GOLDEN PATH
Kukuruchi · Official Test Manual · Fastest Route to Victory
EditionQA v1.0
What this document is

This is the Golden Path Manual — a deterministic walkthrough designed for QA testers and developers who need to reach the Space Age and trigger victory conditions as quickly as possible without triggering collapses or bad story arcs.

Follow each era's instructions in order. Every event decision listed here is the recommended safe choice for the Golden Path. Deviating will not break the game, but may extend the run or trigger setback arcs.

The Golden Path completes in approximately 40–48 turns depending on random market variance. Keep stability ≥ 70 and happiness ≥ 60 at all times to stay in the fastest population-growth tier (~12%/turn) — this single discipline is what makes the timeline work. Never accumulate more than 1 manipulation charge.

Starting Credits
1,000
Stability Floor
≥ 70
Happiness Floor
≥ 60
Manipulation Limit
≤ 1
Bubble Risk Cap
Never > 50
Index Target (Era 5)
2,010+
Before you play
Onboarding Setup
ℹ️
Enter any planet name and trader name — they have no mechanical effect. Choose EUR as the currency for testing clarity (all credit values in this guide assume EUR).
1
Name
Enter planet name: "Testworld"
Enter trader name: "QA"
2
Currency
Select EUR as your currency symbol
3
Launch
Click "Begin Civilization" to enter the game screen
4
Wait
Wait for the first event to appear (~4 sec) before making any trades

Stage 1 · Index 0 → 1,600
Primordial Era
01
Opening Trades (Turns 1–3)
Budget: 1,000 EUR
Buy Orders
  • Buy 5 shares of 🌾 Food (base ~80) — ~400 EUR
  • Buy 4 shares of ⚒️ Tools (base ~70) — ~280 EUR
  • Buy 3 shares of 🤝 Tribal (base ~60) — ~180 EUR
  • Reserve ~140 EUR cash for event volatility
Why This Split
  • Even distribution prevents manipulation penalties when responding to events
  • Food is most stable, Tools grow fastest in Era 1
  • Tribal buffers happiness which decays from some choices

Event Decision Guide

Event Golden Path Choice Avoid Why
The Great Hunt Pick Stock Food Reserves Avoid Forge New Weapons +Food stabilizes happiness; Tool loss is acceptable early
Fire Discovered Pick Craft Better Tools Avoid Expand the Tribe +Tools accelerates index growth toward 1,600 threshold
Tribal Conflict Pick Seek Alliance Avoid Defend with Force +Tribe protects happiness; force crushes both Food and Tribe
The Long Winter Pick Hoard and Ration Avoid Share All Reserves Protects Food price; Tribal penalty is manageable
Animal Migration Pick Follow the Herds Avoid Settle and Fortify +25 Food effect is the largest single gain in Era 1
Do NOT buy extra Tools shares before the Fire Discovered event fires if you already hold Tools — this would trigger a market manipulation penalty (−7 stability). Wait until after you choose the event response.
🎯
Era 1 Exit Conditions (all three required): Planetary Index ≥ 1,600 + Net Worth ≥ 1,500 EUR + Population ≥ 4,000. All three gates must be met simultaneously — the era will not advance on index alone. With Stability ≥ 70 and Happiness ≥ 60 (Golden Path conditions), expect a turn 30–45 era exit under steady investment. The Net Worth gate is typically the slowest; index and population usually hit slightly before. Sell 2–3 Food shares before the era shift to fund the next era's buys.
👥
Population growth rule: Growth is tiered by Stability + Happiness. Stab > 70 AND Happ > 60 = fast (~12%/turn). Stab > 50 AND Happ > 40 = moderate (~7%). Stab > 30 = crawling (~3%). Below 30 = decline. Keep both metrics in the top tier the entire run — that single discipline drives the whole victory schedule.

