Skip to content

Game loops — the canonical catalog

Status: ✅ Shipped (index doc) — canonical loop catalog with per-loop status markers linking to home docs; not a normative rules page itself. (re-verified 2026-08-21 vs Sectorwars2102 46bce720.)

The named gameplay loops SectorWars 2102 ships or specifies, each as a one-line player fantasy, grouped by the cadence layer it occupies. A loop here is a self-contained "do this, get that, spend it on the next thing" cycle a player repeats. Each loop below is a collapsible: the summary line carries the loop's overall status marker, its name, and the player fantasy; expand it for the home doc, a component-by-component status breakdown, and related cross-links. This page is an index only; the linked home doc carries the rules, numbers, and section-level status markers.

Implementation status uses the four FEATURES status markers: ✅ Shipped, 🚧 Partial, 📐 Design-only, 🐛 Bug. The marker in each loop's summary line is its overall maturity, drawn from its home doc's page banner. The Components table inside each loop breaks status down per mechanic — most 🚧 Partial loops have a shipped core with design-only extensions, and the components table is where that split becomes visible.

Cadence layers, fastest to slowest:

  • Moment-to-moment — the substrate loops a player touches constantly (movement, trading, combat beats).
  • Session — discrete acts within a play session (a gambling run, a haggle, a raid, a contract).
  • Multi-day — capital projects and long timers (ship construction, warp gates, Genesis, citadel tiers).
  • Long-arc — identity and empire that compound across many sessions (colonization, rank/reputation, governance).

Moment-to-moment

🚧 Trading — read supply/demand, buy where glutted, sell where scarce, pocket the spread

Home doc: trading.md

Components

Component Status Where
Station classes & pricing model ✅ Shipped trading.md#pricing-model
Class 8/9/11 premium pricing ✅ Shipped trading.md#class-8-class-9-premium-pricing
Price-stacking order (faction → rank → premium → tariff → lever → hard band) ✅ Shipped trading.md#price-stacking-order
Haggling (numerical shipped, narrative design-only) 🚧 Partial haggling.md
Bang generator commodity coverage (all 9 gameserver-canonical commodities at procedural ports) ✅ Shipped trading.md#bang-generator-commodity-coverage
Station destruction & 24h auto-rebuild 📐 Design-only trading.md#destruction-recovery

Related pages: port-ownership.md (tariff layers on top of this pricing), lifecycle.md (the faucet/sink macro-economy this loop feeds).

🚧 Exploration / movement — push sector-to-sector across the warp graph, reveal systems, name worlds

Home doc: movement.md

Components

Component Status Where
Movement primitives & turn costs (direct warp / tunnel / gate / Quantum Jump / tow) 🚧 Partial movement.md#movement-primitives-and-their-turn-costs
Quantum Jump (Warp Jumper FTL) ✅ Shipped sectors.md#quantum-jump-warp-jumper
Long warp-tunnel length-band → turn-cost mapping 🚧 Partial movement.md#long-warp-tunnels
Ship.current_speed scope (fleet-stat + future combat hooks only, no turn-cost effect) 🚧 Partial movement.md#what-shipcurrent_speed-does-and-does-not-do
Cross-region travel (Nexus gate chain, one-way inbound, Slipdrive self-rescue) 🚧 Partial movement.md#cross-region-travel

Related pages: sectors.md (natural warp tunnels, one-way discovery), warp-gates.md (player-built gate traversal), turns.md (the turn pool this loop spends).

🚧 Ship combat — strip shields, punch hull, claim the kill or flee when the math turns

Home doc: combat.md

Components

Component Status Where
Ship-vs-ship damage stack (shields → hull, weapon/ship matchups) ✅ Shipped combat.md#ship-vs-ship
Port assault takeover / sabotage flow 🚧 Partial combat.md#port-assault
Weapon catalog (4 shipped types; autocannon/particle/torpedo planned) 🚧 Partial combat.md#weapons
Tractor weapon mode (control, not damage) 🚧 Partial combat.md#tractor-weapon-mode
Fleet battles (state machine, formations, casualty ledger) ✅ Shipped combat.md#fleet-battles
Large-scale (100v100+) combat ambitions 📐 Design-only combat.md

Related pages: fleet-tactics.md (multi-ship coordination this loop scales into), bounties.md (kill-resolution hook), ranking.md (combat rank points and medals).

