REF

Dyson Sphere Program — Practical Progression Guide

A practical route from your first factory to Mission Completed

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

The rhythm that worked for me is:

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

The default route is:

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

Cube names used in this guide

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

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

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

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


How to use this guide without constantly rereading it

Build-card assumptions

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

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

Card grammar: Input names the supplies the full line needs. Pipeline lists the intermediary products and facility stages in build order. Output states the exact end-product target and destination. Surplus Yield names only real reusable or blocking byproduct types. Operating note appears only when something changes how the line is built or kept running.

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

Recipe provenance: Production paths and technology names were checked against the supplied runtime-derived canonical dataset.

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

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

And when you do come back:

You aren't expected to remember 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 · ILS · YELLOW · PURPLE · WARP · GREEN · DYSON · SPHERE · PHOTON · WHITE · LOGISTICS

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 [ILS] Turn the measured expedition reserves into two ILS towers and five vessels
6 [YELLOW] Build sustainable yellow science after interplanetary supply is automated
7 [PURPLE] Keep purple cubes flowing and unlock both paths to green
8 [WARP] Optional mecha travel, vessel logistics, and rare-resource shortcuts
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
14[LOGISTICS]Automate the stations and carriers that make postgame expansion repeatable

Quick reference — Cube production targets

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

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

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

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


0. [BOOTSTRAP] — Stop Handcrafting the Factory

Phase dashboard

At a glanceWhat matters now
Main goalReplace routine handcrafting with four small mall blocks
Useful cube targetNone at first; begin blue production once the no-matrix tools and first mall blocks are operating
Research nextMecha Core Lv1 and affordable no-matrix unlocks → ElectromagnetismAutomatic MetallurgyBasic AssemblingBasic Logistics SystemElectromagnetic Matrix
Keep an eye onPower headroom and a mall block waiting on a recipe you have not researched yet
Move on whenBelts, Sorters, Miners, Smelters, Assemblers, storage, and basic power replenish without handcrafting

Goal

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

Start with logistics, then let those Belts and Sorters help build the industry, storage, and power blocks. Steel, Foundations, and combat ammunition are deliberately separate: their recipes arrive later, so they no longer leave dead belts running through the rest of the mall.

Research first

Clear useful research you can pay for with gathered parts while the mall develops. Take Mecha Core Lv1, Electromagnetism, Automatic Metallurgy, Basic Assembling, Basic Logistics System, and Mass Construction as their materials become available. Research Electromagnetic Matrix after the factory-making tools are underway.

Don't force ingredient-locked research. Steel, Energetic Graphite, and other blue-funded recipes can wait for BLUE; their mall blocks are isolated so the rest remains useful now.

Quick reference — How much is enough

Each mall block should refill its stated limited boxes without Icarus. Build the blocks sequentially and let them share the supplies already on the floor; these are small sleeping buffers, not four competing starter megabases.

Quick reference — Required builds

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

Mall Logistics — buffer 600 Belts + 400 SortersMANDATEDSTAGED

Input

  • Iron Ore.
  • Copper Ore.

Pipeline

  • Build now: smelt Iron and Copper Ingots; assemble Gears and Circuit Boards.
  • Add after Basic Logistics System: assemble Conveyor Belt Mk.I and Sorter Mk.I from those shared components.
  • Phase-complete line: feed each output into its own limited storage box.

Output

  • Storage Mk.I — Conveyor Belt Mk.I — limit the buffer to 600 Belts.
  • Storage Mk.I — Sorter Mk.I — limit the buffer to 400 Sorters.

Operating note

  • Let each output line stop when its limited box is full; the shared component supply remains available to the rest of the mall.
Mall Industry — buffer 50 Miners + 50 Smelters + 50 Mk.I AssemblersMANDATEDSTAGED

Input

  • Iron Ore.
  • Copper Ore.
  • Stone.

Pipeline

  • Add after Automatic Metallurgy: smelt Iron Ingots, Magnets, and Stone Bricks; assemble Gears, Magnetic Coils, and Circuit Boards; then assemble Mining Machines and Arc Smelters.
  • Add after Basic Assembling: assemble Assembling Machine Mk.I from the same component supply.
  • Phase-complete line: give each machine type its own limited storage box.

Output

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

Operating note

  • Build this after Mall Logistics so the first replenishing Belts and Sorters can help assemble it.
Mall Storage — buffer 50 Storage Mk.I + 50 Storage TanksMANDATEDSTAGED

Input

  • Iron Ore.
  • Stone.

Pipeline

  • Add after Basic Logistics System: smelt Iron Ingots and Stone Bricks, then assemble Storage Mk.I.
  • Add after Fluid Storage Encapsulation: add Glass to the smelting branch and assemble Storage Tanks.
  • Phase-complete line: give each storage building its own limited output box.

Output

  • Storage Mk.I — Storage Mk.I — limit the buffer to 50.
  • Storage Mk.I — Storage Tanks — limit the buffer to 50.

