Planets

There are thousands of planets to be discovered in Galaxy Legion, and what makes each one different is it's Planet Type, Planet Size, and Resources.

Contents

Planet Database

Your ship's computer is equipped with an initially empty planet database. The planet database stores the location and meta-data for planets that you currently have scanned. Currently scanned planets are listed on the "PLANETS" tab of your main console. From the PLANETS tab, you can scan for new planets, select an individual planet for details/options, and sort or filter the list of planets.

Sorting and Filtering List of Planets

Sort the list of planets by ascending or descending order by clicking on the column headers. The filter is applied real-time and filters simultaneously by planet name, size, type, best resource, and control. For example, entering "you volc very" as the filter will cause only volcanic planets controlled by you which have a very something best resource or a very something size (it's also possible that a planet has the string "volc" or "you" as a substring somewhere in the planet name). The order of different words in the filter does not matter, and the strings are not case-sensitive, so the following filters are all functionally equivalent: "icy large", "LARGE ICY", and "lArGe ICy".

Adding Planets to the Database

There are 6 known methods to add a planet to the database:

  • Scanning for new planets. This is a stochastic process described in the following section.
  • Sharing planet locations. Legion members may "alert" a planet location to other members of the same legion. This functionality is based on heavily regulated and leased scan-link channels; planets added under this method are only temporarily available to all legion members, and will be removed after a specific amount of time. If the planet is colonized (or invaded then colonized) by a particular recipient during this window, then its location will remain in the colonizing user's planet database.
  • Using the Alien Star Chart Artifact. This artifact adds a random planet to your planet database, and is assumed to be equivalent to a single successful scan. Due to the high cost (in materials and expertise) and relatively low demand of producing these artifacts, there is no known existing production of this artifact; new instances are not expected to be available through artifact drops or Galaxy markets.
  • Hacking an enemy ship's database. The planet database is typically maintained in an isolated enclave of the ship's computer with periodic synchronization. It is rare, but the results of a successful hack may coincide with synchronization which will allow planet data to be hacked. The result is that both ships will now have the same planet scanned.
  • Daily Rewards. It is rumored (and possibly a myth) that planet information is returned on extremely rare occasions as a Daily Reward. The probability of this event is considered to be virtually zero for all intents and purposes.
  • Special Missions. Special mission may return planet information. High rank missions even unlock the discovery of new TYPES of planets (Aphotic and Ecumenopolis, etc). The other canonical case of this is the special planet "Exotica" as a reward for completion of the mission "Ruler of Exotica".

Scanning for New Planets

To scan for new planets, click the "Scan for New Planets" button on the "PLANETS" tab of your main console. The scanning processes consumes Energy and is probabilistic in nature. The probability stated on the console represents the ship's computer's calculated odds that a planet will be identified by the scan. The nature of the flux and related scanning technology allow for a sufficiently accurate calculation of this probability.

Once a planet is identified, the ship's scanners attempt to isolate and analyze the planet. Whether this 2nd scan is successful is a function of your scanning power and the identified planet's cloak. The exact nature of this function is not known, but it has been proposed by high-rank scientists, and confirmed by empirical observations, that this scan-cloak function is indeed probabilistic and of the form: A - B*(cloak/scan) as opposed to a simple add-subtract of scan versus cloak abilities. The actual probability of the overall scan is the stated scanning probability multiplied by the results of the scan-cloak function; therefore, the stated scanning probability is an upper-bound on the actual probability.

Since the 2nd scan function depends on the specific identified planet, your ship computer is unable to report the overall scanning probability prior to the scan. Depending on the results of the scan-cloak function, the identified planet may or may not have enough cloak to remain hidden from the scan after the identification. If the planet is successfully identified, and then successfully isolated/analyzed, the overall scan is considered successful, and the planet is added to your planet database.

Your ship must maintain active scan links with all scanned planets, so the planet identification probability decreases as the number of successfully scanned planets increases. More and more scanning power is needed to maintain more and more active scan-links.

Removing Planets from the Database

Removing a planet from the planet database deactivates active scan links, thus increasing your planet identification probability. Planets are removed from your database when:

  • You use a Starchart Purger artifact on the planet. You cannot use a Starchart Purger on a planet that you currently control.
  • A player uses a Planet Flux artifact on the planet. The Planet Flux artifact disrupts any existing active scan links to the planet, effectively removing it from all databases which have it scanned. This leaves the user of the Planet Flux as the only user who has the planet scanned.
  • A planet alert lease expires.

Colonization Requirements

You are limited in how many planets you can occupy by your current rank. The limit is one planet, plus one per four ranks you have achieved.

Colonizing a planet, whether peacefully or through invasion, also costs credits. The cost is dependent on how many planets you have already occupied, and it costs twice as much to invade a planet as it does to colonize an unoccupied planet.


