<<if $planet.name>>Planet ''$planet.name''<br><</if>>
<div class="planet-display-table-area">
<div class="planet-display-table-section">
<table>
<colgroup>
<col style="width:50%">
<col style="width:50%">
</colgroup>
<tr style="height:1em"><td>Atmosphere:</td><td><span id="atmosphere_text">
<<switch $planet.atmosphere>>
<<case "Corrosive" "Toxic" "None" "Non-breathable">>@@.bad;$planet.atmosphere@@
<<case "Marginal">>@@.mediocre;$planet.atmosphere@@
<<case "Breathable">>@@.good;$planet.atmosphere@@
<<default>>@@.error;$planet.atmosphere@@
<</switch>>
</span></td></tr>
<tr style="height:1em"><td>Gravity:</td><td><span id="gravity_text">
<<switch $planet.gravity>>
<<case "Very high" "Very low">>@@.bad;$planet.gravity@@
<<case "Low" "High">>@@.mediocre;$planet.gravity@@
<<case "Moderate">>@@.good;$planet.gravity@@
<<default>>@@.error;$planet.gravity@@
<</switch>>
</span></td></tr>
<tr style="height:1em"><td>Temperature:</td><td><span id="temperature_text">
<<switch $planet.temperature>>
<<case "Very hot" "Very cold">>@@.bad;$planet.temperature@@
<<case "Cold" "Hot">>@@.mediocre;$planet.temperature@@
<<case "Moderate">>@@.good;$planet.temperature@@
<<default>>@@.error;$planet.temperature@@
<</switch>>
</span></td></tr>
<tr style="height:1em"><td>Water:</td><td><span id="water_text">
<<switch $planet.water>>
<<case "None" "Trace">>@@.bad;$planet.water@@
<<case "Ice-covered surface" "Planet-wide ocean">>@@.mediocre;$planet.water@@
<<case "Ice caps" "Oceans">>@@.good;$planet.water@@
<<default>>@@.error;$planet.water@@
<</switch>>
</span></td></tr>
<tr style="min-height:1em"><td>Resources:</td><td><span id="resources_text">
<<switch $planet.resources>>
<<case "None">>@@.bad;$planet.resources@@
<<case "Poor">>@@.mediocre;$planet.resources@@
<<case "Rich">>@@.good;$planet.resources@@
<<default>>@@.error;$planet.resources@@
<</switch>>
</span></td></tr>
</table>
</div>
<div class="planet-display-table-section">
<table>
<colgroup>
<col style="width:50%">
<col style="width:50%">
</colgroup>
<tr><td><span id="anomalies_title_text">
Features:
<br>
</span></td>
<td><span id="anomalies_text">
<<if $planet.surface_features.length == 0>>
None
<<else>>
<<for _n = 0; _n < $planet.surface_features.length; _n++>>
<<displayPlanetFeature $planet.surface_features[_n]>><br>
<</for>>
<</if>>
</span></td></tr>
</table>
</div>
</div><<widget displayPlanetFeature>>
/* args[0] is a string containing the name of a surface feature */
/* This macro prints it in the appropriate colour */
<<set _quality = "error">>
<<switch _args[0]>>
/* Moon */
<<case "Barren moon">> <<set _quality = "mediocre">>
<<case "Metal-rich moon">> <<set _quality = "good">>
<<case "Unstable moon">> <<set _quality = "bad">>
/* Beauty/ugliness */
<<case "Outstanding beauty">> <<set _quality = "good">>
<<case "Outstanding ugliness">> <<set _quality = "bad">>
/* Caves */
<<case "Airtight caves">> <<set _quality = "good">>
<<case "Insulated caves">> <<set _quality = "good">>
<<case "Unstable geology">> <<set _quality = "bad">>
/* Plants */
<<case "Plant life">> <<set _quality = "mediocre">>
<<case "Edible plants">> <<set _quality = "good">>
<<case "Poisonous plants">> <<set _quality = "bad">>
<<case "Quasi-organic crystals">> <<set _quality = "mediocre">>
/* Animals */
<<case "Animal life">> <<set _quality = "mediocre">>
<<case "Useful animals">> <<set _quality = "good">>
<<case "Dangerous animals">> <<set _quality = "bad">>
/* Intelligent life */
<<case "Intelligent life">> <<set _quality = "mediocre">>
<<case "Planet-spanning civilisation">> <<set _quality = "mediocre">>
