PowerTiers.cs names five tiers (Critical/High/Medium/Low/Utility) and their per-behaviour-kind defaults: Radiator is Critical (the closest thing this game has to life support -- a starved radiator cascades into wear and shutdown across the whole hull), Shield is High, Thruster/AetherDrive are Medium, ConstantWeapon/InstantWeapon are Low, and Sensor/EnergyDraw are Utility. IPowerConsumer.DefaultPowerTier lets each behaviour own its own default. EquippableItem.PowerTier (Key 12) is the stored, player-choosable tier on the unit rather than the design; EquippedItem's constructor seeds a kind default the first time a unit is equipped, only when the field is still PowerTiers.Unassigned, and never again -- a tier is a stored choice, not something the bus re-derives. PowerBus.AllocateTiers walks tiers lowest-number-first: a tier is granted in full before the next tier sees anything left, an empty tier passes its whole share down, and within a tier every consumer rations by the same grant/demand fraction so unequal requests still divide proportionally. A new TierGrantRatio[] exposes each tier's own ratio for a future UI (Cut 8) to read starvation from directly, instead of reconstructing it from every item's PowerSupply. Deletes EquippedItem.SortPosition, IOrderedBehavior and Reactor.Order (its only implementer): the bus already steps before any equipment's Execute, so equip/behaviour order never decided who got fed even before this cut, and nothing else needed the interface (subject to the map's O3 operator check). docs/stats-and-power-cut.md Cut 5 / §1.3. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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11 lines
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