🚀 Space program
Three small contracts a day; each pays out by itself the moment it is done.
Trees in the forest give timber and crops give fibre. The plant workshop turns them into toilet paper, cloth and furniture, the crew’s basic needs. When they run short, efficiency drops.
Hotel modules host wealthy travellers: remote places with forests and waterfalls earn more. Guests want furniture, paper and food, and staff need crew.
A new season every month: the score is the space points you have gained since the month began (farthest body, colonies, buildings and research). The season board resets at the end of the month.
Named crew members gain experience over time and give bonuses. An Astronaut academy lets you hire more and they learn faster.
Trade between players: what you offer is held in escrow while the offer is open and 5 % is burned on each side. Terms must stay within half to double of fair value; there is a daily cap and level 10 is needed. Offers are returned automatically after 3 days.
Found or join an alliance: its members' season scores add up. Everyone also shares a weekly goal. As a member, you can also start a shared resource target that everyone fills together; completing it rewards every member.
The milestones of your company's story: first settlements, research, discoveries. Copy it and share it.
A person breathes 0.84 kg of oxygen a day, eats 1.8 kg, uses 3 kg of water and gives off 1 kg of CO₂ (ISS figures). Every colony beyond Earth must produce them; when stocks run out, people die.
Rockets are not free: research the class, build its hull in the factory, test it on the pad. Every flight can fail; a success raises reliability, a crash takes the hull but leaves lessons. 🌌 is a launch window: briefly cheaper while the real orbits bring two planets close together.
Ten disciplines, each collecting points in its own laboratory; each level brings a real-world breakthrough and a bonus. Some research needs a discipline level (fusion needs physics, for one). Build the laboratory in the Base tab; points flow every hour at laboratory level × your BOINC multiplier.
Every off-world colony has its own grid: producers (solar, wind, geothermal, RTG, reactors) against consumers (every plant); the difference charges the batteries or drains them. When the batteries run flat the non-critical plants slow down first (life support, power and water last). Plants also use water (cooling) and oxygen (burning); without water they run at half speed. The Earth base is tied to the company stock.
The glacier melter melts the planet’s ice and the water flows by pipe to the waterfall and the dome. Tree species are planted inside the giant dome: each grows at its own pace and gives oxygen, food and peace of mind. The waterfall humidifies the air so groves grow 25 % faster. A varied forest is worth more than a monoculture.
Every colony has its own store: extractors fill it with the body’s gases and minerals (helium-3, methane, platinum…) and the processing plant turns them into alloy, fuel, energy, water and food. Processing on Earth is 50 % better but pollutes; the Environment Ministry seals your gate at 85 %.
Sell goods from the store on Earth: prices wander ±25 % a day. Timber, paper, furniture, food and raw gases turn into alloy here.
🕶 Black Market
The same goods, at a 60% better price — but there is a 22% chance of getting caught: the goods are seized, and you pay a fine on top.
Past the Oort Cloud you are not alone. The aliens fight each other and us. Protect your colonies with the defence grid, shields, radar, missile silos and robot soldiers; or join the army of the Terra Empire: your fleets and defence grow 25 % stronger, but 5 % of your alloy is a daily tribute.
You can bring a piece of research home for free by stealing data from rival agencies. But spying is dear (250 science, 180 alloy, 120 energy and a spy) with a low chance of success; if caught you lose the spy and pay a fine. The agencies here are general regions, not real organisations.
Parts are made one at a time and fitted to the rocket.
Launching needs a pad at this base, enough tanks, the shield and the fuel. You can also click a body on the route map.
You founded a space company on Earth; first you build up its space centre there, then your rocket heads for the planets and you found a colony on every body. Buildings are constructed in real time and produce every hour whether you look or not. Science pays for research; the factory makes rocket parts, satellites and probes one at a time; satellites work in orbit (with a ground station), probes bring scientific data from uninhabitable bodies, the rocket flies in real time. On a body you reach you choose the settlement site; every member’s colony is in a different square. Your BOINC contribution multiplies everything: your level is the production multiplier, your credit becomes fuel.
Encyclopaedia of the bodies
A long, factual article for every destination: figures, history, missions, a colonisation note.
