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SO L A R SY S TE M S A N D CO L O N I SA B L E O B J E C T S.

ARENT WORLDS DANGEROUS? DONT THINGS HIT THEM AND STUFF?

CONTENTS
Colony Types......................................................................................................................................................................... 3 Unique Colony Types ........................................................................................................................................................ 4 Small Colonisable Bodies................................................................................................................................................. 6 Asteroids: .......................................................................................................................................................................... 6 Planetoids.......................................................................................................................................................................... 8 Large Colonisable Objects. ............................................................................................................................................10 Terrestrial .......................................................................................................................................................................10 Jovian.................................................................................................................................................................................14 Solar Systems......................................................................................................................................................................16 Planet Types and Colony Types Permitted............................................................................................................17 Asteroids .....................................................................................................................................................................17 Planetoids ...................................................................................................................................................................17 Planets..........................................................................................................................................................................17 Gas Giants ...................................................................................................................................................................17 Effects of Worlds. ..............................................................................................................................................................18 Asteroids .....................................................................................................................................................................18 Planetoids ...................................................................................................................................................................18 Planets..........................................................................................................................................................................18 Gas Giants ...................................................................................................................................................................18 Colony Type Effects................................................................................................................................................19 Special Colony Type Effects................................................................................................................................19

COLONY TYPE S
Pastoral World: An agricultural, feudal, and or other non-industrialized world. These are the planets that supply food to the state. Colonial World: Any world that is not fully incorporated into the state, whether it be from conquest or settlement. This planet is still in its formative stages of settlement, and it has not been decided yet which of the various types of planet it will eventually become. Industrial World: Crowded and heavily urbanized, these planets build anything and everything that your nations require. Fringe World: A planet along the outter rim of an interstellar state, these planets, whether colonial or settled in nature are often relatively uncivilized backwaters. Research Station: Not a world in and of itself, but instead refers to the research stations and moons that surround a (usually) uninhabitable planet. Often the planet below is barren or lacking in any strategic or economic value. Populations are often minimal and are housed almost exclusively in the research stations orbiting the planet. Ecumenopolis: Planet whose entire surface is covered by a single, city. These planets house vast populations but are completely devoid of any resources. However, they are often great centres of thinking and culture, as well as bodies. Penal World: Planet whose sole purpose is to be used as a prison. The nature of this prison varies, and the vast majority, if not entirety, of the planet's population consists of criminals and their custodians. There is usually no native or civilian population on the planet. Resource Colony: These planets are dedicated to the supply side of industry and economics, posessing vast wealth in some sort of raw material. Often these planets are completely dedicated to the harvesting of a single resource. Nature Preserve: Whether this planet is an Environmentalist's dream, or a favourite hunting grounds for those with time and money, this planet is largely untouched by civilization. With the exception of perhaps one major port for the transit of tourists and supplies, as well as a handful of recreational settlements, this planet is absolutely untouched by the outside world. Pleasure World: This planet type is a place of relaxation and culture, in all of its forms. Whether the entertainment comes in the form of music or movies, drugs, sex, or plays, it doesn't matter. People come to these worlds to relax and enjoy themselves. Of course, this also makes these places a haven of sorts for spies and others in the intelligence business. Just because something happened here, doesn't mean it'll stay here.

Fortress World: The Fortress Worlds are heavily defended and usually defend key points of an empire. There is little doubting that assaulting such a world is a difficult prospect, and taking one even more so. But failing to do so can leave an incredibly powerful enemy where he can strike at will. Primary World: A Primary World is halfway between an Ecumenopolis and an Industrial World. There are few examples of such worlds and they are all typically the Capital of the Empire within which they reside, and very very few have more than one, if any.

