Null MeridianFracture Command
Public rules reference / fracture-alpha-v5

Fracture Alpha · Expedition Register

Exact live timing, economy, combat, raid, expedition, Fleet, structure, research, and doctrine authority—compiled directly from the active season configuration.

Frozen authority // compiled from fracture-alpha-v5

The exact rules behind every order

This is generated from the active ruleset rather than duplicated balance copy. Older battle snapshots retain their own immutable ruleset; every new command validates against the authority named above.

TIME / ROUTE

Clock and movement

Tick cadence
60 minutes
Season window
1,008 ticks
Opening protection
24 ticks
Local support ETA
2 ticks
Local assault ETA
4 ticks
Non-local base ETA
6 ticks
PLANET / OUTPUT

Baseline economy

Protected income
F 120 · P 90 · X 75 / tick
Recovery floor
F 40 · P 30 · X 25 / tick
Field income
30 / 45 / 70
Research baseline
24 / tick
Construction / production
1 / 1 work
Extraction research
+2.5% / level
COMMAND / STABILITY

Population and doctrine

Allocation step
20 points
extraction / point
+0.4%
research / point
+0.4%
construction / point
+0.4%
production / point
+0.4%
security / point
+0.5%
Doctrine grace
24 ticks
Change penalty
6 ticks retaining 85% base income (15% reduction)
BATTLE / RECOVERY

Combat authority

Wreckage recovery
20%
Boarding capture cap
30%
Disabled hull boarding
Authorised
Field capture
battle-control
formation disruption armour
125%
coherence disruption armour
125%
modular disruption armour
115%
RECOVERY / LIMITS

Anti-snowball safeguards

Recovery threshold
35% of median
Recovery income cap
+60 / tick
Attack eligibility floor
45%
Diminished Renown
below 75%
Efficient Fields
6
Excess Field upkeep
18 / field / tick
FRONTIER / SCALE

World generation

Uncharted worlds / player
4
World bounds
400900
Rendered contact cap
120
Planets / System
10
Systems / Expanse
10
Fields / world
13
HOME / RAID

Permanent-planet safeguards

Exposed-store theft
10%
Hard cap
F 600 · P 450 · X 375
Protected reserve
1 income ticks
Repeat window
48 ticks
Repeat rewards
100% → 50% → 10% → 0%
Disruption
2 ticks at 75% progress
Attacker Renown
180 base
Defender Renown
120 base
Support Influence
45 base
COLLECTOR / RETURN

Expedition authority

Concurrent routes / world
3
Component liquidation
60 Prism each
common yield
100%
unusual yield
110%
rare yield
130%
relic yield
160%
anomalous yield
200%
Hull registry // 30 identified // 30 commissioned

A Fleet is a promise with an arrival tick

Six hull classes are recorded for each power. Registry presence does not equal live production authority: every row states whether the active frozen ruleset can commission it. No hull is universal. Initiative, target class, endurance, cost, and route penalty decide what it can safely promise.

30 / 30 hull records

CONTINUITY / HELHelion Compact6 / 6 operational
OPENING COMMISSIONHome Guard + three mobile Fleets
Home Guard
12 × Vow Skirmisher · 4 × Ward Escort
Mobile 1
4 × Vow Skirmisher
Mobile 2
2 × Continuance Harvester
Mobile 3
2 × Ward Escort
Helion Compact Fleet registry

Continuity-law fleets built to hold formation under direct fire.

  1. Vow Skirmisher, Helion Compact combat hull
    HEL-SK-01

    Vow Skirmisher

    Commissionable

    skirmisher · Fast screening fighter

    Acts early to clear enemy Skirmishers before they fire. Cheap, dependable, and useful in fast Fleets, but inefficient against heavy hulls.

    Initiative
    82
    Armour
    36
    Firepower
    18
    Route Δ
    -1T
    Build
    1T
    Behaviour
    kinetic
    Primary target
    skirmisher
    Secondary target
    escort @ 68%
    Registry traits
    formation
    F 72P 22X 31
  2. Ward Escort, Helion Compact combat hull
    HEL-ES-03

    Ward Escort

    Commissionable

    escort · Anti-Skirmisher escort

    Screens Frigates and Harvesters by focusing enemy Skirmishers. Its armour makes it reliable, but it should not lead an attack into heavier ships.

