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A Planet is a type of environment that may host a colony. There are three basic types of planet: habitable, gas giant and dead. Habitable planets support colonies and can have specific traits. Gas giants and dead planets cannot support colonies but can generate as and Promethion deposits, respectively. They also block Thuliumship movement.
Habitable planet traits in [edit | edit source]
Planet traits are additional special bonuses a habitable planet may have.
|Active Core||4||10||100%||+20% All Construction|
|+10% Gross Income|
|Bread Basket||8||16||100%||+10% Food|
|Desert Planet||4||10||100%||+10% All Construction|
|Low Gravity||8||14||100%||+10% All Construction|
+25% Tourism Income
|Scenic World||8||14||100%||+25% Tourism Income|
|+10% Influence Growth|
-10% Influence Growth
|Thin Atmosphere||8||14||100%||+10% Food|
|Tidally Locked||8||14||100%||+10% All Construction|
+10% Trade Route Value
Extreme worlds[edit | edit source]
Some planets are theoretically habitable but have extreme conditions that generally prevent colonization. Colonizing a planet with an extreme trait requires a special technology or ability. Even if a world can be colonized, it will generally have a 50% penalty to . More advanced technology or the right ability can negate that penalty or even provide bonuses. There are two tiers of extreme worlds with different unlocking patterns. Raw Production
Tier 1 extreme worlds[edit | edit source]
Colonizing the first tier generally requires the Extreme Colonization technology. A specific technology, depending on the trait, negates the penalty and adds minor bonuses. Every trait has a corresponding ability that enables colonization, converts the penalty to a 10% bonus and adds major bonuses, which take precedence over the minor bonuses. The Raw ProductionXeno Adaptation technology and, except for corrosive and bacterial, the Adaptable ability have the same effect, except for enabling colonization.
Tier 2 extreme worlds[edit | edit source]
Colonizing the second tier requires the Atmospheric Cleansing technology. A specific technology, depending on the trait, negates the penalty and adds minor bonuses. Every trait has a corresponding ability that converts the penalty to a 10% bonus and adds major bonuses, which take precedence over the minor bonuses. The Raw ProductionUltimate Adaptability technology has the same effect.
Extreme worlds in [edit | edit source]
|Planet Type||Tier||Minor bonus||Minor bonus tech||Major bonus||Ability|
|Aquatic||1||+10% , Tourism Income+10% Morale||Aquatic World Mastery||+25% , Tourism Income+25% Morale||Amphibious|
|Bacterial||1||+10% , Research+10% Influence Growth||Atmospheric Cleansing||+25% , Research+10% Influence Growth||Synthetic Life|
|Barren||1||+10% , Ship Construction+10% Social Construction||Barren World Mastery||+25% , Ship Construction+25% Social Construction||Synthetic Life|
|Frozen||1||+10% , Research+10% Influence Growth||Frozen World Mastery||+25% , Research+10% Influence Growth||Silicon-based Life|
|Corrosive||1||+10% , Research+10% Influence Growth||Atmospheric Cleansing||+25% , Research+10% Influence Growth||Carbon-based Life|
|Radioactive||2||+25% Social Construction||Radioactive World Mastery||+25% Social Construction||Silicon-based Life|
|Toxic||2||+25% Research||Toxic World Mastery||+25% Research||Synthetic Life|
Precursor worlds in [edit | edit source]
The Precursor Worlds DLC adds planets that are remnants of the precursor civilizations. Some of the precursor worlds suffer from extreme conditions, but most can be colonized immediately. All precursor worlds give intrinsic bonuses, with additional bonuses unlocked through technology. Colonizing a precursor world triggers a corresponding colonization event.
Normal precursor worlds[edit | edit source]
Normal precursor worlds range in class from 11 to 20 and suffer from a penalty of -25% and Food-25% . By default, the worlds have Synthetic Population Cap+1 and a bonus to Raw Productionships produced by the planet. The Xeno Archeology technology instead gives +3 and increases the ship bonus. The Raw ProductionPrecursor Exploitation technology further increases the ship bonus.
|Planet Type||Description||Base bonus||Xeno Archeology bonus||Precursor Exploitation bonus|
|Thulium Moon||Has an artificial moon created from a node Thulium||+5 Hit Points||+10 Hit Points||+20 Hit Points|
|Durantium Cloud||Has a captured cloud of asteroids Durantium||+10% Kinetic Attack||+25% Kinetic Attack||+50% Kinetic Attack|
|Precursor Accelerator||Has a accelerator in orbit, enabling faster ships Promethion||+1 Moves||+2 Moves||+3 Moves|
|Precursor Satellites||Has an array of sensor satellites, giving colony +12, +24, +48 by tier Sensor Power||+10% Sensor Power||+25% Sensor Power||+50% Sensor Power|
|Precursor Elevator||Has an intact space elevator, increasing Ship Construction||+25% Ship Construction||+50% Ship Construction||+100% Ship Construction|
|Promethion Refinery||A mined out planet, Promethion+5 upon colonization Promethion||+3 , Ship Range+5 , Promethion+12 to colony (bug?) Sensor Power||+6 Ship Range||+9 Ship Range|
|Precursor Factory||Has orbital manufacturing rings, increasing Social Construction||+30% Social Construction||+50% Social Construction||+100% Social Construction|
|Precursor Research||Has intact labs in orbit, increasing Research||+30% Research||+60% Research||+100% Research|
|Precursor Treasury||Has an orbiting ring full of Wealth||+30% Gross Income||+60% Gross Income||+100% Gross Income|
Extreme precursor worlds[edit | edit source]
Extreme precursor worlds range in class from 18 to 22 and require Atmospheric Cleansing to colonize. By default, the extreme worlds have +5 and another colony bonus. The Raw ProductionPrecursor Studies technology instead gives +3 (bug?) and increases the colony bonus. The Raw ProductionPrecursor Engineering technology further increases the colony bonus.
|Planet Type||Description||Base bonus||Precursor Studies bonus||Precursor Engineering bonus|
|Precursor Quarantine||Once wealthy, now toxic due to a planet-scale industrial accident||+50% Gross Income||+100% Gross Income||+150% Gross Income|
|Precursor Experimental||Used for dangerous experimentation||+50% Research||+100% Research||+150% Research|
|Precursor Prison||Toxic world used as a prison with intact work camps||+50% All Construction||+100% All Construction||+150% All Construction|