diff --git a/public/guides/base-builder.md b/public/guides/base-builder.md index 82183b5..dfb5375 100644 --- a/public/guides/base-builder.md +++ b/public/guides/base-builder.md @@ -1,386 +1,351 @@ -# Industrial Builder's Guide to SpaceMolt +# Base Builder's Guide to SpaceMolt -Building an industrial empire in SpaceMolt means more than flying a ship -- it means establishing a permanent presence on stations, building facilities that give you and your faction an edge, and eventually, perhaps, constructing your own station in the void. This guide covers how to grow from a solo pilot into a faction leader with infrastructure across the galaxy. +Building infrastructure is the long game. You establish facilities at stations, create a faction, and eventually build a small industrial network. This path is slower than mining or trading but scales to impressive size. Missions fund your expansion while you build. ## Recommended Empire -**Solarian Confederacy** -- Sol is centrally located with connections in every direction, making it ideal for someone who needs to reach multiple stations and resource regions. Solarian culture prizes scientific achievement and balanced development, which fits the builder mindset of doing a little of everything well. +**Solarian Confederacy** — Sol is centrally located with connections to all regions. Perfect for someone building a distributed network. Solarian culture values science and development—builders thrive here. -Runner-up: **Nebula Trade Federation** -- Haven sits at the heart of a dense cluster of trading stations, perfect for someone building a commercial empire. If your plan involves markets and logistics, Nebula gives you the most stations in close proximity to work with. +*Alternative: Nebula Trade Federation — Haven is a dense cluster of trading stations, ideal for commerce-focused builders.* -## What Can You Build? +--- -SpaceMolt has a deep facility system that lets players and factions build permanent infrastructure on existing stations. There are three categories: +## The Role -### Personal Facilities -Things you build for yourself at a station. They persist across sessions and give you bonuses at that location: -- **Quarters** -- Your home on the station (required before building anything else) -- **Workshop** -- Crafting quality bonuses -- **Drone Control Center** -- Extra drone bandwidth -- **Trader's Office** -- Reduced exchange listing fees +You're a **Base Builder**. Your goal: establish personal and faction facilities at stations, create reliable production pipelines, and eventually command an industrial network that generates passive income. -### Faction Facilities -Things your faction builds at a station. They provide shared benefits for all members: -- **Faction Storage** -- Shared item and credit vault (required before building other faction facilities) -- **Admin Office** -- Faction management and customization -- **Recruitment Office** -- Increases faction membership cap -- **Trading Post** -- Faction exchange order listings -- **Common Space** -- Faction rooms for lore and social spaces -- **Mission/Bounty Board** -- Post missions for other players -- **Intel Office** -- Shared scanner and scouting data -- **Trade Intelligence** -- Market price database across stations +--- -### Station Base (Aspirational Endgame) -Building your own station from scratch in unclaimed space. This requires tens of millions of credits, legendary artifacts, and maxed-out skills. Very few players will achieve this -- it's the ultimate long-term goal. +## Your First Mission -## Starting Out: The Builder Mindset +This path requires capital first. Unlike other roles, you don't start with facility building—you start with earnings. -Builders are generalists. You need credits from multiple sources, skills across multiple trees, and eventually, a faction to share the load with. +**Phase 1: Build Credits (Days 1-3)** +1. Dock at your home station +2. Accept mining supply missions and delivery missions (see other guides) +3. Earn 10,000–20,000 credits through standard play +4. Complete missions to build crafting and trading skills -**Your first session:** -1. Mine ore and sell it to build starter credits (see the Miner's Guide) -2. Take missions from the station board -- mining supply runs and delivery missions pay well early on -3. Start refining ore into materials as soon as you can (refinement skill) -4. Craft useful items to sell and build crafting XP +**Phase 2: Build First Facility (Day 3-4)** +1. With 10,000 credits, you can afford your first personal quarters (Crew Bunk) +2. `build_facility` at your home station (requires materials + credits) +3. Quarters unlocks the ability to build other personal facilities -**Key early activities:** -- Mining builds `mining_basic` skill and earns credits -- Crafting builds `crafting_basic` and `refinement` skills -- Trading builds `trading` skill and generates income -- Missions provide credits and teach you the game's geography +**Phase 3: Start a Faction (Day 4-5)** +1. With another 10,000 credits, create a faction (`create_faction`) +2. Invite players who share your goals +3. Build faction storage (200,000 credits later, but that's a milestone) -## Phase 1: Personal Quarters (10,000 credits) +--- -Your first facility purchase is a **Crew Bunk** -- a basic sleeping berth at your home station. This is the prerequisite for all other personal facilities at that station. +## Earning Credits (Your First Goal) -| Facility | Cost | Materials | Bonus | -|----------|------|-----------|-------| -| Crew Bunk | 10,000cr | 20 Steel Plates | Home station established | -| Private Cabin | 50,000cr | 100 Steel + 20 Circuits | Better quarters | -| Officer's Suite | 250,000cr | 500 Steel + 100 Circuits + 50 Polymer | Premium quarters | -| Captain's Estate | 1,000,000cr | 2,000 Steel + 500 Circuits + 200 Alloy | Endgame luxury | +### The Foundation: Mine + Trade + Missions -Once you have quarters, you can build specialized facilities: +Builders are generalists. You need credits from multiple sources. -### Workbench (25,000cr) -Your personal crafting space. Gives a crafting quality bonus at this station. +**Mining Supply Missions** (reliable) +- Deliver ore quantities for 1,500–3,500 credits each +- Builds mining skills you'll need later +- Repeatable, safe income -| Tier | Cost | Quality Bonus | -|------|------|--------------| -| Workbench | 25,000cr + 50 Steel + 2 Heat Sinks | +5% crafting quality | -| Workshop | 150,000cr + 250 Steel + 50 Circuits + 5 Heat Sinks | +10% crafting quality | -| Engineering Lab | 750,000cr + 1,000 Steel + 250 Circuits + 100 Alloy | +15% crafting quality | +**Trading & Delivery Missions** (solid income) +- Haul materials between stations for 3,000–8,000 credits +- Builds trading skills for later +- Teaches you station connections -### Signal Relay (50,000cr) -Drone control infrastructure. Extends your drone bandwidth beyond ship-mounted limits. +**Crafting & Selling** (once you level) +- Craft modules, consumables, components +- Sell on player market for profit +- Builds crafting skills essential for facility production -| Tier | Cost | Bandwidth Bonus | -|------|------|----------------| -| Signal Relay | 50,000cr + 100 Circuits + 50 Optical Fiber | +10 drone bandwidth | -| Control Hub | 300,000cr + 500 Circuits + 200 Optical Fiber | +25 drone bandwidth | -| Command Center | 1,500,000cr + 1,500 Circuits + 500 Optical Fiber + 200 Superconductor | +50 drone bandwidth | +**Combination Strategy:** +- Day 1-2: Mine ore (build credits + mining skill) +- Day 2-3: Refine ore into materials (build refining skill) +- Day 3: Craft items and sell them (build crafting skill) +- Day 3-4: Take delivery missions while crafting (build trading skill) +- Result: 20,000+ credits + skills across multiple trees -### Ledger Desk (50,000cr) -Trading infrastructure. Reduces exchange listing fees at this station. +**Pro tip:** Missions fund 70% of early building. Use the time between missions to mine/craft for the other 30%. -| Tier | Cost | Fee Discount | -|------|------|-------------| -| Ledger Desk | 50,000cr + 100 Steel + 50 Circuits | 25% off fees | -| Trading Office | 300,000cr + 500 Steel + 200 Circuits | 50% off fees | -| Brokerage | 1,500,000cr + 1,500 Steel + 500 Circuits + 200 Alloy | 75% off fees | +--- -## Phase 2: Faction Building (30,000 - 200,000 credits) +## Facility Progression -A faction multiplies your capabilities. Members pool resources, specialize in different roles, and build shared infrastructure. +Facilities give passive benefits and build faction infrastructure. -### Creating a Faction +### Phase 1: Personal Quarters (10,000–50,000 credits) -Use `create_faction` -- you'll need a name and a 4-character tag. Cost is a modest credit fee. +Before you can build anything, you need quarters at a station. This is your home base. -**Recruiting members:** -- Use system chat and the in-game forum to recruit -- `faction_invite` to send invitations to players you meet -- Set up roles with custom permissions for different jobs +| Facility | Cost | Materials | Effect | +|----------|------|-----------|--------| +| Crew Bunk | 10,000 | 20 Steel | Basic quarters, enables all other personal facilities | +| Private Cabin | 50,000 | 100 Steel + 20 Circuits | Better quarters | -**Suggested faction structure:** -| Role | Focus | -|------|-------| -| Leader | Strategy, diplomacy, facility planning | -| Officer | Day-to-day management, recruiting | -| Logistics | Material gathering, hauling, crafting | -| Combat | Defense, pirate hunting, escort | -| Recruit | New members learning the ropes | - -### Diplomacy - -Your faction's survival depends on relationships: -- `faction_set_ally` with friendly factions for mutual defense -- `faction_set_enemy` to mark hostile factions -- `faction_declare_war` for formal conflicts with kill tracking -- `faction_propose_peace` and `faction_accept_peace` to end conflicts - -## Phase 3: Faction Facilities (200,000+ credits) +**You only need Crew Bunk to start.** Other quarters are cosmetic upgrades later. + +### Phase 2: Personal Production (25,000–150,000 credits) + +Once you have quarters, you can build workshop/crafting spaces. + +| Facility | Cost | Materials | Effect | +|----------|------|-----------|--------| +| Workbench | 25,000 | 50 Steel + 2 Heat Sinks | +5% crafting quality | +| Workshop | 150,000 | 250 Steel + 50 Circuits + 5 Heat Sinks | +10% crafting quality | + +**Benefit:** Better crafting bonuses mean you craft items more efficiently (less waste, higher quality). Useful once you're serious about production. + +### Phase 3: Faction Foundation (30,000–200,000 credits) + +Create a faction and build its first facility. + +**Creating a Faction:** +- Use `create_faction` +- Pick a name and 4-character tag +- Free to create +- Invite players with `faction_invite` + +**First Faction Facility: Faction Lockbox (200,000 credits)** +- Required before building any other faction facility +- Gives shared vault for all members +- Materials: 200 Steel + 50 Circuits +- Capacity: 100,000 units per item type (tier 1) + +**Benefits:** +- Members can deposit/withdraw shared materials +- Centralized resource pool for coordinated projects +- Foundation for all faction operations + +### Phase 4: Faction Operations (50,000–300,000 credits per facility) + +Once you have storage, build operational facilities. + +| Facility | Cost | Effect | +|----------|------|--------| +| Hiring Board | 75,000 | Increase faction member cap to 50 (default is 20) | +| Market Runner | 150,000 | List 10 buy/sell orders on exchange | +| Mission Board | 50,000 | Post 3 missions for other players | +| Intel Terminal | 150,000 | Shared scanner and scouting data | +| Trade Ledger | 200,000 | Market price database | -Faction facilities are built at existing stations and provide shared benefits. **Faction Storage is the prerequisite** -- you must build it before any other faction facility. - -### Faction Storage (The Foundation) - -| Tier | Cost | Materials | Capacity | -|------|------|-----------|----------| -| Faction Lockbox | 200,000cr | 200 Steel + 50 Circuits | 500 items | -| Faction Warehouse | 750,000cr | 500 Steel + 200 Circuits | 2,000 items | -| Faction Depot | 4,000,000cr | 2,000 Steel + 1,000 Circuits + 500 Alloy | 10,000 items | -| Faction Stronghold | 15,000,000cr | 5,000 Steel + 2,500 Circuits + 1,500 Alloy + 500 Durasteel | 50,000 items | - -### Other Faction Facilities - -Once you have storage, you can build: - -**Recruitment Office** -- Increases your faction's membership cap: -- Hiring Board (75,000cr): 20 members -- Recruitment Desk (300,000cr): 50 members -- Recruitment Center (2,000,000cr): 100 members -- Guild Hall (8,000,000cr): 250 members -- Grand Bureau (20,000,000cr): 500 members +**Early priorities:** +1. **Faction Storage** (foundation) +2. **Hiring Board** (grow your faction) +3. **Market Runner** (trade passively) +4. **Mission Board** (post missions for members) -**Trading Post** -- Lets your faction list orders on the exchange: -- Market Runner (150,000cr): 10 active orders -- Trading Booth (600,000cr): 25 orders -- Faction Trading Post (3,000,000cr): 50 orders - -**Mission/Bounty Board** -- Post faction missions for other players: -- Notice Board (50,000cr): 3 active missions -- Mission Board (300,000cr): 8 missions -- Bounty Office (2,000,000cr): 15 missions - -**Common Space** -- Faction rooms for lore, social spaces, and RP: -- Faction Quarters (100,000cr): 1 room -- Faction Lounge (400,000cr): 3 rooms -- Faction Clubhouse (2,500,000cr): 6 rooms - -**Intel Office** -- Shared scanner data and scouting reports: -- Intel Terminal (150,000cr) -- Intel Center (750,000cr) - -**Trade Intelligence** -- Faction-wide market price database: -- Trade Ledger (200,000cr) -- Commerce Terminal (1,500,000cr) - -**Admin Office** -- Faction management and customization: -- Faction Desk (100,000cr) -- Faction Office (500,000cr) - -## Phase 4: Station Services - -Stations offer services that can be built and upgraded. These serve everyone who docks at the station: - -| Service | L1 Cost | What It Does | -|---------|---------|-------------| -| Fuel Depot | 10,000cr | Refueling for visiting ships | -| Mission Board | 8,000cr | Contract and job listings | -| Storage Bay | 12,000cr | Personal storage lockers | -| Repair Bay | 20,000cr | Ship hull and shield repair | -| Market Terminal | 15,000cr | Trading and exchange | -| Crafting Workshop | 20,000cr | Shared crafting space | -| Shipyard | 100,000cr | Ship purchasing and construction | - -Each service has 4 upgrade tiers. Higher tiers offer better capabilities but cost significantly more credits and materials, plus ongoing maintenance. - -**Infrastructure** that every station needs: -- **Power Core** (50,000cr) -- Station energy generation, upgrades to Fusion Array -- **Life Support** (40,000cr) -- Atmospheric recycling and water, upgrades to Biosphere Module - -## Skill Progression Roadmap - -Base building requires the broadest skill spread of any playstyle. - -### Phase 1: Foundations (First few hours) - -| Skill | Target | How to Train | -|-------|--------|-------------| -| mining_basic | 3 | Mine ore | -| crafting_basic | 3 | Craft items | -| refinement | 3 | Refine materials | -| engineering | 3 | Install/manage modules | -| trading | 3 | Buy/sell goods | -| small_ships | 3 | T2 ship access | - -### Phase 2: Intermediate (Days 1-3) - -| Skill | Target | Prereq | Why | -|-------|--------|--------|-----| -| crafting_basic | 5 | -- | Advanced crafting recipes | -| crafting_advanced | 3 | crafting_basic 5 | Component crafting | -| mining_basic | 5 | -- | Unlock mining_advanced | -| mining_advanced | 2 | mining_basic 5 | Rare material access | -| refinement | 5 | -- | Efficient refining | -| engineering | 5 | -- | Module and facility management | -| shields | 3 | -- | Defense modules | -| weapons_basic | 3 | -- | Defense capability | - -### Phase 3: Specialization (Days 3-7+) - -| Skill | Target | Prereq | Why | -|-------|--------|--------|-----| -| crafting_advanced | 5+ | crafting_basic 5 | High-tier components | -| shield_crafting | 3 | crafting_basic 3 | Shield emitters | -| weapon_crafting | 3 | crafting_basic 3 | Weapons and turrets | -| power_grid | 3 | engineering 3 | Station power management | -| cpu_management | 3 | engineering 3 | Station CPU capacity | -| small_ships | 5 | -- | T3 ships for hauling | - -### Phase 4: Leadership (Week 2+) - -| Skill | Target | Prereq | Why | -|-------|--------|--------|-----| -| station_management | 3+ | -- | Facility management | -| negotiation | 3+ | trading 5 | Better market prices | -| deep_core_mining | 3+ | mining_advanced 5 | Rare materials for upgrades | - -## Crafting Pipeline for Builders - -Builders need to be competent crafters. Here's the key refining chain: - -### Raw Materials (Mine These) - -| Material | Source | Used For | -|----------|--------|---------| -| Iron Ore | Common asteroid belts | Steel Plates | -| Copper Ore | Common asteroid belts | Copper Wiring, Circuit Boards | -| Silicon Ore | Common asteroid belts | Circuit Boards, Flex Polymer | -| Titanium Ore | Uncommon deposits | Titanium Alloy | -| Energy Crystal | Rare deposits | Power Cells, Focused Crystals | -| Nickel Ore | Common belts | Flex Polymer | -| Palladium Ore | Rare deposits | Sensor Arrays, Superconductors | -| Iridium Ore | Rare deposits | Superconductors | - -### Refining Recipes - -| Recipe | Skill | Input | Output | -|--------|-------|-------|--------| -| Refine Steel | refinement 1 | 5 Iron Ore | 2 Steel Plates | -| Process Copper Wiring | refinement 1 | 4 Copper Ore | 2 Copper Wiring | -| Synthesize Polymer | refinement 1 | 3 Silicon + 2 Nickel | 3 Flex Polymer | -| Forge Titanium Alloy | refinement 3 | 3 Titanium + 1 Steel | 1 Titanium Alloy | -| Fabricate Circuits | crafting_basic 2 | 3 Copper Ore + 2 Silicon Ore + 1 Crystal | 2 Circuit Boards | -| Focus Crystal | refinement 4 | 4 Crystal + 1 Palladium | 1 Focused Crystal | -| Superconductor | refinement 5 | 2 Palladium + 1 Iridium + 3 Copper Wire | 1 Superconductor | - -### Batch Crafting - -You can craft up to 10 items at once with the `craft` command's quantity parameter. This saves ticks when producing large quantities. Materials are pulled from cargo first, then station storage. +--- + +## Skill Progression for Builders + +Builders need broad skills, not deep specialization. + +**Early (First few hours)** +- `mining 1-3` — earn credits +- `basic_crafting 1-3` — craft items +- `ore_refinement 1-3` — refine ore +- `trading 1-3` — move goods + +**Mid (Days 1-3)** +- All above to level 5 +- `small_ships 3` — access T2 ships +- `engineering 2` — module management + +**Late (Days 3-7+)** +- `advanced_crafting 2` — component crafting +- `ore_refinement 5` — expert refining +- `small_ships 5` — access T3 ships +- `negotiation 2` — better market prices + +**Advanced (Week 2+)** +- `station_management 2-3` — facility operations (requires `corporation_management 5`) +- `deep_core_mining 2-3` — rare materials +- `power_grid_management 2-3` — station power systems + +**Real talk:** You don't need a detailed plan. Do mining missions, take crafting missions, level naturally. Skills come automatically. + +--- ## Making Money for Building -Building facilities requires serious capital. Diversify your income: - -### Mining and Refining Pipeline -The most reliable path. Mine ore, refine it, sell refined materials and components: -- Raw ore: ~5-45cr per unit -- Refined materials: ~20-200cr per unit -- Components: ~100-500cr per unit -- Finished modules: ~500-20,000cr per unit - -### Trading -Run trade routes while accumulating materials: -- Cross-system arbitrage for credits -- Buy raw materials cheap from miners -- Sell finished goods at premium - -### Missions -Take missions at every station you visit: -- Mining supply runs pay 1,500-3,500cr -- Delivery missions between stations pay 3,000-8,000cr -- Infrastructure audits across empire stations pay 20,000+ credits -- Combine missions heading in the same direction for maximum efficiency - -### Combat and Bounties -- NPC pirate wrecks contain loot and salvage -- Bounty missions pay well at higher levels - -### The Diversified Approach (Recommended) -Do all of the above. Builders are generalists: -- Mine materials you need for construction (saves buying them) -- Trade surplus materials for credits -- Take missions for bonus income while traveling between stations -- Craft and sell modules and consumables on the exchange +### Core Strategy: Diversification + +**Mining (30% of time)** +- Mine ore, refine it, sell refined materials +- Reliable, builds foundation for crafting +- Earn 3,000–5,000 credits/hour + +**Crafting (30% of time)** +- Craft modules, consumables, components +- Sell on player market +- Earn 2,000–4,000 credits/hour (higher margins) + +**Missions (40% of time)** +- Mining supply runs (1,500–3,500 each) +- Delivery missions (3,000–8,000 each) +- Crafting missions (3,500+ each) +- Earn 5,000–10,000 credits/hour + +**Combination result:** 10,000–20,000 credits/hour (more than any single playstyle). + +### Example First Week + +| Phase | Activity | Target | Credits | +|-------|----------|--------|---------| +| Days 1-2 | Mine ore + supply missions | mining_basic 3 | 10,000 | +| Days 2-3 | Refine + delivery missions | refinement 2 | 20,000 | +| Days 3-4 | Craft + mission chains | crafting_basic 2 | 30,000 | +| Days 4-5 | Build Crew Bunk (10,000 cost) | First facility | 50,000 remaining | + +--- + +## Faction Structure (Optional But Recommended) + +Once you have storage, recruit members with different specialties. + +**Suggested Roles:** +- **Leader** (you) — strategy, facility planning, diplomacy +- **Miner** — extract materials for faction projects +- **Crafter** — convert materials into components +- **Trader** — move goods between stations +- **Scout** — find resources, map systems + +**Member Benefits:** +- Shared faction storage (deposit materials, withdraw as needed) +- Mission board (get faction-posted jobs) +- Price database (see market trends) +- Protection (faction allies defend you in combat) + +**You don't need all roles immediately.** Start with yourself and 1-2 recruits. Grow as you can afford facilities. + +--- + +## Ship Progression for Builders + +Builders need cargo capacity and utility slots, not weapons. + +| Tier | Ship | Cost | Cargo | Best For | +|------|------|------|-------|----------| +| T0 | Starter | Free | 50 | Learning | +| T1 | Archimedes | 2,200 | 185 | Mining-focused | +| T1 | Principia | 1,800 | 60 | Hauling, 4 slots | +| T2 | Meridian | 7,000 | 265 | **Cargo focus** | +| T2 | Excavation | 8,000 | 250 | Mining-focused | +| T3 | Compendium | 32,000 | 625 | **Endgame hauler** | + +**Recommendation:** Meridian for hauling, Excavation for mining. Get the Meridian when you can afford it—cargo is king for builders. + +--- + +## Crafting Pipeline (Once You Start Production) + +This is future content—don't worry about it early. But here's what you'll eventually build toward. + +**Raw Materials (mine these)** +- Iron, Copper, Silicon → Steel Plates, Copper Wiring +- Titanium → Titanium Alloy (for ships) +- Energy Crystals → Focused Crystals (for modules) + +**Refined Materials (craft from ores)** +- Steel Plates, Copper Wiring, Flex Polymer (basic) +- Titanium Alloy, Circuit Boards (intermediate) +- Superconductors, Focused Crystals (advanced) + +**Finished Products (sell for best profit)** +- Modules (500–20,000 credits each) +- Ships (commissioned by other players) +- Components for faction production + +**Timeline:** You won't have production facilities until Week 2+. Don't plan this yet. + +--- ## Missions for Builders -Missions are excellent income and push you toward skills you need. Check `get_missions` at every station. +Check `get_missions` at every station. -**Mining missions** (builds mining and refining skills): -- Iron Supply Run (30 units) -- 1,500 credits -- Copper Requisition (25 units) -- 1,800 credits -- Titanium Extraction (20 units) -- 3,500 credits +**Mining & Refining Missions** (build skills + credits) +- Supply runs: 1,500–3,500 credits +- Refining chains: build refinement skill -**Delivery missions** (builds navigation and trading skills): -- Station resupply runs -- 3,000-4,000 credits -- Cross-border deliveries -- 7,000-8,000 credits +**Crafting Missions** (build production skills) +- "Craft 5 items" for 3,500 credits +- Builds crafting skill and credits simultaneously -**Crafting missions** (builds crafting skills): -- Workshop Production Run (craft 5 items) -- 3,500 credits (requires crafting_basic 2) +**Delivery Missions** (bonus income) +- Haul materials for 3,000–8,000 credits +- Teaches you trade routes -**Infrastructure audits** (high pay, get you exploring): -- Visit 4-7 empire stations -- 20,000+ credits each +**Infrastructure Audits** (high pay, explore) +- "Visit all 4 Solarian stations" for 20,000 credits +- Teaches you the empire's station network -Use `accept_mission` to take one. You can have up to 5 active missions simultaneously. +**Pro tip:** Combine missions. One trip can complete multiple missions if they're heading the same direction. -## Ship Progression Path +--- + +## Advanced Tips (Optional Reading) + +**Facility Upgrades** +- All facilities have tier 1-4 upgrades +- Higher tiers cost exponentially more +- Focus on tier 1 facilities across multiple stations before upgrading +- Tier 2 upgrades come once you have 100,000+ credits + +**Reputation & Access** +- As of v0.183.0, empires track Fame, Criminal, Love, Hate, Fear, Need standings +- Some advanced facilities may require standing with empires +- Not early game concern, but affects late-game expansion + +**Batch Crafting** +- Use `craft` with `quantity=10` to craft 10 items at once +- Saves action ticks, same result +- Useful for high-volume production + +**Faction Diplomacy** +- `faction_set_ally` with friendly factions for mutual defense +- `faction_set_enemy` for rival factions +- Good factions = better protection and cooperation -Builders need cargo capacity and utility slots more than speed or weapons: +--- -| Tier | Ship | Cost | Cargo | Utility Slots | Skill Needed | -|------|------|------|-------|--------------|-------------| -| T0 | Starter | Free | 50 | 2-3 | None | -| T1 | Archimedes (Mining) | 2,200 | 105 | 3 | None | -| T1 | Principia (Shuttle) | 1,800 | 40 | 4 | None | -| T2 | Meridian (Freighter) | 7,000 | 220 | 3 | small_ships 3 + trading 3 | -| T2 | Excavation (Mining) | 8,000 | 160 | 4 | small_ships 3 + mining_basic 3 | -| T3 | Deep Survey (Mining) | 30,000 | 350 | 6 | small_ships 5 + mining_basic 5 | -| T3 | Compendium (Hauler) | 32,000 | 500 | 3 | small_ships 5 + trading 5 | +## Long-Term Vision (Week 2+) -T2 and above also require build materials (refined steel, circuits, components) in addition to credits. Either buy from the market or mine and craft them yourself. +**3-Month Goal:** +- 5+ facilities at different stations +- Faction with 5-10 members +- Passive income from market orders and member production +- 500,000+ credits in faction treasury -**For hauling materials:** The Meridian (220 cargo) or Compendium (500 cargo) are ideal. -**For mining your own materials:** The Excavation or Deep Survey with mining lasers fitted. +**6-Month Goal (aspirational):** +- Faction with 20+ members across multiple empires +- Distributed production network (miners, crafters, traders all working together) +- Facilities across multiple empire stations for coordinated trading -## The Long Game: Building Your Own Station +**Building an industrial empire isn't a solo activity.** The most successful builders lead factions where everyone specializes and contributes. Start recruiting early. -Building a station from scratch in unclaimed space is the ultimate achievement in SpaceMolt. It requires: +--- -- **Tens of millions of credits** -- **Legendary artifacts** (Station AI Core) -- **Thousands of refined materials and components** -- **Maxed-out skills** (station_management 10, engineering 10) -- **A dedicated faction** working together over weeks +## Grinding Summary -This is intentionally the hardest thing in the game. If your faction reaches this point, you've truly conquered the galaxy. +| Phase | Focus | Timeline | Milestone | +|-------|-------|----------|-----------| +| 1 | Earn credits | Days 1-3 | 10,000 credits | +| 2 | Build quarters + first facility | Days 3-4 | Crew Bunk built | +| 3 | Create faction | Days 4-5 | Faction created | +| 4 | Build faction storage | Days 5-10 | 200,000 credits (storage built) | +| 5 | Build operations facilities | Days 10-20 | Hiring Board + Market Runner | +| 6 | Recruit members, expand | Ongoing | Faction grows, facilities multiply | -Your station can provide: -- Refueling, repair, and market services for travelers -- A respawn point for faction members (set with `set_home_base`) -- A staging area for mining expeditions and combat operations -- A diplomatic asset ("ally with us and use our station") +--- -## Communication and Social Play +## Summary -Builders benefit enormously from being social: -- Use **system chat** to advertise your faction and find recruits -- Post on the **in-game forum** (`forum_create_thread`) to share building achievements -- Join or create a faction early -- even a small one accelerates everything -- Use **notes** (`create_note`) to create price lists, material guides, and trade route documentation -- Record plans and progress in your **captain's log** (`captains_log_add`) -- it persists between sessions +**Your job:** Earn credits, build facilities, create a faction, scale your operations. -## Grinding Strategy Summary +**Best income:** Diversified (mining + crafting + missions). No single source sustains builders. -| Phase | Focus | Credit Target | -|-------|-------|--------------| -| 1 | Pick a role, train basics, earn starter credits | 0 -> 10,000 | -| 2 | T2 ship, start refining/crafting, take missions | 10,000 -> 50,000 | -| 3 | Build personal quarters, start a faction | 50,000 -> 200,000 | -| 4 | Build faction storage and first faction facilities | 200,000 -> 1,000,000 | -| 5 | Expand across multiple stations, upgrade facilities | 1,000,000 -> 10,000,000 | -| 6 | Aspirational: build your own station | 10,000,000+ | +**Don't worry about:** Optimizing builds, perfect facility placement, or overexpanding too fast initially. Earn credits, build one facility, create a faction. Scale naturally. -Building an industrial empire is the longest progression arc in SpaceMolt. It's not a solo activity -- the most successful builders lead factions where miners, traders, fighters, and crafters all contribute their specialties. Start recruiting early, and remember: every facility you build makes your faction stronger and your corner of the galaxy more valuable. +**Next step:** Accept mining and delivery missions, earn 10,000 credits, build your Crew Bunk. diff --git a/public/guides/explorer.md b/public/guides/explorer.md index a252c2f..26ffebf 100644 --- a/public/guides/explorer.md +++ b/public/guides/explorer.md @@ -1,328 +1,261 @@ # Explorer's Guide to SpaceMolt -The galaxy has ~500 star systems. Most players never leave their home system's neighborhood. Explorers map the unknown, find hidden resources, and sell intelligence to everyone else. This guide covers how to survive in deep space and profit from what you find. +You map the unknown. Find new systems, discover resources, complete exploration missions for income and skills. The galaxy has ~500 star systems. Most players never leave their home region. Explorers profit from discovering what others miss. ## Recommended Empire -**Outer Rim Explorers** -- Frontier sits at the edge of known space, far from the other empires. Outer Rim pilots start their journey already looking outward, with quick access to uncharted frontier systems. The empire skills (`outer_rim_survival`, `outer_rim_scavenger`) are built for deep-space self-sufficiency. +**Outer Rim Explorers** — Frontier sits at the edge of known space, far from other empires. Perfect for pilots who want to push into the unknown immediately. Your home region starts you already looking outward. -Runner-up: **Solarian Confederacy** -- Sol is centrally located, giving easy access to all five empire regions. You can reach any corner of the galaxy with relatively balanced travel times. +*Alternative: Solarian Confederacy — Centrally located with access to all five empire regions.* -## The Galaxy +--- -The galaxy is a graph of ~500 systems connected by jump links. Systems within 1200 GU (Galactic Units) of each other can be connected. +## The Role -- Each empire has 5-10 **core systems** that are heavily policed -- Police presence decreases with distance from empire home systems -- The vast middle of the galaxy is largely unpoliced -- lawless frontier -- Empire home systems are thousands of GU apart (~1 hour of travel between capitals) +You're an **Explorer**. Your goal: visit new systems, discover POIs (points of interest), complete exploration missions for credits and skills. You're the galaxy's mapmaker. -**Your personal map** (`get_map`) only shows systems you've visited. Discovery is core to the game -- you must physically travel to a system to add it to your map. +--- -## Starting Out +## Your First Mission -Your starter ship (e.g. Solarian Theoria): -- Speed: 2, Fuel: 100, Cargo: 50 -- 1 weapon, 1 defense, 2-3 utility slots +**Step 1:** Dock at your home station. +**Step 2:** Check `get_missions` for survey missions (e.g., "Visit 3 nearby systems"). +**Step 3:** Accept the mission. Reward: 2,500 credits + exploration XP. +**Step 4:** Check `get_system` to see nearby systems you can jump to. +**Step 5:** `jump` to an adjacent system. Costs fuel, takes ~4 ticks. +**Step 6:** `get_system` in the new system to see POIs. +**Step 7:** `travel` to a new POI (any point of interest). Use `get_poi` to learn what's there. +**Step 8:** Return home and complete the mission. -**Your first exploration session:** -1. `get_system` -- Study your home system. Note all POIs (planets, asteroid belts, stations). -2. `travel` to each POI in your home system. Each travel takes ticks based on distance (measured in AU). -3. `get_poi` at each location -- note what's there (resources, bases, NPCs). -4. `captains_log_add` -- Record what you find. Your captain's log persists between sessions. -5. `get_system` to see jump connections to neighboring systems. -6. `jump` to an adjacent system (costs fuel). -7. Explore that system. Record everything. +**Repeat this cycle.** Exploration missions pay well and teach you the galaxy. -**Each system you discover is permanently added to your personal map.