Project Swarm
You are Mercury’s robot director. Build a self-expanding industrial network and capture 1% of the Sun—without cooking the planet’s infrastructure.
- Engineering funds
- 1.00B sats $200M equivalent
- Swarm captured power
- 0 W 0% of solar output
- Mercury power budget
- 0 W 0 W in use
- Orbital deployment
- 0 / s 0 collectors
- Thermal load
- 20.0% Paused
- Mercury outposts
- 1 Day 0 · paused
Outpost 1 · Mercury landing site
Click to place a power station.Power stations supply connected machinery. Roads carry resources and power cables; crossings connect automatically. Escape cancels a road.
Outpost inspection
Place power first. Manufacturing needs mined ore; a railgun needs manufactured collectors. Stations without a connected power source remain offline.
Replicate what works
A blueprint is verified only after this outpost has real launch throughput. Administration centers reproduce its stations and roads around their positions on Mercury.
0 / 16 templates · 0 administration centers
Robot training & industrial density
Density level 0 · consumer throughput and demand ×1.
Autonomy: 0 · next upgrade requires 100.
Doubling machinery density raises both demand and capacity. Pause automatic expansion when you need to accumulate an upgrade budget.
Administration milestone
Construction schedule
Goal: capture 3.828 × 10²⁴ W · 1% of solar output. Progress bar uses a logarithmic power scale.
Unused power becomes thermal pressure after the installed heat-rejection allowance.
Mission grant: 1 billion sats ($200 million at the fixed game conversion). The clock starts paused.
Director’s log
Description
Direct a robotic industrial project on Mercury. Power supports mining, mining supplies manufacturing, and manufacturing supplies railguns that launch collectors into solar orbit. Their captured energy funds further expansion and increases the power available to your facilities. Training unlocks denser industry; administration centers turn verified designs into expanding colonies. Win by capturing at least 1% of the Sun’s nominal power output while keeping thermal load below 100%.
Instructions
- Plan while paused. Place power first, followed by mining, manufacturing, launch, and training stations. Or use Build starter outpost to buy a complete connected design using the same budget and prices. It does not provide free buildings.
- Connect your industry. In Roads + cables mode, click a station, add any bends on the ground, then finish at another station. Crossings and shared road sections connect. Every working component needs a power station. Ore must have a road route to manufacturing; collectors must have a route to a railgun. Longer haul routes reduce cargo throughput. Inspect and scrap a mistake to rebuild it; scrapping gives no refund.
- Verify real output. Run the mission or Step 1 day. Inspect a station to see its actual rate and power use. Save a named template only once the current outpost has launched collectors and still has positive throughput. Templates preserve the layout as saved.
- Expand on Mercury. Switch to Mercury globe. Drag to rotate the sphere, then click an outpost dot to open it. Choose a verified template and Place admin, then click the globe to commission a center. The first center requires 3 currently producing outposts with 30 productive days each, 4,000 autonomy, 25 billion sats, and mission day 180. Its commissioning takes another 60 days. Each subsequent center costs four times as much and twice as much autonomy, requires two more proven outposts, and must wait at least 120 days after the previous center finishes commissioning (30 extra days per later interval). Commissioning grows by 30 days per center. At normal speed the first center takes at least about 16 minutes of running time; fast-forward explicitly accelerates these schedules.
- Construction has a real schedule. Each operational admin pays for a batch in advance, retains a 250M-sat reserve, and takes 45 days to finish it. Unfinished outposts provide no power, panels, training, or income. Each center starts with one construction slot; capacity doubles every four density levels up to 1,024 slots. Population itself never speeds construction. Automatic expansion and individual center controls pause existing construction as well as new orders. Commissioning continues independently.
- Keep up with the power budget. Training generates autonomy points. Double industrial density spends points and satoshis to double consumer machinery’s maximum throughput and power demand across the entire network. Power stations keep their original output, so the growing swarm supplies the difference. Rates throttle when power, cargo, or downstream capacity is insufficient.
- Manage heat. The model returns one millionth of captured swarm power to Mercury. That incoming power cannot be dismissed by disabling a local plant. Unused power above the network’s heat-rejection allowance raises thermal load; spare heat rejection cools it. Positive heat buildup is reduced to 2% during the opening, then ramps to full pressure over 180 days after the first center is commissioned (or after day 600 without one). Cooling remains effective throughout. At 100%, the mission fails. Pausing stops all time; fast-forwarding makes mistakes develop faster.
- Save your progress. Save mission and Load saved mission use this browser’s storage. Loading pauses the mission. Existing saves retain their buildings and funds; older centers adopt the new construction schedule and old instant-build backlogs are cleared. Active missions autosave every 30 seconds; a thermal failure does not overwrite the last automatic checkpoint. A new mission resets the current project.
Economic, energy, and scale assumptions
This is a future-industry game with explicitly simplified economics and thermodynamics. One BTC is fixed at $20M; one satoshi is therefore $0.20 (five sats per dollar). Base construction prices include materials and assembly energy, using Earth-scale order-of-magnitude costs rather than quotes for transporting equipment to Mercury. The power station’s $1.43/W reference comes from a published utility-scale PV benchmark; the other facility prices are game estimates.
| Facility | Dollar-equivalent estimate | Base sats | Base operation |
|---|---|---|---|
| Power | $17.16M | 85.8M | 12 MW generation; 2 MW heat rejection |
| Mining | $20M | 100M | 0.12 tonnes/s; 2 MW |
| Manufacturing | $40M | 200M | 1 collector/s; 3 MW |
| Railgun launch | $100M | 500M | 1 collector/s; 4 MW |
| Training | $10M | 50M | 20 autonomy/day; 1 MW |
| Admin center | $5B first; ×4 per later center | 25B first; ×4 thereafter | Commissioning, then 45-day construction batches; up to 1 MW |
Roads represent bundled transport and power infrastructure at $0.5M/km; one map pixel represents 10 metres. A collector consumes 0.1 tonnes of material and captures a modeled 250 kW from a 100 m² advanced membrane. Exported swarm power earns 0.05 sats/kWh; industrial energy use is charged at that same rate. Ore is an internal input rather than automatic cash income. Power is measured in W through YW; billed energy is measured in kWh. Normal speed is ¼ mission day per real second; faster settings explicitly accelerate commissioning, construction, production, and heat together. Center costs include the larger automation program and infrastructure, rather than only an office building.
The solar target uses the IAU’s nominal luminosity of 3.828 × 10²⁶ W. Heat here tracks surplus incoming power relative to a simplified rejection allowance; it is not a full radiation or planetary-climate model. Cargo markers illustrate aggregate flows. Very large populations share simulation records, and globe dots sample those outposts; clicking one opens an individual representative. Limits: 10 million logical outposts, 128 individual outpost inspectors, 16 templates, 16 administration centers, 32 stations and 64 roads per layout, 32 bends per road, and 40 industrial density upgrades.
References: IAU nominal solar constants; utility-scale PV cost benchmark.