Anyone who's seen a bunch of Earth-like worlds probably noticed that while they are all Earth-like, some are more like Earth than others. Sure, they are all habitable (or at least should be), but some of them would still be considerably more uncomfortable to live on than others. I was recently thinking about looking for the most Earth-like planets, and to make comparison easier, I came up with a relatively simple scoring system. So, presenting the MESS, Marx's Earth-like Scoring System:
https://docs.google.com/spreadsheets/d/19bXzw7N4_2QKISF0eAnFz6Gz2a_O4GJiw0ttfFBfKW0/edit?usp=sharing
You can edit the "Target" cells and get a numerical score on how close to Earth your ELW is. (Or just make a copy of your own of the spreadsheet.) The lower the score, the closer it is: a perfect match would be 0. Do bear in mind that this is not an absolutely objective guide, it's still somewhat subjective due to how factors are weighted. But it should still be quite useful to more accurately measure how Earth-like your finds are than just looking at their numbers.
Sorry, there's no app or anything to automate this, I just did this as an experiment. If anyone wants to use it anywhere, feel free to do so!
Now, about how the scoring works. It's fairly simple: the relative difference is multiplied by one of two weights, depending on whether the target's characteristic is under or above Earth's. This weighing is because some things are more important to would-be colonists than others. For example, you can manipulate the temperature inside a building, or you could just move to a milder climate - but you can't manipulate the gravity, which is also global.
For a detailed explanation of how I classified the importance of factors, and why, click the spoiler:
Of course, the weights could probably use some tweaking, and it might have been better to go with a non-linear calculation, but I wanted to keep it simple. If anyone has suggestion on how to improve it, feel free to share!
So, what's your most Earth-like world?
https://docs.google.com/spreadsheets/d/19bXzw7N4_2QKISF0eAnFz6Gz2a_O4GJiw0ttfFBfKW0/edit?usp=sharing
You can edit the "Target" cells and get a numerical score on how close to Earth your ELW is. (Or just make a copy of your own of the spreadsheet.) The lower the score, the closer it is: a perfect match would be 0. Do bear in mind that this is not an absolutely objective guide, it's still somewhat subjective due to how factors are weighted. But it should still be quite useful to more accurately measure how Earth-like your finds are than just looking at their numbers.
Sorry, there's no app or anything to automate this, I just did this as an experiment. If anyone wants to use it anywhere, feel free to do so!
Now, about how the scoring works. It's fairly simple: the relative difference is multiplied by one of two weights, depending on whether the target's characteristic is under or above Earth's. This weighing is because some things are more important to would-be colonists than others. For example, you can manipulate the temperature inside a building, or you could just move to a milder climate - but you can't manipulate the gravity, which is also global.
For a detailed explanation of how I classified the importance of factors, and why, click the spoiler:
Gravity: very important. There's no way of changing this, so all you can do is adapt to it. While the effects of lower versus higher gravity on the human body are rather uncertain, as far as I know. I still went with lower being better than higher, simply due to building construction being easier in lower gravity.
Surface temperature: low importance. Colonists can settle in different climates, move farther / closer from the equator, and so on. This would actually be interesting to note roughly how much land on an ELW is habitable, but since we have no figures on how much of a planet's surface is land and how much is covered by water, it's not like we can do that. (This is also why I chose to leave the radius of the planet out from the comparison.) Also, I decided to give lower temperatures a bit better weight than higher ones.
Surface pressure: low importance. New arrivals will need some time to adjust, but should be fine otherwise. Lower than Earth pressure is a bit worse than higher though.
For the atmospheric components, I didn't go with the percentages, but rather the partial pressure of them. The calculation for those is simple: atmospheric pressure * component percentage.
Nitrogen partial pressure: low importance. As far as I can tell, the game makes certain that nitrogen levels in the atmosphere wouldn't be toxic. But IANAD - I Am Not A Diver.
Oxygen partial pressure: moderate importance, especially if it's lower than Earth's. That might make it more difficult for people to adapt.
Orbital period: low importance. Might get boring for people if years and seasons are long, but they should be able to get used to it easily. Also, let's not forget that the game counts the orbital period of the parent body, which might not be a star!
Rotational period: high importance. Longer days might be difficult for people to adapt to, and lower ones would even more so - and there isn't much they can do to change this. (Besides staying in buildings a lot, of course.) For example, in case there's a binary pair of Earth-likes, the game will say their orbital period is 80 days, but they'll likely orbit their parent star in a much longer period than that. (Or, to be more precise, the barycentre of the two will orbit the star.)
Axis tilt: low importance. Seasons are nice and all, but there are more important things to consider.
Number of moons: high importance if there are none, medium if there are two or more. Tides would be important, and if there's no moon, the tides from the star would be much lower. If there are more moons than one, that might produce interesting tide patterns, depending on their configuration. So this is a simplification.
Number of stars: medium importance. If there is more than one star in the system, then depending on their relative brightnesses, orbits and such, they might result in complex day-night cycles. Unfortunately, you can't see this in-game, as the engine doesn't track more than one light source, but you could check it in EGO's orrery, for example. And while us Commanders might appreciate a seemingly-chaotic dance of light and dark, I'm fairly certain the colonists down on the planet wouldn't.
Surface temperature: low importance. Colonists can settle in different climates, move farther / closer from the equator, and so on. This would actually be interesting to note roughly how much land on an ELW is habitable, but since we have no figures on how much of a planet's surface is land and how much is covered by water, it's not like we can do that. (This is also why I chose to leave the radius of the planet out from the comparison.) Also, I decided to give lower temperatures a bit better weight than higher ones.
Surface pressure: low importance. New arrivals will need some time to adjust, but should be fine otherwise. Lower than Earth pressure is a bit worse than higher though.
For the atmospheric components, I didn't go with the percentages, but rather the partial pressure of them. The calculation for those is simple: atmospheric pressure * component percentage.
Nitrogen partial pressure: low importance. As far as I can tell, the game makes certain that nitrogen levels in the atmosphere wouldn't be toxic. But IANAD - I Am Not A Diver.
Oxygen partial pressure: moderate importance, especially if it's lower than Earth's. That might make it more difficult for people to adapt.
Orbital period: low importance. Might get boring for people if years and seasons are long, but they should be able to get used to it easily. Also, let's not forget that the game counts the orbital period of the parent body, which might not be a star!
Rotational period: high importance. Longer days might be difficult for people to adapt to, and lower ones would even more so - and there isn't much they can do to change this. (Besides staying in buildings a lot, of course.) For example, in case there's a binary pair of Earth-likes, the game will say their orbital period is 80 days, but they'll likely orbit their parent star in a much longer period than that. (Or, to be more precise, the barycentre of the two will orbit the star.)
Axis tilt: low importance. Seasons are nice and all, but there are more important things to consider.
Number of moons: high importance if there are none, medium if there are two or more. Tides would be important, and if there's no moon, the tides from the star would be much lower. If there are more moons than one, that might produce interesting tide patterns, depending on their configuration. So this is a simplification.
Number of stars: medium importance. If there is more than one star in the system, then depending on their relative brightnesses, orbits and such, they might result in complex day-night cycles. Unfortunately, you can't see this in-game, as the engine doesn't track more than one light source, but you could check it in EGO's orrery, for example. And while us Commanders might appreciate a seemingly-chaotic dance of light and dark, I'm fairly certain the colonists down on the planet wouldn't.
So, what's your most Earth-like world?
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