Stage 2 · Index 1,600 → 1,800
Agrarian Age
⚠️
Watch for Civil War Arc. If stability drops to 30 in this era, the Civil War arc triggers and regresses progress. Keep stability above 60 here — it's the most fragile era of the Golden Path.
02
Opening Trades — Agrarian (Turns ~7–9)
Budget: ~1,200–1,800 EUR
Buy Orders
  • Buy 4 shares of 🌿 Agriculture (base ~110) — ~440 EUR
  • Buy 4 shares of ⚖️ Trade (base ~100) — ~400 EUR
  • Buy 2 shares of 🏗️ Infrastructure (base ~90) — ~180 EUR
  • Sell all Era 1 Tribal shares — reinvest into Trade
  • Keep Food shares — they still count toward the index
Portfolio Logic
  • Trade has the highest Era 2 upside and unlocks critical story arc buffs
  • Agriculture smooths Food-related event damage
  • Infra is low-volatility insurance against flood/disease events
  • Do not buy Trade above 160 without selling some — risks Trade Empire arc

Event Decision Guide

Event Golden Path Choice Avoid Why
The Great Drought Pick Build Irrigation Avoid Import Food / Research +Agri 18 is highest value; Infra penalty is small
Livestock Disease Pick Infrastructure Invest Avoid Emergency Imports Imports hurt Food which you still hold; Infra gain is cleaner
New Trade Route Pick Build Road Network Avoid Fund the Route +Infra 18 is safe; Fund the Route gives +Trade 24 but you hold Trade — manipulation risk!
Golden Harvest Pick Expand Markets Avoid Build Storehouses +Trade 20 + happiness 8 accelerates index faster; you hold Trade but happiness bonus offsets manipulation penalty if triggered
Great Flood Pick Build Flood Walls Avoid Emergency Aid +Infra 22 is large gain; Trade loss tolerable if holding few Trade shares
New Trade Route trap: "Fund the Route" gives +Trade 24 which is tempting, but if you hold any Trade shares it triggers manipulation (−7 stability). Always pick "Build Road Network" on this event.
🎯
Era 2 Exit Conditions (all three required): Index ≥ 1,800 + Net Worth ≥ 2,500 EUR + Population ≥ 620,000. With Golden Path conditions held steady, all three gates land roughly together; expect a turn 35–50 era exit after entering Era 2. The Net Worth gate is typically the most likely blocker — sell Agriculture and Infrastructure shares and reinvest into Trade to approach 2,500 EUR. Avoid event choices that drop Stability below 70 or Happiness below 60, or population growth slows substantially.

Stage 3 · Index 1,800 → 1,940
Industrial Age
03
Opening Trades — Industrial (Turns ~15–18)
Budget: ~1,800–2,500 EUR
Buy Orders
  • Buy 6 shares of 🏭 Industry (base ~150) — ~900 EUR
  • Buy 4 shares of ⚡ Energy (base ~130) — ~520 EUR
  • Buy 3 shares of 🚂 Transport (base ~115) — ~345 EUR
  • Sell old Trade shares — reinvest into Industry
  • Keep ~500–700 EUR cash reserve
Golden Age Setup
  • If total wealth reaches 5,000 EUR AND stability ≥ 90, the Golden Age arc triggers — industry and tech get +20% modifiers
  • To hit this: focus on buying dips, avoid selling until wealth crosses 5,000
  • Keep stability high — take the cautious event choice if stability drops below 70

