IXION
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Sector Specialization requirements & bonuses
By FxFighter
Sectors can receive specialization bonuses by meeting a minimum number of buildings built that have the same symbol. The buildings do not need to be active.

Specialization requirements & bonuses

The specialization seems to be based on tiles used though some buildings are actually worth more than others per tile. See the bottom of this guide for more specifics.

Here's a general guide table for how many buildings you'll need to trigger each specialization level.

Specialization
Requirement
Bonus
Space T1
4 buildings
Docking bays load/unload 30% faster, Hull repair 10% more efficient
Space T2
7 buildings
Docking bays load/unload 30% faster, Hull repair 20% more efficient, Probes/Ships assembled 30% faster
Food T1 - insect farms
12 buildings
Food buildings require 10% less water, Buildings produce 30% more waste
Food T1 - mixed
6* buildings
Food buildings require 10% less water, Buildings produce 30% more waste. *Highly variable as mushroom walls are worth 2.5x more than insect farms
Food T2 - mixed
12+ Buildings
Food buildings require 10% less water, all buildings produce 30% more waste, Sector +1 Stability
Industry T1
6 Buildings
Batteries last 20% longer
Industry T2
12 Buildings
Batteries last 20% longer, Repairs are 30% faster
Population T1
25 Buildings
Mess Halls can feed twice as many crew members per cycle
Population T2
54 Buildings
Mess Halls can feed twice as many crew members per cycle; Stability buildings provice an additional +1 stabilit
Recycling T1
4 Buildings
Recycling buildings produce 30% more resources; Stability penalty from Waste build up reduced by 50%
Recycling T2
10 Buildings
Recycling buildings produce 30% more resources; Stability penalty from Waste build up reduced by 50%; Food production buildings produce 15% more Food; Industry Buildings are 30% faster

Originally posted by nighthalk :

Turns out, Ixion specialization requirements are based on tiles used.

as of when I gathered this data, (patches may have changed values). here are the requirements

Industry T1>300, T2>800
Population T1>400, T2>1000
Space T1>450, T2>700
Food T1>400, T2>800
Recycle T1>300, T2>800

given how each sector is 56*30=1680, and roads still must be accounted for. it will be quite hard to have more than 1 T2 specialization in any sector, recycling is an exception

most buildings add their size (steel mill 9*12=108), however (as of an old version as of when i gathered this data), a few buildings violate this rule of thumb
optimized quarter provides 9 instead of the expected 18 (inefficient)
crop farm provides 18 instead of the expected 16
mushroom wall provides 81 instead of the expected 32 (very efficient)
alternative life center provides 28 instead of the expected 30
exo fighting dome provides 100 instead of the expected 196 (inefficient)

Thanks Valla & nighthalk for the additional data.
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43 Comments
Stellar 24 Feb, 2023 @ 12:53pm 
Colonization center doesn't count toward space specialization even though it is in the space tab for construction
Linwood Longstrive 20 Feb, 2023 @ 1:07pm 
For the T1 population I've got this:
1 exo fighting dome
6 Cell Housing
16 optimized quarters
and the Lunaclysm Memorial
1 mess hall

25 population buildings in total
FxFighter  [author] 10 Jan, 2023 @ 4:34pm 
@MoQ, all the buildings have icons on them that show what specializations they provide including the lab.
MoQ 9 Jan, 2023 @ 9:01pm 
Haven't gotten far yet, but apparently the lab counts as 'space'

It probably merits a note in your chart that you can use the lab to qualify for space specialization
Yslamaar 25 Dec, 2022 @ 2:30am 
@HidaN like a said in my post :

with Domotic quater 23 for T1 ( and 56 for T2 )
but you must have 45 optimized quarter for T1

optimized are bad for specialization
nighthalk 24 Dec, 2022 @ 5:28pm 
are they optimized quarters? they are bad
HidaN 24 Dec, 2022 @ 5:20pm 
So I almost filled the entire sector with houses and still have population lvl 1. What do I do wrong?:steamsad:

https://imgur.com/a/FLENPKe
CanisDirusPrime 24 Dec, 2022 @ 5:41am 
@fxfighter Thx, its very useful info! Here's a link for you to review: https://ixion.fandom.com/wiki/Sectors . I've subbed to the thread so if anything changes I can update the fandom page! You rock!
FxFighter  [author] 23 Dec, 2022 @ 10:20pm 
That's pretty nice info there @nighthalk
nighthalk 23 Dec, 2022 @ 8:46am 
Turns out, Ixion specialization requirements are based on tiles used.

as of when I gathered this data, (patches may have changed values). here are the requirements

Industry T1>300, T2>800
Population T1>400, T2>1000
Space T1>450, T2>700
Food T1>400, T2>800
Recycle T1>300, T2>800

given how each sector is 56*30=1680, and roads still must be accounted for. it will be quite hard to have more than 1 T2 specialization in any sector, recycling is an exception

most buildings add their size (steel mill 9*12=108), however (as of an old version as of when i gathered this data), a few buildings violate this rule of thumb
optimized quarter provides 9 instead of the expected 18 (inefficient)
crop farm provides 18 instead of the expected 16
mushroom wall provides 81 instead of the expected 32 (very efficient)
alternative life center provides 28 instead of the expected 30
exo fighting dome provides 100 instead of the expected 196 (inefficient)