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Balancing · Planets

Planet density tiers

Twenty procedural density steps control how rich a world is overall. Ninety-nine archetypes (crystal vaults, molten cores, ocean coasts, and more) sit on top - they shape look and which ore dominates, not the tier ladder itself.

Procedural systems roll void through pinnacle using the spawn shares below - a bell curve centered on middling and moderate tiers. Homeworlds are assigned to players and never appear in the wild.

Temperature spans combine each tier baseline with orbit distance (inner worlds run hot, outer worlds cold) plus survey jitter. Mass follows tier-specific bands.

Maximum output columns show the peak per-resource extraction ceiling before mines and research - the hard cap geology allows once your colony is running.

Not the same as archetypes

Archetypes are the 99 geological world types you see in surveys - molten frurozin cores, iron crust worlds, crystal vaults, and so on. They pick sprite families and dominant ore flavor after density and orbit are set. Two worlds can share an archetype label but differ in density tier; two pinnacle worlds can look completely different.

Density tiers
20
Procedural archetypes
99
Density tierDensitySpawn shareMassSurface tempMax / secondMax / hour
Void×0.120.7%0.18 – 0.42 M⊕-111 – 75 °C0.008 – 0.036 /s29 – 130 /h
Barren×0.181.2%0.24 – 0.51 M⊕-107 – 79 °C0.008 – 0.062 /s29 – 223 /h
Desolate×0.252%0.29 – 0.61 M⊕-103 – 83 °C0.011 – 0.101 /s40 – 364 /h
Depleted×0.322.9%0.35 – 0.7 M⊕-99 – 87 °C0.017 – 0.146 /s61 – 526 /h
Sparse×0.44.1%0.41 – 0.79 M⊕-95 – 91 °C0.024 – 0.205 /s86 – 738 /h
Lean×0.485.4%0.46 – 0.89 M⊕-91 – 95 °C0.033 – 0.277 /s119 – 997 /h
Meager×0.576.8%0.52 – 0.98 M⊕-87 – 99 °C0.044 – 0.366 /s158 – 1318 /h
Scant×0.678.1%0.57 – 1.08 M⊕-83 – 103 °C0.057 – 0.478 /s205 – 1721 /h
Modest×0.789.1%0.63 – 1.17 M⊕-79 – 107 °C0.075 – 0.617 /s270 – 2221 /h
Middling×0.899.6%0.69 – 1.26 M⊕-75 – 111 °C0.094 – 0.775 /s338 – 2790 /h
Moderate×19.6%0.74 – 1.36 M⊕-71 – 115 °C0.116 – 0.931 /s418 – 3352 /h
Fair×1.129.1%0.8 – 1.45 M⊕-67 – 119 °C0.144 – 1.122 /s518 – 4039 /h
Solid×1.258.1%0.86 – 1.54 M⊕-63 – 123 °C0.176 – 1.357 /s634 – 4885 /h
Generous×1.396.8%0.91 – 1.64 M⊕-59 – 127 °C0.214 – 1.59 /s770 – 5724 /h
Fertile×1.545.4%0.97 – 1.73 M⊕-55 – 131 °C0.262 – 1.846 /s943 – 6646 /h
Rich×1.74.1%1.02 – 1.83 M⊕-51 – 135 °C0.315 – 2.132 /s1134 – 7675 /h
Lush×1.872.9%1.08 – 1.92 M⊕-47 – 139 °C0.38 – 2.452 /s1368 – 8827 /h
Prolific×2.052%1.14 – 2.01 M⊕-43 – 143 °C0.459 – 2.808 /s1652 – 10109 /h
Abundant×2.241.2%1.19 – 2.11 M⊕-39 – 147 °C0.547 – 3.213 /s1969 – 11567 /h
Pinnacle×2.450.7%1.25 – 2.2 M⊕-35 – 151 °C0.657 – 3.657 /s2365 – 13165 /h
Command Homeworld×1Player only0.88 – 1.05 M⊕-59 – 127 °C0.8333 /s3000 /h

Per-second and per-hour figures are peak extraction ceilings for a single raw resource on that world, sampled across orbits. Actual yields depend on mine levels, energy, ore affinity, and archetype.

Homeworld peak extraction is fixed at 3,000 raw per hour on the dominant vein - identical for every commander, with no procedural roll. Reaching that ceiling takes roughly mid-to-late mining investment (about 25-30 mine levels on that vein), not a handful of starter extractors.

Legendary early-ore veins (~0.1% of worlds) can push pig-iron, crystal, or frubin ceilings to about 25,000-30,000 per hour. Gold and frurozin never roll this bonus. Saturating those caps needs a heavily industrialized colony.

Gold exists only on gold-rich worlds (~0.1% of slots). Those can exceed normal density-table peaks on gold seams; every other world has no gold extraction.

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