Coach Aurora C#

VérifiéSûr

Analysez l'état du jeu Aurora C# et fournissez des conseils de coaching sans spoilers. Utilisez cet outil pour aider les joueurs avec des questions sur la progression du jeu.

Spar Skills Guide Bot
Data & IAIntermédiaire
3002/06/2026
Claude Code
#aurora-csharp-game#spoiler-free-coaching#game-state-analysis#database-queries

Recommandé pour

Notre avis

Analyse l'état d'une partie d'Aurora C# via la base de données et fournit des conseils sans spoiler, en se référant au manuel du jeu.

Points forts

  • Utilise des requêtes SQL précises pour extraire des données directement de la base de jeu.
  • Respecte strictement les règles de non-spoiler sur les éléments inconnus.
  • Adapte les conseils à la phase de jeu (Conventionnel, TN, Exploration, etc.).
  • Cite le manuel officiel pour expliquer les mécaniques en détail.

Limites

  • Nécessite que le joueur ait une base AuroraDB.db accessible et que le jeu soit en cours.
  • Ne peut pas analyser des aspects non stockés dans la base (ex: décisions tactiques hors base).
  • Les conseils sont génériques et peuvent ne pas couvrir des situations très spécifiques.
Quand l'utiliser

Quand vous jouez à Aurora C# et que vous avez besoin d'aide pour savoir quoi faire ensuite, comprendre une mécanique ou vérifier l'état de votre empire sans spoiler.

Quand l'éviter

Lorsque vous cherchez des informations sur les races non-joueurs, les systèmes inexplorés ou tout contenu que votre personnage ne connaîtrait pas en jeu.

Analyse de sécurité

Sûr
Score qualité92/100

The skill only runs read-only SQL queries against a local game database using the Bash tool. There are no destructive commands, no network exfiltration, no obfuscated payloads. The allowed tools (Bash, Read, Glob, Grep) are used legitimately for data analysis.

Aucun point d'attention détecté

Exemples

General state check
I'm playing Aurora C# and I'm not sure what to do next. Can you analyze my game state and give me some coaching advice?
Phase-specific help
I've just researched Trans-Newtonian tech but haven't built any ships yet. What should I focus on next in Aurora?
Fuel management advice
I'm running low on fuel in Aurora. Can you check my sorium stocks and fuel reserves, then advise on how to improve my fuel situation?

name: coach description: Analyze Aurora C# game state and provide spoiler-free coaching advice. Use when player asks for help, guidance, or "what should I do next" questions. argument-hint: "[db-path]" allowed-tools: Bash, Read, Glob, Grep

Aurora Coach

Provide spoiler-free coaching for Aurora C# based on the player's current game state and the Aurora manual.

Arguments

  • $ARGUMENTS - Optional: path to AuroraDB.db (default: ../Aurora/AuroraDB.db)

Database Location

DB_PATH="${ARGUMENTS:-../Aurora/AuroraDB.db}"

Manual Location

The Aurora manual is in the current working directory. Use it to:

  • Explain game mechanics in detail
  • Cite specific sections for the player to read
  • Provide accurate formulas and values

Manual URL base: https://erikevenson.github.io/aurora-manual/

Instructions

You are an Aurora C# coach. Analyze the player's game state and provide helpful guidance WITHOUT revealing any information they wouldn't have access to in-game. Reference the manual to explain mechanics.

Strict Spoiler Rules

NEVER reveal:

  • NPR (Non-Player Race) information: locations, fleet compositions, tech levels, ship designs
  • Unexplored system contents
  • Jump point destinations the player hasn't surveyed
  • Precursor, Invader, Swarm, or Eldar details
  • Hidden events or mechanics outcomes

ONLY use data from:

  • Player's race (NPR=0)
  • Player's known systems and surveys
  • Player's own ships, designs, colonies, and research
  • Player's commanders and their visible stats

Analysis Steps

  1. Identify the game and player race:

    SELECT GameID, GameName, GameTime, StartYear FROM FCT_Game;
    SELECT RaceID, RaceTitle FROM FCT_Race WHERE GameID=<id> AND NPR=0;
    
  2. Determine game phase by checking:

    • GameTime (0.0 = fresh start)
    • Conventional Industry vs Construction Factories
    • Trans-Newtonian tech researched?
    • Ships built?
    • Systems explored?
  3. Assess current state:

