Design: trading companies, contracts, and the law beyond the station

Status: agreed. Stage 1 built (October 2026): the four companies and their presence by system (src/game/companies.ts); a Contracts tab at the station with haulage and rush contracts, cargo supplied, deadlines in jumps, pay on delivery (half if late, reclaimed after three more jumps), standing with each company (src/game/contracts.ts); traders in company colours, named in the target readout. Still to come from stage 1: supply runs, bonds and perks.

Originally: Modern rules only; Classic stays as 1984. Builds on markets and trade (section 5, Merchants) and law and travel (section 1, transponders).

The idea

A new commander shouldn't land on a trading exchange with candles and an order book. In the real world, someone starting out takes work from an outfit that's already established. So in Witchspace:

All of it runs the way Elite's galaxy did: worked out from each system's seed and the clock, in every browser, the same for everyone. No server and no database for the single-player slice, and only small events on the existing shared-space server later.


Growing with use

Start small, make sense, grow as players arrive. Every piece here works with one commander and no server, and gets richer as more people play, without anything having to be rebuilt.

1. The companies

Four to start, each with a character, a home ground and a rival. Their backstories, insignia, liveries, logo prompts and signature ships (the Coral, the Gaboon, the Garter and the Bullsnake) are in the trading companies. Inspired by real-world types with poetic licence; no real company is portrayed.

Company Character Home ground Pays Wants
Hexon Holdings The corporate giant, and a nod to the films' sinister corporations. Punctual, polite, unforgiving of lateness. Its medicine contracts pay suspiciously well, and nobody asks what's in the sealed containers. Corporate States, Democracies, Confederacies Steady, on time; small danger bonuses Reliability. The best-paying first employer, if you don't ask questions.
Vorg Industries A frontier conglomerate that makes everything and sells it to everyone; a nod to Zorg Industries. Asks no questions about your past. Anarchies, Feudal and Multi-Government worlds High, with big danger bonuses Nerve. Later, some of its cargo is "irregular".
The Carriers' Mutual A Co-operative-chartered mutual of independent haulers. Fair, a little bureaucratic. Everywhere with a government Fair; members get benefits Members. Standing here is membership.
Wexley-Yorozu Terraformers and shipwrights; a nod to the terraforming company of Aliens. Builds atmosphere processors, stations and the ships that carry them; its Science Division buys survey data and has standing special orders. Frontier colonies and half-finished worlds, wherever it's terraforming Heavy haulage; the best price for survey data Explorers and heavy haulers. Ties trade to exploration

2. Contracts

What a contract is

Carry 12 t Medicine · Leesti → Riedquat (6.8 LY, Feudal) · within 3 jumps · 340 Cr + 120 danger bonus · Vorg Industries

The board: posted one at a time (built)

Each station's board comes from its seed and the clock, the same for every commander, with no server. It rolls, so it feels live (Mark, 27 October 2026; the site's side is in the website's jobs board design):

Kinds of contract

  1. Haulage (first): carry consigned cargo from here to there.
  2. Rush (first): the same, sooner, for more.
  3. Supply runs (first): the company's buy order. Bring 10 t of food to Esbiza by any means: your own cargo, bought anywhere. A bridge from contracts to trading on your own account.
  4. Escort (later): fly alongside a company convoy through dangerous space. Paid per hauler that arrives.
  5. Recovery (later): a hauler was lost; find the wreck and bring back what you can scoop.

Standing

Each company keeps your standing, earned by contracts delivered and lost by contracts failed or its ships attacked.

Standing Unlocks
Casual Small haulage contracts, no bond
Contractor Bigger cargoes, rush contracts
Trusted Valuable cargo, dangerous routes, supply runs
Preferred The best-paid runs, escorts (later), first call in a crisis
Partner Company perks: Hexon's docking priority, Vorg's friendly fences, the Mutual's lower insurance excess

Below zero (letting a company down): Unreliable (−1 to −5), Distrusted (−6 to −9), Blacklisted (−10 and below). Starter work stays open until you're Blacklisted. Two ways back, since every hard situation needs one: make amends at any station the company works (150 Cr for each point below Unreliable, which takes you back to Unreliable), or wait: companies forget, a point a day. (Built.)

