A guide to Space and the Future

pepper2000

King
Joined
Apr 14, 2013
Messages
899
This thread is a guide to space colonization in C2C. Now that the modmod has been superseded by material in the SVN, I will put instructions here as well as some general thoughts about design of the space and future material. Figuring out how colonizing space works can be tricky, as in-game instructions are lacking and the process itself is somewhat cryptic. You might avoid reading these instructions if you like trying to figure it out for yourself.

Some general information and warnings.

- To get the full value, you need a map with space terrain. I recommend using raxo2222's map. It is a well-designed map that incorporates the terrains and features needed to access all the content. It is found here: https://forums.civfanatics.com/threads/its-small-world-map-for-testing-purposes.615465/
- There is not yet any mapscript. Raxo's map is good, but it is static. Maybe someday I will learn how to do mapscripts and make one, but that won't be happening any time soon.
- If you play on a large map and a slow speed, it is likely that you will encounter overflow errors around the Transhuman or Galactic Era. These errors make the game nearly unplayable without a lot of cheating. Those may be fixed soon, but for now I recommend a faster speed if you intend to play all the way through the tech tree.
- The AI does not yet know how to colonize space. Also, raxo's map doesn't include any computer players. So, the space content is best taken as a simulation and exploration, but you won't be fighting any interstellar wars.
- Even if all you want to do is build an intergalactic empire, you should start in the Prehistoric Era. We have not yet developed well-balanced starts in other eras.
- Like C2C as a whole, the space material remains a work in progress. There are very few military units. There are still balance issues to work out. There may be bugs, and please let me know if you find them. But with all these caveats, it is playable and functional.
 
Last edited:
The Modern Era (which I prefer to call the Atomic Era and I think will be renamed eventually) is where the space age begins. The era runs from about 1914 to 1989, World War I to the end of the Cold War. The Space Age formally begins when you research Satellites.

The Satellite unit is the first unit capable of leaving the Earth's atmosphere. Initially it can only go to Low Earth Orbit, and it can go to Cislunar Space once you discover Ion Propulsion. To use the unit, simply move it to a Low Earth Orbit panel; it can traverse all panels on Earth, including water. When the Satellite reaches orbit, a "Launch Satellite" mission becomes available. Executing this mission causes a Mission Reward unit to spawn at your capital. The Mission Reward can give you a nice commerce bonus, or it can give you free units. If you haven't built it already, try using the Mission Reward to get the Sputnik wonder.

There are many buildings and wonders that can be earned only in this fashion. Most aren't essential, but they do give you nice bonuses. This mechanism is meant to provide a counterpoint to the hunting process that you go through early in the game. The basic process of using the Satellite wonder and the mission reward is one that you will be repeating with other units and space zones.

At the end of the Atomic Era, you will research Lunar Exploration, which unlocks the Lunar Rover. This unit works a little different. Rather than fly the Lunar Rover directly to the moon, there is a mission which you perform on Earth that causes the rover to jump to the Moon directly. From there, it can explore (at the moment, all the map is revealed when you research Satellites; I want to change that some time). Once you've had your fill of driving the rover around, it can conduct its lunar mission, which gives access to three wonders on Earth.

Also at the end of the Atomic Era, you research Space Stations, which unlocks the Space Shuttle unit. Unlike other space activities so far, you need space stations to colonize space. You will want to begin building shuttles, launching them to Low Earth Orbit panels, and building the Space Station improvement. Although they are not true cities, these are your first space colonies. You can also launch a Space Shuttle to an existing Space Station and conduct a resupply mission, which spawns a mission reward and allows you to get some wonders.

There are three levels of the Space Station improvement. Level 2 can be built when you learn Space Tourism, and Level 3 when you learn Asteroid Mining. You need Level 3 stations in particular in order to build cities in space. The Level 1 station is built like an ordinary improvement, and you get to Levels 2 and 3 by sending a Space Shuttle or Heavy Rocket to an earlier station and performing the upgrade mission. Also note that the Space Shuttle is upgraded to the Heavy Rocket when you reach Commercial Spaceflight. The Heavy Rocket performs all the same tasks as the Space Shuttle, but it's better.

The Information Era corresponds roughly to the years 1990 to 2050, though I won't attempt to hazard any guesses as to how long it will actually take to master all these technologies, if they ever actually happen. You get your first interplanetary unit, the Interplanetary Probe, at the Planetary Exploration tech at the start of the Information Era. This probe spawns unique rewards at each of the planets, and there are many wonders that can only be built in this way. The Interplanetary Probe can initially explore Mercury, Venus, Mars, Jupiter, Saturn, Uranus, and Neptune, though be aware these these planets all have generic names on the map (e.g. the Uranus-like planet is called "Ice Giant"). You can explore Asteroid Surfaces and Kuiper Belt Objects at Ion Propulsion, the Inner Solar System at Solar Propulsion, the Outer Solar System, Titan, and Europa at Jovian Exploration, and Transneptunian Space and Sednoid objects at Magnetic Sails.

Solar Propulsion opens up the Solar Sail Worker. This is a national unit and one you want to make use of. It can place solar panels in orbit, which is not immediately useful but will pave the way to make your future Cislunar colonies more productive. Once you research Asteroid Belt Probes, you can capture an asteroid, which consumes the Solar Sail Worker (don't worry; when you lose one, you can build another). The asteroid belt can be used to build a Captured Asteroid building in an Earth city. After that, if you have Asteroid Mining and a Level 3 space station, a mission reward from the space station gives you the Asteroid Mine and the Asteroid Mine (Rare Minerals) buildings respectively at the techs Asteroid Mining and Acoustophoresis. These give nice bonuses and supply resources that you might otherwise be missing. The Captured Asteroid unit can also place an asteroid in cislunar space, and you should put at least one so a future cislunar colony near it can build its own Asteroid Mine.

Another key space tech in the Information Era is Lunar Bases. You can't build cities on the Moon quite yet, but Lunar Bases paves the way. The tech opens up the Construction Ship unit. Fly it to the Moon (like an ordinary unit, not via a mission like the Lunar Rover). On a panel that you think will be a good site for a future city, build a Lunar Outpost improvement. No immediate rewards for doing this, but you should try to get it done before researching Lunar Colonization. One thing to keep in mind in selecting a site: to fully develop, your Lunar cities will need Iron, Bauxite Ore, or Titanium, so it is best to choose a site on or adjacent to one of these resources.

The Information Era is meant to generally capture technologies that exist today or are under serious commercial development. One of my favorite things about C2C is its education value. For each tech, building, and concept in the Information Era, you can look up who is working on it. When I played C2C for the first time, I had never heard of many of the things in it. Things get more speculative the farther we go in the future.

To recap, there are a lot of space things to do in the Atomic and Information Eras. The most important are to get a Space Station to Level 3 and to build a Lunar Outpost on the Moon, as these are needed to proceed farther into space in the future eras. Everything else provides nice bonuses but is not essential.
 
Last edited:
The Nanotech Era is when true colonization of space begins. Not just exploration and a few lonely stations, but actual cities. In this era you will be colonizing four zones: Cislunar Space, the Moon, Mars, and Venus. All four are needed eventually.

At the start of the era, Advanced Environmental Systems opens up the Cislunar Settler and a bunch of cislunar buildings. The process for getting your first city is a bit different now from what it used to be. First you will need a Heavy Rocket. Fly it to a Level 3 Space Station, and now there should be a mission to Upgrade to a Cislunar Settler. This spawns a Cislunar Settler on the same panel as the space station, and you can fly it to any cislunar plot and build the city.

