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==Designation by status== ===Paradise Worlds=== Different from Pleasure Worlds, '''Paradise Worlds''' are merely a joy to live on. Either lushly verdant or impressively architectural (or both!), Paradise Worlds are as far from the Imperial front lines as one can reasonably get. As war can and will find its way to Paradise Worlds, [[Grimdark|no well-known examples have remained in this world classification for very long.]] Many of the remaining Paradise Worlds are self-sufficient, with farming and housing and industry all balanced perfectly. Many of them are also relics, with histories that span back into the Dark Age of Technology (somehow without civilization-ending calamities). Paradise Worlds are jealously guarded and staunchly defended both politically and militarily. Some Knight Worlds are Paradise Worlds, such as Voltoris, home of [[Imperial Knight|House Terryn]]. ===Dead Worlds=== Exterminatus isn't the only way planets die. Ecological disaster, sudden celestial events, alien invasion, someone disengaged from the warp too close to the planet and accidentally the atmosphere... (assuming you can Warp into a star system or near a planet, the lore happily contradicts itself on this constantly because fuck consistency). Unlike Quarantine/Forbidden Worlds (see below), these aren't strictly forbidden for colonization, just that the work required to make them habitable is prohibitively expensive for the negligible gain in resources. Most would require either completely isolated arcologies, underground cities, or huge terraforming projects. Tyranids create these worlds en masse: after they nom all the life on the planet, they will then turn to draining the planet of its core, atmosphere, and any water still remaining before setting off for new real estate. ===Barren Worlds=== A sub-classification of Dead World; a '''Barren World''' is the Dead World's less awful little brother. It is a world which has never harbored life, nor could without substantial terraforming. Mars in M40 (and M2) is a good example of a Barren World, or would be if it wasn't already a Forge World (and a Hive World in its own right). These worlds are often colonized for mining. ===Death Worlds=== {{Main|Death World}} Death Worlds are worlds where everything is hostile to Human Life (think Australian outback on crack). '''''Everything'''''. The animals, the plants, plate tectonics, weather, seasons, sometimes even the very air itself is fatal to humans, while being just habitable enough to warrant colonization. Examples include [[Catachan]] and the majority of Astartes homeworlds such as [[Fenris]]. Sometimes the lethality is artificial, like [[Krieg]]'s nuclear winter. ===Quarantine/Forbidden Worlds=== While it seems cut and dried what kind of planet this is, these tend to have a large spectrum of why they are blocked off and how it is enforced. For the most part, the reason is [[heresy]]: the planet has fallen to Xenos influence or Chaos, or simply broken off from the Imperium. [[SCP Foundation|Mysterious perceived danger]] can also be a reason; a planet being a Death World is one thing, but if the [[Call of Cthulhu|last '''five''' colonization attempts on a planet ended with the inhabitants mysteriously vanishing]], the Imperium is going to block it for settling and generally tell the Inquisition to figure out what is going on. The Inquisition rarely does, and so Forbidden Worlds they remain until everyone forgot why they were forbidden, and [[Grimdark|they send another settling party down...]] ===War Worlds=== '''War Worlds''' are planets locked in eternal war. So what makes these planets different from just any old planet with a war on it? Scale and length; on a War World, generations of soldiers have lived and died. Some planets just have such warlike cultures that even without an external force, they will kill each other (not necessarily for Khorne); usually planets with scarce resources—— such as [[Zayth]], but that's a Hive world—— result in this since the best way to deal with limited supplies is to kill someone else and take their stuff. Some of these worlds just happen to be unluckily situated in a location so strategic that two intergalactic (or merely galactic) factions refuse to acknowledge the sunk-cost fallacy and back down; occasionally even the sunk cost fallacy doesn't apply because of how important the location is. Many Imperial groups maintain War Worlds as a means of keeping battle-trained troops at the ready. They are useful for Guard and Space Marine recruiting and act as a natural deterrent to planetary conquest or invasion in important areas. For the most part, these are probably pretty shitty places to grow up in, ''[[Grimdark|even by Imperial standards]]''. An example of a War World was [[Cadia]].
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