Resources & Constraints Explained
You start as a street hacker scavenging e-waste, and end as a transhuman entity harvesting stars. Along the way, you build production chains and manage four key constraints.
The Big Picture
Resources: The Tiered System
Resources come in 10 tiers (T0-T9). Lower tiers feed into higher tiers through production chains.
The Four Constraints
Everything you build requires a mix of four constraints. Think of them as "currencies" that limit how much you can run at once:
Energy
Powers everything
Computation
Processing power
Intelligence
Operators/AI
Credits
Money
How Constraints Work Together
Example: Building a Datacenter requires:
- Energy: -500/sec
- Computation: -200/sec
- Intelligence: -10 AI workers
If ANY constraint is insufficient, the building runs at reduced efficiency or stops entirely!
The Shifting Bottleneck
The genius of the game: one constraint dominates at a time, then shifts after you solve it.
Early Game (Ages 1-2)
Energy is your main problem. You build solar panels.
Mid Game (Ages 3-4)
Energy is fine now, but Computation becomes the limit. You build server farms.
Late Game (Ages 5-6)
Now Intelligence (workers/AI) is what's holding you back.
Each time you solve one bottleneck, another emerges. This creates dozens of "breakthrough moments" where fixing a problem makes everything surge forward.
Production Chains: How Resources Flow
Resources don't appear from nothing—you build production chains where lower-tier outputs become higher-tier inputs:
Example: Making a Logic Board (T2)
The Logic Board then feeds into T3 buildings, and so on up the chain.
Nine Dimensions of Complexity
As you progress, the type of bottleneck problem evolves:
Early Game (Ages 1-2)
- Capacity — "Where do I store it?"
- Generation — "How fast do I make it?"
Mid Game (Ages 3-5)
- Chain — "What intermediate steps do I need?"
- Allocation — "Which buildings get priority?"
- Efficiency — "How much am I losing to waste?"
- Throughput — "How fast can resources move?"
Late Game (Ages 6-9)
- Quality — "Is it good enough for advanced recipes?"
- Timing — "Is it available when I need it?"
- Stability — "Can I count on consistent supply?"
Quick Reference
| Concept | What It Means |
|---|---|
| Resources | 59 items across 10 tiers (T0-T9), from e-waste to reality seeds |
| Constraints | 4 limits: Energy, Computation, Intelligence, Credits |
| Bottlenecks | One constraint dominates at a time; solve it, another emerges |
| Chains | Lower-tier resources combine to make higher-tier ones |
| Dimensions | 9 types of problems introduced gradually |
The game is about building efficient factories while the type of challenge keeps evolving. It's chill (works while you're away) but rewards thoughtful design with 2-3x efficiency bonuses!
See Also
- All Resources — Complete list organized by category
- All Buildings — Every production facility
- Production Chains — Deep dive into chain mechanics
- Getting Started — Build your first chain