Arid World
An inhospitable, dry world that has a much smaller percentage of water in its atmosphere than the terran standard. Nonetheless, an atmosphere and magnetic field protect the surface from stellar radiation permitting a small biosphere to slowly eke out an existance here. | ||
–In-Game Description |
An Arid World is a Planet type that can be rarely found within systems of the Persean sector.
They are typically found at a medium distance from their host star.
Resources
Arid worlds will always have at least Poor Farmland (-1), which rarely can be an
Adequate Farmland (0) and very rarely be
Rich Farmland (+1).
Arid worlds seems to always have some organics reserves, can also have ore deposits & rare ore deposits, and on very rare occasions, volatiles deposits.
These planets typically have:
Common (0) to
Abundant (+1) organic reserves.
Sparse (-1) to
Abundant (+1) ore deposits, though rarely can also go up to
Ultrarich (+3), or can just have none at all.
Sparse (-1) to
Abundant (+1) rare ore deposits, though rarely can also go up to
Ultrarich (+3), or can just have none at all.
If the world does have volatiles, it will likely just be Trace (-1).
It also means that Arid worlds can possibly possess all 4 of the mineable commodities on a single world.
Varying degree of Ruins can also be found.
Market conditions
Arid worlds will always be Habitable (-25% hazard rating).
Arid worlds will also always be Hot (+25% hazard rating).
Other market conditions that can appear are:
Tectonic Activity (+25% hazard rating)
Inimical Biosphere (+25% hazard rating)
Low Gravity (+25% hazard rating & +10% accessibility)
High Gravity (+50% hazard rating & -10% accessibility)
Decivilized (+25% hazard rating) on rare occasions
Pollution (+25% hazard rating) on very rare occasions
Mild Climate (-25% hazard rating) on very rare occasions
Orbital Solar Array counters the effects of Hot & Poor Light, and +2 production for Farming on very rare occasions
Colony
Arid worlds primarily serves as a host to Farming & Mining Industry.
Planets with at least both abundant ore deposits & abundant rare ore deposits can achieve self-sufficiency in Refining demands with the aid of an Administrator with Industrial Planning.
The organics deposits should also allow a Light Industry to have self-sufficiency too.
A Commerce can also be used to capitalized on the income from Farming & Mining.
Luddic Majority
If the Arid world has mediocre ore deposits and/or rare ore deposits (or just straight up don't have these deposits), the player can choose to let the population of their colony to become a Luddic Majority.
Between a Farming industry, a Light Industry with Free Port and a Commerce, the player can tap into the lucrative global market of Food and Recreational Drugs.
The population grown bonus can help rapidly increase the size of the colony, and the stability bonus can help counteract the decreased stability from Commerce.
Do be careful as this can attract Unwanted Attention if you haven't dealt with it already.
Special items
If the Arid world has no rare ore deposits, a Soil Nanites can increase food production for Farming.
A Biofactory Embryo can be added to a Light Industry to increase it's production.
Trivia
- Arid worlds are visually different from Desert worlds in that they have large permanent bodies of water visible from space.
- The Core Worlds has 4 Arid colonies:
- Interestingly, Mazalot is significantly more greener than typical Arid worlds, presumably due the cultivated plant life from many, many cycles of farming by its Luddic inhabitants.
Planets/Worlds | |
---|---|
Non-Habitable | Barren • Barren-Bombarded • Barren-Desert • Rocky Metallic • Rocky Unstable • Rocky Ice • Volcanic • Cryovolcanic • Frozen • Toxic • Irradiated • Gas Giant • Ice Giant |
Habitable |