// SECTORS
How to Read These Sheets
Visual Identity: Skybox palette + star type. Gives the art/shader direction.
Key Objects: The major physical things in the sector - planets, moons, ancient structures, large debris fields. Not exhaustive; these are the anchors that give the sector its shape.
Stations: Name, owning faction, rough position. Most sectors have 1–2 stations. Position is approximate - "near center" means within the first third of the sector, "outer" means you need to travel to reach it.
Gate Network: Connections to adjacent sectors. Direction is compass-style relative to the station. Travel time from station to gate should feel meaningful - gates should not be visible from the dock window.
Content Zones: Named areas within the sector. Each zone has a purpose: combat, mining, exploration, hazard. Players move between zones to access different content. Zone names are not player-visible unless they're nav points.
Trade Routes: Which companies run routes through this sector. Routes have an origin, a destination, a required cargo good, and a payout tier. Tier 1 = short/safe/low pay. Tier 5 = long/dangerous/high pay.
Skybox colors are described as dominant palette + accent. The Three.js scene takes a primary color and secondary; nebula and star lighting fill in the rest.