Planet Types¶
Each planet type has fixed modifiers for population growth, agriculture, and mining, plus a land-roll range and (where applicable) an ore-deposit range. These modifiers are stored as percentages and feed the per-colony formulas — e.g. a +50% mining planet means planet_mining_mod = 150 in the formula mining × … × (planet_mining_mod / 100).
See Formulas for how each modifier is applied. See Colonies & Clustering for how planets group into clusters.
Notation¶
| Term | Meaning |
|---|---|
| Pop. growth | planet_pop_mod (population growth rate modifier, %) |
| Agriculture | planet_agriculture_mod (food + raw material output, %) |
| Mining | planet_mining_mod (ore + mineral output, %) |
| Industry | planet_industry_mod (consumer-goods output, %) — added in Patch 106 |
| Land | Base land roll range — drives infrastructure capacity. Exploring adds 25–50% on top (see Exploration) |
| Ore | Initial ore deposit roll range — caps lifetime ore production |
| No Support | That income type cannot be produced on this planet |
A baseline planet has all modifiers at 0% (i.e. 100/100 = 1.0× in the formulas).
Industry Modifiers¶
Added in Patch 106. Every colony type now carries an Industry modifier that scales consumer-goods output in the Industry formula (industry × … × planet_industry_mod / 100). The values are folded into the per-type tables below as a new Industry column. Any type not assigned a value has +0% Industry (no modifier) — e.g. Balanced and Forest.
Highlights: Barren +50%, U.Large +75%, Cluster Lvl 3 +30%, U.Eden / U.Fertile +25% — against Gas / U.Rich / U.Spazial −90% and Dead −95%. Two captured tiers (Assimilated C0 −30%, Infected C0 −20%) appear only in the Captured Cluster Variants table.
Standard Planets¶
These are the planets you'll encounter while exploring. All can be clustered except Dead (see note below).
| Planet | Pop. growth | Agriculture | Mining | Industry | Land | Ore |
|---|---|---|---|---|---|---|
| Barren | −50% | No Support | +50% | +50% | 50–935 | 150–500 |
| Balanced | +20% | 0% | 0% | 0% | 185–925 | 750–900 |
| Forest | −10% | +100% | −25% | 0% | 50–350 | 0–150 |
| Desert | −25% | −75% | +100% | −25% | 100–250 | 100–350 |
| Marshy | −20% | −50% | −50% | −20% | 50–150 | 0–150 |
| Rocky | −25% | No Support | −90% | −20% | 34–121 | 500–3,300 |
| Icy | −25% | No Support | −95% | −25% | 24–83 | 1,000–4,500 |
| Oceanic | −20% | No Support | −50% | −20% | 10–50 | — |
| Gas | 0% | No Support | No Support | −90% | 2–6 | — |
| Dead | −95% | No Support | No Support | −95% | 1–5 | — |
Best for clustering: Barren and Balanced have the highest land ceilings and are the only mainstream picks for endgame clusters. Forest can be acceptable on a strong roll.
Note on Dead: Dead is a rare roll (it comes from the same uncommon roll table as the U-class planets, not the normal explore pool) and cannot be clustered, infected, or assimilated. With 1–5 land it's pure junk — plunder it. It's listed here only for completeness.
Land values shown are base rolls. Exploring adds 25–50% on top, so a Barren with a 935 base ceiling can reach about 1,400 useable land in practice. See Exploration.
U-Class Planets¶
U-class planets are rare, special-purpose, and cannot be clustered. They are kept for unique bonuses and stay as standalone colonies.
