<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://www.starsreach.wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Furst</id>
	<title>Unofficial Stars Reach Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://www.starsreach.wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Furst"/>
	<link rel="alternate" type="text/html" href="https://www.starsreach.wiki/Special:Contributions/Furst"/>
	<updated>2026-09-14T05:29:35Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.46.0</generator>
	<entry>
		<id>https://www.starsreach.wiki/index.php?title=Resources&amp;diff=391</id>
		<title>Resources</title>
		<link rel="alternate" type="text/html" href="https://www.starsreach.wiki/index.php?title=Resources&amp;diff=391"/>
		<updated>2025-03-09T22:19:04Z</updated>

		<summary type="html">&lt;p&gt;Furst: Added Context on Simulation &amp;amp; Depletion: Clarified how resource exhaustion ties into the game’s environment simulation, requiring significant player effort. Expanded Known Resources: Kept the list from the subreddit reference while mentioning the possibility of more exotic materials. Linked to Relevant Pages: Connected resources to Harvesting, Crafting, and the game’s Economy for a cohesive wiki experience.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Resources =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Stars Reach]]&#039;&#039; features a wide variety of resources that players can gather, refine, and trade. While minerals and plants have been confirmed so far, additional materials (including gasses and organic byproducts) are hinted at across various developer posts and community discussions.&lt;br /&gt;
&lt;br /&gt;
== Quality Variation &amp;amp; Exhaustibility ==&lt;br /&gt;
Resources can vary in quality and may be completely depleted in a particular area if overharvested:&lt;br /&gt;
* &#039;&#039;&#039;Zone or Planet Exhaustion:&#039;&#039;&#039; A “pretty serious sustained effort” is required to strip an entire planet of its resources, indicating large-scale cooperation—or devastation—by player groups.&amp;lt;ref name=&amp;quot;MMORPG&amp;quot;&amp;gt;MMORPG.com [https://forums.mmorpg.com/discussion/comment/7815290#Comment_7815290 Link], 7 August 2024&amp;lt;/ref&amp;gt;  &lt;br /&gt;
* &#039;&#039;&#039;Simulation Impact:&#039;&#039;&#039; Distribution and renewal of resources depend on factors like climate, geology, and even how players have terraformed or reshaped the environment.&lt;br /&gt;
&lt;br /&gt;
== Known Harvestable Resources ==&lt;br /&gt;
A post on the /r/StarsReachOfficial subreddit mentions the following resource types:&amp;lt;ref&amp;gt;Reddit /r/StarsReachOfficial [https://www.reddit.com/r/StarsReachOfficial/comments/1fwc59j/what_will_stars_reach_be_like_impressions_from_a/ Link], 10 Oct 2024&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Peat  &lt;br /&gt;
* Loam  &lt;br /&gt;
* Basalt  &lt;br /&gt;
* Limestone  &lt;br /&gt;
* Shale  &lt;br /&gt;
* Quartz  &lt;br /&gt;
* Ruby  &lt;br /&gt;
&lt;br /&gt;
== Interplay with Other Systems ==&lt;br /&gt;
Resources play a crucial role in the wider game ecosystem:&lt;br /&gt;
* &#039;&#039;&#039;[[Harvesting]]:&#039;&#039;&#039; Skills, tools, and professions enable players to locate and extract these materials.  &lt;br /&gt;
* &#039;&#039;&#039;[[Crafting]]:&#039;&#039;&#039; Resource quality directly influences item stats, with crafters seeking rare, high-grade materials.  &lt;br /&gt;
* &#039;&#039;&#039;[[Economy]]:&#039;&#039;&#039; Because resources can be exhausted or scarce, trade routes and local markets fluctuate based on supply and demand.&lt;br /&gt;
&lt;br /&gt;
= References =&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Furst</name></author>
	</entry>
	<entry>
		<id>https://www.starsreach.wiki/index.php?title=Player_Housing&amp;diff=390</id>
		<title>Player Housing</title>
		<link rel="alternate" type="text/html" href="https://www.starsreach.wiki/index.php?title=Player_Housing&amp;diff=390"/>
		<updated>2025-03-09T22:16:07Z</updated>

		<summary type="html">&lt;p&gt;Furst: Structured Q&amp;amp;A: Consolidated the AMA quotes into clear questions and answers. Added Context: Clarified the difference between a survival-game base and a settlement in a large-scale MMO economy. Mentioned Planet Bubbles: Explained why planets are only a few kilometers across and the role of the Servitors. Linked to Other Systems: Referenced how housing connects to the broader economy, governance, and social mechanics in &amp;#039;&amp;#039;Stars Reach&amp;#039;&amp;#039;.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Player Housing =&lt;br /&gt;
&lt;br /&gt;
[[File:StarsreachPlayerHousing.jpg|300px|thumb|right|alt=player settlement concept art|&#039;&#039;Concept art&#039;&#039; (placeholder)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;[[Stars Reach]]&#039;&#039;, players have extensive freedom to build homes, settlements, and even full-fledged cities—whether on a planet’s surface or out in space. While many modern survival games let you construct bases with friends, the twist here is that your settlement exists in a vast, interconnected MMO environment, with real economic ties to other locations.&lt;br /&gt;
&lt;br /&gt;
== Housing Q&amp;amp;A from the /r/MMORPG AMA ==&lt;br /&gt;
Reddit user “newbloodtaste” asked several questions about player housing during a [https://www.reddit.com/r/MMORPG/comments/1dqodoo/im_raph_koster_creator_of_ultima_online_and_star/ /r/MMORPG AMA] featuring Raph Koster:&lt;br /&gt;
&lt;br /&gt;
=== What Makes Cities Unique in &#039;&#039;Stars Reach&#039;&#039;? ===&lt;br /&gt;
;Question&lt;br /&gt;
: “If I can already build a village in a survival game, why do the same here?”&lt;br /&gt;
;Answer&lt;br /&gt;
: “Your village in your survival game isn&#039;t tied into a large-scale economy with all the other villages. It doesn&#039;t have unique goods and resources that other villages can’t provide. Your village probably has substantially the same environment, too.”&lt;br /&gt;
&lt;br /&gt;
=== Settlement Differentiation ===&lt;br /&gt;
;Question&lt;br /&gt;
: “What will be unique about building settlements?”&lt;br /&gt;
;Answer&lt;br /&gt;
: “We aren&#039;t trying to reinvent everything. In fact, we make a point of not doing so. A LOT of this game is pulling in ‘greatest hits’ from lots of games and putting them in this MMO context.”&lt;br /&gt;
&lt;br /&gt;
=== Placement Rules ===&lt;br /&gt;
;Question&lt;br /&gt;
: “Can we build a city anywhere?”&lt;br /&gt;
;Answer&lt;br /&gt;
: “Yes, you can build anywhere. That includes out in space.”&lt;br /&gt;
&lt;br /&gt;
=== Planet Ownership ===&lt;br /&gt;
;Question&lt;br /&gt;
: “Do we need to own the planet? Can other people move in near us?”&lt;br /&gt;
;Answer&lt;br /&gt;
: “We&#039;ll talk more about how the rules around governing planets will work eventually, but not yet.”&lt;br /&gt;
&lt;br /&gt;
=== City Size and Planet Scale ===&lt;br /&gt;
;Question&lt;br /&gt;
: “How big can they be?”&lt;br /&gt;
;Answer&lt;br /&gt;
: “Right now, planets are aimed at being a few kilometers on a side. The Servitors have placed a force field bubble around the area they are letting humans settle, in order to preserve the planetary ecologies. From a gameplay point of view, we feel that more but smaller areas let us:&lt;br /&gt;
:* Provide greater variation  &lt;br /&gt;
:* Cluster players more  &lt;br /&gt;
:* Offer clean dividing lines between rulesets from player governments (taxes, PvP systems, etc.)”&lt;br /&gt;
&lt;br /&gt;
== Ties to the Broader Game ==&lt;br /&gt;
* &#039;&#039;&#039;Economy Integration:&#039;&#039;&#039; Building and maintaining a settlement means tapping into local and interplanetary markets for resources, trade goods, and workforce needs.  &lt;br /&gt;
* &#039;&#039;&#039;Government &amp;amp; Governance:&#039;&#039;&#039; See [[Government]] for how planetary ownership, taxes, and rule sets can affect who builds where—and who can move in.  &lt;br /&gt;
* &#039;&#039;&#039;Social Gameplay:&#039;&#039;&#039; Cities naturally cluster players, driving social interaction, cooperation, and possibly conflict if PvP is enabled on that planet.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [https://www.reddit.com/r/MMORPG/comments/1dqodoo/im_raph_koster_creator_of_ultima_online_and_star/ /r/MMORPG AMA with Raph Koster]&lt;/div&gt;</summary>
		<author><name>Furst</name></author>
	</entry>
	<entry>
		<id>https://www.starsreach.wiki/index.php?title=File:StarsreachPlayerHousing.jpg&amp;diff=389</id>
		<title>File:StarsreachPlayerHousing.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.starsreach.wiki/index.php?title=File:StarsreachPlayerHousing.jpg&amp;diff=389"/>
		<updated>2025-03-09T22:14:29Z</updated>