🚧 Ship acquisition & upgrades — turn credits into a more capable hull, stat upgrades, and equipment

Home doc: ships.md

Components

Component Status Where
Acquisition paths (starter claim, shipyard, salvage, craft; faction-reward ships 📐) 🚧 Partial ships.md#acquisition
Maintenance & condition decay, tiered repair 🚧 Partial ships.md#maintenance-system
Upgrade ladder (8 types, 0-turn purchase) ✅ Shipped ships.md#upgrades
Cargo Wreck on destruction (replaces legacy 10% transfer) ✅ Shipped ships.md#cargo-wreck
Manual eject / ship registry (drift, borrow, trade, salvage, steal) ✅ Shipped ships.md#manual-eject-and-the-ship-registry
Tractor Beam tow operations ✅ Shipped ships.md#tractor-beam-tow-operations

Related pages: ship-roster.md (per-type stats), ship-systems.md (upgrade/equipment ladder detail), ship-insurance.md (payout tiers).

✅ Mining — fire a Mining Laser at an asteroid field and pull raw ore from the rock

Home doc: mining.md

Components

Component Status Where
Harvest action (5-turn attempt, yield matrix by richness × laser level) ✅ Shipped mining.md#the-harvest-action
Mining Laser equipment + upgrade ladder (L0–L3) ✅ Shipped mining.md#mining-laser-upgrade-ladder
Astral Mining Consortium claim licenses ✅ Shipped mining.md#astral-mining-consortium-claim-licenses
Asteroid depletion pool (yield modifiers; auto-replenish timer ✅) ✅ Shipped mining.md#asteroid-depletion
PvP interrupt during harvest (freeze + 50% turn refund) ✅ Shipped mining.md#pvp-interaction
Faction reputation hooks (Astral Mining shipped; Frontier Coalition hook tip-pending) 🚧 Partial mining.md#faction-reputation-hooks

Related pages: quantum-resources.md (trace Quantum Shard drop from deep asteroids), trading.md (ore / precious_metals pricing), professions.md (Mining Engineers bonus).

🚧 Nebula harvesting & quantum refining — extract Quantum Shards from nebulae and refine them into Crystals

Home doc: quantum-resources.md

Components

Component Status Where
Nebula harvest action (POST /quantum/harvest, 8 turns, 2h cooldown) ✅ Shipped quantum-resources.md#1-nebula-harvesting-primary
Quantum Field Harvester equipment slot ✅ Shipped quantum-resources.md#quantum-field-harvester-ship-module
Shard → Crystal refining (5:1, 10,000 cr, instant) ✅ Shipped quantum-resources.md#refining-shards-into-crystals
PvP Warp Jumper kill loot transfer ✅ Shipped quantum-resources.md#3-combat-salvage-rare
Lumen Crystal sourcing (nebula drops + Shard-refining path) 🚧 Partial quantum-resources.md#lumen-crystal-sourcing
Anomaly investigation & black-market shard stock 🚧 Partial (anomaly investigate ✅; black-market stock 📐) quantum-resources.md#2-anomaly-investigation-secondary

Related pages: warp-gates.md (Quantum Crystal is the Phase-1 keystone material), sectors.md (nebula sector mechanics), genesis-devices.md (future advanced-tier Crystal consumer).

Session

🚧 Haggling — haggle an NPC trader down for a price edge

Home doc: haggling.md

Components

Component Status Where
Numerical haggling (4-round band engine) ✅ Shipped haggling.md#numerical-haggling
Narrative haggling (LLM-scored persuasion) 📐 Design-only haggling.md#narrative-haggling
Port personality archetypes (5 types, difficulty/memory) 🚧 Partial haggling.md#port-personality-types
Anti-exploitation (embedding similarity, port memory, cooldowns) 📐 Design-only haggling.md#anti-exploitation
Scaling difficulty (rank + trade-volume scalar) 📐 Design-only haggling.md#scaling-difficulty

Related pages: trading.md (the posted price a haggle multiplies), aria-companion.md (haggle-option narration hook P-F2).

