REF

Dyson Sphere Program — Practical Progression Guide

Version 1.12 — coherent late-game mechanics and verified build references

A practical route from your first factory to Mission Completed

This guide is meant to be used while you are playing, not read once from top to bottom and remembered.

The normal rhythm 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 → Flight → Titanium → Yellow → ILS → Purple → Green → Dyson → Photon → White → Mission Completed

Cube names used in this guide

DSP gives the cubes formal names, but while playing 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 is 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. Take them when they solve a problem you actually have.


How to use this guide without constantly rereading it

Build-ratio assumptions

The build cards use standard recipes, no rare-resource substitutions, and no proliferation. They assume Assembling Machine Mk.I at 0.75× speed and baseline-speed Smelters, Chemical Plants, Oil Refineries, Matrix Labs, and Miniature Particle Colliders.

Upgrading assemblers changes how many machines you need, but not how many ingredients the recipes consume.

Card presentation: Every phase requirement now appears in the collapsed card index. The phase text names the required output; opening a card reveals one verified construction method. Cards are closed by default.

Ratio provenance: Production recipes and recipe times were checked against the supplied runtime-derived canonical dataset. Rates are steady-state at the advertised output unless a bullet explicitly says “full-load”.

That is the whole pattern: relocate yourself → grab the useful detail → go back to the game.

  1. Jump to the phase you are in. Use the phase strip on the right. If you are 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 mandated phase output is listed; open one card, several, or none.
  5. Read the rest only when you need the why. You should not have to reread a chapter just to recover one number.

When that happens:

You are not expected to remember where every table or ratio lives. This guide assumes you will leave it open, disappear into the game for a while, and come back needing your bearings.


Quick Progress Index

Quick jump: BOOT · BLUE · RED · FLIGHT · TI · YELLOW · ILS · PURPLE · WARP · GREEN · DYSON · SPHERE · PHOTON · WHITE

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

Stage Search tag What you are 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 [FLIGHT] Drive Engine Lv2 and safe planetary escape
4 [TITANIUM] A serious off-world titanium supply
5 [YELLOW] Make 200 yellow cubes and unlock ILS
6 [ILS] Automated interplanetary titanium and silicon
7 [PURPLE] Keep purple cubes flowing and unlock both paths to green
8 [WARP] Optional targeted pre-green scouting
9 [GREEN] Keep green cubes flowing and unlock cheap Space Warpers
10 [DYSON] Default swarm route to ≥1.655 GW Dyson generation
11[SPHERE]Optional slower permanent route to the photon-power target
12 [PHOTON] Critical Photons and Antimatter
13 [WHITE] Keep white cubes flowing and finish Mission Completed

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 do not need to memorize them.

These are useful targets for moving through the game, not rules for how every factory should 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 7.5/min 15/min for the ILS bootstrap ~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

Do not build for the later numbers at the start. Expand the older cube line that research is clearly waiting on.


0. [BOOTSTRAP] — Stop Handcrafting the Factory

Phase dashboard

At a glance What matters now
Main goal Automate basic mining, smelting, components, belts, sorters, and factory buildings
Useful cube target Start around 20 blue/min once the line is running
Research next ElectromagnetismAutomatic MetallurgyBasic AssemblingBasic Logistics SystemElectromagnetic Matrix tech (unlocks blue cubes)
Keep an eye on Power headroom and repeated handcrafting
Move on when Adding ordinary factory machinery no longer sends you back to handcrafting

Goal

Reach the point where the factory, rather than Icarus, produces the materials needed to expand itself.

The bootstrap is complete when adding a miner, smelter, assembler, belt line, or sorter no longer sends you back into repeated handcrafting.

Research first

  1. Electromagnetism
  2. Automatic Metallurgy
  3. Basic Assembling
  4. Basic Logistics System
  5. Electromagnetic Matrix — unlocks blue cubes

You do not need to clear the whole early tech tree. Just unlock the machinery that stops you doing the same jobs by hand.

Quick reference — How much is enough

Looking something up mid-build? Start here. These are the numbers worth checking without rereading the whole phase.

There is no useful megabase target yet.

Build enough iron, copper, Magnetic Coil, and Circuit Board capacity that factory expansion does not constantly starve cube production.

For blue cubes, begin at 20/min and move toward 40/min only when the basic factory can feed it cleanly.

Quick reference — Required builds

The collapsed card titles are the complete mandated-output list for this phase. Open a card when you want a verified build method; leave it closed when you prefer to solve the production chain yourself.

Starter smelting — Iron Ingots, Copper Ingots & MagnetsMANDATEDSCALE BY USE

Input

  • Mining Machines — keep Iron Ore and Copper Ore arriving continuously.
  • 1 Arc Smelter — Iron Ingots — full-load draw: 60 Iron Ore/min.
  • 1 Arc Smelter — Copper Ingots — full-load draw: 60 Copper Ore/min.
  • 1 Arc Smelter — Magnets — full-load draw: 40 Iron Ore/min.

Pipeline

  • Keep the three products on distinct belts or in distinct storage so shortages remain visible.

Output

  • Continuous Iron Ingots, Copper Ingots, and Magnets for components and buildings.

These are machine capacities, not a demand target. Add another smelter only when a downstream line is actually waiting.

Basic components — Magnetic Coils & Circuit BoardsMANDATEDCHECKLIST

No universal starter rate is mandated here. The purpose is continuous availability; the blue-phase card supplies the first exact demand target.

Input

  • Feed Magnets, Iron Ingots, and Copper Ingots from the starter smelting block.

Pipeline

  • Mk.I Assembler — Magnetic Coils.
  • Mk.I Assembler — Circuit Boards.

Output

  • Store both components where blue-cube production and the starter mall can draw from them without hand-feeding.
Starter mall — Belts, Sorters, Mining Machines, Smelters & AssemblersMANDATEDCHECKLIST

Input

  • Provide Iron Ingots, Copper Ingots, Magnets, Magnetic Coils, Circuit Boards, Gears, Stone Bricks, and Glass as the selected recipes require.

Pipeline

  • Use small dedicated Mk.I Assembler lines and output each product into limited storage.
  • Automate Conveyor Belt Mk.I, Sorter Mk.I, Mining Machine, Arc Smelter, and Assembling Machine Mk.I.

Output

  • A readily available construction inventory that stops routine factory expansion from returning to handcrafting.

This is intentionally a checklist rather than a fixed ratio. Cap storage and expand the item whose box keeps emptying.

Starter power — headroom for blue labs and oilMANDATEDCAPACITY CHECK

Input

  • Fuel or renewable generation appropriate to the starter planet.
  • Enough grid distribution to connect the planned labs and oil district.

Pipeline

  • Add generation before sustained demand reaches the grid ceiling; do not wait for a brownout cascade.

Output

  • A stable grid that can absorb Matrix Labs, Oil Extractors, and Oil Refineries without repeated power intervention.

Watch for

Overbuilding the starter layout. Most early long-distance belt decisions will eventually be superseded by logistics.

The right bootstrap factory is the one that keeps you moving, not the one you would preserve for fifty hours.

Ready to move on when

Next

Go to [BLUE].


1. [BLUE] — Get Blue Cubes Running

Phase dashboard

At a glance What matters now
Main goal Keep blue cubes and research labs running without hand-feeding
Good target 20 blue cubes/min minimum, 40/min comfortable
Research next High-Efficiency Plasma ControlPlasma Extract RefiningEnergy Matrix tech (unlocks red cubes)
Keep an eye on Do not overbuild blue while oil and mobility are still missing
Move on when Blue is continuous and your grid has room for the oil setup

Goal

Keep blue cubes running in the background instead of making a batch every time research stalls.

Research first

To open the next cube tier:

  1. High-Efficiency Plasma Control
  2. Plasma Extract Refining
  3. Energy Matrix — unlocks red cubes

Also take Steel Smelting and Thermal Power soon enough that building the oil setup and your first off-world outpost does not turn into a materials scramble.

