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?
Feature | Kerbal Space Program | Colonies: Genesis of E.D.E.N. |
Focus | Orbital mechanics, rocketry | Planetary ecosystems, infrastructure, AI goals |
Player Role | Space agency engineer | Godlike observer / faction manipulator |
Physics Simulation | Realistic (Newtonian, patched conics) | Realistic-enough, scalable multi-body orbits |
Time Manipulation | Timewarp-heavy | Global tick loop with warp controls |
Actors | Kerbals, spacecraft | Factions, population units, field agents |
Building Systems | Manual vehicle construction | Modular infrastructure, facilities, logistics |
Goal Structure | Missions and contracts | Emergent 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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