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Biosphere Icon

When starting a new world, players may choose to play using either the complex biosphere or the much simpler biomass. For new players, it is recommended to play biomass to get the hang of the rest of the game first before attempting biospheres.

A planet will turn greener as the 'support' number of terrestrial plant life increases. Aquatic life, microorganism support and animal support have no effect on the planet's appearance. Terrestrial plant support (or abbreviated as TPS) is also necessary for a planet's habitability for humans. Technically, it is not mandatory to create aquatic biospheres, since they do not have any effect on habitability or the world's appearance. Species can, however, be used to generate revenue, depending on the genetic traits they have.

When playing with the Biosphere feature, the population does not consume biomass and is also not calculated into the 'support' metrics.

Starting[]

TerraGenesis_-_Biospheres_Teaser

TerraGenesis - Biospheres Teaser

Biospheres creation can be started after biosphere facilities are operating and reached Plantlife habitability.

Start a biosphere (either aquatic or terrestrial) by introducing a species of micro-organism, then decide this organism's phylum and genetic traits. Each phylum and trait has benefits and drawbacks. You can also repeat the same traits in one single organism. For example, you can have an organism that has the beautiful trait three times, and it will have three times the benefits and three times the drawbacks of that trait. The species cannot have two with the exact same phylum and genetic traits on the same world.

Let’s_Talk_Biospheres_-_TerraGenesis

Let’s Talk Biospheres - TerraGenesis

Let’s Talk Biospheres | TerraGenesis

After introduce the first microorganisms, wait for them to reproduce until they offer enough support for the next layer of the biosphere, algae (aquatic) or plants (terrestrial). Creating plant or alga species works similarly to creating micro-organism species, but the phyla choices are different, and some traits are unique. Plants and algae need sufficient amounts of micro-organisms to already be present in order to survive. The amount they need is represented by 'support.' Similarly, herbivores will need sufficient amounts of plants to be present, and carnivores need sufficient amounts of herbivores to consume.

Strategy Tips[]

  • It is a smart choice to make the first microorganisms (microbes) of each phylum having the “Large” trait three times, because that way it will offer a lot of support. Microorganisms/microbes themselves don't need any support, so there is no drawback to this.
  • If the world is relatively stable, giving an organism the delicate trait a couple of times can generate a lot of revenue.
    How_to_Start_a_Biospheres_Game_-_TerraGenesis_Tutorials

    How to Start a Biospheres Game - TerraGenesis Tutorials

  • If you're looking for long-term stability, a viable strategy is to avoid herbivore and carnivore species entirely, as their oxygen decreases will constantly be in flux with the plant increases. Since only plant support is needed for paradise, it can offset the plants' oxygen with facilities and avoid the complexity that animals add. If you want it to be set up where the oxygen change at paradise level( it can be any level that's above the plant's ideal oxygen environment ) will be positive, and will become negative as the plant's health gradually decreases cause of the rising oxygen.
  • If you want long-term stability with animals and no facilities, adjust the conservation of the animals, so that they will consume more oxygen than the plants produce when the oxygen levels are high.
  • Open the world frequently to update what the oxygen change is going to be. If you don't, you may find that after a long enough period of time, the biosphere could collapse because of too little or too much oxygen. It is recommended to pause the world if want to keep it long term.
  • If you don't have enough terrestrial plant support, just add more microorganisms, increase conservation on the plants, or simply add even more plants.

Genetic Code[]

Each phylum and each trait has its own genetic code, made up out of three letters. Only the letters A, G, C and T (not U) are used. This way, each organism you create has its own unique genetic code of 15 letters. This is visually represented in a double helix (like a strand of DNA), which, from top to bottom, represents each letter in the code. An A turns one bar red, a G is green, a C is blue and a T is yellow.