Event Decision Guide

Event Golden Path Choice Avoid Why
Factory Boom Pick Expand Railways Avoid Invest in Industry You hold Industry — "Invest in Industry" triggers manipulation. Railways is safe and +20 Transport.
Labor Strikes Pick Negotiate Wages Avoid Break the Strike Breaking the strike hits Tribe −22 and crashes happiness, risking Civil War bleed-over. Wages only costs Trade.
Pollution Crisis Pick Clean Energy Push Avoid Ignore — Keep Profits "Keep Profits" hits stability −15. One bad pollution choice can drop stability below collapse range.
Vast Coal Seam Pick Mine Aggressively Note Both OK +Energy 28 is the largest raw gain in Era 3. Tribe penalty is acceptable at this stage.
Banking Collapse Pick Government Bailout Avoid Let It Fail "Let It Fail" destroys both Industry −24 and Trade −18 simultaneously. Bailout preserves stability.
⚠️
Factory Boom is the #1 manipulation trap. Since you hold Industry shares, picking "Invest in Industry" is a guaranteed manipulation charge. Always pick "Expand Railways" on this event, every time.
🎯
Era 3 Exit Conditions (all three required): Index ≥ 1,940 + Net Worth ≥ 4,500 EUR + Population ≥ 49,000,000. With Golden Path conditions, expect a turn 35–50 era exit after entering Era 3. Net Worth at 4,500 EUR is typically the binding gate — sell Industry and Transport. Keep Energy — it remains relevant in Era 4. If population is lagging when index/wealth are ready, take 2–3 quiet turns choosing only stability/happiness-positive event options to accelerate compound growth.

Stage 4 · Index 1,940 → 2,010
Information Age
⚠️
AI Singularity risk. If Technology sector price crosses 320, the AI Singularity arc triggers (Tech ×1.4, Finance ×0.85). This is not catastrophic but it can complicate the Information Age. Monitor Tech price and stop buying if it approaches 300.
04
Opening Trades — Information (Turns ~22–26)
Budget: ~3,000–4,500 EUR
Buy Orders
  • Buy 10 shares of 💻 Technology (base ~200) — ~2,000 EUR
  • Buy 8 shares of 💰 Finance (base ~180) — ~1,440 EUR
  • Buy 6 shares of 📡 Communications (base ~160) — ~960 EUR
  • Keep 30% of capital as cash for dip-buying
Portfolio Logic
  • Tech has the highest ERA 4 volatility (5.8%) — rapid index gains
  • Finance is your hedge: if Tech crashes, Finance often holds
  • Comms is the safest pick when you expect instability events
  • Stop buying Tech if its price reaches 280

Event Decision Guide

Event Golden Path Choice Avoid Why
AI Revolution Pick Focus on Education Avoid Invest in AI You hold Tech — "Invest in AI" triggers manipulation. Also prevents Singularity if Tech is close to 320.
Cyber Attack Pick Invest in Security Avoid Emergency Response +Comms 18 is solid; Emergency Response costs Finance −22 which hurts your hedge position.
Market Bubble Pick Diversify Out Avoid Ride the Wave Stability −20 from "Ride the Wave" can push you into collapse territory. Diversify keeps you safe.
Data Revolution Pick Communications First Note Both viable +Comms 24 with only Energy penalty is the safer choice. Finance First risks hitting Comms you hold.
🎯
Era 4 Exit Conditions (all three required): Index ≥ 2,010 + Net Worth ≥ 8,000 EUR + Population ≥ 1,530,000,000. With Golden Path conditions, expect a turn 35–50 era exit after entering Era 4. The 8,000 EUR net worth gate is the hardest stretch in the game — plan for it. Before transitioning, sell ALL Information Age holdings to maximise liquid wealth. You need substantial cash to enter the Space Age, where shares cost 260–350 EUR each. If your population is short of 1.53B, spend extra turns choosing events that boost food and happiness — and never let Stability drop below 70 or growth speed plummets.

