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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, %)
Land Base land roll range — drives infrastructure capacity. Explore inflates this by 1.2625×–1.50× (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).

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 Land Ore
Barren −50% No Support +50% 50–935 150–500
Balanced +20% 0% 0% 185–925 750–900
Forest −10% +100% −25% 50–350 0–150
Desert −25% −75% +100% 100–250 100–350
Marshy −20% −50% −50% 50–150 0–150
Rocky −25% No Support −90% 34–121 500–3,300
Icy −25% No Support −95% 24–83 1,000–4,500
Oceanic −20% No Support −50% 10–50
Gas 0% No Support No Support 2–6
Dead −95% No Support No Support 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. The Explore action applies a 1.25 × (1 + randrange(1,20)/100) multiplier on top, so post-explore land is 1.2625×–1.50× the listed ceiling. A Barren rolling 935 base can hit 1,402 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 Land Notes
U.Eden +1,000% −98% No Support 500–2,000 Massive population growth — Tax player paradise
U.Fertile −50% +175% No Support 500–2,000 Best Agriculture planet in the game
U.Large −80% No Support No Support 2,000–10,000 Huge land for raw infrastructure capacity
U.Rich −90% No Support +150% 11–28 10,000–350,000 ore — by far the richest deposit
U.Spazial −90% No Support No Support 1–5 Best digging planet for artifacts

Viral and Collective cannot use U-class planets for income (infection/assimilation is required, which doesn't apply). They can still use U.Spazial for digging since digging does not require infection.

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
Cluster Lvl 1 +10% +15% +10%
Cluster Lvl 2 +20% +30% +20%
Cluster Lvl 3 +30% +45% +30%

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
Similare C.1 +20% −70% −50%
Similare C.2 +20% −65% −55%
Similare C.3 +20% −60% −60%
Similare C.4 +20% −55% −65%
Similare C.5 +20% −52% −70%

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
Tainted C.1 −20% −20% −50%
Tainted C.2 −30% −25% −55%
Tainted C.3 −40% −30% −60%
Tainted C.4 −50% −35% −65%

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.

Cluster Pop. growth Agriculture Mining
Assimilated C1 0% −20% 0%
Assimilated C2 −5% −10% −5%
Assimilated C3 −10% 0% −10%
Infected C1 −30% −10% −30%
Infected C2 −35% 0% −35%
Infected C3 −40% +10% −40%