✅ Quantum Jump (Warp Jumper) — aim a bearing into uncharted void and fire a one-shot directional FTL jump

Home doc: sectors.md#quantum-jump-warp-jumper

Components

Component Status Where
Phase 1 bearing/scan (minimap, resonance/texture/echo) ✅ Shipped sectors.md#phase-1-bearing-ambient-compass-and-scan
Passive quantum compass 📐 Design-only sectors.md#quantum-compass-passive-free
Phase 2/3 commit & resolve (50 turns, misfire handling) ✅ Shipped sectors.md#phase-2-commit
Companion tow through Quantum Jump ✅ Shipped sectors.md#companion-tow-through-quantum-jump
sector.is_discovered flag set on arrival ✅ Shipped sectors.md#phase-3-resolve

Related pages: warp-gates.md (Quantum Jump feeds the gate-builder's travel window), movement.md (turn-cost / wall-clock model), special-formations.md (Lost Worlds are Quantum-Jump-only).

🚧 Raiding sector drones — clear hostile drones screening a contested lane

Home doc: combat.md

Components

Component Status Where
Sector drone deployment (fedspace-exclusion, +5% deployed bonus) 🚧 Partial sectors.md#drone-deployment
Combat against deployed drones (2-turn resolver) ✅ Shipped sectors.md#combat-against-deployed-drones
Armored mines (200 hull/entry, cripple not kill) ✅ Shipped combat.md#sector-control-deployable-assets
Limpet mines (tracking/surveillance) 📐 Design-only combat.md#sector-control-deployable-assets
NPC defenders / automated drone recall 📐 Design-only sectors.md#other-sector-defense-options

Related pages: combat.md (the resolver these engagements share), sectors.md (the parent sector-defense system), drones.md.

✅ Planetary assault — seize a rival's already-built colony by force

Home doc: combat.md#planet-assault

Components

Component Status Where
Assault resolution & atomic ownership transfer ✅ Shipped combat.md#planet-assault
Forming-planet invulnerability guard ✅ Shipped genesis-devices.md#formation-window-protection
Citadel-tiered defenses consulted at assault 🚧 Partial citadels.md#defensive-buildings-unlocked-by-citadel-level
Citadel destruction consequences (safe preserved, structures lost) 🚧 Partial citadels.md#citadel-destruction-consequences

Related pages: citadels.md (defense-building unlock ladder), genesis-devices.md (forming-planet immunity), colonization.md (the colony phases at stake).

✅ Fleet tactics — pool a team's ships into one force and commit it to a decisive battle

Home doc: fleet-tactics.md

Components

Component Status Where
Formation modifiers (5 formations, attack/defense multipliers) ✅ Shipped fleet-tactics.md#formation-modifiers
Supply mechanics (bands + station resupply) ✅ Shipped fleet-tactics.md#supply
Role assignments (Flagship/Attacker/Defender/Support/Scout) ✅ Shipped fleet-tactics.md#role-assignments
Multi-ship coordination bonus ✅ Shipped fleet-tactics.md#multi-ship-coordination-bonuses
Battle resolution (round sim, phases, termination, loot) ✅ Shipped fleet-tactics.md#battle-resolution-fleet-vs-fleet
Kill-reward distribution (bounty/rep split across members) ✅ Shipped fleet-tactics.md#kill-rewards-reputation-bounty

Related pages: combat.md (the solo resolver fleet-vs-fleet composes from), factions-and-teams.md (the Team that owns the fleet).

✅ Bounty hunting & placement — turn notoriety into credits; mark a wrongdoer's head with a public price

Home doc: bounties.md

Components

Component Status Where
Player-placed bounty (10% fee, row-locked escrow) ✅ Shipped bounties.md#placing-a-bounty
System bounty tiers (auto-attach at ≤ −500 rep, stored pot) ✅ Shipped bounties.md#system-bounty-tiers
Collection on kill ✅ Shipped bounties.md#collection-on-kill
Cancellation (placer-only, principal-only refund) ✅ Shipped bounties.md#cancellation
Realtime bounty_updated event emit ✅ Shipped bounties.md#placing-a-bounty
Bounty-list soft cap (50 entries, auto-collapse) ✅ Shipped bounties.md#edge-cases

Related pages: ranking.md (Wanted Status auto-bounty), combat.md (the kill hook that triggers collection), factions-and-teams.md (reputation deltas from bounty kills).