Operating note

  • The Storage Tank branch can wait until its technology arrives; the Storage Mk.I branch is useful immediately.
Mall Power — buffer 50 Wind Turbines + 100 Tesla Towers + 200 Combustible UnitsMANDATEDSTAGED

Input

  • Iron Ore.
  • Copper Ore.
  • Coal.

Pipeline

  • Add after Electromagnetism: smelt Iron and Copper Ingots; assemble Magnets, Magnetic Coils, and Gears; then assemble Wind Turbines and Tesla Towers.
  • Build alongside the grid: assemble Combustible Units directly from Coal for a compact mecha-fuel reserve.
  • Phase-complete line: give Turbines, Towers, and fuel their own limited storage boxes.

Output

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

Operating note

  • These are sleeping mall lines. A full box should stop production instead of draining the shared early factory forever.

Watch for

Power headroom. Add generation before sustained demand reaches the ceiling.

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

Ready to move on when

Next

Go to [BLUE].


1. [BLUE] — Get Blue Cubes Running

Phase dashboard

At a 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 Stabilize Electromagnetic Matrix production; RED will spend the output on graphite, Steel, Foundations, oil refining, and the red-cube unlock
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.

This phase is about making blue science dependable, not consuming its first output on every visible branch. Once the line holds at 20/min without hand-feeding, the RED phase will tell you exactly where those cubes go.

Research first

Electromagnetic Matrix should be the final BOOTSTRAP unlock. Set its recipe in the Matrix Labs, automate the two component feeds, and let the first blue stock accumulate.

Don't wait here for the red-science technology chain. Move on once blue is continuous; RED owns the blue-funded research for Energetic Graphite, Steel, Foundations, oil refining, and the red-cube recipe.

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.


Use this as a production outline, not a layout. Follow the material path and build enough capacity to hold the target; route the belts in whatever way still makes sense on your planet.

Quick reference — Required builds

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

Blue Cubes — 40/minMANDATED

Input

  • Iron Ore.
  • Copper Ore.

Pipeline

  • Smelt Iron Ore into Iron Ingots and Magnets.
  • Smelt Copper Ore into Copper Ingots.
  • Assemble Magnetic Coils from Magnets and Copper Ingots.
  • Assemble Circuit Boards from Iron and Copper Ingots.
  • Feed Magnetic Coils and Circuit Boards into Matrix Labs.

Output

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

Surplus Yield

  • Magnetic Coils.
  • Circuit Boards.

Operating note

  • Keep the spare components accessible; both remain useful throughout the factory.

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

Next

Go to [RED].


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

Phase dashboard

At a glanceWhat matters now
Main goalRun two red-cube Labs continuously without deadlocking Plasma Refining
Useful cube target20 red/min
Research nextSteel SmeltingReclamationSmelting PurificationPlasma Extract RefiningEnergy Matrix
Keep an eye onRefined Oil storage; either full refinery output can block the other
Move on whenTwo Labs sustain 20 red/min and Refined Oil has a continuing outlet

Goal

Build the first genuinely coupled production line: coal becomes Energetic Graphite, crude oil becomes Hydrogen and Refined Oil, and the Hydrogen plus Graphite become red cubes. The refinery does not care which output you wanted; if either one backs up, both stop.

Research first

Use blue science to unlock the production chain itself: Steel Smelting, Reclamation, Smelting Purification, Plasma Extract Refining, then Energy Matrix. Flight research belongs to the next phase, after this line works.

Quick reference — How much is enough

20 red/min is the phase target. Store the paired Refined Oil instead of treating it as waste; yellow and purple chemistry will find uses for it soon enough.

Quick reference — Required builds

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

Red Cubes — 20/minMANDATED

Input

  • Crude Oil.
  • Coal.

Pipeline

  • Refine Crude Oil into Refined Oil and Hydrogen.
  • Smelt Coal into Energetic Graphite.
  • Feed Hydrogen and Energetic Graphite into Matrix Labs.

Output

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

Surplus Yield

  • Refined Oil.

Operating note

  • Both refinery outputs must keep moving. Store or consume Refined Oil and Hydrogen independently so either one cannot block the other.

Watch for

Full Refined Oil storage. Add another tank or a real consumer before the Hydrogen line quietly stops.

Ready to move on when

Next

Go to [FLIGHT].


3. [FLIGHT]Drive Engine Lv2 and Planetary Escape

Phase dashboard

At a glance What matters now
Main goal Reach the titanium planet safely and leave behind useful mining and smelting
Good target No cube-rate target here; bring enough fuel, power, and buildings to avoid a token trip
Research next EngineDrive Engine Lv1 + Mecha Core Lv2Drive Engine Lv2; then prepare the listed titanium and PLS support research
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

Now that red cubes are sustainable, spend them on the flight closure:

  1. Engine — unlocks the component needed to pay for Drive Engine Lv1.
  2. Drive Engine Lv1.
  3. Mecha Core Lv2.
  4. Drive Engine Lv2 — requires both Drive Engine Lv1 and Mecha Core Lv2.

