Strategy analysis

SPU delivery timing

strategyPatch 11.75Build a7b5c7cStrategyReviewed
Patch
11.75
Build
a7b5c7c
Scope
Strategy analysis
Reviewed

SPU delivery timing is a strategy pattern whose schedule must be read from the active site. Evidence

Align purchases, fleet refits, and major launches just after a confirmed delivery when practical. Rivals may calculate against the previously visible configuration, but the advantage disappears if the schedule or installed bonus is guessed incorrectly.

Why it works

An SPU changes value only when it is delivered, installed, and applied to a system that will be used. Coordinating a major action after a confirmed improvement can invalidate an opponent’s older comparison.

Execution

  • Read the active site’s current delivery state.
  • Choose the recipient before delivery.
  • Rebuild the relevant preview with the installed effect.
  • Launch only if the revised result changes the decision.

Risks and counterplay

  • A guessed schedule can idle fleets or resources.
  • The opponent may refresh intelligence after installation.
  • Waiting can surrender a better immediate action.

Assumptions and ruleset

This is strategic analysis, not a guaranteed outcome. Verify the linked mechanics and the active world’s roster, modifiers, travel times, intelligence age, and opponent response before committing.

Evidence

Sanitized transcripts from the current client. Raw player captures remain private.

  1. Installed client identityThe installed Windows client reports patch 11.75, build a7b5c7c, built 2026-07-31 15:16:13 UTC.Patch 11.75 · build a7b5c7c · verified 2026-08-01 · Riftborne.exe --build-info and Content/build_info.json.
  2. Current economy and storage implementationProduction, storage capacity, upkeep, hidden-resource, and transmutation behavior is taken from the executable paths used by the running client.Patch 11.75 · build a7b5c7c · verified 2026-07-30 · Read-only inspection of BuildingConfig and EconomySystem.
  3. Current fleet and movement implementationFleet role, movement, infrastructure, and roster statements are limited to behavior exposed by the current client implementation and Codex.Patch 11.75 · build a7b5c7c · verified 2026-07-30 · Read-only inspection of ShipTravelSpeedSystem, ShipInfrastructureSystem, and Codex ship screens.
  4. Installed 11.75 data tablesDirective and SPU tables were read from the same installed 11.75 build. Values are used only where the current table exposes them directly.Patch 11.75 · build a7b5c7c · verified 2026-07-30 · Content/Data/directive_paths.csv and Content/Data/spu_bonuses.csv.
  5. Active multiplayer-world boundaryThe multiplayer operator owns the world seed, pacing, simulation time, factions, global modifiers, and ship roster. World-specific values must therefore be labeled separately from core rules.Patch 11.75 · build a7b5c7c · verified 2026-07-30 · Current multiplayer client contract and read-only world/session telemetry.