Factorio Space Age Endgame: 3 Completion Definitions (Aquilo Objective, Infinite Research, and Legendary Mech Armour)

Verified on Factorio Space Age v2.0 (stable). Mechanics and research costs may change with future updates.

Your Endgame Path at a Glance

Before diving in: Space Age has no single finish line. Use this table to identify your goal, then jump to the section that matters.

GoalWhat it requiresAchievementTime estimate
Story completionSpace platform reaches Solar System Edge“Second star to the right…”60–100 hours
Mechanical completionResearch Productivity levels via Promethium science“Going to shattered planet” (1–3)100–200 hours
Aesthetic completionLegendary mech armour + full legendary module suite“No room for more”150–300 hours
Megabase completion10K+ SPM with Promethium includedNone (community benchmark)200+ hours

What “Endgame” Actually Means in Space Age

Most Factorio players reach Aquilo, set up their cryogenic plants, and then stare at the technology tree wondering what the actual finish line is. The confusion is legitimate — Space Age deliberately blurred it.

The base game was clean: launch a rocket, roll credits. Space Age replaced that with something messier and more interesting. The story completes when your space platform reaches the Solar System Edge. But the mechanical depth — the systems the expansion built — extends far beyond that moment into Research Productivity grinding, legendary quality progression, and megabase scaling that has no practical ceiling.

This guide maps all three. Whether you want to hit the credits screen as efficiently as possible, min-max your infinite research, or fill a legendary mech armour with legendary equipment until nothing else fits, the roadmap below covers your specific goal.

If you’re still working through the planet chain before reaching Aquilo, start with our Factorio Space Age beginner’s guide first — this article assumes you’re at or near the Aquilo stage.

The 3 Completion Types — A Decision Tree

Space Age players fall into three archetypes, and the endgame experience differs significantly across them. The mistake most guides make is treating all three as the same path.

Step 1 — Ask yourself: Do you want a finish line, or do you want the factory to keep growing?

  • If you want a definitive finish → you’re pursuing Story Completion. Jump to the Aquilo Objective section below.
  • If the factory needs to grow → continue to Step 2.

Step 2 — Is your goal measurable output or visible status?

  • Measurable output (science per minute, research levels) → Mechanical Completion. Go to Infinite Research and SPM sections.
  • Visible status (legendary gear in every slot) → Aesthetic Completion. Go to the Legendary Checklist section.
ArchetypePrimary driverMain challengeBiggest mistake
Achievement HunterComplete specific Steam milestonesShattered Planet travel distanceOver-investing in Nauvis instead of platform
Mechanical OptimiserResearch Productivity + SPM targetsPromethium supply rateTreating Research Productivity as optional
Aesthetic PerfectionistLegendary everythingHolmium supply for mech armourSkipping legendary big mining drills — highest per-item quality ROI in the game

The Aquilo Objective — Space Age’s Roll-Credits Moment

The win condition for Space Age is not what most players expect. There’s no “launch X rockets from Aquilo” goal and no final boss on the frozen surface. The finish line is your space platform reaching the Solar System Edge.

When that happens, you unlock the “Second star to the right…” achievement — Space Age’s equivalent of the base game’s rocket launch. The milestone is real and retroactively satisfying once you understand the full chain you built to get there.

The prerequisite chain that leads to this moment:

  1. Establish Aquilo base — cryogenic plants, heat-shielded buildings, fusion power (Aquilo’s cold environment damages unshielded structures)
  2. Produce cryogenic science packs — requires lithium and fluorine from your interplanetary network, not local Aquilo resources alone
  3. Research “Promethium science pack” technology — unlocked through the cryogenic science tree
  4. Build a Solar System Edge-capable platform — sufficient railgun armament and asteroid collection capacity
  5. Fly it to the Edge — “Second star to the right…” triggers on arrival

Aquilo itself is not the destination — it’s the key that opens the door. The planet’s role is unlocking cryogenic science, which unlocks Promethium science research, which enables the platform capable of reaching the Edge. Players who treat Aquilo as the final challenge miss this distinction and often stall wondering what to build next.

For a comprehensive breakdown of the planet sequence leading to Aquilo, our planet order guide covers optimal sequencing to arrive at Aquilo fully supplied from all three preceding planets.

The Promethium Science Chain — Step by Step

Promethium science is the only endgame science pack, and it works differently from every other pack in the game. You cannot produce it on a planet. It exists to feed exactly one infinite research: Research Productivity. Understanding this chain removes most of the late-game confusion about where to invest time and materials.

