Satellites.png

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 but the Planetary Defense Network are available. Some satellites cost less to build depending on the faction you picked.

A Spaceport is not required to maintain Satellites; once you have launched one or built a Hab 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 first 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.

Natural Satellites[edit | edit source]

Some planets have natural satellites. For example, Earth has the moon and Mars has Phobos and Deimos. These satellites can be colonized, and basically function as a very limited city.

You can build habs, 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 have a separate atmosphere, and so cannot influence the main 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), Ragnarok's Muninn is IV (large) and Huginn is V (huge).

Spaceports will give money on natural satellites, however they will not give pressure. This makes Natural Satellites a great source of credits.

Size Class Number of Facilities
I (Tiny) 3
II (Small) 6
III (Average) 9
IV (Large) 12
V (Huge) 15

Space Elevator[edit | edit source]

How_to_Build_the_Space_Elevator_-_TerraGenesis_Tutorials

How to Build the Space Elevator - TerraGenesis Tutorials

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 1 day and 12 hours (depending on your world's culture it may take a little longer or shorter).

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 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.

Sky Farm[edit | edit source]

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, and biomass 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 bypass the water/biomass requirements for Paradise habitability for the Daughters of Gaia victory condition.

Warning: Sky Farm does not prevent flooding! It does not control the actual water level, which could still destroy your cities and outposts.

Soletta[edit | edit source]

The temperature goal slider can be moved freely. Slide to the left to turn Soletta off.

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 auomatically 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 10% toward the goal you set every minute. The game states the goal must be between 187,000 and 387,000, but it would be automatically disabled if you try to type in 187,000 to 187,199 (you must type in 187,200 to 387,000). If you slide the slider all the way to the left, you can turn the Soletta off.

Warning: Since Soletta works by percentages of total instead of small flat amount like all other buildings, it is extremely powerful. It takes effect immediately, and since temperature controls the state of water/ice/vapor, it can flood your cities and outposts in seconds if you are not careful. Be very aware of total water in the system before fiddling with Soletta. This means that the changes the Soletta causes it is quite big at the beginning, and then it reduces every second the closer it gets to the desired temperature. So, the water level will change dramatically as well.

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 contrast 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. 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.

Lagrange Academy[edit | edit source]

The culture sliders can be freely moved at no cost. This ignores a faction's culture limit.

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.

The Lagrange Academy costs 50.000.000c, and that price is halved for those who pick the UNSA. Building it takes 24 hours (depending on your world's culture it may take a little longer or shorter).

After you build the Academy, you can freely adjust the culture sliders on the culture tab without any cost.

Be careful with large adjustments with it, especially Eco-Policy as habitations decrease can lead to population loss if the planet is not yet habitable, with no warning.

Since you can change the culture unlimited times, and research/construction times are not changed once started, you can switch the culture to +50% research speed/-50% financial growth, start the project to enjoy the shortened time spent, then turn the culture back to +50% financial growth/-50% research speed. You can even override the Culture limitations of each faction.

Orbital Surveyor[edit | edit source]

The lighter areas are where there is more of the selected material. If you select a different material, different areas will light up.

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 that detector around. The whiter spot is the more material you'll get. However, you lose the ability to see whether a spot is underwater.

Planetary Defense Network[edit | edit source]

Planetary Defense network menu

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.

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
Minimal training

Basic equipment

Disposable vehicle

5h 3m 45s

32% chance of success

11.250.000c

1h 41m 15s

11% chance of success

5.625.000c

3h 22m 30s

21% chance of success

28.125.000c

Standard training

Standard equipment

Refitted vehicle

9h 0m 0s

75% chance of success

20.000.000c

3h 0m 0s

25% chance of success

10.000.000c

6h 0m 0s

50% chance of success

50.000.000c

Rigorous training

Cutting-edge equipment

Custom-made vehicle

14h 3m 45s

100% chance of success

31.250.000c

4h 41m 15s

49% chance of success

15.625.000c

9h 22m 30s

98% chance of success

78.125.000c

The planetary defense network is not available on Beginner and Normal modes (with the exception of Cretacea), because worldkiller asteroids don't appear in those modes.

If you are experiencing the bug in which the construction timer for this satellite keeps resetting in Cretacea, that means you are playing on Normal Difficulty and haven't yet updated TerraGenesis. This satellite is not normally available in Normal Difficulty. Don't spend credits trying to construct it. Update your game.

Trivia[edit | edit source]

  • 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 colonizing), hence "literally leads the world".
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