planetmaker
Chieftain
- Joined
- Aug 28, 2009
- Messages
- 89
A long time ago I made a mod mod for Final frontier focusing on planets only. I have recreated that mod again, but adding a few more things.
The nutrition facility has been replaced with the Atmospheric Processor. It enhances the atmosphere of a planet, or the hab moon of a gas giant. Planets with it have a thicker glow to them, or the hab moon of a gas giant. Also the mag rail has been moved to the hab moon too! See the pic below
Here is a brief overview of the planets
Planets, by type
Grays or Class D - Barren, with limited atmospheres and virtually no food production. Silicate crusts offer poor mining conditions, and there is limited access to volatiles. The most common type of planet, with a lot of variety. Occasionally they have CO2 atmospheres and can grow algae foods without an atmospheric processor. However do not underestimate their value in your empire, most buildings have some sort of production or commerce modifier, so don't be afraid to construct their buildings even if you don't initially populate them.
Typical food/prod/commerce 0,2,2, Initial total F+P+C values range from 2-6.
Gray Planets are in 5 groups all with different starting values. 24 varieties total
Note that gas giants start with 3 resources but can build hydrogen ram scoop (+2 commerce)
Grays can improve each of their Food/Production/Commerce by +2 with their unique buildings and can build the mag lev.
Gray planets have passive production and commerce multipliers on their unique buildings and the Advanced solar array provides clean power to nearby systems.
Group 1 Terrestrial - Poor (2/3)
Gray1 [0,1,1],
Gray2 [0,2,0],
Gray3 [0,0,2],
Gray4 [1,1,1],
Group2 Terrestrial- Fair (3/4)
Gray [0,3,0],
Gray5 [0,1,2],
Gray6 [0,2,1],
Gray7 [0,0,3],
Gray8 [1,2,1],
Group3 Terrestrial- Good (4/5)
Gray9 [0,2,2],
Gray10 [0,3,1],
Gray11 [0,1,3],
Gray12 [1,2,2],
Group4 Terrestrial- Excellent (5/6)
Gray13 [0,1,4],
Gray14 [0,2,3],
Gray15 [0,3,2],
Gray16 [1,2,3],
Group 5 Gas giants - Fair (3)
Jovian1 [0,3,0],
Jovian2 [0,2,1],
Saturn1 [0,1,2],
Saturn5 [1,0,2],
Uranian5 [0,0,3],
Blue [1,2,0],
Neptune1 [1,1,1],
Browns or Class L - easy to colonize, and have great potential. Their CO2 atmospheres are ideal for the construction of pressurized greenhouses. Easy to mine with low pressure suits, they usually have good production potential. With an atmospheric processor they can produce a surplus of food.
Typical values 1-2 food, 2 - 3 production, 0 - 2 commerce.
In 2 groups - 8 varieties
Brown planets focus on production and their unique buildings provide +2/+3/+1 food.production and commerce.
They provide easy mining in the early game
Home to the Titanic Elevated Glasshouse wonder.
Group 1 Terrestrial - 5 Resources
Brown1 [1,2,2],
Brown2 [1,3,1],
Brown3 [2,2,1],
Brown4 [2,3,0],
Group 2 Gas giants - 4 Resources
Jovian3 [1,2,1],
Saturn2 [1,1,2],
Uranian2 [2,1,1],
Neptune2 [2,2,0],
Ice worlds, class P - Ice worlds have variable, extremely frigid and often caustic atmospheres. They have good access to exotic volatiles and water. Good luck mining them, all the good stuff is buried under hundreds of km of ice. However, despite their cold temperatures, they are good places for greenhouses as there is no lack of water for growing things.