		<summary type="html">&lt;p&gt;Furst: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Player Housing Placeholder&lt;/div&gt;</summary>
		<author><name>Furst</name></author>
	</entry>
	<entry>
		<id>https://www.starsreach.wiki/index.php?title=Government&amp;diff=388</id>
		<title>Government</title>
		<link rel="alternate" type="text/html" href="https://www.starsreach.wiki/index.php?title=Government&amp;diff=388"/>
		<updated>2025-03-09T22:10:44Z</updated>

		<summary type="html">&lt;p&gt;Furst: Expanded Government Mechanics: Clarified how player-elected roles (e.g., mayor, governor) and a dedicated leadership skill tree shape the governance system. Added Planetary Ownership &amp;amp; Law Details: Emphasized specific powers (e.g., setting PvP status, tax rates, regulating terraforming). Addressed Trolls &amp;amp; Griefers: Highlighted how local laws and visitor permissions can mitigate destructive behaviors. Improved Flow &amp;amp; References: Reorganized information for better readability and cited official s&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Government =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Now you own a planet – what will you do with it?&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://starsreach.com/overview/ starsreach.com/overview]&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;[[Stars Reach]]&#039;&#039;, players can take on leadership roles—from mayor of a town to governor of an entire world, or even the head of various [[Guilds]]. A robust &#039;&#039;Leadership Skill Tree&#039;&#039; supports these roles, providing experience and progression to those who guide communities. Whether you choose to cultivate a thriving safe haven or enable a pirate-infested den of villainy, governing a planet is as much about maintaining stability as it is about shaping its destiny.&lt;br /&gt;
&lt;br /&gt;
== Planetary Ownership &amp;amp; Laws ==&lt;br /&gt;
When you have the power to govern, you can:&lt;br /&gt;
* &#039;&#039;&#039;Enable or Disable PvP:&#039;&#039;&#039; Designate your planet as a warzone or a peaceful refuge.  &lt;br /&gt;
* &#039;&#039;&#039;Set Taxes &amp;amp; Policies:&#039;&#039;&#039; Adjust local tariffs on resource extraction or goods trading, potentially influencing population and economic growth.  &lt;br /&gt;
* &#039;&#039;&#039;Regulate Terraforming &amp;amp; Building:&#039;&#039;&#039; Limit how much visiting players can alter the environment—preventing trolls from digging massive craters or blocking important routes.  &lt;br /&gt;
* &#039;&#039;&#039;Manage Resource Exploitation:&#039;&#039;&#039; Exploit your planet’s resources for personal profit, but beware of potential ecological backlash (including the wrath of the mysterious Servitors).  &lt;br /&gt;
&lt;br /&gt;
== Leadership Progression ==&lt;br /&gt;
Governing yields experience within the leadership skill tree. This progression can unlock advanced administrative or diplomatic abilities, such as:&lt;br /&gt;
* &#039;&#039;&#039;Delegation Permissions:&#039;&#039;&#039; Assign specific ranks or roles to trusted players who help enforce laws.  &lt;br /&gt;
* &#039;&#039;&#039;Planetary Upgrades:&#039;&#039;&#039; Invest in infrastructure that boosts trade, security, or environmental balance.  &lt;br /&gt;
* &#039;&#039;&#039;Griefer/Troll Control:&#039;&#039;&#039; Tailor visitor permissions, blocking destructive terraforming or other harmful activities.&lt;br /&gt;
&lt;br /&gt;
== Dealing with Trolls and Griefers ==&lt;br /&gt;
Player governance is central to controlling malicious behavior in a sandbox environment.&amp;lt;ref name=&amp;quot;AMA&amp;quot;&amp;gt;[https://www.reddit.com/r/MMORPG/comments/1dqodoo/im_raph_koster_creator_of_ultima_online_and_star/ Reddit /r/MMORPG AMA with Raph Koster]&amp;lt;/ref&amp;gt; By setting the laws of your world, you determine:&lt;br /&gt;
* The level of freedom visitors have to reshape terrain.  &lt;br /&gt;
* Whether they can attack others without consequence (on PvP planets).  &lt;br /&gt;
* The severity of penalties for criminal or destructive acts.&lt;br /&gt;
&lt;br /&gt;
If a planet’s leadership neglects its duties or deliberately encourages chaos, the resulting grief can drive away potential settlers—or attract like-minded miscreants. Successful governors often strike a balance between freedom and security, fostering an environment where players want to live, trade, and explore.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
* [https://starsreach.com/overview/ &#039;&#039;Stars Reach&#039;&#039; official overview]  &lt;br /&gt;
* &amp;lt;span id=&amp;quot;AMA&amp;quot; /&amp;gt;[https://www.reddit.com/r/MMORPG/comments/1dqodoo/im_raph_koster_creator_of_ultima_online_and_star/ Reddit /r/MMORPG AMA with Raph Koster]&lt;/div&gt;</summary>
		<author><name>Furst</name></author>
	</entry>
	<entry>
		<id>https://www.starsreach.wiki/index.php?title=User:Furst&amp;diff=387</id>
		<title>User:Furst</title>
		<link rel="alternate" type="text/html" href="https://www.starsreach.wiki/index.php?title=User:Furst&amp;diff=387"/>
		<updated>2025-03-09T22:06:14Z</updated>

