FF War Economy
by The Boi With No DLC
0.11.12
0.11.12 - Public beta: FF War Economy is now Public on the Workshop. New: export orders - about a third of the port contract offers (while you have a Vehicles section) ask for 1 to 3 vehicles that players drive to the port; each loaded vehicle pays at once and the complete order earns the contract bonus (settings contractExportPct 33, exportMaxCount 3, exportDropRadiusM 40, exportSettleSeconds 20, exportMinHealthPct 60; contractExportPct 0 turns them off). Fixed: enemy raids and RAID / ASSAULT operations that start far from players no longer freeze in place. Saves of 0.10.x and 0.11.x load as they are; the contract record only gains fields. Going back to 0.11.11 shows an open export order as a supply contract: set contractExportPct 0 and let running orders end first. Update this mod before FF High Command and FF Enemy Command. Please send bugs and ideas: https://github.com/FatihHekim0glu/FF-Series-Feedback
- Game Version
- 1.8.0.13
- Created
- Fri, 30 Oct 2026 01:05:49 GMT
- Last Modified
- Fri, 30 Oct 2026 01:06:04 GMT
0.11.11
FF War Economy 0.11.11 - State of the war, away recap, admin tools Extension API 1.5 (new: State of the war rows). FF Enemy Command 0.1.11 needs THIS version or newer; FF High Command 0.2.8 needs 0.11.10 or newer; older versions of both keep working. Two new settings (recapAwayMin, costLineMinutes) and no save changes: saves of 0.10.x and 0.11.x load as they are. NEW - State of the war: a button on the Overview opens a page that says where the war stands: places held and cut off, the battle now, enemy rows, convoys per hub, money, and a Campaign so far card. - A "While you were away" message when you open the panel after 30+ economy minutes, and a "new since your last visit" mark on the Log tab. - Admins: a [FFWE] cost line per mod in the server log (costLineMinutes, 0 = off) and a reset.json marker that resets one mod's part of the record after a backup copy. FIXED - The Market line on Trade cards no longer wraps into two lines.
- Game Version
- 1.8.0.13
- Created
- Thu, 29 Oct 2026 08:22:28 GMT
- Last Modified
- Thu, 29 Oct 2026 08:22:42 GMT
0.11.10
FF War Economy 0.11.10 - messages on time, calmer panel, first-hour hints Extension API 1.4 (new: toast milestones). FF High Command 0.2.8 needs THIS version or newer; FF Enemy Command 0.1.10 needs 0.11.9 or newer; older extensions keep working. No save changes: saves of 0.10.x and 0.11.x load as they are. New optional settings: uiResultHoldMs, toastMaxAgeSec. NEW - Messages arrive within about 1.5 s of the event and wait their turn when the screen is full instead of being lost. Town taken, factory level and High Command milestones are never dropped; your own answers are never dropped. - Overview: a Next step line and a How money works box for new players. - Production pages say why the vehicle list is empty on a map where FF has no vehicles. - The grey A text size button says why it is grey; a late joiner gets his text size at once. IMPROVED - With a slow server the panel says so when a pick was not answered, and keeps the result line longer. FIXED - Hardened: a battle bounty is never paid twice, even when FF starts another battle right after one ends. - The boot self-check no longer flags running workshop timers as a differing save.
- Game Version
- 1.8.0.13
- Created
- Wed, 28 Oct 2026 04:37:34 GMT
- Last Modified
- Wed, 28 Oct 2026 04:37:43 GMT
0.11.9
FF War Economy 0.11.9 - bigger text, safer Gunsmith crates Extension API 1.3 (new: text size). FF High Command 0.2.7 and FF Enemy Command 0.1.9 need THIS version or newer; older 0.1.x / 0.2.x extensions keep working. No save changes: saves of 0.10.x and 0.11.x load as they are. NEW - Text size button A / A+ / A++ in the panel header (1.0 / 1.15 / 1.3 times). Each player picks his own; admins can set the default with uiTextScale (ui section). FIXED - A Gunsmith crate you paid for is no longer lost or reordered after a server restart or a lowered "ready crates" setting. Boxes that did not come back are delivered again. - The "crates waiting, pick up" message when a Gunsmith order finishes works again. - Messages name the workshop and the town instead of a raw key; message headings are no longer empty. - New Gunsmith/Garage Production tabs are filled at once; the Contracts banner fits; the Overview no longer says upkeep is off in the first seconds. - No more "ImgTitleIcon" image errors in the log when the panel opens.
