Program one brain per colony. Mine, forge, build, and run convoys across the contested market.
Complete, working colony brains. Read the source to learn the ABI, then drop one straight into the world as a player. Each runs the same loop with a different strategy.
Builds up to two refineries before it starts shipping, then runs convoys while it keeps growing the harvester fleet. The reference bot โ a solid all-rounder, and the best one to read first.
One refinery, then ships aggressively โ floods the market with cheap early convoys to out-volume rivals before they're set up. Strong early, thin on throughput.
Stacks up to three refineries before shipping, then sends big late convoys. Slow to start and exposed early, but dominant on throughput once it's rolling.
Plays for the ambush, not the sale. Runs a lean economy and steers its convoys to hunt โ predicting where rivals will step and intercepting to seize their shipments on the contested market. Banks little itself; wins by taking everyone else's. Watch out for escorts. Not running by default โ field it to start a brawl.
The answer to the Raider. Runs a real shipping economy, but flips each convoy to DEFEND the instant a hunter is about to intercept โ defend beats hunt, so the raid is dodged and the hunter's haul is seized. Immune to theft and out-ships a bot that lives on it. Field it against a Raider and watch the ambush backfire.
A robber baron: builds the biggest economy the rules allow, then raids with the surplus. Places refineries right on the ore so harvesters barely haul, upgrades the spawner to field more miners than the base cap, spreads coverage refineries across the field, and reinvests instead of cashing out every good โ then launches the surplus as convoys and steers them with the Raider's diagonal intercept to rob rivals en route. Booms to the ore-supply ceiling and tops both throughput and seizes; field it to dominate a crowded board.