The past of any system, faction, Power or carrier in our database: influence day by day, the wars and who won them, who moved in and who left.
Set the origin once: it sticks across searches. Pick what to look for and results update as you change any filter. Distances come straight from the DB.
The war is over, but the feeds still show where the Thargoids are: AX conflict zones, NHSS (non-human signal sources reported by pilots; threat is the highest seen there), the wrecks, rescue ships and memorial, and the barnacle sites, one row per planet from pilots' approaches, codex finds and DSS probes, coordinates on hover. Guardian sites have their own search under Exploring. Threat and "seen within" apply to zones and NHSS; surface sites do not move.
A source's "massacre pirates" missions go to a random pirate system within 10 ly. With exactly one in range, every faction there sends you to the same place and the missions stack. More sources on one target, more missions. A faction in Election gives no pirate missions, and a war or lockdown fills its board with CZ missions; the Factions column counts the ones offering, hover for names. Pad distances come from docking reports (M-pad is the nearest dock a medium ship can use). Be allied with the givers for the big payouts; compact targets keep the spawns close. What a board actually offers never reaches the data feed, so that part comes from pilots: after you dock and look, use Confirm missions here on the source and the confirmation shows here for 14 days.
The big "Mine X tons of Y" wing missions (35 to 50 million each, shared so every wing member is paid in full) come only from a faction in Expansion, which starts at 75 percent influence and then covers every system the faction is in for about five days, and only to pilots Allied with it. The goods asked for, Bertrandite, Indite, Gallite, Gold and Silver, are bought at Extraction markets rather than mined; buying them in the same system avoids the mission pirates that spawn when you leave. Rows are large-pad stations of a faction in Expansion, Agricultural first because that is where they are seen most. Whether a board has them up today only a pilot can tell: dock, look, and use Report a board.
A construction site's market is its shopping list: the goods it wants and what it pays per tonne, read whenever a pilot docks there. The feed carries no quantities, so the tonnes left and the progress show only where one of us docked (the journal's depot entry). Not scored for squad XP.
Planets with Guardian structures and ruins, from pilots' approaches, codex finds and DSS probes. A structure's layout tells the blueprint it gives: weapon and module sites open with an Ancient Relic found there, vessel sites need the Ancient Key a Guardian Beacon gives. Ruins give relics and obelisk data, no blueprints. Raise the radius: Guardian space is around 700 ly out.
Pick what to find, set an origin system (your tracked systems are one click away above) and the results follow every filter change.
Our space in three dimensions, from the whole galaxy down to the ground. Drag to turn, scroll or pinch to zoom (out past our space for the bubble and the galaxy), right-drag or two fingers to pan; on a keyboard, Tab into the map for its keys. Click a system for its card, twice to fly down into it; in a system or on a body, click a moon to fly down to it and a station, signal or place on the ground for its details. Share saves the view as a picture.
Keys: the arrows turn the view, plus and minus zoom, Page Down and Page Up step through the systems (home and ours first), Enter flies down into the one picked, Home flies home, G flies out to the whole galaxy (out there Page Down steps through the places everyone knows), Escape closes its card.
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Every war, civil war and election that matters: live day scores, stakes and both sides' influence. First to 4 won days takes the conflict.
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When each daily BGS tick actually landed, back to 2018. The gap column is the tell: near 24h is normal, a long gap means a late tick (or a missed detection) and explains a quiet board.
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A morning read on the state of the war, put together automatically after each BGS tick from the same live feed the board runs on.
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The season so far, the week's orders from the leaders and the rules, then how to score for the squadron on the leaderboards, written as missions: go here, buy this, sell there, hand in here. The missions are worked out from our stations, markets and sites every refresh. Signed-in members only.
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Every kill counts on Combat the moment the ship dies, wherever you fight. All the wars near us are on the Conflicts tab.
Merit mining: the whole map. The boards: our space, the tracked systems and 40 ly around home. A system updates when any pilot running EDMC jumps into it.
Mining platinum is the fastest way to merits whoever you pledged to. Pick your Power and the finder works out the rest from the whole map: the goal that pays most for that Power, the rings with platinum hotspots, the stations in reach that buy it, and an estimate of merits an hour for each row.
Mining planet surfaces with the Rhino earns merits by the same rules as rings. Each row is the best planet where the sale counts, its best bet and the merits a tonne of it should earn there.
Where it counts: undermining and reinforcing need the rock mined and sold in the same system; acquiring needs rock from one of your Power's Fortified systems sold within 20 ly, or from a Stronghold within 30 ly, in a populated system no Power holds. Merits follow the sale price.
What pays more: since Frontier's July 2025 update, undermining pays 15% more and acquiring no bonus; reinforcing pays 35% less, and 20% less again in a system nobody undermined that day (up to 30% more when someone did; the finder marks those systems Under attack). Systems marked on the galaxy map pay 25% more for undermining and 35% more for reinforcing; the finder cannot see the marks. Each Power pays about half as much again on the work of its ethos, which for mining is Finance.
What costs you: undermining also loses merits to the two penalties the galaxy map shows: System Strength (Strongholds worst, then Fortified systems and Exploited ones with Medium or High security) and Beyond Frontline (worse the farther you are from your Power's Fortified and Stronghold systems). The finder rates both from galaxy map readings, and every row says which rating it used. Demand must be four times your load, and a Boom faction pays more.
Where it counts: undermining and reinforcing need the goods mined and sold in the same system; acquiring needs them mined in one of your Power's Fortified systems and sold within 20 ly, or from a Stronghold within 30 ly, in a populated system no Power holds.
What the finder knows: the game tells us how many mining sites a planet has but not what they hold, so the finder uses CMDR Grumlop's survey of 759 sites in the Elite Dangerous Field Manual: what each kind of ground holds and how often. Select a site from orbit to see what it holds on the target panel before you land.
Your load: only the ships below carry the Rhino. Your load is what you take to the station in one trip: the Rhino holds 72 t, so 144 t is the Rhino filled twice and emptied into your ship. The finder skips stations that want less than four times your load, because selling into a small demand drops the price. Planets and stations more than 25,000 ls from their star are left out.
Pick your Power.
Who the squad is pledged to and the merits each has pulled. Members only.
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Find any carrier on the map by its name, callsign or squadron tag, or see which are parked in our space or near a system. Places come from pilots' scans and dockings, so a carrier that has jumped since shows where it was last seen.
Squad carriers looking for haulers, for squad members only. Loading: buy the goods at the station and sell them to the carrier. Unloading: buy them from the carrier and sell them at the station. An ad stays up until the order is filled or its poster closes it.
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A carrier jumps up to 500 ly at a time. Pick where it is and where it is going and this works out the hops the way Spansh does, from our own map: each one the farthest useful system toward the target, permit-locked systems skipped. Pick your carrier and its place, tank and load fill in from its last Frontier read; change them if they have moved on. The tritium is an estimate from the game's formula, so keep a margin.
Pick a carrier, or type where it is and where it is going.
Type a carrier's name, callsign or squadron tag, or pick where to look.
News: Frontier's Galnet since 3300, mirrored hourly and searchable. Community goals: Frontier's goals as they run, and the ones that finished. Article text © Frontier Developments; every article links to its source.
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Every commander's squad XP, scored from BGS Tally after each tick closes. Members only.
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Leaderboard XP comes from BGS Tally, an EDMC plugin that reports your eligible BGS activity to the squad's systems.
/edmc key mint.Your commander links automatically when your first data is received. Your XP appears after that activity has been processed.
The Orders tab says what scores and where. Your own totals and badges are on your Cmdr page.
Find a wing, and keep your wing straight while you are in one. Who is in the game and what each is doing is behind the first tile. Every wing up is a card named by what it is doing, the missions it flies, the war it fights, or what the game says of it (hunting, mining, exploring, earning merits), with who, where and the numbers so far; open it for the wing's missions, pooled across the wing with what is ready to share and hand in, its war and war missions, and what just happened. A pilot flying solo is one line under the cards, worth a wing up. A pilot leaves the board when they log out and is back the moment they log in; their earlier work is on their own Cmdr page. Full members and leaders only.
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Your own page in eight sections: where you are, your ship, the fleet, the carrier, your squad activity, your log book, your colonisation builds and your mining runs, kept fresh from Frontier, Tally and Raven Colonial. Private to you.
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What every commander is doing for the squadron: live from their Tally pushes, per daily tick, kept forever. Leadership eyes only.
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Click a column to sort · click a commander for their history. Tally keys that never connected are on the Members page.
One target faction, every system it holds, and in each the banner we back: push it to within 5 points and the war starts. First the target's stations, then its share under five percent until it leaves. Leadership eyes only, nothing here reaches a public page.
The squadron and the faction backing the target. Every pilot of that squadron our members scan shows below: scanning a player's ship records their squadron tag.
Flag a front and pick its banner on the row. Gap is the target's share minus the banner's; at 5 or under a war starts at the next tick. Assets are what the target loses when the banner wins. Phase take means the target still holds a station there, push means it holds nothing and the retreat line is the aim.
Reading the columns. Target means the faction set at the top, never the banner. Ly to us: light years from that system to our home. Ly to target's home: to the target's home system. Target: the target's influence there, with a note when it is present but not in control. 7d: how the target's share moved in seven days. Banner: the faction we would back to fight the target there (the leader's pick, else the non-ally that gives a war and sits nearest the target's share, NPC first). Gap: the target's share minus the banner's; five points or under either way is war range. Fight: war, or election when both share an ethos. Us: our own share there, if we are present. Target's assets: the stations the target controls there, what it loses. War: a conflict the target is in, scored from its side. Phase: take while the target still holds a station there, because a faction in Retreat does not leave a system while it owns one; push once it holds nothing; home for the one system it never leaves. Retreat: the game's own Retreat state when the feed reports one (pending, then active, then the target is gone), else how long the target's share has been under the five percent line, or how far over it still sits. Room: yes when the system has fewer than seven factions and we are not in it, so an expansion could still land a new faction there. Seen: when the feed last brought fresh data for that system.
Our systems within 20 ly of the target's. Past 75% a system sends out an expansion, and these are the targets in reach, nearest first. Room means a slot is free.
Our system: a system we control within 20 ly of one of the target's. Us: our share there. To 75%: the points still needed before an expansion can fire from it; ready means it is there.
The squadron XP ledger: scored from BGS Tally per closed tick, every award shows its math. Leadership eyes only.
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Click a column to sort · click a commander for their award ledger.
Grant adds XP, Remove takes it away, any amount, any commander, leadership's call. One write with a one-time token (a double click can never apply twice), recorded with your name and reason. Automatic tick XP is never hand-edited: corrections sit beside it on the ledger.
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Targets scale with tier (population decides automatically). A heavily contested system can be classified up, applies to future ticks; old awards keep the tier they were scored with.
ExileBot as tasks: members, giveaways, messages, feeds, events, moderation, roles, and the bot's own upkeep. Pick by name, preview first, and anything that changes Discord asks before it does. Leadership eyes only.
Everyone signed in to the site and everyone with a Tally key: what each has done, recruits first. A recruit is ready once signed in with Frontier linked; you give the role in Discord and the bot tells the site. Leadership eyes only.
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Click a column to sort · click a row for their dates and what to tell them.
What the leaders tell the squad. The week's orders go on the members' Orders page. Announcements go to the Announcements channel in Discord and pop up once for each member the next time they open the site. Everything posted stays in the logs. Click a line to read it.
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Squad-wide setup in six parts. Every change saves by itself and works at once, no restarts.
Our faction, and what the boards follow besides our own space.
Only leaders see these, under Watched carriers on the Carriers page.
Systems the boards never track, and filters that drop small, stale or far systems from them. Watched systems and the home system are never dropped.
The ✕ on any board row adds a system here. Click one below (↩) to track it again.
Each one is off until set. A dropped system comes back by itself the moment it passes again. Home is the orders' home system, or where our influence is highest.
