Influence over time — the DB keeps everything, so All time means all of it.
One line per system where Utlagarnir has presence, strongest first.
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.
Pick an origin system (your tracked systems are one click away above) and hit Search.
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. 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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Powerplay 2.0 control health across tracked space — reinforcement vs undermining resets every cycle. Numbers refresh when CMDRs jump through with a current client.
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Squad carrier watchlist (leaders manage it in Settings) plus everything parked in tracked space. Positions update whenever anyone docks at a carrier; movement logs record every system change from now on.
No carriers watched yet.
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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. Greyed rows are minted keys that never connected — they need the EDMC setup (URL with trailing slash, newest key, Approve ticked).
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.
Squad-wide setup — every change saves automatically, applied live, no restarts.
For the colonization era — presence ≠ relevance.
Never tracked. The ✕ on any board row adds here — click a system below (↩) to restore it, then Save.
Drop low-value systems from discovery. Watched systems are immune.
Mute whole origins without touching the types above — e.g. keep our space loud, quiet the rival intel.
Checked every 15 minutes, delivered like any other alert.
Rewrites itself automatically after each BGS tick. Force a fresh one now if you need it — each run costs an API call, so it lives here behind leader access rather than on the public tab.
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.
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; data refreshes about every half hour.
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