IXION
72 ratings
Tiqqun Sector Final Build
By PeacePing
Greetings Administrators,
This reference will cover sector design and build.
More builds of your choice.
Hope you have a good playing time and enjoy the amazing space game.

NOTE: If you have trouble to view a screenshot, you click on it and then click its direct link, you will see it.
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Sectors Design and Build
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- Every sector had 1680 (30x56) floor tiles to build.
- Maximize sector floor usage.
- Maximize operations and productions.
- Tiqqun needs mobility to move within a solar system and VHOLE jump. Batteries should be built for each Sector to keep your buildings up time and operate.
- Always build roads at the left-most and the right-most of a sector. It's Tiqqun backbone traffic.
- Waste is key to survive for the entire game.
- If you play working accidents. There should be 2 Infirmary (Hospital) in one Sector. Infirmary has a chance down due to accidents, and another were still active and heal your injured crews.

- Sector Perk vs. Sector floor:
In order to reach Industry Tier 2, I'm going to build 4 Steel Mill and some other industrial buildings.
In fact, I often enable 2 Steel Mill up time. There is no reason to turn on all 4 (a lot energy usage), so it's 2 online and 2 offline.
When Fe run out, all 4 Steel Mill were shut down (to save energy).
This is bad and this build is not good. It's waste Sector floor tiles for offline buildings.
So I don't want Industry Tier 2, I would rather build 2 Steel Mill and something else useful (Batteries, Stockpiles,...).
Make all buildings up time and operate that's the right thing to do.
Tiqqun Main Sector 1
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Sector Summary:
Core Features
Values based on full upgrade
Sector Floor Usage
100% (buildings + roads)
Housing Capacity
872
Workers
176
Power Consumption
145
Power Back-up
12.4 cycles

Comment:
- Primary task: Tiqqun hull repair.
- You can utilize all 6 EVA Airlock or choose 4 EVA Airlock + 1 Docking Bay + 1 Probe Launcher. In Challenge mode, Tiqqun hull drops very quickly, you may need at least 5 EVA Airlock to maintain its hull. 4 is recommended.
- 2 adjacent Batteries = 1 Domotic Quarter, if you need more Population.
- Never set working hours to Intense. It will give negative to hull repair bonus which is more Alloy to burn.
Tiqqun Main Sector 2
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Sector Summary:
Core Features
Values based on full upgrade
Sector Floor Usage
100% (buildings + roads)
Housing Capacity
896
Workers
179 (full operation)
Power Consumption
150
Power Back-up
10.4 cycles

Comment:
- An alternative of Main Sector 1.
- Space Tier 1: 4 Space buildings (any of Docking Bay, EVA Airlock, Probe Launcher) + 1 Tech Lab.
- Space Tier 2: 6 Space buildings (any of Docking Bay, EVA Airlock, Probe Launcher) + 1 Tech Lab or 7 Space buildings or more (without Tech Lab).
Tiqqun Main Sector 3
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Sector Summary:
Core Features
Values based on full upgrade
Sector Floor Usage
100% (buildings + roads)
Housing Capacity
784
Workers
179 (full operation)
Power Consumption
148
Power Back-up
18.6 cycles

Comment:
- Featured Stability building Observatory.
Tiqqun Main Sector 4
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Sector Summary:
Core Features
Values based on full upgrade
Sector Floor Usage
100% (buildings + roads)
Housing Capacity
896
Workers
176 (full operation)
Power Consumption
177
Power Back-up
10.8 cycles

Comment:
- Featured Stability building Exo-Fighting Dome.
Industry All in One 1
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Sector Summary:
Core Features
Values based on full upgrade
Sector Floor Usage
100% (buildings + roads)
Housing Capacity
448
Workers
301
Power Consumption
196
Power Back-up
6.1 cycles

Comment:
- It costs a lot energy but it gives you massive productions everything, whatever you need for Tiqqun.
- Electronics Factory at first requires 30 workers, but only 10 once fully upgraded.
- Featured Docking Bay directly supplies resources for Industrial productions.
Industry All in One 2
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Sector Summary:
Core Features
Values based on full upgrade
Sector Floor Usage
100% (buildings + roads)
Housing Capacity
1072
Workers
291
Power Consumption
214
Power Back-up
6.1 cycles