Quick reference — How much is enough

Looking something up mid-build? Start here. These are the numbers worth checking without rereading the whole phase.


Use this like a blueprint key, not a layout. Match the machine counts and input rates; route the belts however you like.

Quick reference — Required builds

The collapsed card titles are the complete mandated-output list for this phase. Open a card when you want a verified build method; leave it closed when you prefer to solve the production chain yourself.

Blue cubes — 40/minMANDATEDKEEP

Input

  • Mining Machines — collectively supply 80 Iron Ore/min and 40 Copper Ore/min.
  • 1 Arc Smelter — Magnets — draws 40 Iron Ore/min at stated output.
  • 1 Arc Smelter — Iron Ingots — draws 40 Iron Ore/min.
  • 1 Arc Smelter — Copper Ingots — draws 40 Copper Ore/min.

Pipeline

  • 1 Mk.I Assembler — Magnetic Coils.
  • 1 Mk.I Assembler — Circuit Boards.

Output

  • 2 Matrix Labs — blue cubes.
  • Direct feed: 40 Magnetic Coils/min + 40 Circuit Boards/min.

The component assemblers have spare capacity. Scale Matrix Labs first; expand components only when their belts stop recovering.

Watch for

Do not make blue your first giant factory district. The next important transition is:

red cubes → Drive Engine Lv2 → leave the starter planet

A beautiful oversized blue complex does nothing for you if oil and mobility are still missing.

Ready to move on when

Next

Go to [RED].


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

Phase dashboard

At a glance What matters now
Main goal Keep both refinery outputs moving and produce red cubes continuously
Good target 10 red/min minimum, 20/min comfortable
Research next Mecha Core Lv2 + Drive Engine Lv2, while lining up the listed PLS/ILS requirements
Keep an eye on Hydrogen or Refined Oil filling up and stopping the refinery line
Move on when Red is stable, flight is ready, and the important pre-ILS research is queued or done

Goal

Keep red cubes running, stop either refinery output from jamming the other, and research what you will need for planetary flight and the later ILS rush.

Research first

Get ready to fly

  1. Mecha Core Lv1
  2. Mecha Core Lv2
  3. Drive Engine Lv1
  4. Drive Engine Lv2

Research the ILS requirements early while the needed techs still use red cubes

Research or visibly queue:

The easy-to-miss part is:

To research PLS, you also need Thruster and Vertical Construction Lv1, even though those requirements are easy to miss in the tech tree.

Later, ILS also needs High-Strength Titanium Alloy and Reinforced Thruster.

Quick reference — How much is enough

Looking something up mid-build? Start here. These are the numbers worth checking without rereading the whole phase.


Quick reference — Required builds

The collapsed card titles are the complete mandated-output list for this phase. Open a card when you want a verified build method; leave it closed when you prefer to solve the production chain yourself.

Red cubes — 20/min with balanced refinery outputsMANDATEDKEEP

Input

  • Oil Extractors — collectively supply 80 Crude Oil/min.
  • 3 Oil Refineries — Plasma Refining — process 80 Crude Oil/min at stated output.
  • Coal Mining Machines — supply 80 Coal/min.
  • 2 Arc Smelters — Energetic Graphite — draw 80 Coal/min.

Pipeline

  • Route the refinery Hydrogen directly to the cube labs or through a buffer.
  • Route Refined Oil to storage or a consuming chemical line so the Hydrogen side cannot deadlock.

Output

  • 2 Matrix Labs — red cubes.
  • Direct feed: 40 Hydrogen/min + 40 Energetic Graphite/min.

Surplus Yield

  • 80 Refined Oil/min.

Three refineries have headroom beyond the exact target. The listed raw and byproduct rates are the steady-state flows imposed by 20 red/min.

Watch for

The classic refinery failure is not lack of crude oil. It is one output filling up and silently stopping the other.

Do not burn or discard Hydrogen reflexively; later phases consume enormous amounts of it. Early on, however, a finite buffer is better than letting storage blockage stop research.

Ready to move on when

Next

Go to [FLIGHT].


3. [FLIGHT]Drive Engine Lv2 and Planetary Escape

Phase dashboard

At a glance What matters now
Main goal Reach the titanium planet safely and leave behind useful mining and smelting
Good target No cube-rate target here; bring enough fuel, power, and buildings to avoid a token trip
Research next Drive Engine Lv2Titanium Smelting → finish PLS requirements → Magnetic Particle TrapProcessorReinforced Thruster
Keep an eye on Fuel margin, destination power, and remote defense on Dark Fog runs
Move on when You can mine and preferably smelt titanium off-world without improvising the whole outpost by hand

Goal

Leave the starter planet safely and establish the ability to exploit off-world titanium.

The starter planet has no normal Titanium Ore veins. Silicon can be bootstrapped inefficiently from Stone, but Titanium has no ordinary synthetic fallback.

To reach yellow cubes, you eventually have to leave the starter planet.

Research first

  1. Drive Engine Lv2
  2. Titanium Smelting
  3. Finish the research needed for PLS:
    • High-Efficiency Logistics System
    • Thruster
    • Vertical Construction Lv1
    • Planetary Logistics System
  4. Magnetic Particle Trap
  5. Processor
  6. Reinforced Thruster

Drive Engine Lv2 also needs Drive Engine Lv1 and Mecha Core Lv2.

Quick reference — How much is enough

Looking something up mid-build? Start here. These are the numbers worth checking without rereading the whole phase.

This phase is about being ready for the trip, not hitting a particular cube rate.

Before launch, have enough fuel and core-energy margin that a poor approach does not strand you, plus enough construction material to establish a real outpost rather than a token miner.

Quick reference — Required builds

The collapsed card titles are the complete mandated-output list for this phase. Open a card when you want a verified build method; leave it closed when you prefer to solve the production chain yourself.

First off-world industrial loadoutMANDATEDCHECKLIST

Input

  • Fuel sufficient for departure, course correction, landing, and recovery margin.
  • Prebuilt Mining Machines, Arc Smelters, power generation, Tesla Towers, belts, sorters, and storage.
  • Basic defenses when Dark Fog is active and the outpost will persist unattended.

Pipeline

  • Carry enough of each item to establish extraction, smelting, storage, and local power in one visit.
  • Confirm the destination and its power conditions before launch.

Output

  • A functioning off-world outpost rather than a token miner requiring an immediate second trip.

The source guide does not mandate universal item counts because destination conditions and player fuel technology vary. This card therefore remains a verified completeness checklist, not an invented loadout ratio.

Watch for

Persistent remote outposts on Dark Fog runs

An unattended mining world can acquire a nearby enemy base while you are away.

Before leaving a persistent outpost behind, either:

Do not configure early defenses to attack orbital or Relay targets unless escalation is deliberate.

Ready to move on when

Next

Go to [TITANIUM].


4. [TITANIUM] — Your First Off-World Industrial Expedition

Phase dashboard

At a glance What matters now
Main goal Establish remote titanium mining and smelt it before transport
Good target First haul: 810–860 Titanium Ingots; remote source: 60/min minimum, 120/min comfortable
Research next Only what is needed for the Structure Matrix tech (yellow cube unlock)High-Strength Titanium AlloyILS
Keep an eye on Do not spend scarce first titanium on a broad PLS rollout
Move on when You have a serious titanium stockpile and direct silicon is available or planned

Goal

Return with enough titanium to break through the yellow/ILS transition without repeating several tiny manual-hauling trips.

Research first

Do not wander off into unrelated research here.

Finish only the research you need for:

Quick reference — How much is enough

Looking something up mid-build? Start here. These are the numbers worth checking without rereading the whole phase.

First serious haul

Aim for 810–860 Titanium Ingots.

That is a practical target for:

The hard technical minimum for the 200-yellow research batch, two ILS towers, and one vessel is about 770 Titanium Ingots.

