Colonies

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### Feature Name

Colony Building

Colony Building will be a main feature that will be in Kerbal Space Program 2. Speculation for colony's arrival is around 5-6 months from post release of "**For Science** 0.2.0" update. This is from Nates Interview From Matt Lowne.

**For Science** **Update** was released on 19th of December 2023.

**There Is No Date For Colonies Arrival As Of Right Now.**

The way colonies will be built is from resource gathering and the use of research nodes. Once enough resources are gathered, the colony can be created and start being expanded upon. **(This Information Is Not Totally Clear Yet)** Once a colony reaches a certain level of advancement, it becomes a place where vehicles, ships, resource refinement, energy systems can be built and used.. Similar to the **Vehicle Assembly Building** back on Kerbin colonies will be able to launch crafts from their own VAB.

From what we know, it seems the importance of colonies are to eventually build interstellar ships on airless bodies like The Mun and other locations. Using colonies to gather resources, and refine them making it much easier to launch them compared to building and launching one from Kerbin in the VAB since due to Kerbin's atmosphere, it would be harder to get larger and heavier craft into space without insane requirements.

## Description

From the game's steam page, the description about colonies reads:

"Brand new to *Kerbal Space Program 2* are colonies.. These colonies not only pose their own physics challenges, but also require resource gathering to build structures, space stations, habitations, and unique fuel types.

More Info About Colonies, From A KSP Loading Article, Reads:
"Long term colonization of celestial bodies has become a priority for Kerbalkind. Gather resources to construct buildings, space stations, and habitations, as well as find and process unique fuel types. Eventually, these colonies become advanced enough for vehicle construction, propelling them towards deep space and beyond. It’s time for Kerbals to become a type 2 civilization!"

## Building Colonies.

### Speculation of O2 and Food

After you build your colony you might worry about your kerbals dying from a lack of food (yes you'll need food) or lack of oxygen (need that too) DON'T WORRY!!! if you run out of a resource your kerbals will become terribly inefficient but they won't die. **(Needs Quote)**. There has been sources and talks about how Food, and 02, (Life Support) won't be in the game due to attempting to keep the game approachable to all players, this however is speculation as of right now that we will get a buff for colonies for them having food.

### Fuel Refinement

A major part of KSP 2 is the new fuel sources (main known one being metallic hydrogen), however it has been stated in the feature videos that one of the driving factors for creating colonies on other planets is for fuel refinement, pushing you to make colonies in order to access more exotic fuels that are in the game.

### Autonomous Flight - Speculation

After you have built a colony on lets say Minmus and one has little food and the other has a lot then you don't want to fly back and forth all the time, do you? FEAR NOT!! As you can automate your ships to do that for you using the new "delivery routes" system. **(This Was Talked About How It Would Start Off Simplistic If You Did It Once, It Can Do It Always, Just On A Timer)**

### You Will Be Able To Color Colonies

Just like most all other things in Kerbal Space Program 2, Colonies will also be able to have colors and able to change colors for colonies.