01 Where the map comes from
The shape of this map is the game's own. Every system, every hypergate route between them and the position of
each node come straight from the game data; the only thing done here is scaling the whole field to fit the screen.
The 23 systems below are the ones you can reach, and the lines are the 29 routes that
connect them. Four systems in the data sit stacked at a single point outside the field and hold no planets at all:
they are the game's own scratch space, and they are left off.
02 What opens a system
ACCESS says what the game asks of you before a system appears: a ship level, a story mission, or a VIP
subscription, which the map marks with the same badge the game uses. Open means nothing is asked. Systems that
want a ship above level 10 are not on this map at all, and neither are their planets and missions.
The game has drawn them, but it has not handed them out, and a map that showed them would promise a place you
cannot fly to.
03 How busy a system is
The fill of a node is how much mining happens there, and the game publishes no such number. It is worked out
from what the locations have left. Remaining resources are shared by every player and drop as people mine, so the
difference between two daily snapshots, divided by the sum of the chances, gives how many runs a location saw;
the scale here covers the last 24 h. A hollow node means the system has no Mining Operation at all, which is
not the same as the palest step.
04 What the table adds
LOCATIONS counts Mining Operations, not planets: a system can be full of worlds and still show a dash here, and
the dash is the honest answer. VISITS/DAY repeats the colour of the node as a number, because a column can be read
in order and a colour cannot. Systems with no snapshots behind them show a dash and sit at the bottom of the list
rather than pretending to be quiet. Every system name opens its own page, with the planets, what each one drops and
the missions that run there.