Your citizens have made first contact with the natives of [village]! Nothing is certain, of course, but we hope to establish a good relationship with this new and fascinating society.
Introduction[edit | edit source]
Native Civilizations are a new feature introduced in the 5.0 update. Earth is the only pre-made world to already have indigenous civilizations. Other than that, you will need to randomly encounter one when generating random planets. An event on Earth (Village Discovered) can also reveal an uncontacted tribe of Homo sapiens (i.e human).
There is a long list of Missions you can perform to change a village's familiarity levels, happiness levels, population levels, aggression levels and infrastructure levels.
Events can influence these stats as well.
A number of missions are only available if the prerequisites for them have been met, so don't panic if some of the missions on the list below don't appear on your list, they will appear once you meet their prerequisites.
Missions take 30 minutes to complete, but this time can be skipped by using Genesis Points. The first mission you perform on a village costs 50,000c, and each consecutive mission costs 50,000c more than the last one.You can only perform one mission per village at a time, so you can only start a new mission after you've finished the current one.
Missions have a chance of success, which depends on how risky the mission itself is, and on either how familiar you are with the village or on the village's Local Happiness.
- Main article: Native Civilization/Mission Chance of Success
Local Happiness is basically how much the village likes you. Familiarity is how much you know about the village. Familiarity can only ever go up, while Happiness often goes down.
After making first contact with a village, you have a Familiarity score of at least 5% with them.
Culture[edit | edit source]
On the Culture tab you can see your familiarity with a village, as well as their local happiness, and a couple of basic facts about them that you will find out over the course of your interactions with them. The higher your familiarity score, the more you know. You first learn Foreign Policy, then Infrastructure Level, then Religion, then Social Structure, and then Government Structure. Species Classification and Scientific Name are given at the start.
- Species Classification - Mammalian/ Reptilian/ Avian/ Insectoid/ Unclassifiable
- Scientific Name - Homininae Hominini (Chibania)/ (on random planets, this is infinite and randomized)
- Foreign Policy - Pacifist/ Defensive/ Neutral/ Aggressive/ Hyper-Aggressive
- Infrastructure Level - Stone Age/ Bronze Age/ Iron Age/ Pre-Industrial/ Industrial
- Religion - Animism/ Ancestor Worship/ Shamanism/ Dualism/ Philosophy/ Monotheism/ Polytheism/ Atheism
- Social Structure - Tribalism/ Gerontocracy/ Matriarchy/ Patriarchy/ Egalitarianism
- Government Structure - Anarchy/ Despotism/ Oligarchy/ Monarchy/ Democracy/ Plutocracy/ Commune/ Theocracy/ Republic
Foreign policy only matters for the outcome of your first contact missions. Other than that, mission outcomes and chances of success will depend on happiness and familiarity, and there are no war mechanics in TerraGenesis, so they won't attack your settlers either.
Infrastructure Level matters for the amount of credits a Trade Treaty with the village earns you.
Villages with a higher level of infrastructure will spawn in to new worlds with more population than villages with a lower level of infrastructure.
|Stone||~100 - 250|
|Bronze||~1.000 - 2.500|
|Iron||~10.000 - 25.000|
|Pre-Industrial||~100.000 - 250.000|
|Industrial||~1.000.000 - 2.500.000|
The other characteristics on the Culture tab don't seem to have any function at all.
Health[edit | edit source]
The Health tab shows you how well your world's climate is suited to the village. They will become less healthy if you change your terraforming stats too much, and they die off if any of their health stats reaches 0. Remember, they don't have Hab facilities to hide in when the planet becomes uninhabitable (unless you give them The Shield).
The health tab starts with each planetary stat perfectly suited to the natives. Heat, Pressure, Oxygen and Water all have a 1.00 written next to them, which is the best score possible. If you change the planetary stats at all, the 1.00 will start getting closer to 0.00, and the pointer will start moving away from the green area into the red area. If any of the planetary stat reaches 0.00, all natives not protected by a Shield immediately die, like the ecological collapse.
Health also affects a village's Happiness score. Basically, if you terraform their planet, thereby killing them off, they will not like you very much.