Route
| Destination | Level | Distance (fuel) | Time (h, Mk0) | Needs |
|---|---|---|---|---|
| Moon | 3 | 9.1 | 1.2 | |
| Venus | 20 | 22.8 | 4.0 | shield Mk1 · ☠ Cloud colony: The surface is 460 °C at 90 atmospheres: a landing is lethal. With the cloud-colony research an aerostat colony floats at 50 km, above the clouds. |
| Mars | 10 | 29.0 | 5.4 | |
| Phobos (Mars) | 12 | 29.0 | 5.4 | |
| Deimos (Mars) | 14 | 29.0 | 5.4 | |
| Mercury | 35 | 30.9 | 5.8 | shield Mk1 · ☠ Polar shelter: 430 °C by day, −180 °C by night: nobody survives in the open. With the polar-shelter research the permanently shadowed polar craters are settled. |
| Vesta (asteroid) | 58 | 43.5 | 8.8 | |
| Ceres (asteroid belt) | 55 | 49.1 | 10.2 | |
| 16 Psyche (metal asteroid) | 62 | 50.9 | 10.6 | |
| Jupiter | 75 | 74.1 | 16.4 | shield Mk3 · ☠ Orbital habitat: A gas giant: no surface to land on and a lethal radiation belt. With the orbital-habitat research and a strong shield a station is built. |
| Europa (Jupiter) | 80 | 74.1 | 16.4 | |
| Ganymede (Jupiter) | 82 | 74.1 | 16.4 | shield Mk1 |
| Io (Jupiter) | 90 | 74.1 | 16.4 | shield Mk3 · ☠ Orbital habitat: Hundreds of rem a day at the surface and constant volcanic eruptions: a landing is lethal. Only a station in orbit can be built. |
| Callisto (Jupiter) | 84 | 74.2 | 16.4 | |
| Saturn | 110 | 105.8 | 24.6 | shield Mk1 · ☠ Orbital habitat: A gas giant: there is no surface to land on. With the orbital-habitat research a station is built in orbit, beside the rings. |
| Enceladus (Saturn) | 115 | 105.9 | 24.6 | |
| Titan (Saturn) | 120 | 105.9 | 24.6 | |
| Rhea (Saturn) | 125 | 105.9 | 24.6 | |
| Iapetus (Saturn) | 130 | 106.0 | 24.6 | |
| The Sun | 45 | 122.0 | 17.0 | |
| Comet Halley | 520 | 149.6 | 36.3 | |
| Uranus | 170 | 156.0 | 38.1 | · ☠ Orbital habitat: A gas giant: there is no surface to land on. With the orbital-habitat research a station is built in orbit. |
| Miranda (Uranus) | 180 | 156.0 | 38.1 | |
| Titania (Uranus) | 185 | 156.0 | 38.1 | |
| Neptune | 230 | 199.4 | 50.1 | · ☠ Orbital habitat: A gas giant: there is no surface to land on. With the orbital-habitat research a station is built in orbit. |
| Triton (Neptune) | 240 | 199.4 | 50.1 | |
| Pluto | 300 | 231.4 | 59.1 | |
| Charon (Pluto) | 305 | 231.4 | 59.1 | |
| Haumea (dwarf planet) | 350 | 242.7 | 62.3 | |
| Makemake (dwarf planet) | 380 | 250.8 | 64.6 | |
| Eris (Kuiper belt) | 400 | 310.5 | 81.9 | |
| Sedna (inner Oort) | 540 | 540.4 | 142.7 | |
| Oort cloud | 600 | 825.7 | 214.0 | |
| Proxima b | 1000 | 1139.9 | 292.6 | shield Mk2 · cryo sleep |
| Teegarden b | 1100 | 1243.2 | 318.4 | shield Mk2 · cryo sleep |
| Gliese 667 Cc | 1200 | 1297.2 | 331.9 | shield Mk2 · cryo sleep |
| TRAPPIST-1e | 1500 | 1351.9 | 345.6 | shield Mk2 · cryo sleep |
| 55 Cancri e | 2800 | 1356.7 | 346.8 | shield Mk3 · cryo sleep · ☠ Orbital habitat: The day-side surface is over 2,000 °C: rock is molten. Only a station in orbit can be built. |
| LHS 1140 b | 1700 | 1371.8 | 350.5 | shield Mk2 · cryo sleep |
| K2-18 b | 2200 | 1462.5 | 373.2 | shield Mk2 · cryo sleep |
| Kepler-186f | 2000 | 1610.2 | 410.1 | shield Mk2 · cryo sleep |
| Kepler-452 b | 2600 | 1694.2 | 431.1 | shield Mk2 · cryo sleep |
| Galactic core | 3000 | 1973.2 | 500.9 | shield Mk3 · cryo sleep · ☠ Orbital habitat: The galactic core: radiation and a black hole. Only as an orbital habitat, at a distance. |
| Andromeda | 5000 | 2410.8 | 610.3 | shield Mk3 · cryo sleep · ☠ Orbital habitat: The neighbouring galaxy: an orbital station, humanity’s farthest outpost. |
Buildings
