
Component fabrication
Hulls, engines, power, weapons, shields, scanners, and espionage modules built on-planet from refined stock. Slot rules and field limits make blueprints a design puzzle, not a shopping list.

Surface to orbit
I want ship production to feel magnificent - not like unpaid warehouse work. Blueprint missions exist because clicking every factory hop by hand is not strategy; it is clerical labour.
Colony command should read like a mission control board: queue a schematic, watch components fabricate, launchpads batch cargo, orbital factories assemble hulls, and fleets form when logistics - not UI friction - allow it.
8
Component modules
5,985
Scout ship fits
147k+
Ship fit target scale
33
Constructions
What you can do here

Hulls, engines, power, weapons, shields, scanners, and espionage modules built on-planet from refined stock. Slot rules and field limits make blueprints a design puzzle, not a shopping list.

Multi-bay launchpads, fuel costs, ascent animation as feedback, and orbital ship factories fed from surface logistics. Orbit is not a menu - it is a place with queues.

Queue a ship plan; the colony planner sequences builds, launches, and assembly when stock and slots allow. Parallel steps where possible - recovery when the sim races ahead of you.
If this sounds like you
Achievers optimise pipelines and mission queues for fleet milestones. Killers care once these hulls carry intent into contested space - operations are how threat becomes tangible.
What you get out of it
Serious Fun from orchestrating a colony plan; Hard Fun when launch timing and stock gaps threaten the queue; fiero when ascent and assembly complete.