Architectural overviews
While the API reference tells you how to interact with an abstraction, architectural overviews explain how subsystems work end-to-end.
Each overview is short (~3β5KB) and links into the API reference for specifics rather than repeating content.
Planned overviews
Section titled βPlanned overviewsβ- Galaxy seeding β How the universe is populated at game start. From
god.xmldeclarative input β engineevent_god_created_factoryβFinaliseStationsMD pipeline β station rendered in world. - Station construction sequence β How a stationβs physical structure is rendered after creation.
<create_construction_sequence>βevent_object_construction_sequence_createdβ<apply_construction_sequence>β<signal_objects 'init station'>. - Faction economy β How NPC factions decide what to produce, build, or buy. Per-faction
Econ_Managerreads shortage data, evaluates per-sector, picks one of 7 corrective actions. - Faction goals β How factions pick strategic actions (invade, defend, plunder, patrol). Registry pattern + two-tier evaluation.
- Mission framework β How vanilla generates missions. Generic Mission registry + Reusable Mission Library phases.
- Reward calculation β How vanilla computes mission credits, notoriety, mod parts, and info rewards.
- Patrol coordination β Galaxy combat bus + per-faction priority queue + per-instance engagement.
- Boarding β 5-phase state machine for boarding operations.
- NPC orders β How NPC ship behavior is structured (state machine in aiscripts).
- Save migration β How vanilla migrates older save formats via
<patch sinceversion>. - Assets pipeline β How macros/components/indices fit together.
- UI Lua framework β The vanilla Helper API layers + FFI bridge.