| Building | Level-1 cost | Hours | Level | Research | |
|---|---|---|---|---|---|
| Habitat | ore 30 | 0.25 | 1 | Room for crew; every building level in the colony needs 1 crew. | |
| Solar farm | ore 40 | 0.5 | 1 | Makes energy; mines, labs and plants run on it. | |
| Mine | ore 50 | 0.75 | 1 | Digs ore. | |
| Greenhouse | ore 90 | 1.5 | 5 | Crew grows up to the habitats’ capacity. Plants grow but yield little food (0.3 a day per level): real food needs groves, algae and imports. | |
| Refinery | ore 120 | 1.0 | 4 | Metallurgy | Alloy from ore and energy. |
| Laboratory | ore 80 alloy 10 | 0.5 | 1 | Makes science; research is paid in science. 150 XP per level. | |
| Fuel plant | ore 150 alloy 20 | 3.0 | 12 | Chemistry | Makes rocket fuel. |
| Factory | ore 200 alloy 40 | 1.0 | 1 | Makes rocket parts and satellites; every level speeds production. | |
| Launch pad | ore 100 alloy 30 | 1.0 | 1 | Needed to launch rockets and satellites from here. | |
| Ground station | ore 80 alloy 20 | 1.5 | 8 | Satellite technology | Talks to the satellites in this body’s orbit; satellites only work with a ground station. |
| Observatory | ore 150 alloy 60 | 6.0 | 40 | Optics | 400 XP per level and a little science. |
| Radio telescope | ore 220 alloy 90 | 8.0 | 60 | Radio astronomy | Makes science; twice as much with an interplanetary relay. |
| Life-support unit | ore 60 alloy 15 | 1.0 | 3 | CO₂ scrubber and water recycling: 4 people per level. 85 % of water is recovered, the air stays clean. | |
| Electrolysis oxygen plant | ore 70 alloy 25 | 1.5 | 4 | Splits water: 4 kg O₂ a day per level, using 4.5 kg water. The hydrogen goes to the Sabatier reactor. | |
| Algae bioreactor | ore 90 alloy 30 | 2.0 | 8 | Closed ecosystem | Spirulina: 2 kg O₂ and 0.6 kg food a day per level; little space, high yield. |
| Biogas digester | ore 80 alloy 20 | 2.0 | 8 | Closed ecosystem | Methane from waste and plant scraps: 0.4 fuel a day per level; its fertiliser raises greenhouse yield 20 %. |
| MOXIE oxygen plant | ore 120 alloy 60 | 3.0 | 12 | Oxygen from air (MOXIE) | Oxygen from a CO₂ atmosphere (Mars, Venus): 6 kg O₂ a day per level, no water used. |
| Ice mine | ore 100 alloy 20 | 2.0 | 5 | Ice mining | Water on icy bodies: 10 kg a day per level. |
| Sabatier reactor | ore 110 alloy 50 | 3.0 | 14 | Chemistry | CO₂ + H₂ → methane + water: 1 fuel and 2 kg water back a day per level. |
| RTG (radioisotope generator) | alloy 40 | 1.0 | 10 | Nuclear fission | Electricity from the decay heat of plutonium-238: what powers the Voyagers and Curiosity. Works however far from the Sun, cannot melt down. |
| Cooling system | ore 90 alloy 30 | 1.5 | 15 | Nuclear fission | Carries the heat away from the reactor core: 1 fission/thorium level or half a fusion level per level. An uncooled reactor melts down. |
| Uranium reactor | ore 250 alloy 120 | 4.0 | 15 | Nuclear fission | A pressurised-water reactor: 40 energy per level, every hour of the day. Needs cooling, full crew and maintenance every 5 days; neglected, the core melts and contaminates the colony for 30 days. |
| Thorium molten-salt reactor | ore 300 alloy 160 | 6.0 | 30 | Thorium fuel cycle | Thorium-232 → uranium-233 in molten salt. Low pressure, a freeze plug: four times safer, less fuel. Still needs cooling and maintenance. |
| Dyson swarm collector | ore 4000 alloy 3000 | 48.0 | 400 | Dyson swarm | The slice of a swarm of millions of thin mirror-satellites orbiting the Sun that is run from this colony. Freeman Dyson’s 1960 idea: even a small fraction of the Sun’s light is millions of times today’s world consumption. 1500 energy per level. |
