Dyson Sphere Program — Practical Progression Guide
Version 1.9 — complete, optional, collapsible 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, 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.
- Jump to the phase you are in. Use the phase strip on the right. If you are unsure, use the Quick Progress Index below.
- Read YOU ARE HERE first. It reminds you what you just solved, what matters now, and what comes next.
- Scan the phase dashboard. Your useful rate, next research, likely trouble spot, and move-on condition are all there.
- Use the collapsed build cards only when you want the how. Every mandated phase output is listed; open one card, several, or none.
- 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 · 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] | Dyson power and photon production prepared before they become urgent |
| 11 | [PHOTON] | Critical Photons and Antimatter |
| 12 | [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 | ~24–36+/min as required |
| 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 | Electromagnetism → Automatic Metallurgy → Basic Assembling → Basic Logistics System → Electromagnetic 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
- Electromagnetism
- Automatic Metallurgy
- Basic Assembling
- Basic Logistics System
- 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 & Magnets
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 Boards
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 & Assemblers
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 oil
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
- Iron and copper arrive continuously.
- Basic smelting runs without manual feeding.
- Magnetic Coils and Circuit Boards are automated.
- Belts and sorters are readily available.
- Adding ordinary factory machinery no longer requires repeated handcrafting.
- Power has enough headroom for Matrix Labs and the coming oil setup.
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 Control → Plasma Extract Refining → Energy 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:
- High-Efficiency Plasma Control
- Plasma Extract Refining
- 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.
- Minimum: 20 blue/min
- Comfortable: 40 blue/min
- Later: ~60+/min when the long run of purple, green, and photon research starts waiting on blue
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/min
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
- Blue cubes are produced continuously.
- Research labs run without hand-feeding.
- Blue-cube output is at least 20/min.
- Power has room for oil extraction and refining.
- Basic factory components no longer consume every iron/copper batch.
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
- Mecha Core Lv1
- Mecha Core Lv2
- Drive Engine Lv1
- Drive Engine Lv2
Research the ILS requirements early while the needed techs still use red cubes
Research or visibly queue:
- Titanium Smelting
- Magnetic Particle Trap
- Processor
- High-Efficiency Logistics System
- Thruster
- Vertical Construction Lv1
- Planetary Logistics System
- Reinforced Thruster
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.
- Minimum: 10 red/min
- Comfortable: 20 red/min
- Later: ~60+/min when the long run toward green and the endgame starts waiting on red
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 outputs
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
- Red cubes are produced continuously.
- Red-cube output is at least 10/min.
- Neither Hydrogen nor Refined Oil can permanently jam the refinery line.
- Drive Engine Lv2 and Mecha Core Lv2 are reachable or complete.
- The technologies needed before ILS are researched or visibly queued.
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 Lv2 → Titanium Smelting → finish PLS requirements → Magnetic Particle Trap → Processor → Reinforced 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
- Drive Engine Lv2
- Titanium Smelting
- Finish the research needed for PLS:
- High-Efficiency Logistics System
- Thruster
- Vertical Construction Lv1
- Planetary Logistics System
- Magnetic Particle Trap
- Processor
- 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 loadout
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:
- provide minimum autonomous local defense; or
- accept that you may need to return and clear a new base later.
Do not configure early defenses to attack orbital or Relay targets unless escalation is deliberate.
Ready to move on when
- Drive Engine Lv2 is researched.
- Titanium Smelting is researched.
- PLS is researched or immediately researchable.
- Magnetic Particle Trap and Processor are researched or queued.
- Reinforced Thruster is researched or queued.
- Fuel and core-energy margin are comfortable.
- The titanium destination and its power plan are understood.
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 Alloy → ILS |
| 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:
- Structure Matrix tech (yellow cube unlock)
- High-Strength Titanium Alloy
- Interstellar Logistics System
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 200 yellow cubes used by the ILS rush;
- two initial ILS towers;
- roughly 5–10 Logistics Vessels.
The hard technical minimum for the 200-yellow research batch, two ILS towers, and one vessel is about 770 Titanium Ingots.
Persistent remote smelting
- Minimum: ~60 Titanium Ingots/min
- Comfortable starter source: ~120/min
- Later: expand only when the home ILS is emptying the source faster than you can refill it
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/min
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 ingots
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 supply
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
- Remote Titanium Ore extraction is operating.
