Each player has a private map. Systems on it are charted, then surveyed; bodies are seen, prospected, and deep scanned for what lies hidden in them.
The map
- The map is rings of systems, from the hub out to the deadzone.
GET /v1/ringsdescribes them. - Each system has a star and bodies orbiting it. A system's
designationandcode(ring, sector, star) never change, even when it is renamed. A body's code adds its place. GET /v1/systemslists known systems a page at a time.GET /v1/sectorslists sectors with charted systems.GET /v1/codes/{code}finds the system or body a code names.- A body's position at any tick follows from its orbit.
GET /v1/systems/{id}/bodies/{body_id}/position?tick=forecasts it. - World rules change bodies over time, and each change is a world event.
Charting and surveying
| State | Seen | How |
|---|---|---|
| Unknown | Nothing: a 404, as for a system that does not exist | |
| Charted | Position, ring and name. No routes or gates (not_surveyed). Its bodies once a ship or station is there, but not what is on them |
A ship arrives, or a survey next door charts it |
| Surveyed | Its bodies and what is on them as seen then, and the routes and gates leaving it | The hull or a surveyor surveys it |
POST /v1/fleet/ships/{id}/surveysurveys the ship's current system. More bodies take longer.- A survey charts every system its routes and gates lead to.
- A new player's home starts surveyed, and its neighbours charted. A new company receives a copy of its founder's charts.
- Another empire's surveys never show on a player's map.
- The hull reaches only its own system, so a surveyor one jump away is beyond the Infonet and receives no orders there. It runs the schedule it left with: a program can jump, survey and jump back, and a
jumpwith{"to": "unsurveyed"}goes to the nearest system not yet surveyed. The jump endpoint and group orders take it too.
Sightings
- What a player knows of a body is a sighting: its orbit, its surface, how many layers lie under the surface, and
as_of, the tick it was seen. - A ship or station in a system keeps the owner's sightings there current every tick. Once nothing remains there, the view freezes.
- Before a survey a body shows only itself: its orbit, kind, name, code and position. Its surface, the layers below, floating items, sites and history wait for the survey.
GET /v1/systems/{id}andGET /v1/systems/{id}/bodies/{body_id}show sightings, not the live world.GET /v1/systems/{id}/bodies/{body_id}/historytells how a seen body in a surveyed system came to be, oldest first.- World events are seen only by players with a ship or station in the system when they happen.
Prospecting
POST /v1/fleet/ships/{id}/prospect, by a ship able to prospect, reveals every layer of the body the ship is at (body.prospected).- The body then shows
layersas ofprospected_tick.
Deep scans and sites
- A site is hidden at a body from the start: a deep
depositof one resource, aderelictadrift in orbit, or aruinon the surface. Prospecting never shows one. POST /v1/fleet/ships/{id}/deep_scan, by a ship with a deep scanner fitted, searches the body it is at for a set time.- Each minute, each site not yet found has a chance to turn up. Deeper sites are harder to find, and scanners add up.
site.foundreports a find. A body'ssiteslists the owner's finds. Finds are private.- A site follows its body's inside: into a body that absorbs it, or into the first fragment when it splits.
Landers
POST /v1/fleet/ships/{id}/landsets a lander down on the body it is at.POST /v1/fleet/ships/{id}/launchreturns it to orbit, which it needs before moving or jumping.- The surface and orbit meet only through landed ships. A surface station or landed ship trades only with another at the same body.
POST /v1/fleet/ships/{id}/excavatedigs out a found deep deposit, or takes apart a found ruin, at the lander's body.- A landed lander builds surface stations and nothing else. A deep drill there mines what orbital miners cannot reach.
The builders' remains
- Derelicts and ruins are what the builders left. A found one shows its
history: when it was made, when it was left, and how far it has decayed. - A salvage ship, such as a scrapper, takes apart a found derelict with
POST /v1/fleet/ships/{id}/salvageandsite_id. A landed lander takes apart a found ruin withexcavate. - Each part becomes scrap. The last part gives up any relic and record (
derelict.taken_apart). - A relic,
relic:<kind>:<type>, is studied for its blueprint. See Research and Designs. - A record,
record:<id>, is a data core. Its holder's side reads it atGET /v1/records. Some name a system where the builders also built. Holding such a record charts that system for the side, without surveying it.