Dyson Sphere Program — Practical Progression Guide
Version 1.14 — natural-language and phase-scope cleanup
A practical route from your first factory to Mission Completed
I made this guide while learning DSP because I kept losing the thread between one successful build and the next. It's meant to stay open while you're playing, not be read once from top to bottom and memorized.
The rhythm that worked for me is:
check the guide → play for a while → come back when you need your bearings → find the next useful action → return to the game
The default route is:
Bootstrap → Blue → Red → Flight → Titanium → Yellow → ILS → Purple → Green → Dyson → Photon → White → Mission Completed
Cube names used in this guide
DSP gives every cube a formal name, but in the middle of a build you mostly need to recognize the color. This guide therefore uses the color as the normal name:
blue cube (Electromagnetic Matrix) · red cube (Energy Matrix) · yellow cube (Structure Matrix) · purple cube (Information Matrix) · green cube (Gravity Matrix) · white cube (Universe Matrix)
When a formal Matrix name appears later, it's because the guide is naming the technology you click in the tech tree. Manufactured items, rates, stockpiles, and recipes are referred to by cube color.
Warp, a permanent pre-photon Dyson Sphere, broad PLS deployment, Gas Giant Exploitation, interstellar power transmission, advanced mining, and Dark Fog industry are optional paths. They're real options, but this guide doesn't make them mandatory. Take one when it solves a problem you can already name.
How to use this guide without constantly rereading it
Build-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 appears in the collapsed card index. The phase text tells you what matters; opening a card reveals one checked construction method. The cards stay closed until you ask for the answer.
Ratio provenance: Production recipes and recipe times were checked against the supplied runtime-derived canonical dataset. Rates describe steady operation at the advertised output unless a bullet explicitly says “full-load”.
That's the whole pattern: find your place → take the detail you need → go back to the game.
- Jump to the phase you're in. Use the phase strip on the right. If you're 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 required phase output is listed; open one card, several, or none.
- Read the rest only when you need the why. You shouldn't have to reread a chapter just to recover one number.
And when you do come back:
You aren't expected to remember where every table or ratio lives. Leave the guide open, disappear into the game for a while, and come back when you can no longer remember why half the belts exist.
Quick Progress Index
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 can honestly remember completing, then jump to the next row. The tag in brackets takes you straight there.
| Stage | Search tag | What you're aiming for |
|---|---|---|
| 0 | [BOOTSTRAP] | The factory builds the factory |
| 1 | [BLUE] | Keep blue cubes flowing |
| 2 | [RED] | Keep red cubes flowing and stabilize oil |
| 3 | [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 don't need to memorize them.
These are useful targets for keeping the run moving, not commandments for how every factory must be built.
| Cube color | Minimum when first established | Comfortable in its own phase | Later target |
|---|---|---|---|
| Blue | 20/min | 40/min | ~60+/min before the long green/endgame run of research |
| Red | 10/min | 20/min | ~60+/min before the long green/endgame run of research |
| Yellow | 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 |
Don't build the endgame factory during the blue phase. Expand the older cube line that research is visibly waiting on.
0. [BOOTSTRAP] — Stop Handcrafting the Factory
Phase dashboard
| At a 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
Your first job is to stop being the factory. Reach the point where the machines, rather than Icarus, produce the materials needed to expand.
The bootstrap is complete when adding a miner, smelter, assembler, belt line, or sorter no longer sends you back to the replicator for another round of handcrafting.
Research first
- Electromagnetism
- Automatic Metallurgy
- Basic Assembling
- Basic Logistics System
- Electromagnetic Matrix — unlocks blue cubes
The early tech tree is full of useful distractions. Ignore most of them for now and 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 you're most likely to need without rereading the whole phase.
There's no useful megabase target yet, and no prize for pretending there's.
Build enough iron, copper, Magnetic Coil, and Circuit Board capacity that every new machine doesn't immediately rob 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 card titles cover every required output in this phase. Open one when you want the numbers; leave it closed when you'd rather 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 capacities, not quotas. Add another smelter only when a downstream line is actually waiting.
