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There are 7 types of planets when a game universe is created. Most
of them have a unique characteristic that sets them apart from the others,
making it desirable, while some have no purpose except to waste Genesis
torpedoes.
These descriptions for the planets are taken from the Planetary Specs
database on the Computer menu. The description for each planet is listed,
but below each description you will also a find helpful chart for each
planet type, showing the production ratios, maximum population, and
maximum capacities for each product. The daily production of FOE products
is based on a bell curve, so the maximum production occurs at 50% of
the maximum population. The recommended levels are also shown below.
Colonists below the 50% mark tend to multiply and increase, while over
the 50% mark tend to die off at a proportional rate. Some fluctuation
also occurs due to weather patterns and the severity of the atmosphere.
Fighters cannot be produced directly, meaning you cannot designate
any colonists to produce them. Fighter production is a percentage of
the total daily production of products, and the formula is shown for
each planet type. For example, if you placed 1,500 colonists under Fuel
Ore on a Class M planet (FOE= 3/7/13, n/10), the colonists would produce
500 units of fuel and 50 fighters per day. If you added another 700
colonists to produce Organics, you would get 500 Fuel, 100 Organics,
and 60 fighters per day.
NOTE: The value for fighters under the heading of "2 produce 1"
on the Planet menu shows the number of colonists required to produce
one fighter with the current population and production levels. Using
the above example for a Class M planet, with 1,500 colonists under Fuel
Ore production, the "2 Produce 1" column shows a value of
30. When the 700 colonists are added to produce Organics, the "2
Produce 1" column shows a value of 36. This number changes with
population and production level selections, so it is more of an efficiency
value for tweaking fighter production.
Thick Oxygen/Nitrogen atmosphere. Specific gravity within 0.7 to 1.3
Earth normal. Random, but mostly manageable weather patterns, with temperatures
ranging from 0 to 40 degrees Celsius. Fertile soil, excellent for Organic
production. Mineral deposits, very good for Equipment production. Chemical
elements good for Fuel Ore. Class M planets are excellent for human
colonization and promote an excellent population growth curve as well
as a very good population harmony quotient. They have an above average
“habitability band". Drawbacks include overpopulation problems,
political unrest, and human-induced destruction of the biosphere.
Catagory |
Ratio |
Maximum Colonists
|
for Max. Prod/Day |
Product Max/Day |
Max on Planet |
Fuel Ore |
3 |
30,000 |
15,000 |
5,000 |
100,000 |
Organics |
7 |
30,000 |
15,000 |
2,142 |
100,000 |
Equipment |
13 |
30,000 |
15,000 |
1,153 |
100,000 |
Fighters |
n/10 |
n/a |
n/a |
829 |
1,000,000 |
Thin Oxygen/Nitrogen atmosphere. Specific gravity within 0.5 to 1.5
Earth normal. Weather patterns are mostly dry and hot with temps ranging
from 40 to 140 degrees Celsius. Little area of fertile soil, very bad
for Organics. Very little precious metal making it bad for Equipment
production. Common chemical traces making it great for Fuel Ore. Class
K worlds are average for humanoid colonization but an arid and hot climate
requires specialized colonists. Narrow habitability band but a generally
stable political environment as the population must depend on each other
to survive. Higher fatality rate than Class M worlds.
Catagory |
Ratio |
Maximum Colonists
|
for Max. Prod/Day |
Product Max/Day |
Max on Planet |
Fuel Ore |
2 |
40,000 |
20,000 |
10,000 |
200,000 |
Organics |
100 |
40,000 |
20,000 |
2,000 |
50,000 |
Equipment |
500 |
40,000 |
20,000 |
40 |
10,000 |
Fighters |
n/15 |
n/a |
n/a |
682 |
1,000,000 |
Dense Oxygen/Nitrogen atmosphere. Specific gravity within 1.1 to 1.8
Earth normal. Random and occasional violent weather current patterns,
with temps ranging from 20 to 50 degrees Celsius. No land mass to speak
of, making mining for Ore more difficult. Organics production quite
good (one of the best), but a poor environment for building Equipment.
Class O planets are more challenging to habitate, but are almost as
safe as class M. Good population growth curve and decent population
harmony. Their entire surface is habitable with proper gear with the
only drawbacks being the costs to settle and build citadels.