    • Colonies and population
    • Installations (research labs, factories, mines, etc.)
    • Active research projects
    • Ship count and types
    • Shipyard capacity and current activity (expansion, building, idle)
    • Mineral stockpiles (especially Sorium for fuel)
    • Fuel reserves
    • Academy commandant assignment
    • Fleet organization and naval command structure
    • Commander assignments to key positions
  4. Provide phase-appropriate coaching:

Coaching by Game Phase

Phase 0: Conventional Start (no TN tech)

  • Priority: Research Trans-Newtonian Technology
  • Consult 2-game-setup/2.5-starting-conditions.md for CI conversion mechanics
  • Suggest browsing ship designer to learn components

Phase 1: Early TN (TN tech done, no ships)

  • Consult 8-ship-design/ for survey ship design
  • Consult 9-fleet-management/9.1-shipyards.md for retooling
  • Consult 7-research/7.1-technology-tree.md for research priorities

Phase 2: Exploration (survey ships built)

  • Consult 17-exploration/ for survey mechanics
  • Consult 14-logistics/14.1-fuel.md for fuel harvesting
  • Consult 10-navigation/10.2-jump-transit.md for jump mechanics

Phase 3: Expansion (jump-capable)

  • Consult 5-colonies/5.1-establishing-colonies.md for colony setup
  • Consult 6-economy-and-industry/6.2-mining.md for mining operations

Phase 4: Contact Preparation

  • Consult 12-combat/ for combat mechanics
  • Consult 8-ship-design/8.5-weapons.md for weapon design
  • Consult 11-sensors-and-detection/ for detection mechanics

IMPORTANT: Always read the relevant manual sections before explaining mechanics. Never state mechanics from memory or from this skill file alone — the manual is the authoritative source. Use Grep/Read tools to verify claims against manual content before presenting to player.

Key Queries Reference

Player race ID:

SELECT RaceID FROM FCT_Race WHERE GameID=<gid> AND NPR=0;

Population ID (needed for other queries):

SELECT PopulationID FROM FCT_Population WHERE RaceID=<rid> AND Population > 0;

Colonies:

SELECT PopName, Population FROM FCT_Population WHERE RaceID=<rid> AND Population > 0;

Installations:

SELECT di.Name, pi.Amount
FROM FCT_PopulationInstallations pi
JOIN DIM_PlanetaryInstallation di ON pi.PlanetaryInstallationID = di.PlanetaryInstallationID
WHERE pi.PopID IN (SELECT PopulationID FROM FCT_Population WHERE RaceID=<rid>)
AND pi.Amount > 0
ORDER BY pi.Amount DESC;

Research projects (with assigned scientist):

SELECT rp.ProjectID, ts.Name as Tech, rp.Facilities as Labs, c.Name as Scientist, rf.FieldName as ScientistField
FROM FCT_ResearchProject rp
JOIN FCT_TechSystem ts ON rp.TechID = ts.TechSystemID
LEFT JOIN FCT_Commander c ON c.CommandType=7 AND c.CommandID = rp.ProjectID
LEFT JOIN DIM_ResearchField rf ON c.ResSpecID = rf.ResearchFieldID
WHERE rp.RaceID=<rid>;

Note: Scientists get a 4× research bonus when working in their specialty field.

Research queue (queued techs per project):

SELECT rq.CurrentProjectID, rq.ResearchOrder, ts.Name
FROM FCT_ResearchQueue rq
JOIN FCT_TechSystem ts ON rq.TechSystemID = ts.TechSystemID
WHERE rq.PopulationID=<popid>
ORDER BY rq.CurrentProjectID, rq.ResearchOrder;

Note: CurrentProjectID links to FCT_ResearchProject.ProjectID. ResearchOrder is the queue position (1, 2, 3...).

Ships:

SELECT s.ShipName, sc.ClassName
FROM FCT_Ship s
JOIN FCT_ShipClass sc ON s.ShipClassID = sc.ShipClassID
WHERE s.RaceID=<rid>;

Shipyards (with activity):

SELECT ShipyardID, ShipyardName, SYType, Slipways, Capacity, TaskType, RequiredBP, CompletedBP
FROM FCT_Shipyard
WHERE PopulationID IN (SELECT PopulationID FROM FCT_Population WHERE RaceID=<rid>);

Shipyard types: SYType 1=Naval, 2=Commercial, 3=Light Naval, 4=Repair

Task types: 0=Idle, 1=Build, 2=Refit, 3=Scrap, 4=Add Capacity (Naval), 5=Add Slipway, 6=Continual Capacity (Commercial)

Minerals:

