one dataset · paper, tables, graph, wiki
simgrammar the grammar of simulation

core loop

take missions or cargo at a station -> jump between star systems -> trade, fight, mine, or explore -> earn credits, rank, and faction influence -> outfit or buy ships -> background simulation shifts faction control and system states

design notes

Stellar Forge generates around 400 billion star systems from rules of star and planet formation and blends in about 150,000 systems from real astronomical data, so the galaxy is mostly unvisited. The server-side Background Simulation tracks minor-faction influence, economy, and states per system and updates them from what all players do, so Solo, Private Group, and Open players share one political map. Ship capability comes from outfitting modules within power and mass limits, and flight is Newtonian with a default flight-assist layer.

relations

18 stored edges
influenced by
uses

Embodied skill control

Six-axis Newtonian flight with optional flight assist; manual docking, supercruise approaches, and combat that balances power distributor pips and heat.

core
uses

Persistent shared world

One galaxy state is shared by Open, Private Group, and Solo players; Frontier's Background Simulation changes faction influence, system states, and markets over time from aggregate player activity.

core
uses

Procedural terrain

Stellar Forge generates a 1:1 Milky Way of about 400 billion systems, bodies, and landable planetary surfaces, blended with about 150,000 catalog systems.

core
uses

Contracts and orders

Mission boards offer delivery, combat, and data missions with deadlines and payouts that also move faction influence.

supporting
uses

Faction diplomacy

Minor factions hold influence shares per system and enter wars or elections when two factions' influence is close; Powerplay pledges players to one of 12 powers contesting territory.

supporting
uses

Fog of war

System bodies are unknown until scanned; first discoverers are credited.

supporting
uses

Heat transfer

Ship heat rises from weapons, fuel scooping near stars, and damage; overheating damages modules, and heat sinks dump it.

supporting
uses

Modular assembly

Ships take modules in fixed slots (power plant, thrusters, frame shift drive, hardpoints); module mass and class set jump range, speed, and loadout.

supporting
uses

Player organizations

Squadrons and player-supported minor factions coordinate background simulation work.

supporting
uses

Power allocation

The power distributor's pips are split among systems, engines, and weapons capacitors in flight, setting each capacitor's recharge; module priorities decide what shuts down when the power plant is over budget.

supporting
uses

Power grid

A power plant's output must cover module draw; over budget, modules shut down by player-set priority.

supporting
uses

Real-world data feeds

About 150,000 star systems from real astronomical catalogs are blended into the procedurally generated galaxy.

supporting
uses

Reputation

Standing with minor factions and superpower navy ranks gate missions and system permits.

supporting
uses

Resource extraction

Mining lasers, collector limpets, and sub-surface charges extract ore from planetary rings.

supporting
uses

Subsystem damage

Each ship module has its own integrity, and damage to the power plant, thrusters, or drive degrades or disables it until repaired.

supporting
uses

Supply-demand pricing

Market supply and demand at each station shift prices as players buy and sell.

supporting
uses

Trade routes

Station markets differ by economy type; traders haul commodities between stations for price differences, limited by cargo capacity and jump range.

supporting

sources

1
Wikipedia contributors (2026). Elite Dangerous. Wikipedia

provenance

runs in log/runs
2026-10-24
created2026-10-24-catalog-ggcatalog