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7716065b71 Merge pull request 'Revert PR #1: table wikilink pipes' (#3) from weksa-lore/revert-wikilink-pr1 into main
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2026-11-06 05:34:05 +00:00
Weksa
d3271eb4bf Revert "Merge pull request 'Fix backslash-escaped pipes in table wikilinks' (#1) from fix/backslash-wikilinks into main"
This reverts commit ef9c3ed4a5, reversing
changes made to b4fc825ec4.
2026-11-06 05:33:53 +00:00
ef9c3ed4a5 Merge pull request 'Fix backslash-escaped pipes in table wikilinks' (#1) from fix/backslash-wikilinks into main
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2026-11-06 05:32:52 +00:00
Weksa
a9ac872459 README: note the table-wikilink pipe limitation
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-11-06 05:32:51 +00:00
Weksa
e1a9d9e763 Merge main into fix/backslash-wikilinks 2026-11-06 05:32:51 +00:00
b4fc825ec4 Merge pull request 'Faction Play: apply Nibu's rulings on proposals 1, 2, 4, 5' (#2) from weksa-lore/faction-play-rulings into main
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2026-11-06 03:32:15 +00:00
Weksa
797b4298af Faction Play: proposal 2 (Finch sells tracks) deferred per Nibu's 2026-11-06 ruling
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-11-06 01:30:58 +00:00
Weksa
de2da2199e Megiddo fleet move: cite the faction record it would attach to
Text only and post-demo; no mechanic claimed.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-11-06 00:30:21 +00:00
Weksa
2b8434435c Faction Play: Lucent duel not in build; mark Miss Terri's entries as proposal
Lucent duel keeps its [rule] and is spec'd until faction-play-2 lands.
Miss Terri's flag entry, Stance Table row and the Zhestokost war pairing
are marked, not deleted. Megiddo fleet move stays text only: the
MinorPowerFactionsCommand.cs record could not be verified from this repo.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-11-05 23:28:34 +00:00
Weksa
853c4fc4dc Faction Play: mark Impl. Order step 1 superseded by FactionDoctrine/RoleDoctrine
Faction.Personality has no readers; range and fire discipline live in the doctrine types.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-11-05 22:27:52 +00:00
Weksa
25200e7ffa Faction Play: apply Nibu's 2026-11-05 rulings; note Megiddo fleet mobility
Proposal 1 (Miss Terri's settler power): cut from the agents' side, left to Emily.
Proposal 4 (Megiddo's fleet moves each run): accepted, text only, post-demo;
the Megiddo note records fleets are not fixed-station.
Proposal 5 (Lucent duel): accepted; the duel is spec'd but not played, so no
demo copy may claim it.
Proposals 2 and 3 and Implementation Order step 1 untouched (Nibu's).

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-11-05 21:27:40 +00:00
Weksa
eed59327ef Fix table wikilinks that carried a backslash-escaped pipe
Quartz escapes pipes in table wikilinks itself, so a pre-escaped `\|` left a
literal backslash on the target and the link never resolved. Link syntax only;
no text changed.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-11-05 13:04:49 +00:00
Meta Vens
dc24d7b881 Merge lore: Wonderland faction page
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-28 07:17:42 +01:00
Meta Vens
7afc67e7a5 Lore: Wonderland, a Lucent pseudospace splinter of former Reality Architects
Habitats hold only while the crew performs a shared, rehearsed genre; standing is
physical; outsiders survive by fae-like etiquette (don't contradict the genre, don't
play along too well). Lore only; no game faction yet. Ruling
aetheria-release:ruling:wonderland-lucent-splinter (operator, 2026-10-28).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-28 07:17:42 +01:00
Meta Vens
ca00b288f3 Merge lore: spoilers page
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-28 06:52:49 +01:00
Meta Vens
51ca284396 Lore: a spoilers page for what the setting leaves open (the field is anchored by its residents; Megiddo is half right)
In-world pages stay vague; the page warns readers off, after Dwarf Fortress's
approach to hidden fun. Ruling aetheria-release:ruling:megiddo-truth-in-spoilers.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-28 06:52:49 +01:00
Meta Vens
cbe9a56409 Merge lore: factory ARIs simple by construction; Wavecrafter masquerade load-bearing
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-28 06:49:37 +01:00
Meta Vens
8220a78814 Lore: factory ARIs are simple by construction; the Wavecrafter masquerade is load-bearing
Necrotech: factory sources are conditioned to dissociate in the one way the product
needs, so no world model is grown; the cheap end reaches household appliances; the
corporate non-conscious claim is near true for most units, which is what makes it
useful. Wavecrafters: exports work better in flatspace where the public finds them
plausible, so the commercial descriptions keep the product working, not only hidden.
Rulings aetheria-release:ruling:factory-aris-simple-by-construction and
masquerade-is-load-bearing (operator, 2026-10-28).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-28 06:49:35 +01:00
Meta Vens
6168512bf4 Merge readme-front-door: README opens with value, problem, entry points, live versus planned 2026-10-22 20:13:35 +02:00
Meta Vens
f58800516a README: status of the live site and canon boundary; repo-relative paths
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-22 20:13:22 +02:00
Meta Vens
bac72fc37a Faction visual identity: Lucent's anchor is the overdesigned gamer mouse (maximalist, floating panels, inlays, glow); Finch is smooth organic curves, and Djinni is a Finch ship
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-18 22:16:24 +02:00
Meta Vens
6980087f70 Merge concept-mill-spa: keep the server-rendered ship dark on deep links
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 02:07:47 +02:00
Meta Vens
329311b356 Concept Mill: keep the server-rendered ship dark on deep links
The server renders the first ship so the stage is never empty, but on a
slow connection a deep link showed it until the requested render decoded.
It now stays dark unless it is the ship the hash asks for.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 02:07:43 +02:00
Meta Vens
52e23465b2 Merge concept-mill-spa: the Concept Mill as a fullscreen viewer
The Mill becomes a single-page viewer with only a floating masthead, its
data moves into scripts/concept-mill/ships.yaml with a generator, and Bench 4
rounds 4-8 and eight new ships join it. The Quartz launcher now survives
Node's deprecation warnings under Windows PowerShell 5.1.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 02:02:09 +02:00
Meta Vens
dbdde4a78e The Concept Mill as a fullscreen viewer
The page layout is stripped for Game-Design/Concept-Mill the way the
GameCult site strips it for Thing: only the Aetheria masthead survives,
floating and compact. The selected ship's render fills the viewport,
feathered into a dark field; the ship index unfolds from the top left and
the technical readout from the bottom right, both collapsible.

AetheriaConceptMill embeds the generated manifest and its inline script owns
the selection: arrows step ships, up/down or [ ] step render rounds, Escape
collapses the panels, M and R toggle them, swipe steps on touch, and the
URL hash deep-links #ship/variant. Variants show their hypothesis, the lab's
verdict and any operator verdict; the lab's pick is marked LAB PICK. On a
phone the panels are bottom sheets over a dock. Motion is event-driven and
dissolves only under prefers-reduced-motion. A vote slot stays hidden until
votes are configured in ships.yaml.

The page note keeps its frontmatter and one paragraph; the card styles it
used are removed from custom.scss.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 02:01:45 +02:00
Meta Vens
3499b4c0c2 Concept Mill data: ships.yaml, its generator, and Bench 4 rounds 4-8
The Mill's readouts move out of a one-off script into
scripts/concept-mill/ships.yaml, one row per ship and one per render.
scripts/concept-mill/build.mjs ingests renders that name a source (WebP at
1600 px plus a 720 px thumbnail, and the render's .md record published as
its prompt file), reads each variant's hypothesis and verdict from that
record, and writes the manifest the page component imports. Originals are
only read; existing derivatives are kept unless --force.

Adds 28 renders from Bench 4 rounds 4-8 and eight ships written from Ship
Prompt Bench 4: Oboz, Glushitel, Shepherd, Rake, Party Favors, Finders
Keepers, Tattletale and Ghost Fare. The lab's best render per ship is marked
pick and opens first; statuses stay unreviewed except where the operator has
spoken. Odd Job moves from the scrap bin to unreviewed, since rounds 4-5
rebuilt it as a spacecraft.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 01:55:18 +02:00
Meta Vens
6f1a33f2d4 Quartz launcher: judge the build by node's exit code
Windows PowerShell 5.1 turns a native command's stderr into error records,
so with ErrorActionPreference Stop the punycode deprecation warning from a
dependency aborted every build. The node call now runs under Continue and the
launcher exits with node's own exit code.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 01:51:10 +02:00
Meta Vens
700a3247b2 Merge concept-mill: the Concept Mill, ship concept renders with technical readouts
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 00:29:56 +02:00
Meta Vens
5603faf7b9 Game Design index: link the Concept Mill
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 00:27:35 +02:00
Meta Vens
892cae6da2 The Concept Mill: ship concept renders filed as technical readouts
A Game Design page presenting nineteen ship concepts from prompt benches 1
to 4. Each sheet gives designation, maker, class, crew, mass class, a
hardpoint table, default loadout, play concept, notes and counters, read
from the bench entries and the Ship Play Concepts catalogue; unset fields
say TBD. Reviewed passes, unreviewed Bench 4 renders and a scrap bin of
rejected renders (with the operator's recorded verdicts) are kept apart.
A banner states that the art and readouts are brainstorming, not canon.

