Planets

Planets (also referred to as Worlds) are the spaces on the map your fleets can move to. Once conquered, they provide varying effects, with the exception of Asteroids, which have no value beyond location.

Mines, cannons, and forges will sometimes have a Monster orbiting them, making them difficult targets.

Homeworld
Your starting planet. Allows hiring of militia commanders. You will fail your current mission if the senate conquers this. Capturing an enemy homeworld does not mean an instant victory (except in a War mission), but does stop their research and diminishes their fleet creation.

City
Provides credits each turn. Can be oppressed to increase its income by 15.



Mine
Provides a lot of credits each turn.

Trade
Provide 5 credits for each world you control, including itself and the homeworld.



Lab
Provides research each turn.

Interlink
Provide more research the more interlinks you control. Each node's income is equal to the number of nodes controlled times 4. So if you control 4 interlink nodes, each one will provide 16 research per turn.



Crystal
Increases your max crystal count, allowing you to play more cards.



Prison
When conquered for the first time, you receive an additional commander for that mission. There is always a prison planet near your homeworld.

Barracks
Each captured Barracks world adds an additional siege die.

Cannon
Can be manually fired at nearby neutral or hostile fleets, (exact range unconfirmed) to destroy two random ships, or at Monsters to damage them slightly for that turn.

Forge
Reduces the cost of building ships.

Primordial
Provides a small amount of credits and increases research income by 10%.

Jack-o-planet
Only appears if you have equip and artifact for it. It has a special "Trick" ability where you can pay 100 to get a random ship. The ship can be medium or large and can be from any faction, even the Astrons.