Lists of Phylas and traits[]

Phylas[]

Kingdom Image Phylum Description Genetic Code Effect 1 Effect 2 Effect 3 Note/Trivia
Aquatic
Micro-organisms Archaea Icon Archae Remnants of some of the oldest life forms on Earth, archaea are similar to bacteria in many respects but are missing the cell nucleus and many other organelles. While some can be found in less hostile environments, many are extremophiles that thrive in salt lakes and geothermal springs, making them very hardy survivors on a new world. ATG +15% all tolerances
  • In real life, Archaea is not a phylum but it is a domain, but one of three domains that include all life, two levels above phyla. While similar to bacteria at a glance and sometimes called "ancient bacteria", they are actually very different and are genetically closer to Eukaryota (which includes all the "regular", familiar living things like animals, plants, and fungi).
  • On Earth, they can be found in aquatic and terrestrial.
Cyanobacteria Icon Cyanobacterium Cyanobacteria were some of the earliest photosynthetic bacteria on Earth, and were responsible for the Great Oxygenation Event that converted Earth's atmosphere into an oxygen-rich environment. Because of this, cyanobacteria can play an important role in the oxygen cycle of a new world, especially if engineered to be more efficient oxygen agents. ATC +1 oxygen ppm/min Pop intolerance They produce 1 oxygen ppm per min, but this is one of the keys to stabilize oxygen on worlds.

Fun Fact: The Great Oxygenation Event nearly killed all life (99%) on earth. That is because of photosynthesis, because cyanobacteria are there.
Diatom Icon Diatom Diatoms are a group of unicellular algae, enclosed within a cell wall made of hydrated silicon dioxide and often featuring bilateral symmetry. They are major producers in the aquatic food chains of Earth, and as such are uniquely well-suited to provide support for larger organisms in your developing ecosystem. AGA +50% support offered
  • In real life, diatoms are often considered a class, a rank under phylum, although this is subject to some dispute.
Plankton Icon Plankton A catch-all term for a wide variety of small aquatic organisms, plankton form the bedrock of many food chains in the oceans of Earth. Because of the wide variety of organisms within this category, plankton make for a very flexible starting place when designing a new organism. AGT +50% birthrate
  • As the in-game description refers to, in real life plankton is not a taxonomic group, but rather includes all aquatic life that can't swim against a current. A species can be plankton only for the early stages of their lives and grow to be non-plankton fish, etc. While most are microscopic, some larger creatures like adult jellyfish can be plankton.
  • The in-game icon resembles a copepod. While resembling shrimps, they are actually more closely related to barnacles.
Algae Stonewort Icon Stonewort Named for their tendency to become encrusted with calcium carbonate, stoneworts are a type of freshwater green algae in the taxonomic order Charales. They are particularly hardy organisms in low to medium nutrient-rich water, but often die in water that is insufficiently oxygenated. AGG +15% low water tolerance -15% low oxygen tolerance
  • In real life, Stonewort is the common name for Charales, which is not a phylum, but an order, two levels beneath.
Green Algae Icon Green Algae Kelp provides the same benefits plus an increased birth rate, so it would be better to choose kelp unless the increased birthrate would be problematic.

One of the most common groups of algae on Earth, Green Algae derive their color from the chlorophyll in their cells which allows them to photosynthesize like terrestrial plants. Because of this, they make for an excellent source of oxygen in the early stages of ecosystem development, requiring little support for the changes they can provide.
AGC +2 oxygen ppm/min
  • In real life, green algae is an informal grouping, not a taxonomic classification.
Kelp Icon Kelp A type of brown algae, kelp can grow in huge forests and serves a variety of commercial and nutritional needs for humans. It also grows incredibly fast and can produce huge amounts of oxygen, making kelp a potent if volatile addition to a burgeoning system. ACA +50% birthrate +2 oxygen ppm/min
  • In real life, kelp is an order, two ranks beneath phylum. It is also considered a subgroup of seaweed, which is separate in the game.
  • If you play with biomass, the nearest anything could come to it would be The Kelp Farm and the Kelp Forest.
Seaweed Icon Seaweed An overarching term for a wide variety of algae types, seaweed has proven to be a popular template for genetic researchers and planetary engineers. Its relatively simple structure and broad base of genetic samples makes it ideal for engineering new species from scratch. ACT +10% all tolerances
  • In real life, seaweed is an informal grouping, not a taxonomic classification.
Animals Coral Icon Coral Corals are aquatic invertebrates which tend to grow in large colonies and reefs, providing a haven for other aquatic life. Famously beautiful and a source of huge tourism revenue, corals are also very delicate and require precise conditions to survive. ACG -50% all tolerances -50% birthrate +5,000c/min In the overarching strategy of Biospheres mode, corals are among the very first organisms to go extinct, and are excellent early indicators of potential ecological collapses.

