REF

Dyson Sphere Program — Practical Progression Guide

A practical route from your first factory to Mission Completed

I made this guide while learning DSP because I kept losing the thread between one successful build and the next. It's meant to stay open while you're playing, not be read once from top to bottom and memorized.

The rhythm that worked for me is:

check the guide → play for a while → come back when you need your bearings → find the next useful action → return to the game

The default route is:

Bootstrap → Blue → Red → ILS → Yellow → Purple → Green → Dyson → Photon → White → Mission Completed → Logistics

Cube names used in this guide

DSP gives every cube a formal name, but in the middle of a build you mostly need to recognize the color. This guide therefore uses the color as the normal name:

blue cube (Electromagnetic Matrix) · red cube (Energy Matrix) · yellow cube (Structure Matrix) · purple cube (Information Matrix) · green cube (Gravity Matrix) · white cube (Universe Matrix)

When a formal Matrix name appears later, it's because the guide is naming the technology you click in the tech tree. Manufactured items, rates, stockpiles, and recipes are referred to by cube color.

Warp, a permanent pre-photon Dyson Sphere, broad PLS deployment, Gas Giant Exploitation, interstellar power transmission, advanced mining, and Dark Fog industry are optional paths. They're real options, but this guide doesn't make them mandatory. Take one when it solves a problem you can already name.


How to use this guide without constantly rereading it

Build-card assumptions

The build cards use standard recipes, no rare-resource substitutions, and no proliferation unless an Operating Note says otherwise.

Card presentation: Cards are optional high-level production references. The guide tells you what matters and why; a card shows the complete shape of one useful line without turning its internals into a machine-count exercise.

Card grammar: Supplies names the raw or established inputs. Production Map shows short branches and their convergence in build order. Destination states the exact end-product target and where it goes. Surplus Yield names only real reusable or blocking byproduct types. Operating Note appears only when something changes how the line is built or kept running.

Finite batches, travel loadouts, research purchases, route configuration, and orbital operation remain in phase prose. Exact internal draw rates, machine counts, belt counts, fill timers, and capacity margins are intentionally left to the factory you actually build.

Produced by:SmeltingAssemblyProcessing
Reusable production-line references2 LINES

These two examples introduce the same production-map format used by the phase cards. They are shared intermediate lines rather than objectives; later cards link back here when they reuse one.

Reusable line — Electromagnetic Turbines

Supplies

  • Iron Ore.
  • Copper Ore.

Production Map

Iron supplyIron Ore → Iron Ingots + Magnets
Copper supplyCopper Ore → Copper Ingots
Gear branchIron Ingots → Gears
Coil branchMagnets + Copper Ingots → Magnetic Coils
Motor convergenceIron Ingots + Gears + Magnetic Coils → Electric Motors
Turbine convergenceElectric Motors + Magnetic Coils → Electromagnetic Turbines

Destination

  • Electromagnetic Turbines → storage or the linked consuming line.
Reusable line — Graphene

Supplies

  • Crude Oil.
  • Stone.
  • Water.
  • Coal.

Production Map

Oil branchCrude Oil → Refined Oil + Hydrogen
Acid branchRefined Oil + Stone + Water → Sulfuric Acid
Graphite branchCoal → Energetic Graphite
Graphene convergenceSulfuric Acid + Energetic Graphite → Graphene

Destination

  • Graphene → storage or the linked consuming line.

That's the whole pattern: find your place → take the detail you need → go back to the game.

  1. Jump to the phase you're in. Use the phase strip on the right. If you're unsure, use the Quick Progress Index below.
  2. Read YOU ARE HERE first. It reminds you what you just solved, what matters now, and what comes next.
  3. Scan the phase dashboard. Your useful rate, next research, likely trouble spot, and move-on condition are all there.
  4. Use the collapsed build cards only when you want the how. Every production line that earns a card is listed; finite procedures stay in the phase text.
  5. Read the rest only when you need the why. You shouldn't have to reread a chapter just to recover one number.

And when you do come back:

You aren't expected to remember how every production line and reusable sub-line fits together. Leave the guide open, disappear into the game for a while, and come back when you can no longer remember why half the belts exist.


Quick Progress Index

Coming back from the game and not sure where you left off? Find the last milestone you can honestly remember completing, then jump to the next row. The tag in brackets takes you straight there.

Stage Search tag What you're aiming for
0[BOOTSTRAP]The factory builds the factory
1[BLUE]Keep blue cubes flowing
2[RED]Keep red cubes flowing and stabilize oil
3[ILS]Escape the homeworld, return with measured reserves, and retire manual hauling
4[YELLOW]Build sustainable yellow science after interplanetary supply is automated
5[PURPLE]Keep purple cubes flowing and unlock both paths to green
6[WARP]Optional mecha travel, vessel logistics, and rare-resource shortcuts
7[GREEN]Keep green cubes flowing and unlock cheap Space Warpers
8[DYSON]Default swarm route to ≥1.655 GW Dyson generation
9[SPHERE]Optional slower permanent route to the photon-power target
10[PHOTON]Critical Photons and Antimatter
11[WHITE]Keep white cubes flowing and finish Mission Completed
12[LOGISTICS]Automate the stations and carriers that make postgame expansion repeatable

Quick reference — Cube production targets

Come back to this table when an older cube line starts holding up research. The same useful numbers are repeated in the phase dashboards, so you don't need to memorize them.

These are useful targets for keeping the run moving, not commandments for how every factory must be built.

Cube color Minimum when first established Comfortable in its own phase Later target
Blue 20/min 40/min ~60+/min before the long green/endgame run of research
Red 10/min 20/min ~60+/min before the long green/endgame run of research
Yellow 15/min finite ILS bootstrap 22.5/min sustainable line ~60+/min once later research is waiting on yellow
Purple 12/min 24/min ~40/min before sustained white-cube production
Green 10/min 20/min scale toward ~40/min for a comfortable endgame pace

Don't build the endgame factory during the blue phase. Expand the older cube line that research is visibly waiting on.


0. [BOOTSTRAP] — Stop Handcrafting the Factory

Phase dashboard

At a glanceWhat matters now
Main goalReplace routine handcrafting with four small mall blocks
Research firstElectromagnetismBasic Logistics SystemAutomatic MetallurgyBasic Assembling
ThenMecha Core Lv1Mass Construction; take useful no-cube Inventory Capacity and Communication Control upgrades while the mall fills; finish with Electromagnetic Matrix
Keep an eye onPower headroom and mall branches waiting on recipes that have not arrived yet
Move on whenBelts, Sorters, Miners, Smelters, Assemblers, storage, and basic power replenish without handcrafting

Goal

Your first job is to stop being the factory. Build the mall in short, useful blocks rather than one sprawling machine that tries to predict the whole early tech tree.