Basic components — Magnetic Coils & Circuit Boards
There's no honest universal starter rate here. Keep the components available; the blue-phase card provides 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 a checklist, not a fixed ratio. Cap the storage and expand whichever 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; don't 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 belts have an expiration date, whether they know it or not.
The right bootstrap factory is the one that keeps you moving, not the one you'd 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 | Don't 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
Blue cubes should become background noise—in the good sense. Keep them running so research no longer waits for you to remember the recipe.
Research first
To open the next cube tier:
- High-Efficiency Plasma Control
- Plasma Extract Refining
- Energy Matrix — unlocks red cubes
Take Steel Smelting and Thermal Power before the oil setup and first off-world outpost turn into a last-minute materials hunt.
Quick reference — How much is enough
Looking something up mid-build? Start here. These are the numbers you're most likely to need 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 as a blueprint key, not a layout. Match the machine counts and input rates; route the belts in whatever way still makes sense on your planet.
Quick reference — Required builds
The card titles cover every required output in this phase. Open one when you want the numbers; leave it closed when you'd rather 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
Don't 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
Oil is the first part of the game where a line can stop because you've got too much of something. Keep red cubes running, keep both refinery outputs moving, and line up the research for 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 tech tree makes one dependency especially easy to miss:
To research PLS, you also need Thruster and Vertical Construction Lv1. Queue them now rather than discovering the gap after the titanium trip.
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 you're most likely to need 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 card titles cover every required output in this phase. Open one when you want the numbers; leave it closed when you'd rather 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 can't 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 isn't lack of crude oil. It's one output filling up and silently stopping the other.
Don't panic-burn or discard Hydrogen; later phases will ask for absurd amounts of it. Early on, however, a finite buffer is still better than letting a full tank 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
This isn't a sightseeing trip. Leave the starter planet safely and come back with 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 you're most likely to need without rereading the whole phase.
There's no cube target here. The target is a trip that changes what your factory can do.
Before launch, carry enough fuel and core-energy margin to survive a bad approach, plus enough construction material to leave a real outpost behind. A token miner and a promise to come back don't count.
Quick reference — Required builds
The card titles cover every required output in this phase. Open one when you want the numbers; leave it closed when you'd rather 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.
There's no honest universal item count here: destination conditions and fuel technology vary too much. Use this as a completeness check, not an invented loadout ratio.
Watch for
Persistent remote outposts on Dark Fog runs
An unattended mining world can acquire an unpleasant new neighbor while you're away.
Before leaving a persistent outpost behind, make the choice explicitly:
- provide minimum autonomous local defense; or
- accept that you may need to return and clear a new base later.
Don't 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's needed for the Structure Matrix tech (yellow cube unlock) → High-Strength Titanium Alloy → ILS |
| Keep an eye on | Don't spend scarce first titanium on a broad PLS rollout |
| Move on when | You've built a serious titanium stockpile and direct silicon is available or planned |
Goal
Make the first trip count. Return with enough titanium to break through the yellow/ILS transition instead of commuting between planets with pocketfuls of ore.
Research first
This is a poor moment to wander into interesting side research.
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 you're most likely to need without rereading the whole phase.
First serious haul
Aim for 810–860 Titanium Ingots.
That's 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 card titles cover every required output in this phase. Open one when you want the numbers; leave it closed when you'd rather 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 deliberately left open because vein coverage and mining upgrades change the answer.
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.
About 770 ingots is the hard floor for the research batch, two ILS towers, and one vessel. The larger target buys enough margin to make the trip feel worthwhile.
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
PLS is tempting, but your first titanium has a more important job: ending manual interplanetary hauling.
Before ILS, PLS can tidy local transport, but it can't move titanium between planets. Build only the units that will become your first ILS pair unless the local belts are genuinely costing 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
This is one of the cleanest bargains in the run: produce 200 yellow cubes, spend them on the two technologies that matter, and retire yourself from interplanetary freight duty.
Default allocation:
- 80 yellow → High-Strength Titanium Alloy
- 120 yellow → Interstellar Logistics System
Make 200 yellow, spend it, and move on. The game will give you plenty of reasons to build more later.
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 you're most likely to need 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: don't 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 card titles cover every required output in this phase. Open one when you want the numbers; leave it closed when you'd rather 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 is a practical five-vessel start, not the absolute minimum. Activate ILS now and add the rest of the fleet from the same lines later.
