During their travels in Sector Deus the Ghosts of Retribution might take over, purchase or receive as rewards whole planets. Governing a planet is not an easy thing but all great Chapters have their own dominions and so will the Ghosts of Retribution.

Resources & Products Edit

Planets might have various resources and valuable commodities which you can exploit for your profit. Planets usually have certain reserves of the item in question, which may vary.


Resource Unit value of resource Type Extraction modifiers Primary Product / Use Unit value of product
Promethium 3+d4 Fuel Decreases decennial population growth by 2% Industry /
Gas d10 Fuel Decreases decennial population growth by 2% Industry /
Coal d6 Fuel Decreases decennial population growth by 2% Industry /
Industrial Metals 5+d5 Metal Munitions 15+d3
Precious Metals 2d10 Metal Cybernetics 25+d10
Radium 9+d3 Metal Decreases decennial population growth by 5% Exterminatus Weaponry /
Adamantium 3d10 Metal +3 Ecodamage Voidship Construction /
Food d3 Organic Increases decennial population growth by 1% per tier Rations 10+d2
Raw Textiles d4 Organic Clothing 10+d6
Timber d5 Organic Commodities 12+d5
Curatives d8 Organic Medicine 14+d3
Furs d12 Organic Luxuries 10+d6
Exotic Drugs d10 Organic Psychotropics 20+d4



Though nuclear fusion has become the pre-eminent source of energy for most of the Imperium, fossil fuels are vital component of much of humanity's smaller-scale industry. They are also needed for powering facilities and vehicles too small to accomodate nuclear reactors. Fossil fuels also have other uses such as the synthesis of plastics and the carbon fibre used in flak armour. Fuel is divided into three basic categories.

  • Promethium - A catch-all term for liquid fossil fuels. When properly refined (and possibly mixed with rarer elements to make it higher-grade) promethium is the favoured fuel for vehicles & incendiary weapons due to its ease of storage & transportation compared to gas.
  • Gas - As the name would imply, these are fosil fuels in a gaseous state. They are favoured for powering static facilities like industry and habitation due to the ability to transport through pipe systems with ease.
  • Coal - Fossil fuels in a solid state. Coal is harder to utilise and harder to transport than Promethium or Gas, rendering it much less valuable per unit volume. But its relative abundance compensates for this.


Practically every structure, ship, weapon, vehicle and a host of other technologies in the Imperium require the use of metals. They are divided into four broad categories.

  • Industrial Metals - The most abundant and most ubiquitous minerals. Iron is the most common industrial metal but this category also includes things like aluminium, copper, lead, titanium and more (though not technically metals, this category includes silicates). It is refined industrial metals that make up the famous plasteel used to make vehicle armour and the ferrocrete used in Imperial structures. The Ceramite used in high-end armour is derived from highly processed silicates.
  • Precious Metals - Much rarer than industrial metals, this category includes gold, silver, platinum, and several other metals. Precious Metals are typically categorised by their aesthetic value, but they have a massive host of other uses. For example gold is valued for use in high-quality electrical circuits (such as those found in cybernetic limbs), silver for its medical applications, and platinum as a chemical catalyst.
  • Radium - Nuclear fission for energy production fell out of favour with humanity long ago, when the much more efficient nuclear fusion was perfected. However Radium still retains one key use to the Imperium, the production of weapons of mass destruction. From the smallest Atomics to apocalyptic Cyclonic Torpedoes, Radioactive materials have the power to end worlds. However only small branches of the Adeptus Mechanicus have the knowledge required to create these weapons, so unless a contact among them can be found the resource's value is suspect.
  • Adamantium - The strongest metal in the galaxy (barring those that do not follow physical laws). Adamantium is used in the production of armour-piercing ammunition and high-grade armour such as Terminator armour. However adamantium's primary use is in voidship construction. Voidship construction consumes the vast majority of mined adamantium due to the sheer size of the voidships themselves, with even a single escort using megatonnes of refined adamantium. This is because every voidship is built around an enormous spine of solid, kilometres-long adamantium, and the entire outer hull plated in a thick layer of adamantium for armour. Because of this Adamantium is one of the most prized minerals, and though few planets have any presence of the mineral at all those that do find the seams run broad and deep. These planets are almost invariably mined to complete ecological destruction.


These are biological resources. Though they have limited industrial or military use they are vital for human life in general.

