Quick Start: Planet Order Checklist
- Reach blue science + space science production on Nauvis (minimum survivability threshold)
- Launch your first rocket and build a basic asteroid-defended space platform
- Set course for Vulcanus — unlock the foundry before anything else
- Return home with foundry and big mining drill blueprints; deploy immediately on Nauvis
- Decide second planet: Fulgora (safer, quality modules, mech armor) or Gleba (design challenge, biolab science)
Your first rocket reaches orbit. The map populates. Four planets appear — Vulcanus, Fulgora, Gleba, Aquilo — and each looks equally reachable, equally unknown. The Space Age DLC doesn’t flash a recommended order. The tooltip says “explore.” Meanwhile, the Factorio forum thread on this question has 400 replies and four different confident answers.
Here’s the answer with hard numbers behind it: Vulcanus first. Not because the game nudges you there, but because the foundry it unlocks delivers a 225% plate efficiency improvement over standard smelting — same ore input, smaller footprint. Every downstream system (circuits, science packs, space platform construction) runs faster the moment foundry blueprints hit Nauvis. The three planets after Vulcanus are each easier because of this specific compound effect.
For the second planet, the right answer depends on your playstyle. This guide maps three player archetypes — Turtle, Blitz, and Completionist — to three routes with explicit hour budgets per planet and specific tech thresholds that tell you when you’re actually ready to move on. Aquilo is always last: its research is locked behind completing all three other planets.
Verified against Factorio 2.0 / Space Age DLC (released October 2024). Mechanic values may change with future updates.
The Nauvis Departure Checklist
Before you point a rocket at Vulcanus, your Nauvis base needs to meet a minimum survivability threshold — not perfection, but enough to sustain itself while you’re gone for 10+ hours of real time.
Minimum departure criteria:
- Science production: Blue science (Chemical) and Space Science running at any rate. The factory must run without your input.
- Defence: Laser turrets covering all biter attack vectors, powered from a grid independent of your main factory. A power outage during biter expansion cannot cascade into a base wipe.
- Steel and circuit stockpile: At least 500 steel and 200 red circuits for space platform outfitting.
- Rocket resupply chain: The silo must restock automatically. You cannot reload from another planet manually.
- Power headroom: Do not leave a base running at 95% capacity. Biter expansion and build activity will push it over while you’re absent.
The single most common Space Age mistake is leaving Nauvis too early, then watching a slowly collapsing defence perimeter cut off your resupply chain while you’re mid-Vulcanus. A starved space platform stalls every subsequent planet. Get the base stable, then leave.
Why Vulcanus First: The Foundry Math
The community consensus on Vulcanus first is backed by arithmetic, not aesthetics. The foundry — the planet’s key building — changes your smelting economics in a quantifiable way.
The output comparison:
A standard Electric Furnace smelts iron ore to iron plates at roughly a 1:1 ratio. 200 ore yields roughly 200 plates.
The Foundry uses a molten-metal intermediate. Iron ore converts to molten iron (10 molten per ore), then molten iron converts to iron plates (20 molten → 2 plates). With its built-in 50% productivity bonus and 4× crafting speed, the confirmed Factorio Wiki output is: 200 iron ore → 3,000 molten iron → 450 iron plates — a 225% efficiency improvement over electric furnace smelting.
That 225% gain doesn’t only mean more plates per ore. It means your existing ore patches last longer, your mining footprint stays smaller, and your belt throughput requirements drop. The mid-game factory that felt permanently plate-constrained transforms into one where output is queuing. The foundry has 4 module slots for further productivity upgrades, a 2,500 kW power draw, and a 5×5 tile footprint.
The Big Mining Drill compounds it:
Also exclusive to Vulcanus, the big mining drill runs at 5× the speed of an electric mining drill, covers a 13×13 tile area (versus the standard 5×5), and reduces the resource depletion rate of any patch by 50%. That drain reduction stacks multiplicatively with Mining Productivity research — meaning ore patches under a fully-researched big mining drill last more than twice as long as they would under electric drills with the same research level.
Fewer drills. Larger coverage. Patches that last longer. Fed into a smelter extracting 225% more value per ore. The aggregate effect on a Nauvis factory is a step-change from survival mode to surplus mode.
Artillery unlocks here too:
Vulcanus is the only place to unlock artillery technology — long-range automatic bombardment that destroys biter nests at distances your factory defences cannot reach. If your Nauvis is in an expanding-biter standoff, artillery resolves it permanently. Do not leave Vulcanus without completing this research chain.