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
The 15/min line is a bridge to ILS, not your final yellow factory.
The first 200 yellow cubes only get you through the ILS rush. Later research will eat thousands more, but ILS will make the eventual expansion far less painful.
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
You're no longer the cargo ship. Replace manual interplanetary hauling with continuous supply, then convert only the worst 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.
Unlocking ILS feels like a victory lap. It isn't a reason to research every yellow-tier utility technology before pointing the queue at purple.
Quick reference — How much is enough
Looking something up mid-build? Start here. These are the numbers you're most likely to need without rereading the whole phase.
The target here isn't a prettier planet or a larger cube number. It's:
- 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 logistics is working, check the older cube lines occasionally. Before the long run to green, around 60/min each for blue, red, and yellow is comfortable—but expand only the color research is actually waiting on.
Quick reference — Required builds
The card titles cover every required output in this phase. Open one when you want the numbers; leave it closed when you'd rather 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 isn't a phase requirement.
Watch for
ILS charging spikes
A newly placed ILS charges a large internal buffer and can make the power graph look as though the factory has suddenly lost its mind.
The spike is real but temporary. Don't size the whole grid around it; lower the station charging-power setting if the early network can't absorb it comfortably.
Premature total rebuilds
Don't celebrate ILS by demolishing the planet. Replace one irritating long-distance belt at a time, and leave anything that still works alone until it becomes the problem.
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
Purple is where the tidy little chains stop pretending they're independent. Keep the cubes running and finish the two branches that meet at green.
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. Stabilize the weak links, but don't hold the run hostage until the whole district looks respectable.
Research first
Work on both paths as the factory allows; neither branch is optional if you want green.
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 you're most likely to need without rereading the whole phase.
- Minimum: 12 purple/min
- Comfortable: 24/min
- Later: ~40/min before sustained 40-white/min production
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 card titles cover every required output in this phase. Open one when you want the numbers; leave it closed when you'd rather 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 while this branch consumes 24/min. Keep that spare capacity visible; Quantum Chips will use it next, and later production will use it again.
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.
When you scale toward roughly 24 purple/min, copy the full prerequisite capacity—not just the final Labs.
Watch for
Purple feels messy because it exposes several old resource networks at once:
- silicon production rate
- Processors
- Plastic
- Graphene
- Carbon Nanotubes
- Hydrogen
- older blue/red/yellow cube production rates
Judge each one by whether it keeps up, not by whether the district deserves a screenshot.
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
A warp drive isn't an itinerary. Use personal warp early only when you can name the rare resource you want and the production pain it will remove.
Warp isn't required for Mission Completed. The standard chains can carry you through the starting system just fine.
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. Icarus learning to cross the stars doesn't magically teach the ILS fleet to follow.
Quick reference — How much is enough
Looking something up mid-build? Start here. These are the numbers you're most likely to need without rereading the whole phase.
Before green:
1 Graviton Lens → 1 Space Warper
After green:
1 green cube → 8 Space Warpers
That economic difference is why the default route still goes to green first.
Quick reference — Required builds
The card titles cover every required output in this phase. Open one when you want the numbers; leave it closed when you'd rather 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 bargain to 1 green cube → 8 warpers, which is why this route stays small.
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 is very good at becoming the whole evening. Before cheap warpers or vessel warp, that's a large detour rather than harmless sightseeing.
A good pre-green warp trip answers:
“What problem will this resource actually solve for me right now?”
If you can't answer that question cleanly, continue to green.
Ready to move on when
- The detour has a named resource target.
- Expensive pre-green warpers aren't 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
Green is where the factory begins to feel genuinely interstellar. Keep the cubes running, stabilize their expensive ingredients, and scale far enough that the photon and white-cube research doesn't become a surprise multi-hour wait.
Research first
By now both prerequisite paths should be finished:
- 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 you're most likely to need 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 card titles cover every required output in this phase. Open one when you want the numbers; leave it closed when you'd rather 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. Give the line a limit so it doesn't quietly eat the green cubes reserved for research.
Watch for
Green is where Gas Giant Exploitation often changes from “expensive detour” to “why am I still making all this locally?”
