Market condition
Market conditions are properties of a market representing local environmental or social conditions. They can influence the output and upkeep cost of industries in various ways.
Hazard conditions
Habitable
Human beings can survive unprotected exposure to the surface conditions of (market). (This condition also removes the demand of Organics for Population & Infrastructure)
-25% hazard rating.
Population growth bonus equal to market size -1.
No Atmosphere
No appreciable atmosphere exists on (market). Its surface is exposed to the hard weathering of space, a steady drizzle of radiation and micrometeorites.
+50% hazard rating.
Dense Atmosphere
The surface of (market) is shrouded in a thick atmosphere, turbulent vortices at its crown and cloying soup at its lowest foothold. Sensors are impaired, and operations must be made with care.
+50% hazard rating.
Thin Atmosphere
A rarefied atmosphere clings determinedly to (market)'s surface.
+25% hazard rating.
Toxic Atmosphere
The atmosphere of (market) is exceptionally toxic and corrosive, abrading unprotected surfaces and requiring the hermetic sealing of any inhabited spaces.
+50% hazard rating.
Cold
Low temperatures found on (market) necessitates specialized equipment to perform normal operations, complicating life support and infrastructure.
+25% hazard rating.
Extreme Cold
Extreme cold necessitates specialized equipment and protocol to perform operations safely on (market), complicating logistics, life support, and infrastructure.
+50% hazard rating.
Hot
High temperature conditions of (market) necessitate specialized equipment to perform normal operations, complicating life support and infrastructure.
+25% hazard rating.
Extreme Heat
Extreme heat necessitates specialized equipment and protocol to safely operate on (market), seriously complicating logistics, life support, and long-term stability of infrastructure.
+50% hazard rating.
Low Gravity
Gravity is exceptionally low, though significantly above zero-g, on the surface of (market). Workflow and operation of (relatively) heavy machinery is complicated by the non-standard procedures required to deal with altered conditions of friction, weight, and pressure dynamics.
+25% hazard rating.
+10% accessibility.
High Gravity
The force of gravity on the surface of (market) is crushingly high. Humans require powered exoskeletons for regular movement and find even basic actions exhausting. Continual habitation is grueling at best. All operations take place with a heightened danger of falls and - if specialized engineering is not performed with adequate paranoia - structural collapse.
+50% hazard rating.
-10% accessibility.
Tectonic Activity
The surface of (market) is unstable and prone to violent quakes. Any structures require special reinforcement and any excavation will involve a great deal of risk.
+25% hazard rating.
Extreme Tectonic Activity
(market)'s crust roils chaotically with extreme quakes and cataclysmic volcanism events. Any operations will require exceptional care and use of many-times redundant warning systems so that the worst dangers can be avoided. Construction on this world can only ever be considered semi-permanent.
+50% hazard rating.
Extreme Weather
Violent storms bristling lightning rage across the skies of (market). Though a sublime beauty from orbit, this produces harsh surface conditions making transportation and habitation highly inconvenient.
+25% hazard rating.
Darkness
The surface of (market) is dark and full of shadow, receiving effectively zero illumination from its primary.
+50% hazard rating.
Poor Light
The light of (market)'s primary only provides feeble illumination and energy to this world.
+25% hazard rating.
Mild Climate
The climate of (market) is welcoming and docile; a light mist greets each sunrise before retreating into soft clouds that glow appealingly at every sunset.
-25% hazard rating.
Population growth bonus equal to market size.
Inimical Biosphere
The biosphere of (market) is deadly to unprotected human beings. While the conditions are fascinating to biological scientists, surface technicians are hampered by strict quarantine protocols when carrying out normal tasks.
+25% hazard rating.
Irradiated
The surface of (market) is ravaged by radiation. Any living being must be confined to a shielded habitat to live for long here. Unhardened circuits and nanoscale materials or machinery will also rapidly fail in these harsh conditions.
+50% hazard rating.
Decivilized
There is no stable ruling polity here. Civilization is collapsed and current population is effectively unknown, though groups of survivors, bandits, and looters can be detected. (This condition can be achieved on planets by decivilizing colonized planets)
+25% hazard rating.
Decivilized Subpopulation
Civilization has been brought back to parts of (market), often at the point of a gauss rifle. However, an effectively unknown population of survivors, bandits, and looters still remains on the fringes. (This condition can be achieved by colonizing decivilized planets, it can also be removed by Saturation Bombardment)
+25% hazard rating.
-2 stability.
Population growth bonus equal to market size.
Pollution
Human industry has left this world filled with dioxins, sulphur compounds, ash, and the steady ticking of decaying radioactive dust. Scraps of plastic cling to shards of foam-metal, the sky tuned to a dead channel.
