Welcome to Happa, Anonymous Saturday, November 14 2026

Ashwind Chronicle Developer Blog

DEVELOPMENT PLAN #95 — How Many Platoons Can One Commander Lead? Command Span and the Adjutant

This is a development plan: it describes something I would like to build next. None of what follows is implemented yet, and the details are still under consideration and may change before implementation.

This morning's post showed the regiment window rebuilt around people and strength. When you appoint a commander and an adjutant, the top of the window shows the adjutant's bonus, such as "Bonus Charisma S +28% · Command SS +59%". For now that bonus is display only: it does not enter any game calculation. And however many platoons you put in a regiment, the commander's load stays the same. Tonight's plan is to let the commander's Command decide how many platoons can be led without penalty (the command span), with the adjutant helping to extend it. It turns the direction already decided for improvement item MOB-015 into a concrete rule.

The current regiment window (the actual Debug build screen, in a verification state started from the initial master data). The adjutant's bonus appears under the regiment name at the top left, but it is display only today. "Affects" on the right lists the decisions the commander is responsible for. Regiment and platoon names are still shown in Japanese in the English UI.

DEVELOPMENT SNAPSHOT #94 — Who Leads and How Strong: The Regiment Window Rebuilt

I rebuilt the regiment window and the platoon deployment window. Until now, appointments, equipment and deployment were scattered in small pieces across several windows. The two windows now split the work: the regiment window answers who leads and how strong the unit is (personnel and strength), and the platoon deployment window answers what the platoons carry and where they go (supplies). Each value can be changed in only one of the two; the other shows a summary and a shortcut ("Equipment: Platoon Deployment ›" and "Personnel: Regiment ›").

The new regiment window (an actual screen from the Debug build). The Command column on the left lists the regiment HQ and each platoon's posts; the right side shows the selected post (here the commander): the person, the appointment review and the unit's strength.

DEVELOPMENT PLAN #93 — Rivers Rise, Springs Run Dry: Water Sources That Remember the Weather

This is a development plan: it describes something I would like to build next. None of what follows is implemented yet, and the details are still under consideration and may change before implementation.

In Ashwind Chronicle every region has its own weather each day, and the calendar panel shows today's weather. But the weather only matters on the day it happens. However many weeks of clear skies or days of steady rain pass, nothing builds up. Tonight's plan is to let each region's water source (a river, springs and rain, reservoirs and canals) decide how the same run of weather turns into drought or high water. I have filed it as a new improvement item, EVT-046.

The actual Debug build screen (weather set to Rain through the verification procedure). The calendar panel at the top right shows today's weather and its strength in the capital region. Nothing about water sources or water reserves is shown today.

DEVELOPMENT SNAPSHOT #92 — Trust Takes Shape: Officers Bring More Cards, or Fewer

In the evening plan article #75 we described an idea (improvement item DOM-040): turning down an officer's proposals would lower their trust, and trust would change how many proposals they bring next time. That system is now implemented. The minister and the chief researchers (policy and technology) carry a tenure-long "trust" value from 0 to 100. It moves with how you answer their proposal cards, and high trust adds one visible card while low trust removes one.

The researcher request window (actual screen, Debug build). A chief researcher with Scholarship D normally brings two proposals; at trust 70 he opens a third. Trust, its gauge and the latest changes appear under the portrait. The three change lines were inserted for this capture.

DEVELOPMENT PLAN #91 — Digging Floating Stones from Ruins: The Finite Relics Behind Every Airship

This is a development plan: it describes something I want to build next. None of the systems described here are implemented yet, and the details are still under consideration and may change before they ship.

This morning's post (#90) added class badges such as Ship of the Line, Corvette and Brig to aircraft. Work is under way so that each of these three airship classes needs one floating stone to lift its hull. But the stones are limited, and right now there is no way to get more. Tonight's plan is to dig floating stones out of ancient ruins. It builds on the existing improvement item WLD-016 (obtaining floating stones by excavating ruins), and I have added this plan to that ticket.

The aircraft list under "Add equipment" in the production window (a development Debug build, captured during the #90 verification). Ships badged "Ship of the Line (large airship)" are built with one large floating stone.

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