#98a: the Planning Center, and the targets it holds #106

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opened 2026-08-23 11:18:45 +00:00 by metaheavens · 1 comment
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Subticket of #98.

"Planning Center is a new building that can be researched that let the player
tell the system how many ships of a give type should always be available over
the whole game (fleet + storage + outposts)."

  • New researched building, its skill-tree node, visual and action provider.
  • A menu where the player sets a target COUNT per vessel type.
  • A live census that counts a type across the fleet, the mothership hangar,
    vessels in transit and outpost garrisons - the "whole game" the ticket asks
    for, so a vessel is never counted twice or missed while it is flying.
Subticket of #98. "Planning Center is a new building that can be researched that let the player tell the system how many ships of a give type should always be available over the whole game (fleet + storage + outposts)." - New researched building, its skill-tree node, visual and action provider. - A menu where the player sets a target COUNT per vessel type. - A live census that counts a type across the fleet, the mothership hangar, vessels in transit and outpost garrisons - the "whole game" the ticket asks for, so a vessel is never counted twice or missed while it is flying.
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Done in 0c595d7, together with #107 - a board of standing orders nothing acts
on is a notepad.

Researched at "Logistics Command", deliberately deep and behind vessel science:
standing orders are what you want once the fleet is large enough that tracking
it by hand has become work.

The targets are global, not per building. One plan for the whole game; a
second planning centre is another place to read and edit it rather than a
competing one. Per-building targets would let two centres hold contradictory
orders and tell the crafters to satisfy both.

The census was the harder half. Every vessel is counted exactly once wherever it
is - flying, in the hangar, stationed at an outpost, or in the air between any
two of those. The fleet is the one place GameState cannot see, so Fleet pushes
its composition on every change, alongside the cargo capacity and Energy
Propulser count that already went that way.

Vessels on order are counted separately, because they do not exist yet: the
readout says "4 of 6, 2 building" rather than claiming six. Each row also says
where the vessels actually are, since a plan can look unmet while everything it
asked for is sitting at an outpost.

Done in 0c595d7, together with #107 - a board of standing orders nothing acts on is a notepad. Researched at "Logistics Command", deliberately deep and behind vessel science: standing orders are what you want once the fleet is large enough that tracking it by hand has become work. The targets are **global, not per building**. One plan for the whole game; a second planning centre is another place to read and edit it rather than a competing one. Per-building targets would let two centres hold contradictory orders and tell the crafters to satisfy both. The census was the harder half. Every vessel is counted exactly once wherever it is - flying, in the hangar, stationed at an outpost, or in the air between any two of those. The fleet is the one place GameState cannot see, so Fleet pushes its composition on every change, alongside the cargo capacity and Energy Propulser count that already went that way. Vessels on order are counted separately, because they do not exist yet: the readout says "4 of 6, 2 building" rather than claiming six. Each row also says where the vessels actually are, since a plan can look unmet while everything it asked for is sitting at an outpost.
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metaheavens/spaceship#106
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