Post-Colonizing-Stats

Technology Level
The final technology level of your colony is determined by the percentage level of your scientific database, the abundance of resources that is on your colonized planet, and the anomalies on a planet. The value that results from all of this is the tech score.

Rich resources multiply your scientific database percentage by 1. Poor multiplies by 0.7 or

0.95 if metal-rich moon

None multiplies by 0.4 or 0.85 if metal-rich moon

High-tech Ruins add 10 to 30 to your scientific database. Alien observers add 30 or subtracts 30. Unstable moon subtracts 30.

Example: Your ship has 133% scientific data base and the planet has poor resources and an unstable moon. 133*0.4-30 = 23.2   This will result in the colony having the mesolithic technology level. If your scientific data base is below 70% and the seedship lands on a planet with atleast one red stat that colony will die from long-term technological failure.

Depending on the intactness of your scientific database, even on a planet with poor to no resources, the colonists would still be able to make use of what there is (the final technology level will still significantly drop, however) if the database is sufficiently intact.

Culture
The final culture level of your colony is determined by various aspects: the number of colonists alive after landing, and the intactness of the cultural database. There are many events which impact the cultural database, the most prevalent one being the relationship towards a planet's natives. Your final technology level will result in different versions of the colonists' culture.

The way this final culture level is calculated is by multiplying the number of colonists by the percent culture you have. Note that outstanding ugliness subtracts 20% from culture. Outstanding beauty adds 20% to culture multiplier only if the culture is less than 100%. It cannot increase culture past 100%. It doesn't show that visually but it does happen.

So: Let's say that you have 776 colonists left and 133% culture. Then, the game multiplies 776*1.33, and gets 1032 "equivalent colonists". This means that you have cosmic enlightenment. I will call this the "equivalent colonists" scale because if you land with more than 1000 colonists, but 100% culture, you still get one level below cosmic enlightenment. The scales go as follows:

For Post-Singularity, Information Age, and Atomic Age technology levels:

1000+: Cosmic Enlightenment

901-1000: Post Scarcity Utopia

801-900: Engaged Democracy

601-800: Corrupt Democracy

401-600: Rule by Corporations

201-400: Dystopian Police State

101-200: Warring Superpowers

1-100: Post-Nuclear Wasteland

For Industrial to Neolithic technology levels:

1000+: Cosmic Enlightenment

801-1000: Egalitarian Republic

601-800: Benevolent Monarchy

401-600: Oppressive Theocracy

201-400: Slave-Based Empire

1-200: Warring States

For Mesolithic, Paleolithic, and Pre-Stone Age Technology Levels:

1000+: Cosmic Enlightenment

801-1000: Collective Rule

601-800: Benevolent Chieftains

401-600: Brutal Chieftains

201-400: Warring Tribes

1-200: Savagery

Because of this, having more culture with less colonists is less effective than having less culture with more colonists (Post-Singularity, 100 colonists with 250% culture gets you to Dystopian Police state (100*2.5 = 250 colonist equivalents, while Post-Singularity, 770 colonists with (1000/770*100+1)% culture (131%) is enough to get you to Cosmic Enlightenment, going up 3 culture levels instead of 1). While this does make it seem better to "Save colonists at all cost" rather than "preserve power", "Save colonists" targets 3 scanners and does 15-35% damage on each of them, so "preserve power" by killing colonists is better.

Because of this, it is possible (albeit rare) to get cosmic enlightenment with only friendly relationships with another civilization and a red planet stat (which, assuming an intact construction system, kills 90-170 colonists), as 1000/1.15 (doing the colonist equivalent formula in reverse, assuming getting 15% culture) gets you 870 colonists.

In conclusion, the formula for "equivalent colonists" that you can use the scale above is:


 * 1) of colonists * culture percent/100 = equivalent colonists, but if # of colonists>1000 and culture percent = 100%, then equivalent colonists = 1000.

If you end up getting the dictator through one of the events the colonist equivalent score will be set to 200 regardless of any other factors. Since this happens after the native relations. You can have integrated societies despite having a terrible culture from the dictator.

For Post-Singularity, Information Age, and Atomic Age technology levels:

For Industrial to Neolithic technology levels:

For Mesolithic, Paleolithic, and Pre-Stone Age Technology Levels:

Native Relations
A friendly relationship with the natives can be attributed to a similar technology level, a non-violent culture of the natives, and a highly intact cultural database. Furthermore, the cultural database receives a boost if a friendly relationship is established with the natives. If a hostile relationship is somehow established with the natives, while your cultural database will remain the same, instead, points are subtracted from your final score.

You might rarely encounter a civilization that is planet-spanning, meaning that you will be forced to become immigrants if you choose to establish a colony on that planet.

Note: There was a formula to calculate whether you'd get integrated societies or not (4% extra culture needed for each technology level), but ever since culture was added to civilization descriptions, it looks like the algorithm has changed.

For non-planet-spanning civilizations: For planet-spanning civilizations:

Trivia

 * The attributes of a planet affect the final living conditions of the colonists. For example, a planet with very low gravity would allow for the construction of towering cities, whereas a planet with very high gravity would force colonists to construct cities that are low and sprawling.