Planet Characteristics and Starting Conditions

Understand production modifiers and biomes, building slots, and planets' starting allocations.

Modifiers and the Role of Biomes

Production modifiers

Each colony receives random modifiers to Iron, Crystal and Aether when it is created.

The game rolls separately:

  • a total bonus between +15,0% and +30,0%
  • a total penalty between -0,1% and -30,0%

These values are then randomly distributed among the three resources.

These modifiers change the effective base of the resource concerned before the other production bonuses. An Iron +12,5% modifier therefore first increases the planet's Iron base, after which technologies, factions, alliances, packs, Miners and artifacts calculate their gains based on this adjusted base.

A colony can therefore have:

  • 2 resources with a bonus and 1 with a penalty
  • 1 resource with a bonus and 2 with a penalty
  • 1 bonus, 1 penalty and 1 neutral resource

Example

A colony can obtain:

  • Iron +12,5%
  • Crystal +4,4%
  • Aether -6,1%

Another may have:

  • Iron 0%
  • Crystal +18,2%
  • Aether -7,3%

The role of the biome

The biome is mostly visual today. Production modifiers are generated separately and do not depend on the biome.

The biome gives the planet its identity; it does not automatically determine its economic bonuses.

Example

Two Verdant planets can have opposite results:

  • one with a bonus to Iron
  • the other with a penalty to Iron and a bonus to Crystal

Building Slots and the Terraformer

Available slots depend on the type of planet and its Terraformer level.

The basic capacity is:

  • 240 slots for the home planet
  • 180 to 240 slots for a colony, depending on its initial roll

Then, each Terraformer level adds +10 slots.

Formula:

total slots = base slots + (Terraformer level × 10)

Example

If a colony starts with 192 slots and has a level 3 Terraformer, it has:

192 + (3 × 10) = 222 slots

Starting Allocations and the Start of Production

Starting a colony

A colony starts with its own starting resources and active Pillars.

When it is created, a colony receives:

  • 500 Iron
  • 400 Crystal
  • 200 Aether

Its Pillars are active by default.

Its base number of slots and production modifiers are generated at the time of colonization.

Example

Two colonies created on the same day can start with the same basic resources, but with:

  • a different number of slots
  • different production modifiers

Home planet starting allocation

Your home planet starts with a few resources and account-wide Astrium, with no buildings, technologies, or units granted.

When you first enter the universe, your account receives:

  • 500 Astrium
  • no universal fragment

Your home planet receives:

  • 1 000 Iron
  • 750 Crystal
  • 250 Aether
  • 0 Weave Resonator (RT)
  • buildings at level 0
  • technologies at level 0

Other units, specialized devices, ships, defenses and components also start at 0.

Example

This starting allocation allows you to build the first levels with the basic resources.

Starting after pre-registration

An account created through pre-registration does not produce resources until the player first accesses the universe after it opens.

The account creation date remains the pre-registration date, but production clocks start with the account owner's first authorized access after the official opening.

There is therefore no retroactive catch-up between:

  • pre-registration;
  • the official opening;
  • the player's first actual access.

Natural production of Iron, Crystal and Aether, as well as passive production of Soldiers and Weave Resonators, begins with this first actual access.

Example

If you pre-register the day before opening but log in for the first time two hours after opening, your account does not receive two hours of free production.

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