Due to Coral’s nature as an animal, it is possible to make Flying coral species.
Crustacean Icon Crustacean Crustaceans are a category of arthropod which include crabs, lobsters, crayfish, shrimp, and barnacles. A particularly hardy type of marine life, crustaceans are also a delicacy in many cultures and can slightly boost population growth in local communities. ACC +2 Population/min
Fish Icon Fish Fish are a type of cold-blooded, gill-bearing aquatic animal that lack limbs with digits. Capable of living with an almost limitless variety of color, size, shape and ecological niche, fish are an integral part of almost every marine ecosystem on Earth. TAA +50% birthrate +1 population/min In real life, fish is an informal grouping, not a taxonomic classification. Also, certain fish such as tuna are warm-blooded.
Mammal (Aquatic) Icon Mammal (Aquatic) Marine mammals are close cousins to their terrestrial counterparts, and can range from whales and dolphins to polar bears and sea otters. Because they are so variable, they make an excellent starting place when designing new organisms for a new world. TAT +10% all tolerances In TerraGenesis, the icon resembles a dolphin.
Reptile (Aquatic) Icon Reptile (Aquatic) Marine reptiles are reptiles which have become secondarily adapted for life in a marine environment, including turtles, snakes, iguana, crocodiles, and more. Many species of marine reptiles are threatened or endangered on Earth, and conservation groups are seeing the terraforming of other worlds as a way to preserve these species in a new environment. TAG +15% high temperature tolerance -15% low temperature tolerance
  • The game does not seem to consider extinct species when describing phyla. Ichthyosaurs are an example of fully aquatic reptiles, not just 'secondarily adapted'.
  • A real life Loch Ness Monster is spotted on Scotland.
Terrestrial
Micro-organisms Actinobacteria Icon Actinobacteria Actinobacteria are a type of Gram-positive bacteria that are critical to the soil systems of Earth, helping to decompose organic material so that their nutrients can be absorbed by new life. As such, Actinobacteria can be hugely helpful in setting up your ecosystem to support plants and other higher-order organisms. TAC +50% support offered It's a good idea to use the Large trait 3 times for the first actinobacteria so they can offer more support. Microorganisms don't need support.
Lichen Icon Lichen A lichen is a composite organism that arises from algae and/or cyanobacteria living among filaments of a fungus in a symbiotic relationship. They can be found anywhere from sea level to high altitude and in a wide variety of environmental conditions, making them an excellent base for designing custom organisms on your world. TTA +10% all tolerances
Fungus Icon Fungus A fungus is one of a number of eukaryotic organisms, ranging from single-cell microbes to larger systems, most famously mushrooms. They serve as excellent decomposers in the ecosystem, offering unusually high support for larger plant-life, and they thrive best in wet environments. TTT +50% support offered -15% low water tolerance Despite them being marked as a phyla, fungi are one level greater in their own kingdom.
Protozoa Icon Protozoon Protozoa are unicellular eukaryotic organisms, traditionally defined as having animal-like behaviors such as motility and predation. While the term has fallen in and out of favor among biologists, it serves as a valuable category when designing new organisms for ecosystems beyond Earth. TTG +50% birthrate Pop provides a high o2 tolerance The most famous protozzon is the Amoeba, some of them are infectious.
Plants Grass Icon Grass Grasses, also known as Poaceae or Gramineae, are a large family of plants characterized by clusters of hollow stems and narrow alternate leaves borne in two ranks. Ranging from lawn grass to bamboo to various cereal crops like corn, wheat, rice, and barley, grasses provide a significant boost to both the local economy and population growth. TTC +2 population/min +1.000c/min
Moss Icon Moss Mosses are small flowerless plants that typically grow in dense green clumps or mats. Growing best in cool and damp locations, mosses can serve as excellent early-stage plant organisms for our terraforming efforts. TGA +15% low temperature tolerance -15% low water tolerance
Shrub Icon Shrub A shrub or bush is a small to medium-sized woody plant, distinguished from a tree by its multiple stems and shorter height, usually under 6 meters. While not as large or impressive as trees, shrubs are also faster-growing and require less support, which makes them an ideal choice for expanding a burgeoning ecosystem. TGT +50% birthrate -25% support required
Tree Icon Tree A tree is a perennial plant with an elongated stem, or trunk, supporting branches and leaves in most species. They represent the largest and often oldest plants in a fully-developed ecosystem, requiring significant support and time to grow but returning that with proportional animal support and oxygenation. TGG +50% support required +50% support offered +2 oxygen ppm/min There are 3 trillion trees in the world now, and some 1 to 5 billion are cut down each year.
Animals Amphibian Icon Amphibian Amphibians are ectothermic, tetrapod vertebrate animals, typically starting life as larvae living in water before moving onto land in maturity. They do best in warm, wet climates, and as such are particularly well-suited to world with high temperatures and sea levels. TGC +15% high temperature tolerance -15% low water tolerance
Bird Icon Bird Birds are a group of endothermic vertebrates, characterized by feathers, toothless beaked jaws, the laying of hard-shelled eggs, a high metabolic rate, a four-chambered heart, and a lightweight but strong skeleton. While occasionally flightless, most birds thrive best on worlds with high enough pressure to support their ability to fly. TCA +15% high pressure tolerance -15% low pressure tolerance
Insect Icon Insect Insects are a class of invertebrates with a chitinous exoskeleton, a three-part body, tree pairs of jointed legs, compound eyes, and one pair of antennae. They are the most diverse group of animals on Earth, including more than a million described species and representing more than half of all known living organisms, and will likely be an integral part of off-world ecosystems as well. TCT +100% birthrate -50% support offered
Mammal (Terrestrial) Icon Mammal (Terrestrial) Mammals are a type of endothermic amniotes distinguished from reptiles and birds by the possession of a neocortex, hair, three middle ear bones, and mammary glands. They are very adaptable to different conditions, and as such make for an excellent base for designing organisms to survive on newly terraformed worlds. TCG +10% all tolerances +50% birthrate
Reptile (Terrestrial) Icon Reptile (Terrestrial) Reptiles are a group of tetrapods closely related to birds, commonly characterized by scales, the laying of hard-shelled eggs, and cold-bloodedness. As such, they thrive best in hot environments, making them well-suited for high-temperature and/or high-pressure worlds. TCC +15% high temperature tolerance +15% high pressure tolerance