Comment:
- Without Docking Bay, Drone Bay will take place and carry resources faster sector to sector.
- More living spaces for Tiqqun screws.
Industry All in One 3
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Sector Summary:
Core Features
Values based on full upgrade
Sector Floor Usage
100% (buildings + roads)
Housing Capacity
448
Workers
305
Power Consumption
233
Power Back-up
3.6 cycles

Comment:
- Featured Fire Station and Drone Bay to reach Industry Tier 2.
- In exchange, Sector requires too many Workers to operate buildings, very high Power consumption.
- No more room for Batteries, backup Power won't last long.
Industry All in One 4
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Sector Summary:
Core Features
Values based on full upgrade
Sector Floor Usage
100% (buildings + roads)
Housing Capacity
448
Workers
228(full operation)
Power Consumption
188
Power Back-up
14.0 cycles

Comment:
- Require many workers to operate production buildings.
- High power consumption.
- High Stability.
- Only efficiency if Tiqqun had enough Waste supply.
- Without Docking Bay, the Tiqqun Industry relies on resources transportation from another Sector.
- Power back-up long duration for all productions.
Resources Stockpile 1
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Sector Perk: N/A

Sector Summary:
Core Features
Values based on full upgrade
Sector Floor Usage
99.94% (buildings + roads)
Housing Capacity
448
Workers
242
Power Consumption
173
Power Back-up
12.4 cycles

Comment:
- No Sector Specialization.
- You could minimize or maximize stockpiles but you have to trade off housing and battery power back-up.
- Resource Capacity: 8640 units based on upgrade.
- 2 Docking Bays work as Tiqqun resource supply.
- Drone Bay transports resources to other Sectors.
Resources Stockpile 2
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Sector Perk: N/A

Sector Summary:
Core Features
Values based on full upgrade
Sector Floor Usage
100% (buildings + roads)
Housing Capacity
448
Workers
223
Power Consumption
161
Power Back-up
2.9 cycles

Comment:
- No Sector Specialization.
- You could minimize or maximize stockpiles but you have to trade off housing and battery power back-up.
- Resource Capacity: 8520 units based on upgrade.
- Very low Stability: only one Stability building presents, no more room to build other Stability. Need DLS policy adjustments.
- Very Low power backup.
- Featured multiple Docking Bay (2-4) to hold up and unload resources.
- Drone Bay transports resources to other Sectors.
Resources Stockpile 3
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Sector Perk: N/A

Sector Summary:
Core Features
Values based on full upgrade
Sector Floor Usage
100% (buildings + roads)
Housing Capacity
560
Workers
269
Power Consumption
169
Power Back-up
4.2 cycles

Comment:
- No Sector Specialization, utilized the most Sector floor tiles for stockpiles.
- You could minimize or maximize stockpiles but you have to trade off housing and battery power back-up.
- Resource Capacity: 12120 units based on upgrade.
- Low Stability, need DLS policy adjustments.
- Very low power backup.
- Without Docking Bays, Drone Bay transports resources to other Sectors.
Resources Stockpile 4
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Sector Perk: N/A

Sector Summary:
Core Features
Values based on full upgrade
Sector Floor Usage
99.94% (buildings + roads)
Housing Capacity
672
Workers
181 (full operation)
Power Consumption
172
Power Back-up
6.9 cycles

Comment:
- Improve Stability and Power Back-up from Resources Stockpile 2.
- Featured Fire Station, and Observatory.
- No Sector Specialization.
- You could minimize or maximize stockpiles but you have to trade off housing and battery power back-up.
- Resource Capacity: 5520 units based on upgrade.
- 2 Docking Bays work as Tiqqun resource supply.
- Drone Bay transports resources to other Sectors.
Resources Stockpile 5
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Sector Perk: N/A

Sector Summary:
Core Features
Values based on full upgrade
Sector Floor Usage
99.70% (buildings + roads)
Housing Capacity
336
Workers
194(full operation)
Power Consumption
176
Power Back-up
12.2 cycles

Comment:
- No Sector Specialization.
- You could minimize or maximize stockpiles but you have to trade off housing and battery power back-up.
- Resource Capacity: 9480 units based on upgrade.
- 2 Docking Bays work as Tiqqun resource supply.
- Drone Bay transports resources to other Sectors.
Resources Stockpile 6
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Sector Perk: N/A