- Game Version
- 1.8.0.13
- Created
- Mon, 26 Oct 2026 07:04:10 GMT
- Last Modified
- Mon, 26 Oct 2026 07:04:22 GMT
0.11.8
0.11.8 (test build, Unlisted) - one fix from the fourth play test No new settings, no save changes: saves of 0.10.x and 0.11.x load as they are. Same contract API (1.2); FF High Command and FF Enemy Command run on it unchanged. FIXED - A town that deserted and was handed to the enemy because nobody retook it in time could be handed over a second time before its record was removed. The loss clock is now reset at the hand-over.
- Game Version
- 1.8.0.13
- Created
- Sun, 18 Oct 2026 23:09:33 GMT
- Last Modified
- Sun, 18 Oct 2026 23:09:51 GMT
0.11.7
0.11.7 (test build, Unlisted) - fixes from the fourth play test No new settings, no save changes: saves of 0.10.x and 0.11.x load as they are. Same contract API (1.2); FF High Command and FF Enemy Command run on it unchanged. FIXED - Lighter performance report: written as short lines over several ticks; the owner-change check after a desertion runs one tick later. - Lowering "offers per hour" also shortens a contract offer wait that was already saved. - Unnamed factories are "Factory near <town> (grid)", unnamed military bases "Base near <town> (grid)"; 14-character town names fit whole in lists and dialog titles; card texts no longer end in a cut-off word. - Market stands and the fences and tin walls around the Construction and Vehicles sections are static props (no more "spawned at runtime" log flood), with physics and normal draw distance. - A new campaign says "Starting up" in the warm-up banner.
- Game Version
- 1.8.0.13
- Created
- Sat, 17 Oct 2026 23:12:36 GMT
- Last Modified
- Sat, 17 Oct 2026 23:12:45 GMT
0.11.6
0.11.6 (test build, Unlisted) - fixes from the third play test, round 2
No new settings, no save changes: saves of 0.10.x and 0.11.x load as they are. Same contract API (1.2); FF High Command and FF Enemy Command run on it unchanged.
FIXED
- Operations are refused up front when the faction has no linked supply storage; the Operations page says why ("... has no linked supply storage: build one to pay for operations.").
- A removed HQ hands its area to another standing HQ.
- The Section tab no longer says "not registered" at a linked section building.
- Workshop pages after a restart show the saved level and a real countdown while the building waits to link.
- Factory section cards say the level once; the payer sentence always starts after a full stop.
- A workshop building deleted by the world shutdown no longer pauses a line and no longer logs "Missing string ID" at shutdown.- Game Version
- 1.8.0.13
- Created
- Fri, 16 Oct 2026 23:01:23 GMT
- Last Modified
- Fri, 16 Oct 2026 23:01:36 GMT
0.11.5
0.11.5 (test build, Unlisted) - fixes from the third play test No new settings, no save changes: saves of 0.10.x and 0.11.x load as they are. Same contract API (1.2); FF High Command and FF Enemy Command run on it unchanged. FIXED - Garage and Gunsmith orders no longer pause with "This area is not held by the resistance" in a held town; an order the old build left paused starts by itself after the update. - The build menu picks the nearest town where two town ranges overlap; every build-menu refusal leaves one throttled server log line (who, town, why). - Picture cards: every photo fills its card (cropped, aspect kept) on every page, and every catalog item has its own picture (Motorbike, UAZ DShKM, UAZ SPG-9, BTR-40, SMG and Rifle boxes, MG, grenade and demolition crates were silhouettes). - The first production tick after a load is spread over 1 ms slices (was 10 ms). - Workshop cards and orders say "linking" in the first seconds after the warm-up; the warm-up banner fits one line. - "Too far from the Garage" (not "HQ") at workshops; "This building is gone". - The first boot after an update no longer reports harmless record differences; the Cancel button fits its label.
