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21st century afternoon
Notes on management

Character
Character control module. Basic information about you is shown on the left.

Home star, home planet - your landing site; your capsule is on this planet and if you die you will be resurrected here.

Star, planet - your current location. If you are in flight or in hyperspace, information may not display.

Credits - your bank account. These are free funds you can use to buy goods.

Confederates - your Confederation currency account. Use these funds for Confederation transactions. To top up the account use the "Buy" link on the right.

Robots - number of autonomous robots. Robots are not physical objects, so their total count can only be seen here.

Military training level - status and level of your military skill; this value increases or decreases during the game depending on combat success. The more victories you win in battle, the higher the level.

Responsibility level - main indicator of relations between you and the Confederation. At a positive level you are a law-abiding citizen and aggression against you is treated as a threat to the Confederation. At a negative level you are a pirate and aggression against you is encouraged.

Experience gained - indicator of your actions in the game. Increases from any action, from construction or processing to developing complex models and blueprints. Any action increases experience to some degree.

Territory
Environment display module. Always shows where your character is. Divided into 3 main types: planet, orbit, station. During movement (flights) movement progress and remaining flight time are shown.

Planet - shown if you are on a planet, directly or in a ship; the module shows the planet surface and control panel. The control panel has 3 tabs: information, use, upgrade. All planet actions go through the control panel. Next to the control panel (top left) is a terrain map for quick movement to any surface point. The map shows approximate rock locations, your buildings, and their occupancy. Idle production is marked white. If you choose "Show on map" in the encyclopedia, markers for found deposits appear on this mini-map: black for deep layer deposits, dark blue for middle layer deposits.

Orbit - shown if you are in a ship in planet orbit. Orbit is a line of "berth points". Each point can hold one structure. Orbital satellites, warehouses, and production are built in orbit. Unlike planetary factories, orbit has only one structure that works with both blueprints and models; it is more universal. Orbital structures have no Nanodispenser equivalent. On the home planet the main orbital structure is the Trading station. Orbital structures are mainly used as the first defense line on neutral planets. Despite weak orbital defense, they give time to react to external attack. The most used orbital satellite is the "Geological satellite" - it reveals all planet deposits when upgraded. You can build in orbit without unloading resources from ships; it is enough for a ship with build resources to be in orbit when construction starts.

Station - shown if you are at a station, directly or in a ship. The primary purpose of a station is protecting the planet from all encroachments. Thanks to the Trading station no one can use weapons in home planet orbit. All attempts to land on the planet are also blocked. The station can also be used as a warehouse for moving goods. If the station is on the home planet, you can move goods to the station and back to a ship. If you land at another station, you can only move goods between your ships; any station in the galaxy can be used to refuel your ships.
While at a station you get a trade interface. Trade works like exchange deals.

Purchase - when buying, the full purchase amount is blocked on your account; if you cancel the deal the amount is fully returned. When purchasing consider market price shown on the chart. If the chart is empty you are the only buyer. The higher the purchase price, the more likely someone will sell you the goods. The highest purchase price appears in the trade computer as the best deal. A purchase request cannot exceed free funds on your account. You can only buy goods that physically exist in the galaxy. If there is no mothballed Destroyer anywhere in the galaxy you cannot buy one.

Sale - when selling, goods move to the sale warehouse and are blocked until sale or deal cancellation. Goods in the sale warehouse do not occupy station warehouse space. The lower the sale price, the more likely the goods will be bought. When setting price consider the average price in the galaxy shown on the chart. If the chart is empty you are the only seller.

You must save the deal for it to become available to everyone.

Your station deals are shown on the right. To quickly adjust a deal select it from the list, change values, and save. Deal color shows direction. Red - purchase, green - sale, yellow - bidirectional.

Ships
Module for managing all your ships and viewing other players' ships at the same location as yours. Ships can be combined into a fleet; then only the fleet name appears in the list. A fleet has a large fuel advantage: one refueled ship is enough and all fleet ships use its contents; such a ship is called a tanker. A fleet is unlimited in number and composition, but fleet speed equals the slowest ship speed and fleet movement options equal each ship capabilities; if the fleet has at least one ship without an anti-gravity engine the fleet cannot land on a planet.
The screen is divided into control panel and main screen. The control panel consists of ship panel and orders.

