Core Manual

Core Play

Use this reference for the Command Deck, resources, trading loop, redesigned Stardock concourse, ships, safe harbor, wreck salvage, Communications, universe selection, and season progression. New captains should begin with the Getting Started manual.

First Run

Quick Start

  1. Create or sign into your account, then use Captain Registry to join or select a universe.
  2. Start at Earth and inspect Sector Console, exits, ships, cycles, fuel cells, cargo, shields, and credits.
  3. Open Captain's Orders and use its six objectives as your first-flight checklist.
  4. Move to a nearby port, buy what it sells, then sell that commodity at a port that buys it.
  5. Use Nav Computer to plot known routes and compare Fastest, Efficient, and Safest priorities.
  6. Return to Stardock for repairs, fuel, banking, equipment, upgrades, hulls, registry services, missions, and safe harbor.
  7. Check Communications after logging in; public activity, private alerts, conquests, bounties, and diplomacy can change while you are away.

Captain Registry

Universes And Seasons

One Account, Many Universes

Your account credentials and avatar are global. Each universe has a separate captain name, ship, credits, XP, alignment, planets, mines, and corporation membership.

Joining Rules

Public universes can be joined directly. Private or invite-only universes require an access code, and locked universes reject new captains.

Living Expansion

When a captain first joins a universe, the active season can grow by 0-5 connected outer sectors. Rare route-less sectors are reserved for future jump-drive discovery.

Maintenance

During a pause, read-only screens remain available while gameplay commands return a maintenance response. On resume, cycle, bank, market, planet, NPC, combat, and finite-season clocks shift by the outage duration.

Banners

Information, warning, and critical banners announce release windows, outages, playtest resets, and other operational notices.

Season History

Finite seasons can end with immutable player and corporation standings snapshots. Infinite seasons have no scheduled end.

Interface

Command Deck

Sector Console

Read the current sector, local services, other ships, orbital bodies, minefields, influence, wrecks, and exits. Most local actions start here.

Recommended Action

One gold action highlights the best immediate local opportunity: recovery, Stardock, a useful trade, or planet operations. Other valid actions remain available.

Nav Computer

Plot known routes, manage assisted travel, compare route priorities, and configure automation routes if your ship has the right hardware.

Known Markets

Pick a commodity and compare visited sellers and buyers. Market memory only includes ports you have personally discovered.

Known Planets

Review owned planets, corporation-owned assets you can manage, and known unowned planet signals.

Communications

Read public Galaxy Activity and Private Alerts. This includes diplomacy, bounties, invasions, conquests, rescues, and major corporation events.

Corporation

Manage corporation membership, memos, standings, assets, influence, ports, diplomacy, treasury, and shared operations.

Captain's Orders

Complete six onboarding objectives and claim each reward. Orders teach real game actions and remain separate from repeatable Stardock missions.

Phone Navigation

On phones, the current sector and essential ship status come first. Use fixed bottom navigation, tap an exit for its destination preview, and open commands as full-screen views.

Meters

Core Resources

CyclesMost commands consume cycles. They refill over time and are advanced correctly after maintenance pauses.
Fuel CellsMovement consumes fuel. Wormholes cost exactly 1 fuel and 1 cycle. Ship fuel capacity depends on hull.
Cargo HoldsCargo includes commodities, colonists, mines, and automation freight. Fuel is reactor supply except planet-to-planet logistics, where it can move as cargo.
CreditsSpend credits on fuel, repairs, upgrades, hulls, charters, bounties, ports, and construction.
Banked CreditsStardock banks protect stored credits and reconcile interest on economy ticks.
XP And AlignmentXP drives standings and titles. Alignment affects leaderboards, target eligibility, bounties, and future law responses.

Economy

Ports And Trade

Sells And Buys

Sells are goods the port sells to you. Buys are goods the port buys from you. This direction matters for manual trading and automation.

Dynamic Markets

Buying reduces stock and raises price. Selling reduces demand and lowers price. Corporation ports also use finite source inventory and operating treasury.

Core Commodities

Alloy Ore, BioMatter, Fabricator Parts, and Fuel Cells are the main economy goods. Colonists and mines are cargo with special rules.

Known Markets

Use known-market planning after exploration. It can preload Nav Computer with the selected port.

Trade Feedback

Rows preview totals before confirmation. Results show quantity, transaction value, remaining credits, cargo and fuel context, executed and next price, plus eligible XP.

Service Hubs

Stardocks

Stardocks are typed service hubs. Earth-Moon Stardock is a Federation Citadel and Sector 84 Stardock is a Frontier Exchange; both currently preserve full-service gameplay. Future hubs can be ShadowDocks, Industrial Yards, Research Nexuses, Rescue Anchorages, or Mercenary Stations.

Concourse

Use Orbital Armory for drones and mines, DriveWorks Engineering for upgrades and automation hardware, and Shipyard for complete hulls. Banking and Government Office services remain separate destinations.

Mission Boards

Eligible Stardocks offer shared Survey, Delivery, Hunt, and Rescue work. You must be docked to accept, but active progress is visible and can complete anywhere.

Police And Tavern

Good and neutral captains can post lawful warrants at Police Station. Evil captains can post contracts in the Lost Trader's Tavern backroom.

Personal Bounties

Bounties are escrow funded, have a 1,000-credit minimum, do not expire, aggregate on wanted lists, and pay eligible PvP victors.

Safe Harbor

Secure Berth protects a docked active ship from PvP. Active combat and the 15 minutes after hostile action block berthing; movement clears the berth.

Hull Roles

Ships

Courier RigStarter generalist with 20 cargo holds and 50 fuel-cell capacity.
Pathfinder SkiffScout hull with low cargo capacity, efficient travel, and strong escape profile.
Bulk HaulerFreighter for trade loops and Trade Autopilot hardware.
Prospect BargeHeavy planet/resource hauler and the only hull for Planetary Logistics Core routes.
Sentinel CutterCombat-leaning anti-raider hull with limited holds.
Deep Range TraderExplorer-trader hybrid with good scanner range and automation support.
Ghost RunnerFast rogue runner with strong escape but no mine deployment or recovery.
Federation LanceLawful patrol interceptor with strong combat stats and limited cargo.

Standing

Progression

Player StandingXP ranks captains, and the Command Deck shows progress toward the next alignment-appropriate title. Ship destruction costs 10% of current XP, capped at 1,000 XP.
Corporation StandingCorporation rankings remain XP-first, with influence and planet count shown as supporting context.
WrecksDestroyed player ships can leave wrecks with 50% surviving assets. Victors get 10-minute exclusive salvage; wrecks decay after 24 hours.
RecoveryDestroyed captains continue in an Escape Pod and can recover through rescue, careful travel, or Stardock replacement.