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§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)

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