Typical values 1 -3 food, -2 to 1 Production, 1 -5 commerce. The best ones are the former M - classes
In 5 groups - 15 varieties
Can be improved F/P/C +2/ +2 or +3(hostile)/ +5
They have great commerce potential if you are willing to pay the production penalties
Note that ices with negative production values cannot be starting(best) planets in a system
Officer training provides free weapons upgrade for ships
Group 1 Hostile Terrestrial - 5 Resources
White [1,-1,5],
Ice1 [1,0,4],
Ice2 [2,-2,5],
Ice3 [2,-1,4],
Ice4 [3,-1,3],
Group 2 Terrestrial - 5 Resources
Ice5 [2,0,3],
Ice6 [2,1,2],
Ice7 [3,0,2],
Ice8 [3,1,1],
Group 3 Ice age M-class planets (Mp)
Ice9 (Mp) [4,0,3],
Ice10 (Mp) [4,1,2],
Group 4 Gas giants - 4 Resources
Jovian5 [2,1,1],
Neptune3 [3,0,1],
Group 5 Hostile Gas giants - 4 Resources
Saturn3 [3,-2,3],
Uranian3 [2,-1,3],
Lava worlds - Typically close to stars, these worlds are dangerous to colonize due to high temperatures, molten surfaces, and high tectonic activity. However, easy access to ore and minerals makes their production potential the greatest of all the worlds.
Typical values -2- 0 food, 3 - 5 Production, 0 - 2 Commerce.
Lava worlds can be improved F/P/C +2/+6/+1
They have great production potential in the late game
They have extreme magnetic fields
Can provide 2 armour upgrades
Group 1 Molten Terrestrial - 4 Resources
Red [-2,5,1],
Lava1 [-2,4,2],
Lava2 [-1,5,0],
Group 2 Volcanic Terrestrial - 4 Resources
Lava3 [0,3,1],
Lava4 [0,4,0],
Group 3 Molten Gas giants - 3 Resources
Jovian4 [-1,3,1],
Neptune4 [-2,4,1],
Venusian worlds have extremely thick atmospheres and are used for their commercial value, but usually in the late game when they can be properly exploited.
All Venusian worlds have negative food and production values so you have to have a great deal of surplus food before you can consider using them.
Venusian worlds can be improved F/P/C +2/+1(+2 Extremes)/+5
Military building gives free ace promotion to fighters/bombers
Group 1 Hostile Terrestrial - 3 Resources
Toxic2 [-2,-1,6],
Toxic4 [-1,-1,5],
Group 2 Extreme Terrestrial - 3 Resources
Toxic1 [-2,-2,7],
Toxic3 [-1,-2,6],
Group 3 Hostile Gas giants - 2 Resources
Yellow [-2,-1,5],
Toxic worlds are either naturally toxic or were class M that have become so by either bad management or deliberate contamination. Use them in the late game.
Toxic worlds can be improved F/P/C +2/+3/+4
In the late game can be used to greatly improve your military empire wide
Group 1 Hostile Terrestrial - 2 Resources
Toxic4 [-2,1,3],
Toxic5 [-2,2,2],
Toxic6 [-2,3,1],
Toxic7 [-1,1,2],
Group 2 Hostile Gas giants - 2 Resources
Uranian1 [-1,2,1],
Desert/Martian
These worlds contain fair CO2 atmospheres and have great potential. Desert worlds have limited access to minerals, but have good solar power potential. Martian worlds are colder, but have greater production potential. From time to time you will encounter M classes in a desert era, the Mh Class
Typical values 2-3 food, 1 - 2 production, 1 -3 Commerce.
Desert worlds can be improved F/P/C +2/+2/+3
in the early game can provide slow growth
In the mid game can be used to improve your military empire wide and provide good growth with water management
Group 1 Barren Terrestrial - 6 Resources
Desert1 [2,1,3],
Desert2 [2,2,2],
Group 2 Terrestrial - 6 Resources
Desert3 [3,1,2],
Desert4 [3,2,1],
Group 3 desert era M-Classes 7 Resources
Desert5 (Mh) [4,1,2],
Desert6 (Mh) [4,2,1],
Group 4 Gas giants - 5 Resources
Uranian4 [2,1,2],
Neptune5 [2,2,1]
Martian worlds can be improved F/P/C +2/+2/+3
in the early game can provide slow growth
Military building is powerful +3 experience, free light ships upgrade
Group 1 Barren Terrestrial - 6 Resources
Orange [2,2,2],
Martian1 [2,1,3],
Group 2 Terrestrial - 6/7 Resources
Martian2 [3,1,2],
Martian3 [3,2,1],
Martian4 [3,2,2],
Group 3 Gas giants - 5 Resources
Saturn4 [3,1,1],
Home worlds
These green worlds are highly sought after. They are balanced when it comes to food, production and commerce.
Typical values 5 food, 0 - 2 production, 1- 4 Commerce.
