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Knowledge Base / Core Concepts / ESC Codes & Symbology

ESC Codes & Symbology

The two codes Krataxis uses to symbolise the picture — the Event Symbology Code for events and NATO-standard symbols for units — and how to tell them apart.

Last updated 2026-06-13

ESC Codes & Symbology

Two different codes drive how features are symbolised on the map. They look superficially similar and are easy to confuse, so this article keeps them firmly apart: the ESC code describes conflict events; NATO-standard symbols describe units and actors.

ESC code — Event Symbology Code

The ESC code is a compact, five-position code that summarises a conflict event at a glance. Its positions are:

[ Actor ][ Event-type ][ Domain ][ Target ][ Status ]

For example, D-ASU. Each position is a single character from a controlled set, so reading the code tells you who did what, in which domain, to what target, and in what state — without opening the event. This is the same five-dimension scheme described on the public Classification page, and it's what drives the shape, colour, and styling of an event's marker on the map.

How it's resolved. The code is derived automatically from the event's content:

  • Event-type, domain, target, and status are determined from what the report describes.
  • Actor is resolved against the battlespace's actor roster — the actors and aliases you manage in that battlespace (see Actors & Territory). This is why the same report can resolve to a different actor depending on which battlespace's roster applies.

Unknowns. Any position the system can't determine renders as a dash, -. A code where nothing could be resolved carries no information and is simply omitted rather than shown as all dashes.

ESC is about events, not units. If you're looking at a strike, a clash, or a manoeuvre, you're looking at something an ESC code describes.

The icon library

Each position contributes one visual layer, and they stack into a single marker. The legends below show what every value looks like (rendered on a dark map tile, as they appear on the globe), followed by worked combinations. Actor colours are the platform defaults — an actor can be assigned its own colour, which then drives the fill.

Position 1 · Actor — fill colour

A
State Actor A
Primary state / military force — side A.
B
State Actor B
Primary state / military force — side B.
X
Non-state group
Armed group, militia, or faction.
P
Civil authority
Police or governmental authority.
C
Civilian
Civilian population / non-combatant.
-
Unknown
Attribution unresolved.

Position 2 · Event type — base shape

S
Strike
Air, missile, or artillery strike — triangle.
E
Explosion
Blast or detonation — hexagon.
F
Firefight
Ground clash / direct engagement — bowtie.
V
Political violence
Raid, assassination, sectarian attack — pentagon.
P
Protest / unrest
Demonstration or civil unrest — diamond.
D
Displacement
Mass movement / forced exodus — chevron.
U
Humanitarian sighting
Aid or observer entity (NGO, UN) — rounded square.
-
Unknown
Uncategorised event — circle.

Position 3 · Domain — modifier

A
Air
Arc above the shape — aerial / airspace.
M
Maritime
Wave below the shape — naval / seaborne.
G / -
Ground or unset
No modifier — land, or domain unspecified.

Position 4 · Target — inner glyph

S
Military structure
Filled square — base, post, hardened site.
I
Critical infrastructure
Upward chevron — energy, transport, logistics.
P
Personnel
Solid dot — people / troops.
R
Residential
Small triangle — homes / civilian structures.
-
None
No target glyph — unspecified.

Position 5 · Status — corner indicator

C
Confirmed
Green dot, top-right.
U
Unconfirmed
Yellow dot, top-right.
D
Destroyed / lethal
Red cross, top-right.
-
Unspecified
No status indicator.

Worked combinations

Reading left to right, the five layers compose into one marker:

A S A S C
Confirmed airstrike
State Actor A · strike · air · military structure · confirmed.
B S - R D
Lethal strike on housing
State Actor B · strike · ground · residential · destroyed.
X E M I U
Maritime explosion
Non-state · explosion · maritime · infrastructure · unconfirmed.
X F - P U
Firefight
Non-state · firefight · ground · personnel · unconfirmed.
P V - P C
Political violence
Civil authority · political violence · ground · personnel · confirmed.
- D - - -
Reported displacement
Actor and details unresolved — a bare displacement marker.

Reading a code in the field: colour first (who), then shape (what), then any arc/wave (where — air or sea), the inner glyph (against what), and finally the corner (how sure / what outcome). With practice the whole code reads at a glance, which is the entire point.

NATO-standard unit symbols

Units and actors are rendered using standard military symbology — the familiar NATO scheme of friendly/hostile/unknown affiliations and infantry/armour/artillery functions. When the pipeline matches a unit in a report, it resolves the appropriate standard symbol so the unit appears on the map correctly.

Unlike the ESC code, these symbols attach to units and actors, not to events. See Units & Symbology for how to read them.

Telling them apart

ESC code NATO symbol
Describes Conflict events Military units / actors
Structure 5 positions: actor, event-type, domain, target, status Standard NATO symbol
Example D-ASU a NATO unit symbol
Drives The event marker's shape, colour, and fill The unit's rendered symbol

If you remember nothing else: ESC = events, NATO symbols = units, and the two are never interchangeable.

Why it matters

At scale — a battlespace can hold thousands of events — you can't read every record. Standardised symbology lets you scan a dense map and discriminate at a glance between, say, a confirmed strike on infrastructure and an unverified clash at a checkpoint. The codes do the work so your eye doesn't have to.

Where to next

← Core Concepts Open Krataxis ↗