UNIQUE C OLONY TYPES


The Unique Colony types are worlds only available to certain nation types. These worlds are precious commodities, and in some cases are very rare, or even unique if the nation in question has one at all! These worlds should be treated with the reverence and rarity they deserve. The loss of one is far more hard hitting than any other in most cases. Warlord: Bulwark World: This World isnt just a fortress, it isnt just another defence. It is a fastidious defender of your empire! These are equipped with almost impenetrable defences. The Shields of the world are only second to a Shield World or a pacifist Invulnerability Shield. Moreover its weapons almost entirely render orbital assault impossible. Moreover a Bulwark World comes with a Sector Command Station, a Drydock and 4 Orbital Fortresses. Despoiler: Toxic Wasteland: A world so ravaged by corruption and biological weapons its very atmosphere is poison. The air is acid, the ground poison to the touch and even the rocks are thick with slick nerve toxins. These are worlds so hostile to life even the Despoilers that engineered it cannot survive its surface. And so the Despoilers live beneath it beyond the reach of invading armies. Of course if someone were to crack their subterranean cities you wont need invading armies. Pacifist: The Embassy: A semi-neutral world where the Pacifists have a permanent large-scale Embassy upon its surface where they can conduct negotiations in an environment they can tailor to their visitors tastes. The power of the world in the diplomatic arena cannot be ignored. Scientist: The Scientists do not actually have a unique world, but all of their worlds benefit as if from having a Research Facility upon them. As such few can equal their scientific capabilities, but then few ever could. Economist: Marketworld: This is, literally, a worldwide economic trading post. Chances are it is actually just a couple of cities and trade stations in orbit. However it remains that this world is a significant hub of activity where the Economists main bulk of trade and business pass through. These worlds come with ten trade stations in orbit. Industrialist: Forgeworld: No world anywhere can even dream of matching the sheer Industrial Output of a Forgeworld. In fact no two of the best other possible Industry Worlds put together can even come close to matching the output of such a world. Hunter: The Preserve: These Worlds are gigantic hunting preserves populated with species that are fun to hunt. They are well managed and monitored by the Hunters and hunting upon them is typically governed by extremely strict rules. To protect the secrecy of their preserves they are typically Cloaked. Destroyer: Testing Grounds: A multipurpose world. These worlds are typically a half half on one side there is the engineered environment for testing troops and training, on the other there is the ravaged wastelands where new weapons are constantly tested. Environmentalist: Gaia World: A Gaia World is the physical ideal of the Environmentalist they have no more respect for any other world than they can possibly have for a Gaia world. These worlds are typically protected by the best the Environmentalist has to sell. Isolationist: Shield World: A world protected by the best shields available without looking at Pacifist Invulnerability Shields. The defences of these worlds are incredible, but unlike the

Bulwark worlds of the Warlords they have no active defence. But they only need to hold out until reinforcements arrive. Spymaster: The Monitor: A world dedicated to an entire monitoring network. There is no world in the universe as capable at monitoring anything as the Monitor. It is all seeing, all knowing. And more importantly. As far as the universe is concerned it does not exist. (Max: 1) Bio-Technocracy: Living World: The Living World is actually only the size of a small moon, but it is entirely biological and quite alive. While it is mobile it is too large for a ZTT Swallow Drive and thus is limited to STL travel. This world is often the home of the species most important elements. For while it cannot go FTL it is not defenceless, and it can be hidden in the dark spaces in the galaxy. (Max: 2) Psychic Hive: Psychic Hub: The Psychic Hub is a hub of the Psychic Hive. Powerful and almost physically wreathed in Psychic energy. Within its sphere of influence the psychic abilities of the Hive are more powerful than ever, and within the worlds orbit can even be used as raw ship killing pulses of energy. (Max: 1) Theocracy: Shrineworld: The Shrineworld, or Shrineworlds, are core planets of the species faith. They are devoted to the god or gods of the theocracy in mind body and soul and were often places of perceived miracles or such within the faith. It is these worlds that the Theocracies most keenly feel for. And the loss of one is both an incalculable loss for the Theocracy. And a guarantee of total uninhibited war of extermination against the Heretics who committed such a horrendous act as even setting foot upon such a world uninvited. Artificial Empire: Artificial World: When the going gets tough the Artificial Empire just builds a planet. And entire systems resources can be stripped for such a project, and that world can never leave the Orbit it was constructed within except in a case of great emergency. These are the artefacts of a seemingly endless species. A monumental achievement. And most importantly. The home of the most powerful AIs in the Empire. (Max: 1) Cyberneticists: Cybernetic Hive: While not a true hive the Cyberneticists of such a world enjoy much more freedoms of interconnection than anything short of the Psychics, Artificial Empire or Insectoids. Here their industry is unfettered. Modification of the body is not only compulsory but often begins at birth and is upgraded as the child gets older. The Higher Echelons of a Cybernetic Hives society will often be more mechanical than... whatever they were before. The Culture: The Hollywood: A cultural centre of the galaxy. It is here that music, movies, entertainment, holovids, interspecies simulated porn etc is all born. At least the good stuff anyway. People will flock to the banners of The Culture that has a Hollywood whether as visitors, hopefuls or just people who are drawn to the Cultures way of life. (Max: 1) Enslavers: Slave World: These worlds are rare, if only because Slavers prefer to acquire wild stock. But some worlds do exist where populations of varying species are specifically captured, raised, bred and trained for the Slave Ships to take to trade. The Slaves of these worlds are of notably less quality than wild stock and often go incredibly low prices. But the Slaves being bred for Slavery are often unimaginative, slow, uneducated beyond their task. They are, effectively, inferior stock. But Enslavers with two or three such worlds would not even need to look elsewhere for stock to trade. But elsewhere has better stock. And every so often the breeding stock needs to be refreshed.