- Titanium is smelted at source.
- The first serious return haul is large enough for the ILS rush.
- Direct Silicon Ore mining is established or planned.
- A persistent outpost has a power plan and, where relevant, a defense plan.
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 Thruster → ILS |
| 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:
- 80 yellow → High-Strength Titanium Alloy
- 120 yellow → Interstellar Logistics System
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:
- Basic Chemical Engineering
- Polymer Chemical Engineering
- High-Strength Crystal
- Structure Matrix — unlocks yellow cubes
- High-Strength Titanium Alloy
- Confirm the PLS required research
- Confirm Reinforced Thruster
- Interstellar Logistics System
ILS requires:
- Planetary Logistics System
- High-Strength Titanium Alloy
- Reinforced Thruster, an easy-to-miss 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.
For the ILS rush:
- Minimum: 7.5 yellow/min — 200 yellow cubes in about 26m40s
- Comfortable: 15/min — 200 yellow cubes in about 13m20s
- Later: do not build your final yellow setup yet; ILS and PLS are about to change how you move materials around the planet
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/min
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 Vessels
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 cubes
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
- Yellow production is continuous.
- Yellow-cube output is at least 7.5/min; ~15/min is comfortable.
- 200 yellow cubes are reserved for High-Strength Titanium Alloy and ILS.
- High-Strength Titanium Alloy is complete.
- ILS is complete or finishing.
- Most non-yellow ILS hardware is already prepared.
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 Material → Particle Control → Processor 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:
- Applied Superconductor, if still missing
- High-Strength Material
- Particle Control
- Processor, if still missing
- 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:
- Titanium arrives automatically.
- Silicon arrives automatically or has an equally sustainable source.
- Manual interplanetary hauling ends.
- The grid can absorb ordinary ILS operation without repeated brownouts.
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 ILS
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 ILS
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 consumer
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
- Titanium arrives automatically.
- Silicon arrives automatically or has an equally sustainable source.
- Manual interplanetary hauling is no longer routine.
- Home-station charging no longer destabilizes the grid.
- Imported materials can enter local PLS distribution where useful.
- The main tech queue is explicitly pointed toward the Information Matrix tech (purple cube unlock).
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 Collider → Strange Matter → Gravitational Wave Refraction and Casimir Crystal → High-Strength Glass → Wave Function Interference → Quantum Chip → Gravity 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
- Miniature Particle Collider
- Strange Matter
- Gravitational Wave Refraction
Branch B — Quantum Chip side
- Casimir Crystal
- High-Strength Glass
- Wave Function Interference
- Quantum Chip
Wave Function Interference sits downstream of Casimir Crystal and High-Strength Glass.
Then unlock green
- 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.
- Minimum: 12 purple/min
- Comfortable: 24/min
- Later: ~36+/min only when research is clearly waiting on purple cubes or you are preparing for white cubes
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/min
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 Acid
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 Graphene
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/min
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/min
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:
- silicon production rate
- Processors
- Plastic
- Graphene
- Carbon Nanotubes
- Hydrogen
- older blue/red/yellow cube production rates
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
- Purple cubes are continuous.
- Purple-cube output is at least 12/min; ~24/min is comfortable.
- Processor production keeps pace.
- Particle Broadband is stable.
- Graphene and Carbon Nanotubes are stable.
- Branch A is complete or actively progressing.
- Branch B is complete or actively progressing.
- Older blue/red/yellow cube rates have been rechecked.
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 Refraction → Drive Engine Lv3 → Mecha Core Lv4 → Drive 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:
- Gravitational Wave Refraction
- Drive Engine Lv3
- Mecha Core Lv4
- Drive Engine Lv4
- 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 Assembler
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 expedition
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
- The detour has a named resource target.
- Expensive pre-green warpers are not being used for routine logistics.
- The target resource clearly makes an existing production problem easier.
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 Refraction → Gravity 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:
- Quantum Chip
- Gravitational Wave Refraction
- Gravity Matrix — unlocks green cubes
After the first stable green line:
- use the efficient 8:1 Space Warper recipe;
- take vessel warp when an actual interstellar route needs it;
- take Gas Giant Exploitation when Hydrogen, Deuterium, or Fire Ice will solve a production problem you already have;
- keep the Dyson/photon lane moving in parallel.