Standing is its own record, beside the combat rating and the explorer's rank, and is the first half of the Merchant's trading rank in markets and trade.

Failing a contract

2b. Files, messages and special assignments

Built (October 2026, src/game/assignments.ts).

Contracts by notification

A special assignment can reach you away from the game, so a company's offer is a reason to come back.

Later: the same channel grows into the array listening while you're away, a daily ship's log of order fills, Legends and news, each kind its own switch: see radio and comms.

2c. When things go wrong

What happens to a special cargo when the ship carrying it is lost, and how a company can use that against you.

1. The package survives (built)

2. What was inside (built)

Every special cargo has hidden contents, fixed when it's offered and revealed only if it's opened or falls: Hexon's are usually harmless, sometimes a pathogen, rarely a specimen; Wexley-Yorozu's are often a specimen, sometimes a pathogen; Vorg's are munitions; the Mutual's are what they say.

The fall (the original plan)

If nobody recovers it, the case falls planetward, and unlike an ordinary canister it survives re-entry. What follows depends on what was inside:

You caused it, and your file says so: "Subject's vessel was lost above Leesti 2 days before the outbreak." Put it right (haul relief, run the blockade, help the Mutual) and the file gets a kinder line. Rare and fair: only Hexon's and Wexley-Yorozu's special cargo, only if it's really left to fall. In single-player the event belongs to your galaxy (kept in your save); in the shared galaxy it's one event on the server, limited to one per region at a time, lasting days not weeks.

3. Page 214 (later)

Sometimes it isn't an accident. For commanders with Trusted standing who've taken special assignments, at most once in a long while:

3. Company ships, and intercepting them

The fleets

The NPC traders already in the game become the companies' ships. They fly the company's livery and show its name on the scanner and in the target readout: COBRA MK III · BRACKWATER FREIGHT · CLEAN.

Where you can intercept them

Haulers arrive from witchspace 14 to 22 km out and fly in; outbound ones fly out to about 22 km and jump. So the lanes, 10 to 22 km from the station, are the hunting ground. Pirates already hunt there.

4. The law beyond the station

Today any crime in a system with law is known at once, wherever it happens. That's neither realistic nor much fun. Instead: close to the station the law sees everything; further out, it needs a witness.

(Built, part 1, October 2026, Modern rules: station space 10 km; witnesses are police within 8 km or other ships within 6 km; a victim that docks, jumps or is still alive when you leave reports you; distress calls bring two Vipers to the scene after 10 s + 1 s per 200 m beyond station space. Part 2, also built: the transponder switch (0, or Dark on touch), unidentified crimes and the suspect rule (switching on within 3 minutes where police or the station can see), lawful stations refusing a dark ship, the 15 s police hail (a broken transponder: hold still and a Viper reads your hull at 2 km), the transponder as damageable equipment (repair 90 Cr), and the distress jammer (800 Cr, sold only in anarchies and feudal worlds, confiscated where police scan). Every ship flown is a Cobra Mk III for now, so the "rare hull is recognised" rule waits for more ships.)

Station space

Within about 10 km of the station, its sensors see everything. A crime there is recorded at once, and police launch straight away (as now).

The lanes: a crime needs a witness

Beyond station space a crime counts only if someone reports it:

A clean kill far out, with no witness, leaves no record. But:

The distress call

A hauler under attack calls for help. Police launch from the station, and how long they take depends on the distance: about 20 seconds at 12 km, over a minute at 20 km. So a raid in the lanes is a race. A distress jammer (new equipment, illegal in lawful systems) stops the call going out.

Running dark

You can switch your transponder off (designed in law and travel, now built out):

The police challenge: warn first

Lawful police don't shoot an unidentified ship on sight. A transponder can be damaged or simply broken.

