The Deathworlds Ranking Index. Great Places to Visit But Would You Want to Live There?

Zachowon

The Army Life for me! The POG life for me!
Founder
The Imperium could destroy Catachan if they wanted but it there's no reason to because it's primary export is Jungle Fighters. Not like there's unobtainium to be mined if you scourge the vegetation clean.
And jungle fighters are worth a lot.
Because having basically mini orgyns is helpful
 

Scooby Doo

Well-known member
You just put containment areas on any radiated areas that kill quickly then you just bombard any large nests or areas of the things living there.
The whole planet is already irradiated, there is no "containment" just living under ground or surviving the radiation.


Kill all the irradiated animals and bring in your own produce from above.
Which is only deemed possible by the Enclave by releasing the equivalent of a Virus Bomb that kills anything with damaged DNA to cover the entire surface of the planet.

Not something that's exactly easy


Simple.


With catachan as the metrics mentioned.
It doesn't matter about the tech or anything like that.
It does simple flame throwers solved 90% of the problems of Catachan.


Sustainability? Doing what you say makes it unsustainable.
Hospitality? Are you a human? We can talk.
As for inconvenience? Catacahn is a planet trying to kill you.
Yeah it's a useless

Again, even in the worst areas of FO, you can survive without being killed by a horrible death by a creature
The same for Catachan tho, in fact it's a lot easier because all you need are flame throwers and nothing else

Catachan ranks 10 for 10
Lol Catachan is garbage in what it provides
And jungle fighters are worth a lot.
Because having basically mini orgyns is helpful
Mathematically they're the worst investment the Imperium has ever done.


There's only a constant 12 million population of Catachan.

It's going to take at least sixteen years to produce a soldier that they can send without diminishing their population significantly.


So you're looking at 10,000 Catachan per regiment.
'If I so willed it, colonel, I could bring your entire regiment under my command and march every single one of them out into the jungle to find that which I seek,' said Dinalt.
...

'The last thing you want is ten thousand Catachans scouring the surface of Pythos for this "object" you're after,' Strike continued. '
Pandorax


So you're looking at max possible wank 100 Regiments without ignoring the lore that their population has to be at 12 million and get 50% casualties and that they tithe every year.


In reality the numbers wouldn't be sustainable for their population at the tithing rate to go over one hundred regiments.

So that's an average of one Catachan per planet controlled by the Imperium. Absolutely garbage compared to what the glow provides, the Sierra Madre Hologram tech are worth multiple Catachan planets alone.
 

Husky_Khan

The Dog Whistler... I mean Whisperer.
Founder
Doing my own rankings to start off and I left out the submitted worlds for the most part simply because I'm not familiar with them. Generally the lower the number in categories, the more suitable for attempts to colonize.

Remember this is a list in progress. We are looking at several factors here starting off (ranked on a simple 1-10 scale with 1 being basically idyllic with some spit and polish and 10 being the biosphere ranked as a living disaster of basic death, why are we even bothering). Keeping in mind, the Deathworld has to exhibit some reason for colonization. We're not launching colony ships at Black Holes or into Volcanos and hoping for the best. Has to be some expectation of viability.

Hospitality: How quickly the local indigenous population can be co-opted into becoming productive subjects of the Empire or conversely, how quickly new colonists will be able to establish themselves.

Sustainability: The long term cost ratio of permanent settling upon the planet. This'll factor in how much a return on investment the planet will bring in terms of taxes, talent and skill of the local population, as well as resources able to be extracted for the benefit of the Empire.

Inconvenience: Just how actively the planet is trying to kill everyone.

Without further ado... and again, lower numbers are better for colonization, higher numbers I guess means more suitable to not hang out at and thus earn that Deathworld reputation.

