SEC-02NVDA184.22+3.41%SEC-03TSLA402.87−1.94%SEC-04MSTR331.05+5.12%SEC-01SPY612.44+0.28%US SESSION 09:30-16:00 ETSESSION CLOCK SYNCINGSAMPLE FEED — NOT LIVE MARKET DATA
Donut StrategyGalactic Stock FleetREG. DRIFT +3.1% / INK 2-2 / REV 12

FORM DS-71 · FLEET REGISTER · REV 12

The Fleet Register

Everything you can crew, printed on one sheet: three hulls, three captain seats, what each costs in $DONUT to move, and what it returns if it comes back. The figures below are design assumptions from the current model. They are simulation inputs and outputs for an unbuilt game concept — not quotes, not forecasts, not returns.

Hull classes
3

Miner-hauler, fast frigate, flagship. No fourth hull is planned for the first build.

Captain seats
3

Plus the option of flying unattended, which costs nothing and modifies nothing.

Flagship aura
+20%to 8 hulls

The Dreadnought's whole argument. The bonus per lifted hull is fixed; each further Dreadnought buys more slots, not a bigger lift.

Widest fuel spread
0.55surcharge coeff

The Arbitrage Cruiser's volatility surcharge — the steepest on the board.

PLATE 01Fleet Composition

Three hulls, three jobs

The Donut Harvester carries little fuel and grinds a fixed dividend yield from RWA stocks. The Arbitrage Cruiser is quick, medium-capacity, and lives off cross-exchange price gaps. The Wall Street Dreadnought drinks fuel and earns it back by lifting every ship around it. Mixed fleets outperform monocultures in the simulation, largely because launch cost scales with tank size while the Dreadnought's fleet bonus does not.

Read the register in that order. The hull decides your fuel bill and your cycle time; the captain decides what happens to the fleet on the day the tape turns. Neither choice is reversible mid-expedition, which is why both are printed here in full rather than summarised into a rating out of five.

PLATE 02Hull Classes

Three hulls, printed in full

Each plate carries the class code, the base fuel draw, the cycle it flies, the perk in the wording the model actually implements, and the sector the hull was shaped for. Nothing is rounded up in the hull’s favour: the Dreadnought prints its fuel bill at the same size as its aura.

Donut Harvester — DS-H1
DS-H1

Donut Harvester

Miner / Hauler

Fuel per launch20 $DONUT base
Cycle time8h flight + 2h refit
Best-fit sectorSPY Galaxy
Hull perk

Dividend Hauler — +25% on the RWA stock-fragment component of every completed expedition. Earns no $LONG.

Miner-hauler. Small tanks, short legs, and a fixed +25% dividend yield from RWA stocks in the simulation. It will never win a raid or catch a spread, but it burns the least fuel per launch and keeps producing while the interesting hulls are in the shop. Fleets are built on these.

Arbitrage Cruiser — DS-C2
DS-C2

Arbitrage Cruiser

Fast Frigate

Fuel per launch27 $DONUT base
Cycle time3h flight + 1h refit
Best-fit sectorTSLA Nebula
Hull perk

Arbitrage Gap Engine — $LONG earned scales with sector volatility (×1 + volatility × 0.60). The only hull whose payout rises with chaos.

Fast frigate, medium tanks. It earns $LONG from cross-exchange price gaps, which means it does best when the market disagrees with itself. Quiet sessions pay it very little. Disorderly ones pay it well. Carry at least one when you expect the tape to get messy.

Wall Street Dreadnought — DS-D3
DS-D3

Wall Street Dreadnought

Flagship

Fuel per launch150 $DONUT base
Cycle time24h flight + 6h refit
Best-fit sectorMSTR Void
Hull perk

Flagship Aura — +20% yield to eight other hulls in the fleet, and one guaranteed long.xyz IDO ticket per eight of its own completed expeditions.

Flagship hull, largest tanks, worst fuel economy on the board. In exchange it raises yield across the entire fleet by 20% and is specified to carry a guaranteed long.xyz IDO ticket under the planned integration. One is a force multiplier. Three is a fuel bill.

PLATE 03Side by Side

The comparison sheet

The same three hulls with the marketing removed. Launches per month is the figure that decides most fleets: a Cruiser turns around in four hours and a Dreadnought in thirty, so a hull that earns three times as much per flight can still finish the month behind.

