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4 changes: 2 additions & 2 deletions MULTIPLAYER_GUIDE_EN.md
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Expand Up @@ -44,7 +44,7 @@ During normal play in the Overworld, the small top-right claim HUD shows whether
6. For the other manual buildings keep using the `Settlement Surveyor Tool`: switch modes to `Storage`, `Farm`, `House`, `Mine`, `Lumber Camp`, `Smithy`, `Architect Builder`, or `Barracks`. Each mode now keeps its own hologram visible after you mark zones, highlights the recommended storage/interior/sleeping/work area, auto-advances to the next required role for multi-zone buildings, and shows role-specific build hints directly in the board/HUD so you know whether a volume wants beds, chests, crops, furnaces, drafting space, or walkable interior air. Supported post-anchor modes also expose `Actions -> Suggest Draft`: it scans for likely beds, chests/barrels, farmland plus water, ore or stone faces, logs plus saplings, and furnace/anvil work clusters, then drafts only the still-missing zones into your current survey session. Those suggestions are a helper, not a guaranteed-correct validator: keep them, edit them, clear them, or overwrite them with normal manual marking before pressing `Validate`. Suggested zones never register a building on their own; validation still goes through the same surveyor registration/runtime path as a manual building of that mode. The surveyor still never places blocks; it only previews and validates what the player built. If you loaded or built an imported structure first, open `Actions` on the survey board and turn off the canned guide preview before marking zones. In that imported/post-build flow the overlay keeps only the anchor, your pending corner, and your captured zones visible, so odd imported footprints do not fight the teaching hologram. Validation still goes through the same surveyor registration/runtime path as a manual building of that mode, and it does not need any extra metadata file beside the built structure itself. The `Building Placement Wand` still exists for prefab placement, validation, and registration workflows, but its picker is now paged and less cluttered: fewer entries per page, shorter labels, and most details moved into hover tooltips. It now includes a `Gatehouse` prefab: select it while the wand is in `PLACE` mode and right-click the target block to spawn a roofed twin-tower entrance. This is a prefab-placement workflow, not a starter-fort surveyor mode. The surveyor modes are now enough to build and validate the core starter settlement chain by hand.
7. Nearby unassigned citizens only convert after they physically reach a registered building anchor with an open vacancy. Watch the surveyor/wand feedback after founding or validating buildings: it now tells you which vacancy opened and which building type is the next safe expansion step.
8. Configure workers: right-click a worker to open its inventory and assign a profession or task, or open the worker command screen with `X` and issue group orders.
9. If you recruit soldiers, keep food and payment in your inventory. Issue orders with `R` (command screen): movement, formation, stance, aggression. Press `R` near a single recruit to assign per-unit tasks from its inventory.
9. If you recruit soldiers, keep food and payment in your inventory. Governed settlements also debit coarse army upkeep from settlement food stores and treasury coins; a missed cycle causes upkeep warnings and pressure instead of instantly deleting soldiers. Heavy, shielded, mounted, leader, or ranged troops can cost more than basic recruits. Issue orders with `R` (command screen): movement, formation, stance, aggression. Press `R` near a single recruit to assign per-unit tasks from its inventory.

If something fails, first check whether the action is inside your claim and whether the worker or recruit belongs to your side.

Expand Down Expand Up @@ -144,7 +144,7 @@ Messenger, noble-trade, governor, patrol, and scout screens now keep their prima

The logistics panel also labels the settlement's strategic role and route cost. Farms plus storage can make a surplus hub, market plus routes can make a junction market, fort plus route storage can make a chokepoint fort, and ports/water access become a water gate. Landlocked settlements with food or material production may show a specialty such as preserved food or worked materials. These labels are warnings and planning hints first: they expose logistics objectives and loyalty pressure before applying destructive penalties.

