Browse by version¶
Most docs describe what the game should do at launch — the Release target. Some describe what's already shipped, with two flavors: Live (verified through gameplay) and Current (shipped to the code, not yet gameplay-verified). The rest sketch ideas for after launch — Future. Every page in this repo is tagged with one or more of those four lanes so you can filter the docset to whichever audience matches you right now.
The mode switcher in the topbar (top-right, next to search and the dark/light toggle) controls the filter. Sections in your chosen mode show; others fade out. Pages with no content in your mode dim in the left nav and surface an empty-state callout if you visit them. Print and search ignore the filter — they always show everything.
The four lanes¶
-
Live
Shipped AND verified through gameplay by a maintainer within the last 90 days, with the observation recorded in
FINDINGS.md. Read this when you want to know what you can play right now and trust to behave as written. -
Current
Shipped on
main. The code path is reachable end-to-end, but gameplay verification is absent or stale. Read this when answering "what's in the build today" — the default for engineers debugging current behavior. -
Release
Planned for the 1.0 launch. Not yet shipped, but committed via a non-superseded Accepted ADR, the launch roadmap, or an explicit launch-commitment line. Design is settled. Read this when scoping launch work.
-
Future
Post-launch, aspirational, exploratory, or design-in-flight. No committed delivery slot. Read this when thinking about the long-term vision rather than the launch critical path.
How the filter works¶
- Mode selection is cumulative. Picking
Currentshows Live + Current. PickingReleaseshows Live + Current + Release. PickingFutureshows everything. PickingLiveshows only Live. - Pages may carry one to three of the four tags. A page with all four would mix too many audiences and is split instead.
- Inside a page, sections whose maturity diverges from the page's primary lane carry an inline marker. Unmarked prose inherits the page's frontmatter tags.
- Mode persists per-reader in
localStorage. A?mode=…URL parameter overrides per-visit without writing to storage. Append?show=allto any URL to bypass the filter for one page view.
For the full vocabulary rules, see ADR-0071. For author-facing tagging rules and the per-doc audit checklist, see CONTRIBUTING.md. Meta files (this page, README, CONTRIBUTING, GLOSSARY, etc.) carry no tag and are always visible.
Composition with inline status markers¶
In FEATURES/, four inline status markers indicate code-vs-spec drift at the sentence or bullet granularity:
| Marker | Meaning |
|---|---|
✅ Shipped |
Implemented and reachable end-to-end. |
🚧 Partial |
Some pieces shipped, some still missing. |
📐 Design-only |
Documented intent; no code yet. |
🐛 Bug |
Implemented, but live behaviour diverges from the spec. |
The version tags describe release timeline; the status markers describe implementation drift. They are orthogonal but constrained — Future cannot mix with ✅/🚧/🐛, and Live/Current cannot mix with 📐. The linter enforces the matrix.
Index¶
Every tagged page is listed below, grouped by tag. The list is auto-generated by the MkDocs Material tags plugin; do not hand-edit.
Current¶
- 0002 — Terraforming Formula Model
- 0003 — Personal Reputation Tier System
- 0004 — Continuous Turn Regeneration
- 0005 — Capital Sector & Compound Sector Identity
- 0006 — Galaxy Evolution = Region Attachment
- 0007 — Cargo Wreck Mechanic
- 0008 — Ship Registry Overhaul
- 0009 — Quantum Crystal Assembly Venue Split
- 0010 — Warp Gate Cap Formula
- 0011 — Warp Gate Invulnerability Window
- 0012 — Genesis Tier Pricing
- 0013 — Advanced Genesis Consumption Model
- 0014 — Genesis Planet-Type Taxonomy
- 0015 — Solo Genesis No Sector Lock
