Worlds
Terrestrial Planets Mercury · Venus · Earth · Moon · Mars
Moons of Jupiter Io · Europa · Ganymede · Callisto
Moons of Saturn Tethys · Dione · Rhea · Titan · Iapetus
Moons of Uranus Miranda · Ariel · Umbriel · Titania · Oberon
Moon 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 Planet
TerraGenesis_Tutorials-_How_To_Switch_Worlds

TerraGenesis Tutorials- How To Switch Worlds

Different worlds (which includes planets, moons 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 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!

Size[edit | edit source]

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
I (Tiny) 300.000 3-10
II (Small) 600.000 6-20
III (Average) 900.000 9-30
IV (Large) 1.200.000 12-40
V (Huge) 1.500.000 15-50

Strategy[edit | edit source]

Small Worlds[edit | edit source]

E.g. Moon

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.

Large Worlds[edit | edit source]

E.g Ragnarok

A world being large seems to usually be an asset. You have lots of space to put cities. There are not a lot of drawbacks that need specific strategy to this.

Worlds with High Pressures[edit | edit source]

E.g. Venus

Set up a couple of cities, be absolutely sure that you have multiple habs 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[edit | edit source]

E.g. Vaalbara

Do not change the temperature or 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.

Natural Satellites[edit | edit source]

E.g. Mars' moons Phobos and Deimos

Natural Satellites can only be used to increase your population (habs) 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[edit | edit source]

E.g. 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 you don't really need any terraforming facilities anymore. You can just set down a bunch of cities with basic hab 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.

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