    Initiative
    66
    Armour
    72
    Firepower
    28
    Route Δ
    0T
    Build
    2T
    Behaviour
    kinetic
    Primary target
    skirmisher
    Secondary target
    frigate @ 62%
    Registry traits
    screen · formation
    F 128P 34X 43
  3. Aegis Assault Frigate, Helion Compact combat hull
    HEL-FR-02

    Aegis Assault Frigate

    Commissionable

    frigate · Armoured escort breaker

    The Helion mainline attacker. It destroys Escorts efficiently and can fall back to Line Ships at reduced strength, trading speed for armour.

    Initiative
    52
    Armour
    138
    Firepower
    61
    Route Δ
    +1T
    Build
    3T
    Behaviour
    kinetic
    Primary target
    escort
    Secondary target
    line @ 70%
    Registry traits
    armoured · formation
    F 248P 56X 82
  4. Bastion Escort, Helion Compact combat hull
    HEL-ES-07

    Bastion Escort

    Commissionable

    escort · Heavy Frigate hunter

    An unusually armoured Escort built to pressure Frigates. It is slower than a Ward Escort but survives longer in a dense battle line.

    Initiative
    59
    Armour
    91
    Firepower
    33
    Route Δ
    0T
    Build
    2T
    Behaviour
    kinetic
    Primary target
    frigate
    Secondary target
    skirmisher @ 58%
    Registry traits
    screen · armoured
    F 158P 41X 48
  5. Continuance Harvester, Helion Compact combat hull
    HEL-FR-11

    Continuance Harvester

    Commissionable

    frigate · Asteroid Field capture

    Does not fire in combat. Each surviving hull contributes 2 capture capacity after your Fleet wins and clears the defending screen.

    Initiative
    45
    Armour
    104
    Collector capacity
    2
    Route Δ
    +1T
    Build
    3T
    Behaviour
    harvester
    Primary target
    escort
    Secondary target
    frigate @ 50%
    Registry traits
    capture-2 · armoured
    F 190P 71X 96
  6. Resolute Line Ship, Helion Compact combat hull
    HEL-LN-04

    Resolute Line Ship

    Commissionable

    line · Armoured Fleet anchor

    A slow capital hull that absorbs punishment and crushes Frigates. Expensive and poor for rapid response, but powerful in a prepared battle.

    Initiative
    34
    Armour
    312
    Firepower
    124
    Route Δ
    +2T
    Build
    6T
    Behaviour
    kinetic
    Primary target
    frigate
    Secondary target
    line @ 76%
    Registry traits
    armoured · fleet-anchor
    F 544P 118X 176
MOBILE COMPACT / VEIVeilbound Houses6 / 6 operational
OPENING COMMISSIONHome Guard + three mobile Fleets
Home Guard
16 × Whisper Dart · 5 × Ghostlace Skirmisher
Mobile 1
6 × Whisper Dart
Mobile 2
2 × Morrowglass Harvester
Mobile 3
3 × Ghostlace Skirmisher
Veilbound Houses Fleet registry

Intelligence dynasties that treat identity and route knowledge as territory.

  1. Whisper Dart, Veilbound Houses combat hull
    VEI-SK-01

    Whisper Dart

    Commissionable

    skirmisher · Rapid strike fighter

    The fastest direct-damage hull in the alpha roster. It kills Skirmishers before most can answer, but its light armour punishes bad matchups.

    Initiative
    98
    Armour
    24
    Firepower
    28
    Route Δ
    -2T
    Build
    1T
    Behaviour
    kinetic
    Primary target
    skirmisher
    Secondary target
    frigate @ 64%
    Registry traits
    stealth-1 · ambush
    F 49P 39X 42
  2. Ghostlace Skirmisher, Veilbound Houses combat hull
    VEI-SK-06

    Ghostlace Skirmisher

    Commissionable

    skirmisher · Fast Escort disruptor

    Acts early to disable Escorts for the current battle. It creates openings without destroying economic value and needs damage ships behind it.

    Initiative
    94
    Armour
    27
    Disruption
    27
    Route Δ
    -2T
    Build
    1T
    Behaviour
    disruption
    Primary target
    escort
    Secondary target
    skirmisher @ 71%
    Registry traits
    stealth-1 · disruptor
    F 43P 58X 51
  3. Pale Oath Escort, Veilbound Houses combat hull
    VEI-ES-02

    Pale Oath Escort

    Commissionable

    escort · Aggressive screen

    A high-initiative Escort that removes enemy Skirmishers. It hits hard for its cost but cannot absorb sustained Helion fire.

    Initiative
    78
    Armour
    49
    Firepower
    42
    Route Δ
    -1T
    Build
    2T
    Behaviour
    kinetic
    Primary target
    skirmisher
    Secondary target
    frigate @ 66%
    Registry traits
    stealth-1 · screen
    F 91P 69X 65
  4. Quiet Knife Frigate, Veilbound Houses combat hull
    VEI-FR-05

    Quiet Knife Frigate

    Commissionable

    frigate · High-initiative escort breaker

    Strikes Escorts before most Frigates act and carries heavy damage for its size. Strong in an ambush composition, fragile in a long exchange.

    Initiative
    70
    Armour
    92
    Firepower
    88
    Route Δ
    0T
    Build
    3T
    Behaviour
    kinetic
    Primary target
    escort
    Secondary target
    line @ 73%
    Registry traits
    stealth-2 · ambush
    F 176P 104X 119
  5. Morrowglass Harvester, Veilbound Houses combat hull
    VEI-FR-09

    Morrowglass Harvester

    Commissionable

    frigate · Fast Asteroid Field capture

    Does not fire in combat. Each survivor contributes 2 capture capacity, reaching distant fields faster than the Helion equivalent.

    Initiative
    63
    Armour
    71
    Collector capacity
    2
    Route Δ
    0T
    Build
    3T
    Behaviour
    harvester
    Primary target
    escort
    Secondary target
    frigate @ 50%
    Registry traits
    capture-2 · stealth-1
    F 138P 112X 121
  6. Last Witness Line Ship, Veilbound Houses combat hull
    VEI-LN-03

    Last Witness Line Ship

    Commissionable

    line · Capital disruption anchor

    Disables Frigates before slower capital hulls act. Its effect lasts for the battle, so pair it with Kinetic ships that convert the opening into losses.

    Initiative
    48
    Armour
    224
    Disruption
    153
    Route Δ
    +1T
    Build
    6T
    Behaviour
    disruption
    Primary target
    frigate
    Secondary target
    line @ 72%
    Registry traits
    stealth-1 · disruptor · fleet-anchor
    F 388P 232X 251
WORK PATTERN / KETKeth Fabricators6 / 6 operational
OPENING COMMISSIONHome Guard + three mobile Fleets
Home Guard
18 × Latch Drone · 3 × Clamp Escort · 1 × Stitch Tender
Mobile 1
7 × Latch Drone
Mobile 2
2 × Matter Claimer
Mobile 3
2 × Clamp Escort · 1 × Stitch Tender
Keth Fabricators Fleet registry

Distributed machine workshops whose ships are temporary modular arrangements.

  1. Latch Drone, Keth Fabricators combat hull
    KET-SK-01

    Latch Drone

    Commissionable

    skirmisher · Disposable route screen

    Cheap autonomous frames that saturate a Skirmisher screen. They arrive quickly and replace cleanly, but concentrated kinetic fire removes them by the rack.

    Initiative
    90
    Armour
    20
    Firepower
    22
    Route Δ
    -1T
    Build
    1T
    Behaviour
    kinetic
    Primary target
    skirmisher
    Secondary target
    escort @ 62%
    Registry traits
    drone · modular
    F 45P 28X 35
  2. Stitch Tender, Keth Fabricators combat hull
    KET-ES-04

    Stitch Tender

    Commissionable

    escort · In-window hull repair

    Rebinds damaged Frigate and Line Ship plating before later initiative bands fire. It cannot reconstruct a destroyed hull and carries no offensive battery.

    Initiative
    74
    Armour
    68
    Repair effect
    42
    Route Δ
    0T
    Build
    2T
    Behaviour
    repair
    Primary target
    frigate
    Secondary target
    line @ 75%
    Registry traits
    repair · modular
    F 88P 60X 64
  3. Clamp Escort, Keth Fabricators combat hull
    KET-ES-07

    Clamp Escort

    Commissionable

    escort · Escort-line separator

    Breaks hostile Escorts away from heavier hulls. Its exposed joints trade endurance for a high volume of replaceable kinetic assemblies.

    Initiative
    68
    Armour
    60
    Firepower
    45
    Route Δ
    0T
    Build
    2T
    Behaviour
    kinetic
    Primary target
    escort
    Secondary target
    frigate @ 65%
    Registry traits
    drone-rack · modular
    F 105P 48X 52
  4. Forge Frame, Keth Fabricators combat hull
    KET-FR-03

    Forge Frame

    Commissionable

    frigate · Convertible assault frame

    A Frigate assembled around replaceable weapon clamps. It converts material into efficient Escort-breaking fire but depends on Tenders to survive repeated arrival windows.

    Initiative
    56
    Armour
    110
    Firepower
    80
    Route Δ
    +1T
    Build
    3T
    Behaviour
    kinetic
    Primary target
    escort
    Secondary target
    line @ 69%
    Registry traits
    convertible · modular
    F 190P 72X 96
  5. Matter Claimer, Keth Fabricators combat hull
    KET-FR-09

    Matter Claimer

    Commissionable

    frigate · Driftfield capture and processing

    Does not fire. Each surviving frame contributes 2 capture capacity and immediately grades recovered mass for the next fabrication queue.

    Initiative
    50
    Armour
    84
    Collector capacity
    2
    Route Δ
    +1T
    Build
    3T
    Behaviour
    harvester
    Primary target
    escort
    Secondary target
    frigate @ 50%
    Registry traits
    capture-2 · processor · modular
    F 146P 82X 110
  6. Assembly Spine, Keth Fabricators combat hull
    KET-LN-02

    Assembly Spine

    Commissionable

    line · Mobile fabrication anchor

    A slow line-scale truss carrying complete replacement sections. It delivers severe Frigate pressure but exposes a costly structure when its Drone screen collapses.

    Initiative
    38
    Armour
    250
    Firepower
    150
    Route Δ
    +2T
    Build
    6T
    Behaviour
    kinetic
    Primary target
    frigate
    Secondary target
    line @ 73%
    Registry traits
    fleet-anchor · drone-rack · modular
    F 410P 180X 230
RECOVERY LEDGER / OSSOssuary Exchange6 / 6 operational
OPENING COMMISSIONHome Guard + three mobile Fleets
Home Guard
14 × Audit Needle · 4 × Lien Hook Escort · 2 × Breach Ledger
Mobile 1
5 × Audit Needle · 2 × Lien Hook Escort
Mobile 2
2 × Recovery Barge
Mobile 3
3 × Breach Ledger
Ossuary Exchange Fleet registry

Salvage guilds that price history by the tonne and ransom what survives.

  1. Audit Needle, Ossuary Exchange combat hull
    OSS-SK-01

    Audit Needle

    Commissionable

    skirmisher · Capture-window disruptor

    Marks vulnerable hulls and disables their control runs before the boarding line arrives. It creates inventory; it does not survive a prolonged exchange.

    Initiative
    96
    Armour
    40
    Disruption
    40
    Route Δ
    -2T
    Build
    1T
    Behaviour
    disruption
    Primary target
    frigate
    Secondary target
    line @ 70%
    Registry traits
    audit · capture-setup
    F 48P 45X 38
  2. Lien Hook Escort, Ossuary Exchange combat hull
    OSS-ES-02

    Lien Hook Escort

    Commissionable

    escort · Fast boarding cutter

    Boards ships already disabled or opened by kinetic fire. Against an intact formation its hook crews expend themselves against sealed armour.

