|  | There are 7 types of planets when a game universe is created. Most 
          of them have a unique characteristic that sets them apart from the others, 
          making it desirable, while some have no purpose except to waste Genesis 
          torpedoes. These descriptions for the planets are taken from the Planetary Specs 
          database on the Computer menu. The description for each planet is listed, 
          but below each description you will also a find helpful chart for each 
          planet type, showing the production ratios, maximum population, and 
          maximum capacities for each product. The daily production of FOE products 
          is based on a bell curve, so the maximum production occurs at 50% of 
          the maximum population. The recommended levels are also shown below. 
          Colonists below the 50% mark tend to multiply and increase, while over 
          the 50% mark tend to die off at a proportional rate. Some fluctuation 
          also occurs due to weather patterns and the severity of the atmosphere. Fighters cannot be produced directly, meaning you cannot designate 
          any colonists to produce them. Fighter production is a percentage of 
          the total daily production of products, and the formula is shown for 
          each planet type. For example, if you placed 1,500 colonists under Fuel 
          Ore on a Class M planet (FOE= 3/7/13, n/10), the colonists would produce 
          500 units of fuel and 50 fighters per day. If you added another 700 
          colonists to produce Organics, you would get 500 Fuel, 100 Organics, 
          and 60 fighters per day. NOTE: The value for fighters under the heading of "2 produce 1" 
          on the Planet menu shows the number of colonists required to produce 
          one fighter with the current population and production levels. Using 
          the above example for a Class M planet, with 1,500 colonists under Fuel 
          Ore production, the "2 Produce 1" column shows a value of 
          30. When the 700 colonists are added to produce Organics, the "2 
          Produce 1" column shows a value of 36. This number changes with 
          population and production level selections, so it is more of an efficiency 
          value for tweaking fighter production.   Thick Oxygen/Nitrogen atmosphere. Specific gravity within 0.7 to 1.3 
          Earth normal. Random, but mostly manageable weather patterns, with temperatures 
          ranging from 0 to 40 degrees Celsius. Fertile soil, excellent for Organic 
          production. Mineral deposits, very good for Equipment production. Chemical 
          elements good for Fuel Ore. Class M planets are excellent for human 
          colonization and promote an excellent population growth curve as well 
          as a very good population harmony quotient. They have an above average 
          “habitability band". Drawbacks include overpopulation problems, 
          political unrest, and human-induced destruction of the biosphere.  
           
            | Catagory | Ratio | Maximum Colonists
 | for Max. Prod/Day  | Product Max/Day  | Max on Planet |   
            | Fuel Ore | 3 | 30,000 | 15,000 | 5,000 | 100,000 |   
            | Organics | 7 | 30,000 | 15,000 | 2,142 | 100,000 |   
            | Equipment | 13 | 30,000 | 15,000 | 1,153 | 100,000 |   
            | Fighters | n/10 | n/a | n/a | 829 | 1,000,000 |    Thin Oxygen/Nitrogen atmosphere. Specific gravity within 0.5 to 1.5 
          Earth normal. Weather patterns are mostly dry and hot with temps ranging 
          from 40 to 140 degrees Celsius. Little area of fertile soil, very bad 
          for Organics. Very little precious metal making it bad for Equipment 
          production. Common chemical traces making it great for Fuel Ore. Class 
          K worlds are average for humanoid colonization but an arid and hot climate 
          requires specialized colonists. Narrow habitability band but a generally 
          stable political environment as the population must depend on each other 
          to survive. Higher fatality rate than Class M worlds. 
           
            | Catagory | Ratio | Maximum Colonists
 | for Max. Prod/Day  | Product Max/Day  | Max on Planet |   
            | Fuel Ore | 2 | 40,000 | 20,000 | 10,000 | 200,000 |   
            | Organics | 100 | 40,000 | 20,000 | 2,000 | 50,000 |   
            | Equipment | 500 | 40,000 | 20,000 | 40 | 10,000 |   
            | Fighters | n/15 | n/a | n/a | 682 | 1,000,000 |    Dense Oxygen/Nitrogen atmosphere. Specific gravity within 1.1 to 1.8 
          Earth normal. Random and occasional violent weather current patterns, 
          with temps ranging from 20 to 50 degrees Celsius. No land mass to speak 
          of, making mining for Ore more difficult. Organics production quite 
          good (one of the best), but a poor environment for building Equipment. 
          Class O planets are more challenging to habitate, but are almost as 
          safe as class M. Good population growth curve and decent population 
          harmony. Their entire surface is habitable with proper gear with the 
          only drawbacks being the costs to settle and build citadels. 
           
