Eight Tiers of Progression
Eight tiers, from the landing to the star.
Move from a landing kit to a Dyson swarm. Every tier brings new machines and new resources, and every tier before the star brings a new storm to power them. Click any tier below to see what it unlocks.
T0
COSMIC BEGINNINGS
Landing kit · Tornado
You land with a working base: a Hub with a solar roof and a Crafting Station inside, a Smelter, a Constructor, a Miner, belts and poles, a Research Lab and Wind Turbines. Belt 100 Science Pack 1 into the Lab for Applied Science, then build the Weather Generator Mk.1 and feed it gears and cable: a tornado forms on its footprint and adds 300 MW. Belts Mk.1 carry 120 items a minute.
T1
SURFACE EXPANSION
Assemblers · Belts Mk.2 · Hover
Everything the Crafting Station could hand-make gets automated: the Assembler arrives, belts double to 240 items a minute, and the suit learns to hover. Coal finds its first job as Carbon Electrodes, which feed the Electrical Storm (900 MW) with Motors while Lightning Collectors gather the strikes around it.
T2
FACTORY FOUNDER
Steel · Foundry · Fabricator
Steel becomes the spine of the factory: the Foundry makes it from raw ore and coal, the Fabricator takes the three- and four-input parts, and Miner Mk.2 arrives with the 200% overclock rank. Reinforced Frames and Computers feed the Solar Storm (1,800 MW), which runs on any world, with Solar Panels around it. Belts Mk.3 carry 360 items a minute.
T3
ORBITAL REACH
Fluids · Space Elevator · Mk.2
Oil and water teach fluids and the Refinery, Pack 3 pays for Escape Gravity, and you leave the planet. Bauxite waits on the arid world and sulfur on the arid, volcanic and acidic worlds, and the Space Elevator moves them home. The Ash Storm (4,200 MW) runs only on the volcanic world, on a Mk.2 Weather Generator, and a Wireless Power Transponder carries its power back to your base. Belts Mk.4 carry 600 items a minute.
T4
PARTICLE PHYSICS
Batteries · Uranium · Blizzard
The last tier of real-world science. Sulfuric acid, pumped from the acidic world's sea or made from sulfur and water, makes batteries, leaches uranium flown in from the barren world, and goes into Pack 4. The Blizzard (5,600 MW), run on a Mk.2 on the frozen world, is the capstone, and Drone Ports fly goods between paired ports. Belts Mk.5 carry 900 items a minute.
T5
ATMOSPHERIC COMMAND
Hurricane · Gas giants · Ring
Gravitite and quantum crystal from the crystalline moon become the first exotic parts, gas giants open for harvesting, and the Mk.3 Weather Generator runs the Hurricane (12,000 MW). The suit learns to jump between stars, and Orbital Construction founds a planet's first Orbital Ring from the top of its Space Elevator. Belts Mk.6 carry 1,320 items a minute.
T6
PLANETARY ENGINEERING
Magma · Ring segments · Superstorm
The planets become the machines. Lava seas are pumped as Magma for the megastructure materials, the Orbital Ring grows segment by segment from its hub on the Space Elevator and starts to turn once it closes, and its bays open for Ring Skimmers and for Resonance, which lifts a planet's overclock ceiling to 400%. The Superstorm (22,000 MW), run on a Mk.3 on a gas giant's polar plate, is the capstone.
T7
STELLAR ASCENSION
Dyson swarm · 10 PW
Launch Cradles and Frame Bays in every closed Orbital Ring throw sails and frames at the star, and the swarm grows in five ring stages while the Reflector Lattice multiplies every sail's output, until 10,000 sails sustain 10 PW across your star systems: Kardashev Type-1, and the win. Antimatter and Dark Matter are the tier's rarest parts, and rings six to ten go on after the win.