Every command the Grokship understands, with its short forms.
How commands work
You play with the buttons under the scans, taps on the sector scan and galaxy map, and a few keys. The Choices (n) ▾ button opens a short menu with the options of the moment: jobs to accept, contracts to drop, shipyard upgrades, market trades, a donation to a colony, or RESCUE and RETIRE when your ship is lost. The names below are the orders those buttons send, so you can follow along in the ship's log. Every command goes to the server, which runs it and sends back what happened. Time passes when you move, fight, wait or dock. Scans, reports and the computer cost no time.
Courses work like a clock face turned on its side: 1 is east, 3 north, 5 west and 7 south. Values in between, like 2.5, aim between those directions. Rows and columns run from 1 to 8 inside a quadrant, and from 1 to 16 across the galaxy.
Moving
Command
What it does
NAV course warp
Fly on a course. Warp 1 moves one quadrant, and warp 0.1 to 0.9 moves inside the quadrant. Also MOVEMN.
IMP row col
Impulse to a sector in this quadrant. Tapping an empty sector does the same. Also IMPULSEIGO.
WARP row col
Warp toward a quadrant. Tapping the galaxy map does the same. If energy runs short, the jump is shortened. Also WJUMP.
WAIT stardates
Hold position while repairs run (0.1 to 10). Not possible with Glitchers in the quadrant. Also REST.
Scans and the computer
Command
What it does
SRS
Short-range scan of this quadrant. Also SSCAN.
LRS
Long-range scan of the 3 × 3 quadrants around you. The digits are Glitchers, Waystations and stars, with $ for a Free Port and @ for a colony. Also L.
COM 1 or MAP
Galactic record: what you last scanned in each quadrant.
COM 2 or STATUS
Status report: the stardate, the current wave and when the next one is due, colonies held, under siege and lost, Waystations online, and Glitchers on record. Also ST.
COM 3
Torpedo data: the course and distance to every Glitcher here.
COM 4, COM 5
The nearest Waystation that is online, or the nearest Free Port that hasn't banned you.
COM 6 row col
Course calculator to a quadrant.
COM 7
Colony list: held, under siege, or fallen.
DAM
Damage report for all eight systems. Also DDAMAGE.
Fighting
Command
What it does
PHA energy
Fire lasers. The energy is split across every Glitcher in the quadrant, and hits get weaker with distance. Also PLASERFIRE.
TOR course or TOR row col
Fire a plasma torpedo along a course or at a sector. In torpedo tap mode, tapping a sector fires at it. Stars block torpedoes. Also TTORP.
SHE level
Set the shields. Energy moves between the shields and the main banks. Also SHSHIELDS.
Glitchers fire back after each of your actions in their quadrant. Torpedoing a Free Port gets you fined 200 cr, costs 40 reputation and bans you from that port for good. Hitting a Waystation or a colony also costs reputation and score.
Docking, ports and contracts
Command
What it does
DOCK
Dock next to a Waystation (free refill, torpedoes and repairs), a Free Port, or a colony (deliveries, and retaking a fallen colony). Also ORBIT.
JOBS
Show the Free Port's contract board: 3 to 5 jobs, refreshed every 4 stardates. Also JBOARD.
ACCEPT n
Take job n from the board. You can hold 3 at once. Also TAKE.
CONTRACTS
List your contracts with their rewards and deadlines. Also CON.
ABANDON n
Drop a contract (costs 5 reputation).
BUY ENERGY
At a Free Port: 500 energy for 60 cr.
BUY REPAIR
At a Free Port: repair every system for 150 cr.
UPGRADE name
At a Waystation shipyard: HULLRACKSCOILSDRONES, 300, 600 and 1000 cr per level. UPGRADE on its own lists them. Also SHIPYARD.
Contract
How to complete it
Cargo
Carry goods to a colony or another Free Port, and DOCK there.
Courier
Bring sealed data to a Waystation, and DOCK there.
Bounty
Destroy the listed number of Glitchers in a quadrant.
Survey
Scan the listed quadrants with LRS, or visit them.