The full chain in order:

  1. Aquilo base operational — cryogenic science flowing to your labs
  2. Research “Promethium science pack” technology — gated behind cryogenic science
  3. Build a Promethium platform — a long-range space platform equipped with railguns, asteroid collectors, and a biter egg supply from Nauvis
  4. Launch toward the Solar System Edge — Promethium asteroid chunks only appear in the deep outer zone
  5. Collect chunks — Promethium asteroids have double the health of standard asteroids and cannot be processed through crushers. Railguns are required to shatter them into harvestable chunks
  6. Craft packs on platform — 25 Promethium chunks + 10 Biter eggs + 1 Quantum processor → 10 Promethium science packs, crafted at the Space Platform Hub
  7. Return packs to labs — rocket back to your main base or consume directly on a platform-mounted lab network

Three constraints worth knowing before you build your platform. First, Biter eggs only come from Nauvis — your platform needs a steady supply line from the starting planet regardless of how self-sufficient the rest of your interplanetary network is. Second, the Shattered Planet sits 4,000,000 km past the Solar System Edge and the asteroid density intentionally overwhelms even well-armed ships — the game expects you to operate in the outer zone, not attempt approach to the planet itself. Third, a typical 100,000 km journey consumes roughly 1,500 railgun ammo; budget for the return trip too.

Achievable throughput ranges from around 80 Promethium science packs per minute for a minimal single-ship setup to 450+ per minute for larger platforms with self-sufficient ammo manufacturing aboard. In our testing, Research Productivity level 5 is typically where you first notice labs waiting on Promethium — the platform supply rate becomes the visible constraint before any other bottleneck. Most endgame bases don’t need the high end — Research Productivity’s ×1.2 cost scaling means even modest Promethium production compounds into meaningful research speed gains over time.

Factorio Promethium platform with asteroid collectors and on-board science pack crafting setup
A self-sufficient Promethium platform handles asteroid collection, railgun ammo crafting, and pack production with minimal ground resupply — only biter eggs and quantum processors need regular rocket launches from Nauvis and Aquilo

Infinite Research — What Actually Scales Forever

Not all infinite research in Space Age scales without limit. Several hit hard caps at specific levels, and investing past those caps is wasted science. Knowing which researches cap and which don’t changes how you allocate your Promethium science output.

TechnologyBonus per levelCost scalingCap
Research Productivity+10% lab speed×1.2None — never caps
Mining Productivity+10% ore outputArithmetic (+2,500/level)None — never caps
Scrap Recycling Productivity+10% Fulgora output×1.5None
Asteroid Productivity+10% crushing yield×1.5None
Rocket Part Productivity+10% rocket parts×1.5None
Steel Plate Productivity+10%×1.5Level 30 (300% cap)
Processing Unit Productivity+10%×1.5Level 25 (300% cap)
Plastic Bar Productivity+10%×1.5Level 30 (300% cap)
Rocket Fuel Productivity+10%×1.5Level 30 (300% cap)
Railgun Damage+40% damage×2None

The key rule: the 300% productivity cap applies to crafting machines, not to mining drills or labs. Mining Productivity and Research Productivity have no ceiling — they are the two core infinite investments for any endgame archetype. Every other productivity research eventually hits diminishing returns and then a hard wall.

Research Productivity is exceptional because it accelerates every other research that follows it. A factory at Research Productivity level 10 (+100% lab speed) does future research twice as fast, compounding every subsequent investment. Getting Research Productivity moving early — even with modest Promethium throughput — pays back faster than waiting until you have a perfect platform. The first ten levels of Research Productivity cost less than you might expect given the ×1.2 scaling, and the lab speed gains are immediately felt.

For weapon researches: Railgun Damage has no cap (×2 cost per level) and directly improves your Promethium platform’s efficiency by shattering asteroids faster. Prioritise it alongside Research Productivity if platform throughput is your constraint.

The Legendary Completion Checklist

Legendary quality items in Space Age aren’t cosmetic upgrades. The stat differences are large enough to permanently solve problems that would otherwise require factory expansion.

Start with legendary big mining drills. Quality tier directly affects how much of the ore patch is consumed per mining cycle: a normal drill drains 50% resource per action, uncommon 41%, rare 33%, epic 25%, legendary just 8%. That 8% figure translates to roughly six times the patch longevity versus a standard drill. For long-running factories where ore depletion is a maintenance headache, this is the highest material ROI of any legendary item in the game — it eliminates resource creep on committed patches entirely.

Legendary mech armour is the aesthetic endgame trophy. A standard (common quality) mech armour requires 200 holmium plates, one Power Armor MK2, 100 processing units, 50 supercapacitors, and 50 superconductors. The legendary version upgrades the equipment grid from 10×12 (120 slots) to 15×17 (255 slots). It also grants base 25,000 HP and flight over all terrain obstacles — which changes traversal across every planet. The “No room for more” achievement requires filling every armour slot with legendary equipment, distinguishing casual endgame from full aesthetic completion.

