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A celestial body is a named object (such as a planet or large asteroid) occurring within a star system. Celestial bodies may have resources which can be harvested by orbital stations. They may also be habitable, and able to be colonized by empires which have the required technology.
When any owned ship enters a system or passes within its sensor range, any habitable planets in the system will be revealed along with their world type. To see further details about the celestial bodies in a system, it is necessary to survey them with a science ship. This will reveal all of the orbital resources associated with each planet or asteroid. For habitable worlds this will also reveal more detailed world information including: size, surface tiles and their resources, and the habitability percentage for each species in the player's empire. Additionally, surveying worlds has a chance to reveal anomalies.
- 1 Summary of world types
- 2 Planetary details
- 3 Tiles
- 4 Construction
- 5 Habitability
- 6 References
Summary of world types
A habitable world is any celestial body that can harbor advanced organic life. These are the only worlds that can be colonized and terraformed, besides some notable exceptions. Their suitability ranges in accordance to a given species' homeworld, which affects the rate of population growth.
(Possibility for all types of resources except for neutronium and dark matter to spawn on the main habitable world types - Needs verification from a developer)
An uninhabitable world is any celestial body that cannot harbor advanced organic life. These worlds can't be colonized or terraformed, but can still be lucrative sources of common and strategic resources.
A special world is any celestial body that does not follow the standard rules of procedural generation and are, in many cases, only created by events. (All this worlds are habitable as a rule)
A star is a celestial body that usually composes the center of a star system. They are classified based on their spectral types B,A,F,G,K,M. Some star systems can however be more special, like a black hole, pulsar, or a neutron star.
Every species has a preference for one of the primary habitable world types: continental, tropical, ocean, desert, arid, arctic or tundra. A species' homeworld is always 100% habitable to them. Other planets of the same type are 80% habitable. Worlds that are one world type away on the world wheel are 60% habitable. Worlds that are two world types away on the world wheel are 20% habitable. Worlds that fall more than two world types away on the world wheel are 0% habitable by default.
Gaia worlds have a thriving biosphere with many climatic zones, and are 100% habitable for all species. Tomb worlds contain toxic waste and ruins from an earlier civilization and have very low habitability for all species. If they must be colonized for strategic reasons, it is often best to use robots or an uplifted irradiated species.
Worlds of any type may have features which either increase or decrease their habitability. If present, these features will be identified when the world is surveyed by a science ship.
Colonization of habitable worlds is the most common way for a player to expand their control of the galaxy. Therefore, it is critically important to have a solid understanding of the role of colonization in expanding an empire and developing it into a powerful military, economic, and social engine. There are three primary tools for increasing the number of habitable planets available to the player:
The player can choose to use one or all of these tools when seeking to expand the number of habitable planets available.
Not all planets are equally habitable by all species. Each species has a trait which gives it the highest habitability rating on its home planet type, then reduced (but still acceptable) levels on other world types. A population's happiness is capped at the habitability of the planet for their species.
Habitability is spread out on five tiers, with the homeworld of a species always starting at 100%. Furthermore, planetary modifiers can modify habitability (such as 'Lush', described below).
A system that contains habitable worlds that have not yet been surveyed will have a grey planet icon beside the system name. Systems containing surveyed habitable worlds will have a planet icon that is either green, yellow or red, depending on the habitability percentage of the most suitable world that the system contains.
- Green: At least one world in the system is >70% habitable for at least one species in the player's empire.
- Yellow: The best world in the system is 25-69% habitable for at least one species in the player's empire.
- Red: All of the worlds in this system are less than 25% habitable for all species in the player's empire.
The exception to this rule is when a world has a high habitability percentage, but is partially greyed out. This happens when another factor is preventing colonization of the world. Some common reasons for a partially greyed-out planet icon on an otherwise habitable world are:
- The world has not yet been surveyed
- The necessary research to colonize this world type has not been done
- There is an anomaly on the world which has not yet been researched
- The system is within another empire's borders
- The world is colonized by a pre-spaceflight civilization
- There are stone age primitives or a pre-sentient species living on the world, and the player's xeno-interference policy is not 'Unrestricted'.
Zooming in to the system and mouseing-over the planet icon may reveal useful information about what is preventing the player's empire from colonizing the world. e.g. If the tool tip says the world is 'controlled by Unidentified Empire' or 'belongs to someone else', another empire is in control of the system. In this case, surveying the world will reveal the empire that controls it. This action can cause the player's science ship to be missing in action for up to a year, so it may be preferable to avoid surveying the world.
Since different species can have different world type preferences, it can be better for an empire to populate its worlds with other alien species, genetically-engineered subspecies, or even robots/synthetics.
It is also possible to terraform habitable worlds, though this is meant to be quite difficult. It is not possible to bring dead worlds to life.
A habitable world may have between 8 (?) and 25 tiles. Each tile can hold up to one population and one building.
Each tile has a chance to have base resources. These can be gathered by a population even without a building. If a building is built on the tile, any resource type that is produced by the building stacks with the base tile resource, but all other resource types are suppressed.
Tile blockers are obstacles that block tiles. The player cannot move populations onto or create buildings on top of tiles that have blockers, and thus cannot exploit the resources of blocked tiles. Blockers can be cleared for a modest cost in minerals, energy, and time, if the player has researched the required technology. There are 9 such technologies, one for every normal blocker type, and they are all relatively easy to research. All normal blockers cost the same amount of resources to remove.