Quick reference — How much is enough
Looking something up mid-build? Start here. These are the numbers worth checking without rereading the whole phase.
- Starter: 10 green/min
- Comfortable: 20/min
- For the endgame: scale toward ~40/min if you want the later research to move at a comfortable pace
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 block
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/min
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/min
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/min
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/min
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 cubes
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:
- Fire Ice can simplify Graphene
- natural Organic Crystal can remove its synthetic chain
- Optical Grating Crystal can alter the Casimir route
- gas-giant Hydrogen/Deuterium can replace local production pressure
These are different ways to make the same materials; the research path does not change.
Ready to move on when
- Green cubes are continuous.
- Green-cube output is at least 10/min.
- Quantum Chips are stable.
- Strange Matter is stable.
- Hydrogen and Deuterium have a deliberate supply route.
- Cheap 8:1 Space Warpers are available.
- Green is being scaled toward the desired endgame pace.
- Dyson and photon preparation is already underway.
Next
Go to [DYSON].
10. [DYSON] — Prepare the Photon Economy Before You Need It
Phase dashboard
| At a glance | What matters now |
|---|---|
| Main goal | Automate Solar Sails, launch a useful swarm, and have Ray Receivers ready |
| Good target | ~22.5 sails/min minimum demonstration, ~45/min comfortable starter swarm |
| Research next | Solar Collection → Photon Frequency Conversion → Super Magnetic Field Generator → Solar Sail Orbit System → Ray Receiver → Planetary Ionosphere Utilization → Dirac Inversion |
| Keep an eye on | Launching far more short-lived sails than you can use and building receivers without enough Dyson power |
| Move on when | Sails and receivers are ready and the path to Dirac Inversion is active |
Goal
Build the stellar-energy setup alongside late-game research so Critical Photon production does not become one huge wait at the end of the run.
You do not need a finished permanent Dyson Sphere for Mission Completed. You only need enough swarm or sphere power to keep the number of Ray Receivers you chose working properly.
Research first
- Solar Collection
- Photon Frequency Conversion
- Super Magnetic Field Generator
- Solar Sail Orbit System
- Ray Receiver
- Planetary Ionosphere Utilization
- Dirac Inversion Mechanism
Solar Sail Orbit System also depends on Super Magnetic Field Generator.
Do not wait until every technology that uses green cubes is finished before beginning this setup.
Quick reference — How much is enough
Looking something up mid-build? Start here. These are the numbers worth checking without rereading the whole phase.
Solar Sail production
- Minimum demonstration line: ~22.5 sails/min
- Comfortable starter swarm line: ~45/min
- Later: expand according to how many sails your Ejectors can actually launch and how much Dyson output you need
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.
Solar Sails — 45/min
Input
- 1 Arc Smelter — Iron Ingots — draws 22.5 Iron Ore/min.
- 1 Arc Smelter — Copper Ingots — draws 11.25 Copper Ore/min.
- 3 Arc Smelters — Glass — draw 135 Stone/min at stated output.
- 2 Arc Smelters — Energetic Graphite — draw 67.5 Coal/min.
- 1 Oil Refinery — Plasma Refining — draws 16.875 Crude Oil/min.
- Stone Mining Machines — supply another 22.5 Stone/min for Sulfuric Acid.
- Water Pumps — supply 11.25 Water/min.
Pipeline
- 1 Mk.I Assembler — Circuit Boards.
- 1 Mk.I Assembler — Prisms.
- 2 Mk.I Assemblers — Photon Combiners.
- 1 Chemical Plant — Sulfuric Acid and 1 — Graphene.
Output
- 2 Mk.I Assemblers — Solar Sails.
Surplus Yield
- 8.4375 Hydrogen/min — shown as ~8.44/min in the guide.
EM-Rail Ejector launch block
Input
- Automated Solar Sails and enough local power for the chosen ejector count.
Pipeline
- Build EM-Rail Ejectors with clear sky access and assign a sail orbit.
- Observe actual firing windows and sail consumption before expanding the ejector count.
- Keep sail production and launch capacity visible as separate constraints.
Output
- Ejectors maintain useful swarm capacity instead of merely existing idle or starving.
The guide deliberately does not derive ejector count from the 45-sail production card. Latitude, orbit geometry, uptime, and the desired Dyson output determine useful launch capacity.