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 routes change how you make the materials, not which technology comes next.
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
Take the default route to [DYSON]. Choose [SPHERE] instead only when you deliberately prefer a slower build that doesn't expire.
10. [DYSON] — Build the Photon Swarm
Phase dashboard
| At a glance | What matters now |
|---|---|
| Main goal | Sustain 511 Solar Sail launches/min and ≥1.655 GW live swarm generation at Ray Transmission Efficiency Lv0 |
| Good target | 23 Mk.I Solar Sail assemblers feeding 80 EM-Rail Ejectors that average at least 32% firing duty |
| Research next | Solar Collection → Photon Frequency Conversion → Super Magnetic Field Generator → Solar Sail Orbit System → Ray Receiver |
| Keep an eye on | Solar Sail lifetime, star luminosity, measured Ejector firing duty, and the live Dyson generation readout |
| Move on when | The live swarm meets the GW target and the Ray Receiver technology is ready for the photon phase |
Goal
The swarm route isn't a one-time build; it's a running bill:
raw materials → Solar Sails → EM-Rail Ejectors → sails in orbit → live Dyson power → Ray Receivers in [PHOTON]
Every sail adds power only for its researched lifetime. When sails expire, generation falls with them. Reaching the target once isn't enough: production and long-run launches must keep replacing the sails that disappear.
Why the target is 1.655 GW
The number is large because the photon economy is large. 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 swarm must generate approximately 1.655 GW to deliver that power after 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 holds roughly 46,000 active sails. Keeping that population steady 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 replacement stream. Use the calculation to size the factory, then trust the live Dyson generation readout over your spreadsheet.
How the launch block works
An EM-Rail Ejector launches 20 sails/min while it's firing, but planets rotate and injection points wander out of view. The reference block uses 80 Ejectors: at a measured average duty of 32%, they sustain roughly 512 launches/min. If your duty is lower, add Ejectors; if it's higher, enjoy the spare capacity.
Research first
- Solar Collection
- Photon Frequency Conversion
- Super Magnetic Field Generator
- Solar Sail Orbit System
- 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 you're most likely to need without rereading the whole phase.
| Requirement | Baseline target |
|---|---|
| Critical Photon capacity prepared for | 48/min |
| Fully warmed lensed Ray Receivers prepared for | 4 |
| Receiver conversion capacity | 960 MW |
| Live swarm generation at Ray Transmission Efficiency Lv0 | ≥1.655 GW |
| Solar Sail production and long-run launches | 511/min |
| Reference Ejector block | 80 at ≥32% average duty |
Quick reference — Required builds
The card titles cover the complete production and launch chain for the default swarm route. Open one when you want the numbers; leave it closed when you'd rather solve the chain yourself.
Solar Sails — 511/min
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 Sails → 511 Solar Sails/min.
Surplus Yield
- ~95.81 Hydrogen/min from Plasma Refining.
Solar Sail launches — 511/min
Input
- 511 Solar Sails/min.
- 96 MW peak grid capacity for the launch block.
Pipeline
- 80 EM-Rail Ejectors — 20 launches/min each while firing.
- 32% measured average firing duty → 512 effective launches/min.
Output
- ≥511 Solar Sails launched/min as a measured long-run average.
Watch for
Ejector count isn't launch throughput. Measure sail consumption or actual launches over a long enough interval to include day/night and orbit-angle downtime.
The swarm is the faster route to photons, but the meter never stops running. If the continuing sail draw feels disproportionate, use [SPHERE] and turn the same industrial base into permanent structure.
Ready to move on when
- Solar Sail production sustains the recalculated replacement rate.
- Measured long-run launches sustain that same rate.
- The researched Ray Transmission Efficiency level is known and the matching GW target is being used.
- The live Dyson Swarm generation readout meets or exceeds that target.
- Ray Receiver is complete.
Next
Go to [PHOTON].
