Database coverage
64 player-facing records across 12 families. Each record has a stable route, search entry, demo version, build identity, and evidence boundary.
Published families
Firearms and bows explicitly named in the current demo and its update record.
Cores5 recordsRun upgrades, Core Fragments, and core systems used during expeditions.
Buildings8 recordsColony structures with confirmed jobs, production, research, storage, or prisoner functions.
Units9 recordsAllied soldier roles, battlefield units, and controllable vehicles named in the demo record.
Enemies6 recordsHostile roles, elites, bosses, turrets, and large targets confirmed for current combat.
Locations5 recordsSystems, sectors, settlements, and battle sites named in current player-facing material.
Items7 recordsCrafted, carried, dropped, or consumed items with a confirmed player-facing purpose.
Missions4 recordsNamed quests and decisive battles referenced by current demo updates.
Policies1 recordsResearchable laws that shape colony schedules and behavior.
Soldier traits4 recordsNamed soldier traits and statuses that affect colony life or progression.
Enemy affixes3 recordsNamed modifiers that alter enemy attacks or battlefield hazards.
Mechanics9 recordsCore colony, expedition, combat, capture, and production systems.
Private extraction audit
- Installed files
- 4,629
- Installed bytes
- 23,419,645,479
- Addressable bundles
- 3,354
- Bundle failures
- 0
- Container assets indexed
- 74,413
- IL2CPP metadata
- Version 31
The extraction inventories Unity Addressables, object types, asset identities, IL2CPP assemblies and string literals, Wwise banks, executable hashes, and build metadata. Proprietary raw bundles, decompiled code, private paths, and binary dumps are not published.
What was deliberately excluded
The demo ships extensive assets and implementation records from an older EFAS codebase. Numeric icons, debug enemies, old multiplayer systems, unused scenes, and unresolved remote-config identifiers are not presented as Pax Autocratica content merely because they exist in the install.
This is the completeness rule: confirmed current player concepts are covered; unresolved implementation material stays private until a current runtime or player-facing source resolves it.