Planets & Colonies
PLANETS
Planets are categorised as being within certain temperature ranges, though
for the most part the condition of the planet surface is its most important
component. These comprise of the following basic types:-
Molten, Very Hot, Hot, Desert, Arid, Earthlike, Water, Cold, Very Cold,
Frozen, Frigid, Ringed Frozen, Gas Giant and Ringed Gas Giant.
Each planet will also have a predominant atmospheric element too, giving it
yet another method of classification. These are generally within the following
types:-
Vacuum, Ionised Metals, Superheated Steam, Carbon Dioxide, Oxygen, Chlorine,
Hydrogen Sulphide, Nitrogen, Ammonia, Methane, Hydrogen, Liquid Gas and Solid
Gas.
All or some of these planets may exist round any star in any sector. Most Hot
stars will of course have mostly hot class planets in their family where as
cold stars will have cold ones, but this can vary and should not be taken as a
definitive ruling. These classifications show only the MAJOR important gaseous
nature of each atmosphere. Each atmosphere type will have other gases in lower
or even higher proportions (i.e. An Oxygen class atmosphere will also have
Nitrogen present in 50-80% quantities but it is the Oxygen that is the
critical component, likewise the Chlorine type will usually have chlorinated
hydrocarbons and nitrogen present too). As each player-controlled race in the
game is from "human" stock, it should be pretty clear which planets may be
considered habitable, and which ones are not. Planets outside of the
colonisable range should not be dismissed though - it is certainly possible to
colonise a Carbon Dioxide atmosphere world, but as this will entail a good few
changes to their daily lives (atmosphere filters, breathing equipment, etc)
then you can be sure that the population will find procreation a rather more
arduous task than is the norm, and growth on these worlds will be subsequently
reduced.
Every planet in the universe also has other classifications that determine
its suitability for any colonisation and/or exploitation. Both gravimetric
pressure and the amount of water on a planet will determine its suitability
for colonisation too, while the amount of useable resources will also be a
definite consideration. Finding a new Eden is all well and good, but if there
are virtually no raw materials available within the planets crust, then it
will mean that any new colony there will have to be constantly supplied with
such from other areas of space - a task that may not be worth the effort.
The size of each planet can be an important fact, but certainly not for any
initial colonisation. Even a world classed as "very small" is going to be
large enough for a very big colony and it is not going to be considered a
crowded world for a very long time into the future.
COLONIES
Any planet that a player (or NPC) race occupies is either a Homeworld or a
Colony - only the name varies as both operate in exactly the same manner.
Though there will be hundreds and hundreds of Stars in the Universe and
thousands of planets only those on which races have settled are judged as
colonies. Only these colonies have the ability to generate resources for each
race and it is here that the construction of the various game units takes
place.
Colonising a new world is a relatively simple matter. Worlds classified as
both Earthlike and Oxygen are the best for purposes of colonisation, but your
race can survive on most oxygen worlds, on some carbon dioxide worlds and later,
when you can build domed accommodation, any world that is below 2.5 g and is
within human temperature tolerances. A player must place colonists into their
Colonial Transport ships (just load pop at a planet that you own, the best
people are always selected for colonists), move these ships to the world they
want to colonise and then off-load them. A new colony will then be formed.
Dependant upon the type of world you have chosen to colonise, you will be
given a projected "growth rate" of the populace given that all factors remain
at a norm. This figure represents the rate at which the population will
increase and is shown as a figure per thousand Population units. For example,
a growth rate of 87 will produce a steady increase in population of 0.87%
each and every production run. Basically, a growth rate above 80 is a good
planet to build on.
However, these people are now upon a world with no form of protection from
the Elements, you will quickly need to provide them with housing and food.
Any colonies that do not have adequate shelter or food for the populace will
see the excess people die off at the end of the next production run.
Therefore any newly formed colonies are going to need these basic elements
on the SAME TURN that they are founded. This process is also very simple.
You must load Freighters with enough Construction points (simply called CON)
to construct the required housing and farms for all the population, move it
to the colony, and then off-load it, with orders to immediately construct the
buildings. One thing to ensure is that you have enough newly landed colonists
on the new world to allow the construction of the settlement you require.
It is pointless landing a tiny number of people on a world and then ordering
them to construct a city; they will simply be unable to do so. You could
feasibly be in a position where you place a large number of colonists on a
world and are unable to build a settlement of sufficient size to house and
feed them, i.e. the number of people there is too large for an outpost to
hold, but you don't have enough of them to build a colony! Or once a
settlement is built, there are no workers left to build and man the necessary
farms. Check the construction requirement of a settlement before attempting
to build it. As a temporary solution, simply unloading food from freighters
will tide the colonists over, but this is no long-term solution.