11. [SPHERE] — Optional Permanent Dyson Sphere
Phase dashboard
| At a glance | What matters now |
|---|---|
| Main goal | Build permanent nodes, frames, and shell cells until live Dyson generation reaches the four-receiver power target |
| Good target | 5 Small Carrier Rockets/min, 5 rocket launches/min, and 15 shell-cell sails/min |
| Research next | Solar Collection → Photon Frequency Conversion → Super Magnetic Field Generator → Solar Sail Orbit System → Ray Receiver → High-Strength Lightweight Structure → Vertical Launching Silo |
| Keep an eye on | Processors, Quantum Chips, Deuteron Fuel Rods, completed frame boundaries, and the live sphere-generation readout |
| Move on when | The permanent sphere meets the same GW target required by the receiver array |
Goal
The sphere route trades speed for permanence. Instead of maintaining an expiring swarm, you complete 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 them 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 sails have nowhere permanent to go.
What the Solar Sails do
Once completed structure encloses a shell area, launched Solar Sails can leave the temporary swarm and become permanent cell points. The production block below makes 45 sails/min: 30/min go into Dyson Sphere Components, leaving 15/min for shell-cell filling.
Why this route is slower
The one-Silo reference line launches only 5 rockets/min, and the layer you draw determines how long the project takes. Large radii and dense frames require more structure before sails can be absorbed. This route comes online more slowly than the swarm, but completed structure and cells don't expire.
What counts as complete
Your design determines the final rocket and sail count, so there's no honest universal material total. The endpoint is still numerical: reach ≥1.655 GW at Ray Transmission Efficiency Lv0, or the lower target for your researched level. The live generation readout decides when you're done.
Research first
If you came directly from [GREEN], complete the shared solar-launch path before the sphere-specific technologies:
- Solar Collection
- Photon Frequency Conversion
- Super Magnetic Field Generator
- Solar Sail Orbit System
- Ray Receiver
- High-Strength Lightweight Structure
- Vertical Launching Silo
Solar Sail Orbit System has Super Magnetic Field Generator as an implicit requirement. The sphere route still uses Solar Sails, EM-Rail Ejectors, and Ray Receivers; it changes how the power is built, not what happens downstream.
Quick reference — How much is enough
Looking something up mid-build? Start here. These are the numbers you're most likely to need without rereading the whole phase.
| Requirement | Reference target |
|---|---|
| Small Carrier Rocket production | 5/min |
| Vertical Launching Silos | 1 supplied continuously |
| Rocket launches | 5/min |
| Solar Sails available for shell cells | 15/min |
| Reference shell Ejector block | 2 at ≥40% average duty |
| Live permanent generation at Ray Transmission Efficiency Lv0 | ≥1.655 GW |
Quick reference — Required builds
The card titles cover the complete production and launch chain for this optional route. Open one when you want the numbers; leave it closed when you'd rather solve the chain yourself.
Small Carrier Rockets — 5/min
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 Material → 30/min.
- 2 Mk.I Assemblers — Dyson Sphere Components → 10/min.
Output
- 1 Mk.I Assembler — Small Carrier Rockets → 5 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/min
Input
- 5 Small Carrier Rockets/min.
- 18 MW active grid capacity.
Pipeline
- 1 Vertical Launching Silo — 5 launches/min while supplied.
Output
- 5 Small Carrier Rockets launched/min into the planned Dyson layer.
Solar Sail launches — 15/min for shell cells
Input
- 15 Solar Sails/min.
- 2.4 MW peak grid capacity.
Pipeline
- 2 EM-Rail Ejectors — 20 launches/min each while firing.
- 40% measured average firing duty → 16 effective launches/min.
Output
- ≥15 Solar Sails launched/min for shell-cell absorption.
Watch for
Rockets can't fill a shell by themselves, and sails can't become permanent until completed nodes and frames enclose a designated shell area. If either launch stream sits idle, check the Dyson Sphere Editor before building more machines.
Processors feed both Dyson Sphere Components and Quantum Chips. Deuteron Fuel Rods feed both rockets and fusion power. The sphere route therefore leans hardest on lines green science may already be using at full stretch.
Ready to move on when
- Small Carrier Rockets are stable at 5/min.
- One Vertical Launching Silo sustains 5 launches/min.
- Completed nodes and frames enclose at least one designated shell area.
- At least 15 Solar Sails/min are launched for shell-cell absorption.
- The researched Ray Transmission Efficiency level is known and the matching GW target is being used.
- The live permanent sphere generation readout meets or exceeds that target.
