GalCiv4:Planet Class Table

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Planet Type Planet Class Planet Resources Effects Requirements

It's a desert. It's exactly what you are picturing.
1-2
  • -1 Upgrade Slots (For Aquatic Life Only)
  • +1 Upgrade Slots (For Silicon Based Life Only)

It's a desert. It's exactly what you are picturing.
19-20
  • -1 Upgrade Slots (For Aquatic Life Only)
  • +1 Upgrade Slots (For Silicon Based Life Only)

A world balanced with multiple biomes. These are great targets to colonize and then assign a governor to make into a core world.
18-28
  • +2 Upgrade Slots

A world balanced with multiple biomes. These are great targets to colonize and then assign a governor to make into a core world.
25-30
  • +2 Upgrade Slots

An amazing world. These make excellent core worlds once you colonize and assign a governor to it.
30-36
  • +3 Upgrade Slots

Often uncomfortable to live on but even the low quality ones make good colonies due to the exotic chemical wealth that can be sent back to core worlds.
1-2
  • +1 Upgrade Slots

Often uncomfortable to live on but even the low quality ones make good colonies due to the exotic chemical wealth that can be sent back to core worlds.
16-28
  • +1 Upgrade Slots

These worlds make good targets to colonize and then promote to a core world by adding a governor due to their typically high fertility for food growing.
24-29
  • +1 Upgrade Slots

These worlds make good targets to colonize and then promote to a core world by adding a governor due to their typically high fertility for food growing.
20-22
  • +1 Upgrade Slots

Not exactly a pleasant place to live but often good colony targets for the all the wealth and minerals they send back to their core world.
18-23
  • +0.3 Pollution
  • +1 Upgrade Slots

Not exactly a pleasant place to live but often good colony targets for the all the wealth and minerals they send back to their core world.
1-2
  • +0.3 Pollution
  • +1 Upgrade Slots

Tall mountains and deep ravines cover this planet's surface. Even low quality worlds of this kind can still be good targets to colonize because of the minerals they can send to their core world.
23-24
  • +8 Planetary Defenses MaxHP
  • +1 Upgrade Slots

Tall mountains and deep ravines cover this planet's surface. Even low quality worlds of this kind can still be good targets to colonize because of the minerals they can send to their core world.
1-2
  • +8 Planetary Defenses MaxHP
  • +1 Upgrade Slots

Often beautiful worlds. Always good targets to colonize. Not always good to turn into a core world as usable land is not always plentiful.
20-28
  • +0.1 Tourism
  • +2 Upgrade Slots

Often beautiful worlds. Always good targets to colonize. Not always good to turn into a core world as usable land is not always plentiful.
26-30
  • +0.1 Tourism
  • +2 Upgrade Slots

Mostly destroyed, but they can still make good colonies to send resources back to our nearest core world..
1-2
  • +0.3 Pollution
  • -5 Planetary Defenses MaxHP

Mostly destroyed, but they can still make good colonies to send resources back to our nearest core world..
17-25
  • +0.3 Pollution
  • -5 Planetary Defenses MaxHP

Not exactly a pleasant place but food tends to grow well here making it attractive as a colony to feed hungry core worlds.
15-25
  • +50 Food Income
  • -2 Population Cap

Not exactly a pleasant place but food tends to grow well here making it attractive as a colony to feed hungry core worlds.
1-2
  • +50 Food Income
  • -2 Population Cap

Often unpleasant to live on but low gravity worlds can still make good colonies for the tech they can send back to the nearest core world.
16-18
  • +3 Upgrade Slots

Often unpleasant to live on but low gravity worlds can still make good colonies for the tech they can send back to the nearest core world.
1-2
  • +3 Upgrade Slots

These water worlds can be useful given the right technology.
17-23
  • +1 Upgrade Slots
  • +1 Upgrade Slots (For Aquatic Life Only)
  • -1 Upgrade Slots (For Silicon Based Life Only)