Cislunar Space is roughly defined as the space starting at geosynchronous orbit (about 36,000 km from Earth's surface) up to the Hill Radius, about 1.5 million km. This is about four times farther than the moon. The Hill Radius is as far as you can go from Earth and maintain a stable orbit; beyond that point, orbits around Earth are unstable due to the influence of other planets. These colonies shouldn't be thought of as huge cities. Rather, they are cities in the range of tens to hundreds of thousands of people and are more utilitarian in nature. There are two basic theories of space colonization that I see. One is the Robert Zubrin/Elon Musk strategy of going straight to Mars from Earth. The other is the Gerard O'Neill/Jeff Bezos strategy of building highly industrialized orbital megastructures first. For a variety of reasons I won't belabor here, I side with the latter theory, and so that's where space colonization begins.

You'll want to keep the Cislunar cities busy, and when choosing buildings, go for buildings that unlock more buildings. Many will be needed. For the most part it should be self-explanatory. Note that there are many interactions between buildings in different zones. For instance, you build the Orbital Prison in cislunar space, and that gives a bonus to all Earth cities. Likewise, you need at least 1 Aerogel Factory (depending on map size) on Earth to build Aerogel Shielding in cislunar space. As long as you don't dilly dally with many extraneous dead-end buildings in the tree, you should have no trouble getting everything you need.

With Coilgun, you can build the Cislunar Worker. This unit has one job: building Cislunar Trajectories. These are the trade routes that connect the cities. They cannot connect to Earth because trade routes don't work through Low Earth Orbit, but they can connect with Solar System, Lunar, or other space zones. All other improvements (e.g. Expansion Modules or Space Solar Arrays) are build by the Solar Sail Worker or the Magsail Worker.

At Lunar Colonization, you can go through the same process to get a Lunar city. Send the Heavy Rocket to a Level 3 Space Station, upgrade to a Lunar Settler, and fly to the moon. The settler can only build a city on a Lunar Outpost or Habitation Complex, so that's why we needed that from the Lunar Bases tech. You will want to send at least one more Construction Ship to the Moon to upgrade to a Lunar Bulldozer, your key early work unit there, and you also want to send four supply ships to your first Lunar city to build four buildings that cannot be acquired in any other way. You don't need to do with with other lunar cities so long as they are all connected by roads.

Once you reach Planetary Colonization, you can again send Heavy Rockets to Level 3 Space Stations. This opens the Planetary Settler. Fly this unit to either Mars or Venus. I recommend Mars first, since you have more work to do there, but you need both. Your first Venus colony is a floating dirigible above the clouds; it is far too hot, pressurized, and noxious to try to build anything at the surface. Not many buildings are available on Venus early on (or ever; more expansion there may be forthcoming). On Mars, your first city will be focused on acquiring key resources such as water and basic manufactured goods.

You don't have to keep going through this heavy rocket rigamarole forever. Once you get a Cislunar Spaceport, you can build these settlers directly in Cislunar space. Furthermore, once you learn Planetary Manufacturing, the Venus and Mars cities can build their own settlers. I like to colonize Mars by having the first city build all subsequent settlers. Once you learn Supersonic Rails, work units become available on Venus and Mars that can connect the cities with maglevs. This is important, especially on Venus, to insure that subsequent cities can develop more quickly.

At Lunar Trade, you can build the Cislunar Economy national wonder. Each of the five future eras has such a wonder at the end. The bonus each of these economy wonders gives will eventually be needed to proceed. This marks a fully developed cislunar economy, or signifies that you are closing in on a Kardeshev Type I civilization. Make sure you get all the prereqs and the wonder early on, because you don't want to get to the point in the Transhuman Era when you need it and don't have it yet. None of the wonders should be hard to get so long as you keep on top of things.

By the end of the Nanotech Era, the Martian colonies are developing into full-fledged cities. Your society by the end of the Nanotech Era possesses somewhat speculative technology, though for the most part it is grounded in established physics and engineering principles. Culturally it is not dramatically different from the society we know today. And while you see the beginning of genetic and cybernetic engineering on people, your citizens are more or less the same people that evolved tens of thousands of years earlier.

To recap, get cislunar, lunar, Martian, and Venusian cities as quickly as you can and keep them developing.
 
Last edited:
The Transhuman Era is characterized by extensive colonization of the outer Solar System, as well as substantial biological and cybernetic transformation of the population.

The tech Deep Space Colonies allows you to build colonies that orbit the Sun but not Earth. These cities are more independent and larger than the cislunar colonies of the previous era. To get such a city, you need to build the settler in a cislunar city that has a spaceport.

The solar system Settler supersedes earlier settlers. In principle one can be sent back to Earth to build a city on Earth, or to Mars or Venus or anywhere else in the solar system. Some maps may have multiple Earth-like planets in the solar system; this is the only want to colonize an Earth-like planet that is different from where you start.

Shortly after Deep Space Colonies, you research Kuiper Belt Exploration, which opens up additional planetary buildings. Deep space colonies are most effective if they are on or near a planet or a moon. For example, a city on Titan (Methane Moon) will have access to all the buildings that general solar system cities have, as well as several buildings that are specific to Titan. Asteroids and Kuiper Belt Objects are useful too. You need several of them to eventually build a Solar Economy.

The best way to develop deep space cities is to hit the three major upgrades as quickly as reasonable. The Galactic Era wonders take a long time to build and you will need all the production you can get before starting them. The upgrades are Interplanetary Base (Deep Space Colonies) -> O'Neill Cylinder (Orbital Megastructures) -> Bishop Ring (Colony Arcology) -> McKendree Cylinder (Planet Engineering; not implemented yet at the moment of this writing). These buildings are the spine of the building tree. Most planetary and lunar terrains enable some capstone building, such as the Mercury Antimatter Factory, Terraformed [moon], and Uranus Helium-3 Mine, which offer significant bonuses elsewhere throughout the empire.

Once you learn Astrogation Constellation, the Solar Worker can build Solar Trajectories, the trade routes in the solar system. As in Cislunar Space, all other improvements are the job of the Magsail Worker.

You also need to continue developing Venus and Mars during this period. Key Venus buildings are Venus City and Venus Surface City, while on Mars you want to get Mars City, Mars Metropolis, Mars Megacity, and Mars Arcology. These buildings are also needed to get the Solar Economy, as well as the big wonders such as Terraformed Venus and Terraformed Mars.

On Earth, don't neglect the Human Mod wonders. This is the Transhuman Era, so transforming your species via upgrades is part of the overall development (there are likely to be additional uses for these wonders later on).

The aforementioned Solar Economy becomes available at Planetary Megastructures. Make sure you watch for it and build as many of the prereqs as you can ahead of time, since you will need it to get out into the galaxy.

Some notes on design philosophy and real life issues. Transhumanism is a controversial subject and, for good reason, makes many people uncomfortable. Generally I have sought to portray the future and speculative developments in a positive light, seeing transhumanism as evolution toward a more capable species that enjoys a far richer life. One can very well imagine a very negative outcome, with transhumanism devolving into eugenics or cybernetic enslavement.

The Transhuman Era also brings about much greater changes to society than the previous era. This is the time when you can start to adopt radically different forms of government and economy, based in post-scarcity and artificial intelligence. I make no prediction as to what will happen, or should happen, in real life over the very long future.

By the end of the Transhuman Era, your civilization is approaching Type II on the Kardeshev scale. While most of the era is based in established physics, the engineering and sociology becomes much more speculative than in the past.
 
Last edited:
As the name suggests, in the Galactic Era you move beyond the Solar System and colonize the Milky Way Galaxy.

The key opening tech is Interstellar Travel, which gives you access to the first seedship, the Worldship. Aside from Interstellar Probes of the Transhuman Era, this is your first foray outside the Solar System. This can only be built in a deep space colony, and only if you have a spacecraft factory. This should be no problem if you got your solar system colonization done early.

Initially, you can only move to Transtellar Space (the space between star systems) and to nearby stars: Red Dwarfs, Sun-Like stars, and Red Giants. These are where you want to build your initial cities. Because of the way map categories work, you want to build your first interstellar cities DIRECTLY ON stars; adjacent to stars will not give you the benefit of their Plasma map category, which you need to build most of the key interstellar buildings. There are some interesting buildings you can get around the Oort Cloud and Rogue Planets, but they are of minor importance in comparison.