| Fusion reactor | ore 600 alloy 400 | 12.0 | 120 | Controlled fusion | A deuterium–tritium tokamak: 150 energy per level, half a unit of deuterium fuel an hour. Cannot melt down; with too little cooling the plasma quenches and output stops. |
| Physics laboratory | ore 160 alloy 60 | 3.0 | 3 | Particle accelerator, vacuum chamber, laser bench: makes physics points. Physics raises energy and lowers reactor risk; it unlocks fission, fusion and the advanced engines. | |
| Chemistry laboratory | ore 150 alloy 60 | 3.0 | 10 | Chemistry | Fume hoods, chromatograph, reactor vessels. Chemistry raises alloy and fuel yield and unlocks MOXIE. |
| Biology laboratory | ore 150 alloy 55 | 3.0 | 8 | Closed ecosystem | Plant chambers, microbial cultures, a gene sequencer. Biology raises food output; the heart of the closed ecosystem. |
| Botany laboratory | ore 150 alloy 55 | 3.0 | 8 | Closed ecosystem | Tissue culture, light-spectrum chambers, a seed bank and soil analysis. Botany raises greenhouse and forest yield and unlocks new plant and tree species; it is a science of its own, apart from biology. |
| Plant workshop | ore 180 alloy 90 | 4.0 | 12 | Plant processing | A joinery, paper mill and loom in one: it turns the forest’s wood into toilet paper and furniture and its fibre into cloth. Without these basics (paper, clothing, furnishings) the crew gets restless and efficiency drops. |
| Seed vault | ore 220 alloy 130 | 5.0 | 10 | Plant processing | A rock-cut seed store kept at −18 °C (the Svalbard model). It lets the forest be replanted after disease and pests: cuts the risk of plant blight to a fifth. |
| Space hotel | ore 400 alloy 300 | 8.0 | 40 | Space tourism | An orbital or surface hotel module: 6 guests a level. Guests pay a daily fee; remote, scenic places with forests and waterfalls earn more. They want furniture in the room, paper in the bathroom and food at the table, and staff need crew in the colony. A small model of real space tourism by Virgin Galactic, Blue Origin and Axiom. |
| Astronaut academy | ore 300 alloy 200 | 6.0 | 30 | Closed ecosystem | Simulators, a centrifuge, pool training (like NASA’s Neutral Buoyancy Lab). Per level crew members gain experience 50 % faster and 2 more can be hired. |
| Terraforming complex | ore 3000 alloy 2500 | 72.0 | 120 | Terraforming | Huge mirror arrays, gas plants and ice-hauling lines slowly make Mars, Venus, the Moon and Titan habitable. Per level 2 open fields (no dome, at most 12) and forest yield +5 %. In reality a job of centuries; here, a small start. |
| Medical clinic | ore 120 alloy 40 | 2.0 | 5 | Surgery, radiology, an isolation ward: cares for 6 people per level. A colony without a clinic loses efficiency to illness and outbreaks; medicine reduces deaths. | |
| Dental clinic | ore 90 alloy 25 | 1.5 | 6 | Toothache is among the commonest emergencies on spaceflights, and root-canal work cannot be done in orbit. Cares for 12 people per level; dentistry cuts lost efficiency. | |
| Geology laboratory | ore 140 alloy 50 | 3.0 | 8 | Deep drilling | Core samples, a spectrometer, a seismograph. Geology raises mining and water yield and unlocks ice mining. |
| Materials laboratory | ore 170 alloy 90 | 4.0 | 8 | Metallurgy | Alloy furnaces, tensile tests, heat-shield trials. Materials shortens construction times. |
| Wind turbine | ore 70 alloy 20 | 1.0 | 6 | Wind turbines | 4 energy per level × the body’s wind factor (Earth 1, Titan 1.2, Venus 0.8, Mars 0.25). Cannot be built where there is no air. |
