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(Gravity tolerance production penalty is now summed up in a table. Some of this information was also missing from the page.)
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[[Category:Master of Orion planets]]
 
[[Category:Master of Orion planets]]
Planets can have 3 different gravity ratings: low, normal, high. A race has tolerance to one gravity rating, and will receive production penalties on planets with a different gravity. The penalty is worse on planets with higher gravity than lower (see table below).
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Planets can have three different '''gravity''' ratings: low, normal, high. A race has normally tolerance to its homeworld's gravity rating, and will receive production penalties on planets with a different gravity. The penalty is worse if you go higher than your race tolerance than if you go lower. Races from high-gravity homeworld also tolerate normal gravity. Finally, races with the "tolerant" [[racial trait]] do not suffer from gravity penalty in any world.
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The penalty can be counteracted by researching the [[gravitic fields]] tech and building [[gravity generators]] on the affected planet.
   
the penalty can be counteracted by researching the '''Gravitic Fields''' tech and building '''Gravity Generators''' on the affected planet.
 
 
{| class="wikitable"
 
{| class="wikitable"
 
|+Production penalty on planet based on race gravity tolerance:
 
|+Production penalty on planet based on race gravity tolerance:
  +
! !!Low-G!!Normal!!High-G !!Any
!
 
!Low gravity tolerance
 
!Normal gravity tolerance
 
!High gravity tolerance
 
 
|-
 
|-
|Low gravity planet
+
|Low gravity planet||0%||-25% ||-25%||0%
|0%
 
| -25%
 
| -50%
 
 
|-
 
|-
|Normal gravity planet
+
|Normal gravity planet||-25%||0%||0%||0%
|50%
 
|0%
 
| -25%
 
 
|-
 
|-
|High gravity planet
+
|High gravity planet||-50%||-50%||0%||0%
|50%
 
| -50%
 
|0%
 
 
|}
 
|}
  +
  +
A random planet's gravity is a function of its [[planet size|size]] and [[mineral richness]]:
  +
{| class="wikitable" style="text-align: center;"
 
!
  +
! Tiny
  +
{| style="margin-left:auto; margin-right:auto;"
  +
|- title="Tiny"
  +
{{ctsrow1}}
  +
|}
  +
! Small
  +
{| style="margin-left:auto; margin-right:auto;"
  +
|- title="Tiny"
  +
{{ctsrow2}}
  +
|}
  +
! Medium
  +
{| style="margin-left:auto; margin-right:auto;"
  +
|- title="Tiny"
  +
{{ctsrow3}}
  +
|}
  +
! Large
  +
{| style="margin-left:auto; margin-right:auto;"
  +
|- title="Tiny"
  +
{{ctsrow4}}
  +
|}
  +
! Huge
  +
{| style="margin-left:auto; margin-right:auto;"
  +
|- title="Tiny"
  +
{{ctsrow5}}
  +
|}
  +
|-
  +
! Ultra Poor
  +
{| style="margin-left:auto; margin-right:auto;"
  +
|- title="Tiny"
  +
{{ctsrow1}}
  +
|}
  +
| style="background-color: maroon;" | Low || style="background-color: maroon;" | Low || style="background-color: maroon;" | Low || style="background-color: midnightblue;" | Normal || style="background-color: midnightblue;" | Normal
  +
|-
  +
! Poor
  +
{| style="margin-left:auto; margin-right:auto;"
  +
|- title="Tiny"
  +
{{ctsrow2}}
  +
|}
  +
| style="background-color: maroon;" | Low || style="background-color: maroon;" | Low || style="background-color: midnightblue;" | Normal || style="background-color: midnightblue;" | Normal || style="background-color: midnightblue;" | Normal
  +
|-
  +
! Abundant
  +
{| style="margin-left:auto; margin-right:auto;"
  +
|- title="Tiny"
  +
{{ctsrow3}}
  +
|}
  +
| style="background-color: maroon;" | Low || style="background-color: midnightblue;" | Normal || style="background-color: midnightblue;" | Normal || style="background-color: midnightblue;" | Normal || style="background-color: maroon;" | High
  +
|-
  +
! Rich
  +
{| style="margin-left:auto; margin-right:auto;"
  +
|- title="Tiny"
  +
{{ctsrow4}}
  +
|}
  +
| style="background-color: midnightblue;" | Normal || style="background-color: midnightblue;" | Normal || style="background-color: midnightblue;" | Normal || style="background-color: maroon;" | High || style="background-color: maroon;" | High
  +
|-
  +
! Ultra Rich
  +
{| style="margin-left:auto; margin-right:auto;"
  +
|- title="Tiny"
  +
{{ctsrow5}}
  +
|}
  +
| style="background-color: midnightblue;" | Normal || style="background-color: midnightblue;" | Normal || style="background-color: maroon;" | High || style="background-color: maroon;" | High || style="background-color: maroon;" | High
  +
|}
  +
  +
Exceptions include the [[Psilon]] and [[Gnolam]] homeworlds (low gravity instead of normal) and [[Orion]] (normal gravity instead of high). Custom races can create other exceptions since planet size, mineral richness, and gravity are traits that can be selected independently.
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  +
This means that a race with high gravity tolerance will be able to settle the worlds with the best development potential earlier in the game than the race that have to develop gravity generators first. Inversely, a low-gravity tolerance race will have to settle on the worst worlds (small and poor) or suffer production penalties until they can build gravity generators. Furthermore, statistically, the majority of planets will have normal gravity, while high and low gravity planets will be rare. For these reasons, high-gravity tolerance, allowing to settle without penalty on high and normal gravity worlds, is a strong advantage while low-gravity tolerance is a severe drawback.

Latest revision as of 16:59, 1 June 2020

Planets can have three different gravity ratings: low, normal, high. A race has normally tolerance to its homeworld's gravity rating, and will receive production penalties on planets with a different gravity. The penalty is worse if you go higher than your race tolerance than if you go lower. Races from high-gravity homeworld also tolerate normal gravity. Finally, races with the "tolerant" racial trait do not suffer from gravity penalty in any world.

The penalty can be counteracted by researching the gravitic fields tech and building gravity generators on the affected planet.

Production penalty on planet based on race gravity tolerance:
Low-G Normal High-G Any
Low gravity planet 0% -25% -25% 0%
Normal gravity planet -25% 0% 0% 0%
High gravity planet -50% -50% 0% 0%

A random planet's gravity is a function of its size and mineral richness:

Tiny
Small
Medium
Large
Huge
Ultra Poor
Low Low Low Normal Normal
Poor
Low Low Normal Normal Normal
Abundant
Low Normal Normal Normal High
Rich
Normal Normal Normal High High
Ultra Rich
Normal Normal High High High

Exceptions include the Psilon and Gnolam homeworlds (low gravity instead of normal) and Orion (normal gravity instead of high). Custom races can create other exceptions since planet size, mineral richness, and gravity are traits that can be selected independently.

This means that a race with high gravity tolerance will be able to settle the worlds with the best development potential earlier in the game than the race that have to develop gravity generators first. Inversely, a low-gravity tolerance race will have to settle on the worst worlds (small and poor) or suffer production penalties until they can build gravity generators. Furthermore, statistically, the majority of planets will have normal gravity, while high and low gravity planets will be rare. For these reasons, high-gravity tolerance, allowing to settle without penalty on high and normal gravity worlds, is a strong advantage while low-gravity tolerance is a severe drawback.