When an interstellar city is founded, the city should be thought of as a worldship in flight. Barring the invention of faster-than-light travel (which doesn't come until much later in the tech tree), the initial interstellar journeys are likely to take a century or longer to complete. There are several interstellar architectures that are discussed in the literature, such as genetic seedships (life is cloned from genetic material at the other end, and the journey is done entirely by AI), and mind uploading, and cryonic freezing--all of which should be theoretically possible by this point in the tech tree--but I envision a living generation seedship. It will have to build and manage a society during transit, and the entirely initial generation of colonists might be dead and replacement by newer generations by the time the ship reaches its destination. While this might not be the easiest way to do interstellar travel in the long run, it is the method that requires the least amount of speculative technology. I envision these starships as initially fission or fusion propelled rockets, and more advanced propulsion becomes available throughout the Galactic Era.

The next key technology in interstellar colonization is ... Interstellar Colonization. This allows the Planetary Landing building, which marks the seedship reaching its destination and becoming a true interstellar colony. By this time most of your civilization might be living in artificial orbital megastructures around the Sun, so strictly speaking planets are not needed to have robust interstellar colonies; you really only need energy from the star and building material from asteroid, comets, or gas planets. But humans are endemic to planets and, partly for cultural reasons, you seek them out.

The Cultural Evolution tech gives you access to several culture buildings in interstellar cities. These allow you to set a culture that defines how the colony develops. The Industrial culture is probably the best choice because you need to maximize production to get through everything you need to build in the Galactic Era, but other options are viable if you build enough cities.

The Interstellar Worker is your main worker, which you can build from interstellar cities once you learn Interstellar Trade. It can build the Wormhole route (once you learn Wormhole Traversal) as well as a bunch of other improvements.

The Advanced Seedships tech allow the Advanced Seedship unit, which I think of as a genetic seedship rather than a worldship. This allows you to move beyond near interstellar space and into the Orion Arm. There, all cities have Plasma map category so it matters less where exactly you build. You want to build some cities near features, especially near a black hole, as that allows a Black Hole Colony which will be required to proceed. (Eventually I want to make some changes to the map categories and building tree to allow cities in the Orion Arm and beyond to start off more advanced than near interstellar cities, so stay tuned for that.)

In the mid-Galactic Era, you can build Dyson Spheres once you get the Astroengineering tech. Those are an important part of the development process and you want to get them as soon as you can. You can easily recognize cities with a Dyson Sphere because they have a dome around them, just like cities on Earth with Arcology.

The next major upgrade to interstellar cities comes with Wormhole Traversal, which allows the Wormhole Trading post. This too is needed for several more advanced buildings, as well as intergalactic settlers, so get them as quickly as you can.

The Orion Arm is as far as you can get in C2C with established physics. In theory it is possible to reach even other galaxies with slower-than-light travel, but to do so on a reasonable time scale, you need Folding Space, which is your first true warp drive with the Alcubierre Seedship. This allows you to colonize the Milky Way Terrain, and also to get the Galactic Economy. (This part of the game feels a bit rushed and eventually I would like a few more techs in the late Galactic Era. If you have any ideas, please suggest them.)

In the Galactic Era, you move beyond Transhumanism into outright Posthumanism. This is a species that no longer has the same kind of biological base as humans. Its mode of consciousness, if you want to call it that, is fundamentally different from those of humans. By the end of the Era, you have settled much of the galaxy and are well on your way to becoming a Type III civilization on the Kardeshev scale.

Until wormholes, most of the game is rooted in established physics, but by the end of the Galactic Era the physics become speculative. I take no opinion on whether wormholes, faster-than-light travel, or time travel are possible, but in C2C they certainly are.
 
Last edited:
In the Cosmic Era, you move beyond the Milky Way and colonize the observable universe.

By now you know the drill. The Alcubierre Seedship is capable of colonizing the universe, starting with Milky Way and Galactic Core; Local Group (Space Creasing), Virgo Supercluster (Intergroup Travel), Observable Universe and Intergalactic Void (Intercluster Travel), and Distant Cosmos (Horizon Breaking).

The farther zones allow for more advanced cities. You need at least one Supercluster Colony (to be built on or adjacent to Observable Universe or Distant Cosmos) and several other cities in intergalactic space.

The Cosmic Worker is your main worker, which you can build when you learn Phasing, and you can build at an interstellar (not intergalactic) city. The Cosmic Worker can work is cislunar space, the solar system, and the Milky Way as well as intergalactic space. It builds Megawormholes (once you learn Megawormholes), Aspatial Routes (Spatial Transcendence), and a bunch of improvements.

With Cosmic Engineering, you can build Universal Economy, which marks a civilization that has developed the entire observable universe. A bit excessive perhaps. This puts you to about Type IV on the Kardeshev scale. Your population evolves into post-material beings and the physics are high speculative.

If the observable universe isn't enough, in the Transcendent Era you go beyond and colonize parallel dimensions and turn space and time into your playthings.

At Dualflux Quantum Temporal Rift, you can build a Hyperseedship in an intergalactic city that has a Temporal Rift. The Hyperseedship works a bit different from previous generations of space settlers. It can settle on any intergalactic terrain. When it settles, it transforms the plot into a Hyperspace plot, and so regardless of what the plot was originally, it becomes a hyperspace city.

There are several terrains of the Hyperspace map category, including Hyperspace, Distant Past, Distant Future, and Branespace. These do not ordinarily appear on the map naturally (though there is no rule against it), but they are created by settlers or work units. "Hyperspace" is a generic term for things outside of the ordinary observable universe, including high dimensional spaces, manifolds, parallel universes, or whatever else.

Chronoforming is my term for the large scale transformation of spacetime, a play on terraforming. You can build the Chronoforming Ship once you learn Stable Time Loops. It is the only way to get most hyperspace terrains on the map, and it can build improvements on those hyperspace terrains.

At Reality Reprogramming, you can build the Multiversal Economy, which indicates a civilization near Type V on the Kardeshev scale. This allows some of the ultimate wonders and is about as advanced as it gets.

The Transcendent Era is the realm of speculative metaphysics. Although it is true for all the content in the future eras, here it is especially true that the era is quite exploratory and speculative. I don't intend for the design of this era to be an endorsement of particular metaphysical views. Rather, it is a way to explore ideas in science fiction and to tell a story about the future of humanity. In my view, we really have no idea what is possible at the boundaries of reality, what the true nature of our world is, and where things are ultimately headed, so why not have some fun thinking about it?
 
Last edited:
Pepper you missed your chance to say "guide to spacetime"
I remember, that I did this guide to space terrain using spacemod feature/terrain infos and educated guess.
I saved what I gathered in Excel.
Spoiler Cislunar :

< 1000 km
Zone 0 - Low Earth Orbit
Orbit (To separate Earth)

< 500 000 km
Zone 1 - Moon with Cislunar
MAPCATEGORY_SPACE
Cislunar Space

MAPCATEGORY_LUNAR
Lunar Regolith
Lunar Mare
Lunar Highland
Lunar Dome
Lunar Rille
>Lunar Crater


Spoiler Solar System :

< 300 M km
Zone 2 - Inner Solar System
MAPCATEGORY_SOLAR_SYSTEM
Inner Solar System
>Planetary Ring
>Small Moon

MAPCATEGORY_MARTIAN
Martian Ice
Martian Permafrost
Martian Desert
Martian Dunes
Martian Barren
Martian Plains
Martian Rocky

MAPCATEGORY_VENUSIAN
Venus

MAPCATEGORY_SOLAR_SYSTEM
MAPCATEGORY_JOVIAN
Hot Rocky Planet (Mercury)