Persistent remote smelting


Quick reference — Required builds

The collapsed card titles are the complete mandated-output list for this phase. Open a card when you want a verified build method; leave it closed when you prefer to solve the production chain yourself.

Remote Titanium Ingots — 120/minMANDATEDKEEP

Input

  • Mining Machines — collectively supply 240 Titanium Ore/min.

Pipeline

  • Belt the mined ore through a compact source-side smelting block, then into storage or the later source ILS.

Output

  • 4 Arc Smelters — Titanium Ingots.

Miner count is not prescribed because vein coverage and mining upgrades change extraction capacity.

First serious titanium haul — 810–860 ingotsMANDATEDFINITE BATCH

Input

  • A functioning remote Titanium Ingot line and enough personal cargo capacity for the return trip.

Pipeline

  • Let remote storage accumulate before returning; avoid repeated tiny hauling trips.

Output

  • A single serious Titanium Ingot return haul reaches the starter planet.
  • This practical batch covers the 200-yellow rush plus the first two ILS towers and roughly five starter vessels when their supporting parts are prepared.

The hard technical minimum described by the guide is about 770 ingots for the research batch, two ILS towers, and one vessel. The larger target buys useful execution margin.

Direct Silicon Ore source — sustainable supplyMANDATED OR PLANNEDRATE BY DEMAND

Input

  • Mining Machines — cover enough Silicon Ore veins to meet the home Processor demand you intend to build.

Pipeline

  • Buffer locally now; connect the source to an ILS when interplanetary logistics comes online.

Output

  • A direct Silicon Ore source that can replace the 10 Stone → 1 Silicon Ore fallback for bulk production.

Watch for

Do not spend the first scarce titanium on a broad PLS rollout.

Before ILS, PLS can clean up local transport, but it does not solve the real problem: moving titanium between planets. Build only the PLS units that will become your first ILS pair unless your local belts are genuinely wasting more time than another titanium trip.

Ready to move on when

Next

Go to [YELLOW].


5. [YELLOW] — Make 200 Yellow Cubes and Break the Hauling Loop

Phase dashboard

At a glance What matters now
Main goal Produce 200 yellow cubes and have the first ILS hardware ready when research finishes
Good target 7.5 yellow/min minimum, 15/min comfortable for the ILS rush
Research next Chemical branch → Structure Matrix tech (yellow cube unlock)High-Strength Titanium Alloy → confirm PLS + Reinforced ThrusterILS
Keep an eye on The oil-heavy Organic Crystal chain and missing ILS prerequisites
Move on when 80 yellow has gone to Titanium Alloy, 120 to ILS, and the first station pair is ready to build

Goal

Produce 200 yellow cubes, spend them on the two technologies that matter, and convert manual interplanetary hauling into automated logistics.

Default allocation:

This is one of the clearest parts of the whole run: make 200 yellow, spend it, and move on.

Research first

If the chemical branch is incomplete:

  1. Basic Chemical Engineering
  2. Polymer Chemical Engineering
  3. High-Strength Crystal
  4. Structure Matrix — unlocks yellow cubes
  5. High-Strength Titanium Alloy
  6. Confirm the PLS required research
  7. Confirm Reinforced Thruster
  8. Interstellar Logistics System

ILS requires:

Quick reference — How much is enough

Looking something up mid-build? Start here. These are the numbers worth checking without rereading the whole phase.

For the ILS rush:


Quick reference — Required builds

The collapsed card titles are the complete mandated-output list for this phase. Open a card when you want a verified build method; leave it closed when you prefer to solve the production chain yourself.

Yellow cubes — 15/minMANDATEDKEEP CUBE LINE

Input

  • 2 Arc Smelters — Energetic Graphite — collectively draw 90 Coal/min at stated output.
  • 3 Oil Refineries — Plasma Refining — process 75 Crude Oil/min.
  • 2 Arc Smelters — Titanium Ingots — draw 90 Titanium Ore/min.
  • Water Pumps — supply 15 Water/min.

Pipeline

  • 2 Chemical Plants — Plastic.
  • 2 Chemical Plants — Organic Crystals.
  • 2 Mk.I Assemblers — Titanium Crystals.
  • 1 Arc Smelter — Diamonds.

Output

  • 2 Matrix Labs — yellow cubes.
  • Direct feed: 15 Titanium Crystals/min + 15 Diamonds/min.

Surplus Yield

  • 37.5 Hydrogen/min.

The three refineries have some headroom. The listed 75 Crude/min and 37.5 Hydrogen/min are the steady-state flows at 15 yellow/min.

ILS bootstrap hardware — 2 ILS + 5 Logistics VesselsMANDATEDFINITE BATCH

Input

  • 80 Steel.
  • 80 Titanium Ingots.
  • 180 Titanium Alloy.
  • 130 Processors.
  • 80 Particle Containers.
  • 50 Electromagnetic Turbines.

Pipeline

  • Build 10 Reinforced Thrusters from 50 Titanium Alloy + 50 Electromagnetic Turbines.
  • Build 2 Planetary Logistics Stations.
  • Upgrade them into 2 Interstellar Logistics Stations.
  • Build 5 Interstellar Logistics Vessels.

Output

  • The prepared towers and vessel fleet can be deployed immediately when the technology completes.
  • Titanium commitment: 260 ingots for the hardware chain; together with 600 ingots embodied in 200 yellow cubes, the practical total is 860 Titanium Ingots.

This batch is a practical five-vessel bootstrap, not the absolute minimum. Add vessels later from the same production lines instead of delaying ILS activation for a full fleet.

Yellow research reserve — 200 cubesMANDATEDFINITE BATCH

Input

  • A continuous yellow line at 7.5/min minimum or 15/min comfortable.

Pipeline

  • Reserve the first 200 cubes rather than spending them on unrelated research.

Output

  • 80 yellow cubes for High-Strength Titanium Alloy.
  • 120 yellow cubes for Interstellar Logistics System.

Watch for

Do not treat the 15/min build ratio as your permanent yellow capacity.

The first 200 yellow cubes only get you through the ILS rush. Later research will eat thousands more, so come back and expand this line after ILS makes the rebuild much easier.

Ready to move on when

Next

Go to [ILS].


6. [ILS] — End Manual Interplanetary Hauling

Phase dashboard

At a glance What matters now
Main goal Keep the first ILS routes running and start using PLS where it actually saves effort
Good target Titanium and silicon arrive unattended; later, move older blue/red/yellow cube lines toward ~60/min each only when research is waiting on them
Research next Applied Superconductor if needed → High-Strength MaterialParticle ControlProcessor if needed → Information Matrix tech (unlocks purple cubes)
Keep an eye on ILS charging spikes and the temptation to rebuild the entire planet at once
Move on when Logistics is stable and the research queue is clearly pointed at purple

Goal

Replace the player-as-cargo-ship loop with continuous automated interplanetary supply and begin converting long global belts into local logistics districts.

Research first

Point the main research queue toward purple:

  1. Applied Superconductor, if still missing
  2. High-Strength Material
  3. Particle Control
  4. Processor, if still missing
  5. Information Matrix — unlocks purple cubes

The Information Matrix tech (purple cube unlock) requires Processor + Particle Control.

Do not automatically research every yellow-tier utility technology just because the titanium problem is solved.

Quick reference — How much is enough

Looking something up mid-build? Start here. These are the numbers worth checking without rereading the whole phase.

The important target here is not a cube rate. It is:

Once that is working, check your older cube lines from time to time. Before the long run to green, around 60/min each for blue, red, and yellow is a comfortable goal, but only expand the color your research is actually waiting on.

Quick reference — Required builds

The collapsed card titles are the complete mandated-output list for this phase. Open a card when you want a verified build method; leave it closed when you prefer to solve the production chain yourself.

Automated Titanium route — source ILS to home ILSMANDATEDCONFIGURATION

Input

  • Remote Titanium Ingot production and a source ILS.
  • A powered home ILS with vessels and enough grid headroom to charge them.