Styles are scoped under .mill in the site stylesheet: hairline frames,
corner brackets, mono readout labels and scan rules over the site palette.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 00:27:34 +02:00
Meta Vens
f00cfbbd56 Concept Mill media: web-sized ship renders and their prompts
Twenty renders from the prompt benches as WebP (at most 1600 px wide, plus
720 px thumbnails), with each render's prompt as a published text file for
provenance. The originals stay in Brainstorming, untouched. Miss Terri's
renders are not included.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 00:23:46 +02:00
163 changed files with 5107 additions and 14 deletions

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@ -109,7 +109,7 @@ Its voice is boastful, excitable, and fluent in sponsorship. Product names sound
**Image starting point:** A compact Lucent spacecraft in a clear three-quarter front view, isolated against a neutral background under broad studio lighting. A pointed white-and-gold central body sits inside sweeping shell arches, with twin cobalt-blue dorsal prongs reaching toward the nose, red-orange forward blades and rear fins, pale segmented side covers, and teal equipment pods. Large gaps reveal dark blue machinery and the supports connecting the outer layers. Render it as a carefully assembled, extravagantly styled machine with a readable silhouette, crisp component boundaries, and restrained luminous accents. Preserve the curved surfaces as well as the sharp tips.
**Design reference:** The [original Aetheria Lucent ship concept](<D:/Google Drive/Gamecult/Aetheria/Concepts/Ships/lucent_media/transparent_03.png>) anchors the ship's silhouette, layered construction, and color blocking. The gaming-mouse references carry the closely related language of separated covers, exposed chassis, adjustable fittings, ribbed surfaces, and illuminated seams.
**Design reference:** The [original Aetheria Lucent ship concept](<D:/Google Drive/Gamecult/Aetheria/Concepts/Ships/lucent_media/transparent_03.png>) anchors the ship's silhouette, layered construction, and color blocking. The gaming-mouse references carry the closely related language of separated covers, exposed chassis, adjustable fittings, ribbed surfaces, and illuminated seams. The aesthetic anchor is the classic overdesigned gamer mouse (![[Lucent anchor - gamer mouse.png]]): Lucent is maximalist, with pointless extra floating panels, inlays and glowing accents everywhere.
## NiteLife Energy
@ -187,6 +187,8 @@ Its clinical voice promises dignity through precise fitting and dependable suppo
### Visual Identity
**Design reference:** Smooth, uninterrupted organic curves. The shipped Djinni hull is a Finch ship in this language.
**Silhouette and construction:** Continuous, tapered forms with the fit and articulation of a joint or sensory organ. Soft transitions between modules, flush sensor apertures, and recessed seams. A hull should look composed around sensing and movement; an implant should fit the person's body rather than use the person as a display stand.
**Materials, color, and markings:** Pearl ceramic, satin titanium, translucent smoky membranes, and small celadon indicators. Restrained markings placed where a technician can read them. Organic describes the continuity of the forms, not exposed flesh or indiscriminate tentacles.

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@ -0,0 +1,10 @@
---
title: The Concept Mill
description: "Concept renders of Aetheria ships from the prompt benches, each with a technical readout of its role, hardpoints, loadout and counters. Brainstorming, not canon."
socialDeck: "Ship concept renders with technical readouts. Brainstorming, not canon."
enableToc: false
---
Ships come off the prompt bench, get rendered, and get judged. The Concept Mill shows each render full screen, filed with a readout of what the hull is for, what it mounts, and what kills it. Concept art and readouts are brainstorming, not canon.
<!-- The viewer is the AetheriaConceptMill component in the site overlay. Its data lives in scripts/concept-mill/ships.yaml; the header of that file says how to add a render round. -->

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@ -132,6 +132,8 @@ Each section gives the operating logic in one line, then the quirk and its adjus
*Operating logic: everything is a treat until it starts working.* No faction note yet; see [[Brainstorming/Faction Flavor and Visual Identity#Miss Terri's Sugariffic Snack Company|Faction Flavor]]. The legacy tutorial makes Miss Terri's the protagonist faction opposite Zhestokost, so it is designed as a flag here. See [[#Lore Change Proposals]].
*Marked: Emily's to adopt (release target :40); the demo protagonist is Pirates, so this reads as proposal, not canon for the agents.*
**Quirk.** Miss Terri's ships swarm in close with continuous spray weapons, make one pass, and pull away to let the corrosion work. Damage they leave keeps eating armor after they have gone.
**Adjustment.** After a Miss Terri's pass, your armor keeps failing; turn the damaged face away, repair before the next fight, and do not wait for them to come back. Thick armor buys time but does not save you, which is why Zhestokost columns hate them.
@ -147,7 +149,7 @@ Each section gives the operating logic in one line, then the quirk and its adjus
**Quirk.** Lucent ships announce themselves, light you up with active sensors, and fight one at a time: one headliner engages while the others hold position and watch. The headliner opens with a heavy laser burst and then must open its radiators, which leaves it bright, hot, and weak for several seconds. A headliner that is losing breaks off early, and the next one steps in.
**Adjustment.** Survive the opening burst (armor facing, break line of sight, or bait it with something else), then punish the radiator window. The watching ships are sitting targets for anyone with missiles. Do not try to sneak through Lucent space: their pings reveal everything nearby.
**Weakness: the need for glory.** Lucent can be baited into a duel, the way a Clan warrior in BattleTech honours *zellbrigen*. A player who closes on a Lucent group alone, without firing on the holding ships, is answered by a single headliner, and the rest hold however that duel goes. This is the lever that splits a Lucent pack: challenge, win one fight at a time, and leave before the next headliner steps in. Break the duel's form (fire on a holding ship, bring a wingman, or let a third party join) and the form is gone: every holding ship engages at once. So the player has two moves: honour the duel and pick the pack apart, or stage someone else's interference so that the pack turns on that interloper. [rule: pack, plus a duel-broken flag]
**Weakness: the need for glory.** *Spec'd, not played: nothing in the build does this yet, so no demo copy may claim it ([[#Lore Change Proposals]], item 5).* Lucent can be baited into a duel, the way a Clan warrior in BattleTech honours *zellbrigen*. A player who closes on a Lucent group alone, without firing on the holding ships, is answered by a single headliner, and the rest hold however that duel goes. This is the lever that splits a Lucent pack: challenge, win one fight at a time, and leave before the next headliner steps in. Break the duel's form (fire on a holding ship, bring a wingman, or let a third party join) and the form is gone: every holding ship engages at once. So the player has two moves: honour the duel and pick the pack apart, or stage someone else's interference so that the pack turns on that interloper. [rule: pack, plus a duel-broken flag]
- **Behavior.** `engage_on` detection. `grace` short with a sponsor bark. `pack` one. `break_off_hull` moderate (protect the brand). Holding ships run a hold-position state at range. Active pings on a regular cadence. [state: follow as hold] [rule: pack] [data]
- **Loadout.** Lucent lasers with large capacitors (NiteLife allegiance), the EyesOnME active sensor, the OK Disperser heat pump, Alakrita thrusters on premium hulls, Corriedales weapons on cheap hulls. The burst-then-radiate rhythm comes from capacitor size and heat, not a special mechanic. [data, content]
@ -406,7 +408,7 @@ Who does what to whom, in one line each. *Tolerate:* coexists, trades. *Exploit:
| Faction | Tolerates | Exploits | Polices | Shadows |
|---|---|---|---|---|
| Zhestokost | Sol Dominion, NiteLife, R&D | — | Miss Terri's, DME, Aya, Pirates | — |
| Miss Terri's | Lucent, Ewan Hart | — | — | — |
| Miss Terri's (proposal, see note) | Lucent, Ewan Hart | — | — | — |
| Lucent | Everyone who docks | Every fight, as content | — | — |
| AU | Lightsail, Ewan Hart | — | — | — |
| Finch | Cryonix (its supplier) | — | — | Everyone (sells tracks) |
@ -417,11 +419,16 @@ Who does what to whom, in one line each. *Tolerate:* coexists, trades. *Exploit:
| Megiddo | Aya, Navigators | — | Its own perimeter | — |
| Odla | Everyone | — | — | — |
*Marked, Miss Terri's row: Emily's to adopt (release target :40); the demo protagonist is Pirates, so this reads as proposal, not canon for the agents.*
### Pairs That Matter
Each situation must arise from the levers above. None is scripted.
**Zhestokost and Miss Terri's.** The war the legacy tutorial is built around.
*Marked: Emily's to adopt (release target :40); the demo protagonist is Pirates, so this reads as proposal, not canon for the agents.*
1. *Corrosion against slabs.* A Zhestokost column meets a Miss Terri's swarm in a border zone. The swarm makes its pass and pulls back; the column's armor keeps failing, and the column will not chase past its tender. The player arriving finds a column standing still, bleeding armor, and a swarm waiting at range. Either side will pay for help.
2. *The tender gap.* Miss Terri's ships do not target tenders, because their spray range is short and they swarm the nearest ship. A player who kills the tender ends the fight in Miss Terri's favor, and the column falls back with nothing to fall back to.
3. *Deserter in the hold.* A deserter from a Zhestokost dock story is aboard. In Zhestokost space the hail becomes hostile at once (*after reputation*, or by a story-set grudge); in Miss Terri's space you are greeted with candy.
@ -488,16 +495,21 @@ Quirks considered and cut, because the player would not do anything differently:
These bend or extend the faction notes. Each needs the setting owner's ruling:
1. **Miss Terri's as a territorial faction at the strange edge of the map.** The vault has no Miss Terri's note and no territory for it. The legacy game makes it the protagonist faction, and the 2021 design discussion placed it furthest into pseudospace ("colonizing Wonderland"). Proposal: a Miss Terri's note establishing it as a settler power at the edge of stable space.
**Ruling, Nibu, 2026-11-05: cut from the agents' side.** The agents do not write the Miss Terri's settler-power note and propose no territory for it; whether Miss Terri's becomes a settler power is left to Emily. The Miss Terri's flag entry above stays a design sketch on the legacy game's own account of the faction, not a lore claim.
2. **Finch sells tracks.** The lore gives Finch passive sensing and the Quiet Sense hunter, not a trade in other people's positions. Proposal: Finch sensor operators sell track data as a service, consistent with its pattern of turning a capability into a continuing dependency.
**Ruling, Nibu, 2026-11-06 (#swarm): deferred.** Out of the demo: Finch is not in the demo cast (`DemoTerminus.cs:10-17`). Sharing inside a faction already exists, because `PilotView` is the union of one side's sensors (`Flight.cs:12-13`). Selling tracks across sides would need `Faction.Relations` (a reserved key, `Corporations.cs:59`; TODO at `Entity.cs:1303`) and a played Finch. The mechanism names this note used for it, `WatchForGrudge` and `share_track`, do not exist in the code, and `Faction.Personality` has no readers. The lore does not forbid the bend; whether it is canon is the setting owner's call. No mechanic is claimed, and the Finch entry's behavior text above stays a proposal.
3. **Minor powers hold company space in game.** NiteLife, Lightsail, Alakrita, R&D, Ewan Hart, and DME own zones in the legacy game, while the lore withholds Mega status from them. Proposal: in-game territory for a minor power means company settlements under someone else's wider order, shown through low security and few warships. This keeps the Mega distinction intact.
4. **Megiddo's fleet moves between runs.** Consistent with the lore's mobile fleets; recorded here because the game places it in a different zone each run.
**Ruling, Nibu, 2026-11-05: accepted, text only, post-demo.** The reading is recorded in the Megiddo note ([[Worldbuilding/Post-Elysium/Factions/Megiddo|Megiddo]]); nothing is built or demoed for it.
Where it would attach: the Megiddo faction record that `MinorPowerFactionsCommand.cs:25-39` authors (GameCult/Aetheria, AetherDb tooling, read by Nibu at master a4be037a4). The move is still text only and post-demo; no mechanic is claimed.
5. **Lucent's one-at-a-time duel.** A playable reading of Lucent's spectacle, not stated in the lore. Accepted by the operator on 2026-10-03, with an addition: their weakness is their need for glory, so they can be baited into a duel "like a Clanner in Battletech" (see the Lucent weakness above).
**Ruling, Nibu, 2026-11-05: accepted, with this line: the duel is spec'd but not played.** It is spec'd, not in the build, until faction-play-2 lands. It is a design only; no demo copy, trailer text, store text or tutorial hint may claim that Lucent duels, fights one at a time, or can be baited.
## Implementation Order
Ordered by how much distinct play each step unlocks, using only the levers above:
1. **Read `Faction.Personality` in `Zone.CreateAgent`** and move `AgentRangeExponent` and `AgentMinHitProbability` onto it. This alone makes R&D, Zhestokost, and Cryonix fight at different ranges and with different fire discipline. [data, small rule]
1. ~~**Read `Faction.Personality` in `Zone.CreateAgent`** and move `AgentRangeExponent` and `AgentMinHitProbability` onto it.~~ **Superseded, not pending.** Range and fire discipline now live in `FactionDoctrine` and `RoleDoctrine` (`Doctrine.cs:28-74`), reached through `Faction.Doctrine` (`Corporations.cs:62-63`) and applied in `Zone.cs:318-326`. `Faction.Personality` (`Corporations.cs:28-29`) has no readers; it is not the live path. [code references as of the 2026-11-05 check]
2. **The four tutorial states** (follow, drift cold, flee, sweep), with the break-off and leash transitions. These carry Zhestokost's tender, AU's haulers, Lightsail, Alakrita, Finch, Cryonix, and Adrasteia. They are shared with the tutorial work, so they are bought once.
3. **Hail barks through `Entity.SetMessage`** with `grace`. Every faction gets a voice at first contact.
4. **Earned HUD identity and livery tint.** Factions become visible without new art.