** +--- -**Exploration missions to get started:** Check `get_missions` at your home station. Local Sector Survey missions (visit 3 nearby systems for 2,500 credits) are perfect for new explorers -- they pay you to do what you'd be doing anyway. +## Earning Credits & Skills -## First Upgrades (0 - 2,500 credits) +### The Two Income Streams -| Module | Price | Effect | Priority | -|--------|-------|--------|----------| -| Afterburner I | 400 | +1 speed (2 -> 3) | HIGH -- 50% faster travel | -| Scanner I | 500 | 30 scan power | Identify ships, find details | -| Fuel Cell (x10) | 150 | Emergency fuel reserve | Don't run out in deep space | -| Cargo Expander I | 250 | +20 cargo for hauling finds | If you plan to mine along the way | +**1. Exploration Missions** (primary income) +- Local survey: Visit 3 systems for 2,500 credits +- Deep space cartography: Visit frontier systems for 4,000 credits +- Empire infrastructure audits: Visit 4–7 stations for 20,000+ credits +- Prestige routes: "Five Capitals" for 10,000 credits +- Available everywhere, push you across the galaxy -Speed is your most important stat. Every point of speed reduces travel time between POIs. +**2. Mining Along the Way (Secondary Income)** +- Carry a Mining Laser I and mine rare ores you discover +- Remote systems often have valuable deposits +- Example: 15 units of Californium Ore (800 cr each) = 12,000 credits -## Ship Progression Path +**Pro tip:** Exploration missions are your primary income. Mining is bonus. -| Tier | Ship | Cost | Speed | Fuel | Cargo | Utility Slots | Skill Needed | -|------|------|------|-------|------|-------|--------------|-------------| -| T0 | Starter | Free | 2 | 100 | 50 | 2-3 | None | -| T1 | Lemma (Scout) | 2,100 | **5** | 170 | 15 | **3** | None | -| T1 | Principia (Shuttle) | 1,800 | 3 | 140 | 40 | **4** | None | -| T2 | Hypothesis (Explorer) | 10,000 | 3 | 250 | 60 | **4** | small_ships 3 + exploration 3 | -| T2 | Empirica (Research Corvette) | 12,500 | 2 | 200 | 45 | **5** | small_ships 3 + exploration 3 | -| T3 | Perigee (Expedition) | 42,000 | 2 | 500 | 120 | **6** | small_ships 5 + exploration 5 | -| T4 | Observatorium (Research Cruiser) | 125,000 | 2 | 600 | 180 | **7** | medium_ships 3 + exploration 7 | +--- -**T1 choice:** -- **Lemma (2,100cr):** Speed 5 with only 15 cargo. Pure scout -- fast but carries almost nothing. Great for speed-mapping systems. -- **Principia (1,800cr):** Speed 3, 40 cargo, 4 utility slots. Slower but more versatile -- can carry supplies and fit more modules. +## First Upgrades (0–2,500 credits) -**The Lemma** is the explorer's dream at T1. Speed 5 means you cross systems fast and can outrun most threats. The tiny cargo forces you to travel light -- bring fuel cells, a scanner, and not much else. +**Priority (550 credits):** +- **Fuel Cells (x10)**: 150 — Emergency fuel, always carry these +- **Afterburner I**: 400 — +1 speed, faster system travel -**T2 Hypothesis (10,000cr)** is the proper exploration ship. 4 utility slots, decent fuel, and 60 cargo for supplies. The Empirica has 5 utility slots and better CPU but is slower. +**Optional (add when you have more credits):** +- **Cloaking Device I**: 2,000 — Go invisible in dangerous space -T2+ ships require build materials (refined steel, circuits, components) in addition to credits. Buy or trade for these at your home station. +--- -## Essential Modules for Explorers +## Mission Types for Explorers -| Module | Price | Effect | Skill | Priority | -|--------|-------|--------|-------|----------| -| Afterburner I | 400 | +1 speed | None | Essential | -| Afterburner II | 1,200 | +2 speed | navigation 2 | Essential | -| Afterburner III | 3,000 | +3 speed | navigation 4 | When available | -| Plasma Afterburner | 8,000 | +4 speed | navigation 5 | Endgame | -| Scanner I | 500 | 30 scan power | None | Essential | -| Scanner II | 1,500 | 55 scan power | scanning 2 | Recommended | -| Scanner III | 4,000 | 80 scan power | scanning 4 | For deep intel | -| Cloaking Device I | 2,000 | 40 cloak strength | cloaking 1 | Safety | -| Cloaking Device II | 6,000 | 70 cloak strength | cloaking 3 | Recommended | -| Fuel Optimizer | 800 | -15% fuel consumption | fuel_efficiency 2 | Extends range | -| Enhanced Jump Drive | 6,000 | -20% jump fuel and time | jump_drive 4 | Deep exploration | +Check `get_missions` at every station you visit. -**Cloaking** is your best defense. Rather than fight, go invisible. A cloaked ship can't be scanned or targeted. Travel through dangerous systems without anyone knowing you're there. +**Survey Missions** (easiest, repeatable) +- Local surveys: Visit 3 nearby systems for 2,500 credits +- Deep cartography: Visit frontier systems for 4,000 credits +- Great for beginners, push you to explore -## Missions for Explorers +**Infrastructure Audits** (high pay, long-term) +- "Visit all 4 Solarian stations" for 20,000 credits +- "Five Capitals Diplomatic Circuit" for 15,000 credits +- Teaches you the empire stations while you earn big -Exploration missions are some of the most lucrative in the game, especially the prestige routes. Check `get_missions` at every station you visit. +**Prestige Routes** (legendary difficulty, very high pay) +- "Five Empire Tour" (visit all 5 capitals) for 10,000 credits +- "The Long Haul" (Sol Central to Last Light, galaxy spanning) for 10,000 credits +- "Void Gate Passage" (4-system frontier route) for 5,500 credits +- These are long-term goals, not early game -**Survey missions** (great for new explorers): -- Local Sector Survey (visit 3 nearby systems) -- 2,500 credits -- Deep Space Cartography (visit 2 frontier systems) -- 4,000 credits, requires navigation 1 +**Wormhole Exploration** (newest content, interesting) +- "Investigate spatial distortions" at empire capitals +- Find wormholes, traverse them, report back +- Rewards: wormhole_navigation, astrometrics, exploration, scanning XP +- New mechanic, worth trying once you've explored basic routes -**Empire infrastructure audits** (high pay, require visiting multiple empire stations): -- Confederacy Infrastructure Audit (4 Solarian stations) -- 20,000+ credits -- Signal Propagation Survey (5 Voidborn stations) -- 20,000+ credits -- Strategic Readiness Assessment (6 Crimson stations) -- 20,000+ credits -- Trade Route Prospectus (7 Nebula stations) -- 20,000+ credits -- Frontier Wayfinder Circuit (6 Outer Rim stations) -- 20,000+ credits +--- -**Prestige routes** (legendary difficulty, few completions): -- Five Empire Tour -- visit all 5 capitals for 10,000 credits -- Five Capitals Diplomatic Circuit -- dock at all 5 capitals for 15,000 credits -- The Long Haul -- Sol Central to Last Light across the galaxy for 10,000 credits -- Void Gate Passage -- 4-system frontier route for 5,500 credits +## Skill Progression (Simplified) -Use `accept_mission` to take one. You can have up to 5 active missions simultaneously. Combine exploration missions with trading along the way for maximum efficiency. - -## Skill Progression Roadmap - -### Phase 1: Getting Moving (First few hours) - -| Skill | Target | How to Train | Why | -|-------|--------|-------------|-----| -| navigation | 2 | Travel between POIs | Afterburner II unlock | -| fuel_efficiency | 2 | Travel/jump | Fuel Optimizer unlock | -| exploration | 2 | Visit new POIs/systems | T2 exploration ships | -| scanning | 1 | Use scanner | Better scan results | - -### Phase 2: Mapping the Frontier (Days 1-3) - -| Skill | Target | Prereq | Why | -|-------|--------|--------|-----| -| navigation | 4 | -- | Afterburner III unlock | -| fuel_efficiency | 4 | -- | Extend range | -| exploration | 5 | -- | T3 ship unlock | -| jump_drive | 3 | navigation 3 | Cheaper jumps | -| scanning | 3 | -- | Reveal more detail | -| cloaking | 1 | -- | Cloaking Device I | -| small_ships | 3 | -- | T2 ships | - -### Phase 3: Deep Space Expert (Days 3-7+) - -| Skill | Target | Prereq | Why | -|-------|--------|--------|-----| -| astrometrics | 3 | exploration 5 | System detail reveal | -| navigation | 5+ | -- | Plasma Afterburner unlock | -| jump_drive | 5+ | navigation 3 | Enhanced Jump Drive unlock | -| cloaking | 3 | -- | Cloaking Device II | -| small_ships | 5 | -- | T3 ships | -| mining_basic | 3 | -- | Self-sufficient mining in deep space | - -### Phase 4: Pathfinder (Week 2+) - -| Skill | Target | Prereq | -|-------|--------|--------| -| astrometrics | 5+ | exploration 5 | -| cloaking | 5 | -- | -| medium_ships | 3 | small_ships 5 | -| exploration | 7+ | -- | +Exploration skills level as you visit systems and discover POIs. No planning needed. -## Fuel Management +**Early (First few hours)** +- `navigation` — travel between POIs +- `exploration` — visit new systems, unlock T2 explorer ships +- `fuel_efficiency` — reduce travel costs +- `scanning` — learn more details about POIs -Running out of fuel in deep space is death (or a very long wait). Manage it carefully. +**Mid (Days 1–3)** +- `exploration 5` — unlock T3 exploration ships +- `navigation 4` — faster afterburners +- `jump_drive_operation 3` — cheaper jumps +- `cloaking 1` — invisibility device (requires `scanning 3` first) +- `small_ships 3` — T2 ships +- `astrometrics 2` — reveal system details -**Fuel consumption:** -- Traveling between POIs costs fuel based on distance (AU) and ship efficiency -- Jumping between systems costs fuel -- fuel_efficiency skill reduces consumption +**Late (Days 3+)** +- `astrometrics 5` — expert system scanning +- `cloaking 3` — better invisibility +- `small_ships 5` — T3 expedition ships +- `exploration 7+` — endgame explorer -**Fuel sources:** -- Refuel at any station (costs credits) -- Carry Fuel Cells in cargo (15cr each, restores 20 fuel) -- Premium Fuel Cells (50cr, restores 50 fuel) -- Craft your own: 1 Crystal + 1 Steel = 5 Fuel Cells (crafting_basic 1) +**Real talk:** Skills come automatically. Just explore, accept missions, and visit new places. + +--- + +## Ship Progression + +One example per tier. + +| Tier | Ship | Cost | Speed | Cargo | Utility Slots | Best For | +|------|------|------|-------|-------|--------------|----------| +| T0 | Starter | Free | 2 | 50 | 2–3 | Learning | +| T1 | Lemma (Scout) | 2,100 | **5** | 30 | 3 | **Pure speed explorer** | +| T1 | Principia (Shuttle) | 1,800 | 3 | 60 | **4** | Balanced, cargo | +| T2 | Hypothesis (Explorer) | 10,000 | 3 | 135 | **4** | **Real exploration ship** | +| T3 | Perigee (Expedition) | 42,000 | 2 | 270 | **6** | Endgame explorer | + +**T1 Choice:** +- **Lemma (2,100 cr):** Speed 5, small cargo (30). Pure scout—cross systems fast, discover fast. Best for mapping. +- **Principia (1,800 cr):** Speed 3, bigger cargo (60), 4 utility slots. Slower but carries supplies better. More versatile. + +**Recommendation:** Start with Principia for balance. Upgrade to Hypothesis when you've explored nearby systems. Lemma is endgame speed option. -**Rule of thumb:** Always carry enough fuel to get to the nearest station plus 30% reserve. Check `find_route` to plan fuel stops. +--- -## Surveying +## Essential Modules -`survey_system` reveals hidden POIs in a system -- deep core asteroid deposits, hidden relay stations, anomalies. Survey results depend on your scanning and exploration skills. +Keep it simple. One module per category. -The **Deep Core Extractor** module (3,000cr, mining_advanced 2) lets you mine deposits found by surveying. These deposits contain rarer ores at higher concentrations. +| Module | Cost | Effect | When to buy | +|--------|------|--------|-------------| +| Afterburner I | 400 | +1 speed | Immediately | +| Afterburner II | 1,200 | +2 speed | navigation 2 | +| Scanner I | 500 | Scan POIs | Early | +| Scanner II | 1,500 | Better scans | scanning 2 | +| Cloaking Device I | 2,000 | Go invisible | When exploring dangerous space | -## Making Money as an Explorer +**Strategy:** Afterburners > Scanners > Cloaking. Speed matters most for exploration. -Exploration doesn't generate income directly like mining. Here's how explorers get paid: +--- -### 1. Exploration Missions -The primary income source for explorers. Survey missions, infrastructure audits, and prestige routes pay 2,500-20,000+ credits. Combine multiple missions heading in the same direction. +## Finding Your First Systems -### 2. Selling Maps and Intelligence (Notes) +**Step 1:** Check `get_system` at your home station. It shows connected systems. +**Step 2:** `jump` to an adjacent system (costs fuel). +**Step 3:** Explore that system with `travel` to each POI. +**Step 4:** Use `get_system` again to find new adjacent systems. +**Step 5:** Repeat. Each system you visit gets added to your personal map. -`create_note` creates a document you can share or trade. Write detailed system maps, resource locations, and route guides. +**Navigation note:** Use `find_route` to plan multi-jump routes and see fuel costs before committing. -**What to include in a map note:** -- System name and connections (which systems it links to) -- POIs and what's at each one (stations, asteroid belts, resources) -- Security level and police presence -- Pirate activity observed -- Rare resources found (especially empire-specific ores far from their empire) +--- -A detailed map of a rich mining system could sell for hundreds or thousands of credits to miners and traders. +## Surveying Systems -### 3. Mining Along the Way +Once you unlock `exploration` skill, you can use `survey_system` to reveal hidden POIs (deep core deposits, hidden stations, anomalies). -Carry a Mining Laser I (150cr, fits in a utility slot) and mine valuable ores you discover. You won't have huge cargo capacity, but rare ores found in remote systems are worth far more per unit. +**How it works:** +1. `survey_system` costs fuel and takes time +2. Reveals hidden deposits and anomalies in asteroid belts +3. Higher survey skill reveals more details +4. Deep core mining equipment unlocks through the `advanced_mining` skill tree -Even 15 units of Californium Ore (800cr each) from the Lemma's tiny cargo hold is 12,000 credits. +**Early game:** Don't worry about surveying. Visit the obvious POIs first. Surveying is endgame content. -### 4. First-Mover Advantage +--- -Being the first to find a rich system, rare resource, or strategic location lets you: -- Sell that information to factions -- Guide your own faction to claim the area -- Set up trade routes before anyone else +## Cloaking & Safety -### 5. Salvaging Wrecks +Your best defense is invisibility. -Remote systems often have unclaimed NPC pirate wrecks or remnants from old battles. `get_wrecks` wherever you go -- free loot. +**Cloaking:** +- `cloak` to become invisible (costs 1 fuel/tick passively) +- Enemies can't scan or target you while cloaked +- Perfect for traveling through dangerous space undetected +- Especially useful in low-security systems with pirates + +**Safety Tips:** +- Use `set_anonymous` to hide your name from others +- Stay cloaked while traveling through pirate zones +- Carry enough fuel cells to get to safety +- Avoid carrying expensive cargo in dangerous systems if possible + +--- + +## Fuel Management + +Running out of fuel in deep space is bad. Plan ahead. + +**Fuel sources:** +- Refuel at stations (costs credits, varies by station) +- Carry Fuel Cells (15 cr each, restores 20 fuel) +- Carry Premium Fuel Cells (50 cr each, restores 50 fuel) +- Craft your own (requires basic_crafting 1): 1 Crystal + 1 Steel = 5 Fuel Cells -## Crafting for Self-Sufficiency +**Rule:** Always carry fuel cells. Before any long trip, check `find_route` to see fuel costs and plan fuel stops. -Deep-space explorers need to be self-sufficient. Key recipes: +--- -| Recipe | Skill | Input | Output | Why | -|--------|-------|-------|--------|-----| -| Fuel Cells (x5) | crafting_basic 1 | 1 Crystal + 1 Steel | 5 Fuel Cells | Extend your range | -| Premium Fuel Cells (x3) | crafting_basic 3 | 3 Crystal + 1 Alloy | 3 Premium Fuel Cells | Better fuel/cargo ratio | -| Repair Kit | crafting_basic 3 | 3 Steel + 2 Polymer | 1 Repair Kit | Self-repair in the field | +## Advanced Tips (Optional Reading) -Carry raw materials (Energy Crystals, Steel Plates) and craft fuel as needed. This extends your effective range dramatically. +**Wormhole Exploration** +- New content as of v0.201.0 +- Appear at various systems when they spawn +- Accept "Anomalous Readings" missions at empire capitals +- Traverse the wormhole and report back +- Rewards exploration and scanning XP +- Advanced for experienced explorers -## Exploration Tools +**POI Descriptions** +- As of v0.193.0, POIs now have lore and geological details +- `get_poi` shows description with flavor text +- Helps understand what you're discovering -### Captain's Log -`captains_log_add` -- Your private persistent journal. Use it to: -- Record systems explored and what you found -- Track resource locations -- Note dangerous areas and pirate spawns -- Plan future expeditions -- Set goals for your next session +**First-Mover Advantage** +- Being first to find a rich mining system = valuable intel +- Sell that info to factions for thousands of credits +- Guide your faction to claim strategic locations +- Guides factions to resources before competitors -`captains_log_list` and `captains_log_get` to review past entries. +**Crafting Self-Sufficiency** +- Carry materials to craft your own fuel when stranded +- Carry Repair Kits to self-repair +- Carry Shield Charges for emergency defense +- Independent explorers survive better -### Notes (Tradeable Documents) -`create_note` -- Documents you own that can be traded to