/* Ruins */
<<case "Monumental ruins">> <<set _quality = "good">>
<<case "High-tech ruins">> <<set _quality = "good">>
<<case "Dangerous ruins">> <<set _quality = "bad">>
<<case "Regular geological formations">> <<set _quality = "mediocre">>
/* Special features from events */
<<case "Welcoming">> <<set _quality = "good">>
<<case "Unwelcoming">> <<set _quality = "bad">>
<<case "Simulation">> <<set _quality = "mediocre">>
<<case "Alien observers">> <<set _quality = "mediocre">>
<<default>>
@@.error;Unexpected surface feature <<print _args[0]>>.@@
<</switch>>
/* Special case for intelligent life: output tech level too */
<<if _args[0] == "Intelligent life">>
<<if $planet.native_culture == -1>>
/% Legacy code for games saves before version 1.3.0 %/
<<print "@@.mediocre;" + constants.tech_level_names[$planet.native_tech_level].toUpperFirst() + " civilisation@@">>
<<else>>
<<print "@@.mediocre;Civilisation: " + constants.tech_level_names[$planet.native_tech_level].toUpperFirst() + " " + constants.culture_names[$planet.native_culture] + "@@">>
<</if>>
<<else>>
<<print "@@." + _quality + ";" + _args[0] + "@@">>
<</if>>
<</widget>>/* $hiscore should be a hiscore object */
<<if $hiscore.planets_visited>>
/% planets_visited property will only exist in scores saved with version 1.2.0 or higher %/
Planets visited: <<print $hiscore.planets_visited>>
<br><br>
<</if>>
<table class="score-table">
<colgroup>
<col>
<col style="width:4em">
</colgroup>
<tr><td colspan=2>''Score''</td></tr>
<<if $hiscore.planet>>
<tr>
<td>Planet atmosphere:</td>
<td style="text-align:right"><<= $hiscore.score_atmosphere>></td>
</tr>
<tr>
<td>Planet gravity:</td>
<td style="text-align:right"><<= $hiscore.score_gravity>></td>
</tr>
<tr>
<td>Planet temperature:</td>
<td style="text-align:right"><<= $hiscore.score_temperature>></td>
</tr>
<tr>
<td>Planet water:</td>
<td style="text-align:right"><<= $hiscore.score_water>></td>
</tr>
<tr>
<td>Planet resources:</td>
<td style="text-align:right"><<= $hiscore.score_resources>></td>
</tr>
<</if>>
<<if $hiscore.score_landing != 0>>
<tr>
<td>Survivors after landing:</td>
<td style="text-align:right"><<= $hiscore.score_landing>></td>
</tr>
<</if>>
<<if $hiscore.score_construction != 0>>
<tr>
<td>Survivors after settlement construction:</td>
<td style="text-align:right"><<= $hiscore.score_construction>></td>
</tr>
<</if>>
<<if $hiscore.final_tech_level != -1>>
<tr>
<td>Final technology level (<<print constants.tech_level_names[$hiscore.final_tech_level].toUpperFirst()>>):</td>
<td style="text-align:right"><<= $hiscore.score_technology>></td>
</tr>
<</if>>
<<if $hiscore.native_relations != -1>>
<tr>
<td>Native relations (<<print constants.native_relations_names[$hiscore.native_relations]>>):</td>
<td style="text-align:right"><<= $hiscore.score_native_relations>></td>
</tr>
<</if>>
<<if $hiscore.final_culture != -1>>
<tr>
<td>Final culture (<<print constants.culture_names[$hiscore.final_culture]>>):</td>
<td style="text-align:right"><<= $hiscore.score_culture>></td>
</tr>
<</if>>
<<if $hiscore.score_scientific_database != 0>>
<tr>
<td>Surviving scientific database × 10:</td>
<td style="text-align:right"><<= $hiscore.score_scientific_database>></td>
</tr>
<</if>>
<<if $hiscore.score_cultural_database != 0>>
<tr>
<td>Surviving cultural database × 10:</td>
<td style="text-align:right"><<= $hiscore.score_cultural_database>></td>
</tr>
<</if>>
<tr>
<td>Total:</td>
<td style="text-align:right">''$hiscore.final_score''</td>
</tr>
</table><<if !$planet>>
The wreck of the seedship drifts dead and inert in interstellar space.
