Planets

'Important Note: The information contained in this page is partially OUTDATED and thus anything mentioned below may have been altered, discarded, or added upon. It is recommended that you wait for the -soon to come- update before reading the content found here.'

Planets, Moons and Asteroids/Asteroid Belts have the same set of attributes (though usually their attributes have different values) and for this reason we explain the mechanics for all of them together (under the label of "Planets").

In Evosolaria, the substellar components of a Solar System form the playing field, the canvas, upon which your Civilization will mostly grow and thrive and thus their importance is paramount. Let's have a look at what makes them "tick". Following are a couple of mockups of the Planet Screen for a Terran Planet and a Rocky Moon:

As shown In the mockups, planets are defined by their Traits and Attributes, both of which will be expanded upon in the paragraphs that follow. Depending on said Traits is also the graphical depiction of the planets in this page. And finally, the type (and appropriate relative size for the distance) of the solar system's star (or stars) is also depicted, as is the planet being orbited in the case of moons. (corrections: the Resources Trait should also be depicted in the "bar" format as the rest of the ranked Traits and the Liquidity Range should be below the Temperature bar in the Attributes box instead. Also, the type of oceans -water, hydrocarbon, lava or none - should be mentioned below the liquidity range. Finally, the blue, green and yellow triangles beneath the temperature bar aren't accurately placed)

''[Note: As is obvious by the many ways I refer to Planets, Moons, Asteroid Belts - and even Stars - I'm having a hard time coming up with an all encompassing term for them. In the mockup images I used AE's term of "Astros", which I like a lot, but I'm hesitant to adopt it in Evosolaria. Any opinion or suggestions are welcome.]''

Planet Traits
Being the final results of the Universe Generation Procedure, Planet Traits are discrete and non-numerical OR qualitative ranked factors that directly determine the game-play affecting & numerical Planet Attributes described in the next paragraph. Each discrete Trait simply corresponds to a specific numerical value for some Attributes (taken from a table or an equation), while for the ranked Traits a weighted average model is used. For example, the discrete trait Rocky Planet Type always corresponds to a Max Fertility Attribute value of 40. On the other hand, for the ranked trait Tectonic Activity (which has 9 ranks depicted as 9 white triangles under the colored bar in the mockup images) its value can lie either exactly on one of the 9 ranks or anywhere in the 100 intermediate steps between each rank (as symbolized with the % in the images and shown with the multi-colored arrow above the bar). In an intermediate case - such as the Standard (40%) / High (60%) of the Tectonic Activity in the image - the following procedured is followed to calculate the final value of the affected numerical Attributes: If X is the corresponding numerical value Z of an Attribute for Standard Tectonic Activity and Y is the corresponding numerical value of the same Attribute for High Tectonic Activity, then Z = 0.40*X + 0.60*Y, affected more by High Tectonic Activity since it is closer to it than to Standard Tectonic Activity.

The Planet Traits are:
 * Class (3, discreet):
 * Planet
 * Moon (includes the asteroid-sized moons)
 * Asteroid Belt (includes the artificially constructed Ring Worlds)
 * Type (15+1, discreet):
 * Terran
 * Rocky
 * Dust
 * Rust
 * Metallic
 * Steel
 * Diamond
 * Water
 * Carbon
 * Tar
 * Organic
 * Sideritic (Asteroid)
 * Carbide (Asteroid)
 * Icy (Asteroid)
 * Gas (Giant)
 * Artificial
 * Subtype (? - list not complete yet) (Subtype is actually a purely Descriptive Trait - no gameplay effects at all -, which along with Planet Type determines the visual depiction of Planets and gives a rough estimate of the prevailing conditions on it. In essence it summarizes with one word the "terraformable" aspects of a Planet, such Atmosphere Type and Thickness, Average Temperature & Temperature Range and Tectonic Activity. Some examples of subtype names are the following: Earthly, Humid, Toxic, Arid, Barren, Glacial, Frost, Volcanic, Torrid, Chthonian, Boreal, Verdant, Hadean, Frigid, Mercurial, Magma, Lush, Frigid, Paradise, Radiated)
 * Size (33, seemingly ranked but actually following the discrete traits mechanics):

There are 7 sizes of Moons, 8 sizes of Planets and 4 sizes of Asteroid Belts, however some of the sizes overlap as shown on the table on the left (for example, a Large Moon has the same size as a Tiny planet). Also, each size category includes an average surface area (a numerical planetary attribute) for that size, but also a low-end and a high-end surface area. In the end it leads to 33 discreet sizes.