What Vulcanus Sends Home: The Return Cargo List
A Vulcanus run is a resource acquisition mission. The buildings stay on Vulcanus, but blueprints and key materials travel home via space platform cargo.
| Cargo Item | Purpose on Nauvis | Priority |
|---|---|---|
| Foundry blueprints | Replace electric furnaces; 225% plate efficiency gain | Critical |
| Big mining drill blueprints | 5× mining speed, 50% resource drain reduction | Critical |
| Artillery shell production setup | Enables long-range biter nest removal | High |
| Mech armor components (if researched) | Best-in-slot armor; required for comfortable Gleba traversal | Medium |
| Tungsten plates (initial batch) | Gate material for advanced recipe chains | Medium |
Time budget for Vulcanus: Experienced Factorio player (200+ hours, familiar with Space Age mechanics): 6–12 hours. First Space Age playthrough: 15–25 hours. The variance is almost entirely whether you over-invest in Vulcanus infrastructure before extracting its value.
The blitz philosophy: automate the foundry, unlock the big mining drill, pack your blueprints, and leave. You can return to scale up the Vulcanus base later. The turtle philosophy: build self-sustaining Vulcanus production before departure. Both are valid — the archetype routes below map each to a full planet order.
The Second Planet Fork: Fulgora or Gleba?
After Vulcanus, the community splits. Fulgora and Gleba are both valid second destinations. The right answer depends on what you want from the next 10–20 hours.
Decision framework:
- Want quality module tier 3 early and measurable circuit compression? → Fulgora
- Want mech armor before visiting a planet with aggressive ground enemies? → Fulgora
- Enjoy constraint-puzzle factory design that breaks Nauvis conventions? → Gleba
- Want biolab science, stack inserters, and spidertron unlocked earlier? → Gleba
- First Space Age playthrough? → Strongly recommend Fulgora
| Player Type | Recommended 2nd Planet | Core Reason |
|---|---|---|
| New player | Fulgora | Spoilage mechanic is brutal without mech armor; Fulgora is forgiving |
| Casual player | Fulgora | Mech armor + quality modules = measurable gains without redesign |
| Hardcore/optimiser | Either | Depends on whether circuit compression or biolab science is your bottleneck |
| Completionist | Gleba | The design challenge is the point; accept the difficulty deliberately |
Fulgora Second: The Steady-Scaling Path
Fulgora is a lightning-storm desert with no conventional resources — only scrap from a dead alien civilisation. There are no enemies. The challenge is entirely logistical: establish reliable power (lightning rods feeding accumulators) and build scrap-recycling production loops. For most first-time Space Age players, this makes it the most accessible second planet.
The Recycler is Fulgora’s keystone building. It performs a lossy reversal of crafting — feeding in a finished item returns approximately 25% of its crafting ingredients on average. The recycler cannot use productivity modules, but it takes quality modules. This combination is the foundation of the quality cascade: feed uncommon-quality items into a quality-modded recycler, gradually upgrade the batch quality, repeat until you have rare and epic-tier outputs without crafting them directly from raw materials.
The Electromagnetic Plant provides another 50% productivity bonus and 5 module slots — the most module capacity of any production building. Electronics production compresses: circuit boards, modules, and control units all become cheaper per unit. If your Nauvis is hitting circuit throughput limits, Fulgora’s EM plant is the relief valve.
Mech armor research requires electromagnetic science, which you only unlock by producing Fulgora’s science pack. Mech armor is the most powerful armor in the game and — critically — allows you to traverse terrain that would be impassable or dangerous on foot. Arriving at Gleba equipped with mech armor versus arriving in standard power armor is a meaningful difference in survivability against the Pentapod enemies unique to that planet.
Quality module tier 3 also unlocks with electromagnetic science. Combined with the recycler’s quality cascade, this makes Fulgora the entry point for serious quality production at scale. The planet’s Electromagnetic Plant, with its 5 module slots and 50% built-in productivity, is also where circuit compression finally gets ahead of demand.
Time budget for Fulgora: Blitz approach: 6–10 hours (recycler loops established, mech armor researched, electromagnetic science flowing). Turtle approach: 10–18 hours (full quality cascade operational, all holmium production chains running, lightning buffer fully sized for extended storm cycles).
Gleba Second: The Completionist Challenge
Gleba is a moist, overgrown agricultural planet where biological products have expiration timers. It’s the hardest planet for first-time Space Age players — not because the enemies are individually stronger than Vulcanus’s Demolishers, but because Gleba’s spoilage mechanic invalidates the Factorio mental model you’ve built over hundreds of hours.