Planetary Colonization Requirements
Planet Rank Required Colonization Cost Invasion Cost
1 0 0 0
2 4 1,000 2,000
3 8 8,000 16,000
4 12 27,000 54,000
5 16 64,000 128,000
6 20 125,000 250,000
7 24 216,000 432,000
8 28 343,000 686,000
9 32 512,000 1,024,000
10 36 729,000 1,458,000
11 40 1,000,000 2,000,000
12 44 1,331,000 2,662,000
13 48 1,728,000 3,456,000
14 52 2,197,000 4,394,000
15 56 2,744,000 5,488,000
16 60 3,375,000 6,750,000
17 64 4,096,000 8,192,000

Based on this data, Kurisu has established a formula which seems to accurately predict colonization costs for those wishing info not verified in the above table:

n = number of planets currently colonized

x = n - 1

p(x) = (x^3 + 3x^2 + 3x + 1) * 1000

or quite simply put: x^3 * 1000

Remember that invasion costs will still be double what is calculated by the above formula.

Types of Planets


A planet comes with a variety of resources that can be produced, and the type of planet you find determines what those resources will be. While some resources might be abundant, other resources may not be available at all. The list below show what planets are out in the galaxy, how likely you are to find them, and what they will typically be able to produce.

Naturally Occuring

These planets are normally found in the game without requiring any artifacts to create them, all created planets originally begin life as one of these basic types.

Common Planets

  • Barren Planets

Most common resource is minerals; max observed natural: Very Large / Mining: Rich. Limited upgrades available via 2 missions.

Images:Type 1 Type 2 Type 3 Type 4

  • Volcanic Planets

Most common resource is minerals; max observed natural: Very Large / Mining: Extremely Rich

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  • Gas Planets

Most common resource is research; max observed natural: Very Massive / Research: Extremely Rich

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Uncommon Planets

  • Desert Planets

Most common resource is artifacts; max observed natural: Very Large / Artifact: Very Rich. Limited upgrades available via mission.

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  • Icy Planets

Most common resource is artifacts; max observed natural: Very Large / Artifact: Extremely Rich. Limited upgrades available via mission. (Note: This planet is the only planet in game which has the potential to reach the vaunted status of "Mega Collosal")

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  • Toxic Planets

Most common resource is minerals; max observed natural: Very Large / Mining: Very Rich. (Note: Blade Harvester NPCs spawn randomly in the battle tab providing an unlimited supply of mineral resource enhancers that can be used on Toxic planets. However the artifacts cannot be used on a Toxic of mineral availability of 15x or higher. However the artifact proves a bonus of two levels to the mineral availability. Thus a toxic planet at 14x Mega Rich will reach 16x Mega rich before it cannot be enhanced further, while a toxic at 13x mega rich will only reach 15x mega rich.

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Rare Planets

  • Metallic – most common resource is mining/research; max observed natural: Very Massive / Mining or Research: Extremely Rich.

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  • Oceanic - most common resource is artifacts/research; max observed natural: Massive / Artifact or Research: Extremely Rich.

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  • Terra - most common resource is artifacts; max observed natural: Very Large / Artifact: 3x Mega Rich. Limited upgrades via mission.

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Extremely Rare Planets

  • Exotic planets

Rare worlds with abundant resources and unusual life forms. They can be any size and richness. Naturally occurring although rare upto 48x mega rich.

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Player Created Planets

Common planets

  • "'Homeworlds'"

Very little known about them at this time, but they are going to come out soon. Supposedly, each player will be able to make their own homeworld, that they can edit resources and size sumhow[most likely by special skill points or normal skill points]. The fact that they will exist was brought out by the developer after many suggestions for adding them by players.

Rare Planets

  • Aphotic Planets (AKA 'Shadow' planets)

Only found in the Vorigar Expanse, which is available through completing the mission Into the Expanse. They are always Very Large size, Very Rich Mining, Extremely Rich Artifacts, and Mega Rich Research. They also have 1200 Passive Cloak.

  • Note: The passive cloak bonus was boosted to 1200, up from 200, on August 4th, 2011

Aphotic planets (aka 'Shadow planets') are worlds that receive little to no sunlight from their host star, but their cores produce enough heat to prevent the surface from freezing. They exist inside the Vorigar Expanse, a large region of the existing galaxy. Due to the amount of the Silthion gas in the Expanse, all planets within it are Aphotic.

Once discovered for the first time though the mission, Aphotic planets can be discovered by other players through normal scanning.