		<summary type="html">&lt;p&gt;Furst: Initial user page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= User:Furst =&lt;br /&gt;
&lt;br /&gt;
== About Me ==&lt;br /&gt;
Hello! I’m Furst. I’m a longtime MMORPG enthusiast who’s been playing and modding virtual worlds for years. My very first MMO was &#039;&#039;Star Wars Galaxies&#039;&#039; (SWG), which remains my all-time favorite. Since then, I’ve explored many titles, including:&lt;br /&gt;
* &#039;&#039;Lineage II&#039;&#039;&lt;br /&gt;
* &#039;&#039;EVE Online&#039;&#039;&lt;br /&gt;
* &#039;&#039;Final Fantasy XIV&#039;&#039;&lt;br /&gt;
* &#039;&#039;The Elder Scrolls Online (ESO)&#039;&#039;&lt;br /&gt;
* &#039;&#039;Age of Conan&#039;&#039;&lt;br /&gt;
* &#039;&#039;World of Warcraft (WoW)&#039;&#039;&lt;br /&gt;
* &#039;&#039;Star Wars: The Old Republic (SWTOR)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Development &amp;amp; Server Hosting ==&lt;br /&gt;
I was part of the original SWGEmu development team, working to recreate that classic sandbox experience. Over time, I’ve also hosted or contributed to successful private servers for both SWG and &#039;&#039;Lineage II&#039;&#039;. My passion has always been in preserving the community-driven aspects of MMORPGs and building thriving player experiences.&lt;br /&gt;
&lt;br /&gt;
== Looking Ahead: The Spiritual Successor to SWG ==&lt;br /&gt;
I’m incredibly excited about new projects aiming to continue SWG’s sandbox legacy—particularly anything with a robust social focus, dynamic economies, and player-driven storytelling. I look forward to seeing how new games, including &#039;&#039;Stars Reach&#039;&#039;, evolve those classic concepts into the next generation of MMOs.&lt;br /&gt;
&lt;br /&gt;
Feel free to drop me a message if you share my love of social sandbox games or if you want to chat about the glory days of SWG!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;Note: This is my personal user page. If you’re looking for gameplay information or official updates, head to the main wiki pages.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Furst</name></author>
	</entry>
	<entry>
		<id>https://www.starsreach.wiki/index.php?title=Economy&amp;diff=386</id>
		<title>Economy</title>
		<link rel="alternate" type="text/html" href="https://www.starsreach.wiki/index.php?title=Economy&amp;diff=386"/>
		<updated>2025-03-09T21:58:54Z</updated>

		<summary type="html">&lt;p&gt;Furst: Expanded upon local markets and the importance of “turnover,” clarifying how traders can profit by moving goods between planets. Highlighted resource quality and use-based progression from the crafting system, showcasing how crafters become core economic drivers. Mentioned profession synergy (e.g., Merchanting, Cartography, Civil Engineering) and player governance as major influencers on in-game trade.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Economy =&lt;br /&gt;
&lt;br /&gt;
A fully &#039;&#039;&#039;player-driven economy&#039;&#039;&#039; lies at the heart of &#039;&#039;[[Stars Reach]]&#039;&#039;, where nearly every item—from high-end gear to everyday essentials—is created, harvested, refined, or crafted by players. Developers have indicated that they want the best equipment in the game to be player-made, with minimal reliance on static loot drops.&amp;lt;ref&amp;gt;StarsReach.com Overview [https://starsreach.com/overview/ Link], 18 July 2024&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;FAQ&amp;quot;&amp;gt;StarsReach.com FAQ [https://starsreach.com/faq/ Link], 12 July 2024&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Macroeconomy Diagram.jpg|300px|thumb|right|alt=macroeconomy diagram|A blurry economy graph]]&lt;br /&gt;
&lt;br /&gt;
== Local Markets &amp;amp; Turnover ==&lt;br /&gt;
Rather than funneling everyone into a single trading hub, the game emphasizes smaller, local markets:&lt;br /&gt;
* &#039;&#039;&#039;Regional Price Variations:&#039;&#039;&#039; Each planet or settlement may value goods differently, creating opportunities for traders to move resources and sell items at higher profits elsewhere.&amp;lt;ref name=&amp;quot;FAQ&amp;quot; /&amp;gt;  &lt;br /&gt;
* &#039;&#039;&#039;Transport &amp;amp; Logistics:&#039;&#039;&#039; The devs want “turnover” to be an integral part of economic design, giving players who enjoy shipping or caravan-style gameplay a profitable niche.&amp;lt;ref&amp;gt;Reddit /r/MMORPG/ [https://www.reddit.com/r/MMORPG/comments/1dqodoo/im_raph_koster_creator_of_ultima_online_and_star/ Link], 28 June 2024&amp;lt;/ref&amp;gt;  &lt;br /&gt;
* &#039;&#039;&#039;Import/Export Mechanics:&#039;&#039;&#039; Valuable resources might be unique to specific planets. Players can exploit these differences by transporting rare minerals or materials to worlds where they’re scarce.&lt;br /&gt;
&lt;br /&gt;
== Resource Quality &amp;amp; Crafting ==&lt;br /&gt;
&#039;&#039;Stars Reach&#039;&#039; uses a complex [[Harvesting]] and [[Crafting]] system:&lt;br /&gt;
* &#039;&#039;&#039;Variable Resources:&#039;&#039;&#039; Temperature, humidity, soil quality, and other planetary factors affect the rarity and stats of raw materials.  &lt;br /&gt;
* &#039;&#039;&#039;Player Experimentation:&#039;&#039;&#039; With stats influenced by resource quality, crafters can create distinct, sought-after items—and brand them for recognition.  &lt;br /&gt;
* &#039;&#039;&#039;Use-Based Progression:&#039;&#039;&#039; As described on the [[Crafting]] page, crafters level up faster when other players actually use their items, encouraging high-quality production over mass “junk” crafting.&lt;br /&gt;
&lt;br /&gt;
== Professions &amp;amp; Collaboration ==&lt;br /&gt;
Many [[Professions]]—such as [[Merchanting]], [[Cartography]], and [[Harvesting]]—contribute to a thriving economy. For example:&lt;br /&gt;
* &#039;&#039;&#039;Merchanting:&#039;&#039;&#039; Traders may specialize in shipping goods across planetary markets, benefiting from price disparities.  &lt;br /&gt;
* &#039;&#039;&#039;Cartography:&#039;&#039;&#039; Provides valuable maps, aiding miners or gatherers seeking hidden resource veins.  &lt;br /&gt;
* &#039;&#039;&#039;Civil Engineering:&#039;&#039;&#039; Vital for building settlements, shops, and protective outposts for trade routes.&lt;br /&gt;
&lt;br /&gt;
== Governance &amp;amp; Taxation ==&lt;br /&gt;
Because planets can be governed by player organizations (see [[Government]]), local governments may set tariffs or taxes on incoming and outgoing goods, further diversifying market conditions. Safe planets might charge higher taxes, whereas riskier PvP-enabled worlds might offer lower fees to attract more traders.&lt;br /&gt;
&lt;br /&gt;
= References =&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Furst</name></author>
	</entry>
	<entry>
		<id>https://www.starsreach.wiki/index.php?title=PvP&amp;diff=385</id>
		<title>PvP</title>
		<link rel="alternate" type="text/html" href="https://www.starsreach.wiki/index.php?title=PvP&amp;diff=385"/>
		<updated>2025-03-09T21:56:48Z</updated>

