Field manual
How the colony actually works — mechanics explained in mission language. Exact figures and undiscovered content stay classified until you meet them in the field.
Survival
Keeping people alive: landing, life support, shelter.
Operations
Running the colony: logistics, industry, settlements, delegation.
Resources and logistics
There is no global stockpile. Everything you own sits somewhere, and moving it is the game.
Industry and processing
Raw ground becomes usable stock through a processing chain that speaks in kinds and states, not part numbers.
Settlements
A settlement is people, stock and structures bound to one place — and one construction crew's worth of attention.
Provinces and delegation
A colony outgrows one pair of hands. Provinces and standing orders let you rule more by deciding less.
Crew
The people: command, mood, traits, health.
Command and respect
Rank says who commands. Respect decides whether it works.
Crew, mood and traits
Colonists are people, not counters — skills that grow, moods that break, and histories that leave marks.
Health and epidemics
Disease spreads through a settlement like fire through dry grass — and you will not see it until someone falls.
World
The planet: exploration, materials, environment.
Exploration and surveying
The world does not come labeled. Teams on the ground turn terrain into knowledge, one region at a time.
Materials and analysis
Every world generates its own materials. Nothing comes labeled — production can only use what the colony understands.
Environment and weather
The planet has its own schedule. Day, night, seasons and storms are conditions you plan around, not flavor.
Progression
Growing capability: research and what it opens.
Open records
Declassified excerpts of the colony databanks. Quantities, costs and yields are withheld by mission policy.
