The first city

F-01 Fact: sourced, change only with a citation FC-01 Assumption: our best guess, open to challenge 03-02 P-01 A rule owned by another file, read live

At a glance

A buried town, a port on the horizon, a fuel plant beyond it.

The master map

Everything at AP-1, to one scale, era by era.

North is up. Every dot is a position the 3D engine reads. Pick an era to see what stands then.

The whole site

The master map

The town close up: buried homes, farm belt, gates and viewing rooms.

From the surface the town is a low rounded platform of soil with radiators, airlock heads and a few windows. The shaded areas are what lies under it.

The town and its north-west works

The view

From the South window: ships on the skyline, smaller than they sound.

The skyline, heights to scale in degrees

Part One · 1.1

The pin and the grid: where zero is.

Everything on this page is measured in metres east and north of one point: SpaceX's AP-1 site, our pin (02-03 R-02).

Two degrees square round the pin

Part One · 1.2

Keeping danger at a distance: Earth's rocket towns do it too.

A full Starship is a bomb that is also the way home. Every rocket site on Earth keeps people kilometres from its pads. Ours uses the same gaps.

Distances from danger, to one scale

Blue bars are real places (facts). Rust bars are our map, set by the rules in 03-02, 03-04 and 03-05.

Part One · 1.3

Clean, dark and dirty zones: the wind sorts the ground.

Dust blows from the north-west (02-05 SU-06). So the quiet, dark, clean things stand upwind of the town, and the loud, dusty, dangerous things downwind.

Two halves of the site

Part One · 1.4

Living under the ground: people have done it for centuries.

On Mars the reason is radiation; on Earth it was heat, cold or war. The shape is the same: rooms joined by tunnels, a few doors, a few windows.

Three vault rows, cut across, to scale

Part One · 1.5

Planned towns, and towns that move.

A city drawn before anyone lives there is not new. The lessons: leave room, keep farms close, and never build over your own mine.

Ground covered, to one scale

Part One · 1.6

Yardsticks for size and time: how far is everything?

Inside, you walk. Outside, you drive, on graded roads at up to 15 km/h (03-05 V-09). Nobody strolls to the port.

By road from the port gate, in minutes

Part One · 1.7

Where old ships go: a landing field, then a yard.

Most ships never fly again (03-05 V-07). They stand where the map puts them, for decades, in air too dry to rust them.

Ships that stay, and where they stand

Part One · 1.8

The second way to power the town: panels, wind and a fuel store.

If sunlight and wind replace the reactors (03-03 G-16 to G-18), this is the ground they need. It is much bigger than the City, so it gets its own map. Our world, Low confidence (FC-21).

The solar-led fields

By era

How the city grows.

Checked every build

Every position against every rule the 03 files set.

Part Two

Our working assumptions: where things stand.

Best guesses for our world. Each has an ID and a confidence level, is cited as 04-01-01 plus its ID, and can be challenged on its own.

Where it fits

What this file leans on, and what leans on it.

What the engine reads

Every position, metres from the pin

What changed

Written and checked.

Open questions