Worlds | |
---|---|
Terrestrial Planets | Mercury · Venus · Earth · Moon (Luna) · Mars |
Moons of Giant Planets | 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 |
Random Planets | ∞ |
Different worlds (which include planets, natural satellites, and dwarf planets) have different attributes and will need different strategies to be completed successfully.
A world's main attributes are its size, its starting stats, its elevation levels, its color, whether it has an already present native civilization, and whether it has natural satellites.
Mining resource distributions are not predetermined. They are randomly generated when you place an outpost, so they are not counted as an attribute of a world.
Switching between worlds can easily be done by going to the control panel (go to where you can see the planet in full view, then tap the gear button at the top left of the screen). Also, you can have multiple saves per planet.
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Size[]
If you want to know the world's size class, look at the biomass goal, or if you play with biospheres, what the minimum and maximum terrestrial plant support numbers are required for habitability.
Size Class | Biomass Goal in Mt (megatons) | Biospheres Goal (Terrestrial Plant Support) | Minimum city separation |
---|---|---|---|
I (Tiny) | 300,000 | 3–10 | 87° |
II (Small) | 600,000 | 6–20 | 44° |
III (Average) | 900,000 | 9–30 | 29° |
IV (Large) | 1,200,000 | 12–40 | 22° |
V (Huge) | 1,500,000 | 15–50 | 18° |
Strategy[]
Small worlds[]
examples: the Moon; Miranda (a small moon of Uranus)
On the small worlds, we will not be able to place a lot of cities, so we will have a harder time completing the secondary goals of the UNSA and Horizon Corporation. On the other hand, a smaller world is quicker to terraform, so it will have an easier time completing the goals of the Daughters of Gaia and the Sons of Hephaestus.
Medium worlds[]
Large worlds[]
A large world seems to be an asset. Because the planet has lots of space to put cities, the only drawback is that it needs more biomass, but that isn't a significant problem.
Worlds with high pressures[]
examples: Venus; Ragnarok; Ostara (TRAPPIST-1g)
Set up a couple of cities, be absolutely sure that you have multiple habitations per city (otherwise one crushing event can wipe out an entire city, which will wipe out the culture revenue it had built up), and don't spend too much real time hanging around in the game. If you're not around, the buildings can't be crushed.
Worlds with large amounts of water ice or water vapor[]
Vapor[]
Do not change the pressure of a world like this before get rid of most of that water. Pressure often influences the temperature stat and temperature influences the amount of liquid water (as opposed to ice or vapor) on the world. Vaalbara, for example, has large amounts of water vapor within its atmosphere that can instantly flood the world if you aren't careful.
Water vapor can stay in the atmosphere, even if there is no more atmosphere, so can't remove all pressure to get rid of all of the water, unfortunately. This is not in accordance with the laws of physics, but it's how the game works. Heat it up to +400,000 mK, get rid of that water, and cool it down again.
Ice[]
When playing in the Moons of Gas Giants, most moons have a lot of water frozen in ice. Build a lot of ice launchers and spaceports (to stabilize pressure). After a few days, the world's ice is mostly or completely gone.
Worlds with high oxygen[]
examples: Europa; Huanca (TRAPPIST-1d)
Europa has an atmosphere that is entirely oxygenated. Even random planets have high oxygen levels. Instead of using oxygen-reducing facilities that consume a lot of time, get rid of that pressure and raise it again before bringing back the oxygen to its goal.
Natural satellites[]
- Main article: Satellites#Natural Satellites
example: Mars' moons Phobos and Deimos
Natural satellites can only be used to increase population (habitations) or revenue (spaceports). They are irrelevant for terraforming. This is why the absence or presence of natural satellites is important for players who choose the UNSA or Horizon Corporation, but not for those who pick the Daughters of Gaia or Sons of Hephaestus.
Native civilizations[]
examples: Earth (rare); Chibania
Worlds with native civilizations are rare, and native civilizations are fun to experiment with, so if you have a world with a native civilization, you will probably be focusing on that. The world is most likely already habitable, so we don't really need any terraforming facilities anymore. You can just set up a bunch of cities with basic habitation units in them (not really necessary, but just in case), wait for cultural revenue to appear, and try to befriend the native civilization and get Culture Points out of them eventually.
Strategy[]
Barren worlds[]
A lot of terraforming facilities would be used, especially if it was really hard to control it.
Cold, vacuum worlds[]
example: Makemake
These worlds are pretty easy to terraform, especially if they have a habitable starting temperature at first. Build two or more cities and wait for money-raising events, especially the Trade Route Established event. After you've got tons of income, spam a bunch of cities with temperature and pressure-increasing facilities. Then it would be straightforward.
Hot, vacuum worlds[]
example: Mercury
also easy, but a little difficult. Like before, build two or more cities and wait for money-raising events, especially the Trade Route Established event. Once you have a lot of revenue going on, spam a bunch of temperature-decreasing and pressure-increasing facilities. Then everything would go smoothly as time went on.
Cold planets with atmosphere[]
example: Titan
Very easy. Get some temperature-raising facilities, and increase oxygen afterwards.
Hot planets with atmosphere[]
example: Aja (TRAPPIST-1c)
Easy-medium. Decrease temperature first, and then increase oxygen.
Worlds with high oxygen[]
example: Europa
Get rid of oxygen first by getting rid of the atmosphere, and increase pressure and oxygen simultaneously to reach the goal.
Worlds with little to no oxygen[]
Easy. Just increase oxygen to the goal. Then things get straightforward after
Worlds with uninhabitable water levels[]
example: Ganymede
Easy. To decrease water, use ice launchers until the water is mostly or completely gone. To increase it, use Comet Sling, but not too much of it, as it will flood the world.
Plant Life worlds[]
example: Asintmah (TRAPPIST-1f)
Worlds that can support plant life are easier to terraform than barren worlds because their stats are closer to the goals, so it will take less time to reach the goal, but there is still a lot to do even if the planet can support plant life.
Most worlds that are habitable to plants have little to no biomass on them, so increase biomass while terraforming the rest of the world.
Habitable worlds[]
example: Lethe
There's not a lot to do in those habitable worlds. You can simply spam cities, habitations, and some facilities to optionally tweak that to Paradise habitability. Then achieve victory.