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Market conditions are properties of a market representing local environmental or social conditions. They can influence the output and upkeep cost of industries in various ways.

Hazard conditions[]

Habitable[]

Habitable

Human beings can survive unprotected exposure to the surface conditions of (market). (This condition also removes the demand of Organics for Population & Infrastructure)

-25% hazard rating.

Population growth bonus equal to market size -1.

No Atmosphere[]

Atmosphere none

No appreciable atmosphere exists on (market). Its surface is exposed to the hard weathering of space, a steady drizzle of radiation and micrometeorites.

+50% hazard rating.

Dense Atmosphere[]

Atmosphere dense

The surface of (market) is shrouded in a thick atmosphere, turbulent vortices at its crown and cloying soup at its lowest foothold. Sensors are impaired, and operations must be made with care.

+50% hazard rating.

Thin Atmosphere[]

Atmosphere thin

A rarefied atmosphere clings determinedly to (market)'s surface.

+25% hazard rating.

Toxic Atmosphere[]

Atmosphere toxic

The atmosphere of (market) is exceptionally toxic and corrosive, abrading unprotected surfaces and requiring the hermetic sealing of any inhabited spaces.

+50% hazard rating.

Cold[]

Cold

Low temperatures found on (market) necessitates specialized equipment to perform normal operations, complicating life support and infrastructure.

+25% hazard rating.

Extreme Cold[]

Cold extreme

Extreme cold necessitates specialized equipment and protocol to perform operations safely on (market), complicating logistics, life support, and infrastructure.

+50% hazard rating.

Hot[]

Hot

High temperature conditions of (market) necessitate specialized equipment to perform normal operations, complicating life support and infrastructure.

+25% hazard rating.

Extreme Heat[]

Hot extreme

Extreme heat necessitates specialized equipment and protocol to safely operate on (market), seriously complicating logistics, life support, and long-term stability of infrastructure.

+50% hazard rating.

Low Gravity[]

Gravity low

Gravity is exceptionally low, though significantly above zero-g, on the surface of (market). Workflow and operation of (relatively) heavy machinery is complicated by the non-standard procedures required to deal with altered conditions of friction, weight, and pressure dynamics.

+25% hazard rating.

+10% accessibility.

High Gravity[]

Gravity high

The force of gravity on the surface of (market) is crushingly high. Humans require powered exoskeletons for regular movement and find even basic actions exhausting. Continual habitation is grueling at best. All operations take place with a heightened danger of falls and - if specialized engineering is not performed with adequate paranoia - structural collapse.

+50% hazard rating.

-10% accessibility.

Tectonic Activity[]

Tectonic

The surface of (market) is unstable and prone to violent quakes. Any structures require special reinforcement and any excavation will involve a great deal of risk.

+25% hazard rating.

Extreme Tectonic Activity[]

Tectonic extreme

(market)'s crust roils chaotically with extreme quakes and cataclysmic volcanism events. Any operations will require exceptional care and use of many-times redundant warning systems so that the worst dangers can be avoided. Construction on this world can only ever be considered semi-permanent.

+50% hazard rating.

Extreme Weather[]

Weather extreme

Violent storms bristling lightning rage across the skies of (market). Though a sublime beauty from orbit, this produces harsh surface conditions making transportation and habitation highly inconvenient.

+25% hazard rating.

Darkness[]

Darkness

The surface of (market) is dark and full of shadow, receiving effectively zero illumination from its primary.

+50% hazard rating.

Poor Light[]

Poor light

The light of (market)'s primary only provides feeble illumination and energy to this world.

+25% hazard rating.

Mild Climate[]

Climate mild

The climate of (market) is welcoming and docile; a light mist greets each sunrise before retreating into soft clouds that glow appealingly at every sunset.

-25% hazard rating.

Population growth bonus equal to market size.

Inimical Biosphere[]

Inimical biosphere

The biosphere of (market) is deadly to unprotected human beings. While the conditions are fascinating to biological scientists, surface technicians are hampered by strict quarantine protocols when carrying out normal tasks.

+25% hazard rating.

Irradiated[]

Irradiated

The surface of (market) is ravaged by radiation. Any living being must be confined to a shielded habitat to live for long here. Unhardened circuits and nanoscale materials or machinery will also rapidly fail in these harsh conditions.

+50% hazard rating.

Decivilized[]

Decivilized

There is no stable ruling polity here. Civilization is collapsed and current population is effectively unknown, though groups of survivors, bandits, and looters can be detected. (This condition can be achieved on planets by decivilizing colonized planets)

+25% hazard rating.

Decivilized Subpopulation[]

Decivilized

Civilization has been brought back to parts of (market), often at the point of a gauss rifle. However, an effectively unknown population of survivors, bandits, and looters still remains on the fringes. (This condition can be achieved by colonizing decivilized planets, it can also be removed by Saturation Bombardment)

+25% hazard rating.

-2 stability.

Population growth bonus equal to market size.