✅ Gambling (SpaceDock casino) — risk surplus credits at four casino games chasing a multiplier or jackpot

Home doc: gambling.md

Components

Component Status Where
Venue gating (docked at a SpaceDock) ✅ Shipped gambling.md#1-venue-gating
Cosmic Slots (RTP ≈ 45.6%) ✅ Shipped gambling.md#2-cosmic-slots
Nebula Dice (Supernova / The Void outcomes) ✅ Shipped gambling.md#3-nebula-dice
Sector Sweep lottery (pick-4) ✅ Shipped gambling.md#4-sector-sweep-lottery
Stellar Blackjack (server-authoritative anti-faucet) ✅ Shipped gambling.md#5-stellar-blackjack

Related pages: lifecycle.md (credit-sink accounting), trading.md (the legitimate way to grow credits, gambling's opposite).

✅ First-login onboarding — negotiate a starter ship with an AI guard at character creation

Home doc: first-login.md

Components

Component Status Where
AI-driven negotiation scene (multi-provider + manual fallback) ✅ Shipped first-login.md#ai-provider-chain
Ship-claim difficulty matrix (8 ships, persuasion thresholds) ✅ Shipped first-login.md#ship-claim-difficulty-matrix
Failure-path bands (partial / failure / hard-fail, all viable) ✅ Shipped first-login.md#failure-path
ARIA warm-start (relationship 50, 1 interaction at completion) ✅ Shipped first-login.md#starting-state-on-success
Pumpkin / Orange Cat Society easter egg ✅ Shipped first-login.md#easter-egg-mechanic-pumpkin-and-the-orange-cat-society

Related pages: aria-companion.md (where the ARIA relationship begins), medals.md (the hidden Orange Cat Society medal).

🚧 Police / Wanted heat — commit crimes and named NPC police hunt you down

Home doc: police-forces.md

Components

Component Status Where
Wanted Status trigger set & port-impound consequences ✅ Shipped ranking.md#wanted-status
Federation Police engagement dispatch (2-turn spawn delay, named Marshals) ✅ Shipped police-forces.md#engagement-dispatch-and-the-2-turn-spawn-delay
Named-NPC roster & scheduler-driven patrol ✅ Shipped police-forces.md#roster-lodging-and-squad-composition
Nexus Sentinel Corps hub-invariant protection 🚧 Partial police-forces.md#nexus-sentinel-corps
Interdictor Field / Beacon Disruptor / Contraband Scanner abilities 📐 Design-only police-forces.md#interdictor-hulls
Galactic Concord faction row & CONCORD enum ✅ Shipped police-forces.md#faction-registration

Related pages: ranking.md (Wanted / Suspect status mechanics), factions-and-teams.md (reputation triggers), warp-gates.md (the Phase 1 deploy the Sentinels police).

🚧 Contracts & alternative trade jobs — take deadline-bound delivery, procurement, and escort jobs for guaranteed pay

Home doc: contracts.md

Components

Component Status Where
Cargo delivery lifecycle (posted → accepted → completed / abandon / expire) ✅ Shipped contracts.md#cargo-delivery
NPC generators for remaining contract types (4 of 7 live; 3 📐) 🚧 Partial contracts.md#npc-issued-contracts
Player-to-player posting & cancellation ✅ Shipped contracts.md#player-issued-contracts
Bulk-procurement multi-acceptor partial fulfillment 📐 Design-only contracts.md#bulk-procurement
Dispute resolution (Tier 1 automated / Tier 2 admin) 🚧 Partial contracts.md#disputes — Tier-2 admin resolve ✅; Tier-1 has partial seams
Contract insurance tiers (Basic / Standard / Hazard) ✅ Shipped contracts.md#risk-insurance

Related pages: black-market.md (hazardous-transport contracts route through here), trading.md (the pricing midpoints contracts reward off), factions-and-teams.md (the reputation channel contract completion feeds).