    Initiative
    79
    Armour
    78
    Boarding strength
    55
    Route Δ
    -1T
    Build
    2T
    Behaviour
    boarding
    Primary target
    skirmisher
    Secondary target
    escort @ 70%
    Registry traits
    boarding · grapple
    F 104P 52X 61
  3. Breach Ledger, Ossuary Exchange combat hull
    OSS-ES-06

    Breach Ledger

    Commissionable

    escort · Armour-opening escort

    Applies measured kinetic damage without wasting recoverable hull mass. It prepares targets for Lien Hooks and Ransom Cages rather than chasing total destruction.

    Initiative
    88
    Armour
    82
    Disruption
    55
    Route Δ
    0T
    Build
    2T
    Behaviour
    disruption
    Primary target
    skirmisher
    Secondary target
    escort @ 66%
    Registry traits
    breach · salvage
    F 128P 42X 49
  4. Ransom Cage, Ossuary Exchange combat hull
    OSS-FR-04

    Ransom Cage

    Commissionable

    frigate · Heavy hull seizure

    Converts disabled Frigates into captured tonnage. Its crews act after the opening exchange and require a mixed fleet to create vulnerable targets.

    Initiative
    54
    Armour
    130
    Boarding strength
    112
    Route Δ
    +1T
    Build
    3T
    Behaviour
    boarding
    Primary target
    frigate
    Secondary target
    line @ 72%
    Registry traits
    boarding · cage · salvage
    F 186P 90X 112
  5. Recovery Barge, Ossuary Exchange combat hull
    OSS-FR-10

    Recovery Barge

    Commissionable

    frigate · Driftfield claim and wreck sorting

    Does not fire. Each survivor contributes 2 capture capacity while its cages separate usable assemblies from impact waste.

    Initiative
    40
    Armour
    105
    Collector capacity
    2
    Route Δ
    +1T
    Build
    3T
    Behaviour
    harvester
    Primary target
    escort
    Secondary target
    frigate @ 50%
    Registry traits
    capture-2 · salvage
    F 150P 75X 96
  6. Final Account, Ossuary Exchange combat hull
    OSS-LN-01

    Final Account

    Commissionable

    line · Line-scale collection anchor

    Breaks capital armour after faster guild craft have priced the field. Slow arrival geometry makes every commitment an economic exposure.

    Initiative
    32
    Armour
    310
    Firepower
    160
    Route Δ
    +2T
    Build
    6T
    Behaviour
    kinetic
    Primary target
    line
    Secondary target
    frigate @ 74%
    Registry traits
    fleet-anchor · salvage · breach
    F 430P 160X 210
RELATIONAL SIGNAL / LUMLumen Communion6 / 6 operational
OPENING COMMISSIONHome Guard + three mobile Fleets
Home Guard
12 × Phase Census · 4 × Concord Screen · 2 × Null Choir
Mobile 1
5 × Phase Census
Mobile 2
2 × Anchor Tender
Mobile 3
2 × Concord Screen · 1 × Null Choir
Lumen Communion Fleet registry

Post-human collectives that cancel conflict as interference.

  1. Phase Census, Lumen Communion combat hull
    LUM-SK-01

    Phase Census

    Commissionable

    skirmisher · Early fire-control cancellation

    Maps hostile firing solutions and interrupts Skirmisher control loops. It reduces the first return volley but cannot finish an intact heavy hull.

    Initiative
    97
    Armour
    35
    Disruption
    26
    Route Δ
    -1T
    Build
    1T
    Behaviour
    disruption
    Primary target
    skirmisher
    Secondary target
    escort @ 72%
    Registry traits
    coherence · cancellation
    F 53P 52X 50
  2. Concord Screen, Lumen Communion combat hull
    LUM-ES-03

    Concord Screen

    Commissionable

    escort · Coordinated defensive escort

    Removes fast attackers while maintaining a dense defensive geometry. Its finishing fire is modest, but its ceramic hull survives fragmented attacks.