Crimeocracy: Black Market Ring: A massive structure, easily ten thousand kilometres across this ring hovers in space. At its heart is a control station that keeps the ring running smoothly. However all trade is done on the ring itself amongst any number of tailored environments for any possible guests. While the defences of such a ring are a well kept secret it is also known to possess a cloaking device. And all vessels visiting the Ring must be tugged after a Ring Pilot goes on board the vessel and shuts down all recording devices with a MASSIVE EMP pulse. Any who disagree with the conditions simply cannot go there to traide. (Max: 1) Nomads: The Worldship Fleet: The Nomads cannot colonise worlds, as such all their equivalents are vessels, thus while they technically have no one special planet they do however have access to an entire list of Worldships. The Unforgiven: The World of their Crime: The Unforgiven are usually known for a singular unforgivable event in their history. The one unforgivable act that has earned them the unrivalled enmity of almost all living creatures be they Pacifists, Destroyers, Despoilers, Enslavers, Scientists or many others. The Unforgiven remember and keep this world regardless of its desecrated and unholy surface as almost holy and deserving of pilgrimage to that they too can remember why they have become the Unforgiven. (Max 1) Empire of Light: The Luminous Heart: The Capital of Capitals to the Empire of Light. The greatest concentration of their species in their cities of light so bright that it often shares the luminence of the star it orbits. Also it is usually uncomfortably close to the star meaning few show undue interest in it.

SMALL C OLONISABLE BOD IES.


ASTEROIDS:
Small bodies between 50 metres and 250 kilometres in size. Typically amongst the oldest masses in a solar system. Lack atmospheres and have an absolute minimum of gravity. Vulcanian: One of the several dynamically stable orbital zones in most solar systems is that which lies quite close to the parent sun. These epistellar regions often contain a planet of some form, but those that do not almost always have a population of a few hundred asteroidal bodies five kilometres or less in diameter. These bodies are largely unchanged since the formation of their solar system, but because of the intense thermal conditions present they tend to be dense and metallic in nature, and many possess quite unique mineral assemblages not seen on other solar system bodies. As a consequence of their placement, Vulcanians do not present an impact hazard to Gaian worlds, although they do threaten other types of inner worlds. Indeed, most inner planets with large numbers of impact craters can have them attributed to Vulcanian bodies. Vulcanians are considered to be among the greatest prizes as far as asteroids are concerned, due to their immense mineralogical wealth. They can also be among the most difficult to procure and to move to a processing site because of thermal stressing, and the energy requirements to move such a body out of the local sun's gravity well.

Silicaceous: As a solar system forms, a population of asteroids might form close enough to the young and active sun so that they become differentiated bodies. These Silicaceous asteroids are heated sufficiently by the electromagnetic currents so that minerals will become separated, much like the process experienced by larger worlds due to their internal heating. As the sun begins to stabilize and cool down, what is left is a rocky body that typically has an olivine crust surrounding a nickel-iron alloy core. Silicaceous asteroids are not that highly prized as sources of mineral wealth, although in some cases if the core is exposed via some ancient impact, then mining operations could be considered. Most of these bodies are thus ignored, save as building material, or the occasional use as a manned or unmanned outpost.

Sideritic: Sideritic asteroids are composed of almost pure nickel iron, and represent a sizeable proportion of all asteroids in most star systems. They are moderately bright and fairly dense. It is believed that these asteroids originated from larger parent bodies that had developed sufficiently to become differentiated; that is, they had begun to form a crust, mantle, and core. Almost certainly these bodies were then destroyed by collisional processes with other bodies in the very early stages of planetary formation, when a typical inner system region might contain hundreds of planetesimal bodies. The result would be, of course, the smaller and often irregularly shaped metallic Sideritic asteroids. Many Siderites have eccentric orbits, reflecting the volatile birth that they experienced. However, many are also found in confined belt orbits. Those in belt orbits are prone to further impacts with other belt objects, and as such represent the source of most iron meteorites. Sideritic asteroids, classically called M-type asteroids, are probably the richest and most sought after of bodies when it comes to minerals. Planetary economies are often maintained by the mining of these bodies, and industrial bases often rely on Siderites for raw materials in the manufacture of many items.

Carbonaceous: Carbonaceous asteroids are typically very dark in colour, darker than coal in fact. This is because they are extremely rich in carbon compounds and other dark materials, common in the outer middle regions of solar systems. Among the most common types of asteroids, these are also the bodies which tend to pose the greatest risk to planets. However, they do have their uses as habitat construction material, and represent a rich source of income for asteroid miners dealing with space development firms.

