Every planet is a base of its own with its own buildings, resources, warehouses and energy balance. Research, on the other hand, applies to your whole account. Your starting planet has 230 building fields and cannot be deleted.
Building fields
Every building level takes up one building field. Once all fields are used, you cannot upgrade anything else on that planet. So think about what a planet really needs – not every planet needs a Research lab or a Thermosolar plant. You can also tear down building levels again if necessary. You get more fields through shop upgrades (+10 fields on all planets) and as a prize from the Interdimensional Transmitter.
Temperature and size
Every planet has its own temperature. Cold planets produce more Spice, while solar cells deliver more energy on warm planets. How big a new colony will be depends on its position in the solar system and its temperature – plus an element of chance. For free slots, the galaxy shows you roughly how many fields to expect (Galaxy map).
Colonies
With a Colony ship you settle free planets (colonization). How many planets you may own depends on the universe. Shop upgrades let you unlock additional colony slots. If your planets are close together, transport and escape flights are short. Widely spread planets bring more targets within reach.
You can delete colonies you no longer need in the settings – but only if nothing is being built there and no fleet is travelling to or from that planet. To learn how to move a planet to a new position, see Planet Move.
Asteroids
Asteroids (often called "astro" in the game) are small celestial bodies that belong to a planet. They can form from the debris field after a battle or appear as a rare prize from the Interdimensional Transmitter. An asteroid only has a few fields, and its build queue holds just one order.
On asteroids you can only build the Development center, Weapons factory, Fleet base, Microsystem accelerator and Galaxy scanner. A Research lab is only possible there through a special Synth node. The Galaxy scanner can be built exclusively on asteroids. Asteroids make excellent fleet bases and starting points for alliance attacks. With shop upgrades, all your asteroids get +2 fields.
Raid colonies and event colonies
Raid colonies are forward bases for fleet players: they produce no resources but serve as a base for attacks. You get them through the Fleeter branch of your specialization and can improve them with Synth nodes or relocate them within the galaxy. Event colonies only exist during certain events in special event galaxies. Neither counts towards your normal number of planets.