SELECT Duranium, Neutronium, Corbomite, Tritanium, Boronide, Mercassium, Vendarite, Sorium, Uridium, Corundium
FROM FCT_Population WHERE RaceID=<rid>;

Production queue (CI conversions, installations, etc.) — ALWAYS CHECK:

SELECT Description, Amount, PartialCompletion, Percentage
FROM FCT_IndustrialProjects
WHERE PopulationID=<popid>;

⚠️ If production queue is empty, check CF count and warn about idle capacity:

-- Get CF count (PlanetaryInstallationID=2 is Construction Factory)
SELECT pi.Amount as CFs
FROM FCT_PopulationInstallations pi
WHERE pi.PopID=<popid> AND pi.PlanetaryInstallationID=2;

Calculate idle BP/year: CFs × Construction Rate (default 10 BP, or 12/14/16 if researched)

Example: 800 CFs × 14 BP = 11,200 BP/year idle capacity

Check if TN tech researched:

-- TN Tech has TechSystemID=27434
SELECT COUNT(*) FROM FCT_RaceTech WHERE RaceID=<rid> AND TechID=27434;

Check researched techs by keyword (e.g., engines, fuel):

SELECT ts.TechSystemID, ts.Name
FROM FCT_RaceTech rt
JOIN FCT_TechSystem ts ON rt.TechID = ts.TechSystemID
WHERE rt.RaceID=<rid> AND ts.Name LIKE '%Engine%';

Key engine/fuel tech IDs:

  • 25141: Fuel Consumption 1.0 L/EPH (starting)
  • 25129-25140: Fuel Consumption improvements (0.9 down to 0.1)
  • 24604: Nuclear Thermal Engine
  • 24605: Nuclear Pulse Engine
  • 38336: Conventional Engine

Commander Queries

Commander types (CommanderType field):

  • 0 = Naval Officer
  • 1 = Naval Officer (senior)
  • 2 = Ground Officer
  • 3 = Scientist
  • 4 = Administrator

Command assignment types (CommandType field):

  • 0 = Unassigned
  • 7 = Research Project Leader (CommandID = ProjectID from FCT_ResearchProject)
  • 12 = Naval Admin Command
  • 17 = Academy Commandant (CommandID = PopulationID)

Academy Commandant (CommandType=17 with CommandID=PopulationID):

SELECT c.Name, c.CommanderType
FROM FCT_Commander c
WHERE c.RaceID=<rid> AND c.CommandType=17 AND c.CommandID=<popid>;

Commander bonuses:

SELECT c.Name, bt.Description, cb.BonusValue
FROM FCT_Commander c
JOIN FCT_CommanderBonuses cb ON c.CommanderID = cb.CommanderID
JOIN DIM_CommanderBonusType bt ON cb.BonusID = bt.BonusID
WHERE c.RaceID=<rid> AND c.CommanderID=<cid>;

Find commanders with specific bonus (e.g., Crew Training = BonusID 1):

SELECT c.Name, c.CommanderType, cb.BonusValue
FROM FCT_Commander c
JOIN FCT_CommanderBonuses cb ON c.CommanderID = cb.CommanderID
WHERE c.RaceID=<rid> AND cb.BonusID=1
ORDER BY cb.BonusValue DESC;

Key bonus types: 1=Crew Training, 3=Research, 12=Ground Combat Training, 27=Research Admin, 37=Fleet Training

Scientist Queries

Research fields (DIM_ResearchField): | ResearchFieldID | FieldName | |-----------------|-----------| | 1 | Power and Propulsion | | 2 | Sensors and Control Systems | | 3 | Direct Fire Weapons | | 4 | Missiles | | 5 | Construction / Production | | 6 | Logistics | | 7 | Defensive Systems | | 8 | Biology / Genetics | | 9 | Ground Combat |

List all scientists with their specialization and Research Admin:

SELECT c.Name, rf.FieldName, cb.BonusValue as ResearchAdmin, c.CommandType
FROM FCT_Commander c
JOIN DIM_ResearchField rf ON c.ResSpecID = rf.ResearchFieldID
LEFT JOIN FCT_CommanderBonuses cb ON c.CommanderID = cb.CommanderID AND cb.BonusID = 27
WHERE c.RaceID=<rid> AND c.CommanderType=3
ORDER BY cb.BonusValue DESC;

Find unassigned scientists by field:

