Target faction territory: places with jobs, not just names

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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# Faction Territory Target
Date: 2026-09-19
Status: target, operator direction only. No map, no schedule. This document owns
the ends; a cut map will own the means.
## Why
A faction's territory today is a set of zones carrying a Markov-generated name.
`Galaxy.cs:340` feeds one chain per faction from its `GeonameFile` (a massaged
GeoNames extract), `:348` stamps the result on each owned zone, and `:352` gives
everything unowned an `EAC-####` serial. Nothing else distinguishes one faction's
space from another's. A Zhestokost sector and an Alakrita sector differ only in
the phonotactics of a string.
Operator, 2026-09-19: "Namefiles were how we fed Markov chains to generate
faction-flavored names, the limitations of the geonames database I massaged to
create them were reflected in the naming choices. We can do much better with
generative models, even giving sectors and their stations roles in a faction's
colonization timeline and supply chain, with names and backstories that match.
Giving each faction such a mapping will also gives each faction a recognizable
shape to their territory."
## Ends
- **A place has a job.** Every owned sector, and every station in it, carries a
role in its owner's supply chain — extraction, refining, fabrication,
logistics, administration, defence, research, disposal — and a position in that
faction's colonization timeline: founding wave, expansion, boom, retrenchment,
whatever that faction's history was.
- **Territory has a shape you can read.** The role map is spatial, so a faction's
space looks like what it does. Lightsail is corridors between other people's
markets; Zhestokost is a fortified frontier with depth behind it; Adrasteia is
scattered deniable nodes with no obvious centre; Aeronautics Unlimited is an
extraction belt feeding a few refineries. A player who has flown two sectors of
a faction's space should be able to guess the third.
- **Names and backstories match the job and the era.** A founding-wave refinery
and a late boom-town dormitory do not sound alike, and neither sounds like the
other faction's equivalent. The name says which faction, which era, which role.
- **The supply chain is real, not decorative.** Roles connect: an extraction
sector feeds a refinery, which feeds fabrication, which feeds a market. Those
links are data, so the economy's backward generation
(`docs/item-provenance-target.md`) can walk them, a lot's `Produced` origin can
name the station that made it, and piracy has routes worth interdicting rather
than an abstract risk number.
- **Generation stays deterministic.** A galaxy seed produces the same territory
every time. Nothing calls a model at runtime.
## Constraints
- **Authoring happens ahead of play, into the catalog.** Generative models write
typed catalog data that the operator reviews, exactly like roles and product
text; the game then reads authored data. No runtime inference, no network
dependency, no per-run variation that the seed does not explain.
- **Volume has to be honest.** A galaxy has many sectors. Whatever is authored
must either cover the count or compose deterministically from authored parts;
a bank of a hundred hand-written names behind a thousand sectors will repeat
visibly, and that has to be a decision rather than an accident.
- **The faction record owns its territory rules.** Today `Faction.GeonameFile`
points at a `NameFile`; whatever replaces it belongs on the faction, and
`NameFile` and `MarkovNameGenerator` go when the last consumer does.
- **Unowned space needs an answer too.** `EAC-####` is a placeholder, and
unclaimed sectors are most of the map in some galaxies.
- **Zone generation already has settings and a seed** (`ZoneGenerationSettings`,
`StableHash`); territory roles hang off the same generation, not a second pass.
## Open questions for the map
- Authored bank versus composable grammar versus a hybrid, and what repetition
rate is acceptable at real galaxy sizes.
- Whether a station's backstory is authored text, a few typed facts the UI
renders, or both — and where it is shown, since a name nobody reads is
cheaper than prose nobody reads.
- How a faction's colonization timeline interacts with galaxy generation's
existing spatial logic (megaplex, boss zones, entrances).
- Whether roles are assigned to sectors, to stations within them, or both.
- What happens to a sector when its owner changes hands, and whether the
history it carries survives the change.
## Not in scope
- Runtime model calls, for anything.
- Rewriting galaxy topology. This assigns meaning to what generation already
produces; it does not redesign the map.