Earthlike worlds can build all the default buildings
in the early game can provide moderate growth
Group 1 Terrestrial - 8/9 Resources
Green [5,2,2],
Home1 [5,0,4], (water world...)
Home2 [5,1,2],
Home3 [5,1,3],
Home4 [5,2,1],
Gaia worlds
These worlds are the cream of the crop. Be careful with them, industry can easily pollute them.
Typical values 6 food, 0 - 2 production, 0 - 2 Commerce.
Gia worlds are delicate and can only support a few of the default buildings
in the early game can provide fast growth
Group 1 Terrestrial - 8/9 Resources
Gia1 [6,0,2],
Gia2 [6,1,1],
Gia3 [6,1,2],
Gia4 [6,2,0], (starts with Mag lev instead of mining if best planet)
Swamp worlds
These worlds offer great growth potential, but their boggy landscapes have little in the way of commercial value, mainly revolving selling cute pets. And mining them? Forget it.
Typical values 6-7 food, 0 - 1 production, 1 - 2 Commerce.
Swamp worlds are extremely delicate and can only support very few of the default buildings
in the early game can provide fast growth
Cant be best planets
Provides the unique herbal research building providing health in your empire
Group 1 Terrestrial - 9 Resources
Swamp1 [7,0,2],
Swamp2 [7,1,1],
Swamp3 [8,0,1],
Swamp4 [8,1,0],
Gas Giants.
You cant live on a gas giant, but their moons can be colonized, and their vast reserves of hydrogen gas can be scooped from their atmospheres. Systems without them are very poor indeed. Without lunar atmospheric processors, food usually has to be imported, but there is great potential for commerce and raw materials.
Each class has a different range of buildings, and all but the Lava, Venusian and Toxic wolds can be terraformed to some degree, and the textures change as their food values increase.
The pictures on the first page of this discussion are outdated because the initial F/P/C values have be dramatically altered.
The nutrition facility has been replaced with the Atmospheric Processor. It enhances the atmosphere of a planet, or the hab moon of a gas giant. Planets with it have a thicker glow to them, or the hab moon of a gas giant. Also the mag rail has been moved to the hab moon too! See the pic below
Here is a brief overview of the planets
Planets, by type
Grays or Class D - Barren, with limited atmospheres and virtually no food production. Silicate crusts offer poor mining conditions, and there is limited access to volatiles. The most common type of planet, with a lot of variety. Occasionally they have CO2 atmospheres and can grow algae foods without an atmospheric processor. However do not underestimate their value in your empire, most buildings have some sort of production or commerce modifier, so don't be afraid to construct their buildings even if you don't initially populate them.
Typical food/prod/commerce 0,2,2, Initial total F+P+C values range from 2-6.
Spoiler Gray Planets :
Gray Planets are in 5 groups all with different starting values. 24 varieties total
Note that gas giants start with 3 resources but can build hydrogen ram scoop (+2 commerce)
Grays can improve each of their Food/Production/Commerce by +2 with their unique buildings and can build the mag lev.
Gray planets have passive production and commerce multipliers on their unique buildings and the Advanced solar array provides clean power to nearby systems.
Group 1 Terrestrial - Poor (2/3)
Gray1 [0,1,1],
Gray2 [0,2,0],
Gray3 [0,0,2],
Gray4 [1,1,1],
Group2 Terrestrial- Fair (3/4)
Gray [0,3,0],
Gray5 [0,1,2],
Gray6 [0,2,1],
Gray7 [0,0,3],
Gray8 [1,2,1],
Group3 Terrestrial- Good (4/5)
Gray9 [0,2,2],
Gray10 [0,3,1],
Gray11 [0,1,3],
Gray12 [1,2,2],
Group4 Terrestrial- Excellent (5/6)
Gray13 [0,1,4],
Gray14 [0,2,3],
Gray15 [0,3,2],
Gray16 [1,2,3],
Group 5 Gas giants - Fair (3)
Jovian1 [0,3,0],
Jovian2 [0,2,1],
Saturn1 [0,1,2],
Saturn5 [1,0,2],
Uranian5 [0,0,3],
Blue [1,2,0],
Neptune1 [1,1,1],
Browns or Class L - easy to colonize, and have great potential. Their CO2 atmospheres are ideal for the construction of pressurized greenhouses. Easy to mine with low pressure suits, they usually have good production potential. With an atmospheric processor they can produce a surplus of food.
