Planets


There are over 4 million planets to be discovered in Galaxy Legion, and what makes each one different is it's Planet Type, Planet Size, and Resources as well as its name of course.

Contents

Planet Database

Your ship's computer is equipped with an initially empty planet database. The planet database stores the location and meta-data for planets that you currently have scanned. Currently scanned planets are listed on the "PLANETS" tab of your main console. From the PLANETS tab, you can scan for new planets, select an individual planet for details/options, and sort or filter the list of planets.

Sorting and Filtering List of Planets

Sort the list of planets by ascending or descending order by clicking on the column headers. The filter is applied real-time and filters simultaneously by planet name, size, type, best resource, and control. For example, entering "you volc very" as the filter will cause only volcanic planets controlled by you which have a very something best resource or a very something size (it's also possible that a planet has the string "volc" or "you" as a substring somewhere in the planet name). The order of different words in the filter does not matter, and the strings are not case-sensitive, so the following filters are all functionally equivalent: "icy large", "LARGE ICY", and "lArGe ICy".

Adding Planets to the Database

There are 6 known methods to add a planet to the database:

  • Scanning for new planets. This is a stochastic process described in the following section.
  • Sharing planet locations. Legion members may "alert" a planet location to other members of the same legion. This functionality is based on heavily regulated and leased scan-link channels; planets added under this method are only temporarily available to all legion members, and will be removed after a specific amount of time. If the planet is colonized (or invaded then colonized) by a particular recipient during this window, then its location will remain in the colonizing user's planet database.
  • Using the Alien Star Chart Artifact. This artifact adds a random planet to your planet database, and is assumed to be equivalent to a single successful scan. Due to the high cost (in materials and expertise) and relatively low demand of producing these artifacts, there is no known existing production of this artifact; new instances are not expected to be available through artifact drops or Galaxy markets.
  • Hacking an enemy ship's database. The planet database is typically maintained in an isolated enclave of the ship's computer with periodic synchronization. It is rare, but the results of a successful hack may coincide with synchronization which will allow planet data to be hacked. The result is that both ships will now have the same planet scanned.
  • Daily Rewards. It is rumored (and possibly a myth) that planet information is returned on extremely rare occasions as a Daily Reward. The probability of this event is considered to be virtually zero for all intents and purposes.
  • Special Missions. Special mission may return planet information. High rank missions even unlock the discovery of new TYPES of planets (Aphotic and Ecumenopolis, etc). The other canonical case of this is the special planet "Exotica" as a reward for completion of the mission "Ruler of Exotica".

Scanning for New Planets

For those wishing to do a mass scan session or a scan fest, read the Scan Blitz for more detailed information on how it can be done properly.

To scan for new planets, click the "Scan for New Planets" button on the "PLANETS" tab of your main console. The scanning processes consumes Energy and is probabilistic in nature. The probability stated on the console represents the ship's computer's calculated odds that a planet will be identified by the scan. The nature of the flux and related scanning technology allow for a sufficiently accurate calculation of this probability.

Once a planet is identified, the ship's scanners attempt to isolate and analyze the planet. Whether this 2nd scan is successful is a function of your scanning power and the identified planet's cloak. The exact nature of this function is not known, but it has been proposed by high-rank scientists, and confirmed by empirical observations, that this scan-cloak function is indeed probabilistic and of the form: A - B*(cloak/scan) as opposed to a simple add-subtract of scan versus cloak abilities. The actual probability of the overall scan is the stated scanning probability multiplied by the results of the scan-cloak function; therefore, the stated scanning probability is an upper-bound on the actual probability.

Since the 2nd scan function depends on the specific identified planet, your ship computer is unable to report the overall scanning probability prior to the scan. Depending on the results of the scan-cloak function, the identified planet may or may not have enough cloak to remain hidden from the scan after the identification. If the planet is successfully identified, and then successfully isolated/analyzed, the overall scan is considered successful, and the planet is added to your planet database.

Your ship must maintain active scan links with all scanned planets, so the planet identification probability decreases as the number of successfully scanned planets increases. More and more scanning power is needed to maintain more and more active scan-links.

Removing Planets from the Database

Removing a planet from the planet database deactivates active scan links, thus increasing your planet identification probability. Planets are removed from your database when:

  • You use a Starchart Purger artifact on the planet. You cannot use a Starchart Purger on a planet that you currently control.
  • A player uses a Planet Flux artifact on the planet. The Planet Flux artifact disrupts any existing active scan links to the planet, effectively removing it from all databases which have it scanned. This leaves the user of the Planet Flux as the only user who has the planet scanned.
  • A planet alert lease expires.