- 0016 — Per-Player ARIA, No Aggregate ML
- 0017 — ARIA Consciousness Level 1–5 Scale
- 0018 — Faction Reputation Action Deltas
- 0019 — Faction Reputation Decay Rule
- 0022 — Rank Progression Gate Model
- 0023 — Turn-Cap Source Canonicalization
- 0024 — Personal Reputation 8-Tier Scheme
- 0025 — Personal Reputation Decay Scope
- 0026 — First Login Fundamentals
- 0037 — Lumen Crystal supply economy
- 0038 — ARIA observation-log learning model
- 0071 — Four-tag version filter
- 0074 — NPC trader economy
- 0080 — Siege resolution
- 0085 — OAuth tokens out of the redirect URL via single-use code exchange
- 0087 — Colony specialization affects defense & research
- ARIA
- ARIA Companion
- ARIA Dialogue
- Admin & audit
- Admin UI
- Architecture
- Async Workers
- Auth
- Bang Integration
- Black market
- Bounties
- Bounty and Reputation
- Central Nexus Clusters
- Citadels
- Colonization
- Combat
- Combat Resolver
- Combat domain
- Contributing
- Course Plotting
- Data Models
- Defense
- Definitions
- Deployment
- Dev Environment
- Docking Slips
- Drones
- Economy domain
- Entity catalog
- FEATURES
- FEATURES — Economy
- FEATURES — Galaxy
- FEATURES — Gameplay
- FEATURES — Planets
- Faction Lore
- Factions and Teams
- First Login
- First Login
- Fleet Coordination
- Fleet Tactics
- Galaxy Generation
- Galaxy Generator Design
- Galaxy domain
- Gambling
- Game Loops
- Gameplay domain
- Generation
- Genesis Deploy
- Genesis Devices
- Genesis Devices
- Glossary
- Grey-Flag PvP
- Haggling
- Home
- JSONB column shapes
- Lifecycle
- Market Pricing
- Medals
- Messaging
- Migrations
- Mining
- Monetization
- Movement & Travel Times
- Multi-Regional Operations
- NPC Lifecycle
- NPC Lodging
- NPC Scheduler
- NPC Traders
- NPCs
- OPERATIONS
- Planetary Production Tick
- Planets
- Player Activity
- Player Client
- Player Journey
- Player domain
- Police Forces
- Port ownership
- Production
- Quantum Resources
- Ranking
- Realtime
- Realtime Bus
- Regional Governance
- Regional Governance
- Research Tech Tree
- SYSTEMS
- Sector Presence
- Sectors
- Services
- Ship Insurance
- Ship Roster
- Ship Systems
- Ships
- Ships
- Special Formations
- Special Formations
- Star systems
- Stations & TradeDocks
- Terraforming
- TradeDock & Shipyard
- Trading
- Turn Regeneration
- Turns
- UI Flows
- Warp Gates
- i18n
Future¶
- 0072 — ARIA course plotting, autopilot, and chart economy
- 0073 — Sector celestial composition & planet naming
- 0089 — Player-to-player direct trading
- 0091 — Site Discovery & Landscape-Driven Citadel Grid
- Citadel Grid
- Citadels
- Combat
- Monetization
- Planetary Survey & Site Discovery
- Player-to-Player Trading
- Professions
Release¶
- 0001 — Use Multi-Regional Architecture
- 0020 — Pirate Spawn / Encounter Mechanics
- 0021 — Territory Taxonomy & Influence Math
- 0027 — Flat is_admin, RBAC Dropped
- 0028 — Medal Storage: Association Table over JSONB
- 0029 — Warp Jumper Consumption at Gate Creation
- 0030 — Quantum Jump Multi-Step Commit
- 0031 — Long-Range Scanner Fuzzy Disclosure
- 0032 — Emergent Reputation Action Set
- 0033 — Astral Mining FactionType Promotion
- 0034 — One-way warp tunnel design
- 0035 — Dual-ceiling population model
- 0036 — Phase 3 harmonization atomicity split
- 0037 — Lumen Crystal supply economy
- 0038 — ARIA observation-log learning model
- 0039 — TradeDock resource atomicity on cancellation
- 0040 — Quantum Jump from Carrier hangar rejection
- 0041 — TradeDock seeding at galaxy generation (Phase 10.5)
- 0042 — Police engagement spawn-delay mechanism
- 0043 — Nexus connection is a natural warp in the Frontier outer reaches
- 0044 — Cluster and Special-Formation naming convention
- 0045 — Per-player ARIA-driven warp knowledge database
- 0046 — Forbid Warp Sink inside Bubble
- 0047 — Pirate Holdings: pre-seeded hostile sites in the Frontier