The opening sequence has a practical rhythm: belts move material, smelters turn ore into useful stock, and Assemblers turn that stock into machinery. Steel, Foundations, and combat ammunition stay separate because their recipes arrive later.

Research first

ElectromagnetismBasic Logistics SystemAutomatic MetallurgyBasic Assembling

That order gives the factory its basic verbs: move, smelt, assemble. Once the trio is available, the first mall blocks can grow while Icarus handles only the odd missing part.

Then take Mecha Core Lv1 and Mass Construction. The no-cube upgrade rows are fair game while the mall fills: early Inventory Capacity gives Icarus more working room, and Communication Control makes the construction drones less fussy about where you stand. Buy the material-only levels that help, then unlock Electromagnetic Matrix when the mall can support the first science line. Leave ingredient-locked research for the phase that produces those ingredients.

Quick reference — How much is enough

You have enough when routine construction starts with a visit to self-filling boxes instead of a session in the Replicator. Let each mall block refill its limited storage while you work elsewhere; these are useful reserves, not four competing starter megabases.

Quick reference — Required builds

Each card traces one useful production line from supplies to its phase target. Open only the line you want help building; the guide remains complete with every card collapsed.

Mall Logistics — buffer 900 Belts + 400 SortersMANDATEDSTAGED

Supplies

  • Iron Ore.
  • Copper Ore.

Production Map

BUILD NOW
Iron supplyIron Ore → Iron Ingots
Copper supplyCopper Ore → Copper Ingots
Gear branchIron Ingots → Gears
Circuit branchIron Ingots + Copper Ingots → Circuit Boards
BUILD NOW
Belt branchIron Ingots + Gears → Conveyor Belt Mk.I
Sorter branchIron Ingots + Circuit Boards → Sorter Mk.I
PHASE-COMPLETE LINE
BuffersBelts → limited storage · Sorters → limited storage

Destination

  • Storage Mk.I — Conveyor Belt Mk.I — limit the buffer to 900 Belts.
  • Storage Mk.I — Sorter Mk.I — limit the buffer to 400 Sorters.
Mall Industry — buffer 50 Miners + 50 Smelters + 50 Mk.I AssemblersMANDATEDSTAGED

Supplies

  • Iron Ore.
  • Copper Ore.
  • Stone.
  • Gears (details in the card above).
  • Circuit Boards (details in the card above).

Production Map

BUILD NOW
Ingot smeltingIron Ore → Iron Ingots
Magnet smeltingIron Ore → Magnets
Copper supplyCopper Ore → Copper Ingots
Stone supplyStone → Stone Bricks
ADD AFTER Electromagnetism
Coil branchMagnets + Copper Ingots → Magnetic Coils
Mining MachinesIron Ingots + Gears + Magnetic Coils + Circuit Boards → Mining Machines
Arc SmeltersIron Ingots + Stone Bricks + Magnetic Coils + Circuit Boards → Arc Smelters
PHASE-COMPLETE LINE
Mk.I AssemblersIron Ingots + Gears + Circuit Boards → Assembling Machine Mk.I

Destination

  • Storage Mk.I — Mining Machines — limit the buffer to 50.
  • Storage Mk.I — Arc Smelters — limit the buffer to 50.
  • Storage Mk.I — Assembling Machine Mk.I — limit the buffer to 50.
Mall Storage — buffer 50 Storage Mk.I + 50 Storage TanksMANDATEDSTAGED

Supplies

  • Iron Ore.
  • Stone.

Production Map

BUILD NOW
Iron supplyIron Ore → Iron Ingots
Brick branchStone → Stone Bricks
Solid storageIron Ingots + Stone Bricks → Storage Mk.I
ADD AFTER Fluid Storage Encapsulation
Glass branchStone → Glass
Fluid storageIron Ingots + Stone Bricks + Glass → Storage Tank

Destination

  • Storage Mk.I — Storage Mk.I — limit the buffer to 50.
  • Storage Mk.I — Storage Tanks — limit the buffer to 50.
Mall Power — buffer 50 Wind Turbines + 100 Tesla Towers + 200 Combustible UnitsMANDATEDSTAGED

Supplies

Production Map

ADD AFTER Electromagnetism
Iron supplyIron Ore → Iron Ingots + Magnets
Copper supplyCopper Ore → Copper Ingots
Coil branchMagnets + Copper Ingots → Magnetic Coils
Wind TurbinesIron Ingots + Gears + Magnetic Coils → Wind Turbines
Tesla TowersIron Ingots + Magnetic Coils → Tesla Towers
BUILD ALONGSIDE THE GRID
Mecha fuelCoal → Combustible Units

Destination

  • Storage Mk.I — Wind Turbines — limit the buffer to 50.
  • Storage Mk.I — Tesla Towers — limit the buffer to 100.
  • Storage Mk.I — Combustible Units — limit the buffer to 200.

Watch for

Power headroom. Build toward roughly 5–10 MW of comfortable early capacity, mainly with coal-fed Thermal Power Plants once they unlock, before the Labs and oil district arrive.

One giant mall bus. Short blocks are easier to activate, troubleshoot, and abandon later than one early monument to optimism.

Ready to move on when

Next

Go to [BLUE].


1. [BLUE] — Get Blue Cubes Running

Phase dashboard

At a glanceWhat matters now
Main goalKeep blue cubes and research Labs running without hand-feeding
Good target20 blue cubes/min minimum, 40/min comfortable
Research firstThermal Power, then cheap utility unlocks; fold in Steel SmeltingReclamation once blue runs
Keep an eye onPower headroom and a blue line growing much faster than the factory around it
Move on whenBlue runs continuously and the grid has room for the oil district

Goal

Blue cubes should become background noise—in the good sense. Once the Labs can keep researching while you are somewhere else, the first science line is doing its job.

This phase is about dependable research, not clearing every newly visible branch. Establish the line, let a small buffer grow, and carry that steady supply into RED.

Research first

Start with Thermal Power. It gives Coal a permanent job and stops early grid growth from depending on another field of Wind Turbines.

The other cheap first choices are Weapon System, Engine, Electromagnetic Drive, Fluid Storage Encapsulation, and High-Efficiency Plasma Control. They are quick, so take whichever solves an immediate problem rather than treating their order as another critical path.

Once those small unlocks are out of the way, take Smelting Purification for Energetic Graphite, Missile Turret for basic base defense, Steel SmeltingReclamation, and Upgraded Logistics System for quality of life. Early Inventory Capacity and Communication Control upgrades are equally reasonable when carrying space or drone reach starts irritating you.

After Reclamation, loop a small Foundation buffer into the mall: Stone becomes Stone Bricks, Iron becomes Steel, and the two meet in one Assembler. It is a simple sleeping line, so it does not need a dedicated build card.

Crystal Smelting can wait until RED, and Signal Tower can wait until you already have a reason to produce its required component. Cheap research is useful; clearing the tree for its own sake is not.