Catagory |
Ratio |
Maximum Colonists
|
for Max. Prod/Day |
Product Max/Day |
Max on Planet |
Fuel Ore |
20 |
200,000 |
100,000 |
5,000 |
100,000 |
Organics |
2 |
200,000 |
100,000 |
50,000 |
1,000,000 |
Equipment |
100 |
200,000 |
100,000 |
1,000 |
50,000 |
Fighters |
n/15 |
n/a |
n/a |
3,733 |
1,000,000 |
Thin Oxygen/Nitrogen atmosphere. Specific gravity between 1.0 to 2.2
Earth normal. Weather patterns are wet with temperatures ranging anywhere
from -30 to 50 degrees Celsius depending on the width of the habitability
band. Excellent Mineral and Ore deposits but harsh conditions only permit
avg to below avg Equipment production. Soil is excellent, providing
higher than normal organics production. Colonist specialization is necessary
to maintain population. Good - very good population harmony quotient.
Above average "habitability band" but only medium population
growth. Drawbacks include hazards to equipment and occasional severe
weather conditions.
Catagory |
Ratio |
Maximum Colonists
|
for Max. Prod/Day |
Product Max/Day |
Max on Planet |
Fuel Ore |
2 |
40,000 |
20,000 |
10,000 |
200,000 |
Organics |
5 |
40,000 |
20,000 |
4,000 |
200,000 |
Equipment |
20 |
40,000 |
20,000 |
1,000 |
200,000 |
Fighters |
n/12 |
n/a |
n/a |
1,250 |
1,000,000 |
Extremely thin Oxygen-Nitrogen atmosphere. Specific gravity from 0.5
to 1.7 Earth normal. Meteorologically unstable causing violent conditions.
Temps range from -10 to -190 degrees Censius. Full life support necessary
for colonies and death rates are high. No workable soil base so hydroponic
Organics are limited. Modest mineral and chemicals exist so production
of Ore and Equipment will be below average to none. Class C planets
NOT recommended for colonization, their violent conditions makes it
extremely hazardous. Some class C planets have been adopted by the Federation
and used as prison colonies and used with very effective results.
Catagory |
Ratio |
Maximum Colonists
|
for Max. Prod/Day |
Product Max/Day |
Max on Planet |
Fuel Ore |
50 |
100,000 |
50,000 |
1,000 |
20,000 |
Organics |
100 |
100,000 |
50,000 |
500 |
50,000 |
Equipment |
500 |
100,000 |
50,000 |
100 |
10,000 |
Fighters |
n/25 |
n/a |
n/a |
64 |
1,000,000 |
Extremely thin Oxygen / Nitrogen atmospheres. Specific gravities are
within 0.8 to 2.6 Earth normal. Climate patterns are violent with temperatures
from 45 to 400 degrees Celsius. Full life support required for colonization.
Zero workable soil and harsh conditions make Organics production impossible.
Good trace elements for equip but conditions make production a gamble
at best. Excellent Ore production possibilities as material is often
ejected by volcanic activity and found on the surface. Very dangerous
for colony growth as unstable planetary crusts often lead to the complete
loss of a colony. The Federation has been known to use Class H planets
for defense of key sectors due to their large Ore base.
Catagory |
Ratio |
Maximum Colonists
|
for Max. Prod/Day |
Product Max/Day |
Max on Planet |
Fuel Ore |
1 |
100,000 |
50,000 |
50,000 |
1,000,000 |
Organics |
n/a |
n/a |
n/a |
n/a |
10,000 |
Equipment |
500 |
100,000 |
50,000 |
100 |
100,000 |
Fighters |
n/50 |
n/a |
n/a |
1,002 |
1,000,000 |
Heavy ranging to very thin atmospheres consisting of various elements,
mostly comprised of helium or of hydrogen. Specific gravities can range
from 0.2 to 8.0 of Earth normal. Climate patterns usually extremely
violent with temps ranging from -200 to 400 degrees Celsius. Full life
support required at all times. No production can sustain itself on a
class U planet. Some miners have hinted at very valuable products that
they have extracted from class U worlds but the Federation does not
have them in its "Official Guide to Mining". Class U planets
are not recommended for colonization as the environment is harsher than
being in space itself.
Catagory |
Ratio |
Maximum Colonists
|
for Max. Prod/Day |
Product Max/Day |
Max on Planet |
Fuel Ore |
n/a |
3,000 |
0 |
0 |
10,000 |
Organics |
n/a |
3,000 |
0 |
0 |
10,000 |
Equipment |
500 |
3,000 |
0 |
0 |
100,000 |
Fighters |
n/a |
n/a |
n/a |
0 |
1,000,000 |
II. A NOTE ON GAME SERVER MODES
- IV. GOLD EDITION PLANETS
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