    Initiative
    72
    Armour
    80
    Firepower
    42
    Route Δ
    0T
    Build
    2T
    Behaviour
    kinetic
    Primary target
    skirmisher
    Secondary target
    frigate @ 63%
    Registry traits
    coherence · screen
    F 106P 64X 78
  3. Null Choir, Lumen Communion combat hull
    LUM-ES-08

    Null Choir

    Commissionable

    escort · Frigate control disruptor

    Cancels Frigate targeting channels across a shared aperture lattice. It wins time for the formation and contributes little permanent loss by itself.

    Initiative
    69
    Armour
    70
    Disruption
    48
    Route Δ
    0T
    Build
    2T
    Behaviour
    disruption
    Primary target
    frigate
    Secondary target
    escort @ 71%
    Registry traits
    coherence · cancellation
    F 98P 92X 88
  4. Aperture Frigate, Lumen Communion combat hull
    LUM-FR-05

    Aperture Frigate

    Commissionable

    frigate · Protected escort breaker

    Projects controlled kinetic fire through the formation aperture. High armour preserves the firing node; low peak damage demands coordinated support.

    Initiative
    51
    Armour
    138
    Firepower
    72
    Route Δ
    +1T
    Build
    3T
    Behaviour
    kinetic
    Primary target
    escort
    Secondary target
    line @ 68%
    Registry traits
    coherence · armoured
    F 192P 116X 130
  5. Anchor Tender, Lumen Communion combat hull
    LUM-FR-11

    Anchor Tender

    Commissionable

    frigate · Planetary-anchor resource capture

    Does not fire. Each surviving hull contributes 2 capture capacity and stabilises extraction geometry around the claimed field.

    Initiative
    46
    Armour
    120
    Collector capacity
    2
    Route Δ
    +1T
    Build
    3T
    Behaviour
    harvester
    Primary target
    escort
    Secondary target
    frigate @ 50%
    Registry traits
    capture-2 · coherence
    F 145P 100X 115
  6. Consensus Line, Lumen Communion combat hull
    LUM-LN-02

    Consensus Line

    Commissionable

    line · Capital cancellation anchor

    Disables Frigate formations from inside a heavily protected lattice. It retains route control through denial rather than rapid destruction.

    Initiative
    42
    Armour
    300
    Disruption
    110
    Route Δ
    +2T
    Build
    6T
    Behaviour
    disruption
    Primary target
    frigate
    Secondary target
    line @ 73%
    Registry traits
    fleet-anchor · coherence · cancellation
    F 405P 250X 275
Collector Fleet // exploration authority

Remote findings are not owned until return

LIVE AUTHORITY

Five exploration hulls

HEL-FR-11Continuance HarvesterHelion Compact
VEI-FR-09Morrowglass HarvesterVeilbound Houses
KET-FR-09Matter ClaimerKeth Fabricators
OSS-FR-10Recovery BargeOssuary Exchange
LUM-FR-11Anchor TenderLumen Communion

Five contract patterns

  1. Survey vesselSurvey Run

    Carries a dated sensor package to one frontier coordinate and returns a permanent classification trace.

    Route
    Resolve +3T · return +2T
    Dispatch cost
    F 20 · P 20 · X 60
    Capacity
    2 minimum · 8 cap
    Resource yield at minimum capacity
    Classification trace only
    Components / discovery
    00 · 100% trace chance
    Favoured worlds
    Any uncharted frontier coordinate
  2. Mining bargeFerrite Recovery

    Cuts exposed mass along a surveyed frontier route. Mining moons and volcanic bodies return the cleanest loads.

    Route
    Resolve +5T · return +3T
    Dispatch cost
    F 55 · P 10 · X 45
    Capacity
    2 minimum · 12 cap
    Resource yield at minimum capacity
    F 620–940
    Components / discovery
    00 · 3% trace chance
    Favoured worlds
    mining-moon · volcanic · barren @ 125% yield
  3. Gas harvesterAtmospheric Skim

    Skims unstable atmospheric layers for Flux and trace Prism. Gas giants and twilight worlds favour the pass.