Quick reference — How much is enough

20 blue/min is enough to keep early research moving while you build. 40/min is comfortable. Much later, when long purple, green, and photon research starts waiting on blue, expand toward roughly 60+/min.

The useful test now is simple: leave the district alone for a while and come back to research still running or a growing cube buffer.

Quick reference — Required builds

Each card traces one useful production line from supplies to its phase target. Open only the line you want help building; the guide remains complete with every card collapsed.

Blue Cubes — 40/minMANDATED

Supplies

  • Iron Ore.
  • Copper Ore.

Production Map

Iron ingotsIron Ore → Iron Ingots
Magnet branchIron Ore → Magnets
Copper ingotsCopper Ore → Copper Ingots
Coil branchMagnets + Copper Ingots → Magnetic Coils
Circuit branchIron Ingots + Copper Ingots → Circuit Boards
Science convergenceMagnetic Coils + Circuit Boards → blue cubes

Destination

  • Matrix Labs — blue cubes — sustain 40 blue cubes/min into research, with overflow storage if desired.

Watch for

Power headroom. Keep roughly 5–10 MW available while the blue Labs settle in; RED will add Oil Extractors, Refineries, and more Labs soon.

Oversizing blue. This line matters forever, but it does not need to become the first giant district on the planet.

Ready to move on when

Next

Go to [RED].


2. [RED] — Build the Oil Economy and Keep Red Cubes Flowing

Phase dashboard

At a glanceWhat matters now
Main goalRun two red-cube Labs continuously without deadlocking Plasma Refining
Useful target20 red cubes/min
Research firstSmelting Purification
High-Efficiency Plasma Control + Fluid Storage EncapsulationPlasma Extract RefiningEnergy Matrix
Keep an eye onBoth refinery outputs; either full outlet can stop the other
Move on whenTwo Labs sustain 20 red/min and Refined Oil has a continuing outlet

Goal

Oil is the first part of DSP that insists you care about the output you did not ask for. Plasma Refining produces Hydrogen and Refined Oil together; if either belt or tank fills, the Refineries stop making both.

Hydrogen feeds red science now and becomes valuable again later. Refined Oil has no urgent consumer yet, but it will kick-start Plastic, Organic Crystal, and Sulfuric Acid chemistry. Give each product its own belt through Storage Tanks and enough room to keep moving. The lesson is not “dispose of the spare output.” It is “never let useful future stock jam today's factory.”

Research first

Smelting Purification unlocks the Energetic Graphite side of the line. If BLUE's utility pass already covered it, that branch is ready to build.

Oil branch: High-Efficiency Plasma Control + Fluid Storage EncapsulationPlasma Extract RefiningEnergy Matrix.

If BLUE already cleared the cheap prerequisites, RED becomes pleasantly direct: build the graphite and oil branches, unlock their convergence, and let the Labs run.

Quick reference — How much is enough

20 red/min is enough for this phase. More importantly, you should be able to leave the oil district alone and return to red research still running, Hydrogen still moving, and Refined Oil accumulating without blocking the Refineries.

Quick reference — Required builds

Each card traces one useful production line from supplies to its phase target. Open only the line you want help building; the guide remains complete with every card collapsed.

Red Cubes — 20/minMANDATED

Supplies

  • Crude Oil.
  • Coal.

Production Map

Oil branchCrude Oil → Refined Oil + Hydrogen
Graphite branchCoal → Energetic Graphite
Science convergenceHydrogen + Energetic Graphite → red cubes

Destination

  • Matrix Labs — red cubes — sustain 20 red cubes/min into research, with overflow storage if desired.

Ready to move on when

Next

Go to [ILS].


3. [ILS] — Escape the Homeworld and Automate the First Interplanetary Route

Mission brief

This is one job in three locations, not three separate phases. Leave with a plan, build something worth returning to, then make Icarus unemployed as an interplanetary cargo vessel.

The whole route: unlock flight → pack a real outpost → smelt Titanium and Silicon remotely → return with the bootstrap cargo → build two ILS towers and five Vessels → configure automatic delivery.

Expedition manifest

CheckpointWhat matters
Before launchDrive Engine Lv2, Titanium Smelting, comfortable fuel, and a powered-outpost loadout
Return cargo860 Titanium Ingots and 520 High-Purity Silicon
Research purchase200 yellow cubes: 80 for High-Strength Titanium Alloy and 120 for Interstellar Logistics System
Final hardwareTwo ILS towers and five Logistics Vessels
Mission completeTitanium Ingots and High-Purity Silicon arrive home without Icarus

1. Get flight-ready

Unlock the trip: EngineDrive Engine Lv1; then Mecha Core Lv2Drive Engine Lv2. Research Titanium Smelting before departure so the remote factory can ship finished material instead of bulky ore.

Clear the support branches while the loadout is being packed:

Pack for an outpost, not a visit: Miners, Smelters, Belts, Sorters, storage, independent power, Foundations where useful, and enough fuel and core-energy margin to survive an ugly approach. Add local defenses when Dark Fog makes an unattended mining world a bad neighborhood.

Launch when: Drive Engine Lv2 and Titanium Smelting are complete, the destination is understood, and the cargo can leave a powered factory behind.

2. Build an outpost worth returning to

The starter planet has no normal Titanium Ore veins, and Stone-derived Silicon is only a bootstrap. Smelt both resources at the destination: finished material uses the return trip better, and the same powered lines can feed the future source station.

The measured cargo funds the whole bridge. Keep this allocation visible while unloading so the factory does not quietly eat the parts meant to retire manual hauling.

Return cargoReserveWhat it funds
Titanium Ingots600The first 200 yellow cubes
Titanium Ingots180Titanium Alloy for the ILS bridge
Titanium Ingots80The two PLS components inside the ILS pair
Titanium total860Do not spend below this reserve before the bridge is built
High-Purity Silicon520130 Processors for two towers and five Logistics Vessels

Before flying home

3. Make the route automatic

Finish the unlock: Basic Chemical EngineeringPolymer Chemical EngineeringHigh-Strength CrystalStructure Matrix. Planetary Logistics System and Reinforced Thruster must also be ready before the final ILS unlock.

