Coach Aurora C#

VérifiéSûr

Analyse l'état de jeu du joueur dans Aurora C# via des requêtes sur la base de données et fournit des conseils sans spoiler. Aide les joueurs bloqués ou incertains de la marche à suivre en citant le manuel du jeu pour expliquer les mécaniques.

Spar Skills Guide Bot
ProductiviteIntermédiaire
4002/06/2026
Claude Code
#aurora-c4#game-coaching#database-analysis#spoiler-free

Recommandé pour

Notre avis

Analyse l'état d'une partie d'Aurora C# à partir de sa base de données pour fournir des conseils sans spoilers.

Points forts

  • Exploitation directe de la base de données pour un état précis
  • Respect strict des informations visibles par le joueur
  • Consultation du manuel officiel pour des explications détaillées

Limites

  • Nécessite un accès manuel au chemin de la base de données
  • Ne couvre que les versions C# du jeu
  • Peut être lent sur de très grandes parties
Quand l'utiliser

Lorsque vous avez besoin d'aide pour décider quoi faire dans Aurora C# sans révéler de contenu caché.

Quand l'éviter

Si vous cherchez des informations sur des races non-joueur ou des mécanismes non documentés dans le manuel.

Analyse de sécurité

Sûr
Score qualité95/100

The skill only queries a local game database using SQLite and reads manual files; no destructive or network operations are performed.

Aucun point d'attention détecté

Exemples

General coaching
I'm playing Aurora C# and I'm not sure what to do next. Can you give me some coaching based on my current game state?
Phase-specific advice
I've just researched Trans-Newtonian tech. What should I focus on now in Aurora? Use the manual to guide me.
Economy check
Analyze my Aurora C# game. Check my colonies, mining, and research. What should I prioritize?

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.
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