A map of the system, as of the current version

The Corvus system is the starting location of the player when the tutorial is skipped. Corvus is predominantly Hegemony, Independent, and Pirate. By default, It has 3 planets, 2 moons and at least one asteroid belt. Procedural generation can alter the amount of planets.

Corvus, Yellow Star[edit | edit source]

Corvus

A G2 type primary sequence star, estimated age is five billion years. Surface temperature is only about six thousand degrees, while core temperature could well exceed fifteen million degrees."

–In-Game Description

  • Center of the Corvus System.

Asharu (Corvus I), Desert World[edit | edit source]

Corvus I: Asharu

A desert planet, product of an abortive terraforming project from before the collapse. Populated by a few fiercely independent settlers, criminals, and oddballs. The Hegemony claims domain over Asharu but maintains no permanent administration, sending patrols only to chase down pirates or impose heavy but infrequent tariffs on what little commercial activities remain.

–In-Game Description

  • Planetary Conditions
Population04.png
Population: Tens of thousands of people live on Asharu.
Ruins scattered.png
Scattered Ruins: This world was only lightly touched by the great project of the Domain before the collapse. Only scattered, broken domes remain, perchance holding lost caches of valuable materials.
Farmland poor.png
Poor Farmland: Plant life grows only stunted and wearily here. It would require farmers with talent equal to their desperation to make these lands bear fruit.
-1 food production (Farming).
Ore moderate.png
Moderate Ore Deposits: Asharu contains moderate ore deposits that, under the right economic conditions, could be profitably exploited.
No bonuses or penalties to ore production (Mining).
Hot.png
Hot: High temperature conditions of Asharu necessitate specialized equipment to perform normal operations, complicating life support and infrastructure.
+25% hazard rating.
Habitable.png
Habitable: Human beings can survive unprotected exposure to the surface conditions of Asharu.
-25% hazard rating.
  • Hazard Rating: 100%
  • Independent Market
    • Population & Infrastructure: The basic infrastructure required to support a given population, from rickety orbital hab-modules to megacities and everything between.
      Tens of thousands of people live on Asharu.
    • Spaceport: Facilities for loading and unloading cargo and performing basic starship repairs. A colony without a spaceport is virtually inaccessible to interstellar trade.
    • Farming: Agriculture is a trade and technology as old as civilization itself; for thousands of cycles Humanity has harnessed the power of natural, modified, and artificial biological machines for sustenance. So it has always been, so it shall be so long as humans are human.
  • Orbits Corvus

Abandoned Terraforming Platform[edit | edit source]

Abandoned Terraforming Platform

An abandoned orbital staging area for the Asharu terraforming project. Castoff bulk-carrier segments welded between a honeycomb of emptied fuel tanks once formed concourses teeming with engineers and colonists. The hangars stand empty but for a few slumped, stripped hulks. Passive energy collectors and tertiary life-support modules keep the station functioning and in orbit, barely. No one would expect to find anything of value here.

–In-game Description

  • Orbits Asharu
  • One of the 3 default abandoned bases the player has access to.

Makeshift Sensor Array[edit | edit source]

Makeshift Sensor Array

Built using the best technology available in the Sector, a makeshft sensor array is nonetheless capable of passively monitoring the entire star system and has a transmitter capable of real-time, faster-than-light data transmission to friendly fleets within. The data is useful to supplement the regular sensor readings made by fleets.

–In-Game Description

  • Orbits Corvus as Asharu's L4 trojan

Asharu Stellar Shade[edit | edit source]

  • Orbits Corvus as Asharu's L4 trojan alongside the system's sensor array

Jangala (Corvus II), Jungle World[edit | edit source]

Corvus II: Jangala

Jewel of the Corvus system, Jangala possesses a lush native biosphere. The world's farms and seas, often hidden by churning cyclones of megastorms, are a major source of organic feedstock, food products, and exotic xenobiological materials. Considerably holy by most Luddic sects.

Initially a center of xenobiological study and tourism, exploitation followed discovery and millions of square kilometres were razed and then covered by plantations tended by massive robotic harvesters. But it is no paradise for humans, requiring biofilter masks and a decontamination process for surface visits. The riotous native jungle must be held back to this day by periodic orbital burns from Jangala Station.

