Both halves of the ticket, in the shape vessels have used since gas bombers
and laser ships: a definition carries an ore figure and, when it wants more
than ore, a dictionary that IS the price. `building_costs()` and
`skill_costs()` answer it the way `product_costs()` already did, so there is
one question with one answer whatever is being bought, and every payment
path now goes through `spend_resources` rather than `spend`.
Seven of ten structures and thirteen of seventeen doctrines now want gas,
energy or dark matter alongside their rocks, and the totals climb with tree
depth - structures 16/31/58/62/96 by depth, doctrines 15/30/73/96/143/258/530.
The constraint that shaped the table is REACHABILITY, and it is the reason
some prices stayed ore-only. Energy exists only where a gas burner stands,
and a gas burner needs Power Systems - so nothing at or before that depth
may be priced in energy, or it is a wall with no way through. Dark matter is
rarer still and appears once, on the deepest node in the game. The extractor
stays rocks-only despite its depth allowing gas, because the quest chain
reaches it before it has sent the player for any.
test_progressive_costs checks those as properties rather than transcribing
the numbers, so rebalancing a price costs nothing while breaking the shape
fails: nothing unreachable at its own depth, prices rising with depth, the
ore field agreeing with the dictionary (repairs quote the field alone, since
a repair drone carries ore and nothing else), and the quest chain never
asking for a structure it has not funded.
Two things cleaned up on the way:
- The per-building cost constants in GameState are gone. Nothing but tests
used them, and they were a second copy of a number the definitions already
hold - exactly what would drift once a price gained a resource.
- research_for_building() returns a display NAME, and the id-keyed half of
the tree wants an id. That mix-up is silent - skill_depth() of a name finds
no node and answers 0, so a deep structure reads as an ungated one, which
is how the first draft of the test let an unreachable price through.
research_node_for_building() is the id, and the name is expressed from it.
PriceTag no longer rebuilds its labels when re-told the same price; it
refreshes the held figures instead. The craft menu re-states prices every
frame and the build menu now does too, so that was a dozen Labels being torn
down and rebuilt sixty times a second.
Landed together because an outpost you cannot crew is decoration, and a
garrison menu with no building to hang it off is nothing at all.
#102, the building. Researched at "Forward Bases", two prerequisites deep
and cheaper than any mid-game structure - the ticket asks for early, and the
answer to waves attacking your buildings should arrive at about the time the
waves can hurt them. It is drawn as a watch mast on a tripod with two open
berths, deliberately the least machinery of any structure here: it makes
nothing and refines nothing, it holds a position. 120hp, more than a
crafter, because being shot at is its job.
#103, the garrison. Two separate things live on its record, and conflating
them was the first thing to get wrong: the ORDER, what the player asked for,
and the CREW, who is actually there. This menu edits the order only; #104
fills the crew. Keeping the order as a wish is what lets an outpost ask for
a hull nobody has built yet and wait for it, rather than the request
evaporating - and it is why the panel shows "here / ordered" instead of one
number.
"Only ships that attack can be assigned" is expressed as capabilities rather
than a list of types, so a new armed vessel is eligible the day it is added
and an unarmed one never is by accident. Today that means the interceptor
and the laser vessel; a shield, a hauler and an engine block cannot hold a
position however much one might want them to.
Two berths by default, and Garrison Bays raises it at outposts ALREADY
standing - the same shape as freight_yards for hubs, because a bonus that
only reached new buildings would mean demolishing and rebuilding to collect
it.
The panel builds its own rows from the catalog rather than from nodes placed
in the scene, so adding an armed vessel later needs no scene surgery.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>