Why Gleba breaks Factorio intuition:
On Nauvis, Vulcanus, and Fulgora, the winning strategy is: build infrastructure, run it, buffer the output, stockpile until needed. Gleba’s spoilage mechanic makes overproduction actively harmful. Yumako fruit and bioflux have approximately a 1-hour spoilage timer from the moment of creation. Nutrients spoil in 3–5 minutes. A buffer chest of nutrients that sits idle for 6 minutes is a chest of worthless spoilage.
Gleba requires production-as-continuous-flow, not production-as-stockpile. The factory must consume what it produces at the rate it produces it. This is a design paradigm shift that requires rebuilding your factory instincts from scratch. Players who attempt Gleba first, build an extensive base, return from a brief Nauvis trip to find everything rotted, and abandon the run are a documented pattern in Factorio Forums. Start Vulcanus.
What Gleba unlocks early (if you can handle it):
- Biolab science — agricultural technology that partially gates Aquilo preparation
- Stack inserters and stack filter inserters — dramatically increase belt throughput at every production site
- Spidertron — a walking mech vehicle with high mobility and combat capability
- Agricultural towers — enable scaled biological crop production
Completionist players who go Gleba second accept the difficulty deliberately. They want the constraint-puzzle design challenge without the mech armor safety net. After surviving Gleba this way, Fulgora’s no-enemy logistics loop feels like a genuine reward.
Time budget for Gleba: With Fulgora already done (mech armor equipped): 8–14 hours. Going Gleba second without mech armor: 12–22 hours, with high variance depending on how quickly the spoilage mechanic clicks.
Aquilo: Gated by All Three Planets
Aquilo is not a preference call — it’s a hard technical gate. The “Planet discovery Aquilo” research requires completing technologies that only come from all three prior planets:
- Advanced asteroid processing — Gleba research
- Heating towers — Gleba research
- Asteroid reprocessing — Vulcanus research
- Electromagnetic science pack — Fulgora production
You cannot reach Aquilo without completing all three other planets. This is not a recommendation; it’s a prerequisite the game enforces.
What makes Aquilo hostile:
Nearly every building on Aquilo freezes unless it has a heat source adjacent at 30°C or above — inserters, assemblers, pipes, and belts included. Your first task upon landing is establishing a heat chain before your equipment becomes non-functional. Solar panels operate at just 1% of their normal output (0.6 kW peak). Steam turbines powered by heated water are the functional power source — but heating the water requires power. The bootstrapping sequence must be planned in advance.
Iron ore, copper ore, and stone are completely unavailable on Aquilo. Every structural and electronic component must be shipped from other planets. Your cargo manifest for the Aquilo run is substantially longer than any prior expedition.
What Aquilo unlocks: Cryogenic plant, cryogenic science pack, fusion reactor, fusion generator, quantum processor, railgun turrets, railgun ammunition, and Promethium science pack — the final infinite research tier of the expansion.
Time budget for Aquilo: Experienced player with full infrastructure: 8–15 hours. First visit with planning gaps: 15–25 hours.

The Three Archetype Routes
Most Factorio Space Age guides give you one “best” planet order. One size does not fit all 2,000-hour factories. Here are three calibrated routes matched to how you actually play:
| Archetype | Planet Order | Philosophy | Hours Per Planet | Total Estimate |
|---|---|---|---|---|
| Turtle | Vulcanus → Fulgora → Gleba → Aquilo | Full defence and self-sufficiency before departure; mech armor before Gleba | 15–25h each | 60–100h |
| Blitz | Vulcanus → Fulgora → Gleba → Aquilo | Unlock the key building, grab blueprints, move on; scale up on return visits | 6–12h each | 30–50h |
| Completionist | Vulcanus → Gleba → Fulgora → Aquilo | Master Gleba without mech armor for maximum design growth; Fulgora as the reward | 20–40h each | 100–150h |
Turtle: You’re not leaving Vulcanus until artillery covers every approach, the foundry is fully automated, and blueprints are packed for Nauvis transformation. You arrive at Fulgora methodically, build a robust lightning accumulator buffer before touching recyclers, and don’t leave until mech armor is researched and equipped. Gleba, when you reach it, is navigated with the full toolkit. You fire-fight nothing. The slowest path, and the most comfortable.