Next
Return to [PHOTON].
12. [PHOTON] — Critical Photons and Antimatter
Phase dashboard
| At a glance | What matters now |
|---|---|
| Main goal | Sustain 48 Critical Photons/min and convert them into 48 Antimatter/min |
| Good target | 4 fully warmed lensed Ray Receivers feeding 1 Miniature Particle Collider |
| Research next | Planetary Ionosphere Utilization → Dirac Inversion Mechanism; then Controlled Annihilation Reaction only when Antimatter Fuel Rods are useful |
| Keep an eye on | Continuous Receiving, Receiver Strength, lens supply, available Dyson power, and returned Hydrogen |
| Move on when | 48 Critical Photons/min and 48 Antimatter/min are continuous, and all five cube colors can reach 40/min |
Goal
This is where the enormous orbital project finally turns back into items on a belt:
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 turn 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.
Three conditions must agree: Continuous Receiving has to warm up, Receiver Strength must reach 100%, and the swarm or sphere must have enough uncommitted generation to meet the request. A Receiver can be built, lensed, and configured correctly and still underperform if any one of those 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 makes far more than that, so reserve a feed and local buffer instead of building another factory out of habit.
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 amount of Hydrogen. One Collider handles 60 photons/min, so the four-Receiver stream of 48/min fits with headroom.
Technology order
The naming is confusing enough to deserve one plain statement: Photon Materialization is a recipe, not a technology, and there's no separate “Antimatter” technology. Research Planetary Ionosphere Utilization, then Dirac Inversion Mechanism.
Controlled Annihilation Reaction is a real later technology. It unlocks Annihilation Constraint Spheres and Antimatter Fuel Rods for Artificial Stars, but you don't need it to manufacture Antimatter or complete the main mission.
Research first
- Planetary Ionosphere Utilization
- 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 you're most likely to need without rereading the whole phase.
| Finish pace | Lensed Receivers | Critical Photons/min | Antimatter/min available |
|---|---|---|---|
| Relaxed — 20 white/min | 2 | 24 | 24 |
| Comfortable — 40 white/min | 4 | 48 | 48 |
| Fast — 80 white/min | 7 | 84 | 84 |
The two required technologies also test the older cube lines:
- Planetary Ionosphere Utilization: 2,000 blue, 2,000 red, 2,000 yellow, and 2,000 green.
- Dirac Inversion Mechanism: 3,000 blue, 3,000 red, 750 yellow, 750 purple, and 1,500 green.
Quick reference — Required builds
The card titles cover every new production output in this phase. Open one when you want the exact buildings and rates; leave it closed when you'd rather make the connection yourself.
Critical Photons — 48/min
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/min
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 don't begin at full output. Let Continuous Receiving warm up before declaring the array broken, then verify that the Dyson source is supplying the full requested power.
The Collider returns Hydrogen at the same rate as Antimatter. Give it somewhere to go; the final production chain shouldn't be defeated by a full Hydrogen belt.
Ready to move on when
- Four Ray Receivers remain continuously lensed.
- The array reaches 100% Continuous Receiving and 100% Receiver Strength.
- The array sustains 48 Critical Photons/min.
- One Miniature Particle Collider sustains 48 Antimatter/min.
- Returned Hydrogen can't block the Collider.
- Blue, red, yellow, purple, and green cube lines can each reach 40/min.
Next
Go to [WHITE].
13. [WHITE] — White Cubes and Mission Completed!
Phase dashboard
| At a glance | What matters now |
|---|---|
| Main goal | Research the white-cube recipe, sustain 40 white cubes/min, and feed the final 4,000 into Mission Completed! |
| Good target | 20/min relaxed, 40/min comfortable, or 80/min fast — only if every feeder can match it |
| Research next | Universe Matrix → Mission Completed! |
| Keep an eye on | The slowest older cube line; white-cube production can't run faster than its weakest input |
| Move on when | Mission Completed! finishes |
Goal
The last phase is less a new production chain than a roll call for everything you built before:
five established cube lines + Antimatter → white-cube Matrix Labs → white-cube stock and research feed → Mission Completed!