Traits[]

Trait name Genetic Code Description Availability Effect 1 Effect 2 Effect 3 Note/Trivia
Heat Adapted GAA Organisms with this gene feature special adaptations making them well-suited to warmer environments, at the expense of tolerating colder ones. all +30% high temp tolerance -30% low temp tolerance
Cold Adapted GAT Organisms with this gene feature special adaptations making them well-suited to colder environments, at the expense of tolerating hotter ones. +30% low temp tolerance -30% high temp tolerance
High Pressure Adapted GAG Organisms with this gene feature special adaptations making them well-suited to high-pressure environments, at the expense of tolerating low-pressure ones. +30% high pressure tolerance -30% low pressure tolerance
Low Pressure Adapted GAC Organisms with this gene feature special adaptations making them well-suited to low-pressure environments, at the expense of tolerating high-pressure ones. +30% low pressure tolerance -30% high pressure tolerance
High Oxygen Adapted GTA Organisms with this gene feature special adaptations making them well-suited to high-oxygen environments, at the expense of tolerating low-oxygen ones. +30% high oxygen tolerance -30% low oxygen tolerance
Low Oxygen Adapted GTT Organisms with this gene feature special adaptations making them well-suited to low-oxygen environments, at the expense of tolerating high-oxygen ones. +30% low oxygen tolerance -30% high oxygen tolerance This would be useful in early game, but not so good in late game.
Humidity Adapted GTG Organisms with this gene feature special adaptations making them well-suited to high-sea-level environments, at the expense of tolerating low-sea-level ones. +30% high water tolerance -30% low water tolerance
Aridity Adapted GTC Organisms with this gene feature special adaptations making them well-suited to low-sea-level environments, at the expense of tolerating high-sea-level ones. +30% low water tolerance -30% high water tolerance This trait is good for desert planet.
Large GGA Organisms with this gene are uncommonly large for their phylum, offering greater support to their predators but requiring greater support to survive. +50% support offered +50% support required Make sure to have large-large-large micro-organisms of each phylum in any beginning ecosystem. Micro-organisms don't need support, so this way just simply get more support for free.
Small GGT Organisms with this gene are uncommonly small for their phylum, requiring less support to survive but offering less support to their predators. -50% support offered -50% support required
High Metabolism GGG Species with high metabolism reproduce at a significantly higher rate, but require more support to sustain their metabolism. +100% birthrate +50% support required
Low Metabolism GGC Species with low metabolism require less support to sustain their metabolism, but reproduce at a significantly slower rate. -50% support required -50% birthrate
Exothermic GCA Evolution favors efficiency, but in pursuit of warming the planet we can engineer organisms to produce more heat than they require. To prevent overheating, though, the organism will lose its ability to tolerate high-temperate environments. +1 mk/min -30% high temp tolerance This gene can be said to be the most useless gene in the game.If add this gene to the lifeform, the temperature of the world will be hard to stabilize, but it’ll still be good for warming up world in early game.
Domesticated GCT Domesticated organisms are those that serve purposes for local human populations, whether decorative or economic or nutritional. However, the organized cultivation of these species often costs a small amount of credits. +2 population/min -2.000c/min This is underpowered trait as their effects are too little to be effective. May be the devs change it so the effects will scale up as population growth as that maybe more logical than static numbers. The game also allows to make Domesticated microbes, so curious see how we'll eat bacteria. :)))))
Beautiful GCG A species known for its beauty will be a boost to the local economy through tourism and trade, but will traditionally lead to lower birthrates as the organism puts extra effort into ornate feathers, coloring, leaf patterns, or furs. +1.000c/min -50% birthrate Revenue boost at relatively low cost.
Poisonous GCC Poisonous organisms tend to be better-suited for the toxic environments of a high-oxygen atmosphere, but their presence can negatively influence local population growth. +30% high oxygen tolerance -1 population/min
Invasive CCC An invasive species is one without natural predators in a local ecosystem, which allows it to reproduce rapidly, but such species often require the establishment of costly conservation efforts to prevent them from doing damage to native species. +100% birthrate -2.000c/min Technically, all species made by player count as invasive.
Nocturnal CAA An organism adapted for nocturnal life gains a boost to its birthrate as it naturally avoids many predators, but the cooler temperatures at night make it more difficult for the species to survive in cold environments. +100% birthrate -30% low temp tolerance Use this trait can make some of the animals we know, like mice.