Blitz: Vulcanus in 8 hours — foundry automated, big mining drill unlocked, blueprints packed, rocket refuelled. Fulgora in 8 hours — EM plant running, mech armor researched, recycler loops at minimum viable scale. Gleba in 10 hours — biolab science unlocked, spoilage system understood enough to produce Gleba science reliably. Aquilo at full readiness. You will return to every planet to scale production. The blitz is about covering ground, not depth.
Completionist: Same order through Vulcanus, then straight to Gleba without mech armor. The Pentapods and spoilage mechanics are the point. You unlock stack inserters and spidertron early, which accelerates Vulcanus and Fulgora automation when you revisit those planets later. After surviving Gleba as a second planet, Fulgora’s no-enemy logistics loop genuinely feels like a vacation. This is the path for players who want to fully understand what Space Age is testing before they finish it.
Common Planet Order Mistakes
1. Going to Gleba first
Gleba first is the mistake that fills beginner forum threads. Without the foundry, infrastructure build-out on Gleba is slower. Without mech armor, Pentapods are significantly more dangerous. Without prior exposure to Vulcanus’s and Fulgora’s standard-expansion logic, Gleba’s spoilage mechanic is genuinely bewildering. Community reports document players who built extensive Gleba bases, returned to find everything rotted, and abandoned the DLC. Start Vulcanus.
2. Over-engineering the first space platform
The platform between Nauvis and Vulcanus requires asteroid defence — but not a perfect, module-optimised design. Players who spend 10+ hours perfecting their platform before reaching Vulcanus delay the foundry payoff by a full play session. Build enough to survive the journey. Improve the platform later.
3. Leaving Vulcanus without artillery
Vulcanus is the only planet where artillery technology unlocks. Players in a rush sometimes leave with foundry blueprints but without completing the artillery research chain. Artillery changes the strategic picture on Nauvis permanently — don’t skip it.
4. Attempting Aquilo mid-progression
The prerequisite research for Aquilo requires science from all three other planets. Even setting aside the research gate, arriving at Aquilo without mech armor and full infrastructure capacity makes the heating bootstrapping sequence borderline unmanageable. The prerequisite gate exists for good reason.
Frequently Asked Questions
Should I go Fulgora or Gleba second?
If you’re a first-time Space Age player: Fulgora. The recycler economy and mech armor make Gleba substantially more manageable when you visit it third. The spoilage mechanic invalidates every Factorio factory habit you’ve built — it’s far less punishing when you already understand how Space Age’s production buildings work from Fulgora. Gleba second is a legitimate path for experienced players who want the design challenge, but it’s a deliberate difficulty increase, not an optimisation.
When am I too early to leave Nauvis?
If your defence perimeter requires active monitoring, your science production isn’t fully automated, or the rocket silo doesn’t have an automatic resupply chain, you’re too early. Minimum viable: blue science in production, laser turrets on automated power, rocket silo resupplied without your input. Below this threshold, your Nauvis base will degrade while you’re gone.
Can I work on multiple planets simultaneously?
Yes — and at scale, parallel planet operations are normal and efficient. Space platforms run supply routes to multiple planets simultaneously. For your first visit to each planet, sequential exploration lets you learn each unique mechanic in isolation. Managing a Vulcanus foundry startup, a Fulgora power crisis, and a Gleba spoilage meltdown simultaneously is an advanced challenge, not a beginner strategy.
Why is Gleba harder than Vulcanus?
Vulcanus follows the standard Factorio expansion model: new ore, new enemies, new building, new tech tree. It’s structurally familiar. Gleba’s spoilage mechanic breaks the “build infrastructure, run it, stockpile output” logic that works on every other planet. The difficulty isn’t combat — it’s that every automation instinct you’ve trained (buffer everything, never waste belt throughput, bigger chest means more safety) works against you. Gleba requires a factory-design mindset reset.
What does the quality system have to do with planet order?
Quality module tier 3 unlocks with Fulgora’s electromagnetic science. Epic quality unlocks with Gleba’s science. Legendary quality requires Aquilo science. The planet order directly controls when each quality tier becomes available. Players who want to run quality cascades at scale need Fulgora relatively early — which is one of the core arguments for visiting Fulgora before Gleba as your second planet.
Sources
- Foundry — Official Factorio Wiki
- Big Mining Drill — Official Factorio Wiki
- Aquilo — Official Factorio Wiki
- Recycler — Official Factorio Wiki
- Mech Armor Research — Official Factorio Wiki
- Ranking the First Three Planets — Factorio Steam Community Discussions
- Go to Planet Order? — Factorio Steam Community Discussions
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.