(*Note: The mere presence of the special resource is not sufficient for the bonus to be applied. If a planet has Uranium but no Mines to extract it, there is no bonus applied. More precisely, each level of the appropriate Mining Facility (Metal Mines for Gold, Gas Extractors for Tritium, etc.) grants one "Unit" of the Special Resource, and each level of the Benefited Facility (e.g. Nuclear Plants) requires and consumes one "Unit" of the appropriate Special Resource in order to gain its bonus. For example, on a planet with Uranium, Metal Mines level 10 and Nuclear Plants level 20, only 10 levels of the Nuclear Plant will gain the +100% energy bonus, while the other 10 will yield their standard energy amount. The same applies with Trade. If I use my Merchant Fleet to transfer 5 of those Uranium "Units" to another planet with Nuclear Plants level 10, then only 5 Uranium "Units" will remain on the original planet - and 5 on the new one - thus only 5 Nuclear Plants on each planet will receive the +100% bonus.)
 * Resources (9, ranked):
 * Ultra Poor
 * Very Poor
 * Poor
 * Below Average
 * Standard
 * Above Average
 * Rich
 * Very Rich
 * Ultra Rich
 * Tectonic Activity (9, ranked):
 * None
 * Minimal
 * Low
 * Mild
 * Standard
 * High
 * Severe
 * Extreme
 * Devastating
 * Atmosphere Type (8, ranked):
 * Corrosive
 * Toxic
 * Reducing
 * Neutral
 * Oxidizing
 * Breathable
 * Hyperoxidizing
 * Immolative
 * Atmosphere Thickness (7, ranked):
 * None
 * Trace
 * Thin
 * Standard
 * Dense
 * Very Dense
 * Crushing
 * Special Resources ( ? - list not complete yet - there will be more than a dozen of them though) (Special Resources are rare elements that have a random chance to be present on Planets of the appropriate type - for example, Gold or Uranium on Terran/Rocky/etc. planets, or Tritium on Gas Giants. The presence of special resources affects the Planet's numerical attributes - e.g. the presence of Gold increases the credits earned from mining - but, most importantly, almost all of the special resources can "enhance" the effectiveness of a particular player-built Structure. For example, Nuclear Power Plants built on planets with Uranium* produce +100% energy. But it is not entirely necessary to have the special resource on the planet where your benefited structures are, since it is possible to transfer* the Special Resource - and the structure bonus* - beween your planets by creating dedicated Trade Routes between them.)

(Note: An important detail of the whole system of Special Resources & Structure Bonuses, is that special resources are Never requirements or prerequisites for Structures, but only enhance them. All Structures will be able to function properly even in the total absence of any special resource, but will be much more effective with them - though also the +100% bonus of the Nuclear Power Plant used as an example is one of the highest bonuses and not representative of the majority of bonuses that will be much smaller, most less than +50%)

(Designer's note: Special Resources are implemented because they will increase dramatically the uniqueness and importance of specific planets, making even entire wars about securing them relevant)
 * Orbit # (7, ranked): Though a numerical trait (taking integer values from 1 to 7), the number of orbit is still discrete, determined only by the Universe Generation Procedure and affects the numerical planetary attributes (such as Solar Power and Average Temperature), thus it belongs in this category. Obviously, it represents the distance of the planet from its Star, with 1 being the closest one and 7 being the farthest away.
 * Features ( ? - list not complete yet - there will be more than 20 of them though) (Planetary features are a motley crew of miscellaneous planetary characteristics that cannot be expressed by any of the already menioned traits, nor have they enough in common with each other to be grouped together to form another trait. Like the remaining Traits, most Features influence the planet's numerical attributes - for example an Eccentric Orbit increase the Temperature Range of the planet, but a few of them also bestow unique abilities - like the Rings of a Gas Giant, increasing with their beauty the Prosperity of the Colony (people are happier) and attracting a higher Tourist population and thus income).

Planet Attributes
Planet Attributes are numerical attributes that affect almost every aspect of a Colony's Attributes, thus giving the planets their unique characteristics and determining their preferred specializations (if a planet is better as a center of industry, trade, resource extraction, food production, science, etc.)