Delicate CAG A delicate organism provides a boost to the local economy as it is a naturally rare organism to find in the wild, but it suffers reduced tolerances across the board. +3.000c/min -30% all tolerances If the world already stabilized, this is the best money-maker trait there is.
Extremophile CAC An extremophile organism is one that can survive in environments that would kill most others. Such organisms have significantly increased tolerances across the board, but they also offer significantly less support to other species due to their inconvenient locations. -70% support offered +30% all tolerances If you are not going to be paying a lot of attention to the world, and suspect you might accidentally let your world's stats get out of hand, this could be a good trait.
Infectious CTA (Micro-organisms Only) An infectious microorganism is one that reproduces rapidly at the expense of its host, leading to a boost in birthrate but a reduction in local population growth. Micro-organisms +100% birthrate -1 population/min
Nitrogen-Fixing CTT (Micro-organisms Only) Nitrogen is a critical component in supporting plant-life, so microorganisms that naturally fix nitrogen in the soil offer a significant boost to plant support, but they are ineffective in thin atmospheres with little nitrogen. +50% support offered -30% low pressure tolerance This is quite a nice trait. You get support out of nowhere. If can't place any more large-large-large micro-organisms, mix in a couple of nitrogen-fixing traits here and there.
Airborne CTG (Microorganisms Only) Airborne microorganisms gain an increase to their birthrate from their greater mobility, but do poorly in low-pressure atmospheres that make it hard for them to drift on the wind. +100% birthrate -30% low pressure toelrance
Cash-Crop CTC (Plants/Algae Only) A cash crop is an organism that is cultivated for its profitability, such as food or cotton. It gives a credit boost to the economy, but requires a significant investment of water to keep the crops alive. Plants/Algae +2.000c/min -30% low water tolerance Good revenue boost for relatively low cost.
Fruit-Bearing CGA (Plants/Algae Only) Fruit-bearing plants produce edible seeds, fruits, or other produce. These can offer significant support to both human and animal population growth, though these organisms require significantly more support themselves as well. +2 population/min +50% support offered +50% support required
Deciduous CGT (Plants/Algae Only) Deciduous plants lose their leaves seasonally, usually during autumn. This allows them to survive in colder temperatures than they usually could, but it reduces their tolerance for low-oxygen environments. +30% low temp tolerance -30% low oxygen tolerance Pop 1+/min
Photosynthetic CGG (Plants/Algae Only) Many plant and algae species are photosynthetic, using light to produce their food, but our geneticists can heighten this effect to produce even more oxygen, to aid our terraforming efforts. +1 oxygen ppm/min -30 high oxygen tolerance All plants and algae produce oxygen. This trait simply makes them produce more. Oxygen is already hard to balance in worlds that use biospheres, so this trait is not necessarily going to add more difficulty.
Flowering CGC (Plants/Algae Only) Flowering plants produce colorful growths as part of their reproduction cycle, increasing their birthrate at the cost of requiring increased support to survive. +100% birthrate +50% support required If you aren't in a hurry, then this is a good trait to increase support. Then will gain plant/algae support very slowly, but other than that, it doesn't come at any cost.
Social Behavior CCA (Animals Only) Animals exhibiting social behavior spend their lives in family groups of various sizes. This allows their birthrate and their support offerings to increase, at the cost of increasing their support requirements. Animals +100% birthrate +50% support offered +50% support required Fun fact: Animals form big herd to increase their chance to survive an attack and also increase birthrate, thus allowing the herd to more quickly replace the losses and further predation against the same herd is possible. That is a "kill 2 birds with 1 stone".
Flying CCT (Animals Only) Flying animals require more air pressure than other animals to support their movement, but the increased mobility allows their birthrate to increase as well. +100% birthrate -30% low pressure tolerance This trait is also avaliable for coral.
Pair Bonding CCG (Animals Only) Pair bonding animals form strong bonds with their mates, and are often jointly involved in raising their offspring. This increases the amount of support they offer to other species, but the more methodical breeding behaviors lead to a slower birthrate. +50% support offered -50% birthrate
Scavenger CCC (Animals Only) Scavenger animals gain a significant portion of their food from discarded organic material, either plant or animal. As such they require significantly less support from the ecosystem, but it also reduces their birthrate due to the scarcity of available food. -50% support required -50% birthrate

