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Main article: Terran Planet
Terran planets sport similar conditions to Earth, and that they have much water and visible photosynthetic flora. The readily habitable conditions, vast amount of available water, land masses, and natural resources means these planets have a large local population for you to exploit. The TEC favor these worlds, as they have research that adds +30% to the population. These planets tend to be the most heavily defended by militia. |
Main article: Desert Planet
Dry and sandy, with little water, a Desert planet supports a fairly small population. Although they support less population than Terran planets, they have far more logistics slots than other worlds, making them good candidates for shipyards or research stations. The Advent favor these planets, having research that gives them +30% to their populations. Like the Terran worlds, they have two sub-types, a 'Home' and a generic version. Seemingly, the only difference is their appearances. They come second in amount of militia defending them after Terran planets. |
Main article: Volcanic Planet
Very hot worlds with plenty of volcanic activity. Only the hardiest can survive this unbearable climate after the requisite research. Volcanic planets tend to have more Metal than other planet types. The Vasari favor these planets, having research that gives them +60% to their population, though it still comes nowhere near the population of Terran, Desert, and Ice worlds. |
Main article: Ice Planet
Cold desolate worlds dotted with small thawed oases with liquid water, Ice planets can support a population with the appropriate research. Only a limited population can bear the climate. But it can be worth it, these planets tend to have more Crystal than other planet types. |
Main article: Barren Planet
Barren planets support low populations, and have the most logistics slots of all planet types. |
Main article: Ferrous Planet
A type of barren world that features a large number of metal asteroids, even more than volcanic planets. They need corresponding research to be colonized. Often they are defended by as much militia as terran or desert planets. |
Main article: Greenhouse Planet
Greenhouse planets are blanketed in thick, dense atmospheres, causing the surface to overheat, but complicating bombardment as well. |
Main article: Oceanic Planet
Humid worlds primarily covered in oceans dotted by just a few islands, these planets can house a far greater population than even Terran worlds. |
Main article: Asteroid
Asteroids have plenty of resources nearby to be profitable and can support multiple defensive systems. It can also support minimal mining settlements. They are very commonly connected to a homeworld of the sentient races. |
Main article: Dwarf Planet
Dwarf Planets are objects of little value except for mining purposes. However, their size allows it to support a much higher planet population than a mere asteroid. They are very commonly connected to a homeworld of the sentient races. |
Main article: Dead Asteroid
Dead Asteroids are asteroids that cannot be mined or support settlements and can only support orbital military installations. They are virtually useless and ignored by most races unless it is in a very strategic location. |
Main article: Pirate Base
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Pirate Bases are the logistical headquarters of the Pirate faction. From here they launch their raids against the Star System. They are heavily fortified and protected by a pirate force. They also provide a small amount of income to whoever has the Pirate Base under their control. |
Main article: Ship Graveyard
Ship Graveyards act in the same way as Dead Asteroids: they have no population when colonized, have no logistic slots but can house some tactical structures. They are also prefered targets for open rebellions. |
Usually have neutral resource extractors which can be captured by Advent and TEC colony frigates, the Missionary Vessel and Protev Colony Frigate, or Vasari scout frigates, the Jikara Navigator, using Capture Extractor.
Their extractors are special: They have a base extraction rate of 0.53 units/second, which effectively gives them an allegiance of 133%, higher than is otherwise ever possible, no matter how far they are from your homeworld. They will reflect any mining research bonuses, once captured.
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They also have 4 refinery slots versus the 3 for colonizable planets' extractors, and these slots have a refinery extraction rate of 0.08 versus the 0.06 rate for extractors at colonizable grav wells (again with the 'fixed allegiance' of 133%). The extra refinery slot and the higher rate cause them to output 0.32 units/second if fully utilized, regardless of distance from homeworld, versus 0.18 units/second for a planet at 100% allegiance - or versus 0.06/second for a planet at 35% allegiance!
Main article: Space Junk
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Main article: Gas Giant
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Main article: Asteroid Belt
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Main article: Plasma Storm
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Main article: Magnetic Cloud
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Stars are the common center of all Star Systems that emit larges amounts of Solar Radiation that can be absorbed by Starships to increase their antimatter regeneration. However many different stars have different effects and they may generate a Coronal Mass Ejection if random events are on.
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The Neutron Star is a small Stellar Remnant that contains great mass for its small size. The high gravity impairs some ships abilities and destabilizes phase space around the star.
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A pulsar is the rapidly spinning core of a dead star which unleashes crippling waves of radiation. Ships around the star suffer increased damage and jammed weapon sensors.
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Somehow Black Holes have formed in systems without destroying planets. The intense gravity from the black hole makes phase jumps more difficult and the stress from singularity damages nearby ships.
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The likelihood of finding a planet bonus is determined by a percentage likelihood value in the scenario map file. This one value applies to all the planets in the map, unless they are homeworlds or particular planets are assigned specific values (like the Pirate Base). See below for more.
As of v. 1.2, the percent value applied to all stock maps is 40% - 4 out of 10 planets should have a bonus. (This is not the same as finding a bonus 40% of the time that you Explore Planet.) The only exceptions are the small Derelict and Gaean Crescent maps and the tutorials; these don't have any bonuses. There are 23 planet bonuses in total:
Bonuses, if present, are revealed at particular levels of exploration, from Scouting to the second Explore Planet. For example, you always see whether a planet has a Dense Molten Core (High Gravity) or Porous Core (Low Gravity) just by scouting a system. You always see Expert Agrarian, Ionic Storms, Mega Fauna when you colonize. But you might see Caustic Atmosphere when you scout, or when you colonize (at the latest). Et cetera.
As you can see, there are only two bonuses that might be seen at Explore 2 - if you haven't already seen them at Explore 1. These are Kalanite Deposits (for Volcanic and Asteroid planets) and Pharmaceutical Flora (for Terran planets). Both of these bonuses convey 20% extra trade. But consider that Explore Planet 2 costs 550$ 175m 125c, and you only have a small chance of getting what's only a 20% bonus. Conversely, Trade Ports cost 800$ 100m 175c and give a guaranteed 100% increase in trade income. So, you might do an Explore 2 to search for an Artifact - but it's clearly not worth it for bonuses alone.
Although most bonuses are a plus, many are arguably marginal. (Remember that Trade increases only matter if you have Trading Ports there!) One stands out, though: Expert Metal/Crystal Miners on a Volcanic/Ice planet. These worlds will have 2-4 metal/crystal asteroids, so it's like getting 1-2 more extractors on that planet.
A few other points can be made re: planet bonuses, but remember that these only apply to bonuses. You still have to use Explore to find Artifacts: