Manual:Game Mechanics/Planet

Level 1 Planetary Developments
Provides 2 Planetary Technology Points per rank spent in planetary technology. A Planetary Technology Point is used to raise the rank of a single Planetary Technology. Each area only cost 1TP to improve, dispite level. However each area cannot get higher than the level that planetary technology is at through the use of PT.

Level 2 Planetary Developments
Provides 3 Planetary Technology Points per rank, instead of 2.

Level 3 Planetary Developments
Provides 4 Planetary Technology Points per rank, instead of 3.

Advanced Mining
You may spend 2 ore and 2 gas to increase a world's ore output by 1. Doing so requires that the planet have at least 2 base ore. This is treated as though you were building a structure, it's construction time is based on your world's overall construction value. You may do this a number of times on each world equal to the ranks you have of Advanced Mining.

Advanced Refining
You may spend 2 ore and 2 gas to increase a world's gas output by 1. Doing so requires that the planet have at least 2 base gas. This is treated as though you were building a structure, it's construction time is based on your world's overall construction value. You may do this a number of times on each world equal to the ranks you have of Advanced Refining.

Alternative Energy Research
You may spend 2 gas on a world to increase it's energy by 1, this does not take any time, but may may only be done once per world per turn, and only at the start of the turn. The number of times you may do this on each world is limited by your ranks in Alternative Energy Research.

Floating Cities
You may reduce a world's Gas output by 1 to increase the infrastructure capacity by 4. This may only be done on worlds with at least 3 base gas. This requires a full turn to complete, but has no other cost. It may be upgraded by spending 2 Ore and 2 Gas, and may done a number of times on each world equal to your ranks in Floating Cities, but may not exceed the world's Gas value, not counting the penalty for the first level of Floating Cities or any extra granted by Advanced Refining. Worlds with this applied to them that also have Advanced Refining, have their Advanced Refining building costs reduced by 1 Ore and 1 Gas so long as the level of the Advanced Refining doesn't exceed the level of the Floating Cities upon that world.

Planetary Sensors
Can aid in detecting fleets and habitable planets near your systems, first rank allows you to scan within your own hexes, each rank thereafter increases total range by 1 hex. Each world you control possesses such sensors upon colonization. The strength of the sensors decreases with range, reduced by 1 for each hex beyond the world's.

Subterranean Cities
You may reduce a world's ore output by 1 to increase the infrastructure capacity by 4. This may only be done on worlds with at least 3 base ore. This requires a full turn to complete, but has no other cost. It may be upgraded by spending 2 Ore and 2 Gas, and may done a number of times on each world equal to your ranks in Subterranean Cities, but may not exceed the world's Ore value, not counting the penalty for the first level of Subterranean Cities or any extra granted by Advanced Mining. Worlds with this applied to them that also have Advanced Mining, have their Advanced Mining building costs reduced by 1 Ore and 1 Gas so long as the level of the Advanced Mining doesn't exceed the level of the Subterranean Cities upon that world.

Terraforming
You may spend any combination of 2 resources (ore or gas) to increase the infrastructure capacity of the world by 3. Doing so is treated as though you were building a structure, construction time based on your world's overall construction value. You may do this a number of times on each world equal to the ranks you have of terraform.

Planetary Technologies
Each area of Planetary Technologies has a list of that particular areas Services that you may pick to gain each level.

Mineral Scanners
The first rank of Advanced Mining added to a world provides 1 extra ore.

Cost: None

Volunteer Mining Force
When upgrading the Advanced Mining level on one of your worlds, you may spend 1 unused infrastructure there instead of paying the resource cost to upgrade it up to two levels at once, though the Advanced Mining still requires the same amount of construction time.

Cost: None (see above)

Advanced Smelting
Your workers know how to create useful alloys out of normally worthless minerals. Once on each world, you may spend the resource cost of this tech at the start of a turn to gather ore samples upon it to test smelting potential. When this is done, there is a 20% chance the world permanently gains the Rare Ore Deposits quality, but only for your people. If the world already has this quality, this may not be used.