Pipeline

  • Remote source ILS: Remote Supply; local setting may remain Storage/None.
  • Home ILS: Remote Demand.
  • Set the home station belt-port filter to Titanium Ingots when belting them out.
  • The powered home station may dispatch vessels to an unpowered remote source station.

Output

  • Titanium Ingots arrive automatically and manual interplanetary hauling ends for this resource.
Automated Silicon route — source ILS to home ILSMANDATED OR EQUIVALENTCONFIGURATION

Input

  • A direct Silicon Ore source with enough mining throughput for Processor demand.
  • Source and home ILS capacity, vessels, and power.

Pipeline

  • Source ILS: Remote Supply for Silicon Ore.
  • Home ILS: Remote Demand for Silicon Ore.
  • Use a dedicated home ILS when silicon competes with enough other bulk traffic to starve.

Output

  • Sustainable automated Silicon Ore delivery, or a demonstrably equivalent local source.
Local logistics district — imported resource to PLS consumerMANDATED WHERE USEFULCONFIGURATION

Input

  • Home ILS holding an imported material and Logistics Drones in the local network.
  • A consumer-district PLS with available storage slots.

Pipeline

  • Home ILS: imported item set to Local Supply after remote receipt.
  • Consumer PLS: same item set to Local Demand.
  • Keep short belts inside the production district; replace only the long global transport segment.

Output

  • Imported material delivered by drones into a compact local production district.

The intended transition is global spaghetti → drone logistics → local spaghetti. Blueprint perfection is not a phase requirement.

Watch for

ILS charging spikes

A newly placed ILS charges a large internal energy buffer and can temporarily create a dramatic grid-demand spike.

Do not build your whole power grid around that brief charging spike. Lower the station charging-power setting if the early grid cannot absorb it comfortably.

Premature total rebuilds

Replace one irritating long-distance belt route at a time. Leave anything that already works alone until it actually starts slowing you down.

Ready to move on when

Next

Go to [PURPLE].


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

Phase dashboard

At a glance What matters now
Main goal Keep purple cubes flowing and complete both the Strange Matter and Quantum Chip paths
Good target 12 purple/min minimum, 24/min comfortable
Research next Miniature Particle ColliderStrange MatterGravitational Wave Refraction and Casimir CrystalHigh-Strength GlassWave Function InterferenceQuantum ChipGravity Matrix tech (unlocks green cubes)
Keep an eye on Processors, Particle Broadband, Graphene/Carbon Nanotubes, and older blue/red/yellow cube rates
Move on when Purple cubes are stable and both tech branches needed for green are finished or nearly finished

Goal

Keep purple cubes running and finish the two tech branches needed to unlock green cubes.

Your next clear goal is:

sustain purple → complete the Strange Matter branch → complete the Quantum Chip branch → unlock the first green cube

Once you can make the first green cube, purple has done its job. You do not need to perfect the whole purple-era factory before moving on.

Research first

Work on both paths as your factory allows.

Branch A — Strange Matter / gravity side

  1. Miniature Particle Collider
  2. Strange Matter
  3. Gravitational Wave Refraction

Branch B — Quantum Chip side

  1. Casimir Crystal
  2. High-Strength Glass
  3. Wave Function Interference
  4. Quantum Chip

Wave Function Interference sits downstream of Casimir Crystal and High-Strength Glass.

Then unlock green

  1. Gravity Matrix — unlocks green cubes

The Gravity Matrix tech (green cube unlock) only becomes available after both the Quantum Chip path and Gravitational Wave Refraction are finished.

Quick reference — How much is enough

Looking something up mid-build? Start here. These are the numbers worth checking without rereading the whole phase.

A 12/min purple-cube line takes about 83 minutes to produce 1,000 cubes if purple alone sets the pace. At 24/min, the same amount takes about 42 minutes.


Quick reference — Required builds

The collapsed card titles are the complete mandated-output list for this phase. Open a card when you want a verified build method; leave it closed when you prefer to solve the production chain yourself.

Processors — 24/minMANDATEDKEEP

Input

  • 1 Arc Smelter — Iron Ingots — draws 48 Iron Ore/min.
  • 2 Arc Smelters — Copper Ingots — draw 72 Copper Ore/min.
  • 4 Arc Smelters — High-Purity Silicon — draw 192 Silicon Ore/min at stated output.

Pipeline

  • 1 Mk.I Assembler — Circuit Boards — supplies 48/min.
  • 3 Mk.I Assemblers — Microcrystalline Components — supply 48/min.

Output

  • 2 Mk.I Assemblers — Processors.
  • Direct feed: 48 Circuit Boards/min + 48 Microcrystalline Components/min.

Two Processor assemblers can make 30/min; the advertised branch consumes 24/min. Keep the spare capacity visible because Quantum Chips and Dyson components will later compete for Processors.

Graphene — 40/min with synthetic Sulfuric AcidSUPPORT ROUTESTANDARD RECIPE

Input

  • 2 Arc Smelters — Energetic Graphite — draw 120 Coal/min.
  • 1 Oil Refinery — Plasma Refining — draws 30 Crude Oil/min.
  • Stone Mining Machines — supply 40 Stone/min.
  • Water Pumps — supply 20 Water/min.

Pipeline

  • 1 Chemical Plant — Sulfuric Acid — supplies 20/min.

Output

  • 1 Chemical Plant — Graphene — consumes 60 Energetic Graphite/min + 20 Sulfuric Acid/min.

Surplus Yield

  • 15 Hydrogen/min.

Fire Ice or a Sulfuric Acid ocean can replace much of this standard chain later.

Carbon Nanotubes — 24/min from standard GrapheneMANDATEDSTANDARD RECIPE

Input

  • 2 Arc Smelters — Energetic Graphite — draw 108 Coal/min at stated output.
  • 1 Oil Refinery — Plasma Refining — draws 27 Crude Oil/min.
  • 1 Arc Smelter — Titanium Ingots — draws 24 Titanium Ore/min.
  • Stone Mining Machines — supply 36 Stone/min.
  • Water Pumps — supply 18 Water/min.

Pipeline

  • 1 Chemical Plant — Sulfuric Acid — supplies 18/min.
  • 1 Chemical Plant — Graphene — supplies 36/min.

Output

  • 1 Chemical Plant — Carbon Nanotubes — consumes 36 Graphene/min + 12 Titanium Ingots/min.

Surplus Yield

  • 13.5 Hydrogen/min.
Particle Broadband — 12/minMANDATEDKEEP

Input

  • 1 Arc Smelter — High-Purity Silicon — draws 48 Silicon Ore/min at stated output.
  • 3 Arc Smelters — Energetic Graphite — draw 132 Coal/min.
  • 1 Arc Smelter — Titanium Ingots — draws 24 Titanium Ore/min.
  • 2 Oil Refineries — Plasma Refining — draw 51 Crude Oil/min.
  • Stone Mining Machines — supply 36 Stone/min.
  • Water Pumps — supply 18 Water/min.

Pipeline

  • 1 Arc Smelter — Crystal Silicon.
  • 1 Chemical Plant each — Sulfuric Acid, Graphene, Carbon Nanotubes, and Plastic.

Output

  • 3 Mk.I Assemblers — Particle Broadband.
  • Direct feed: 24 Carbon Nanotubes/min + 24 Crystal Silicon/min + 12 Plastic/min.

Surplus Yield

  • 25.5 Hydrogen/min.
Purple cubes — 12/minMANDATEDKEEP

Input

  • 24 Processors/min.
  • 12 Particle Broadband/min.

Pipeline

  • Bring the two prerequisite products to the cube district on separate visible feeds.

Output

  • 2 Matrix Labs — purple cubes.

Build a second copy of the full prerequisite capacity when scaling toward roughly 24 purple/min.