Requires Exotic World Colonization


Acidic lakes and storms makes this world unsuitable for standard colonization.
1-2
  • +0.2 Pollution
  • +1 Upgrade Slots
  • -1 Upgrade Slots (For Synthetic Life Only)

Requires Extreme Colonization


Acidic lakes and storms makes this world unsuitable for standard colonization.
1-2
  • +0.2 Pollution
  • +1 Upgrade Slots
  • -1 Upgrade Slots (For Synthetic Life Only)

Requires Extreme Colonization


Extremely cold even in the Summer months. Even colder then the mythical 'northern Michigan' in the Winter. These low quality worlds can still be good colony targets if they have sufficient resource outputs.
1-3

Extremely cold even in the Summer months. Even colder then the mythical 'northern Michigan' in the Winter. These low quality worlds can still be good colony targets if they have sufficient resource outputs.
12-28

These rocks in space can still potentially be good targets for colonizing even if they are poor quality if they possess enough resources to send to their core world.
1-2
  • +1 Upgrade Slots

These rocks in space can still potentially be good targets for colonizing even if they are poor quality if they possess enough resources to send to their core world.
15-18
  • +1 Upgrade Slots

You wouldn't want to make a Summer home here but toxic worlds often make good targets to colonize due to their resource richness.
14-26
  • +0.3 Pollution
  • +1 Upgrade Slots

Requires Extreme Colonization


Very dangerous to live on without the right technology. Radioactive worlds tend to have a lot of exotic resources to use..
1-20
  • +0.1 Pollution
  • +1 Upgrade Slots
  • +3 Upgrade Slots (For Synthetic Life Only)

Requires Extreme Colonization


A Precursor world carved from a fragment of a Thulium world. Thulium is a key ingredient in kinetic weapon systems.
20-24
  • -50 Growth

A Precursor world constructed through collected Durantium asteroids. Durantium is a valuable exotic metal that is needed for most structures needing extreme durability.
20-30
  • -50 Growth

A Precursor world built from crystalized Promethium. These worlds make great core worlds due to their scientific features on the surface.
23-28
  • -50 Growth
  • +3 Upgrade Slots

A Precursor world that still has a massive array of orbiting relics.
22-25
  • -50 Growth
  • +6 Upgrade Slots

A Precursor world with a fully intact space elevator. Once colonized and given a governor to become a core world, these worlds can become manufacturing titans.
23-25
  • -50 Growth
  • +6 Upgrade Slots

A Precursor world that has been completely converted to be a refinery.
20-27
  • -50 Growth
  • +0.3 Pollution
  • +3 Upgrade Slots

A Precursor World with 3 vast orbital factory rings. These greatly increase the manufacturing potential of the world.
23-29
  • -50 Growth
  • +0.2 Pollution
  • +3 Upgrade Slots

A Precursor world that was once the site of exotic scientific experiments.
24-29
  • -50 Growth
  • +3 Upgrade Slots

Once the capital of the Precursor Civilization.
36
  • -50 Growth
  • +3 Upgrade Slots

A once wealthy world quarantined by the Precursors. What remains is so toxic that it is uncolonizable without work.
16-36

Requires Precursor Studies


A world thought to have been used by the Precursors for dangerous experimentation. It will take a great deal of work to make it safe to colonize.
18-30

Requires Precursor Studies


A mysterious world that was once used as a Precursor Prison. Its atmosphere has been poisoned, making it impossible to colonize without a great deal of work.
30

Requires Precursor Studies


A strange, ancient energy seeps from this world.
32

Designed to control the galaxy.
32

Very dangerous to live on without the right technology. Radioactive worlds tend to have a lot of exotic resources to use..
17-29
  • +0.55 Pollution
  • +1 Upgrade Slots
  • +3 Upgrade Slots (For Synthetic Life Only)

Requires Extreme Colonization