> For the complete documentation index, see [llms.txt](https://elindos-phar.gitbook.io/exode-white-paper/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://elindos-phar.gitbook.io/exode-white-paper/game-mechanics/planet-mechanics/planet-generation.md).

# Unique Planet Generation System (UPGS)

Planets in EXODE are created procedurally according to the **EXODE Planet Generation System**, or **PGS.**\
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The PGS validates a number of objectives which are extremely important to EXODE.\
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Planets follow a very rich design according to simple but ambitious core principles, detailed below.\
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**EVERY PLANET IS UNIQUE**\
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The planet generation process is extremely detailed **to ensure that every planet remains unique and valuable**.<br>

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**EVERY PLANET IS VALUABLE**\
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The game provides enough layers to organize supply and demand in many different ways ; so many ways that player economy could be varied just around its base concepts.\
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The planet is there to interact with these layers, both in researching and designing, collecting and producing, while also having to avoid alien detection.\
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**EVERY PLANET IS FUN AND CHALLENGING**\
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The planet is there to interact with all game layers and provide fun but also challenges to the player as he discovers his new world.\
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**EVERY PLANET IS ACCESSIBLE IN CONTENT**\
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While EXODE follows a detailed generation system for planets, players only have to manage "surface information", such as getting food, exploring sectors, and surviving to the next day.\
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Elements of information are revealed  in a step-by-step process.\
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