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@ -31,6 +31,10 @@ This branch contains current design owners, developed drafts, prototypes, and hi
- [[Narrative and Missions]] owns mission admission, local occurrence, evidence, and consequence handoff without requiring procedural placement or a particular authoring runtime.
- Implementation is evidence, not authority. [[Implementation Signals]] preserves an unverified report about an older codebase; it establishes neither current implementation nor design requirements.
## Concept Art
[[Concept Mill|The Concept Mill]] files the ship concept renders from the prompt benches, each with a readout of its role, hardpoints, default loadout and counters. The renders and readouts are brainstorming, not canon.
## Historical Scope Cuts
[[End of the Line|Aetheria: Terminus]] was a reduced rogue-lite action-RPG proposal about a hostile crossing. The destination named Terminus is not established here as canonical geography. [[Call of the Void]] cut further toward curated cases, station life, taxi work, and a private investigator, but used an obsolete colonization-fleet premise; its protagonist and cases remain developmental.

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Aetheria/Spoilers.md Normal file
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@ -0,0 +1,22 @@
---
title: Spoilers
description: "What Elysium actually is. Read this only if you have decided you would rather know than find out."
---
# Spoilers
**Stop here if you are playing, or plan to.** This page answers questions the setting deliberately leaves open. Nothing on it is hidden; Aetheria is open source, and you are free to read it. But the in-world pages keep these answers vague on purpose, and the game is more fun if you work them out yourself. If you contribute lore, read it so your writing stays consistent, then please don't spoil it for anyone else.
Everything below is authorial truth. No character, faction, or document in Elysium knows it for certain, and in-world text should never state it outright.
---
## The field is anchored by the minds inside it
The [[Worldbuilding/Post-Elysium/Concepts/Aether|Aether]] does not obey rules the way Sol physics does. It is anchored by the cognition of Elysium's residents, and it settles toward what those minds take for granted. Flat space holds where people expect it to. Exported [[Worldbuilding/Post-Elysium/Factions/Wavecrafters|Wavecrafter]] components work better where the public finds them plausible, which is why the masquerade around them is load-bearing.
## Megiddo is half right
[[Worldbuilding/Post-Elysium/Factions/Megiddo|Megiddo]] suspects that Elysium is not the creation humanity came from: a constructed world, perhaps a simulation, held together by its residents' attention. About the mechanism, they are right.
They are wrong that there is a way back. No disclosure is coming that returns anyone to the old creation. Elysium is all anyone has, and so it is as real as it needs to be. The tragedy of Megiddo is not that its doubt is foolish, but that it is correct and leads nowhere: a fortress built to wait for an arrival that cannot happen.

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@ -60,6 +60,10 @@ Outsiders call the Vaults corpse worlds or freezer crypts. Megiddo records them
Megiddo consists of a handful of mobile fleets, each carrying a Vault through its migrations. A Vault is spherical, enclosing the greatest possible volume within the least armored surface. Its armor is a final precaution. Its principal defense is that almost nobody knows where it is.
The fleets do not hold fixed stations. A fleet seen in one region need not be found there again, so a setting that places Megiddo in a given zone describes where it was met, not where it lives. A game run may put a fleet in a different zone each time; that is text only for now, recorded as a post-demo reading in [[Game Design/Faction Play#Lore Change Proposals|Faction Play]] (ruling by Nibu, 2026-11-05), and nothing in the build moves a fleet yet.
If the per-run fleet move is ever built, it attaches to the Megiddo faction record that `MinorPowerFactionsCommand.cs:25-39` authors (GameCult/Aetheria, AetherDb tooling, read at master a4be037a4). The move is still text only and post-demo; no mechanic is claimed.
The fleet does not visibly escort its Vault. Industry, habitation, decoys, tenders, and defensive vessels spread across an enormous moving volume. Somewhere among them travels one cold, deliberately unremarkable object. Most of the fleet's own maps omit it, along with every other map that could usefully direct an attacker to it.
Keeping it cold requires contact with the outside, but that contact is designed to conceal its origin. Massively redundant cryogenic machinery transfers accumulated heat through closed coolant circuits into exchange masses. A compartmentalized ferry chain carries those masses among vessels and remote heat-rejection sites. Each participant knows too little to reconstruct the route from a radiator back to the Vault. Cold masses return through a different chain.

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@ -49,6 +49,14 @@ Commercial descriptions hide the different practices inside tamper-proof modules
The customer receives an operating envelope and a replacement contract. Opening the mechanism usually destroys the retained relation. It also gives the supplier convenient evidence of customer misuse.
### Why the Masquerade Holds
In sect territory, cultivation is not a hidden art. It is how the practitioners' reality works, and they practise it openly among people who expect it to work.
Flatspace is different. Exported components work better where the public finds them plausible. A dockside full of crews who take a *proprietary wave-function entanglement synchronizer* for ordinary engineering lets the retained relation hold steadily. A public convinced the component is fraud, or sorcery, makes it hold worse.
The commercial descriptions are therefore load-bearing. They hide practitioners from liability, and they also keep the product plausible to the people around it. A scandal exposing the sacred work behind a product line threatens more than sales: it can degrade the line's performance across a market.
### Industrial Secrecy
The inner practice depends on human and machine minds whose acknowledged involvement would turn a certified product into an esper-liability case. Export records therefore document materials, tolerances, and procedures while omitting who produced the exceptional result.

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# Wonderland
*"Stay tuned."*
Wonderland is a small splinter of [[Worldbuilding/Pre-Elysium/Factions/Powers/Major/Lucent Media|Lucent Media]] living deep in [[Worldbuilding/Post-Elysium/Concepts/Pseudospace|pseudospace]]. Its people descend from Lucent's [[Worldbuilding/Pre-Elysium/Factions/Movements/Reality Architects|Reality Architects]]: the editors, predictive dramaturges, and perception engineers who once shaped how audiences understood events. They took the name the core worlds gave the frontier and made it theirs. Outsiders who say "Wonderland" are rarely sure whether they mean the territory or the people in it, and the people prefer it that way.
They have Lucent's taste for spectacle. Everything else about them is louder.
### The Break
The Architects noticed what had changed sooner than almost anyone. Their trade before the Rupture was attention: what an audience takes for granted, and how to arrange it. Afterwards, Lucent's own behavioural data showed anomalies tracking what audiences expected, and the Architects understood what that meant for a profession built on framing.
Lucent itself never needed to say so. In the core worlds, framing what billions of people expect is its business, and if that also helps keep flat space flat, the company has no reason to examine it. The Architects who left wanted to examine it closely. In the settled worlds, a frame needs a vast audience to hold against everyone else's expectations. Out where consensus is thin, a small crew rehearsed into one tightly shared frame can hold local reality on its own. The crew becomes its own audience.
Wonderland regards Lucent with professional contempt. Lucent broadcasts reality. Wonderland lives inside the edit.
### The Show Must Go On
A Wonderland habitat holds together only while its people keep performing the frame they share. Shifts are staggered so someone is always on. Rest is scheduled the way a broadcaster schedules reruns. Dead air is treated as a hull breach, because it can become one.
Standing works the way it did on Lucent's platforms, except that the stakes are physical. Whoever the crew watches most has the most pull on what the habitat does. Status games are survival, and a coup is a ratings coup. A member who falls into disgrace finds their surroundings cooperating less: a door that hesitates to recognize them, a corridor's gravity that takes a moment longer to agree.
Old Lucent habits continue in stranger forms. The faction keeps the personas of dead performers on the air, because the attachment many people share to a familiar character steadies the region around it. Cancelling a long-running show can fray the space it held.
### Genre
Each habitat runs on a genre its people have rehearsed together, and the genre's conventions are the local rules. In a noir station it always rains in the corridors. In a sitcom habitat, injuries are gone by the next episode. At a thriller depot, every exchange has a twist whether anyone wants one or not.
The conventions are strict and they can be learned. That is the only reason outsiders survive. A habitat's weirdness has a grammar, and a visitor who reads it can predict what the place will do.
Some failures are as old as the format. A habitat can get stuck in its own opening credits, because starting the episode would mean committing to a plot, and plots have consequences. Its people stay in the safe part, smiling, while the cast keeps growing. When two habitats' frames touch, conventions bleed together: a sitcom kitchen lit like a crime drama, with a cartoon's physics, and nobody certain whose rules apply.
What a frame cannot cast, it cannot protect anyone from. An outsider with a strong enough frame of their own, an [[Worldbuilding/Post-Elysium/Technology/Necrotech|Eidolon]], or a [[Worldbuilding/Post-Elysium/Factions/Death Monkey Explosives|DME]] practitioner who has become unbeing can walk through every genre untouched. To the habitat, they are something in the background that the story has no part for.
### Visiting
Traders, salvagers, and the lost who deal with Wonderland learn its etiquette or do not come back. The rules have the shape of old stories about the fair folk:
- **Don't contradict the genre.** It will fight you.
- **Don't play along too well.** It will adopt you.
- **Don't give your name on camera.** Named, you get a title card, and a title card is how the show casts you.
- **Don't accept props.** A gift, an offered drink, or a line handed to you is a role, and accepting it is accepting the part.
- **Never name the show.** Asking aloud what genre this is contradicts the frame from inside it.
- **Hit your marks and don't improvise.** A flat bit part is safe. A brilliant ad-lib gets you renewed for another season.
- **Mind the episode clock.** A visitor can spend one episode in a habitat and leave to find a season has passed outside, with [[Worldbuilding/Post-Elysium/Concepts/Temporal Nonlinearity|continuity residue]] to show for it.
Staying too long ends the same way however careful the visitor has been. They wave at the camera one day without meaning to, their name comes up, and they are a recurring character. Leaving after that means being written out, and genres have opinions about how characters get written out.