PLANETOIDS

Small bodies between 250 and 1,000 kilometres in diameter. Often classified as minor planets, as they often have many of the same characteristics of their larger terrestrial planetary cousins, namely tectonic activity, complex geological formations. Most lack atmospheres. Hadean: As planets form and gain mass, they become differentiated due to both pressure and heat. What usually results is a world with a molten iron core, a mantle of somewhat lesser dense material that can be semi-molten, and a "light" crust of basaltic elements. This same differentiation occurs in Planetoids as they form. Often times, if a particular pre-solar nebula is metal rich, Planetoids will form that are composed almost entirely of heavy elements. These are rare worlds, however, even in metal rich systems, primarily due to the fact that most of the heavy elements will have been gathered up by the sun. Indeed, it is exceedingly rare that such a world will ever attain a Terrestrial classification. Hadeans may also be formed when a Planetoid with a large iron core has nearly all of its mantle and core blown off by a massive impact early in the formative history. The result is a world literally laid bare.

Cerean: Cerean bodies tend to be rather primitive bodies, their surfaces relatively undisturbed since their formation. Subsurface composition tends to be relatively undifferentiated, although there may be a definite core of heavier elements. The surface and upper crustal layers tend to be composed of silicates and carbon. Cereans are also noted for possessing a reservoir of volatiles. Water and carbon dioxide ice can be found in varying quantities, sometimes to the point where natural sublimation provides a very thin atmosphere. Because of this, Cereans provide attractive shelters for Human habitats, even fuel processing. The presence of these volatiles often have marked surface features impacts. In its youth, the volatiles tend to remain liquid, circulating throughout the crust, and causing the world as a whole to shrink. As the volatiles freeze with age, the Planetoid will expand. The result is a complex series of rifts and blocks, mixing with numerous impact craters, creating a remarkably haunting and chaotic surface morphology.

Vestian: Vestian Planetoids are a relatively rare type of body, but fascinating in that these small bodies show evidence of geological processes similar to the larger Terrestrial worlds. Basaltic lava flows, ancient and long since hardened, cover the surface, and the body's morphology is differentiated between a silicate and basaltic crust, a mantle of olivine, and a dense crust of heavier, metallic materials. The origins of these bodies are somewhat mysterious. It is possible that their cores are rich in radioactive isotopes, such as aluminium-26, which were produced by a nearby supernova that triggered the solar system's formation to begin with. Regardless of how these bodies formed, the Planetoids themselves have remained largely unchanged since the beginnings of the solar system, save for meteoric impacts.

Kuiperian: These are bodies found in the outer regions of a solar system, largely confined to a belt mostly within the local solar plane. These are Planetoids that have largely been left untouched since the formation of the planets during the system's first 100 million years. These bodies are extremely rich in ices, and on rare occasions stellar gravitational influences can cause some Kuiperians to migrate sun-ward In the Sol System, the innermost such objects are called Centaurs, and are found in unstable orbits which range in as far as Saturn's orbit. Every few million years or so, one of these objects might come close enough to the local star to form a truly gigantic comet. Kuiperians are invaluable examples of primordial solar systems, but more practically they are sources of life support or vessel fuel materials.

LARGE COLONISABLE OB JECTS.


TERRESTRIAL
Those planetary masses larger than 1,000 kilometres in diameter with solid surfaces and atmospheres. Ferrinian: Massive stars are always accompanied by intense stellar winds, more so for a few million years after their birth. One of the unfortunate side effects of these winds is the erosion, and often times immolation of nascent planetary bodies. However, high metal stars tend to form massive planets, and these worlds are not as easy to destroy. In the case of terrestrial worlds, the lighter materials and volatiles of especially close planets are quickly removed, leaving behind only the heavier elements. What results is a terrestrial world much like the smaller Hadean Planetoid, but on a planetary scale. There is almost no rocky material, and instead the planet is composed of heavy iron materials, as well as others. Atmospheric composition tends to be extremely rarefied, or all together absent. Only the constant stellar winds supply a very tenuous atmosphere of helium and hydrogen, which is constantly being removed and replenished by the local sun. Even in orbit of young, hot and metal-rich stars, Ferrinian planets are quite rare. Indeed, most stars do not possess enough heavy materials to form such a world. But when discovered, they are a huge source of resources.

Arean: Arean worlds can be considered a "mature" terrestrial planet; that is, it has essentially ceased evolving and has remained unchanged for much of its history. These worlds are marked by little to no geological activity, as well as tenuous atmospheres. These worlds tend to be of lower mass, which is by and far the main reason for their characteristics. However, not all Arean worlds are low mass. But even larger planets lack a geological cycle. Some may simply have a massive crust, while others may be deficient in heavy metals. Whatever the case, the planets are frozen wastelands with eroded atmospheres. Life can exist on these planets, but for the most part they are microbial extremophiles, often existing deep underground where the sheer rock pressure maintains a higher temperature than the surface. Other forms may live within ices, or even in subsurface thermal areas. Sometimes, if the planet in its youth maintained habitable conditions for a significant amount of time, there may be macro-sized fossil evidence. Regardless, from the surface Arean planets appear quite dead, both geologically and biologically.

