## Planet Creation Mechanics
### 1. Base Creation Probabilities
- Each planet class has a **hardâcoded base probability** that determines its chance to be generated when a GTorp is launched.
- The base probabilities for the stock planet classes (L, O, H, M, U, C) together sum to **100âŻ%**.
- Exact numeric values are defined by the game engine and are not exposed in the documentation; they are fixed per class.
### 2. Modifiers Affecting Effective Probability
Two primary modifiers adjust the base probability when a GTorp is launched:
| Modifier | Effect on Effective Probability |
|----------|-----------------------------------|
| **Sector Planet Count** | Increases the chance of generating a **Uâclass** (undesirable) planet as the number of existing planets in the sector rises. At the maximum sector limit the Uâclass probability can approach **ââŻ98âŻ%**. |
| **Sector Planet Count** (Gold) | Raises the chance of generating a **Câclass (Gold)** planet under the same conditions, though the base probability for Gold planets is low. |
> **Note:** The modifiers apply uniformly; each additional planet in the sector shifts probability weight toward Uâclass and, proportionally, toward Gold (Câclass) when the sector is being cleared.
### 3. Optimal Planet Creation Sequence
To maximize the acquisition of desirable Gold (Câclass) planets, launch GTorps **up to the sector limit** before destroying any planets. Then work backwards, destroying the least desirable planet after each launch.
#### StepâbyâStep Procedure
1. **Launch GTorps equal to the sectorâs planet limit** (e.g., 5 GTorps if the sector allows 5 planets).
2. **Identify the worst remaining planet** (Uâclass first, then M, L, O, H, finally C).
3. **Destroy (ZDY) that planet**.
4. **Launch an additional GTorp** to replace the destroyed planet, keeping the sector at its maximum planet count.
5. **Repeat stepsâŻ2â4** until all desired Gold planets are generated or resources are exhausted.
#### Example Walkthrough (5âplanet sector)
| Launch # | Planet Class after Launch | Action Taken |
|----------|---------------------------|--------------|
| 1 | M | â |
| 2 | M | â |
| 3 | U | ZDY U |
| 4 | H | â |
| 5 | C (Gold) | â |
| 6 | M | ZDY M |
| 7 | M | â |
| 8 | L | â |
| 9 | H | â |
|10 | C (Gold) | â |
After each ZDY, a new GTorp is launched to maintain the sector at five planets, progressively eliminating the lowestâvalue planets and raising the odds of retaining Gold planets.
### 4. Data Collection Methodology
Players can empirically determine the exact base probabilities and modifier magnitudes by:
1. **Launching and destroying planets individually** for a large sample size (ââŻ300â500 launches per class).
2. Recording the frequency of each planet class appearance.
3. Analyzing the data to isolate the **base probability** (observed when the sector is empty) and the **modifier effect** (observed as planet count increases).
> **Caution:** This process requires a **stock game environment** (no custom planet settings) and, optionally, a separate run with a different number of Gold planets to compare modifier behavior.
### 5. Summary of Key Points
- Base probabilities are fixed per planet class and sum to 100âŻ%.
- Adding planets to a sector strongly favors **Uâclass** generation; at full capacity Uâclass can reach **ââŻ98âŻ%**.
- Gold (Câclass) planets benefit from the same planetâcount modifier, increasing their likelihood in crowded sectors.
- The most efficient method to harvest Gold planets is to **launch to sector capacity first**, then **systematically destroy the worst remaining planet** after each launch, preserving a âcleanâ sector for subsequent GTorps.
- Accurate probability data can be obtained only through extensive empirical testing in a vanilla game setting.