		<summary type="html">&lt;p&gt;Furst: Emphasized the planet-based, opt-in PvP approach where planets can be flagged for PvP by player governance, consistent with developer statements. Highlighted clear warnings before entering a PvP-enabled planet, reflecting the game’s consent-first design. Mentioned the broader combat system features (status effects, chaining) and how they apply to both PvE and PvP. Addressed the desire to prevent griefing by giving non-PvP players safe planets and focusing on community feedback.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Player versus Player (PvP) =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player versus Player (PvP)&#039;&#039;&#039; in &#039;&#039;[[Stars Reach]]&#039;&#039; is designed to be optional, consensual, and zone-based. Although the game is primarily [[PvE|PvE-focused]],&amp;lt;ref name=&amp;quot;Reddit AMA&amp;quot;&amp;gt;Reddit /r/MMORPG/ AMA with Raph Koster | [https://www.reddit.com/r/MMORPG/comments/1dqodoo/im_raph_koster_creator_of_ultima_online_and_star/ Link] | 28 June 2024&amp;lt;/ref&amp;gt; developers have confirmed that PvP will be supported for those who seek competitive or conflict-driven gameplay.&lt;br /&gt;
&lt;br /&gt;
== PvP Plans and Considerations ==&lt;br /&gt;
* &#039;&#039;&#039;Planet-Based PvP:&#039;&#039;&#039; Players will vote to enable or disable PvP on planets through player governance. If a planet is tagged as “PvP-active,” anyone landing there will receive a clear warning. This ensures that PvP remains both consensual and geographically contained.&amp;lt;ref name=&amp;quot;Reddit AMA&amp;quot; /&amp;gt;  &lt;br /&gt;
* &#039;&#039;&#039;Protection Against Griefing:&#039;&#039;&#039; The development team is focused on minimizing toxic interactions by clearly signaling PvP zones and allowing safe planets for non-combat players.  &lt;br /&gt;
* &#039;&#039;&#039;Emergent Storytelling Potential:&#039;&#039;&#039; While no promises are made yet, the team hopes that a fully developed PvP system could generate organic, large-scale conflict and drama similar to games like &#039;&#039;EVE Online.&#039;&#039;  &lt;br /&gt;
* &#039;&#039;&#039;Community Feedback:&#039;&#039;&#039; The devs plan to incorporate ongoing player input before finalizing key PvP mechanics, ensuring a balanced experience for all.&lt;br /&gt;
&lt;br /&gt;
== Combat System Features ==&lt;br /&gt;
Although specific PvP mechanics have not been fully disclosed, the core combat system in &#039;&#039;Stars Reach&#039;&#039; aims for depth over “pew-pew” simplicity:&amp;lt;ref&amp;gt;MMORPG.com Forums | [https://forums.mmorpg.com/discussion/comment/7815698/#Comment_7815698 Link], 12 August 2024&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Status effects (poison, stun, etc.)  &lt;br /&gt;
* Combo or chain attacks  &lt;br /&gt;
* Resource management (stamina/energy for skills)  &lt;br /&gt;
* Potential synergy between different [[Professions]] in team-based combat&lt;br /&gt;
&lt;br /&gt;
== PvP vs. PvE Balance ==&lt;br /&gt;
&#039;&#039;Stars Reach&#039;&#039; seeks to accommodate a broad player base:&lt;br /&gt;
* &#039;&#039;&#039;Opt-In PvP:&#039;&#039;&#039; The default experience remains PvE. Players who prefer cooperation or crafting-centric roles can avoid PvP planets entirely.  &lt;br /&gt;
* &#039;&#039;&#039;Higher Engagement Potential:&#039;&#039;&#039; Past experience in games like &#039;&#039;Star Wars Galaxies&#039;&#039; shows that when PvP is optional rather than forced, more players are willing to try it.  &lt;br /&gt;
* &#039;&#039;&#039;Ongoing Refinement:&#039;&#039;&#039; The development team aims to perfect core PvE mechanics first, then expand PvP systems with careful testing and community input.&lt;br /&gt;
&lt;br /&gt;
= References =&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Furst</name></author>
	</entry>
	<entry>
		<id>https://www.starsreach.wiki/index.php?title=Exploration&amp;diff=384</id>
		<title>Exploration</title>
		<link rel="alternate" type="text/html" href="https://www.starsreach.wiki/index.php?title=Exploration&amp;diff=384"/>
		<updated>2025-03-09T21:53:01Z</updated>

		<summary type="html">&lt;p&gt;Furst: Added detail on environmental simulation (trees, rivers, fires, seasons) and how player actions persist. Incorporated cartography references, highlighting the importance of mapping for both skill progression and community benefit. Emphasized creature ecosystems and the dynamic climate, linking exploration to resource discovery and the broader Economy.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Exploration =&lt;br /&gt;
Explore and map newly discovered worlds on the far side of wormholes, inhabited by extradimensional creatures. Every planet boasts its own flora and fauna—some intelligent, some hostile, and some with an unfortunate taste for human flesh. Each world is truly alive, shaped by ongoing simulation:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dynamic Environments:&#039;&#039;&#039; Trees grow and burn, water flows and floods, and creatures migrate or compete for resources based on ever-changing conditions.  &lt;br /&gt;
* &#039;&#039;&#039;Persistent Changes:&#039;&#039;&#039; Anything you do—whether collapsing a cave, diverting a river, or setting a forest ablaze—remains in the world and can permanently alter local habitats.&amp;lt;ref&amp;gt;[https://starsreach.com/overview/], Discovery&amp;lt;/ref&amp;gt;  &lt;br /&gt;
* &#039;&#039;&#039;Hazards &amp;amp; Wonders:&#039;&#039;&#039; You can be swept away by a raging river or discover lost alien outposts beneath glaciers. Extreme temperatures can freeze or melt terrain features, creating new pathways or hazards.&lt;br /&gt;
&lt;br /&gt;
== Mapping &amp;amp; Cartography ==&lt;br /&gt;
Exploration in &#039;&#039;[[Stars Reach]]&#039;&#039; ties closely to [[Cartography]], where players can document newly discovered planets, tunnel networks, and resource veins. Cartographers can:&lt;br /&gt;
* Earn skill progression by mapping uncharted regions.  &lt;br /&gt;
* Sell or share their maps, helping others navigate treacherous terrain.  &lt;br /&gt;
* Become valuable members of expeditions seeking rare resources or hidden alien structures.&lt;br /&gt;
&lt;br /&gt;
== Environmental Interaction ==&lt;br /&gt;
The simulation spans the full depth of each planet:&lt;br /&gt;
* &#039;&#039;&#039;Terrain Deformation:&#039;&#039;&#039; Mining, tunneling, or weapons fire can reshape the surface, revealing or destroying hidden areas.  &lt;br /&gt;
* &#039;&#039;&#039;Climate Factors:&#039;&#039;&#039; Seasons, temperature, and humidity influence vegetation growth, river flow, and even creature behavior.  &lt;br /&gt;
* &#039;&#039;&#039;Creature Ecosystems:&#039;&#039;&#039; Wildlife roams naturally, with predators and prey forming complex webs of survival.&lt;br /&gt;
&lt;br /&gt;
== Impact on the Galaxy ==&lt;br /&gt;
Because multiple planets connect through wormholes, explorers fuel the game’s [[Economy|economy]] by uncovering resources and charting safe routes:&lt;br /&gt;
* &#039;&#039;&#039;Player-Driven Expeditions:&#039;&#039;&#039; Guilds or groups might organize large-scale treks to harvest rare materials or study ancient alien ruins.  &lt;br /&gt;
* &#039;&#039;&#039;Trading Knowledge:&#039;&#039;&#039; Discoveries can be bought, sold, or publicized—leading to fame or fortune for noteworthy explorers.  &lt;br /&gt;
* &#039;&#039;&#039;Technological / Cultural Exchange:&#039;&#039;&#039; Rare finds and artifacts might kickstart new crafting recipes or unlock advanced research opportunities.&lt;br /&gt;
&lt;br /&gt;
= References =&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Furst</name></author>
	</entry>
	<entry>
		<id>https://www.starsreach.wiki/index.php?title=Harvesting&amp;diff=383</id>
		<title>Harvesting</title>
		<link rel="alternate" type="text/html" href="https://www.starsreach.wiki/index.php?title=Harvesting&amp;diff=383"/>
		<updated>2025-03-09T21:48:58Z</updated>

