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This table is meant to help you stabilize worlds, by showing you in one easy to oversee place which buildings influence which stats.

The easiest way to stabilize a world is to counteract the effects of your facilities and demolish the useless of your facilities when paradise habitability is reached, not including Habitation facilities, so if the planet is out of control and you've experienced a collapse, people will huddle in those habitations and not worrying your cities being abandoned.

However, when you have Biospheres enabled, the oxygen stat will keep fluctuating because of your world's species, so simply demolishing everything useless will not lead to a perfectly stable world.

Some expert mode exclusive events, such as Solar Winds, can also permanently and continuously decrease or increase a stat, which you then need to offset with facilities, again rendering the 'just disable everything' solution useless.

The biomass stat converts to oxygen when the Biospheres function is enabled (except for the Comet Sling, in Biospheres, it switches instead to heat.).

All values are based on Level I facilities, and neutral Culture values.

Heat Facilities Heat Pressure Oxygen Water Biomass Revenue Population Habitations Species
Cooling Plant -4
Aerostat Platform -40 +3000
Solar Shade -100 -20 -5000
Heating Cluster +4
Borehole +60 +10
Orbital Mirror +120 -20 (biosphere only) -10 -20 (biomass only)
Pressure Facilities Heat Pressure Oxygen Water Biomass Revenue Population Habitations Species
Sequestration Plant -4
Biofixture Lab -40 +10 (biosphere only) +10 (biomass only)
Hydrogen Processor +10 -100 +20
Thermal Dust +4
AtmoGen Suite +60 +10
Pocket Mine +100 +20 +2000
Oxygen Facilities Heat Pressure Oxygen Water Biomass Revenue Population Habitations Species
Oxygen Filter -4
Carbon Fixer +10 -40
Hydro Generator -80 +20
Oxygen Plant +4
CyanoVats +60 -10
Kelp Farm -10 +120 +20 (Biomass only)
Water Facilities Heat Pressure Oxygen Water Biomass Revenue Population Habitations Species
GeoCistern -4
Electrolysis Plant +10 -40
Ice Launcher -10 -120 +3000
Cloud Seeder +4
Aquifer Network +10 +40
Comet Sling -10 (biosphere only) +120 -10 (biomass only) +8000
Biomass Facilities Heat Pressure Oxygen Water Biomass Revenue Population Habitations Species
Algae Colony -4 +8
Kelp Forest +30 +80
Coral Reef +120 +4000 +20
Soil Farm +4
Grass Farm -10 +40
Forest Stand +20 -20 +100
Population Facilities Heat Pressure Oxygen Water Biomass Revenue Population Habitations Species
Habitation Unit +100
Habitation Complex +10 +2500
Habitation Dome +10 (biosphere only) +20 +10 (biomass only) +50,000
Children's Creche +10
Transit Network -10 +80
Spaceport +10 +10,000 +120
Biosphere Facilities Heat Pressure Oxygen Water Biomass Revenue Population Habitations Species
Tidal Enclave 1
Deep-Sea Collective +10 2
Reef Institute +20 3
Automated Nursery 1
Ecosimulator +10 2
Zoological Society +20 -20 3
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 Oxygen 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