§3 — Core Systems
Resource economy, buildings, ships, fleet, research, crafting, and the base world. All systems fully operational.
98%
Complete
Resource Economy (GDD §5)
Resources
- Metal — 100/hr base, 10,000 cap
- Gas — 60/hr base, 5,000 cap
- Crystal — 40/hr base, 5,000 cap
- Energy Cells — 200/hr base, 8,000 cap
- Dark Matter — 5/hr base, 500 cap
Production Formula
output = base_rate × (1 + 0.15 × level) × research_mult × sector_richness
Implementation
- 60-second server tick (
ResourceSystem.tick()) - Offline accumulation — computed on login
- Resource tick on disconnect — partial credit
- Building upgrades multiply rates
- Research bonuses stack multiplicatively
Resource System100%
Full tick, offline, HUD display
Base & Buildings (GDD §6)
Buildings
- Command Center (max lvl 20)
- Mining Facility — metal rate
- Gas Extractor — gas rate
- Power Reactor — energy cells
- Shipyard — enables ship construction
- Research Lab — unlocks tech tree
- Defense Platform — PvP defense
- Storage Depot — raises resource caps
- Sensor Array — galaxy vision range
- Hangar Bay — fleet capacity
Building Costs (GDD §6.2)
All buildings require a blend of credits + metal/gas/crystal. Example:
- Shipyard — 500cr + 1000 metal + 300 gas
- Research Lab — 300cr + 600 metal + 100 crystal
- Hangar Bay — 500cr + 1500 metal + 400 gas
Build Time Formula
build_time = base_time × 1.8^(level−1) / (1 + 0.08 × research_efficiency)
Building definitions (10 types)100%
All costs, effects, max levels defined
construct_building handler100%
Resource deduction, queue logic
upgrade_building handler100%
Level cap, time calculation
Client UI — Buildings tab100%
Cost display, ARIA labels, progress
Isometric Starbase world90%
Canvas world; room unlock/wallpapers
Building visual feedback70%
Icons present; animated construction missing
Ships & Shipyard (GDD §7)
Ship Blueprints (6)
- Starter Cruiser — free starter
- Light Fighter — fast, low HP
- Heavy Bomber — high damage, slow
- Destroyer — balanced
- Heavy Cruiser — tanky
- Battleship — top tier, expensive
Module Slots (GDD §7.3)
- Common: weapon_1, weapon_2, armor_1, engine, shield (5 slots)
- Rare: + special_1 (6 slots)
- Epic: + special_2 (7 slots)
- Legendary: + special_3 (8 slots)
Construction Queue (GDD §7.4)
- Queue up to 5 ships simultaneously
- Real-time ETA countdown
- 75% refund on cancel
- Auto-complete on login
Ship blueprints (6)100%
6 ships in data + ShipSystem
Construction queue100%
build_ship, cancel_ship_build handlers
Ship module equipping100%
equip_module, unequip_module, get_ship_modules
Module inventory picker UI100%
v3.2: Full picker modal — slot filter, stats compare, rarity colours, search
Ship repair100%
repair_ship handler, credit cost
Set active ship100%
set_active_ship handler
Fleet & Missions (GDD §8)
Mission Types (5)
- patrol — XP + credits, 2h
- mine — metal + crystal, 4h
- transport — gas, 1h
- attack — loot + XP, 6h, high risk
- explore — uncovers sectors, 3h
Travel Formula
travel_seconds = sector_distance × 300 / fleet_speed
Mission Reward Formula
base = difficulty × 100 × (1 + level × 0.02)
final = base × type_mult × (1 + research_bonus)
final = base × type_mult × (1 + research_bonus)
Status
- Real-time ETA in client
- Auto-collect on login
- recall_mission — abort early, partial reward
- Client Fleet tab fully wired
Fleet mission system100%
5 types, ETA, collect, recall
NPC Faction missions (GDD §15.1)100%
8 missions, 5 factions, rep rewards
Fleet drag-drop editor100%
v3.3: Desktop drag + mobile touch, Save Formation to DB
Galaxy map exploration85%
Sector reveal, home sector, explore_sector
Research System (GDD §16)
A tiered tech tree with 4 categories. Researching higher tiers unlocks multipliers for production, combat, crafting, and construction.
Research Categories
- Engineering — construction speed, building efficiency
- Propulsion — fleet speed, fuel efficiency
- Weapons — combat damage, crit chance
- Science — crafting speed, XP bonuses
Visual Tree
The Research tab renders a visual tier-row dependency tree with locked/unlocked states. Nodes show cost, time, and effect.
- start_research, cancel_research handlers
- Skill data: 15 skill files across 3 categories
Research socket handlers100%
start, cancel, get_research_data
Visual tier tree UI90%
Dependency arrows rendered in canvas
Research data files70%
Science skills defined; engineering/weapons partial
Research effect application75%
Multipliers wired into resource/combat ticks
Crafting System (GDD §11)
Recipe Categories
- Alloys — 18 recipes (titanium, voidsteel, phase alloy…)
- Armours — recipes for all armour slots
- Circuits — electronic components
- Consumables — health packs, boosters
- Hulls / Hull Sections — ship components
- Smelting / Organics — raw material processing
- Weapons — weapon crafting
- Spacesuit Parts — EVA gear
Crafting Skill
Level 1–50. Every 200 XP = +1 crafting level. XP awarded per craft.
Server-side Validation
- Materials consumed atomically on server
- check_craft — pre-flight check without crafting
- craft_item — authoritative execution
- inventory_update emitted after successful craft
CraftingSystem.js100%
checkMaterials, executeCraft, skill levelling
craft_item socket handler100%
Full server-authoritative crafting
check_craft handler100%
Pre-flight material check
Client crafting UI100%
2-panel layout, category tabs, craft button
Recipe data (146 files)100%
All recipes complete
Crafting time / queue100%
v3.3: timed queue, skill reduction, collect_craft, gem speed-up handler