While fuel and the expedition loadout are being prepared, continue through the support research that makes the titanium trip useful:

Planetary Logistics System has implicit requirements in addition to its visible branch: Thruster and Vertical Construction Lv1. Queue them here rather than discovering the gap after the titanium trip.

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.

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:

Don't configure early defenses to attack orbital or Relay targets unless escalation is deliberate.

Ready to move on when

Next

Go to [TITANIUM].


4. [TITANIUM] — Provision the ILS Bootstrap

Phase dashboard

At a glanceWhat matters now
Main goalReturn with 860 Titanium Ingots and 520 High-Purity Silicon while leaving both remote smelting lines ready for ILS
Good target120/min of each smelted product
Research nextOnly the prerequisites needed to expose the ILS bootstrap recipes
Keep an eye onInventory space, outpost power, and basic autonomous defense in Dark Fog games
Move on whenBoth measured reserves are home and both remote lines terminate in storage beside future ILS sites

Goal

This is not merely a titanium trip. It provisions the entire first logistics bridge.

Bring home 860 Titanium Ingots: 600 become the 200 yellow-cube research batch, 180 become Titanium Alloy, and 80 go directly into the two Planetary Logistics Stations used inside the ILS pair. Bring 520 High-Purity Silicon: that becomes the 130 Processors required by two PLS towers and five Logistics Vessels.

Smelt both materials at the source. The homeworld has neither vein, and the same two lines will become Remote Providers once the towers exist.

Research first

Do not turn the expedition into a technology holiday. Prepare the chemical, Processor, logistics, and reinforced-thruster prerequisites needed by [ILS].

Quick reference — How much is enough

Quick reference — Required builds

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

First Off-World Smelting Outpost — 860 Titanium Ingots + 520 High-Purity SiliconMANDATED

Input

  • Titanium Ore veins.
  • Silicon Ore veins.
  • Independent outpost power.

Pipeline

  • Mine Titanium Ore and smelt it into Titanium Ingots.
  • Mine Silicon Ore and smelt it into High-Purity Silicon.
  • Store both products beside the area reserved for the future source-side ILS.

Output

  • Storage — Titanium Ingots — collect at least 860 for the first return trip.
  • Storage — High-Purity Silicon — collect at least 520 for the first return trip.

Operating note

  • Leave both smelting lines powered and connected. After ILS is unlocked, their storage outputs become permanent Remote Provider feeds.

Watch for

Hauling ore. Ore consumes twice the cargo space of the smelted product and leaves you with no ready-made remote provider line.

Unprotected infrastructure. In a Dark Fog game, leave enough defense that the outpost does not become an expensive distress call.

Ready to move on when

Next

Go to [ILS].


5. [ILS] — Build the First Automated Interplanetary Route

Phase dashboard

At a glanceWhat matters now
Main goalBuild two ILS towers and five vessels, then receive both off-world smelted products automatically
Fixed expedition allocation600 Titanium Ingots to yellow science; 180 to Titanium Alloy; 80 to two PLS components; 520 High-Purity Silicon to 130 Processors
Research nextStructure MatrixHigh-Strength Titanium Alloy → verify Planetary Logistics System and Reinforced ThrusterInterstellar Logistics System
Keep an eye onBuilding the component batches in sequence so one shared line is not expected to feed two consumers at once
Move on whenHome receives Titanium Ingots and High-Purity Silicon without Icarus

Goal

This is the ILS rush explained rather than invoked like a secret handshake.

  1. Feed 600 Titanium Ingots into the finite yellow line and make 200 cubes.
  2. Feed 180 Titanium Ingots, 180 Steel, and 360 Sulfuric Acid into Titanium Alloy.
  3. Reserve the final 80 Titanium Ingots for two PLS components.
  4. Feed all 520 High-Purity Silicon into the Processor line and reserve 130 Processors.
  5. Build 210 Electromagnetic Turbines, then 80 Particle Containers.
  6. Spend 80 yellow on High-Strength Titanium Alloy and 120 yellow on Interstellar Logistics System.

For the final hardware, gather 80 Steel, 80 Titanium Ingots, 130 Processors, 80 Particle Containers, 180 Titanium Alloy, and 210 Electromagnetic Turbines. Replicate or assemble two PLS components, upgrade them into two ILS towers, and build five Logistics Vessels. The 210 Turbines divide into 160 for Particle Containers and 50 for the vessels' Reinforced Thrusters.

Place one ILS at each remote smelting colony as Remote Provider. At home, use powered Remote Receiver slots for Titanium Ingots and High-Purity Silicon, install the vessels, and filter the outbound belts. When both products arrive without you, the rush is over.

Research first

Complete the chemical and Processor prerequisites, unlock Structure Matrix, research High-Strength Titanium Alloy, confirm Planetary Logistics System and the implicit Reinforced Thruster requirement, then research Interstellar Logistics System.

