Craft Design & the Tech Tree

Every ship is data: hull sections, installed components, and the physics that falls out of them

Ships Are Assembled, Not Authored

The design rule: a craft's mass, thrust, Δv, crew capacity, and power budget are never written down anywhere. They are derived — from which hull sections the ship is built of, which components are installed in them, and how full the tanks are. One catalog schema feeds the game, the mission compiler, the engineering panel, and the tests.

The Three-File Model

Craft hardware lives in three JSON files, and the split matters: two of them are definitions (what a part is), one is an instance (what a particular ship has).

sections.json — the hulls

A section design is a structural envelope: a shape (tube, capsule, ring, truss), its dimensions, its structural mass, and — crucially — its slots. A slot is typed (which component categories it takes), sized (a points budget by size class — XS 1, S 2, M 4, L 8, XL 16 — that several smaller parts can share), plumbed (which bus lines reach it: fuel, oxidizer, power, heat, data) and placed on the hull's clock face (an aft or fore cap, a radial hour, or inside). A component carries its own size class, so what fits where is arithmetic, not a texture swap. The hull also carries a tech level, an integration bus level a part may require, and any integral parts built into it — a crew capsule with its own tanks.

Browse the Hulls →

components.json — the parts

Engines, tanks, reactors, habitats, life support, radiators, gyros, cargo holds. Each carries its physical truth: dry mass, volume, thrust and Isp, power output or draw, crew capacity, heat rejection.

Browse the Catalog →

craft.sections.json — the ships

Each craft's actual build: which hull designs it uses, what is installed in each, and the per-installation state a definition can't carry — tank fill, engine mode, cargo loaded.

Inspect the Fleet →

Definitions never carry state, and instances never carry stats. A tank.lh2-20t knows it holds 20,000 kg of liquid hydrogen and weighs 800 kg empty; only the installation on a specific ship knows it's currently full. An engine definition knows its thrust curve; only the installation knows it's throttled to 100%.

Worked Example: Hermes

Hermes — the fleet's crewed fast-transit ship — is five sections. Reading her build file top to bottom is reading the ship:

Drive Bay        (engine-bay.fusion-16x7, 16 m × 7 m tube, 4,000 kg structure)
  ├─ Direct Fusion Drive    1 GW fusion power → 13.66 kN at 6,000 s Isp
  ├─ DFD Power Tap          2,500 kW electrical, bled off the drive plasma
  └─ Droplet Radiator ×2    5 MW heat rejection each — the drive's 10 MW
                            of waste heat has to go somewhere

Cryo Tanks       (tank-module.cryo-14x8, 14 m × 8 m tube, 2,600 kg structure)
  ├─ LH2 Reaction Mass      20,000 kg — the drive's propellant
  ├─ LOX Tank               4,000 kg — oxidizer for the descent engines
  └─ Flywheel Bank          250 kWh buffered for burn transients

Command          (command.capsule-5x4, 5 m × 4 m capsule)
  └─ Flight Deck            5 crew stations

Habitat Ring     (habitat.ring-10, 10 m ring, 5,000 kg structure)
  ├─ Habitat Fit-out        berths for 5
  ├─ ECLSS                  life support rated for 5 crew, 7.5 kW draw
  └─ CMG Cluster            4,000 N·m attitude authority

Landing Truss    (landing.truss-9x6, 9 m × 6 m open truss)
  ├─ LH2/LOX Descent Cluster  85 kN at 450 s — the drive can't land her
  ├─ Cold-Gas RCS
  └─ Cargo Hold             5,000 kg loaded

Nothing above says what Hermes weighs. But sum the structural masses, the component dry masses, the tank fills and the cargo, and her mass budget falls out — and from that, with the drive's Isp, her Δv. Change one line (halve the LH2 fill, swap the cargo) and every downstream number moves with it: the engineering panel, the mission compiler's burn solutions, the collision scan. There is no second copy of the truth to drift.

The design also encodes real engineering tension. The fusion drive is 11 tonnes of engine producing all of 13.66 kN — a thrust-to-weight ratio that would embarrass a lawnmower, attached to an Isp seventeen times better than the best chemical engine ever built. So Hermes carries a second propulsion system, an 85 kN chemical descent cluster, purely because a high-Isp low-thrust drive cannot fight a landing. Two engines, two fuels, two jobs: that trade is the whole game in miniature.

Slots: Why You Can't Build a Monster

Sections constrain components. An engine-bay.fusion-16x7 offers two large engine mounts aft at 3 and 9 o'clock, two medium power bays inside, four medium radiator mounts round the rim and a small utility mount — 42 points in nine slots, plumbed for fuel, oxidizer, power and heat — so you cannot rack six fusion drives into it, and a part that needs a line the slot does not carry does not go there either. The little tank-module.tube-5x3 takes three storage parts and one thermal, and that's the ship's fuel margin decided at the drawing board. Slot budgets are what make hull choice a strategic decision rather than a texture swap: the envelope you launch is the option space you live with.

The Tech Tree: Production, Not Propulsion

The founding premise (see 2056): the game opens at a technology threshold. Fusion drives, compact reactors, radiation shielding, and construction robotics all work at game start. What the threshold did not deliver is throughput — so the tech tree is primarily a progression in production efficiency, not in engines. Propulsion is largely solved. What's scarce is fuel, and the machinery to make it.

The systems below are the design direction currently being built toward; the shipped catalog covers the hardware side (engines, tanks, hulls), with the production economy following it in.

Three commodities

The sourcing ladder

Each rung is gated by ISRU and robotics maturity — not by a date or a research checkbox:

ISRU: upgrade the bottleneck, not the base

In-situ resource utilization follows the real lunar process — excavate → beneficiate → heat → separate — and each stage is a separately installable, separately upgradeable component, the same catalog schema as an engine or a tank (mass, power draw, waste heat, throughput, yield). A mining site is just a craft that doesn't move: sections, slots, components, and a derived number at the end — kilograms per day. First-generation gear is heavy, power-hungry, and inefficient by design. "Unlocked" is not "supplied"; the site's daily output is the real constraint on fleet operations, and upgrading the bottleneck stage beats replacing a monolithic base every time.

Robots: three families, one loop

Mining robots gate the surface. Processing robots run the plant. Assembly robots build in orbit what no one wants to launch whole. All three start slow and unreliable, and their progression stats — autonomy, throughput, reliability — feed the game's central compounding loop:

better robots → higher ISRU throughput → more fuel
     ↑                                        ↓
  capital  ←  more sites  ←  more ships  ←────┘

Reliability is the sleeper stat: a robot fleet that breaks down is a production shortfall, a production shortfall is a depot that didn't fill, and a depot that didn't fill is a ship stranded somewhere rescue can't reach. Failure is permanent here — which is also why a deliberately boring, never-upgraded backup thruster earns its mass on the one flight where the main drive quits.

Tiers with headroom

Every threshold technology ships good enough to matter, not good enough to trivialize. The catalog's Baseline tier is game-start hardware; the Future tier is a generation out. The fusion drive gets cheaper and harder-burning; shielding gets lighter; ISRU yield climbs; robots stop needing supervision. The one deliberate optimism — the Direct Fusion Drive performs several times better than the published physics says it should — is written down as a setting premise, because a game about logistics needs its engines to be merely expensive, not fictional-forever.

See It in the Data

Components

The full parts catalog, rendered live from the same JSON the game loads.

Open the Catalog →

Sections

The hull designs — shapes, envelopes, structural mass, and slot budgets.

Open the Hull Book →

Ships

The fleet, assembled: every craft's build, mass budget, and engineering readout.

Open the Fleet Registry →