Pollution[]

Pollution

Human industry has left this world filled with dioxins, sulphur compounds, ash, and the steady ticking of decaying radioactive dust. Scraps of plastic cling to shards of foam-metal, the sky tuned to a dead channel.

This condition will be added by bombardment or use of a Corrupted or Pristine Nanoforge on planets with the Habitable condition.

+25% hazard rating.

Meteor Impacts[]

Meteor impacts

This world is bombarded at an appalling rate by regular meteor-showers. Any human inhabitant, however temporary, must keep a wary eye skyward. Any permanent installations would be best buried deep and well fortified.

+50% hazard rating.

Water-covered Surface[]

Water covered

This is an ocean world with no substantial solid surface to land, walk, or build upon. Operations are complicated by the need for specialized training and equipment.

+25% hazard rating.

No bonuses or penalties to food production (Farming)

Resource conditions[]

Poor Farmland[]

Farmland poor

Plant life grows only stunted and wearily here. It would require farmers with talent equal to their desperation to make these lands bear fruit.

-1 food production (Farming)

+40 Exp. from survey

Adequate Farmland[]

Farmland adequate

A robust terran-compatible bioshpere allows agricultural cultivation to take place on (market).

No bonuses or penalties to food production (Farming)

+80 Exp. from survey

Rich Farmland[]

Farmland rich

The fields of (market) promise a rich harvest to reward the farmers that work these fertile lands.

+1 food production (Farming)

+160 Exp. from survey

Bountiful Farmland[]

Farmland bountiful

(market) is a veritable Eden; flowering, riotous, lush, and luminous with plant life. Branches hang low, laden with fruit; fields of golden grain shimmer in the herbaceous breeze.

+2 food production (Farming)

+320 Exp. from survey

Sparse Ore Deposits[]

Ore sparse

A few sparse ore deposits exist here, but they are more of academic than industrial interest for their extraction is barely economical.

-1 ore production (Mining)

+20 Exp. from survey

Moderate Ore Deposits[]

Ore moderate

(market) contains moderate ore deposits that, under the right economic conditions, could be profitably exploited.

No bonuses or penalties to ore production (Mining)

+40 Exp. from survey

Abundant Ore Deposits[]

Ore abundant

Abundant, widespread, and profitably extractable ore deposits can be found on (market).

+1 ore production (Mining)

+80 Exp. from survey

Rich Ore Deposits[]

Ore rich

Rich mineral deposits form a thick lattice within the crust of (market) but require an ambitious industrialist to exploit them for fabulous profit.

+2 ore production (Mining)

+160 Exp. from survey

Ultrarich Ore Deposits[]

Ore ultrarich

Mineral wealth exists on Midas-touched (market) beyond the wildest fantasies of the legendary mining megacorps of the Domain era.

+3 ore production (Mining)

+320 Exp. from survey

Sparse Rare Ore Deposits[]

Rareore sparse

A few sparse transplutonic ore deposits exist here, but they are more of academic than industrial interest for their extraction is barely economical.

-1 transplutonic ore production (Mining)

+40 Exp. from survey

Moderate Rare Ore Deposits[]

Rareore moderate

(market) contains modest transplutonic deposits that, with sustained industry and investment, could be profitably tapped.

No bonuses or penalties to transplutonic ore production (Mining)

+80 Exp. from survey

Abundant Rare Ore Deposits[]

Rareore abundant

Abundant transplutonic deposits lay within the crust of (market), enough to fuel the ambitions of any worthwhile warlord or magnate.

+1 transplutonic ore production (Mining)

+160 Exp. from survey

Rich Rare Ore Deposits[]

Rareore rich

Thick bands of transplutonics spread with glorious profusion through the crust of (market), promising great and potent power to they who would but reach out and take them.

+2 transplutonic ore production (Mining)

+320 Exp. from survey

Ultrarich Rare Ore Deposits[]

Rareore ultrarich

The transplutonic deposits glimmering with unbelievable density on the sensor-grid evoke portents of a power which could forge mighty war-fleets to burn worlds to ash -- or an eon of splendour and wealth for a polity of crystal towers as existed in the pre-collapse cycles of the Domain.

+3 transplutonic ore production (Mining)

+640 Exp. from survey

Trace Organics[]

Organics trace

(market) is nearly barren of organics reserves, though some extraction is possible.

-1 organics production (Mining)

+40 Exp. from survey

Common Organics[]

Organics common

Economically exploitable reserves of organics can be found on (market).

No bonuses or penalties to organics production (Mining)

+80 Exp. from survey

Abundant Organics[]

Organics abundant

A river of wealth flows beneath the surface of (market) - for those that would find and tap it.

+1 organics production (Mining)

+160 Exp. from survey

Plentiful Organics[]

Organics plentiful

Reservoirs of valuable organics burst through the surface of (market) in gouts over deep, dark pools that promise oceans of wealth to be found just below.

+2 organics production (Mining)

+320 Exp. from survey

Trace Volatiles[]

Volatiles trace

The trace volatiles found here barely warrant harvesting.