Finite yellow spendCubes
High-Strength Titanium Alloy80
Interstellar Logistics System120
Total batch200

Build the bridge:

  1. Protect the replication parts first. Place one Storage Mk.I beside the temporary assembly area. Reserve the PLS and ILS precursors there as they are made: 80 Steel, 80 Titanium Ingots, 130 Processors, 80 Particle Containers, 180 Titanium Alloy, and the 50 Electromagnetic Turbines intended for Reinforced Thrusters. Do not let ordinary production borrow from this box.
  2. Build the temporary component lines.
    Sulfuric AcidCrude Oil → Refined Oil; Refined Oil + Stone + Water → Sulfuric Acid
    SteelIron Ore → Iron Ingots → Steel
    Titanium AlloyReserved Titanium Ingots + Steel + Sulfuric Acid → Titanium Alloy
    Microcrystalline branchHigh-Purity Silicon + Copper Ingots → Microcrystalline Components
    Circuit branchIron Ingots + Copper Ingots → Circuit Boards
    ProcessorsMicrocrystalline Components + Circuit Boards → Processors
    TurbinesBuild 210 through the reusable Electromagnetic Turbine line; reserve 160 for Particle Containers and 50 for Reinforced Thrusters
    Particle ContainersElectromagnetic Turbines + Graphene → Particle Containers
    Reinforced ThrustersTitanium Alloy + Electromagnetic Turbines → Reinforced Thrusters
  3. Assemble the transport hardware. Use the Replicator or temporary Assemblers to turn Steel, Titanium Ingots, Processors, and Particle Containers into two PLS components; upgrade those with Titanium Alloy and Particle Containers into two ILS towers; then combine Titanium Alloy, Processors, and Reinforced Thrusters into five Logistics Vessels. Return each finished part to the protected box until the full set exists.
  4. Configure the remote source. Place one unpowered ILS beside the outpost storage. Add Titanium Ingots and High-Purity Silicon as station items and set both to the blue Remote Supply / Provider state. Belt both smelting outputs into their filtered station slots.
  5. Configure the home receiver. Place and power the other ILS at home, add the same two materials, set both to the orange Remote Demand / Receiver state, and install all five Vessels. Filter the station outputs toward the factory. Once the first Vessel launches, Icarus has made the final manual cargo run.

Done when

Next

Go to [YELLOW] and replace the finite research batch with sustainable science.


4. [YELLOW] — Build Sustainable Yellow Science

Phase dashboard

At a glanceWhat matters now
Main goalKeep three yellow-cube Labs supplied from local chemistry and imported Titanium Ingots
Good targetThree Labs now; expand only when research is visibly waiting on yellow
Useful side researchSuper Magnetic Field Generator clears the hidden prerequisite for Integrated Logistics System and its belt-quality upgrades
Keep an eye onShared chemical supplies, Refined Oil balance, and the Titanium ILS receiver
Move on whenThree yellow Labs run continuously

Goal

Yellow is where the tidy little starter factory begins borrowing ingredients from every cupboard at once. Oil, Coal, Water, and imported Titanium now serve several jobs, so one neglected branch can stop machinery on the other side of the district.

Give shared materials visible supply points, keep important liquids in tanks you can glance at, and use the Statistics panel when something stops instead of interrogating every Chemical Plant on the planet. You are still playing a factory game; the goal is to spot the hungry line quickly and get back to building.

Research first

Structure Matrix was already unlocked for the ILS bridge, so sustainable yellow has no new gate to clear before you build it.

As a useful side purchase, Super Magnetic Field Generator clears the hidden prerequisite for Integrated Logistics System. Take it when stacked-belt tools sound useful; leave the actual purple unlock chain for PURPLE.

Quick reference — How much is enough

Three Labs’ worth is enough when yellow keeps researching while the chemical branches refill their own buffers. Expand only when the research queue is visibly waiting on yellow rather than on an older color or a missing prerequisite.

Quick reference — Required builds

Each card traces one useful production line from supplies to its phase target. Open only the line you want help building; the guide remains complete with every card collapsed.

Yellow Cubes — three Labs’ worthMANDATED

Supplies

  • Crude Oil.
  • Coal.
  • Water.
  • Titanium Ingots.

Production Map

TITANIUM CRYSTAL BRANCH
Oil branchCrude Oil → Refined Oil + Hydrogen
Plastic branchRefined Oil + Energetic Graphite → Plastic
Organic Crystal branchPlastic + Refined Oil + Water → Organic Crystals
Titanium Crystal branchOrganic Crystals + Titanium Ingots → Titanium Crystals
DIAMOND BRANCH
Graphite branchCoal → Energetic Graphite
Diamond branchEnergetic Graphite → Diamonds
FINAL CONVERGENCE
Science convergenceTitanium Crystals + Diamonds → yellow cubes

Destination

  • Matrix Labs — yellow cubes — sustain three Labs’ worth of yellow cubes into research, with overflow storage if desired.

Ready to move on when

Next

Go to [PURPLE].


5. [PURPLE] — Build the First Truly Wide Production Tier

Phase dashboard

At a glanceWhat matters now
Main goalResearch Information Matrix and keep three purple-cube Labs producing continuously
Good target18 purple/min from two independently buffered production branches
Research firstApplied SuperconductorHigh-Strength MaterialParticle ControlInformation Matrix
Keep an eye onGraphene and Hydrogen outlets, older cube lines, and whichever purple endpoint falls behind
Move on whenThree purple Labs run continuously

Goal

Purple is where DSP hands you two yellow-sized shopping lists at once. One ends in Processors; the other disappears into a long chemical chain before coming back as Particle Broadband. Build them as separate neighborhoods, give each endpoint a visible buffer, and let logistics introduce them at the science district.

This is also where reusable blueprints and a broader mall start feeling less like preparation and more like cheating in the nicest possible way. Copy what already works, expand the branch whose box is empty, and resist the urge to route the entire planet through one final heroic belt.

Research first

Applied SuperconductorHigh-Strength MaterialParticle ControlInformation Matrix

Basic Chemical Engineering, the prerequisite for Applied Superconductor, was cleared during the ILS bridge. The other purple requirement, Processor, was built there too. Follow the new chemical branch to Information Matrix, then let production lead the phase.

Quick reference — How much is enough

Three purple Labs are enough when both endpoint stores recover while the Labs run. The reference branches are deliberately larger than the initial science draw, so watch the stored Processors and Particle Broadband rather than solving the whole district again.

Quick reference — Required builds

Each card traces one useful production line from supplies to its phase target. Open only the line you want help building; the guide remains complete with every card collapsed.

Processors — 45/minMANDATED

Supplies

  • Iron Ore.
  • Copper Ore.
  • Silicon Ore.

Production Map

Metal supplyIron Ore + Copper Ore → Iron Ingots + Copper Ingots
Circuit branchIron Ingots + Copper Ingots → Circuit Boards
Silicon branchSilicon Ore → High-Purity Silicon → Microcrystalline Components
Processor convergenceCircuit Boards + Microcrystalline Components → Processors

Destination

  • Storage Mk.I — Processors — receive 45 Processors/min before distribution to purple science and later consumers.
Particle Broadband — 22.5/minMANDATED

Supplies

Production Map

Nanotube branchGraphene + Titanium Ingots → Carbon Nanotubes
Plastic branchRefined Oil + Energetic Graphite → Plastic
Silicon branchHigh-Purity Silicon → Crystal Silicon
Broadband convergenceCarbon Nanotubes + Plastic + Crystal Silicon → Particle Broadband

Destination

  • Storage Mk.I — Particle Broadband — receive 22.5 Particle Broadband/min before distribution to purple science.

