Introduction
Welcome to my Ixion end-game sector layout guide! My goal in this guide is to showcase optimized layouts for all six sectors aboard the Tycoon, prioritizing efficiency, specialization, and sustainability. Some of these layouts are inspired by others, and if you recognize your work, please let me know so I can credit you accordingly.
General Considerations
- Specialized sectors improve efficiency and reduce the need for micromanagement.
- Sector adjacency matters—placing food near population improves logistics.
- Key research upgrades enhance efficiency—prioritize crew quarters, mess halls, and resource production upgrades.
- Sector-specific stability bonuses ensure long-term viability and trust management.
Sector Breakdown
Sector 1: Space & Shipyard Operations
- Purpose: Hull repairs, ship construction, science management.
- Buildings:
- 4x EVA Airlocks (Hull Repairs)
- 2x Docking Bays (Cargo, Mining Ships)
- 1x Probe Launcher
- 1x Tech Lab
- 1x Medical Center
- 1x Drone Bay (for inter-sector logistics)
- Specialization: Tier 2 Space, providing faster docking/unloading and improved hull repair.
Sector 2: Industrial Hub
- Purpose: Refining raw materials into useful resources.
- Buildings:
- 3x Steel Smelters
- 1x Polymer Refinery
- 1x Electronics Factory
- 2x Docking Bays (for iron, carbon, silicon import)
- 1x Drone Bay (for deliveries across sectors)
- Specialization: Tier 1 Industry, providing increased efficiency in refining operations.
Sector 3: Population Hub
- Purpose: Housing and morale management.
- Buildings:
- 45x Domotic Quarters
- 7x Cell Housing
- 2x Mess Halls (Tier 2, doubled feeding capacity)
- 1x Exo-Fighting Dome (+4 Happiness globally with train stations)
- 1x Train Station (connects all sectors)
- Capacity: 6,440 residents, more than required for the full game.
- Specialization: Tier 2 Population, increasing mess hall efficiency and stability building effectiveness.
Sector 4: Food Production
- Purpose: Food supply for the entire station.
- Buildings:
- 4x Crop Farms (9 fields each, producing 612 food per cycle)
- 1x Fusion Station (Water supply for farms)
- 1x Water Treatment Center (Never required in my run due to abundant ice reserves)
- Specialization: Tier 1 Food Production, boosting output efficiency.
Sector 5: Utility & Backup Services
- Purpose: Safety redundancy and cryonics processing.
- Buildings:
- 3x Cryonic Centers (For population expansion)
- 1x Secondary Health Center (Backup in case of accidents)
- 1x Backup Nuclear Power Plant
- 1x Colonization Training Center
- 1x Ice/Pods/Hydrogen storage
- Specialization: None—this sector is purely a support hub.
Sector 6: Recycling & Power Production
- Purpose: Waste processing and resource sustainability.
- Buildings:
- 6x Waste Treatment Centers
- 4x Mushroom Walls (Supports tier 2 recycling specialization)
- 1x Nuclear Power Plant (Main power supply for the station)
- Ample storage for alloy, electronics, and polymers
- Specialization: Tier 2 Recycling, improving waste conversion efficiency.
Key Stability & Happiness Considerations
- Sector 5 has the lowest happiness (+4), but overall trust remains high.
- Happiness Boosters:
- Exo-Fighting Dome: +4 happiness globally via train stations.
- Domotic Quarters: +3 happiness per sector.
- Intense Propaganda Policy: +3 happiness via DLS Centers.
- Hull Integrity Above 25%: +1 happiness.
- Station’s Dog Mascot: +1 happiness (found at the Atominanki).
- Workforce Management:
- Total workers: 1,578
- Required workers: 1,321
- Spare workforce buffer: 257 (to cover accidents and medical recovery).
Must-Have Research Upgrades
- Crew Quarters: Maximize Domotic Quarter capacity to 112 per building.
- Mess Hall: One food serves two crew members, +40% capacity.
- DLS Centers: Enable intense propaganda and recycling.
- Fusion Station & Crop Farms: Ensure sufficient water and food production.
- Train Stations & Exo-Fighting Dome: Maximize happiness bonuses across all sectors.
Sector Policies for Maximum Efficiency
| Sector | Policy 1 | Policy 2 | Policy 3 |
| All | Intense Propaganda | Waste Recycling | Restricted Food |
Restricted Food has negligible impact due to excess food production.
Final Thoughts
- These sector layouts are independent—you can mix and match based on your needs.
- Overproduction is intentional, ensuring no bottlenecks.
- Ixion’s recycling specialization is incredibly powerful, allowing for sustainable late-game economies.
- Use my Google Sheets and Ixion layout tool for easy replication (linked in pinned comments).
If this guide was helpful, please consider liking, subscribing, and commenting below. Happy building, and best of luck saving humanity!




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