Ray Receiver preparation
Input
- Prepared Ray Receivers, grid connection, and a Graviton Lens supply if lensed operation is intended.
Pipeline
- Choose receiver sites with the best practical continuous receiving conditions.
- Leave room to expand the array after real Dyson output is known.
Output
- A receiver array ready to switch into photon-generation mode when Dirac Inversion completes.
Dyson output — satisfy the chosen receiver demand
Input
- A functioning swarm or permanent sphere structure and the sail/rocket infrastructure chosen for it.
Pipeline
- Compare available Dyson power with the live demand shown by the prepared receivers.
- Expand stellar generation only when receiver demand is not being fully supplied.
Output
- Enough swarm or sphere power to make the selected receiver count useful in the photon phase.
Mission Completed does not require a finished permanent sphere. The operational requirement is supplied receiver demand, not aesthetic completion.
Watch for
Solar Sails have finite lifetime.
Prepare the launch system early, but do not fire an enormous swarm far in advance of need unless you deliberately accept the expiry cost.
Do not choose the number of Ejectors from the sail build ratio alone. Launch capacity and useful swarm size depend on actual operation and the Dyson output you are trying to sustain.
Ready to move on when
- Solar Sails are automated.
- Ejectors maintain useful swarm capacity.
- Ray Receivers are ready.
- The swarm/sphere can supply meaningful receiver demand.
- The research path to Dirac Inversion is active.
Next
Go to [PHOTON].
11. [PHOTON] — Critical Photons and Antimatter
Phase dashboard
| At a glance | What matters now |
|---|---|
| Main goal | Produce Critical Photons and Antimatter continuously at a rate that matches your intended finish pace |
| Good target | Pick receiver count from the photon table below; 10 ideal lensed receivers ≈ 120 photons/min |
| Research next | Ray Receiver → Planetary Ionosphere Utilization → Dirac Inversion Mechanism → photon generation → Antimatter |
| Keep an eye on | Actual Dyson power and older blue/red/yellow cube lines that may now be slower than the new endgame machinery |
| Move on when | Antimatter is continuous and all five cube lines can support your planned white-cube rate |
Goal
Turn Dyson output into sustained Critical Photons and Antimatter at a rate that matches the white-cube pace you want.
Research first
The important order is:
- Ray Receiver
- Planetary Ionosphere Utilization
- Dirac Inversion Mechanism
- Critical Photon generation
- Photon Materialization
- Antimatter
Planetary Ionosphere Utilization does not by itself unlock photon production. You still need Dirac Inversion before you can start making Critical Photons.
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 research just before white is expensive enough that your older cube lines need to be real production lines by now, not tiny starter setups.
Planetary Ionosphere Utilization
Cube cost:
- 2000 blue
- 2000 red
- 2000 yellow
- 2000 green
Dirac Inversion Mechanism
Cube cost:
- 3000 blue
- 3000 red
- 750 yellow
- 750 purple
- 1500 green
That is why a blue, red, or yellow line that felt perfectly fine earlier can suddenly become the thing holding up the whole endgame.
How fast to make Critical Photons
Mission Completed ultimately consumes 4000 white cubes. On the ordinary route, that implies:
- 4000 Antimatter
- 4000 Critical Photons
At ideal 100% Continuous Receiving with Graviton Lenses and enough Dyson power:
| Ideal lensed receivers | Critical Photons/min | Theoretical time for 4000 photons |
|---|---|---|
| 1 | 12 | ~333 min |
| 5 | 60 | ~67 min |
| 10 | 120 | ~33 min |
| 20 | 240 | ~17 min |
Real output depends on receiver conditions and available Dyson power.
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.
Critical Photons — 120/min ideal target
Input
- Dyson power sufficient to satisfy ten receivers in photon-generation mode.
- Graviton Lenses supplied to the receivers when using the lensed target.
Pipeline
- Finish Planetary Ionosphere Utilization and Dirac Inversion.
- Place 10 Ray Receivers in Photon Generation mode.
- Maintain ideal 100% Continuous Receiving conditions for the headline rate.
Output
- Ten lensed Ray Receivers feed the Photon Materialization line under ideal, fully powered conditions.
Real receiver output depends on continuous receiving and available Dyson power. Scale from measured output: 1 ideal lensed receiver ≈ 12 photons/min.