Sector Summary:
Core Features
Values based on full upgrade
Sector Floor Usage
100% (buildings + roads)
Housing Capacity
224
Workers
200 (full operation)
Power Consumption
174
Power Back-up
7.5 cycles

Comment:
- No Sector Specialization.
- You could minimize or maximize stockpiles but you have to trade off housing and battery power back-up.
- Resource Capacity: 10560 units based on upgrade.
- 2 Docking Bays work as Tiqqun resource supply.
- Drone Bay transports resources to other Sectors.
Food Production 1
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Sector Summary:
Core Features
Values based on full upgrade
Sector Floor Usage
100% (buildings + roads)
Housing Capacity
1232
Workers
290
Power Consumption
200
Power Back-up
4.2 cycles

Comment:
- Good for early game but it's very low efficiency for later game. With around 5000 Population, food production covers about 50% only (full upgrade).
- Power consumption is very high, need a lots of rooms to build.
- Need plenty of workers to operate buildings.
- No water usage (you never worry).
Food Production 2
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Sector Summary:
Core Features
Values based on full upgrade
Sector Floor Usage
99.64% (buildings + roads)
Housing Capacity
1296
Workers
254
Power Consumption
205
Power Back-up
7.6 cycles

Comment:
- Why it's Crop farm? Though Crop farms need a lot water , but they generate Waste which benefits Mushroom Wall.
- Or 1 Mushroom Wall = 1 Stockpile - Medium to hold up more resources.
- Need water (high) to maintain food production.
Food Production 3
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Sector Summary:
Core Features
Values based on full upgrade
Sector Floor Usage
99.64% (buildings + roads)
Housing Capacity
448
Workers
252
Power Consumption
266
Power Back-up
6.3 cycles

Comment:
- In order to reach Food Tier 2, replace 1 Stockpile - Medium = 1 Mushroom Wall.
- Highest food production efficiency, one Sector only could cover food almost maximum Population of Tiqqun.
- Need water (average) to maintain food production.
Food Production 4
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Sector Summary:
Core Features
Values based on full upgrade
Sector Floor Usage
100% (buildings + roads)
Housing Capacity
784
Workers
312
Power Consumption
169
Power Back-up
14.2 cycles

Comment:
- Featured Nuclear Power Plant to generate more energy.
- Utilized all 13 Mushroom Walls. Sector could cover food for 5000+ Population.
- Good for late game when your Population produced extra Waste.
- Requires many workers to operate buildings.
- Unable to build any other buildings nearby the wall.
- Need Waste (a lot) to maintain food production. If your Tiqqun was unable to supply enough Waste, don't turn Mushroom Walls on.
Food Production 5
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Sector Summary:
Core Features
Values based on full upgrade
Sector Floor Usage
99.70% (buildings + roads)
Housing Capacity
1680
Workers
257
Power Consumption
269
Power Back-up
6.2 cycles

Comment:
- This is the alternative from Food Production 2.
- Utilized Green Recycling: Crop Farms generate Waste and supply to Water Treatment Center. Then Water Treatment Center uses Waste for Water compensation. Therefore, Water was supplied back to Crop Farms and food production would be maintained.
- No need to build Fusion Station.
- Good at late game once fully upgraded all buildings.
Food Production 6
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Sector Summary:
Core Features
Values based on full upgrade
Sector Floor Usage
99.28% (buildings + roads)
Housing Capacity
560
Workers
288
Power Consumption
248
Power Back-up
7.2 cycles

Comment:
- All Farms were built from early to late game.
- Requires a lot worker to operate Farms, very high power Consumption.
- Requires Water to maintain food production.
Food Production 7
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Sector Summary:
Core Features
Values based on full upgrade
Sector Floor Usage
100% (buildings + roads)
Housing Capacity
1008
Workers
227 (full operation)
Power Consumption
208
Power Back-up
6.3 cycles

Comment:
- Improve sector from Food Production 1.
- Insect Farms are fast, cheap for early game though they were less efficient and high power consumption.
- Require a lot workers but you don't have to worry about Water.
- Insect Farms generate no Waste.
Food Production 8
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Sector Summary:
Core Features
Values based on full upgrade
Sector Floor Usage
99.82% (buildings + roads)
Housing Capacity
560
Workers
205 (full operation)
Power Consumption
223
Power Back-up
9.6 cycles

