
07
Planets, geology & biosphere
Even planets you own are never fully known — depth coverage from surface to core grows slowly, and anomalies can surface years after colonization.
Habitability (0–100%) affects population capacity, growth, and efficiency. Terraforming adds +2% passive habitability per research level; five active terraform stages each add ~8% effective habitability.
Native biospheres discovered at survey level 2+ can be exploited for rare materials, protected for research bonuses, or driven to galaxy-wide extinction if a unique species hits zero — permanently recorded in galaxy_extinct_species.

Depth & surveys
Geological surveys up to 3 levels reveal metal and crystal veins. Even homeworlds may show 90%+ surface coverage but 0% core until deep drilling and qualified scientists contribute.

Underground drilling
Drill yield ~80 + 12 × depth. Quake chances: low 3%, medium 8%, high 18% (−8 loyalty on quake). Bunkers store 2,500 per resource type per level underground.

Core extraction
Controlled, deep, or fracturing modes. Below 5% planetary integrity the world is lost. Fracturing may violate Galactic Council law. Living anomalies can appear on long-held worlds.

Terraforming stages
Five stages: atmosphere → temperature → water → biosphere (requires confirmation) → advanced engineering. Later stages can harm native species — plan biosphere policy first.
Biosphere policies
Exploit (+yield, extinction pressure), balanced, protect (+regeneration, research bonus), or none. Harvest buildings yield inventory materials (mat_*), not planet M/C/G directly.
Native civilizations
Primitive to ancient stages with different xenobiology and interaction potential. Integration vs subjugation choices shape empire composition and late-game research options.
Environmental events
Radiation bursts hit high-radiation worlds harder. Shields, bunkers, and Radiation Protection research mitigate loyalty loss. Volcanic worlds face eruption events tied to geology.
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