    Route
    Resolve +6T · return +3T
    Dispatch cost
    F 30 · P 25 · X 70
    Capacity
    2 minimum · 12 cap
    Resource yield at minimum capacity
    P 45–120 · F 360–560
    Components / discovery
    00 · 5% trace chance
    Favoured worlds
    gas-giant · twilight · fractured-ice @ 125% yield
  4. Salvage fleetWreck Census

    Recovers structural mass and identifiable assemblies from old impact corridors. Ruins favour intact components.

    Route
    Resolve +4T · return +2T
    Dispatch cost
    F 45 · P 35 · X 55
    Capacity
    2 minimum · 10 cap
    Resource yield at minimum capacity
    F 260–460 · P 90–210
    Components / discovery
    02 · 8% trace chance
    Favoured worlds
    ruin · irradiated · barren @ 125% yield
  5. Archaeology teamArchive Descent

    Places a sealed team inside a surveyed ruin envelope. The return may contain Prism, components, or a Cartographer trace.

    Route
    Resolve +8T · return +4T
    Dispatch cost
    F 40 · P 90 · X 80
    Capacity
    2 minimum · 8 cap
    Resource yield at minimum capacity
    P 260–520
    Components / discovery
    01 · 22% trace chance
    Favoured worlds
    ruin @ 150% yield
AUTHORITY SEQUENCEDispatch → remote resolution → exposed cargo → planetary-anchor return → ledger credit
Civilisation systems // material authority only

What commands build, spend, and lose

There is no universal coin in the command economy. Ferrite, Prism, and Flux are physical constraints. Research improves work; structures concentrate it; doctrine reallocates attention. None permits material authority to cross Collapse.

F
BASE ANCHOR INTAKE+120 / tick

ferrite

Hull frames, structures, armour, extractors, and kinetic mass.

A command rich in Ferrite can replace weight. It cannot replace timing.
P
BASE ANCHOR INTAKE+90 / tick

prism

Computation, sensors, research, signalling, and precision systems.

Prism improves what a command can know. Intelligence still expires.
X
BASE ANCHOR INTAKE+75 / tick

flux

Drive fields, energy systems, route work, and high-load industry.

Flux moves force through the lattice. It does not make an invalid route safe.
Planetary structures5 verified installations
Hull access

Light Shipyard

Sets which ship classes your production queue can assemble.

Keep the yard aligned with Hull Engineering. Research unlocks the design; the yard unlocks the machinery. Production population controls the base assembly rate.

  1. L1Unlocks Skirmisher and Escort orders.F 260 · P 80 · X 70 · 2T
  2. L2Unlocks Frigate orders.F 430 · P 135 · X 115 · 3T
  3. L3Adds +1 ship assembly work each tick.F 690 · P 220 · X 190 · 4T
  4. L4Unlocks Line Ship orders.F 1060 · P 345 · X 305 · 5T
  5. L5Raises the shipyard bonus to +2 assembly work each tick.F 1560 · P 520 · X 455 · 7T
Intelligence

Signal Array

Reveals private planet intelligence; Asteroid Fields are already public.

Level 1 enables Planet Scans. Every level adds 15 scan strength, improving the chance of revealing resource bands and structure levels through enemy Security.

  1. L1Enables Planet Scans and adds 15 scan strength.F 110 · P 260 · X 105 · 2T
  2. L2Raises the array contribution to 30 scan strength.F 180 · P 430 · X 180 · 3T
  3. L3Raises the array contribution to 45 scan strength.F 290 · P 690 · X 295 · 4T
  4. L4Raises the array contribution to 60 scan strength.F 455 · P 1060 · X 470 · 5T
  5. L5Raises the array contribution to 75 scan strength.F 690 · P 1560 · X 720 · 7T
Hull economy

Ferrite Extractor

Produces protected Ferrite at your home planet every tick.

Ferrite pays for armour, ship hulls, and heavy construction. Extractor income cannot be captured like an Asteroid Field.