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  • Ecumenopolis Planets

Huge megacities that encompass an entire planet. They can be found through completing the mission City of None. They appear to always be Large size, Abundant Mining, Ultra Rich Artifact and 2x Mega Rich Research. They have a passive cloak bonus of 700

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  • Crystal Planets

Desert planets that have been transformed by using a Gamma Crystallizer artifact, which is only available through completing the mission Crystal Inferno. Gamma Crystallizers add +1 size and +2 richness to all three resource types on the planet.

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  • Irradiated Planets

Toxic planets that have been transformed by using an Isolytic Irradiator artifact that is only available through completing the mission Potent Residuum. Isolytic Irradiators add +1 size and +2 richness to all three resource types on the planet. Irradiated planets can also have their mining output increased to up to 15x Mega Rich through Toxic Purifier artifacts, that are dropped by certain rare NPC's. Use the Isolytic Irradiator on a Very Massive 15x Mega Rich Toxic world to get a Colosal 17x Mega Rich planet.

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  • Demon Planets (AKA Class Y planets)

Volcanic planets that have been transformed by using a Thermionic Intensifier Artifact. This artifact is gained through a discovery in the Collective Theory Lab (Also known as the CT-Lab) Thermionic Intensifiers add +800 passive attack, +1 size, and +1 richness to all three resource types on the planet. Use the Thermionic Intensifier on a Very Massive 15x Mega Rich Volcanic world to get a Colossal 16x Mega Rich planet.

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  • Plasma planets

Gas planets that have been transformed by using a Phasic-Chain Ionizer Artifact. This artifact is gained through a discovery in the Collective Theory Lab (Also known as the CT-Lab) Phasic-Chain Ionizers add +300 passive defense, +1 size, and +2 richness to research. Use the Phasic-Chain Ionizer on a Very Massive 15x Mega Rich Gas world to get a Colossal 17x Mega Rich planet.

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Extremely Rare Planets

  • Gaia planets

Terra planets that have been transformed through the use of The Gaia Seed Artifact, which is available by completing the mission The Drannik Extinction. The Gaia Seed adds +1 size and +2 richness to all three resource types on the planet.

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  • Sentient planets

Barren planets that have been transformed through the use of a Planetary Sentiox Artifact, which is available by completing the mission Hacking the Sentiox. The Planetary Sentiox adds +700 Passive Attack, +700 Passive Defense, +1 size and +2 richness to all three resource types on the planet.

  • Note: The passive attack/defense bonuses were boosted to 700, up from 200, on August 4th, 2011

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Mythical Planets

  • Dyson Planets

Colossal 28x Mega Rich of all three resources, produced by using a Special Artifact obtained by using 10 quasi spacial expanders in the mission The Colossal Project.

Dysons CAN be discovered naturally, through lucky searches, but their rarity is such that very few players have ever seen one, much less owned one.

Then there are the few, such as Oggie, of Disciples of Orion, who has over 5 Dysons. It all comes down to luck of the draw with scanning.

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Planet Sizes


Planet size determines how much space the planet has available for buildings. Some buildings take up more space than others, so this number is good to know. However Artifacts that change planet size are talking about the SIZE of the planet as defined in the Size column, not the SPACE of the planet. Effectively an artifact that "Increases Planet Size by 1" will add 6 space.

 From smallest to largest, the planet sizes (and available space) are:


Size Title Space
0 Planet does not exist 15
1 Very Tiny 21
2 Tiny 27
3 Very Small 33
4 Small 39
5 Average 45
6 Large 51
7 Very Large 57
8 Massive 63
9 Very Massive 69
10 Colossal 75
11 Mega Colossal** 81


** NOTE:

"Mega Colossal" No longer shows as "Colossal":

  • This is because the game itself was not initially populated with a planet of this size, but players have determined how to expand a planet past the soft limit of the game's mechanics. Initially this caused the planet to still show inn people's lists as "Colossal" with no prefix to distinguish it from it's cousin.

Naming Controversy:

  • Because the planet had not specifically given a title, showing only as "Colossal", players have been given to referring to them as "Extremely Colossal", "Very Colossal", "Mega Colossal", "Titanic" and "Gigantic". Given the naming conventions for other planets the proper name should be "Very Colossal". However Dan decided to break with tradition on this planet when he made it an officially accepted size in the game, instead calling it "Mega Colossal" <-- ** Verified **

How to obtain a "Very Colossal"/"Mega Colossal" Planet:

  • Obtain any Ice-world, and use the Quasi Spacial Expander artifacts on it until the planet reaches the maximum size you can increase them to by using the expander (The maximum size reachable this way is, 09 - "Very Massive"). At that point use a "Mass Surface Melter" Artifact on the planet, this will change your Icy planet into an oceanic planet, and also increase the planet size by 2, as well as increasing the resource abundance of all available resources by two.

Resources


Every planet has resources that can be harvested. Those resources are what help you progress further in the game. The resources for each planet are:

Resource Availability

The resource availability modifier is added to the resource production for a given resource on the planet. In order from worst production to best production, the availabilities follow.

