IXION – Sector Specialization Requirements & Bonuses

Sectors can receive specialization bonuses by meeting a minimum number of buildings built that have the same symbol. The buildings do not need to be active.

Requirements for Sector Specializations and Bonuses

All credit goes to FxFighter!

Some buildings are apparently worth more specialization points than others…

Specialization List

Space T1

  • Requirement: 4 buildings.
  • Bonus: Docking bays load/unload 30% faster, Hull repair 10% more efficient.

Space T2

  • Requirement: 7 buildings.
  • Bonus: Docking bays load/unload 30% faster, Hull repair 10% + 20% more efficient (not sure if this is stacking or just 20%), Probes/Ships assembled 30% faster.

Food T1

  • Requirement: 6 buildings.
  • Bonus: Food buildings require 10% less water, Buildings produce 30% more waste.

Food T2

  • Requirement: 12 buildings
  • Bonus: Food buildings require 10% less water, all buildings produce 30% more waste, Sector +1 Stability.

Industry T1

  • Requirement: 6 buildings.
  • Bonus: Batteries last 20% longer.

Industry T2

  • Requirement: 12 buildings.
  • Bonus: Batteries last 20% longer, Repairs are 30% faster.

Population T1

  • Requirements: ? Buildings
  • Bonus: Mess Halls can feed twice as many crew members per cycle.

Population T2

  • Requirements: 54 Buildings
  • Bonus: Mess Halls can feed twice as many crew members per cycle; Stability buildings provice an additional +1 stabilit.

Recycling T1

  • Requirements: 4 Buildings
  • Bonus: Recycling buildings produce 30% more resources; Stability penalty from Waste build up reduced by 50%.

Recycling T2

  • Requirements: 10 Buildings
  • Bonus: Recycling buildings produce 30% more resources; Stability penalty from Waste build up reduced by 50%; Food production buildings produce 15% more Food; Industry Buildings are 30% faster.

Okay, here’s the simplified version:

Specialization Update

For the Ixion game, what you need to specialize in stuff is based on how many tiles you use. Here’s the quick rundown (but keep in mind, game updates might change these numbers):

  • For Industry, you need over 300 tiles for level 1, and over 800 for level 2.
  • Population needs more than 400 tiles for level 1, and over 1000 for level 2.
  • Space specialization requires more than 450 tiles for level 1 and over 700 for level 2.
  • Food needs over 400 tiles for the first level and more than 800 for the second.
  • Recycling is over 300 tiles for level 1 and over 800 for level 2.

Since each sector is 1680 tiles big and you gotta leave room for roads, squeezing in more than one level 2 specialization is tough. Recycling might be doable, though.

Now, for some quirks with building sizes:

  • Optimized quarters only give you 9 tiles instead of 18. Not great.
  • Crop fields are actually giving you 18 instead of 16. Nice.
  • Mushroom walls are super good, giving 81 tiles instead of 32.
  • Alternative life centers give you 28, just shy of 30.
  • Exo fighting domes are a letdown, only 100 instead of 196.

That’s pretty much it. Keep an eye on those building sizes and specialization requirements!

Trains

Train stations make people move smoother and keep things stable between sectors. You gotta hit Tier 5 research before you can put them in. Building trains costs 50 Alloys and 3 Electronics each sector.

Cool thing: some buildings like the Exo-fighting dome and Health center get extra perks in sectors connected by trains. Plus, train stations secretly boost stability by +1 (you’ll see it in the stability popup).

Egor Opleuha
About Egor Opleuha 7736 Articles
Egor Opleuha, also known as Juzzzie, is the Editor-in-Chief of Gameplay Tips. He is a writer with more than 12 years of experience in writing and editing online content. His favorite game was and still is the third part of the legendary Heroes of Might and Magic saga. He prefers to spend all his free time playing retro games and new indie games.

10 Comments

  1. different buildings provide differing amount of specialisation “points” cause I had 15 industry buildings and no tier 2

  2. 9 mushroom walls and 1 Waste Treatment Center gives T2 recycling.
    But food production 15% perk work ONLY for mushrooms. And industry 30% ONLY for WTCenter.
    And Food T2 don’t give 10% water perk. It’s sad.

  3. I think this is a bug but a fully upgraded crop farm in a food sector doesn’t get both the sector upgrade and its own upgrade for waste production

  4. Population T2 is rediculous. 90% of the sector needs to be housing, leaving space for 3 mess halls, dls, alc, monument and a colonist training building only, with some storage. And the bonus is stupidly low for all that trouble.

  5. Some of these Specialisations are really weird for the game. Industry just making batteries last longer? Space is incredibly useful holy hell, but food just makes more waste with a decent bonus of less water and only the recycling specialisation actually helps the most, it’s really weird, and feels like it needs a bit more of a change. Or maybe that’s just me.

  6. It would really be helpfull to now which building adds how many points towards a tier.
    I finally got a good tier 2 industry sector going:

  7. My Tier 2 Industry Sector contains:
    3x Steel Mill
    2x Electronics Factory
    2x Polymer Refinery
    2x Workshop
    1x Drone Bay
    1x Waste Treatment Center
    1x Fire Station

    The Fire Station was the last (industry) building that i constructed and it pushed me to tier 2.

    My other buildings in the sector are:
    4x Stockpile – Large
    3x Stockpile – Medium
    1x Stockpile – Small
    1x Observatory (for the achievment)
    1x Marduk Memorial
    1x Mess Hall
    1x DLS Center ( for the policies)
    2x Batteries – Medium
    5x Domotic Quarter (i have the option to switch out one quarter for 2 Batteries – small)

    I hope this helps.

  8. Industry T1 – 6 Buildings
    Food T1 – 6 Buildings
    Recycling T1 – 4 Buildings – Recycling buildings produce 30% more resources; Stability penalty from Waste build up reduced by 50%
    Recycling T2 – 10 Buildings – Recycling buildings produce 30% more resources; Stability penalty from Waste build up reduced by 50%; Food production buildings produce 15% more Food; Industry Buildings are 30% faster

    Population T1 – ? Buildings – Mess Halls can feed twice as many crew members per cycle
    Population T2 – 54 Buildings – Mess Halls can feed twice as many crew members per cycle; Stability buildings provice an additional +1 stability

    Bonus from T1 and T2 is not stacking
    Food T2, Population T2, Industry T2 bonus are not worth it.
    Combination of Recycling T2 and Industry looks interesting.

  9. im thinking the pop spec might be buged cause I basicly filled the sector with pop building (while remaining functional) and im only 3/4 to tier 2

  10. Pop T1 – Mess Halls have 50% larger storage – require A LOT of buildings, can’t get T2, not goona try it.

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