–In-Game Description

  • Planetary Conditions
Population06.png
Population: The population of Jangala is in the millions.
Farmland adequate.png
Adequate Farmland: A robust terran-compatible biosphere allows agricultural cultivation to take place on Jangala.
No bonuses or penalties to food production (Farming).
Organics plentiful.png
Plentiful Organics: Reservoirs of valuable organics burst through the surface of Jangala in gouts over deep, dark pools that promise oceans of wealth to be found just below.
+2 organics production (Mining).
Inimical biosphere.png
Inimical Biosphere: The biosphere of Jangala is deadly to unprotected human beings. While the conditions are fascinating to biological scientists, surface technicians are hampered by strict quarantine protocols when carrying out normal tasks.
+25% hazard rating.
Weather extreme.png
Extreme Weather: Violent storms bristling lightning rage across the skies of Jangala. Though a sublime beauty from orbit, this produces harsh surface conditions making transportation and habitation highly inconvenient.
+25% hazard rating.
Habitable.png
Habitable: Human beings can survive unprotected exposure to the surface conditions of Jangala.
-25% hazard rating.
  • Hazard Rating: 125%
  • Hegemony Market
    • Population & Infrastructure: The basic infrastructure required to support a given population, from rickety orbital hab-modules to megacities and everything between.
      The population of Jangala is in the millions.
    • Spaceport: Facilities for loading and unloading cargo and performing basic starship repairs. A colony without a spaceport is virtually inaccessible to interstellar trade.
    • Farming: Agriculture is a trade and technology as old as civilization itself; for thousands of cycles Humanity has harnessed the power of natural, modified, and artificial biological machines for sustenance. So it has always been, so it shall be so long as humans are human.
    • Mining: Metal and metalloid ores, organics, and volatile compounds all require heavy equipment, special infrastructure, and a specialized workforce to extract. The harsh work attracts a certain type, and an administration that's not willing to look the other way now and again may find itself running short of willing personnel.
    • Star Fortress - Midline: An up-armoured battlestation, featuring Ravelin-class defense drones and an extensive minefield. Must be reduced before invasions or bombardment can be attempted.
    • Heavy Batteries: Armoured subsurface batteries supplement a dispersed network of small, hidden weapon installations. Ground-based batteries are capable of truly awesome firepower, though it only manifests by making ground operations more difficult, as no starship captain would be foolish enough to get within their firing envelopes.
    • Military Base: These facilities enable force projection between star systems. Any such military undertaking is a massive logistical operation requiring coordination of dozens, perhaps hundreds of star ships and thousands of officers, crew, and soldiers.
  • Orbits Corvus

Jangala Station[edit | edit source]

Jangala Station

Orbiting megacity, naval yard and port; the unquestioned cosmopolitan center of civilization and culture in the Corvus system as well as the seat of the Hegemony military district encompassing the local systems. Heavy commercial and naval traffic swarm the station at all times.

–In-Game Description

  • Orbits Jangala
  • Extension of Jangala's colony.

Jangala Jump-point[edit | edit source]

  • Orbits Corvus as Jangala's L4 trojan
  • Jump Point

Jangala Relay[edit | edit source]

Jangala Relay

A Domain-era technology used primarily on the frontier, this is a hyperwave communications array which transmits and receives data between star systems at faster-than-light speeds. The rapidly pulsing hyperwaves suitable for FTL data transmission have been shown to damage DNA so these relays are always stationed away from habitats.

–In-Game Description

  • Orbits Corvus as Jangala's L5 trojan

Nemo's Belt (Asteroid Belt I)[edit | edit source]

  • Orbits Corvus
  • Lies between Jangala and Barad
  • The inactive Corvus Gate is in the belt

Corvus Gate (Inactive Gate)[edit | edit source]

Corvus Gate

A solid ring of adamantine material, derelict of a former age.

–In-Game Description

  • Orbits Corvus

Barad (Corvus III), Gas Giant[edit | edit source]

Corvus III: Barad

Primarily composed of hydrogen and helium gasses. The temperature and pressure at the core are extreme, but not enough to sustain the deuterium fusion that would turn the planet into a brown dwarf star.

–In-Game Description

  • Planetary Conditions
Volatiles diffuse.png
Diffuse Volatiles: Diffuse volatiles can be found here, and may be sufficient for industrial extraction.
No bonuses or penalties to volatiles production (Mining).
Gravity high.png
High Gravity: The force of gravity on the surface of Barad is crushingly high. Humans require powered exoskeletons for regular movement and find even basic actions exhausting. Continual habitation is grueling at best. All operations take place with a heightened danger of falls and - if specialized engineering is not performed with adequate paranoia - structural collapse.
+50% hazard rating.
-10% accessibility.
  • Hazard Rating: 150%
  • Orbits Corvus
  • Its L4 and L5 Lagrange points have asteroid fields in them.
  • Everything beyond Barad's orbit will be procedurally generated.

Garnir (Corvus III-A), Cryovolcanic World[edit | edit source]

Corvus III-A: Garnir

The thick, icy crust of this world is fed by cryovolcanoes that dot the surface. These frozen wastes are scored by mass-driver gantries from a time when the volatile elements of this world were extracted on a massive scale to feed terraforming efforts elsewhere in-system. Some of the old equipment has been appropriated by scattered bands of independent miners who scratch out a meagre living between the glaciers of ammonia-ice.

