Every planet you control has a production queue — a list of things it's currently building. Each week the planet generates
production points and applies them to whatever sits at the front of that queue. When enough has accumulated, the item finishes and the queue moves on.
This is how everything tangible gets into the galaxy: every building on every planet, every ship in every fleet.
The queue takes two kinds of items:
- Buildings — placed on the planet itself. One copy per building type per planet. See Buildings.
- Ships — built from a ship design and spawned at the planet's coordinates. When you queue a ship you can also pre‑assign it on completion:
- leave it ungrouped,
- drop it straight into an existing fleet,
- or place it onto a patrol route.
You can mix buildings and ships freely in the same queue.
Each planet's weekly production output is calculated from:
- Workforce — population you've assigned to production jobs.
- Buildings — every building's production bonus stacks on top (Production Hubs, Space Elevator Manufacturing Complex, etc.).
- Planet size match — +50% if the planet's size matches your homeworld's, −50% if it's the opposite size.
- Planet type match — +50% if the planet's type matches your homeworld's, −50% if it's the opposite type.
- Tax — set above 10%, the excess is shaved off production proportionally.
- Ferion bonus — your Ferion homeworld doubles output (×2).
- Ringworld bonus — a completed Ringworld is a ×6 production multiplier.
Match bonuses stack: a planet that matches your homeworld in both size and type runs at roughly +125% production from the matches alone.
- The queue is ordered and you decide where new items go.
- When you queue a new item you can place it as:
- Replace & clear — wipe everything, build this now.
- Replace — start this now, keep the rest of the queue behind it.
- After current — slot it in immediately after whatever's building.
- End of queue (default) — append.
- You can remove items from the queue at any time.
- Cancelling the current item doesn't wipe the production you've already poured in — that progress carries to the next item.
There is no hard cap on queue length — pile up a year's worth of plans if you want.
The Planet Queue Automation system lets you save a preset queue and have it applied automatically to newly settled planets. Useful if you want every fresh world to immediately start a standard Hydroponic Farms → Production Hubs → defense rollout without you having to set it by hand each time.
When a queue item finishes, any production you over‑produced that week normally does not roll over — the leftover is lost. The exception is when your cabinet includes a minister with the excess production rolls over trait; with that minister in office, the surplus carries to the next item.
If you're sitting on long, expensive megastructures (Ringworld megastructures, Dreadnought hulls, Portal Gates), that minister is worth picking up.
¶ Megastructures, Ringworlds, and other "special" buildings
Most of the famous late‑game projects are built through the same queue as everything else — they're just very expensive buildings. There is no separate "megaproject" track:
- Dyson Sphere Construction Facility — a building.
- Portal Gate — a building (and runs an ongoing credit upkeep — see Portals).
- Ringworld‑only megastructures (Halo Barrier, Orbital Singularity Cannon, etc.) — buildings, but they can only be queued on a Ringworld.
A Ringworld itself is a planet type, not a queue item.
- Don't let queues run dry. A planet with an empty queue earns you nothing. Even cheap "filler" buildings on a small world beat zero.
- Watch ore prerequisites. Many late buildings need rare ores in stock to build at all. The Planets view will tell you when an item is blocked on ore.
- Use PQA early. Setting up a default colony queue once saves you tedium across every settlement run.
- Concentrate megastructures on Ringworlds. With a 6× production multiplier they're the only planets that finish the biggest projects in reasonable time.
- A Ferion world is your best generalist. ×2 production and ×2 science combine well with buildings — don't waste it on cheap output buildings if you can put science / megastructure work there instead.