This condition will be added by bombardment or use of a Corrupted or Pristine Nanoforge on planets with the Habitable condition.
+25% hazard rating.
Meteor Impacts
This world is bombarded at an appalling rate by regular meteor-showers. Any human inhabitant, however temporary, must keep a wary eye skyward. Any permanent installations would be best buried deep and well fortified.
+50% hazard rating.
Water-covered Surface
This is an ocean world with no substantial solid surface to land, walk, or build upon. Operations are complicated by the need for specialized training and equipment.
+25% hazard rating.
No bonuses or penalties to food production (Farming)
Resource conditions
Poor Farmland
Plant life grows only stunted and wearily here. It would require farmers with talent equal to their desperation to make these lands bear fruit.
+40 Exp. from survey
Adequate Farmland
A robust terran-compatible bioshpere allows agricultural cultivation to take place on (market).
No bonuses or penalties to food production (Farming)
+80 Exp. from survey
Rich Farmland
The fields of (market) promise a rich harvest to reward the farmers that work these fertile lands.
+1 food production (Farming)
+160 Exp. from survey
Bountiful Farmland
(market) is a veritable Eden; flowering, riotous, lush, and luminous with plant life. Branches hang low, laden with fruit; fields of golden grain shimmer in the herbaceous breeze.
+2 food production (Farming)
+320 Exp. from survey
Sparse Ore Deposits
A few sparse ore deposits exist here, but they are more of academic than industrial interest for their extraction is barely economical.
+20 Exp. from survey
Moderate Ore Deposits
(market) contains moderate ore deposits that, under the right economic conditions, could be profitably exploited.
No bonuses or penalties to ore production (Mining)
+40 Exp. from survey
Abundant Ore Deposits
Abundant, widespread, and profitably extractable ore deposits can be found on (market).
+1 ore production (Mining)
+80 Exp. from survey
Rich Ore Deposits
Rich mineral deposits form a thick lattice within the crust of (market) but require an ambitious industrialist to exploit them for fabulous profit.
+2 ore production (Mining)
+160 Exp. from survey
Ultrarich Ore Deposits
Mineral wealth exists on Midas-touched (market) beyond the wildest fantasies of the legendary mining megacorps of the Domain era.
+3 ore production (Mining)
+320 Exp. from survey
Sparse Rare Ore Deposits
A few sparse transplutonic ore deposits exist here, but they are more of academic than industrial interest for their extraction is barely economical.
-1 transplutonic ore production (Mining)
+40 Exp. from survey
Moderate Rare Ore Deposits
(market) contains modest transplutonic deposits that, with sustained industry and investment, could be profitably tapped.
No bonuses or penalties to transplutonic ore production (Mining)
+80 Exp. from survey
Abundant Rare Ore Deposits
Abundant transplutonic deposits lay within the crust of (market), enough to fuel the ambitions of any worthwhile warlord or magnate.
+1 transplutonic ore production (Mining)
+160 Exp. from survey
Rich Rare Ore Deposits
Thick bands of transplutonics spread with glorious profusion through the crust of (market), promising great and potent power to they who would but reach out and take them.
+2 transplutonic ore production (Mining)
+320 Exp. from survey
Ultrarich Rare Ore Deposits
The transplutonic deposits glimmering with unbelievable density on the sensor-grid evoke portents of a power which could forge mighty war-fleets to burn worlds to ash -- or an eon of splendour and wealth for a polity of crystal towers as existed in the pre-collapse cycles of the Domain.
+3 transplutonic ore production (Mining)
+640 Exp. from survey
Trace Organics
(market) is nearly barren of organics reserves, though some extraction is possible.
-1 organics production (Mining)
+40 Exp. from survey
Common Organics
Economically exploitable reserves of organics can be found on (market).
No bonuses or penalties to organics production (Mining)
+80 Exp. from survey
Abundant Organics
A river of wealth flows beneath the surface of (market) - for those that would find and tap it.
+1 organics production (Mining)
+160 Exp. from survey
Plentiful Organics
Reservoirs of valuable organics burst through the surface of (market) in gouts over deep, dark pools that promise oceans of wealth to be found just below.
+2 organics production (Mining)
+320 Exp. from survey
Trace Volatiles
The trace volatiles found here barely warrant harvesting.
-1 volatiles production (Mining)
+60 Exp. from survey
Diffuse Volatiles
Diffuse volatiles can be found here, and may be sufficient for industrial extraction.
No bonuses or penalties to volatiles production (Mining)
+120 Exp. from survey
Abundant Volatiles
Abundant volatiles may be economically extracted from (market).
+1 production (Mining)
+240 Exp. from survey
Plentiful Volatiles
(market) is a world-sized wellspring of volatiles - rich, deep, and potent.