            | Catagory | Ratio | Maximum Colonists
 | for Max. Prod/Day  | Product Max/Day  | Max on Planet |   
            | Fuel Ore | 20 | 200,000 | 100,000 | 5,000 | 100,000 |   
            | Organics | 2 | 200,000 | 100,000 | 50,000 | 1,000,000 |   
            | Equipment | 100 | 200,000 | 100,000 | 1,000 | 50,000 |   
            | Fighters | n/15 | n/a | n/a | 3,733 | 1,000,000 |  
 Thin Oxygen/Nitrogen atmosphere. Specific gravity between 1.0 to 2.2 
          Earth normal. Weather patterns are wet with temperatures ranging anywhere 
          from -30 to 50 degrees Celsius depending on the width of the habitability 
          band. Excellent Mineral and Ore deposits but harsh conditions only permit 
          avg to below avg Equipment production. Soil is excellent, providing 
          higher than normal organics production. Colonist specialization is necessary 
          to maintain population. Good - very good population harmony quotient. 
          Above average "habitability band" but only medium population 
          growth. Drawbacks include hazards to equipment and occasional severe 
          weather conditions. 
           
            | Catagory | Ratio | Maximum Colonists
 | for Max. Prod/Day  | Product Max/Day  | Max on Planet |   
            | Fuel Ore | 2 | 40,000 | 20,000 | 10,000 | 200,000 |   
            | Organics | 5 | 40,000 | 20,000 | 4,000 | 200,000 |   
            | Equipment | 20 | 40,000 | 20,000 | 1,000 | 200,000 |   
            | Fighters | n/12 | n/a | n/a | 1,250 | 1,000,000 |  
 Extremely thin Oxygen-Nitrogen atmosphere. Specific gravity from 0.5 
          to 1.7 Earth normal. Meteorologically unstable causing violent conditions. 
          Temps range from -10 to -190 degrees Censius. Full life support necessary 
          for colonies and death rates are high. No workable soil base so hydroponic 
          Organics are limited. Modest mineral and chemicals exist so production 
          of Ore and Equipment will be below average to none. Class C planets 
          NOT recommended for colonization, their violent conditions makes it 
          extremely hazardous. Some class C planets have been adopted by the Federation 
          and used as prison colonies and used with very effective results. 
           
            | Catagory | Ratio | Maximum Colonists
 | for Max. Prod/Day  | Product Max/Day  | Max on Planet |   
            | Fuel Ore | 50 | 100,000 | 50,000 | 1,000 | 20,000 |   
            | Organics | 100 | 100,000 | 50,000 | 500 | 50,000 |   
            | Equipment | 500 | 100,000 | 50,000 | 100 | 10,000 |   
            | Fighters | n/25 | n/a | n/a | 64 | 1,000,000 |    Extremely thin Oxygen / Nitrogen atmospheres. Specific gravities are 
          within 0.8 to 2.6 Earth normal. Climate patterns are violent with temperatures 
          from 45 to 400 degrees Celsius. Full life support required for colonization. 
          Zero workable soil and harsh conditions make Organics production impossible. 
          Good trace elements for equip but conditions make production a gamble 
          at best. Excellent Ore production possibilities as material is often 
          ejected by volcanic activity and found on the surface. Very dangerous 
          for colony growth as unstable planetary crusts often lead to the complete 
          loss of a colony. The Federation has been known to use Class H planets 
          for defense of key sectors due to their large Ore base. 
           
            | Catagory | Ratio | Maximum Colonists
 | for Max. Prod/Day  | Product Max/Day  | Max on Planet |   
            | Fuel Ore | 1 | 100,000 | 50,000 | 50,000 | 1,000,000 |   
            | Organics | n/a | n/a  | n/a  | n/a  | 10,000 |   
            | Equipment | 500 | 100,000 | 50,000 | 100 | 100,000 |   
            | Fighters | n/50 | n/a | n/a | 1,002 | 1,000,000 |    Heavy ranging to very thin atmospheres consisting of various elements, 
          mostly comprised of helium or of hydrogen. Specific gravities can range 
          from 0.2 to 8.0 of Earth normal. Climate patterns usually extremely 
          violent with temps ranging from -200 to 400 degrees Celsius. Full life 
          support required at all times. No production can sustain itself on a 
          class U planet. Some miners have hinted at very valuable products that 
          they have extracted from class U worlds but the Federation does not 
          have them in its "Official Guide to Mining". Class U planets 
          are not recommended for colonization as the environment is harsher than 
          being in space itself. 
           
            | Catagory | Ratio | Maximum Colonists
 | for Max. Prod/Day  | Product Max/Day  | Max on Planet |   
            | Fuel Ore | n/a | 3,000 | 0 | 0 | 10,000 |   
            | Organics | n/a | 3,000 | 0 | 0 | 10,000 |   
            | Equipment | 500 | 3,000 | 0 | 0 | 100,000 |   
            | Fighters | n/a | n/a | n/a | 0 | 1,000,000 |  II. A NOTE ON GAME SERVER MODES 
          - IV. GOLD EDITION PLANETS
 |