Comment:
- Improve sector from Food Production 2 with both Insect Farms and Crop Farms.
- Need Water (high) to maintain food production.
- Docking Bay directly supplies Ice to sector.
Food Production 9
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Sector Summary:
Core Features
Values based on full upgrade
Sector Floor Usage
99.82% (buildings + roads)
Housing Capacity
672
Workers
186 (full operation)
Power Consumption
269
Power Back-up
8.4 cycles

Comment:
- Improve sector for Food Production 2 with Algae Farms.
- Need Water (average) to maintain food production.
- Algae Farms are very high efficient but very high power usage.
- Though all buildings were place on the entire of the sector but unable to reach Food - Tier 2.
Food Production 10
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Sector Summary:
Core Features
Values based on full upgrade
Sector Floor Usage
99.82% (buildings + roads)
Housing Capacity
560
Workers
197 (full operation)
Power Consumption
260
Power Back-up
7.3 cycles

Comment:
- Improve sector for Food Production 2 with both Crop Farms and Algae Farms.
- Need Water (very high) to maintain food production and high power usage.
- Docking Bay directly supplies Ice to sector.
Food Production Comparison
Building
Water Usage
Production Efficiency
Power Consumption
Workers
Food Cover (screws)
Waste
Insect Farm
No
Low
High
8 (high)
2000+
No
Crop Farm
High
Average
Medium
4 (low)
4500+
Generate
Algae Farm
Average
Very high
Very high
5 (average)
5500+
Generate
Mushroom Wall
No
High
Low
10 (very high)
5000+
Consume

- Note: Buildings are based on fully upgraded and 1 Tiqqun sector of Food Production.
- Algae Farm update: also generates Waste.
- What we got? Crop Farm is the best choice for the entire game (mid to end game).
Batteries and End game 1
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Sector Perk: N/A

Sector Summary:
Core Features
Values based on full upgrade
Sector Floor Usage
100% (buildings + roads)
Housing Capacity
1520
Workers
113
Power Consumption
91
Power Back-up
79.1 cycles

Comment:
- For Remus ending only. Tiqqun journey ends.
Batteries and End game 2
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Sector Perk: N/A

Sector Summary:
Core Features
Values based on full upgrade
Sector Floor Usage
100% (buildings + roads)
Housing Capacity
224
Workers
42
Power Consumption
34
Power Back-up
592.9 cycles

Comment:
- For end game only.
Population 1
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Sector Summary:
Core Features
Values based on full upgrade
Sector Floor Usage
100% (buildings + roads)
Housing Capacity
1520
Workers
146
Power Consumption
135
Power Back-up
53.3 cycles

Comment:
- With 5 Mushroom Walls, sector will produce 30% more Waste
- You may choose 1 Mushroom Wall = 1 Stockpile - Medium to store more resources.
- Batteries were built within sector to support power back-up for several cycles, and prepare for end game.
Population 2
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Sector Summary:
Core Features
Values based on full upgrade
Sector Floor Usage
100% (buildings + roads)
Housing Capacity
3712
Workers
204
Power Consumption
193
Power Back-up
8.7 cycles

Comment:
- Featured Health Center with high capacity to heal injured crews.
- Requires 2 Mess Hall to cover food.
- Docking Bay could transfer resources to other Sectors.
- Mushroom Walls give Population buildings produce 30% more waste.
Population 3
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Sector Summary:
Core Features
Values based on full upgrade
Sector Floor Usage
100% (buildings + roads)
Housing Capacity
3880
Workers
177
Power Consumption
172
Power Back-up
8.3 cycles

Comment:
- Sector could hold up to 3800+ crews.
- 2 Mess Halls must be built.
- With Crop Farm, Tiqqun will have more Waste and extra food.
Population 4
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Sector Summary:
Core Features
Values based on full upgrade
Sector Floor Usage
100% (buildings + roads)
Housing Capacity
5848
Workers
85
Power Consumption
156
Power Back-up
7.6 cycles

