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Dev Log: Why Colonies Isn’t KSP – But Plays in the Same Orbit

Emergence Over Engineering: The Systems Thinking Behind Colonies

If you’ve ever launched a rocket in Kerbal Space Program, you’ve felt it—the thrill of orbital insertion, the silence of space, the raw calculation of delta-v.

So when people see Colonies: Genesis of E.D.E.N., they sometimes say:

“Oh cool, this is like KSP but with AI factions and planets, right?”

Kind of.

But also, not really.

Because where KSP simulates you building and flying rockets, Colonies simulates why a society would build rockets in the first place—and what happens after.

Let’s unpack that.

🌌 Kerbal vs. Colonies: What Are We Actually Simulating?

FeatureKerbal Space ProgramColonies: Genesis of E.D.E.N.
FocusOrbital mechanics, rocketryPlanetary ecosystems, infrastructure, AI goals
Player RoleSpace agency engineerGodlike observer / faction manipulator
Physics SimulationRealistic (Newtonian, patched conics)Realistic-enough, scalable multi-body orbits
Time ManipulationTimewarp-heavyGlobal tick loop with warp controls
ActorsKerbals, spacecraftFactions, population units, field agents
Building SystemsManual vehicle constructionModular infrastructure, facilities, logistics
Goal StructureMissions and contractsEmergent needs, contracts, diplomacy

🧠 Colonies Doesn’t Simulate Rocket Science—It Simulates Why You’d Need It

In KSP, everything starts with you:

  • You build the rocket
  • You launch it
  • You run the mission

But in Colonies, you simulate a world where:

  • Factions have evolving needs
  • Planets rotate and irradiate
  • Resources form networks
  • And eventually… someone decides they need to leave the surface

You’re not flying the rocket. You’re simulating the society that builds it.

🔭 How Our Simulation Handles Space Without Turning Into KSP

✅ 1. No Real-Time Thrust or RCS Simulation

KSP is all about physics fidelity: gravity turns, TWR, maneuver nodes, fuel burn curves.

Colonies is about mission-level dynamics:

  • Launches are represented by contracts (e.g., OrbitalLaunchContract)
  • Each contract gets a FlightPlan, broken into deterministic orbital segments
  • Segments simulate:
    • Launch
    • Transfer
    • Insertion
    • Rendezvous
    • Docking
  • No real-time thrust simulation. No wobbly rocket physics.

We simulate the outcome of decisions, not the wobble of struts.

✅ 2. Simulation First, Visuals Later

KSP renders in full fidelity, with orbital paths, maneuver nodes, drag forces.

Colonies simulates:

  • Nested barycentric orbits
  • Stationkeeping vs. decay
  • Resource consumption
  • Interplanetary transfers

But rendering is decoupled:

  • We only visualize when needed
  • Orbit lines are procedural and stylized
  • Planetary systems and sectors load based on simulation importance, not player proximity

You don’t watch every burn. You simulate space as part of a civilization’s unfolding logic.

✅ 3. AI and Faction-Driven Exploration

In KSP, you’re the only actor that matters.

In Colonies, factions:

  • Discover orbital mechanics as KnowledgeNodes
  • Unlock launch infrastructure as Capabilities
  • Choose to build launch pads, mining outposts, Lagrange stations
  • Compete to colonize moons, asteroids, or other worlds

This isn’t a sandbox for you to sandbox in. It’s a living world—where orbital expansion is the emergent result of hundreds of systems working in tandem.

🛰️ But Let’s Be Real: KSP Still Matters

We love Kerbal. It taught a whole generation how orbits work.

So in Colonies, we honor that by:

  • Using real orbital dynamics (patched conics, barycenters, nested spheres of influence)
  • Including things like Lagrange points, delta-v estimates, and transit windows
  • Representing missions with full FlightPlans and simulated ManeuverSegments

But where KSP says:

“Here’s your rocket—now make it fly.”

Colonies says:

“Here’s a civilization—will it choose to fly?”

🧬 Different Intentions. Same Love of Systems.

KSP is about engineering your way into space.

Colonies is about simulating the systemic complexity that makes that leap possible.

We simulate:

  • The growth of knowledge
  • The accumulation of surplus
  • The coordination of contracts
  • The logistics of fueling, launching, and settling off-world

And we do it at scale—with:

  • Fully rotating planets
  • Atmospheric layers
  • Ecological cycles
  • Strategic decision-making across factions and epochs

No twitchy gravity assists. No exploded boosters.

Just the real story of how a species leaves the surface of its homeworld—and what it takes to survive the cosmos.

Would you like to see a breakdown of how our FlightPlanner, MissionController, and OrbitalContract systems work?

Or a follow-up dev log on how we handle orbital rendering and maneuver abstraction?

We’re just getting started. Because space is the destination—but simulation is the engine.

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