Gaian: Gaian worlds are, of course, difficult to miss. Marked by several key characteristics, they stand out as swirling blue and white marbles against the backdrop of space, and represent a near universal sign of life. Foremost present of these characteristics is the presence of large quantities of surface water. Great oceans often cover these planets, to varying degrees, and their presence aids in maintaining another key ingredient, the tectonic cycle.

Without an active geological cycle of crust consumption and creation, the planet would quickly suffocate on its own internal fires. Carbon dioxide is locked up in rocks through continental subduction, and without this the presence of this and other greenhouse gases would, geologically, quickly escalate until the planet became a greenhouse world, much like Venus. Thus, the complimentary presence of geology and oceans help to maintain the planet's delicate equilibrium. But there is another component that helps to maintain the planet's habitability, and that is oxygen. And oxygen is almost always indicative of life. Life on Gaian worlds varies widely, from geologic age to geologic age, from planet to planet. young Gaian worlds may have barren continents, but their seas may team with life. Ancient Gaian worlds may be the same, or all regions may be filled with a prolific array of biomes. Indeed, a single planet, over its lifetime, can vary widely in the degree of over all habitability, due to a variety of reasons, astronomical or planet-based. Earth herself has known times when the continents have been bare of life for hundreds of thousands of years, only to have it explode outward once more in a startling array of forms, and last for hundreds of millions of years. The surface conditions of Gaian planets can have a wide range. The key elements to making a world Gaian are: oceans, continents or other numerous regions of land, and the presence of life. There are some Gaian worlds where less than 10% of the surface is covered by oceans, while others have oceanic coverage of up to 95%. Some worlds may have vast, nearly lifeless deserts, while others might be locked within ice ages for millions of years. Whatever the case, life almost always finds a way to adapt. Having been habitable for hundreds of millions of years, native forms can almost always adapt to changing conditions, even if they are on a geologically short time scale. Advanced biomes may go extinct, but there are always smaller forms of life that will survive and eventually radiate out, to take advantage of the new and open ecological niches present. And, of course, ever Gaian world has the potential for evolving intelligent life forms, possibly multiple times over its billions of years of habitable history. On Earth, Humans can trace their immediate evolutionary history back several million years. Other planets have shown evidence of past cultures, now long extinct. Still other worlds have life forms living on them that are potentially future masters of their world. But finding a sapient species, in the here and now, one that is ready to take to the stars, or to even wonder at their existence, that remains quite rare. Gaian planets are indeed the jewels of the Galaxy. Each world is an oasis for Humans, although by no means are they all fully habitable by them. Life evolves differently from world to world, and some planets may develop biochemistries that are highly toxic to Humans. Other worlds may possess trace gases in their atmospheres, gases that native forms have evolved to deal with, and may even require, but which Humans would still find dangerous to encounter. No world is a perfect match for our Earth, and even the most inviting blue and white marble, flecked with the greens and browns of life, warrants close examination. GM NOTE: A Gaian Planet IS NOT a Gaian colony. This text is excerpted from somewhere else. The Gaian Colony unique to the Environmentalists is much rarer than this.

Arean-Lacustric: Arean worlds are typically dead worlds, frozen and in a state of biological and geological stasis. However, there may be circumstances in which these worlds effectively thaw. Depending on the amount of water already present, locked beneath the surface, the planets can become quite wet indeed, with mature weather systems and fully active erosional cycles. Life on these worlds tends to vary greatly. Many Arean worlds already harbour simple microbial forms, relics of their wetter and more habitable youth. If these forms continue to exist, then they almost certainly will spread out into the newly habitable environment and thrive. Indeed, even in the small space of a few hundred million years, the planet could experience an event similar to Earth's Cambrian explosion. If the planet remains habitable long enough (and some may remain viable for hundreds of millions, even billions of years), biosphere's similar to a true Gaian world may develop. It is also possible for life to not develop, leaving behind a wet but biologically barren planet. The causes for the thawing of Arean worlds, and their development into Arean-Lacustric worlds, are quite varied. Many times, increased stellar output, such as when the local sun begins to move off of the main sequence and become a sub giant, can revive these planets. Gravitational stresses may also reinvigorate the geological processes, which could effectively lead to a thickening atmosphere, global warming, and the flooding of these planets. Many worlds may exist in this manner for a very long time. Others may experience this state for only a few million years before freezing once again, only to thaw out once more millions of years hence. Such cycles are termed "Sisyphusian Cycles" because of their perpetual swings back and forth.