		<summary type="html">&lt;p&gt;Furst: Added references to the game’s simulation-based environment, including how digging or rerouting water can expose or destroy resource nodes. Mentioned collaboration with Cartography (from the interview) to locate rare resource spots and plan harvesting expeditions. Clarified tool-based loadouts and how players must plan ahead, tying into the five-tool limit. Emphasized shifting, renewable, and exhaustible resources as part of the dynamic economy and environment in Stars Reach&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Harvesting =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Harvesting&#039;&#039;&#039; is how players gather and accumulate resources in preparation for [[Crafting]], construction, and other in-game activities—ultimately personalizing their characters and surroundings in &#039;&#039;[[Stars Reach]]&#039;&#039;. Harvesting spans several [[Professions]], each requiring unique [[Tools|tools]] to gather a specific resource type. Resources may be obtained on planetary surfaces (including community and private farms) or even among asteroids in space.&lt;br /&gt;
&lt;br /&gt;
== Harvesting Resources ==&lt;br /&gt;
Currently, plants, trees, and minerals have been confirmed as harvestable (and potentially destructible, if local governance permits). Developers have also hinted at gathering systems inspired by &#039;&#039;Star Wars Galaxies&#039;&#039;, suggesting we might see gasses and organic materials such as hides, bones, and meats as well.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dynamic &amp;amp; Malleable Worlds:&#039;&#039;&#039; Each planet is generated according to its topography, climate, and simulation rules—meaning resources spawn in “logical” locations. However, players can alter the environment by digging or diverting water flows, potentially exposing or destroying resource nodes.  &lt;br /&gt;
* &#039;&#039;&#039;Shifting Resource Locations:&#039;&#039;&#039; As in SWG, resource veins may move or deplete over time, prompting further exploration and discovery of new deposits.&amp;lt;ref&amp;gt;Reddit /r/swg/ [https://www.reddit.com/r/swg/comments/1dx1aht/comment/lc9jyfu/ Link], 6 July 2024&amp;lt;/ref&amp;gt;  &lt;br /&gt;
* &#039;&#039;&#039;Renewable vs. Exhaustible:&#039;&#039;&#039; Some resources slowly regenerate, while others can vanish entirely. Certain resources can be imported from one planet to another, creating economic opportunities for interplanetary trade.&amp;lt;ref&amp;gt;Stars Reach Discord [https://discord.gg/DYtN7HAN4X Link], 1 August 2024&amp;lt;/ref&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
== Harvesting Professions ==&lt;br /&gt;
With 40+ professions planned, several focus specifically on gathering:&lt;br /&gt;
* Likely variants of &#039;&#039;&#039;Mining, Logging, Herbalism, Hunting/Skinning, Gas Harvesting, and Liquid Harvesting&#039;&#039;&#039;.  &lt;br /&gt;
* Each profession employs specialized tools (e.g., drills, axes, or agricultural implements).  &lt;br /&gt;
* Access to the best resources may require collaboration with [[Cartography]] experts who map hidden or hard-to-reach deposits.&lt;br /&gt;
&lt;br /&gt;
== Harvesting Tools ==&lt;br /&gt;
Because each harvesting profession demands a unique tool, planning loadouts is crucial. If you aim to mine precious minerals and also gather organic resources, you’ll need to select the right equipment or return to a settlement to switch tools.&lt;br /&gt;
&lt;br /&gt;
== Harvesting Skills ==&lt;br /&gt;
Using these tools feeds into a skill-based system similar to combat or crafting:&lt;br /&gt;
* &#039;&#039;&#039;Faster Harvest Rates &amp;amp; Rarer Finds:&#039;&#039;&#039; Increasing your harvesting skill improves speed, yield, and access to rare materials.  &lt;br /&gt;
* &#039;&#039;&#039;Use-Based Progression:&#039;&#039;&#039; As your skill improves through active gathering, you may unlock more advanced techniques for finding or refining resources.&lt;br /&gt;
&lt;br /&gt;
== Farming ==&lt;br /&gt;
Player-operated and community-run farms have been teased, offering controlled environments for harvesting:&lt;br /&gt;
* &#039;&#039;&#039;Farm Permissions:&#039;&#039;&#039; Farms enforce access rights to reduce griefing, so only authorized individuals can plant or harvest.&amp;lt;ref&amp;gt;Reddit /r/MMORPG/ [https://www.reddit.com/r/MMORPG/comments/1dqodoo/im_raph_koster_creator_of_ultima_online_and_star/ Link], 28 June 2024&amp;lt;/ref&amp;gt;  &lt;br /&gt;
* &#039;&#039;&#039;Environmental Simulation:&#039;&#039;&#039; Farms can benefit from soil attributes (pH, moisture) and potentially irrigation or terraforming mechanics.&lt;br /&gt;
&lt;br /&gt;
= References =&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Furst</name></author>
	</entry>
	<entry>
		<id>https://www.starsreach.wiki/index.php?title=Crafting&amp;diff=382</id>
		<title>Crafting</title>
		<link rel="alternate" type="text/html" href="https://www.starsreach.wiki/index.php?title=Crafting&amp;diff=382"/>
		<updated>2025-03-09T21:44:02Z</updated>

