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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 (~3–5KB) and links into the API reference for specifics rather than repeating content.

  • Galaxy seeding β€” How the universe is populated at game start. From god.xml declarative input β†’ engine event_god_created_factory β†’ FinaliseStations MD pipeline β†’ station rendered in world.
  • Station construction sequence β€” How a station’s physical structure is rendered after creation. <create_construction_sequence> β†’ event_object_construction_sequence_created β†’ <apply_construction_sequence> β†’ <signal_objects 'init station'>.
  • Faction economy β€” How NPC factions decide what to produce, build, or buy. Per-faction Econ_Manager reads 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.