- 0048 — Pirate ecosystem dynamics: self-regulating population
- 0049 — Player-exploit close-outs (Batch 2)
- 0050 — Provisioning, generation, and lifecycle hardening (Batch 3)
- 0051 — Scale targets and performance commitments (Batch 4)
- 0052 — Cross-system contradictions (Batch 5)
- 0053 — Runtime services (Batch 6)
- 0054 — Region-lifecycle composition (Group B)
- 0055 — Destruction-handler composition (Group D)
- 0056 — Reputation composition + multi-account detection (Group G)
- 0057 — ARIA security, cost, and isolation invariants (Group L)
- 0058 — Monetization, admin, webhook security (Group M)
- 0059 — Governance + citadel-defense fixes (Group I)
- 0060 — Pirate ecosystem and holdings hardening (Group A)
- 0061 — Combat correctness and rank wiring (Group C)
- 0062 — Economy: tariffs, contracts, market-data (Group F)
- 0063 — NPC scheduler and lifecycle hardening (Group H)
- 0064 — Worldgen pipeline cleanup (Group J)
- 0065 — Schema and data-model parity (Group K)
- 0066 — Doc philosophy compliance (Group N)
- 0067 — Tractor / tow / Quantum Jump composition (Group E)
- 0068 — Player experience and ARIA narration hooks (Group O)
- 0069 — Bang produces fully-formed region snapshots
- 0070 — Lost clusters and archipelagoes: graph-disconnected formations
- 0071 — Four-tag version filter
- 0074 — NPC trader economy
- 0075 — ARIA route intelligence scope
- 0076 — Planetary defense unit pricing
- 0077 — Faction mission completion
- 0078 — Warp-gate staged construction
- 0079 — Haggling numerical model
- 0080 — Siege resolution
- 0081 — Ship insurance premium pricing
- 0082 — Citadel safe commodity valuation
- 0083 — Armored mine combat model
- 0084 — Planetary registration tiers & registry lookup
- 0086 — Shield-generator build hours
- 0088 — Genesis deploy restrictions ratified
- 0090 — Faction reputation is emergent-only
- AISpec format
- ARIA
- ARIA Companion
- ARIA Dialogue
- Admin UI
- Anchor-Repair Service
- Architecture
- Architecture Decision Records
- Bang Import Pipeline
- Bang Integration
- Black market
- Bounties
- Bounty and Reputation
- Cargo Wrecks
- Central Nexus Clusters
- Citadels
- Colonization
- Combat
- Combat Resolver
- Combat domain
- Course Plotting
- Data Models
- Defense
- Definitions
- Deployment
- Docking Slips
- Drones
- Economy domain
- FEATURES
- FEATURES — Economy
- FEATURES — Galaxy
- FEATURES — Gameplay
- FEATURES — Planets
- Faction Lore
- Factions and Teams
- First Login
- First Login
- Fleet Coordination
- Fleet Tactics
- Galaxy Generation
- Galaxy Generator Design
- Galaxy domain
- Gambling
- Game Loops
- Gameplay domain
- Generation
- Genesis Deploy
- Genesis Devices
- Glossary
- Grey-Flag PvP
- Haggling
- Home
- JSONB column shapes
- Lifecycle
- Market Pricing
- Medal Service
- Medals
- Message Beacons
- Messaging
- Mining
- Monetization
- Movement & Travel Times
- Multi-Account Detection
- Multi-Regional Operations
- Multi-Regional Topology
- NPC Lifecycle
- NPC Lodging
- NPC Scheduler
- NPC Traders
- NPCs
- OPERATIONS
- Pirate Ecosystem
- Pirate Holding Raid
- Pirate Holdings
- Pirate Holdings
- Planetary Production Tick
- Planets
- Player Activity
- Player Client
- Player Journey
- Player domain
- Police Forces
- Port ownership
- Production
- Professions
- Quantum Depletion Service
- Quantum Resources
- Ranking
- Realtime
- Realtime Bus
- Region Lifecycle
- Regional Governance
- Regional Governance
- Research Tech Tree
- Retention
- SYSTEMS
- Sector Presence
- Sectors
- Services
- Ship Insurance
- Ship Registry
- Ship Roster
- Ship Systems
- Ships
- Ships
- Special Formations
- Special Formations
- Special Formations Generation
- Station Protection
- Stations & TradeDocks
- Terraforming
- Trade contracts
- TradeDock & Shipyard
- Trading
- Turn Regeneration
- Turns
- UI Flows
- Warp Gates
- i18n