Watch for

Purple feels messy because several old resource networks are exposed at once:

Judge them by whether they keep up, not by whether the factory looks elegant.

A synthetic Sulfuric Acid district can be ugly and still be perfectly adequate. A beautiful Processor district that only makes half the required rate is the real problem.

Ready to move on when

Next

Default route: go to [GREEN].

For a targeted rare-resource detour, read [WARP] first.


8. [WARP] — Optional Pre-Green Interstellar Scouting

Phase dashboard

At a glance What matters now
Main goal Warp for a named resource with a clear payoff
Good target Make only a small stock of expensive pre-green Space Warpers
Research next Gravitational Wave RefractionDrive Engine Lv3Mecha Core Lv4Drive Engine Lv4
Keep an eye on Aimless exploration and confusing personal warp with vessel warp
Move on when The target resource has been collected and you can explain exactly which painful chain it replaces or simplifies

Goal

Use personal warp early only when you already know of a rare resource that will noticeably simplify something you are struggling to produce.

Warp is not required for Mission Completed. The standard production chains can be completed inside the starting system.

Research first

For personal warp before green:

  1. Gravitational Wave Refraction
  2. Drive Engine Lv3
  3. Mecha Core Lv4
  4. Drive Engine Lv4
  5. Optional Universe Exploration Lv3 when better scouting information has a concrete payoff

Drive Engine Lv4 also needs Drive Engine Lv3, Mecha Core Lv4, and Gravitational Wave Refraction.

Personal warp and vessel warp are separate capabilities. Do not assume that because Icarus can warp, ILS vessels can automate interstellar routes.

Quick reference — How much is enough

Looking something up mid-build? Start here. These are the numbers worth checking without rereading the whole phase.

Before green:

1 Graviton Lens → 1 Space Warper

After green:

1 green cube → 8 Space Warpers

This economic difference is why the default route remains green first.

Quick reference — Required builds

The collapsed card titles are the complete mandated-output list for this phase. Open a card when you want a verified build method; leave it closed when you prefer to solve the production chain yourself.

Pre-green Space Warpers — 4.5/min per Mk.I AssemblerOPTIONALEXPENSIVE ROUTE

Input

  • Graviton Lens production supplying 4.5 lenses/min per fully utilized Mk.I Assembler.

Pipeline

  • Keep the assembler output in deliberately limited storage; this is a scouting supply, not a routine logistics line.

Output

  • 1 Mk.I Assembler — Space Warpers, feeding deliberately limited expedition storage.

The standard pre-green recipe is 1 Graviton Lens → 1 Space Warper. Green later changes the economy to 1 green cube → 8 warpers.

Named rare-resource expeditionOPTIONALDECISION CARD

Input

  • A specific named rare resource and an identified production chain it will replace or simplify.
  • Personal warpers, fuel, construction supplies, and return margin.

Pipeline

  • Scout or retrieve only the target resource; avoid open-ended exploration before cheap warpers and vessel warp.

Output

  • A concrete production problem becomes easier, after which the run returns to the green path.

Watch for

Exploration for its own sake can turn into a large detour before the factory has cheap warpers or vessel warp.

A good pre-green warp trip answers:

“What problem will this resource actually solve for me right now?”

If the answer is unclear, continue to green.

Ready to move on when

Next

Return to [GREEN].


9. [GREEN] — Green Cubes and Cheap Warp Logistics

Phase dashboard

At a glance What matters now
Main goal Keep green cubes flowing without letting Hydrogen or Deuterium take over the whole factory
Good target 10 green/min starter, 20/min comfortable, scale toward ~40/min for the endgame
Research next Quantum Chip + Gravitational Wave RefractionGravity Matrix tech (green cube unlock); then take vessel warp or Gas Giant Exploitation when they solve a real need
Keep an eye on Hydrogen, Deuterium, Strange Matter power use, and whether Orbital Collectors would now save real effort
Move on when Green is stable, cheap warpers exist, and Dyson/photon preparation is already moving

Goal

Keep green cubes running and make enough that the later photon and white-cube research does not suddenly turn into a multi-hour wait.

Research first

By now you should have finished both research paths needed here:

  1. Quantum Chip
  2. Gravitational Wave Refraction
  3. Gravity Matrix — unlocks green cubes

After the first stable green line:

Quick reference — How much is enough

Looking something up mid-build? Start here. These are the numbers worth checking without rereading the whole phase.


Quick reference — Required builds

The collapsed card titles are the complete mandated-output list for this phase. Open a card when you want a verified build method; leave it closed when you prefer to solve the production chain yourself.

Deuterium supply — 50/min required by the starter green blockMANDATEDCHOOSE A ROUTE

Input

  • Collider route: supply 100 Hydrogen/min to one Miniature Particle Collider at the stated 50 Deuterium/min draw.
  • Fractionator route: provide a Hydrogen loop whose measured output reaches 50 Deuterium/min.
  • Collector/import route: deliver at least 50 Deuterium/min through logistics.

Pipeline

  • Buffer Deuterium between its chosen source and Strange Matter so short transport interruptions remain visible rather than silently stopping green.

Output

  • A buffered Deuterium feed continuously supplies the Strange Matter collider.

One collider can produce much more than 50 Deuterium/min at full load; the 100 Hydrogen/min figure is the actual draw imposed by this 10-green/min build.

Quantum Chips — 5/minMANDATEDKEEP

Input

  • 1 Arc Smelter — Iron Ingots — draws 20 Iron Ore/min.
  • 1 Arc Smelter — Copper Ingots — draws 30 Copper Ore/min.
  • 2 Arc Smelters — High-Purity Silicon — draw 80 Silicon Ore/min.
  • 2 Arc Smelters — Titanium Ingots — draw 100 Titanium Ore/min.
  • 1 Arc Smelter — Glass — draws 40 Stone/min.
  • Stone Mining Machines — supply another 20 Stone/min for Sulfuric Acid.
  • 2 Arc Smelters — Energetic Graphite — draw 100 Coal/min.
  • 3 Oil Refineries — Plasma Refining — draw 65 Crude Oil/min.
  • Water Pumps — supply 40 Water/min.
  • Hydrogen logistics — supply 120 Hydrogen/min gross to Casimir Crystals.

Pipeline

  • 1 Mk.I Assembler each — Circuit Boards, Microcrystalline Components, and Processors.
  • 1 Chemical Plant each — Plastic, Organic Crystals, Sulfuric Acid, and Graphene.
  • 1 Mk.I Assembler — Titanium Crystals.
  • 1 Mk.I Assembler — Casimir Crystals.
  • 2 Mk.I Assemblers — Titanium Glass.
  • 3 Mk.I Assemblers — Plane Filters.

Output

  • 1 Mk.I Assembler — Quantum Chips.
  • Direct feed: 10 Processors/min + 10 Plane Filters/min.

Surplus Yield

  • 32.5 Hydrogen/min from the required Plasma Refining, reducing the branch to roughly 87.5 Hydrogen/min external net demand.
Strange Matter — 5/minMANDATEDKEEP

Input

  • 3 Arc Smelters — Iron Ingots — draw 130 Iron Ore/min at stated output.
  • 2 Arc Smelters — Magnets — draw 80 Iron Ore/min.
  • 1 Arc Smelter — Copper Ingots — draws 60 Copper Ore/min.
  • 1 Arc Smelter — Energetic Graphite — draws 60 Coal/min.
  • 1 Oil Refinery — Plasma Refining — draws 15 Crude Oil/min.
  • Stone Mining Machines — supply 20 Stone/min.
  • Water Pumps — supply 10 Water/min.
  • Deuterium logistics — supply 50 Deuterium/min.

Pipeline

  • 1 Chemical Plant — Sulfuric Acid and 1 — Graphene.
  • 1 Mk.I Assembler — Magnetic Coils.
  • 1 Mk.I Assembler — Gears.
  • 2 Mk.I Assemblers — Electric Motors.
  • 1 Mk.I Assembler — Electromagnetic Turbines.
  • 1 Mk.I Assembler — Particle Containers.

