TerraGenesis WiKi: Tips and tricks for passing the game
TerraGenesis: Space Settlers is a planetary exploration and colonization simulation game from Tilting Point. The game is based on the results of space and scientific research. You can explore not only the planets of the solar system, but also other worlds, meet a new civilization of intelligent species. Can you terraform the planet for humanity and save native species? The game is supplemented with interesting events, photographs and scientific facts.
Contents
- Beginner’s Guide
- How to earn credits?
- Ecosystem Selection Tips
- Guide to the statistics page and the main characteristics of the world
- Population Growth Tips
- Why do we need satellites?
- TerraGenesis Faction Walkthrough
- Tips for Interacting with a Home Civilization
TerraGenesis: Beginner’s Guide
The first planet that you will turn into a wonderful garden of Eden is Mars. It is a terrestrial planet with 2 satellites. In the future, you will be able to colonize other planets of the solar system or their satellites (as is the case with Jupiter or Saturn). Also, various fictional planets will become available to you for development. Terrestrial planets can be obtained for free or by purchasing a special package for real money.
Once on Mars, you will meet with an assistant - this is Alice Lee, who will show you the main aspects of the game, but you will not learn anything concrete from her, so you will have to start exploring the planets with zero (or minimal) knowledge. The main clue is your stats, the jump button is located in the top left corner.
Carefully read all the data in the statistics, track the indicators in order to respond in time to ongoing events.
Time
Time is the main component of the gameplay. Time keeps going even if you don’t log into the game (population grows, income increases, world stats change). By default, time is measured in real minutes. For example, an income stream of +1000 credits means that you receive 1000 credits per minute of real time. The game has a mechanism for calculating statistical data, which are displayed for 1 hour and 1 day. To view it, go to the statistics page, then click on one of the characteristics (for example, credits), and click on the calculated change in statistics (for example, +1000 credits per minute).
While you are not in the game, various random events will not occur. Therefore, you can not worry about the state of your planet. But you must remember about the state of oxygen, any change in which leads to the destruction of your ecosystem.
To stabilize the oxygen on the planet, destroy or save some species, and counteract the effects with some game mechanics, such as completing the League event.
Wait timers. The culture of your world affects the time it takes to complete construction and research. To instantly end processes, you can use genesis points (but we do not recommend doing this). Mer Min Tran, Pim Jansson, Steve and Te How Arataki have abilities that reduce construction time in their city. Malakai Folau, Joanna Longhair, Etta Titapura, and David Muñoz measures have effects that reduce the time it takes to upgrade objects in your city.
Suspension of your world. By clicking on your name, you can open the Control Panel, where you can pause the development of your planet. For example, you want to take a break from the game, and, in the future, return to the gameplay so that the world does not collapse, then you can "pause" it.
Flash forward. You can rewind the development of your planet forward. This will affect planetary characteristics (temperature, pressure, oxygen, and others), as well as population. Unfortunately, rewinding will not bring credit boosts, nor will it speed up construction and research. The first 3 hour rewind is free, other attempts to move to the future cost 5 genesis points. You can also speed up the time by watching a commercial.
Year counter. In the middle of the top panel, the cosmic year and date are indicated, which correspond to the passage of the storyline. One game day passes in 2 seconds of real time. The passage of each world begins with a pre-established date system. For example, exploration of Mars begins in 2035, Mercury in 2061, and Earth in 2022. Many worlds, including randomly generated ones, begin in 2247. This is actually the year when Pluto will be closer to the Sun than Neptune.
Genesis Points
Genesis Points are the premium currency of TerraGenesis and are earned in the following ways:
- Purchase with real money.
- View ads that appear in your Inbox.
- Earnings in "live events" (periodically launched by developers).
- Achieve habitability (10 GP for "Planetary Life", 20 GP for "Inhabitability" of plants, animals and people).
- Win the worlds. This is a recurring event that can bring recurring income.
- There is also a very rare chance that the game will give a large amount of genesis points (maximum 64) in honor of some event or real event. For example, on the anniversary of the game.