Legendary electromagnetic plants and foundries are the factory-side capstone. A legendary electromagnetic plant loaded with five legendary Productivity Module 3s achieves a 175% productivity bonus at crafting speed 109.5 — approximately 11× the output of a standard assembly machine 3 at base settings. This is the point at which your processing unit and advanced circuit production becomes effectively self-sustaining at dramatically reduced physical footprint, which matters for UPS at megabase scale.

Priority checklist for aesthetic completion:

  1. Legendary Big Mining Drills — highest material ROI first
  2. Legendary Productivity Module 3s — required for legendary machines to deliver their full output
  3. Legendary Foundries + Electromagnetic Plants — unlock compact megabase layouts
  4. Legendary Mech Armour — needs holmium stockpile + existing Power Armor MK2
  5. Legendary armour equipment (personal roboport 2, fusion reactors, exoskeleton, shields)
  6. “No room for more” — every armour slot filled with legendary items

Fulgora is the recommended legendary manufacturing hub. Its scrap recycling loop combined with quality modules creates a natural legendary item pipeline without requiring massive dedicated factories on other planets. Set up electromagnetic lab upcycling on Fulgora before targeting mech armour quality — the upcycling route is significantly faster than direct crafting attempts.

SPM Megabase Milestones

Science per minute in Space Age is measured per pack type. A 1,000 SPM base consumes 1,000 of each science pack per minute simultaneously. With 12 science types active at endgame, a 43,200 SPM target (all 12 at one per game tick) is the community’s theoretical megabase ceiling.

1,000 SPM — achievable with a well-optimised single-hub approach: Nauvis as the primary planet, space platforms importing planetary science. Most players hit this organically during story completion. The Promethium pack doesn’t need to contribute meaningfully at this stage.

10,000 SPM — requires deliberate planet specialisation. The community-validated model for large-scale endgame splits production: Vulcanus handles red, green, and purple science; Gleba supplies agricultural science and supports legendary blue science; Fulgora manufactures legendary items feeding into other chains; Aquilo manages quantum processors and railgun production; Nauvis coordinates yellow science and acts as the central rocket hub. At this scale, Promethium platform count is the throughput constraint — your platform fleet determines your ceiling.

36,000+ SPM — community benchmark territory. A UPS consideration applies here: even a 3,600 SPM base can drop below 60 updates per second without entity count optimisation. Legendary machines matter at this scale not just for throughput but for UPS efficiency — fewer buildings for the same output means fewer entities for the game to process per tick.

The single highest-value optimisation at any SPM level is Research Productivity. A factory at Research Productivity level 20 (+200% lab speed) needs one-third the labs of a base at level 0. That efficiency compounds — fewer labs means fewer input materials, less belt throughput, lower UPS load, and faster future research. Prioritise it before adding more production capacity elsewhere in your base.

The 3 Endgame Archetypes — Roadmaps and Burnout Traps

Every endgame session eventually hits a wall — not a mechanical one, but a motivational one. Each archetype has a specific burnout trap, and knowing yours in advance changes how you structure your time.

ArchetypeSignature moveBurnout trapRecovery
Achievement HunterCharts fastest path to “Second star to the right…” then the three shattered planet distance achievementsThe asteroid density wall near the Shattered Planet feels punishing rather than intentionalUnderstand the design: 60,000 km is the achievement milestone, not full approach. The game tells you approach is intended to fail.
Mechanical OptimiserPumps Research Productivity levels + builds toward 10K SPMOver-scaling Nauvis when Promethium platform is the actual constraint. More miners on Nauvis have zero effect on research speed once labs are Promethium-gated.Audit lab consumption vs Promethium supply. If labs are starved for Promethium packs, every other factory investment is irrelevant until that bottleneck clears.
Aesthetic PerfectionistChases full legendary loadout + “No room for more”Mech armour holmium requirements — the 200 holmium plates plus the legendary quality grind stalls without a mature Fulgora pipelineBuild electromagnetic lab upcycling on Fulgora before targeting mech armour. The upcycling route produces legendary materials as a byproduct of normal operation.

The most common mistake across all three archetypes is investing heavily in Nauvis expansion when Promethium platform scale is the actual ceiling. Once your labs are consuming Promethium science, every additional unit of research speed requires more packs — and those packs only come from platforms. The return on a second Promethium platform almost always exceeds the return on doubling any Nauvis production line at this stage.

