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Interstellar

From Gardens wiki

A yard at the edge of the Sun's wind: sweep up hydrogen, make antimatter, build a starship around the drive cores, and send it to another star.

Opens: the ⊹ Heliopause site is open.

By hand: Skim hydrogen gives 1 hydrogen, free.

Building What it is First one costs Each one does Opens when Notes
⍌ Ramscoop A wide magnetic funnel that sweeps up the thin hydrogen between the stars. 80 🝛 alloy, 120 ♂︎ metal, 10 ⦰ exotic matter +1 ⍤ hydrogen/s, uses 2W with the tab on/off
⏔ Hibernation bay Cold berths where the off-shift crew sleep for months at a time: rooms for three workers. It needs cryogen; with none, it stands empty. 1 ⬓ habitat modules, 60 🝛 alloy, 40 ⍥ cryogen +3 workers (housing), upkeep 0.05 ⍥ cryogen/s 250 𓏛 knowledge on/off
⎎ Shield forge Grows thin carbon foil from hydrogen and carbon dioxide, layer on layer, to shield a fast ship from dust. 150 ♂︎ metal, 10 ▱ plates, 40 ⍤ hydrogen turns 0.5 ⍤ hydrogen/s + 0.25 ◍ carbon dioxide/s into 0.4 ⏛ shield foil/s, only as far as its inputs allow, uses 4W ⍶ Relativistic flight researched on/off
⏍ Starship yard A long open frame where the starship modules are joined. Room for panels, modules, drive cores, segments and hull. 100 🝛 alloy, 12 ▱ plates, 4 ⏢ hull sections +10 ⎍ shield panels storage, +5 ⧓ starship modules storage, +5 ⎉ drive cores storage, +5 ⟐ ship segments storage, +10 ⏢ hull sections storage 250 𓏛 knowledge and ⍶ Relativistic flight researched
⧂ Antimatter plant Smashes hydrogen together at great power and catches the few anti-atoms that come out. 100 🝛 alloy, 6 ⛭ parts, 60 ⍤ hydrogen turns 0.5 ⍤ hydrogen/s into 0.05 ⍉ antimatter/s, only as far as its inputs allow, uses 12W ⍷ Antimatter capture researched on/off
⧃ Antimatter trap Magnetic bottles in a cold vault: antimatter must never touch a wall. Room for antimatter, hydrogen and shield foil. 100 🝛 alloy, 10 ▱ plates, 60 ⍥ cryogen +150 ⍉ antimatter storage, +300 ⍤ hydrogen storage, +200 ⏛ shield foil storage, uses 2W ⍷ Antimatter capture researched on/off
⧁ Antimatter reactor Lets a trickle of antimatter meet matter: more power than anything else, but it burns the fuel the starships need. 100 🝛 alloy, 8 ⛭ parts, 10 ⍉ antimatter turns 0.01 ⍉ antimatter/s into 30W, only as far as its inputs allow 225 𓏛 knowledge and ⍷ Antimatter capture researched on/off
⏖ Deep space array A field of dishes pointed at the nearest stars, to find worlds worth the trip and to hear the colonies call home. 100 🝛 alloy, 8 ⛭ parts, 60 ⏛ shield foil +1.5 ⚝ data/s, +0.5 𓏛 knowledge/s, +0.5 𓂀 insight/s, uses 4W ⧬ Exoplanet survey researched on/off

Starships and colonies

Once the Starship recipe is open, a Starships list shows below the buildings: each star you can reach, with a Launch button for each cruise speed. A launch costs a ⟠ starship and antimatter: 20 at 0.5c, 60 at 0.9c, 180 at 0.99c.

Time dilation. Near the speed of light a ship's crew ages slower than home. For a star d light years away and a speed v (a share of the speed of light):

  • Years at home: d / v for the trip, plus d for the news of its arrival to come back.
  • Years for the crew: d / v × √(1 − v²).

A year here is a game year (20 minutes). When you launch, your garden jumps ahead by the years at home: it does that much of today's work at once, up to what its stores hold (like Skip ahead; the calendar stays). The ship then arrives after the years its crew lives, and keeps flying while you are away. A faster ship means a shorter wait and a smaller jump at home, but more antimatter.

Star Distance Colony bonus At 0.5c: crew / home At 0.9c: crew / home At 0.99c: crew / home
✶ Proxima Centauri (Proxima b) 4.2 light years up to +20% 𓎟 crops 7.3 years / 12.6 years 2 years / 8.9 years 0.6 years / 8.4 years
✷ Tau Ceti (Tau Ceti e) 12 light years up to +20% 𓏛 knowledge 20.8 years / 36 years 5.8 years / 25.3 years 1.7 years / 24.1 years
✹ TRAPPIST-1 (TRAPPIST-1 e) 40 light years up to +10% to all production 69.3 years / 120 years 19.4 years / 84.4 years 5.7 years / 80.4 years

Colonies. When a ship arrives it founds a colony on that star's world: one per star, and there can be one at every star. Each colony is a Legends milestone, earns a laurel once ever, and gives this garden a lasting bonus. A colony arrives with the technology it left with: its bonus is the most it can give times the share of all techs you knew when its ship launched. So the fastest ship is not always the best: researching more before you launch gives a bigger colony. The Colonies list shows each one, with the techs it was founded with. The game goes on after.

Each further copy costs 15% more than the last. Selling a building gives back half of what the last one cost.