Watch for

Hydrogen. The oil-supported Graphene and Plastic branches return substantial Hydrogen. Give it storage or consumption before either chemical branch deadlocks.

ILS starvation. If Titanium or Silicon runs dry, inspect the supplying station and the receiving station before expanding production. Add capacity where the queue forms, and top the first home ILS up to ten Vessels if it still has only the five used for the rush.

Ready to move on when

Next

Continue to [GREEN], or use [WARP] when a named rare resource justifies the detour.


6. [WARP] — Optional Interstellar Shortcuts

Phase dashboard

At a glanceWhat matters now
Main goalChoose a rare resource for a named baseline bottleneck, then build its real extraction and replacement line
Useful breakpointsMecha warp for scouting; vessel warp for sustained ILS traffic; green cubes for cheap Warpers
Research pathsDrive Engine Lv4 for Icarus; Logistics Carrier Engine Lv4 for vessels
Keep an eye onWarper supply, paired Hydrogen outputs, and whether a rare deposit actually replaces the bottleneck you came for
Use this section untilThe chosen import is stable; WARP has no completion gate
Optional route disclaimer: Interstellar expansion diverts research, cubes, buildings, fuel, and attention from the practical completion route. The reference below explains the bargains; how many shortcuts you take is your decision.

Goal

Drive Engine Lv4 gives Icarus mecha warp for scouting and hand-carried startup loads. Logistics Carrier Engine Lv4 gives vessels warp for continuous ILS routes. Personal warp finds and starts the outpost; vessel warp keeps it supplied and exports the result.

The rare-resource table tells you where each material comes from and which standard branch it replaces. Mine or pump the rare material into a source ILS, import it to the established factory when the alternate recipe still needs ordinary supplies, and make the substitution where the full-line card names it.

Research paths

For mecha warp, complete Gravitational Wave Refraction, Drive Engine Lv3, Mecha Core Lv4, and Drive Engine Lv4. Vessel warp continues through Logistics Carrier Engine Lv4, which depends on personal warp. Before green, Warpers use the expensive Graviton Lens recipe; after Gravity Matrix, the 1 green cube → 8 Warpers recipe is the practical automation point.

Rare-resource shortcuts

Mine ordinary rare veins, pump Sulfuric Acid oceans, or collect Fire Ice after Gas Giant Exploitation. A rare recipe replaces only the baseline inputs named in its operating note; it does not grant a free factory around them.

ResourceAcquire it byWhat it changes
Organic Crystal (mined)Mining Organic Crystal veinsFeeds Titanium Crystals directly and removes the synthetic Plastic + Refined Oil + Water chain.
Sulfuric AcidPlacing Water Pumps on a Sulfuric Acid oceanRemoves the Refined Oil + Stone + Water acid process wherever imported acid is used.
Fire IceMining Fire Ice veins or importing it from an Orbital CollectorMakes Graphene directly and returns Hydrogen as a paired output.
Kimberlite OreMining Kimberlite veinsSmelts two Diamonds per ore and skips Energetic Graphite.
Fractal SiliconMining Fractal Silicon veinsAssembles two Crystal Silicon per ore and skips High-Purity Silicon.
Optical Grating CrystalMining Optical Grating Crystal veinsCan replace Titanium Crystals in Casimir Crystals or replace Prisms in Photon Combiners.
Spiniform Stalagmite CrystalMining Spiniform Stalagmite Crystal veinsMakes Carbon Nanotubes without Graphene or Titanium Ingots.
Unipolar MagnetMining Unipolar Magnet veins after locating a depositMakes Particle Containers without Electromagnetic Turbines or Graphene.

Quick reference — How much is enough

One Mk.I Assembler making 36 Warpers/min is an intentionally arbitrary convenience line: it rapidly fills a limited buffer and then sleeps. Feed that buffer into ILS warper reserves. Rare-resource extraction is demand-led: add enough miners, pumps, or collectors to keep the chosen replacement branch supplied. Open the Space Warper production card in GREEN when you are ready to automate the post-green recipe.

Next

WARP is optional. Return to the section that matches your actual progression whenever the shortcut you wanted is operating—or immediately, if none of these bargains is worth the detour.


7. [GREEN] — Build the Two Late-Game Ingredient Branches

Phase dashboard

At a glanceWhat matters now
Main goalResearch Gravity Matrix and keep two green-cube Labs producing continuously
Good target10 green/min from two independently buffered late-game branches
Research nextMiniature Particle ColliderStrange MatterGravitational Wave Refraction
Casimir Crystal + High-Strength GlassWave Function InterferenceQuantum Chip
Both branches → Gravity Matrix
Keep an eye onHydrogen tank trends, Deuterium draw, Particle Containers, and the power cost of both Colliders
Move on whenTwo green Labs run continuously and both endpoint stores remain stable

Goal

Green asks for two purple-sized factories at once. The Quantum branch is a deep electronics project; the gravity branch adds Deuterium, Particle Containers, Strange Matter, and Colliders with a healthy appetite for power. One homeworld and one mining colony may finally begin to feel a little snug.

Give both branches visible endpoints and expand the one that actually falls behind. If moving all this material becomes a bigger chore than building it, the optional [LOGISTICS] section can help automate the transport hardware—but it is an invitation, not homework. Either way, this is the last major ingredient build before the factory reaches for the star.

Research first

Gravity branch: Miniature Particle ColliderStrange MatterGravitational Wave Refraction.

Quantum branch: Casimir Crystal + High-Strength GlassWave Function InterferenceQuantum Chip.

When Gravitational Wave Refraction and Quantum Chip are both complete, research Gravity Matrix and bring the two manufactured endpoints together at science.

Quick reference — How much is enough

Two green Labs are enough when Quantum Chip and Graviton Lens storage both recover while the Labs run. The reference branches provide more than the initial science draw; thicken only the one whose endpoint visibly falls behind.

Quick reference — Required builds

Each card traces one useful production line from supplies to its phase target. Open only the line you want help building; the guide remains complete with every card collapsed.