🚧 Black-market smuggling — run contraband at huge margins, dodging law-faction detection

Home doc: black-market.md

Components

Component Status Where
Contraband buy/sell + haggle pricing ✅ Shipped black-market.md#pricing
RECOGNIZED Fringe-Alliance access gate ✅ Shipped black-market.md#locations
Detection roll & severity-scaled busts (confiscation / fine / heat flip) ✅ Shipped black-market.md#detection-mechanics
Shadow-Syndicate fence venues (fencing / laundering / counterfeit / bounty) 📐 Design-only black-market.md#syndicate-fence-venues
Stealth routes & Stealth Systems equipment 📐 Design-only black-market.md#stealth-routes
Credit laundering (transaction-graph trace) 📐 Design-only black-market.md#payment-and-laundering

Related pages: haggling.md (the Black Market trader personality), contracts.md (hazardous-transport contracts route through here), ranking.md (Suspect / Wanted heat flip).

Multi-day

🚧 Ship building (TradeDock shipyard) — commission a ship as a multi-day project, feed it self-gathered resources

Home doc: tradedock-shipyard.md

Components

Component Status Where
Slip-rental construction pipeline (reserve → phases → claim) ✅ Shipped tradedock-shipyard.md#status-summary
Resource delivery & milestone payments ✅ Shipped tradedock-shipyard.md#resource-delivery
Premium trading floor (spreads / bulk discount / zero fee) ✅ Shipped tradedock-shipyard.md#status-summary
Construction-event RNG (Quality Discovery, Resource Shortage, etc.) ✅ Shipped tradedock-shipyard.md#status-summary
Space Engineer profession integration 📐 Design-only tradedock-shipyard.md#space-engineer-profession-integration

Related pages: ships.md (the craft-only Warp Jumper), professions.md (the Space Engineer accelerant), warp-gates.md (the built Warp Jumper's downstream use).

🚧 Warp-gate construction — collapse a route into a permanent 0-turn shortcut by sacrificing a Warp Jumper

Home doc: warp-gates.md

Components

Component Status Where
Three-phase construction pipeline (beacon → staging → self-destruct) ✅ Shipped warp-gates.md#construction-pipeline
Toll system & access control ✅ Shipped warp-gates.md#toll-system
Gate limits per player (team-size / region-owner formula) ✅ Shipped warp-gates.md#gate-limits-per-player
Destruction & salvage (active-gate path shipped; beacon/focus attack 📐) 🚧 Partial warp-gates.md#destruction-salvage
Upgrades (shield / turret / auto-repair / drone squadron) 📐 Design-only warp-gates.md#upgrades
Region-termination cascade ✅ Shipped warp-gates.md#region-termination-cascade

Related pages: quantum-resources.md (the Quantum Crystal keystone material), sectors.md (Nexus-protected placement constraints), police-forces.md (Sentinel Corps polices Nexus Phase 1 deploys).

✅ Genesis device deployment — deploy a Genesis device to birth a brand-new owned planet from nothing

Home doc: genesis-devices.md

Components

Component Status Where
Tier matrix (basic / enhanced / advanced) & planet-type weights ✅ Shipped genesis-devices.md#tier-matrix
Formation-window protection (invulnerable while forming) ✅ Shipped genesis-devices.md#formation-window-protection
Deploy restrictions (rep gate, distance, anti-monopoly, weekly cap) ✅ Shipped genesis-devices.md#restrictions
Planetary registration tiers (Clandestine / Registered / Chartered) ✅ Shipped genesis-devices.md#planetary-registration
Deployer subscriber priority settle-window (3h / 24h) 📐 Design-only genesis-devices.md#registration-timing-visibility
Genesis Teams ("in the sector" presence detection) 📐 Design-only genesis-devices.md#in-the-sector-detection-criteria

Related pages: colonization.md (the Outpost/Settlement lifecycle the new planet enters), quantum-resources.md (future advanced-tier Crystal consumer), citadels.md (the starting citadel tier a device grants).

