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Explorer

This page explores the explorer playstyle — an empire oriented around charting unknown systems, discovering resources, and leveraging information asymmetry.

It does not describe final game behavior. It captures the current direction and unresolved design choices.


Orientation

An explorer derives advantage from knowing things others do not. They prioritise reaching unsurveyed systems, cataloguing stellar objects, and mapping resource deposits before rivals get there. The value of their work is partly in what they find and partly in the exclusive knowledge of what exists.

An explorer's empire tends to be mobile and lightly fortified, optimised for reach rather than depth. They may sell survey data, stake early claims on valuable finds, or hold discoveries privately as strategic leverage.


Primary Mechanics

Survey and mapping — the mechanics governing how systems and stellar objects are discovered and their properties revealed. This system does not yet exist in the game's current design and is a known gap. See Design Gaps.

Early claiming — an explorer who surveys a stellar object before anyone else can stake an early claim, giving them first access to its resources or strategic position. See Holding Types And Upgrades.

Information asymmetry — knowing the layout of a region, the location of a valuable resource deposit, or the position of an enemy fleet before others do has direct strategic value. How this information can be traded, sold, or weaponised is an open design question.


Natural Tensions

An explorer who finds something valuable but cannot hold it is in a difficult position. They can sell the information, race to establish a claim before rivals arrive, or attempt to hold it with limited military capability.

An explorer who hoards information indefinitely gains little — the value of a discovery depreciates as others eventually find the same systems through normal expansion.


Interaction With Other Playstyles

  • Industrialists are natural buyers of survey data — they want to know which stellar objects are worth developing before investing in a claim.
  • Military players may hire explorers to scout enemy territory, map gateway routes, or locate target systems.
  • Traders benefit from route intelligence — knowing which systems are safe, which are congested, and which have resources worth picking up.
  • Diplomats can use exclusive information as political currency.

Probes and Fleet Intelligence

One strong direction for the explorer's primary tool is the probe — a lightweight fleet type sent to a system to gather current intelligence without committing a full combat fleet.

Fog of war means fleet movement in systems you do not have a presence in is not visible. A probe sent to a system returns information about what is currently there: fleets present, their composition, holding states, recent activity.

This connects directly to the fleet limit system. An explorer who wants to maintain wide-area intelligence coverage needs many probes active simultaneously, each occupying a fleet slot. Researching a higher fleet count limit is therefore meaningful for explorers in the same way it is for traders — not because they need many trade fleets, but because they need many probe fleets.

Probe tiers

One direction is that probes exist in tiers of capability, analogous to how military fleets might be tiered (corvette < destroyer < battleship).

A basic probe reveals that a system is occupied and roughly how many fleets are present. A higher-tier probe reveals fleet composition, fleet orders or destinations, and holding details. The most capable probes might reveal information that basic probes cannot detect at all.

This creates a progression for the explorer archetype: start with basic probes and shallow intelligence, invest in research to unlock better probe types, and eventually become capable of gathering intelligence that is genuinely exclusive and valuable.

Probe tier Information revealed
Basic System occupied / empty; approximate fleet count
Advanced Fleet composition; holding type and tier
Elite Fleet orders / destination; resource stockpile levels; recent activity

The specific tiers, unlock conditions, and information categories are not yet defined. This is an open design area.

Balancing the explorer's economic value

The explorer archetype needs to be worth playing. The combination of fog of war, probe tiers, and information as a sellable resource is the mechanism that makes it viable:

  • Fog of war means intelligence has genuine scarcity value
  • Probe tiers create a progression path and differentiate experienced explorers from beginners
  • Information trading makes the archetype economically self-sustaining — an explorer who sells fleet positions to a pirate, route safety data to a trader, and territory maps to a military player can generate income without fighting or producing anything

Without all three elements, the explorer specialisation risks feeling underpowered relative to archetypes that produce resources or project military force.


Current State

The explorer archetype currently has no dedicated mechanical support in the game's designed systems. Survey mechanics, probe systems, mapping, and information trading are all undefined.

This does not mean the archetype cannot exist — an explorer can still stake early claims and navigate the gateway network effectively — but the unique advantages that would make exploration a distinct and rewarding playstyle are not yet designed.


Open Questions

  • What is the survey mechanic? Does a fleet need to physically visit a system, spend time there, or complete a specific action to reveal its properties?
  • Can survey data and fleet intelligence be sold or shared with other players as formal game objects, or only through informal arrangements?
  • Should unexplored systems be visible on the map with unknown properties, or completely hidden until probed?
  • How long does intelligence remain valid before it becomes stale? A fleet position from six hours ago may be meaningless.
  • Should a player be able to counter-probe — detect that a probe has been sent to their system and identify who sent it?
  • How many probe tiers should exist, and what research investment unlocks each tier?