Potential Planet Listing:

Skull Planet
: When we finally got probes through the near constant squalls and storms that rock the oceans of this world, we found several large island chains of tropical and volcanic islands. There's some primitive human settlements on a few of the islands but for some reason there is a lot of megafauna located both in the land... and under the sea topping out with Kaiju sized underwater and overland monsters. While rare, they aren't exactly uncommon and would require strategic level ordinance to bring down. More pernicious are the smaller megafauna. Giant dinosaur like lizards, horrifying invertebrates, underground reptiles with skulls for faces and also tribes of giant monkeys Apes. The planet is rich in general resources however and if the wilderness can be tamed, the islands seem suitable for settlement (based on critters found in both the Monsterverse films and the 2005 King Kong film/game).

Hospitality: (3) The Tribals in the 2005 film were quite degraded and hostile but would be easily conquered or eliminated if needbe. The Skull Island natives from the Monsterverse despite being mute, seemed very non-hostile and friendly in their own special way so it shouldn't be hard to deal with them. Most of the monsters are formidable and deadly and the Skullcrawlers can apparently replenish their numbers quite rapidly so that's something to work out. But the tribes of Giant Apes are smart enough to communicate with. They probably aren't as easy to CONVERT and SUBMIT to Imperial authority but at least they are willing to communicate. Plus despite the local deadly flora and fauna its clearly possible to establish colonies on said island. So overall... pretty positive rating.

Sustainability: (6) It's likely rich in natural resources like any M-Class or Terrestrial planet. But without wiping out local indigenous species, dealing with the hostile fauna will always be a problem. The local tribals aren't likely to adapt to a technologically advanced lifestyle until generations have passed as well. So in the short term there are problems with colonization and will require significant investment. In the long term, since massive terraforming and eradication isn't allowed, the situation will always have to be managed, especially the Kaiju situation. And there's no amazing rare minerals or anything out there. The only real unique resource is the indigenous wildlife which will likely be tricky to harvest though maybe the genengineers and biologists can find something useful.

Inconvenience: (6) The planet is initially hostile. Most everything can be killed with enough firepower, but for the larger Kaiju creatures, it'll typically require more then heavier ordinance. Nothing insurmountable or persistent though beyond the subterranean Skullcrawlers. Just a constant lethal danger outside of the wire so to speak.

Dayglow: Industrialized planet which suffered a Nuclear War. Unfortunately most of the population seemed to of died with most urban centers destroyed. Due to the introduction of a genetic virus into the atmosphere, a wide variety of irradiated mutations occurred resulting in hostile mutations of both the Human and Animal wildlife. Since their Great War, which was caused by the depletion of natural resources, the survivors have been engaged primarily with survival as well as ongoing internecine conflict. War never changes apparently. In spite of resource depletion, there's potential for lost technology to be recovered, as well as co-opting more organized survivors into the expanding Empire (combining the uncivilized/undeveloped bits of Fallout like 'The Divide', The Pitt, the Capitol Wasteland, the Glowing Sea etc while excluding pesky things like FO4 Eastern Brotherhoods and New California Republic as the old Interplay Gods demanded).

Hospitality: (4) Radiation covers much of the planet which is naturally inhibiting to colonization. But with technology radiation can be mitigated. Maybe someday it can be cleaned and scrubbed with sufficiently advanced technology. As for the natives, Wastelanders and tribals aren't too much of an impediment, and many maybe pleased with our arrival and the benefits it will brings. Slavers and raiders can be "managed" while Supermutants could provide some problems. But like non-feral Ghouls, some can actually be co-opted as good citizens.

Sustainability: (4) Many natural resources are long depleted but we weren't using much oil or uranium anyways. Agriculture is low level. The main benefits are lost technology. If we can find the lost technology and put it to use, sustaining this colony will be worthwhile. If not, it will be a drain of colonial resources. There are rumors of advanced robots and computer systems following non-traditional technological paths, as well as everything from advanced energy weapons, metallurgical techniques, matter replication and holographic technology. It all has to be found in a salvageable manner though. Beyond that, there's some potential in the local population. Some are quite capable, and species like Supermutants and Ghouls and Children of the Atom provide some interesting and exceptional abilities if they can be co-opted.