🚧 Citadels, defense buildings & research — climb the citadel tier ladder and fortify a world into a fortress-capital

Home doc: citadels.md

Components

Component Status Where
Citadel level derived from structures grid (place → derive → cache) ✅ Shipped citadels.md#citadel-level-is-grid-derived
Levels & capacities (L1–L5 population / storage / drones) ✅ Shipped citadels.md#levels-and-capacities
Landscape-driven colony grid (shape classes, slot formula) 📐 Design-only citadels.md#the-colony-grid-is-landscape-driven
Defensive buildings unlocked by citadel level 🚧 Partial citadels.md#defensive-buildings-unlocked-by-citadel-level
Upgrade-prerequisite check ✅ Shipped (specific-building scan against Planet.defense_buildings; a prior audit's flat-defense_level-scalar claim was stale, corrected 2026-08-04) citadels.md#upgrade-workflow
Safe vault (survives citadel destruction) ✅ Shipped citadels.md#the-safe-vault

Related pages: colonization.md (the population/phase ladder citadel level gates), defense.md (layered planet defenses), professions.md (Structural Engineers cut upgrade cost).

Long-arc

🚧 Sector positional defense — leave drones and minefields so hostiles pay a price while you are offline

Home doc: sectors.md#sector-defense-system

Components

Component Status Where
Drone deployment (fedspace-exclusion, +5% deployed bonus) 🚧 Partial sectors.md#drone-deployment
Drone retrieval (instant, partial retrieval allowed) 🚧 Partial sectors.md#drone-retrieval
Combat against deployed drones ✅ Shipped sectors.md#combat-against-deployed-drones
Mines (design) / armored mines (shipped 2026-06-14) 🚧 Partial combat.md#sector-control-deployable-assets
NPC defenders / automated drone recall 📐 Design-only sectors.md#other-sector-defense-options

Related pages: combat.md (the drone-combat resolver), regional-governance.md (region-level territorial control, a distinct mechanic from sector presence), port-ownership.md (station defense layers separately on top).

🚧 Special formations & lost worlds — hunt rare topologies and Quantum-Jump-only dark territory for exclusive prizes

Home doc: special-formations.md

Components

Component Status Where
Formation catalog & generator stamping (12 types) 🚧 Partial special-formations.md#the-catalog
Discovery flag (per-player, topology reveal on visit + scan) 🚧 Partial special-formations.md#discovery
Investigate reward payout ✅ Shipped special-formations.md
Lost Worlds (Quantum-Jump-only, exit-warp odds by type) 📐 Design-only special-formations.md#lost-worlds-quantum-jump-only-content
Pirate-occupied formation pre-seeding 🚧 Partial special-formations.md#pirate-occupied-formations

Related pages: sectors.md (one-way warp discovery mechanics), pirate-holdings.md (formation-anchored Outposts and Strongholds), movement.md (Quantum Jump is the only primitive that reaches Lost Worlds).

🚧 Colonization & raising a planet — plant a colony and grow it from Outpost to Planetary Capital over real time

Home doc: colonization.md

Components

Component Status Where
Traditional colonization (10,000 pioneers + founding-grant fee) ✅ Shipped colonization.md#1-traditional-colonization
Pioneer per-pioneer dynamic fee ✅ Shipped colonization.md#per-pioneer-fee-shipped
Colony lifecycle phases (Outpost → Planetary Capital) ✅ Shipped colonization.md#colony-lifecycle-phases
Population growth formula & specialization bonuses ✅ Shipped colonization.md#population-growth
Overcrowding cap enforcement ✅ Shipped colonization.md#overcrowding
Abandonment & inactivity reclamation ✅ Shipped colonization.md#ownership-controls

Related pages: citadels.md (the structural side of each phase), professions.md (the specialization layer above allocation buckets), genesis-devices.md (the alternative founding path).

🚧 Port / station ownership — own the station, set the tax, sweep the treasury, defend the deed

Home doc: port-ownership.md

Components

Component Status Where
Purchase acquisition path ✅ Shipped port-ownership.md#purchase-shipped
Economic takeover (volume threshold, forced sale) ✅ Shipped port-ownership.md#economic-takeover-shipped
Military takeover (siege / occupy / stabilization) ✅ GS / 🚧 Player UI tip-pending (LEG-368) port-ownership.md#military-takeover-shipped
Tariff elasticity & fee-distribution split ✅ Shipped port-ownership.md#tariff-impact
Upgrade catalog (Extended Storage, Shipyard, etc.) 📐 Design-only port-ownership.md#upgrades
Syndicate co-ownership governance 📐 Design-only port-ownership.md#syndicate

Related pages: trading.md (the base pricing tariff layers on top of), sectors.md (sector-defense rules station defense extends), factions-and-teams.md (team / syndicate ownership structures).