		<summary type="html">&lt;p&gt;Furst: Incorporated tool-based profession details. Emphasized resource variety and environment simulation (soil pH, climate) affecting item quality. Added use-based progression points from the interview, highlighting how crafters earn XP when others use their creations. Mentioned collaboration with other professions such as Harvesting, Merchanting, and Cartography.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:BasicCrafting.webp|650px|thumb|right]] &lt;br /&gt;
&#039;&#039;&#039;Crafting&#039;&#039;&#039; is a core aspect of gameplay in &#039;&#039;[[Stars Reach]]&#039;&#039;, enabling players to create a vast array of items—from functional tools and equipment to purely decorative objects. In keeping with the game’s sandbox ethos, crafting draws on specialized tools, utilizes resources of varying quality, and rewards experimentation. Crafters can brand their creations, aiming for system-wide recognition on par with (or even surpassing) combat-focused professions.&amp;lt;ref name=&amp;quot;SWG2&amp;quot;&amp;gt;Reddit /r/SWG/ | [https://www.reddit.com/r/SWG/comments/1dqj3lf/stars_reach_is_basically_swg_2/, Link] | 28 June 2024&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Crafting Overview =&lt;br /&gt;
The crafting system is designed to be flexible and deep:&lt;br /&gt;
* &#039;&#039;&#039;Resource Variation:&#039;&#039;&#039; Materials may differ in quality based on the planet or biome where they’re gathered (e.g., soil pH, temperature, local environment), influencing final item stats.  &lt;br /&gt;
* &#039;&#039;&#039;Mass Production vs. Artisanal Work:&#039;&#039;&#039; Players can choose to manufacture items in bulk or refine their skills for more specialized, high-quality craftsmanship.  &lt;br /&gt;
* &#039;&#039;&#039;Tool-Based Profession Loadout:&#039;&#039;&#039; Like other professions, crafting requires specific tools that count toward the player’s five-tool limit. Switching to a different crafting branch (e.g., weaponsmithing vs. tailoring) may require changing tools at a settlement or camp.  &lt;br /&gt;
&lt;br /&gt;
= Crafting Progression =&lt;br /&gt;
Progression in crafting is tied to &#039;&#039;&#039;the real-world utility of your items&#039;&#039;&#039;:&lt;br /&gt;
* &#039;&#039;&#039;Use-Based XP:&#039;&#039;&#039; You gain additional skill experience when other players actively use (or consume) what you create, placing importance on producing desirable, high-quality goods.  &lt;br /&gt;
* &#039;&#039;&#039;Reputation Building:&#039;&#039;&#039; The more sought-after your crafted gear becomes, the faster your progression and the stronger your recognition within the game’s [[Economy|player-driven economy]].  &lt;br /&gt;
&lt;br /&gt;
= Recipe Management =&lt;br /&gt;
Crafting also involves managing a finite repertoire of recipes:&lt;br /&gt;
* &#039;&#039;&#039;Limited Recipe Book Space:&#039;&#039;&#039; Not every recipe can be learned at once. You must choose carefully which ones best suit your specialization or market needs.  &lt;br /&gt;
* &#039;&#039;&#039;Adaptation &amp;amp; Experimentation:&#039;&#039;&#039; The system encourages players to learn new techniques or drop outdated ones, reflecting the evolving supply and demand of resources.  &lt;br /&gt;
&lt;br /&gt;
= Interplay With Other Professions =&lt;br /&gt;
Crafters often collaborate with:&lt;br /&gt;
* &#039;&#039;&#039;[[Harvesting]]:&#039;&#039;&#039; Securing the best resources for higher item quality.  &lt;br /&gt;
* &#039;&#039;&#039;[[Merchanting]]:&#039;&#039;&#039; Selling crafted items and building brand recognition.  &lt;br /&gt;
* &#039;&#039;&#039;[[Cartography]]:&#039;&#039;&#039; Discovering rare resource nodes on distant planets.  &lt;br /&gt;
* &#039;&#039;&#039;[[Journalism / Writing]]:&#039;&#039;&#039; Advertising unique goods or publishing crafting guides for newcomers.&lt;br /&gt;
&lt;br /&gt;
= References =&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Furst</name></author>
	</entry>
	<entry>
		<id>https://www.starsreach.wiki/index.php?title=Journalism_/_Writing&amp;diff=381</id>
		<title>Journalism / Writing</title>
		<link rel="alternate" type="text/html" href="https://www.starsreach.wiki/index.php?title=Journalism_/_Writing&amp;diff=381"/>
		<updated>2025-03-09T21:39:17Z</updated>

		<summary type="html">&lt;p&gt;Furst: Initial page for Journalism / Writing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Journalism / Writing =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Journalism / Writing&#039;&#039;&#039; is a [[Professions|profession]] in &#039;&#039;[[Stars Reach]]&#039;&#039; focused on creating player-driven news, guides, and broadcasts. It rewards social engagement and community-building, offering a unique way to progress without relying on traditional combat or resource harvesting.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Journalists and writers in &#039;&#039;Stars Reach&#039;&#039; can investigate in-game events, publish informative articles or tutorials, and share breaking news about everything from resource discoveries to player-versus-player conflicts on remote planets. Their work can be shared through in-game channels, potentially reaching large audiences.&lt;br /&gt;
&lt;br /&gt;
== Key Features ==&lt;br /&gt;
* &#039;&#039;&#039;Tool-Based Profession:&#039;&#039;&#039; As with other professions, practicing journalism requires equipping a unique tool or kit. &lt;br /&gt;
* &#039;&#039;&#039;Social Progression:&#039;&#039;&#039; Earning “likes,” “follows,” or other positive feedback from readers translates into experience gains, allowing journalists to level up their writing-related skills.  &lt;br /&gt;
* &#039;&#039;&#039;Real-Time Updates:&#039;&#039;&#039; Writers can quickly respond to significant in-game developments—such as major settlement expansions or new planetary discoveries—giving the community up-to-date information.  &lt;br /&gt;
&lt;br /&gt;
== Integration with Other Professions ==&lt;br /&gt;
* &#039;&#039;&#039;Cartography &amp;amp; Exploration:&#039;&#039;&#039; Journalists often rely on [[Cartography|cartographers]] for accurate maps to accompany their stories.  &lt;br /&gt;
* &#039;&#039;&#039;Merchanting &amp;amp; Economics:&#039;&#039;&#039; Writers can highlight emerging trade routes or price fluctuations, helping traders and merchants stay ahead of trends.  &lt;br /&gt;
* &#039;&#039;&#039;Combat Professions &amp;amp; PvP News:&#039;&#039;&#039; Coverage of large-scale battles or faction conflicts can garner substantial readership, especially in contested planets or PvP areas.&lt;br /&gt;
&lt;br /&gt;
== Potential In-Game Abilities ==&lt;br /&gt;
Some developer statements hint at advanced abilities for accomplished journalists:&lt;br /&gt;
* &#039;&#039;&#039;Media Broadcast Tools:&#039;&#039;&#039; Overlays or “titles” that display on-screen while gathering news or conducting interviews.  &lt;br /&gt;
* &#039;&#039;&#039;Drone Camera Access:&#039;&#039;&#039; Possible future feature allowing more dynamic filming or screenshot angles.  &lt;br /&gt;
* &#039;&#039;&#039;Revenue &amp;amp; Tips:&#039;&#039;&#039; Writers may monetize their content by selling guides, accepting donations, or teaming up with sponsors in-game.&lt;br /&gt;
&lt;br /&gt;
== Benefits to the Community ==&lt;br /&gt;
* &#039;&#039;&#039;Shared Knowledge:&#039;&#039;&#039; Accurate reporting on new discoveries, quest lines, or community events helps new and veteran players alike.  &lt;br /&gt;
* &#039;&#039;&#039;Player Engagement:&#039;&#039;&#039; Well-known writers become community hubs, sparking discussion and building social connections.  &lt;br /&gt;
* &#039;&#039;&#039;Economy Influence:&#039;&#039;&#039; Highlighting resource-rich planets or emerging markets can shift entire supply and demand patterns across the galaxy.&lt;br /&gt;
&lt;br /&gt;
= References =&lt;br /&gt;
* [[Professions]] – List of planned roles in &#039;&#039;Stars Reach&#039;&#039;&lt;br /&gt;
* Developer interviews with [[Raph Koster]] discussing social professions, streaming, and gaining XP from community feedback  &lt;br /&gt;
* [https://forums.mmorpg.com/discussion/comment/7814263#Comment_7814263 MMORPG.com] – Early discussions on 40+ professions and their tools&lt;/div&gt;</summary>
		<author><name>Furst</name></author>
	</entry>
	<entry>
		<id>https://www.starsreach.wiki/index.php?title=Cartography&amp;diff=380</id>
		<title>Cartography</title>
		<link rel="alternate" type="text/html" href="https://www.starsreach.wiki/index.php?title=Cartography&amp;diff=380"/>
		<updated>2025-03-09T21:34:57Z</updated>