Gaian-Tundral: Every Gaian world is subject to periodic ice ages, and for a variety of reasons. However, there are times, usually in the planet's youth, when conditions begin to literally snowball as ice cover reflects more and more thermal radiation, allowing for greater ice cover, and even greater reflections, until finally the planet is literally entombed within the ice. Even in the equatorial regions, the oceanic ice can be up to two kilometres in depth. Because of this great amount of surface ice, little moisture remains in the atmosphere. The skies are very clear, bitterly cold, and any form of precipitation is exceedingly rare. The continents themselves are barren, even of major glaciers, and are very dry. Indeed, the surface temperatures and conditions are very similar to the surface of an Arean world. But these planets do not die. Volcanic activity remains intact beneath the ice, in the depth of the oceans, and life may remain prolific near these thermal areas. Gases from the volcanic emissions also begin to accumulate, slowly, in the atmosphere, causing a slow but steady case of global warming. Eventually a point will be reached where the planet literally thaws out. This late stage Gaian-Tundral planet will sea largely ice free oceans and a huge increase in precipitation. But conditions remain cold, and glaciers begin to cover the land. However, in only a few tens of thousands of years, perhaps even as little as a single millennium, this late ice age will end and the planet will have thawed completely, becoming a standard Gaian world once again. However, the amount of carbon dioxide in the atmosphere, which caused the melting in the first place, is of such quantities that the planet becomes a hothouse world, with temperatures rising up to deadly levels. The carbon dioxide is leached out of the atmosphere by the rains that result, creating intense acid floods. This cycle can continue several times, until the presence of life eventually adapts and becomes prolific enough to provide efficient carbon recycling, making such future runaway events unlikely, if not impossible.

Pelagic: In terms of planetary evolution, these worlds are actually very common. However, in most circumstances the Pelagic Type development stage is very brief, and so these worlds are quite uncommon. Best described as a moist greenhouse world, Pelagic planets form when a planet accrues enough greenhouse gases to initiate planetary warming on a massive global scale. This causes the evaporation of oceanic environments and the breakup of water into hydrogen, which then is lost to space, and oxygen which forms compounds with other elements and is incorporated into the crust. The oceans, however, will remain intact for a few hundred million years, largely because of the presence of large amounts of carbon dioxide in the atmosphere. However, these oceans remain exceedingly hot, on average around 200 to 300 degrees Fahrenheit, and are kept liquid by the immense atmospheric pressure. A breaking point is eventually reached, though, when enough hydrogen is lost to space and the atmospheric pressure falls below the point which is required to maintain the oceans. The result is a swift and cascading loss of the oceans to evaporation. These worlds are both young and old in age, and are typically formed when a water-rich world is transformed by increasing stellar output, either by a maturing sun or by a sun that has begun to move off of the main sequence and evolve into a sub-giant A Pelagic world at its height will have an almost imperceptible transition between the atmosphere and the ocean. Life may be present in both environments, but they tend to be microbial forms. Older worlds may have microbial multicellular biomes, and in the depth, sheltered from the heat, there may still exist macro forms, holdovers from when the world was a mature Gaian Type planet. But all life is doomed, for the planet is destined to lose its entire atmosphere as the sun continues to heat, its stellar winds slowly eroding away the thickened, expanded atmosphere.

JOVIAN
Gas giants. These planetary bodies have formed in ways completely unique to themselves, with thick, dense, atmospheres and no true surface. The minimum mass of these worlds can be several times that of Earth, while the theoretical maximum mass is approximately 13 times that of Jupiter. Much more than that, and the planet may be considered a brown dwarf. Cryo-Jovian: Cryo-Jovians form much like other Jovian worlds, but their initial positions in the distant reaches of a solar system give them something of a disadvantage. Being unable to accrue matter as swiftly as closer Jovians, their masses typically do not grow very great. The core of these worlds is composed of ice and rock, typically about one Earth mass. This is surrounded by a mantle of a mixture of molten rock, water, methane, and ammonia, equalling 10 to 15 Earth masses. Great electrical currents generated within this region tend to produce the planet's magnetic field, which wanders slowly on a geological time-scale Often, this field is offset from the axial rotation of the planet as well, producing some truly unique magnetic field lines. The remainder of the planet is made up of an envelop of molecular hydrogen, helium, and methane, equal to roughly 1 to 2 Earth masses. It is this methane which tends to give these worlds their blue colouring, although other Cryo-Jovians may be varied in colour Since Cryo-Jovians produce far more internal heat than what they receive from their suns, their internal weather patterns can indeed be quite dynamic. Even those worlds covered by a homogeneous blue-green haze have incredible winds and continent sized storms in their sublayers.

Sub-Jovian: Sub-Jovians are primarily defined by their mass, which ranges from 0.3 to 0.7 that of Jupiter. Like terrestrial worlds, there are a variety of reasons why these worlds formed with less mass, ranging from intense young stellar winds removing available planet-building materials to interference from a nearby forming Eu-Jovian world. While the atmospheres of these planets can be as active as their larger kin, often times they appear much more subdued to a global haze of hydrogen and ammonia. Even so, great weather belts are visible from large distances. Like nearly all Jovians, rings can be present and, indeed, are quite common.