Typical values 1-2 food, 2 - 3 production, 0 - 2 commerce.
Spoiler Brown Planets :
In 2 groups - 8 varieties
Brown planets focus on production and their unique buildings provide +2/+3/+1 food.production and commerce.
They provide easy mining in the early game
Home to the Titanic Elevated Glasshouse wonder.
Group 1 Terrestrial - 5 Resources
Brown1 [1,2,2],
Brown2 [1,3,1],
Brown3 [2,2,1],
Brown4 [2,3,0],
Group 2 Gas giants - 4 Resources
Jovian3 [1,2,1],
Saturn2 [1,1,2],
Uranian2 [2,1,1],
Neptune2 [2,2,0],
Ice worlds, class P - Ice worlds have variable, extremely frigid and often caustic atmospheres. They have good access to exotic volatiles and water. Good luck mining them, all the good stuff is buried under hundreds of km of ice. However, despite their cold temperatures, they are good places for greenhouses as there is no lack of water for growing things.
Typical values 1 -3 food, -2 to 1 Production, 1 -5 commerce. The best ones are the former M - classes
Spoiler Ice Planets :
In 5 groups - 15 varieties
Can be improved F/P/C +2/ +2 or +3(hostile)/ +5
They have great commerce potential if you are willing to pay the production penalties
Note that ices with negative production values cannot be starting(best) planets in a system
Officer training provides free weapons upgrade for ships
Group 1 Hostile Terrestrial - 5 Resources
White [1,-1,5],
Ice1 [1,0,4],
Ice2 [2,-2,5],
Ice3 [2,-1,4],
Ice4 [3,-1,3],
Group 2 Terrestrial - 5 Resources
Ice5 [2,0,3],
Ice6 [2,1,2],
Ice7 [3,0,2],
Ice8 [3,1,1],
Group 3 Ice age M-class planets (Mp)
Ice9 (Mp) [4,0,3],
Ice10 (Mp) [4,1,2],
Group 4 Gas giants - 4 Resources
Jovian5 [2,1,1],
Neptune3 [3,0,1],
Group 5 Hostile Gas giants - 4 Resources
Saturn3 [3,-2,3],
Uranian3 [2,-1,3],
Lava worlds - Typically close to stars, these worlds are dangerous to colonize due to high temperatures, molten surfaces, and high tectonic activity. However, easy access to ore and minerals makes their production potential the greatest of all the worlds.
Typical values -2- 0 food, 3 - 5 Production, 0 - 2 Commerce.
Spoiler Lava Planets :
Lava worlds can be improved F/P/C +2/+6/+1
They have great production potential in the late game
They have extreme magnetic fields
Can provide 2 armour upgrades
Group 1 Molten Terrestrial - 4 Resources
Red [-2,5,1],
Lava1 [-2,4,2],
Lava2 [-1,5,0],
Group 2 Volcanic Terrestrial - 4 Resources
Lava3 [0,3,1],
Lava4 [0,4,0],
Group 3 Molten Gas giants - 3 Resources
Jovian4 [-1,3,1],
Neptune4 [-2,4,1],
Venusian worlds have extremely thick atmospheres and are used for their commercial value, but usually in the late game when they can be properly exploited.
All Venusian worlds have negative food and production values so you have to have a great deal of surplus food before you can consider using them.
Spoiler Venusian Planets :
Venusian worlds can be improved F/P/C +2/+1(+2 Extremes)/+5
Military building gives free ace promotion to fighters/bombers
Group 1 Hostile Terrestrial - 3 Resources
Toxic2 [-2,-1,6],
Toxic4 [-1,-1,5],
Group 2 Extreme Terrestrial - 3 Resources
Toxic1 [-2,-2,7],
Toxic3 [-1,-2,6],
Group 3 Hostile Gas giants - 2 Resources
Yellow [-2,-1,5],
Toxic worlds are either naturally toxic or were class M that have become so by either bad management or deliberate contamination. Use them in the late game.