		<summary type="html">&lt;p&gt;Furst: Initial page for Cartography&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Cartography =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cartography&#039;&#039;&#039; is one of the many [[Professions]] in &#039;&#039;[[Stars Reach]]&#039;&#039;, specializing in surveying planets, charting environments, and creating navigational data. It plays a crucial role in the game’s [[Economy]] by providing vital maps and geographic insights to other players.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Cartographers explore unexplored (or partially explored) planets and regions, using specialized tools to gather terrain data. They then transform this information into usable, tradeable maps that can be sold, shared, or gifted to others. These maps help fellow players navigate difficult landscapes, locate valuable resources, or plan settlement expansions.&lt;br /&gt;
&lt;br /&gt;
== How It Works ==&lt;br /&gt;
* &#039;&#039;&#039;Tool-Based System:&#039;&#039;&#039; To practice cartography, players must equip a profession-specific tool or kit. &lt;br /&gt;
* &#039;&#039;&#039;Skill Progression Through Use:&#039;&#039;&#039; The more you explore and record accurate mapping data, the more your cartography skill improves. Additional experience may be gained when other players utilize your published maps.  &lt;br /&gt;
* &#039;&#039;&#039;Planetary Variety:&#039;&#039;&#039; Because each planet in &#039;&#039;Stars Reach&#039;&#039; can have unique terrain, climate, and hazards, cartography remains an ongoing and profitable endeavor for explorers and traders alike.&lt;br /&gt;
&lt;br /&gt;
== Integration with Other Professions ==&lt;br /&gt;
Cartographers often collaborate with [[Scouting]] or [[Harvesting]] specialists, since knowledge of resource-rich areas can increase map value. Map data can also benefit builders in [[Civil Engineering]] who need precise terrain information for constructing settlements.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Benefits ==&lt;br /&gt;
* &#039;&#039;&#039;Economic Opportunities:&#039;&#039;&#039; Selling high-quality maps can be lucrative—players lacking exploration skills or time might happily pay for navigational data.  &lt;br /&gt;
* &#039;&#039;&#039;Community Reputation:&#039;&#039;&#039; Popular cartographers can become well-known, especially if their charts prove accurate and up-to-date.  &lt;br /&gt;
* &#039;&#039;&#039;Safe Exploration:&#039;&#039;&#039; Group expeditions may rely on cartographers to avoid dangerous terrain or locate strategic vantage points.&lt;br /&gt;
&lt;br /&gt;
= References =&lt;br /&gt;
* [[Professions]] – Main list of planned professions for &#039;&#039;Stars Reach&#039;&#039;  &lt;br /&gt;
* Developer interviews with [[Raph Koster]] mentioning the importance of map-making and player-driven exploration  &lt;br /&gt;
* [https://forums.mmorpg.com/discussion/comment/7814263#Comment_7814263 MMORPG.com] – Initial discussions on 40+ professions and tool-based limitations&lt;/div&gt;</summary>
		<author><name>Furst</name></author>
	</entry>
	<entry>
		<id>https://www.starsreach.wiki/index.php?title=Professions&amp;diff=379</id>
		<title>Professions</title>
		<link rel="alternate" type="text/html" href="https://www.starsreach.wiki/index.php?title=Professions&amp;diff=379"/>
		<updated>2025-03-09T21:30:49Z</updated>

		<summary type="html">&lt;p&gt;Furst: Adding links to profession list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stars Reach will use a classless character system in which players are not pigeonholed into specific roles or professions from the start. Instead, players will be introduced to the game&#039;s professions as they journey throughout the galaxy and be able to choose their own.&lt;br /&gt;
&lt;br /&gt;
In order to prevent players from being good at everything all the time, characters will be allowed a limited loadout of tools where every profession requires a specific tool. Players will only be able to equip up to 5 tools simultaneously. However, returning to town or a camp, loadouts can be changed and updated.&amp;lt;ref name=&amp;quot;rMMORPG&amp;quot;&amp;gt;Reddit /r/MMORPG AMA [https://www.reddit.com/r/MMORPG/comments/1dqodoo/im_raph_koster_creator_of_ultima_online_and_star/ Link] 28 June 2024&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Profession List=&lt;br /&gt;
Stars Reach has plans 40+ professions or roles for players to take on.&amp;lt;ref&amp;gt;MMORPG.com [https://forums.mmorpg.com/discussion/comment/7814263#Comment_7814263 Link] 25 July 2024&amp;lt;/ref&amp;gt; Star Wars: Galaxies was referenced as &amp;quot;a pretty good indicator&amp;quot; for what professions to expect, sans the rigid &amp;quot;onion&amp;quot; trees.&amp;lt;ref name=&amp;quot;rMMORPG&amp;quot; /&amp;gt; Confirmed professions are listed below.&lt;br /&gt;
&lt;br /&gt;
* [[Combat Professions]]&lt;br /&gt;
* [[Social Professions]]&lt;br /&gt;
* [[Scouting]]&lt;br /&gt;
* [[Crafting]]&lt;br /&gt;
* [[Harvesting]]&lt;br /&gt;
* [[Merchanting]]&lt;br /&gt;
* [[Xenobiology]]&lt;br /&gt;
* [[Medical]]&lt;br /&gt;
* [[Civil Engineering]]&lt;br /&gt;
* [[Cartography]]&lt;br /&gt;
* [[Journalism / Writing]]&lt;br /&gt;
&lt;br /&gt;
=References=&lt;/div&gt;</summary>
		<author><name>Furst</name></author>
	</entry>
	<entry>
		<id>https://www.starsreach.wiki/index.php?title=Playable_Species&amp;diff=378</id>
		<title>Playable Species</title>
		<link rel="alternate" type="text/html" href="https://www.starsreach.wiki/index.php?title=Playable_Species&amp;diff=378"/>
		<updated>2025-03-09T21:26:24Z</updated>