Output

  • 1 Miniature Particle Collider — Strange Matter.
  • Direct feed: 10 Particle Containers/min + 10 Iron Ingots/min + 50 Deuterium/min.

Surplus Yield

  • 7.5 Hydrogen/min from the required refining support.
Graviton Lenses — 5/minMANDATEDKEEP

Input

  • 1 Arc Smelter — Energetic Graphite — draws 40 Coal/min at stated output.
  • Strange Matter supply — 5/min.

Pipeline

  • 1 Arc Smelter — Diamonds — supplies 20 Diamonds/min.

Output

  • 1 Mk.I Assembler — Graviton Lenses.
  • Direct feed: 20 Diamonds/min + 5 Strange Matter/min.
Green cubes — 10/minMANDATEDKEEP

Input

  • 5 Quantum Chips/min.
  • 5 Graviton Lenses/min.

Pipeline

  • Bring both branches to the green-cube district on separate visible feeds.

Output

  • 2 Matrix Labs — green cubes.
Space Warpers — 36/min from green cubesMANDATEDCHEAP ROUTE

Input

  • Green-cube supply — 4.5 Gravity Matrices/min for one fully utilized Mk.I Assembler.

Pipeline

  • Limit output storage to the warper buffer your personal and ILS logistics actually need.

Output

  • 1 Mk.I Assembler — advanced Space Warper recipe, feeding personal and ILS warper storage.

The recipe converts 1 green cube into 8 warpers. Do not let warper production silently consume the green cubes reserved for research.

Watch for

Green is where Gas Giant Exploitation often changes from “expensive detour” to “obvious solution.”

If Hydrogen or Deuterium production is taking over the factory, Orbital Collectors are solving a real problem rather than adding another system for its own sake.

Rare resources can also change the build ratio substantially:

These are different ways to make the same materials; the research path does not change.

Ready to move on when

Next

Go to [DYSON]. Use [SPHERE] instead only if you deliberately prefer the slower permanent route.


10. [DYSON] — Build the Photon Swarm

Phase dashboard

At a glanceWhat matters now
Main goalSustain 511 Solar Sail launches/min and ≥1.655 GW live swarm generation at Ray Transmission Efficiency Lv0
Good target23 Mk.I Solar Sail assemblers feeding 80 EM-Rail Ejectors that average at least 32% firing duty
Research nextSolar CollectionPhoton Frequency ConversionSuper Magnetic Field GeneratorSolar Sail Orbit SystemRay Receiver
Keep an eye onSolar Sail lifetime, star luminosity, measured Ejector firing duty, and the live Dyson generation readout
Move on whenThe live swarm meets the GW target and the Ray Receiver technology is ready for the photon phase

Goal

The swarm route is a continuous production system rather than a one-time construction project:

raw materials → Solar Sails → EM-Rail Ejectors → sails in orbit → live Dyson power → Ray Receivers in [PHOTON]

Every sail launched into the swarm adds power only for its current researched lifetime. When sails expire, generation falls. Reaching the target once is therefore not enough: sail production and long-run launches must replace expiring sails at the same rate.

Why the target is 1.655 GW

The default finish pace is 40 white cubes/min. The next phase uses four fully warmed, lensed Ray Receivers to make 48 Critical Photons/min. Those receivers convert 960 MW at full output. At the starting 58% Ray Transmission Efficiency, the Dyson Swarm must generate approximately 1.655 GW to deliver that power after transmission losses.

Why the baseline needs 511 sails/min

At luminosity 1.0 and the base 5,400-second Solar Sail lifetime, a 1.655-GW swarm contains roughly 46,000 active sails. Keeping that population stable requires approximately 511 replacements/min. Use:

required launches/min = target watts × 60 ÷ (36,000 × star luminosity × sail lifetime seconds)

Higher luminosity, longer sail-life research, and better Ray Transmission Efficiency all reduce the required replacement stream. The calculated rate sizes the factory; the live Dyson generation readout is the final test.

How the launch block works

An EM-Rail Ejector launches 20 sails/min while it is firing, but it cannot fire continuously when the assigned orbit is outside its firing arc. The reference block uses 80 Ejectors: at a measured average duty of 32%, they sustain roughly 512 launches/min. If your measured duty is lower, add Ejectors; if it is higher, the block has spare capacity.

Research first

  1. Solar Collection
  2. Photon Frequency Conversion
  3. Super Magnetic Field Generator
  4. Solar Sail Orbit System
  5. Ray Receiver

Solar Sail Orbit System has Super Magnetic Field Generator as an implicit requirement.

Quick reference — How much is enough

Looking something up mid-build? Start here. These are the numbers worth checking without rereading the whole phase.

RequirementBaseline target
Critical Photon capacity prepared for48/min
Fully warmed lensed Ray Receivers prepared for4
Receiver conversion capacity960 MW
Live swarm generation at Ray Transmission Efficiency Lv0≥1.655 GW
Solar Sail production and long-run launches511/min
Reference Ejector block80 at ≥32% average duty

Quick reference — Required builds

The collapsed card titles are the complete production and launch list for the default swarm route. Open a card when you want a verified build method; leave it closed when you prefer to solve the chain yourself.

Solar Sails — 511/minMANDATEDKEEP

Input

  • 5 Arc Smelters — Iron Ingots — draw 255.5 Iron Ore/min.
  • 3 Arc Smelters — Copper Ingots — draw 127.75 Copper Ore/min.
  • 26 Arc Smelters — Glass — draw 1,533 Stone/min.
  • 13 Arc Smelters — Energetic Graphite — draw 766.5 Coal/min.
  • 7 Oil Refineries — Plasma Refining — draw 191.625 Crude Oil/min at stated output.
  • Stone Mining Machines — supply 255.5 Stone/min for Sulfuric Acid.
  • Water Pumps — supply 127.75 Water/min.

Pipeline

  • 3 Mk.I Assemblers — Circuit Boards.
  • 12 Mk.I Assemblers — Prisms.
  • 18 Mk.I Assemblers — Photon Combiners.
  • 4 Chemical Plants — Sulfuric Acid.
  • 7 Chemical Plants — Graphene.

Output

  • 23 Mk.I Assemblers — Solar Sails511 Solar Sails/min.

Surplus Yield

  • ~95.81 Hydrogen/min from Plasma Refining.
Solar Sail launches — 511/minMANDATEDLAUNCH

Input

  • 511 Solar Sails/min.
  • 96 MW peak grid capacity for the launch block.

Pipeline

  • 80 EM-Rail Ejectors20 launches/min each while firing.
  • 32% measured average firing duty512 effective launches/min.

Output

  • ≥511 Solar Sails launched/min as a measured long-run average.

Watch for

Installed Ejectors are not launch throughput. Measure sail consumption or launches over a long enough interval to include day/night and orbit-angle downtime.

The swarm is the faster route to photons, but its operating cost never stops. If the continuing sail draw feels disproportionate, use [SPHERE] and convert the same industrial base into permanent structure.

Ready to move on when

Next

Go to [PHOTON].


11. [SPHERE] — Optional Permanent Dyson Sphere

Phase dashboard

At a glanceWhat matters now
Main goalBuild permanent nodes, frames, and shell cells until live Dyson generation reaches the four-receiver power target
Good target5 Small Carrier Rockets/min, 5 rocket launches/min, and 15 shell-cell sails/min
Research nextSolar CollectionPhoton Frequency ConversionSuper Magnetic Field GeneratorSolar Sail Orbit SystemRay ReceiverHigh-Strength Lightweight StructureVertical Launching Silo
Keep an eye onProcessors, Quantum Chips, Deuteron Fuel Rods, completed frame boundaries, and the live sphere-generation readout
Move on whenThe permanent sphere meets the same GW target required by the receiver array

Goal

The permanent route replaces a continuously expiring swarm with a construction project:

raw materials → Frame Material → Dyson Sphere Components → Small Carrier Rockets → Vertical Launching Silo → nodes and frames → Solar Sails absorbed as shell cells → permanent Dyson power

What rockets build

Use the Dyson Sphere Editor to create a layer, place nodes, connect those nodes with frames, and designate enclosed shell areas. Small Carrier Rockets launched by the Vertical Launching Silo build the nodes and frames. Until those boundaries exist, the shell has nowhere to absorb sails.