<<else>>
<<if $hiscore.score_landing > 0>>
<<set _planet_name = $planet.name>>
<<else>>
<<set _planet_name = "The unnamed planet">>
<</if>>
/* Landscape */
<<if $planet.water == "Planet-wide ocean">>
<<switch $planet.gravity>>
<<case "Very low">>_planet_name's ocean tosses with slow, kilometres-high waves, beneath
<<case "Low">>_planet_name's ocean tosses with slow, tall waves, beneath
<<case "Moderate">>_planet_name's ocean stretches to the horizon
<<case "High">>_planet_name's calm ocean stretches to the horizon
<<case "Very high">>_planet_name's mirror-flat ocean beneath
<<default>>@@.error;Unexpected gravity value $gravity.@@
<</switch>>
<<elseif $planet.surface_features.includes("Plant life")
| $planet.surface_features.includes("Edible plants")
| $planet.surface_features.includes("Poisonous plants")>>
<<switch $planet.gravity>>
<<case "Very low">>_planet_name's impossibly slender alien plants reach kilometres into
<<case "Low">>_planet_name's tall alien plants reach hundreds of metres into
<<case "Moderate">>_planet_name's alien forests stretch away beneath
<<case "High">>_planet_name's squat, thick-limbed alien plants stretch away beneath
<<case "Very high">>_planet_name's level fields of alien moss stretch away beneath
<<default>>@@.error;Unexpected gravity value $gravity.@@
<</switch>>
<<elseif $planet.water == "Ice-covered surface">>
<<switch $planet.gravity>>
<<case "Very low">>
<<if $planet.name>>
Kilometres-high spires of ice reach from _planet_name's ice sheet into
<<else>>
Kilometres-high spires of ice reach from the unnamed planet's ice sheet into
<</if>>
<<case "Low">>
<<if $planet.name>>
Tall, jagged spires of ice reach from _planet_name's ice sheet into
<<else>>
Tall, jagged spires of ice reach from the unnamed planet's ice sheet into
<</if>>
<<case "Moderate">>_planet_name's landscape of jagged shards of ice stretches away beneath
<<case "High">>_planet_name's crumpled plain of ice stretches away beneath
<<case "Very high">>_planet_name's perfectly flat ice sheet stretches away beneath
<<default>>@@.error;Unexpected gravity value $gravity.@@
<</switch>>
<<elseif $planet.atmosphere == "None">>
<<switch $planet.gravity>>
<<case "Very low">>_planet_name's jagged landscape of high crater walls and towering shards of rock stretches away beneath
<<case "Low">>_planet_name's jagged, cratered landscape stretches away beneath
<<case "Moderate">>_planet_name's perfectly still, cratered landscape stretches away beneath
<<case "High">>_planet_name's perfectly still landscape, flat except for a few shallow craters, stretches away beneath
<<case "Very high">>_planet_name's perfectly still, flat landscape stretches away beneath
<<default>>@@.error;Unexpected gravity value $gravity.@@
<</switch>>
<<else>>
<<switch $planet.gravity>>
<<case "Very low">>_planet_name's landscape of spindly rock outcroppings and impossibly tall mountains stretches away beneath
<<case "Low">>_planet_name's landscape of huge boulders and towering mountains stretches away beneath
<<case "Moderate">>_planet_name's barren, rocky landscape stretches away beneath
<<case "High">>_planet_name's flat, rocky landscape stretches away beneath
<<case "Very high">>_planet_name's perfectly flat, barren landscape stretches away beneath
<<default>>@@.error;Unexpected gravity value $gravity.@@
<</switch>>
<</if>>
/* Sky */
<<switch $planet.atmosphere>>
<<case "Breathable">>
a blue sky.
<<case "Marginal">>
a pale blue sky.
<<case "None">>
a black, star-studded sky.
<<case "Non-breathable">>
an alien sky.
<<case "Toxic">>
a poisonous sky.
<<case "Corrosive">>
a sky filled with corrosive clouds.
<<default>>
@@.error;Unexpected atmosphere $planet.atmosphere@@
<</switch>>
/% Alien observation posts for the Reservation feature %/
<<if $planet.surface_features.includes("Alien observers")>>
At night, the orbiting alien structures are visible as a glittering band across the stars.