Health[]

Biospheres_Tutorial-_The_Basics_-_TerraGenesis_Tutorials

Biospheres Tutorial- The Basics - TerraGenesis Tutorials

Each species has a specific health value, which is calculated based on a couple of variables.

  • The first such variable is how well the species is adapted to the environment. A species that have made vulnerable to droughts will for example do worse on a planet with low water levels.
  • The second variable is how much food (support) is available for it compared to how much it needs (this is irrelevant for microorganisms/microbes).
  • The third variable is Conservation. Players can decide to spend credits to either help a species gain or lose health, conserve it or cull (kill) it. This is the best way to stabilize oxygen on Biosphere worlds.
  • The fourth variable is random biosphere events. Sometimes a Harsh Winter or a Favorable Summer will decrease or increase a species health temporarily. Poaching can even decrease a species' health permanently, while having the species become a Popular Pet increases health permanently. The game calls this type of reduction or increase a 'modifier.'
  • The fifth variable, which only applies in Expert difficulty, is predation. Every species are not only affected by supporting species, but also the consumer (predator) as well. If the species in any kingdom does not produce sufficient support, they will become overpredated, reducing their health. In the other hand, if they produce a surplus, they will become underpredated, boosting their health. This variable has the most impact out of all, because of how it works, it could cause a chain reaction if neglected.
    How_to_Create_an_Organism_in_Biospheres_-_TerraGenesis_Tutorials