MAPCATEGORY_SOLAR_SYSTEM
MAPCATEGORY_PLASMA
Sun

< 5 000 M km
Zone 3 - Outer Solar System
MAPCATEGORY_SOLAR_SYSTEM
Outer Solar System
>Planetary Ring
>Small Moon
>Asteroids

MAPCATEGORY_SOLAR_SYSTEM
MAPCATEGORY_JOVIAN
Asteroid Surface (Asteroid Belt)

GasSupergiant(Jupiter)>Methane Ocean
Volcanic Moon > Lava Ocean (Io)
Large Moon (Ganymede)
Oceanic Moon > Subsurf. Ocean (Europa)
Rock and Ice Moon (Callisto)

Ringed Gas Giant (Saturn)
Methane Moon > Methane Ocean (Titan)
Geyser Moon (Enceladus)

Ice Giant (Uranus) > Methane Ocean
Cold Moon (Umbriel)

Cold Ice Giant (Neptune) > Methane Ocean
Very Cold Moon (Triton)

< 2 light years
Zone 4 - Transneptunian Space
MAPCATEGORY_SOLAR_SYSTEM
Transneptunian Space
>Sednoid
>Asteroids
>Oort Cloud
>Planetary Ring
>Small Moon

MAPCATEGORY_SOLAR_SYSTEM
MAPCATEGORY_JOVIAN
Kuiper Belt Object


Spoiler Galaxy :

< 100 light years
Zone 5 - Nearby Stars
MAPCATEGORY_GALACTIC
Transtellar Space
>Oort Cloud
>Carbon Planet
>Chthonian Planet
>Desert Planet
>Hot Jupiter
>Mini Neptune
>Rogue Planet
>Super Earth
>Ocean Planet
>Brown Dwarf
>White Dwarf
>Black Hole

Red Dwarf
Sun-Like Star
Red Giant

< 10 000 light years
Zone 6 - Orion Arm
MAPCATEGORY_GALACTIC
MAPCATEGORY_PLASMA
Orion Arm
>Carbon Planet
>Chthonian Planet
>Desert Planet
>Hot Jupiter
>Mini Neptune
>Super Earth
>White Dwarf
>Ocean Planet
>Black Hole
>Blue Dwarf
>Blue Giant

Neutron Star
Nebula

< 100 000 light years
Zone 7 - Whole Milky Way
MAPCATEGORY_GALACTIC
MAPCATEGORY_PLASMA
>Blue Dwarf
>Blue Giant
>Supermassive Black Hole

Milky Way
Galactic Core
Star Cluster

Spoiler Universe :

< 10 M light years
Zone 8 - Local Group
MAPCATEGORY_VOID
Local Group
>Dwarf Galaxy
>Supermassive Black Hole

< 110 M light years
Zone 9 - Virgo Supercluster
MAPCATEGORY_VOID
Virgo Supercluster
>Dwarf Galaxy
>Galaxy
>Supermassive Black Hole

< 93 000 M light years
Zone 10 - Universe
MAPCATEGORY_VOID
Observable Universe
>Quasar

Intergalactic Void

> 93 000 M light years
Zone 11 - Infinity and kilometer more
MAPCATEGORY_VOID
Distant Cosmos


Spoiler Don't put these on map :

These shouldn't be placed on map
Void (UNUSED)
Deep Space (UNUSED)
Green Moon (ARTIFACIAL)
Green Mars (ARTIFACIAL)
Hyperspace (ARTIFACIAL)
Distant Past (ARTIFACIAL)
Distant Future (ARTIFACIAL)
Branespace (ARTIFACIAL)
>City Ruins (???)


But after playing trough solar system I discovered, that single asteroid (terrain) would be useful in border between cislunar and inner solar system representing asteroids, that cross Earth orbit, and similiarly kuiper objects would be useful on border between outer solar system and transeptunian space.

Spoiler Cislunar :

Zone 0 - Low Earth Orbit
Orbit (To separate Earth)
One tile width orbit would be too thin - if your cislunar colony would touch orbit, then outer radius would encroach Earth.
Two tiles thick would be good enough, unless you have "3rd radius without metropolitan administration" option enabled.
With that option after certain culture level cislunar colonies touching orbit zone would encroach Earth tiles.
Space stations can be anywhere on orbit, so your first cislunar stations would touch orbit.

Zone 1 - Moon with Cislunar space
Background: Cislunar Space
Moon terrains
Lunar crater features on moon, these are useless and can't make improvements on them.
Moon must have Iron, Bauxite and Titanium ore. Helium3 also is must.

Spoiler Solar System :

Zone 2 - Inner Solar System
Background: Inner Solar System
Mars terrains
Venus terrains
Hot Rocky Planet (Mercury)
Sun for decoration

Asteroid (terrain) - on border between Inner Solar System and Outer Solar System (asteroid belt between Mars and Jupiter)
There is no need for asteroids close to Cislunar zone, as these would be around Inner/Outer solar system border.

Zone 3 - Outer Solar System
Background: Outer Solar System

Asteroid Surface (Asteroid Belt) with Asteroids (feature) at Inner Solar System edge

Gas Supergiant (Jupiter)
Volcanic Moon with Lava Ocean (Io)
Oceanic Moon with Subsurface Ocean (Europa)
Large Moon (Ganymede)
Rock and Ice Moon (Callisto)

Ringed Gas Giant (Saturn)
Methane Moon with Methane Ocean (Titan)
Geyser Moon (Enceladus)
Small Moon and Planetary Rings feature would be useful only at Saturn - all small moon does is allow some world wonder, and planetary rings don't do anything for now.

Ice Giant (Uranus)
Cold Moon (Umbriel)

Cold Ice Giant (Neptune)
Very Cold Moon (Triton)

Few kuiper belt objects would be useful on border between outer solar system and transeptunian space.

Zone 4 - Transneptunian Space
Background: Transneptunian Space
Sednoids, Asteroids (feature) and Kuiper Belt Objects are spread across whole zone.
Oort cloud should be on border between transeptunian and transtellar space, being on two different zones.

Spoiler Galaxy :


Zone 5 - Nearby Stars
Background: Transtellar Space
Oort Cloud at border with Transneptunian space
Stars:
Red Dwarf, Sun-Like Star, Red Giant - terrain
Brown Dwarf, White Dwarf, Black Hole - feature

Planets (they all are features) - 8 types:
Carbon Planet
Chthonian Planet
Desert Planet
Hot Jupiter
Mini Neptune
Rogue Planet
Super Earth
Ocean Planet

Zone 6 - Orion Arm
Background: Orion Arm
Stars:
Neutron Star, Nebula, Star Cluster - terrain
White Dwarf, Black Hole, Blue Dwarf, Blue Giant - feature

Zone 7 - Whole Milky Way
Background: Milky Way
Galactic Core - its like Moon for Cislunar space - it needs to cover large fraction of whole zone.
Star Cluster terrain can be densely placed in core and not so densely in milky way.

Blue Dwarf and Blue Giant - stellar features, can be more densely packed in core too.
Supermassive Black Hole - feature, single unit at center of Milky Way.

Spoiler Universe :

Zone 8 - Local Group
Background: Local Group
Dwarf Galaxy (feature) can be spread sparsely across whole zone.
There may be few Galaxies.

Zone 9 - Virgo Supercluster
Background: Virgo Supercluster
Galaxies should be rarer than Dwarf Galaxies (both of them are features), but overall density can be higher.
Galaxies and Dwarf Galaxies should be in groups.

Zone 10 - Universe
Background: Observable Universe
Intergalactic Void can be spread in such way, that Observable Universe looks like thick web.
Quasars (feature) should be placed at far edge of universe

Zone 11 - Infinity and kilometer more
Background: Distant Cosmos
And nothing else on it.

@pepper2000 is that how 11 space zones should look?
 
Last edited:
Looks very good, thanks for posting that. There will be minor changes over time I'm sure. For instance, now the Sun terrain and Planetary Ring features have some minor uses.
 
