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% |