CAPTAIN'S MANUAL

Welcome to the Sectorum galaxy. Your journey starts here.

Chapter 1: Getting Started

Welcome, Recruit. Your journey begins with the Galactic Fundamentals. Follow these seven steps to secure your place in the stars.

Step 1: Master Navigation. Use your NAV Computer and Starmap. They are your primary aids for charting a path across the vast galaxy.

Step 2: Engage in Trade. Visit space ports to buy low and sell high. Accumulating credits is the first step to expansion.

Step 3: Expand Your Fleet. Use your credits to buy new ships and upgrade equipment. Each ship class has unique strategic benefits.

Step 4: Establish a Base. Populate suitable planets with colonists to start extracting and producing valuable resources.

Step 5: Interstellar Relations. Be ready to negotiate or defend. The galaxy is full of friends and foes.

Step 6: Survival. Always keep an Emergency Escape Pod. It is the only thing that preserves your experience if your ship is destroyed.

Step 7: Embark! You are now equipped for adventure. Explore, trade, and thrive in a galaxy full of mysteries.

Chapter 3: The Merchant Life

Trading is the lifeblood of the galaxy. Buying low at production planets and selling high at industrial ports is the fastest way to wealth.

The Economic Cycle

Prices fluctuate daily. Each port classifies goods as Buying, Selling, or Neutral. Aim for Class 0 ports (Stardocks) for the best deals on equipment and specialized items.

Banking & Loans

The Galactic Bank offers interest on deposits, but beware of Bank Taxes. Good-aligned players with high credit balances will be taxed daily, though this increases your reputation with the Federation.

Need credits fast? Take out a Bank Loan. However, failing to repay your loan will attract the Repo Man. He will first seize your experimental equipment; if that doesn't cover the debt, he might seize your ship entirely.

Lenny's Repo Depot

Not everything Lenny confiscates disappears forever. Lenny's Repo Depot is a special port located somewhere in Ring 1 where players can buy repossessed items at 75% of market value. Stock depends on what Lenny has recently seized from delinquent captains, so inventory changes over time. It's a great place to find bargains on experimental equipment and ship components.

The Casino: Luck & Finance

For those seeking high stakes or a quick credit infusion, the Stardock Casino is more than just a place to gamble. It's a central hub for specialized banking and games of chance.

Casino Games

  • Procyon: A strategic card game involving hand management and calculated risk.
  • Blork Flork Schmitars: A high-speed variant of Rock-Paper-Scissors with a low house edge.
  • Zetrona Wheel: A game of pure intuition. Payouts range from 1:1 on single numbers up to 40:1 on rare picture spaces.
🎲

Gambler's Advantage: The Casino offers loans based directly on your Net Worth (ship value + bank balance), bypassing standard Federation credit checks.

Trade Routes & Automation

Advanced captains utilize unused ships to maximize profit through automated Trade Routes. A trade route sends an unmanned ship back and forth along a set path each day, buying and selling goods at ports it encounters.

Setting Up a Trade Route

  1. Open the Starmap and click the Trade Route button (currency exchange icon) in the bottom-right corner.
  2. The map enters Trade Route mode. To create a new route, click the New button (label icon).
  3. Sectors containing eligible ships will be highlighted. Click a highlighted sector to select a ship. Eligible ships must be unmanned (not your current ship) and not already on a route.
  4. Build the route path by clicking adjacent sectors one at a time. The path is displayed at the bottom of the screen.
  5. When your path is complete, click the Save button (disk icon) to open the route editor.
  6. In the editor, name your route and adjust the Fuel Allocation % sliders (Fuel, Organics, Equipment) to control what your ship buys at ports.
  7. Click SAVE to activate the route. There is a one-time startup cost of holds x 50 credits.

Operational Protocols

  • Execution: Routes run once per day at Exturn. Your ship will spend turns and fuel as if you were piloting it manually.
  • Safety: Ships will abort a route if they encounter mines, aliens, or enemy players. Assigning a Captain to the ship can prevent these cancellations.
  • Profit Maximization: An Importer/Exporter crew member increases trade route profits by 30%. Note that crew takes a 10% commission on all automated earnings.
  • Editing: To edit an existing route, enter Trade Route mode and click any sector on the route's path. You can also use the Edit button (road icon) to highlight all existing routes and select one.
  • Results: After each Exturn, check the Operations screen to see your route's last result and earnings.
💡

Route Strategy: Shorter routes are more fuel-efficient. Look for pairs of ports that buy and sell complementary goods (e.g., one sells Fuel while the other buys it) within a few sectors of each other.

Colony Routes

Colony routes automate the delivery of colonists from Terra (Sector 1) to your planets. An unmanned ship picks up free colonists, follows a set path, deposits them on a target planet, and returns to Terra to repeat the cycle.

Setting Up a Colony Route

  1. Open the Starmap and click the Colony Route button (people icon) in the bottom-right corner.
  2. The map enters Colony Route mode. Click the New button (label icon) to start creating a route.
  3. Sectors containing eligible ships will be highlighted. Click one to select a ship. Eligible ships must be unmanned and not already on a route.
  4. Build the route path by clicking adjacent sectors from the ship's location to the destination sector where your planet is.
  5. Click the Save button (disk icon) to open the colony route editor.
  6. Name your route and select the target planet from the list of your planets in the destination sector.
  7. Click SAVE to activate. One-time startup cost: holds x 50 credits.

Colony Route Details

  • Colonists: Colonists are recruited for free from Terra. The ship carries 1 colonist per hold.
  • Execution: Routes run once per day at Exturn. The ship travels the path, delivers colonists to the planet, then returns to Terra.
  • Safety: Like trade routes, a Captain crew member helps the ship bypass enemies along the route.
  • No Commission: Unlike trade routes, there is no crew commission fee on colony routes.
  • Results: Check the Operations screen to see how many colonists were delivered on the last run.
🌍

Colony Tip: Colony routes are essential for growing your planets quickly. Use a ship with large holds for maximum colonist delivery. Remember that overpopulation (above 50% capacity) increases death rates, so plan accordingly.

Chapter 4: Commanding Your Fleet

Your ship is your home, your weapon, and your shield. Different classes offer unique advantages in holds, combat odds, and special capabilities.

Core Statistics

Fleet Strategy: Repair or Sell?

When you capture or tow a ship to the Shipyards, you face a critical decision: Repair the vessel for your own fleet, or Sell it as-is? Repairing increases the sale value but requires an upfront credit investment. Evaluate the cost of repair against the potential profit margin before committing.

Special Systems

Upgrade your ship with specialized tech found at high-end stardocks:

💡

Scanner Bundling: Purchasing a Spectrographic Scanner automatically includes a free Gravity Scanner if your ship doesn't already have one.

Chapter 5: Planetary Management

Colonizing planets allows you to produce resources and build a sovereign base. Managing your population is key to productivity.

Colonist Growth & Production

Population grows based on birth rates but can be devastated by disease or hunger. Overpopulation (over 50% capacity) significantly increases death rates. A Medical Officer crew member can halve these losses.

Planet Classes & Specializations

Not all worlds are created equal. Choosing the right class for your colony determines its production efficiency and defensive capabilities.

Class Description Primary Focus
Class M Earth-type; fertile and balanced. High Equipment production.
Class K Desert Wasteland; arid landscapes. Efficient Fuel Ore production.
Class O Oceanic; teeming with aquatic life. Vital Organics production.
Class L Mountainous; rugged and imposing. Balanced Fuel & Organics.
Class C Glacial; frozen and desolate. Minimal production; Scientific outposts.
Class H Volcanic; fiery and high-energy. Exceptional Fuel Ore production.
Class U Gaseous; swirling gas giants. Non-colonizable; Scientific interest only.

