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Guides

One guide per gameplay capability. Each explains the shape of the thing, the game mechanics behind it, how to read it, and the traps worth knowing.

Start with identity if you are new: almost every read begins by working out whose data you are asking for.

How you find anything at all.

  • Identity — wallets, profiles, and characters
  • Fleets — fleet state, and where a fleet actually is
  • Moving a fleet — plan, sign, execute, and refresh one move
  • World — systems, planets, and asteroids
  • Cargo — what a fleet holds, and why quantities are bigint
  • Mining — extraction as a rate rather than a total
  • Combat — combat status, loot, and the outlaw flag
  • Scanning — patterns, state, and derived cooldowns
  • Starbases — your own state at a starbase
  • Crafting — recipes, habs, and processes
  • Claim stakes — claims on bodies, and their lifecycle
  • Markets — order books, and why prices are local
  • Factions — the three factions, standing, and diplomacy
  • Loyalty — epochs, contributions, and ATLAS banks
  • Rewards — versioned configuration and treasuries

Identity, world, fleets, cargo, starbases, claim stakes, mining, crafting, and markets are composed into the root client, so sage.fleets and friends work.

Combat, scanning, rewards, factions, and loyalty are capability-only: they are stable public entries, but you import them directly and pass the context. Each of those guides shows the import.