Stage 5 · Index 2,010+
Space Age — Final Push
⚠️
Maximum volatility zone. Space Age sectors have 7.5–9.5% volatility. A single turn can swing prices ±20 EUR. Enter with at least 5,000 EUR cash reserve to buy dips. Do not go all-in immediately.
05
Opening Trades — Space Age (Turns ~30–35)
Budget: 20,000+ EUR
Buy Orders
  • Buy 10 shares of 🤖 AI Systems (base ~350) — ~3,500 EUR
  • Buy 8 shares of 🚀 Space Ind. (base ~300) — ~2,400 EUR
  • Buy 6 shares of ☀️ Fusion Energy (base ~260) — ~1,560 EUR
  • Keep 40%+ of capital in cash — buy dips aggressively
Dip Strategy
  • Space Age price floors: Space ≥ 8, AI ≥ 8, Fusion ≥ 8
  • When any sector drops 10%+ in a turn, buy 5–10 more shares
  • Watch bubble meter — each purchase adds ~3 bubble points per 10 shares
  • Stop buying any single sector once its bubble score reaches 50

Event Decision Guide

Event Golden Path Choice Avoid Why
Asteroid Mining Pick Build Space Stations Avoid Launch Mining Ships You hold Space — Mining Ships triggers manipulation. Build Stations gives +AI Core 25 safely.
Colony Expansion Pick AI Governance Avoid Invest in Colonies You hold Space — "Invest in Colonies" manipulates. AI Governance gives +AI Core 30, your highest-base sector.
Solar Energy Breakthrough Pick Power AI Systems Avoid Export Energy +AI Core 35 is massive; you likely hold Fusion. "Export Energy" would trigger manipulation if holding Fusion.
Orbital Conflict Pick Diplomatic Solution Avoid Military Escalation Escalation: stability −20. At this stage a stability drop could cause regression. Diplomacy is always safe.
Space Mining Boom arc (good): If Space Ind. price crosses 400, the Space Mining Boom arc triggers — Space ×1.3 and AI Core ×1.15. This is a beneficial arc. To trigger it intentionally, buy Space dips aggressively in turns 32–38.

Reference
Story Arc Quick Reference
✦ The Golden Age
Trigger: Wealth ≥ 5,000 + Stability ≥ 90 (Industrial Era)
Industry ×1.2, Tech ×1.15. Actively pursue this — it supercharges the Industrial Age index push.
✦ Space Mining Boom
Trigger: Space Ind. price ≥ 400 (Space Age)
Space ×1.3, AI Core ×1.15. Try to trigger this in the final push to maximize index gains.
✗ Civil War
Trigger: Stability ≤ 30 (Agrarian Era)
Tribe ×0.7, Trade ×0.8. Never let stability drop below 40 in Era 2.
✗ Great Banking Collapse
Trigger: 3 manipulation charges
Trade ×0.7, Industry ×0.9. Keep manipulation ≤ 1 at all times.
✗ Industrial Pollution Crisis
Trigger: Industry price ≥ 200
Industry ×0.85, Energy ×1.1. Sell Industry before it hits 200 — let it happen, it's manageable, but don't hold at that point.
✗ AI Singularity
Trigger: Tech price ≥ 320 (Information Age)
Tech ×1.4, Finance ×0.85. Singularity isn't fatal but Finance loss hurts. Stop buying Tech at 280.
✗ Great Famine
Trigger: Food price ≤ 50
Food ×0.7, Trade ×0.85. Never choose events that massively reduce Food while Food is already below 70.
✗ Resource Depletion
Trigger: Energy price ≤ 40 (Information Age)
Energy ×0.75, Industry ×0.88. Keep some Energy shares through Era 3→4 transition to prop up the price.

The Other Civilization
The Procyon Hegemony

A second civilization grew on this same planet. They call themselves The Procyon Hegemony. Their schedule is hidden, their decisions are their own, and their progress is yours to react to — not to control.

The Hegemony is a pressure mechanic, not a fail state. You cannot lose to them. There is no scenario where their progress ends your run. The win condition is and remains: reach the Space Age yourself.

How they progress

The rival advances through the same five eras you do, on a hidden schedule. Their target turn-counts (with per-run variance, plus a hidden reactivity modifier — see below) land roughly here:

Each transition is logged in the Recent Events feed and the rival panel in the right column updates immediately. Click the row for their full history.

