Planets:
Note: all planets have at least 1 industry and 1 bio rating. Ratings can also be added to by building stuff on the planet.
Grey planets have 1 ind, 1 bio
Red planets have 2 ind, 1 bio
Yellow planets have 3 ind, 1 bio
Green planets have 1 ind, 2 bio
Blue planets have 1 ind, 3 bio
Unexplored planets could be anything (or maybe nothing). To find out, you must send an explorer ship there first.
Points Formula:
Planet points output = points rating multiplied by population size
Industry points – adds up across all your planets, used to buy stuff. THIS IS THE ONLY ONE THAT STACKS UP EACH TURN.
Bio points – used on specific planets. has a 10% chance to add a unit of population to the planet each turn (max growth is double the previous population)
Science points – adds up across all your planets. every point gives a 50% chance of advancing research progress by one.
Culture points – adds up across all your planets. very randomly cause unrest and disloyalty on non-friendly planets with lower culture than yours.
Military point – adds up across all your planets. randomly gain advantage over enemies with less than you (training and tactics etc)
Science/Tech Tree:
This stats out very basic (shown on separate chart). I’ll leave it up to you what you want to research – so it can be anything, but if its really funky it may take several steps to get there.
The cost of techs is shown of the chart. Each science point gives 50% chance to move one nudge towards the goal.
Cards:
You randomly pick up a ‘card’ per turn, if you have less than three cards in your ‘hand’.
Mostly these are random events that benefit you, and happen immediately.
Others will be stuff you can play at a later date. I don’t keep them secret though (would take too much time

). These cards could require a random ‘roll’ based on your stats or those of your enemies.
Things you can build on planets:
Ground Military:
Troopers (5 creds) = convert 1 population to trooper, can leave planet.
Defences (5 creds) = one can match two fighters. Two can match one cruiser. Can’t leave planet.
Possibly more things to build as tech increases
Development type: (1 per planet, but upgradeable to different levels with enough tech)
Heavy Industry (10 creds) = +1 Industry power, causes pollution to planet affecting culture and bio
Agricultural Industry (10 creds) = +1 Bio power
Special type: (1 per planet, in addition to development type. upgradeable to different levels with enough tech)
Culture base (10 creds) = +1 cultural power
Science base (10 creds) = +1 science power
Military base (10 creds) = +1 military power – also provides early warning and makes planet defences harder to kill
Extra Special type: (1 per planet, in addition to anything else possibly more appear with tech)
Capitol (you start with one for free, rebuild for 30 creds) = +1 cultural, +1 science and +1 military power
*Your planets will probably be in anarchy if you don’t have one of these*