Jump to content

Planets

From VoidVerse Wiki
English · Deutsch

Planets

Planets are the places where you build VoidVerse colonies. Each colony has its own buildings, resources, energy balance, storage and local ship inventory, while your empire shares research and other player-wide progress. Choosing a planet is therefore a choice about room to grow, resource specialization and travel routes—not just its appearance.

Coordinates, size and fields

Galaxy groups locations into three-dimensional solar-system coordinates and three-dimensional coordinates within each system. The central location is the star; other locations can contain planets or void space. Resource belts and special encounters are separate kinds of locations. A star, void location or resource belt is not an ordinary colonizable planet.

A generated planet has a diameter, base fields and a Sun distance value. Current generation uses diameters between 11,200 and 23,000 km, with fields calculated by rounding diameter divided by 54. That corresponds to roughly 207–426 base fields. The assigned starting planet is normalized to 12,800 km and 237 base fields; later colonies retain their generated size.

Fields limit building expansion. Building levels consume the field cost of that building, and queued changes are taken into account when checking room for another upgrade. Ships and resources are not themselves building fields. Terraform Control Center can expand the effective capacity beyond the base field count.

The current generation favors larger planets around Sun distance 73–77%, while very near and very far distances tend toward smaller size ranges. This is a tendency, not a promise that every planet outside that band is small. Survey a candidate before committing to a colony.

Sun distance is a stored 1–100% property, not a numbered orbital slot or the distance calculated from the planet's grid coordinate. The coordinates used for fleet travel and this generation/bonus property have different jobs. You cannot infer a resource bonus merely by counting slots outward from the star on the map.

Appearance, types and temperature

The planet visuals can depict terrestrial, savanna, arid, rocky, ocean, tundra and icy worlds. These visual archetypes describe the rendered appearance; they do not independently assign a mining bonus or a colonization requirement. Use the actual size, bonus and status details rather than treating an icy-looking planet as guaranteed to produce a particular resource.

There is currently no gameplay temperature stat or temperature-based resource-production formula. Sun distance influences size and bonus assignment as described below, but it is not converted into an implemented temperature or a direct solar-power bonus.

Resource bonuses and star distance

A surveyed or newly colonized planet is assigned one bonus resource and a bonus percentage if it does not already have a valid assignment. The current percentage range is 19.90%–42.50%. Repeating a survey preserves an existing valid assignment rather than rerolling it. A starting planet is initially assigned no resource bonus by the starting-colony setup.

Each cell shows the chance that the resource receives the planet's single bonus. A selected resource gets +19.90%–42.50% base production bonus; unselected resources get no planet-specific bonus, but can still be produced by their usual buildings. 0% means no chance of this bonus, not that the resource is unavailable.

Resource bonus-assignment probabilities by Sun distance
Sun distance Aslit Crlit Iopla SEM
1–15% 0% 0% 40.59% 59.41%
16–25% 0% 0% 65.35% 34.65%
26–40% 80.20% 19.80% 0% 0%
41–50% 0% 75.25% 24.75% 0%
51–75% 68.29% 16.86% 14.85% 0%
76–100% 0% 65.35% 34.65% 0%

Percentages are rounded to two decimal places.

The intervals include both endpoints for generated whole-number distances. If a distance has a fractional part, it is rounded down before the band is chosen: for example, 15.9% still uses the 1–15% row. These are the stored Sun distance values shown by the game, not coordinate slots.

Distance biases the choice of resource; the bonus percentage is rolled separately in the configured range. No band guarantees a particular result. In particular, a large golden-zone planet does not automatically provide SEM or the highest possible bonus.

The planet bonus increases positive production of its matching resource; it does not increase every mine at once or reduce fuel consumption. Planet Resource Lab levels can add to that matching-resource bonus, scaled by their power setting, and applicable relic bonuses can also contribute. The current Thermal Borehole production path does not apply this planet-specific matching-resource bonus. Other research, government and alliance effects are separate modifiers, and an energy deficit or full storage can still limit useful production. See Resources, Mining Efficiency and Energy Research.

Survey and colonize

  1. Find an unowned ordinary planet in Galaxy. A survey gives you a report on its fields and resource bonus, helping you compare candidates. Survey capacity comes from Espionage: the current first slot requires level 2. Probes cost G.E.L.D. and occupy their slot through the outward and return legs; the report is produced on arrival.
  2. Check your available colonization slots. Government Network levels provide colony capacity, and government bonuses can add to it. Existing colonies beyond the home planet and already active colonization missions consume that capacity.
  3. Select an owned origin with Planetary Shipyard level 1 and Command Center level 4 under the current requirements. Pay the displayed colony-ship resource cost and launch through the Galaxy colonization controls. This is a separate construction-and-flight process, not a ship blueprint mission selected in the ordinary fleet composer.
  4. Follow Colonization flights in Fleet Movement. The colony is established only if the target is still available on arrival. The construction time and flight time both matter, and another empire can claim a target before your ship arrives.
  5. Select the new colony before ordering buildings or ships there. Develop its local mines, power and storage; resources held on another colony are not automatically available here. Use Transport or Collect missions to move supplies and Station to move ships between your colonies.