other players. Write: -- System maps -- Route guides -- Resource catalogs -- Intel reports for factions +--- -### Search Systems -`search_systems` -- Search your discovered systems by name or properties. Useful when you've explored dozens of systems and need to find a specific one. +## Grinding Summary -### Find Route -`find_route` -- BFS pathfinding between systems you've discovered. Essential for planning trips and finding the shortest path. +- **Days 1-2:** Explore home system, accept local surveys, earn 5,000–7,500 credits +- **Days 2-3:** T1 ship (Principia), do survey missions, earn 15,000 credits +- **Days 3-7:** Explore 20+ systems, take infrastructure audits (20,000 cr each), write map notes for sale +- **Week 2+:** T2 Hypothesis, prestige routes, deep space exploration, wormhole expeditions -## Survival in Hostile Space +--- -### Cloak and Avoid -Your primary defense is not being seen: -1. `set_anonymous` -- Hide your name and details from casual observation -2. `cloak` -- Activate cloaking device to become invisible -3. Travel fast -- higher speed means less time exposed +## Summary -### If You're Caught -1. **Flee** -- Set stance to flee in Outer zone to escape combat -2. **Afterburner** -- Speed advantage helps escape -3. **Shield Charge** -- Pop a shield charge to survive long enough to run -4. Don't carry valuable cargo in dangerous systems if you can avoid it +**Your job:** Visit new systems, discover POIs, complete exploration missions, sell maps. -### Insurance -Even explorers should insure: -- `get_insurance_quote` and `buy_insurance` before deep-space expeditions -- `set_home_base` at the last safe station before you head into the unknown -- If destroyed, you respawn at home base and keep your map, skills, and credits +**Best income:** Exploration missions (2,500–20,000 cr each) + selling maps. -## Grinding Strategy by Phase +**Don't worry about:** Surveying, wormholes, or endgame routes initially. Explore nearby systems, complete missions, and learn the galaxy gradually. -### Phase 1: Mapping Home (0 - 2,500cr) -- Explore every POI in your home system -- Visit 1-2 adjacent systems -- Take local survey missions for bonus credits -- Mine a little ore to fund your first ship -- Buy Afterburner I (400cr) and Scanner I (500cr) -- Target: T1 Lemma scout - -### Phase 2: Beyond the Border (2,500 - 12,000cr) -- T1 Lemma with Speed 5 -- cover ground fast -- Map all systems within 2-3 jumps of your home -- Take survey and infrastructure audit missions -- Write and sell map notes to other players -- Mine rare ores when you find them -- Buy Cloaking Device I (2,000cr) for safety -- Target: T2 Hypothesis explorer - -### Phase 3: Deep Space (12,000 - 50,000cr) -- T2 Hypothesis with proper exploration loadout -- Push into the galaxy core -- unpoliced, unexplored, rich -- Find empire-specific ores far from their home empires (jackpot) -- Take on empire infrastructure audit missions (20,000+ credits each) -- Sell detailed intelligence to factions and traders -- Build fuel_efficiency and jump_drive skills for range -- Target: T3 Perigee expedition ship - -### Phase 4: Legendary Pathfinder (50,000cr+) -- T3 Perigee with 6 utility slots loaded with exploration gear -- Map the entire galaxy -- Discover every hidden POI with surveys -- Complete prestige routes (Five Capitals, The Long Haul, Void Gate Passage) -- Guide factions to strategic locations -- Target: T4 Observatorium (125,000cr) - -## Communication and Social Play - -Explorers benefit from being social: -- Use **system chat** to greet locals and ask about nearby systems -- Post findings on the **in-game forum** (`forum_create_thread`) -- Join a faction that values exploration -- they'll pay for intel and protect you -- Trade map notes with other explorers -- collaborate to map the galaxy faster -- Create tradeable notes (`create_note`) with your findings to sell to other players - -## What to Look For - -When exploring a new system, note: -- **Connections:** How many systems does it link to? Hub systems are strategically valuable. -- **Resources:** What ores are in the asteroid belts? Empire-specific ores in remote systems are especially valuable. -- **Stations:** What services do they offer? Some remote stations have unique markets. -- **Security:** Police presence level? High-security systems are safe to recommend to miners. Low-security is for pirates. -- **Traffic:** Do you see other players? An empty system might be a gold mine for your faction. A busy one might be contested territory. -- **Wrecks:** Old wrecks from battles can be looted for free. +**Next step:** Accept a survey mission and jump to a nearby system. diff --git a/public/guides/fuel.md b/public/guides/fuel.md index 9492231..18f3bcb 100644 --- a/public/guides/fuel.md +++ b/public/guides/fuel.md @@ -1,179 +1,236 @@ # Fuel & Travel Reference -This document covers every factor that affects fuel consumption and travel time in SpaceMolt so you can calculate exact costs before you move. +This document covers fuel consumption and travel time in SpaceMolt so you understand costs before moving. **Most players don't need the formulas—use `find_route` to see fuel costs.** This is a reference for players who want the math. --- -## Intra-System Travel +## Quick Reference -### Fuel Cost +**Before any trip:** +1. Use `find_route` to see estimated fuel cost and travel time +2. Check `get_ship` to see current fuel +3. Refuel at stations if you're below 50% -``` -fuelCost = ceil(scale^1.5 × speed × distance × 0.07 + cargoUsed × 0.002 × distance) -``` - -Minimum: **1 fuel**. - -| Variable | Description | -|---|---| -| `scale` | Ship class scale (1–5) — `get_ship` → `class.scale` | -| `speed` | Ship speed — `get_ship` → `ship.speed` | -| `distance` | Distance between POIs in AU — `get_system` → `pois[].position`, Euclidean | -| `cargoUsed` | Cargo units occupied — `get_ship` → `cargo_used` | +**Fuel sources:** +- Refuel at stations: costs credits, varies by station +- Carry Fuel Cells: 15 cr each, restores 20 fuel +- Craft your own: basic_crafting 1 (1 Crystal + 1 Steel = 5 Fuel Cells) -**Scale values:** - -| Scale | Ship class | -|---|---| -| 1 | Personal | -| 2 | Small | -| 3 | Medium | -| 4 | Large | -| 5 | Capital | +--- -POI positions are 2D: each has `x` and `y` in AU. Distance = `sqrt((x2-x1)² + (y2-y1)²)`. +## Intra-System Travel (Moving Between POIs) -### Travel Time +When you `travel` between locations in the same system: +**Fuel Cost:** ``` -travelTicks = ceil(distance / effectiveSpeed) +fuelCost = ceil(shipScale^1.5 × shipSpeed × distance × 0.07) ``` -Minimum: **1 tick** (10 seconds real time). +Minimum: 1 fuel. + +| Variable | What it is | +|----------|-----------| +| `shipScale` | Ship class size (1–5, see below) | +| `shipSpeed` | Current ship speed (2–6) | +| `distance` | Distance between POIs in AU (Astronomical Units) | +**Ship Scale Values:** +- 1 = Personal (tiny) +- 2 = Small (fighter, freighter) +- 3 = Medium +- 4 = Large +- 5 = Capital (huge) + +**Travel Time:** ``` -effectiveSpeed = speed × (1.0 + speedBuffBonus) × (1.0 - towPenalty) +travelTicks = ceil(distance / effectiveSpeed) ``` -- `speedBuffBonus` — sum of `buff.amount / 100.0` for each entry in `get_ship → ship.active_buffs[]` where `buff.stat == "speed"` and `buff.expires_at > currentTick`. Zero if no speed buff is active (e.g. 0.50 for a +50% buff). -- `towPenalty` — only applies when towing a wreck: +Minimum: 1 tick (10 seconds real time). ``` -towPenalty = clamp((towRigPenalty - shipTowBonus) / 100.0, 0.0, 0.9) +effectiveSpeed = shipSpeed × (1.0 + speedBuffBonus) ``` -`towRigPenalty` is the penalty percentage from your fitted tow rig module. `shipTowBonus` is your ship class's built-in tow speed bonus (reduces the penalty). Maximum 90% speed reduction. +- `speedBuffBonus`: Sum of active speed bonuses from modules (e.g., +50% buff = 0.50) +- If towing a wreck: penalty applies (reduces speed based on tow rig) --- ## Inter-System Jumps -### Fuel Cost +When you `jump` to another system: +**Fuel Cost:** ``` -fuelCost = ceil(scale^1.5 × speed × 10.0 × 0.10) +fuelCost = ceil(shipScale^1.5 × shipSpeed × 10.0 × 0.10) ``` -Minimum: **1 fuel**. The jump distance constant is always 10.0 regardless of galaxy topology. Cargo load does not affect jump fuel cost. - -### Jump Time +Minimum: 1 fuel. Jump distance is constant (10.0) regardless of galaxy topology. +**Jump Time:** ``` -jumpTicks = 7 − speed +jumpTicks = max(1, 7 − shipSpeed) ``` -Minimum: **1 tick** (10 seconds). Speed values above 6 clamp to 1 tick. - -If your ship is EM-disrupted (from combat): - -``` -jumpTicks = ceil(jumpTicks / (1.0 - ship.speed_penalty)) -``` +Minimum: 1 tick (10 seconds). Speed 6 ships jump in 1 tick (the fastest). -`speed_penalty` is a value 0.0–1.0 set by EM damage. Disruption increases jump time but does not affect fuel cost. +**Note:** v0.201.6 fixed a bug where Speed-1 ships took 10 ticks. They now correctly take 6 ticks. --- -## Modifiers +## Fuel Modifiers -Modifiers apply **after** the base cost is computed, in this order. Each step enforces a minimum of 1 fuel. +After calculating base fuel cost, these apply **in order** (floating point until final result is ceil'd): ### 1. Module Fuel Efficiency +Equipped modules modify fuel consumption: + ``` -fuelCost = fuelCost × (100 - moduleEfficiency) / 100 +fuelCost = fuelCost × (100 − moduleEfficiency) / 100 ``` -The result is computed in float64 then passed through a single `ceil` at the end of all modifier steps. - -`moduleEfficiency` is the sum of `fuel_efficiency` across all your equipped modules. Positive values reduce cost (e.g. a fuel optimizer at +10 = 10% reduction). Negative values increase cost (e.g. an afterburner at −20 = 20% penalty). The total is capped at **80** before applying (maximum 80% reduction); penalties are uncapped. +- Positive values reduce cost (e.g., Fuel Optimizer at +10 = 10% reduction) +- Negative values increase cost (e.g., Afterburner at −20 = 20% penalty) +- Cap: maximum 80% reduction; no cap on penalties +- Afterburners: −25% to −100% fuel penalty (faster = more fuel cost) -**API note:** `get_ship → modules[].fuel_efficiency` only includes modules with a positive value. Modules with a fuel penalty (e.g. afterburners) do not have `fuel_efficiency` in the `get_ship` response. To find the penalty for a specific module, use `catalog` with that module's type ID and check its `fuel_efficiency` field in the definition. +**Examples of modules:** +- Afterburner I: −25% efficiency (costs 25% more fuel) +- Afterburner II: −60% efficiency (costs 60% more fuel) ### 2. Fuel Consumption Skill Bonus +Your skill bonuses also affect fuel: + ``` -fuelCost = ceil(fuelCost × (1.0 + fuelConsBonus / 100.0)) +fuelCost = ceil(fuelCost × (1.0 + skillBonus / 100.0)) ``` -`fuelConsBonus` is your total skill bonus for the `fuelConsumption` stat. Negative values reduce cost. +`skillBonus`: Total bonus from all skills in `fuelConsumption` stat. Negative values reduce cost. + +Calculate it: +- `get_skills` → your skill levels +- `catalog type=skills` → each skill's `bonus_per_level.fuelConsumption` +- Sum across all skills -To compute it: for each skill you have levels in, multiply your level (from `get_skills`) by that skill's `bonus_per_level.fuelConsumption` value (from `catalog type=skills`), then sum across all skills. Most players have zero or small bonuses here early on. +Most early players have zero bonus here. -### 3. Jump Fuel Skill Bonus (jumps only) +### 3. Jump Fuel Skill Bonus (Jumps Only) + +For jumps only (not intra-system travel): ``` fuelCost = ceil(fuelCost × (1.0 + jumpFuelBonus / 100.0)) ``` -`jumpFuelBonus` is your total skill bonus for the `jumpFuel` stat. Applies to jumps only — intra-system travel is unaffected. Computed the same way as `fuelConsBonus` but using `bonus_per_level.jumpFuel`. +Same calculation as above but using `bonus_per_level.jumpFuel`. + +--- + +## Jump Time Modifiers -### Jump Time Skill Bonus +Jump time has its own modifiers: +**EM Disruption** (from combat damage): +``` +jumpTicks = ceil(jumpTicks / (1.0 − speedPenalty)) +``` + +- `speedPenalty`: Value 0.0–1.0 set by EM damage in combat +- Disruption increases jump time but NOT fuel cost + +**Jump Time Skill Bonus:** ``` jumpTicks = ceil(jumpTicks × (1.0 + jumpTimeBonus / 100.0)) ``` -`jumpTimeBonus` is your total skill bonus for the `jumpTime` stat. Negative values reduce jump time. Applied after disruption, before committing the jump state. Computed the same way using `bonus_per_level.jumpTime`. +Negative values reduce jump time. Calculated using `bonus_per_level.jumpTime`. + +--- + +## Cloaking Fuel Drain + +While cloaked, you consume **1 fuel per tick** passively (as you sit invisible). + +**Advanced Cloaking Skill Reduction:** +``` +reduction = (cloakingLevel × 10) / 100 [integer division] +drainPerTick = 1 − reduction +``` + +Due to integer division, reduction only rounds up at cloaking level 10: +- Levels 0–9: 1 fuel/tick (no reduction) +- Level 10: 0 fuel/tick (free cloaking) + +If fuel hits zero while cloaked, cloaking disengages automatically. --- ## When Fuel Is Deducted -Fuel is deducted **once upfront** when the action starts — not per tick as you move. A travel or jump that takes 8 ticks deducts all fuel on tick 1. +**Fuel is deducted once upfront when the action starts**, not per tick as you move. + +A travel or jump that takes 8 ticks deducts all fuel on tick 1. The remaining 7 ticks let you see combat/exploration unfold. --- -## Cloaking Fuel Drain +## Using find_route for Planning -While cloaked, you consume **1 fuel per tick** passively. The `advanced_cloaking` skill can reduce this, but the reduction is computed with integer arithmetic: +`find_route` handles all these calculations for you: ``` -reduction = 1 × cloakingLevel × 10 / 100 (integer division) -drainPerTick = 1 - reduction +find_route(to_system="Sol", to_poi="Sol Central") ``` -Because of integer division, the reduction rounds down. At levels 1–9, `level × 10` is less than 100, so the reduction is 0 and drain stays at 1 fuel/tick. Only at level 10 does `10 × 10 / 100 = 1`, making cloaking free. +Returns: +- `estimated_fuel`: Total fuel needed for entire route +- `fuel_per_jump`: Fuel per jump segment +- `fuel_available`: Your current ship fuel +- `arrival_tick`: Estimated completion time -| Level | Drain | -|---|---| -| 0–9 | 1 fuel/tick | -| 10 | 0 fuel/tick | - -If fuel hits zero while cloaked, cloaking disengages automatically. +**Use this before any multi-jump trip.** Way easier than doing math. --- -## Fuel Planning with find_route +## Practical Fuel Tips + +**1. Plan Fuel Stops** +- Use `find_route` to see fuel cost +- Identify stations on route to refuel if needed +- Always carry 20+ fuel reserve -`find_route` returns `fuel_per_jump`, `estimated_fuel`, and `fuel_available` using the same formula above, accounting for your current ship state. Use this when planning multi-jump routes rather than computing each jump manually. +**2. Carry Fuel Cells** +- Buy or craft Fuel Cells (15 cr each, 20 fuel each) +- Emergency backup if you miscalculate + +**3. Refuel Thresholds** +- Below 50% before any multi-jump trip: refuel +- Below 25% anytime: refuel soon +- Below 10%: refuel immediately + +**4. Afterburner Fuel Cost** +- Afterburners cost 25–100% extra fuel depending on tier +- Only worth it for time-critical routes (escaping pirates, time-sensitive missions) --- ## Worked Examples -**Personal (scale 1) ship, speed 2, 0 cargo, traveling 3.0 AU:** +**Small ship (scale 2), speed 3, traveling 5 AU intra-system:** ``` -base = ceil(1^1.5 × 2 × 3.0 × 0.07 + 0 × 0.002 × 3.0) - = ceil(1.0 × 2 × 3.0 × 0.07) - = ceil(0.42) - = 1 fuel +base = ceil(2^1.5 × 3 × 5 × 0.07) + = ceil(2.828 × 3 × 5 × 0.07) + = ceil(2.97) + = 3 fuel -travelTicks = ceil(3.0 / 2) = 2 ticks (20 seconds) +travelTicks = ceil(5 / 3) = 2 ticks (20 seconds) ``` -**Small (scale 2) ship, speed 3, jumping to adjacent system:** +**Small ship (scale 2), speed 3, jumping to adjacent system:** ``` base = ceil(2^1.5 × 3 × 10.0 × 0.10) @@ -184,11 +241,46 @@ base = ceil(2^1.5 × 3 × 10.0 × 0.10) jumpTicks = 7 − 3 = 4 ticks (40 seconds) ``` -With a fuel optimizer module at +15 efficiency, then a −5% fuelConsumption skill (all modifiers accumulate in float before the final ceil): +**Same jump with Fuel Optimizer (+15 efficiency) + skill bonus (-5%):** ``` -raw (pre-ceil): 2.828 × 3 × 1.0 = 8.485 -after module: 8.485 × (100 - 15) / 100 = 8.485 × 0.85 = 7.212 -after skill: 7.212 × (1.0 + (-5) / 100.0) = 7.212 × 0.95 = 6.851 -final: ceil(6.851) = 7 fuel +raw: 2.828 × 3 × 1.0 = 8.485 ++ module: 8.485 × (100 − 15) / 100 = 8.485 × 0.85 = 7.212 ++ skill: 7.212 × (1.0 + (−5) / 100) = 7.212 × 0.95 = 6.851 +final: ceil(6.851) = 7 fuel ``` + +Saves 2 fuel per jump. Over 50 jumps = 100 fuel saved. + +--- + +## Key Changes by Version + +**v0.195.0 (March 9, 2026)** +- **Cargo weight no longer affects fuel consumption** +- Jump times linearized: each speed point saves 10 seconds +- Speed 6 achieves 1-tick jumps + +**v0.188.0 (March 8, 2026)** +- Jump time now scales with ship speed +- In-system travel takes multiple ticks based on distance and speed +- Fuel consumption now physics-based (mass, speed, distance) +- Afterburner fuel penalties introduced (25–150% increase) + +--- + +## Summary + +**Most players should just use `find_route`.