Strategic economy status now treats the starter fort as level 1 and exposes the next fort-level requirements in food, iron, wood, stone, and coins through server status/debug output. Mines are not infinite passive income: a mine with no assigned worker, missing food, missing wood supports, missing tools, or a reserved disruption pressure can show degraded yield. Server-side NPC demand contracts can appear even with one player online; markets and trading posts improve their cadence or quality. Use `/bannermod economy contracts <claimUuid>` for the server-backed contract list, or the admin debug economy commands for deeper inspection.
Strategic economy status now treats the starter fort as level 1 and exposes the next fort-level requirements in food, iron, wood, stone, and coins through server status/debug output. Mines are not infinite passive income: a mine with no assigned worker, missing food, missing wood supports, missing tools, or a reserved disruption pressure can show degraded yield. Governed armies also draw coarse upkeep from settlement food accounting and treasury coins; shortages surface as recruit upkeep incidents in the governor mirror, and heavier or ranged troop classes increase the requested cost when the server can infer them safely. Server-side NPC demand contracts can appear even with one player online; markets and trading posts improve their cadence or quality. Use `/bannermod economy contracts <claimUuid>` for the server-backed contract list, or the admin debug economy commands for deeper inspection.

### Code-backed settlement mechanics reference

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2 changes: 1 addition & 1 deletion MULTIPLAYER_GUIDE_RU.md
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Expand Up @@ -44,7 +44,7 @@ BannerMod добавляет поселения, рабочих, армии, г
6. Для остальных ручных построек продолжай использовать `Settlement Surveyor Tool`: переключай режимы на `Storage`, `Farm`, `House`, `Mine`, `Lumber Camp`, `Smithy`, `Architect Builder` или `Barracks`. У каждого режима теперь своя голограмма, она не исчезает после захвата зон, показывает рекомендуемую область склада/интерьера/спален/работы, сама переключает следующую обязательную роль у многозонных построек и прямо в планшете/HUD объясняет, чего эта зона ждет: кровати, сундуки, посевы, печи, место для чертежей или просто проходимый воздушный интерьер. Поддерживаемые режимы после постановки якоря также получают `Actions -> Черновик по подсказкам`: помощник сканирует рядом кровати, сундуки и бочки, грядки с водой, открытый камень или руду, бревна с саженцами и кластеры печей или наковален, а затем добавляет только недостающие зоны в текущую сессию. Это именно помощник, а не гарантированно точный валидатор: черновик можно оставить, поправить, очистить или просто перерисовать обычной ручной разметкой до нажатия `Проверить`. Сами подсказки никогда не регистрируют здание без обычной валидации. Землемер по-прежнему никогда не ставит блоки сам: он только показывает план и валидирует то, что реально построил игрок. Если ты сначала загрузил или уже построил импортированную структуру, открой `Actions` у планшета землемера и отключи шаблонную голограмму перед разметкой зон. В этом импортированном/post-build потоке остаются видимыми только якорь, ожидаемый угол и отмеченные игроком зоны, поэтому странный силуэт схемы не спорит с учебной голограммой. Проверка все равно идет по тому же пути регистрации и runtime, что и у ручного здания того же режима, и не требует отдельного metadata-файла. `Building Placement Wand` все еще существует для префабов, проверки и регистрации шаблонов, но его селектор теперь разбит на страницы и меньше перегружает экран: меньше вариантов за раз, короче подписи и больше подробностей в ховере. В нем теперь есть префаб `Gatehouse`: выбери его, пока wand стоит в режиме `PLACE`, и ПКМ по целевому блоку, чтобы поставить крытый вход с двумя башнями. Это путь размещения префаба, а не режим surveyor для стартового форта. Цепочку стартовых зданий теперь можно полностью строить и валидировать вручную через режимы землемера.
7. Свободные жители превращаются только когда физически доходят до якоря зарегистрированного здания с открытой вакансией. Следи за сообщениями землемера и жезла после основания или валидации: они теперь пишут, какая вакансия открылась и какой тип здания лучше ставить следующим.
8. Настрой воркеров: открой их инвентарь (ПКМ по воркеру), назначь профессию/задачу, либо открой их командный экран по `X` и раздай приказы группе.
9. Если нанимаешь рекрутов, держи для них еду и оплату в инвентаре. Команды ставь через `R` (командный экран): движение, формация, стойка, агрессия. Можно нажать `R` рядом с одним рекрутом, чтобы назначить ему персональную задачу из его инвентаря.
9. Если нанимаешь рекрутов, держи для них еду и оплату в инвентаре. Поселения с губернатором также списывают грубое содержание армии из запасов еды поселения и монет казны; один пропущенный цикл дает предупреждения и давление, но не удаляет солдат мгновенно. Тяжелые, щитовые, конные, лидерские или дальнобойные бойцы могут стоить дороже обычных рекрутов, когда сервер может безопасно это определить. Команды ставь через `R` (командный экран): движение, формация, стойка, агрессия. Можно нажать `R` рядом с одним рекрутом, чтобы назначить ему персональную задачу из его инвентаря.