Colonization Requirements

You are limited in how many planets you can occupy by your current rank. The limit is one planet, plus one per four ranks you have achieved.

Colonizing a planet, whether peacefully or through invasion, also costs credits. The cost is dependent on how many planets you have already occupied, and it costs twice as much to invade a planet as it does to colonize an unoccupied planet.

Planetary Colonization Requirements
Planet Rank Required Colonization Cost Invasion Cost
1 0 0 0
2 4 1,000 2,000
3 8 8,000 16,000
4 12 27,000 54,000
5 16 64,000 128,000
6 20 125,000 250,000
7 24 216,000 432,000
8 28 343,000 686,000
9 32 512,000 1,024,000
10 36 729,000 1,458,000
11 40 1,000,000 2,000,000
12 44 1,331,000 2,662,000
13 48 1,728,000 3,456,000
14 52 2,197,000 4,394,000
15 56 2,744,000 5,488,000
16 60 3,375,000 6,750,000
17 64 4,096,000 8,192,000
18 68 4,913,000 9,826,000
19 72 5,832,000 11,664,000
20 76 6,859,000 13,718,000
30 116 24,389,000 48,778,000
40 156 59,319,000 118,638,000
50 196 117,649,000 235,298,000
60 236 205,379,000 410,758,000
70 276 328,509,000 657,018,000
80 316 493,039,000 986,078,000
90 356 704,969,000 1,409,938,000
100 396 970,299,000 1,940,598,000
150 596 3,307,949,000 6,615,898,000
200 796 7,880,599,000 15,761,198,000
250 996 15,438,249,000 30,876,498,000
300 1196 26,730,899,000 53,461,798,000
350 1396 42,508,549,000 85,017,098,000
400 1596 63,521,199,000 127,042,398,000
450 1796 90,518,849,000 181,037,698,000
500 1996 124,251,499,000 248,502,998,000
Colonization Formula

Based on this data, Kurisu has established a formula which seems to accurately predict colonization costs for those wishing info not verified in the above table:

n = number of planets currently colonized x = number of planets you will have after the next colonization n = x - 1

p(x) = (n^3 + 3n^2 + 3n + 1) * 1000

or quite simply put: (n+1)^3 * 1000

Remember that invasion costs will still be double what is calculated by the above formula.

Types of Planets

A planet comes with a variety of resources that can be produced, and the type of planet you find determines what those resources will be. While some resources might be abundant, other resources may not be available at all. The list below show what planets are out in the galaxy, how likely you are to find them, and what they will typically be able to produce.

Naturally Occuring

These planets are normally found in the game without requiring any artifacts to create them, all created planets originally begin life as one of these basic types. Some naturally occurring planets that can also be created after completing specific missions, are listed under Player Created Planets.

Common Planets

Any successful scan has a good chance of being one of the following, sized from Very Tiny (Barren Planets) or Tiny (Volcanic Planets), to Very Massive (Gas Planets).

Barren Planets

Most common resource is minerals; max observed natural: Very Large / Mining: Rich. Limited upgrades available via 2 missions.

Images: Type 1 Type 2 Type 3 Type 4 Type 5

Volcanic Planets

Most common resource is minerals; max observed natural: Very Large / Mining: Ultra Rich

Images: Type 1 Type 2 Type 3 Type 4 Type 5

Gas Planets

Usually most common with only research resources; max observed natural: Very Massive / Research: Extremely Rich

Images: Type 1 Type 2 Type 3 Type 4 Type 5

Uncommon Planets

These can be found when scanning, some more common than others.

Desert Planets

Most common resource is artifacts; max observed natural: Very Large / Artifact: Very Rich. Limited upgrades available via mission.

Images: Type 1 Type 2 Type 3 Type 4 Type 5

Icy Planets

Most common resource is artifacts; max observed natural: Very Large / Artifact: Extremely Rich. Limited upgrades available via mission. (Note: This planet is the only planet in game which has the potential to reach the vaunted status of "Mega Collosal").

Images: Type 1 Type 2 Type 3 Type 4 Type 5

Toxic Planets

Most common resource is minerals; max observed natural: Very Large / Mining: Very Rich. Blade Harvester NPCs spawn randomly in the battle tab providing an unlimited supply of mineral resource enhancers that can be used on Toxic planets. These artifacts cannot be used on a Toxic of mineral availability of 15x or higher. However, because the artifact provides a bonus of two levels to the mineral availability, a toxic planet at 14x Mega Rich will reach 16x Mega rich before it cannot be enhanced further, while a toxic at 13x mega rich will only reach 15x mega rich.