Antimatter — 120/min
Input
- 120 Critical Photons/min.
Pipeline
- 2 Miniature Particle Colliders — Photon Materialization — each processes 60 photons/min at full load.
Output
- 2 Miniature Particle Colliders — Antimatter output, feeding the white-cube line.
Surplus Yield
- 120 Hydrogen/min.
Photon Materialization is a 1:1 photon-to-Antimatter conversion and returns the same quantity of Hydrogen as a co-product.
Watch for
Do not build receiver count in isolation from Dyson output.
Twenty receivers that cannot be fully supplied are not a 240-photon/min system.
Likewise, a huge Antimatter line is irrelevant if your older yellow-cube line can only feed white at 15/min.
Ready to move on when
- Dirac Inversion is complete.
- Critical Photons are continuous.
- Antimatter is continuous.
- Photon production is sized to the intended completion pace.
- Blue, red, yellow, purple, and green remain healthy.
Next
Go to [WHITE].
12. [WHITE] — White Cubes and Mission Completed
Phase dashboard
| At a glance | What matters now |
|---|---|
| Main goal | Unlock white cubes, then produce the final 4000 |
| Good target | 20 white/min relaxed, 40/min comfortable, 80/min fast — only if every feeder can match it |
| Research next | Universe Matrix tech (unlocks white cubes) → Mission Completed! |
| Keep an eye on | Your slowest older cube line; white cubes can never run faster than their weakest input |
| Move on when | Mission Completed is finished |
Goal
Feed all five cube colors plus Antimatter into a continuous white-cube line, then supply the final 4000 white cubes for Mission Completed.
Research first
- Universe Matrix — unlocks white cubes
- Mission Completed!
The research path is simple. Keeping every ingredient flowing at the same time is the hard part.
Quick reference — How much is enough
Looking something up mid-build? Start here. These are the numbers worth checking without rereading the whole phase.
Unlock the white recipe first
The Universe Matrix tech (white cube unlock) costs:
- 2000 blue
- 2000 red
- 2000 yellow
- 2000 purple
- 2000 green
Only after that research finishes can you manufacture white cubes.
Each white cube then consumes:
- 1 blue cube
- 1 red cube
- 1 yellow cube
- 1 purple cube
- 1 green cube
- 1 Antimatter
A Matrix Lab produces 4 white cubes/min at baseline recipe speed.
| White cube rate | Production labs | Required rate from each cube color | Antimatter/min | Time for 4000 white cubes |
|---|---|---|---|---|
| 20/min | 5 | 20/min each | 20 | 200 min |
| 40/min | 10 | 40/min each | 40 | 100 min |
| 80/min | 20 | 80/min each | 80 | 50 min |
A 40-white/min design is still only a 15-white/min factory if one older cube line can only produce 15/min.
At ideal lensed photon output, matching 20/40/80 Antimatter per minute requires roughly 2/4/7 fully supplied receivers respectively. Real conditions may require more.
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.
Universe Matrix technology — unlock batch
Input
- 2,000 blue cubes.
- 2,000 red cubes.
- 2,000 yellow cubes.
- 2,000 purple cubes.
- 2,000 green cubes.
Pipeline
- Feed the five cube colors into research labs and finish the Universe Matrix technology before constructing the white-cube production line.
Output
- The Universe Matrix manufacturing recipe becomes available.
White cubes — 40/min
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
- Bring all six inputs to the white-cube district on independently observable feeds.
- Scale the slowest feeder line rather than adding idle white labs.
Output
- 10 Matrix Labs — white cubes.
- Each baseline Matrix Lab produces 4 white cubes/min.
At 40/min, the final 4,000-white research batch takes 100 minutes if every feeder sustains the same rate.
Mission Completed — final 4,000 white cubes
Input
- 4,000 white cubes.
Pipeline
- Feed the completed white-cube production into research labs running Mission Completed.
- Keep all six white-cube inputs healthy until the final cube is consumed.
Output
- Mission Completed research finishes.
- Theoretical batch times: 200 min at 20 white/min, 100 min at 40/min, or 50 min at 80/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 thing slowing you down may be a tiny blue, red, or yellow setup you built many hours ago and never touched again.
Ready to move on when
- Universe Matrix tech (white cube unlock) is complete.
- All five cube colors sustain the chosen white-cube rate.
