## Planet Creation Mechanics ### 1. Base Creation Probabilities - Each planet class has a **hard‑coded 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 **100 %**. - 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 **U‑class** (undesirable) planet as the number of existing planets in the sector rises. At the maximum sector limit the U‑class probability can approach **≈ 98 %**. | | **Sector Planet Count** (Gold) | Raises the chance of generating a **C‑class (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 U‑class and, proportionally, toward Gold (C‑class) when the sector is being cleared. ### 3. Optimal Planet Creation Sequence To maximize the acquisition of desirable Gold (C‑class) planets, launch GTorps **up to the sector limit** before destroying any planets. Then work backwards, destroying the least desirable planet after each launch. #### Step‑by‑Step Procedure 1. **Launch GTorps equal to the sector’s planet limit** (e.g., 5 GTorps if the sector allows 5 planets). 2. **Identify the worst remaining planet** (U‑class 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 steps 2‑4** until all desired Gold planets are generated or resources are exhausted. #### Example Walkthrough (5‑planet sector) | Launch # | Planet Class after Launch | Action Taken | |----------|---------------------------|--------------| | 1 | M | – | | 2 | M | – | | 3 | U | ZDY U | | 4 | H | – | | 5 | C (Gold) | – | | 6 | M | ZDY M | | 7 | M | – | | 8 | L | – | | 9 | H | – | |10 | C (Gold) | – | After each ZDY, a new GTorp is launched to maintain the sector at five planets, progressively eliminating the lowest‑value 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 (≈ 300–500 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 100 %. - Adding planets to a sector strongly favors **U‑class** generation; at full capacity U‑class can reach **≈ 98 %**. - Gold (C‑class) planets benefit from the same planet‑count 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 “clean” sector for subsequent GTorps. - Accurate probability data can be obtained only through extensive empirical testing in a vanilla game setting.