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Next — unreleased

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

Start with You if you are new: almost every task begins by working out whose data you are reading or changing.

How you find anything at all.

  • You — your wallet, profile, and character
  • Preparing wallet imports — the accounts needed before bringing assets in-game
  • Council Rank — Character progression, XP, research, and perks
  • Fleets — fleet state, and where a fleet actually is
  • Warp & subwarp — plan, sign, execute, and refresh one move
  • Plans — journeys that take more than one transaction
  • Starmap — 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 and the processes that run them
  • Crafting habs — the facility: buildings, modifiers, and rent
  • Claim stakes — claims on bodies, their buildings and yield
  • Markets — order books, and why prices are local
  • Factions — the three factions, standing, and diplomacy
  • Loyalty points — points within your faction, and each epoch’s ATLAS share
  • 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.