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@ -25,6 +25,10 @@ Post-Elysium factions are organized groups that have learned to gain power from
- [[Worldbuilding/Post-Elysium/Factions/Megiddo|Megiddo]]
## Pseudospace Splinters
- [[Worldbuilding/Post-Elysium/Factions/Wonderland|Wonderland]]
## Related Branches
- [[Worldbuilding/Post-Elysium/index|Post-Elysium]]

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@ -38,7 +38,9 @@ For a necrofactory, a fast-grown source that reliably produces one limited effec
That preference does not make the supply cheap or effortless. Breeding lines require gestation, care, assessment, containment, and continuing maintenance of genetic diversity. Some sources fail to develop as needed. A factory short of viable brains cannot replace them with anonymous cadavers: preservation can retain a brain's structure, but it cannot give that brain resonance it never developed.
These lines supply the baseline market. Their products include disposable guidance spirits, sensor interpreters with limited roles, industrial field regulators, and other ARIs bought for predictable output and routine replacement.
Factory sources are not simply harvested young. They are conditioned before imprinting: just enough to dissociate from reality in the specific way the intended product needs, so that when a nascent mind is blasted into its host, what binds is that one useful relation. A complex world model was never necessary for the purpose, so none is grown. The resulting ARIs are simple because they were made that way, and they are difficult to describe as conscious.
These lines supply the baseline market. Their products include disposable guidance spirits, sensor interpreters with limited roles, industrial field regulators, and other ARIs bought for predictable output and routine replacement. The cheapest end reaches ordinary households: an ARI in a refrigerator that improves its Carnot efficiency, installed beside the brainwashed upload that lets the same refrigerator order groceries.
### Eidolons
@ -142,4 +144,6 @@ Manufacturers do not publicly agree about what this maintenance does. It may sus
Corporate media presents ARIs as humane resonance devices: scientifically non-conscious and categorically separate from the people whose brains were destroyed. This argument treats the biological source, the destructive transfer, and the installed instrument as three unrelated objects.
For most units sold, the claim about the instrument is close to true: a factory ARI was built to need no world model and holds little that could be called a point of view. That accuracy is what makes the argument useful. It says nothing about Eidolons, and nothing about the conditioned children whose brains were destroyed to make the simple ones.
The political dispute concerns whether that separation is real, and what follows if it is not. Institutions controlling the brains, the transfer, and the finished products also control the classifications under which evidence of recognition, distress, and preference is handled. Their ownership gives them the power to call the result equipment; whether it makes the result equipment is the question their terminology does not answer.

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# Standard Model 50-F
- Source: Ship Prompt Bench (first bench), Aetheria/Brainstorming (internal working bench, not published)
- Faction: Rossum & Douglas
- Role: MIRV picket
- Composition: rendered alone, without the global or faction blocks
- Status: brainstorming, not canon
Pitch: One pilot flies a picket with four recessed MIRV launch cells, a built-in guidance computer and one small defensive mount. It outranges you and backs away when you close.
B · Standard Model 50-F "Records" (filing cabinet) · Moonshot. The corporate office goes to war. A box is the easiest possible Tripo shape; the risk is only that it reads as furniture.
## Prompt
Design the Standard Model 50-F, a small single-pilot Rossum & Douglas missile picket. Its whole body follows a two-drawer steel filing cabinet lying on its side, drawer fronts facing forward. Each of the two drawer fronts is a missile bay door with a recessed pull handle and a small label holder. The cockpit is a small recessed window set into the cabinet's top surface near the front. One small defensive mount sits flush on top near the rear. The cabinet's back panel is the stern, with two rectangular drive nozzles and a row of regular vents. Muted blue-gray cabinet, light gray drawer fronts, navy label holders, one off-white stripe along the side, ordinary scuffs and a dented corner. One complete ship, centered with clear margin around it, three-quarter front view from slightly above showing the dorsal surface and one side; moderate lens; plain seamless light gray background; soft key light with gentle form shadows; matte finishes throughout.

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# Bison
- Source: Ship Prompt Bench (first bench), Aetheria/Brainstorming (internal working bench, not published)
- Faction: Aeronautics Unlimited
- Role: Swarm escort
- Composition: rendered alone, without the global or faction blocks
- Status: brainstorming, not canon
Pitch: One pilot flies an escort with two medium rocket-pod hardpoints loaded with Leonid dumbfire swarms, one small Earp gun and a Ranger active sensor. It fires at the first thing it sees, decoys included.
B · Bison (bison) · Safe bet
## Prompt
Design the Bison, a small single-pilot Aeronautics Unlimited escort spacecraft. Its whole body follows an American bison: one massive, high shoulder hump, a low heavy head and a lean tapering rump. The front face of the shoulder hump carries four square rocket launch cells in two rows. The low head is the cockpit, with a wide window where the face would be. The bison's two short, thick horns are two small guns, one on each side of the head. A round active sensor dome sits on top of the hump. The rump tapers to two round drive nozzles with short radiator plates. Chalk-white hump, slate-blue rump, bare aluminum horns, ochre safety marks and cell numbers. One complete ship, centered with clear margin around it, three-quarter front view from slightly above showing the dorsal surface and one side; moderate lens; plain seamless light gray background; soft key light with gentle form shadows; matte finishes throughout.

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# Breakup Song
- Source: Ship Prompt Bench (first bench), Aetheria/Brainstorming (internal working bench, not published)
- Faction: Death Monkey Explosives
- Role: Infrastructure breaker
- Composition: rendered alone, without the global or faction blocks
- Status: brainstorming, not canon
Pitch: Two crew fly a breaker with one heavy thermal warhead launcher that has a big blast radius, two small flame hardpoints and safeties wired open. It hits stations, not ships, and it cooks itself in a long fight.
A · Breakup Song (rhinoceros) · Safe bet
## Prompt
Design the Breakup Song, a small two-person Death Monkey Explosives assault spacecraft. Its whole body follows a charging rhinoceros: one massive, thick body with heavy armored folds, a big low head and one huge, thick horn on the snout. The horn is the thermal warhead launcher, its muzzle at the blunt tip. The cockpit is a narrow armored slit where the eyes would be. The two ears are two small flame projectors, short and thick. Heavy hide folds at the shoulders and hips are bolted armor plates with hand-cut break points marked in yellow. Short, thick spikes run in a single row down the spine. The rump holds two drive nozzles between heat-stained radiator plates. Blackened steel body, scorched-red horn, acid-yellow break-point marks, uneven white lyric lettering along the flank. One complete ship, centered with clear margin around it, three-quarter front view from slightly above showing the dorsal surface and one side; moderate lens; plain seamless light gray background; soft key light with gentle form shadows; matte finishes throughout.

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# Bulldog
- Source: Ship Prompt Bench 2, Aetheria/Brainstorming (internal working bench, not published)
- Faction: NiteLife Energy
- Role: Station guard
- Status: brainstorming, not canon
Pitch: One pilot flies a guard with one medium ChargeBlast hardpoint, two capacitor banks and a MoveOnPro reactor fed by a visible reservoir cartridge. It is strong on its leash and never leaves its station.
B · Bulldog · Mass · Safe bet
## Prompt
Design the Bulldog, a single-pilot NiteLife Energy station guard that stands like a bulldog on a short chain: a wide, deep chest low and forward, short thick shoulders, and a short, tapering body behind. The chest is the ChargeBlast housing, with the emitter as a broad opaque disc in its front face. The two shoulders are the capacitor banks, swollen and smooth, one on each side. The reservoir cartridge is docked upright into the top of the back, its rounded end standing proud, held by a release catch. The cockpit is a low canopy on top of the chest, ahead of the cartridge. One complete ship, centered with clear margin around it, three-quarter front view from slightly above showing the dorsal surface and one side; moderate lens; plain seamless light gray background; soft key light with gentle form shadows; matte finishes throughout.