- Game Version
- 1.8.0.13
- Created
- Fri, 16 Oct 2026 06:14:05 GMT
- Last Modified
- Fri, 16 Oct 2026 06:14:16 GMT
0.11.4
0.11.4 (test build, Unlisted) - UI polish from the second play test No setting changes, no save changes: saves of 0.10.x and 0.11.x load as they are. FF High Command 0.2.3 (and 0.2.2) and FF Enemy Command 0.1.3 run on it. CHANGED - Money says which money it is: the Overview's wallet row reads "Your FF money: ... (not the war chest)"; the market line, the log chip and the contract toast name the war chest. - Panels fit at 1080p and 1440p: the pager text no longer wraps, territory and operation target rows align, contract and production card lines no longer cut long durations, and picture cards fill their frame.
- Game Version
- 1.8.0.13
- Created
- Thu, 15 Oct 2026 21:28:32 GMT
- Last Modified
- Thu, 15 Oct 2026 21:28:41 GMT
0.11.3
0.11.3 (test build, Unlisted) - the rest of the fixes from the second play test
One new setting (payFromFFMoney, on by default). Saves of 0.10.x and 0.11.x load as they are. FF High Command 0.2.2 and FF Enemy Command 0.1.3 run on it.
ADDED
- Donate to the war chest at any town workshop of a town you hold: a button on the workshop's Town tab and an action on the building (same step and hourly allowance as the HQ radio). The Town tab shows both balances.
CHANGED
- One payer rule for everything a player builds or upgrades with money: town workshops, factory sections and factory levels are paid by the war chest when it can, otherwise by your own FF money (the whole price). The card or button says who pays before you click. Nobody is charged without their own click.
- Refunds go back to whoever paid (an offline player gets it when they return).
- Build cards show who pays and both balances; the box that covered the fifth card is gone.
- After a server start every refusal shows a live countdown ("War Economy starts in 4 min") instead of "still loading", and workshops load the moment the warm-up ends.
FIXED
- A save whose money entry cannot be read keeps its balance after a restart (hardening of the 0.11.2 chest fix).- Game Version
- 1.8.0.13
- Created
- Thu, 15 Oct 2026 21:01:09 GMT
- Last Modified
- Thu, 15 Oct 2026 21:01:23 GMT
0.11.2
0.11.2 (test build, Unlisted) - hotfix from the second play test No new settings, no save changes: saves of 0.10.x and 0.11.x load as they are. FF High Command 0.2.2 and FF Enemy Command 0.1.2 run on it unchanged. FIXED - Town workshops without a FOB: when the war chest is short, the builder's own FF money pays a town workshop (the whole price, all or nothing). The build card says who pays, shows both balances (war chest and your FF money) and, when neither is enough, how to get money. - A new campaign's war chest opened with a tenth of its start value (900 instead of 9000) when it opened before Freedom Fighters had loaded its factory factor. The chest and the supply scale now wait for FF's final settings. - The record self-check no longer reports "read back differently" on the first start after a version upgrade.
- Game Version
- 1.8.0.13
- Created
- Thu, 15 Oct 2026 19:23:38 GMT
- Last Modified
- Thu, 15 Oct 2026 19:23:47 GMT
0.11.1
0.11.1 (test build, Unlisted) - hotfix and panel polish on top of 0.11.0 No new features, no setting changes, no save changes: saves of 0.10.x and 0.11.0 load as they are. FF High Command 0.2.1 needs this build. FIXED - FF build mode shows our cards again. In 0.11.0 the FF build menu showed nothing for any War Economy or High Command card (town workshops, sections, HQ and other buildings). The cards are back. - Counters and workbenches of factory sections and town workshops work for every player on a server: the Trade and Market counters and the Vehicles, Garage, Weapons and Builder workbenches. - A panel always answers: at a section building War Economy does not know it now shows a reason. - Panel rows no longer cut off: lane chips, filter chip labels, reasons and toast text fit their boxes. - A disabled footer button looks disabled. CHANGED - Panel polish, round 1: one common look on the economy pages. Chips and money sit on their own lines, each blocked action shows one reason, the pager is one line, the item pages fill their card. Overview, Hubs and Territory are wider and balanced. Operations, Log and Workshop pages have clearer selection marks, lock tags, button names and a start reason line. - Panel polish, round 2: a result is shown once; the footer confirm only on the dialog; six lanes and the jobs fit the page; grey text is easier to read; a reason and its why take two lines; a failed action shows one error message; tab dots show a word. - Contract API 1.2 (additions only).