A list of the the Planet Attributes, along with text describing qualitatively how they are derived from the Planet Traits, follows next, while the exact quantitative relationships are described in the next paragraph:
 * Gravity (-8 "No Gravity" to +8 on non-Gas Planets, where it matters): Determined by the Planet's Size and modified by the Planet's Type. Gravity (or more precisely "surface gravity") is a factor important only for non-Gas planets, since it describes the conditions on the surface of a planet, and Gas planets do not have a well-defined surface, so the players cannot build colonies on them either (only orbital ones, where the gravity is minimal). Still, a value for Gravity is given for them as well for consistency. The more extremely values of Gravity have negative effects on Health and Prosperity (Colony Attributes) but it also determines the next 3 Attributes:
 * Extraction (Mining) Rate Bonus (+80% to - 40%): Determined solely by the Planet's Gravity. The Bonus shows that Extraction Rate is greatly boosted in low - or zero - gravity conditions and hindered under higher than normal gravity.
 * Construction Capacity Bonus (+40% to - 20%): Determined solely by the Planet's Gravity. The Bonus shows that Construction is much easier in low - or zero - gravity conditions and hindered under higher than normal gravity.
 * Production Capacity Bonus (+20% to - 20%): Determined solely by the Planet's Gravity. The Bonus shows that industrial Production is easier in low - or zero - gravity conditions and hindered under higher than normal gravity.
 * Orbital Solar (Energy): Determined by the Star's Luminosity (Stellar Attribute) and the Orbit #, shows the amount of Solar Energy that is received by the Planet. It indicates the amount of energy output of orbital solar arrays, defines the value of the Mean Temperature Attribute and influences (along with the Atmosphere Thickness Trait) the Surface Solar Attribute.
 * Surface Solar (Energy): It is determined by the Orbital Solar Attribute, reduced as appropriately for the more thick atmospheres (Atmosphere Thickness Trait). It indicates the amount of energy output of surface solar arrays.
 * Geothermal (Energy): It is determined by the Tectonic Activity only. It indicates the amount of energy output of geothermal power plants.
 * Temperature Range (expressed in "from X degrees to Y degrees" C or F). It is estimated by combining the following two (intermediate) attributes.
 * Mean Temperature (in C or F): Determined by the Orbital Solar Attribute, the Tectonic Activity, the Planet Type (what materials the planet is made of is important) and the Atmosphere Thickness.
 * Temperature Variance (in C or F): Determined by the Mean Temperature, the Planet Type and the Atmosphere Thickness.
 * Surface Area: Determined by the Planet Size (as shown in the table above), but also modified by Tectonic Activity, as both very low -no mountains- and very high levels -magma flows- of activity lead to a "smoother" planet surface and the opposite is true for moderate or high-but-not-extremely-so levels of Tectonic Activity that create mountains and an overall rougher landscape).
 * Land Area: From the Temperature Range, the Tectonic Activity (smooth or rough landscape) and the Liquidity Range (see below) the % of the Surface Area that is Land is determined.
 * Pelagic Area: From the Temperature Range, the Tectonic Activity (smooth or rough landscape) and the Liquidity Range the % of the Surface Area that is Pelagic is determined. The amount of Pelagic Area affects a Colony's Environment, giving it greater resistance to Pollution.
 * Liquidity (Temperature) Range: An intermediate attribute (used to calculate others), determined solely by Planet Type (and particularly the materials that compose them). It describes at which temperature range materials that can form oceans, like water or hydrocarbons, are solid, liquid or gaseous.


 * Habitability (and Max Habitability): This attribute describes the living conditions on the Planet and in essence it is tied directly to a Colony's Population. Higher Habitability (less harsh living conditions) makes it easier for larger populations to be reached, as it determines the amount of maximum population per area and even makes structures that increase that maximum population more effective as well.
 * Max Habitability is determined by Planet Type (despite its name, it can be increased by player-built structures),
 * Habitability is derived by Max Habitability after applying the effects of Atmosphere Type and Thickness, Temperature Range, Tectonic Activity and Star Type (a Stellar Trait).
 * Fertility (and Max Fertility): This attribute describes the plant growth potential (the Fecundity) of the Planet, thus it is tied directly to a Colony's Nutrient (food) Production, but also has effect on a Colony's Environment. Higher Fertility makes Farms produce more Nutrients and also be more resistant to Pollution.
 * Max Fertility is determined by Planet Type (despite its name, it can be increased by player-built structures, it also can naturally be lower than Fertility),
 * Fertility is derived by Max Fertility after applying the effects of Atmosphere Type and Thickness, Temperature Range, Tectonic Activity and Star Type (a Stellar Trait).
 * Upkeep Modifier: This attribute is a reflection of the physical stress that Structures on this Planet will be subject to. For colonies with extreme conditions (extreme temperatures or weather, corrosive atmosphere, etc.) the maintenance cost of anything built there is higher. Thus the Upkeep Modifier is a number that multiplies a Colony's Upkeep (it can take values smaller than 1, so the Upkeep Modifier can actually reduce a Colony's Upkeep and not only increase it). Upkeep Modifier is determined by Planet Type, Atmosphere Type and Thickness, Temperature Range and Tectonic Activity.



(note: The Resources Attributes and Geothermal are not included in the chart) (it also lacks the influence of Tectonic activity on Temperature - so it needs to be remade eventually)