Building Your Promethium Platform

The Promethium platform is the single most important endgame build. A well-designed one runs indefinitely with minimal restocking; a poorly designed one requires constant attention and is the fastest route to endgame burnout for the mechanical optimiser archetype.

Non-negotiable components:

  • Railguns with sufficient ammo — Promethium asteroids have double the health of standard types and cannot be fed through crushers. Railguns are the only reliable collection method. Budget roughly 1,500 ammo for 100,000 km of travel, plus the return trip.
  • Asteroid collectors — sized to your Promethium science production target. Collectors queue chunks for the on-platform crafter.
  • On-platform crafter for science packs — the pack recipe requires 25 chunks + 10 biter eggs + 1 quantum processor per 10 packs.
  • Biter egg storage — eggs only come from Nauvis and spoil over time. Size your Nauvis rocket launch schedule to maintain buffer without waste.
  • Quantum processor supply — Aquilo is the recommended production hub for quantum processors; establish a supply chain before your platform makes its first run.

High-value optional: Self-sufficient ammo crafting on the platform. A platform that manufactures its own railgun shells from asteroid byproducts dramatically reduces the logistical demand on Nauvis, freeing rocket launch slots for biter eggs and other supply items.

For the “Going to shattered planet” achievement tiers: the milestones are 10,000 km, 30,000 km, and 60,000 km past the Solar System Edge. A 60,000 km run requires substantially more ammunition than a standard Promethium collection trip — plan extra storage before attempting it. Do not target approach to the Shattered Planet itself (4,000,000 km from Edge); that asteroid density is designed to be insurmountable.

The Vulcanus and Gleba setups feeding your interplanetary network determine how quickly you can field a second platform — planet specialisation is the upstream constraint on everything the Promethium chain needs.

Frequently Asked Questions

Is Aquilo the last planet in Space Age?

Aquilo is the last planet in the standard progression chain, but the actual story completion happens in space: when your platform reaches the Solar System Edge. Aquilo’s role is unlocking cryogenic science, which unlocks Promethium science research, which enables the Edge-capable platform. It’s the penultimate step, not the final one.

Can you fully complete all infinite research?

No — and that’s the design intent. Research Productivity, Mining Productivity, Scrap Recycling Productivity, and several others have no level cap. The production-boosting researches (steel, processing units, rocket fuel, and most material productivities) do cap at 300% after 25–30 levels, but the core resource and research scaling never stops. “Complete” infinite research isn’t a defined milestone; setting specific targets — Research Productivity level 20, Mining Productivity level 30 — gives the mechanical optimiser archetype meaningful checkpoints.

Do I need a megabase for endgame?

No. Story completion doesn’t require high SPM. A clean, specialised base producing enough Promethium science to push Research Productivity is more efficient per hour than an sprawling Nauvis megabase. Megabase-building is its own endgame goal — not a prerequisite for the other two.

What’s the hardest endgame achievement?

“No room for more” — filling every legendary mech armour slot with legendary equipment — requires the deepest total investment. The armour itself costs 200 holmium plates plus a Power Armor MK2, and achieving legendary quality on the armour plus every individual equipment piece requires a mature Fulgora legendary manufacturing pipeline running for many hours. The combination of high material cost, quality RNG, and equipment diversity makes it the most demanding badge in the Space Age achievement set.

What actually happens when you approach the Shattered Planet?

The game doesn’t expect you to reach it. The Shattered Planet sits 4,000,000 km past the Solar System Edge, and asteroid density at that distance intentionally overwhelms any practical ship design. The “Going to shattered planet” achievement series caps at 60,000 km from the Edge — well short of the planet itself. The game is communicating that the journey, not the destination, is the point.

Conclusion

Space Age’s endgame is designed to be unfinished. That’s not a flaw — it’s what makes the expansion work for 200-hour players and 2,000-hour players simultaneously. The Aquilo Objective gives you a clean credits moment if you want one. The Promethium science chain gives the mechanical optimiser something to chase indefinitely. The legendary completion checklist gives the aesthetic perfectionist a trophy shelf that takes real effort to fill.

Pick the archetype that matches why you play Factorio. Chase that goal specifically rather than trying to do everything at once — endgame burnout in Space Age almost always comes from diffuse investment rather than committed pursuit of a clear objective. Build the Promethium platform. Stack Research Productivity levels. Fill that armour. The factory must grow — but it helps to know what you’re growing toward.

Sources

Michael R.
Michael R.

I've been playing video games for over 20 years, spanning everything from early PC titles to modern open-world games. I started Switchblade Gaming to publish the kind of accurate, well-researched guides I always wanted to find — built on primary sources, tested in-game, and kept up to date after patches. I currently focus on Minecraft and Pokémon GO.