What the Solar Sails do

Once a shell area is enclosed by completed structure, launched Solar Sails can leave the temporary swarm and become permanent cell points. The production block below makes 45 sails/min: 30/min are consumed while producing Dyson Sphere Components and the remaining 15/min are available for shell-cell filling.

Why this route is slower

The one-Silo reference line launches only 5 rockets/min, and the total construction time depends on the layer you draw. Large radii and dense frame patterns need more structure before sails can be absorbed. The route is slower to bring online than the swarm, but completed structure and cells do not expire.

What counts as complete

The shape determines how many rockets and sails are required, so there is no universal final rocket count. The endpoint remains numerical: reach ≥1.655 GW at Ray Transmission Efficiency Lv0, or the lower target corresponding to your researched level. Use the live Dyson generation readout rather than an estimated material total.

Research first

If you came directly from [GREEN], complete the shared solar-launch path before the sphere-specific technologies:

  1. Solar Collection
  2. Photon Frequency Conversion
  3. Super Magnetic Field Generator
  4. Solar Sail Orbit System
  5. Ray Receiver
  6. High-Strength Lightweight Structure
  7. Vertical Launching Silo

Solar Sail Orbit System has Super Magnetic Field Generator as an implicit requirement. The sphere route still needs Solar Sails, EM-Rail Ejectors, and Ray Receivers; it changes how Dyson power is constructed, not the downstream photon machinery.

Quick reference — How much is enough

Looking something up mid-build? Start here. These are the numbers worth checking without rereading the whole phase.

RequirementReference target
Small Carrier Rocket production5/min
Vertical Launching Silos1 supplied continuously
Rocket launches5/min
Solar Sails available for shell cells15/min
Reference shell Ejector block2 at ≥40% average duty
Live permanent generation at Ray Transmission Efficiency Lv0≥1.655 GW

Quick reference — Required builds

The collapsed card titles are the complete production and launch list for this optional route. Open a card when you want a verified build method; leave it closed when you prefer to solve the chain yourself.

Small Carrier Rockets — 5/minOPTIONAL ROUTEKEEP

Input

  • 7 Arc Smelters — Iron Ingots — draw 362.5 Iron Ore/min at stated output.
  • 3 Arc Smelters — Magnets — draw 110 Iron Ore/min.
  • 4 Arc Smelters — Copper Ingots — draw 201.25 Copper Ore/min.
  • 8 Arc Smelters — High-Purity Silicon — draw 460 Silicon Ore/min.
  • 7 Arc Smelters — Titanium Ingots — draw 400 Titanium Ore/min.
  • 4 Arc Smelters — Glass — draw 215 Stone/min.
  • 14 Arc Smelters — Energetic Graphite — draw 827.5 Coal/min.
  • 14 Oil Refineries — Plasma Refining — draw 401.875 Crude Oil/min.
  • Stone Mining Machines — supply 402.5 Stone/min for Sulfuric Acid.
  • Water Pumps — supply 261.25 Water/min.
  • Hydrogen logistics — supply 439.0625 Hydrogen/min external net demand.

Pipeline

  • 2 Arc Smelters — Steel; 2 Arc Smelters — Titanium Alloy.
  • 6 Chemical Plants — Sulfuric Acid; 7 — Graphene; 4 — Carbon Nanotubes.
  • 2 Chemical Plants — Plastic; 2 — Organic Crystals.
  • 1 Mk.I Assembler — Gears; 1 — Magnetic Coils; 2 — Electric Motors; 1 — Electromagnetic Turbines; 1 — Super-Magnetic Rings.
  • 2 Mk.I Assemblers — Circuit Boards; 5 — Microcrystalline Components; 4 — Processors.
  • 2 Mk.I Assemblers — Titanium Crystals; 2 — Casimir Crystals; 3 — Titanium Glass; 6 — Plane Filters; 2 — Quantum Chips.
  • 2 Miniature Particle Colliders — Deuterium; 3 Mk.I Assemblers — Deuteron Fuel Rods.
  • 1 Mk.I Assembler — Prisms; 2 — Photon Combiners; 2 — Solar Sails.
  • 4 Mk.I Assemblers — Frame Material30/min.
  • 2 Mk.I Assemblers — Dyson Sphere Components10/min.

Output

  • 1 Mk.I Assembler — Small Carrier Rockets5 Small Carrier Rockets/min.

Surplus Yield

  • 15 Solar Sails/min remain after 30/min are consumed by Dyson Sphere Components.
Small Carrier Rocket launches — 5/minOPTIONAL ROUTELAUNCH

Input

  • 5 Small Carrier Rockets/min.
  • 18 MW active grid capacity.

Pipeline

  • 1 Vertical Launching Silo5 launches/min while supplied.

Output

  • 5 Small Carrier Rockets launched/min into the planned Dyson layer.
Solar Sail launches — 15/min for shell cellsOPTIONAL ROUTELAUNCH

Input

  • 15 Solar Sails/min.
  • 2.4 MW peak grid capacity.

Pipeline

  • 2 EM-Rail Ejectors20 launches/min each while firing.
  • 40% measured average firing duty16 effective launches/min.

Output

  • ≥15 Solar Sails launched/min for shell-cell absorption.

Watch for

Rockets cannot fill a shell by themselves, and sails cannot become permanent until completed nodes and frames enclose a designated shell area. If either launch stream appears idle, inspect the Dyson Sphere Editor before expanding production.

Processors feed both Dyson Sphere Components and Quantum Chips. Deuteron Fuel Rods feed both rockets and fusion power. This route deliberately stresses lines that green science may already be using heavily.

Ready to move on when

Next

Return to [PHOTON].


12. [PHOTON] — Critical Photons and Antimatter

Phase dashboard

At a glanceWhat matters now
Main goalSustain 48 Critical Photons/min and convert them into 48 Antimatter/min
Good target4 fully warmed lensed Ray Receivers feeding 1 Miniature Particle Collider
Research nextPlanetary Ionosphere UtilizationDirac Inversion Mechanism; then Controlled Annihilation Reaction only when Antimatter Fuel Rods are useful
Keep an eye onContinuous Receiving, Receiver Strength, lens supply, available Dyson power, and returned Hydrogen
Move on when48 Critical Photons/min and 48 Antimatter/min are continuous, and all five cube colors can reach 40/min

Goal

The photon economy connects the Dyson project to ordinary item production:

live Dyson power → lensed Ray Receivers → Critical Photons → Miniature Particle Collider → Antimatter + Hydrogen → white cubes in [WHITE]

How Ray Receivers become production buildings

Ray Receivers normally convert Dyson output into grid power. Dirac Inversion Mechanism unlocks the Photon Materialization recipe and the Receiver's Photon Generation mode. In that mode, each fully warmed receiver supplied with a Graviton Lens converts up to 240 MW and produces 12 Critical Photons/min.

Receiver output depends on three separate conditions: Continuous Receiving must warm up, Receiver Strength must reach 100%, and the swarm or sphere must have enough uncommitted generation to satisfy the requested power. A Receiver can be built, lensed, and set correctly while still producing below its advertised rate if any one of those conditions is missing.

What the Graviton Lenses do

Planetary Ionosphere Utilization allows Graviton Lenses to support the Receiver array. Four lensed Receivers consume only 0.4 lenses/min in total. Your green-science line already produces Graviton Lenses at a much higher rate, so this phase normally requires a reserved feed and local buffer rather than a new factory.