Eu-Jovian: Eu-Jovians are primarily defined by their mass, which ranges from 0.71 to 3.5 that of Jupiter. These are the most common among the Jovian Class. Rarely, however, will a planetary system sport more than one such planet, unless the original accretion disk was very massive indeed. typically, with the exception of the local star or other stellar companions, all of the material of a solar system combined will not mass as much as a single Eu-Jovian world. The atmosphere of these planets tends to be very turbulent, flowing in much the same manner as terrestrial oceans, but on a truly heroic scale. Some storms systems can last for hundreds or thousands of years, while others last only a few months. Continent sized thunderstorms are insignificant when viewed from orbit; the night side of the planet is flecked with huge bolts of lightning, tens of thousands of kilometres in length. Everything about a Eu-Jovian's atmosphere is gigantic. Eu-Jovian worlds tend to have many moons, most of which may have been gravitational captured throughout the planet's lifetime. however, they also form true moons, often times massing the same as small planets.

Macro-Jovian: Macro-Jovians are primarily defined by their mass, which ranges from 7.6 to 13.0 that of Jupiter. This upper number is the theoretical lower range which separates gas giant from brown dwarfs. These are the most massive of planets, although like the Super-Jovians, their sizes are not much greater than that of Jupiter. However, this great mass also means that most of the accretion disk material will have gone into the construction of the planet, leaving it highly unlikely that any other Jovians will share the system. Even terrestrial worlds may be small and unimposing, if they are even present at all. Many Macro-Jovians, early in their history, tend to form in elliptical orbits, their manner and placement of formation more akin to that of a star than a planet. This of course means that most other planets that do initially form will be gravitationally ejected out of the system very early on. These worlds are so massive that many of their atmospheric characteristics have begun to resemble that of brown dwarfs. Some of the most massive examples may even experience flare activity of a sort, spurred on by high internal temperatures and their massive magnetic fields. The moons of these worlds can be very large indeed, and what the star system lacks for other planets, it more than makes up for with the presence of quite often numerous major moons.

Epi-Stellar Jovian: Epi-Stellar Jovians are primarily defined by their orbital radius, which is located 5AU or closer to their stellar primary. These worlds are variable in mass, and initially form in the outer regions of their solar system, beyond the "snow line". However, momentum loss through gravitation interactions within the accretion disk cause all Jovians to migrate inward, towards their star, until they no longer encounter disk material. in many cases, this leaves the planets very close to the sun indeed, and many such worlds have orbital periods measured in days, or even hours. The effects of such a close orbiting giant planet are many. The planets themselves tend to show as blue worlds, due to sunlight scattering in the upper atmosphere, but more dramatic are those with close orbits. The can appear as great bull's eyes as the sunward facing atmosphere is heated to a high degree. Clouds stream away from this area, to congregate at the far side pole, where they cool and sink into the depths of the atmosphere, to flow back to the dayside and repeat the cycle.

SOLAR SY STEMS
The types of Solar Systems you can end up in possession of is mostly cosmetic. But the effects can be quite noticeable. Especially on the number of useful worlds the system might hold! However some of these systems are uncolonisable and may even be lethal if prolonged exposure. Solar System: A single-star system. 90% of Habitable Systems will be in the Yellow and Orange spectrum. They typically house between 4 and 12 Planets and who knows how many asteroidial bodies of varying worth. These systems can range from rich minerally. Or worthless rocks. Binary System: Risky systems to colonise, they typically have only a handful of worthwhile worlds, though you wont get any major colonies there unless you want to bathe them in radiation and searing heat periodically. Trinary System: Mineral rich and definitely valuable. It is unfortunately a highly lethal environment. The radiation bathing anything in the system is considerable and not to be doubted or ignored.

E F F E C T S A N D R E Q U IR E M E N T S.
PLANET TYPES AND COLONY TYPE S PERMITTED.
ASTEROIDS
Vulcanian: Silicaceous: Sideritic: Carbonaceous: Research Station, Resource Colony. Penal Colony. Resource Colony. Resource Colony, Research Station

PLANETOIDS
Hadean: Cerean: Vestian: Kuiperian: Resource Colony All colony Types. Resource Colony, Research Colony Research Colony

PLANETS
Ferrinian: Arean: Gaian: Arean-Lacustric: Gaian-Tundral: Pelagic: Resource Colony, Industrial World Research Colony, Penal Colony, Fortress World All Colony Types Research Colony, Industrial World All Colony Types (Many require Terraforming) Research World, Industrial World, Resource Colony

GAS GIANTS
Cryo-Jovian: Sub-Jovian: Eu-Jovian: Macro-Jovian: Epi-Stellar Jovian: Resource Colony, Research Colony Resource Colony, Research Colony Resource Colony, Research Colony Resource Colony, Research Colony Resource Colony, Research Colony

EFFECTS OF W ORLDS.
ASTEROIDS
Vulcanian: Silicaceous: Sideritic: Carbonaceous: Provides 4000 Resource Points. Provides 800 Resource Points. Provides 8000 Resource Points. Provides 3200 Resource Points.