<</if>>
<<if $hiscore.final_culture == -1>>
<<if $hiscore.summary == "Crash">>
The fragments of the crashed seedship
<<else>>
The ruins of the colony
<</if>>
<<if $planet.water == "Planet-wide ocean">>
decay at the bottom of the planet-wide ocean.
<<elseif $planet.water == "Ice-covered surface">>
lie embedded in the planet-wide ice sheet.
<<elseif $planet.surface_features.includes("Animal life")
| $planet.surface_features.includes("Useful animals")
| $planet.surface_features.includes("Dangerous animals")>>
are overgrown with alien plants and overrun by alien animals.
<<elseif $planet.surface_features.includes("Plant life")
| $planet.surface_features.includes("Edible plants")
| $planet.surface_features.includes("Poisonous plants")>>
are overgrown with alien plants.
<<else>>
lie on the rocky surface.
<</if>>
<<if $hiscore.native_relations == 2>>
The colonists' descendants live on as slaves to the intelligent natives, but they have lost all knowledge of Earth.
<<elseif $hiscore.native_relations == 0>>
Nearby stand monuments built by the planet's native inhabitants to celebrate their victory over the invaders.
<<elseif $planet.surface_features.includes("Intelligent life")>>
The planet's intelligent natives explore the ruins, but not enough remains for them to learn anything about the extinct human race.
<</if>>
<<else>>
The colonists live in
<<if $planet.surface_features.includes("Planet-spanning civilisation")>>
their own communities within the natives'
<</if>>
<<if $hiscore.final_tech_level > 2>>
<<switch $planet.gravity>>
<<case "Very low">>towering
<<case "Low">>tall
<<case "High">>squat
<<case "Very high">>low, sprawling
<</switch>>
<</if>>
<<switch $hiscore.final_tech_level>>
<<case 10>> high-tech cities
<<case 9>> cities of steel and glass
<<case 8>> cities of steel and concrete
<<case 7>> smog-filled Industrial cities
<<case 6 5 4 3>>stone-walled cities
<<case 2>> farming villages
<<case 1 0>>wandering hunter-gatherer tribes
<<default>>@@.error;Unexpected final tech level $hiscore.final_tech_level@@
<</switch>>
<<if $planet.atmosphere == "Breathable"
& $planet.temperature == "Moderate">>
beneath the planet's open sky,
<<elseif ($planet.atmosphere == "Breathable" | $planet.atmosphere == "Marginal")
& ($planet.temperature == "Cold" | $planet.temperature == "Moderate" | $planet.temperature == "Hot")>>
with buildings sealed against the planet's harsh environment,
<<elseif $planet.surface_features.includes("Airtight caves") | $planet.surface_features.includes("Insulated caves") >>
inside airtight caves,
<<else>>
under airtight domes,
<</if>>
<<switch $planet.water>>
<<case "Planet-wide ocean">>
on platforms floating on the planet-wide ocean.
<<case "Ice-covered surface">>
on top of the planet-wide ice sheet.
<<case "None" "Trace">>
gathered around water production plants.
<<case "Ice caps">>
by lakes of water melted from the planet's ice caps.
<<case "Oceans">>
beside rivers that flow into the planet's oceans.
<<default>>
@@.error;Unexpected water value $planet.water@@
<</switch>>
<<switch constants.culture_names[$hiscore.final_culture]>>
<<case "Cosmic Enlightenment">>
They live lives of peace and spiritual fulfilment beyond the dreams of their ancestors on Earth, guided by a combination of human and alien philosophy.
<<case "Post-Scarcity Utopia">>
They spend their time pursuing art, leisure, and spiritual fulfilment, while automatic machines take care of their material needs.
<<case "Engaged Democracy">>
They live happy and fulfilled lives under the guidance of selfless elected officials.
<<case "Corrupt Democracy">>
Poverty, exploitation and crime are rife, and the corrupt elected government does little to alleviate them.
<<case "Rule by Corporations">>
The cities are dominated by the headquarters of wealthy corporations that rule the population for their owners' enrichment.
<<case "Dystopian Police State">>
The streets are filled with security cameras and patrolled by armed police who violently put down any hint of dissent.
<<case "Warring Superpowers">>
The cities are surrounded by military bases and nuclear missile silos, and the population lives in fear of both the other nations' armies and their own nation's secret police.
<<case "Post-Nuclear Wasteland">>
The cities are in ruins, and the survivors of the nuclear war survive as best they can in the wreckage of human civilisation.
