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 clan work. |
Foe deals at: N |
Standing at which a foe clan will deal with you. |
Alliance at: N |
Standing at which a clan 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.
## Clans
| Fact |
Meaning |
Color: |
Map/side color, e.g. #cc2244. |
Archetype: |
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
| Fact |
Meaning |
Tier: |
1 (anyone) / 2 (good standing) / 3 (proven friends). |
Goal: |
English objective; the verb picks the trigger (below). |
Pays: |
Reward, e.g. 300 credits (scaled up by standing). |
Earns: |
Reputation on completion: clan pole delta, comma-separated. |
Goal / When triggers - 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
| Fact |
Meaning |
Scope: shared |
The whole crew shares this step. Write it on every beat. |
State: |
active (live at launch) or secret (waits for a reveal). |
When: |
The trigger (same verb phrases as Goal:). |
Then: reveal <key> |
Completing this step activates that one. |
Then: signal <name> |
Completing this step fires a named signal. |
Pays: / Earns: |
Credits / reputation on completion. |
Win: true / Lose: true |
(Goals only) ends the campaign. |
Citation: |
(Goals only) the end-card text. |
## 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 clan key. |
Art: |
(station) the station model. |
## Goods
| Fact |
Meaning |
Weight: |
How often this good scatters as loot. |
## Captains
| Fact |
Meaning |
Clan: |
The clan 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: |
Clan, 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.