# 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." ## Where it sits **After fire control** (operator, 2026-09-19: "slot it in right after fire control, first step is to get the new shape of the combat working"). Combat's new shape — rolls from weapon, targeting and sensor stats, resolution on arrival, the pre-impact commit window — comes first; territory is the campaign after it. Territory is what finally makes the economy and provenance work visible in play, so it does not drift further than that. ## 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.