TerraGenesis Wiki
Register
Advertisement
TerraGenesis Wiki

One of the most famous keys to life as we know it is water. Not only is it necessary for the functioning of all life, it also allows for thriving undersea ecosystems. Your planet's sea level is measured in centimeters above the planet's lowest point: as it rises, you'll see it gradually filling in the lower-elevation regions across the world.

Terraforming[]

A city or outpost that falls below the water level of a planet's oceans will be destroyed and its population lost. Before selecting a site to build, it is important to check the water summary tab for the goal amount. The water summary is measured in centimeters, while the colony (now city)/outpost placement map shows that spot's elevation in kilometres (km) or meters (m) above the current sea level. An easy conversion to remember is that every 100 cm is a meter of water and 100K cm of water (1000 meters of water) is equal to 1 km (kilometer) of water.

At 0 Pa Pressure, the water interface is blocked and you are told surface water requires at least 600 pascals of pressure. However, water may still exist as ice or vapor, and is still tracked on that interface (you may have to turn up your phone's brightness to see it). If the pressure is between 1 and 600, the interface is not blocked, but surface water cannot accumulate.

At temperatures below freezing, any existing water will transfer to "Frozen in Ice". Above freezing, ice (solid water) will melt into water and raise the sea level. At temperatures above the boiling point, water will evaporate to being "Vapor in Atmosphere". If temperatures drop below boiling, water vapor (gas) will precipitate and raise the sea level. At exactly 300,000 mK, the water is fully liquid.

The range for habitablity is based off the ideal sealevel of a planet.

25%-175% of the ideal sealevel is the range for plantlife habitablity

50%-150% of the ideal sealevel is the range for habitable

95%-105% of the ideal sealevel is the range for paradise habitablity

Water state Temperature range (mK)
Solid ≤200,500
Solid+Liquid 200,501-299,999
Liquid 300,000
Liquid+Gas 300,001-399,499
Gas ≥399,500

The Global Warming effect increases the water level by a percentage of the total if some is ice, and decreases water if some is already vapor. The Global Cooling effect does the opposite. A FLOODING RISK is given when the water will actually flood the entire world, but it doesn't because some is vapor or ice. If you click on it, you will get a message explaining about it.

If pressure rises above 600, and the temperature is within the liquid range (200.5 to 399.5K), all ice or vapor will turn into liquid water instantly which can completely destroy every outpost and city you have built before anything can be done. This is a possible occurrence that could get a planet flooded with nothing you can do, as if there is enough water vapor/ice the whole planet could be flooded and become an ocean planet, and you would be unable to place any cities or outposts.

This is only salvageable if you have constructed a satellite: Soletta can quickly adjust temperatures to be higher than the boiling point or lower than the melting point to turn the water into vapor and ice again. Once launched, it is immune to flooding and does not require the Spaceport to function. Note however that liquid water can still exist, even if the planet as a whole is at a temperature slightly higher or lower than its range.

It may not be completely flooded and there may be some tiny islands just above sea level, but actually managing to click on their small areas in the found new city interface can be a real challenge. The small size of the island does not limit the city size, as the number of building spaces available are only determined by population. However, you can still add more water (particularly unintentionally Hab Dome) which may quickly drown what little land is left.

The Overflow event adds 10,000 to 350,000 cm of water if the player chooses to release the water. Falling Star adds about 1,000 to 2,000 cm of water if the player chooses to aerobrake the meteor.

You cannot build cities or outposts underwater (or on water for that matter). You can build cities on ice, as long as the ground beneath the ice is above the liquid water sea level. Cities or outposts are not affected even if they were original built on dry land and later covered by ice sheets; only the liquid water sea level beneath is capable of flooding and destroying them when it becomes too high. Remember ice tends to form on higher elevation (as well as tending towards the poles); if your world is largely covered in ice but some areas are dry land, it may be tempting but it may actually be a bad idea to build there, since those would tend to be some of the lowest lying areas that would be flooded when the ice melts. Instead, stick to the elevation map and build on the highest points. Your cities on those ice-covered high areas would be fine even when the ice melts out under them.

The in game stats screen is incapable of displaying both ice and vapor. It can only display ice+water, or water+vapor.

Note that Ruaumoko has an alien artifact that abruptly increases the sea level. Try setting up Ice Launchers and upgrading them to Level X to counteract the alien artifact. It fires every 30 real life (Earth) minutes. Make sure your water levels are decreasing by at least 400,000 cm per hour(or 6,667 cm per minute).

Flooding[]

Main Article: Flooding

If your world is full of water with no land left, the only way to salvage this is if you have the Soletta satellite. With it, you can freeze or vaporize the water, thus giving you land to build. After you drain some of the water, you can set it back to its original temp before it flooded.

For draining the water, it is best to put the temperature by the Soletta to the possible lowest setting and drain some of the water, and after that you put your planet back into the original temp it had.

Governors[]

The governors Tomoya Mukai, Sofia Ishtar Batma and Vivica Matiba-Cavalcanti have effects that can help your facilities reduce your world's water levels faster.

The governors Kainoa Akna Kalani, Makuahanai "Duke" Kalama and Buzz Sullivan have effects that can help your facilities increase your world's water levels faster.

Buildings[]

Buildings that get rid of water also works on ice or vapor. Any building that adds water would see the water turn into whatever the planet's conditions make it into.

Building Effects
Decreasing
GeoCistern -Water
Electrolysis Plant -Water, +Oxygen
Ice Launcher -Water, -Pressure, +Credits
Increasing
Cloud Seeder +Water
Aquifer Network +Water, +Pressure
Comet Sling +Water, -Biomass (Biomass only) -Temperature (Biospheres only), +Credits
Secondary
Orbital Mirror +Temperature, -Water, -Biomass (Biomass only), - Oxygen (Biospheres only)
Hydrogen Processor -Pressure, +Temperature, +Water
Hydro Generator -Oxygen, +Water
Grass Farm +Biomass, -Water
Forest Stand +Biomass, +Oxygen, -Water
Reef Institute +Aquatic Species, +Water, +Population
Zoological Society +Terrestrial Species, +Pressure, -Water
Hab Dome +Habitats, +Water, +Biomass (Biomass only), +Oxygen (Biospheres only)

Trivia[]

  • The 600 pascal pressure requirement is not arbitrary but a real-life limitation due to physics. Below that point (611.657 pascal to be exact), liquid water cannot exist as heating ordinary ice (solid) causes it to directly sublime into vapor (gas), and vice versa because liquid water is held by pressure, so without pressure, water becomes vapor (gas) because nothing is holding it together.

See Also[]

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
Advertisement