Gravity game

Production

See how to configure your planets, set production priorities, build districts, and expand your empire.

Production

Production in Gravity Game is not only about what a planet can make, but also about what the player chooses to prioritize.

The empire rules define several player actions that let you configure how a planet uses its districts and resources. In practice, this means production is a management layer where you decide whether a planet should focus on growth, infrastructure, rocket materials, research, expansion, or war preparation.


Progress production

Progress is configured in the Capitol.

By setting Progress production, you decide how much of the planet’s Infrastructure and Biomass will be converted into Progress. Progress drives planetary growth and district unlocking, but larger planets also consume it for maintenance. The default value is 0.


Infrastructure production

Infrastructure is configured in Industrials and has three global production settings for the planet:

Nothing

Industrials in Infrastructure mode produce nothing. Only the Capitol provides Infrastructure.

Usage

Industrials produce only the amount of Infrastructure needed for:

  • planetary maintenance
  • the configured Progress target
  • district mode changes
  • district construction

This calculation includes Capitol production, but does not include Development output.

Maximum

Industrials produce as much Infrastructure as possible.

The default setting is Maximum.


Rocket Materials production

Rocket Materials are also configured in Industrials and have three settings:

Nothing

Industrials in Rocket Materials mode produce nothing.

Usage

Industrials produce only the amount of Rocket Materials needed for the configured Warship Materials and Expeditions targets.

Maximum

Industrials produce as much Rocket Material as possible.

The default setting is Maximum.


Research production

Research is configured in Urban Centers.

It is added to the empire-wide research pool rather than stored only on the current planet. The default value is 0.


Warship Materials production

Warship Materials are configured in the Expedition Platform.

The default value is 0. Once enough points are accumulated, a planet can produce a warship. The rules specify that each planet can manage one ship, Warper can exist on only one planet, and the other ship classes can be built up to a total of 10. Built ships also consume Influence for maintenance.


Expeditions production

Expeditions are also configured in the Expedition Platform.

Expedition points are added to the empire-wide bank. The default value is 0. Once the empire reaches the required threshold, it gains a new planet. The cost scales with the number of planets already owned.


Building districts

On a Wilderness, the player can build any district except Capitol.

Construction starts immediately and consumes available Infrastructure automatically. Once the construction project reaches 50 Infrastructure, the new district is complete.


Destroying districts

Any district except Capitol can be destroyed.

Destroying a district gives the player 50 Metals, and on the next turn the slot becomes a Wilderness.


Transport

Transport requires:

  • the Transport technology
  • an Expedition Platform

It allows resources to be moved between planets. Transport consumes Organic Sediments, and the return leg requires an Expedition Platform on the target planet as well.


Technology and production growth

Production becomes more flexible over time through research.

Key technologies unlock:

  • Organic Sediment mining
  • Rocket Materials production
  • Metals-from-sediments conversion
  • Expedition Platforms
  • Transport
  • Influence generation
  • Trade
  • ship production
  • district synergies
  • repeatable empire-wide upgrades like Cybernetics, Terraform, Diversity, and Gravity Manipulation

The technology diagram on the last page of the rules also makes clear that production systems are layered: early research opens new basic modes, while later research strengthens efficiency, synergy, and long-term expansion.