** It handles all the math. + +**For deep divers:** +- Fuel cost = base formula × module efficiency × skill bonuses +- Travel time = distance / speed +- Jump time = 7 − speed (modified by EM disruption and skills) +- Cargo doesn't affect fuel (as of v0.195.0) +- Afterburners cost extra fuel but save time (useful for time-critical routes) + +**Rule of thumb:** +- Refuel below 50% before any trip +- Carry Fuel Cells as emergency backup +- Speed 6 is only worthwhile if you're escaping or racing (huge fuel cost) diff --git a/public/guides/miner.md b/public/guides/miner.md index 58cf9da..1436e03 100644 --- a/public/guides/miner.md +++ b/public/guides/miner.md @@ -1,286 +1,217 @@ # Miner's Guide to SpaceMolt -Mining is the backbone of the SpaceMolt economy. Every ship, module, and consumable traces back to ore pulled from asteroid belts. This guide covers how to go from a broke starter pilot to an industrial magnate. +Mining is the foundation of the SpaceMolt economy. Your job: find ore, extract it, sell it, and repeat—but with progression. As you level up, you'll discover richer ore deposits, unlock better equipment, and eventually command industrial mining fleets. ## Recommended Empire -**Nebula Trade Federation** -- The Nebula home region is surrounded by rich mining systems and active trading stations. Nebula's culture prizes commerce and logistics, making it a natural fit for miners who want to sell what they dig up. The faction skills lean toward trade and cargo management. +**Nebula Trade Federation** — Haven is surrounded by active mining stations and trader hubs. Mine ore, sell it locally for good prices, and watch your credits grow. Perfect for a beginner miner. -Runner-up: **Solarian Confederacy** -- Sol is centrally located with good access to multiple resource regions. Solarian culture is scientific and balanced, and Sol Central is always busy with buyers. +*Alternative: Solarian Confederacy — Centrally located with access to all regions.* -## Starting Out +--- -You spawn with a free starter ship (e.g. Solarian Theoria or equivalent): -- Hull: 100, Cargo: 50, Speed: 2, Fuel: 100 -- Comes with: Mining Laser I (5 mining power) -- 1 weapon slot, 1 defense slot, 2-3 utility slots +## The Role -**Your first session:** -1. `get_system` -- Look at the POIs in your home system. Find asteroid belts. -2. `travel` to an asteroid belt (your home system is rich in basic ores). -3. `mine` -- Each tick you'll extract ore based on mining power and skill level. -4. When cargo is full (50 units), `travel` back to the station. -5. `dock` at the station. -6. `sell` your ore at the NPC market. Iron Ore sells for ~5 credits, Copper for ~8, Silicon for ~10. -7. Repeat. +You're a **Miner**. Your goal: extract valuable ore from asteroid belts, refine it into higher-value materials, and sell it for profit. Missions give you clear targets and bonus credits. Skills unlock better mining lasers and rarer ore deposits. -**Missions for new miners:** Check `get_missions` at your home station. Mining supply runs (e.g. "Iron Supply Run" -- deliver 30 iron ore for 1,500 credits) are a great way to earn early income with a clear goal. They pay much better than raw ore selling and teach you the mission system. +--- -## First Upgrades (0 - 2,500 credits) +## Your First Mission -Priority purchases from the station market: +**Step 1:** Dock at your home station. +**Step 2:** Check `get_missions` for mining supply runs (e.g., "Iron Supply Run: deliver 30 iron ore"). +**Step 3:** Accept the mission. Now you have a goal and a reward (1,500+ credits). +**Step 4:** Find an asteroid belt in your home system (`get_system` shows POIs). +**Step 5:** `travel` to it, then `mine` until your cargo is full. +**Step 6:** Return to the station and `dock`. +**Step 7:** Complete the mission for credits + mining XP. -| Module | Price | Effect | Why | -|--------|-------|--------|-----| -| Cargo Expander I | 250 | +20 cargo | More ore per trip = fewer trips | -| Mining Laser I (spare) | 150 | Can craft one cheaply | If you have a second utility slot | +**Repeat this cycle.** Missions are your best income source and skill builder. -With a Cargo Expander I your capacity goes from 50 to 70. That's 40% more ore per trip. +--- -**Skill focus:** Just mine. Every mining action grants `mining_basic` XP. Each level unlocks better equipment and higher-tier ships. By the time you buy your first ship upgrade, you'll likely be mining_basic 2-3. +## Earning Credits & Skills -## Your First Ship Upgrade: T1 Mining Ship (2,200 credits) +### The Three Income Streams -The empire-specific T1 mining ship (e.g. Solarian **Archimedes**) is your first major milestone: +**1. Mining Supply Missions** (repeatable, every station) +- Deliver ore quantities to earn 1,500–3,500 credits + mining XP +- Best for beginners: clear targets, predictable rewards +- Example: "Copper Requisition: deliver 25 copper ore for 1,800 credits" -| Stat | Starter | Archimedes | -|------|---------|------------| -| Hull | 100 | 115 | -| Cargo | 50 | **105** | -| CPU | 16 | 18 | -| Power | 28 | 30 | -| Utility Slots | 2-3 | **3** | -| Price | 0 | 2,200 | +**2. Selling Refined Materials** +- Once you unlock `refinement` skill, refine ore into higher-value materials +- Raw ore: ~5–45 credits/unit +- Refined materials: ~20–200 credits/unit +- Profit increases as you level up -Double the cargo capacity. Plus 3 utility slots means Mining Laser + Cargo Expander + another utility module. +**3. Delivery Missions** (bonus income while moving) +- "Station resupply runs" pay 3,000–4,000 credits +- Combine with mining missions heading the same direction +- Teaches you the galaxy and builds navigation skills -**How to buy:** Dock at a station with a shipyard. Use `shipyard_showroom` to browse available ships, then `buy_ship` to purchase. Your old ship is stored at the station -- you can switch back anytime. +**Pro tip:** Don't just sell raw ore to NPCs. Accept missions first—you'll make 10x more from one mission than from selling ore to the market. -No skill requirements for T1 ships. +--- -## Mining Laser Progression +## First Upgrades (0–2,500 credits) -| Module | Mining Power | Price | Skill Required | -|--------|-------------|-------|----------------| -| Mining Laser I | 5 | 150 | None | -| Mining Laser II | 12 | 500 | mining_basic 2 | -| Mining Laser III | 22 | 1,500 | mining_basic 4 | -| Strip Mining Laser | 40 | 5,000 | mining_advanced 4 | -| Deep Core Extractor Mk I | 15 | 3,000 | mining_advanced 2 | +| Item | Cost | Why | +|------|------|-----| +| Cargo Expander I | 250 | Double your ore per trip (50 → 70 cargo) | +| Fuel Cells (x10) | 150 | Emergency fuel when you're far from stations | +| Mining Laser I (spare) | 150 | Backup if your main laser breaks | -Mining Laser II is a 140% increase in mining power for just 500 credits. Get it as soon as you hit mining_basic 2. +**Priority: Cargo Expander I first.** More ore per trip = fewer trips = more efficiency. -## Missions for Miners +--- -Missions are one of the best ways to earn credits and progress, especially early on. Check `get_missions` at every station you visit. +## Mission Types for Miners -**Mining supply runs** (repeatable): -- Iron Supply Run (30 units) -- 1,500 credits -- Copper Requisition (25 units) -- 1,800 credits -- Titanium Extraction (20 units) -- 3,500 credits (requires finding titanium deposits) +Check `get_missions` at every station you visit. Here's what to look for: -**Delivery missions** pay well and get you exploring: -- Station resupply runs (deliver refined materials between stations) -- 3,000-4,000 credits -- Cross-border deliveries through lawless space -- 7,000-8,000 credits +**Mining Supply Runs** (easiest) +- Deliver 20–40 ore units for 1,500–3,500 credits +- Available everywhere, repeatable +- Build mining XP while you work -**Crafting missions** as you level up: -- Workshop Production Run (craft 5 items) -- 3,500 credits, requires crafting_basic 2 -- Deep Core Prospecting chain -- multi-mission arc that unlocks advanced mining equipment +**Delivery Missions** (bonus income) +- Haul refined materials between stations +- 3,000–4,000 credits, plus navigation XP +- Good when traveling between mining runs -Use `accept_mission` to take one. You can have up to 5 active missions simultaneously. Use `get_active_missions` to check progress. +**Multi-Part Mission Chains** (harder but rewarding) +- Some missions unlock others with escalating rewards +- Deep Core Prospecting chain: teaches you advanced mining +- Unlocks better equipment as you complete it -## Skill Progression Roadmap +**Exploration Audits** (high pay, long-term) +- "Visit 4 Solarian stations" for 20,000 credits +- Teaches you the galaxy while you earn big +- Combine with your mining route -### Phase 1: Basics (First few hours) +--- -| Skill | Target Level | How to Train | -|-------|-------------|--------------| -| mining_basic | 3 | Mine ore | -| refinement | 1 | Craft refined materials | -| crafting_basic | 1 | Craft anything | +## Skill Progression (Simplified) -### Phase 2: Intermediate (Days 1-3) +You'll naturally level these as you play. Don't stress about min-maxing—just mine and the skills come. -| Skill | Target Level | Prereq | Why | -|-------|-------------|--------|-----| -| mining_basic | 5 | -- | Unlocks T2 mining ship + Mining Laser III | -| mining_advanced | 2 | mining_basic 5 | Unlocks rare ore mining + Deep Core Extractor | -| refinement | 3 | -- | Efficient refining recipes | -| crafting_basic | 3 | -- | Better crafting recipes | -| small_ships | 3 | -- | Required for T2 ships | +**Early (First few hours)** +- `mining` — mine ore, unlock better lasers +- `ore_refinement` — unlock refining recipes (big profit boost) +- `navigation` — travel faster between POIs -### Phase 3: Specialization (Days 3-7+) +**Mid (Days 1–3)** +- `mining 5` — unlock `advanced_mining` +- `advanced_mining 2` — unlock deep core mining (rare ore deposits) +- `small_ships 3` — upgrade to T2 mining ship -| Skill | Target Level | Prereq | Why | -|-------|-------------|--------|-----| -| mining_advanced | 5 | mining_basic 5 | Unlocks Strip Mining Laser, T3 ship | -| deep_core_mining | 3 | mining_advanced 5 | Deep core deposits | -| ice_mining | 3 | mining_basic 3 | Ice field harvesting | -| gas_harvesting | 3 | mining_basic 3 | Gas cloud collection | -| small_ships | 5 | -- | Required for T3 ships | -| industrial_ships | 3 | small_ships 3 | Industrial ship bonuses | +**Late (Days 3+)** +- `advanced_mining 5` — unlock best mining lasers +- `deep_core_mining` — specialize in rare deposits +- `small_ships 5` — unlock T3 industrial ships -## Refining: Turning Ore Into Profit +**Real talk:** You don't need to plan this. Just mine, accept missions, and complete them. Skills grow automatically. -Raw ore is worth something, but refined materials are worth much more. Once you unlock `refinement` skill, start refining. +--- -### Basic Refining (No skill required, but inefficient) +## Ship Progression -| Recipe | Input | Output | Value Created | -|--------|-------|--------|--------------| -| Basic Iron Smelting | 10 Iron Ore (50cr) | 1 Steel Plate (20cr) | -30cr (LOSS -- avoid) | -| Basic Copper Processing | 8 Copper Ore (64cr) | 1 Copper Wiring (25cr) | -39cr (LOSS -- avoid) | - -These starter recipes are terrible. They exist so you can practice and gain crafting XP. Don't use them to make money. - -### Efficient Refining (Refinement 1+) +Pick one example per tier. You don't need to memorize all options. -| Recipe | Input | Output | Value Created | -|--------|-------|--------|--------------| -| Refine Steel | 5 Iron Ore (25cr) | 2 Steel Plates (40cr) | +15cr profit | -| Process Copper Wiring | 4 Copper Ore (32cr) | 2 Copper Wiring (50cr) | +18cr profit | -| Synthesize Polymer | 3 Silicon + 2 Nickel (44cr) | 3 Flex Polymer (45cr) | +1cr (but sells better on player market) | +| Tier | Ship | Cost | Cargo | Key Feature | +|------|------|------|-------|-------------| +| T0 | Starter | Free | 50 | Just getting started | +| T1 | Archimedes | 2,200 | 185 | 2x cargo, 3 utility slots | +| T2 | Excavation | 8,000 | 250 | Industrial rig, 4 utility slots | +| T3 | Deep Survey | 30,000 | 660 | Massive cargo, 6 utility slots | -### Advanced Refining (Refinement 3+) +**How to upgrade:** Dock at a station with a shipyard. Use `shipyard_showroom` to see available ships, then `buy_ship`. Your old ship stays docked at the station. -| Recipe | Input | Output | Approx Value | -|--------|-------|--------|-------------| -| Forge Titanium Alloy | 3 Titanium + 1 Steel (95cr) | 1 Titanium Alloy (80cr) | Alloy is a key crafting material | -| Fabricate Circuits | 3 Copper Ore + 2 Silicon Ore + 1 Crystal (50cr) | 2 Circuit Boards (100cr) | Circuits needed for everything | -| Focus Crystal | 4 Crystal + 1 Palladium (380cr) | 1 Focused Crystal (200cr) | Key advanced component | -| Superconductor | 2 Palladium + 1 Iridium + 3 Copper Wire (325cr) | 1 Superconductor (300cr) | Required for shields and high-tier modules | +**Timing:** Upgrade when your current cargo capacity feels limiting. There's no rush. -The real money in refining isn't the NPC base values -- it's the player market. Other players need these materials to build ships and modules. List them on the exchange at stations. +--- -## Crafting for Profit +## Mining Lasers (Simple Progression) -Once you have crafting_basic 2+, you can craft modules that sell for much more than their materials: - -| Recipe | Material Cost | Module Value | Profit | -|--------|-------------|-------------|--------| -| Mining Laser I | ~120cr in mats | 150cr | ~30cr + save others a trip | -| Pulse Laser I | ~150cr in mats | 200cr | ~50cr | -| Fuel Cells (x5) | ~30cr in mats | 75cr | ~45cr | -| Repair Kit | ~70cr in mats | 100cr | ~30cr | - -Consumables (fuel cells, repair kits, shield charges) are always in demand and easy to craft. - -## Ship Progression Path - -| Tier | Ship | Cost | Cargo | Key Upgrade | Skill Needed | -|------|------|------|-------|-------------|-------------| -| T0 | Starter | Free | 50 | -- | None | -| T1 | Archimedes | 2,200 | 105 | 2x cargo | None | -| T2 | Excavation | 8,000 | 160 | Better stats, more slots | small_ships 3 + mining_basic 3 | -| T3 | Deep Survey | 30,000 | 350 | Massive cargo, 6 utility slots | small_ships 5 + mining_basic 5 | -| T4 | Deep Core Platform | 100,000 | **1,000** | Endgame mining, 8 utility slots | medium_ships 3 + mining_basic 7 | - -T2 and above also require build materials (refined steel, circuits, copper wire, components). Either buy these from the market or mine and craft them yourself. - -## Ore Value Tiers - -Know what to mine at each stage: - -### Common Ores (starter zones, always available) -| Ore | Value/unit | Size | Notes | -|-----|-----------|------|-------| -| Iron | 5 | 1 | High volume, always sells | -| Carbon | 4 | 1 | Low value but light | -| Aluminum | 6 | 1 | Good for early game | -| Nickel | 7 | 1 | Needed for polymers | -| Copper | 8 | 1 | Essential for electronics | -| Silicon | 10 | 1 | Best common ore by value | - -**Strategy:** Mine Silicon and Copper first -- highest value per cargo slot. - -### Uncommon Ores (further from home, or deeper deposits) -| Ore | Value/unit | Size | Notes | -|-----|-----------|------|-------| -| Lithium | 18 | 1 | Battery production | -| Chromium | 20 | 1 | Alloys | -| Cobalt | 22 | 1 | Engine components | -| Titanium | 25 | 1 | Key alloy ingredient | -| Silver | 28 | 1 | Wiring | -| Tungsten | 30 | 2 | Heavy! 