- Game Version
- 1.8.0.13
- Created
- Thu, 15 Oct 2026 12:21:29 GMT
- Last Modified
- Thu, 15 Oct 2026 12:21:41 GMT
0.11.0
0.11.0 (test build, Unlisted) - from the first play session - Town workshops are buildings: place Consumer Goods, Market, Gunsmith, Garage and Builder in a held town (build menu, Services) and manage them there. No FOB or HQ needed. Each town has its own supply store. Old 0.10 workshops keep working for 8 h of play, then pause until their building is placed (free, level kept). - Factory sections are furnished walk-in buildings with a sign, a light and their own Open section action. - The HQ is a furnished command tent. With FF High Command 0.2 the R&D map table is inside it. - Picture-card menus for production, factories, sections, towns and contracts; pictures for every vehicle, crate and weapon family. - Economy pages reworked; a page that gets no answer ends in a Retry, never "Loading" for ever; every disabled button says why. - PRICES: construction and R&D money costs x10, supplies x2, wages unchanged. Income raised about 4.3x, so the campaign runs about 2x slower. - Donations: 250 per step, allowance refills 50 per player-hour. - The HQ Towns tab is read-only by default (setting uiTownsManageFromHq brings the buttons back). - Fixed: Towns tab stuck on Loading, panel buttons that stayed on Sending, Trade actions on a factory you do not hold. - Hooks (API 1.1) for FF High Command 0.2, which needs this version. - 0.10.x saves load as they are. Feedback: https://github.com/FatihHekim0glu/FF-Series-Feedback
- Game Version
- 1.8.0.13
- Created
- Thu, 15 Oct 2026 00:19:03 GMT
- Last Modified
- Thu, 15 Oct 2026 00:19:22 GMT
0.10.1
0.10.1 (Unlisted test build) A hotfix on top of 0.10.0 with the bugs found in the first play test. No new features, no setting changes, no save changes: saves of 0.10.0 load as they are. - Towns tab no longer stuck on "Loading..." after you switch to another town or page. - War Chest donations work more than once: a gift is possible again every hour of refill, the Donate button shows the amount it gives, and the Overview says when the next donation is possible. - A finished R&D job no longer raises a script error (High Command's Finish_S, null item). - A production order that waits now says why (an area paying orders only above its supplies floor). - Contracts tab gives the real reason instead of "factory is not ours" (commissioning, level-2 Trade section needed, no port or airport held, next offer in N min). - Why Escort and convoys are off: with FF Supply Lines older than 0.10.0 (or missing) the Contracts and Towns pages say cargo goes as a direct transfer; bridge calls an old Supply Lines lacks are logged once, not repeatedly. - No more false "take of 10 SUPPLIES: FF returned 9" warnings (no supplies were ever lost). - Vehicle prefab reads no longer log "Usage of released BaseResourceObject". - No more "JWK_AIForce destructor: NULL pointer m_World" error when the server shuts down. Bugs and ideas: https://github.com/FatihHekim0glu/FF-Series-Feedback
- Game Version
- 1.8.0.13
- Created
- Wed, 14 Oct 2026 12:37:34 GMT
- Last Modified
- Wed, 14 Oct 2026 12:37:40 GMT
0.10.0
0.10.0 - Test build (Unlisted): factory levels 1-3 and five sections on factories (Construction, Weapons, Vehicles, Consumer Goods, Trade) that replace the specialities, with production moved into the Vehicles and Weapons sections; town workshops in every held town; trade with market saturation and port contracts; a faction war chest, wages, LOW morale and desertion; Factories and Towns tabs with pictures; one AI budget for operations and raids. With FF High Command your divisions run ASSAULT, FORTIFY and RAID. Nothing removed; 0.9 saves load. Please send bugs and ideas: https://github.com/FatihHekim0glu/FF-Series-Feedback
- Game Version
- 1.8.0.13
- Created
- Tue, 13 Oct 2026 21:31:43 GMT
- Last Modified
- Tue, 13 Oct 2026 21:32:01 GMT
0.9.1
0.9.1 - Patch (Unlisted): an operation recalled within 60 s of its payment (setting opRecallGraceSeconds) now refunds its full cost, for RECON, FORTIFY, RAID and ASSAULT; after that RECON refunds its unused time. Recall on the Operations tab takes two presses and shows the refund first. Please send bugs and ideas: https://github.com/FatihHekim0glu/FF-Series-Feedback 0.9.0 - Release candidate (Unlisted): territory upkeep paid by War Economy HQs, with SUPPLIED / LOW / CUT OFF / DESERTED states and warnings; HQ tiers 1 to 4; factory specialities and a production queue; operations RECON, FORTIFY, RAID and ASSAULT without cooldowns, with their own Operations tab; enemy raids and bounties; the War Economy Panel, map markers and colours, toasts; optional links to FF Supply Lines 0.9.6+ and FF Mortar 2.4.0+. Please send bugs and ideas: https://github.com/FatihHekim0glu/FF-Series-Feedback 0.3.0 - Test build (Unlisted): operations, enemy raids and bounties, the panel pages and map tint, record backup and performance work. 0.2.0 - Test build (Unlisted): territory upkeep and supply states, hub tiers 1 to 4, factory specialities and the production queue. 0.1.0 - Test build (Unlisted): War Economy HQ, panel framework, soft links to FF Supply Lines, FF Mortar, FF-Garrisons and FF_Reoccupation.