Planetary Defense Strength

Planetary defenses are significantly more robust than ship-based systems. A key tactical metric to remember: 1 Planetary Shield is equivalent to 10 Ship Shields. This massive defensive multiplier makes established planets difficult to crack without specialized heavy weaponry.

Citadel Construction & Rush Production

Building a Citadel is essential for protecting your planet. Construction times vary by planet class and citadel level — harder planet classes and higher levels take longer to build. In general, expect anywhere from a few days for a basic Level 1 citadel up to about a week for higher-level fortifications.

Rush Production

Need your citadel finished sooner? You can Rush Production to reduce the remaining construction time by 1 day. This can be done once per day (per Exturn cycle). The cost scales by the citadel level you are building:

  • Level 1: 25,000 credits
  • Level 2: 75,000 credits
  • Level 3: 200,000 credits
  • Level 4: 500,000 credits
  • Level 5: 1,000,000 credits
  • Level 6: 2,500,000 credits

The Rush button will be greyed out (not hidden) if you cannot afford the cost or have already rushed today. A confirmation dialog appears before spending.

Chapter 6: Combat & Survival

Space is dangerous. Combat in Sectorum is fast, tactical, and often lethal.

The Landing Phase Sequence

When attempting to land on a hostile planet, the following occurs:

  1. Ion Cannon Salvo: The planet fires its cannons first, damaging your shields and fighters.
  2. Planetary Shields: The planet's shields absorb a portion of your incoming fire. 1 Planetary Shield = 10 Ship Shields.
  3. Fighter Engagement: Your fighters battle the planetary defense force. Offensive odds and tactical officers play a crucial role here.

Specialized Weaponry

  • Bloom Missile: Creates a new planet of a random type in your current sector.
  • Mine Disruptor: Destroys all mines in an adjacent sector, clearing a safe path.
  • Photon Missiles: Disables enemy ships and planetary defenses without destroying them.
  • Red Matter Device: Obliterates any planet instantly. Use with extreme caution.
  • Sentry Mine: Static defense that detonates when any other player enters the sector.
  • Tracking Mine: Attaches to an enemy ship invisibly, allowing you to track their movement history.

Ship Surrender

When you encounter hostile Toll Fighters or Defensive Fighters, you don't always have to fight. You can choose to surrender your ship instead. Surrendering transfers your entire ship — including all cargo, fighters, shields, and equipment — to the fighter owner. You will be placed in an escape pod in the same sector. Ship passwords are removed upon surrender, and the fighter owner receives a notification.

Attack Sector Fighters

You can now attack Offensive, Defensive, and Toll Fighters directly from the sector display, without needing to re-enter the sector. This uses the existing combat system.

Survival Mechanics

If your ship is destroyed, you are dead. Unless you have an Escape Pod. Always keep one in your inventory—it's the only thing that will save your experience and alignment if your ship explodes. Escape pods come equipped with a Gravity Scanner by default, so you can still navigate safely while getting back on your feet.

Chapter 7: Economy & Law

The alignment system tracks your actions. Every merchant you raid or planet you save shifts your standing between Good and Evil.

The Galactic Bank

The Bank is the safest place for your credits. While it offers no interest, it protects your wealth from destruction.

💡

Tax Evasion Strategy: Store your wealth in a Citadel Treasury on your planet. Treasuries are tax-free and earn 4% nightly interest.

Police & The Commission

The Galactic Police enforce order in Federation space. Their headquarters serves as a hub for law-abiding captains.

Bounty Hunting

The Police HQ allows you to post and claim bounties on outlaw players.

Corporations

Corporations allow players to pool resources and dominate sectors together.

Asset Management

  • Personal Assets: Planets/Mines owned by you, accessible only by you.
  • Corporate Assets: Designated shared assets that any corp member can defend or manage. Use this to build massive, shared fortress worlds.

