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Galaxy: Generation of the Stars

Star Classes

The galaxy generator generates seven different types of stars in each of four sizes, plus a number of "special" stellar objects. During the game you only see the types of stars and the special stellar objects. The size of the stars are not visible to you, but they play an important role in planetary generation and system size.

To better understand this, we will start by listing the types of stars and stellar objects.

Sizes:

  • Super Giant
  • Giant
  • Standard
  • Dwarf

Star Classes:

  • F
  • G
  • K
  • M
  • A
  • B
  • O

Special Stellar Objects:

  • Black holes - while normally found only at the galactic center, there is a 0.005% chance you might find them elsewhere.
  • Neutron Stars - while these can be generated by the galaxy generator, they are removed before actual gameplay because they have no planets.
  • Wormholes - not yet implemented, but coming!

Accretion Disk

How does each star size and class affect the number of planets they have? While there is a randomness to the deployment of planets, each star type helps determine this random range.

Within the accretion disk, there are three development zones: inner, middle, and outer. Each zone plays an important role in what type of planet forms (this will be discussed later). In all cases, there is a chance, though usually very low, that a star will have no planets. If this occurs, the galaxy generator will automatically regenerate that system so that all systems have planets.

  • Super-giant and Giant stars: 1-3 planets, distributed throughout the 3 zones.
  • O, B class stars: 1-5 planets, distributed throughout the 3 zones.
  • A class stars: 1-5 planets, distributed throughout the 3 zones.
  • F, G class stars: 2-8 planets, often shifted toward the outer zone in larger systems.
  • K class stars: 1-7 planets, often shifted toward the outer zone in larger systems.
  • M class stars: 1-3 planets, distributed throughout the 3 zones.
  • Dwarf stars: 0-1 planets, always in the outer zone.
  • Neutron Stars and Blackholes: 0-1 planets, always in the outer zone.

Technically a one planet black hole or neutron star might make it through the galaxy generator, but this is very rare.

Planetary Formation

As with real star systems, planets closer to the star generally are less habitable, while outer planets tend to be cold or gas giants. FarSpace follows this general principle when creating its planetary distribution.

Here is how a system develops for each planet in a zone:

Inner Zone:

  • 5% chance of Asteroids
  • 5% chance of Gas Giant
  • 50% chance of Rock
  • 10% chance of Desert
  • 30% chance of Hostile

Middle Zone:

  • 10% chance of Asteroids
  • 5% chance of Gas Giant
  • 10% chance of Rock
  • 20% chance of Desert
  • 25% chance of Hostile

If the star is a F, G, or K class:

  • 20% chance of Marginal
  • 10% chance of Terrestrial

Otherwise:

  • 30% chance of Hostile

Outer Zone:

  • 15% chance of Asteroid
  • 60% chance of Gas Giant
  • 5% chance of Rock
  • 5% chance of Desert

If the star is a Dwarf star, a Neutron star, or a Black Hole:

  • 15% chance of Cold

Otherwise:

  • 10% chance of Cold
  • 5% chance of Hostile

Planetary Conditions

Energy is heavily dependent on zone while diameter, minerals, environment, and slots are dependent on the planet type.

Energy:

  • Inner zone: 100-150 energy
  • Middle zone: 50-100 energy
  • Outer zone: 0-50 energy

Diameter / Max Slots:

  • Gas Giants: 30000-180000 / 3-18 slots
  • Rock: 1000-10000 / 1-10 slots
  • Cold: 1000-10000 / 1-10 slots
  • Desert: 4000-14000 / 4-14 slots
  • Hostile: 4000-19000 / 4-19 slots
  • Marginal: 7000-17000 / 7-17 slots
  • Terrestrial: 14000-17000 / 14-17 slots

Initial Slots:

  • Asteroid: None (must be assembled first; max slots determined at time of assembly)
  • Gas Giant: None (must be condensed first)
  • Rock: 75% of max slots
  • Cold: 75% of max slots
  • Desert: 75% of max slots
  • Hostile: 50% of max slots
  • Marginal: 50% of max slots
  • Terrestrial: 9 slots (fixed)

Minerals:

  • Rock, Desert, Hostile, Marginal, Asteroids, and Gas Giants range: Slots*4+80+60 minerals (+80 refers to -80 to 80 random range)
  • Cold: 0 minerals
  • Terrestrial: 100 minerals

Environment:

  • Rock: 0-7
  • Cold: 0-7
  • Desert: 6-13
  • Hostile: 12-26
  • Marginal: 25-51
  • Terrestrial: 100

Note: This information is generated from the 9/10/2006 version of the galaxy generator and is subject to change.

Special Systems

There are four types of special systems added by the galaxy generator:

  • Homeworld systems
  • Strategic resource systems
  • Disease (aka Mutant) systems
  • Central black hole

These are generated as follows:

Homeworlds: A new system is created in the outer region of the galaxy with 1 terrestrial, 1 hostile or equivalent, and 1 cold/rock or equivalent.

Existing systems are selected throughout each specified radius and have a strategic resource added.

Existing systems are selected throughout each specified radius with Marginal or Terrestrial planets and have the disease added. Technically there are 8 different diseases, just like strategic resources, but there is only the mutant implemented, which is placed on all 8 types.

Central black hole is added separately at the center coordinates of the galaxy.

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