|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|
Different worlds (which includes planets, natural satellites and dwarf planets) have different attributes and will need different strategies to be completed successfully.
Mining resources 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 your planet in full view, then tap the gear button at the top left of your screen). You can have multiple saves per planet.
Show us a world you are proud of here!
- 1 Size
- 2 Strategy
- 3 Strategy
If you want to know your world's size class, look at the biomass goal you have to meet, or if you play with biospheres, what the minimum and maximum terrestrial plant support number is required for habitability.
|Size Class||Biomass Goal in mt||Biospheres Goal/ Terrestrial Plant Support||Minimum city separation|
You will not be able to place a lot of cities on a small world, so you will have a harder time completing the goals of the UNSA and Horizon Corporation. On the other hand, a smaller world is quicker to terraform, so you will have an easier time completing the goals of the Daughters of Gaia and the Sons of Hephaestus.
A world being large seems to usually be an asset. You have 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
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, your buildings can't be crushed.
Worlds with large amounts of Water frozen in ice or as vapor in atmosphere
Do not change the pressure of a world like this before you 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 your world. Vaalbara, for example, has a veritable hidden ocean within its atmosphere that can instantly flood your world if you aren't careful.
Water vapor can stay in the atmosphere, even if there is no more atmosphere, so you can't just remove an atmosphere 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.
When playing in the Moons of Gas Giants, some moons have a lot of water frozen in ice. Build a lot of Ice Launchers and Spaceports. After a couple of days, your world's ice is gone.
Worlds with High Oxygen
Europa has an atmosphere with high oxygen. Even random planets have high oxygen levels. Instead of using oxygen-reducing facilities, get rid of that pressure, and raise it back again.
E.g. Mars' moons Phobos and Deimos
Natural Satellites can only be used to increase your 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.
E.g. Earth (rare), random planets
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 you don't really need any terraforming facilities anymore. You can just set down 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.
A LOT of Terraforming Goals and facilities would be used, especially if is really hard to control it
Cold, Vacuum Worlds
For example, Mars.
These worlds are pretty easy to terraform, especially if it has a habitable starting Temperature at first. Spam a bunch of cities, temperature and pressure increasing facilites. Then it would go straightforward.
Hot, Vacuum Worlds
Also easy, but a little difficult. Build 2+ cities, and wait for money increasing events, especially the Trade Route Established. Once you have a lot of revenue going on, spam a bunch of temperature decreasing and pressure increasing facilities. Then everything would go straightforward as you go on.
Cold Planets with Atmosphere
Very easy. Get some temperature increasing facilities, and increase oxygen afterwards.
Hot Planets with Atmosphere
Easy-medium. Decrease temperature first, and increase oxygen.
Worlds with High Oxygen
Get rid of oxygen first by decreasing atmosphere pressure to 0 Pa, and increase pressure and oxygen simultaneously.
Worlds with Low Oxygen
Easy. Just increase oxygen to the goal. Then things get straightforward after.
Worlds with High/Low Water Levels
Easy. To decrease water, use Ice Launchers. To increase it while increasing revenue, use Comet Sling, but not too much of them.
There is still a lot to do even the planet can even support plantlife.
There's not a lot to do in those habitable worlds. You simply spam cities, habitations, and some facilities to tweak that to Paradise Habitability. Then achieve victory.