The Heading at the top of the page, holds basic information about the planet, like its name together with the coordinates of the planet in brackets. Additionally the name of the solar-system, the population and military count, and the date of colonization is displayed.
In addition the populations’ loyalty level of this planet is displayed, as well as the corruption level of this planet. Hover the mouse over these values to get a detailed tooltip window that describes how these values are calculated and what you can do to influence them. Also read Loyalty and Corruption for more detailed information of the effect of these values.
Right click anywhere within the heading to get a context menu. This allows you to rename the planet or system, or to jump to the previous or next planet. The previous or next planet is defined by the current sorting in the Planets Screen. If you change the sorting there, it will have an effect on the Planet-View Screen. Alternatively you can use the PageUp and PageDn keys or the mouse-wheel to browse through your planets.
Also via the heading context-menu you can change your own color, which is used to display your territory or your own ship icons in the Galaxy Map. By default this color is cyan. This will not effect how other players see you.
You can create/modify/assign a governor from this context menu as well. A double-click within the heading will allow you to quickly access the governor dialog of this planet. Please read the chapter The Governor for more information.
And finally you can jump to the planet in Galaxy-Map by centering the camera on the planet. Alternatively you can double-click with the middle-mouse-button (or ALT-double-click) anywhere into the heading.
The planet population is displayed right underneath the Heading.
You can change the job assignment of single or multiple citizens. Left click on a citizen to select it. You can hold down the Shift key to select a range of citizens. You can use the Ctrl key to select/deselect several citizens. Alternatively you can use the left mouse-button to drag over a range of citizens, in order to select them.
A right-click on selected citizens pops up the context-menu, which lists the possible job assignments. You can not convert regular citizens into stationed military, unless you draft them for a considerable amount of credits.
Here’s the possible job assignments for citizens:
Farmer: produces food, depending on the planets Base Food-Output and the amount of farms built on the planet. Produces some income, and consumes a small amount of food per turn.
Worker: produces production, depending on the planets Base Production-Output and the amount of factories and/or automated factories built on the planet. Produces some income, and consumes a small amount of food per turn.
Miner: produces ship-resources, depending on the planets Base Ship-Resource-Output and the amount of Mines/Robo-Mines built on the planet. Produces some income, and consumes a small amount of food per turn.
Scientist: produces research, depending on the planets Base Science-Output and the amount of universities and/or science labs built on the planet. Produces some income, and consumes a small amount of food per turn.
Banker: produces income, depending on the amount of Banking-Centers built on the planet. Consumes a small amount of food per turn.
Military: requires some upkeep per turn. It is not actually a part of the planet’s population, as it does not produce anything and does not effect the size of the food storage box. However, it does make sense to “station” military on a planet, as they will be trained for ship-combat and increase their rank. A higher rank of the ship-crew will be beneficial during ship-battles. Stationed Military can be trained quicker, and to a higher level, by building a Military Camp and/or a Military Academy on that planet. For more details read the chapter Stationed Military.
When changing the citizens assignment, you should immediately see an impact in the various resource calculation tables. For instance the food surplus produced per turn should change, if you change the number of farmers on the planet. Hover the mouse over the various calculation tables to see the calculation details.
Right underneath the Planet Population, in the center of the page, the Resource Calculation box is located. It lists the three basic types of resources in the game, and how much of each is produced on this planet: Food (yellow corn), Production (blue cogs), and Science (red beakers). Additionally there is a an extra line for Income (yellow coins).
Finally in the last line the planets’ ship-resource production is listed. There are five types of different ship-resources: Metal, Deuterium, Radioactives, Crystal and Exotics. Every planet carries only one type of ship-resource.
Generally on the left of the table is the base production displayed, together with supporting facilities, if those exist. This number is multiplied by the number of citizens assigned to a specific job. In the middle of the table the expenses are displayed with red icons. Food is consumed by the planet’s citizens, and income is used for the upkeep-cost of the planet’s facilities.
On the right hand side of the tables the result of the calculation is displayed. This is the total produced by the planet’s citizens per turn, minus a percentage value according to this planets’ corruption level. In case this planet manages to eliminate corruption, and reaches a loyalty bonus, the planets production values are further increased. Hover the mouse over any of these icons to get more detailed information.
If you change the assignment of your citizens, the resulting effect is immediately visible in the resource calculation.
Underneath the calculation tables the food-storage box is located (yellow corn). All excessive food produced on this planet is added to the food-storage. Once it is completely filled a new citizen is created on this planet. Any food point beyond those required to create a new citizen is not lost, but rather goes to the new, empty storage box.
At the same time, you need to make sure that the food-storage never gets empty, because this will decrease production by 80% and kill one citizen per turn!
Note that the food-storage is split into two categories: the civilian and the military food-storage. The slider on the left defines how much of the planets’ Food-Surplus goes into the civilian food-storage, and how much food is diverted into the military food-storage. We call this the Recruitment Rate. In this example the “Recruitment Rate” is set to 23%, since 23% of the food-surplus go into the military food storage each turn.
Every time the civilian food-storage is completely filled, a new Farmer is added to your population. Every time the military food storage is completely filled, a new Military Personnel is added to the Stationed Military of this planet. So with the Recruitment Rate slider you control the growth of military on this planet.
At the beginning it costs 300 Food to create one military personnel. However, as your military count grows it becomes gradually more expensive to create more military. The food-cost is linked to the total military count compared to the total citizens count on all your planets combined. The formula looks as follows:
Ratio = MAX (Military-Count / Citizens-Count - 1, 0)
Military-Food-Cost = 600 * Ratio + 300
The more population you have the more military you can afford for a cheap (food) price. Or in other words, your civilization can only afford a certain number of military for the standard price (300 food) - if you want more than that you have to pay a higher price for military.
The production of workers ends up in the production-storage box (blue cogs). By left-clicking on the current production icon on left of the production-storage you can select what should be built next on this planet. You can order your planet to build either a planet facility, a space-ship or a scan. Once the production-storage is completely filled, the item will be available. Excessive production points do not get lost, but instead are used for the next production.
The stationed-military box is located under the production-storage. You can add personnel to the stationed military box by diverting food into the military food-storage, and thereby create new military. Or you could transport military from another planet and station them here, using troop transport ships. Finally, you can draft military from its planets’ population, but this might cost you a considerable amount of credits.
Stationed military are being trained for combat and increase their experience and rank, while they are in this box.
Ships that are currently in orbit of your planet, will be displayed in the Ships in Orbit list-box on the left. Only your own ships are listed here, no foreign ones. This is the only place where you can exchange ship-crew from the ships back to the planet, and vice versa.
Select one of the ships to see its crew in the Ship-Crew box right underneath.