| Geothermal plant | ore 140 alloy 50 | 3.0 | 14 | Geothermal plant | 8 energy per level × the body’s inner heat (Earth 1, Europa 1.5, Venus 1.2, Moon 0.1). Day and night, and in a storm. |
| Battery bank | ore 90 alloy 40 | 1.5 | 4 | Stores 500 units of energy per level (100 base). It carries the colony through sunless hours and short deficits; when it runs flat, non-critical plants slow down. | |
| Waste-separation and algae reactor | ore 130 alloy 55 | 2.5 | 8 | Closed ecosystem | Crew waste and plant scraps are first separated into solid and liquid; anaerobic bacteria give methane (fuel), the liquid feeds algae (Spirulina: oxygen and food), the treated water returns and the sludge becomes fertiliser. A real MELiSSA-style loop. Serves 4 people per level. |
| Defence grid | ore 200 alloy 120 | 3.0 | 30 | Defence systems | Ground lasers, interceptor missiles and a tracking net: defence +12 per level. Turns back alien raids and foreign ships. |
| Planetary shield generator | ore 300 alloy 300 energy 100 | 6.0 | 80 | Planetary shield | A plasma shield over the colony: defence +25 per level. Hungry for energy. |
| Early-warning radar | ore 100 alloy 60 | 2.0 | 30 | Defence systems | Sees approaching ships days ahead: defence +10 % per level (at most 10) and shows the true strength of alien garrisons. |
| Missile silo | ore 250 alloy 150 | 4.0 | 60 | Nuclear missiles | Holds 4 nuclear missiles per level. Stored missiles serve as interceptors in a raid (defence +25) and, with an attack station, for bombardment. |
| Attack station | ore 500 alloy 400 energy 200 | 10.0 | 100 | Warship design | A battle platform in orbit: launches nuclear missiles, gives the fleet +150 power per level, defence +30. Required for building warships. |
| Robot factory | ore 300 alloy 150 | 4.0 | 40 | Robotics and the robot army | The assembly line of robot soldiers. Robots do not tire, do not fear and need no oxygen, but they eat energy and alloy. |
| Intelligence office | ore 150 alloy 80 | 2.0 | 25 | Intelligence service | Trains spies and runs operations against rival agencies. The office level raises the chance of success. |
| Gas and mineral extractor | ore 150 alloy 60 | 2.5 | 12 | Volatile and rare-earth mining | Takes the body’s special resources (helium-3, methane, platinum, ice…) per level per day into storage. What it yields is in the body’s article. |
| Depot | ore 100 alloy 30 | 1.5 | 10 | Volatile and rare-earth mining | Stores 250 units of gas and mineral per level (a colony with no depot holds 50). When it is full the extractor stops. |
| Processing plant | ore 200 alloy 100 | 3.0 | 12 | Industrial processing | Processes the stored matter: platinum → alloy, methane → fuel, helium-3 → energy, ice → water, ammonia → food… 50 % better on Earth, but it pollutes; the environment inspectors can seal your gate. |
| Orbital logistics station | ore 600 alloy 400 energy 200 | 10.0 | 30 | Orbital station | A cargo station in the body’s orbit: stores 1500 units per level, freighters dock without capsules, 30 % less fuel. The station in Earth orbit is the company’s main port. |
| Scrubber and filter plant | ore 120 alloy 60 | 2.0 | 15 | Clean production | Cleans flue gas and waste: pollution falls 8 points a day per level. A must if you process on Earth. |
| Glacier melter | ore 180 alloy 80 | 3.0 | 10 | Ice mining | A big heater machine set on the glacier bed: melts 40 kg of water a day per level and pumps it into the pipes. Only on icy bodies. |
| Waterfall | ore 260 alloy 90 | 4.0 | 15 | Biodome and waterworks | Pours the piped water off a cliff: a little hydropower (5 energy per level), humid air (groves grow 25 % faster), a lake and morale. 4 kg a day per level evaporates; it stops when the water runs out. |