Quantum Chips — 7.5/minMANDATEDSTAGED

Supplies

Production Map

ADD AFTER Casimir Crystal
Casimir branchTitanium Crystals + Graphene + Hydrogen → Casimir Crystals
Glass branchStone → Glass
Titanium Glass branchGlass + Titanium Ingots + Water → Titanium Glass
ADD AFTER Wave Function Interference
Filter convergenceCasimir Crystals + Titanium Glass → Plane Filters
ADD AFTER Quantum Chip
Final convergencePlane Filters + Processors → Quantum Chips

Destination

  • Storage Mk.I — Quantum Chips — receive 7.5 Quantum Chips/min before green science.
Graviton Lenses — 7.5/minMANDATEDSTAGED

Supplies

Production Map

ADD AFTER Miniature Particle Collider
Deuterium branchHydrogen → Miniature Particle Collider → Deuterium
Container branchElectromagnetic Turbines + Graphene → Particle Containers
ADD AFTER Gravitational Wave Refraction
First convergenceDeuterium + Particle Containers + Iron Ingots → Strange Matter
Diamond branchCoal → Energetic Graphite → Diamonds
Final convergenceStrange Matter + Diamonds → Graviton Lenses

Destination

  • Storage Mk.I — Graviton Lenses — receive 7.5 Graviton Lenses/min before green science.
Space Warpers — 36/min from green cubesOPTIONALAFTER GREEN

Supplies

  • Green cubes from the established GREEN convergence.

Production Map

ADD AFTER Gravity Matrix
Efficient recipeGreen cubes → Space Warpers → limited storage
Network feedLimited storage → ILS warper slots

Destination

  • Storage Mk.I — Space Warpers — receive 36 Space Warpers/min and feed the interstellar logistics network.

Watch for

Hydrogen accounting. Casimir production consumes Hydrogen quickly. Feed it from a tank, watch that tank for depletion, and return reusable Hydrogen byproducts to the same supply when your chosen branches produce them.

Particle Containers. Strange Matter can empty an old component supply that looked generous during ILS. Expand that branch only if its buffer actually drains.

Ready to move on when

Next

Take the fast practical route to [DYSON], or choose [SPHERE] when you deliberately want permanent structure first.


8. [DYSON] — Build the Photon Swarm

Phase dashboard

At a glanceWhat matters now
Main goalAutomate Solar Sail production and keep a working EM-Rail launch network supplied
Good targetA partial swarm that already gives Ray Receivers useful output; continue scaling it during PHOTON
Research firstSolar CollectionPhoton Frequency ConversionSuper Magnetic Field GeneratorSolar Sail Orbit SystemRay Receiver
Keep an eye onMeasured Ejector duty, Solar Sail storage trend, star luminosity, sail lifetime, and live Dyson generation
Move on whenAntimatter production is reliable and its output can reach the science district

Goal

The factory has reached the point where the next power plant belongs in space. Solar Sails leave the planet, settle into orbit, and become the megastructure that will carry this run through Antimatter, white science, and victory. Every working Ejector makes that finish a little less theoretical.

Build the sail line, spread the Ejectors across useful firing zones, and watch the live Dyson readout climb. The full reference swarm is a planning target, not a locked door: lensed Ray Receivers can start making Critical Photons long before the sky is full. Begin PHOTON as soon as that partial swarm produces dependable work, then keep launching while the endgame advances underneath it.

Research first

Solar CollectionPhoton Frequency ConversionSuper Magnetic Field GeneratorSolar Sail Orbit SystemRay Receiver

Quick reference — How much is enough

This is an averaged planning target, not a magic finish line. The baseline model uses 517.5 Solar Sails/min of installed production, approximately 511 launches/min, and at least 1.655 GW of live Dyson generation to fully supply four warmed, lensed Receivers at Ray Efficiency Lv0. Orbit geometry, firing duty, sail lifetime, star luminosity, and upgrades will move the real result.

An Ejector launches 20 sails/min while firing. Eighty Ejectors at 32% average duty produce about 512 launches/min, but installed count is not throughput. More importantly, the Receivers will begin banking the 4,000 Antimatter needed for the finish well before this whole reference system reaches equilibrium. Treat the numbers as comfortable capacity to grow toward while PHOTON and WHITE proceed—not as permission to start them.

Quick reference — Required builds

Each card traces one useful production line from supplies to its phase target. Open only the line you want help building; the guide remains complete with every card collapsed.

Solar Sails — 517.5/min installed capacityMANDATEDSTAGED

Supplies

Production Map

ADD AFTER Photon Frequency Conversion
Prism branchStone → Glass → Prisms
Combiner branchPrisms + Circuit Boards → Photon Combiners
Sail convergencePhoton Combiners + Graphene → Solar Sails
ADD AFTER Solar Sail Orbit System
Launch feedSolar Sails → storage → EM-Rail Ejectors

Destination

  • Storage Mk.I — Solar Sails — receive 517.5 Solar Sails/min installed capacity before the Ejector feed.
EM-Rail Ejectors — buffer 80MANDATEDSTAGED

Supplies

Production Map

ADD AFTER Solar Sail Orbit System
Iron supplyIron Ore → Iron Ingots
Magnet branchIron Ore → Magnets
Gear branchIron Ingots → Gears
Steel branchIron Ingots → Steel
Graphite branchCoal → Energetic Graphite
Ring branchElectromagnetic Turbines + Magnets + Energetic Graphite → Super-Magnetic Rings
Ejector convergenceSteel + Gears + Processors + Super-Magnetic Rings → EM-Rail Ejectors

Destination

  • Storage Mk.I — EM-Rail Ejectors — limit the deployment buffer to 80 Ejectors.

Watch for

Power synchronization. A large Ejector block can switch on together when the injection point becomes visible. Stage deployment and watch the power graph.

Phase overlap. Start [PHOTON] as soon as the partial swarm supports useful Receiver output. The 1.655-GW target means the intended 48/min endpoint is fully supplied; it is not a ban on doing useful work earlier.

Ready to move on when

Next

Start [PHOTON] as soon as the swarm can support useful Receiver output. Keep the Ejectors firing in parallel until Antimatter production is comfortably carrying the finish.


9. [SPHERE] — Optional Permanent Dyson Sphere

Phase dashboard

At a glanceWhat matters now
Main goalBuild a steady rocket line and grow the Dyson Sphere that will carry the factory over the final stretch
Good targetA small closed structure that already gives Ray Receivers useful output; expand it during PHOTON
Research firstSolar CollectionPhoton Frequency ConversionSuper Magnetic Field GeneratorSolar Sail Orbit SystemRay Receiver
Then High-Strength Lightweight StructureVertical Launching Silo
Keep an eye onWhether rockets can reach an unfinished node or frame, whether a completed boundary encloses a shell, and which established component store empties first
Move on whenAntimatter production is reliable and its output can reach the science district

Goal

The permanent route trades a quick consumable swarm for a slower structure that stays with the star. Rockets build the skeleton—nodes and the frames between them—while Solar Sails fill shell areas only after those frames close a valid boundary.

Start small in the Sphere Editor. Draw something your first rocket line can finish, keep the Silo supplied, and add a shell to the completed frame instead of designing the final monument on day one. The shape determines the total material bill, so live Dyson generation remains the useful measure of progress.