Images: Type 1 Type 2 Type 3 Type 4 Type 5

Rare Planets

Low chance of finding rare planets when scanning, however you may see one or more of these by Rank 30. You should see at least one of all those below by Rank 100.

Metallic Planets

Most common resource is mining/research; max observed natural: Very Massive / Mining or Research: Extremely Rich.

Images: Type 1 Type 2 Type 3 Type 4 Type 5

Oceanic Planets

Most common resource is artifacts/research; max observed natural: Massive / Artifact or Research: Extremely Rich.

Images: Type 1 Type 2 Type 3 Type 4 Type 5

Terra Planets

Most common resource is artifacts; max observed natural: Very Large / Artifact: 3x Mega Rich. Limited upgrades via mission.

Images: Type 1 Type 2 Type 3 Type 4 Type 5

Extremely Rare Planets

Very low chance of finding one when scanning. However you might see at least one of these by Rank 100.

Exotic Planets

Exotic planets are rare worlds with abundant resources and unusual life forms. They can be any size and richness. Naturally occurring although rare upto 48x mega rich.

Each player gets the chance to create an invulnerable Exotic Planet by completing the mission The Terra Project. A second exotic planet known as Exotica becomes known after completing the mission Ruler of Exotica.

Images: Type 1 Type 2 Type 3 Type 4 Type 5

Player Created Planets

Rare Planets

Aphotic Planets

Also known as Shadow Planets. Only found in the Vorigar Expanse, which is available through completing the mission Into the Expanse (through the Aggressive Evolution chain available at Rank 210). They are always Very Large size, Very Rich Mining, Extremely Rich Artifacts, and Mega Rich Research. They also have 1200 Passive Cloak.

Aphotic Planets (Shadow planets) are worlds that receive little to no sunlight from their host star, but their cores produce enough heat to prevent the surface from freezing. They exist inside the Vorigar Expanse, a large region of the existing galaxy. Due to the amount of the Silthion gas in the Expanse, all planets within it are Aphotic.

Once discovered for the first time through the mission, Aphotic planets can then be discovered by players through normal scanning.

  • Note: The passive cloak bonus was boosted to 1200, up from 200, on August 4, 2011

Images: Type 1 Type 2 Type 3 Type 4 Type 5 (note: currently #1, #3, and #4 look identical, and #2 and #5 look identical)

Ecumenopolis Planets

Huge mega-cities that encompass an entire planet. They can be found through completing the mission City of None (through the Empty Arrival chain available at Rank 230). They appear to always be Large size, Abundant Mining, Ultra Rich Artifact and 2x Mega Rich Research. They have a passive cloak bonus of 700

Images: Type 1 Type 2 Type 3 Type 4 Type 5

Crystal Planets

Desert Planets that have been transformed by using a Gamma Crystallizer artifact, which is only available through completing the mission Crystal Inferno (through the Pawlacite Thaw chain available at Rank 95). Gamma Crystallizers add +1 size and +2 richness to all three resource types on the planet.

Images: Type 1 Type 2 Type 3 Type 4 Type 5

Irradiated Planets

Toxic Planets that have been transformed by using an Isolytic Irradiator artifact that is only available through completing the mission Potent Residuum.

Isolytic Irradiators add +1 size and +2 richness to all three resource types on the planet. Irradiated planets can also have their mining output increased to up to 15x Mega Rich through Toxic Purifier artifacts, that are dropped by certain rare NPC's. Use the Isolytic Irradiator on a Very Massive 16x Mega Rich Toxic world to get a Colossal 18x Mega Rich planet.

Images: Type 1 Type 2 Type 3 Type 4 Type 5

Demon Planets

Also known as Class Y planets. Volcanic planets that have been transformed by using a Thermionic Intensifier Artifact. This artifact is gained through a discovery in the Collective Theory Lab (Also known as the CT-Lab) Thermionic Intensifiers add +800 passive attack, +1 size, and +1 richness to all three resource types on the planet.

Use the Thermionic Intensifier on a Very Massive 15x Mega Rich Volcanic world to get a Colossal 16x Mega Rich planet. Since Eruption Channelers will not be able to be used on the planet after it's transformation, it may be wise to use them to maximize passive attack before creating the Demon.