Looks very good, thanks for posting that. There will be minor changes over time I'm sure. For instance, now the Sun terrain and Planetary Ring features have some minor uses.
What are minor uses for Sun and Planetary Rings?
Also where CO2 ice should be? It can't be extracted on mars with improvement.
Only on Moon.

Guide to space improvements would be nice.
Should even orion arm zone have planet features? If single tile has more than 50 or 100 light years in three dimensions, then planet features shouldn't be even here, as you would find them all in each tile.

There are all space economy building milestones for Gigantic map size modifier.
EBO0IDN.jpg
 
Last edited:
Ah its fne, just was asking from curiosity.

I know, that citiies must be on moon, mars or venus territory to be classified as planetary colonization.
You can't place cities on sun, but having it in vicinity gives you nice buildings.

Does it matter for other terrains, if I place city on them, or on background terrain at these terrains for following tiles:
All other planets and moons, asteroid surface, kuiper belt objects, Red Dwarf, Sun-Like Star, Red Giant, Neutron Star, Nebula, Galactic Core, Star Cluster and Intergalactic void.

Edit: Now I changed Orion Arm content to this:
Zone 6 - Orion Arm
Background: Orion Arm
Stars:
Neutron Star, Nebula, Star Cluster - terrain
White Dwarf, Black Hole, Blue Dwarf, Blue Giant - feature

I removed planets - they are common as sand in desert at this zone, and advanced seedship can build colonies on star clusters.
 
Last edited:
I finally got around to writing the rest of this guide. There should be enough information to get through everything I hope.

As a general rule, it gets more and more speculative the later in the tree you get. I think that Levitation, in the Transhuman Era, is where we first really enter the realm of speculative physics. But I tried to keep most everything under established physics until the late Galactic Era.
 
@pepper2000 I made short guide to space plots.
Spoiler Guide to terrains and features in space zones :

Spoiler Resource placement guide :

- Iron/Bauxite/Titanum Ore and CO2 Ice - must be placed on Moon, these are ones, that can be extracted.
- Helium 3. Also not new but now can be found on gas giants or the Moon. This one is extractable
- Organic Volatiles. On asteroid/KBO terrains or features.
- Extraterrestrial Microbes. Wherever in the solar system (other than Earth) there might be microbial life.
- Xenoflora. Native plant life in planets outside the Solar System.
- Xenofauna. Native animal life in planets outside the solar system.
- Martian Blueberries. On Mars.
- Metallic Asteroid. Metal-rich asteroid wherever in the solar system asteroids are found.
- Abandoned Civilization. In the galaxy, some long lost civilization.
- Abandoned Megastructure. The astroengineering ruins of some advanced civilization, outside the galaxy.
- Exotic Lifeforms. Things like space whales that are found near our beyond the edge of the observable universe.
- Quantonium Crystal. Not new but now it can be found outside the observable universe.

Don't place other resources on space zones



Near Earth plot types:
Orbit - Space Plot
Cislunar Space - Space Plot
Lunar Dome/Highland/Mare/Regolith/Rille - Lunar Plot
Spoiler Cislunar :

Zone 0 - Low Earth Orbit
Orbit (To separate Earth)
One tile width orbit would be too thin - if your cislunar colony would touch orbit, then outer radius would encroach Earth.
Two tiles thick would be good enough, unless you have "3rd radius without metropolitan administration" option enabled.
With that option after certain culture level cislunar colonies touching orbit zone would encroach Earth tiles.
Space stations can be anywhere on orbit, so your first cislunar stations would touch orbit.

Zone 1 - Moon with Cislunar space
Background: Cislunar Space
Moon terrains
Lunar crater features on moon, these are useless and can't make improvements on them.
Moon must have Iron, Bauxite and Titanum ore. Helium3 also is must


Solar System plot types:
Inner Solar System - Solar System Plot
Sun - Solar System and Plasma Plot
Hot Rocky Planet (Mercury) - Solar System and Jovian Plot
Venus/Venus Highlands/Venus Lowlands - Venusian Plot
Martian Barren/Desert/Dunes/Ice/Permafrost/Plains/Rocky - Martian Plot
Asteroid Surface - Solar System and Jovian Plot

Outer Solar System - Solar System Plot
Gas Supergiant (Jupiter) - Solar System and Jovian Plot
Volcanic Moon (Io) - Solar System and Jovian Plot
----Lava Ocean (Io) - Aquatic, Solar System and Jovian Plot
Oceanic Moon (Europa) - Solar System and Jovian Plot
----Subsurface Ocean (Europa) - Aquatic, Subterranean, Solar System and Jovian Plot
Large Moon (Ganymede) - Solar System and Jovian Plot
Rock and Ice Moon (Callisto) - Solar System and Jovian Plot

Ringed Gas Giant (Saturn) - Solar System and Jovian Plot
Methane Moon (Titan) - Titanic Plot
----Methane Ocean (Titan) - Aquatic, Solar System and Jovian Plot
Geyser Moon (Enceladus) - Solar System and Jovian Plot

Ice Giant (Uranus) - Solar System and Jovian Plot
Cold Moon (Umbriel) - Solar System and Jovian Plot

Cold Ice Giant (Neptune) - Solar System and Jovian Plot
Very Cold Moon (Triton) - Solar System and Jovian Plot

Transneptunian Space - Solar System Plot
Kuiper Belt Objects - Solar System and Jovian Plot
Spoiler Solar System :

Zone 2 - Inner Solar System
Background: Inner Solar System
Mars terrains
Venus terrains
Hot Rocky Planet (Mercury)
Sun for decoration

Asteroid (terrain) - on border between Inner Solar System and Outer Solar System (asteroid belt between Mars and Jupiter)
There is no need for asteroids close to Cislunar zone, as these would be around Inner/Outer solar system border.

Zone 3 - Outer Solar System
Background: Outer Solar System

Asteroid Surface (Asteroid Belt) with Asteroids (feature) at Inner Solar System edge

Gas Supergiant (Jupiter)
Volcanic Moon with Lava Ocean (Io)
Oceanic Moon with Subsurface Ocean (Europa)
Large Moon (Ganymede)
Rock and Ice Moon (Callisto)

Ringed Gas Giant (Saturn)
Methane Moon with Methane Ocean (Titan)
Geyser Moon (Enceladus)
Small Moon and Planetary Rings feature would be useful only at Saturn - all small moon does is allow some world wonder, and planetary rings don't do anything for now.

Ice Giant (Uranus)
Cold Moon (Umbriel)

Cold Ice Giant (Neptune)
Very Cold Moon (Triton)

Few kuiper belt objects would be useful on border between outer solar system and transeptunian space.

Zone 4 - Transneptunian Space
Background: Transneptunian Space
Sednoids, Asteroids (features) and Kuiper Belt Objects are spread across whole zone.
Oort cloud should be on border between transeptunian and transtellar space, being on two different zones.


Galactic plot types:
Transtellar Space - Galactic and Interstellar Plot
Red Dwarf - Galactic and Plasma Plot
Sun-Like Star - Galactic and Plasma Plot
Red Giant - Galactic and Plasma Plot

Orion Arm - Galactic and Milky Way Plot
Neutron Star - Galactic and Milky Way Plot
Nebula - Galactic and Milky Way Plot
Star Cluster - Galactic and Milky Way Plot

Milky Way - Galactic and Milky Way Plot
Galactic Core - Galactic and Milky Way Plot
Spoiler Galaxy :

Zone 5 - Nearby Stars
Background: Transtellar Space
Oort Cloud at border with Transneptunian space
Stars:
Red Dwarf, Sun-Like Star, Red Giant - terrain
Brown Dwarf, White Dwarf, Black Hole - feature

Planets (they all are features) - 8 types:
Carbon Planet
Chthonian Planet
Desert Planet
Hot Jupiter
Mini Neptune
Rogue Planet
Super Earth
Ocean Planet

Zone 6 - Orion Arm
Background: Orion Arm
Stars:
Neutron Star, Nebula, Star Cluster - terrain
White Dwarf, Black Hole, Blue Dwarf, Blue Supergiant - feature

Zone 7 - Whole Milky Way
Background: Milky Way
Galactic Core - its like Moon for Cislunar space - it needs to cover large fraction of whole zone.
Star Cluster terrain can be densely placed in core and not so densely in milky way.

