>
<UprisingResistance>1</UprisingResistance>
Comment on lines 24 to 28
<Settings>
<RefinementMultiplier>50</RefinementMultiplier>
<RefinementMultiplier>1</RefinementMultiplier>
<GarrisonEfficiency>2</GarrisonEfficiency>
<TroopEffectiveness>2</TroopEffectiveness>
<UprisingResistance>2</UprisingResistance>
@davidadas davidadas merged commit 1a80d67 into master Jun 17, 2026
6 checks passed
@davidadas davidadas deleted the economy-maintenance-capacity-fix branch June 17, 2026 09:10
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2 participants