 * Resources: The final attribute of Planets is what (non-special) resources they yield. In Evosolaria, there are 3 such types of extractable resources: Metal (used to construct Structures and produce Fleet), Gas (used to provide Energy for the Colonies in Gas Power Plants and also as fuel for the Fleet), and Diamond (that simply increase the Colony's Economy). For each of the 3 resources, the following 3 Attributes are assigned:
 * Metal/Gas/Diamond (Extraction Rate): It shows how easy it is to mine each specific resource and coincides with the amount of that resource that is produced in one hour by 1 level of the appropriate mine, if no other factors (like the Gravity Extraction Rate Bonus) are being present. The Extraction Rate depends only on the Planet Type. Note that if the Metal/Gas/Diamond extraction rate is 0, no mine of that type can be built.
 * Metal/Gas/Diamond Deposits: (Non-special) Resources in Evosolaria are "depletable". More precisely, what is depleted are the Deposits of economicallly exploitable resources and what's left is either too spread out in the planet's crust or too difficult to extract. For this reason, when a resource is depleted, the Colony can continue to harvest that resource but with -75% Extraction Rate penalty. Note that advancements in geology (encompassed in the Planetology Tech) and advancement in mining techniques can increase the economically exploitable resources (as more deposits are discovered or previously difficult deposits can now be more easily extracted). The Deposits in each Planet are determined in the following way: each Planet Type has an Average Metal/Gas/Diamond Deposit per Area value, which is multiplied by the Surface Area Attribute and then that value can vary between -20% and +20% depending on the Resources (Richness) Trait.
 * Metal/Gas/Diamond Core: Planets are almost always not homogenous, but multilayered, and their cores especially tend to be made of very different materials than their outer layers. Late-tech and expensive Metal/Gas/Diamond Core Mines can drill down to a planet's core and tap into the wealth found there. This is reflected by an increase in the Extraction Rate equal to the value of this Attribute. For example, a Rocky Planet has a Metal Extraction Rate of 40 and a Metal Core value of 10. This means that each Metal Mine level produces 40 Metal. However, if 1 level of Metal Core Mine is built, then the extraction rate becomes 50 and each metal mine produces 50 Metal as well. A 2nd level of Metal Core Mine makes the extraction rate 60, and so on. Note that if the value of Metal/Gas/Diamond core is 0, not core mine of that type can be built (for example there is no Gas - 0 gas core value - in a Rocky Planet's core, so no Core Gas Mine can be built there either).

(note: Planetary Features are not mentioned as influences on any of the Traits, but that's only because I didn't want to repeat the "determined by ...X... and a few Planetary Features" phrase every time. In actuality, each of the Traits will have a few Planet Features that can further modify its value, if the Feature happens to be present at the Planet)

Tables & Calculations

 * Planet Types: The following table shows the differences between the 15 natural Planet Types (the 16th type - Artificial/Constructed Planets - obviously lack any extractable Resources and the rest of their attributes - Habitability, Fertility, Upkeep Modifier, Density - depend upon player choices during their construction)

The first column of this table indicates the type of surface area (land, pelagic, or both) each planet type has when its temperature range does not exceed its liquidity range. For example, in temperatures where water is liquid, a Terran planet will have both land and pelagic areas, while a Water Planet will only have pelagic ones. Obviously, if the temperature range exceed the liquidity range (or even more, if the temperature range is entirely outside the liquidity range) the surface changes. For example, for a temperature range with a lower end colder than the water's liquidity range, a Water Planet will have both land (ice) and pelagic areas and if even the higher end of the temperature is very cold, then even a Water Planet will have only land areas. Similarily, a very hot Terran planet can have all its oceans boiled and thus exhibit only land areas as well. Note that many planet types indicate "Land Only". They lack a liquidity range entirely and the only way for them to have (nigh unusable by the player) pelagic areas is to have seas of lava, under very extreme temperatures (in the thousands degrees C) or extremely severe tectonic activity. Finally, Gas Giants cannot have any kind of surface under any condition. It should be noted that most land/pelagic planets look as if they are strictly inferior to their land only counterparts, but this is actually incorrect, since their dual nature allows for a greater variety of structures to be built - both "Land" Farms and "Pelagic" Kelp Farms for example. This ensures reduced costs and construction time, since, for example, 5 Farm levels and 5 Kelp Farms levels cost much less than 10 levels of either Farms or Kelp Farms, due to the semi-exponential increase in structure cost per level. So, a planet's dual surface nature is an asset in itself.

The second column is more the province of the Universe Generation Procedure but is worth briefly mentioning here as well. In the Evosolaria Universe, there are two types of Solar Systems: those rich in Oxygen and poor in Carbon (O>C, like Earth's own solar system) and the Carbon-rich but Oxygen-poor ones (C>O). Terran, Rocky, Rust, Metallic and Water Planets can exist only in Oxygen-heavy systems, while Carbon, Steel and Diamond Planets only in Carbon-heavy systems. Also, Dust Planets and Icy Asteroids can exist in both, but are much more likely to be in Oxygen-heavy systems, while Carbide Asteroids, Tar and Organic Planets are more likely to be found in Carbon-heavy systems, but less frequently also in Oxygen-heavy ones. Sideritic Asteroids and Gas Planets are equally present in both types of systems.

The third column ("Planet Tier") has no actual effect on the gameplay, but is a rough indicator of how "easy" it is to colonize a planet of said type, or how "early" in the game you can (or should) do so. Because, for example, you need specific (early-game tech) to Colonize Water planets (that are without a land surface, not if they're frozen solid) as there are different structures (you need to unlock first) built in Pelagic Areas than those built in Land Areas. And for the Carbon-based planets (and Carbide Asteroids), you need specific (mid-to-late-game tech) Genetic Engineering Tech in order to be able to grow plants on them (specifically altered for that alien environment), and thus take advantage of their high fertilities (before that point you'll need to ship to them almost all required nutrients for your population, a difficult task). And a different tech in order to create extensive, coherent colonies on an asteroid field consisted of thousands of objects or an orbital one hanging above a turbulent gas giant. NOTE: I'm talking about building full-fledged colonies here. Building small Outposts on the other hand will be possible without that tech (except on Water Worlds obviously, you need that Floating Platforms tech there). Also low Tiers generally indicated greater Habitability Attribute (Tier 1 is Terran Planets, with the highest Habitability, etc.).