  1. The hail. Unidentified Cobra Mk III, this is Lave police. Switch on your transponder. About 15 seconds, with a countdown on screen.
  2. You comply. They read your transponder and carry on as with any check: clean ships go on their way; wanted ones are treated as wanted.
  3. You can't comply. The transponder becomes one of the fitted systems that combat damage can knock out (as equipment already can be). Cut your speed and let a Viper close to 2 km to read your hull. Then it either lets you go (Get that seen to at the next station), or escorts you in if you're wanted. A broken transponder costs time, never your ship.
  4. You refuse or run. Speeding away, staying dark past the countdown, or opening fire makes you hostile, and every Viper in range comes after you.

The same courtesy runs through the whole law: warn first, escalate on defiance, as the station already does when you fire near it.

Scans and company cargo

How the police look at you today (Modern rules): a Viper scans a ship that stays within about 1.2 km of it for 3 seconds, once per visit, anywhere above Feudal. Docking, a ship carrying nothing illegal is never inspected; one that is faces a chance by government (Communist 60 %, Confederacy 50 %, Democracy 65 %, Corporate State 80 %). Salvage (from a pirate, or someone else's kill) is legal; cargo from a trader you destroyed is stolen and a scan finds it.

The gap (closed by shielded compartments): a company's consignment was kept apart from your own hold, so scans never saw it, and Vorg's ticking crates passed straight through a Corporate State.

Shielded compartments (built, October 2026)

Mark's idea. For a special assignment whose cargo wouldn't pass a scan, the company fits your ship with a shielded compartment before you leave, and you keep it.

4b. Building worlds

Wexley-Yorozu builds stations where they're needed, from what's there (the full chain is in the trading companies). Nobody tows a finished station between stars.

Attacking a yard (proposed, October 2026)

Today the yard can't be shot: lasers pass through the Titanoboa, its haulers and the new station; ramming the Titanoboa is fatal and the rest bounce you off. This is what happens once they can be hit.

What you can hit.

What it costs you.

Why anyone would. Clause 214 again: some people are moved off a world so a yard can be built there. Sabotage is a choice with people on both sides of it.

What's in it for you.

Accidents aren't sabotage. A fair fight near a yard shouldn't make you a criminal.

Making amends. Built on the amends companies already have (amendsCost, makeAmends):

What it changes. Yards run on the shared clock, so every commander sees the same stage at the same time; one player delaying a build would change it for everyone, which needs the server to keep the damage. So, until then:

5. How it feels

6. In the shared galaxy

7. Building it in stages

Stage What
1. Companies and contracts The four companies and their presence by system; a Contracts tab at the station (the first trading screen a new commander sees); haulage and rush contracts with consigned cargo, deadlines in jumps and pay; standing with each company; NPC traders in company colours with their marks. Smallest slice that makes sense; supply runs, bonds and perks follow once it plays well
2. The law beyond the station (built, October 2026) Station space and witnesses; the distress call and police response time; running dark; the police challenge; the transponder as damageable equipment; the distress jammer
2b. Shielded compartments (built, October 2026) Company cargo visible to scans where its contents are illegal; compartments fitted for special assignments and kept afterwards; re-registered holds; the weighbridge at strict stations
3. Fleets and conflict Escort and recovery contracts; company security ships; rivalry events (a company war as a world event, with blockades and premiums)
3b. Building worlds (stage 1 built, October 2026: yards you can see) Wexley-Yorozu yards by moons: the Titanoboa constructor, ore haulers, and a station rising through its stages (spine, frame, plating, spin-up) over days for everyone; partly built stations buying what the moon can't supply; construction contracts; opening day. In the shared galaxy, every commander's deliveries speed the build: a community goal that costs a counter on the server
4. Shared galaxy Claiming contracts on the server; player witnesses; player-run companies posting contracts

Open questions

  1. Company names and characters. Hexon Holdings and Wexley-Yorozu agreed; Vorg Industries and the Carriers' Mutual proposed. Backstories in the trading companies.
  2. Deadlines in jumps rather than real time: agreed?
  3. The exchange for new commanders: always available (proposed), or unlocked once you've done a few contracts?
  4. The trade computer: kept as the independent's tool (proposed).
  5. Witness range: scanner range (4 km close, 12 km far), or one fixed distance?

Think something here should change? Say so on the ideas board, where others can vote it up, or email hello@witchspace.org.uk. If you code: this page is docs/design/companies-and-contracts.md on GitHub, open to pull requests.