Unlock the recipe first
Universe Matrix unlocks white-cube manufacturing. It consumes 2,000 blue, 2,000 red, 2,000 yellow, 2,000 purple, and 2,000 green cubes. Treat that as the admission price, 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 work at once, and the slowest one sets the final rate. Watch the feeds separately and expand the starving color instead of adding more white Labs to stand around looking important.
Finish the main mission
Once 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
- Universe Matrix — unlocks white-cube manufacturing
- 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 you're most likely to need without rereading the whole phase.
| White cube rate | Production Labs | Required from each cube color | Antimatter/min | Time for 4,000 |
|---|---|---|---|---|
| 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 |
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, so they stay in the phase text rather than masquerading as build cards.
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
- 6 independent input feeds — each sustained at 40 items/min.
Output
- 10 Matrix Labs — white cubes → 40 white cubes/min.
Watch for
The most common endgame mistake is assuming the newest line must be the important one. White cubes call every earlier color back to work; the bottleneck may be a tiny blue, red, or yellow setup you stopped thinking about hours ago.
Ready to move on when
- Universe Matrix is complete.
- All five cube colors sustain the chosen white-cube rate.
- Antimatter sustains the same rate; the default photon line provides 48/min.
- The white-cube line is continuous.
- Mission Completed! is consuming or has consumed the final 4,000 white cubes.
Next
Mission Completed!.
After this, the guide stops telling you what comes next because the game finally means it when it says the choice is yours: scale, exploration, combat, larger permanent Dyson construction, rare-resource shortcuts, or a megabase built for no better reason than that you can.
Optional Paths
These aren't side quests you owe the tech tree. Take one when it solves a problem you can already see; otherwise leave it alone and keep moving.
[PLS] — Planetary Logistics as a Spaghetti-Reduction Tool
What it's 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. The rest of the spaghetti can wait its turn.
Return to the main route when
The goal isn't a blueprint-perfect planet.
The goal is:
global spaghetti → drone logistics → local spaghetti
[PILE SORTER] — Integrated Logistics
What it's for
Fix production lines that are being held back by how quickly items can enter or leave the machines.
Take it when
- 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—not when the icon merely starts glowing.
Don't take it merely because it's available.
Return to the main route when
Once the sorters are no longer what's slowing the line down, return to the main progression path.
[GAS GIANT] — Orbital Collectors
What it's for
Use Orbital Collectors when making enough Hydrogen, Deuterium, or Fire Ice locally is becoming more trouble than it's worth.
Take it when
- 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 need the gas, not because the technology happens to be sitting there looking affordable.
Green is often the point where the economics become obvious.
Return to the main route when
Once gas supply is no longer slowing green or later production, return to the main route.
[INTERSTELLAR POWER] — Energy Exchangers and Accumulator Shipping
What it's for
Use this when powering remote worlds locally is awkward and shipping charged accumulators is genuinely easier.
Take it when
- 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 continuing logistics burden with the unglamorous alternative of simply building local generation.
Remember that a new ILS can create a large temporary charging spike; don't mistake that brief load for the remote world's permanent demand.
Return to the main route when
Use the simpler power system. Don't create a logistics network merely to avoid a few easy local generators.
[ADVANCED MINING] — Large Remote Extraction Networks
What it's for
Make large multi-world mining networks quicker and less tedious to build.
Take it when
- 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's already spread across many worlds, not as permission to spread too early.
It isn't required for an efficient Mission Completed run.
Return to the main route when
If mining is no longer what's slowing expansion down, go fix whatever production or logistics problem actually is.
[DARK FOG] — Hidden Industrial Technology
What it's for
Access the hidden Dark Fog industrial branch in a long-run combat-focused game.
Take it when
- 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: don't 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 Receiver technology ready for PHOTON
- Live swarm generation meets the DYSON phase target
[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 aren't sure what's wrong
When the factory stops making sense, resist the urge to rebuild it on instinct. Ask these questions in order:
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're missing another technology or the machine that actually makes it.Can I keep supplying every required material?
If not, find the material you can't 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 line below the minimum for the phase is usually the first thing worth fixing.
A line between minimum and comfortable is usually doing its job. Leave it alone unless the evidence says otherwise.
A line already above the comfortable target has probably earned some peace until the next phase starts asking more of it.