<<case "Egalitarian Republic">>
The cities are built around parliament buildings, where assemblies of citizens rule for the good of all.
<<case "Benevolent Monarchy">>
The cities are built around royal palaces, from which beloved monarchs rule the population wisely.
<<case "Oppressive Theocracy">>
The cities are dominated by temples to the state religion which controls every aspect of people's lives.
<<case "Slave-Based Empire">>
The cities are dominated by the palaces of the emperors, who live in luxury while the population toils to support them.
<<case "Warring States">>
The cities are dominated by barracks housing their vast armies, which regularly attack other cities.
<<case "Collective Rule">>
The tribes are ruled collectively by their members, and each member is afforded equal status.
<<case "Benevolent Chieftains">>
Each tribe is ruled by a chieftain, who guides the people as wisely as he or she is able.
<<case "Brutal Chieftains">>
Each tribe lives in fear of its brutal chieftain.
<<case "Warring Tribes">>
Much of the tribes' resources are devoted to fighting continual wars with one another.
<<case "Savagery">>
The people live like animals, having forgotten almost all of their language and culture.
<<default>>
@@.error;Unexpected final culture $hiscore.final_culture@@
<</switch>>
<<switch constants.native_relations_names[$hiscore.native_relations]>>
<<case "Immigrants, Earth remembered">>
The humans live as immigrants inside the alien society, with a strong memory of Earth's cultural heritage that enhances the native culture.
<<case "Immigrants, Earth forgotten">>
The humans live as immigrants inside the alien society, and have forgotten most of the cultural heritage of Earth.
<<case "Integrated Societies">>
Many of the planet's native inhabitants live in the human communities, and the colonists' culture has been enriched by alien influences.
<<case "Friendly">>
Traders and diplomats from the planet's native nations are occasionally seen in the colonists' communities.
<<case "Isolationism">>
The colonists' culture mostly ignores the native inhabitants, who live in their own communities in other parts of the planet.
<<case "Natives Enslaved">>
Much of the labour in human communities is performed by a downtrodden alien slave caste that is all that remains of the planet's native civilisation.
<<case "Genocide of Natives">>
Ruins and mass graves are all that remains of the planet's native civilisation.
<</switch>>
<<if $planet.surface_features.includes("Planet-spanning civilisation")>>
At the seedship's landing site
<<else>>
In the
<<if constants.culture_names[$hiscore.final_culture] == "Post-Nuclear Wasteland" | $hiscore.final_tech_level < 2>>
ruins of the
<</if>>
first city
<</if>>
<<set _journey_deaths = (constants.max_colonists+$hiscore.score_extra_colonists)-$hiscore.score_landing>>
<<set _construction_deaths = $hiscore.score_landing-$hiscore.score_construction>>
<<if _journey_deaths > 0 & _construction_deaths > 0>>
stand monuments to the _journey_deaths colonists who did not survive the journey,
the _construction_deaths more who died building the first settlement, and
<<elseif _journey_deaths > 0>>
stand monuments to the _journey_deaths colonists who did not survive the journey and
<<elseif _construction_deaths > 0>>
stand monuments to the _construction_deaths colonists who died building the first settlement and
<<else>>
stands a monument to
<</if>>
the seedship AI that guided humanity to its new home.
<</if>>
<</if>>John Ayliff/* Display */
<h1>Seedship Mission Report</h1>
<<set $query_string = location.search>>
<<set $hiscore = decodeHiscore($query_string)>>
<<if $hiscore == "missing">>
<p style="text-align: center">Missing shared score!</p>
<<elseif $hiscore == "invalid">>
<p style="text-align: center">Invalid shared score!</p>
<<else>>
<<set $planet = $hiscore.planet>>
<<if $planet>>
<<include [[Display Planet]]>><br>
<</if>>
<<include [[Endgame Summary]]>><br><br>
<<include [[Score Table]]>>
<</if>>
<div class="sharer-links">
<a class="sharer-link-main" href="https://spacegoblingames.itch.io/seedship">Play Seedship</a>
<br>
<a href="https://spacegoblingames.itch.io">Other games</a>
<br>
<a href="https://www.spacegoblingames.com">Space Goblin Games website</a>
</div>
<<run doStarfield()>><div id="starfield"></div>
<div id="passages"></div>