Ship panel - ship list at top. Your ships are shown first by location.
Sort order:
1. moving ships
2. ships in open space
3. ships in planet orbit
4. ships on planet surface
5. ships docked to orbital structures
Then mothballed ships as one list. Finally other players' ships at your location.
Ships can be selected as a group (use Ctrl or Shift) to combine ships into a fleet.

Orders - number of orders depends on ship capabilities, location, and surrounding space. For a ship group only 2 orders are available: combine into fleet or attack order. Almost every order affects the main screen display.

Move in system - this order shows the star system map on the main screen. To move, select the destination point. Other players' ships are shown with yellow circles, yours with green. Bottom shows how many objects were found during system scan. Other players' ships appear only if at least one ship in the system has radar. White course line means flight to a planet, green means flight to a free space point, red means insufficient fuel. Top shows star name and coordinates. While choosing destination, bottom shows destination name or coordinates, approximate flight time, and fuel amount. If the fuel line is yellow, fuel is enough for one way only.

Move in galaxy - this order shows the star map; only your ships are marked since such distances cannot be scanned. Blue grid spacing is 100. Star density is higher toward the galactic center. The star marked with a green circle is your home star. A white circle marks a star if you took a mission there.

Warehouse
Module for moving any cargo in your possession. The top control section relates to the ship - the main warehouse unit. The bottom section defines the second warehouse for transfer: planet surface, planet orbit, or another ship. To move goods select two adjacent warehouses, select goods, and move them. After selecting goods you can set quantity in the center control section or "move all" - then the maximum possible quantity moves. Goods can be selected as a group using Ctrl or Shift; goods transfer in selection order while possible. If you select a goods group and command "move all", the maximum possible quantity moves. If you set quantity manually, each unit moves in the set amount or less if space or goods are insufficient.
Goods can be moved ship to ship at any Trading station (even another player's); use this to refuel your ships. Goods on an orbital warehouse or planet surface have no ownership and anyone present can take them. The Trading station is the exception.

Trade
Module showing all deals and allowing any trade operations.
Trade computer - shows all deals in the galaxy; a deal is profitable if sell price is lower than buy price (without delivery costs); such deals appear green. If a deal is not paired (only seller or only buyer) it appears gray. This section is very useful for traders; through the trade computer you can quickly find profitable goods. For a trade fleet the main target is hydrogen and uranium, to secure free fuel.
Purchase - shows only ships at other players' Trading stations. If sellable goods exist at the station you can buy them using any of your ships there. Goods cannot be bought remotely and picked up later; your ship must be present. Any quantity can be bought.
Sale - like purchase, shows only ships at other players' Trading stations. If your ship has goods the station needs, they appear and you can sell them. Deal amount depends on quantity and price. Any quantity can be sold.
Confederation - section that lets you buy directly from the Confederation of planets. Some goods can only be bought from the Confederation, for example Autonomous robots. Goods bought from the Confederation are delivered instantly to your Trading station. The Confederation does not buy goods. As a rule Confederation prices are higher than the galactic average, but instant delivery to your Trading station may be more profitable than monetary savings. Select goods and complete purchase. Some goods can be bought for credits or confederates, allowing the best terms.

Other
Module combining several information sections.
Encyclopedia - main knowledge source. Any goods in the galaxy have a description. Before building or buying a ship you can view full characteristics and parts required for production. Most parts have detailed descriptions explaining how they work.
Robots - all autonomous robots in your possession appear here. Red shows a robot busy in production, green a free robot. If a robot is not busy in production, its usage time is not consumed. When a robot expires it disappears from the list. You can always see where your robots are deployed.
Settings - configure all reports, defining what must be reported urgently in chat and what can be sent as a message. You can also set sound effects and music volume here.

Chat
Chat consists of 3 main parts:
reading - main chat screen where all system and player messages appear.
System message - time shown in green, message in gray
Normal message - time shown in blue, message in white (player name in yellow)
Private message - time shown in red, message in white (player name in yellow)
writing - bottom line for sending chat messages. Click a player name to auto-fill the reply line. If a player sent you a private message, the reply is private too. To start a private message click the lock left of the player name in the list.
player list - list shown in alphabetical order. Name color shows social status. White means neutral. Green means a law-abiding player (attacking such a pilot is punished). Red means pirate affiliation; the bounty on the pirate is shown in parentheses on the right. Bounty is paid only if the player was personally present in the destroyed ship. In all other cases part of the ship or structure value is paid.
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