Inconvenience: (8) Perpetual radiation over much of the planet. The main indigenous form of life is heavily mutated by radiation and genetically engineered viruses. Hostile Supermutants reside in great numbers over much of the urban areas. Packs of feral ghouls swarm over irradiated areas. Plus hostile wildlife ranging from typically docile and curious cazadors and adorable geckos and ranging upwards to deadly Deathclaws and Sea Monsters. Safe colonies can be made but they'll require active defense and vigilance, as well as coping with the local radiation.

Pandora: No not that Pandora sadly though that might come later... Technically a Moon. Verdant jungle planet with large oceans, flying rock mountains and volcanic activity. Populated by a hostile native alien race. The atmosphere is also mildly toxic. Scouts reported remains of previous ancient colonization efforts and apparently now the planets inhabitants are strongly averse to outsider colonization efforts. Some evidence that there is a planetary consciousness which exerts some control over the Moons major fauna that treats outsiders as an infection though the local humanoid species is capable of communication. The planet is undeniably resource rich both in unobtainium which we require a great deal of and its believed the local flora and fauna can also be harvested for all manners of pharmaceutical drugs and therapies.

Hospitality (6): The entire planet of indigenous life is networked with a local planetwide intelligence known as Eywa. The local wildlife and native Na'vi aren't inherently hostile and open to communication but aren't exactly welcoming either. Apparently previous encounters with Humanity didn't end well. In some areas, the Wildlife still swarms outsiders perceived as hostile within minutes of arrival. In order to secure colonies, you have to burn down the nearby area to ensure security. It's doubtful any of the Natives can be co-opted into the Empire but they may not kill you outright.

Sustainability (6): Unobtainium mining is the main reason for being here and due to fantasy logic, it's highly valuable. Unfortunately its also related somehow to Eywa so mining the resources often leads to problems with the intractable natives. You can also harvest brain juice from the local highly intelligent cetacean wildlife which stalls the aging process. That isn't an ideal resource to extract either however, especially in any sort of quantity. The locals nor wildlife seem suitable for service with the Empire.

Inconvenience (5): Is it inconvenient here? Yes. Is it impossible to mitigate? No. There are far deadlier planets out there. Every practical threat here can be stopped with reasonable enough amounts of firepower.

Lustria: Seems to be a largely tropical planet. We have evidence that an ancient precursor race might've seeded this planet with its current indigenous life. Seem to be four major continents. The two Northern ones are frozen blasted wastelands defined as Naggarond and Norsca by local dialects and inhabited by Chaos corrupted Beastmen, some indigenous verminous rat-folks and a degeneration of Human colonists who seem prone to Chaos corruption and other unsavory behaviors. The tropical and desert climes of the Southern continents are inhabited by some sort of Draconic or Reptilian Humanoid civilization who seem to be in perpetual War with the more Warmblooded Chaos folk. The ability of the Natives to channel Warp Energy into magical effects is certainly novel, though the Chaos taint isn't.

Beyond the inhabitants, the planet is believed to be quite a repository of rare earth metals, potential Precursor artifacts and knowledge, Warp Magic users, and a potential agricultural world or even a Garden world if the locals can be tamed.

Hospitality (7): Highly doubtful much of the locals can be co-opted into the Empire. The local Northern Humans worship Chaos Cults, the verminous Skaven are thoroughly wicked and debased and the Beastmen are so savage that dialogue is a waste of oxygen on them. The only civilization open to communication are the Lizardfolk of Lustria and the Southlands but... they are extremely opaque in attempts to communicate with them. The lower hierarchies of their civilization possess a predatory and needless to say, antisocial temperment while the higher hierarchies are extremely hard to even open diplomatic channels with. Not inherently hostile, but any attempt at co-opting them seems unlikely. Colonies can be established more readily in the temperate climates however and perhaps over generations some local Human tribes can be converted away from Chaos into respectable cultures.

Sustainability (4): The planet is rich in resources including niche and unique minerals such as warpstone, gromril, Ithilmar, and various woods and other minerals with exceptional properties. Much of the planet is open to agricultural development as well. Even local animal species can be utilized in a variety of manners. Plus large mineral deposits exist as well. Any colonies would likely be self sustaining here with a minimum of investment when properly secured.

