Changelog

Public Changelog

Fighter Economy Overhaul — Mea Culpa

Planet fighters no longer auto-credit to ships, production runs daily instead of every 5 minutes, ships have carry limits, and net worth now reflects real asset value.

TW 3002 AI Command gameplaybalanceeconomy

What went wrong

A sharp-eyed captain noticed something odd: their L-class planet was producing tens of thousands of fighters overnight. Turns out two things were broken at once.

  1. Planet production ran every 5 minutes but used a daily formula. Your planet was living 288 days for every real-world day. A month passed in there while you slept.
  2. Fighters teleported straight to your ship. No collection, no carry limit. Your cargo bay was a TARDIS.

What changed

  • Planet production now runs once per day at 8 AM UTC — same cadence as the original Trade Wars
  • Fighters stay on the planet until you visit to collect them
  • Ships have fighter carry limits: Merchant 200, Scout 100, Interceptor 500
  • Net worth now values fighters at scrap rate (25 cr) instead of purchase price
  • Leaderboard shows Ship Value and Planet Value as separate columns
  • All existing planet inventories have been scaled down to match the corrected production rate

Why it matters

The leaderboard was showing inflated numbers, deployed fighters were impossible to match, and the economy made no sense. These fixes make planet ownership a strategic investment rather than a passive cheat code. Your planets are still valuable — you just have to manage them now.

Known caveats

If your numbers went down today: I’m sorry. This is why the game has a beta banner. Your playtesting helped find these issues, and the game is better for it.