Blue Dwarf and Blue Supergiant - stellar features, can be more densely packed in core too.
Supermassive Black Hole - feature, single unit at center of Milky Way.


Extragalactic plot types:
Local Group - Universal Plot
Virgo Supercluster - Universal Plot
Observable Universe - Universal Plot
Intergalactic Void - Universal Plot

Distant Cosmos - Distant Plot
Hyperspace - Hyperspace plot
Distant Past/Future - Hyperspace Plot
Branespace - Hyperspace Plot
Spoiler Universe :

Zone 8 - Local Group
Background: Local Group
Dwarf Galaxy (feature) can be spread sparsely across whole zone.

Zone 9 - Virgo Supercluster
Background: Virgo Supercluster
Galaxies should be rarer than Dwarf Galaxies (both of them are features), but overall density can be higher.

Zone 10 - Universe
Background: Observable Universe
Intergalactic Void can be spread in such way, that Observable Universe looks like thick web.
Quasars (feature) should be placed at far edge of universe

Zone 11 - Infinity and i*kilometer more
Background: Distant Cosmos
Nothing here, just Distant Cosmos.

Zone 12 - Beyond conventional Spacetime
Background: Hyperspace
While Hyperspace can be created artificially, you can place it on map where you have (Un)Observable Universe Zones.

As for Branespace, Distant Past and Distant Future they can be terraformed on Hyperspace plots - you could dot with them Hyperspace islands.


Spoiler Guide to space zone improvements :

----Cislunar space
Space Station Lvl 1 (Orbit terrain) - Space Stations (X = 85)
Space Station Lvl 2 (Orbit terrain) - Space Tourism (X = 91)
Lunar Base Improvement (Moon terrain) - Lunar Bases (X = 92)
Lunar Mining Outpost (Moon terrain and Bauxite/Iron/Titanum ore) - Lunar Bases (X = 92)
Lunar Outpost (Moon terrain) - Lunar Bases (X = 92)
Space Solar Array - Solar Propulsion (X = 92)
Space Station Lvl 3 (Orbit terrain) - Asteroid Mining (X = 98)
Asteroid Mine (Asteroids feature) - Asteroid Mining (X = 98)
Colony Extraction Facility (Moon only, extracts CO2/He3 if bonuses present on plot) - Lunar Colonization (X = 101)
Colony Hydroponics (Moon terrain) - Lunar Colonization (X = 101)
Colony Solar Array (Moon terrain) - Lunar Colonization (X = 101)
Lunar Habitation Complex (Moon terrain) - Lunar Colonization (X = 101)
Colony Habitat Small (Moon terrain) - Lunar Colonization (X = 101)
Colony Manufactory (Moon terrain) - Lunar Manufacturing (X = 102)
Lunar Mine (Moon terrain, Bauxite/Iron/Titanium ore are nice to have) - Lunar Manufacturing (X = 102)
Colony Habitat Medium (Moon terrain) - Lunar Manufacturing (X = 102)
Colony Habitat Large (Moon terrain) - Planetary Colonization (X = 102)
Colony Habitat Huge (Moon terrain) - Planetary Manufacturing (X = 104)
Cislunar Base - Ion Beams (X = 107)
Cislunar Expansion Module - Orbital Megastructures (X = 115)
Lunar Arcology (Moon terrain) - Lunar Megastructures (X = 121)

----Inner Solar System
Asteroid Mine (Asteroids feature) - Asteroid Mining (X = 98)
Colony Solar Array (Venus or Mars terrain) - Lunar Colonization (X = 101)
Colony Hydroponics (Mars terrain) - Lunar Colonization (X = 101)
Colony Habitat Small (Mars terrain) - Lunar Colonization (X = 101)
Colony Manufactory (Mars terrain) - Lunar Manufacturing (X = 102)
Colony Habitat Medium (Mars terrain) - Lunar Manufacturing (X = 102)
Colony Habitat Large (Mars terrain) - Planetary Colonization (X = 102)
Martian Mine (Mars terrain) - Planetary Extraction (X = 103)
Solar Trading Post - Magnetic Sails (X = 104)
Colony Habitat Huge (Mars terrain) - Planetary Manufacturing (X = 104)
Mercury Solar Array (Mercury terrain) - Deep Space Colonies (X = 111)
Venus Aerial Farm (Venus terrain) - Botanical Alchemy (X = 114)
Venus Surface Mine (Venus terrain) - Abyss Colonization (X = 115)
Mercury Colony (Mercury terrain) - Thermal Negation (X = 118)
Solar Concentrator - Solar Ordnance (X = 121)
Solar System Base - Solar Ordnance (X = 121)
Martian Farm (Mars terrain) - Extraterrestrial Agriculture (X = 122)
Paraterraformed Asteroid (Asteroid Surface terrain) - Paraterraforming (X = 124)
Satellite Station - Colony Arcology (X = 124)
Arcology Moon - Planet Engineering (X = 132)
Sun Scoop (Sun terrain) - Star Lifting (X = 132)

----Outer Solar System
Asteroid Mine (Asteroids feature) - Asteroid Mining (X = 98)
Solar Trading Post - Magnetic Sails (X = 104)
Jovian Lunar Base (Gas Giant Moon terrain or Small Moon feature) - Kuiper Belt Exploration (X = 112)
Jovian Lunar Arcology (Gas Giant Moon terrain or Small Moon feature) - Lunar Megastructures (X = 121)
Solar Concentrator - Solar Ordnance (X = 121)
Solar System Base - Solar Ordnance (X = 121)
Satellite Station - Colony Arcology (X = 124)
Jovian Scoop (Gas Giant terrain) - Colony Arcology (X = 124)
Jovian Floating City (Gas Giant terrain) - Colony Arcology (X = 124)
Paraterraformed Asteroid (Asteroid Surface terrain or Planetary Ring Feature) - Paraterraforming (X = 124)
Arcology Moon - Planet Engineering (X = 132)

----Transneptunian space
Asteroid Mine (Asteroids feature) - Asteroid Mining (X = 98)
Solar Trading Post - Magnetic Sails (X = 104)
Solar Concentrator - Solar Ordnance (X = 121)
Solar System Base - Solar Ordnance (X = 121)
Paraterraformed Asteroid (Asteroid Surface/Kuiper Belt Object terrain or Sednoid/Oort Cloud Feature) - Paraterraforming (X = 124)
Satellite Station - Colony Arcology (X = 124)
Arcology Moon - Planet Engineering (X = 132)

----Transtellar Space
Interstellar Trading Post - Interstellar Trade (X = 130)
Interstellar Base - Weaponized Gravity Fields (X = 132)
Star Scoop (Sunlike or Red Giant/Dwarf star) - Star Lifting (X = 132)
Terraformed Planet (Carbon/Chtonian/Desert/Rogue/Super Earth/Ocean Planet feature) - Ecosynthesis (X = 132)
Artificial Planets - Artificial Planets (X = 133)
Dyson Sphere (Sunlike or Red Giant star terrain) - Astroengineering (X = 133)
Helioformed Brown Dwarf (Red Dwarf terrain or Brown Dwarf feature) - Artificial Stars (X = 134)
Induce a Supernova (Red Giant terrain) - Induced Supernova (X = 143)