Comment:
- Very high Stability.
- Non-production Sector, less worker, less Power consumption.
- The most living spaces Sector for the entire of Tiqqun crews.
- With 5800+ Population, 3 Mess Halls may be built. But game Population limit is 5500+, so 2 Mess Halls are OK.
Population 5
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Sector Summary:
Core Features
Values based on full upgrade
Sector Floor Usage
100% (buildings + roads)
Housing Capacity
3584
Workers
202
Power Consumption
214
Power Back-up
6.1 cycles

Comment:
- Featured Health Center: high healing capacity for injured crews.
- Featured Drone Bay: transfer resources sector to sector.
- With Mushroom Walls, Population buildings produce more Waste.
- 2 Mess Halls must be built.
- Large Stockpile: store more resources.
- Requires many Workers to operate buildings, high Power consumption.
Population 6
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Sector Summary:
Core Features
Values based on full upgrade
Sector Floor Usage
100% (buildings + roads)
Housing Capacity
4008
Workers
105 (full operation)
Power Consumption
143
Power Back-up
16.7 cycles

Comment:
- Featured Observatory.
- Very high Stability.
- With Mushroom Walls, Population buildings produce more Waste.
- 2 Mess Halls must be built.
Population 7
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Sector Summary:
Core Features
Values based on full upgrade
Sector Floor Usage
100% (buildings + roads)
Housing Capacity
3136
Workers
122 (full operation)
Power Consumption
181
Power Back-up
10.6 cycles

Comment:
- Featured Observatory and Exo-fighting Dome.
- Very high Stability.
- High power consumption.
- 4 Insect Farms were built to reach Food Tier 1, Population buildings produce more Waste.
- 2 Mess Halls must be built.
Population 8
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Sector Summary:
Core Features
Values based on full upgrade
Sector Floor Usage
100% (buildings + roads)
Housing Capacity
3024
Workers
163(full operation)
Power Consumption
169
Power Back-up
11.3 cycles

Comment:
- Require many workers to operate production buildings.
- High power consumption.
- High Stability.
- Only efficiency if Tiqqun had enough Waste supply.
- Power back-up long duration.
12 Comments
Asuzu 19 Jul @ 10:21am 
Interesting! Thank you for that huge work, it's super helpful
PeacePing  [author] 18 Jul @ 11:39pm 
You may see Resources Stockpile , or everything which I had posted.
1 Drone Bay is enough for the entire of Tiqqun, once you get full upgrade.
If it's not enough for you, you may build 2 Drone Bay .
Anyway, Tiqqun is still operational without it ( Drone Bay ).
Asuzu 18 Jul @ 11:07pm 
Yes Drones are expensive on power, but I have no idea how you manage to get any resources moving around w/o them. Like, Chapter 3-4 already starting to have massive bottlenecks when building, and sectors literally starving because food isnt delivered. Anyway awesome templates, thank you for putting time into it and show your designs :)
PeacePing  [author] 18 Jul @ 4:31pm 
You may choose whichever building you desire.
Cause I need Stability as much as possible.

Drone bay consumes so much Power. If you want to build it in your Industry or Food Sector, you may not have enough Power Back-up. And it greatly impacts mobility of your Tiqqun, and in case Power outage makes your buildings offline, you will see it very much trouble.
Asuzu 18 Jul @ 8:28am 
Why Marduk memorial in Sector 1? It gives bonus to production zone, should be in the industrial sector with all steel mills?
Asuzu 18 Jul @ 7:57am 
Awesome guides, but not including drone delivery systems in food and industrial sectors will severely bottleneck the resource distribution
PeacePing  [author] 8 Sep, 2024 @ 10:14am 
I tried not to load so many pictures, some people might not need that.
As you said so, it's visible now.
Silia 8 Sep, 2024 @ 5:13am 
This looks very intriguing and I am tempted to try it, but could you please make the UI images visible from the start? It's rather infuriating trying to see it up close since trying to do so hides the image.
PeacePing  [author] 1 Sep, 2023 @ 2:48pm 
@Insane
I had mentioned that in the first section Sector Design and Build .
You may go to the top of topic and read.
PeacePing  [author] 1 Sep, 2023 @ 2:46pm 
If you need achievement, you may build Fire Station , 2 Domotic Quarter = 1 Fire Station .
Furthermore, Fire service is optional in this game. You don't really need to build it.