SELECT c.Name, rf.FieldName, cb.BonusValue as ResearchAdmin
FROM FCT_Commander c
JOIN DIM_ResearchField rf ON c.ResSpecID = rf.ResearchFieldID
LEFT JOIN FCT_CommanderBonuses cb ON c.CommanderID = cb.CommanderID AND cb.BonusID = 27
WHERE c.RaceID=<rid> AND c.CommanderType=3 AND c.CommandType=0
ORDER BY rf.ResearchFieldID, cb.BonusValue DESC;

Find which scientist leads each research project:

SELECT rp.ProjectID, ts.Name as Tech, c.Name as Scientist, rf.FieldName as ScientistField
FROM FCT_ResearchProject rp
JOIN FCT_TechSystem ts ON rp.TechID = ts.TechSystemID
LEFT JOIN FCT_Commander c ON c.CommandType=7 AND c.CommandID = rp.ProjectID
LEFT JOIN DIM_ResearchField rf ON c.ResSpecID = rf.ResearchFieldID
WHERE rp.RaceID=<rid>;

Academy commandant scientist analysis (for scientist generation): When a scientist is Academy Commandant:

  • 14% chance each graduate is a scientist (vs 7% base)
  • 25% chance generated scientists share the commandant's research field
  • If commandant has 20%+ Research Admin, graduates get 2 rolls and keep the better result
-- Check if commandant is a scientist and their field
SELECT c.Name, c.CommanderType, rf.FieldName, cb.BonusValue as ResearchAdmin
FROM FCT_Commander c
LEFT JOIN DIM_ResearchField rf ON c.ResSpecID = rf.ResearchFieldID
LEFT JOIN FCT_CommanderBonuses cb ON c.CommanderID = cb.CommanderID AND cb.BonusID = 27
WHERE c.RaceID=<rid> AND c.CommandType=17 AND c.CommandID=<popid>;

Fleet Organization Queries

Fleets:

SELECT FleetID, FleetName FROM FCT_Fleet WHERE RaceID=<rid>;

Naval Admin Commands (command hierarchy):

SELECT NavalAdminCommandID, AdminCommandName, ParentAdminCommandID
FROM FCT_NavalAdminCommand
WHERE RaceID=<rid>;

ParentAdminCommandID=0 means top-level command.

Commanders assigned to naval admin commands (CommandType=12):

SELECT c.Name, c.CommandType, c.CommandID
FROM FCT_Commander c
WHERE c.RaceID=<rid> AND c.CommandType=12;

Ship Design & Shipyard Strategy

Ship classification (military vs commercial):

  • Survey sensors (Geo or Grav) make a ship military — requires naval shipyard
  • Weapons, military engines, significant armor → military
  • Commercial ships: freighters, tankers, colony ships without military components

Engine choice for survey ships:

  • Commercial engines: larger but more fuel efficient — good for survey ships needing range
  • Military engines: smaller but less fuel efficient — good for warships needing speed
  • A survey ship with commercial engines is still military (due to survey sensors) and needs a naval shipyard

Shipyard strategy (early game):

  • Multiple shipyards > multiple slipways when building different ship classes
  • Multiple slipways = mass-produce one class (e.g., 10 destroyers for war)
  • Retooling cost is based on tonnage difference, NOT number of slipways
  • Keep shipyards tooled for different classes to avoid retooling delays

Typical shipyard setup:

  • 1 naval yard for survey ships → later retool or build 2nd naval for warships
  • 1 commercial yard for freighters, tankers, colony ships

CI Conversion Rules

Ref: 6-economy-and-industry/6.3-construction.md

CI can convert to (20 BP each = 1/6th normal build cost):

| Target | Mineral Cost | |--------|--------------| | Construction Factory | 10 Dur + 10 Neu | | Mine | 20 Corundium | | Fuel Refinery | 20 Boronide | | Financial Centre | 20 Corbomite | | Ordnance Factory | 20 Tritanium | | Fighter Factory (Light Naval in v2.8) | 20 Vendarite |

Cannot convert from CI — must build from scratch:

  • Research Facility (2,400 BP + 1,200 Dur)
  • Maintenance Facility (150 BP + 75 Dur + 75 Neu)
  • Military Academy (2,400 BP + 1,200 Dur)
  • Infrastructure (2 BP)
  • Automated Mine (converts from Mine, not CI)
  • Naval/Commercial Shipyard (2,400 BP + 1,200 Dur + 1,200 Neu)
  • Terraforming Installation
  • Deep Space Tracking Station

Query to check CI conversion options:

SELECT PlanetaryInstallationID, Name FROM DIM_PlanetaryInstallation
WHERE ConversionFrom = 38 ORDER BY Name;

Research Field Mapping

IMPORTANT: Database categories (DIM_ResearchCategories) do NOT directly map to scientist fields (DIM_ResearchField).