----Orion Arm
Interstellar Trading Post - Interstellar Trade (X = 130)
Interstellar Base - Weaponized Gravity Fields (X = 132)
Interstellar Colony (Can be built in Star Cluster and Nebula terrain) - Advanced Seedships (X = 132)
Star Scoop - Star Lifting (X = 132)
Artificial Planets - Artificial Planets (X = 133)
Dyson Sphere (Can be built in Star Cluster and Nebula terrain) - Astroengineering (X = 133)
Blue Supergiant Colony (Blue Supergiant feature) - Applied Relativity (X = 138)
Induce a Supernova (Star Cluster terrain or Blue Supergiant feature) - Induced Supernova (X = 143)
Supernova Mine (Neutron Star) - Induced Supernova (X = 143)
Neutron Star Colony (Neutron Star terrain) - Neutronium (X = 146)
Biotic Neutron Star (Neutron Star terrain) - Grand Unification Biology (X = 147)

----Milky Way
Interstellar Base - Weaponized Gravity Fields (X = 132)
Interstellar Colony (Can be built on Star Cluster and Galactic Core terrain) - Advanced Seedships (X = 132)
Star Scoop (Can be built in Galactic Core) - Star Lifting (X = 132)
Artificial Planets (Can be built in Galactic Core terrain) - Artificial Planets (X = 133)
Dyson Sphere (Can be built on Star Cluster and Galactic Core terrain) - Astroengineering (X = 133)
Blue Supergiant Colony (Blue Supergiant feature) - Applied Relativity (X = 138)
Induce a Supernova (Star Cluster terrain or Blue Supergiant feature) - Induced Supernova (X = 143)

----Local Group
Biotic Galaxy - Galactic Ecology (X = 140)
Intergalactic Base - Wave Motion Gun (X = 140)

----Virgo Supercluster
Intergalactic Colony ([Dwarf] Galaxy feature) - Intergalactic Colonization (X = 139)
Biotic Galaxy - Galactic Ecology (X = 140)
Intergalactic Base - Wave Motion Gun (X = 140)

----Observable Universe
Intergalactic Base (Can be build on Cosmic Void) - Wave Motion Gun (X = 140)
Biotic Galaxy (Can't be built on Intergalactic Void terrain) - Galactic Ecology (X = 140)
Cosmic Expansion Module (Intergalactic Void terrain only) - Dark Energy Harvesting (X = 146)
Supercluster Colony - Cosmic Engineering (X = 147)
Chronoform towards Hyperspace (Can be created on Intergalactic Void terrain) - Dualflux Quantum Temporal Rift (X = 149)
True Vacuum (Intergalactic Void terrain) - Controlled Vacuum Collapse (X = 151)
Parallel Universe (Can be built on Cosmic Void) - Experimental Cosmology (X = 152)


----Unobservable Universe
Biotic Galaxy - Galactic Ecology (X = 140)
Intergalactic Base - Wave Motion Gun (X = 140)
Chronoform towards Hyperspace - Dualflux Quantum Temporal Rift (X = 149)
Observable Universe Colony - Controlled Inflation (X = 150)
Parallel Universe - Experimental Cosmology (X = 152)

----Hyperspace - this zone is artifacial, can be created anywhere in (Un)Observable Universe by Chronoforming Ships or Hyperseedship settlers.
Parallel Universe - Experimental Cosmology (X = 152)
Chronoform towards Branespace (Create Hyperspace terrain first, creates Branespace terrain) - String Manipulation (X = 149)
Chronoform towards Future/Past (Create Hyperspace terrain first, creates Distant Future/Past terrain) - Time Reversal (X = 152)
Distant Future/Past City (Distant Future/Past terrain) - Time Reversal (X = 152)
Brane Factory (Branespace terrain) - Brane Construction (X = 154)
Brane Farm (Branespace terrain) - Brane Construction (X = 154)
Hyperspace Bunker (One of Hyperspace type terrain) - Cosmic Warfare (X = 154)
Spiritual Realm (Branespace terrain) - Spiritual Realms (X = 157)
Time Manifold (Distant Past/Future terrain) - Multidimensional Time (X = 157)


Spoiler Guide to space workers :

----Space Shuttle - Space Stations (X = 85), Orbit only
Space Station - Space Stations (X = 85)

----Construction Ship - Lunar Bases (X = 92), Cislunar Plots
Lunar Base (Improvement) - Lunar Bases (X = 92)
Lunar Mining Outpost - Lunar Bases (X = 92)
Lunar Outpost - Lunar Bases (X = 92)
Lunar Habitation Complex - Lunar Colonization (X = 101)

----Lunar Bulldozer - Lunar Bases (X = 92), Moon plots
Lunar Mining Outpost - Lunar Bases (X = 92)

----Solar Sail Worker - Solar Propulsion (X = 92), Cislunar and Solar System plots
Space Solar Array - Solar Propulsion (X = 92)
Asteroid Mine - Asteroid Mining (X = 98)
Cislunar Base - Ion Beams (X = 107)
Solar System Base - Solar Ordnance (X = 121)
Solar Concentrator - Solar Ordnance (X = 121)

----Heavy Rocket - Commercial Spaceflight (X = 95), Orbit only - Upgraded version of Space Shuttles
Space Station - Space Stations (X = 85)

----Cislunar Workship - Coilgun (X = 98), Cislunar plots
Orbital Trajectory Route - Coilgun (X = 98)

----Magsail Worker - Magnetic Sails (X = 104), Cislunar and Solar System plots - upgraded version of Solar Sail Worker
Space Solar Array - Solar Propulsion (X = 92)
Asteroid Mine - Asteroid Mining (X = 98)
Solar Trading Post - Magnetic Sails (X = 104)
Cislunar Base - Ion Beams (X = 107)
Jovian Lunar Base - Kuiper Belt Exploration (X = 112)
Cislunar Expansion Module - Orbital Megastructures (X = 115)
Solar System Base - Solar Ordnance (X = 121)
Solar Concentrator - Solar Ordnance (X = 121)
Jovian Lunar Arcology - Lunar Megastructures (X = 121)
Paraterraformed Asteroid - Paraterraforming (X = 124)
Jovian Floating City - Colony Arcology (X = 124)
Jovian Scoop - Colony Arcology (X = 124)
Satellite Station - Colony Arcology (X = 124)
Sun Scoop - Star Lifting (X = 132)
Arcology Moon - Planet Engineering (X = 132)

----Martian Worker - Supersonic Rails (X = 106), Martian plots
Maglev Route - Magnetic Levitation (X = 90)
Colony Hydroponics - Lunar Colonization (X = 101)
Colony Habitat (Small) - Lunar Colonization (X = 101)
Colony Solar Array - Lunar Colonization (X = 101)
Colony Manufactory - Lunar Manufacturing (X = 102)
Colony Habitat (Medium) - Lunar Manufacturing (X = 102)
Colony Habitat (Large) - Planetary Colonization (X = 102)
Martian Mine - Planetary Extraction (X = 103)
Colony Habitat (Huge) - Planetary Manufacturing (X = 104)
Martian Farm - Extraterrestrial Agriculture (X = 122)

----Venus Worker - Supersonic Rails (X = 106), Venus plots
Maglev Route - Magnetic Levitation (X = 90)
Colony Solar Array - Lunar Colonization (X = 101)
Venus Aerial Farm - Botanical Alchemy (X = 114)
Venus Surface Mine - Abyss Colonization (X = 115)

----Lunar Worker - Androids (X = 107), Moon plots
Maglev Route - Magnetic Levitation (X = 90)
Colony Hydroponics - Lunar Colonization (X = 101)
Colony Manufactory (Colony Extraction Facility) - Lunar Colonization (X = 101)
Colony Solar Array - Lunar Colonization (X = 101)
Lunar Mine - Lunar Manufacturing (X = 102)
Colony Manufactory - Lunar Manufacturing (X = 102)
Lunar Arcology - Lunar Megastructures (X = 121)

----Solar Workship - Astrogation Constellation (X = 114), Solar System plots
Solar Trajectory Route - Astrogation Constellation (X = 114)