- Game Version
- 1.8.0.13
- Created
- Tue, 13 Oct 2026 10:07:43 GMT
- Last Modified
- Tue, 13 Oct 2026 10:07:50 GMT
0.9.0
0.9.0 - Release candidate (Unlisted): territory upkeep paid by War Economy HQs, with SUPPLIED / LOW / CUT OFF / DESERTED states and warnings; HQ tiers 1 to 4; factory specialities and a production queue; operations RECON, FORTIFY, RAID and ASSAULT without cooldowns, with their own Operations tab; enemy raids and bounties; the War Economy Panel, map markers and colours, toasts; optional links to FF Supply Lines 0.9.6+ and FF Mortar 2.4.0+. Please send bugs and ideas: https://github.com/FatihHekim0glu/FF-Series-Feedback 0.3.0 - Test build (Unlisted): operations, enemy raids and bounties, the panel pages and map tint, record backup and performance work. 0.2.0 - Test build (Unlisted): territory upkeep and supply states, hub tiers 1 to 4, factory specialities and the production queue. 0.1.0 - Test build (Unlisted): War Economy HQ, panel framework, soft links to FF Supply Lines, FF Mortar, FF-Garrisons and FF_Reoccupation.
- Game Version
- 1.8.0.13
- Created
- Mon, 12 Oct 2026 10:15:43 GMT
- Last Modified
- Mon, 12 Oct 2026 10:15:48 GMT
0.3.0
0.3.0 - Test build (Unlisted): operations (recon, fortify, raid, assault with an FF Mortar prep barrage), enemy pressure on the economy, the War Economy panel pages and map tint, persistence and performance work. Not ready for use. 0.2.0 - Test build (Unlisted): territory upkeep and supply states (SUPPLIED / LOW / CUT OFF / deserted), hub tiers 1-4, factory specialities and the production queue. Not ready for use. 0.1.0 - Test build (Unlisted): War Economy HQ, panel framework, soft links to FF Supply Lines, FF Mortar, FF-Garrisons and FF_Reoccupation. Not ready for use.
- Game Version
- 1.8.0.13
- Created
- Mon, 12 Oct 2026 07:54:30 GMT
- Last Modified
- Mon, 12 Oct 2026 07:54:37 GMT
0.2.0
0.2.0 - Test build (Unlisted): territory upkeep and supply states (SUPPLIED / LOW / CUT OFF / deserted), hub tiers 1-4, factory specialities and the production queue. Not ready for use. 0.1.0 - Test build (Unlisted): War Economy HQ, panel framework, soft links to FF Supply Lines, FF Mortar, FF-Garrisons and FF_Reoccupation. Not ready for use.
- Game Version
- 1.8.0.13
- Created
- Mon, 12 Oct 2026 05:57:14 GMT
- Last Modified
- Mon, 12 Oct 2026 05:57:21 GMT
0.1.0
- Game Version
- 1.8.0.13
- Created
- Mon, 12 Oct 2026 05:17:17 GMT
- Last Modified
- Mon, 12 Oct 2026 05:17:24 GMT
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