Images: Type 1 Type 2 Type 3 Type 4 Type 5

Plasma planets

Gas Planets that have been transformed by using a Phasic Chain-Ionizer Artifact. This artifact is gained through a discovery in the Collective Theory Lab (Also known as the CT-Lab) Phasic-Chain Ionizers add +300 passive defense, +1 size, and +2 richness to research.

Use the Phasic-Chain Ionizer on a Very Massive 15x Mega Rich Gas world to get a Colossal 17x Mega Rich planet. Since Gas Igniter Rods will not be able to be used on the planet after it's transformation, it may be wise to use them to maximize passive attack before creating the Plasma. Unlike a Gas planet, on a Plasma you can build Population structures such as Topopolis Rings.

Images: Type 1 Type 2 Type 3 Type 4 Type 5

Extremely Rare Planets

Gaia Planets

Terra planets that have been transformed through the use of The Gaia Seed Artifact, which is available by completing the mission The Drannik Extinction. The Gaia Seed adds +1 size and +2 richness to all three resource types on the planet.

Images: Type 1 Type 2 Type 3 Type 4 Type 5

Sentient Planets

Barren planets that have been transformed through the use of a Planetary Sentiox Artifact, which is available by completing the mission Hacking the Sentiox. The Planetary Sentiox adds +700 Passive Attack, +700 Passive Defense, +1 size and +2 richness to all three resource types on the planet.

  • Note: The passive attack/defense bonuses were boosted to 700, up from 200, on August 4, 2011

Images: Type 1 Type 2 Type 3 Type 4 Type 5

Rift Planets

Created by using a Subspace Fissuron, 3 of which are available from the mission The Rift Project in return for 30 Quasi-Spacial Expanders (10 per fissuron).

The original planet may be of any size or type.

When transformed the type changes to "Rift" and the planet's stats change as follows:

  • "Invincible" Attribute Added (Planet cannot be invaded, no enemy artifacts or abilities may be used on it.)
  • All Passive Attributes increased by 10,000 (Attack, Defense, Cloak)
  • All Resource Availability increased by 15 levels (Mineral, Artifact, Research)

The lowest possible values a rift can have are one resource being 4x Mega, and the remaining two being 3x Mega.

This is because no planet in the game can have 0 resource availability in all three locations, it must have at the minimum one resource which has at least the "Extremely Sparse" Availability. (See Below for clarification)

  • MP: Extremely Sparse, AP: None, RP: None - ( MP: 1 AP: 0 RP: 0 )
    • Becomes: MP: 4x Mega, AP: 3x Mega, RP: 3x Mega - ( MP: 16 AP: 15 RP: 15 )
  • MP: None, AP: Extremely Sparse, RP: None - ( MP: 0 AP: 1 RP: 0 )
    • Becomes: MP: 3x Mega, AP: 4x Mega, RP: 3x Mega - ( MP: 15 AP: 16 RP: 15 )
  • MP: None, AP: None, RP: Extremely Sparse - ( MP: 0 AP: 0 RP: 1 )
    • Becomes: MP: 3x Mega, AP: 3x Mega, RP: 4x Mega - ( MP: 15 AP: 15 RP: 16 )

The maximum values a player can achieve for a rift depend on the artifacts available to him to use during creation (without involving a Dyson Sphere) is MP: 37x Mega, AP: 37x Mega, RP: 43x Mega, using a Toxic Planet to start from.

To reach the 37x,37x,43x Rift:

  • Upgrade a Toxic, Desert, Terra, or Icy planet to 20x Mega Rich (To get past 15x mega rich Use: Toxic Purifiers, Trellith Resequencers, and Enumeration Crystals)
  • Use the Planet specific converter to reach 22x Mega Rich (Toxic->Irradiated, Desert->Crystal, Terra->Gaia, Icy->Oceanic)
  • Use 6x Kronyn Datacubes to get research to 28x Mega Rich
  • Finally Rift the planet adding 15 levels to all three Attributes.

To calculate resulting Rift Size, start from the base availability of the planet, convert it to the availability Level #, add 15 to that number and convert back.

Example of Level conversion through he first 15 levels of planet availability:

  • Level # 00, 01, 02, 03, 04, 05, 06, 07, 08, 09, 10, 11, 12, 13, 14, 15.
  • Availability: None, eSpr, vSpr, Spr, Avg, Abt, vAbt, eAbt, Rch, vRch, eRch, uRch, Mg, 1Mg, 2Mg, 3Mg.