Quick reference — How much is enough

Quick reference — Bootstrap procedure

  1. Make the finite 200-yellow-cube batch; spend 80 on High-Strength Titanium Alloy and 120 on Interstellar Logistics System.
  2. Build the Steel, Titanium Alloy, Processor, Electromagnetic Turbine, and Particle Container quantities listed in Goal. Use the Replicator or temporary Assemblers: this is a narrow bootstrap, not a permanent mall.
  3. Make two PLS components, upgrade them into two ILS towers, and build five Logistics Vessels.
  4. Set the remote product slots to Remote Provider. Set the powered home slots to Remote Receiver, load the Vessels there, and connect filtered output belts.
  5. Finish only when Titanium Ingots and High-Purity Silicon arrive without Icarus.

Watch for

Shared lines. Fill the 210-Turbine reserve before connecting Particle Containers; otherwise the container line can consume the same Turbines you intended for vessel thrusters.

ILS charging. A new station can draw a large temporary charging load. Lower its charging-power setting rather than rebuilding the grid around a transient spike.

Ready to move on when

Next

Go to [YELLOW] and build the sustainable cube line that the bootstrap deliberately postponed.


6. [YELLOW] — Build Sustainable Yellow Science

Phase dashboard

At a glanceWhat matters now
Main goalBuild a continuous 22.5 yellow/min line from normalized local extraction and imported Titanium Ingots
Good target22.5 yellow/min now; expand only when research is visibly waiting on yellow
Research nextApplied Superconductor if needed → High-Strength MaterialParticle ControlInformation Matrix
Keep an eye onPlastic and Organic Crystal chemistry, Refined Oil balance, and the Titanium ILS receiver
Move on whenYellow runs continuously and the research queue is pointed at purple

Goal

Now build yellow for real. The ILS bootstrap proved the recipes and bought the logistics network; this phase gives those recipes permanent extraction, continuous imported Titanium, and enough integer machine capacity to remain useful through purple research.

The production order is coal and oil first, then Plastic and Organic Crystals, then Titanium Crystals and Diamonds, and finally three yellow-cube Labs. Store every chemical surplus. Purple will arrive shortly with an appetite.

Research first

With yellow stable, point the queue toward Information Matrix through Applied Superconductor, High-Strength Material, Particle Control, and any missing Processor prerequisite.

Quick reference — How much is enough

22.5 yellow/min is the checked module. It is intentionally larger than the 200-cube bootstrap and small enough to remain a district rather than a planetary redevelopment project.

Quick reference — Required builds

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

Yellow Cubes — 22.5/minMANDATED

Input

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

Pipeline

  • Refine Crude Oil into Refined Oil and Hydrogen.
  • Smelt Coal into Energetic Graphite.
  • Make Plastic from Refined Oil and Energetic Graphite.
  • Make Organic Crystals from Plastic, Refined Oil, and Water.
  • Assemble Titanium Crystals from Organic Crystals and Titanium Ingots.
  • Smelt additional Energetic Graphite into Diamonds.
  • Feed Titanium Crystals and Diamonds into Matrix Labs.

Output

  • Matrix Labs — yellow cubes — sustain 22.5 yellow cubes/min into research, with overflow storage if desired.

Surplus Yield

  • Hydrogen.

Operating note

  • Mined Organic Crystals later remove the Plastic, Refined Oil, and Water branch used only to synthesize Organic Crystals.

Watch for

Refined Oil imbalance. Keep the line's Refined Oil tank visible; a full tank can still stop Hydrogen and the whole chemical line.

Titanium receiver settings. Imported Titanium Ingots should be a Remote Receiver at home, then belted or locally provided to the yellow district.

Ready to move on when

Next

Go to [PURPLE].


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

Phase dashboard

At a glanceWhat matters now
Main goalBuild the Processor and Particle Broadband branches, then converge them into stable purple science
Good target18 purple/min now; thicken the Processor or Particle Broadband branch only when that stored endpoint falls behind
Research nextMiniature Particle ColliderGravitational Wave Refraction and Casimir CrystalWave Function InterferenceQuantum ChipGravity Matrix
Keep an eye onGraphene/Hydrogen outlets, ILS Titanium and Silicon receipts, and whether old yellow production is keeping research fed
Move on whenThree purple Labs run continuously and both green prerequisite branches are underway

Goal

Purple is a two-branch buildout. One branch turns Iron, Copper, and Silicon into Processors. The other grows from oil, Coal, Stone, Water, Titanium, and Silicon through Graphene, Carbon Nanotubes, Plastic, and Crystal Silicon into Particle Broadband.

Build and buffer those endpoints separately. Their final convergence is simple: feed Processors and Particle Broadband into three Matrix Labs for the phase's 18-purple/min target. The cards carry the two production problems; the Labs merely join them.

