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Stellar Objects

An overview of all stellar object types under consideration and how they fit into the system hierarchy.


Goal

Define a set of stellar object types that makes each orbital system feel distinct — economically, strategically, and visually — without overcomplicating the underlying model.


Core Problem

Too few object types makes systems feel interchangeable. Too many makes world generation and player understanding harder to manage. The type model must support meaningful economic asymmetry while staying readable.


System Hierarchy

Stellar objects are arranged in three layers within an orbital system:

System
├── Center  (always present — one star cluster, black hole, neutron star, or pulsar)
├── Primary Orbiters  (orbit the center — planets, asteroid belts)
│   └── Secondary Orbiters  (orbit a specific primary — moons)
└── Transient Objects  (not world-generated — created through gameplay events, non-claimable)
    ├── Stations  (player-built infrastructure)
    └── Debris Fields  (created by destruction — harvestable, not claimable, deplete over time)

Stations are not stellar objects. They appear on the system map and serve as fleet destinations, but they are player infrastructure, not world-generated bodies.


Object Types by Layer

Center

Type Notes
Star Default center. All star subtypes are visual and lore only. Binary and triple configurations are a cosmetic property of the center cluster.
Black Hole No habitable zone. Future exotic resource potential.
Neutron Star Extreme environment. Future exotic resource potential.
Pulsar Rotating neutron star. Highly radioactive. Future exotic resource potential.

Primary Orbiters

Type Notes
Planet The primary economic body type. Most sector slots. Subtypes are visual only. Gas giant subtype is not surface-accessible.
Asteroid Belt Distributed field. Few slots, potentially high occurrence on a narrow resource.

Secondary Orbiters

Type Notes
Moon Orbits a specific planet. Moderate slots. Subtypes are visual only.

Transient Objects

Not part of the permanent world structure. Created through gameplay events. Appear on the system map and serve as fleet destinations, but cannot be claimed.

Type Notes
Station Player-built. Always orbits a specific stellar object. Fleet destination.
Debris Field Created when infrastructure or stellar objects are destroyed. Harvestable. Depletes over time. Not claimable.

Minimal Test Set

For the initial test implementation, the following types are included:

Type Layer Reason
Star Center Required — every system needs a center anchor
Planet (Rocky) Primary Primary Structural Materials source
Planet (Gas Giant) Primary Primary Volatiles source — orbital only
Asteroid Belt Primary Secondary Structural Materials — slot vs. occurrence trade-off
Moon (Ice) Secondary Secondary Volatiles — makes gas giant moons strategically relevant

All other types are defined in their own idea pages but excluded from the initial implementation.


Open Questions

  • Should the center layer ever be empty — a system with no star or gravitational anchor?
  • Should binary and triple star configurations eventually carry any gameplay difference, or remain permanently lore-only?
  • What is the maximum number of primary orbiters a system can have?
  • Should secondary orbiters be limited per primary (e.g. a planet can have at most N moons)?