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Class II Planets provide excellent opportunities for Dust or Industry. They provide less food than Class I, have adequate amounts to sustain 2-3 planets. While Class I Planets are preferred, Class II populations are quite large and give very small penalties to Approval. Class II Planets (Arid and Tundra) can be colonized by researching the appropriate tier 1 technologies from the Exploration & Expansion tree.Class I Planets can be terraformed from existing Class II Planets by researching the appropriate tier 9 or 10 technologies. Opportunities for Industry, Dust, or Science are generally fair, but can be very good, depending on the planet. Class I Planets (Terran, Jungle, and Ocean) are the easiest to colonize and provide plenty of food.All classes except Class I (Terran, Jungle and Ocean) require colonization technology. Planets come in 5 main habitability classes, each divided up into several specific types. The third factor are increases in production rates - for example Planetary Exploitation. The second is the population, because the amount of FIDS produced is multiplied per population unit. This also affects which resource will be produced, and is why choosing good planets is important. It is notable that the biggest factor in planetary FIDS production is the base rate, determined by the planet type.
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Improvements will then apply after this point. The amount of FIDS produced by each planet is added together, and that is the raw production of the Star System. This will be covered in more depth in the later section, Planet#Colonization Analysis.įor every on a planet, some are made. Planets may also contain certain Luxury or Strategic Resources and Anomalies.Īs a basic runthrough the mechanics of plantary production, this section may be skipped by anyone familiar with population units or turn-based strategy. The classification of Planets is according to its suitability for life, with Terran, Jungle and Ocean planets being Class I, while Class V includes Asteroids and Gas Giants (whose habitants live on orbital platforms). These factors affect its production rates and its maximum size, respectively. Planets come in many classes/types and sizes. Planets can be gained by colonizing them (see Habitability and Colonisation topic below) or (if there's already a colony of another faction) by invading them. Together known as FIDS, these four resources are essential for each and every development in an empire. Their many uses means productive planets are key to growth for every faction, and sustaining planetary workforces (as population units ) is a large part of this. Planets are the dwellings of your people and your empire's source of productivity in the form of the game's four basic resources: Food, Industry, Dust and Science.