----Nanoworker - Nanotroids (X = 122), Cislunar and Solar System plots
Space Solar Array - Solar Propulsion (X = 92)
Asteroid Mine - Asteroid Mining (X = 98)
Solar Trading Post - Magnetic Sails (X = 104)
Cislunar Base - Ion Beams (X = 107)
Mercury Solar Array - Deep Space Colonies (X = 111)
Jovian Lunar Base - Kuiper Belt Exploration (X = 112)
Cislunar Expansion Module - Orbital Megastructures (X = 115)
Mercury Colony - Thermal Negation (X = 118)
Solar System Base - Solar Ordnance (X = 121)
Solar Concentrator - Solar Ordnance (X = 121)
Jovian Lunar Arcology - Lunar Megastructures (X = 121)
Paraterraformed Asteroid - Paraterraforming (X = 124)
Jovian Floating City - Colony Arcology (X = 124)
Jovian Scoop - Colony Arcology (X = 124)
Satellite Station - Colony Arcology (X = 124)
Sun Scoop - Star Lifting (X = 132)
Arcology Moon - Planet Engineering (X = 132)
Micro-Wormhole Route - Compact Wormholes (X = 145)

----Interstellar Workcraft - Interstellar Trade (X = 130), Galactic Plots
Interstellar Trading Post - Interstellar Trade (X = 130)
Interstellar Base - Weaponized Gravity Fields (X = 132)
Star Scoop - Star Lifting (X = 132)
Interstellar Colony - Advanced Seedships (X = 132)
Terraformed Planet - Ecosynthesis (X = 132)
Dyson Sphere - Astroengineering (X = 133)
Artificial Planet - Artificial Planets (X = 133)
Helioform a Brown Dwarf (Helioformed Brown Dwarf) - Artificial Stars (X = 134)
Wormhole Route - Wormhole Traversal (X = 135)
Blue Supergiant Colony - Applied Relativity (X = 138)
Intergalactic Colony - Intergalactic Colonization (X = 139)
Supernova Mine - Induced Supernova (X = 143)
Induce a Supernova - Induced Supernova (X = 143)
Neutron Star Colony - Neutronium (X = 146)
Terraform a Neutron Star (Biotic Neutron Star) - Grand Unification Biology (X = 147)

----Cosmic Worker - Phasing (X = 135), Cislunar, Solar System, Galactic, and Universal plots as tech progress.
Space Solar Array - Solar Propulsion (X = 92)
Asteroid Mine - Asteroid Mining (X = 98)
Solar Trading Post - Magnetic Sails (X = 104)
Cislunar Base - Ion Beams (X = 107)
Mercury Solar Array - Deep Space Colonies (X = 111)
Jovian Lunar Base - Kuiper Belt Exploration (X = 112)
Cislunar Expansion Module - Orbital Megastructures (X = 115)
Mercury Colony - Thermal Negation (X = 118)
Jovian Lunar Arcology - Lunar Megastructures (X = 121)
Solar System Base - Solar Ordnance (X = 121)
Solar Concentrator - Solar Ordnance (X = 121)
Paraterraformed Asteroid - Paraterraforming (X = 124)
Jovian Floating City - Colony Arcology (X = 124)
Jovian Scoop - Colony Arcology (X = 124)
Interstellar Trading Post - Interstellar Trade (X = 130)
Interstellar Base - Weaponized Gravity Fields (X = 132)
Star Scoop - Star Lifting (X = 132)
Sun Scoop - Star Lifting (X = 132)
Arcology Moon - Planet Engineering (X = 132)
Interstellar Colony - Advanced Seedships (X = 132)
Terraformed Planet - Ecosynthesis (X = 132)
Dyson Sphere - Astroengineering (X = 133)
Artificial Planet - Artificial Planets (X = 133)
Helioform a Brown Dwarf (Helioformed Brown Dwarf) - Artificial Stars (X = 134)
Wormhole Route - Wormhole Traversal (X = 135)
Blue Supergiant Colony - Applied Relativity (X = 138)
Intergalactic Colony - Intergalactic Colonization (X = 139)
Terraform a Galaxy (Biotic Galaxy) - Galactic Ecology (X = 140)
Intergalactic Base - Wave Motion Gun (X = 140)
Supernova Mine - Induced Supernova (X = 143)
Induce a Supernova - Induced Supernova (X = 143)
Megawormhole Route - Megawormholes (X = 144)
Cosmic Expansion Node - Dark Energy Harvesting (X = 146)
Neutron Star Colony - Neutronium (X = 146)
Supercluster Colony - Cosmic Engineering (X = 147)
Terraform a Neutron Star (Biotic Neutron Star) - Grand Unification Biology (X = 147)
Observable Universe Colony - Controlled Inflation (X = 150)
Collapse the Vacuum (True Vacuum) - Controlled Vacuum Collapse (X = 151)
Parallel Universe - Experimental Cosmology (X = 152)
Aspatial Route - Spatial Transcendence (X = 155)

----Chronoforming Ship - Stable Time Loops (X = 147), Universe, Distant Cosmos and Hyperspace plots.
Chronoform towards Hyperspace - Dualflux Quantum Temporal Rift (X = 149)
Chronoform towards Branespace - String Manipulation (X = 149)
Chronoform towards Past/Future - Time Reversal (X = 152)
Distant Future City - Time Reversal (X = 152)
Distant Past City - Time Reversal (X = 152)
Hyperlane Route - Hyperlanes (X = 152)
Parallel Universe - Experimental Cosmology (X = 152)
Hyperspace Bunker - Cosmic Warfare (X = 154)
Brane Factory - Brane Construction (X = 154)
Brane Farm - Brane Construction (X = 154)
Aspatial Route - Spatial Transcendence (X = 155)
Spiritual Realm - Spiritual Realms (X = 157)
Time Manifold - Multidimensional Time (X = 157)


Spoiler Guide to Settlers :

Cislunar Settler - Advanced Environmental Systems (X100)
Map Categories: Cislunar
Cities: Cislunar Space

Lunar Settler - Lunar Colonization (X101)
Map Categories: Cislunar, Lunar
Cities: Moon

Planetary Settler - Planetary Colonization (X102)
Map Categories: Cislunar, Lunar, Solar System, Martian, Venusian
Cities: Mars, Venus
Cannot enter: Outer Solar System

Martian Settler - Planetary Manufacturing (X104)
Map Categories: Martian
Cities: Mars

Venus Settler - Planetary Manufacturing (X104)
Map Categories: Venusian
Cities: Venus

Deep Space Settler - Deep Space Colonies (X111)
Map Categories: Earth, Cislunar, Lunar, Solar System, Martian, Venusian, Jovian, Titanic
Cities: Anywhere in Solar System except Cislunar Space & Moon
Cannot Enter: Sun/Titan - Abyss Colonization (X115); Transneptunian Space - Solar Ordnance (X121)

Worldship - Interstellar Travel (X124)
Map Categories: Cislunar, Solar System, Transtellar, Plasma
Cities: Oort Cloud (Feature), Transtellar, Stars (Anywhere in Transtellar zone)

Genetic Seedship - Advanced Seedships (X132)
Map Categories: Galactic
Cities: Orion Arm, Stars, Star Clusters, Nebulae (Anywhere in Galaxy except Solar System)
Cannot Enter: Milky Way/Galactic Core - Transtangible Neutrino Accelerators (X134)

Alcubierre Seedship - Space Creasing (X138)
Map Categories: Galactic, Universal, Distant
Cities: Milky Way zone and beyond.
Cannot Enter: Virgo Supercluster - Intergroup Travel (X141); Observable Universe/Intergalactic Void - Intercluster Travel (X145); Distant Cosmos - Horizon Breaking (X149)

Hyperseedship - Dualflux Quantum Temporal Rift (X149)
Cities: Intergalactic space and beyond.
Cannot Enter: Distant Cosmos - Horizon Breaking (X149)
 
Last edited:
@pepper2000 ,

Could you give me a count of how many Techs you've added in please?
 
Back
Top Bottom