🚧 Rank, medals & reputation — climb the military rank ladder, collect medals, carry a moral-alignment score

Home doc: ranking.md

Components

Component Status Where
Military rank ladder (18 ranks, achievement gates) ✅ Shipped ranking.md#military-rank
Personal reputation tiers & triggers ✅ Shipped ranking.md#personal-reputation
Suspect Status (temporary flag, 4h cumulative cap) ✅ Shipped ranking.md#suspect-status-temporary-flag
Wanted Status (union trigger, auto-bounty, port impound) ✅ Shipped ranking.md#wanted-status
Medal catalog (3 combat-tier wired; rest of the catalog design-only) 🚧 Partial ranking.md#special-medals

Related pages: bounties.md (Wanted / system-bounty interplay), factions-and-teams.md (the distinct per-faction reputation axis), police-forces.md (Wanted Status gates police engagement).

🚧 Faction reputation — become known to the NPC factions purely by how you play

Home doc: factions-and-teams.md#reputation-triggers

Components

Component Status Where
Emergent-action dispatcher (apply_emergent_action) ✅ Shipped factions-and-teams.md#reputation-triggers
Per-faction trigger tables (7 factions; subset of triggers live) 🚧 Partial factions-and-teams.md#per-faction-trigger-tables
Rivalry cascade rule (2 pairs live, 2 registered-not-live) 🚧 Partial factions-and-teams.md#rivalry-cascade-rule
Global daily rep pool (100 rep/day cap) ✅ Shipped factions-and-teams.md#per-day-throttle
Territory & influence (SectorFactionInfluence) 🚧 Partial factions-and-teams.md#territory-influence — LEG-77; LEG-INI-05/PR #603 tip pending merge
Cascade-lockout redemption arc 🚧 Partial factions-and-teams.md#cascade-lockout-redemption-arc

Related pages: mining.md (Astral Mining Consortium rep hooks), black-market.md (Fringe Alliance / Shadow Syndicate rep deltas), pirate-holdings.md (the redemption arc's captured-holding prerequisite).

🚧 Teams, alliances & region governance — pool wealth in a team, vote as a citizen, run a region as a sovereign

Home doc: regional-governance.md

Components

Component Status Where
Governance models (autocracy shipped; democracy/council enactment differs) 🚧 Partial regional-governance.md#governance-models
Voting eligibility & quorum formula ✅ Shipped regional-governance.md#quorum
Elections (tally, plurality / supermajority) ✅ Shipped regional-governance.md#result-determination
Policy proposals & enactment ✅ Shipped regional-governance.md#enactment
Treaties between regions 🚧 Partial regional-governance.md#treaties-between-regions
Team treasury (12 resource types, 2 player-movable) ✅ Shipped factions-and-teams.md#treasury

Related pages: factions-and-teams.md (Team creation, roles, treasury), ranking.md (the voting-eligibility reputation gate), port-ownership.md (team / syndicate ownership overlap).

🚧 ARIA companion & beacons — an AI co-pilot that plots courses, predicts markets, and deepens with use

Home doc: aria-companion.md

Components

Component Status Where
Market predictions per visited port 🚧 Partial (data ✅, UI surface 🚧) aria-companion.md#market-predictions-per-visited-port
Observation-log recommendation engine (SQL aggregates) ✅ Shipped aria-companion.md#how-aria-learns
Consciousness tiers & bonus multiplier ✅ Shipped aria-companion.md#consciousness-tiers
Warp discovery (player_warp_knowledge, latent reveal) 🚧 Partial (data ✅, conversational surfacing 🚧) aria-companion.md#warp-discovery
Route optimization (trade-cascade pathfinding) ✅ Shipped aria-companion.md#route-optimization
Player-controlled assistance level (minimal / quiet / standard / full) ✅ Shipped aria-companion.md#player-controlled-assistance-level

Related pages: haggling.md (the ARIA haggle-option narration hook), warp-gates.md and sectors.md (the warp knowledge this loop surfaces), OPERATIONS/aria.md (provider config and cost caps).

