I had a planet which was basically Earth 2, being green in all sections with additional beneficial resources--metallic moon and edible plants, and the automatic name for it is "Terra Nova", scored around 14k+ points (or was it 11k+, I forget >_< Whichever it was, it was higher than the usual 10.5k 'high' score common to egalitarian utopias, or post-scarcity environments), with this one being "post-singularity". Sadly, when locals are met this way, the 'tech difference' (even in Atomic Age versus 'Earth level or better' mean they won't connect
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And worse yet, this was all done on an incognito browser so I can't do screenshots.
But I find it a simple game after seeing into the mechanisms--beneficial resources counter some certain detriments in the 5 areas where the scanners provide info from, if they're lacking. For example, animals counter gravity, Ruins (high-tech/monumental) counter science/cultural [at around 20% or so], Mineral rich moon counters resources (though it won't be enough if resources are 'red'), and cavern systems (insulated or airtight) counter temperature and atmosphere respectively. Plants, I presume, counter Water. Beauty affects peacefulness and doesn't seem to correlate with culture. Nothing I've seen aids Landing, so that is a very important stat to keep at 90%+ (I've had 93% without failure or detriment), and Construction doesn't seem to affect anything unless there is a detrimental modifier (e.g. See below), as I've managed to live with 16% Construction (it'll say 'few construction robots' or something), and still thrive with an egalitarian utopia at post-singularity because resources, culture, and science were awesome, alongside the planet itself. Hello Terra Nova!
Construction modifies those areas for scanners on how well your colonists survive, as far as I've found (eg With 27% Construction [in the red], all my colonists died in a moderately 'green' planet, but with Dangerous plants), while Landing modifies literally everything upon landing--if damaged, EVERYTHING ELSE will be in tiny percents when your ship lands on the planet regardless of planet state. I've found it is always better to let your scanners take a hit than to let your sleep chambers or at least landing gear take it instead, and that the events of 'Jettison a malfunctioning probe' versus 'keep it' never results in dynamic variance (which is why I've come to the conclusion of simplicity, meaning it holds a ton of potential, a 'seed' of a game in itself :3), because if you keep it, you lose a bit of your ship stats, if you jettison it, -1 to probes. And you have 10 of them anyway so they are the most expendable resource.
Next are bonuses and resources, there are at times beneficial drones sent out after your seedship that you'll encounter ('handshake signal'), and if they note they are 'heavily damaged', they'll often just collide with your ship than providing their repairs to all scanner/gear, or restorations to both scientific/cultural database, wherein these drones restore all to 100%, and not either/or, in those 2 sections entirely. If they're pockmarked with micrometeorites, they're okay.
Sadly, having less than 900 colonists makes your in-game fate worse, for some reason. Mine often devolved to dumb capitalist corruption despite anything else, even with 150%+ culture. Making the imagery quite annoying. -_- At least when you have high science but the same context, you get a scientific...police state. Lower culture values mean more corruption (guessing it is tied with # of colonists left too) or more horrible endings, like tyrannical theocracies proclaiming Earth being paradise, or otherwise with the theme of "Guarding the last vestiges of culture from the masses".
Also I find it silly that there are some modifiers that are just downright 'kill people'.
"Dangerous Ruins. Dangerous Plants. Dangerous Animals." All of them just kill your colonists with nothing beneficial.