[Designer's note: I may end up completely tossing the "Tier" idea, if it can't fulfill the role of reducing complexity by saying to new players "don't look towards colonizing this now, focus on lower tier planets first" and instead confuses them more by adding one more number, without gameplay effect, for them just to look at. Also, maybe some of the Tiers -like putting Steel and Diamond in lower tier than Water - may be wrong and will need changing. At the moment, I didn't include "Tier" in the mockup images of the Planet Screen.]

The other columns are mostly self-explanatory, after reading the descriptions of those Planetary Attributes in the previous section of this page (the 9 Resources-related Attributes, Max Habitability, Max Fertility and Upkeep Modifier). The numbers given on this table are the base numbers, derived only from Planet Type (that's why I use the term "Max Fertility/Habitability/...") and they will be modified accordingly by all the other factors that affect them (such as Temperature Range, Atmosphere Type, Planetary Features and many more).


 * Size & Surface Area: The relationship between Size and Surface Area is depicted on the table that accompanied the entry of the Planet Trait "Size" (above).


 * Size & Gravity: The relationship between Size and Gravity is depicted on the folowing table:

Asteroid Belts (as well as single Asteroids) always have zero gravity (N/A or "-8"), regardless of their size ("width" for the belts).


 * The (surface) gravity of Giant and Supergiant Planets (which can only be of the Gas Type also) is mostly inconsequential from a gameplay standpoint, since they have no surface to build on.

Also, note that the final value of the Gravity Attribute of a Planet can range from -8 (which is the same as N/A) to +8, after the effects of Density (see planet types table above) and Planet Features are taken into consideration and further modify the values obtained from Planet Size.


 * Gravity Bonuses: The bonuses (or maluses) for the Extraction Rate, the Construction Capacity and the Production Capacity that are due to low or high gravity are shown below:

(*as will be described in the section about Stars, the more massive of them are so bright that they can actually influence adjacent systems. One way that this influence is expressed is by adding a number to the Orbital Solar values of the entire affected system)
 * Orbital Solar:  Very simply derived by taking the Star's Luminosity (or the combined - just added together - Luminosity of both Stars in binary systems) and deducting 2*(Orbit #) before adding any solar radiation influences from nearby systems*. So, for a star with Luminosity 10, its first planet has an Orbital Solar of 8, the second planet has 6, the third 4, the fourth 2, and the remaining planets are considered too far away to be affected by the Star's light (Solar = 0).


 * Surface Solar: Derived from Orbital Solar, reduced appropriately for the more dense atmospheres:
 * - 25% for Dense Atmosphere (rounded up)
 * - 50% for Very Dense Atmosphere (rounded up)
 * - 90% for Crushing Atmosphere (rounded up)
 * Geothermal: Derived from Tectonic Activity as follows:
 * 0, for None
 * 1, for Minimal
 * 2, for Low
 * 3, for Mild
 * 5, for Standard
 * 7, for High
 * 10, for Severe
 * 15, for Extreme
 * 25, for Devastating
 * Atmosphere and Habitability: The Habitability value given from the Planet Type is multiplied by a number given in the following table to account for the different Types and Thicknesses of a Planet's Atmosphere (always rounding up):


 * Atmosphere and Fertility: The Fertility value given from the Planet Type is multiplied by a number given in the following table to account for the different Types and Thicknesses of a Planet's Atmosphere (always rounding up):


 * Atmosphere and Upkeep Modifier: The Upkeep Modifier value given from the Planet Type is multiplied by a number given in the following table to account for the different Types and Thicknesses of a Planet's Atmosphere (always rounding up):

(*) Terran:
 * Temperature:
 * Mean Temperature is calculated as follows (in degrees Kelvin):
 * Influence by Orbital Solar: We add 20+20*(Orbital Solar)+1.5*(Orbital Solar)^2 (rounded down)
 * Influence by Tectonic Activity: We add:
 * 0, for None
 * 0, for Minimal
 * 0, for Low
 * 1, for Mild
 * 2, for Standard
 * 5, for High
 * 20, for Severe
 * 80, for Extreme
 * 1500, for Devastating
 * Influence from Planet Type:
 * None, for Rocky, Dust, Diamond, and Carbon Types
 * Up to 10 degrees adjustment* for Terran Types
 * Up to 10 degrees "different" adjustment** for Tar Types
 * Up to 30 degrees adjustment*** for Water and Organic Types
 * Adjustment dependant on Solar**** for Metallic and Steel Types
 * Up to 10 degrees adjustment & adjustment dependant on Solar***** for Rust Types
 * Influence from Atmosphere Thickness:
 * None, for No atmosphere
 * None, for Trace atmosphere
 * Add 0.05*(Orbital Solar)^2, for Thin atmosphere
 * Add 0.1*(Orbital Solar)^2, for Standard atmosphere
 * Add 0.5*(Orbital Solar)^2, for Dense atmosphere
 * Add 1*(Orbital Solar)^2, for Very Dense atmosphere
 * Add 5*(Orbital Solar)^2, for Crushing atmosphere

