Dev Log: Space Infrastructure
How Launch Pads, Lagrange Stations, and Orbital Arrays Become Part of a Living World
In most games, going to space is a binary event:
Build a spaceship → click launch → you’re in orbit.
Maybe you unlock satellites. Maybe a tech unlocks Mars.
But in Colonies: Genesis of E.D.E.N., space isn’t a background layer.
It’s a fully simulated frontier, driven by the same systems that govern everything else:
- Contracts
- Infrastructure
- Capabilities
- Upkeep
- Faction strategy
And it all starts with one thing:
A decision to reach beyond the surface.
🌍 From Planet to Orbit: The Simulation Path
Going to space in Colonies requires everything to line up:
- You must discover the knowledge (orbital mechanics, fuel chemistry, materials)
- You must develop the infrastructure (refineries, launch complexes, tracking stations)
- You must issue contracts (launch payloads, transfer satellites, build outposts)
- You must support orbital assets with maintenance, power, and logistics
This isn’t about clicking “Build Satellite.”
It’s about your civilization deciding: we are ready—and building everything that entails.
🧱 Space Infrastructure Types
Once you’re in orbit, the world expands. These are not just visuals—they are real, simulated facilities:
🚀
Launch Infrastructure
Component | Function |
LaunchComplex | Converts surface payloads into orbital assets via OrbitalLaunchContract |
FuelDepot | Stores high-energy propellants and oxidizers |
TrackingStation | Allows orbital targeting, rendezvous, and mission monitoring |
Without these, you’re grounded.
🛰
Orbital Stations
Component | Function |
LowOrbitRelay | Provides comms coverage and scan capability |
Research Lab | Enables orbital or zero-G experiments |
Habitat Ring | Supports crewed long-duration operations |
Refueling Node | Accepts tankers, supports outbound missions |
These are placed into orbit using contracts, and persist as simulation entities. They obey orbital mechanics, decay if not maintained, and can be upgraded or salvaged.
🌗
Lagrange Infrastructure
Component | Function |
L1 Observation Station | Monitors stellar activity or planetary atmosphere |
L2 Sensor Hub | Deep space astronomy, early warning system |
L4/L5 Factories | Stable industrial bases with delta-v savings |
These appear at dynamically resolved Lagrange Points, tracked via barycentric orbital mechanics.
Factions that understand orbital dynamics gain positional advantage—and exploit it.
🪐
Deep Space Infrastructure
Once you move beyond local orbit:
Infrastructure | Function |
Asteroid Processing Hub | Extracts metals and volatiles |
Heliostat Swarm | Provides power across orbits |
Jumpgate Construction Scaffold | Enables post-Newtonian transit (late-game) |
These require supply lines, maintenance, and economic justification. They’re not just “upgrades”—they’re investments with risk and return.
🧠 How It Works in Simulation
🔁 Contracts Drive Construction
Every orbital structure begins with a contract:
- OrbitalConstructionContract to build a station segment
- LaunchContract to place it
- ResupplyContract to maintain it
Contracts are fulfilled using:
- Faction-owned infrastructure (e.g., launch pads, construction yards)
- Or third-party support (e.g., orbital manufacturers, freelance contractors)
🔧 Upkeep and Decay
Space structures don’t last forever:
- Unmaintained stations fall into disrepair
- Habitats can become abandoned, then derelict, then salvageable
- Power loss or radiation damage leads to shutdowns or cascading failure
But well-maintained assets become keystones of faction power—visible across the star system.
🔀 Strategic Roles
Space infrastructure allows factions to:
- Dominate orbital logistics
- Control access to specific latitudes or transit windows
- Project power (defensive or otherwise)
- Establish ideological or cultural presence (e.g., monuments in orbit)
Control of orbit is control of the future.
🔮 Late Game: Megastructures and Space Economy
As you progress, orbital infrastructure enables:
- Planetary-scale energy networks (orbital solar mirrors, laser transmission)
- Terraforming support (atmospheric processing stations, ice redirectors)
- Space elevators and launch assist arrays
- Interstellar preparation (drydock megastructures, fusion array staging platforms)
Each of these is:
- A facility
- With placement and upkeep
- Managed through the same contract and ownership systems as everything else
There’s no “magic structure.”
If you want a ringworld, you’ll need to simulate its construction, segment by segment.
Why Space Infrastructure Matters
- It’s not just visuals—it’s simulated presence
- It’s not just tech gating—it’s logistic and economic investment
- It’s not just a late-game toy—it’s a systemic layer of the world
- It tells the story of your rise into space—and maybe your fall
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