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# Dine and Dash r4a
## Hypothesis
Naming the thrust direction geometrically (clusters point left and right, mouths perpendicular to the spine, camera-side mouths face out toward the viewer) will make the lateral thrust visible.
## Variable changed
Thrust-geometry wording only, against round 3 (`Dine and Dash.md`). "A huge bank of four lateral thruster nozzles ... pointing straight sideways" became a cluster whose mouths are perpendicular to the spine, with the camera-side and far-side facings stated. Donor hull, primer, emoji, accent, turrets, stern drive and both preceding blocks are unchanged.
## Agent observation
Did not hold. Both clusters still have their mouths facing forward along the spine, and the hull grew a bigger tail fin and swept wings than round 3. The geometric wording did not turn the nozzles.
## Render record
- Model: FLUX 3 Image, `POST https://api.bfl.ai/v1/flux-3-image`
- Parameters: aspect_ratio 4:3, resolution 2k, safety_tolerance default, grounding default; no seed field; rendered from scratch with no reference image or edit
- Request id: 078071d9-09c8-45ab-8320-41d524cd23c3
- Date: 2026-10-08
- Composition: global block, faction block (Pirate Coalition), ship prompt below, separated by blank lines; global and faction blocks copied verbatim from the round-3 record
## Prompt
Concept art of a small working spacecraft from the Aetheria universe, made by a named manufacturer for one pilot or a small crew, with a human-sized hatch, a handhold rail and a cockpit window no wider than a person setting its scale against the hull. It is a material argument for what it does: magazines sit behind square hatches, sensors in recessed round apertures, guns in small turrets on thick armoured mounts, cargo at a heavy docking collar, and its protection is thick layered armour plate with bolted seams, with any further protective equipment sitting in its own visible housing, an emitter, a ring or a flat panel array, bolted to the hull like any other gear. It is owned, insured and repaired: scuffed handholds and hatch edges, one replaced panel in a slightly fresher shade, a stencilled registry number and a maker's plate beside the cockpit, engines cold and at rest. The whole ship is one continuous cast body, thick and closed, with rounded edges, mirror-symmetric along its long axis; every fin, blade and wing is a chunky rounded slab, and every part swells out of the main mass through wide smooth fillets so the outline is one solid silhouette. All surfaces are matte and opaque, painted metal, ceramic and rubberized composite, rendered like a painted studio scale model, with interior light shown only through small round opaque ports and painted bands. One complete ship, centered with clear margin around it, three-quarter front view from slightly above showing the dorsal surface and one side; moderate lens; plain seamless light gray background; soft key light with gentle form shadows; matte finishes throughout.
A Pirate Coalition ship: someone else's ship, kept running out of spite. The register is wild and maximalist: more additions than any sensible refit would carry. It is an identifiable donor hull from another manufacturer with a predator's additions bolted on: a cut-down module, adapted gun hardpoints on improvised mounts, bolted salvage armour plates, exposed cable runs clamped along the hull, and a grappling arm, with every asymmetric addition on the side facing the camera. Finish is mixed: patches of the donor's original paint, gray primer, bare welds and blued heat discolouration. Donor company paint on the original hull, gray primer on the added parts, bare steel at the welds, one crew accent colour slashed boldly across both, overpainted corporate logos, crossed-out serials, and the crew's emblem, one large emoji, painted three times. It looks like a stolen truck with new plates and a shotgun on the dash.
Design the Dine and Dash, a single-pilot Pirate Coalition speed demon built from a stolen Alakrita racer, stripped of every gram that was not thrust. The donor's long, narrow, knife-pleated ivory body is still recognisable, with patches of wine-red lacquer, but its armour plates are gone, leaving bare frames and exposed cable runs clamped along the hull. On each flank, a huge cluster of four thruster nozzles is bolted on, each cluster bigger than the cockpit. The two clusters point left and right, their nozzle mouths perpendicular to the spine: the camera-side cluster's four open mouths face out sideways toward the viewer, and the far cluster's mouths face the opposite way. The camera-side cluster is braced with welded struts. Two small light turrets on improvised mounts sit on the dorsal ridge. The original slim drive row remains at the stern. The cockpit is the donor's long, narrow canopy. The crew emblem, a running-figure emoji, is painted three times. A bright orange crew accent slashes across donor and additions alike. One complete ship, centered with clear margin around it, three-quarter front view from slightly above showing the dorsal surface and one side; moderate lens; plain seamless light gray background; soft key light with gentle form shadows; matte finishes throughout.

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# Dine and Dash r4b
## Hypothesis
An explicit vacuum-hull clause ("no wings, no tail fins and no aerodynamic surfaces of any kind") removes the aero cues; if so, the rule may belong in the global block.
## Variable changed
One added clause, against r4a (`Dine and Dash r4a.md`): "It has no wings, no tail fins and no aerodynamic surfaces of any kind.", placed before the frame clause. Everything else is identical to r4a.
## Agent observation
Mostly held. The tail fin is gone and the wings shrank to two stubby rear vanes, so the aero read is much weaker than r4a; the nozzles still face forward. The global block's "every fin, blade and wing is a chunky rounded slab" still invites fins and works against this rule.
## Render record
- Model: FLUX 3 Image, `POST https://api.bfl.ai/v1/flux-3-image`
- Parameters: aspect_ratio 4:3, resolution 2k, safety_tolerance default, grounding default; no seed field; rendered from scratch with no reference image or edit
- Request id: 7d2a9f06-24dc-4987-8bcf-260e48f29d6c
- Date: 2026-10-08
- Composition: global block, faction block (Pirate Coalition), ship prompt below, separated by blank lines; global and faction blocks copied verbatim from the round-3 record
## Prompt
Concept art of a small working spacecraft from the Aetheria universe, made by a named manufacturer for one pilot or a small crew, with a human-sized hatch, a handhold rail and a cockpit window no wider than a person setting its scale against the hull. It is a material argument for what it does: magazines sit behind square hatches, sensors in recessed round apertures, guns in small turrets on thick armoured mounts, cargo at a heavy docking collar, and its protection is thick layered armour plate with bolted seams, with any further protective equipment sitting in its own visible housing, an emitter, a ring or a flat panel array, bolted to the hull like any other gear. It is owned, insured and repaired: scuffed handholds and hatch edges, one replaced panel in a slightly fresher shade, a stencilled registry number and a maker's plate beside the cockpit, engines cold and at rest. The whole ship is one continuous cast body, thick and closed, with rounded edges, mirror-symmetric along its long axis; every fin, blade and wing is a chunky rounded slab, and every part swells out of the main mass through wide smooth fillets so the outline is one solid silhouette. All surfaces are matte and opaque, painted metal, ceramic and rubberized composite, rendered like a painted studio scale model, with interior light shown only through small round opaque ports and painted bands. One complete ship, centered with clear margin around it, three-quarter front view from slightly above showing the dorsal surface and one side; moderate lens; plain seamless light gray background; soft key light with gentle form shadows; matte finishes throughout.
A Pirate Coalition ship: someone else's ship, kept running out of spite. The register is wild and maximalist: more additions than any sensible refit would carry. It is an identifiable donor hull from another manufacturer with a predator's additions bolted on: a cut-down module, adapted gun hardpoints on improvised mounts, bolted salvage armour plates, exposed cable runs clamped along the hull, and a grappling arm, with every asymmetric addition on the side facing the camera. Finish is mixed: patches of the donor's original paint, gray primer, bare welds and blued heat discolouration. Donor company paint on the original hull, gray primer on the added parts, bare steel at the welds, one crew accent colour slashed boldly across both, overpainted corporate logos, crossed-out serials, and the crew's emblem, one large emoji, painted three times. It looks like a stolen truck with new plates and a shotgun on the dash.
Design the Dine and Dash, a single-pilot Pirate Coalition speed demon built from a stolen Alakrita racer, stripped of every gram that was not thrust. The donor's long, narrow, knife-pleated ivory body is still recognisable, with patches of wine-red lacquer, but its armour plates are gone, leaving bare frames and exposed cable runs clamped along the hull. On each flank, a huge cluster of four thruster nozzles is bolted on, each cluster bigger than the cockpit. The two clusters point left and right, their nozzle mouths perpendicular to the spine: the camera-side cluster's four open mouths face out sideways toward the viewer, and the far cluster's mouths face the opposite way. The camera-side cluster is braced with welded struts. Two small light turrets on improvised mounts sit on the dorsal ridge. The original slim drive row remains at the stern. The cockpit is the donor's long, narrow canopy. The crew emblem, a running-figure emoji, is painted three times. A bright orange crew accent slashes across donor and additions alike. It has no wings, no tail fins and no aerodynamic surfaces of any kind. One complete ship, centered with clear margin around it, three-quarter front view from slightly above showing the dorsal surface and one side; moderate lens; plain seamless light gray background; soft key light with gentle form shadows; matte finishes throughout.