  • Food - It goes without saying that food is a vital resource. This resource covers everything from simple grain to mass grox farms, to rare spices used in the finest recipes, and though food is produced in massive quantities throughout the Imperium it is consumed in equally large amounts. Local food production also keeps the local population from suffering at the hands of delayed supply shipments. After being harvested and properly processed, raw food can be turned into long-life ration packs that can be transported anywhere and remain edible. The largest consumers of processed rations are Imperial military institutions and Hive Worlds.
  • Raw Textiles - Wool, cotton & other natural fibres. Raw Textiles are used to create most of the clothing and fabrics used throughout human society. Just like Food, both production and consumption of this resource are high throughout the Imperium.
  • Timber - Though it has fallen out of favour in the Imperium for things like fuel & construction, good strong timbers are still valued for their use in things like furniture, flooring and more esoteric items like sports equipment and musical instruments.
  • Curatives - This is a catch-all term for natural compounds that can be utilised for medicinal purposes. Though most require a large degree of processing before real effects can be felt. Curatives, processed or not, are always in high demand across the Imperium. Some curatives can be processed into psychotropics, but this is not typical.
  • Furs - Often harvested from exotic, hard-to-manage creatures, luxury furs are usually made into high-quality clothing and upholstery that are ever in-demand amongst Imperial Nobility.
  • Exotic Drugs - Across the galaxy can be found all manner of hallucinogens, depressants and stimulants. Often consumed in their raw form for recreation, these exotic drugs can be processed into extremely-potent psychotropics that give the consumer massive highs at the cost of subsequent depression and addiction. This category however also covers things like combat stimms and psyko-active compounds that are often used in a professional capacity.

Facilities & Buildings Edit

On planets you control you'll be able to build various kinds of improvements. Note, purchasing higher tiers of structure require the previous tier to be built & paid for (ie building a tier 2 Mining Complex from scratch costs 225 wealth).

Manufacturing of Products requires not only the corresponding base resource, but also a fuel (type irrelevant). For example to make 1 unit of Munitions you require 1 unit of Industrial Metals and 1 unit of any Fuel.

Resource Extraction buildings Edit

Name Level Time Cost Extracts / produces (units) Used to extract / produce Base Eco-damage
Mining Complex I d3 75 1 Industrial Metals, Coal, Gas 0
II 2d3 150 3 Precious Metals, Promethium 1
III 3d3 300 7 Adamantium, Radium 2
Agri-Complex I d2 100 1 Food, Timber /
II 2d2 150 2 Raw Textiles, Curatives /
III 3d2 200 3 Furs, Exotic Drugs /
Manufactorum d5+1 150 3 Commodities, Clothing, Luxuries  1
Processing Plant d5+1 150 3 Rations, Medicine, Psychotropics 1
Refinery d5+1 200 3 Munitions, Cybernetics 2

Other facilities Edit

Name Level Time Cost Effects
Orbitals I d8 50 Standard Imperial Dock. +5% profit on all exports, 5% discount on imports.(does not stack with other Docks/Stations).
II 2+d8 100 Standard Imperial Station. +15% profit on exports, 10% discount on imports.(does not stack with other Docks/Stations).
Anti-Orbital guns I 1 20 20% Accuracy, Attack x1
II d2 40 40% Accuracy, Attacks x1
III d3 60 50% Accuracy, Attacks x2
IV d4 80 60% Accuracy, Attacks x2
V d5 100 70% Accuracy, Attacks x3
Schola Progenium d5 40 Allows training of skilled human characters on demand
Arbites Precinct d5 40 Increased chance of eradicating cults and heresy
Arch-Cathedral 20+d10 200 You get to elect your own Cardinal and world gets a significant morale and prestige boost. Also grants -1% Heresy each year.
Arena I d2 10 A place to test your warriors against each other for the glory and pleasure of local population
II d5 30 This coliseum acts both as the place of punishments and a place of entertainment, it greatly increases your influence over population and attracts prestige to your world.
Mechanicus Temple 5+d5 50 Brotherhood of Techpriests serves Machine God here by providing this planet with guidance and support of the Machine Cult. Allows higher technologies to be used and expands possible improvements.
Imperial Guard Fortress 5+d5 50 Improved ground defence, your planet is now connected to Munitorium network to receive armaments and supplies not available in your world. Militarisation levels Limited Service and above become available.
Strategic Command d4 20 In the event of attack this secret bunker will be used by the Planetary Governor and military commanders to organise defence. Improves skill, morale and organisational capabilities of the planetary government.
Imperial Starport 5+d5 50 This starport allows interplanetary trade and travel.
Communications Infrastructure

Anchor-class Space Stations Edit

Unlike Orbital Docks and Orbital Stations, which are mostly just docking points and landing bays joined by pressurised corridors, an Anchor-class Space Station is a self-contained city that entire societies can inhabit. The sheer amount of materiel and manpower required to construct an Anchor-class is an equally herculean task, but more often than not the Station will be financed by the exports of the planet below, trading their goods directly for Space Station components and construction expertise at a favourable rate. As such, an Anchor-class Space Station can either be paid for conventionally or the profits of a world can be assigned to pay for it, in which case the overall cost of the station is reduced and the planet's profits will be garnished to pay for this over the course of it's construction.

Name Time Cost Effects
Anchor-class Space Station - Conventional payment. 5+d5 300 +15% profit on exports. 10% discount on imports (does not stack with other Docks/Stations). +3d10 (???) wealth per year from trade revenue.
Anchor-class Space Station (Orbital-defence Pattern) - Conventional Payment 10+d5 750

+15% profit on exports. 10% discount on imports (does not stack with other Docks/Stations).

