Planets

## Upgrading Planets

Requirement for **Level 1** -  Struggling - Found a colony. Some colony options do not produce any outputs until all their needs are met and they reach level 2. These are marked with this icon .

Requirement for **Level 2** -  Established - Fill the needs of the colony. This can be **one OR two** resource inputs depending on the type of world.

Requirement for **Level 3** -  Successful - Upgrading to Established may have added another resource demand. Fill this need, **IN ADDITION TO** a total of **two** inputs (two of the same resource or an input of culture if the world in question is a single resource demand world), AND a total of **two** outputs. Solar Farms and Geothermal Plants are an exception: supplying **both needs** will instantly upgrade the planet to Successful. Exporting the  is not necessary. Similarly, a Tourist Resort does not produce exports, so supplying its **first two needs** will upgrade it.

Requirement for **Level 4** -  Prosperous - Upgrading to Successful may have added another resource demand. Fill this need, **IN ADDITION TO** trade links to **three** other Successful colonies, AND a combined total of **six** inbound or outbound trade routes (multiple can go to/from the same planet). The only exception to this is a Tourist Resort planet, which upgrades to Prosperous when **ALL** of its needs have been met (no exports are required).

Requirement for **Level 5** -  Legendary - Variable depending on the research that unlocked it for you. Post-Scarcity allows any Prosperous planet to become Legendary if it receives at least **six imports** (the number of exports does not matter). The Elysium Project adds a project for Prosperous -producing planets, which adds a need for **every basic resource** (i.e. ////). It won't require another unit of any resource that is already supplied (e.g.  on an arid planet). Fulfilling **ALL** of these needs will upgrade the planet to Legendary. If you have both technologies, **The Elysium Project takes priority** (a planet with six imports that does not have all its needs met will not upgrade).

## Happiness

Each colony adjusts your Happiness  based on it's level.

**Level 1** -  Struggling - Lowers Happiness by -1%  per year to a maximum of -8%. Upgrading after year 8 will result in a permanent -3%  ; upgrading prior to year 8 will remove the Happiness penalty.

**Level 2** -  Established - Does not affect Happiness.

**Level 3** -  Successful - Raises Happiness +1%

**Level 4** -  Prosperous - Raises Happiness +3%

**Level 5** -  Legendary - Raises Happiness +6%

Happiness is also reduced by -1%  per unemployed , and -2%  for each colony with no exports.

## Types

### Earth-Like

Hiveworld
Costs: 3 months • 5 • -1/y

Agroworld
Costs: 3 months • 5 • -1/y

Gaiaworld
Costs: 3 months • 5 • -1/y

Tourist Resort
Costs: 3 months • 10 • -3/y
Requires Technology: *Xenotourism*

### Swamp

Colony
Costs: 3 months • 8 • -2/y

Wetland Farm
Costs: 3 months • 8 • -2/y

Breeding Program
Costs: 3 months • 8 • -2/y

### Jungle

Colony
Costs: 3 months • 8 • -1/y

Jungle Farm
Costs: 3 months • 8 • -1/y

Mechanized Harvest
Costs: 3 months • 8 • -1/y

Tourist Resort
Requires Technology: *Xenotourism*
Costs: 3 months • 10 • -3/y

### Remnant

Scrapping Operation
Costs: 3 months • 8 • -3/y

Recycling Operation
Costs: 3 months • 8 • -3/y

Scavenger World
Costs: 3 months • 8 • -3/y

Xenolab
Costs: 3 months • 10 • -5/y
Requires Technology: *Xenostudies*

Artifact Trading
Costs: 3 months • 8 • -3/y
Requires Perk: *Novelty Traders*

### Mineral

Mine
Costs: 3 months • 5 • -2/y

Drilling Platform
Costs: 3 months • 10 • -4/y
Requires Technology: *Drillbots*

Geothermal Plant
Costs: 3 months • 10 • -4/y
Requires Technology: *Geothermals*

### Forgeworld

Nanotech Factory
Costs: 3 months • 8 • -2/y

Bots Factory
Costs: 3 months • 8 • -2/y

Goods Factory (Minerals)
Costs: 3 months • 8 • -2/y

Goods Factory (Bots)
Costs: 3 months • 8 • -2/y

Hybrid Hatchery
Costs: 3 months • 15 • -4/y
Requires Technology: *Biohybrids*

Food Synth
Costs: 2 months • 8 • -2/y
Requires Perk: *Nutrition*

Multi-Purpose Factory
Costs: 3 months • 8 • -2/y
Requires Perk: *Joint Factories*

### Primordial

Bacteria Breeding
Costs: 3 months • 5 • -2/y

Water Extraction
Costs: 3 months • 5 • -2/y

Monoculture Farm
Costs: 3 months • 8 • -2/y

Hybrid Hatchery
Costs: 3 months • 15 • -4/y
Requires Technology: *Biohybrids*

Xenolab
Costs: 3 months • 10 • -5/y
Requires Technology: *Xenostudies*

### Ocean

Colony
Costs: 3 months • 8 • -1/y

Algae Farm
Costs: 3 months • 8 • -1/y

Water Export
Costs: 3 months • 8 • -1/y

Tourist Resort
Requires Technology: *Xenotourism*
Costs: 3 months • 10 • -3/y

### Arctic

Colony
Costs: 3 months • 8 • -1/y

Arctic Farm
Costs: 3 months • 8 • -1/y

Thawing Facility
Costs: 3 months • 8 • -1/y

### Arid

Colony
Costs: 3 months • 8 • -1/y

Hydroponic Farm
Costs: 3 months • 10 • -2/y
Requires Technology: *Hydroponics*

Solar Farm
Costs: 3 months • 10 • -2/y
Requires Technology: *Solar Superconductors*

### Iceball

Permafrost Melting
Costs: 3 months • 8 • -3/y
Requires Technology: *Freeze-Resistant Bots*

Lichen Farm
Costs: 3 months • 8 • -3/y
Requires Technology: *Freeze-Resistant Bots*

Drilling Platform
Costs: 3 months • 10 • -4/y
Requires Technology: *Drillbots*

### Desert

Hydroponic Farm
Costs: 3 months • 10 • -2/y
Requires Technology: *Hydroponics*

Drilling Platform
Costs: 3 months • 10 • -4/y
Requires Technology: *Drillbots*

Solar Farm
Costs: 3 months • 10 • -2/y
Requires Technology: *Solar Superconductors*

### Lava

Drilling Platform
Costs: 3 months • 10 • -4/y
Requires Technology: *Drillbots*

Geothermal Plant
Costs: 3 months • 10 • -4/y
Requires Technology: *Geothermals*

### Asteroids

Habitat
Costs: 2 months • 0 • -3/y
Requires Technology: *Asteroid Dwellings*

Asteroid Mine
Costs: 2 months • 0 • -3/y
Requires Technology: *Asteroid Mining*

Gem Mine
Costs: 2 months • 7 • -2/y
Requires Quirk: *Gemstone Asteroids*

Gem Mine
Costs: 2 months • 7 • -2/y
Requires Quirk: *Gemstone Asteroids*