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Settling a world that is trying to kill you

Most of the galaxy is not survivable. The question is never whether a world is hostile — it is whether what is on it pays for the machinery that keeps your people breathing.

Every body has a severity, from benign ground you can simply walk out onto up to the kind of place that kills an unprotected person in seconds. Severity drives four separate costs at once, and it is worth being explicit about all four because they compound.

That is why a lethal world is not five times a benign one. It is more like six times on the grid and worse on the books, and why an outpost on a bad rock is a commitment rather than a claim.

What makes it worth doing anyway

Ore. The richest seams in the game are in places nobody wants to live, and a small sealed outpost over a rich vein pays for itself where a full colony on the same rock would not. Build for the seam, not for the world.

If you only need a pair of hands on a rock, a Space Outpost costs about a third of a Habitat Dome to run and holds about a third as many. It is the cheap way to put somebody somewhere, and usually the right one.

Buying the severity down

A Climate Engine makes a world count as one step less hostile than it is while it stands and the power holds: cheaper to seal, cheaper to build on, easier to keep calm. Stop it and the cold comes back over about 6 turns. It draws more Energy than anything else you can build, which is the point.

Two peoples change this calculation entirely. The Varkesh Host treat every hostile world as one rung milder than it is, permanently and for free — a Climate Engine they never have to build. The Maketh Assembly are machines and no environment is hostile to them at all.

And the Sepharai Shoal have a problem nobody else has: dry ground is their hostile environment, so their answer is a Flooded Caisson, which turns six hexes of land into sea they can live in. Their Mantle Bore goes further and melts a frozen world into a warm one a hex at a time, over 8 turns each — and unlike a Climate Engine, that one does not thaw back.

Ground that has been fought over

Levelling a building has a 35% chance of ruining the ground under it, and wreckage does not weather away. A Remediation Plant is the only thing that undoes it, at 6 turns per tile with somebody working it — so a world fought over for long enough ends up visibly fought over, for the rest of the game.

Keep reading

What happens when you end a turn

The exact order a turn resolves in, and why it explains most of the surprises.

Power, and what shuts down first

The grid, the shutdown ladder in full, and why a brownout is a warning rather than a disaster.

Food, farms and going hungry

How a sector feeds itself, what a birth actually costs, and how long you have when it goes wrong.

All of the guide →