-1 volatiles production (Mining)

+60 Exp. from survey

Diffuse Volatiles[]

Volatiles diffuse

Diffuse volatiles can be found here, and may be sufficient for industrial extraction.

No bonuses or penalties to volatiles production (Mining)

+120 Exp. from survey

Abundant Volatiles[]

Volatiles abundant

Abundant volatiles may be economically extracted from (market).

+1 production (Mining)

+240 Exp. from survey

Plentiful Volatiles[]

Volatiles plentiful

(market) is a world-sized wellspring of volatiles - rich, deep, and potent.

+2 volatiles production (Mining)

+480 Exp. from survey

Volturnian Lobster Pens[]

Lobster pens

A mix of several Old Earth species and a little imagination produced this creature which grows wild in the crushing depths of Volturn's sea floor. The flavor is said to be exceptional.

+1 Volturnian Lobster production (Farming)

(Note: This market condition is unique to Volturn in the Askonia Star System.)

Orbital Solar Array[]

Solar shade

This planet has an array of solar shades or mirrors in orbit, judiciously positioned to bring its surface conditions closer to terran norms.

+2 production (Farming)

Counters the effects of Hot and Poor Light

(Note: Found on Eochu Bres in the Hybrasil Star System, Eventide in the Samarra Star System, and very rarely on randomly generated planets outside the core worlds.)

Ruins conditions[]

While exploring the sector, ruins can be found on planets and exploited for various degrees of salvage, including blueprints, weapons, and trade commodities. On an uninhabited world, ruins can be explored once, with further exploitation requiring the use of a colony's tech-mining industry. Checking the orbit of a planet for some stations, that are only there for looks, can verify ruins even before surveying the planet itself. The more of those are in orbit, the larger the ruins.

The following order lists these ruins from "least valuable" to "most valuable" in terms of available salvage:

Scattered Ruins[]

Ruins scattered

This world was only lightly touched by the great project of the Domain before the collapse. Only scattered, broken domes remain, perchance holding lost caches of valuable materials. (Can be achieved by Saturation Bombarding Size 3 Colonies)

+80 Exp. from survey

Widespread Ruins[]

Ruins widespread

Widespread ruins, blips from radiation sources, and the distinctive burred radar-ping of foamed cerametal structures can be found across (market), evidence of a small but concerted colonization effort dating to the late expansion period of the Domain. (Can be achieved by Saturation Bombarding Size 4 colonies)

+160 Exp. from survey

Extensive Ruins[]

Ruins extensive

Ruined cities can be found across the surface of (market), spilling from their broken hearts pitted roadways and crumbling magrail lines to the skeletons of factories, aquaponics domes, and comm-towers. (Can be achieved by Saturation Bombarding Size 5 or Size 6 colonies)

+320 Exp. from survey

Vast Ruins[]

Ruins vast

(market) is covered in vast ruins; cities, factories, mines, farms, homes. The dead are in dread abundance, entwined with salvageable materials, goods, tools, and weapons. This world is a tomb for the hubris of the Domain's project of galactic colonization and hegemony. (Can be achieved by Saturation Bombarding Size 7+ colonies)

+640 Exp. from survey

Population[]

Population00Population01Population02Population03Population04Population05Population06Population07Population08Population09Population10

The population condition's number is the same as the market size. Population is nominally 10market size, although commodity supply/demand does not follow this scale.

Event conditions[]

Recent Unrest[]

Recent unrest

(market) has recently experienced unrest of some sort. While whatever event caused the unrest is over, its effects still linger.

  • Stability reduced by (num). Decreases by 1 every three months.

Miscellaneous conditions[]

Abandoned Station[]

Abandoned

This station is abandoned. (This condition can be achieved on Stations/Colonies with Station by decivilizing/destroying the Station/Colony with Station)

Free Port[]

Free port

The local port authority imposes almost no regulation on what cargo is traded. Immigration controls are likewise relaxed, resulting in a greater in-flow of people, albeit sometimes of a more questionable character. This may cause other factions to view this colony with distrust.

Free ports have no illegal commodities (allowing the trade and export of e.g. Recreational Drugs) and do not require the transponder to be on to dock. The condition also gives colony modifiers that increase over time, reaching the maximum at 365 days:

  • -3 stability
  • +25% accessibility
  • +10 colony growth

This condition can be removed by Disrupting the Spaceport/Megaport on the market.

Luddic Majority[]

Luddic majority

A majority of the population of <colony> are Luddic faithful. This may result in a substantial boost to stability and productivity.
For colonies outside the core, it may also result in increased population growth, from Luddic immigrants seeking to escape the sometimes oppressive influence of the Luddic Church.

The Luddic Majority condition appears if the colony increases in size while meeting the following conditions:

If the requirements are not met, the Luddic Majority condition will lose its effects, and will be removed completely the next time the market grows in size.

The condition gives the colony +1 stability, +1 production for their preferred jobs, and +20 to +30 population growth. It will also create tensions with the Luddic Church; depending on how the resulting crisis is resolved; the bonuses can be removed or doubled.


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