High alignment unlocks titles like Galactic Hero. Low alignment makes you a Foe of the People.

Subspace Communications

Staying connected is vital in a galaxy of rival captains.

Chapter 8: Quests & Artifacts

Beyond simple trading, the galaxy offers rare artifacts and skilled crew members to enhance your capabilities.

Artifacts of Power

Ancient relics found in Navhaz or through deep-space missions:

Skilled Crew

Hiring specialists provides passive bonuses:

Alien Communication

Alien encounters are more than random events — how aliens respond to you depends on your relationship, reputation, and what you're carrying.

Relationship-Aware Dialogue

  • Trade Allies: Aliens you've traded with recognize you by name and give unique, grateful responses. They may share valuable information, including their homeworld location.
  • Enemies: Aliens you've attacked will never forgive you. Aggressive aliens deliver escalating warnings instead of normal greetings.
  • Neutral: Unknown captains receive vague, businesslike responses that vary by the alien's personality — good aliens are warm and diplomatic, evil aliens are terse and threatening.

Multi-Turn Conversations

After the initial greeting, the HELLO button is replaced with two new options:

  • TELL ME MORE: Learn alien lore and background information.
  • WARN ME: Get danger intel, trade tips, or insults (depending on the alien's disposition toward you).

Scramble Decay

Alien messages start 60% scrambled and improve by 15% with each conversation turn (60% → 45% → 30% → 15% → 5%), simulating learning their language through dialogue. For instant full translation, have a Communications Officer crew member, the Mind Melder artifact, or a crew member of the same alien species aboard your ship.

Chapter 9: Tips from the Universe

Wisdom collected from seasoned captains across the Sectorum. Review these regularly to stay alive and profitable.

Frequently Asked Questions

Does "upgrading a port" only increase its security?

No. There are three separate port actions:

The main "Upgrade Port" action is about capacity and productivity; security and defense are separate, owner-only upgrades.

Is there a way to see which port I upgraded (without purchasing it)?

Not in a dedicated list. When you use "Upgrade Port", the server adds a galaxy log entry (e.g. "[Your name] upgrades [Port name]."), so you can check the galaxy log. When you visit a port that still has pending upgrades, the port screen shows "PORT IS UPGRADING: X DAYS REM". There is no in-game "my upgraded ports" list—only the log and what you see when you dock.

What are the benefits of purchasing a port?

When you buy an unowned standard port (outside Imperial space and safe zones):

Is there a way to resume autopilot?

No. When autopilot stops (e.g. enemy mines, fighters, ion cannons, navhaz, Nav Sentinel warnings, or stopping at a port/planet in Standard mode), the path and destination are cleared. There is no "Resume autopilot" button. To continue to the same place: open the starmap, set the autopilot target again (same sector if you want), and engage autopilot (EXPRESS or STANDARD) again.

Can we access the list of tips?

Yes. The tips are in the game manual. Open the Manual in the game and go to the section called Tips from the Universe.

Can we see our crewmembers?

Yes. Crewmembers appear in several places:

Crew are treated as special inventory items, so they appear on most inventory-related screens.

Technical Reference

Player Ranks

Level Good Title (Alignment > 0) Evil Title (Alignment < 0)
1 Recruit Troublemaker
5 Lieutenant Threat
10 General Outlaw Mastermind
15 Rear Admiral Infamous Raider
20 Galactic Leader Foe of Humankind
22 Galactic Legend Ultimate Evil

Crew Member Bonuses

Role Effect
Tactical Officer +0.5 Combat Odds
Communications Alien Quests & Messages
Captain Attracts 50% fewer attacks
Chief Engineer -1 Turn per Warp / Shield Regen
Navigator 50% Space Jump Fuel Discount
Cargo Specialist 10% Hold Discount
Operations Expert Planets produce 5% more goods
Bounty Hunter 50% Bonus on Bounties