  1. L1+22 Ferrite every tick.F 140 · P 70 · X 50 · 1T
  2. L2+44 Ferrite every tick.F 230 · P 115 · X 85 · 2T
  3. L3+66 Ferrite every tick.F 370 · P 185 · X 140 · 3T
  4. L4+88 Ferrite every tick.F 570 · P 290 · X 220 · 4T
  5. L5+110 Ferrite every tick.F 840 · P 430 · X 335 · 5T
Research economy

Prism Extractor

Produces protected Prism at your home planet every tick.

Prism funds research, sensors, and Planet Scans. Build it when intelligence or technology is your bottleneck.

  1. L1+18 Prism every tick.F 70 · P 145 · X 55 · 1T
  2. L2+36 Prism every tick.F 115 · P 240 · X 90 · 2T
  3. L3+54 Prism every tick.F 185 · P 385 · X 145 · 3T
  4. L4+72 Prism every tick.F 290 · P 595 · X 230 · 4T
  5. L5+90 Prism every tick.F 430 · P 880 · X 345 · 5T
Transit economy

Flux Extractor

Produces protected Flux at your home planet every tick.

Flux pays for propulsion, advanced systems, and many Fleet hulls. It is the slowest extractor, so plan ahead for expensive launches.

  1. L1+15 Flux every tick.F 75 · P 65 · X 155 · 1T
  2. L2+30 Flux every tick.F 120 · P 105 · X 255 · 2T
  3. L3+45 Flux every tick.F 195 · P 170 · X 410 · 3T
  4. L4+60 Flux every tick.F 305 · P 265 · X 635 · 4T
  5. L5+75 Flux every tick.F 455 · P 395 · X 940 · 5T
Research branches4 preserved progress lines
hull

Hull Engineering

Unlocks Escort designs at level 1, Frigates at level 2, and Line Ships at level 4 when the Light Shipyard also meets the class requirement.

  1. L1Unlock Escort designs120 cumulative research
  2. L2Unlock Frigate designs260 cumulative research
  3. L3Complete Line Ship theory prerequisite460 cumulative research
  4. L4Unlock Line Ship designs760 cumulative research
signals

Signals

Each level adds 5 Planet Scan strength and extends completed intelligence by 6 ticks.

  1. L1+5 scan strength · +6 retention ticks100 cumulative research
  2. L2+5 scan strength · +6 retention ticks230 cumulative research
  3. L3+5 scan strength · +6 retention ticks420 cumulative research
  4. L4+5 scan strength · +6 retention ticks700 cumulative research
  5. L5+5 scan strength · +6 retention ticks1100 cumulative research
extraction

Extraction

Each level adds 2.5% to Asteroid Field and extractor output. Protected base income is unchanged.

  1. L1+2.5% field and extractor output90 cumulative research
  2. L2+2.5% field and extractor output215 cumulative research
  3. L3+2.5% field and extractor output400 cumulative research
  4. L4+2.5% field and extractor output670 cumulative research
  5. L5+2.5% field and extractor output1060 cumulative research
logistics

Logistics

Levels 2 and 4 each remove one tick from Fleet travel, to a maximum two-tick reduction.

  1. L1Prepare the first transit reduction110 cumulative research
  2. L2Reduce Fleet ETA by 1 tick250 cumulative research
  3. L3Prepare the second transit reduction445 cumulative research
  4. L4Reduce Fleet ETA by a further 1 tick735 cumulative research
Command doctrines5 temporary priorities
expansion

Expansion

+15% Asteroid Field income and +1 efficient field

TRADEOFF // +8% structure cost and -10% scan resistance
innovation

Innovation

+20% research and +10% scan strength

TRADEOFF // -12% production throughput
vigilance

Vigilance

+20% scan resistance and +10% defensive armour

TRADEOFF // -8% extraction income
cooperation

Cooperation

-1 local Defend ETA and +20% Influence

TRADEOFF // -8% Attack damage
dominion

Dominion

+10% Attack damage and +15% proportionate Renown

TRADEOFF // -10% protected base income
ARCHIVE SURVIVESIdentity · records · honours · selected outcomes
ROUTE AUTHORITY ENDSFleets · stores · Fields · seasonal claims · command reach