Skip to content

Default

Fact Value
Display Default
Nebula mix 4%

A living frontier of sides, trade, reputation, and contestable space docks. The galaxy reacts to who you are, not to a scripted hero.

Sides

The factions that hold this galaxy. Each heading key is the side's side key; the fact sheet sets identity + home systems; the prose is the description. Spawned as sides by universe_sides.py.

Flies = the race composition of a side's ships: a single race (Torgoth), an even list (Torgoth, Kralien), or weighted (60% Kralien, 40% Arvonian). Omit for a random mix. Races: Kralien, Torgoth, Arvonian, Ximni.

Iron Concord

Fact Value
Color #3399ff
Character military
Disposition neutral
Home 6, 4
Offers patrol, escort, strike
Flies 60% Kralien, 40% Arvonian
Values by-the-book 40, fearsome 30, honest 20

Disciplined and territorial. Respects strength and straight dealing; honor a deal and the Concord remembers - break one and they remember longer.

Verdant Pact

Fact Value
Color #44cc88
Character trader
Disposition neutral
Home -5, 3
Offers supply, escort, survey
Flies Arvonian
Values peaceful 40, generous 30, kind 20

Green-world traders and farmers. Quick to deal, slow to fight; pay them in kindness and they pay you back in goods.

Free Holders

Fact Value
Color #bb8855
Character settler
Disposition neutral
Home -7, -7
Offers salvage, rescue, supply
Flies Kralien, Torgoth, Arvonian, Ximni
Values resourceful 40, honest 30, kind 10

Independent settlers scratching a living from the drift. Self-reliant and plain- spoken; they value a captain who gets things done.

Mercury Guild

Fact Value
Color #ffbb00
Character mercenary
Disposition neutral
Home 5, -3
Offers bounty, escort, smuggle
Flies 40% Ximni, 30% Torgoth, 30% Kralien
Values resourceful 30, selfish 30, fearsome 20

Brokers of muscle and cargo - loyal to the contract, not the cause. Coin and a fearsome reputation open their doors.

Ashfang Raiders

Fact Value
Color #ee3333
Character pirate
Disposition foe
Home 8, -5
Offers raid, smuggle, bounty
Flies Torgoth
Values violent 40, cruel 30, cowardly 20

Opportunist pirates who prey on the lanes. They respect violence and despise the weak; only the dangerous bargain with them.

Hollow Choir

Fact Value
Color #9933ff
Character cult
Disposition foe
Home -4, 6
Offers retrieve, escort, mystery
Flies Ximni
Values intellectual 40, liar 30, selfish 20

A secretive cult chasing forbidden knowledge in the deep dark. Honeyed words hide sharp intent; trust them at your peril.

Jobs

Fact Value
File jobs.amd

Generic side jobs live in jobs.amd. Each heading key is a pool type (see a side's Offers); a side offers the jobs in its pool, gated + reward-scaled by the captain's standing (universe_side_quests.py).

Narrative

Shared story arcs - game-wide reveal chains spanning systems. Each heading is one step; the fact sheet sets scope (shared), when it arms (Starts when: at once / revealed), what finishes it (Done when:), the next step (Then: reveal ...), and any reward (Reward:) and standing (Standing:). Granted at universe start via quest_grant_amd.

The Long Truce: Summons

Fact Value
At start active
Done when reach 6, 4
Then reveal The Long Truce: Proof of Resolve
Scope shared

A coded hail from Iron Concord HQ at system (6, 4). Travel there to hear them out.

The Long Truce: Proof of Resolve

Fact Value
At start secret
Done when destroy 3 ashfang
Then reveal The Long Truce: The Accord
Scope shared
Reward 100 credits

The Concord wants a broker for a ceasefire with the Ashfang Raiders. Thin the raiders - destroy three - to show the Concord you can hold the line.

The Long Truce: The Accord

Fact Value
At start secret
Done when dock station
Scope shared
Reward 800 credits
Standing iron honest 20, iron fearsome 10

Return to a Concord starbase to seal the accord.

Goals

The campaign's win/lose conditions - the long game on top of the sandbox. A goal is a shared quest (like a narrative step: a Scope, a State, a When trigger), but one flagged `Win` or `Lose` ends the campaign when it completes. The end is announced on the info panel (the optional Citation is its text) and broadcast as a signal (universe_victory / universe_defeat) for an end screen to hook. Omit this section for an open-ended sandbox with no end. Granted at start via quest_grant_amd.

