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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 do the Ghosts of Retribution.

Resources & Products

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.

Overview

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 20+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. Greatly reduces possibility of famine. Rations 13+d2
Raw Textiles d4 Organic Clothing 12+d5
Timber d5 Organic Commodities 10+d10
Furs d12 Organic Luxuries 8+d15
Curatives d8 Organic Reduces population damage from violence/disease. Medicine 15+d5
Exotic Drugs d10 Organic Increases probability of civil unrest. Psychotropics 20+d8

Resources

Fuels

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.

Metals

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.

Organics

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.
  • 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.
  • 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.
  • 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

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).

Note: The construction of any Tier III+ facility requires the presence of a Mechanicus Temple on the planet.

Resource Extraction Facilities

Name Level Build Time Build Cost Extracts (units) Resource extracted 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 /

Resource Utilisation Facilities

Name

Build Time Build Cost Initial Resource Required

Initial Resource Used (units)

Fuel Used (units) Produces (units) Final Product Base Eco-damage
Manufactorum d5+1 120 Wood, Raw Textiles or Fur 3 1 3 Commodities, Clothing, or Luxuries  1
Processing Plant d5+1 160 Food, Curatives or Exotic Drugs 3 1 3 Rations, Medicine, Psychotropics 1
Refinery d5+1 200 Industrial Metals or Ornamental Metals 3 3 3 Munitions, Cybernetics 2

Other facilities

Name Level Time Cost Effects
Imperial Starport 5+d5 50 This starport allows interplanetary trade and travel. Large settlements - and eventually cities - often form up around established Starports. The first stage of any colonisation, building the first starport on a planet allows the construction of Tier I and II facilities and en masse colonisation. Building additional starports essentially sows the seeds of new cities, and usually encourages an influx of new immigrants.
Orbital Defence Platform d3 20 A single Orbital Weapons Platform, Orbital Defence Laser Platform or Orbital Torpedo Launcher.
Orbital Facilities 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).
III 10+d10 250 Escort-class Drydock. This large network of docking arms, cranes and servos is capable of assembling escort-sized starships, including transports and warships.
Anti-Orbital Guns I 1 20 A single Missile Silo in each major city.
II d2 40 A single Missile Silo and a single Defence Laser Battery in each major city.
III d3 60 A Missile Silo and 2 Defence Laser Batteries in each major city. A single Missile Silo near most large towns.
IV d4 80 2 Missile Silos, 2 Defence Laser Batteries and an Air Base in each major city. A single Missile Silo and a single Defence Laser Battery near most large towns
V d5 100 3 Missile Silos, 3 Defence laser Batteries and 2 Air Bases in each major city. A single Missile Silo and 2 Defence Laser Batteries near most large towns. Several regional Air Bases provide defence to large areas of land each.
Schola Progenium d5 40 An elite school for the orphans of deceased Imperial Servants. Allows for training of skilled human characters on demand including scholars, assassins and Arbitrators. Also provides Commissars to PDF Regiments.
Arbites Precinct d5 40

A Precinct-Fortress that serves as a base for Imperial Arbitrators as well as a defensive position, along with several smaller stations further afield. Can be purchased once per major city. Reduces the chance of criminal gangs and heretical cults gaining power, increases the chance of eradicating them if they occur.

Arch-Cathedral 20+d10 200 A magnificent cathedral of adamantium, gold and stained armourglass. It allows you to elect your own Cardinal and the world receives a significant morale and prestige boost, and PDF Regiments receive a number of battle Preachers. Can only be purchased once. Also grants -1% Chapter Heresy each year.
Arena I d2 10 A fighting ring to test your warriors against each other for the glory, and large audience stands for the pleasure of the local population. Slightly reduces the chance of civil unrest.
II d5 30 This enormous coliseum acts both as the place of punishments and a place of entertainment, it greatly increases your influence over the population and attracts prestige to your world.
Mechanicus Temple 5+d5 50

Though most planets have a sizeable supply of AdMech personnel, an entire Brotherhood of Techpriests under a Magos Prime will serve the Machine God here and provide this planet with guidance and the support of the Machine Cult. Increases the planet's technological level and allows the construction of facilities Tier III and above. Also serves as a defensive emplacement with a detachment of Skitarii and other Mechanicus forces

Imperial Guard Fortress 5+d5 50

A major Fortress of ferrocrete and plasteel, along with innumerable smaller defence bases throughout the planet. The planet is now connected to the Departmento Munitorium network and receives a quantity of armaments & supplies not usually available to the 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 during warfare.
Environmental Infrastructure I d4 60 A network of small purification & recycling plants that reduce the environmental effects of industry. The planet's resilience & recovery threshold increase by 1.
II 2+d3 120 The addition of vast plantations of bio-engineered plantlife designed to absorb pollutants efficiently. The planet's reslience & recovery threshold increase by 2.
III 5+d5 200 Massive air scrubbing facilities are installed around all major industrial & population centres, greatly reducing the escape of pollutants into the air. The planet's resilience & recovery threshold increase by 3. 
Archeotech Weather Cathedral 20+d10 500 + 1 HLoT Favour Utilising poorly understood science from the Dark Age of Technology and components only known to the most skilled Techmagi of Mars, this enormous installation is capable of controlling the weather patterns of the planet. The planet's resilience & recovery threshold increase by 5 and all Agri-Complexes have their unit output doubled.

Anchor-class Space Stations

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). Additional population and 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). Additional population and 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

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 harder it is for it to recover. In addition, as ecosystem deteriorates it will impact the lives of everyone on the planet. If a planet is 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. Conversely if a planet's yearly Ecodamage is smaller than the planet's Recovery Threshold then it regains 1 point of Ecosystem per year. Whilst both of these figures begin as the same for an untouched environment, Resilience and Recovery Threshold are not static figures. For each 20% a planet's ecosystem deteriorates by the planet's Resilience increases by 1, while the planet's Recovery Threshold decreases by 1 (to a minimum of 1). This means that the more polluted a planet is the harder it becomes to pollute further, yet it also becomes harder for the planet to recover should polluting operations be scaled back.

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

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+d10
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

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, 18 light tanks, 40 APCs Versatility
Heavy Infantry Regiment 150W 4000 50 static guns Endurance/Heavy weapons
Mechanised Regiment 150W 3000 200 APCs, 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

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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