Note the way planet av ailability is determined as a multiplier is a simple formula: 1*(-1+(.25*N))

N's Value Availability Name Effective Multiplier
0 Resource will not be displayed! -1
1 Extremely Sparse -0.75
2 Very Sparse -0.5
3 Sparse -0.25
4 Average 0
5 Abundant 0.25
6 Very Abundant 0.5
7 Extremely Abundant 0.75
8 Rich 1
9 Very Rich 1.25
10 Extremely Rich 1.5
11 Ultra Rich 1.75
12 Mega Rich 2
13 1x Mega Rich* 2.25
  • NOTE: After 1x Mega Rich the scale continues up indefinitely always incrementing the multiplier on each tier.
  • NOTE: The max most planets can attain by human interaction is 15x mega rich (6.25 multiplier), however certain caveats allow players to increase some planets to 16x (6.5) and 17x (6.75) Mega rich by carefully using artifacts in the correct order.
  • NOTE: The Dyson Sphere artifact will change a Metallic Planet directly to 28x (10.00) Mega Rich on all three stats, but is a one time only artifact received from a mission.
  • NOTE: the Highest observed Mega rich planet is now a naturally discovered, but artifically enhanced, 57x Mega Rich (16.25) planet, owned by Oggie (rank 754 as of 8/24/2011), of the Disciples of Orion legion.

Base Planetary Production


Do you need to know which planet you should colonize?

Planet Structures which are researched are generally referred to by their Availability Bonus ("I have +4s on all my Gas Planets", or "I am going to need to save up before I can complete the upgrade of all of my planets to +10 buildings." &co.)

Below is a chart of Planet Structures ordered by their size, which also is the order they become available in.

Larger planets provide more space for structures, allowing you to maximize the resource availability bonus the planet provides. While they do cost more money to upgrade you also collected more income from them at every resource tick prior to that point, and after that point than you would have had you used a smaller planet of the same availability.

Strategy: Teraformers are quite common, NPCs can drop several in the course of a week. Quasi Spacial Expanders are Incredibly rare, they come from the same NPC, and you would be lucky to find one every few months. Therefore the BEST long term strategy is to Generally try to acquire the largest planets possible, and increase their resource availability over time, instead of getting smaller planets which might have higher availability because the likelihood you can increase the number of structures they can hold is remote.


Production Size Prod/Size Mining Structures Research Structures Artifact Structures
1 4 0.250 Surface Mine Research Station Surface Scanner
2 7 0.285 Extraction Drones Robotics Lab Analyzer Drones
3 9 0.333 Nanite Disassemblers Nanite Lab Subterranean Probes
4 11 0.363 Deep Core Mine Theory Engine Deep Scan Harmonizer
5 13 0.384 Mesh Extractor AI Network Mesh Probes
6 15 0.400 Quantum Reassembler Quantum Computer Grid Quantum Analyzer Engine
8 16 0.500 Gravitonic Teleporter Gravitonic Brain Gravitonic Revealer
10 17 0.588 Stellar Converter Matrioshka Brain Stellar Replicator
12 18 0.666 Star Lifting Hypernode Brain Hyperforge Fabricator


Planetary Events

Planets will now experience occasional events that affect their stats or production. Events occur under the following conditions:

  • Randomly - some planets will experience events randomly. Most of these effects are temporary, some are permanent.
  • Invasion - a successful invasion may trigger a beneficial or negative event. These effects are temporary.
  • Colonization - colonizing a planet may trigger beneficial events. These effects are temporary.


Planetary Analysis:

Analysis - A new planet action called ‘Analyze’ is available for some planets. An indicator icon in the planet list will show which planets (if any) have something to analyze. Performing a successful analysis unlocks a beneficial effect that is permanent. Players will be notified automatically during random events when planets have something available to analyze.

Name Effect Lasts for Cause of effect
Unique Lifeforms +10% research 1 week random (?)
Advanced Civilization Ruins +20% artefact  ? random (?)
Pure Deposits +10% mining 1 week random (?)
Lost Undersea Archive +30% research 1 week random (?)
Flux Storm +50,000 cloak 1 week random (?)
Stealth Screen +30% cloak permanent (?) random (?)
Captured Prisoners -50% to build cost (half cost) 1 week invasion
Galactic Trade Hub +10% to all production 1 week random (?)
Ancient Relics +10% artefact 1 week random (?)
Devastated Landscape +100% build costs (double cost) permanent (?) invasion
Lush Biosphere +200% population permanent (?) Analysis
Subterranean Caverns +30% defence permanent (?) Analysis
Small Moon +10% planet space permanent (?) Analysis
Large Moon +20% planet space permanent (?) Analysis

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