Research first

Spend purple while the district fills, but let production lead the phase. Work toward both Gravitational Wave Refraction and the Casimir CrystalWave Function InterferenceQuantum Chip branch. Both are required by Gravity Matrix.

Quick reference — How much is enough

18 purple/min is the phase target. The two reference branches provide 45 Processors/min and 22.5 Particle Broadband/min; feed both into three purple-science Labs and keep their endpoint storage visible.

Quick reference — Required builds

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

Processors — 45/minMANDATED

Input

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

Pipeline

  • Smelt Iron and Copper Ore into Ingots, then assemble Circuit Boards.
  • Smelt Silicon Ore into High-Purity Silicon.
  • Assemble Microcrystalline Components from High-Purity Silicon and Copper Ingots.
  • Combine Circuit Boards and Microcrystalline Components into Processors.

Output

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

Operating note

  • Keep this as a visible reusable branch. Processors return in Quantum Chips, logistics hardware, and Dyson construction.
Particle Broadband — 22.5/minMANDATED

Input

  • Crude Oil.
  • Coal.
  • Stone.
  • Water.
  • Titanium Ingots.
  • High-Purity Silicon.

Pipeline

  • Refine Crude Oil; combine Refined Oil, Stone, and Water into Sulfuric Acid.
  • Smelt Coal into Energetic Graphite; combine it with Sulfuric Acid to make Graphene.
  • Combine Graphene and Titanium Ingots into Carbon Nanotubes.
  • Combine Refined Oil and Energetic Graphite into Plastic.
  • Smelt High-Purity Silicon into Crystal Silicon.
  • Combine Carbon Nanotubes, Plastic, and Crystal Silicon into Particle Broadband.

Output

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

Surplus Yield

  • Hydrogen.

Operating note

  • Spiniform Stalagmite Crystal removes the standard Carbon Nanotube branch. Fractal Silicon shortens Crystal Silicon. Pumped Sulfuric Acid removes its chemical branch.

Watch for

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

ILS starvation. Titanium Ingots and High-Purity Silicon are off-world inputs now. If a receiving station empties, fix the route rather than inventing a local vein.

Ready to move on when

Next

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


8. [WARP] — Optional Interstellar Shortcuts

Phase dashboard

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

Goal

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

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

Research paths

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

Rare-resource shortcuts

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

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

Quick reference — How much is enough

One Mk.I Assembler making 36 Warpers/min is an intentionally arbitrary convenience line: it rapidly fills a limited buffer and then sleeps. Feed that buffer into ILS warper reserves. Rare-resource extraction is demand-led: add enough miners, pumps, or collectors to keep the chosen replacement branch supplied.

Quick reference — Required builds

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

Space Warpers — 36/min from green cubesOPTIONALAFTER GREEN

Input

  • Green cubes from the established GREEN convergence.

Pipeline

  • After Gravity Matrix, convert green cubes through the efficient Space Warper recipe.
  • Feed the Warpers into a limited storage buffer and onward to ILS warper slots.

Output

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

Operating note

  • This is the routine post-green supply. Any pre-green personal warp detour remains a small manual Warper batch described in the surrounding WARP prose.

Next

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


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

Phase dashboard

At a glanceWhat matters now
Main goalBuild two complete, independently inspectable branches that meet in two green-cube Labs
Good target10 green/min from two visible branch endpoints: Quantum Chips and Graviton Lenses
Research nextQuantum Chip + Gravitational Wave RefractionGravity Matrix
Keep an eye onHydrogen tank trends, Deuterium draw, Particle Containers, and the power cost of both Colliders
Move on whenTwo green Labs run continuously and the stored Quantum Chip, Lens, and Hydrogen branches remain stable

Goal

Green is two factories that happen to meet in the same cube. The Quantum branch runs Organic Crystals → Titanium Crystals → Casimir Crystals → Plane Filters → Quantum Chips. The gravity branch runs Hydrogen → Deuterium and Particle Containers → Strange Matter → Graviton Lenses. Build and buffer them separately; then the final two Labs are the easy part.

The two cards trace those branches from established supplies to their reusable endpoints. Feed Quantum Chips and Graviton Lenses into two green-science Labs; the final convergence is the easy part and stays here in the phase text.

Research first

Complete Quantum Chip and Gravitational Wave Refraction, then unlock Gravity Matrix. Take Gas Giants Exploitation only when an Orbital Collector would replace a Hydrogen, Deuterium, or Fire Ice bottleneck you can name.

Quick reference — How much is enough

10 green cubes/min is the phase target. Establish 7.5 Quantum Chips/min and 7.5 Graviton Lenses/min, then feed both branches into two green-science Labs. Thicken only the branch that visibly falls behind.