Cost: 1 Ore and 1 Gas

Core Tapping
On any of your worlds on which you have at least level 4 Advanced Mining, you may choose to tap into the world's core for rare minerals. Doing so could cause problems later for the world however. Each turn there is a 5% chance that the world will experience extreme seismic activity, causing a strength 6 bombardment on the world and removing 1 unassigned infrastructure from that world (effects that reduce bombardment values have no effect against this). However, when this is applied to a world, the world's ore is increased by an amount equal to your advanced mining level there.

Cost: None

Efficient Ore Storage
Your workers know how to melt down metals into a more transportable form. Every 4 ore you place against your resource storage cap or store in a cargo module only takes up 1 space.

Cost Modifier: None

Master Metalworkers
Your workers' use of metals and minerals is unmatched, and has made their use for spaceships and structures far more efficient. The ore cost of each spaceship and structure you build is reduced by 1 to a minimum of 1.

Cost: None

Atmospheric Scanners
The first level of Advanced Refining added to a world provides 1 extra gas.

Cost: None

Elemental Conversion
You may build a level 1 Advanced Refining on a world with the Toxic quality instead of the normal environmental controls. Your race ignores the Toxic quality there and the gas value on the world is increased by 2.

Cost: None

Chemical Reactions Research
Your researchers know how to create useful mixtures out of inert, ambient gasses. Once on each world, you may spend the resource cost of this tech at the start of a turn to gather air samples upon it to test mixtures. When this is done, there is a 20% chance the world permanently gains the Rare Gas Deposits quality, but only for your people. If the world already has this quality, this may not be used.

Cost : 1 Gas and 1 Ore

Pollution Re-purposing
For every 5 infrastructure on one of your worlds or stations, its gas value increases by 1.

Requirement: Elemental Conversion

Cost: None

Efficient Gas Storage
Your researchers know how to compress gasses into a more transportable form. Every 4 gas you place against your resource storage cap or store in a cargo module only takes up 1 space.

Cost Modifier: None

Environmental Generators
Each of your worlds have a bonus to fertility equal to 1/2 the level of the Advanced Refining that world has (rounded up). In addition, other races treat the world as though it had the Toxic quality.

Cost: None

Improved Colony Power Generators
The base energy for all of your worlds is increased by 2, plus 1 extra for every 4 levels of Alternative Energy added there.

Cost: None

Natural Fuel Sources
You may reduce either the ore or gas output of a world by 1 to increase the world's base energy by 4 permanently. This may only be done once per world, per resource (so once for gas and once for ore). Adding this to a world is done at the start of a turn.

Cost: None

Alternate Energy Source
You are able to apply your race's alternate power systems on your spaceships and defenses, this reduces the gas cost of any spaceship or defense you create by 1 (minimum cost 1).

Requirement: spaceship Tech Level 2 (for spaceships) and/or Combat Tech Level 2 (for defenses)

Cost: None

Energy Disruption Equipment
When invading a world, the defender's planetary attack strength is at -1 for every 4 ranks you have in Alternative Energy Research. When you are invaded by an enemy, reduce their planetary attack strength by an equal amount.

Cost: None

Energy Leeching
You may add ambient energy absorbers to your stations, spaceships and defenses. Doing so causes them to reduce the Energy Weapon, Sensor, Engine, Warp and Shield values of enemy spaceship in the same hex by 1. This effect stacks up to 3 times (for a total of -3 to those values).

Requirement: Energy Disruption Equipment

Cost Modifier: +2 Ore and +2 Gas

Solar Energy Collectors
Making use of one of the most abundant energies in the universe, you can build Solar Collectors on your worlds or stations to provide an extra boost of power for local manufacturing. The world or station has a bonus to its construction and production values each equal to 1/2 (rounded down) of the level of Alternative Energy there so long as it has structures able to produce either of those values. Worlds and stations at position 3 or closer receive a +1 additional bonus to both values. This may not be built on worlds or stations at position 5, and may not be built on stations outside of systems.

Cost: 3 Ore (built as structure)

Mobile Cities
Worlds with the Stormy, Fiery and/or Deadly Local Predators quality don't require you to build the special structures for colonizing so long as you have at least 1 level of Floating Cities on such a world for every 8 infrastructure there.

Cost: None

Self-Sustaining Systems
You no longer need to reduce the Gas value of the world by 1 to build the first level of Floating Cities on a world (the cities still take the same amount of time to construct).

Cost: None

Advanced City Network
Your Floating Cities have the infrastructure cap bonus they provide increased by 1 per level.