The best planets to rift are natural dysons; however given the rarity of these most players will maximize a normal planet.

As far as anyone knows there are no natural Rift Planets.

Images: Type 1 Type 2 Type 3 Type 4 Type 5

Mythical Planets

Although supremely rare when scanning, some of those below have been know to turn up by Rank 30.

Dyson Planets

One of the can be created after completing the mission, The Colossal Project. Colossal 28x Mega Rich of all three resources, produced by using a Special Artifact obtained after using 10 Quasi-spacial Expander's in the mission The Colossal Project.

Dyson planets can be discovered naturally, through lucky searches, but their rarity is such that very few ever scanned one, much less owned one.

Images: Type 1 Type 2 Type 3 Type 4 Type 5

Planet Size

Planet size determines how much space the planet has available for buildings. Some buildings take up more space than others, so this number is good to know. However Artifacts that change planet size are talking about the SIZE of the planet as defined in the Size column, not the SPACE of the planet. Effectively an artifact that "Increases Planet Size by 1" will "use 6 space".

From smallest to largest, the planet sizes, and there available space are:

Size Title Space With Small Moons* With Large Moons*
0 Planet does not exist 15 N/A N/A
1 Very Tiny 21 23 25
2 Tiny 27 30 32
3 Very Small 33 36 40
4 Small 39 43 47
5 Average 45 50 54
6 Large 51 56 61
7 Very Large 57 63 68
8 Massive 63 69 76
9 Very Massive 69 76 83
10 Colossal 75 83 90
11 Mega Colossal** 81 89 97
Planet Size Notes
    • "Mega Colossal" No longer shows as "Colossal":
  • This is because the game itself was not initially populated with a planet of this size, but players have determined how to expand a planet past the soft limit of the game's mechanics. Initially this caused the planet to still show in people's lists as "Colossal" with no prefix to distinguish it from it's cousin.

Naming Controversy:

  • Because the planet was not originally given a specific title, showing only as "Colossal", players started to refer to them as "Extremely Colossal", "Very Colossal", "Mega Colossal", "Titanic" and "Gigantic". Given the naming conventions for other planets, the proper name should be "Very Colossal". However Dan decided to break with tradition on this planet when he made it an officially accepted size in the game, instead calling it "Mega Colossal". <-- ** Verified **

How to obtain a "Mega Colossal" Planet:

  • Obtain any Ice-world, and use the Quasi Spacial Expander artifacts on it until the planet reaches the maximum size you can increase them to by using the expander (The maximum size reachable this way is, 09 - "Very Massive"). At that point use a Mass Surface Melter Artifact on the planet, this will change your Icy planet into an oceanic planet, and also increase the planet size by 2, as well as increasing the resource abundance of all available resources by two.
  • Also note that the maximum resource level that can be obtained through Terraformers is 15x Mega Rich; if you use the Mass Surface Melter AFTER you've made the planet 15X Mega Rich, you'll end up with a Colossal 17x Mega Rich Oceanic planet.
  • Alternatively, use a Subspace Fissuron on any planet (preferably one with maxed production).
  • Moons:

Moons are obtained by chance from the analyzing of a planet, whether it be through Reality Transfuser, a GP market artifact or a random planetary event.


Resources

Every planet has resources that can be harvested. Those resources are what help you progress further in the game. The resources for each planet are:

Resource Availability

The resource availability modifier is added to the resource production for a given resource on the planet. In order from worst production to best production, the availabilities follow.

