What changes

55 stations, 63 organisations, 214 starting ships and 235 production allocations using 339 dedicated factory modules. The first supply pass adds 16 supporting factories while retaining the original starting goods. Eight specialist stations are added. The Trade Compact keeps Agricultural Station and Research Station; both black markets are independently owned.

Goods move physically

Factories consume shared station inventory. Ingredient reserves protect local production from AI exports. Fleet home assignments and preferred suppliers guide existing travel, mining and trading; they do not teleport goods or guarantee hourly deliveries.

Starting capacity and growth

All 175 previously unallocated supply entries have reachable sources. The starting galaxy has 53 goods whose nominal production is below configured factory and upkeep demand. These totals include every installed copy of each production line. They describe the starting catalogue before autonomous expansion; demand is intended to drive paid construction of further production modules. Freight, inputs, research and funding determine whether extra capacity becomes useful.

48-module economy profile

The approved local development profile permits 48 total modules per station during automatic expansion, including its core and infrastructure. Demand and stock can move a good's underlying value between 50% and 150% of base; market margins, scarce-input bids and taxes apply afterwards. Every complete opening wallet doubles, including authorities, guilds, independents, pirates, station operators and the player. The player starts with 300,000 credits. Existing saved balances, earned income and transfers are not multiplied. All 26 native checks for demand pricing, growth and trading budgets passed, including price extremes, split deliveries, the 48-module boundary and wallet restoration. The broader run passed 155 of 163 tests, with 8 catalogue-related failures still open; those fixtures assume earlier station ownership, supply allocations or automatic production kits. A separate normal two-hour campaign checked all 64 opening wallets: each is exactly twice the prior value, with identical starting stock and fleet. Second-hour production changed from 3,984 to 5,806 units and deliveries from 21,043 to 35,072; input waiting changed from 73.2% to 66.7%. 0 dedicated factories completed and 20 construction orders remained pending. These are short headless campaign results; sustained galaxy balance and rendered gameplay still need further validation. The implementation remains local and unmerged.

Demand-driven expansion

The earlier growth experiment tested a 64-module limit; the subsequently approved profile uses 48 total modules. Growth selects a specific demanded recipe and preserves that assignment through physical construction and save/load. Each station evaluates its own queue every ten game minutes; the galaxy no longer shares one successful order per interval. Input and output-storage blockers are checked per recipe, so an unrelated stalled product does not veto a useful expansion. Materials, licences, funding, power and placement are still required. The earlier experiment passed 67 native tests, including paid chip-factory construction, material waiting, actual output and repeated sector restoration. This does not establish that all galaxy shortages have been resolved. In the separate normal two-hour growth comparison, 1 new dedicated factory completed and 2 further product-specific orders remained pending. The completed energy-cannon line ended waiting for inputs; armour-plate and research-data orders still needed construction goods. Second-hour production was 3,984 units versus 4,093 in the preceding supply pass. The growth response is exercised; sustainable supply and funding remain unresolved.

First supply-pass comparison

The local development build passed 41 native tests, including multi-resource collector recovery and inventory-preserving station loading. In normal two-hour campaigns, second-hour production changed from 2,441 to 4,093 units, and deliveries from 10,585 to 21,773. Input waiting changed from 79.7% to 72.8% of recorded factory time. Starting inventories are identical; the new capacity must obtain actual supplies. Hull-frame output falls from 28 to 12 in that second hour and research coverage from 29.8% to 26.3%; those branches still need work. Nominal capacity shortages and funding remain open. Full station interior layouts and the player trading screen remain outside this validation.

Release and saves

This wiki overlays approved Foundry revision 5 on the merged reference catalogue. The game implementation is local and unmerged. Existing save files are not rewritten. Start a new campaign in the development checkout to use the complete new starting roster.

Station plans