Genesis points can be spent to speed up construction and research (not recommended unless you are putting real money into the game), as well as to buy space credits. The most profitable way is to purchase 10,000,000 credits for 30 GP. Since you can continue to earn genesis points in paradise worlds after achieving victory, we recommend transferring GPs to new worlds to speed up their development. You can also transfer GP between different difficulty levels.
Mayors
Mayors are characters that can be assigned to one of the cities in the world. If you have unlocked the mayor on one planet, they will be unlocked in all worlds. Each mayor has unique effects. If you assign a mayor to a city, its effects will only apply to that city. The normal mayor has one attribute, the rare mayor has 2 skills, the epic mayor has 3 skills, and the legendary mayor has 4 attributes.
To unlock the mayor, you must have at least one of his cards. You can get 3 free mayor cards every day by clicking the "get mayors" button. In the same menu, you can buy the mayor for genesis points or for real money. You can also earn cards by completing tasks of various promotions that are periodically held by developers. You can improve the mayor, for the cards of this person. Raising the level of the mayor, increases the strength of his effects, as well as the strength of their strengthening.
To get a mayor, you need 1 card. To upgrade it to level 2, you will need 5 more cards, for a total of 6. To get a level 10 mayor, you will need 371 cards. Level 10 is the maximum level of a mayor. Any mayor effect only affects the city to which he is assigned (excluding satellite construction time).
Satellite construction time. Each Legendary Mayor reduces the construction time of a specific satellite based on their faction. You can assign these mayors to any city. To reduce satellite construction time, you should appoint a mayor before you start building it:
- Space Elevator - Keahi Malae from the Institute for the Distant Future.
- Soletta is Alana Lee from the Daughters of Geia.
- Sky Farm - Neil Jansson of the Sons of Hephaestus.
- Lagrange Academy - Leila Al-Battani of UNCC.
- Orbital Surveyor - Appolo Matiba of Horizon Corporation.
TerraGenesis: How to earn credits?
No matter what planet you are on, building requires an investment of money. Building a completely new world is a very expensive pleasure, so it is imperative to monitor your credit status. A steady stream of income will allow you to continue building and upgrading facilities while maintaining a stable development process.
Space Credits are TerraGenesis’ in-game currency. They can be earned in several ways:
- Mining.
- At commercial sites (for example, a spaceport or a coral reef).
- In events ("Mother Vein" or "Established Trade Route") that bring culture income to the city, or on the satellite a space elevator.
- Credits can be exchanged for Genesis Points.
If you choose the Horizon Corporation faction, you will need to accumulate up to 1 billion credits to achieve victory. If the credits run out, development will be halted indefinitely. It is important to leave some currency for unplanned cases (for example, the restoration of objects after the fall of an asteroid).
Income is the process of obtaining currency through proper economic distribution. For example, the construction of commercial facilities that can combine several functions. The coral reef enriches the biomass of the planet and brings a stable income. You can also build a spaceport or an ice launcher. The amount of income that these buildings bring in is affected by the global financial growth statistics in the "Culture" tab. The sections "Government" and "Values" show financial growth in the range from -50% to +50% from all ways of earning. Sun Shadow is the only object with a negative income, since it requires loans for its maintenance, but does not make a profit.
Measures that can increase income:
- Temujin Battulga.
- Makuahanai "Duke" Kalama.
- Sochi Vela.
- Nubia Matiba.
- Vivica Matiba-Cavalcanti.
Income from culture . Periodically, messages will appear on your screen that some kind of cultural event is taking place in the city. For example, the performance of a famous singer. You can choose between benefit concerts, which will increase your credibility, or commercial performances, which will increase your profits. There are several mayors who increase the income from cultural events by a certain percentage:
- Fayza Kirmani.
- Yusuf Mardin.
- Ida Ayu Lakshmi Devi.
- Vivica Matiba - Cavalcanti.