Survey first when possible: useful specialization and enough building room can outweigh a convenient-looking coordinate. A colony's location also determines the routes you will travel to support it or send fleets from it.

Terraforming and persistent instability

The implemented building is Terraform Control Center. It requires Energy Research 20, Mining Efficiency 10 and Robot Assembly 4, so it is a later expansion option. Each completed level adds 6 fields to effective capacity. Its upgrade is allowed even when ordinary building expansion has exhausted field capacity, provided its other requirements and costs are met.

Terraforming becomes risky at level 3. Completing a level change at or above that threshold can set a persistent Unstable status. The current chance begins at 25% at level 3 and grows at higher levels. The displayed failure rate describes this instability risk: the completed building still gains its level and fields; it does not destroy the planet or simply disappear on a failed roll.

If terraform instability is active at level 3, Aslit, Crlit, Iopla and SEM production are multiplied by 0.5. The penalty grows with further terraforming, with a minimum production factor of 0.05. This instability penalty does not directly halve energy generation or G.E.L.D. production. Ordinary energy shortages and other effects can still constrain the colony separately.

Terraform instability has no automatic expiry timer. Once unstable, remaining at level 3 or higher keeps that persistent status; another upgrade does not provide a fresh chance to clear it. Completing a downgrade below level 3 clears the terraform instability flag, but also removes the fields supplied by the lost levels. Plan the remaining capacity before downgrading: returning to stability does not grant free replacement building room.

Planetbusters: temporary disruption

Rocket Silo uses the Buster Silo and Intergalactic Rocketry for strategic rockets. The current implemented planetbuster types are Tectonic and Nullwave. They target colonized planets in the same world, use fuel and launch costs, and follow the relevant vacation, miner and newcomer combat restrictions. Eligibility is checked again at arrival; a blocked strike consumes the rocket without applying its effect. Command provides their engine settings and Fleet Movement shows their flights.

Tectonic applies timed instability and blocks all four material resource-production rates for a random 2–4 hours after a successful arrival. It does not remove buildings, shrink the planet, transfer ownership or erase the colony. Existing stored resources are not destroyed by this production block. Further hits can extend the effect to a later expiry; they do not shorten an already longer timer.

Nullwave applies an EMP effect for 30 minutes: energy generation is set to zero and bunker protection is deactivated during that period. It is not the same effect as Tectonic's material-production block and does not set the permanent terraform instability flag. Current firing rules allow a player one Nullwave launch per 24 hours. Watch the colony's energy balance and resulting production rather than assuming an EMP directly deletes stored stock.

When a rocket's timed effect ends, that effect ceases to constrain the colony. Persistent terraform instability, insufficient energy or other remaining effects can still prevent a full recovery. If Tectonic hits an already terraform-unstable planet, production is blocked during the timed effect and the persistent terraform penalty remains afterward. Downgrading terraforming does not cancel a rocket's active timer.

Managing a colony

Overview shows the colony's name, diameter, fields, Sun distance and bonus resource. Some overview status labels currently reflect the persistent instability flag, while timed rocket effects are tracked separately; a Stable label alone does not prove that production is unaffected. Check the actual rates and relevant status/report details after a strike.

About once a week each colony offers an optional planet event on its Overview page; an amber marker on the planet card shows that one is waiting, and a sparkle marker shows an active effect. A seismic surge event can make a planet temporarily unstable (6 hours) if you take its bonus.

Planet settings let you change the name, description and notes. Production controls let you tune building power, while storage allocation divides capacity among resources. Keep these local settings in mind when a specialized colony fails to produce at the expected rate.

Abandon in planet settings is a deliberate colony-management action, not an instability consequence. It requires no stationed or moving fleets at the planet, halves resource/infrastructure building levels and resets local resource stock and production. Your starting/current home colony needs another owned colony available as a replacement before abandonment. The planet remains as a location; abandonment does not explode it.

Find and compare planets · Manage production · Build infrastructure · Move resources and ships · Planet Events · Dyson Ring · Back to the wiki home

Resource references: Aslit · Crlit · Iopla · SEM · G.E.L.D. · Resource overview