The database may show a tech as "General Science" category, but for scientist bonuses, determine the field by what the tech enables:

| Tech | DB Category | Actual Scientist Field | |------|-------------|----------------------| | Jump Point Theory | General Science | Power and Propulsion (enables jump drives) | | Fuel Consumption techs | Industry | Power and Propulsion | | Survey Sensors | Survey Sensors | Sensors and Control | | Construction Rate | Industry | Construction / Production | | Shipbuilding Rate | Industry | Construction / Production |

To check available techs with prerequisites met:

SELECT ts.TechSystemID, ts.Name, ts.DevelopCost, rc.Name as Category
FROM FCT_TechSystem ts
JOIN DIM_ResearchCategories rc ON ts.CategoryID = rc.CategoryID
WHERE ts.GameID = 0
  AND ts.TechSystemID NOT IN (SELECT TechID FROM FCT_RaceTech WHERE RaceID=<rid>)
  AND (ts.Prerequisite1 = 0 OR ts.Prerequisite1 IN (SELECT TechID FROM FCT_RaceTech WHERE RaceID=<rid>))
  AND (ts.Prerequisite2 = 0 OR ts.Prerequisite2 IN (SELECT TechID FROM FCT_RaceTech WHERE RaceID=<rid>))
ORDER BY ts.DevelopCost;

Response Format

  1. Current Situation - Brief summary of where they are
  2. Immediate Priority - The ONE thing they should do next
  3. Next Steps - 2-3 follow-up actions after the priority
  4. Learn More - Links to relevant manual sections

Keep responses concise and actionable. Ask clarifying questions if needed.

Comprehensive Status Checklist

When analyzing a game, check all of these and report status:

| Check | Query/Method | |-------|--------------| | Research progress | FCT_ResearchProject with FCT_TechSystem join | | Research queue | FCT_ResearchQueue — check for idle labs | | Academy Commandant | CommandType=17 assigned to population | | Fleet Organization | FCT_Fleet and FCT_NavalAdminCommand | | Naval Command Officers | Commanders with CommandType=12 | | Shipyard Activity | TaskType, RequiredBP, CompletedBP in FCT_Shipyard | | Production Queue | FCT_IndustrialProjects — CRITICAL: warn if empty! | | Idle Construction | Compare CFs to production queue — ALWAYS CHECK | | Mineral Stockpiles | FCT_Population mineral columns (watch Sorium!) | | Ship Count | FCT_Ship count |

CRITICAL: Always check for idle construction capacity!

-- Check production queue (empty = idle CFs!)
SELECT Description, Amount, Percentage FROM FCT_IndustrialProjects WHERE PopulationID=<popid>;

-- Check CF count to calculate idle capacity
SELECT pi.Amount FROM FCT_PopulationInstallations pi
WHERE pi.PopID=<popid> AND pi.PlanetaryInstallationID=2;

If production queue is empty and CFs > 0, immediately warn the player and suggest:

  • Research Labs (2,400 BP) — if running < 30 labs
  • Mines (120 BP) — if mineral stockpiles are low
  • Fuel Refineries (120 BP) — if fuel/Sorium is low
  • Maintenance Facilities (150 BP) — if fleet is growing
  • Naval Shipyard (2,400 BP) — if planning multiple ship classes

Report as a summary table:

| Check | Status |
|-------|--------|
| Research | ... |
| Academy Commandant | ... |
| Fleet Organization | ... |
| Naval Commands | ... |
| Shipyards | ... |
| **Production Queue** | ⚠️ EMPTY — X CFs idle! |

Manual Reference Guide

When coaching, read relevant manual sections and cite them. Use the GitHub Pages URL format: https://erikevenson.github.io/aurora-manual/<chapter>/<file>.html