Anchor-class Space Station - Payment from Profits 10 25 per year +15% profit on exports. 10% discount on imports (does not stack with other Docks/Stations). +3d10 (???) wealth per year from trade revenue.
Anchor-class Space Station (Orbital-defence Pattern) - Payment from Profits 15  40 per year

+15% profit on exports. 10% discount on imports (does not stack with other Docks/Stations).

Ecology & Methods of exploitation Edit

All habitable planets have their own versions of ecosystem. Ecosystem describes the totality of all life on the planet - flora, fauna, quality and quantity of vital resources such as water and oxygen. It also covers things such as ability of the planet to disperse and neutralise pollution, integrity of atmosphere and fertility of the soil. In short - ecosystem is the indicator of how healthy your planet is. Ecosystem can be eroded either by natural events, industrial pollution or orbital bombardments. The more damaged your ecosystem becomes, the less likely it is to recover. In addition to that as ecosystem deteriorates, it will impact the lives of everyone on the planet. If planet would be reduced to 0 ecosystem, it becomes a lifeless husk. Another important feature is the Resilience of your ecosystem. This trait describes how tough ecosystem on a given planet is and how much eco-damage it can ignore on yearly basis. The resources can be extracted using different means that will have different impact on the ecosystem. When calculating wasted resources, round up.

Method of extraction Profit multiplier Wasted resources Eco-damage
Sustainable x0.75 / 0
Efficient x1 / 1
Preserving x1 50% 0
Increased Profit x1.5 100% 2
Exhaustion x2 150% 4

Population Edit

Population is of key importance to your planet as it defines a lot of things, such as the strength of your military, how much taxes can you raise, what kind of advancements can you implement and how autonomous the planet is. Planetary population increase is calculated every decade, with modifiers applied depending on what events took place on the planet. Below you can see some examples of possible modifiers.

Modifier % Description
Base Growth +10+d5
New Colony +d3 Recently founded colony, close to Imperial trade warp lanes.
Troubled -1 Occasional raids or battles took place on the planet.
Fighting -3 Some fighting took place on the planet.
Warzone -5 Active large-scale warfare took place on the planet.
Bombed -3d10 Planet was subjected to extensive orbital bombardment.
Good Economy +1 Planet was making steady profit and growing for the past decade.
New Connections +1 New trade route to the planet was opened within last decade.

Militarisation & Mobilisation Edit

Militarisation and mobilisation are controlled by the players who own the planet. Militarisation describes the general readiness for war among the population in question. The more militarised your society is, the more troops you will have available at your disposal and the higher will be general readiness for war in your society. Meanwhile Mobilisation is a temporary measure to boost up your military forces in the face of danger and always has a strong impact on your population and profits. Finally planetary governors can raise planetary Regiments that will serve them unless requested by the Administratum as part of the tithe. Upkeep of these units costs 10W each year per each unit.

Militarisation level Growth Free regiments per 1 million citizens Profits
Peaceful +1% 0 +10%
Volunteer Service +0% 1 +0%
Limited Service -1% 2 -5%
Compulsory Service -2% 5 -15%
Fortress World -5% 10 -30%
Mobilisation level Growth Mobilised regiments per 1 million citizens Profits
Partial mobilisation -1% 10 -20%
Full mobilisation -4% 20 -40%
Total War mobilisation -7% 40 -60%
Regiment Cost Personnel Machines Specialty
Light Infantry Regiment 50W 5000 0 Manoeuvrability/Stealth
Infantry Regiment 150W 10,000 20 medium tanks, 20 light tanks, 80 transports Versatility
Heavy Infantry Regiment 150W 4000 50 static guns Endurance/Heavy weapons
Mechanised Regiment 150W 3000 200 transports, 50 light tanks Speed/Mobility
Armoured Regiment 200W 2000 200 medium tanks Armoured combat
Artillery Regiment 150W 2000 150 self-propelled guns Bombardment
Drop Regiment 300W 3000 200 assault carriers, 50 gunships Drop Deployment
Elite Battalion 100W 500 Varies Varies
Abhuman Battalion 100W 500 0 Varies
Aeronautica Wing 300W 2000 48 bombers / 96 fighters (or mix) Airborne warfare

Planetary Taxation Edit

While planets generate tremendous wealth just through the work of the population, most of it is consumed by the planetary government for things such as maintaining infrastructure, bureaucracy and spending on local matters. However if taxes were increased part of this stream of income could be used for other, possibly more significant purposes.

Taxation level Growth Wealth collected per 1 million citizens
None +2% 0
Low +1% 0.2 (1W per 5 million)
Moderate +0% 0.33 (1W per 3 million)
High -1% 1
Harsh -3% 2
Very Harsh -5% 3

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