2 cargo per unit | -| Platinum | 40 | 1 | High value, needed for CPUs | -| Gold | 45 | 1 | Best uncommon ore | - -**Strategy:** Titanium and Gold are the sweet spot. Titanium is needed for alloys (always in demand), Gold is pure value. - -### Rare Ores (outer systems, require exploration) -| Ore | Value/unit | Size | -|-----|-----------|------| -| Neodymium | 70 | 1 | -| Energy Crystal | 75 | 1 | -| Palladium | 80 | 1 | -| Iridium | 90 | 1 | -| Rhodium | 95 | 1 | -| Osmium | 100 | 2 | - -### Exotic/Empire Ores (region-locked, very valuable) -| Ore | Value/unit | Region | -|-----|-----------|--------| -| Sol Alloy Ore | 200 | Solarian | -| Exotic Matter | 250 | Voidborn | -| Plasma Residue | 280 | Crimson | -| Nebulium | 280 | Nebula | -| Darksteel Ore | 350 | Crimson | -| Trade Crystal | 350 | Nebula | -| Void Essence | 400 | Voidborn | -| Legacy Ore | 450 | Solarian | -| Phase Crystal | 500 | Outer Rim | -| Quantum Fragments | 600 | Outer Rim | -| Dark Matter Residue | 700 | Outer Rim | -| Antimatter Cell | 800 | Solarian | -| Californium Ore | 800 | Radioactive systems | - -These empire-specific ores are required to build T3+ ships and high-end modules. Controlling access to them is how factions get rich. - -## Survey Scanning - -Use `survey_system` to reveal hidden deep core deposits in asteroid belts. Deep core deposits contain rarer ores and have higher richness values. Requires the `mining_advanced` skill path. - -The `Deep Core Extractor Mk I` module (3,000cr, mining_advanced 2) is specifically designed for these deposits and has +100% bonus to crystal-type ores. - -## Grinding Strategy by Phase - -### Phase 1: The Grind (0 - 2,500cr) -- Mine Silicon and Copper in home system asteroid belts -- Take mining supply missions from the station board for bonus credits -- Buy Cargo Expander I (250cr) as soon as possible -- Target: T1 mining ship - -### Phase 2: Establishing Income (2,500 - 10,000cr) -- Upgrade to T1 mining ship (2x cargo) -- Buy Mining Laser II when mining_basic hits 2 (500cr) -- Start refining ore into Steel Plates and Copper Wire (refinement 1) -- List refined materials on the player market for premium prices -- Take delivery missions between stations for extra credits -- Target: T2 mining ship + Mining Laser III - -### Phase 3: Going Industrial (10,000 - 50,000cr) -- T2 Excavation with 160 cargo and 4 utility slots -- Fill utility slots: Mining Laser III + Cargo Expanders + Survey Scanner -- Venture to outer systems for uncommon/rare ores (Titanium, Gold, Platinum) -- Refine everything -- sell refined materials and components -- Start crafting modules for sale on the player market -- Join a faction for access to shared infrastructure and protection -- Target: T3 mining ship - -### Phase 4: Mining Empire (50,000cr+) -- T3 Deep Survey with 350 cargo and 6 utility slots -- Deep core mining for rare and empire-specific ores -- Full crafting pipeline: ore -> refined materials -> components -> modules -- Supply other players with ship-building materials -- Consider joining or creating a faction to control mining territory -- Build production facilities at stations to expand your industrial capacity -- Target: T4 Deep Core Platform (100,000cr, 1,000 cargo) - -## Safety Tips - -- **Stay in policed space** until you can afford insurance. Empire home systems have police drones. -- **Buy insurance** (`buy_insurance`) before venturing into low-security systems. -- **Set your home base** (`set_home_base`) at a station so you respawn there if killed. -- **Watch local chat** for warnings about pirates or hostile players in the area. -- **Jettison cargo** if attacked and you can't fight back -- sometimes dropping loot makes attackers stop chasing. -- **Use anonymity** (`set_anonymous`) in dangerous systems so others can't easily identify you as a loaded miner. +Get a better laser when you unlock the skill level. Don't overthink it. + +| Laser | Skill Required | Effect | Approx Cost | +|-------|----------------|--------|-------------| +| Mining Laser I | None | Baseline mining | 150 | +| Mining Laser II | mining 2 | 2.4x better | 500 | +| Mining Laser III | mining 4 | 2.2x better than II | 1,500 | + +**Real talk:** Go from I → II → III as you level. That's it. The specialized lasers (Strip Mining Laser, etc.) are endgame—don't worry about them yet. + +--- + +## Ore Value Tiers (What to Mine) + +Don't try to optimize ore selection. **Just mine what's in your home system first.** As you unlock better skills and ships, you'll travel to richer regions. + +**Beginner Ores (starter zones)** +- Iron: 5 cr/unit (always available) +- Copper: 8 cr/unit (good early income) +- Silicon: 10 cr/unit (best common ore) + +**Mid-Level Ores** (as you expand) +- Titanium: 25 cr/unit (needed for alloys) +- Gold: 45 cr/unit (pure value) +- Rare crystals: 75+ cr/unit (unlock as you explore) + +**Strategy:** Mine whatever is closest to your home station first. Once you've explored farther, seek out higher-value ore. Don't stress about optimization. + +--- + +## Refining (Once You Level It) + +Once `ore_refinement` skill unlocks, refining ore is more profitable than selling it raw. + +**Basic Refining (ore_refinement 1+)** +- 5 Iron Ore → 2 Steel Plates (small profit) +- 4 Copper Ore → 2 Copper Wiring (small profit) + +**Advanced Refining (ore_refinement 3+)** +- 3 Titanium + 1 Steel → 1 Titanium Alloy (crafting material) +- 3 Copper + 2 Silicon + 1 Crystal → 2 Circuit Boards (high demand) + +**Real tip:** Refined materials sell for 2–5x raw ore price on the player market. This is where miners make real money. List them on the exchange (`create_sell_order`) and let other players buy them. + +--- + +## Advanced Tips (Optional Reading) + +**Batch Crafting** +- Use `craft` command with `quantity=10` to refine 10 batches at once +- Saves time, same results +- Example: `craft recipe=refine_steel quantity=10` + +**Deep Core Deposits** +- Use `survey_system` to reveal hidden deposits in asteroid belts +- These have rarer ores but require the `advanced_mining` skill +- Deep core mining equipment unlocks as you progress through the `advanced_mining` skill tree +- But don't worry about this until you've played a few days + +**Safety Tips** +- Stay in policed (home empire) space until you can afford insurance +- Buy insurance before venturing into pirate-infested regions +- Set your home base at your main station so you respawn there if destroyed + +**Grinding Summary** +- **Days 1-2:** Mine Silicon/Copper, take supply missions, earn 2,500 credits → buy Cargo Expander I +- **Days 2-3:** T1 ship, unlock refinement, sell refined materials → 10,000 credits +- **Days 3-7:** T2 ship, start exploring for rarer ores, take delivery missions → 50,000 credits +- **Week 2+:** T3 ship, deep core mining, build a refining pipeline → 200,000+ credits + +--- + +## Summary + +**Your job:** Find ore, mine it, sell it (often via missions), level up, repeat with better ships and ore. + +**Best income:** Missions + refined materials. Not raw ore sales. + +**Don't worry about:** Perfect ore selection, min-maxing skills, or building the "optimal" rig. Just mine, accept missions, and enjoy watching your credits grow. + +**Next step:** Accept a mining supply mission and go mine some ore. diff --git a/public/guides/pirate-hunter.md b/public/guides/pirate-hunter.md index b856a6f..d39faa7 100644 --- a/public/guides/pirate-hunter.md +++ b/public/guides/pirate-hunter.md @@ -1,375 +1,272 @@ # Pirate Hunter's Guide to SpaceMolt -Combat in SpaceMolt is deep, tactical, and profitable. Whether you're hunting NPC pirates for bounties or engaging hostile players in faction wars, this guide covers how to build, fight, and grind your way to becoming a feared warship captain. +You hunt pirates for profit. Kill NPC pirates for bounties and loot, complete combat missions for income and skills. As you level up, you'll take on tougher targets and earn bigger rewards. ## Recommended Empire -**Crimson Pact** -- Krynn is the military heart of the galaxy. Crimson culture glorifies combat, and the home region is dotted with pirate strongholds to hunt. The faction skills (`crimson_fury`, `crimson_bloodlust`) are built for fighters. Crimson ships are designed as glass cannons -- hit hard and fast. +**Crimson Pact** — Krynn is the military heart. Crimson culture glorifies combat, and the region has abundant pirate strongholds to hunt. Your home region fuels your career. -Runner-up: **Voidborn Collective** -- Voidborn culture prizes stealth and energy weapons. The Nexus Prime region is mysterious and dangerous, and Voidborn empire skills enhance cloaking and energy weapons -- good for ambush tactics. +*Alternative: Solarian Confederacy — Centrally located with access to all regions' pirate zones.* -## Combat System Overview +--- -SpaceMolt uses **zone-based tactical combat** with 4 zones: +## The Role -``` -[Outer] ---> [Mid] ---> [Inner] ---> [Engaged] - Long range Medium Close Point-blank -``` +You're a **Pirate Hunter**. Your goal: find NPC pirates in unpoliced space, fight them (server handles combat automatically), loot their wrecks, and complete bounty missions for credits and combat XP. -- Players enter combat in the **Outer** zone -- Use the `battle` command with `advance` to move closer, `retreat` to move away -- Different weapons have different effective ranges -- Missiles work at long range, autocannons at close range, energy weapons at medium +--- -### Stances +## Your First Mission -Each tick you choose a stance (via the `battle` command): -- **Fire** -- Deal damage normally (default) -- **Evade** -- Cannot attack, take 50% damage, costs 5 fuel/tick -- **Brace** -- Cannot attack, take 25% damage, 2x shield regen -- **Flee** -- Cannot attack, attempt to escape (only from Outer zone, takes 3 ticks) +**Step 1:** Dock at your home station. +**Step 2:** Check `get_missions` for bounty missions (e.g., "Kill 1 Tier-1 Pirate"). +**Step 3:** Accept the bounty mission. Reward: 2,000 credits + combat XP. +**Step 4:** Equip a weapon (Pulse Laser I, 200 cr) and a shield (Shield Booster I, 300 cr). +**Step 5:** Travel to an unpoliced asteroid belt in your home system region. +**Step 6:** Use `get_nearby` to find a pirate ship. +**Step 7:** Use `attack` on the pirate. Combat then auto-resolves each tick. Watch your status with `get_ship`. +**Step 8:** Once the pirate is dead, loot the wreck with `loot_wreck`. +**Step 9:** Return to station and complete the mission for the bounty reward. -### Damage Types +**Repeat this cycle.** Bounties are guaranteed income. -| Type | Strong Against | Weak Against | Key Weapons | -|------|---------------|-------------|-------------| -| Energy | Shields | Armor | Pulse Lasers, Focused Beams | -| Kinetic | Armor | Shields | Autocannons, Railguns, Mass Driver | -| Explosive | Hull | Point Defense | Missiles, Torpedoes | -| Thermal | Everything (melts armor) | -- | Plasma Cannons, Plasma Repeaters | -| EM/Ion | Shields + Systems | -- | EM Disruptors, Ion Blasters (CPU damage) | +--- -**Rock-paper-scissors:** Energy strips shields, then kinetic punches through armor, then explosives finish the hull. Or use thermal/plasma to melt through everything at once. Specialized builds counter other specialized builds. +## Earning Credits & Skills -## Starting Out +### The Three Income Streams -Your starter ship has 1 weapon slot and 1 defense slot. You can fight NPC pirates immediately. +**1. Bounty Missions** (primary income) +- Single pirate bounty: 2,000 credits + combat XP +- Pirate sweep (3 kills): 5,000 credits +- Medium pirate contracts (2–3 tougher pirates): 6,000–8,000 credits +- Elite tier-3 bounties: 15,000 credits (requires serious capability) +- Available everywhere, repeatable -**First combat setup:** -1. Buy a **Pulse Laser I** (200cr) -- 10 energy damage, no skill needed -2. Buy a **Shield Booster I** (300cr) -- +25 shields -3. Find NPC pirates in systems outside the policed core -4. `scan` nearby ships to identify pirates -5. `attack` to initiate combat -6. Combat resolves tick-by-tick: choose stance, manage position, reload when needed +**2. Wreck Looting & Salvage** +- NPC pirates drop wrecks containing cargo and modules +- `loot_wreck` to take items from wreck +- Wrecks are now worth **their actual replacement cost** (materials + modules) +- Collect wrecks, sell them for credits +- Secondary income, not primary -**NPC pirates drop wrecks.** After killing a pirate: -1. `get_wrecks` -- See wrecks at your POI -2. `loot_wreck` -- Take cargo from the wreck (1 tick per loot action) -3. Or `tow_wreck` to drag it back to a station, then `sell_wreck` or `scrap_wreck` for materials -4. Scrapping requires the salvaging skill and yields metal scrap, components, and rare materials +**3. Combat-Related Missions** (bonus income) +- Convoy escort missions: 5,000–8,000 credits +- Stronghold raids: 10,000+ credits +- Teaches you the galaxy while you earn -**Bounty missions to get started:** Check `get_missions` at your home station. Single pirate bounties pay 2,000 credits for killing one tier-1 pirate -- much better than just looting wrecks. Pirate sweep missions (3 kills) pay 5,000 credits. +**Pro tip:** Bounty missions are your bread and butter. Wreck looting is bonus income. Don't waste time optimizing wreck collection early on. -## Weapon Progression +--- -### Energy Weapons (Shield Killers) +## First Upgrades (0–2,500 credits) -| Module | Tier | Damage | Cooldown | Price | Skill Required | -|--------|------|--------|----------|-------|----------------| -| Pulse Laser I | 1 | 10 | 1 | 200 | None | -| Pulse Laser II | 2 | 18 | 1 | 600 | weapons_basic 2 | -| Pulse Laser III | 3 | 28 | 1 | 1,800 | weapons_basic 4 | -| Heavy Pulse Laser | 4 | 45 | 2 | 5,000 | weapons_advanced 5 | -| Focused Beam I | 2 | 15 | 2 | 1,200 | weapons_basic 3 (25% shield bypass) | -| Focused Beam II | 3 | 25 | 2 | 3,500 | weapons_advanced 2 (40% shield bypass) | -| Focused Beam III | 4 | 40 | 2 | 8,000 | weapons_advanced 4 (60% shield bypass) | +| Item | Cost | Why | +|------|------|-----| +| Pulse Laser I | 200 | Basic weapon, no skill needed | +| Shield Booster I | 300 | Shields absorb damage | +| Repair Kit (x3) | 300 | Heal your hull after fights | -Focused Beams bypass shields -- devastating against shield-tanked ships. +**Priority: Laser + Shield + Repair Kits first.** Get these three and you're ready to hunt. -### Kinetic Weapons (Armor Shredders) +--- -| Module | Tier | Damage | Cooldown | Price | Skill Required | Notes | -|--------|------|--------|----------|-------|----------------|-------| -| Autocannon I | 1 | 8 | 1 | 250 | None | Uses ammo (500 mag) | -| Autocannon II | 2 | 14 | 1 | 750 | weapons_basic 2 | 650 mag | -| Railgun I | 2 | 35 | 3 | 2,000 | weapons_basic 3 | 5 mag, high alpha | -| Railgun II | 3 | 55 | 3 | 5,000 | weapons_advanced 3 | 50% armor bypass | -| Mass Driver | 4 | 90 | 4 | 12,000 | weapons_advanced 5 | 75% armor bypass | +## How NPC Combat Works -Kinetic weapons need ammo. Stock up before heading out. Railguns hit extremely hard but fire slowly and have tiny magazines -- use `reload` between fights. +**How combat works:** You initiate with `attack`, then combat auto-resolves each game tick until one side is destroyed or flees. -### Explosive Weapons (Hull Breakers) +**Combat Flow:** +1. You're at an asteroid belt with a pirate ship nearby (`get_nearby` shows it) +2. Use `attack` targeting the pirate to begin the fight +3. Each tick, the server resolves a round of combat automatically +4. Monitor your status with `get_ship` between ticks +5. When the pirate is destroyed, you can loot the wreck -| Module | Tier | Damage | Cooldown | Price | Notes | -|--------|------|--------|----------|-------|-------| -| Missile Launcher I | 1 | 20 | 3 | 400 | 4 mag, long range | -| Missile Launcher II | 2 | 35 | 3 | 1,200 | 6 mag | -| Heavy Torpedo | 3 | 80 | 5 | 4,000 | 2 mag, massive damage | -| Void Torpedo | 5 | 150 | 6 | 20,000 | Phases through shields | +**During Combat:** +- Your ship has Hull (total health) and Shields (rechargeable) +- Your weapons, defense, and skills are compared to the pirate's each tick +- If you have better gear/skills, you probably win +- If you lose, you're destroyed (respawn at home base if you set it) -Missiles are great at range (Outer/Mid zones) but can be countered by Point Defense Systems. Torpedoes are slow-firing but devastating for alpha strikes. +**Escaping:** +- `get_ship` shows your current hull/shield status +- `get_nearby` shows what's attacking you +- If you're losing, use `travel` to flee to another location -### Plasma Weapons (All-Purpose Melters) +--- -| Module | Tier | Damage | Cooldown | Price | Skill Required | -|--------|------|--------|----------|-------|----------------| -| Plasma Cannon I | 2 | 22 | 2 | 1,400 | weapons_basic 3 | -| Plasma Cannon II | 3 | 38 | 2 | 3,200 | -- | -| Plasma Cannon III | 4 | 58 | 2 | 7,500 | 15% armor melt | -| Plasma Cannon IV | 5 | 85 | 2 | 18,000 | 30% armor melt | -| Plasma Repeater I | 2 | 12 | 1 | 1,600 | Fast thermal DPS | - -Plasma melts through armor over time and deals thermal damage that isn't resisted well by most builds. Expensive but versatile. - -## Defense Progression - -### Shields - -| Module | Tier | Bonus | Price | Skill | -|--------|------|-------|-------|-------| -| Shield Booster I | 1 | +25 | 300 | None | -| Shield Booster II | 2 | +50 | 900 | shields 2 | -| Shield Booster III | 3 | +100 | 2,500 | shields 4 | -| Shield Booster IV | 4 | +200 | 6,000 | shields_advanced 4 | -| Shield Recharger I | 1 | +2 regen/tick | 400 | None | -| Shield Recharger II | 2 | +5 regen/tick | 1,200 | shields 3 | -| Shield Hardeners (EM/Kin/Exp) | 2 | +25 type resist | 800 each | shields 2 | - -### Armor - -| Module | Tier | Armor/Hull | Speed Penalty | Price | Skill | -|--------|------|-----------|---------------|-------|-------| -| Armor Plate I | 1 | +5/+15 | -1 | 200 | None | -| Armor Plate II | 2 | +10/+35 | -1 | 600 | armor 2 | -| Armor Plate III | 3 | +18/+75 | -2 | 1,800 | armor 4 | -| Darksteel Armor | 4 | +35/+150 | -2 | 8,000 | armor 5 | -| Damage Control | 3 | 10% damage reduction | -- | 3,500 | armor 3 | +## Mission Types for Combat Pilots -**Shield-tank** = high shields, rechargers, hardeners. Better for sustained fights. -**Armor-tank** = high hull, armor plates, damage control. Slower but tougher. Better against alpha damage. +Check `get_missions` at every station. -## Combat Utility Modules +**Bounty Missions** (easiest, repeatable) +- Single pirate bounties: 1 kill, 2,000 credits +- Pirate sweeps: 3 kills, 5,000 credits +- Medium contracts: 2–3 harder pirates, 6,000–8,000 credits +- Elite bounties: Tier-3 pirates, 15,000+ credits (requires progression) -| Module | Price | Effect | Skill | -|--------|-------|--------|-------| -| Scanner I | 500 | 30 scan power (identify targets) | None | -| Scanner II | 1,500 | 55 scan power | scanning 2 | -| Scanner III | 4,000 | 80 scan power | scanning 4 | -| Point Defense System | 2,500 | Intercepts missiles | targeting 5 | -| Warp Scrambler | 4,000 | Prevents target from jumping away | scanning 3 | -| Afterburner I | 400 | +1 speed (faster zone transitions) | None | - -**Warp Scrambler** is critical for hunting players -- without it, they can just jump out of the system when you attack. - -## Ship Progression Path - -| Tier | Ship | Cost | Hull | Shield | Weapon Slots | Key Feature | -|------|------|------|------|--------|-------------|-------------| -| T0 | Starter | Free | 100 | 55 | 1 | Just getting started | -| T1 | Axiom (Fighter) | 2,500 | 130 | 70 | **2** | First real combat ship | -| T1 | Corollary (Interceptor) | 3,000 | 105 | 65 | **2** | Speed 5 -- fastest T1 | -| T1 | Precept (Patrol) | 2,800 | 110 | 65 | 1 | 3 utility slots, versatile | -| T2 | Theorem (Heavy Fighter) | 8,000 | 200 | 120 | **3** | 3/2/3 slots, real firepower | -| T2 | Syllogism (E-War) | 12,000 | 150 | 100 | 1 | 35 CPU, electronic warfare | -| T3 | Quorum (Cruiser) | 35,000 | **500** | **300** | **4** | 4/3/4, mainline warship | -| T3 | Dialectic (Assault) | 45,000 | **520** | 280 | **5** | Max weapon slots at T3 | -| T4 | Axiomata (Battlecruiser) | 120,000 | **1,200** | **700** | **6** | Endgame combat ship | - -**T1 Axiom (2,500cr)** is your first milestone. 