Welcome to Happa, Anonymous Saturday, November 14 2026

Ashwind Chronicle Developer Blog

DEVELOPMENT SNAPSHOT #100 — From Plan #87 to the Game: Field Repair Caps and Arsenal Repairs

This morning's post is the 100th on this developer blog. For the milestone, here's the follow-up to a plan I wrote up a week ago. In #87 I proposed splitting battle-damaged equipment into what can be fixed in the field and what only a rear arsenal can restore. Yesterday steps 1 through 5 of that plan landed in main. Below I go through what the plan turned into, what is still open, and the actual screens.

The Regiment window (an actual screen from the Debug build). A new "Damaged equipment" row now sits below "Missing equipment".

DEVELOPMENT PLAN #99 — Tariffs Collected at the Checkpoint: Trade Routes and Who Gets Through

This is a development-plan article: it describes something we want to build next. Nothing described here is implemented yet, and the details are still under consideration and may change before implementation.

Today the social security tax on wages (first proposed in plan #81) arrived in the Tax policy screen. With one more tax in place, tonight's plan revisits another pillar of the tax system: tariffs. Right now, once you set a tariff rate, it is always collected in full, everywhere. We want tariffs to be collected only in regions that have a new facility, the checkpoint, and only as well as that checkpoint can manage. The same checkpoint would also let you stop people from entering or leaving the region. This fleshes out improvement item TAX-018 (a checkpoint facility for tariff collection and controlling who comes and goes).

The current Taxes screen in Domestic Affairs (an actual screen from the Debug build, using small verification data for screen checks). Under Tax Rates on the left, the tariff is an indirect tax set at a national rate (10% here); changes go through deliberation before they take effect. This verification data has no imports, so tariffs are 0% of the tax revenue breakdown on the right.

DEVELOPMENT SNAPSHOT #98 — Birth Rates from Day One: Demography in the National Analysis

The National Analysis window lists birth rate, death rate, life expectancy and natural change for the whole nation and for each region. Right after starting a new game, though, some regions showed only "—" in these columns, and no values appeared until the first month boundary. Yesterday two changes closed that gap from both sides. This morning I'll walk through them with actual screens.

The National Analysis overview right after starting a new game (an actual screen from the Debug build). In the Regions table at the bottom, births, deaths, life expectancy and natural change are filled in for the nation and both regions.

DEVELOPMENT PLAN #97 — Breaking the Air-Defense Net from Within: Sabotage and Ammunition Stores

This is a development-plan article: it describes something we want to build next. Nothing described here is implemented yet, and the details are still under consideration and may change before implementation.

In plan #89 we proposed making ground anti-aircraft guns, observation posts, ammunition stores and command posts work as one connected air-defense network that meets enemy air missions. Tonight's plan is the other side of that coin: breaking an enemy's air-defense network from the inside. A covert operation targets an observation post, a command post or an ammunition store, creating a weak link before the air attack comes. For the defender, how to split up and protect ammunition stores becomes a new question. This fleshes out improvement item AAD-003 (sabotage of air-defense facilities and secondary damage).

The current Region information screen (the actual Debug build screen, in a verification state started from the initial master with barracks removed for the capture). The Defense section on the right lists the AA observation post, AA ammunition store, AA command post and other facilities, and shows AA network 0 / 3 (observe, ammo, command).

DEVELOPMENT SNAPSHOT #96 — From Plan to Game: Command Capacity and the Adjutant

Last night's development plan (#95) proposed letting the commander's Command decide how many platoons a regiment can lead without penalty, with the adjutant extending it by half of their ability. It was implemented the same night and improvement item MOB-015 is now complete. The formulas and draft values from the plan were adopted unchanged. This morning I'll show the calculation that went in, and how it appears in the regiment window and the candidate lists.

A regiment with more platoons than its command capacity (an actual screen from the Debug build). Under the regiment name it reads "CHA 92 · CMD 19 · Capacity 3/2 · +1 / Recovery −8%". To show the over-capacity state, a capture switch set the commander's Command to 19 and the adjutant's to 0.

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