(**) Tar:
 * Deduct the Mean Temperature -thus far- (in Kelvin) from 320 (average temperature of liquid water) then multiply that amount with 0.1 (or 10%). If the derived number has a positive sign, choose the minimum between it and +10 and add it to the Mean Temperature. If the number has a negative sign, choose the minimum between its absolute value and +10 and this time deduct its absolute value (or 10) from the Mean Temperature.

(***) Water and Organic:
 * Deduct the Mean Temperature (in Kelvin) from 100 (average temperature of liquid hydrocarbons) then multiply that amount with 0.1 (or 10%). If the derived number has a positive sign, choose the minimum between it and +10 and add it to the Mean Temperature. If the number has a negative sign, choose the minimum between its absolute value and +10 and this time deduct its absolute value (or 10) from the Mean Temperature.

(****) Metallic and Steel:
 * Deduct the Mean Temperature (in Kelvin) from 320 (average temperature of liquid water) then multiply that amount with 0.2 (or 20%). If the derived number has a positive sign, choose the minimum between it and +30 and add it to the Mean Temperature. If the number has a negative sign, choose the minimum between its absolute value and +30 and this time deduct its absolute value (or 30) from the Mean Temperature.

(*****) Rust:
 * Add 0.1*(Orbital Solar)^2 (rounded down)

''Example: An Earth-like planet in Evosolaria will have an Orbital Solar value of about 8, a Standard Tectonic Activity, be of the Terran Type and have a Standard Atmosphere. This planet would have a mean temperature of 276 degrees Kelvin (3 degrees Celsius, or 37 degrees Fahrenheit) plus 2 degrees from its warm core, plus 4 degrees from its oceans, plus 6 degrees from its atmosphere, for a total of 288 degrees Kelvin (15 degrees Celsius, or 59 degrees Fahrenheit).'' ''Example: In our Earth-like planet, the variance would be 0.3*(288)*0.5=43 degrees Kelvin, thus the temperature range of the planet is (283 - 43) to (283 + 43) = 240 to 326 degrees Kelvin (-33 to 53 Celsius or -27 to 127 Fahrenheit). It's not exactly Earth's range, but a close equivalent. In general all of the numerical values above are chosen in order to produce temperature results that would be close matches to the observed values not only of Earth but of most of the planets of our solar system (like Mercury, Venus, Mars, the moons of Saturn and Jupiter, or even Pluto)''
 * Add 0.1*(Orbital Solar)^2 (rounded down) and then do the 10 degrees adjustment exactly as a Terran planet.
 * Temperature Variance is calculated as follows (in degrees Kelvin):
 * Influence from Mean Temperature and Planet Type:
 * 0.75*Mean Temperature, for Metallic and Steel Types
 * 0.60*Mean Temperature, for Rust Types
 * 0.50*Mean Temperature, for Rocky, Dust, Diamond, and Carbon Types
 * 0.30*Mean Temperature, for Terran and Tar Types
 * 0.10*Mean Temperature, for Water and Organic Types
 * Influence from Atmosphere Thickness:
 * None, for No atmosphere
 * Multiply the Temperature Variance by 0.9, for Trace atmosphere
 * Multiply the Temperature Variance by 0.7, for Thin atmosphere
 * Multiply the Temperature Variance by 0.5, for Standard atmosphere
 * Multiply the Temperature Variance by 0.3, for Dense atmosphere
 * Multiply the Temperature Variance by 0.1, for Very Dense atmosphere
 * Multiply the Temperature Variance by 0.05, for Crushing atmosphere

Note: Though many factors influence the Temperature Range (including Planet Features which haven't been factored here yet), it is very possible that a lot of "exactly the same" temperature ranges will occur, which can be immersion breaking, especially when someone is shorting the planets of the Planet Database by temperature. For this reason, I propose that a small (max 5%) random variation is introduced in the calculation of Mean Temperature as influenced by Orbital Solar.