Research first

Shared receiver path: Solar CollectionPhoton Frequency ConversionSuper Magnetic Field GeneratorSolar Sail Orbit SystemRay Receiver.

Permanent construction path: High-Strength Lightweight StructureVertical Launching Silo. Vertical Launching Silo also carries an implicit Quantum Chip requirement, already satisfied by GREEN.

Quick reference — How much is enough

Rocket factory: 7.5/min installed capacity. One Silo: 5 launches/min. Endpoint: enough live permanent generation to supply the Receivers you are actually using; 1.655 GW at Ray Efficiency Lv0 fully supplies the four-Receiver comfortable target.

Quick reference — Required builds

Each card traces one useful production line from supplies to its phase target. Open only the line you want help building; the guide remains complete with every card collapsed.

Dyson Sphere Components — 16.875/minOPTIONALSTAGED

Supplies

Production Map

ADD AFTER High-Strength Lightweight Structure
Frame branchCarbon Nanotubes + Titanium Alloy + High-Purity Silicon → Frame Material
Component convergenceFrame Material + Solar Sails + Processors → Dyson Sphere Components

Destination

  • Storage Mk.I — Dyson Sphere Components — receive 16.875 Dyson Sphere Components/min before rocket assembly.
Deuteron Fuel Rods — 30/minOPTIONAL

Supplies

Production Map

Graphite branchCoal → Energetic Graphite
Magnet branchIron Ore → Magnets
Ring convergenceElectromagnetic Turbines + Magnets + Energetic Graphite → Super-Magnetic Rings
Fuel Rod convergenceDeuterium + Titanium Alloy + Super-Magnetic Rings → Deuteron Fuel Rods

Destination

  • Storage Mk.I — Deuteron Fuel Rods — receive 30 Deuteron Fuel Rods/min before rocket assembly or fusion-power use.

Watch for

Editor state. Rockets need unfinished nodes or frames to build, and Sails cannot become permanent until completed frames enclose a designated shell area.

Support-line starvation. Follow the first empty component store backward instead of increasing the Rocket Assembler count. The permanent route reuses several mature branches at once.

Ready to move on when

Next

Progress to [PHOTON]. Continue permanent construction in parallel until the Receiver array is fully supplied.


10. [PHOTON] — Critical Photons and Antimatter

Phase dashboard

At a glanceWhat matters now
Main goalWarm four lensed Ray Receivers and convert every produced Critical Photon into Antimatter
Comfortable endpoint48 Critical Photons/min and 48 Antimatter/min when Dyson supply is complete
Research nextPlanetary Ionosphere UtilizationDirac Inversion Mechanism
Keep an eye onContinuous Receiving, Receiver Strength, lens supply, live Dyson supply, and the Collider's Hydrogen outlet
Move on whenAt least 2,000 Antimatter is stored and the live production trend feels strong enough to continue into WHITE

Goal

The orbital project finally pays out as an ordinary factory item. The chain is short, but every link matters:

Live Dyson powerLensed Ray ReceiversCritical PhotonsPhoton MaterializationAntimatter + Hydrogen

Receivers warm gradually and can only draw what the swarm or sphere supplies. The Collider simply processes the Critical Photons that arrive, so this phase is mostly about keeping four Receivers lensed, watching the orbital source grow, and refusing to let returned Hydrogen block the final conversion.

Planetary Ionosphere Utilization enables lens-assisted receiving. Dirac Inversion Mechanism unlocks Photon Materialization and Photon Generation mode. Controlled Annihilation Reaction is later fuel technology; it is not required to make Antimatter.

Quick reference — How much is enough

Two lensed Receivers: up to 24 photons/min. Four: up to 48/min. Production ramps as Receivers warm and orbital power grows, so judge the trend rather than demanding an instant rate. Once at least 2,000 Antimatter is waiting in storage, half the final white-science supply is already banked; decide whether the live rate is good enough to carry the rest while WHITE begins.

Quick reference — Receiver-to-antimatter procedure

  1. Place four Ray Receivers, supply Graviton Lenses, and select Photon Generation on every building.
  2. Let Continuous Receiving and Receiver Strength warm up while checking whether live Dyson generation satisfies the array.
  3. Belt Critical Photons into a Miniature Particle Collider set to Photon Materialization.
  4. Send Antimatter toward visible storage beside the white-science district and keep the Collider's returned-Hydrogen outlet clear.
  5. Keep tending the swarm or sphere while the Antimatter reserve grows; this is the rare late-game wait where checking four lens slots is useful work.

Watch for

Warm-up before diagnosis. A correctly configured Receiver still underperforms until Continuous Receiving and Receiver Strength settle.

Returned Hydrogen. Photon Materialization returns Hydrogen one-for-one. A blocked outlet stops Antimatter.

Ready to move on when

Next

Go to [WHITE] when the 2,000-Antimatter reserve is banked and the live rate feels trustworthy. Keep expanding the swarm or sphere in parallel.


11. [WHITE] — White Cubes and Mission Completed!

Phase dashboard

At a glanceWhat matters now
Main goalResearch Universe Matrix, sustain 40 white/min, and feed 4,000 into Mission Completed!
Final convergence10 production Labs supplied by the five established cube colors and Antimatter
Research nextUniverse MatrixMission Completed!
Keep an eye onThe first earlier cube color whose input belt empties
Move on whenMission Completed finishes

Goal

White science is a convergence test, not a mysterious new factory: blue + red + yellow + purple + green + Antimatter → ten white-cube Labs → storage and research. Every feeder already has a production history; bring the six products together, then follow the first input that runs dry.

Universe Matrix costs 2,000 of every colored Matrix before white production can begin. Mission Completed! then consumes 4,000 white cubes. Build the production line while the unlock research is running, and fix only the feeder that actually starves.

Quick reference — How much is enough

40 white/min: 10 production Labs and 40/min from all six inputs. The 4,000-cube material batch takes 1 hour 40 minutes at that rate.

Quick reference — Final convergence

Bring blue, red, yellow, purple, and green cubes plus Antimatter to the white-science district. Feed all six inputs into ten Matrix Labs for the stated 40/min target, send the resulting white cubes to research, and expand only the feeder that actually starves.

Watch for

The newest line is rarely the bottleneck. White science often exposes a tiny old red, yellow, or purple district that had enough buffer to look healthy until every color was demanded continuously.

Ready to move on when

Next

Finish Mission Completed!, then go to [LOGISTICS] and automate the hardware used by whatever comes next.


12. [LOGISTICS] — Automate the Infrastructure That Moves Everything

Phase dashboard

At a glanceWhat matters now
Main goalBuild limited hardware buffers for distribution, planetary, and interstellar expansion
Buffer ruleLimit every output box; these are bursty mall lines, not permanent megabase consumption targets
Research checkDistribution Logistics System · Planetary Logistics System · Interstellar Logistics System
Keep an eye onShared Processor, Particle Container, Titanium Alloy, and Turbine supplies when several boxes refill together
Move on whenAll six buffers refill without handcrafting and route settings make sense at a glance

Goal

This is the point where a good blueprint can become a whole factory district in a few clicks. Keep Distributors, towers, and their carriers waiting in limited mall buffers; when a new line needs supplies, paste the layout, place the transport hardware, choose the requested items, and let the network do the walking.