Let's say you have a village with a base Happiness score of 90%, which you have obtained by doing missions. You have changed the planetary stats a bit, so that the number next to Heat is 0.80, the number next to Pressure is 0.50, and the other two stats are unchanged (so the number is still 1.00). You then have to look at the stat that is doing the worst. In this case that is Pressure. Pressure is 50% off of what it should be. This will mean that your base Happiness will be reduced by 50%, so you halve your base Happiness score. Your Happiness score will then be half of 90%, which is 45%.
So to make this extra clear, you do not directly deduct the Happiness penalty from your base happiness. You take off a percentage of the base Happiness that you have accrued. If you would simply deduct, then that would mean you could get negative Happiness scores, which you cannot.
Events[edit | edit source]
The Events tab is a list of effects that events or missions have activated, for example, it could list 'plague' and 'peace treaty'. It is kind of like the 'Local Culture' tab when you click 'Examine [City].'
A list of events specific to worlds with Native Civilizations can be found here:
- Main article: Native Civilization/Events
First Contact[edit | edit source]
- Main article: Native Civilization/First Contact
Stealth Missions[edit | edit source]
Covert operations: high risk, high reward.
- Main article: Native Civilization/Stealth Missions
Diplomacy Missions[edit | edit source]
The beginning of a peaceful coexistence.
- Main article: Native Civilization/Diplomacy Missions
Conquest Missions[edit | edit source]
Enforce your will, at any cost.
- Main article: Native Civilization/Conquest Missions
Strategy[edit | edit source]
The Scouting Ahead method of first contact sounds good at first but is about as risky as the other two. 50% are not amazing odds.
After making contact, you should probably first do some Reconnaissance and The Grand Tour missions to crank up your familiarity score. In the beginning you are basically guaranteed to fail any other missions, because they are too risky.
If both your Happiness and your Familiarity scores are abysmal, not all is lost, but making friends with this village will be expensive. Focus on missions that increase familiarity, because you can't lose Familiarity once you've gained it. Protection Money is always 95% success chance and can be repeated infinitely, increasing Familiarity by 2 points each time. When you've finally managed to increase Familiarity, go for The Pen is Mightier. This way you can eventually max out both Familiarity and Happiness.
Trivia[edit | edit source]
In real life, first contact is extremely dangerous for natives, since they don't have antibodies to a lot of common diseases that we carry with us without them harming us (because of our immunities). Whenever a tribe is contacted for the first time, there is a very large risk of most of them dying from diseases.
Some uncontacted tribes still exist in the Amazonian rainforest, and whether or not we should contact them is a very controversial topic, not only because of the risks associated with it, but also because they can't ever go back to being uncontacted, and they will suddenly have to function in a modern society, which isn't easy. Who are we to make that decision for them? And we can't exactly ask them whether they'd like to be contacted before we contact them.
The tribe that was in the news a while back for killing a missionary was not actually uncontacted. They'd been contacted hundreds of years before, had their kids taken away by explorers, and then brought back traumatized, and since then they've been very aggressive to anyone setting foot on their island. At least in that case it's clear whether they want to be contacted or left alone.
Population growth of natives is abysmally slow, from calculations each in game tick (every 2 seconds) increases the population by around .000083% (5/60000).
Fun fact if you use time travel to get to infinity natives., you would need to reach about 1.8*10^108 population, which is the double floating point integer limit. And if you have trade treaties the credits will also go to positive infinity at that point.
When a mission fails, no matter what mission it is there is always a +1% to familiarity despite it not saying that in the failure effects.
|Terrestrial Planets||Mercury · Venus · Earth · Moon (Luna) · Mars|
|Moons of Gas Giants||Moons of Jupiter • Moons of Saturn • Moons of Uranus • Moons of Neptune|
|Moons of Jupiter||Io · Europa · Ganymede · Callisto|
|Moons of Saturn||Tethys · Dione · Rhea · Titan · Iapetus|
|Moons of Uranus||Miranda · Ariel · Umbriel · Titania · Oberon|
|Moons of Neptune||Triton|
|Dwarf Planets||Ceres · Pluto · Charon · Makemake · Eris · Sedna|
|TRAPPIST-1||Damu · Aja · Huanca · Ruaumoko · Asintmah · Ostara · Aranyani|
|Fictional Planets||Bacchus · Pontus · Lethe · Ragnarok · Boreas|
|Historical Earths||Vaalbara · Rodinia · Cambria · Cretacea · Dania · Chibania · Ultima|