Value of N Availability Name Displayed Multiplier Effective Multiplier Ex: Toxic Purifier
Uplift max.
Ex: Toxic Purifiers
Needed to max.
Ex: Planet Data Optimizers
Needed to max.
0 Resource will not be displayed! Multiplier will not be displayed 0 16x 14 27
1 Extremely Sparse -75% 0.25 15x 13 26
2 Very Sparse -50% 0.5 16x 13 25
3 Sparse -25% 0.75 15x 12 24
4 Average 0% 1 16x 12 23
5 Abundant 25% 1.25 15x 11 22
6 Very Abundant 50% 1.5 16x 11 21
7 Extremely Abundant 75% 1.75 15x 10 20
8 Rich 100% 2 16x 10 19
9 Very Rich 125% 2.25 15x 9 18
10 Extremely Rich 150% 2.5 16x 9 17
11 Ultra Rich 175% 2.75 15x 8 16
12 Mega Rich 200% 3 16x 8 15
13 1x Mega Rich* 225% 3.25 15x 7 14
14 2x Mega Rich* 250% 3.50 16x 7 13
15 3x Mega Rich* 275% 3.75 15x 6 12
16 4x Mega Rich* 300% 4 16x 6 11
17 5x Mega Rich* 325% 4.25 15x 5 10
18 6x Mega Rich* 350% 4.50 16x 5 9
19 7x Mega Rich* 375% 4.75 15x 4 8
20 8x Mega Rich* 400% 5 16x 4 7
21 9x Mega Rich* 425% 5.25 15x 3 6
22 10x Mega Rich* 450% 5.50 16x 3 5
23 11x Mega Rich* 475% 5.75 15x 2 4
24 12x Mega Rich* 500% 6 16x 2 3
25 13x Mega Rich* 525% 6.25 15x 1 2
26 14x Mega Rich* 550% 6.50 16x 1 1
27 15x Mega Rich* 575% 6.75 15x MAX MAX
28 16x Mega Rich* 600% 7 16x MAX N/A
Resource Formula

The way planets resource availability is determined as a multiplier is a simple formula: 1*(-1+(.25*N))

Planet Resource Notes
  • After 1x Mega Rich the scale continues up indefinitely always incrementing the multiplier on each tier.
  • The max most planets can attain by human interaction is 15x mega rich (6.25 multiplier), however certain caveats allow players to increase some planets to 16x (6.5), 17x (6.75), and 21x (7.75) Mega rich by carefully using various artifacts in a precise order.
  • The Dyson Sphere artifact will change a Metallic Planet directly to 28x (10.00) Mega Rich on all three stats, but is a one time only artifact received from the mission, The Colossal Project.
  • The Highest observed Mega rich planet is a naturally discovered, but artifically enhanced, 100+ x Mega Rich planet, owned by a banned player and still hidden out there somewhere.

Base Planetary Production

Do you need to know which planet you should colonize?

Planet Structures which are researched are generally referred to by their Availability Bonus ("I have +4s on all my Gas Planets", or "I am going to need to save up before I can complete the upgrade of all of my planets to +10 buildings." &co.)

Below is a chart of Planet Structures ordered by their size, which also is the order they become available in.

Larger planets provide more space for structures, allowing you to maximize the resource availability bonus the planet provides. While they do cost more money to upgrade you also collected more income from them at every resource tick prior to that point, and after that point than you would have had you used a smaller planet of the same availability.

Strategy: Terraforming Devices are quite common (SEE BELOW NOTE), NPCs can drop several in the course of a week. Quasi Spacial Expanders are Incredibly rare, they come from the same NPC, and you would be lucky to find one every few months. Therefore the BEST long term strategy is to Generally try to acquire the largest planets possible, and increase their resource availability over time, instead of getting smaller planets which might have higher availability because the likelihood you can increase the number of structures they can hold is remote.

Note: The rarity of this NPC has increased significantly since this was first written. Also while more than one NPC can drop Terraforming Devices, there is only one that drops QSEs. The idea of getting several terraformers per week really only applies if you devote most of your energy to hitting npcs, and QSEs are unlikely to turn up more than once or twice in a year.

Production Size Prod/Size Mining Structures Research Structures Artifact Structures
1 4 0.250 Surface Mine Research Station Surface Scanner
2 7 0.285 Extraction Drones Robotics Lab Analyzer Drones
3 9 0.333 Nanite Disassemblers Nanite Lab Subterranean Probes
4 11 0.363 Deep Core Mine Theory Engine Deep Scan Harmonizer
5 13 0.384 Mesh Extractor AI Network Mesh Probes
6 15 0.400 Quantum Reassembler Quantum Computer Grid Quantum Analyzer Engine
8 16 0.500 Gravitonic Teleporter Gravitonic Brain Gravitonic Revealer
10 17 0.588 Stellar Converter Matrioshka Brain Stellar Replicator
12 18 0.666 Star Lifting Hypernode Brain Hyperforge Fabricator
Production Formula

To calculate the total production of a planet, use this general formula:

Total Production=(Module production)*(1+decimal(availability bonus))*(1+decimal(developmental bonus))

Where it says decimal, find the decimal of that percent. For example extremely rich is +150% bonus. As a decimal, that would be 1.5.

See also

Looking for something?

Use the form below to search the wiki:

 

Still not finding what you're looking for? Drop a comment on a post or contact us so we can take care of it!