Planetary Scope
The planetary scope is the foundation of the whole game. It is where the player first learns that this project is not only about placing machines, but about turning fragmented industry into a coordinated world-scale system.
This scope has two layers:
- the region layer, where the player directly builds and operates factories
- the inter-region layer, where the player connects those factories into a continental or planetary network
The design goal is that planetary play should remain relevant for the full campaign. Even after orbit and frontier play unlock, planets should remain living industrial bodies rather than tutorial zones left behind.
Core fantasy
The fantasy of the planetary scope is:
- make matter obedient
- turn loneliness into routine
- turn routine into infrastructure
- turn infrastructure into regional specialization
- turn regional specialization into planetary capacity
Planetary design responsibilities
This scope defines the first stable answers to the game’s recurring questions:
- where does extraction happen
- where does refinement happen
- where are buffers and reserves held
- which logistics mode is best for this distance and volume
- how should risk be distributed across regions
- when should the player build redundancy instead of more throughput
Why the planetary scope matters so much
If this scope is weak, everything later collapses conceptually.
The station scope only works if the player already understands industrial topology and supply pressure. The frontier scope only works if the player already understands the consequences of distance, dependency, and interruption. The planetary scope therefore cannot be treated as disposable onboarding. It is the seed form of the entire game.
Planetary arc
The planetary experience should develop in a clear sequence:
- survive and make basic production reliable
- specialize bodies and automate repetitive labor
- stabilize continuity through sync
- evolve logistics beyond primitive belts
- introduce regional identity
- connect regions into a larger economy
- prepare the industrial surplus that makes launch possible
Main design tension
At this scope, the core tension is between local elegance and systemic growth.
The player is constantly deciding whether to:
- refine the current factory
- build a second factory elsewhere
- re-route existing transport
- centralize production
- decentralize to improve resilience
- accept temporary inefficiency to gain long-term flexibility
Those are exactly the kinds of decisions the later scopes should inherit.