How to generate new Star Systems

The first step in generating a new star system is to determine the star type. Each star has certain bonuses and debuffs which are applied to rolling new planets into existence. They will not affect resources directly. Certain stars prevent the formation of planets but are useful for other effects for empires.

## Star Type

First roll a 1d3 for the number of stars in the solar system. This does not affect anything aside from how many stars are present. If more than a single star is present, roll for the star type of all present stars. Each star additionally may have its own system of planets; making incredibly massive solar systems possible. However; the bonuses and negatives of all stars are taken into account when creating a star system. In systems with multiple stars however, planet types are -5 for all rolls for each star present.

## Planets

After rolling to determine the number of planets in a star system the planet types are rolled. These rolls determine the type of planets; not their order in the star system. Gas giants are most likely to form near the 'center' of star systems in regard to planetary order while rocky and hot worlds are most likely to form closer to the star. Make sure to organize your planets accordingly.

## Planet Size

For every non-gas giant roll a 1d10. This determines the "size" of a planet. In lore, this is not the true size of the planet but rather usable space. For example, building in mountain ranges is near impossible for most planets due to the immense requirements of infrastructure and construction materials to stabilize slopes or brace tunnels. Likewise, building underwater is not particularly cost efficient either. These spaces are excluded when the roll is considered. It is possible to have an ocean world be a "size" 10 though this could be because there is a significant amount of space for terrestrial activity, the oceanic world is extremely shallow or because the world simply has extremely robust cave systems which can be used for habitation. For each planet size (1, 2, 3, etc) the planet has 20 building slots which can be put onto its surface.

## Moons

Every planet gets a roll check for moons. The roll check is 1d(planet size-1). In example, a size 10 planet would roll a d9 for the number of moons orbiting it. Likewise a planet with a size 1 would not be large enough to capture and sustain stable orbits for moons. Each moon adds 10 build slots; where buildings can be built to supplement planetary operations.

## Asteroid Belts

Each solar system has a roll to obtain an asteroid belt. Roll 1d100. If the result is 1 to 40, no belt is present. If the result is 41 - 50 an asteroid belt exists. If the result is 51 - 70 then two belts exist and if the result is 71 or higher then three belts exist. Each asteroid belt gets 3 resource dies and can only have metal resources. Asteroid belts require stations or asteroid bases to harvest and cannot be colonized without an asteroid base.

## Resources

Each planet has resources. Some planets cannot have certain resources such as a barren world providing fur or an oceanic world providing wood. For resources, consult the planet type first. A planet's 'size' determines how many dice are rolled equal to half that planet's 'size' class. For example a planet with a size score of 6 rolls a base of three dice with the number of sides corresponding to the type of planet. In order to avoid confusion and to make the charts and dice rolls easier, each planet type has a specific chart rather than listing all resources and stating which types can exist where in a single chart.

After determining what resources are available, each resource rolls a d100. Any duplicated resources do not roll additional d100s for a single planet. Instead they multiply the amount in accordance with how many times they were rolled. Example; if Copper was rolled three times on a single planet then the resulting d100 roll is multiplied by three. That many thousand tons are available of that resource on that planet before the planet is depleted. Anomalies may change this in the near future.

 Ammonia
 Argon
 Carbon Dioxide
 Helium 3
 Hydrogen
 Methane
 Oxygen
 Xenon

## Special Planet Types

Size is limited to 2

All building slots are halved

All resources are removed
 Ring World

## Anomalies

After determining everything else the solar system in question must roll for an anomaly. Some anomalies are beneficial while others are detrimental and some are 'neutral' with both good and bad effects. An anomaly can potentially render a system that would otherwise be perfect completely useless to a prospecting nation. Likewise it can make an absolutely 'worthless' system valuable to an empire.

To determine if a system has an anomaly roll 1d100. If the die lands on 90 or higher an anomaly is present. Some anomalies affect the entire solar system while others affect only a single planet. If the system has an anomaly roll 1d6. A 1 or 2 means the anomaly is detrimental. 3 or 4 means a neutral anomaly. 5 or 6 means a beneficial anomaly. Roll a d100 and consult the tables below for the anomalies.