How Antimatter is made

The Photon Materialization recipe unlocked by Dirac Inversion Mechanism runs in a Miniature Particle Collider. It converts Critical Photons into Antimatter one-for-one and returns the same quantity of Hydrogen. One Collider can process 60 photons/min, so the four-Receiver stream of 48/min fits in one building with headroom.

Technology order

Photon Materialization is a recipe, not a technology. There is no separate “Antimatter” technology. The required research order for this phase is Planetary Ionosphere Utilization followed by Dirac Inversion Mechanism.

Controlled Annihilation Reaction is a real later technology. It unlocks Annihilation Constraint Spheres and Antimatter Fuel Rods; it is useful for Artificial Stars, but it is not required to manufacture Antimatter or complete the main mission.

Research first

  1. Planetary Ionosphere Utilization
  2. Dirac Inversion Mechanism

After Antimatter is flowing, take Controlled Annihilation Reaction only when you intend to make Antimatter Fuel Rods or continue toward Artificial Star.

Quick reference — How much is enough

Looking something up mid-build? Start here. These are the numbers worth checking without rereading the whole phase.

Finish paceLensed ReceiversCritical Photons/minAntimatter/min available
Relaxed — 20 white/min22424
Comfortable — 40 white/min44848
Fast — 80 white/min78484

The two required technologies also test the older cube lines:

Quick reference — Required builds

The collapsed card titles are the complete production list for this phase. Open a card when you want the exact buildings and rates; leave it closed when you prefer to solve the connection yourself.

Critical Photons — 48/minMANDATEDCOMFORTABLE TARGET

Input

  • ≥1.655 GW live Dyson generation at Ray Transmission Efficiency Lv0, or the corresponding upgraded target.
  • 0.4 Graviton Lenses/min.

Pipeline

  • 4 Ray Receivers — Photon Generation.
  • 240 MW, 0.1 Graviton Lens/min, and 12 Critical Photons/min per fully warmed receiver.

Output

  • 48 Critical Photons/min.
Antimatter — 48/minMANDATEDKEEP

Input

  • 48 Critical Photons/min.

Pipeline

  • 1 Miniature Particle Collider — Photon Materialization.
  • 60 Critical Photons/min maximum collider throughput.

Output

  • 48 Antimatter/min.

Surplus Yield

  • 48 Hydrogen/min.

Watch for

Receivers do not begin at full output. Let Continuous Receiving warm up before judging the array, and verify that the Dyson source is supplying the full requested power.

The Collider returns Hydrogen at the same rate as Antimatter. Route or buffer it so the output cannot back up and stop Photon Materialization.

Ready to move on when

Next

Go to [WHITE].


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

Phase dashboard

At a glanceWhat matters now
Main goalResearch the white-cube recipe, sustain 40 white cubes/min, and feed the final 4,000 into Mission Completed!
Good target20/min relaxed, 40/min comfortable, or 80/min fast — only if every feeder can match it
Research nextUniverse MatrixMission Completed!
Keep an eye onThe slowest older cube line; white-cube production cannot run faster than its weakest input
Move on whenMission Completed! finishes

Goal

The final phase is a synchronization problem:

five established cube lines + Antimatter → white-cube Matrix Labs → white-cube stock and research feed → Mission Completed!

Unlock the recipe first

Universe Matrix is the technology that unlocks white-cube manufacturing. It consumes 2,000 blue, 2,000 red, 2,000 yellow, 2,000 purple, and 2,000 green cubes. This is a research batch, not part of the production build.

Then build the synchronized production line

Each white cube consumes one cube of every earlier color plus one Antimatter. A baseline Matrix Lab produces 4 white cubes/min, so the comfortable target uses 10 production Labs and requires 40/min from each of the six inputs.

The white Labs are rarely the real bottleneck. All five earlier Matrix lines must now operate together, and the final rate is set by the slowest one. Watch each feed independently and expand the starved source rather than adding idle white Labs.

Finish the main mission

After white cubes are flowing, queue Mission Completed! in the research Labs. It consumes 4,000 white cubes. At a sustained 40/min, the final batch takes 100 minutes; 20/min takes 200 minutes, and 80/min takes 50 minutes.

Research first

  1. Universe Matrix — unlocks white-cube manufacturing
  2. Mission Completed! — consumes the final 4,000 white cubes

Quick reference — How much is enough

Looking something up mid-build? Start here. These are the numbers worth checking without rereading the whole phase.

White cube rateProduction LabsRequired from each cube colorAntimatter/minTime for 4,000
20/min520/min each20200 min
40/min1040/min each40100 min
80/min2080/min each8050 min

The default [PHOTON] array supplies 48 Antimatter/min, leaving 8/min of headroom over the comfortable white-cube line.

Quick reference — Required builds

White-cube production is the only new factory build in this phase. The two technologies above are research batches and are therefore explained in the phase text rather than presented as build cards.

White cubes — 40/minMANDATEDCOMFORTABLE TARGET

Input

  • 40 blue cubes/min.
  • 40 red cubes/min.
  • 40 yellow cubes/min.
  • 40 purple cubes/min.
  • 40 green cubes/min.
  • 40 Antimatter/min.

Pipeline

  • 6 independent input feeds — each sustained at 40 items/min.

Output

  • 10 Matrix Labs — white cubes40 white cubes/min.

Watch for

The most common endgame mistake is assuming the newest production line is the important one. White-cube production asks every earlier cube line to work at once; the limiting factory may be a tiny blue, red, or yellow setup built many hours ago.

Ready to move on when

Next

Mission Completed!.

After this point, there is no longer one required next step. The game opens into scale, exploration, combat, larger permanent Dyson construction, rare-resource shortcuts, and megabase design.


Optional Paths

These are worth taking when they solve a problem you can already see. None of them needs to interrupt the main route just because it has become available.


[PLS] — Planetary Logistics as a Spaghetti-Reduction Tool

What it is for

Replace long cross-planet belts with drone transport while preserving functioning local production districts.

Take it when

Before ILS, avoid a broad rollout if it consumes titanium needed for the ILS rush.

Do this

Use:

Producer district → PLS Local Provider → drones → PLS Local Receiver → consumer district

For imported goods:

Remote ILS Provider → vessel → Home ILS Remote Receiver + Local Provider → drones → PLS Local Receiver

Replace one painful long-distance relationship at a time.

Return to the main route when

The goal is not a blueprint-perfect planet.

The goal is:

global spaghetti → drone logistics → local spaghetti


[PILE SORTER] — Integrated Logistics

What it is 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.

Do not take it merely because it is available.

Return to the main route when

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


[GAS GIANT] — Orbital Collectors

What it is for

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

Take it when

Do this

Take Orbital Collectors because you actually need the gas, not because the technology happens to be available in yellow.

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 is for

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

Take it when

Do this

Compare the ongoing logistics burden with simply building local generation.

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

Return to the main route when

Use the simpler power system. Do not create a logistics network merely to avoid a few easy local generators.


[ADVANCED MINING] — Large Remote Extraction Networks

What it is 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 is already spread across many worlds.

It is not required for an efficient Mission Completed run.

Return to the main route when

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


[DARK FOG] — Hidden Industrial Technology

What it is 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: do not enter this branch at all.


One-Screen Default Checklist

[BOOTSTRAP]

[BLUE]

[RED]

[FLIGHT]

[TITANIUM]

[YELLOW]

[ILS]

[PURPLE]

[WARP]

[GREEN]

[DYSON]

[PHOTON]

[WHITE]


When you are not sure what is wrong

When progression stalls, 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 are missing another technology or the machine that actually makes it.

  3. Can I keep supplying every required material?
    If not, find the material you cannot 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 production line below the minimum for this stage is probably what you should fix first.

A line between minimum and comfortable is usually good enough to leave alone.

A line already above the comfortable target usually does not need more attention unless the next part of the game has started asking much more from it.