Fix maintenance capacity economy#53
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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.ResourceProcessingPointsPerFacilityand switchFaction.MaintenanceCapacity(and UnitSeeder starting capacity) to use it. - Rebalance defaults/data by setting
RefinementMultiplierto1and updating multiple tests to match the new supply/capacity model. - Expand
MessageTypevalues 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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| // 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>() }, | ||
| }; |
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| <Settings> | ||
| <RefinementMultiplier>50</RefinementMultiplier> | ||
| <RefinementMultiplier>1</RefinementMultiplier> | ||
| <GarrisonEfficiency>1</GarrisonEfficiency> | ||
| <TroopEffectiveness>1</TroopEffectiveness> | ||
| <UprisingResistance>1</UprisingResistance> |
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| <Settings> | ||
| <RefinementMultiplier>50</RefinementMultiplier> | ||
| <RefinementMultiplier>1</RefinementMultiplier> | ||
| <GarrisonEfficiency>2</GarrisonEfficiency> | ||
| <TroopEffectiveness>2</TroopEffectiveness> | ||
| <UprisingResistance>2</UprisingResistance> |
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