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.