About This Game
ABOUT THIS GAME
Antropico: Colonies is a large-scale real-time strategy game about building power in space.
You start small. You control an autonomous authority that begins with a single foothold on a planet inside a star system. From there you expand your political reach, your economy and your territory.
You can start with a basic outpost on a contested world or pick from several predefined scenarios.
There is no scripted final objective. There is no forced victory condition. You play for long-term survival, dominance or stability, on your own terms.
Scale
The game simulates entire planetary systems.
Individual planets are mapped at very high resolution. A single planet can contain up to 900,000 buildable sectors.
You decide how…
About This Game
ABOUT THIS GAME
Antropico: Colonies is a large-scale real-time strategy game about building power in space.
You start small. You control an autonomous authority that begins with a single foothold on a planet inside a star system. From there you expand your political reach, your economy and your territory.
You can start with a basic outpost on a contested world or pick from several predefined scenarios.
There is no scripted final objective. There is no forced victory condition. You play for long-term survival, dominance or stability, on your own terms.
Scale
The game simulates entire planetary systems.
Individual planets are mapped at very high resolution. A single planet can contain up to 900,000 buildable sectors.
You decide how to use that space: industrial clusters, fortified colonies, trade hubs, military bases and more.
The world runs for many hours of play and keeps reacting to what you do.
No forced micromanagement
The game is complex, but you do not have to personally control everything.
You can hand off economic growth to private corporations.
You can assign whole regions or sectors to AI administrators and give them strategic goals.
You can focus on high-level direction instead of pure micro.
You decide where to stay hands-on and where to delegate.

POLITICS
You shape the political structure of your authority.
Pass laws and define how society is allowed to function.
Choose your ideological direction. Total corporate freedom, or total state planning.
Decide how power is justified: Theocracy, Technocracy, Democracy, Dictatorship and more.
Control how strict or permissive you are with civil rights, media, industry and security.
Your political design affects loyalty, unrest, productivity and diplomatic image.
ECONOMY
Your economy is built around four main sectors: energy, basic consumer goods, heavy industry and services.
Construct megafactories and industrial complexes.
Set up production chains for refined resources, military hardware, advanced materials and civilian needs.
Specialize your colonies and worlds. You can become the refinery of the region, the main food supplier, the military shipyard, the finance hub.
Choose your model. Full autarky. A diversified mixed economy. Or extreme specialization that makes you irreplaceable.
Every sector consumes inputs and produces outputs that feed into something else. Your logistics either works or collapses.
DIPLOMACY
You are not alone in the system. Other powers exist and they have their own goals.
Diplomatic tools include:
Non-aggression pacts
Military alliances
Economic unions
Public condemnations
Ultimatums
Federations and blocs
You can try to survive under the protection of stronger allies. You can build a loyal sphere around you. Or you can isolate yourself and prepare for confrontation.
Diplomacy is also a weapon. Your choices affect access to trade, legitimacy and war risks.
MILITARY
To stay sovereign, you need force.
Hire private military companies for protection and contract warfare.
Or build a fully state-controlled military-industrial base.
Defend trade routes from pirates and enemy raids.
Suppress unrest and riots in your colonies.
Show strength with large-scale exercises and high-end weapons.
Launch invasions, planetary sieges and orbital blockades.
Different kinds of war have different consequences. A conventional conflict, asymmetric warfare or the use of weapons of mass destruction will all trigger different diplomatic reactions from other star nations.
ADMINISTRATION
Running a multi-world authority is hard.
You can rule everything from the center, but that becomes fragile.
You can build a federal structure and distribute power.
You can create a layered or even semi-feudal system, where local governors hold delegated authority.
Delegation keeps distant territories loyal and functional, but introduces risk.
Governors, viceroys and appointed leaders have their own interests.
If they feel too strong, they can challenge you.
Territory is not just land. It is people who think they deserve more.

SIMULATION
The world is alive. It does not pause and wait for you.
Populations have needs and expectations.
Corporations act in their own interest.
Prices and markets react to scarcity and oversupply.
Trade flows between planets and stations.
Shortages create unrest. Surpluses create influence.
Your policies and your wars reshape the market, and the market reshapes you back.
PEOPLE
The game tracks named figures who matter.
Diplomats, ministers, industrial magnates, military commanders, ideological leaders.
They move between locations. They control money, assets, influence and loyalty.
They speak for factions and populations.
Some of them will become allies and stabilizers.
Some of them will organize riots and push rebellions against you.
Some simply want more power than you are willing to give.
You are not only managing territory. You are managing personalities with ambition, pride and leverage.
Summary
Antropico: Colonies is a sandbox about power, logistics and survival on a contested frontier in space.
You can aim to become a compact but untouchable hub. You can spread across multiple planets and project military force. You can embed yourself in trade networks and rule through money and contracts.
Your authority can become a state, a corporate empire, a theocratic order or something in between.
How you control it is your problem. Whether it survives is your result.