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# Dine and Dash r5c
## Hypothesis
With the bolted-on packs gone (operator: "The thruster packs on the D&D are quite silly."), lateral thrust reads when it is a recessed band of slots in the flank and the camera looks straight at that flank.
## What changed
global block rewritten as a vacuum-hull doctrine (G2: no wings, fins, vanes or streamlining; thrust from nozzles and grilles on whichever faces need to push, each opening the way its exhaust leaves; silhouette from the job; weapons only where named; wear moved out to the faction blocks; frame clause no longer duplicated in the global block); Pirate block unchanged; ship prompt: the thruster clusters replaced by a recessed band of flush rectangular thruster slots along both flanks, described from the camera ("we look straight at the near flank ... like the gills of a shark"); frame changed to a near-side view slightly ahead of the beam.
## Agent observation
Partial: the flank slot band reads clearly and integrated, with no packs, but a large swept wing grew back at the rear and the Pirate block's grappling arm appeared; the racer donor still pulls aero shapes.
## Render record
- Model: FLUX 3 Image, `POST https://api.bfl.ai/v1/flux-3-image`
- Parameters: aspect_ratio 4:3, resolution 2k, safety_tolerance default, grounding default; no seed field; rendered from scratch with no reference image or edit
- Request id: 08c7353f-24fc-4ff5-86f7-1a1f4dc031a8
- Date: 2026-10-08
- Composition: global block, faction block, ship prompt, separated by blank lines, exactly as below
## Prompt
Concept art of a small working spacecraft from the Aetheria universe, built by a named manufacturer for one pilot or a small crew; a human-sized hatch, a handhold rail and a cockpit window no wider than a person set its scale. It is a vacuum hull: it never flies through air, so it has no wings, fins, tailplanes, vanes, airfoils or streamlining of any kind. It moves only by rocket thrust from nozzles and thruster grilles placed on whichever faces of the hull need to push, the stern, the flanks, the belly or the bow, each one opening in the direction its exhaust would leave. Its silhouette comes from its job: the working equipment is the largest shape and the hull is built around it. Hatches, recessed round sensor apertures, a docking collar and armour plate with bolted seams are all legible. It carries weapons only where its description names them. A stencilled registry number and a maker's plate sit beside the cockpit; engines are cold. The body is thick and closed with rounded edges, every part swelling out of the main mass through wide smooth fillets, so the outline reads as one solid, toy-like silhouette. All surfaces are matte and opaque, painted metal, ceramic and rubberized composite, rendered like a painted studio scale model, with interior light shown only through small round opaque ports.
A Pirate Coalition ship: someone else's ship, kept running out of spite. The register is wild and maximalist: more additions than any sensible refit would carry. It is an identifiable donor hull from another manufacturer with a predator's additions bolted on: a cut-down module, adapted gun hardpoints on improvised mounts, bolted salvage armour plates, exposed cable runs clamped along the hull, and a grappling arm, with every asymmetric addition on the side facing the camera. Finish is mixed: patches of the donor's original paint, gray primer, bare welds and blued heat discolouration. Donor company paint on the original hull, gray primer on the added parts, bare steel at the welds, one crew accent colour slashed boldly across both, overpainted corporate logos, crossed-out serials, and the crew's emblem, one large emoji, painted three times. It looks like a stolen truck with new plates and a shotgun on the dash.
Design the Dine and Dash, a single-pilot Pirate Coalition speed demon built from a stolen Alakrita racer, stripped of every gram that was not thrust. The donor's long, narrow, knife-pleated ivory body is still recognisable, with patches of wine-red lacquer; its armour is gone, leaving bare frames and cable runs clamped along the hull. The pirates have cut the flanks open and welded the thrusters into the hull itself: we look straight at the near flank, and along almost its whole length it is a deep recessed band of rectangular thruster slots set flush into the body, dark open throats one after another like the gills of a shark, ringed with heat-blued steel. The far flank carries the same band. Two small light turrets on improvised mounts sit on the dorsal ridge. The original slim drive row remains at the stern. The cockpit is the donor's long, narrow canopy. The crew emblem, a running-figure emoji, is painted three times, and a bright orange crew accent slashes across donor and welds alike. One complete ship, centered with clear margin around it, seen from the near side and slightly above, a little ahead of the beam, so the near flank faces the camera squarely and the dorsal surface shows; moderate lens; plain seamless light gray background; soft key light with gentle form shadows; matte finishes throughout.

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# Dine and Dash r5d
## Hypothesis
A hull archetype that cannot be read as a forward flyer (a flat disc with thrust grilles all round its rim) makes lateral thrust part of the body.
## What changed
global block rewritten as a vacuum-hull doctrine (G2: no wings, fins, vanes or streamlining; thrust from nozzles and grilles on whichever faces need to push, each opening the way its exhaust leaves; silhouette from the job; weapons only where named; wear moved out to the faction blocks; frame clause no longer duplicated in the global block); Pirate block cut to a livery-only sentence; ship prompt: the donor's cockpit sunk into a wide flat skipping-stone disc of welded salvage plate whose whole rim is a band of flush thruster grilles, turrets either side of the canopy; frame changed to a high three-quarter view showing the dorsal face and near rim.
## Agent observation
Held for thrust: one flat welded disc with grille throats all round the rim, no wings, fins or packs; the donor racer is lost apart from a nameplate, and it reads a little like a hovercraft.
## Render record
- Model: FLUX 3 Image, `POST https://api.bfl.ai/v1/flux-3-image`
- Parameters: aspect_ratio 4:3, resolution 2k, safety_tolerance default, grounding default; no seed field; rendered from scratch with no reference image or edit
- Request id: c8d14d50-d5db-4708-b5fe-138aee574407
- Date: 2026-10-08
- Composition: global block, faction block, ship prompt, separated by blank lines, exactly as below
## Prompt
Concept art of a small working spacecraft from the Aetheria universe, built by a named manufacturer for one pilot or a small crew; a human-sized hatch, a handhold rail and a cockpit window no wider than a person set its scale. It is a vacuum hull: it never flies through air, so it has no wings, fins, tailplanes, vanes, airfoils or streamlining of any kind. It moves only by rocket thrust from nozzles and thruster grilles placed on whichever faces of the hull need to push, the stern, the flanks, the belly or the bow, each one opening in the direction its exhaust would leave. Its silhouette comes from its job: the working equipment is the largest shape and the hull is built around it. Hatches, recessed round sensor apertures, a docking collar and armour plate with bolted seams are all legible. It carries weapons only where its description names them. A stencilled registry number and a maker's plate sit beside the cockpit; engines are cold. The body is thick and closed with rounded edges, every part swelling out of the main mass through wide smooth fillets, so the outline reads as one solid, toy-like silhouette. All surfaces are matte and opaque, painted metal, ceramic and rubberized composite, rendered like a painted studio scale model, with interior light shown only through small round opaque ports.
Pirate Coalition livery: the donor manufacturer's original paint in patches, gray primer over repairs, bare steel at the welds, one crew accent colour slashed boldly across everything, overpainted corporate logos, crossed-out serials, and the crew's emblem, one large emoji, painted three times.
Design the Dine and Dash, a single-pilot Pirate Coalition speed demon built from a stolen Alakrita racer, rebuilt so that it can slide sideways faster than anything can turn to follow it. The donor's narrow ivory cockpit section with wine-red lacquer patches is sunk into the centre of a wide, flat, rounded lozenge of welded salvage plate, so the whole ship is one thick flat disc-like body, wider than it is long, like a skipping stone. The entire rim of the disc is one continuous band of flush thruster grilles, dark rectangular throats recessed into the edge all the way round, so it can push in any direction; the stretch of rim facing the camera shows its open throats plainly. Two small light turrets sit on the flat dorsal face, one either side of the canopy. A short row of the donor's original drive nozzles is sunk into the rear rim. The crew emblem, a running-figure emoji, is painted three times across the flat dorsal face, and a bright orange crew accent slashes across donor and salvage plate alike. One complete ship, centered with clear margin around it, three-quarter view from well above and to one side, showing the flat dorsal face and the near rim; moderate lens; plain seamless light gray background; soft key light with gentle form shadows; matte finishes throughout.

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# Dine and Dash r6a
## Hypothesis
The racer identity can come from markings and body grammar instead of aero shapes: a needle body with knife-pleat creases, a chequered nose band and a racing-number roundel, stated as a vacuum racer that never flew in air. Lateral thrust built in as transverse tubes bored through the hull, not packs.
## What changed
Global G2.1 (G2 plus: thrusters are part of the hull surface, never pods or packs; armour-plate clause dropped; the 'painted studio scale model' anchor replaced by 'crisp studio concept render'; paint is as clean or worn as the faction says, factory-new by default). Pirate block cut to livery and register. Ship prompt first, then faction, then global, then the frame clause on its own. Ship prompt: racing livery as the donor's identity, three transverse thrust tubes through the hull.
## Agent verdict
Racer identity recovered with no wings or fins: chequered nose, '07' roundels, needle body. The tubes render as short protruding cans pointing back along the flank, so lateral thrust still half-reads as add-on; a third turret appeared unasked.
## Render record
- Model: FLUX 3 Image, `POST https://api.bfl.ai/v1/flux-3-image`
- Parameters: aspect_ratio 4:3, resolution 2k, safety_tolerance default, grounding default; no seed field; rendered from scratch with no reference image or edit
- Request id: 5f6f220f-4d9a-4006-acf7-8623fac44272
- Date: 2026-10-08
- Composition: ship prompt, faction block (livery and register only), global block G2.1, frame clause, separated by blank lines, exactly as below
## Prompt
Design the Dine and Dash, a single-pilot Pirate Coalition speed demon built from a stolen Alakrita vacuum track racer, rebuilt so it can slide sideways faster than any gun can turn to follow it. The donor is a long, narrow needle of a racer that never flew in air: a thick ivory body with sharp knife-pleat creases running nose to tail, narrow gold inlay lines in the creases, a large racing-number roundel reading "07" on the flank and a chequered racing band around the nose, now scuffed and partly sprayed over. The pirates bored three fat transverse thrust tubes straight through the body from one flank to the other, so each tube is a round open throat set flush into the near flank with its twin exiting the far flank; the three round throats on the camera side are the largest features on the ship, rimmed in bare welded steel. The donor's disciplined row of slim drive nozzles remains at the stern. The cockpit is the donor's long, narrow canopy. Two small light turrets sit on low improvised rings on the dorsal crease. The crew emblem, a running-figure emoji, is painted three times, and a bright orange crew accent slashes across donor lacquer and gray primer alike.
Pirate Coalition livery and register: wild and maximalist, someone else's ship kept running out of spite. The donor manufacturer's original paint in patches, gray primer over repairs, bare steel at the welds, blued heat discolouration, overpainted corporate logos, crossed-out serials, scuffs and grime.
Concept art of a small working spacecraft from the Aetheria universe, built by a named manufacturer for one pilot or a small crew; a human-sized hatch, a handhold rail and a cockpit window no wider than a person set its scale. It is a vacuum hull: it never flies through air, so it has no wings, fins, tailplanes, vanes, airfoils or streamlining of any kind. It moves only by rocket thrust from nozzles and thruster grilles built into whichever faces of the hull need to push, the stern, the flanks, the belly or the bow, each one opening in the direction its exhaust would leave; thrusters are part of the hull's own surface, never separate pods or packs bolted on. Its silhouette comes from its job: the working equipment is the largest shape and the hull is built around it. Hatches, recessed round sensor apertures and a docking collar are legible. It carries weapons only where its description names them. A stencilled registry number and a maker's plate sit beside the cockpit; engines are cold. The body is thick and closed with rounded edges, every part swelling out of the main mass through wide smooth fillets, so the outline reads as one solid silhouette. All surfaces are matte and opaque, painted metal, ceramic and rubberized composite, with interior light shown only through small round opaque ports. Its paint is exactly as clean or as worn as its maker's description says; where no wear is named, it is factory-new. Rendered as a crisp studio concept render.
One complete ship, centered with clear margin around it, three-quarter front view from slightly above showing the dorsal surface and one side; moderate lens; plain seamless light gray background; soft key light with gentle form shadows; matte finishes throughout.