| Planet | Pop. growth | Agriculture | Mining | Industry | Land | Notes |
|---|---|---|---|---|---|---|
| U.Eden | +1,000% | −98% | No Support | +25% | 500–2,000 | Massive population growth — fills a Tax colony fast, but caps at low land vs U.Large |
| U.Fertile | −50% | +175% | No Support | +25% | 500–2,000 | Best Agriculture planet in the game |
| U.Large | −80% | No Support | No Support | +75% | 2,000–10,000 | Huge land (Major Gordo cap at 1 planet: 21,495 — caps rise with planet count) — raw infrastructure powerhouse and a top-tier Tax colony once matured |
| U.Rich | −90% | No Support | +150% | −90% | 11–28 | 10,000–350,000 ore — by far the richest deposit |
| U.Spazial | −90% | No Support | No Support | −90% | 1–5 | Best digging planet for artifacts |
U.Large & Tax: the -80% pop-growth mod makes U.Large look poor for population, but that's a temporary ramp cost, not a permanent penalty. Pop cap is land→housing driven (
Max Pop = (10 + Housing Research) × Housing), so U.Large's enormous land supports an enormous pop ceiling — growth is slow, but once the pop is there it's permanent and taxes forever. A matured U.Large is a top-tier Tax colony, with a higher ceiling than U.Eden (which ramps faster but caps at only 500–2,000 land).
The base U-class planets above cannot be used for income by Viral or Collective — infection/assimilation is required and doesn't apply to them. Both races instead have their own U-class variants (below). Digging on U.Spazial works regardless, since it does not require infection.
Viral & Collective U-Class Variants¶
Viral and Collective each get their own set of U-class planets, using the same colony prefixes as their captured clusters: T. (Tainted) for Viral and A. (Assimilated) for Collective. These give both races access to U-class income that base U-class planets don't provide.
You get one by infecting or assimilating a U-class planet you already hold, acquired the same way any race acquires U-class planets. Land is rolled before infection under the normal explore rules, so the land ranges in the base U-class table above still apply. Like base U-class colonies they cannot be clustered, but they can be gordoed (exact thresholds not yet documented), and T./A.Spazial digs exactly like U.Spazial.
Tainted (Viral):
| Planet | Pop. growth | Agriculture | Mining | Industry |
|---|---|---|---|---|
| T.Eden | +250% | −60% | No Support | +10% |
| T.Fertile | −40% | +90% | No Support | +10% |
| T.Large | −60% | No Support | No Support | +40% |
| T.Rich | −60% | No Support | +80% | −60% |
| T.Spazial | −65% | No Support | No Support | −65% |
Assimilated (Collective):
| Planet | Pop. growth | Agriculture | Mining | Industry |
|---|---|---|---|---|
| A.Eden | +350% | −65% | No Support | +15% |
| A.Fertile | −35% | +115% | No Support | +15% |
| A.Large | −55% | No Support | No Support | +55% |
| A.Rich | −55% | No Support | +105% | −55% |
| A.Spazial | −70% | No Support | No Support | −70% |
Two patterns worth noting:
- Weaker headline stat, gentler penalties. Each variant trades away much of the base type's signature bonus (U.Fertile's +175% agriculture becomes +90% / +115%; U.Eden's +1,000% pop becomes +250% / +350%) but carries far less severe downsides — T.Eden's −60% agriculture against U.Eden's −98%, T.Rich's −60% industry against U.Rich's −90%.
- Assimilated beats Tainted across the board. Every A. variant is modestly stronger than its T. counterpart.
Cluster Planet Types¶
When colonies cluster, the component colonies are merged into a single colony whose planet type becomes the cluster type — and that cluster's modifier is the only type modifier that then applies. The component planets' individual type modifiers do not carry over (the originals are consumed by the merge). What is preserved is their land and infrastructure, which are summed into the new cluster.
Standard Clusters (Terran, Aspha Miner, Guardian, Marauder)¶
| Cluster | Pop. growth | Agriculture | Mining | Industry |
|---|---|---|---|---|
| Cluster Base | 0% | +5% | 0% | 0% |
| Cluster Lvl 1 | +10% | +15% | +10% | +10% |
| Cluster Lvl 2 | +20% | +30% | +20% | +20% |
| Cluster Lvl 3 | +30% | +45% | +30% | +30% |
Cluster Base is the pre-C1 tier — a single non-U-class planet that's been gordoed. Like the higher tiers, its generic modifier replaces the original planet's type mods (see Gordo Colony Types).