Spoiler Toxic Planets :
Toxic worlds can be improved F/P/C +2/+3/+4
In the late game can be used to greatly improve your military empire wide
Group 1 Hostile Terrestrial - 2 Resources
Toxic4 [-2,1,3],
Toxic5 [-2,2,2],
Toxic6 [-2,3,1],
Toxic7 [-1,1,2],
Group 2 Hostile Gas giants - 2 Resources
Uranian1 [-1,2,1],
Desert/Martian
These worlds contain fair CO2 atmospheres and have great potential. Desert worlds have limited access to minerals, but have good solar power potential. Martian worlds are colder, but have greater production potential. From time to time you will encounter M classes in a desert era, the Mh Class
Typical values 2-3 food, 1 - 2 production, 1 -3 Commerce.
Spoiler Desert Planets :
Desert worlds can be improved F/P/C +2/+2/+3
in the early game can provide slow growth
In the mid game can be used to improve your military empire wide and provide good growth with water management
Group 1 Barren Terrestrial - 6 Resources
Desert1 [2,1,3],
Desert2 [2,2,2],
Group 2 Terrestrial - 6 Resources
Desert3 [3,1,2],
Desert4 [3,2,1],
Group 3 desert era M-Classes 7 Resources
Desert5 (Mh) [4,1,2],
Desert6 (Mh) [4,2,1],
Group 4 Gas giants - 5 Resources
Uranian4 [2,1,2],
Neptune5 [2,2,1]
Spoiler Martian Planets :
Martian worlds can be improved F/P/C +2/+2/+3
in the early game can provide slow growth
Military building is powerful +3 experience, free light ships upgrade
Group 1 Barren Terrestrial - 6 Resources
Orange [2,2,2],
Martian1 [2,1,3],
Group 2 Terrestrial - 6/7 Resources
Martian2 [3,1,2],
Martian3 [3,2,1],
Martian4 [3,2,2],
Group 3 Gas giants - 5 Resources
Saturn4 [3,1,1],
Home worlds
These green worlds are highly sought after. They are balanced when it comes to food, production and commerce.
Typical values 5 food, 0 - 2 production, 1- 4 Commerce.
Spoiler M Class :
Earthlike worlds can build all the default buildings
in the early game can provide moderate growth
Group 1 Terrestrial - 8/9 Resources
Green [5,2,2],
Home1 [5,0,4], (water world...)
Home2 [5,1,2],
Home3 [5,1,3],
Home4 [5,2,1],
Gaia worlds
These worlds are the cream of the crop. Be careful with them, industry can easily pollute them.
Typical values 6 food, 0 - 2 production, 0 - 2 Commerce.
Spoiler Mg 'Gia' Planets :
Gia worlds are delicate and can only support a few of the default buildings
in the early game can provide fast growth
Group 1 Terrestrial - 8/9 Resources
Gia1 [6,0,2],
Gia2 [6,1,1],
Gia3 [6,1,2],
Gia4 [6,2,0], (starts with Mag lev instead of mining if best planet)
Swamp worlds
These worlds offer great growth potential, but their boggy landscapes have little in the way of commercial value, mainly revolving selling cute pets. And mining them? Forget it.
Typical values 6-7 food, 0 - 1 production, 1 - 2 Commerce.
Spoiler Swamp Worlds :
Swamp worlds are extremely delicate and can only support very few of the default buildings
in the early game can provide fast growth
Cant be best planets
Provides the unique herbal research building providing health in your empire
Group 1 Terrestrial - 9 Resources
Swamp1 [7,0,2],
Swamp2 [7,1,1],
Swamp3 [8,0,1],
Swamp4 [8,1,0],
Gas Giants.
You cant live on a gas giant, but their moons can be colonized, and their vast reserves of hydrogen gas can be scooped from their atmospheres. Systems without them are very poor indeed. Without lunar atmospheric processors, food usually has to be imported, but there is great potential for commerce and raw materials.
Each class has a different range of buildings, and all but the Lava, Venusian and Toxic wolds can be terraformed to some degree, and the textures change as their food values increase.
The pictures on the first page of this discussion are outdated because the initial F/P/C values have be dramatically altered.
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Solar System Closeup 1.jpg44.6 KB · Views: 587 -
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Starsystem2.jpg29.2 KB · Views: 534 -
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Solar System Closeup 6.jpg98.3 KB · Views: 528 -
Solar System Closeup 5.jpg66.7 KB · Views: 529 -
Solar System Closeup 4.jpg67.5 KB · Views: 536 -
Solar System Closeup 3.jpg107.2 KB · Views: 528 -
Solar System Closeup 2.jpg125.2 KB · Views: 521
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