After you build a spaceport, you can launch a number of satellites, each with a specific benefit to your planet. Satellites are not available in Beginner Mode. On Expert Mode, only the Space Elevator and the Planetary Defense Network are available. On Normal Mode, all satellites except the Planetary Defense Network are available (except if you play Earth). Some satellites cost 50% less to build depending on the faction you picked. TRAPPIST-1 worlds (except TRAPPIST-1d) can have the Tresuunak even without a spaceport, so no need for spaceport first before accessing the Tresuunak.
A Spaceport is not required to maintain Satellites; once you have launched one or built a Habitation Unit on a Natural Satellite, even if the Spaceport is disabled or destroyed, you can keep using the Satellites, and even launch other ones. If the Spaceport is disabled while the satellite is being constructed, the construction will continue. Satellites don't have a maintenance cost.
Artificial Satellites do not require research. You can only build one of each, although you can construct multiple different ones at once.
Building all satellites will cost 250 million to 350 million credits.
Some planets have natural satellites. For example, Earth has the moon, Mars has Phobos and Deimos, Pluto has Charon, Nix, Hydra, Styx, and Kerberos, Makemake has MK2, Eris has Dysnomia. These satellites can be colonized, and basically function as a very limited city.
You can build hab(itation)s, as well as buildings that increase population such as the Children's Creche, the Transit Network and the Spaceport. You cannot build any terraforming buildings on natural satellites, because they cannot contribute to the terraforming of the planet.
Natural Satellites have different size classes. The number of facilities you can place on a natural satellite depends on its size class, and population does not affect this. Earth's Moon is a size class III (Average), Mars' Phobos is size class II (Small) and Deimos is I (Tiny), Pluto's Charon is Class 3 (Average), Nix and Hydra are Class 2 (Small), and Styx and Kerberos are Class 1 (Tiny), Ragnarok's Muninn is IV (Large) and Huginn is V (Huge).
Habitations like complexes or domes do not give either water, biomass or oxygen, transit networks cannot remove oxygen into the air/consume biomass, and spaceports will give money on natural satellites, however, they will not give pressure. This makes Natural Satellites a great source of credits.
You cannot see what those natural satellites look like, but they only show an icon that is shaped like a crescent.
|Size Class||Number of Facilities|
Without question, the most dangerous and expensive part of interplanetary travel is landing on and launching from a planet's surface. The creation of a space elevator, with an orbital station tethered to the planet's surface by a long traversable cable at the equator, will not only stimulate an explosion of safe and affordable immigration, but will also be a massive boost to the local economy.
The space elevator costs 100.000.000c to build, and that price is halved for those who pick the Far-Future Institute. Building it takes 36 hours (depending on your world's culture it may take a little longer or shorter), making it the longest to build and most expensive to pay for the construction. So, do not get and spend a lot of credits to build this over and over again (if your socket city gets destroyed).
It provides a boost of +250 population increase per minute and +50.000c revenue in the socket city, the city where it will be launched, which has to be less than 3° from the equator and in possession of a spaceport.
All other cities receive a +100 population/minute boost.
If, by any chance, the socket city gets destroyed, the space elevator will be destroyed as well and it must be rebuilt all over again.
The population and revenue boost the space elevator provides cannot be further boosted with governors.
Socket cities are cities that are within or below 3° of the equator. You can build multiple socket cities, but only one is assigned for a space elevator to be built (example: If you have 2 sockets and you decide to build the space elevator, one of the cities can have a space elevator). Iapetus has an equatorial ridge that spans ⅔ of it, so it is a great marker for socket cities.
The single greatest strain that can be placed on an ecosystem is requiring it to support a human population. Utilizing the latest advances in the fields of hydroponics and zero-G biology, we can construct a network of orbital farms and ranches massive enough to feed our entire population. This will allow us to eliminate our global consumption of biomass, and even survive on the surface of a world devoid of water or life.
The Sky Farm costs 50.000.000c to build, and that price is halved for those who pick the Sons of Hephaestus. Building it takes 24 hours (depending on your world's culture it may take a little longer or shorter).
After you build this satellite, your population consumes 0 biomass (biomass only), and biomass/biospheres and water requirements are no longer necessary for habitability. The latter only applies to animal/human habitability - if your planet has too little water to support plantlife, Sky Farm does not allow plants to grow on it. It also only counts towards the "habitable" status - it does not allow you to skip the water & biomass/biospheres requirements for Paradise habitability for the Daughters of Gaia victory condition.
Warning: Sky Farm does not prevent flooding! It does not control the actual sea/ice/vapor level, which could still destroy your cities and outposts.
Combining the strengths of a solar shade and an orbital mirror, and automating them with advanced A.I. programming and sensor arrays, the Soletta is the ultimate tool for regulating a global climate system. Dampening and amplifying solar radiation whenever necessary, the Soletta reacts automatically to maintain the ideal temperature across the entire planet.
The Soletta costs 50.000.000c, and that price is halved for those who pick the Daughters of Gaia. Building it takes 24 hours (depending on your world's culture it may take a little longer or shorter).
Soletta raises or lowers temperature by 10% of the difference between the current temp and the Soletta goal per minute. The game states the goal must be between 187,000 and 387,000, so it will automatically be disabled if you type in a number below 187,000 or above 387,000 (you must type in 187,000 to 387,000). If you input a value that's less than 187,200 or tap on the disable button. The Soletta will be disabled.
Warning: Since Soletta works by percentages of a total instead of a small flat amount like all other buildings, it is extremely powerful. It takes effect immediately, and since temperature controls the state of water/water ice/water vapor, it can change water levels dramatically and flood your cities and outposts in seconds if you are not careful. Be very aware of the total water in the system before fiddling with Soletta. Percentage changes means that the changes the Soletta causes are quite big at the beginning, and then it reduces every second the closer it gets to the desired temperature.
When Soletta is set at a temperature, it will work not only in order to reach it, but also to keep it stable. If something is changing the temperature value, Soletta will intervene to counteract it. But, since it works with percentages and not with mK/min, the effects will be visible only when the gap between the desired temperature and the current one is big enough. For example, if you have activated something that increases your atmospheric pressure, and it increases your temperature by 40 mK/min, the Soletta will only stop the growth once the temperature is 40 mK above the goal. When the Soletta is disabled, the cause of temperature changing will prevail again, and the cycle repeats. Make sure to remove the cause of the change first, and then let Soletta do the rest.
Fixed in orbit at the L4 Lagrange point, the Lagrange Academy literally leads the world in higher education. Elite enough to carry incalculable prestige but large enough to educate vast swathes of public servants, entertainers, lawmakers and regular citizens, this facility will allow for an unprecedented level of cultural guidance, transforming our global culture from a rigid set of traditions into a fluid, adaptable entity.
After you build the Academy, you an freely adjust the culture and bypass the faction restrictions without any cost.
Be careful with large adjustments with it, especially Eco-Policy as habitation capacity decrease can cause massive population loss if the planet is not yet habitable, with no warning. Restoring the habitation capacity will not restore lost population. Daughters of Gaia start off with a -15% decrease in habitations, so not much people can fit inside the habitations.
Since you can change the culture unlimited times, and research/construction times are not changed once started, you can switch the Values policy to +50% research speed, start a research project, then turn the culture back to +50% financial growth. Similarly, you can set the Industrial policy to +50% construction speed, order a building, then set it to +50% biomass growth. You can even override the Culture limitations of each faction. Or you can put it in 0n0 or 50/50 if you need normal stats.
Ground-penetrating scanner technology mounted on a massive orbital platform will now allow us to pre-scan the area around outposts for valuable resources, so our miners know exactly where to dig before they even break ground.
The Orbital Surveyor costs 50.000.000c, and that price is halved for those who pick Horizon Corporation. Building it takes 24 hours (depending on your world's culture it may take a little longer or shorter).
After you build the Orbital Surveyor, resource distributions will be visible when placing new mines, saving you a lot of time when moving the detector around. The whiter a spot is, the more material you'll get.
However, you lose the ability to see whether a spot is underwater. So, turn off the Surveyor map and you will see if you are building underwater mines (that doesn't sound like much, but miners can also have mining underwater too!).
Planetary Defense Network
As a new home for humanity this world must not only be cultivated and developed, it must also occasionally be defended. A Planetary Defense Network will allow us to track nearby asteroids and meteors, as well as take action when one of them gets too close.
Enables Defense Against Worldkiller Asteroids.
The Planetary Defense Network costs 50.000.000c to build. Building it takes 24 hours (depending on your world's culture it may take a little longer or shorter). Once completed, multiple mission plans become available for dealing with an incoming asteroid, accessible by clicking on the warning listing time remaining until impact. These options are as follows:
- Change Its Course: Alter the trajectory of the asteroid so it misses your planet entirely. Requires the most time, with a middling cost and the highest chance of success.
- Break It Into Small Pieces: Presumably with the aid of Ed Harris. This is the fastest and cheapest option, but it is also the least likely to succeed.
- Vaporize It Entirely: The most expensive option, requiring a middling amount of time and with a middling chance of success.
Cost, chance of success, and required mission time are affected by the training, equipment, vehicle, and number of teams deployed for the mission, all of which are customizable. Chances of success are maximized by reacting as quickly as possible when a worldkiller asteroid is detected and having enough credits saved up to conduct a mission before the need for it arises. It is not possible to arrange a mission which takes longer than the time remaining before impact and then speed it up with GP.
This satellite is a MUST for anyone playing on expert difficulty because an asteroid can either ruin a perfectly good planet or offset your progress towards paradise habitability by days.
The table below illustrates required mission time, chance of success, and cost for various interception plans employing a single team. Cost is flatly doubled or tripled when the number of teams is increased, with a corresponding increase in chance of success.
|Change Its Course||Break It Into Small Pieces||Vaporize It Entirely|
|5h 3m 45s
32% chance of success
|1h 41m 15s
11% chance of success
|3h 22m 30s
21% chance of success
|9h 0m 0s
75% chance of success
|3h 0m 0s
25% chance of success
|6h 0m 0s
50% chance of success
|14h 3m 45s
100% chance of success
|4h 41m 15s
49% chance of success
|9h 22m 30s
98% chance of success
- Lagrange Academy's background is based on the the real-life astronomical concept of Lagrangian points. To put it simply, they are points in which satellites can stay at relatively fixed distances from two bodies (e.g. a planet and a moon) with their gravitational pulls balancing each other. L4 point in particular is one of the more stable points, and a satellite at this point is essentially orbiting the larger body slightly ahead of the smaller body (the one you're hominizing), hence "literally leads the world". Creator Alexander Winn has stated that this stems from a dad joke aimed at making his wife and business partner, Lacey Winn Hannan, groan.