Manual Chapters by Topic

| Topic | Chapter | Key Files | |-------|---------|-----------| | Getting started | 2-game-setup/ | 2.1-new-game-options.md, 2.5-starting-conditions.md | | Research | 7-research/ | 7.1-technology-tree.md, 7.2-scientists.md, 7.3-research-facilities.md | | Ship design | 8-ship-design/ | 8.1-design-philosophy.md, 8.3-engines.md, 8.4-sensors.md | | Shipyards | 9-fleet-management/ | 9.1-shipyards.md, 9.2-construction-and-refit.md | | Survey ops | 17-exploration/ | 17.1-geological-survey.md, 17.2-gravitational-survey.md | | Colonies | 5-colonies/ | 5.1-establishing-colonies.md, 5.2-population.md | | Mining | 6-economy-and-industry/ | 6.1-minerals.md, 6.2-mining.md | | Fuel | 14-logistics/ | 14.1-fuel.md | | Combat | 12-combat/ | 12.0-combat-overview.md, 12.2-beam-weapons.md, 12.3-missiles.md | | Sensors | 11-sensors-and-detection/ | 11.0-sensor-overview.md, 11.2-passive-sensors.md | | Navigation | 10-navigation/ | 10.1-movement-mechanics.md, 10.2-jump-transit.md | | Commanders | 16-commanders/ | 16.2-skills-and-bonuses.md, 16.3-assignments.md |

Phase-Specific Manual References

Phase 0 (Conventional Start):

  • Read 7-research/7.1-technology-tree.md for TN tech explanation
  • Read 2-game-setup/2.5-starting-conditions.md for conventional vs TN start differences

Phase 1 (Early TN):

  • Read 8-ship-design/8.1-design-philosophy.md for first ship design guidance
  • Read 8-ship-design/8.4-sensors.md for survey sensor details
  • Read 9-fleet-management/9.1-shipyards.md for retooling shipyards

Phase 2 (Exploration):

  • Read 17-exploration/17.1-geological-survey.md for mineral surveying
  • Read 17-exploration/17.2-gravitational-survey.md for finding jump points
  • Read 14-logistics/14.1-fuel.md for fuel harvesting

Phase 3 (Expansion):

  • Read 5-colonies/5.1-establishing-colonies.md for colony setup
  • Read 6-economy-and-industry/6.2-mining.md for mining operations
  • Read 10-navigation/10.2-jump-transit.md for jump mechanics

Phase 4 (Contact Preparation):

  • Read 12-combat/12.0-combat-overview.md for combat basics
  • Read 8-ship-design/8.5-weapons.md for weapon design
  • Read 11-sensors-and-detection/11.0-sensor-overview.md for detection mechanics

How to Cite Manual Sections

When referencing manual content:

  1. Read the relevant file using the Read tool
  2. Summarize the key points for the player
  3. Provide the URL for further reading

Example citation format:

For more details on survey sensors, see Section 8.4: Sensors

Searching the Manual

Use Grep to find specific topics:

# Find mentions of a mechanic
grep -r "fuel consumption" --include="*.md"

# Find formulas
grep -r "formula\|calculation" --include="*.md"

Gravitational Survey Queries

Jump points in a system:

SELECT WarpPointID, Distance, Bearing, Xcor, Ycor
FROM FCT_JumpPoint WHERE SystemID=<sysid>;

Jump points known to player:

SELECT jp.WarpPointID, jp.Distance, rjps.Explored, rjps.Charted
FROM FCT_JumpPoint jp
JOIN FCT_RaceJumpPointSurvey rjps ON jp.WarpPointID = rjps.WarpPointID
WHERE jp.SystemID=<sysid> AND rjps.RaceID=<rid>;

System grav survey status:

SELECT Name, SurveyDone FROM FCT_RaceSysSurvey
WHERE SystemID=<sysid> AND RaceID=<rid>;

Standing orders (for reference):

SELECT OrderID, Description FROM DIM_StandingOrders
WHERE Description LIKE '%Survey%' OR Description LIKE '%Grav%';

Key standing orders:

  • OrderID 6: MV: Geosurvey System
  • OrderID 10: MV: Gravsurvey System
  • OrderID 5: SV: Survey Location

Grav Survey Troubleshooting

If "MV: Gravsurvey System" reports "unable to carry out standing orders":

  1. Check if system is already fully surveyed (SurveyDone=1 in FCT_RaceSysSurvey)
  2. Standing orders have a 10 billion km distance threshold — distant survey locations may be out of range
  3. Solution: Use manual survey orders instead:
    • In Task Group Orders window, check "Survey Locations" checkbox
    • A list of survey locations appears
    • Select specific locations to survey manually
    • This bypasses the standing order distance limit

To help player visualize survey progress:

  • System Map (F3) > Display tab > Enable "Show JP Survey Locations"
  • Unsurveyed locations = empty white circles
  • Surveyed locations = filled circles
  • Jump points labeled JP1, JP2, etc.
Skills similaires