The Temperature Range is depicted in the mockup images with the red/yellow dashed line above the temperature bar. (as mentioned before, this indicates that lack of tectonic activity or extreme levels of volcanic flows create a smoother planetary surface - effectively allowing for more structures to be built - while simply high or severe tectonic activity results in a very mountainous terrain that is less suitable for construction) The Liquidity Range is depicted in the first mockup image (Terran Planet) with the blue dotted line below the temperature bar (the Rocky moon has no liquidity range). Note: The "habitation range" is -20 to +40 degrees celsius at the beginning of the game, but players can increase the people's tolerance to lower and/or higher temperatures through advanced genetic engineering. Note: The "vegetation range" is 0 to +60 degrees celsius at the beginning of the game, but players can increase the tolerance of crops to lower and/or higher temperatures through genetic engineering (less advanced than the one required for modification of the "habitation range"). Note: The "upkeep range" is -100 to +400 degrees celsius at the beginning of the game, but players can increase the durability of structures to lower and/or higher temperatures through advanced materials research.
 * Surface Area: The value obtained from the Planet Size table is modified by Tectonic Activity as follows:
 * +8%, for None
 * +6%, for Minimal
 * +4%, for Low
 * +2%, for Mild
 * 0%, for Standard (no modification)
 * -5%, for High
 * -10%, for Severe
 * 0%, for Extreme (no modification)
 * +10%, for Devastating
 * Liquidity Range: It is directly determined by Planet Type:
 * For Terran, Rust, Water and Organic planets the liquidity range is 273 to 373 degrees Kelvin (the temperature in which water is liquid)
 * For Tar Planets the liquidity range is 75 to 125 degrees Kelvin (liquid hydrocarbon temperature)
 * For all other Planet Types there is no liquidity range
 * Note: Temperatures above 1200 degrees Kelvin result in oceans of lava. In that case, when the temperature range exceeds that temperature, no other types of oceans (water or hydrocarbons) can exist.
 * Land/Pelagic Area: To find the how the surface area is distributed in Land and Pelagic area the following procedure is followed:
 * First, the % of the Temperature Range that lies inside the liquidity range is calculated. For example, in a Rust planet with a temperature of 223 to 323 degrees Kelvin, half of it (273 to 323) or 50% is inside the liquidity range (273 to 373) while the rest lies outside. Or in another example, if the Rust planet had a temperature of 233 to 283 degrees Kelvin only 20% (273 to 283) of it would be within the liquidity range.
 * Then that % is multiplied by 60% for Terran, Rust and Tar planets and with 100% for Water and Organic Planets giving the % of Surface Area that would be Pelagic Area before we take into account any terrain features (mountains, islands), as shaped by tectonic activity.
 * The Pelagic Area % is modified by Tectonic Activity by multiplying it with:
 * 1.60, for None (obviously if the end result is above 100% it becomes 100% instead)
 * 1.45, for Minimal
 * 1.30, for Low
 * 1.15, for Mild
 * 1.00, for Standard
 * 0.70, for High
 * 0.40, for Severe
 * 1.00, for Extreme
 * 1.60, for Devastating
 * Finally That % is multiplied by the surface area (and rounded) to give the Pelagic Area, and Land Area is simply Surface Area minus Pelagic Area.
 * Note: If the Temperature Range goes above 1200 degrees Kelvin, the first two steps of the procedure above are replaced with the following ONE step in order to calculate the % of Lava "Pelagic" Area instead:
 * The % of the Temperature Range that lies above the melting point (1200 degrees Kelvin) is calulated. For example a planet with a temperature of 500 to 1500 degrees Kelvin will have 30% (1200 to 1500) above the melting point. This % will then be modified by Tectonic Activity as above and multiplied by the surface area (and rounded) to give the (Lava) Pelagic Area, and Land Area is simply Surface Area minus Pelagic Area.
 * Temperature and Habitability: The Habitability value given from the Planet Type and modified by Atmosphere, is again multiplied by a number representing the percentage of the planet's surface where favorable conditions (not harsh) for habitation exist. In the mockup image, favorable conditions for habitation exist between the two blue triangles beneath the temperature bar. So, the % of the Temperature Range that lies inside this "habitation range" is calculated and this is the value that will be multiplied with the habitability value.
 * Temperature and Fertility: The Fertility value given from the Planet Type and modified by Atmosphere, is again multiplied by a number representing the percentage of the planet's surface where favorable conditions (not harsh) for vegetation exist. In the mockup image, favorable conditions for vegetation exist between the two green triangles beneath the temperature bar. So, the % of the Temperature Range that lies inside this "vegetation range" is calculated and this is the value that will be multiplied with the fertility value.
 * Temperature and Upkeep Modifier: The Upkeep Modifier value given from the Planet Type and modified by Atmosphere, is again multiplied by a number representing the percentage of the planet's surface where extreme conditions for structures exist. In the mockup image, extreme conditions for structures exist outside the two yellow triangles beneath the temperature bar. So, the % of the Temperature Range that lies outside this "upkeep range" is calculated, a 100% is added to it, and this is the value that will be multiplied with the upkeep modifier value. For example, if 10% of the temperature range is below the lowest yellow triangle and 20% of the temperature range is above the highest yellow triangle the upkeed modifier value will be multiplied with 130%.
 * Tectonic Activity and Habitability : High levels of Tectonic Activity (earthquakes, volcanic eruptions) make living conditions more difficult, thus reducing Habitability, in the following way:


 * ​-10%, for High
 * -20%, for Severe
 * -30%, for Extreme
 * -50%, for Devastating
 * ​Tectonic Activity and Fertility: Very low levels of Tectonic Activity reduce Fertility, because the lack of volcanism and plate shifting leads leads to an ancient, non-replenishing, non-fertile crust for that planet. The opposite is true for High - but not extremely so - Tectonic Activity. Extreme Tectonic Activity again makes conditions unfavorable for crops (increased volcanism leads to toxic fumes, ash clouds and rain and extended lava flows that tranform huge areas into vast, glassy, non-fertile, basaltic plains). In particular, Tectonic Activity affects fertility in the following way:

​Note: Planet features (e.g. Ozon Layer) and player-built structures can filter out (up to a certain degree) dangerous radiation, preventing (fully or partially) the Habitability (or Fertility) reduction. Advanced Genetic Engineering can also make the population more resistant to it.
 * -20%, for None
 * -15%, for Minimal
 * -10%, for Low
 * -5%, for Mild
 * 0%, for Standard
 * +10%, for High
 * +20%, for Severe
 * -10%, for Extreme
 * -40%, for Devastating
 * Tectonic Activity and Upkeep Modifier: High levels of Tectonic Activity (earthquakes, volcanic eruptions) are stressful for structures, increasing the upkeep modifier, and the opposite is true for low levels. The effect of Tectonic Activity on the Upkeep Modifier is shown below:
 * -20%, for None
 * -15%, for Minimal
 * -10%, for Low
 * -5%, for Mild
 * 0%, for Standard
 * +10%, for High
 * +20%, for Severe
 * +30%, for Extreme
 * +50%, for Devastating
 * Star Type and Habitability: A planet can have up to 5 light sources (a Primary Star and a Binary Star inside the Solar System, and up to 3 massive nearby stars -from adjacent systems- that affect the whole system). For the purposes of Orbital and Surface Solar those influences are simply added up, but for Habitability (and Fertility) the type of each Star matters, and in particular its color. The two hottest star types - Blue and White stars - emmit a great percentage of their light in the form of dangerous and harmful ultraviolet radiation and this reduces the planet's habitability. That effect is calculated below:
 * For each light source that is a blue or white star its Surface Solar is separately calculated (reduced by the distance from the Star and the Atmosphere Thickness)
 * For each of the calculated surface solars exceeding a value of 5 (smaller values have no effect), habitability is reduced in the following way:
 * -5% * (Surface Solar - 5), for white stars (this means that for surface solar values of 25 and higher, for a white star, the planet has 0 habitability, it is totally radiated)
 * -10% * (Surface Solar - 5), for blue stars (this means that for surface solar values of 15 and higher, for a blue star, the planet has 0 habitability)
 * ​And finally the various diminishing effects (if more than one) are added up to give the total reduction of Habitability.
 * Star Type and Fertility: As with Habitability, radiation is harmful for crops as well. Using the same methodology (per light source) as before, star type affects fertility in the following way:
 * -4% * (Surface Solar - 5), for white stars (this means that for surface solar values of 30 and higher, for a white star, the planet has fertility, it is practically sterilized of all life)
 * -6.66% * (Surface Solar - 5), for blue stars (this means that for surface solar values of 20 and higher, for a blue star, the planet has 0 fertility)
 * ​Surface Solar, Star Type and Fertility: The final influence to fertility takes into account that crops need sunlight in order to grow. If a planet's surface solar is 0 its fertility is 0 as well by definition, and it is reduced if the surface solar is lower than 5 as shown below:
 * ​-20% * (5 - Effective Surface Solar)
 * Note: In this calulation (only), the new term of "Effective" Surface Solar is used, which is different than Surface Solar in two ways:
 * The influence of any Brown (Dwarf) Star sources is reduced by 75% when calculating the Effective Surface Solar (unlike in Surface Solar),
 * The influence of any Red Star sources is reduced by 50% when calculating the Effective Surface Solar (unlike in Surface Solar).
 * ​This means that planets affected only by Red and Brown stars (without any significant light source of a a different color) are much more likely to have reduced fertility (since their mostly red and infrared light spectrum is not absorbed as effectively by crops as the light of the other types of stars and they can't get enough energy to grow faster) unless they are much closer to their stars. Of course, research in genetic engineering can eventually discover alternative photosynthesis pigmentations, negating this reduction.
 * ​Resources:
 * ​Extraction Rates & Core: Affected only by Planet Type, as shown in the Planet Types Table
 * Deposits: The average value shown on the Planet Types Table is modified according to the ranked Resource (Richness) Trait in the following way:
 * -20%, for Ultra Poor
 * -15%, for Very Poor
 * -10%, for Poor
 * -5%, for Below Average
 * 0%, for Standard
 * +5%, for Above Average
 * +10%, for Rich
 * +15%, for Very Rich
 * +20%, for Ultra Rich