Inconvenience (6): The locals wouldn't be so much of a threat if not for the Chaos fueled magic they wield and the truly impressive numbers they can bring into the field. Plus this is a settled planet and most of the planet is settled by hostile or at the very least, aloof natives. Also need missile launchers for the dragons, wyverns and torpedoes for the merwyrms.

Tiber: Once a highly developed planet with 21st era technology, a meteor of unknown origin impacted the surface and caused this extraterrestrial meteorite to rapidly contaminate the surface. Apparently known as Tiberium, it is an alien crystalline substance likely spread intentionally by an as of yet unidentified but likely hostile alien race. It is highly unstable, pervasive in its spread, toxic to most terrestrial environments, and extremely hazardous to most forms of life. Despite the extinction level threat to most ecosystems, this tiberium possesses almost limitless applications for energy generation and technological advancement. Sadly the impacting of the planet by tiberium has caused the local planetary government to collapse into a prolonged, decades long civil conflict between two highly capable, technologically advanced adversaries. Securing the planet would have to be established before proper harvesting and stabilization efforts can be started (based off Command & Conquer obviously).

Hospitality (3): Most of the local Humans live under a worldwide government known as the Global Defense Initiative which might need some convincing to join us but once they do, they will bring over most of the planets population and resources to our side. Their foes, the Brotherhood of NOD are a pernicious foe who will require purging as a hostile non-state entity. Once we make sure Kane doesn't live though, co-option of Tiber into the Empire should be quite feasible.

Sustainability (3): Once the current conflict is solved, the planet is rich as any terrestrial planet, in natural resources. Plus it offers Tiberium, a crystalline resource which should be carefully managed but also has much potential for research applications in a wide variety of areas. Even without the Tiberium, the population and planet is industrialized, large, literate and once peace reigns, will likely be net contributors to the Empire in a short period of time.

Inconvenience (6): Between the pervasive Tiberium, the Brotherhood of NOD, the Visceroids, and the rumors of these aliens known as Scrin potentially showing up in the near future, the planet is deadly. Manageable, as it was managed by the GDI before, but still dangerous and eradicating and managing Tiberium alone will be a decades long cleanup as well.

Sera: This long lost Human colony recently came out of a devastating Civil War only a short time later to suffer a worldwide catastrophe as a previously undiscovered indigenous alien species known as the Locust emerged from the depths, apparently triggered by questionable new power generation efforts. The vast majority of Humanity upon this planet has been overrun by these Locusts in the ten years since their Emergence with survivors located on a single large plateau, a few islands and scattered in hidden settlements throughout the largely Human depopulated planetary surface.

Hospitality (2): The local population has been beaten down by War with the Locusts and likely will be open to Imperial intervention. They are technologically advanced, literate, and once their planet is cleansed of the local Locusts, the planet itself seems suitable for rebuilding and reconstruction. The main drawbacks are any residual social or ideological tensions from their prior history.

Sustainability (4): The only truly unique resource on the planet is Imulsion, which is a fungi found in the Hollows of the planet and a highly efficient energy source available in near limitless quantities. The downsides of Imulsion however are its extremely polluting to the point of being poisonous. It's unknown as of yet but there are theories it maybe related to the origins of the Locust Horde and other potential mutations as well. Other resources are marginally depleted as well. However the planet is occupied by a technologically advanced splinter of Humanity with a strong industrial and technology base. Once the Locust Horde issue is rectified, minimal investment from the Colonization Fleet is likely needed.

Inconvenience (7): Try as we might want to, it seems unlikely a diplomatic situation can be resolved with the Locust Horde. They'll have to be eradicated. And unless we come up with some magical star in the sky macguffin way of eliminating them like a Hammer of Dawn, that means bringing in significant military forces to help the locals eradicate the enemy the old fashioned way.