Do not forget that some of your objects on the planet require a certain amount of credits for constant maintenance. This is described on the statics page. You can turn off some buildings if they are no longer useful to you so as not to waste currency. To reduce modification costs, you can assign the following measures:
- Zeke Pena.
- Bom Pride.
- Steve.
- Rex Jansson.
How to earn fast loans? Income from culture will bring quick and stable profits. It is necessary to build 2 or more cities, then the event "Trade route established" will appear. If you have 5 or more cities, then the "League" event will appear, which increases the income from culture for all cities. If you choose the Horizon Corporation faction, the Last Craze event gives you a significant income boost. At a later stage in the development of the planet, you can build several spaceports or coral reefs (provided that biomass is selected), which increase profits.
Do not refuse to watch ads, which can give you not only credits, but also genesis points, as well as trigger some lucrative events. Mining palladium and rhodium greatly increases income. If you are in a Corporation, then you have +45% culture income. But if you have a different faction, then you should build the Lagrange Academy, which will increase the income from cultural events in cities.
What is the best way to spend credits? The construction of the first city will be free on each new planet, but the subsequent city costs 5,000,000 credits more than the previous one. We recommend that at the start of the development of the planet, build 2 cities at once, and earn money on the "Trade Route". Increase the number of residential blocks and spaceports to increase the level of population and income. Ice launchers and hydrogen processors will offset the effect of population on habitability. At the late development of the planet, we recommend building satellites to further increase income.
Mines
Mining is one of the 4 main ways to earn credits. Keep in mind that mines are not a very efficient way to earn credits, as they deplete over time. But the income from culture, for example, is endless (as long as the city stands). In order to extract resources, it is necessary to place an Outpost at a distance from the city, and build a mine in it.
As with cities, place Outposts at high altitude, because this will keep them from being flooded when the sea level rises. Otherwise, it doesn’t matter where the outpost is placed. Resources are randomly generated, so there is no best place to place an outpost.
The first Outpost costs 1 million credits. New Outposts cost 1 million credits more than previous ones. If one outpost is demolished, the price will drop again by 1,000,000 credits. This way, if an outpost dries up, it can simply be demolished and then restored.
Location of mines. When adding a mine, it is better to reduce the size of the scanner in advance to get better research results (the scanner adjustment slider is located on the right side of the Outpost window). Mines cannot be placed too close to each other, so always check the area for resources. The green indicator on the left side of the screen indicates that you can build a profitable mine in this place.
Research. At the start of the development of the planet, you can only mine carbon. For the extraction of other minerals, you need to study the resource. Resource research happens quickly, so you don’t have to worry that you can’t study other sciences at the same time. You should stock up on credits in advance, as the study of resources is very expensive. The game has 5 resources that can be mined:
- Carbon.
- Iron.
- Silver.
- Palladium.
- Rhodium.
Raising the level of the mine does not change the total amount of income, but only increases the speed of production (and proportionally reduces the life of the mine). This should be remembered when improving the mines. The Orbital Surveyor satellite allows you to see where resources are located. But experienced players do not advise building many mines, as their cost is constantly growing. It is better to demolish the dried-up mines, and then build new ones.
The death of mines. Mines may be flooded due to rising sea levels. Unlike cities, each mine in an Outpost is calculated separately. Since your Outpost is a certain area on the planet, the mines can be placed on it at different heights. Therefore, some can be flooded, while others remain intact. The flooded mine is completely destroyed and removed from the list of those available in the Outpost.
On average, you can extract resources in a mine for 2 days, after which the minerals in it run out. But the depleted mine remains on the list, it just doesn’t produce anything anymore and can be demolished. After removing the mine, even if it was just built, the area will no longer have the previous amount of minerals. The outpost can also be destroyed or flooded, all its mines are automatically destroyed.
TerraGenesis: Ecosystem Selection Tips
Regardless of the difficulty you choose, you can play with biomass or biospheres (except in beginner mode). New players are encouraged to use biomass until they have mastered the other scores of the game, as biospheres are very difficult to play with.