Cost: None

Advanced Observation Centers
With less atmosphere between them and space, observation centers built upon floating cities provide more accurate information and are better able to receive and send signals. The Planetary Sensor value is increased by 1. You must have at least 1 level of Floating Cities on a world to add this tech.

Requirement: Planetary Sensors 1

Cost: +1 Ore and +1 Gas

Floating Dry Docks
Your cities provide easy landing access for damaged spaceship, spaceship looking for system adjustments and an easy launching stage for newer spaceships. Your worlds receive a bonus to production value equal to the level of Floating Cities there.

Cost: None

Independent Cities
Your Floating Cities stand almost as separate entities on the world. This allows better isolation protocols, and helps keep the population contained. Reduce the bombardment strength of unrest effects each by 1 for every 4 levels of Floating Cities you have on the world. In addition, whenever an effect would directly reduce the Infrastructure (other then as part of a cost) on a world with Floating Cities, reduce the amount it would remove by 1 (to a minimum of 1).

Requirement: Self Sustaining Systems

Cost: None

Astronomical Detection Systems
Your Planetary Sensors are better able to detect space phenomena such as meteor showers and black holes. The range you can detect these at is increased by 4 hexes, and you can predict their movement and possible changes to their mass/properties and will receive detailed information about many common effects when tracked.

Cost: None

Signal Interceptor
You automatically intercept transmissions made within your communications range without actively searching for them.

Cost: None

Background Scan
Your spaceships and stations are able to use your planetary sensors to aid their own sensor readings. When your spaceships and stations are within the Planetary Sensor range of your worlds, they have a +1 bonus to their Sensor value so long as they are equipped with at least 1 rank of sensors.

Cost: None

Defense Coordination
Your defenses are better-able to pick up targets and focus fire against enemies. Your defenses have +1 to their weapon values against targets within your Planetary Sensor range during the first wave of combat. In addition, when defenses share targets with other defenses in a wave, each receives a +1 additional bonus to their weapon values (this effect persists even after the first wave).

Cost: None

Reading Defragmentor
Your people possess systems that take the junk data returned by your Planetary Sensors from asteroid fields and shrouding nebulae, and turn them into useful information. Your Planetary Sensors reduce any penalties to their value caused by shrouding nebulae and asteroid fields each by 2. In addition, when you have spaceships or stations that are within Communications and Planetary Sensor range, they also reduce the penalties to their own Sensors from such terrain.

Cost: None

Universal Translators
Language translation takes only 0.2 of a turn instead of 1 full turn and once you have translated a language your translator may freely translate between the two languages in real time for future encounters.

Cost: None

Element Scanners
Your Planetary Sensors are fine-tuned to locate certain properties on worlds within their range. Worlds with the 'Rare Ore Deposits' and/or 'Rare Gas Deposits' tech are automatically identified. In addition, these same sensors provide useful information about the planet they are on, increasing the Ore and Gas value of all of your colonized worlds by 1.

Cost: None

Planetary Uplink
Your stations and spaceships can be equipped with the Planetary Uplink tech. Stations and spaceships equipped with this tech that are within range of your Planetary Sensors may use the Planetary Sensor value in place of their own sensor value. When using this however, their range is only 1/2 of normal. The spaceship must be equipped with at least 1 rank of Sensors to equip this tech.

Requirement: Background Scan

Cost: +1 Ore

Progressive Scanning
You may apply this tech to any of your worlds. The overall range of your Planetary Sensors there is reduced by 1 hex, but the sensors receive a +2 bonus to their value within the hexes inside their modified range.

Cost: +2 Ore

Tracer Sweep
The Planetary Sensors on each of your worlds add 2 hexes to their range. These extra hexes are all at a sensor value of 1, and are not subject to any bonuses or penalties to their value from your own tech.

Cost: None

Advanced Range Finders
The range of all your defenses within Planetary Sensor range is increased by 4 units. In addition, the range of Inter-system and Transphasic weapons is increased by 1 hex. If bombarding a planet within range of your Planetary Sensors with Inter-system or Transphasic weapons, increase their bombardment strength by 2.

Requirement: Defense Coordination

Cost: None

Tracer Network
The extra hexes provided by Tracer Sweep are increased by 1. In addition, these extra hexes and the very last hex of your normal Planetary Sensor range are treated as sensor value 2 (unless the last hex of the range is of greater value).