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# Dine and Dash r6b
## Hypothesis
A strict side elevation shows the lateral thrust, because the defining feature faces the camera.
## What changed
Against r6a, the frame clause only: strict side elevation of the camera-side flank at eye level.
## Agent verdict
Better than r6a on thrust: the three throats face the viewer and read as sideways thrust. Still cans standing out from the flank rather than flush. The racer reads; the profile view loses volume and dorsal detail.
## Render record
- Model: FLUX 3 Image, `POST https://api.bfl.ai/v1/flux-3-image`
- Parameters: aspect_ratio 4:3, resolution 2k, safety_tolerance default, grounding default; no seed field; rendered from scratch with no reference image or edit
- Request id: fe576998-391c-486a-a131-d5dfbb702b39
- Date: 2026-10-08
- Composition: ship prompt, faction block (livery and register only), global block G2.1, frame clause (side-elevation frame), separated by blank lines, exactly as below
## Prompt
Design the Dine and Dash, a single-pilot Pirate Coalition speed demon built from a stolen Alakrita vacuum track racer, rebuilt so it can slide sideways faster than any gun can turn to follow it. The donor is a long, narrow needle of a racer that never flew in air: a thick ivory body with sharp knife-pleat creases running nose to tail, narrow gold inlay lines in the creases, a large racing-number roundel reading "07" on the flank and a chequered racing band around the nose, now scuffed and partly sprayed over. The pirates bored three fat transverse thrust tubes straight through the body from one flank to the other, so each tube is a round open throat set flush into the near flank with its twin exiting the far flank; the three round throats on the camera side are the largest features on the ship, rimmed in bare welded steel. The donor's disciplined row of slim drive nozzles remains at the stern. The cockpit is the donor's long, narrow canopy. Two small light turrets sit on low improvised rings on the dorsal crease. The crew emblem, a running-figure emoji, is painted three times, and a bright orange crew accent slashes across donor lacquer and gray primer alike.
Pirate Coalition livery and register: wild and maximalist, someone else's ship kept running out of spite. The donor manufacturer's original paint in patches, gray primer over repairs, bare steel at the welds, blued heat discolouration, overpainted corporate logos, crossed-out serials, scuffs and grime.
Concept art of a small working spacecraft from the Aetheria universe, built by a named manufacturer for one pilot or a small crew; a human-sized hatch, a handhold rail and a cockpit window no wider than a person set its scale. It is a vacuum hull: it never flies through air, so it has no wings, fins, tailplanes, vanes, airfoils or streamlining of any kind. It moves only by rocket thrust from nozzles and thruster grilles built into whichever faces of the hull need to push, the stern, the flanks, the belly or the bow, each one opening in the direction its exhaust would leave; thrusters are part of the hull's own surface, never separate pods or packs bolted on. Its silhouette comes from its job: the working equipment is the largest shape and the hull is built around it. Hatches, recessed round sensor apertures and a docking collar are legible. It carries weapons only where its description names them. A stencilled registry number and a maker's plate sit beside the cockpit; engines are cold. The body is thick and closed with rounded edges, every part swelling out of the main mass through wide smooth fillets, so the outline reads as one solid silhouette. All surfaces are matte and opaque, painted metal, ceramic and rubberized composite, with interior light shown only through small round opaque ports. Its paint is exactly as clean or as worn as its maker's description says; where no wear is named, it is factory-new. Rendered as a crisp studio concept render.
One complete ship, centered with clear margin around it, seen in a strict side elevation of the camera-side flank at eye level, so the whole length of the near flank faces the viewer; moderate lens; plain seamless light gray background; soft key light with gentle form shadows; matte finishes throughout.

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# Dine and Dash r7c
## Hypothesis
Lateral thrust reads as part of the racer when the donor's own knife-pleat creases are cut open into thruster slots, using Alakrita's grammar instead of adding parts.
## What changed
Global G2.2: G2.1 with the thrust sentence rewritten so thrusters are cut into the hull's surface with flush mouths, never cans, pods or packs, and unplaced thrust shows only small flush ports. Ship prompt: every flank crease cut open into a long thin thruster slot; 'exactly two' turrets. Frame: three-quarter from slightly ahead of the beam.
## Agent verdict
The best D&D yet for integration: a needle racer with chequered nose and '07', its flank ribbed with slots cut into the hull, no wings, fins or packs. The slots read as gills more than thrusters, the weathering is so heavy it fights the livery, and three turrets appeared despite 'exactly two'.
## Render record
- Model: FLUX 3 Image, `POST https://api.bfl.ai/v1/flux-3-image`
- Parameters: aspect_ratio 4:3, resolution 2k, safety_tolerance default, grounding default; no seed field; rendered from scratch with no reference image or edit
- Request id: decd06aa-d40b-40e1-826b-537c2e374fb6
- Date: 2026-10-08
- Composition: ship prompt, faction block (livery and register only), global block G2.2, frame clause (beam-forward frame), separated by blank lines, exactly as below
## Prompt
Design the Dine and Dash, a single-pilot Pirate Coalition speed demon built from a stolen Alakrita vacuum track racer, rebuilt so it can slide sideways faster than any gun can turn to follow it. The donor is a long, narrow needle of a racer that never flew in air: a thick ivory body with sharp knife-pleat creases running nose to tail, a large racing-number roundel reading "07" on the flank and a chequered racing band around the nose, now scuffed and partly sprayed over. The pirates cut every crease on both flanks open into a long thin thruster slot, so each flank is ribbed from nose to tail with parallel dark slots whose throats face straight out sideways; on the camera side the slots are rimmed in bare welded steel and soot streaks back from each one. The donor's disciplined row of slim drive nozzles remains at the stern. The cockpit is the donor's long, narrow canopy. Exactly two small light turrets sit on low improvised rings on the dorsal crease. The crew emblem, a running-figure emoji, is painted three times, and a bright orange crew accent slashes across donor lacquer and gray primer alike.
Pirate Coalition livery and register: wild and maximalist, someone else's ship kept running out of spite. The donor manufacturer's original paint in patches, gray primer over repairs, bare steel at the welds, blued heat discolouration, overpainted corporate logos, crossed-out serials, scuffs and grime.
Concept art of a small working spacecraft from the Aetheria universe, built by a named manufacturer for one pilot or a small crew; a human-sized hatch, a handhold rail and a cockpit window no wider than a person set its scale. It is a vacuum hull: it never flies through air, so it has no wings, fins, tailplanes, vanes, airfoils or streamlining of any kind. It moves only by rocket thrust from nozzles and thruster grilles built into whichever faces of the hull need to push, the stern, the flanks, the belly or the bow, each one opening in the direction its exhaust would leave. Thrusters are cut into the hull's own surface with their mouths flush, never cans, pods or packs that stand out from it; where the description places no thrust, the ship shows only small flush ports. Its silhouette comes from its job: the working equipment is the largest shape and the hull is built around it. Hatches, recessed round sensor apertures and a docking collar are legible. It carries weapons only where its description names them. A stencilled registry number and a maker's plate sit beside the cockpit; engines are cold. The body is thick and closed with rounded edges, every part swelling out of the main mass through wide smooth fillets, so the outline reads as one solid silhouette. All surfaces are matte and opaque, painted metal, ceramic and rubberized composite, with interior light shown only through small round opaque ports. Its paint is exactly as clean or as worn as its maker's description says; where no wear is named, it is factory-new. Rendered as a crisp studio concept render.
One complete ship, centered with clear margin around it, three-quarter view from slightly ahead of the beam and slightly above, so the camera-side flank reads along its whole length; moderate lens; plain seamless light gray background; soft key light with gentle form shadows; matte finishes throughout.

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# Dine and Dash r7d
## Hypothesis
The short blunt prompt that worked for Party Favors works for Dine and Dash too.
## What changed
Everything: a 77-word prompt with no blocks, carrying the r7c ideas.
## Agent verdict
Failed on vacuum: a tall dorsal fin came back and the lateral thrust became rows of protruding bells, close to the packs the operator rejected. The racer identity is the strongest yet, and the turret count was right. 'No wings' alone does not stop a racer's fin; an aero-prone donor needs the full vacuum doctrine.
## Render record
- Model: FLUX 3 Image, `POST https://api.bfl.ai/v1/flux-3-image`
- Parameters: aspect_ratio 4:3, resolution 2k, safety_tolerance default, grounding default; no seed field; rendered from scratch with no reference image or edit
- Request id: 2b1decea-6620-499e-915b-e38c3548b7bc
- Date: 2026-10-08
- Composition: a single short prompt; no global or faction block, separated by blank lines, exactly as below
## Prompt
Concept art of a small spacecraft for the game Aetheria. The Dine and Dash: a stolen ivory Alakrita vacuum racer, long and needle-thin, chequered nose, racing number 07, knife-pleat creases. Pirates turned it into a sideways-sliding speed demon: rows of thruster slots cut into both flanks, facing straight out. Two tiny turrets. Gray primer patches, an orange crew slash, a running-figure emoji three times. Vacuum hull, no wings. Three-quarter view from slightly above, plain light gray background.

