Astari development update
Today's session pushed V0.6 from research tooling into something that
plays like a war story.
Research & loadouts
- Research tree with branch tabs (Exploration, Industry, Science, Ships, Colony)
- Scientists and Engineers spent on projects
- Module craft gated by completed research
- Individual ship hull sheets (no more ambiguous stacks)
- Fit scanners, shields, weapons, drives on specific hulls
Surveys
- Surveys are timed missions (travel + on-site + return)
- Intel only lands when the Scout returns; hull is spent on a successful survey
- Cancel supported: return time based on time already spent outbound
- Live countdown on en-route surveys
Harvesters & threat
- Alien fleets seed at the galaxy foothold (Raiders, Cutters, Barges)
- Raids commit real ships; survivors return after resolution
- Inbound threat power hidden until workforce allocation locks (or Deep Space Radar research)
Combat (the big one)
- Replaced single-roll / best-of-3 dice with two-stage HP combat
- Orbit first: ships and modules form HP pools; both sides fire every volley
- Ground only if orbit falls
- d20 scales damage (Nat 20 / Nat 1 swing a volley, not the whole war)
- Holding orbit (no boots on the ground) grants a stronger morale win
- Full combat reports with orbit/ground HP tracks and volley logs
Quality of life
- Fleet link in main nav and on the Military tab
- Combat report pages (`combat_report.php?id=`)
Looking at V0.7
- Pilots & Commanders as living military specialists (grades, assignment, permanent loss)
- Heroes feeding orbit/ground HP and offense
- Further balance on volley damage and Harvester growth
Boots never touched the dirt tonight — that's the goal.