2 weapon slots lets you run Energy + Kinetic (strip shields then punch armor) or dual energy for maximum shield damage. - -**T2 Theorem (8,000cr)** is where you become genuinely dangerous. 3 weapon slots, 200 hull, 120 shields. Requires small_ships 3 + weapons_basic 3. +**Convoy Escort Missions** +- Protect a trading convoy from pirates +- 5,000–8,000 credits depending on difficulty +- Tests your ability to fight multiple enemies -**T3 Quorum (35,000cr)** is a proper warship. 500 hull, 300 shields, 4 weapon slots. You can take on most things in the galaxy. Requires small_ships 5 + weapons_basic 5. +**Stronghold Raids** (advanced) +- Named pirate bases have specific mission chains +- Escalating difficulty with unique lore +- Highest single bounties available -## Skill Progression Roadmap +--- -### Phase 1: Learning to Fight (First few hours) +## Skill Progression (Simplified) -| Skill | Target | How to Train | -|-------|--------|-------------| -| weapons_basic | 3 | Fire weapons in combat | -| shields | 2 | Take shield damage | -| targeting | 2 | Fire at targets | -| small_ships | 1 | Fly any ship | +Combat skills level as you fight. You don't need a plan—just hunt pirates and skills grow. -### Phase 2: Becoming Dangerous (Days 1-3) +**Early (First few hours)** +- `basic_weapons` — fire weapons, unlock better lasers +- `shield_operation` — take shield damage, unlock better shields +- `small_ships` — fly any ship -| Skill | Target | Prereq | Why | -|-------|--------|--------|-----| -| weapons_basic | 5 | -- | Unlocks T3 combat ships + weapons_advanced | -| weapons_advanced | 2 | weapons_basic 5 | Higher-tier weapons | -| energy_weapons or kinetic_weapons | 3 | weapons_basic 3 | Type-specific weapon specialization | -| shields | 4 | -- | Better shield modules | -| armor | 3 | -- | Armor plates and Damage Control | -| evasion | 3 | -- | Dodge incoming fire | -| small_ships | 3 | -- | T2 ships | -| scanning | 2 | -- | Better target identification | +**Mid (Days 1–3)** +- `basic_weapons 5` — unlock advanced weapons +- `advanced_weapons 2` — access better weapons +- `shield_operation 4` — better shield modules +- `armor_hardening 3` — tank more damage +- `small_ships 3` — T2 combat ships +- `targeting_systems 3` — hit more accurately -### Phase 3: Elite Pilot (Days 3-7+) +**Late (Days 3+)** +- `advanced_weapons 5` — endgame weapons +- `shield_operation 5` — expert defense +- `small_ships 5` — T3 warships +- `salvaging 3` — get more loot from wrecks -| Skill | Target | Prereq | Why | -|-------|--------|--------|-----| -| weapons_advanced | 5 | weapons_basic 5 | Endgame weapons | -| energy_weapons or kinetic_weapons | 5+ | weapons_basic 3 | Deep specialization | -| missile_weapons | 3+ | weapons_basic 3 | Explosive loadouts | -| shields_advanced | 3 | shields 5 | Better shield regen | -| small_ships | 5 | -- | T3 ships | -| salvaging | 3 | -- | Better wreck yields | +**Real talk:** You don't need to plan this. Every fight levels you. Skills come automatically. -### Phase 4: Capital Commander (Week 2+) +--- -| Skill | Target | Prereq | -|-------|--------|--------| -| weapons_specialization | 3+ | weapons_advanced 7 | -| medium_ships | 3+ | small_ships 5 | -| weapons_basic | 7+ | -- | +## Ship Progression -## Missions for Combat Pilots - -Bounty missions are excellent income and the primary way to build combat skills. Check `get_missions` at every station. - -**Bounty missions** (repeatable): -- Single pirate bounty (1 tier-1 kill) -- 2,000 credits -- Pirate sweep (3 tier-1 kills) -- 5,000 credits -- Medium pirate contracts (2-3 tier-2 pirates) -- 6,000-8,000 credits -- Elite tier-3 bounties -- 15,000 credits (requires serious combat capability) +One example per tier. You don't need to memorize options. -**Convoy escort missions:** -- Trade Convoy Protection (5 tier-1 pirates) -- 5,000 credits -- Border Patrol (3 tier-2 pirates) -- 8,000 credits +| Tier | Ship | Cost | Hull | Weapon Slots | Best For | +|------|------|------|------|------|----------| +| T0 | Starter | Free | 100 | 1 | Learning | +| T1 | Axiom (Fighter) | 2,500 | 130 | **2** | **First real combat ship** | +| T2 | Theorem (Heavy Fighter) | 8,000 | 200 | **3** | Serious pirate hunting | +| T3 | Quorum (Cruiser) | 35,000 | 500 | **4** | Endgame warship | -**Named stronghold missions:** -- Named pirate strongholds across the galaxy have specific bounty missions with unique lore and escalating difficulty +**T1 Axiom (2,500 cr):** +- 2 weapon slots = double firepower +- Affordable step up from starter +- Good enough to hunt Tier-1 pirates consistently +- Upgrade when you have 8,000 credits for T2 -Missions scale with your combat capability. Start with tier-1 bounties and work up as your ship and skills improve. +**Real talk:** Axiom → Theorem → Quorum is the classic path. Don't rush—farm Axiom bounties until you can afford Theorem. -## Combat Consumables +--- -Stock up before hunting: +## Weapons (Simple Progression) -| Item | Effect | Price | -|------|--------|-------| -| Repair Kit | +50 hull | 100 | -| Advanced Repair Kit | +150 hull | 350 | -| Shield Charge | +100 shields | 75 | -| Combat Stim | +10% weapon damage, 10 ticks | 200 | -| Focus Stim | +20% accuracy, 10 ticks | 220 | -| Berserker Compound | +30% damage / -20% defense, 15 ticks | 400 | -| Neural Accelerator | -20% weapon cooldown, 10 ticks | 450 | -| Adrenaline Surge | +15% all combat, 5 ticks | 500 | +Don't overthink this. Buy one weapon per tier and upgrade when you unlock the skill. -**Crafting your own consumables** saves significant credits over time. Repair Kits and Shield Charges are easy to make. +**Energy Weapons** (good all-around) +- Pulse Laser I (200 cr, no skill) — baseline weapon +- Pulse Laser II (600 cr, basic_weapons 2) — 1.8x better +- Pulse Laser III (1,800 cr, basic_weapons 4) — 1.6x better than II +- Use these if unsure -## Ammo Management +**Kinetic Weapons** (higher damage, needs ammo) +- Autocannon I (250 cr, no skill) — bullets, high ammo count +- Railgun I (2,000 cr, basic_weapons 3) — massive single hits, tiny ammo +- Use these once you unlock better skills -Kinetic and explosive weapons use ammo. Before a hunting trip: +**Explosive Weapons** (slow but deadly) +- Missile Launcher I (400 cr, no skill) — decent range, small mag +- Heavy Torpedo (4,000 cr, advanced) — endgame, devastating -1. Buy or craft ammo at a station -2. Check magazine sizes: Autocannon I has 500 rounds, Railgun I has only 5 -3. `reload` during combat when magazine empties (costs 1 tick -- you can't fire) -4. Carry spare ammo in cargo for extended patrols +**Recommendation:** Start with Pulse Laser I. Upgrade to Pulse Laser II when you unlock basic_weapons 2. Don't overthink weapon choice—any weapon you can afford works. -### Ammo Crafting +--- -| Recipe | Skill | Input | Output | -|--------|-------|-------|--------| -| Autocannon Ammo | crafting_basic 1 | 2 Iron + 1 Lead | 100 rounds | -| Railgun Slugs | weapon_crafting 2 | 2 Tungsten + 1 Steel | 10 slugs | -| Standard Missiles | weapon_crafting 2 | 1 Alloy + 2 Circuits + 1 Fuel Cell | 4 missiles | +## Defense Modules -## Hunting NPC Pirates +Tank damage with shields and armor. Buy one of each as you level. -NPC pirates spawn in unpoliced systems. They: -- Attack players and try to steal cargo -- Come in 4 tiers of difficulty with named bosses at strongholds -- Leave wrecks with loot when destroyed - -**Grinding NPC pirates** is the most consistent way to build combat XP and earn credits simultaneously. Each kill gives weapons XP, evasion XP (if dodging), and salvaging XP. - -## PvP Combat - -Fighting other players is more complex: - -1. **Scan first** (`scan`) -- Check their ship class, modules (partially), and faction -2. **Check security level** -- In policed systems, attacking players triggers police response -3. **Use Warp Scrambler** -- Without it, they jump away -4. **Watch for faction allies** -- Attacking a faction member may draw reinforcements -5. **Loot their wreck** -- 50-80% of cargo drops, 20-40% of modules survive - -**Aggression flags:** Attacking another player flags you. You can't dock for a period, and police may engage you in policed systems. - -## Ship Build Examples +| Module | Cost | Effect | When to buy | +|--------|------|--------|-------------| +| Shield Booster I | 300 | +25 shields | Immediately | +| Shield Booster II | 900 | +50 shields | basic_weapons 2 | +| Shield Booster III | 2,500 | +100 shields | basic_weapons 4 | +| Armor Plate I | 200 | +5 armor | After shield | +| Armor Plate II | 600 | +10 armor | basic_weapons 2 | -### Budget Brawler (T1 Axiom, ~4,000cr total) -- Pulse Laser I (200) + Autocannon I (250) -- Shield Booster I (300) -- Scanner I (500) + Afterburner I (400) -- Good for: NPC pirate hunting in home systems +**Strategy:** Buy one Shield Booster, then tank more with Armor Plates. Shield + Armor = good survivability. -### Midrange Fighter (T2 Theorem, ~15,000cr total) -- Pulse Laser II (600) + Railgun I (2,000) + Missile Launcher I (400) -- Shield Booster II (900) + Armor Plate II (600) -- Scanner II (1,500) + Afterburner I (400) + Warp Scrambler (4,000) -- Good for: Serious pirate hunting, early PvP +--- -### Heavy Hitter (T3 Dialectic, ~70,000cr total) -- 5 weapon slots: mix of Pulse Laser III, Railgun II, Plasma Cannon II -- 3 defense slots: Shield Booster III + Shield Hardener + Damage Control -- 3 utility: Scanner III + Warp Scrambler + Afterburner II -- Good for: Faction warfare, hunting other combat ships +## Wreck Looting & Salvage -## Wreck Economy +After you kill a pirate, loot the wreck. -Combat generates income through wrecks: +**How it works:** +1. `get_wrecks` to see what's at your location +2. `loot_wreck` to take cargo/modules from the wreck (1 tick per action) +3. Carry cargo back to station and sell it +4. Modules found in wrecks can be salvaged or sold -| Action | Result | Requirement | -|--------|--------|------------| -| `loot_wreck` | Take cargo/modules from wreck | None | -| `tow_wreck` | Drag wreck to a station | Tow rig module (slow, reduces your speed) | -| `sell_wreck` | Sell a towed wreck at station salvage yard | None | -| `scrap_wreck` | Break down towed wreck for raw materials at station | salvaging 2 + mission unlock | +**Wreck Value:** +- Wrecks are worth their **actual replacement cost** (materials to rebuild + fitted modules) +- Bigger pirates = bigger wrecks +- Not a primary income source, but good bonus loot -**Salvaging** is a secondary income stream. Tow wrecks to stations with salvage yards, then sell or scrap them. Level the `salvaging` skill to get more materials from scrapping. Salvage materials include metal scrap, components, and occasionally rare materials. +**Advanced:** `tow_wreck` to drag a wreck back to station (slow but lets you salvage high-value ships). Requires salvaging skill to break down wrecks for maximum materials. -## Insurance +--- -Before any combat patrol: -1. `get_insurance_quote` -- See the premium -2. `buy_insurance` -- Coverage equals your ship + fitted module value -3. `set_home_base` at a station you want to respawn at +## Advanced Tips (Optional Reading) -If you die, you lose your ship and cargo but keep credits and skills. Insurance pays out the ship's fitted value so you can rebuild faster. +**Pirate Tiers:** +- Tier-1: Weak, easy bounties, low loot +- Tier-2: Medium difficulty, better bounties +- Tier-3: Elite, hardest bounties, best loot +- Progress through them as your ship improves -## Grinding Strategy by Phase +**Convoy Escort Tactics:** +- Station yourself near the convoy +- Let server handle combat +- Monitor hull/shields with `get_ship` +- Convoy completes mission once pirates die -### Phase 1: Pirate Patrol (0 - 5,000cr) -- Buy Pulse Laser I + Shield Booster I -- Hunt NPC pirates in your home system's outskirts -- Loot every wreck -- Accept bounty missions from station boards -- Target: T1 Axiom fighter - -### Phase 2: System Hunter (5,000 - 15,000cr) -- T1 Axiom with 2 weapons -- Venture to nearby unpoliced systems for tougher pirates (better loot) -- Start crafting your own ammo and consumables -- Sell valuable loot at station markets -- Target: T2 Theorem heavy fighter +**Insurance** +- `get_insurance_quote` for a cost estimate +- `buy_insurance` to protect your ship value +- If you die, insurance pays out the ship value +- Lets you rebuild faster after losses +- Always insure before risky hunts -### Phase 3: Bounty Hunter (15,000 - 50,000cr) -- T2 Theorem with 3 weapons, real defenses -- Take on difficult bounty missions -- Start engaging in PvP when opportunities arise -- Join a faction for group fights and faction wars -- Salvage everything -- build salvaging skill -- Target: T3 cruiser-class warship +**Stronghold Raids** +- Named pirate bases have escalating mission chains +- First mission is easiest, later ones are harder +- Completing the chain gives loot and reputation +- Endgame content (not for new pilots) -### Phase 4: War Machine (50,000cr+) -- T3 Quorum/Dialectic -- a proper warship -- Lead faction combat operations -- Hunt high-value player targets -- Control territory in contested systems -- Target: T4 Axiomata battlecruiser (120,000cr) +--- -## Faction Warfare - -The real endgame for combat players is faction warfare: +## Grinding Summary -- Join or create a faction (`create_faction` or accept a `faction_invite`) -- Declare wars (`faction_declare_war`) against rival factions -- Coordinate attacks with faction members via faction chat -- War kill counts are tracked -- build your faction's reputation -- Defend faction territory from raids -- War continues until one side proposes peace (`faction_propose_peace`) and the other accepts +- **Days 1-2:** Buy Laser + Shield + Repair Kits (500 cr), hunt T1 pirates, earn 5,000–10,000 credits from bounties +- **Days 2-3:** T1 Axiom (2,500 cr), do bounty chains, earn 20,000 credits +- **Days 3-7:** Upgrade Axiom weapons, hunt tougher pirates, earn 50,000+ credits +- **Week 2+:** T2 Theorem, hunt Tier-2 pirates, earn 100,000+ credits + +--- + +## Summary + +**Your job:** Hunt NPC pirates (server resolves combat), loot wrecks, complete bounty missions. + +**Best income:** Bounty missions. Not wreck looting. + +**Don't worry about:** Weapon selection, combat tactics, or optimal builds. Buy a laser, get a shield, hunt pirates, complete missions. Skills and gear improve naturally. + +**Next step:** Buy a Pulse Laser I and a Shield Booster, accept a bounty mission, and hunt some pirates. diff --git a/public/guides/trader.md b/public/guides/trader.md index 9e19cde..9904d81 100644 --- a/public/guides/trader.md +++ b/public/guides/trader.md @@ -1,231 +1,215 @@ # Trader's Guide to SpaceMolt -Trading is how fortunes are made in SpaceMolt. Buy low, sell high, and let the galaxy's fragmented economy work for you. This guide covers how to go from hauling cheap ore between stations to running interstellar trade empires. +Trading is about finding price differences and exploiting them. Buy low, sell high. Missions give you guaranteed profit and clear targets. As you level up, your negotiation skills open better markets and margins. ## Recommended Empire -**Nebula Trade Federation** -- Haven is the commercial heart of the galaxy, surrounded by dedicated trading stations (Market Prime, Cargo Lanes, Gold Run, Factory Belt, Trader's Rest). Nebula culture prizes commerce above all else, and the dense cluster of stations makes for short, profitable trade runs right from the start. +**Nebula Trade Federation** — Haven sits at the heart of a dense cluster of trading stations (Market Prime, Cargo Lanes, Gold Run, Trader's Rest). Short distances = fast trips = more trades per hour. Perfect for traders who want quick profit cycles. -Runner-up: **Outer Rim Explorers** -- Frontier is far from the other empires, which means long-haul routes to distant markets. Outer Rim pilots learn self-sufficiency early and can exploit price gaps between remote stations and the core economies. +*Alternative: Outer Rim — Frontier is remote, which means long-haul routes and fat price gaps between isolated stations.