Quick reference — Required builds

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

Quantum Chips — 7.5/minMANDATEDSTAGED

Input

Pipeline

  • Add after Casimir Crystal: extend the Organic Crystal branch through Titanium Crystals, then combine Titanium Crystals, Graphene, and Hydrogen into Casimir Crystals.
  • Add after Wave Function Interference: smelt Stone into Glass, combine Glass with Titanium Ingots and Water into Titanium Glass, then combine Titanium Glass and Casimir Crystals into Plane Filters.
  • Add after Quantum Chip: combine Plane Filters with the established Processor supply.
  • Phase-complete line: buffer Quantum Chips before green science so Hydrogen and Filter starvation remain visible.

Output

  • Storage Mk.I — Quantum Chips — receive 7.5 Quantum Chips/min before green science and later rocket production.

Operating note

  • Feed Casimir production from a Hydrogen tank and watch it for depletion. Hydrogen made by the synthetic Organic Crystal branch can return to that tank, but the complete Quantum Chip line remains a net Hydrogen consumer. Mined Organic Crystals remove the synthetic Organic Crystal branch; Optical Grating Crystal can replace Titanium Crystals in Casimir production.
Graviton Lenses — 7.5/minMANDATEDSTAGED

Input

  • Hydrogen.
  • Iron Ore.
  • Copper Ore.
  • Coal.
  • Established Graphene supply from PURPLE.

Pipeline

  • Add after Miniature Particle Collider: convert Hydrogen into Deuterium.
  • Build the magnetic branch from Magnets and Magnetic Coils through Electric Motors and Electromagnetic Turbines.
  • Combine Electromagnetic Turbines with Graphene into Particle Containers.
  • Add after Gravitational Wave Refraction: combine Deuterium, Particle Containers, and Iron Ingots into Strange Matter.
  • Smelt Coal through Energetic Graphite into Diamonds, then combine Diamonds and Strange Matter into Graviton Lenses.

Output

  • Storage Mk.I — Graviton Lenses — receive 7.5 Graviton Lenses/min before green science and Ray Receiver lens supply.

Operating note

  • Feed the Deuterium branch from a Hydrogen tank and watch it for depletion. Return unused Hydrogen to that feeding tank with a short belt loop when a chosen route produces it.

Watch for

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

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

Ready to move on when

Next

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


10. [DYSON] — Build the Photon Swarm

Phase dashboard

At a glanceWhat matters now
Main goalSustain roughly 511 sail launches/min and at least 1.655 GW live Dyson generation at Ray Efficiency Lv0
Checked production block23 Mk.I Solar Sail Assemblers provide 517.5/min installed capacity
Research nextSolar CollectionPhoton Frequency ConversionSuper Magnetic Field GeneratorSolar Sail Orbit SystemRay Receiver
Keep an eye onMeasured Ejector duty, Solar Sail storage trend, star luminosity, sail lifetime, and live Dyson generation
Move on whenPhoton Receivers can begin useful production; the full GW target is a sustained-rate target, not permission to overlap phases

Goal

The swarm path is a running chain: Circuit Boards + Prisms → Photon Combiners; Photon Combiners + Graphene → Solar Sails; Solar Sails → EM-Rail Ejectors → active swarm → live Dyson power → Ray Receivers in [PHOTON]. The card traces the complete manufactured line; orbit choice, Ejector placement, and measured launch duty remain here in the phase.

The launch requirement remains approximately 511/min at luminosity 1.0, base 5,400-second sail life, and Ray Transmission Efficiency Lv0. Higher luminosity, sail-life research, and transmission efficiency reduce that requirement. Trust the live Dyson readout over the estimate once the machinery is operating.

Research first

Solar CollectionPhoton Frequency ConversionSuper Magnetic Field GeneratorSolar Sail Orbit SystemRay Receiver.

Quick reference — How much is enough

Production: 517.5 Solar Sails/min installed capacity. Launches: approximately 511/min under baseline conditions. Receiver demand: at least 1.655 GW at Ray Efficiency Lv0 for four fully warmed lensed Receivers.

An Ejector launches 20 sails/min while firing. Eighty Ejectors at 32% average duty produce about 512 launches/min, but installed count is not throughput. Add Ejectors only when measured long-run launches fall short.

Quick reference — Required builds

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

Solar Sails — 517.5/min installed capacityMANDATEDSTAGED

Input

  • Iron Ore.
  • Copper Ore.
  • Stone.
  • Established Graphene supply from PURPLE.

Pipeline

  • Add after Photon Frequency Conversion: smelt Stone into Glass, assemble Prisms, combine Prisms with Circuit Boards into Photon Combiners, then combine Photon Combiners with Graphene into Solar Sails.
  • Add after Solar Sail Orbit System: feed the stored sails into EM-Rail Ejectors assigned to a valid orbit.
  • Phase-complete line: compare the storage trend and measured long-run launches with the current swarm requirement.

Output

  • Storage Mk.I — Solar Sails — receive 517.5 Solar Sails/min installed capacity before the Ejector feed.

Operating note

  • Optical Grating Crystal removes the Prism branch from Photon Combiners. If the sail buffer empties, launch demand exceeds current production even if the installed Assembler count looked sufficient.