How your choices shape them

The rival doesn't progress in a vacuum. Over the course of a run, your choices on rival-flavored events accumulate quietly into a relationship: cooperative choices (welcoming refugees, signing joint treaties, sharing technology) slow them down — they get comfortable, lose their edge, brain-drain into your civilization. Aggressive choices (sabotage, espionage, embargoes, privateers) accelerate them — you radicalize them, give them a reason to push harder.

The exact mechanic is hidden by design. You won't see a counter or a score. The rival just behaves differently from one run to the next, and over time you'll learn the patterns. The effect is capped at roughly ±20% of the base schedule, so even an extreme playstyle can't break the race entirely.

Rival events

Roughly one in four events is now flavored as a Procyon interaction — trade convoys, joint research proposals, espionage opportunities, refugee flows. They use the same mechanic as normal events: three choices, sector effects, occasional manipulation flag on the ruthless option.

Cooperative choices (welcome them, partner up, share knowledge) are generally the strongest play. The aggressive choices (sabotage, espionage, expel) carry stability and reputation costs that almost always outweigh the sector gain. The middle option is usually defensible but unremarkable.

Rubber-banding

When the era-gap between you and the rival reaches 2 or more (in either direction), the event pool tilts toward rubber-band cards designed to soften the gap. If you're behind, expect rival-tech imports, refugee influxes, and "embrace their innovations" offers that boost your current-era sectors. If you're ahead, expect their migrations and joint proposals — easy population and stability gains for the cooperative choice.

Rubber-band cards have a 5-turn cooldown to keep the rival from feeling like it's actively patronizing you. If you don't like the effect, ignore the cards — they don't compound and they never force a regression.

The Hegemony Gambit

Once per era, when the Hegemony has drawn level with you, they stop trading and start taking. The Gambit is a single confrontation card — three choices, like any event — but it does not play by the usual rules. One choice holds the line. The other two hand them the age: your civilization is stripped back to the start of the current era, its gains undone, its people scattered, its standing in ruins. You do not drop below the era you are in. You simply begin it again, from the floor.

There is no fixed correct answer, and there is nothing to memorize — the safe choice is different from one run to the next, because it is not written in the card. It is written in the state of your own civilization at the moment they arrive. The Planetary Wizard will warn you before each Gambit lands; a commander who reads that warning, and reads their own house, is never forced to lose. A commander who answers on reflex usually does.

The final Gambit, in the Space Age, is the one you cannot bluff. By then the Hegemony is precisely what your choices across the ages have made of it — and it answers you accordingly.

Co-existence, not conquest

Outside the Gambit, the rival has no impact on your market, your stability, your population, or your medals — it lives entirely in the event pool. The Gambit is the one exception: it is the only way the Hegemony can cost you real ground. Reach it prepared and it costs you nothing. When you reach the Space Age, the victory screen will note where the rival stood relative to your finish — whether you arrived ahead, neck-and-neck, or after them. The medal you earn is the same medal regardless.

The final event, The Final Race, fires when both civilizations are near Space Age. The cooperative choice on that event triggers a special end-screen flavor line. The aggressive variant lets you finish faster at a small stability cost. Both are valid.

You can ignore the Hegemony for most of an age, and it will politely ignore you back. The Gambit is the part where it stops being polite. Watch for the warning.


End State
Victory Checklist

The game does not have a single "win screen" — reaching the Space Age with a thriving portfolio and stable civilization is the victory condition for QA purposes. Use this checklist to confirm the run succeeded.

◈ Golden Path Victory Criteria
🔄
Offline simulation note: If testing offline behavior, leave with stability ≥ 80 (it decays 1.5 pts/hour offline). Return after 1–6 hours to validate the Planetary Report screen and offline turn simulation (up to 48 turns, capped at 24 hours).
🔮
Planetary Wizard: The Wizard (🔮 floating button) appears when the game detects risk situations. In a Golden Path run you should rarely need it — if it appears frequently, you are accumulating too much risk. Dismissing without paying preserves credits.