Reference - every label on one page
The compact version of the walkthrough: every chapter
of a universe file and the facts each accepts. Every chapter and every fact is
optional unless noted. For the full AMD format (including the YAML form used
by other addons), see AMD_AUTHORS_GUIDE.md in the missions folder.
The root (# heading)
| Fact |
Meaning |
Display: |
The name shown in the Universe dropdown. |
Axis: a / b |
Replace the built-in trait pairs (one line per pair). Authoring any axis replaces all seven. |
Job tiers: N, M |
Standing needed for tier-2 / tier-3 side work. |
Foe deals at: N |
Standing at which a foe side will deal with you. |
Alliance at: N |
Standing at which a side counts as an ally. |
Max reward: X |
Pay multiplier at maximum standing (2.0 = double). |
Ceasefire free at: N |
Standing at which a ceasefire costs nothing. |
Ceasefire per point: N |
Credits per point of standing below that. |
Station mix: % |
Chance a system holds a station. |
Enemy mix: % |
Chance a system holds hostiles. |
Nebula mix: % |
Chance a system is nebula. |
Anomaly mix: % |
Chance of an anomaly. |
Derelict chance: % |
Chance a system hides a scannable wreck. |
Outpost chance: % |
Chance of a minor outpost. |
Mine chance: % |
Chance an enemy system is mined. |
Loot max: N |
Most loot caches per system. |
The built-in trait pairs: honest/liar, fearsome/cowardly,
peaceful/violent, generous/selfish, kind/cruel,
resourceful/by-the-book, intellectual/foolish.
## Sides
| Fact |
Meaning |
Color: |
Map/side color, e.g. #cc2244. |
Character: |
military / trader / settler / mercenary / pirate / cult. |
Disposition: |
neutral (talks) or foe (shoots first). |
Home: / Homes: |
Home system col, row; several separated with ;. |
Values: |
Trait leanings: pole N weights, comma-separated. |
Offers: |
Job keys from ## Jobs, comma-separated. |
Flies: |
Ship races: one, an even list, or weighted (60% Kralien, 40% Arvonian). Races: Kralien, Torgoth, Arvonian, Ximni. |
## Jobs
| Field |
Meaning |
Also |
Objective: |
The sentence the player reads in the quest log. |
|
Done when: |
The COMPLETION trigger - what has to happen for this quest to be done. |
Goal: |
Reward: |
What COMPLETING it gives - credits, an item key, or a reputation clause. |
Pays: |
Tier: |
Optional ordering for the quest log. |
|
Standing: |
Reputation moved on completion - side pole delta, comma-separated. |
Earns: |
Trigger phrases - the leading verb decides:
| Phrase |
Tracks |
destroy N <foe> (or kill) |
kills |
recover N <good> (or collect, gather) |
cargo collected |
scan N derelicts (or survey) |
science scans |
dock station |
a docking |
reach col, row (or travel) |
traveling to a system |
Built-in goods for recover: provisions, ore, gas, tech,
contraband.
## Narrative and ## Goals
| Field |
Meaning |
Also |
At start: |
What condition this record is in when the mission BEGINS. posting is listed like an available job but shows no Accept button - something else has to offer it. |
State: |
Done when: |
The COMPLETION trigger - what has to happen for this quest to be done. |
Goal: |
Starts when: |
When it ARMS - at once, accepted (the player takes it off the board), revealed (another quest reveals it). Not what completes it; that is Done when:. |
When: |
Then: |
Follow-up on COMPLETION - reveal <quest> to unlock another, or signal <name>. Those two verbs only; anything else is read as a reveal target. |
|
Scope: |
Who holds it - shared is one quest for the whole game, ship gives every player ship its own copy. |
|
Reward: |
What COMPLETING it gives - credits, an item key, or a reputation clause. |
Pays: |
Win: |
Completing this WINS the mission. |
|
Lose: |
Completing this LOSES the mission. |
|
Citation: |
The commendation read out on the end screen. |
|
Standing: |
Reputation moved on completion - side pole delta, comma-separated. |
Earns: |
Win: / Lose: and Citation: are meaningful on a goal; the rest apply to any
beat.
## Regions
| Fact |
Meaning |
Center: |
Middle system, col, row. |
Radius: |
Half-width of the square it covers. |
Skybox: |
Sky shown inside the region. |
Music: |
Music track inside the region. |
Color: |
Faint wash on the map. |
| any generation dial |
Overrides the global inside this region. |
Smaller overlapping regions must be written first - they win.
## Landmarks
| Fact |
Meaning |
At: |
The system it sits in, col, row. |
Kind: |
station or derelict. |
Side: |
(station) the owning side key. |
Art: |
(station) the station model. |
## Goods
| Fact |
Meaning |
Weight: |
How often this good scatters as loot. |
## Captains
| Fact |
Meaning |
Side: |
The side key they belong to. |
Title: |
An honorific shown with the name. |
Values: |
Personal trait poles, pole N weights. |
Flies: |
Their ship's race. |
Roams: |
The system where they can be hailed, col, row. |
Rival when: |
Personal-standing guard that turns them hostile, e.g. standing < -20. |
| Fact |
Meaning |
Face: |
terran / male / female, or a literal face string. |
Roles: |
Tags, comma-separated. |
Scene: |
The dialogue scene that is this character's voice. |
Color: |
Comms card color. |
Pickup: |
(passenger) the station system they wait at. |
Deliver to: |
(passenger) their destination system. |
Pays: |
(passenger) the fare, paid on delivery. |
Sabotage: |
(optional) systems a hostile passenger damages, e.g. sensors, weapons. |
## Dialogue
| Piece |
Meaning |
Speaker: |
Side, captain, or cast key - whose face the scene wears. |
When: comms |
This scene opens when the speaker is hailed. |
% line |
One alternate take (one is played at random). |
%{guard} line |
A take that plays only when the guard holds; first match wins. |
- [Label](scene_key) |
A player reply, leading to the next scene. |
... if <guard> |
Reply offered only when the guard holds. |
... ; <outcomes> |
On choosing: costs N credits, earns <who> <pole> <delta>, signal <name> - comma-separated. |
Guards may reference trait poles (fearsome > 20), credits, and - for a
captain's scene - standing (the player's personal standing with them).
Splitting a chapter into files
## Dialogue
---
File: dialogue/veil.amd
File: dialogue/lantern.amd
---
Included files hold just that chapter's entries and splice in, in order.
Paths are relative to the universe file.