🚧 Player & team messaging — asynchronous inbox underpinning team, contract, and bounty coordination

Home doc: messaging.md

Components

Component Status Where
Send / inbox / team-feed / conversations REST routes ✅ Shipped messaging.md#rest-routes
Threading (thread_id / reply_to_id; 50-message depth cap) ✅ Shipped messaging.md#threading
Priority-driven delivery (toast / push / modal interrupt) 🚧 Partial messaging.md#priority-levels
Rate limiting (5 sends / 60s sliding window) ✅ Shipped messaging.md#rate-limiting
Moderation action set (accept / redact / block, 2-block escalation) 🚧 Partial messaging.md#moderation-actions

Related pages: factions-and-teams.md (team membership drives broadcast eligibility), realtime-bus.md (the transient chat counterpart to this persistent system).

Under design

These loops are specified but the player-facing loop itself is unbuilt, or proposed for a dedicated planning pass — even where supporting substrate has already shipped (see Pirate-holding raids below). They are catalogued here so the loop set is complete; their home docs carry the 📐 Design-only detail. The end-to-end primary-loop gap analysis — which loops exist but were unlisted, and which proven-elsewhere loops pair well and should be added — is the dedicated planning effort tracked in DECISIONS "Deferred design sessions" (item 6, "Primary game-loop audit & design").

📐 Pirate-holding raids — raid persistent pirate holdings and capture their territory

Home doc: pirate-holdings.md

The population/ecosystem substrate underneath this loop (suppression, spread, evolution, cleansed-region scoring) is already 🚧 Partial and running on a weekly cycle. The player-facing loop this row catalogs — engagement, damage composition, capture, crew composition, and lodging — remains 📐 Design-only per the home doc's own foundation-slice framing. Kept in Under design because the loop a player actually plays (raid → capture → hold) isn't buildable yet, even though the world underneath it is alive.

Components

Component Status Where
PirateHolding model (population-score / target / cap / cleansed math) 🚧 Partial pirate-holdings.md
Ecosystem cycle (suppression / spread / evolution / cleansed regions) 🚧 Partial pirate-holdings.md#the-ecosystem-responds
Raid mechanics (engagement, damage composition, capture) 📐 Design-only SYSTEMS/pirate-holding-raid.md
Crew composition & captain / Lord identity 📐 Design-only pirate-holdings.md#three-tiers-full-compositional-spectrum
Intel & recon tiers (Tier 0–3, decoy infiltration) 📐 Design-only pirate-holdings.md#intel-and-recon
Abandonment / reclaim cycle (30-day recovery) 📐 Design-only pirate-holdings.md#abandonment-narrative

Related pages: special-formations.md (the Bubble / Dead-End Bubble topology Outposts and Strongholds anchor in), factions-and-teams.md (the redemption-arc reputation bypass), aria-companion.md (P-F4 / P-A4 narration hooks).

✅ Player-to-player trading — direct bilateral atomic exchange of credits, cargo, ships, and equipment

Home doc: player-trading.md

Components

Component Status Where
Bilateral trade window (open → stage → confirm → settle) ✅ Shipped player-trading.md#the-trade-window
Tradeable-asset whitelist (a ship trades as one bundle) ✅ Shipped player-trading.md#what-can-be-traded
Value-based transfer tax & anti-alt-funnel caps ✅ Shipped player-trading.md#integrity-and-anti-abuse-summary

Related pages: ships.md (the ship-registry model this trade path builds on), ADR-0089 (the full design).

📐 Colonist professions — specialize colonists to stack bonuses on production, defense, and research

Home doc: professions.md

Components

Component Status Where
The 12 professions (4 categories, bonus/effect table) 📐 Design-only professions.md#the-12-professions
Training mechanism (real-time days, cost sunk on queue) 📐 Design-only professions.md#training-mechanism
Specialization cap by colony phase (0% → 75%) 📐 Design-only professions.md#specialization-cap-by-phase
Cross-system effects (production / defense / terraforming hooks) 📐 Design-only professions.md#cross-system-effects

Related pages: colonization.md (the allocation-bucket layer this sits atop), citadels.md (the L3+ gate on training), tradedock-shipyard.md (the Space Engineer construction bonus).

  • FEATURES README — the full FEATURES index and the status-marker convention.
  • player-journey.md — how these loops sequence across early, mid, and end game.
  • lifecycle.md — the faucet/sink macro-economy that the economic loops feed.