Watch for

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

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

Ready to move on when

Next

Go to [PHOTON] when the swarm can support useful output. Continue growing it in parallel until the Receiver array is fully supplied.


11. [SPHERE] — Optional Permanent Dyson Sphere

Phase dashboard

At a glanceWhat matters now
Main goalBuild a modular rocket factory, launch continuously, and grow permanent generation toward the Receiver demand
Checked rocket blockOne Mk.I Rocket Assembler has 7.5/min capacity; one Silo consumes 5/min
Research nextSolar CollectionPhoton Frequency ConversionSuper Magnetic Field GeneratorSolar Sail Orbit SystemRay ReceiverHigh-Strength Lightweight StructureVertical Launching Silo
Keep an eye onHydrogen, Processors, Titanium Alloy, Deuterium, completed frame boundaries, and shell-cell absorption
Move on whenPartial or complete permanent generation can support useful photon production

Goal

The permanent route is an assembly hierarchy: Casimir Crystals → Quantum Chips; Carbon Nanotubes + Titanium Alloy + High-Purity Silicon → Frame Material; Solar Sails + Frames + Processors → Dyson Sphere Components; Deuterium → Fuel Rods; then Components + Fuel Rods + Quantum Chips → Small Carrier Rockets.

Use the Sphere Editor to place nodes, connect frames, and designate enclosed shell areas. Rockets build nodes and frames. Solar Sails can become permanent cell points only after completed boundaries enclose a designated shell. The shape you draw determines the final material count, so the honest completion measure remains live Dyson generation rather than an invented universal rocket total.

Research first

Complete the shared solar path through Ray Receiver, then High-Strength Lightweight Structure and Vertical Launching Silo.

Quick reference — How much is enough

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

Quick reference — Required builds

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

Dyson Sphere Components — 16.875/minOPTIONALSTAGED

Input

Pipeline

  • Add after High-Strength Lightweight Structure: combine Carbon Nanotubes, Titanium Alloy, and High-Purity Silicon into Frame Material.
  • Combine Frame Material with Solar Sails and Processors into Dyson Sphere Components.

Output

  • Storage Mk.I — Dyson Sphere Components — receive 16.875 Dyson Sphere Components/min before rocket assembly.

Operating note

  • Keep Frame Material visible between stages. If components stop, the empty Frame, Sail, or Processor feed identifies the branch to expand.
Deuteron Fuel Rods — 30/minOPTIONAL

Input

  • Deuterium.
  • Iron Ore.
  • Copper Ore.
  • Coal.
  • Titanium Alloy.

Pipeline

  • Build Magnets and Magnetic Coils, then Electric Motors and Electromagnetic Turbines.
  • Combine Electromagnetic Turbines, Magnets, and Energetic Graphite into Super-Magnetic Rings.
  • Combine Deuterium, Titanium Alloy, and Super-Magnetic Rings into Deuteron Fuel Rods.

Output

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

Operating note

  • This branch shares Deuterium and magnetic components with late-game production. Follow the first empty input rather than assuming the Fuel Rod Assembler is the bottleneck.

Watch for

Editor state. Rockets cannot fill a shell by themselves, and sails cannot become permanent until completed frames enclose a designated shell area.

Support-line starvation. The two new cards end at Dyson Sphere Components and Deuteron Fuel Rods; Quantum Chips and Solar Sails come from established branches. Follow the first empty buffer backward instead of increasing the Rocket Assembler count.

Ready to move on when

Next

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


12. [PHOTON] — Critical Photons and Antimatter

Phase dashboard

At a glanceWhat matters now
Main goalWarm four lensed Ray Receivers and convert every produced Critical Photon into Antimatter
Comfortable endpoint48 Critical Photons/min and 48 Antimatter/min when Dyson supply is complete
Research nextPlanetary Ionosphere UtilizationDirac Inversion Mechanism
Keep an eye onContinuous Receiving, Receiver Strength, lens supply, live Dyson supply, and the Collider's Hydrogen outlet
Move on whenAntimatter exists continuously; full 48/min is a finish-pace target, not a phase permission gate

Goal

The orbital system now becomes an item line: live Dyson power → lensed Ray Receivers → Critical Photons → Photon Materialization in a Miniature Particle Collider → Antimatter + Hydrogen. Receivers warm gradually and can be supply-limited by the Dyson system; the Collider then follows whatever photon rate actually arrives.

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

Quick reference — How much is enough

Two lensed Receivers: up to 24 photons/min. Four: up to 48/min. Start white science as soon as continuous Antimatter exists; keep building Dyson supply in parallel until the desired pace is supported.

Quick reference — Receiver-to-antimatter procedure

  1. Place the chosen Ray Receiver array, supply Graviton Lenses, and select Photon Generation.
  2. Let Continuous Receiving and Receiver Strength warm up while watching whether live Dyson generation satisfies the array.
  3. Belt Critical Photons into a Miniature Particle Collider using Photon Materialization.
  4. Route Antimatter toward white science and keep the Collider's returned-Hydrogen outlet clear.