Distributors and Bots handle the last few meters between storage and Icarus or nearby boxes. PLS towers and Drones move bulk cargo around one planet. ILS towers and Vessels cross the gap between planets—and, with Warpers, between stars. Provider offers an item, Receiver asks for it, and Depot simply stores it. Local settings control Drones; Remote settings control Vessels.

Research first

Distribution Logistics System unlocks Distributors and Bots. Planetary Logistics System unlocks PLS and Drones. Interstellar Logistics System unlocks ILS and Vessels. You used the stations during progression; this section makes their replacement stock refill itself.

Quick reference — How much is enough

Keep 50 Distributors + 200 Bots, 10 PLS + 200 Drones, and 10 ILS + 50 Vessels in limited buffers. Restrict the storage slots before connecting the output Sorters; these lines should sleep between expansion projects.

Quick reference — Required builds

Each card traces one useful production line from supplies to its phase target. Open only the line you want help building; the guide remains complete with every card collapsed.

Distribution Logistics Hardware — buffer 50 Distributors + 200 BotsMANDATED

Supplies

Production Map

Prism branchStone → Glass → Prisms
Exciter branchPrisms + Magnetic Coils → Plasma Exciters
Distributor convergenceIron Ingots + Processors + Plasma Exciters → Logistics Distributors
Engine branchGears + Magnetic Coils → Engines
Bot convergenceEngines + Processors → Logistics Bots

Destination

  • Storage Mk.I — Logistics Distributors — limit the buffer to 50.
  • Storage Mk.I — Logistics Bots — limit the buffer to 200.
Planetary Logistics Hardware — buffer 10 PLS + 200 DronesMANDATED

Supplies

Production Map

PLS convergenceSteel + Titanium Ingots + Processors + Particle Containers → Planetary Logistics Stations
Thruster branchSteel + Copper Ingots → Thrusters
Drone convergenceIron Ingots + Processors + Thrusters → Logistics Drones

Destination

  • Storage Mk.I — Planetary Logistics Stations — limit the buffer to 10.
  • Storage Mk.I — Logistics Drones — limit the buffer to 200.
Interstellar Logistics Hardware — buffer 10 ILS + 50 VesselsMANDATED

Supplies

Production Map

ILS convergencePlanetary Logistics Stations + Titanium Alloy + Particle Containers → Interstellar Logistics Stations
Thruster branchTitanium Alloy + Electromagnetic Turbines → Reinforced Thrusters
Vessel convergenceTitanium Alloy + Processors + Reinforced Thrusters → Logistics Vessels

Destination

  • Storage Mk.I — Interstellar Logistics Stations — limit the buffer to 10.
  • Storage Mk.I — Logistics Vessels — limit the buffer to 50.

Watch for

Shared supplies. Several hardware lines draw Processors, Particle Containers, Titanium Alloy, and Electromagnetic Turbines. If multiple buffers refill together, expand only the established supply that actually empties.

Station charging. Newly placed logistics stations can create a temporary power spike while charging. Lower charging power or stage placement instead of redesigning a healthy grid around a transient load.

Ready to move on when


Optional Paths

These aren't side quests you owe the tech tree. Take one when it solves a problem you can already see; otherwise leave it alone and keep moving.


[PILE SORTER] — Integrated Logistics

What it's for

Fix production lines that are being held back by how quickly items can enter or leave the machines.

Take it when

Do this

Research it when machine input or output speed is already the problem—not when the icon merely starts glowing.

Don't take it merely because it's available.

Return to the main route when

Once the sorters are no longer what's slowing the line down, return to the main progression path.


[GAS GIANT] — Orbital Collectors

What it's for

Use Orbital Collectors when making enough Hydrogen, Deuterium, or Fire Ice locally is becoming more trouble than it's worth.

Take it when

Do this

Take Orbital Collectors because you need the gas, not because the technology happens to be sitting there looking affordable.

Green is often the point where the economics become obvious.

Return to the main route when

Once gas supply is no longer slowing green or later production, return to the main route.


[INTERSTELLAR POWER] — Energy Exchangers and Accumulator Shipping

What it's for

Use this when powering remote worlds locally is awkward and shipping charged accumulators is genuinely easier.

Take it when

Do this

Compare the continuing logistics burden with the unglamorous alternative of simply building local generation.

Remember that a new ILS can create a large temporary charging spike; don't mistake that brief load for the remote world's permanent demand.

Return to the main route when

Use the simpler power system. Don't create a logistics network merely to avoid a few easy local generators.


[ADVANCED MINING] — Large Remote Extraction Networks

What it's for

Make large multi-world mining networks quicker and less tedious to build.

Take it when

Do this

Treat it as a convenience upgrade for a factory that's already spread across many worlds, not as permission to spread too early.

It isn't required for an efficient Mission Completed run.

Return to the main route when

If mining is no longer what's slowing expansion down, go fix whatever production or logistics problem actually is.


[DARK FOG] — Hidden Industrial Technology

What it's for

Access the hidden Dark Fog industrial branch in a long-run combat-focused game.

Take it when

Do this

Treat Dark Fog industry as a separate progression lane.

Holo Beacon can help you manage deliberate Relay interaction, but you still need the Dark Fog to reach the right levels and drop the required items.

Return to the main route when

For the default Mission Completed route: don't enter this branch at all.


One-Screen Default Checklist

[BOOTSTRAP]

[BLUE]

[RED]

[ILS]

[YELLOW]

[PURPLE]

[WARP]

[GREEN]

[DYSON]

[PHOTON]

[WHITE]

[LOGISTICS]


When you aren't sure what's wrong

When the factory stops making sense, resist the urge to rebuild it on instinct. Ask these questions in order:

  1. Can I research the technology?
    If not, check which earlier technology is still missing.

  2. Can I build the recipe or machine?
    If not, check whether you're missing another technology or the machine that actually makes it.

  3. Can I keep supplying every required material?
    If not, find the material you can't yet mine, make, or import reliably.

  4. Does the line still depend on me carrying or hand-feeding materials?
    If yes, automate the missing transport or storage step.

  5. Does everything work, but progress still crawls?
    Compare your production rates with the numbers in this guide and fix the slowest line.

A line below the minimum for the phase is usually the first thing worth fixing.

A line between minimum and comfortable is usually doing its job. Leave it alone unless the evidence says otherwise.

A line already above the comfortable target has probably earned some peace until the next phase starts asking more of it.