World Tick: —
The first account ever registered on a fresh server becomes admin automatically and needs no Alpha Key. Every account after that needs one, minted by an admin.
Public, shareable profile: (link)
Fields defined by the game's designers -- new ones (social links, extra images, etc.) can appear here at any time with no client update needed.
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| Tile | Species | Population | Growth |
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| Resource | Quantity |
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| Tile | Buildings |
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A Nation's Tiles can span more than one Planet (and System) once Colonization Claims move population off the homeworld — that's why this is a list of Planets first, not a flat list of Tiles.
| Planet | Name | Type | System | Tiles |
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| Name | Biome | Habitability | Resource Yields | Arable | Woodland | Population | Employed | Unemployed |
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Space Constructs orbit the Planet as a whole, not any one Tile.
| Structure | Level | Production Line | Shipyard Queue |
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Biome:
Deposits:
Arable capacity: Woodland capacity:
Habitability (your Species):
| Building | Level | Production Line | Employment | Wage (× base) | Capacity Price | Status | Actions |
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| Resource | Quantity (per run, at this Level) |
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Each group below is one input slot. A slot listing more than one Resource is a substitution — any single one covers it, whichever is bolded as currently in use. "SHORT" on a slot means every option in it is short, i.e. this slot is genuinely bottlenecking production right now.
| Fleet | System | Stance | Ships |
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| Name | Hull | Health | Crew | Crew Species | Power Source ⓘ | Actions |
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Requesting crew queues a request against your Nation's national, per-Species Crew Capacity pool — filled by Military Recruitment Centers (Planet tab) and worked FIFO on the World Tick, so fill % may take a few Ticks to actually move.
Power Source shows which of Gasoline/Coal/Uranium/Hydrogen your Fleet actually drew from last Tick to stay powered — not a setting you choose, the engine picks automatically from whatever's in stock. "—" means none were available, so the shortfall applied gradual crew loss instead (same mechanism as a Food or Oxygen shortage).
This Fleet holds a Construction Hull. Order it to build on a Planet in its current System where you already own at least one Tile — resolves automatically once the World Tick sees the Hull sitting there (already true right now, if it's not in transit).
This Fleet holds a Colony Hull. Claim up to 6 currently-unclaimed, settleable Tiles in its current System — asserted the moment you dispatch it, resolved once any of your Fleets is physically present (already true right now, if it's not in transit). The Hull's own crew (Fleets tab — Request Crew) is delivered as the new Tiles' starting population, drawn down from wherever your Nation has spare of that Species, and the Hull is consumed on a successful claim.
| Tile | Planet | Biome | Habitability |
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From Hulls your Shipyards have already finished building (see the Planet tab's Orbital Structures to order more).
Unexplored Explored Wormhole Fleet location Selected / plotted
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Selection: none
Everything below — listing, buy offers, Direct Offers, browsing, buying — applies to whichever owner is selected here.
| Resource | Quantity | Price |
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| Resource | Quantity left | Max price |
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§7.4 — a point-to-point trade proposed directly to one named Nation (by name, or id), who must explicitly accept it. Distinct from the order-book below. Kept up here, not below Browse Listings — that table only grows, and Direct Offers shouldn't end up buried under an ever-longer scroll.
| From | To | Offered | Requested | Status |
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Cross-System deliveries ride on Convoy capacity, not currency — a trade that outruns what's currently available gets queued and delivered as capacity frees up on later Ticks.
Shows every open Sell Listing on the Market by default — narrow it to one Resource below if you want, but you don't have to. Capacity resources (Water/Power/Convoy) aren't listed here — they're per-Tick flow, not a good anyone can stockpile or trade.
| Resource | Seller | Quantity | Price | Location |
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Every currency movement your Nation made over a window of recent World Ticks, split by which pool it moved — Treasury (the state's money: wages paid out, construction/claim/commission costs, Market trades your Nation itself placed) and Civilian Pool (the people's money: wages received, necessities and luxuries bought on the Market). Click a category to see the individual transactions behind its total. Some income is sporadic (a Convoy capacity sale only lands on whichever Tick the buyer's shipment actually cleared) — widen the window below if you expect to see something and don't.
Every good produced, consumed, built with, or delivered — grouped by Resource. Most movements are still generically labeled "Adjustment"/"Transfer" until more of the engine's call sites are annotated; production is labeled precisely.
How your population changed over this same window, and where — growth, migration between your own Tiles, colonization arrivals/departures, and homeworld founding. Grouped by Tile.
Not a log — these are real shortages still in effect right now (they clear the moment the shortage does), and exactly where each one is biting: your Nation as a whole (a Stability penalty) or a specific Tile (a population decline).
| Where | Resource | Effect | Current Penalty |
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Also not a log — real Buildings/Space Constructs currently bottlenecked by a scarce input (e.g. a fabrication plant genuinely starved of Rare Earth Elements). Distinct from the necessity shortages above: this is a Recipe input running short, not a civilian consumption good.
| Building/Construct | Located At | Missing Resource | Fill Ratio |
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Every founded Nation — this engine has no notion of "hidden" state, so this is a plain public roster, not a scouting/intel mechanic. Click a Nation to open its public profile page (a real, shareable link — no login required).
| Flag | Nation | Species | Homeworld System |
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Temporary stopgap — there's no email-based account recovery yet, so this is how a locked-out player gets their username/password fixed, and how admin access is granted or revoked. Deleting an account removes the login only; any Nation it controlled keeps existing and simulating.
| Username | Admin? | Nation(s) | Created | Actions |
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Registration is gated on one of these — mint a key and hand it to whoever you want to let register. Single-use.
| Key | Created | Status |
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§7.2/§7.8: the Market owner mints currency and can inject supply/demand directly — an admin Listing's goods come from nowhere (no real Nation's Stockpile is debited), and an admin Buy Offer is funded by minting currency into a dedicated admin pseudo-account, not a real Nation's treasury.
A real economic actor, separate from Admin Market Trades above — the Bank holds a genuine, finite currency reserve (mint/burn it explicitly here) and can only sell what it actually holds or buy what it can actually afford, same rules as any Nation. Admin Market Trades stays a separate, unlimited-supply tool for bootstrapping the universal economy; the two never share a balance sheet.
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Mints this amount fresh into every Nation's own Treasury at once — a testing/seeding convenience, not drawn from the Bank's own reserve.
| Resource | Quantity |
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Order-book trading (Listings, Buy Offers, buying/selling) and Direct Offers both moved to the Market tab — pick "The Central Bank" from the "Acting as" selector there to trade on the Bank's real reserve and stockpile above, exactly like trading as your own Nation.