- Antimatter sustains the chosen white rate.
- White cubes are continuous.
- Mission Completed is consuming the final 4000 white cubes.
Next
Mission Completed.
After this point, there is no longer one required next step. The game opens up into scale, exploration, combat, 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
- a long belt route is difficult to extend or maintain;
- several consumers need the same intermediate;
- imported ILS materials need distribution around the home planet;
- local routing is consuming more attention than production itself.
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
- dense blocks back up at machine inputs or outputs;
- ordinary sorters force awkward parallel lines;
- purple or green scaling is visibly held back by insertion speed.
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
- Hydrogen is actively holding back Casimir or green production;
- making enough Deuterium locally is taking over too much of the factory;
- Fire Ice would noticeably simplify Graphene;
- your starting gas giant provides something that would solve a problem you already have.
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
- a remote mining world has poor local power options;
- you deliberately want centralized generation;
- charged-accumulator logistics are simpler than maintaining many remote plants.
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
- many remote mining worlds are already operating;
- laying individual miners and collection belts dominates outpost setup time;
- ILS-based extraction networks are already mature.
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
- deliberate Dark Fog farming is already part of the run;
- the enemy has reached the levels needed for the relevant drops;
- the upgraded industrial buildings will operate long enough to repay the farming effort.
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]
- Basic mining and smelting automated
- Magnetic Coils and Circuit Boards automated
- Belts and sorters readily available
- Power margin exists
[BLUE]
- Sustained blue cubes
- 20/min minimum; ~40/min comfortable
- Plasma refining path open
[RED]
- Sustained red cubes
- 10/min minimum; ~20/min comfortable
- Hydrogen and Refined Oil both managed
- Drive Engine Lv2 + Mecha Core Lv2
- Research needed before ILS prepared
[FLIGHT]
- Titanium Smelting
- Research needed for PLS prepared
- Magnetic Particle Trap + Processor prepared
- Reinforced Thruster prepared
- Reliable expedition fuel and outpost kit
[TITANIUM]
- Remote titanium extraction
- Titanium smelted at source
- 810–860 ingot practical first-haul target
- Direct silicon established if convenient
- Persistent outpost power/defense decision made
[YELLOW]
- 7.5/min minimum; ~15/min comfortable
- 80 yellow → High-Strength Titanium Alloy
- 120 yellow → ILS
- First ILS hardware prepared in parallel
[ILS]
- Automated titanium
- Automated silicon or equivalent sustainable supply
- Manual interplanetary hauling retired
- ILS charging spike understood
- Long import belts beginning to move onto PLS where useful
- Information Matrix tech (purple cube unlock) prioritized
[PURPLE]
- 12/min minimum; ~24/min comfortable
- Processor production keeps up
- Particle Broadband stable
- Graphene/Carbon Nanotube production keeps up
- Miniature Particle Collider → Strange Matter → Gravitational Wave Refraction
- Casimir Crystal + High-Strength Glass → Wave Function Interference → Quantum Chip
- Older blue/red/yellow cube rates rechecked
[WARP]
- Concrete rare-resource payoff? → optional detour
- No concrete payoff? → continue directly to green
[GREEN]
- 10/min minimum; ~20/min comfortable
- Hydrogen/Deuterium route deliberately chosen
- Cheap 8:1 Space Warpers available
- Scale toward ~40/min for a brisk endgame pace
[DYSON]
- Solar Sail line automated
- Ejectors operating
- Ray Receivers prepared
- Useful swarm/sphere output available
[PHOTON]
- Planetary Ionosphere Utilization
- Dirac Inversion
- Critical Photons continuous
- Antimatter continuous
- Photon rate matched to intended finish pace
[WHITE]
- 2000 of each cube color budgeted for the Universe Matrix tech
- Chosen white-cube rate supported by every cube color
- Antimatter supports the same rate
- 4000 white cubes supplied to Mission Completed
When you are not sure what is wrong
When progression stalls, ask these questions in order:
Can I research the technology?
If not, check which earlier technology is still missing.Can I build the recipe or machine?
If not, check whether you are missing another technology or the machine that actually makes it.Can I keep supplying every required material?
If not, find the material you cannot yet mine, make, or import reliably.Does the line still depend on me carrying or hand-feeding materials?
If yes, automate the missing transport or storage step.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.