| Giant dome | ore 400 alloy 220 energy 150 | 8.0 | 20 | Biodome and waterworks | A glass-and-ETFE dome: 6 grove plots per level. An artificial forest is planted inside; trees make oxygen, food and peace of mind. |
| Human sciences centre | ore 110 alloy 30 | 2.0 | 7 | Psychology, sociology, education and culture: cares for 10 people per level. Isolated crews such as Mars-500 lose morale; the human sciences raise efficiency and keep a crew together. |
Satellites
| Satellite | Cost | Hours | Research | Max | Effect |
|---|---|---|---|---|---|
| Positioning satellite | alloy 40 energy 30 | 1.5 | Satellite technology | 3 | Construction on this body is 10 % faster per satellite. |
| Communication satellite | alloy 50 energy 40 | 2.0 | Satellite technology | 2 | Manage this colony remotely: build here while the rocket is elsewhere. |
| Observation satellite | alloy 45 energy 30 | 1.5 | Satellite technology | 3 | Maps the ground: mines on this body dig 10 % more per satellite. |
| Weather satellite | alloy 40 energy 30 | 1.5 | Satellite technology | 2 | Solar farms on this body make 10 % more per satellite. |
| Space telescope | alloy 120 energy 80 | 4.0 | Space telescopes | 2 | Each makes 3 science an hour (with the multiplier). |
| Radio telescope satellite | alloy 140 energy 90 | 4.5 | Space telescopes | 2 | Each makes 2 science an hour; 4 together with a ground radio telescope. |
| Interplanetary relay | alloy 200 energy 120 | 6.0 | Deep space network | 1 | All science rises 10 %; radio telescopes double. |
| Deep-space positioning network | alloy 220 energy 140 | 6.0 | Deep space network | 1 | Trips leaving this body are 15 % shorter. |
| CubeSat | alloy 15 energy 10 | 0.5 | Satellite technology | 4 | Small as a shoebox and cheap: each brings 1 science an hour. The universities’ first step into space. |
| Radar imaging satellite | alloy 110 energy 70 | 3.0 | Space telescopes | 2 | Maps the surface through cloud and darkness (SAR): mines +10 %, 0.6 geology points an hour. |
| Solar observatory | alloy 130 energy 90 | 3.5 | Space telescopes | 1 | Sees flares in advance: panels are protected during a flare, solar farms +12 %. |
Research tree
| Research | Science | Hours | Level | Requires | Effect |
|---|---|---|---|---|---|
| Rocket programme I: sounding rocket | 10 | 0.15 | 1 | The first rocket class: a test vehicle. Its hull is built in the factory and tried on the pad. | |
| Rocket programme II: light launcher | 30 | 0.6 | 2 | Rocket programme I: sounding rocket | The Moon-class rocket. |
| Rocket programme III: heavy launcher | 200 | 6.0 | 12 | Rocket programme II: light launcher | The Mars-class rocket: inner planets and the belt. |
| Rocket programme IV: interplanetary ship | 700 | 16.0 | 80 | Rocket programme III: heavy launcher | A ship for the outer planets. |
| Rocket programme V: interstellar ark | 3000 | 48.0 | 600 | Rocket programme IV: interplanetary ship | To the stars. |
| Biodome and waterworks | 250 | 5.0 | 20 | Closed ecosystem | Unlocks the giant dome, the waterfall and planting forests; together with the glacier melter, a green oasis on the planet. |
| Closed ecosystem | 50 | 1.5 | 6 | Unlocks the algae bioreactor and the biogas digester. | |
| Nuclear fission | 150 | 4.0 | 12 | Metallurgy | Unlocks the uranium reactor, the cooling system and the RTG. Sunlight is weak at the outer planets; this is where the energy comes from. |
| Thorium fuel cycle | 300 | 8.0 | 30 | Nuclear fission | The molten-salt thorium reactor: safer, less fuel. |
