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).
Cross-links¶
- 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.