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# Dine and Dash r8b
## Hypothesis
Slot thrust reads as thrust, not gills, when each slot is described as a throat with turning vanes and a sideways soot fan; turret counts hold when each turret is placed; a softer Pirate wear line keeps the racing livery legible.
## What changed
Global G3 (G2.1 with two edits: 'never flies through air or drives on ground', adding wheels and tracks to the banned list; thrust from 'slots and grilles cut into' the faces that push, and 'no thruster stands out from the hull as a can, bell, pod or pack'). Pirate block ends 'worn, but the donor's markings stay legible' and drops grime and heat discolouration. Slots described with turning vanes and sideways soot. One turret behind the canopy and one under the chin, 'there are no others'.
## Agent verdict
Best Dine and Dash. A needle racer with chequered nose and '07' roundel, and one long louvred band of sideways thrust cut into the flank; no wings, fins or packs. Two turrets, as placed. The livery stays legible. It is a plainer tube than a couture racer, and a small can hangs under the belly.
## Render record
- Model: FLUX 3 Image, `POST https://api.bfl.ai/v1/flux-3-image`
- Parameters: aspect_ratio 4:3, resolution 2k, safety_tolerance default, grounding default; no seed field; rendered from scratch with no reference image or edit
- Request id: 9cf46ef2-49cd-4629-9db5-63b85e9e0c06
- Date: 2026-10-08
- Composition: ship prompt, faction block (livery and register only), global block G3, frame clause (beam-forward frame), separated by blank lines, exactly as below
## Prompt
Design the Dine and Dash, a single-pilot Pirate Coalition speed demon built from a stolen Alakrita vacuum track racer, rebuilt so it can slide sideways faster than any gun can turn to follow it. The donor is a long, narrow needle of a racer that never flew in air: a thick ivory body with sharp knife-pleat creases running nose to tail, a large racing-number roundel reading "07" on the flank and a chequered racing band around the nose, still bright and legible. The pirates cut the creases on both flanks open into long thruster slots: each slot is a dark rectangular thruster throat with soot-blackened turning vanes inside and a fan of soot sprayed straight out sideways from it, rimmed in bare welded steel, so each flank is one long band of sideways thrusters. The donor's row of slim drive nozzles remains at the stern. The cockpit is the donor's long, narrow canopy. One small light turret sits on the dorsal crease behind the canopy and one under the chin; there are no others. The crew emblem, a running-figure emoji, is painted three times, and a bright orange crew accent slashes across donor lacquer and gray primer alike.
Pirate Coalition livery and register: wild and maximalist, someone else's ship kept running out of spite. The donor manufacturer's original paint in patches, gray primer over repairs, bare steel at the welds, overpainted corporate logos, crossed-out serials; worn, but the donor's markings stay legible.
Concept art of a small working spacecraft from the Aetheria universe, built by a named manufacturer for one pilot or a small crew; a human-sized hatch, a handhold rail and a cockpit window no wider than a person set its scale. It is a vacuum hull: it never flies through air or drives on ground, so it has no wings, fins, tailplanes, vanes, airfoils, streamlining, wheels or tracks of any kind. It moves only by rocket thrust from slots and grilles cut into whichever faces of the hull need to push, the stern, the flanks, the belly or the bow, each opening the way its exhaust would leave; no thruster stands out from the hull as a can, bell, pod or pack. Its silhouette comes from its job: the working equipment is the largest shape and the hull is built around it. Hatches, recessed round sensor apertures and a docking collar are legible. It carries weapons only where its description names them. A stencilled registry number and a maker's plate sit beside the cockpit; engines are cold. The body is thick and closed with rounded edges, every part swelling out of the main mass through wide smooth fillets, so the outline reads as one solid silhouette. All surfaces are matte and opaque, painted metal, ceramic and rubberized composite, with interior light shown only through small round opaque ports. Its paint is exactly as clean or as worn as its maker's description says; where no wear is named, it is factory-new. Rendered as a crisp studio concept render.
One complete ship, centered with clear margin around it, three-quarter view from slightly ahead of the beam and slightly above, so the camera-side flank reads along its whole length; moderate lens; plain seamless light gray background; soft key light with gentle form shadows; matte finishes throughout.

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# Dine and Dash
- Model: FLUX 3 Image, `POST https://api.bfl.ai/v1/flux-3-image` (version latest)
- Parameters: aspect_ratio 4:3, resolution 2k, safety_tolerance default (2), grounding default (true); seed not supported by the endpoint
- Request id: 7a5c1cc3-5e88-4709-837b-dd9b5acd5b04
- Date: 2026-10-08
- Composition: global block, faction block (Pirate Coalition), ship prompt verbatim from Ship Prompt Bench 4
## Prompt
Concept art of a small working spacecraft from the Aetheria universe, made by a named manufacturer for one pilot or a small crew, with a human-sized hatch, a handhold rail and a cockpit window no wider than a person setting its scale against the hull. It is a material argument for what it does: magazines sit behind square hatches, sensors in recessed round apertures, guns in small turrets on thick armoured mounts, cargo at a heavy docking collar, and its protection is thick layered armour plate with bolted seams, with any further protective equipment sitting in its own visible housing, an emitter, a ring or a flat panel array, bolted to the hull like any other gear. It is owned, insured and repaired: scuffed handholds and hatch edges, one replaced panel in a slightly fresher shade, a stencilled registry number and a maker's plate beside the cockpit, engines cold and at rest. The whole ship is one continuous cast body, thick and closed, with rounded edges, mirror-symmetric along its long axis; every fin, blade and wing is a chunky rounded slab, and every part swells out of the main mass through wide smooth fillets so the outline is one solid silhouette. All surfaces are matte and opaque, painted metal, ceramic and rubberized composite, rendered like a painted studio scale model, with interior light shown only through small round opaque ports and painted bands. One complete ship, centered with clear margin around it, three-quarter front view from slightly above showing the dorsal surface and one side; moderate lens; plain seamless light gray background; soft key light with gentle form shadows; matte finishes throughout.
A Pirate Coalition ship: someone else's ship, kept running out of spite. The register is wild and maximalist: more additions than any sensible refit would carry. It is an identifiable donor hull from another manufacturer with a predator's additions bolted on: a cut-down module, adapted gun hardpoints on improvised mounts, bolted salvage armour plates, exposed cable runs clamped along the hull, and a grappling arm, with every asymmetric addition on the side facing the camera. Finish is mixed: patches of the donor's original paint, gray primer, bare welds and blued heat discolouration. Donor company paint on the original hull, gray primer on the added parts, bare steel at the welds, one crew accent colour slashed boldly across both, overpainted corporate logos, crossed-out serials, and the crew's emblem, one large emoji, painted three times. It looks like a stolen truck with new plates and a shotgun on the dash.
Design the Dine and Dash, a single-pilot Pirate Coalition speed demon built from a stolen Alakrita racer, stripped of every gram that was not thrust. The donor's long, narrow, knife-pleated ivory body is still recognisable, with patches of wine-red lacquer, but its armour plates are gone, leaving bare frames and exposed cable runs clamped along the hull. On each flank, a huge bank of four lateral thruster nozzles is bolted on, pointing straight sideways, each bank bigger than the cockpit, the one on the camera side braced with welded struts. Two small light turrets on improvised mounts sit on the dorsal ridge. The original slim drive row remains at the stern. The cockpit is the donor's long, narrow canopy. The crew emblem, a running-figure emoji, is painted three times. A bright orange crew accent slashes across donor and additions alike. One complete ship, centered with clear margin around it, three-quarter front view from slightly above showing the dorsal surface and one side; moderate lens; plain seamless light gray background; soft key light with gentle form shadows; matte finishes throughout.

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# Finders Keepers r8d
## Hypothesis
'Cute and cursed' can be stated outright in a Pirate prompt (a friendly farm donor grinning with a toothed maw too big for it), and G3's 'no wheels or tracks' keeps a farm donor off the ground.
## What changed
Global G3 (G2.1 with two edits: 'never flies through air or drives on ground', adding wheels and tracks to the banned list; thrust from 'slots and grilles cut into' the faces that push, and 'no thruster stands out from the hull as a can, bell, pod or pack'). Pirate block as r8b. Ship prompt states 'Cute and cursed', the toothed maw grin and the emitter 'like a single eye'; flank grilles; a towing collar at the stern.
## Agent verdict
Held on register: the round harvest-gold donor with a toothed maw is properly cute and cursed, with net-lashed crates, roof turret and magnet marks. No wheels, but it stands on spindly landing legs, which is the next ground cue to remove. The single-eye emitter does not read.
## Render record
- Model: FLUX 3 Image, `POST https://api.bfl.ai/v1/flux-3-image`
- Parameters: aspect_ratio 4:3, resolution 2k, safety_tolerance default, grounding default; no seed field; rendered from scratch with no reference image or edit
- Request id: 94e7cdfb-6911-42cb-8b0a-b6a95b7189b4
- Date: 2026-10-08
- Composition: ship prompt, faction block (livery and register only), global block G3, frame clause, separated by blank lines, exactly as below
## Prompt
Design the Finders Keepers, a three-crew Pirate Coalition collector built from a stolen Ewan Hart farm hauler, a spacecraft in vacuum that tractors in loose cargo the moment it drops. Cute and cursed. The donor's round, friendly harvest-gold housing and big round gauges are still recognisable, but its whole bow is now a wide open cargo maw welded on in gray primer and ringed with blunt salvaged teeth, so the friendly machine grins with a mouth far too big for it. A broad round tractor emitter sits above the maw like a single eye. Two short sorting arms fold at the maw's corners. A canvas net is lashed over the rear deck, bulging with mismatched crates. One small turret on an improvised mount sits on the roof. Exposed cable runs are clamped from the emitter back to the power housing. Rectangular thruster grilles are cut into the lower flanks, and the stern carries a towing collar. The crew emblem, a magnet emoji, is painted three times. An electric blue crew accent slashes across donor and additions alike.
Pirate Coalition livery and register: wild and maximalist, someone else's ship kept running out of spite. The donor manufacturer's original paint in patches, gray primer over repairs, bare steel at the welds, overpainted corporate logos, crossed-out serials; worn, but the donor's markings stay legible.
Concept art of a small working spacecraft from the Aetheria universe, built by a named manufacturer for one pilot or a small crew; a human-sized hatch, a handhold rail and a cockpit window no wider than a person set its scale. It is a vacuum hull: it never flies through air or drives on ground, so it has no wings, fins, tailplanes, vanes, airfoils, streamlining, wheels or tracks of any kind. It moves only by rocket thrust from slots and grilles cut into whichever faces of the hull need to push, the stern, the flanks, the belly or the bow, each opening the way its exhaust would leave; no thruster stands out from the hull as a can, bell, pod or pack. Its silhouette comes from its job: the working equipment is the largest shape and the hull is built around it. Hatches, recessed round sensor apertures and a docking collar are legible. It carries weapons only where its description names them. A stencilled registry number and a maker's plate sit beside the cockpit; engines are cold. The body is thick and closed with rounded edges, every part swelling out of the main mass through wide smooth fillets, so the outline reads as one solid silhouette. All surfaces are matte and opaque, painted metal, ceramic and rubberized composite, with interior light shown only through small round opaque ports. Its paint is exactly as clean or as worn as its maker's description says; where no wear is named, it is factory-new. Rendered as a crisp studio concept render.
One complete ship, centered with clear margin around it, three-quarter front view from slightly above showing the dorsal surface and one side; moderate lens; plain seamless light gray background; soft key light with gentle form shadows; matte finishes throughout.

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