| Hydroponics and aeroponics | 150 | 8.0 | 15 | Closed ecosystem | A nutrient solution or mist instead of soil: greenhouses give 25 % more food. NASA’s aeroponic trials cut water use by 90 %. |
| Space-adapted seed | 400 | 14.0 | 60 | Hydroponics and aeroponics | Cultivars selected for low light, radiation and salt: forest and field yield (food, oxygen, timber, fibre) +20 %. Sped up with techniques like CRISPR. |
| Space tourism | 300 | 10.0 | 40 | Closed ecosystem | Unlocks the hotel module: wealthy travellers pay a daily fee for a holiday in space. In 2001 Dennis Tito became the first tourist on the ISS; in 2021 Inspiration4 flew the first all-civilian orbital mission. |
| Terraforming | 2500 | 48.0 | 120 | Controlled fusion | Changing a world’s air, warmth and water: from Sagan’s 1961 Venus proposal to the idea of warming Mars’s poles. Unlocks the complex. |
| Solar probe | 900 | 20.0 | 45 | Deep space network | Unlocks the heat-shielded probe: sent to the Sun, it brings back the most expensive data there is. Needs advanced materials in the factory and labs. |
| Heliophysics | 700 | 16.0 | 50 | Solar probe | Learning how the Sun works inside: solar farms and panels run 8 % better and flare warnings arrive in time. |
| Plant processing | 60 | 6.0 | 12 | Closed ecosystem | Unlocks the plant workshop: paper and furniture from wood, cloth from fibre. |
| Controlled fusion | 1200 | 24.0 | 120 | Thorium fuel cycle | The deuterium–tritium tokamak: a huge power source that cannot melt down. |
| Dyson swarm | 6000 | 72.0 | 400 | Controlled fusion | A swarm of mirror-satellites around the Sun: unlocks giant energy collectors. |
| Oxygen from air (MOXIE) | 120 | 3.0 | 10 | Chemistry | An oxygen plant on planets with a CO₂ atmosphere. |
| Ice mining | 60 | 2.0 | 5 | Deep drilling | Water extraction on icy bodies. |
| Deep drilling | 12 | 0.25 | 1 | Mines dig 25 % more ore. | |
| Efficient panels | 12 | 0.25 | 1 | Solar farms make 25 % more energy. | |
| Metallurgy | 25 | 0.4 | 2 | Unlocks the refinery and the factory. | |
| BOINC link | 60 | 1.5 | 5 | Your level multiplies all production 1.5 times more strongly. | |
| Chemistry | 60 | 2.0 | 10 | Metallurgy | Unlocks the fuel plant. |
| Ion engine | 80 | 2.0 | 8 | Metallurgy | The factory can make the Mk1 engine. |
| Satellite technology | 60 | 1.0 | 4 | Metallurgy | Unlocks the ground station and the positioning, communication, observation and weather satellites. |
| Heat shield Mk1 | 60 | 1.5 | 15 | Metallurgy | The shield for Venus and Mercury. |
| Automation | 120 | 3.0 | 12 | Metallurgy | Construction and production times drop 30 %. |
| Robot miners | 150 | 4.0 | 20 | Deep drilling | Mines dig 50 % more (total). |
| Volatile and rare-earth mining | 90 | 2.5 | 12 | Deep drilling | Unlocks the gas and mineral extractor and the depot: helium-3, hydrogen, methane, platinum, rare earths… |
| Industrial processing | 120 | 3.0 | 12 | Chemistry | Unlocks the processing plant: raw matter into alloy, fuel, energy, water and food. |
| Clean production | 200 | 5.0 | 25 | Industrial processing | Unlocks the scrubber plant; processing pollution falls 70 %. Insurance against the environment inspectors. |
| Cargo shuttle | 140 | 4.0 | 20 | Metallurgy | Freighters can be built: they carry cargo between colonies (60 units a ship). |
| Heavy freighter | 320 | 8.0 | 50 | Cargo shuttle | Freighters take twice the load (120 units). |
| Landing capsule | 100 | 3.0 | 15 | Heat shield Mk1 | A heat-shielded landing capsule: drops cargo on the surface of a colony with no station. One capsule per shipment. |