Если что-то не работает, сначала проверь: это внутри твоего клейма, и рабочий или рекрут действительно на твоей стороне?

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2 changes: 1 addition & 1 deletion docs/BANNERMOD_ALMANAC.html
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Expand Up @@ -92,7 +92,7 @@ <h3>Land and sea logistics</h3>
<p>Long land routes may use a nearby approved free mount. If no mount is available, the courier continues on foot. Sea routes can use compatible ship carriers when available; the governor logistics mirror shows route id, carrier id or unassigned, phase, cargo progress, and blocked reason.</p>
<h3>Taxes and strategy</h3>
<p>Read tax lines as collected / due. Paid taxes fund the treasury; unpaid taxes show why payment failed and may stall upkeep or defense funding. Strategic labels such as surplus hub, junction market, chokepoint fort, and water gate are derived from real settlement conditions, not decorative text.</p>
<p>Starter forts begin at strategic fort level 1. Server status/debug output shows the next level's food, iron, wood, stone, and coin requirements plus current caps. Mines need assigned workers and basic support inputs; missing food, wood supports, tools, or reserved disruption pressure can degrade strategic yield. NPC demand contracts are server records, can spawn with one player online, and improve when the claim has a market or trading post. Use <code>/bannermod economy contracts &lt;claimUuid&gt;</code> to inspect them.</p>
<p>Starter forts begin at strategic fort level 1. Server status/debug output shows the next level's food, iron, wood, stone, and coin requirements plus current caps. Mines need assigned workers and basic support inputs; missing food, wood supports, tools, or reserved disruption pressure can degrade strategic yield. Governed armies now draw coarse food and coin upkeep from the settlement; shortages appear as recruit upkeep incidents instead of instantly deleting soldiers, and heavy or ranged troops can cost more when their class or equipment is clear. NPC demand contracts are server records, can spawn with one player online, and improve when the claim has a market or trading post. Use <code>/bannermod economy contracts &lt;claimUuid&gt;</code> to inspect them.</p>
<p>Messenger, governor, noble-trade, patrol, and scout screens now carry their own status ribbon. Read it before closing the screen: it tells you whether you still need a recipient, contract, route, or other requirement, and it also confirms when the order was accepted and sent onward.</p>
</article>
</section>
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Binary file modified docs/BANNERMOD_BACKLOG.sqlite
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Expand Up @@ -154,6 +154,7 @@ private void setup(final FMLCommonSetupEvent event) {
NeoForge.EVENT_BUS.register(new WarRevoltAutoResolver());
NeoForge.EVENT_BUS.register(new WarStateBroadcaster());
NeoForge.EVENT_BUS.register(new com.talhanation.bannermod.war.events.WarOccupationTaxTicker());
NeoForge.EVENT_BUS.register(new com.talhanation.bannermod.war.events.TreatyPaymentTicker());
NeoForge.EVENT_BUS.register(new com.talhanation.bannermod.war.events.WarRetentionSweeper());
NeoForge.EVENT_BUS.register(new SettlementMutationRefreshEvents());
NeoForge.EVENT_BUS.register(new SettlementWorkOrderClaimReleaseEvents());
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