FEATURES

26 star systems, and you know one
The sector starts dark. Send scans to chart systems and survey their worlds; every system you chart
lights up its own corner of the map with the sky of its star, from red-dwarf rust to blue-giant
glow. Then decide where to plant your flag: a habitable world full of thirsty customers, an asteroid
belt full of metal, or a frozen moon full of water.
- Every world has its own people, wealth and taste
- Sales agents travel between systems, and distance matters
- What you don't know about your rivals, you have to find out

From the whole sector down to one world
Scroll in on a star system and watch its planets turn around their sun, each with its people, its
deposits and who sells there. Scroll once more and one world fills the screen, all of it on one page
with nothing below the fold: every figure your Trade Office can see, down to each rival's exact
weekly sales and price, what its people want, and whose agents are working the crowd.
- Sector map → system → planet → your station, with the mouse wheel
- The better your Trade Office, the more you see
- Your station and the local café one click away, right under the planet

Robots don't sleep. They do break.
Each station is a puzzle of modules — factory, lab, marketing, trade office, training and
discovery center. Staff them with robots that run on power and water, overclock them when demand
spikes, and pay for it in wear. A station builds one thing at a time, so line up the rest in its
build queue.
- Six module types, each upgradeable
- A build queue per station, each build paid when it starts
- Power prices differ per star. Run the fleet hot, or run it long

Metal builds. Water brews.
Buy what you need on the marketplace or dig it up yourself. A mine on a good deposit pays for itself
in a couple of years; upgrade one on a poor deposit and you will never see that money again. Rivals
trade on the same market — when everyone builds, metal gets expensive.
- A live market with prices that respond to every trade
- Mines and ice extractors, upgradeable in five tiers
- Sell your surplus by hand, or automatically above a stock level you set

From cane sugar to quantum sweetener
Taste, Kick and Health: every world weighs them differently, and the bar rises as the sector
improves. Research 25 technologies — new ingredients, packaging and bottling lines — and decide
which customers you are making Gulst for. Neglect what a world wants and it drinks somebody else's
can.

Train the people who run it
Your first station is your headquarters. Consult your heads of finance, logistics, marketing and
research whenever you like — and invest in their training. Trained management makes every
department cheaper, smarter and safer, and gives sharper advice. Your executive assistant tells you
what matters most the moment you walk in. Your rivals train their people too.
- Four departments, three levels each
- Advice from basics to forecasts and scenarios
- A training fee once, a salary every week