Requirement: Tracer Sweep

Cost: None

Reverse Signal Tracking
When you intercept a signal, you may trace it back to its source by spending 1 full turn analyzing the signal. You can only trace a signal back to its origin point if the origin is within communication or sensor range of the detecting spaceship/world/station.

Requirement: Signal Interceptor

Cost: None

Sensor Post
You may build Sensor Posts to deploy on planets you haven't colonized. They may be loaded into a cargo module, taking up a size 1 worth of space. Once deployed onto a planet, they operate without need for personel. They let you treat the world as though you had Planetary Sensors there of 1/2 value. When any of your spaceships, stations or worlds is within communications range of one, they may tap into the Sensor Post to view any current and/or recorded data.

Cost: 2 Ore and 2 Gas

Spatial Scanners
Your Planetary Sensors are able to easily locate wormholes and jumpgates, and are able to plan routes and detect their exit point. Your Planetary Sensors automatically detect wormholes and jumpgates (and similar things) within range. In addition, any of your spaceship that use a wormhole or jumpgate within range of your Planetary Sensors has their speed increased by 1 hex/1 warp value. Your sensors are also able to predict the exit point of the gate or wormhole, letting you gauge distance before entering.

Cost: None

Collapsible Tunnels
Your tunnels are designed for controlled collapse in the event of an invasion. The invaders have their planetary attack strength decreased by 1 for every 2 levels of Subterranean Cities on the world.

Cost: None

Mining Cities
You no longer need to reduce the Ore value of the planet by 1 to build the first level of Subterranean Cities on a world (the cities still take the same amount of time to construct).

Cost: None

Expanded Caverns
Your Subterranean Cities have the infrastructure cap bonus they provide increased by 1 per level.

Cost: None

Fortified Structuring
Your cities are highly resistant to bombardment, reducing the value of bombardments by 1 for every 2 levels of Subterranean Cities on the world.

Cost: None

Entrenched Defenses
You may entrench your defenses deep within the earth. This reduces their effective weapon range and lowers their full range of motion, but increases their durability significantly. When this tech is applied to defenses, their range is reduced by 2 units and they treat engine damage reduction of their targets as being 1 higher than normal. However, they also gain 4 hull points and reduce all incoming damage by 2. This may not be applied to Orbital Defenses.

Cost Modifier: +1 Ore

Underground Metropolis
Your Subterranean Cities increase the planet's Defense Strength by 1 per level. In addition, alien sensors cannot get detailed information about your development on a world unless they have a Sensor Value equal to or greater than your ranks of Subterranean Cities there -2, and they spend 1 full turn scanning the world.

Requirement: Mining Cities.

Cost: None.

NOTE Orbital shipyards and other such structures obviously not able to be kept underground can still be detected as normal.

Defensive Terrain
Each time you build or increase the level of Terraforming on a world, you may choose to reduce the infrastructure cap bonus by 1 to increase the defense strength of the world by 1 in addition to the rest of the infrastructure cap increase.

Cost: None

Expanded Modification
The infrastructure cap bonus provided by each level of Terraforming is increased by 1.

Cost: None

Improved Agricultural Development
Your worlds gain 1 extra infrastructure each turn for every 4 levels of Terraforming on the world.

Cost: None

Terrain Specialists
Your people possess knowledge and equipment that can turn terrain to their advantage. When invading an enemy world, reduce the planetary defense strength bonus of each tech and ability that is terrain-related the enemy possesses by 1 for every 4 ranks of Terraforming you have.

Cost: None

Habitat Reconstruction
Using your knowledge of resources, terrain and adaptation you may negate the drawbacks of certain hazards. On each of your worlds you may apply this tech to ignore the drawbacks of the radioactive, extreme temperatures, deadly local predators, fiery and stormy hazards. Adding this tech is declared at the start of a turn and takes effect at the start of the next turn.

Cost: 1 Ore and 1 Gas

Natural Resources
Your species has found uses for things that grow on nearly any world, whether it's for food or as a fuel source. You may apply this tech on your worlds to increase their infrastructure cap by an amount equal to the world's base fertility.

Requirement: Improved Agricultural Development

Cost: 4 Ore and 4 Gas