Two special blocker types, sprawling slums and industrial wastelands, are automatically generated on every player's homeworld in a new game. They don't require technology to be removed, but initial resources may be better spent on other things. The remaining tile blockers appear much more rarely across the galaxy - some are result of particular actions (bombardment craters), other are tied to events. Event-related tile blockers aren't posted here to not spoil the dramatic events surrounding them...
In general almost all blockers provide no benefits and are merely obstacles, only a few blockers may be useful for adjacency or unique effects. Other than that, the player is free to remove regular tile blockers without any risk or downside (other than resources spent on clearing them).
|Name||Icon||Planet types||Clear cost||Additional info||Description|
|Mountain range||File:Mountain range.png||Any||-||"A vast range of tall and impassable mountains stretches across this region."|
|Active volcano||File:Active volcano.png||Any||-||"There is an active volcano in this region, spewing forth lava and volcanic gases."|
|Dangerous wildlife||File:Wildlife.png||Any||-||"The wildlife in this region is particularly lethal, with many dangerous predators and poisonous plants."|
|Dense jungle||Tropical, continental||-||"This entire region is completely overgrown with thick, impassable jungle."|
|Quicksand basin||File:Quicksand basin.png||Desert, arid||-||"A vast body of quicksand covers this region, making construction impossible."|
|Noxious swamp||File:Noxious swamp.png||Tundra, tropical||-||"Treacherous swamplands and bogs surrounded by putrid gases."|
|Massive glacier||File:Massive glacier.png||Arctic, tundra||-||"An immense body of dense ice covers this region."|
|Toxic kelp||File:Toxic kelp.png||Ocean, continental||-||"A thick forest of kelp that is toxic to most forms of life covers the ocean in this region."|
|Deep sinkhole||File:Deep sinkhole.png||Arid, desert||-||"A colossal sinkhole covers most of this region."|
|Industrial wasteland||File:City ruins.png||Homeworlds||Generated on every imperial Homeworld at game start||"This region is covered by ruined industrial complexes and toxic soil; detritus from a past age of progress."|
|Sprawling slums||File:Sprawling slums.png||Homeworlds||Generated on every imperial Homeworld at game start||"This region is covered by vast shanty towns and slums filled with the poor and the outcast. It contributes nothing to society."|
|Radioactive wasteland||File:Radioactive wasteland.png||Tomb worlds||+2 social and physics research on adjacent tiles||"Few organisms can survive in this desolate, irradiated wasteland."|
|City ruins||File:City ruins.png||Tomb worlds||Appears on tomb worlds||"A ruined urban landscape. Nothing can be built here until this metal boneyard has been bulldozed."|
|Bomb crater||File:Crater.png||Tomb worlds||Generated on tomb worlds||"This massive crater was created by the detonation of a particularly devastating hydrogen bomb."|
|Bombarded land||File:Crater.png||Any||May appear as a result of full orbital bombardment||"The area has been destroyed by orbital bombardments."|
- Main article: Buildings
Each world has a size which indicates how many tiles are on its surface. A typical homeworld might have 16 tiles (4x4) while the maximum is 25, 5x5).
Each tile may produce resources if worked by a population. The resources available depend on the tile characteristics and any building present. Many tiles have native resources that are available with no building but some do not. A building can enhance or replace the existing native resource of a tile. For instance building a hydroponic farm on a tile which yields food means the farm output is added to the native resource, giving high food output. Placing the same farm on a research resource would mean the tile now only produced the building output, and the research was lost. However, a building that produces both food and research would supplement both the food and research resources in that tile rather than replacing them.
Some tiles are obstructed by tile blockers. These prevent building on that tile until they have been cleared, an action costing resources and time. Once the tile has been cleared, however, it is available for construction like any other tile.
Tile adjacency has an impact on the game. Certain buildings, e.g. capitals, have effects on adjacent tiles.
If the world isn't inhabited then one tile's native resource is available for exploitation from orbit, and this resource is visible on the system map. A construction ship can build an orbital station to exploit the resources, which does not require population.
Building cost is a percentage modifier that affects the cost of constructing buildings on planets. The modifier stacks, and has the following sources:
Please help with verifying or updating this table. It was last verified for version 1.9.
Habitability is the measure of the conformance of a celestial body to potential colonists. The maximum happiness a world's populations can have is the habitability of the celestial body they are inhabiting. Colonists on less habitable worlds will be extremely unhappy.
Colonizing inhospitable worlds
- See also: Colonization
The easiest way is to use another species that is already acclimated to the climate(or droids / synthetics). Excepting that, genetic modification can modify any species to a different climate(this can be done after colonizing), costing 0 trait points. This will make an entirely new species, which can be especially problematic for xenophobic empires. If the genetic modification research is unlocked, a player's populations on differing world types also have a small chance of self-modification. These new species will have spent all of their trait points, and will have randomized traits(potentially undesirable). Terraforming can also be used to change the type of a celestial body, at the cost of strategic resources and lots of time. Terraforming can only change a world one step at a time on the world class wheel(see image). Extremely different world types should probably be colonized by another method.
- The frontier clinic building can be built for +5% habitability on that world.
- The atmospheric filtering technology gives a +5% civilization-wide permanent boost to habitability.
- The hostile environment adaption technology gives a +5% civilization-wide permanent boost to habitability.
- The paradise dome building adds +5% habitability on that world. Can only be built by pacifist empires.
- The engos habitation station building adds +5% civilization-wide boost to habitability in addition to a +5% boost for the world it is built on, at the cost of a strategic resource.
- See also: Genetic modification
Celestial body modifiers
There is a small chance that a celestial body will have modifier(s). Some modifiers change habitability.
- Was increased from 20% (base) with Patch 1.2