| Orbital station | 250 | 6.0 | 30 | Cargo shuttle | Unlocks the orbital logistics station: docking without capsules, fuel savings, a huge store. |
| Defence systems | 120 | 3.0 | 30 | Metallurgy | Unlocks the defence grid and the early-warning radar: the first line against alien raids. |
| Planetary shield | 400 | 8.0 | 80 | Defence systems | A plasma shield generator over the colonies. |
| Robotics and the robot army | 250 | 5.0 | 40 | Automation | Unlocks the robot factory: soldiers made without real people. |
| Nuclear missiles | 300 | 6.0 | 60 | Nuclear fission | Unlocks the missile silo and nuclear-missile production: interceptors in defence, garrison-breakers in attack. |
| Warship design | 500 | 10.0 | 100 | Rocket programme III: heavy launcher | Unlocks the attack station and warships; robot soldiers are carried by ships (20 per ship). |
| Intelligence service | 150 | 3.0 | 25 | Satellite technology | Unlocks the intelligence office and spy training. |
| Sun-tracking mounts | 60 | 1.5 | 8 | Efficient panels | Panels follow the Sun through the day (single-axis trackers): solar farms make 30 % more. In the scene the panels turn to the Sun. |
| Multi-junction cells | 140 | 3.5 | 25 | Sun-tracking mounts | Stacked cells use every colour of light (40 % efficiency on spacecraft): solar farms make 25 % more. |
| Orbital mirrors | 150 | 4.0 | 20 | Efficient panels | Mirrors in orbit light the night side too: solar farms make 20 % more. |
| Wind turbines | 50 | 1.5 | 6 | Wind turbines can be built on bodies with an atmosphere. Full output on Earth; a quarter of it in Mars’s thin air; plenty in Titan’s dense air. | |
| Large-blade turbines | 120 | 3.0 | 20 | Wind turbines | Blade length doubles: wind turbines make 40 % more. |
| Geothermal plant | 100 | 3.0 | 14 | Deep drilling | Electricity from deep heat. Good on Earth, very good on Europa (tidal heating), hardly anything on the Moon. |
| Optics | 100 | 3.0 | 30 | Unlocks the observatory. | |
| Space telescopes | 200 | 5.0 | 25 | Satellite technology | Unlocks the space telescope and the radio telescope satellite. |
| Radio astronomy | 180 | 5.0 | 45 | Optics | Unlocks the ground radio telescope. |
| Deep space network | 350 | 8.0 | 50 | Space telescopes | Unlocks the interplanetary relay and the deep-space positioning network. |
| Cloud colony | 400 | 10.0 | 60 | Heat shield Mk1 | An aerostat colony living in the clouds of Venus: Venus can be colonised. |
| Polar shelter | 300 | 8.0 | 45 | Heat shield Mk1 | Life in Mercury’s polar craters: Mercury can be colonised. |
| Orbital habitat | 600 | 16.0 | 150 | Deep space network | An orbital station where there is no surface: Uranus, Neptune, the galactic core, Andromeda. |
| Plasma engine | 300 | 8.0 | 40 | Ion engine | The Mk2 engine. |
| Heat shield Mk2 | 250 | 6.0 | 60 | Heat shield Mk1 | The shield for beyond the outer planets. |
| Cryo sleep | 500 | 12.0 | 300 | Heat shield Mk2 | Opens interstellar travel. |
| Fusion engine | 900 | 24.0 | 150 | Plasma engine | The Mk3 engine. |
| Heat shield Mk3 | 800 | 24.0 | 600 | Heat shield Mk2 | The shield for the galactic core and Andromeda. |
| Antimatter engine | 2500 | 48.0 | 400 | Fusion engine | The Mk4 engine. |
| Warp drive | 6000 | 96.0 | 1000 | Antimatter engine | The Mk5 engine. |
Board
Who has gone farthest in the space program: farthest colony, buildings, satellites, bodies probed, research and crew.
| # | Member | Farthest | Colonies | Buildings | Satellites | Probed | Science | Crew |
|---|---|---|---|---|---|---|---|---|
| 1 | Alperen Yavuz | Moon | 1 | 36 | 4 | 0 | 6 | 24 |
| 2 | rilian | Earth | 0 | 7 | 0 | 0 | 0 | 8 |