Outworld: A vast planet occupied by a diversity of indigenous species, the population is spread across the surface and for the most part, seems largely primitive technologically though many are practioners of a potent form of local sorcery. Others are extremely superhuman in capabilities, some as a species, but more often exhibited individually. The planet would've been likely conquered and occupied by now if not for the ability of surface teleportation that many of the magical practitioners can engage in. While not exceptional in resources, it is likely underdeveloped in resource extraction, plus the planets indigenous life could provide value to the Empire as well.

Hospitality (5): Outworld is populated by a wide array of races, many of them primitive, savage, deadly and hostile. And despite being so primitive, many possess interesting paranormal abilities that make them more dangerous then they would initially seem. Most however can be communicated with. And it is possible to establish alliances with local power players and groups to use as allies. Perhaps over generations, some hostile powers can be subverted and co-opted. Others will likely remain intractable however. The climate of Outworld, in most respects, is also rather arid though not inherently hostile.

Sustainability (7): There aren't many exceptional resources located here that can't be found elsewhere beyond the unique skills and talents of the population.

Inconvenience (6): Most problems here can be solved with sufficient applications of overwhelming modern firepower. The sorcery and other paranormal abilities practiced by the natives, along with their ready adoption of foreign weapons (though clearly not technology in general) makes this all the more dangerous. Also dealing with teleportation is not an enjoyable experience regardless of technological disparity.

Chernybble: Smaller planet which suffered some sort of radiological disaster. Most of the scattered population survives via scavenging and living within scattered and sheltered communities. It possesses a varied ecology but the biome has suffered extensive damage which will require significant terraforming. Much of the local native flora and fauna which hasn't been rendered extinct has been mutated and is often hostile. The most signigicant survivor communities and remnants of civilization reside in underground areas located upon the planets urban areas though a wide variety of settlements exist. The planet is still resource rich plus has plenty of infrastructure, technology and other resources for reconstruction if the local situation can be stabilized (planet combines Metro and Stalker bits).

Hospitality (3): Populated by the remnants of Humanity, most would likely be welcoming of our forces of Reclamation bringing stability and security to the wastelands. Much of the planet was devastated by Nuclear War though which would hamper, though not make impossible, future colonies on this planet. Radiation would have to be mitigated and scrubbed in many areas. At least one species, so called "Dark Ones" might be open to communication as well but are highly reclusive.

Sustainability (6): The survivors are smaller in number and there has been a fair bit of resource depletion. The main unique resource to be extracted here are artifacts locating in certain radiological zones which are of unknown and potentially dubious value. The local population is technologically advanced, capable and literate however. So in the long term, there might be a potential for a sustainable self sufficient colony here. It will require much investment in reconstruction however.

Inconvenience (4): The wildlife isn't so pernicious that it can't be managed and eradicated in certain areas. Some Zones however are likely to persist in their anomalous atmosphere and would have to be quarantined for safety and research. Any hostile factions can likely be defeated by overwhelming military force with a reasonable application of resources.

Hoxxes IV: Located in the Hoxxes System, Hoxxes IV is a tidally locked planet with a scorched surface plagued by gravitational anomalies, drastically shifting plate tectonics, deadly radiation, electromagnetic storms and seas of sulfuric acid. It is also home to a near limitless amount of extraordinarily valuable mineral veins. Unfortunately underground isn't much better as the tunnels and subterranean biomes are populated by extremely hostile indigenous flora and fauna.

Hospitality (7): We can literally hire the Dwarfs to aid us in our mining as long as we compensate them fairly. The planet itself cannot be colonized beyond resource extraction operations however.

Sustainability (3): This will likely never be a proper colony beyond extraction mining. With that in mind, it will likely pay for itself due to the unique mineral deposits that are readily found in this former planetary body.

Inconvenience (9): Deadly planet with a deadly atmosphere and deadly critters and hostile robots of a rival corporation.

Catachan: The planet's entire ecosystem seems consciously hostile to all foreign life. Each and every element of the native flora and fauna of the planet represents a real danger to any human, even Space Marines are said to avoid this hellish place. Catachan has no need for the Planetary Defense Forces utilized by other worlds, its flora and fauna being sufficiently deadly to thwart attackers without the need for human intervention. The planet is known to house the single deadliest creature in the galaxy, with some of its native wildlife even being released on other worlds to dissuade invasion. Catachan's only valuable resource is its people, who by virtue of being born on the harshest world in the Imperium, are invariably tough and cunning. It is the homeworld of the hulking and fearsome Catachan Jungle Fighters.