		<summary type="html">&lt;p&gt;Furst: Edited page to clarify that each species may differ in how they interact with the game’s environmental simulation, while also organizing the existing images under their respective species. Added references to possible future species reveals and developer hints regarding racial adaptations.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Playable Species =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Stars Reach]]&#039;&#039; will offer a selection of playable species at character creation. While no official details have been released yet on racial bonuses or abilities, developers have hinted that the game’s deep environmental simulation could eventually mean each species may adapt differently to various climates. Final specifics are subject to change as the game develops.&lt;br /&gt;
&lt;br /&gt;
Below are the species spotted so far in official trailers, screenshots, and concept art.&lt;br /&gt;
&lt;br /&gt;
== Terran ==&lt;br /&gt;
[[File:Humans.jpg|300px|thumb|right|alt=human species|Humans as seen in the Announcement Trailer]]&lt;br /&gt;
Regular humans, with no special features. Depicted with slightly exaggerated proportions: large hands, wide shoulders on males, and wide hips on females.&lt;br /&gt;
&lt;br /&gt;
== Elioni ==&lt;br /&gt;
[[File:Cat-species.jpg|150px|thumb|right|alt=cat person|Cat-person as seen in the Announcement Trailer]]&lt;br /&gt;
Cat-like humanoids featuring cat ears, a bushy tail, very large eyes, and a slightly snout-like nose.&lt;br /&gt;
&lt;br /&gt;
== Skwatchi ==&lt;br /&gt;
[[File:Ape-species.jpg|250px|thumb|right|alt=ape person|Ape-person as seen in the Announcement Trailer]]&lt;br /&gt;
Ape-like humanoids of large build, with bushy hair, an ape-like snout, and large tusks. They also possess long, thick arms.&lt;br /&gt;
&lt;br /&gt;
== Gertan ==&lt;br /&gt;
[[File:Demon-species.jpg|150px|thumb|right|alt=demon person|Demon-person as seen in the Announcement Trailer]]&lt;br /&gt;
Demon-like humanoids with prominent horns, bright yellow irises, and black sclera. They also sport a hooked, reptilian tail.&lt;br /&gt;
&lt;br /&gt;
== Other Species ==&lt;br /&gt;
&#039;&#039;[[Playable Worlds]]&#039;&#039; staff have confirmed that additional species will be revealed over time. It remains to be seen how each new race may interact with &#039;&#039;Stars Reach&#039;&#039;&#039;s simulation systems (e.g., climate effects, resource gathering, etc.).&lt;br /&gt;
&lt;br /&gt;
= References =&lt;br /&gt;
* Developer interviews suggesting species variety and potential environmental adaptations  &lt;br /&gt;
* Official &#039;&#039;[[Playable Worlds]]&#039;&#039; blog and announcements for future reveals&lt;/div&gt;</summary>
		<author><name>Furst</name></author>
	</entry>
	<entry>
		<id>https://www.starsreach.wiki/index.php?title=Character_Progression&amp;diff=377</id>
		<title>Character Progression</title>
		<link rel="alternate" type="text/html" href="https://www.starsreach.wiki/index.php?title=Character_Progression&amp;diff=377"/>
		<updated>2025-03-09T21:21:20Z</updated>

		<summary type="html">&lt;p&gt;Furst: Added details from Raph Koster’s interview about skill-based progression, including the cartography and journalism professions, special training methods (e.g., items gaining XP from other players’ use), and the process for disabling and re-enabling skills without losing progress. Also highlighted how each skill ties into the broader player-driven economy.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Character Progression =&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;[[Stars Reach]]&#039;&#039;, character progression is entirely skill-based. There are &#039;&#039;&#039;no character levels&#039;&#039;&#039; or “level ups,” and there are &#039;&#039;&#039;no classes&#039;&#039;&#039; to choose from at character creation (although you will still pick from various [[Playable Species]] for your avatar).&lt;br /&gt;
&lt;br /&gt;
[[File:Macroeconomy Diagram.jpg|300px|thumb|right|alt=macroeconomy diagram|This blurry economy graph is the first image ever released by Playable Worlds]]&lt;br /&gt;
&lt;br /&gt;
== Skill System Overview ==&lt;br /&gt;
* &#039;&#039;&#039;Over 40 Skill Trees:&#039;&#039;&#039; Players select from a large variety of possible skill sets—combat, crafting, exploring, social/entertaining, cartography, writing/journalism, and more.  &lt;br /&gt;
* &#039;&#039;&#039;Open-Ended Combination:&#039;&#039;&#039; You are free to mix and match skills. Some skills may unlock only after gaining the prerequisite ones (e.g., advanced surveying might require a base cartography skill).  &lt;br /&gt;
* &#039;&#039;&#039;Experience Through Usage:&#039;&#039;&#039; Most skills progress by actively &#039;&#039;&#039;using&#039;&#039;&#039; them in the game world—fighting increases combat skills, crafting increases trade skills, etc. Certain skills have special training methods (for instance, you may earn extra crafting XP if your items are used by other players).  &lt;br /&gt;
* &#039;&#039;&#039;Economic Participation:&#039;&#039;&#039; Nearly every skill tree (including combat and service-based roles like entertainment or map-making) can create something valuable for the [[Economy|player-driven economy]].&lt;br /&gt;
&lt;br /&gt;
== Creative Skills &amp;amp; Social Progression ==&lt;br /&gt;
From recent developer talks, we know “social” or “creative” skills—such as journalism/writing or cartography—will have unique progress paths:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cartography:&#039;&#039;&#039; Mapping unexplored planets or territories increases your skill. The maps you create can be sold, shared, or traded.  &lt;br /&gt;
* &#039;&#039;&#039;Journalism / Writing:&#039;&#039;&#039; Players who publish guides, news updates, or streams may earn progression if others like or follow their work. This approach treats “content-creator” roles as meaningful parts of the in-game world.&lt;br /&gt;
&lt;br /&gt;
== Skill Slots &amp;amp; Switching ==&lt;br /&gt;
* &#039;&#039;&#039;Skill Slot Limit:&#039;&#039;&#039; You can only train a certain number of skills at once; the exact limit is still under development.  &lt;br /&gt;
* &#039;&#039;&#039;Disabling (“Out of Practice”):&#039;&#039;&#039; If you want to learn a new skill but are at your slot cap, you can disable one of your active skills. You do &#039;&#039;&#039;not&#039;&#039;&#039; lose any progress in that skill—it simply goes into “inactive” status.  &lt;br /&gt;
* &#039;&#039;&#039;Re-Enabling Skills:&#039;&#039;&#039; To bring a disabled skill back, you must spend time reacclimating. Early estimates suggest around one real-world week before it returns to its previous level of expertise (values may change).&lt;br /&gt;
&lt;br /&gt;
== Economy Tie-In ==&lt;br /&gt;
The image on the right shows an early macro-level diagram of the game’s economy. Every skill tree, from combat to crafting to entertainment, ties into a shared ecosystem, ensuring that no matter your specialization, you can engage with other players and create goods or services they find valuable.&lt;br /&gt;
&lt;br /&gt;
= References =&lt;br /&gt;
* Developer interviews and statements by [[Raph Koster]] regarding skill-based sandbox progression, including discussions of mapping, social roles, and economy design.&lt;br /&gt;
* [[Playable Worlds]] official previews (Kickstarter posts, public blog updates).&lt;/div&gt;</summary>
		<author><name>Furst</name></author>
	</entry>
</feed>