Comparison of the three ship classes: class code, hull name, base fuel per launch, cycle time, launches per month at the default uptime, base stock-fragment value, base $LONG per expedition, and a one-line perk summary.
ClassHullBase fuel / launchCycleLaunches / moFragment base$LONG basePerk
DS-H1Donut Harvester20 $DONUT8h + 2h39$0.0360.0+25% fragment yield, earns no $LONG
DS-C2Arbitrage Cruiser27 $DONUT3h + 1h99$0.0125.8$LONG scales with sector volatility
DS-D3Wall Street Dreadnought150 $DONUT24h + 6h13$0.20012.0+20% yield to 8 hulls, intended long.xyz ticket per 8 flights

FIG. 1.1Ship class comparison. Launches per month assume round-the-clock flying with no captain assigned, at the default uptime of 55 percent of the theoretical cycle ceiling. Model output for an unbuilt game concept, not a forecast.

PLATE 04Fuel Economics

What a launch costs to reach

Fuel is not a flat price per launch. Each hull pays its base fuel draw multiplied by one plus the destination sector’s volatility times that hull’s surcharge coefficient. The coefficient is the whole mechanic: it is the number that converts a region’s temperament into extra $DONUT off your balance before the ship has left the rail. A quiet sector barely moves the figure. A wild one moves it a lot, and it moves it most for the hull with the steepest coefficient, which is why the same fleet can be cheap to fly into SPY Galaxy and expensive to fly into NVDA Sector on the same afternoon.

The Arbitrage Cruiser carries the highest coefficient on the board at 0.55 — more than twice the Harvester’s and the Dreadnought’s. That is deliberate, and it is not a penalty for being fast. The Cruiser is the only hull whose payout rises with volatility, so it is the hull that has a reason to fly into chaos, and the surcharge is what makes that choice cost something. Send it somewhere calm and it burns nearly nothing extra and earns nearly nothing extra. Send it into the loudest sector on the map and both sides of the ledger move together. Every one of these figures is model output at the stated reference conditions, not a price.

$DONUT burned per launch for each ship class in each of the four harvest sectors, followed by that hull’s volatility surcharge coefficient.
HullSPYvol 8%NVDAvol 55%TSLAvol 72%MSTRvol 95%Surcharge coeff
DS-H1Donut Harvester20.422.823.624.8×0.25
DS-C2Arbitrage Cruiser28.235.237.741.1×0.55
DS-D3Wall Street Dreadnought153.0170.6177.0185.6×0.25

FIG. 1.2Fuel economics, in $DONUT burned per launch, with no captain assigned, the full initial float and an even split of green and red sessions. Volatile sectors cost more fuel to reach: each hull pays its base fuel multiplied by one plus the sector’s volatility times that hull’s surcharge coefficient, so the Cruiser feels a wild sector more than twice as hard as the Harvester does. Sodium figures mark each hull’s best-fit sector. Model output for an unbuilt game concept, not a forecast.

PLATE 05Command Tier

Who is flying it matters

A captain sits above the hull and changes how the whole fleet behaves. The Bull reads the closing tape and pays out when the session ends green. The Bear contributes nothing to yield and everything to survival when it ends red. The Quant AI Pilot ignores the tape entirely, refuels on its own, and repeats expeditions for twelve hours while you sleep. Rarity decides who you can crew. The market decides who was right.

The Bull — CPT-01, Legendary

The Bull

Legendary
CPT-01
ConditionalCondition

Only on sessions that close green

Modifiers
Reward bonus+30%
Fuel multiplier0.85×
Defense factor (pirate failure ×)
Automation uptime
Effect

+30% fleet reward and −15% fuel burn on any session the real US market closes green. On red sessions it contributes nothing but opinions.

Trades the close. If the real session ends green, fleet reward rises 30% and fuel burn drops 15% in the simulation. Red days give you nothing but a captain with opinions. Crew one when you are willing to make the day directional.

The Bear — CPT-02, Epic

The Bear

Epic
CPT-02
Always activeCondition

Always active; earns its keep in down markets

Modifiers
Reward bonus
Fuel multiplier1.12×
Defense factor (pirate failure ×)0.50×
Automation uptime
Effect

+50% defense — halves pirate failure probability on every expedition. Costs 12% more fuel and adds nothing to yield.

No yield bonus, no multiplier, +50% defense. Pirates hunt fleets in down markets, and the Bear is the reason ships come home from them. Unfashionable during green weeks. Load-bearing during red ones.

Quant AI Pilot — CPT-03, Rare

Quant AI Pilot

Rare
CPT-03
Always activeCondition

Always active; buys time, not performance

Modifiers
Reward bonus
Fuel multiplier1.08×
Defense factor (pirate failure ×)
Automation uptime77.5%
Effect

Automation module — refuels and repeats the last expedition for twelve hours while you are offline, raising sustained launch rate. Costs 8% more fuel and adds nothing to yield.

