
06
Colonization & empire management
There is no hard planet cap — but larger empires become harder to administer, supply, and defend. Administrative capacity is the soft limit.
Capacity formula: 1 + Administration tech level. Each planet beyond capacity costs 12% empire-wide output, stacking up to 60% penalty (40% efficiency floor). Sector capitals and administrative hubs organize large territories.
Populated worlds offer integration (shared species, higher loyalty) or subjugation (harder fight, richer loot and blueprint rolls). Refugee flows after conquest redistribute population with real housing and food consequences.

Overextension
Penalty = min(60%, (planets − cap) × 12%). Administration research and administrative hubs raise capacity. Planet three is harder than planet two — distance, worse worlds, and defense burden compound.

Colonization requirements
Colony ship + Colony Technology L1 + Shipyard L2 + habitability ≥25 (standard) or ≥20 (Ark colonize). Sector capitals need Admin L4, administrative hub L1, ≥3 owned planets in sector.

Loyalty & governance
Conquered worlds have loyalty that ticks over time. Low loyalty increases rebellion risk. Core world role requires Admin L2 + Command Center L5 on a designated capital.
Native populations
Integrate natives for multi-species empires and higher loyalty. Subjugate for full loot and blueprint chances at the cost of stability. Species habitability bonuses depend on gravity tolerance.
Population & refugees
Habitat complexes drive growth. Conquest and core destruction create refugee flows — housing pressure, +food demand, loyalty shock. Offer refugees to allies for +15 diplomatic standing.
Planet market
List owned worlds for sale. Selling your last planet triggers Ark recovery. Blocked during active siege, tribute, or invasion. Guest accounts at zero worlds must colonize, conquer, or receive alliance grants.
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