Colonization

Colonization lets you establish a new colony on an uncolonized planet of an already-discovered system. The fleet's journey follows the standard travel rules (distance, speed, fuel). Once the Ark arrives, an on-site colonization phase begins — its duration depends on your Colonization Protocol research level, and random events can influence the new colony's starting state.

Prerequisites

To launch a colonization mission, you must have:

  • An Ark in the departing fleet — exactly 1 Ark is consumed on arrival
  • A current colony count below your limit (see below)
  • An uncolonized target planet in an already-discovered system

Colony cap

The maximum number of colonies you can hold simultaneously depends on your Astrophysics research level. The homeworld is not counted in this cap.

  • Formula: max colonies = Astrophysics level ÷ — (rounded down)
  • Astrophysics 0 or 1: no colony allowed — you can only play with your homeworld
  • Astrophysics —: 1 colony; Astrophysics 4: 2 colonies; and so on
  • Side benefit: each Astrophysics level also adds one simultaneous fleet slot

Colonization target

You can target any uncolonized planet of a previously discovered system (positions 1 to 15). The planet zone (Scorched, Temperate, Frozen…) imposes no restriction — it is up to you to judge whether the planet is worth it given its temperature and habitability.

  • Uncolonized planet: no player has settled there yet, regardless of planet zone
  • Discovered system: you cannot colonize in a system that has not yet been revealed
  • If the planet is colonized by another player between your departure and your arrival, the mission is canceled and the Ark is returned to you

Colonization phase duration

The fleet's journey to the target planet follows the standard travel rules. The variable part is the on-site colonization phase that runs afterwards: — base hours, reduced by —% per Colonization Protocol level following the formula: duration = base ÷ (1 + 0.— × level).

Random events during colonization

Every — seconds during the colonization phase, the system attempts to trigger an event with a —% probability. Four possible events, each with its own weight:

  • Resource discovery (—%): a bonus of metal, silicon and deuterium is added to the new colony's starting stock
  • Native encounter (—%): 50% chance of a friendly meeting (bonus metal, silicon and deuterium added to the starting stock) or 50% chance of a hostile encounter (the natives raid part of the fleet's cargo resources before the colony is founded)
  • Equipment failure (—%): the colonization phase duration is extended by 5 to 15%
  • Favorable conditions (—%): the colonization phase duration is shortened by 5 to 10%

New colony starting state

At the end of the colonization phase, the planet comes under your control. Its starting state depends on your Colonization Protocol level and on the bonuses accumulated through events:

  • Civilian population: — inhabitants
  • Starting resources: base amount × growth per Colonization Protocol level, plus the arriving fleet's cargo and event bonuses
  • Initial mine levels: scale with the Colonization Protocol level
  • Buildings: a solar plant sized to cover the energy demand of the starting mines