–In-Game Description

  • Planetary Conditions
Population03.png
Population: Thousands of people call Garnir home.
Free port.png
Free Port: The local port authority imposes almost no regulation on what cargo is traded. Immigration controls are likewise relaxed, resulting in a greater in-flow of people, albeit sometimes of a more questionable character. This may cause other factions to view this colony with distrust.
Volatiles plentiful.png
Plentiful Volatiles: Garnir is a world-sized wellspring of volatiles - rich, deep, and potent.
+2 volatiles production (Mining).
Atmosphere none.png
No Atmosphere: No appreciable atmosphere exists on Garnir. Its surface is exposed to the hard weathering of space, a steady drizzle of radiation and micrometeorites.
+50% hazard rating.
Cold.png
Cold: Low temperatures found on Garnir necessitates specialized equipment to perform normal operations, complicating life support and infrastructure.
+25% hazard rating.
  • Hazard Rating: 175%
  • Pirate Market
    • Population & Infrastructure: The basic infrastructure required to support a given population, from rickety orbital hab-modules to megacities and everything between.
      Thousands of people call Garnir home.
    • Spaceport: Facilities for loading and unloading cargo and performing basic starship repairs. A colony without a spaceport is virtually inaccessible to interstellar trade.
    • Mining: Metal and metalloid ores, organics, and volatile compounds all require heavy equipment, special infrastructure, and a specialized workforce to extract. The harsh work attracts a certain type, and an administration that's not willing to look the other way now and again may find itself running short of willing personnel.
    • Ground Defenses: A dispersed, semi-autonomous network of small, hidden weapon installations which makes the prospect of a direct ground assault and even simple raids extremely costly to the attacker. Only overwhelming orbital bombardment or massively disproportionate active screening can suppress these defenses.
  • Orbits Barad

Garnir Extraction Depot[edit | edit source]

Garnir Extraction Depot

Originally built by Eridani-Utopia to coordinate volatiles extraction for massive terraforming projects, the station has been taken over by 'adventurers', freebooters, mercenaries seeking to avoid the watchful eye and heavy hand of the Hegemony. Here there are no laws, but an unwritten code of bravado and posturing maintains a tense peace so deals can be made, information traded, and spoils sold. Independent miners who work the moons of Barad gather here to sell their hauls, trade tall tales, and otherwise unwind.

–In-Game Description

  • Orbits Garnir
  • Extension of Garnir's colony

Warion (Corvus III-B), Barren World[edit | edit source]

Corvus III-B: Warion

Radiation from the nearby star ravages the surface world due to the lack of an atmospheric ozone layer. No significant geological activity. No indigenous life forms.

–In-Game Description

  • Orbits Barad

Fringe Jump-point[edit | edit source]

  • Orbits Corvus
  • Jump-Point

Notes[edit | edit source]

  • Players who skip the tutorial will spawn near Jangala.
  • Jangala is one of the best places to buy organics, which can sell for as little as ¢2/unit during periods of pirate activity or other trade disruptions.

Trivia[edit | edit source]

  • Corvus is the genus of crows, and is also the latin word for "crow".
  • In older versions, before procedural generation was added to the game, Corvus had a barren fourth planet, Somnus, and a fifth planet, also barren, called Mors. Mors was home to Tri-Tachyon until version 0.7a, when the base was removed.
  • Corvus was the first star system in the game, added in version 0.5a alongside campaign mode, and before version 0.6a added hyperspace and expanded the universe, it was the only one.
  • Nemo's Belt is named after Youtuber and Starsector player Nemonaemo.

Changelog History[edit | edit source]

0.8a[edit | edit source]

  • Corvus is overhauled.
  • A large yellow nebula that surrounds the system is added, replacing the tiny purple nebula.
  • Barad's moons are given their own names. Warion is no longer owned by Pirates.
  • Corvus' outer solar system becomes procedurally generated, replacing Somnus and Mors with a random planet, or planets depending on the generation seed.

0.71a[edit | edit source]

  • Jangala will now always have fresh bounty on game start.

0.7a[edit | edit source]

  • Corvus Gate added.
  • Asharu Stellar shade added.
  • Jangala Relay added.
  • Barad L4 and L5 asteroid fields added
  • Tri-Tachyon base in Mors removed.
  • Jangala Jump-Point no longer orbits the planet, but now it orbits Corvus.
  • A tiny purple nebula cloud is added.

0.65a[edit | edit source]

  • All planets are given names. The moons are named after Barad. Barad B (Warion) is under Pirate control.

0.6a[edit | edit source]

  • Corvus' jump-points added (as Jump-Points Alpha and Beta)
  • Corvus IV (Mors) and Corvus V (Somnus)' orbit names are swapped.

0.51a[edit | edit source]

  • Added two new orbital stations: "Hidden Pirate Base" in Garnir's orbit and "Tri-Tachyon Corporate HQ" in Mors' orbit.
  • Added Tri-Tachyon and Pirate convoys

0.5a[edit | edit source]

  • Jangala Station added to the game (as Hegemony Orbital Station)
  • Added to the game
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