    How to Create an Organism in Biospheres - TerraGenesis Tutorials

When first introduce a species, it has two health values, the one above the range bar, and one below it, with an arrow between them. The first one is the species current health, and the one after the arrow is the species projected health. The species will move towards projected health value over time. Species with increased or decreased birth rates move towards that value quicker or slower.

Health Range Species Health Level
Endangered <33%
Threatened 34% - 67%
Healthy 68% - 133%
Rampant 134%-166%
Overpopulated >167%-400%

It is okay if you have species that have overpopulated health stats. That just means they will provide a lot of support for their consumers without negative impacts.

If a species has more health, that means the effects that species has will also increase. For example if the species produces oxygen, then that species will produce more oxygen as it gains more health. An overpopulated species that produces revenue is not at all a bad thing. It just minted more money.

When a species reaches 0% health, it goes extinct.

Extinction[]

The last known [species] on [world] has died. Scientists are now classifying the entire [species] as extinct.

The remaining species are already adapting to its absence, but ecologists warn that now is the time to pay extra-close attention, to avoid any further damage to the biosphere.

Oxygen[]

A world that uses Biospheres is more difficult to balance than one that uses biomass, since plants, algae and microorganisms/microbes produce oxygen and some animal species use oxygen up, and a species' health score affects how much oxygen it produces or uses. Species' health can be very volatile. All plants and algae will do photosynthesis and produce oxygen, but some traits will make them produce more or less oxygen. The oxygen will only stabilize if there's something actively removing the oxygen, whether that be from facilities or herbivores and carnivores.

Native Species[]

Native versus mutated species

Sometimes a world already has native species (random worlds have that). Native species have a purple icon, while species introduced by player have blue icons. Species introduced by the Mutation event will automatically be named [name]+[species name they mutated from]. In the past, mutant varieties of native species used to not be treated as native species, but that is no longer the case. However, mutant non-native species remain native in name only.

In the non-random worlds that have a biosphere, it's possible for traits that are usually not possible on an organism to be present. Example Phytoplankton on Rodinia having photosynthetic, a trait that is normally exclusive to plants.

Biosphere Events[]

All biosphere events can be found here:

Main article: Biosphere/Events

Facilities[]

Facility Effect/level Facility Effect/level
Aquatic / Terrestrial
Tidal Enclave +1 aquatic species Automated Nursery +1 terrestrial species
Adding species to Biospheres
Deep-Sea Collective +2 aquatic species+10 oxygen Ecosimulator +2 terrestrial species

+10 heat

Reef Institute +3 aquatic species+20 water

+10 population

Zoological Society +3 terrestrial species

+20 pressure -20 water

When disable facilities that provide space for species, the species don't lose any health, but new species cannot be introduced.

Buildings
Temperature Cooling Plant · Aerostat Platform · Solar Shade · Heating Cluster · Borehole · Orbital Mirror
Pressure Sequestration Plant · Biofixture Lab · Hydrogen Processor · Thermal Dust · AtmoGen Suite · Pocket Mine
Oxygen O2 Filter · Carbon Fixer · Hydro Generator · Oxygen Plant · CyanoVats · Kelp Farm
Water GeoCistern · Electrolysis Plant · Ice Launcher · Cloud Seeder · Aquifer Network · Comet Sling
Biomass Algae Colony · Kelp Forest · Coral Reef · Soil Farm · Grass Farm · Forest Stand
Biosphere Tidal Enclave · Deep-Sea Collective · Reef Institute · Automated Nursery · Ecosimulator · Zoological Society
Population Habitation Unit · Habitation Complex · Habitation Dome · Children's Creche · Transit Network · Spaceport
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