Pre-alpha codex — written from the build in internal testing. Systems, numbers and features can change before launch. · Join the waitlist

Codex Entry

Orbit Development

Zone bonuses plus orbit specialties, gated by the System Administration building.

Every settled orbit grants two bonuses at once: an automatic zone bonus based on its position, and a player-chosen specialty.

Zone bonus

Orbit index (0..8) determines the zone. Inner = hot/dense, Mid = habitable band, Outer = cold and resource-rich. The bonus activates the moment the orbit is settled — no further action needed.

Zone bonuses — automatic per settled orbit, uniform inside each zone
ZoneOrbitsBonus per settled orbit
Inner (orbits 0–2)0, 1, 2+10% metal · +10% energy
Mid (orbits 3–5)3, 4, 5+10% population cap · +10% population growth
Outer (orbits 6–8)6, 7, 8+5% crystal · +10% aetherium · +10% research speed

Body bonus

Each settled orbit also grants a tiny +1% based on what physically sits there: volcanic worlds and asteroid belts favor metal; desert, ice and barren worlds favor crystal; gas giants, shattered worlds and water worlds favor aetherium; terran worlds, jungles and stations on empty orbits favor habitation, which lifts food production and population growth together. Terraforming moves this bonus — a built station keeps its own.

Specialty

Once your system has a System Administration building (L1), each settled orbit can pick one specialty: a single-resource focus — Metal, Crystal, Aetherium, or Population. The cosmetic name of the orbit ("Mining Colony" vs. "Mining Rig" vs. "Refinery Station") depends on the orbit kind, but the mechanical bonus is the same.

SpecialtyBonus per LevelOn PlanetOn Asteroid BeltOn Empty OrbitNotes
Metal+10% per level to metal production (cap +30% at L3)Mining ColonyMining RigRefinery StationStacks with the inner-zone metal bonus.
Crystal+10% per level to crystal production (cap +30% at L3)Crystal WorksCrystal HarvesterCrystal RefineryStacks with the outer-zone crystal bonus.
Aetherium+10% per level to aetherium production (cap +30% at L3)Aetherium WellsAetherium SiphonCondenser StationStacks with the outer-zone aetherium bonus.
Population+10% per level to population cap and growth (cap +30% at L3)Habitat ColonyBelt HabitatHabitat RingWorks on every orbit kind, including asteroid belts (Belt Habitat).

Specialty levels

Picking a specialty is free; deepening it costs resources from the system's own stockpile and grows alongside your System Administration building. You can re-roll an orbit to a different specialty whenever your plans change — the panel shows exactly what each step costs and grants.

Sub-orbits

Every system also has nine sub-orbits (moons and station extensions) distributed across the nine orbits. For now they inherit a share of their parent orbit's zone bonus.

Note·Sub-orbit development — coming soon
Developing sub-orbits is temporarily disabled: the layer is being redesigned to carry a different kind of bonus than orbits — playstyle perks rather than raw production. It reopens in a future update.

Placement synergies

  • Stack with the zone: Aetherium or Crystal specialties on outer orbits, Metal on inner orbits, Population on mid orbits — the zone bonus and the specialty add up on the same resource.
  • Or complement it: put Population on an inner orbit to offset the hot zone's lack of habitability bonuses — every specialty is legal on every orbit.
  • Develop Admin early: the System Administration building is the key to the whole layer — Admin L3 unlocks fully upgraded orbits everywhere in the system.