Watch for

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

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

Ready to move on when

Next

Go to [WHITE] as soon as Antimatter is continuous. Full Dyson and photon capacity can finish ramping in parallel.


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

Phase dashboard

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

Goal

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

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

Quick reference — How much is enough

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

Quick reference — Final convergence

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

Watch for

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

Ready to move on when

Next

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


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

Phase dashboard

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

Goal

This is a logistics mall, not six saturated factories. Each card pairs the tower or Distributor with the carriers that make it useful, traces the required component families, and ends in deliberately limited buffers. A kit wakes after you take hardware and sleeps when its boxes refill.

Use Distributors and Bots for low-volume last-mile storage and Icarus resupply; PLS and Drones for same-planet bulk movement; ILS and Vessels for planetary or interstellar bulk movement. Provider offers an item, Receiver requests it, and Depot stores it without asking that network to move it. Local controls Drone traffic; Remote controls Vessel traffic.

Research first

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

Quick reference — How much is enough

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

Quick reference — Required builds

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

Distribution Logistics Kit — buffer 50 Distributors + 200 BotsMANDATED

Input

  • Iron Ore.
  • Copper Ore.
  • Stone.
  • Processors.

Pipeline

  • Smelt Stone into Glass, assemble Prisms, and combine Prisms with Magnetic Coils into Plasma Exciters.
  • Combine Iron Ingots, Processors, and Plasma Exciters into Logistics Distributors.
  • Build Gears and Magnetic Coils, assemble Engines, then combine Engines with Processors into Logistics Bots.

Output

  • Storage Mk.I — Logistics Distributors — limit the buffer to 50.
  • Storage Mk.I — Logistics Bots — limit the buffer to 200.

Operating note

  • This is a sleeping mall kit. Let both boxes stop the line when full and use it for last-mile storage or Icarus resupply projects.
Planetary Logistics Kit — buffer 10 PLS + 200 DronesMANDATED

Input

  • Iron Ore.
  • Copper Ore.
  • Titanium Ingots.
  • Steel.
  • Processors.
  • Particle Containers.

Pipeline

  • Combine Steel, Titanium Ingots, Processors, and Particle Containers into Planetary Logistics Stations.
  • Combine Steel and Copper Ingots into Thrusters.
  • Combine Iron Ingots, Processors, and Thrusters into Logistics Drones.

Output

  • Storage Mk.I — Planetary Logistics Stations — limit the buffer to 10.
  • Storage Mk.I — Logistics Drones — limit the buffer to 200.

Operating note

  • Treat towers and Drones as one expansion kit. A PLS without carriers is storage; the paired buffer makes the network deployable immediately.
Interstellar Logistics Kit — buffer 10 ILS + 50 VesselsMANDATED

Input

  • Planetary Logistics Stations.
  • Titanium Alloy.
  • Particle Containers.
  • Processors.
  • Electromagnetic Turbines.

Pipeline

  • Combine Planetary Logistics Stations, Titanium Alloy, and Particle Containers into Interstellar Logistics Stations.
  • Combine Titanium Alloy and Electromagnetic Turbines into Reinforced Thrusters.
  • Combine Titanium Alloy, Processors, and Reinforced Thrusters into Logistics Vessels.

Output

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

Operating note

  • Treat towers and Vessels as one expansion kit. Add Space Warpers only when a deployed route actually crosses interstellar distance.

Watch for

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

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

Ready to move on when

Next

The critical path is finished and the transport layer is reusable. Pick a project: interstellar expansion, a permanent sphere, Dark Fog industry, a cleaner factory, or something gloriously unnecessary.


Optional Paths

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


[PILE SORTER] — Integrated Logistics

What it's for

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

Take it when

Do this

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

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

Return to the main route when

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


[GAS GIANT] — Orbital Collectors

What it's for

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

Take it when

Do this

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

Green is often the point where the economics become obvious.

Return to the main route when

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


[INTERSTELLAR POWER] — Energy Exchangers and Accumulator Shipping

What it's for

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

Take it when

Do this

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

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

Return to the main route when

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


[ADVANCED MINING] — Large Remote Extraction Networks

What it's for

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

Take it when

Do this

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

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

Return to the main route when

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


[DARK FOG] — Hidden Industrial Technology

What it's for

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

Take it when

Do this

Treat Dark Fog industry as a separate progression lane.

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

Return to the main route when

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


One-Screen Default Checklist

[BOOTSTRAP]

[BLUE]

[RED]

[FLIGHT]

[TITANIUM]

[ILS]

[YELLOW]

[PURPLE]

[WARP]

[GREEN]

[DYSON]

[PHOTON]

[WHITE]

[LOGISTICS]


When you aren't sure what's wrong

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

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

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

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

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

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

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

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

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