An automation module with a rank. It refuels and repeats the last expedition for twelve hours while you are offline, and adds nothing to yield. It buys you time, not performance — which matters when the session runs through your night.

PLATE 06Command Synergy

Who to crew, and when

A captain is a bet on the state of the tape, not an upgrade you fit once and forget. The matrix below prints what each seat is worth in a green session, a flat one and a red one, including the seats that are worth nothing at all in that column. A neutral cell stays neutral here rather than being dressed up as a perk.

Captain effects by market state: green close, red close and after-hours. BEST marks the highest-value pick in each column.
Captain
Green closesession ends up
Red closesession ends down
Market closedafter hours · risk 1.35×
The BullCPT-01
Best

Pays here and only here: +30% fleet reward, −15% fuel.

No bonus, no discount. Fuel returns to base rate and the seat earns nothing.

Nothing. The Bull settles on the close, and there is no close.

The BearCPT-02

Pirate failure halved for +12% fuel. Insurance you rarely claim on quiet tape.

Best

Pirate failure halved for +12% fuel. Volatility is the premium, and this is where it pays.

Halves the raised after-hours failure (floor 12%) and brings 3× raid cargo home.

Quant AI PilotCPT-03

+8% fuel, no yield. More launches, identical payout per launch.

+8% fuel, no yield. It repeats the expedition; it does not improve it.

Best

Sustains 77.5% of the launch ceiling unattended — the only captain that flies while you sleep.

No captain

Baseline reward, baseline fuel. Nothing added, nothing taxed.

Baseline. Full pirate failure and no hedge against it.

Baseline, and no automation — hulls sit idle unless you are awake.

FIG. 2.1Captain value by market state. BEST marks the single highest-value pick per column; the other seats still fly, they simply pay less in that state.

PLATE 07Salvage and Upgrades

Engine Parts and Plasma Cannons

Two rare parts drop off completed expeditions. Engine Parts come off wreckage the fleet strips on the way home; Plasma Cannons come off whatever the pirates left behind, at roughly half the Engine Part rate. Both are salvage, and salvage pays better at night.

Every completed expedition rolls the table, inside the US session — 09:30 to 16:00 ET — as well as outside it. What changes after the bell is the rate: After-Hours Raids run against the same table multiplied by 3, so a session-only fleet assembles the same parts on the same recipe and takes about 3 times as many flights to do it. The faster route is not free. Raids carry a higher pirate failure rate and a floor under it, so the parts are paid for in ships that do not come back.

The parts craft one thing. 8 Engine Parts and 4 Plasma Cannons combine into a Launchpad Ticket, and a Wall Street Dreadnought is specified to carry a guaranteed ticket on a fixed cadence of its own flights without crafting anything. Under the planned long.xyz integration those tickets become front-of-line access to IDOs of tokenized stocks. That integration is intended, not built and not agreed, and the rates below are design assumptions rather than measured drop data.

Rare-part drop chances per completed expedition, by hull and flight window, with the derived Plasma Cannon rate.
HullEngine part — sessionEngine part — after hours (×3)Plasma cannon — session (×0.50)Plasma cannon — after hours
Donut Harvester — DS-H1Donut HarvesterDS-H1
Arbitrage Cruiser — DS-C2Arbitrage CruiserDS-C26.0%18.0%3.0%9.0%
Wall Street Dreadnought — DS-D3Wall Street DreadnoughtDS-D34.0%12.0%2.0%6.0%

FIG. 2.3Rare-part drop table. Parts come off completed expeditions in both windows; the raid column is the session rate multiplied by 3. The Donut Harvester carries no salvage rig and drops nothing in either window; its dashes are the design, not a missing figure. Chances are per completed expedition and are design assumptions.

Ticket recipe and caps
Engine Parts per Launchpad Ticket8
Plasma Cannons per Launchpad Ticket4
Flagship expeditions per guaranteed ticket8
Guaranteed tickets per flagship, per month2
Tickets per account, per month12
PLATE 08Next Plate

Take the register to the model

You now have the hulls, the captains, the fuel curve and the salvage table. The simulator is where those four stop being separate numbers: assign the seats, set expeditions per month, and read the monthly $DONUT burned, the projected dividend fragments and the $LONG accrual for the exact fleet you just picked. Its output is a simulation of design assumptions still being balanced — never a forecast, and never a return being promised.