Whoops my bad. heres better sized.
actually I felt that you really cant classify planets the way they currently were so am making a mod with better sorted planet types.
http://img399.imageshack.us/img399/2806/screenshot7thumbfw2.jpg
http://img530.imageshack.us/img530/714/screenshot8thumbxa7.jpg
So what does this all have to do with sins?
well i am designing planets that have properties that affect gameplay based on these assumptions so he goes some examples.
there will be new sub types of each planet type
Terran :
Island planet,Tundra(icy),Desert(barren),Dense Atmosphere(venuslike),Forest,Swamp,Primordial(prehistoric earth).giant (high grav earth)
Ice :
frozen comet,comet,ocean core(slushball),frozen asteroid,Methane volcanic.
Gas giant :
Huge earth(think a bit smaller than neptune) ,Jovian(jupiterlike),Protostar(almost a brown dwarf)
Plasma Storms :
I place these around my stars to simulate solar flares and prominences .
Magnetic clouds I place around my gas giants to simulate the clouds of charged particles surrounding these bodies .
Wormholes:
Although the Idea of wormholes does not sit well with my theories of the universe ,I use these as my sole connections
to other stars,
Stars :
In my Galaxy's There are no connections to stars ,rendering them as just a pretty ball, Logically speaking ,Approaching A Star at even A modest distance. (say one or 2 solar disk's distance away )becomes a suicide mission
There simply is to much violence surrounding this reigon in so many different forms that approach would be unlikley,so i eliminate star travel altogether and use the plasma storm as my near star rout s around it.
Now Assignig values to things like gravity strength,temperature ,magnetic field ,shape,size ,planet type is A balancing issue And needs to be tested before any real numbers would be useful ,but changes to population growth,population cap,tax rate,tactical and logistical slots,Health,Gravity well,And all that other stuff i am trying to work in.