Manual:Game Mechanics/Planetary Traits

Many worlds possess hazards, some worse than others. Hazards can affect colonization and exploration of such worlds. Other worlds simply have unusual qualities such as high gravity or simply being very small.

Deadly Local Predators
This world/moon has very dangerous wildlife. You do not gain infrastructure on this world each turn until you do one of the following: build a defense that has at least 4 hull or 4 shields or 'attack' the planet with at least 10 planetary attack strength (this removes the hazard entirely).

Extreme Temperatures
This world/moon has either very high, very low or very chaotic temperatures. This makes building here very difficult, as additional resources are required to shield structures and inhabitants from the temperatures. Structures here cost an extra 1 Ore and 1 Gas initially (this is not applied to upgrades to that structure).

Fiery
This world/moon is volcanic or perhaps has a chemical agent that burns in the atmosphere. Either way this hazard provides the same effect as extreme temperatures. In addition, you must spend 1 Ore and 1 Gas each turn for every 5 infrastructure here. If you can't or don't, the infrastructure you didn't pay for is removed and any structures left without infrastructure due to this are also removed or deleveled enough to match your current infrastructure.

Radioactive
This world/moon is covered in radiation either from a war long ago or natural occurring energies/minerals. In either case, each turn there is a 10% chance you will lose 1 infrastructure instead of gain the normal infrastructure for that turn. If this causes a structure to drop below its required infrastructure, it simply ceases functioning until the infrastructure is replaced.

Stormy
This place has either one large permanent storm or is ravaged by several smaller ones daily. Colonizing this world/moon requires you to build special structures to resist them, and cost 2 Ore and 2 Gas, you must build these before building any other structures here. However the storm also makes for an effective defense, reducing the planetary attack strength of invaders by 2.

Toxic
This place has poisonous and/or corrosive elements in its atmosphere, oceans and earth. As such, special care is needed to survive such a hostile place. To colonize such a world, you must build an environmental control center there that costs 3 ore and 3 gas. Worlds/moons with this trait only provide 1/2 their Fertility to the infrastructure cap there. In addition, planetary defense and planetary attack strengths here are both reduced by 2.

Vacuum
This environment is extremely difficult to survive in, special habitats are required to endure on such worlds/moons. Structures that provide infrastructure cap here have their costs doubled, and any effect that would alter the fertility of this world/moon does not apply. In addition, this world has 0 Fertility and 1/2 Gas value (trapped near the core), and also suffers the effects of the Extreme Temperatures hazard.

High Gravity
This world/moon has high gravity, which means it has higher ore value than normal. However, this world is also more difficult to construct upon, reducing the world's construction value by 2 to a minimum of 1, but increases its Ore value by 1.

Low Gravity
This world/moon has low gravity, which means that it has a lower ore value than normal. However, this world also is easier to construct upon, increasing the base construction value here by 1, but decreasing its Ore value by 1.

Rare Gas Deposits
This world/moon has very valuable gas deposits, as such, effects that increase the Gas value here each increase it by 1 extra.

Rare Ore Deposits
This world/moon has very valuable ore deposits, as such, effects that increase the Ore value here each increase it by 1 extra.

Small
This quality is on moons almost exclusively, the maximum infrastructure cap of this place is 20. This quality can be removed by 'multi-level structuring' (see 'Industry' for more details)