# Stipend, the home system: where a new game starts (galaxy.toml) and the # Ministry of Opportunity keeps its planet. Rules that hold in every system # live in rules.toml. Distances are map units; frigates cruise ~200-300 units/s # and their travel drives triple that on long, uncontested legs. id = "stipend" name = "Stipend" radius = 13800.0 # The sky behind it all, painted for Stipend (docs/skies.md). [sky] backdrop = "stipend/backdrop" # One star, at the origin. Pirate tier by distance from it: tier 1 inside # the first radius, tier 2 inside the second, tier 3 beyond. [[stars]] id = "stipend" name = "Stipend" radius = 320.0 color = "#ffd37a" tiers = [6900.0, 10350.0] [planet] name = "Opportunity" orbit = 3000.0 angle = 2.35 radius = 140.0 ring_radius = 260.0 # Fight estimates are a full read within this distance of Opportunity. Past # it, a scanner in your fleet has to reach the fight, and its strength decides # how sure the estimate is. sensor_net = 5200.0 description = "Home of the Ministry of Opportunity. Wears a ring of everyone's first ship." # Its painted maps (art/scenery/stipend) win; the kind is what it falls back to. kind = "oceanic" # Each field holds `reserve` ore when full and grows back `regrowth` units a # minute; a full field doesn't grow. A belt's sustainable output (what it # gives forever, fully worked) is regrowth x fields: 264 a minute for each # belt. Four crews and a flagship work both belts down to about half within # the first hour and from then on take about what grows back # (docs/balance.md, Career timeline, 'ore left'). [[belts]] id = "inner" name = "The Inner Belt" radius = 5750.0 width = 480.0 fields = 6 ores = { ferrite = 75, cobaltine = 25 } reserve = 800.0 regrowth = 44.0 [[belts]] id = "outer" name = "The Outer Belt" radius = 9900.0 width = 750.0 fields = 8 # Tier 2 stock (Manganite, Glimmerite) with tier 1 mixed in. ores = { ferrite = 30, cobaltine = 30, manganite = 28, glimmerite = 12 } reserve = 800.0 regrowth = 33.0 # Everyone's first ship ends up here eventually. The debris round Opportunity # is mostly scrap, but the oldest of it has fused into Kesslerite: a slow, # close source of tier-2 salvage for entrepreneurs who'd rather not fight. [[belts]] id = "kessler" name = "The Kessler Ring" around = "planet" radius = 520.0 width = 120.0 fields = 4 ores = { scrap_metal = 60, kesslerite = 40 } reserve = 80.0 regrowth = 2.2 # Two asteroid clouds on the flanks, off the lane from Opportunity to the # starbase: patches of ore rather than rings, each holding its tier's ore and # some of the next tier's. Hideouts keep clear of clouds and raids don't reach # them (living.rs). [[belts]] id = "small_change" name = "The Small Change" around = "point" x = -2987.0 y = -2952.0 radius = 700.0 fields = 4 # Inside the Inner Belt, in tier 1. ores = { ferrite = 40, cobaltine = 22, manganite = 25, glimmerite = 13 } reserve = 800.0 regrowth = 44.0 [[belts]] id = "windfall" name = "The Windfall" around = "point" x = 5762.0 y = 5693.0 radius = 900.0 fields = 5 # Between the belts, in tier 2. ores = { manganite = 40, glimmerite = 22, titanite = 25, azurine = 13 } reserve = 800.0 regrowth = 33.0 [spawns] initial_hideouts = 8 max_hideouts = 12 interval = 20.0 lifetime = 1200.0 rich_pocket_chance = 0.3 max_rich_pockets = 3 # Rich pockets don't grow back; mined out, they're gone. rich_pocket_reserve = 600.0 # Hideout bands raid the belts: every spawn interval, with this chance, one # that's home and quiet sets out for the nearest field your ships are # working, within `reach` of its hideout and in its own ring or the one # inside it, and is out `linger` seconds (the trip included) before it goes # home. One at a time here. [spawns.raids] chance = 0.04 max = 1 reach = 5000.0 linger = 150.0 # Pirate prospectors (bands.toml bands with spawn = "belt") sometimes work # a quiet field of the Outer Belt: one band at a time, for up to ten minutes. [spawns.prospectors] belts = ["outer"] chance = 0.05 max = 1 lifetime = 600.0 # The edge of the system: the Ministry's old mobile starbase, parked by the # warp gate and held by pirates who never leave. Taking it back is the end of # the first chapter; holding the gate is what comes after. [frontier.station] name = "Starbase Perseverance" description = "The Ministry's mobile starbase. Lost to pirates during a budget review, and never found again by anyone who looked." # Radians from Opportunity's angle around the star: 3.14 is the far side. angle_offset = 3.14159 orbit = 11300.0 radius = 90.0 # Its tow speed, guns, hangar size and the rest come from its facilities # (facilities.toml), which you upgrade once it's yours. # Hold the station this long, with no pirates in board_radius, to restart it. board_seconds = 60.0 board_radius = 700.0 garrison = "blockade" batteries = { hull = "pirate_battery", fit = ["ferrum_autocannon", "helion_pulse_laser", "helion_shield_cell", "ferrum_bulkhead"], count = 3, grade = "t3l4", ring = 170.0 } # Launched from the gate the moment someone starts boarding. counterattack = { band = "marauder_pack", grades = ["t2l5", "t2l8"] } [frontier.gate] id = "stipend_gate" name = "The Stipend Gate" description = "A warp gate. It still hums. Nobody has asked it where it goes." # Map units beyond the station, away from the star. Far enough that the # station's guns can't reach a wave sitting at the gate and ships docked at the # station don't wake it (see trigger_radius); towing keeps at least this far. offset = 2000.0 # Once the starbase is yours, bringing a fleet this close wakes the gate. trigger_radius = 1800.0 # Seconds between a wave going down and the next coming through. interval = 30.0 waves = [ { band = "marauder_pack", grades = ["t3l1", "t3l4"] }, { band = "gate_armada", grades = ["t2l8", "t3l1"] }, { band = "gate_armada", grades = ["t3l1", "t3l4"] }, ]