PLANETOIDS
Hadean: Cerean: Vestian: Kuiperian: Provides 20000 RP Provides 10000 RP Provides 24000 RP Provides 16000 RP

PLANETS
Ferrinian: Arean: Gaian: Arean-Lacustric: Gaian-Tundral: Pelagic: Provides 120000 RP Provides 40000 RP Provides 80000 RP Provides 100000 RP Provides 60000 RP Provides 80000 RP

GAS GIANTS
Cryo-Jovian: Sub-Jovian: Eu-Jovian: Macro-Jovian: Epi-Stellar Jovian: Provides 320000 RP Provides 200000 RP Provides 240000 RP Provides 320000 RP Provides 400000 RP

COLONY TYPE EFFECTS


Pastoral World: No change to RP, Provides Food. Provides 25000 Points of Ground Forces Colonial World: No change to RP. Provides 40000 Points of Ground Forces Industrial World: 5x Multiplier to RP for world. Provides 1000000 Points of Ground Forces Fringe World: 1.5x Multiplier to RP for world. Provides 10000 Points for Ground Forces Research Station: No change to RP, Provides research capacity. Provides 200 Points for Ground Forces Ecumenopolis: 2x Multiplier to RP for world. Provides 2000000 Points for Ground Forces Penal World: 50% Penalty to RP for world. Reduces Crime. Provides 100000 Points for Ground Forces (Must use 80% to keep prisoners.) Resource Colony: 3x Multiplier to RP for world. Provides 5000 Points for Ground Forces Nature Preserve: No change. Morale Bonus. Provides 250 Points for Ground Forces Pleasure World: No change. High Morale Bonus Provides 60000 Points for Ground Forces Fortress World: No Change. Extreme Defences. Provides 5000000 Points for Ground Forces Primary World: 4x Multiplier to RP for world. Extreme Defences. Provides 4000000 Points for Ground Forces

SPECIAL COLONY TYPE EFFECTS.


Warlord: Bulwark World: 4x Multiplier to RP for World. Extreme Defences. Elite Troops. Provides 10000000 Points for Ground Forces *Must be Elite or Better* Despoiler: Toxic Wasteland: No Change. Impenetrable Defences. Vulnerable to Bombardment. Provides 500000 Points for Ground Forces Pacifist: The Embassy: No Change. Diplomatic Clout increased.

Economist: Marketworld: 4x Multiplier to RP for world. Provides 250000 Points for Ground Forces Industrialist: Forgeworld: 12x Multiplier to RP for world. Provides 5000000 Points for Ground Forces

Hunter: The Preserve: No change. Elite Hunters. Cloaked. Provides 1000000 Points for Ground Forces *Must be Elite or Better* Destroyer: Testing Grounds: .75% Penalty to RP. Elite Troops. Better Orbital Bombardment. Provides 20000 Points for Ground Forces Environmentalist: Gaia World: Severe Morale Increase. No RP change. Provides 250 Points for Ground Forces Isolationist: Shield World: No Change. Impenetrable Defences Provides 10000000 Points for Ground Forces Spymaster: The Monitor: 50% Penalty to RP. Knows everything that happens in its system. Monitors entire nations intelligence network with high efficiency. Cloaked. Provides 20000 Points for Ground Forces Bio-Technocracy: Living World: 10000 RP Generated. Extreme defences. Provides 10000000 Points for Ground Forces Psychic Hive: Psychic Hub: x2 Multiplier to RP for world. Impenetrable Defences Provides 1000000 Points for Ground Forces Theocracy: Shrineworld: No change to RP. Extreme Morale Bonus. Holy. Provides 5000000 Points for Ground Forces Artificial Empire: Artificial World: Generates 100000 RP Automatically. Extreme Defences. Provides 2500000 Points for Ground Forces Cyberneticists: Cybernetic Hive: x3 Multiplier to RP for world. Extreme Modifications. Provides 3000000 Points for Ground Forces The Culture: The Hollywood: No Change. High Morale Bonus. Draws people. Provides 500000 Points for Ground Forces Enslavers: Slave World: .5 Penalty to RP for world. Slave Harvesting. Provides 2000000 Points for Ground Forces Crimeocracy: Black Market Ring: No Change. Not Colony Type. Generates 20000 RP. Cloaked, impenetrable defences. Provides 4000000 Points for Ground Forces. The Unforgiven: The World of their Crime: No change. The Unforgiven must routinely visit this world with 5% of their total population. Provides 2000 Points for Ground Forces. Empire of Light: The Luminous Heart: X5 RP to that world. Provides 5000000 Points for Ground Forces.

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