Break the Ashfang

Fact Value
At start active
Done when destroy 20 ashfang
Scope shared
Win true
Citation The Ashfang raiders are broken and the lanes run clear. The frontier remembers the captain who freed it.

Shatter the Ashfang Raiders for good - destroy twenty of their ships across the galaxy - to win the frontier its peace.

Regions

Named areas of the galaxy with their own identity. A region is a Center + Radius (a square in system coordinates) with a Skybox and Music; on arrival the system's region sets the sky + music (cells no region claims keep the default). An optional Color washes the region's cells on the Navigation map (faint, so side and quest colors still show through) - the region's geography at a glance. Author smaller regions first so they win over larger ones. Driven by universe_regions.py.

The Ashen Reach

Fact Value
Center 8, -5
Radius 4
Color #ee3333
Skybox sky-neb2-rvb
Music Artemis2
Enemy mix 45%
Station mix 5%
Mine chance 80%

Ashfang raider country - red skies and worse intentions. A warzone: enemy systems crowd the lanes and mines lace the dark.

The Verdant Belt

Fact Value
Center -5, 3
Radius 4
Color #44cc88
Skybox sky-delight
Enemy mix 0%
Station mix 30%

The green-world trade lanes of the Verdant Pact - calm, open, prosperous. A haven: no raiders, ports everywhere.

The Antimatter Veil

Fact Value
Center 0, 7
Radius 1
Kind antimatter
Skybox sky-neb2-rvb

A curtain of raw antimatter shear across the northern lanes. Lovely to look at, lethal to linger in - hulls cook from the inside within minutes. Whatever the Reach beyond it hides, it stays hidden for a reason.

Landmarks

Named, hand-placed stations and wrecks pinned to a system (like side homes) - the legendary places of this galaxy, layered on top of the procedural content. Each has an At (system coords) and a Kind (station / derelict); a station may name a Side and Art. Driven by universe_landmarks.py.

The Drifting Cathedral

Fact Value
Kind derelict
At -4, 6

A vast Hollow Choir wreck adrift in the deep dark, said to hold forbidden charts.

Tycho Station

Fact Value
Kind station
Side tsn
Art starbase_science
At 3, 3

An old TSN research post, still broadcasting on a forgotten frequency.

Goods

The trade goods of this galaxy and how common each is as loot. Each heading key is a registered trade item; Weight sets how often it scatters. Drop goods or reweight them for a different economy. Driven by universe_goods.py.

Provisions

Fact Value
Weight 30

Foodstuffs and stores - common cargo on the frontier lanes.

Ore

Fact Value
Weight 25

Raw mineral ore, hauled from the asteroid drifts.

Gas

Fact Value
Weight 25

Refined gases siphoned from the nebulae.

Tech Components

Fact Value
Weight 15

Salvaged and manufactured components - worth more, found less.

Contraband

Fact Value
Weight 6

Quiet cargo, quiet questions. Rare, and not strictly legal.

Worldlets

The resource bodies of this galaxy (the Admiral console's economy). Each type names what it yields per minute per extractor, how much it holds before running dry (Reserve: unlimited for settled worlds), and its look (the behav_planet surface palette). Placement: procedural via the POI deck (Worldlet chance, in Admiralty) or hand-placed as a Landmark with Kind: worldlet. Driven by universe_worldlets.py.

Cinder World

Fact Value
Palette base #8c2f1c, emissive #48180c, clouds #776655
Also economy
Yields ore 8
Reserve 4000

A cracked, mineral-rich ember of a world. Miners love it; nobody else does.

Veiled Giant

Fact Value
Palette base #2c4a8c, clouds #b8c4e0, bands 3.7
Also economy
Yields gas 10
Reserve 6000

A banded gas giant, its high winds rich in fuel-grade volatiles.

Haven World

Fact Value
Palette base #2f6e3a, clouds #ffffff
Also economy
Yields crew 2, ore 2, gas 2
Reserve unlimited

A small settled world. People, modest industry, and somewhere to come from.

Scenario

Fact Value
Mode sandbox

The mission's shape. `sandbox` = the full living universe (the default); `skirmish` / `war` add PvP + last-standing victory; `campaign` = a persistent solo epic; `story` = a bounded narrative with the Admiral economy off.

Admiralty

Fact Value
Economy pace standard
Worldlet chance 30%
Start ore 300
Start gas 100
Start crew 40
Storage 600
Command points 3
Fleet gas burn 2
Requisition budget 800 credits
Skirmish pressure border
Skirmish interval 240
Mia timer 300
Relay rate 50%
Research pace campaign

The war effort behind the player fleet - dials for the Admiral console. Omit this chapter (and Worldlets) for a universe with no Admiral game.