+2 volatiles production (Mining)
+480 Exp. from survey
Volturnian Lobster Pens
A mix of several Old Earth species and a little imagination produced this creature which grows wild in the crushing depths of Volturn's sea floor. The flavor is said to be exceptional.
+1 Volturnian Lobster production (Farming)
(Note: This market condition is unique to Volturn in the Askonia Star System.)
Orbital Solar Array
This planet has an array of solar shades or mirrors in orbit, judiciously positioned to bring its surface conditions closer to terran norms.
+2 production (Farming)
Counters the effects of Hot and Poor Light
(Note: Found on Eochu Bres in the Hybrasil Star System, Eventide in the Samarra Star System, and very rarely on randomly generated planets outside the core worlds.)
Ruins conditions
While exploring the sector, ruins can be found on planets and exploited for various degrees of salvage, including blueprints, weapons, and trade commodities. On an uninhabited world, ruins can be explored once, with further exploitation requiring the use of a colony's tech-mining industry. Checking the orbit of a planet for some stations, that are only there for looks, can verify ruins even before surveying the planet itself. The more of those are in orbit, the larger the ruins.
The following order lists these ruins from "least valuable" to "most valuable" in terms of available salvage:
Scattered Ruins
This world was only lightly touched by the great project of the Domain before the collapse. Only scattered, broken domes remain, perchance holding lost caches of valuable materials. (Can be achieved by Saturation Bombarding Size 3 Colonies)
+80 Exp. from survey
Widespread Ruins
Widespread ruins, blips from radiation sources, and the distinctive burred radar-ping of foamed cerametal structures can be found across (market), evidence of a small but concerted colonization effort dating to the late expansion period of the Domain. (Can be achieved by Saturation Bombarding Size 4 colonies)
+160 Exp. from survey
Extensive Ruins
Ruined cities can be found across the surface of (market), spilling from their broken hearts pitted roadways and crumbling magrail lines to the skeletons of factories, aquaponics domes, and comm-towers. (Can be achieved by Saturation Bombarding Size 5 or Size 6 colonies)
+320 Exp. from survey
Vast Ruins
(market) is covered in vast ruins; cities, factories, mines, farms, homes. The dead are in dread abundance, entwined with salvageable materials, goods, tools, and weapons. This world is a tomb for the hubris of the Domain's project of galactic colonization and hegemony. (Can be achieved by Saturation Bombarding Size 7+ colonies)
+640 Exp. from survey
Population
The population condition's number is the same as the market size. Population is nominally 10market size, although commodity supply/demand does not follow this scale.
Event conditions
Piracy Respite
This colony is experiencing a respite from the depredations of piracy otherwise so common in the Sector.
Acquired for all player colonies by defeating the pirate colony crisis. Grants a 10% increase to accessibility. Obtaining Kanta's protection instead of or after defeating the crisis increases the bonus to 20%.
Recent Unrest
(market) has recently experienced unrest of some sort. While whatever event caused the unrest is over, its effects still linger.
- Stability reduced by (num). Decreases by 1 every three months.
Applied by various events such as raids and bombardments.
Miscellaneous conditions
Abandoned Station
This station is abandoned. (This condition can be achieved on Stations/Colonies with Station by decivilizing/destroying the Station/Colony with Station)
Free Port
The local port authority imposes almost no regulation on what cargo is traded. Immigration controls are likewise relaxed, resulting in a greater in-flow of people, albeit sometimes of a more questionable character. This may cause other factions to view this colony with distrust.
Free ports have no illegal commodities (allowing the trade and export of e.g. Recreational Drugs) and do not require the transponder to be on to dock. The condition also gives colony modifiers that increase over time, reaching the maximum at 365 days:
- -3 stability
- +25% accessibility
- +10 colony growth
This condition can be removed by Disrupting the Spaceport/Megaport on the market.
Luddic Majority
A majority of the population of <colony> are Luddic faithful. This may result in a substantial boost to stability and productivity.
For colonies outside the core, it may also result in increased population growth, from Luddic immigrants seeking to escape the sometimes oppressive influence of the Luddic Church.
The Luddic Majority condition appears if the colony increases in size while meeting the following conditions:
- Habitable
- Has a job for them (Farming/Aquaculture or Light Industry)
- Does not have industries they disapprove of (Mining, Refining, Heavy Industry, Fuel Production, Tech-Mining)
- Does not have a Military Base or High Command (Patrol HQ and defensive buildings are fine)
If the requirements are not met, the Luddic Majority condition will lose its effects, and will be removed completely the next time the market grows in size.
The condition gives the colony +1 stability, +1 production for their preferred jobs, and +20 to +30 population growth. It will also create tensions with the Luddic Church; depending on how the resulting crisis is resolved; the bonuses can be removed or doubled.