So, you have a massive city, millions of Theons in the bank, and traffic is flowing smoothly. What’s next? You look up.

The Daily Space Agency (DSA) is the premier endgame content in Theotown. It is more than just a money-maker; it unlocks entirely new maps (The Moon) and gives you a reason to optimize your industrial supply chain to perfection.

1. Unlocking the Space Program

You can’t build a rocket on day one.

  • Requirements: You usually need a city rank of Mayor or higher and a stable economy. The buildings are expensive.
  • Cost: The initial setup can cost hundreds of thousands of Theons. Ensure you have a deep war chest before starting.

2. Building the DSA Campus

The DSA is not a single building; it operates like a campus or an airport. You need to zone an area specifically for it.

The Essential Modules

  1. DSA Headquarters: The brain of the operation. It unlocks the mission menu.
  2. Hangar: This is the factory floor. Supplies are delivered here to assemble the rocket parts.
    • Tip: Build multiple hangars to speed up assembly if your supply flow is massive.
  3. Launch Pad: The stage. You need empty space around it.
  4. Fuel Tanks: Rockets need fuel. The more complex the mission, the more fuel capacity you need.
  5. Control Tower: Increases mission success chance.

3. The Supply Chain Logistics

This is where the gameplay connects to your city building. You cannot buy rockets; you must build them.

  • Input: Your Industrial Zones produce “Supplies” (Crates).
  • Transport: Trucks carry these crates to the DSA Hangar.
  • Bottlenecks: If your roads are clogged, the trucks won’t arrive, and assembly stops.
  • Strategy: Build the DSA relatively close to your industrial hub, or connect them with a dedicated “Cargo Highway” or railway connection.

4. Missions and Rewards

Once your rocket is assembled and fueled, you enter the Mission Control screen.

Tier 1: Satellite Launches (The Moneymaker)

  • Goal: Put a satellite in orbit.
  • Risk: Low.
  • Reward: A large cash payout + a permanent passive income buff called “Telecoms Revenue”.
  • Loop: This is your repeatable farming loop. Build rocket -> Launch Satellite -> Profit -> Repeat.

Tier 2: The Moon Landing (Exploration)

  • Goal: Land Sims on the moon.
  • Risk: Medium. Requires high tech and full funding.
  • Reward: Unlocks the Moon Map.
  • Impact: You can now switch maps to the Moon. It has unique mechanics—no air (you need oxygen tanks), low gravity, and unique “Moon Rock” resources.

Tier 3: Mars and Beyond

  • Goal: Reach the Red Planet.
  • Risk: High.
  • Reward: Massive prestige and unique monuments/buildings for your Earth city.

5. Risk Management: Don’t Blow Up!

There is a % Chance of Failure on every launch.

  • The Slider: You can adjust the “Funding” slider before launch.
    • Low Funding: Saves supplies/money, but high risk of explosion.
    • Max Funding: Expensive, but maximizes success chance.
  • The Disaster: If a rocket explodes, you lose the rocket, the supplies, and the fuel. You also damage the launch pad.
  • Advice: Always use Max Funding. The cost of rebuilding a rocket is far higher than the cost of the extra safety funding.

6. The Moon Colony Guide

When you load the Moon Map:

  1. Survival: Your first priority is Oxygen. Build Oxygen Tanks and connect them with pipes.
  2. Habitation: You need sealed space-houses. Standard zoning doesn’t work the same way.
  3. Power: Solar panels work great on the moon (no clouds!).
  4. Trade: You can export Moon Rocks back to Earth for high profit.

Conclusion

The DSA transforms Theotown from a city-painter into a logistics management game. It gives a purpose to your industrial zones and provides a satisfying long-term goal. Seeing your first rocket lift off after hours of planning is one of the best feelings in the game.