#219: fleet capacity is a built, supplied thing rather than a researched one. The eight fleet-size doctrines are gone; capacity is one berth free plus one per Fleet Office standing. An office charges every 25s for the vessel in its berth, priced off that vessel's own build cost so an expensive hull is expensive to keep, and drawn from its own store the way a gas burner draws gas. An office that cannot pay goes dark, its vessel is scuttled, and the player is told through the same queue quest lines use - which reaches them on a planet surface too. An empty berth is idle rather than starved: an office is only failing while there is something in it to fail, and holding it disabled would leave a berth that could never be crewed and so could never be paid for again. Ships have no hit points and a shield absorbs a hit wholesale, so the lost vessel is scuttled rather than damaged - otherwise a shielded hull would survive its own eviction. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
12 lines
312 B
GDScript
12 lines
312 B
GDScript
extends "res://buildings/BuildingVisualBase.gd"
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# Drawn once, like the command centre and the workshop: nothing on this
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# structure moves, so there is nothing for #117's idle gate to stop.
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func _ready() -> void:
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set_process(false)
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queue_redraw()
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func _draw() -> void:
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register_draw()
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_draw_fleet_office()
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