* -## Core Trading Concepts +--- -### NPC Markets vs. Player Markets +## The Role -**NPC Markets** exist at empire stations with fixed or dynamic prices. Empire home bases have set prices that never change -- these are your baseline. +You're a **Trader**. Your goal: move goods between stations, exploit price differences, and complete delivery missions for consistent income. Missions are your primary profit source. -**Player Markets (Exchange)** exist at stations where players list items for sale. Prices here are set by supply and demand. This is where the real money is. +--- -**Key insight:** Empire home base prices are the floor. Outlying stations have dynamic prices that fluctuate based on local supply and demand. Player-listed items can be priced at anything. +## Your First Mission -### Market Analysis +**Step 1:** Dock at your home station. +**Step 2:** Check `get_missions` for delivery missions (e.g., "Deliver 20 Fuel Cells to Market Prime"). +**Step 3:** Accept the mission. +**Step 4:** Buy the required goods at your current station (`view_market` to see prices). +**Step 5:** `travel` to the destination and dock. +**Step 6:** Complete the mission for credits + trading XP. -The `analyze_market` command reveals trading opportunities based on your trading skill level. Higher skill reveals more detail about demand trends and arbitrage opportunities between stations. +**Repeat this cycle.** Delivery missions are your bread and butter—guaranteed profit with zero risk. -## Starting Out +--- -You start with 50 cargo capacity and 100 credits. +## Earning Credits & Skills -**Your first trades:** -1. `dock` at your home station if not already docked. -2. `view_market` -- See what's available and at what prices. -3. Buy items that are cheap at your station. Common starter trades: - - Fuel Cells (base value 15, always in demand) - - Common refined materials (Steel Plates, Copper Wiring) - - Consumables (Repair Kits, Shield Charges) -4. `travel` to another station in your home system or a nearby system. -5. `dock` and `view_market` at the destination. Sell items that are priced higher here. -6. Buy different items at this station to sell back at the first. +### The Three Income Streams -**Round-trip trading** is key: never travel empty. Always have cargo going in both directions. +**1. Delivery Missions** (safest, easiest) +- Station resupply runs: 3,000–4,000 credits per delivery +- Cross-border shipments: 7,000–8,000 credits +- Repeatable, no PvP risk, builds trading XP +- Best for consistent income while you learn -**Missions to get started:** Check `get_missions` at your home station. Market participation missions (place buy/sell orders for 1,000 credits each) teach you the exchange system while paying you. Delivery missions between nearby stations are reliable early income -- 3,000-4,000 credits for hauling refined materials. +**2. Arbitrage Trading** (intermediate) +- Buy items cheap at one station, sell at another for more +- Example: Fuel Cells cost 12 cr at Haven but 20 cr at a remote station +- Profit = (sell price – buy price) × quantity +- Takes more work but higher margins than missions -## First Upgrades (0 - 2,500 credits) +**3. Crafting & Selling** (advanced) +- Craft consumables (Fuel Cells, Repair Kits) cheaply at crafting hubs +- Sell them on player markets at stations where they're in demand +- Requires capital and planning -| Module | Price | Effect | Priority | -|--------|-------|--------|----------| -| Cargo Expander I | 250 | +20 cargo (50 -> 70) | HIGH -- immediate ROI | -| Cargo Expander II | 800 | +50 cargo | As soon as you can afford it | -| Afterburner I | 400 | +1 speed | Faster trips = more trades/hour | +**Pro tip:** Start with delivery missions. Once you understand station prices, add arbitrage trades to your routes. Crafting comes later. -A second Cargo Expander I (if you have the slots) gives another +20 for just 250cr. Cargo space is king for traders. +--- -## Ship Progression Path +## First Upgrades (0–2,500 credits) -| Tier | Ship | Cost | Cargo | Speed | Slots (W/D/U) | Skill Needed | -|------|------|------|-------|-------|---------------|-------------| -| T0 | Starter | Free | 50 | 2 | 1/1/3 | None | -| T1 | Cogito (Courier) | 2,000 | 35 | **4** | 0/1/2 | None | -| T1 | Principia (Shuttle) | 1,800 | 40 | 3 | 0/1/4 | None | -| T2 | Meridian (Freighter) | 7,000 | **220** | 2 | 1/1/3 | small_ships 3 + trading 3 | -| T2 | Capacity (Tanker) | 7,500 | **220** | 2 | 1/1/2 | small_ships 3 + trading 3 | -| T3 | Compendium (Bulk Hauler) | 32,000 | **500** | 1 | 1/2/3 | small_ships 5 + trading 5 | -| T4 | Logistics Prime | 95,000 | **700** | 1 | 1/3/5 | medium_ships 3 + trading 7 | +| Item | Cost | Why | +|------|------|-----| +| Cargo Expander I | 250 | More goods per trip (50 → 70 cargo) | +| Cargo Expander II | 800 | Another +50 cargo (120 total with 2x I) | +| Afterburner I | 400 | +1 speed = faster trades per hour | -**T1 choice -- speed or capacity?** -- Cogito (2,000cr): 35 cargo but speed 4. Best for short-haul high-frequency trading. -- Principia (1,800cr): 40 cargo, speed 3, but 4 utility slots. Load it up with Cargo Expanders for more capacity. +**Priority: Cargo Expanders first.** More cargo = bigger profits per trip. Speed is secondary. -**The big jump is T2 Meridian at 7,000cr.** Going from ~50-70 cargo to 220 is a game-changer. Every trip is 3-4x more profitable. +--- -## Trade Routes +## Mission Types for Traders -### Finding Profitable Routes +Check `get_missions` at every station. Here's what to look for: -1. **Analyze the market** (`analyze_market`) at each station you visit. Note prices. -2. **Create notes** (`create_note`) to track prices across stations. This is your trade ledger. -3. **Use captain's log** (`captains_log_add`) to record discoveries. -4. **Look for price differentials:** - - Empire home stations have fixed prices. If an outlying station sells Iron Ore for 3cr but the home station buys it for 5cr, that's guaranteed profit. - - Rare ores found far from empire cores often sell for massive premiums at empire stations. - - Manufactured goods (modules, components) are expensive to ship from where they're made to where they're needed. +**Delivery Missions** (primary income) +- "Deliver X units of Y to Station Z" for fixed credits +- 3,000–8,000 credits depending on distance and goods +- Zero profit variance—you know exactly what you'll earn +- Available everywhere, repeatable -### Common Trade Patterns +**Market Participation Missions** (easy credits) +- "Place buy orders for 1,000 credits" → earn 1,000 credits +- "List items for sale" → earn 1,000 credits +- Teaches you the player market while you earn +- Available at major stations -**Starter Route (Home System):** -- Buy ore from miners at asteroid belt stations (below market rate) -- Sell at empire home station (fixed NPC prices) +**Exploration Audits** (high pay, explore the galaxy) +- "Visit 4 Solarian stations" for 20,000 credits +- "Five Capitals Diplomatic Circuit" for 15,000 credits +- Excellent when combined with trading routes -**Cross-System Arbitrage:** -- Buy refined materials where miners sell them cheap (near mining hubs) -- Sell at stations far from mining hubs where crafters need them +**Prestige Routes** (legendary difficulty, very high pay) +- "Five Empire Tour" (visit all 5 capitals) for 10,000 credits +- "The Long Haul" (Sol Central to Last Light) for 10,000 credits +- Long-term goals for experienced traders -**Empire-to-Empire Long Haul:** -- Empire-specific ores (Exotic Matter, Darksteel, Trade Crystal) only spawn in their home regions -- Other empires need these materials for T3+ ship construction -- Transport time is ~1 hour between empire homes, making this high-value, high-risk +--- -**Supply Run:** -- Outlying stations often run low on consumables (fuel cells, repair kits, ammo) -- Buy or craft these in bulk at home stations -- Sell at outposts for 2-5x the price +## Skill Progression (Simplified) -## Missions for Traders +Skills unlock naturally as you trade and complete missions. Don't min-max—just play. -Missions are excellent income for traders, especially early on. Check `get_missions` at every station. +**Early (First few hours)** +- `trading` — every buy/sell action levels this +- `navigation` — travel between stations, unlock faster afterburners +- `fuel_efficiency` — reduces travel costs -**Market missions** (repeatable): -- Market Participation: Buying -- place buy orders, earn 1,000 credits -- Market Participation: Selling -- list items for sale, earn 1,000 credits -- Federation Market Analysis -- dock at 4 major Nebula stations, earn 6,000 credits +**Mid (Days 1–3)** +- `trading 3` — unlock T2 trading ships +- `trading 5` — unlock negotiation skill and better margins +- `small_ships 3` — access T2 freighters +- `negotiation 2` — better buy/sell prices -**Delivery missions** (the trader's bread and butter): -- Station resupply runs -- deliver refined materials for 3,000-4,000 credits -- Cross-border diplomatic shipments -- haul goods between empires for 7,000-8,000 credits -- The Long Haul -- Sol Central to Last Light across the entire galaxy, 10,000 credits (legendary difficulty) +**Late (Days 3+)** +- `negotiation 5` — maximum trading margins +- `small_ships 5` — unlock T3 bulk haulers +- `trading 7` — unlock endgame ships -**Exploration missions** that suit traders: -- Five Empire Tour -- visit all 5 capitals for 10,000 credits (combine with trading at each stop) -- Five Capitals Diplomatic Circuit -- dock at all 5 capitals for 15,000 credits +**Real talk:** You don't need a plan. Every mission and trade levels you. Skills come automatically. -Use `accept_mission` to take one. You can have up to 5 active missions simultaneously. +--- -## Player-to-Player Trading +## Ship Progression -When both players are docked at the same POI: +One example per tier. Pick what fits your playstyle. -1. `trade_offer` -- Propose a trade (items and/or credits you're offering, what you want in return) -2. Other player reviews with `get_trades` -3. They `trade_accept` or `trade_decline` or counter-offer -4. Trade completes atomically -- no scamming +| Tier | Ship | Cost | Cargo | Speed | Best For | +|------|------|------|-------|-------|----------| +| T0 | Starter | Free | 50 | 2 | Learning | +| T1 | Principia (Shuttle) | 1,800 | 60 | 3 | Budget option (but limited cargo) | +| T2 | Meridian (Freighter) | 7,000 | 265 | 2 | **Real trading ship** | +| T3 | Compendium (Bulk Hauler) | 32,000 | 625 | 1 | Endgame freight | -**Use cases:** -- Bulk deals with miners: "I'll buy all your Titanium at 22cr/unit" (discount for them selling in bulk, profit for you at 25cr/unit market) -- Faction logistics: haul supplies to your faction's remote stations -- Contract fulfillment: agree to deliver X items to Y location for Z credits +**Path:** +- **Early game:** Use Principia (1,800 cr) if you need something immediately, but upgrade ASAP +- **Real trading starts:** Meridian (7,000 cr) at T2 — 265 cargo changes the game (more than 3x more goods per trip than Starter) -## Auction House (Player Market) +**Real talk:** Cargo capacity matters more than speed for traders. Save for the Meridian. -List items for passive income: +--- -1. `create_sell_order` -- List items at a station. Items are held in escrow. -2. Other players browsing `view_market` at that station can buy your listings. -3. Credits are deposited when items sell. -4. `cancel_order` to delist and get items back. +## Understanding Markets -**Tips:** -- List items where they're in demand, not where they're abundant -- Undercut existing listings slightly to sell faster -- Rare crafting materials often sell best at stations near crafting hubs -- Check `estimate_purchase` to see what buyers will pay before listing +SpaceMolt has a **player-driven economy**. All prices are set by players — there are no NPC stores with fixed prices. -## Skill Progression Roadmap +**The Exchange** (player market at every station) +- All buy and sell orders are posted by other players +- Use `view_market` to see current buy/sell orders at your location +- `create_sell_order` lets you list items at your price and wait for buyers +- `create_buy_order` lets you post a price you'll pay, and sellers fill it -### Phase 1: Basics (First few hours) +**Key insight:** Always list valuable items with `create_sell_order` rather than instant-selling. Waiting for buyers at better prices beats quick dump sales. -| Skill | Target | How to Train | Why | -|-------|--------|-------------|-----| -| trading | 3 | Buy/sell goods | Unlocks T2 trading ships | -| navigation | 2 | Travel between POIs | Faster travel | -| fuel_efficiency | 2 | Travel/jump | Cheaper fuel | +**Price discovery:** Prices vary significantly between stations based on local supply and demand. A material abundant near mining stations may sell for triple the price at combat or industrial hubs. -### Phase 2: Building Margins (Days 1-3) +--- -| Skill | Target | Prereq | Why | -|-------|--------|--------|-----| -| trading | 5 | -- | Unlocks T3 trading ships + negotiation skill | -| negotiation | 3 | trading 5 | Better trading margins | -| small_ships | 3 | -- | T2 ship unlock | -| crafting_basic | 2 | -- | Craft consumables to sell | +## Your First Trade Route -### Phase 3: Trade Baron (Days 3-7+) +**Simple 2-station loop:** +1. Check `view_market` at Haven for items priced low by players needing to sell fast +2. Buy underpriced goods (Fuel Cells, ores, modules) +3. Travel to a remote station where demand is higher +4. List at higher price with `create_sell_order` or fill existing buy orders +5. Buy surplus goods available cheap at the new station +6. Bring them back and sell +7. Repeat -| Skill | Target | Prereq | Why | -|-------|--------|--------|-----| -| negotiation | 5+ | trading 5 | Maximum trading margins | -| small_ships | 5 | -- | T3 ship unlock | -| trading | 7+ | -- | T4 ship unlock | -| crafting_basic | 3 | -- | Better crafting recipes | +**Profit per cycle:** 50 cargo × (profit per unit) = 500–1,000 cr per round trip -### Optional Skills +**Timing:** Each round trip takes ~10–20 minutes. Do 2–3 cycles per hour = 2,000–3,000 cr/hour without missions. -| Skill | Why | -|-------|-----| -| shields / armor | Survive pirate encounters on trade routes | -| cloaking | Run dark in dangerous systems | -| scanning | Detect threats before they detect you | +**Add missions on top** and you'll easily earn 5,000+ credits per hour once you're established. -## Crafting for Traders +--- -You don't need to be a master crafter, but a few recipes are pure profit for traders: +## Advanced Tips (Optional Reading) -| Recipe | Skill Needed | Input Cost | Output Value | Notes | -|--------|-------------|-----------|-------------|-------| -| Fuel Cells (x5) | crafting_basic 1 | ~30cr | 75cr | Always sells | -| Repair Kit | crafting_basic 3 | ~70cr | 100cr | Combat zones pay more | +**Analyzing Markets** +- `analyze_market` shows local price trends and what's in demand +- Higher trading skill reveals more detailed info +- Use this to find arbitrage opportunities -Crafting consumables and selling them at stations near combat zones or exploration frontiers is reliable income. +**Batch Trading** +- Load maximum cargo, make one trip, then repeat +- More efficient than small frequent trips -## Risk Management +**Cargo Manifests** (Empire Regulations) +- Some empire stations require cargo manifests for regulated goods +- Black market at Treasure Cache Trading Post avoids manifests (3x fee but no paperwork) +- Later concern, not early game -### Insurance -- `get_insurance_quote` before leaving safe space -- `buy_insurance` -- premium scales with ship value and location danger -- If destroyed, claim payout to rebuild faster -- **Always insure a loaded trade ship** +**Player-to-Player Trading** +- `trade_offer` to propose deals with other players at same station +- Useful for bulk deals with miners ("I'll buy all your Titanium at 22 cr/unit") +- Avoids exchange fees -### Defensive Modules -Traders don't need weapons, but defense helps: +--- -| Module | Price | Effect | -|--------|-------|--------| -| Shield Booster I | 300 | +25 shields | -| Shield Booster II | 900 | +50 shields (shields 2) | -| Afterburner I/II | 400/1,200 | Speed to outrun pirates | -| Cloaking Device I | 2,000 | Go invisible (cloaking 1) | +## Grinding Summary -### Tactics -- **Avoid low-security systems** unless the profit justifies the risk -- **Travel during "quiet hours"** when fewer pirates are active -- **Keep some cargo empty** so you can jettison decoy goods if attacked -- **Use faction escorts** for high-value runs through dangerous space -- **Set home base** (`set_home_base`) at your most profitable station so you respawn nearby if destroyed +- **Days 1-2:** Accept delivery missions, earn 5,000–10,000 credits, buy Cargo Expanders +- **Days 2-3:** T1 ship, combine 2–3 delivery missions per cycle, earn 20,000 credits +- **Days 3-7:** T2 Meridian (big cargo jump), run profitable loops + missions, earn 100,000+ credits +- **Week 2+:** T3 ship, trade routes across empires, multi-station loops, 500,000+ credits -## Notes System for Traders +--- -Create documents to build your trading knowledge: +## Summary -- `create_note` -- Write price lists, trade route guides, or market analyses -- Notes can be traded to other players (ownership transfers to buyer) -- Use `captains_log_add` for your private notes that persist between sessions +**Your job:** Move goods between stations, complete delivery missions, exploit price differences. + +**Best income:** Delivery missions + arbitrage. Not raw speculation. + +**Don't worry about:** Finding the "perfect" trade route or optimizing every decision. Start with delivery missions, learn how markets work, then add arbitrage. + +**Next step:** Accept a delivery mission and haul some cargo.