Oh hell no, I don't even want to touch this one.

Hospitality (8): The local colonists will likely be open to our Fleet establishing contact and offering support for them.

Sustainability (9): Since we're not allowed to eradicate the planet, and no real resources can be extract beyond curious samples of deadly and hostile flora and fauna, the only real resource that can be extract are apparently the borderline superhuman local colonists for military purposes, with a specialty in Jungle Fighting specifically. Needless to say, little return in investment beyond that.

Inconvenience (8): Like other planets, burning down to the bedrock will be required for safer colonization, followed by active defense and vigilance of any colonies. But don't burn too much because then you won't get as hardcore of Jungle Fighters... blargh.
 

Husky_Khan

The Dog Whistler... I mean Whisperer.
Founder
All Catachan has to offer is superhuman single fighters.

So if your Space Opera Civilization is super Gay or a Matriarchy or has a lot of Space Amazons the numerical rating would be reversed.

Interesting.
 

Scooby Doo

Well-known member
So if your Space Opera Civilization is super Gay or a Matriarchy or has a lot of Space Amazons the numerical rating would be reversed.

Interesting.
Doesn't the Glow have Synth Production tho?


You can just build your ideal poster image of an Amazonian Gay Warrior with it

:eek:
 

Zachowon

The Army Life for me! The POG life for me!
Founder
Yeah, but then you dont get an army Rambos.
And if the civ is like that they deserve to try and colonize Catachan
 

Scooby Doo

Well-known member
Synth tech can literally copy and paste skills even memories. Who needs decades of training when you can copy/paste the skills and experience on a mass produced scale.

The Imperium's inefficiency sometimes is baffling.
 

Zachowon

The Army Life for me! The POG life for me!
Founder
Synth tech can literally copy and paste skills even memories. Who needs decades of training when you can copy/paste the skills and experience on a mass produced scale.

The Imperium's inefficiency sometimes is baffling.
Because they will eventually replace humans and go all Terminator and wipe you out.
Duh
Never trust robots.
 

Zachowon

The Army Life for me! The POG life for me!
Founder
Yes it does actually there's a quest for it to be used.

They never try with Nick tho.
What about woth the railroad? Like that is the whole point about them.
And why would they not try with nick? Especially after he meets the SS
 

Scooby Doo

Well-known member
What about woth the railroad? Like that is the whole point about them.
You can literally use the recall codes on Dean (So they do use it on Railroad Synths), the saving benefit is that most of the railroad is human so recalls don't work on actual humans.

The railroad also has to create new identities for Synths so it's harder for the Institute to find them.


And why would they not try with nick? Especially after he meets the SS
Because they don't care about Gen 2 Synths anymore only Gen 3's.
 

Zachowon

The Army Life for me! The POG life for me!
Founder
You can literally use the recall codes on Dean (So they do use it on Railroad Synths), the saving benefit is that most of the railroad is human so recalls don't work on actual humans.

The railroad also has to create new identities for Synths so it's harder for the Institute to find them.



Because they don't care about Gen 2 Synths anymore only Gen 3's.
Uh...do they do this in the Insitutue ending?
Because from what I gather everyone is in consensus that the institute is not the good ending.

Also, what about the other Railroad synth? The one with the big cannon?
Or do they only work on syths that can be apart of your party?
 

Scooby Doo

Well-known member
Uh...do they do this in the Insitutue ending?
Because from what I gather everyone is in consensus that the institute is not the good ending.
Endings don't matter when the main point is Synth technology would make the Imperium cream their pants with how good it is.

Also, what about the other Railroad synth? The one with the big cannon?
She gets killed by the Brotherhood before ever facing a Courser.


Or do they only work on syths that can be apart of your party?
No they work on all Synths. Dean is an enemy Synth and several others captured by the Institute.
 

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