Land and infrastructure are additive (summed from the components), while the cluster's pop/agri/mining modifier replaces the component planet modifiers. So a C3 with 100,000 summed land applies a flat +30% pop / +45% agri / +30% mining to that whole colony.
Collective Clusters (Similare)¶
Collective uses assimilation. A Similare C1 is a single assimilated planet — not a 5-planet group like standard clusters. Each tier above multiplies by 4:
| Tier | Underlying planets |
|---|---|
| Similare C1 | 1 |
| Similare C2 | 4 |
| Similare C3 | 16 |
| Similare C4 | 64 |
| Similare C5 | 256 |
Collective is the only race with access to C5.
| Cluster | Pop. growth | Agriculture | Mining | Industry |
|---|---|---|---|---|
| Similare C.1 | +20% | −70% | −50% | −70% |
| Similare C.2 | +20% | −65% | −55% | −65% |
| Similare C.3 | +20% | −60% | −60% | −60% |
| Similare C.4 | +20% | −55% | −65% | −55% |
| Similare C.5 | +20% | −52% | −70% | −52% |
Viral Clusters (Tainted)¶
Viral uses infection. A Tainted C1 is a single infected planet — not a 5-planet group like standard clusters. Each tier above multiplies by 4, capped at C4:
| Tier | Underlying planets |
|---|---|
| Tainted C1 | 1 |
| Tainted C2 | 4 |
| Tainted C3 | 16 |
| Tainted C4 | 64 |
| Cluster | Pop. growth | Agriculture | Mining | Industry |
|---|---|---|---|---|
| Tainted C.1 | −20% | −20% | −50% | −20% |
| Tainted C.2 | −30% | −25% | −55% | −25% |
| Tainted C.3 | −40% | −30% | −60% | −30% |
| Tainted C.4 | −50% | −35% | −65% | −35% |
Captured Cluster Variants¶
When Viral or Collective takes an existing cluster from another race, it converts to an Infected (Viral) or Assimilated (Collective) variant with its own modifier set. These retain the original cluster's planet count. As of Patch 106, captured colonies display their own colony prefix: A.XXXX (Assimilated) and T.XXXX (Tainted/Infected).
| Cluster | Pop. growth | Agriculture | Mining | Industry |
|---|---|---|---|---|
| Assimilated C0 | +10% | −30% | +5% | −30% |
| Assimilated C1 | 0% | −20% | 0% | −20% |
| Assimilated C2 | −5% | −10% | −5% | −10% |
| Assimilated C3 | −10% | 0% | −10% | 0% |
| Infected C0 | −25% | −20% | −25% | −20% |
| Infected C1 | −30% | −10% | −30% | −10% |
| Infected C2 | −35% | 0% | −35% | 0% |
| Infected C3 | −40% | +10% | −40% | +10% |
C0 is the freshly-captured single colony before it's clustered up — it has its own distinct modifier set (not a copy of C1). Assimilated C3 and Infected C2 have +0% Industry (no value listed in the patch).
Gordo Colony Types (Patch 106)¶
Gordoing adds land and planets to a colony (see Artifacts → Gordos & Planetary Fracture). What happens to the colony's type depends on whether it's U-class:
| Type | What it is | Modifiers |
|---|---|---|
| Cluster Base | A non-U-class single planet that's been gordoed — the pre-C1 tier | Generic 0% / +5% / 0% / 0% (pop/agri/min/ind), listed in Standard Clusters above. Replaces the original planet's type mods, exactly like C1–C3. |
| U-Class Cluster | A gordoed U-class planet (any U-class type) | Keeps the base U-class type's mods — there is no separate U-class cluster modifier |
So a gordoed standard planet (Barren, Icy, Desert, …) converts to the generic Cluster Base line and loses its original type bonuses — the same way clustering already replaces component mods. A gordoed U-class colony instead keeps its identity: a grown U.Fertile still has +175% agriculture no matter how many planets it holds (a 125-planet Fertile has the same per-type bonuses as a 1-planet Fertile).