Officers

The Academy roster - named fleet captains for the player side (the Admiral console's navy). Values use the reputation poles and drive each officer's fleet bonuses: by-the-book runs leaner (less gas burn), resourceful salvages richer, fearsome engages farther. Driven by universe_fleets.py.

Commodore Ansel Vale

Fact Value
Face male
Scene off_vale_hail
Title the Quartermaster
Values by-the-book 40, honest 30, kind 10

Ran the academy's logistics course for a decade and the lanes know it. Fleets under Vale come home fueled, patched, and on schedule.

Captain Iris Kade

Fact Value
Face female
Scene off_kade_hail
Title Old Thunder
Values fearsome 40, violent 20, generous 10

Leads from the front and shoots first. Kade's fleets hit harder and scare easier prey off the board before a shot is fired.

Captain Juno Ashwell

Fact Value
Face female
Scene off_ashwell_hail
Title the Magpie
Values resourceful 40, intellectual 20, selfish 10

Never met a wreck she could not strip or a sensor shadow she could not slip through. Ashwell's fleets salvage more and die less.

Fleet Chatter

The fleet's radio voice - the short lines an officer sends the Admiral as an order lands or an event happens. Each entry's key is the event; its body lines are the pool (one is picked at random). Omit the chapter, or any key, to keep the built-in defaults. Fields in braces are filled in: salvage_haul gets {ore} and {gas}; rescue gets the {rescuer} ship's name; captured / lost get the {officer} name and the captor {side}. Driven by universe_fleets.py. Keys: ack_escort / ack_patrol / ack_strike / ack_hold / ack_salvage / ack_withdraw, formed, pod_away, gas_dry, strike_clear, salvage_none, salvage_haul, withdraw_home, veil_warn, rescue, captured, lost.

Order: Strike

Weapons free. Moving to engage. Guns hot, Admiral - closing now. Say the word - said. Engaging.

Salvage Haul

Wreck stripped: +{ore} ore, +{gas} gas in the hold. Good pickings off that hull - {ore} ore and {gas} gas the richer.

Officer Rescued

Aboard and breathing, thanks to the {rescuer}. Put me back to work, Admiral. The {rescuer} found my beacon. I owe that crew a drink.

Research

The Admiralty's tech ladder (researched at a Shipyard). Each milestone names its branch, what it costs, how long it takes, the milestone it requires, and what it unlocks - in plain English: `storage N` raises the stockpile caps, `extraction N%` speeds all extractors, `requisition \<item>` adds an item to the Requisition catalog. Driven by universe_research.py.

Expanded Silos

Fact Value
Branch engineering
Unlocks storage 500
Also economy
Costs ore 120, gas 40
Time 40

Bigger tanks and deeper bunkers. The stockpiles can hold more before the quartermasters start turning shipments away.

Refined Extraction

Fact Value
Branch engineering
Unlocks extraction 25%
Requires Expanded Silos
Also economy
Costs ore 180, gas 90
Time 60

Better drills, hotter crackers. Every extractor in the fleet's employ works a quarter again as fast.

Milspec Fittings

Fact Value
Branch engineering
Unlocks requisition tauron_focuser, requisition haplix_overcharger
Requires Refined Extraction
Also economy
Costs ore 250, gas 120, crew 10
Time 80

Weapons-grade componentry enters the catalog: the yards can now requisition serious hardware for the bridge crews.

Captains

Fact Value
File captains/ashfang.amd

Named NPC captains (people, not just sides), one file per side. A captain belongs to a side, roams a system (hailable at its station), embodies reputation poles (Values), and turns rival per his `Rival when:` guard against the player's personal standing with him. He speaks via dialogue scenes (Speaker = his key). Driven by universe_captains.py.

Lifeforms

Fact Value
File cast/frontier.amd

The cast - hosted comms characters built on the engine lifeform (a named Agent with a face, roles, a host, and a comms voice). A host-less lifeform is a galaxy-wide comms NPC (hailable with no target). Its `Scene` is its voice, played through the dialogue driver. Driven by universe_lifeforms.py.

Dialogue

Fact Value
File dialogue/ashfang.amd
File dialogue/verdant.amd
File dialogue/frontier.amd
File dialogue/officers.amd

Side conversations (movie-script scenes) live in dialogue/\<side>.amd, one file per side, spliced here in order. A scene's Speaker is a side; When: comms makes it the scene a station hail opens. Driven by universe_dialogue.py + the //comms/dialogue route. Add a side's voice by adding its file and a `File:` line.