One Action-Point Pool for Every Crew

Work recorded: August 4, 2026

Crew A selected at the start of a Workday with an AP 4 / 4 value and four matching marker pips
Inspect the selected Crew A panel: the single AP 4 / 4 value is paired with four marker pips that show the same Workday budget.

A Workday in one number

A Crew is a unit the player directs, and a Workday is that Crew's turn-scale time window. AP is the visible budget spent on movement and direct work during that window.

The earlier model also used temporary reserves for particular kinds of action. This snapshot removes those extra pools: every Crew now begins a Workday with one AP 4 / 4 value.

Choose where the points go

Imagine a Crew starting at AP 4 / 4 with work nearby and another job farther away. Working first leaves fewer points for travel; moving first leaves fewer for direct action at the destination. Both choices draw from the same four points, so the order is visible before the day is spent.

Roads do not create a separate movement reserve. They let a Crew cover more useful distance with the same points and arrive with more of that shared budget available for work.

When the pool reaches zero

At AP 0 / 4, the Crew is finished for that Workday and leaves the ordinary attention list unless another real decision is waiting. Incomplete work can return after the next Workday refresh, but the player still has to choose Continue.

Mechanical specialization currently comes from the Equipment the Crew carries, not from a second hidden action-specific reserve. The unified AP rule and four-pip marker are working in the current build; UI wording and marker art remain in development.