Rescue
Break the siege at a colony.
A completed contract pays its credits and gives +3 reputation. A missed deadline costs 8 reputation. Reputation runs from 0 to 100.
Trading and colonies
Command
What it does
MARKET
At a Free Port: today's prices for ORE, FOOD and TECH, and your cargo. Prices differ by port and change every 4 stardates. Also MKPRICES.
BUY ORE n, BUY FOOD n, BUY TECH n
Buy goods into your hold (8 units in all).
SELL ORE n (and FOOD, TECH)
Sell goods back. A port pays 90% of its own price, so the profit is in carrying goods from a cheap port to a dear one. Trading earns credits, not career score.
LAND
Next to a colony: its people, status, siege progress and defense grid. Also BEAMVISIT.
FORTIFY
Next to a colony you hold: +1 defense grid level for 150 cr (3 levels at most). Each level slows a siege. Not while Glitchers are in the quadrant. Also FORT.
DONATE n
Next to a colony: give credits in steps of 50 for +1 reputation each (250 cr at most per command).
Away team (on the surface)
Command
What it does
AWAY
Beam the away team down beside a colony, or while docked at a Free Port or Waystation. Not while Glitchers are in the quadrant. AWAY ON switches away teams on for a career that began before them.
RETURN
Beam back to the ship (not during a fight). While landed, ship commands wait; SCORE, STATUS, DAM, HELP, CONTRACTS, MARKET, COM and SUBMIT still work.
TEAM
Your team: rank, XP, HP, gear, purse, outings left, charm.
TOWN
Look around the town.
WILDS
An outing into the wilds (6 per stardate): a fight, or now and then a lucky find.
ATTACK, BLAST, RUN
In a fight. BLAST calls a laser strike from orbit: 100 ship energy, once per fight, not against a master. Only these work during a fight.
GEAR, GEAR W n, GEAR A n
The gear shop list, and buying weapon or armor n (your old piece is traded in).
HEAL or HEAL n
The healer: back to full HP, or n HP.
INN, RUMOR, BARD, CHAT
The inn. A rumor (5 cr) may reveal the cluster's lair. The bard's song gives an extra outing. A chat adds charm (1% off shops and healer per point, 20% at most). Once each per stardate.
BANK, DEPOSIT n|ALL, WITHDRAW n
Move credits between the purse and the ship's account.
MASTER, CHALLENGE
The town's master, and a duel for your next rank once you have the XP.
LAIR
On the colony where a rumor placed the cluster's boss: fight it.
ARENA
Team-vs-team bouts, coming with multiplayer.
Career
Command
What it does
SCORE
Your career: score, rank, next rank, kills, contracts and colonies. Also CAREERRANK.
SUBMIT
Post your career score to the leaderboard. It only counts if it beats what you posted before.
RESCUE
Only after losing the ship. You are towed to a Waystation and lose all credits, your best upgrade level, 15 reputation and 250 score.
RETIRE YES
End the career and post its final score. After a loss, RETIRE on its own is enough.
HELP
A short command list. Also H?.
Fleet ranks
Rank
Career score
Cadet
0
Ensign
1,000
Pilot
3,000
Lieutenant
7,000
Commander
15,000
Captain
30,000
Commodore
60,000
Rear Admiral
100,000
Admiral
160,000
Grand Admiral
250,000
Fleet Commander
Reserved for the site owner. It can't be earned.
Fleet Commander is reserved for the site owner on the server. It can't be earned or claimed by choosing a name.
Keys, taps and buttons
S short-range scan, L long-range scan, D damage report, K dock, J jobs, ? help.
M opens or closes the full map (Esc closes it). T switches the sector scan between move and torpedo taps. P jumps to the laser energy box.
C opens or closes the Choices menu (Esc closes it).
Sector scan: tap an empty sector to fly there, or a Glitcher to fire a torpedo (in torpedo mode). Tap a Waystation, Free Port or colony next to you to dock.
Galaxy map: tap a quadrant to warp there. Dim squares haven't been scanned yet, and the shaded block is the Neutral Zone.