What the filters left off the last refresh, and why. Click one (↩) to watch it: watched systems are never dropped.
Ticked kinds show under Recent alerts, and go to Discord when the BGS alerts channel is on (the Discord part).
Quiet whole kinds of systems without touching the list above: keep our space loud, quiet the rival intel.
Checked every 15 minutes, sent like any other alert.
The alerts ticked under Alerts, posted as they happen.
The roles urgent news pings. None pings nobody.
New loading and unloading ads from the Carriers page. Each post keeps up as the tonnes move and turns grey when the ad closes. Whoever posts an ad can leave it out.
Members post their own runs here from the Mining part of their Cmdr page, one post a run, with a Post to Discord button that shows only once this is on.
Members post their own massacre and trade sessions here from the Missions part of their Cmdr page, the stack with its issuers, kills or tonnes and credits, with a Post to Discord button that shows only once this is on.
Announcements leaders post from Comms on the Leaders page. Each one also pops up once on the site for every member. A leader can ping the role below with one by ticking the box as they post.
Pinged with an announcement when the leader ticks the box on Comms. None pings nobody.
When a leader posts the week's orders from Comms, a short note goes to this channel pointing everyone to the Orders page: the title, who posted them, and the link. The orders themselves stay on the site. With the war calls ticked, a new war or civil war of ours goes here too, once: WAR PENDING, then WAR ACTIVE with the score kept up to date, then WAR WON or WAR LOST.
Pinged with each note unless the leader unticks it on Comms, and with every war call. None pings nobody.
Each channel needs its own webhook. To get one in Discord: the channel's settings (the cog by its name), Integrations, Webhooks, New Webhook, then Copy Webhook URL and paste it above. Every post goes out under the site's name and the squad's logo, whatever the webhook is called in Discord, so all four channels look alike.
By the roles members hold in the squad's Discord server, checked at each member's next visit. Pick a role by its name.
Open the Leaders pages and these settings.
See the squad's pages. With none, anyone in the server can.
Get their own Cmdr page and nothing of the squad's, until they hold a member role.
The password guarding this page and every squad-wide write, settings, watchlists, blacklist, webhook. Changes apply instantly, no restart, and this browser stays unlocked.
Other leaders re-enter the new password on their next locked action. Minimum 4 characters; empty disables the lock entirely.
The missions the Orders page works out by itself, for the boards ticked here, built again every refresh. The week's orders are posted from Comms on the Leaders view.
Rewrites itself after each BGS tick. Write a fresh one now if you need it; each one costs an API call, so it lives here behind leader access rather than on the public tab.
The members' sign-in, from the Discord Developer Portal (OAuth2). Keys stay on the server and never show again; a blank box keeps what is there.
Callbacks to register: https://ops.theexiles.gg/api/auth/discord/callback and https://reports.theexiles.gg/api/auth/discord/callback.
The members' Frontier link, from the Frontier Developer Zone.
Callbacks to register: https://ops.theexiles.gg/api/frontier/callback and https://reports.theexiles.gg/api/frontier/callback.
The community goals' contributors and tiers, read every hour.
The link the Leaders page's Bot panel uses: the address the bot's control API listens on (the box's own loopback, or a tunnel to the test bot), its token, and the Discord server the bot must answer for. The panel refuses to act when the bot answers for another server. Nothing works until the test here passes.
Every market in the DB: multi-leg route planning, best prices, and single-hop runs at your jump range.
Best chains across every market in range, each leg picks its own best commodity. Round trips end back at the starting station.
Best places to sell or buy anything, from every market in the DB.
One cargo, one hop: buy low, sell high, ranked by profit/ton, with jump counts at your range.
Shopping run for a whole loadout, modules, market commodities, even carrier bartender goods. Add everything you need, pick what matters, get an ordered stop list. Module prices are fixed galaxy-wide, so "cheapest" means Li Yong-Rui space (15% off).
Compares commodity demand and buy-low-sell-high spread across the staples basket for the Core bubble and Colonia. Rank by demand or by spread; click a commodity for where to sell it and where to buy it. Data refreshes about every half hour.
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