Biomass
This is a basic ecosystem designed to understand the mechanics of the game. Before your planet is ready to support a human population, you need to start growing plants and building a global ecosystem. The earth supports about 600,000 megatons of total biomass. As your planet’s biomass increases, you will begin to see more and more planets covered in lush greenery.
Biomass can begin to grow as soon as habitability (a measure of the ability to populate the planet with living organisms) reaches "Plant Life". A certain number must be reached before the world can become habitable and people can live outside the "habitable blocks" on the surface of the planet. Biomass can be increased through natural growth, but can also be added through the use of specific ecosystem items:
- Algae colony - able to increase the biomass of the planet on which it is located. It is worth noting that due to the fact that algae live in water, its amount will decrease significantly.
- Algae forest - significantly increases biomass. Like any other forest, algae significantly increase the oxygen content in the atmosphere.
- Coral reef - have the ability to increase biomass. As tourists come and pay to visit the Coral Reef, credit goes up and the population grows.
- Soil farm - able to increase biomass. This process does not affect other terraforming characteristics.
- Grass farm - also increases biomass. These crops only need a little water to grow.
- Forest plantations - have the ability to significantly increase biomass. Trees produce a lot of oxygen while consuming a lot of water. Pay special attention to this in order to maintain balance.
Object levels above V are only reached through special events. In addition, object and building modifiers increase population and generate income by increasing biomass. This means that once your planet is able to support plant life and soon (after the increase in biomass) animal and human life, you need to make sure that all factors (heat, pressure, etc.) are well balanced. You can plant multiple Coral Reefs to complete the terraforming faster.
It is worth paying attention to the fact that some buildings can significantly reduce the pressure of the planet. For example, the Biochemistry Lab significantly reduces pressure by splitting CO2 into 1 part carbon and 2 parts oxygen. Consequently, the laboratory increases the oxygen content.
The amount of biomass a planet can hold depends on its size: once habitability becomes "Habitable", the population will start consuming the biomass. To slow down consumption, you need to build a lot of residential blocks of housing and buildings powered by biomass. Eventually the Sky Farm satellite will have to be built because biomass production cannot consistently stay above consumption as the population continues to grow.
The picture above shows no biomass on Mercury, and a lot of biomass on Mars. It is worth noting that in Expert mode, biomass does not allow you to increase the population to a large scale, since you cannot build a Sky Farm, consumption will eventually cause the planet to lose habitability. In the table below, we have identified the mayors who influence the development of biomass.
Measures that have effects that can help some facilities produce biomass faster. | Mayors who have effects that reduce the consumption of biomass by the population in their city. |
Zora Ihwezi Michel. | Justus Black |
Yuna Freya Song. | Raj Ahmad Shah |
Zhou Xi Wang-mu Lee. | Sofia Ishtar Batma |
Rebecca Freya O’Rourke. | |
Alana Freya Lee. |
Biosphere
If you decide to equip the planet in the normal mode or play at the Expert level, then you can, at the start of development, choose a biosphere for yourself as an ecosystem. The planet is getting greener as the number of "supporting" land plants increases. Terrestrial plants are essential for human settlement of the planet. Some experienced players advise not to create aquatic biospheres, as they do not affect the habitability or appearance of the world. Although some types of organisms can be used to generate income. When playing with the "Biosphere" function, the population does not consume plants, and also does not count towards the "support" indicators.
Launch of the biosphere. The biosphere can begin to be created after the planet becomes uninhabitable for "Plant Life". You can build buildings that support water or land views. The creation of an aquatic or terrestrial biosphere is recommended to start with the introduction of microorganisms (you can determine the type of organism and genetic traits in the statistics). Each type and genome has advantages and disadvantages. In one organism, the same traits can be repeated. For example, algae can have three times the "beautiful" trait and have 3 times the advantages and 3 times the disadvantages of that trait.
After the introduction of the first microorganisms, it is necessary to wait until they multiply and provide the necessary support for the next layer of the biosphere. Creating plant or algae species works similarly to creating microorganism species, but you can choose different types and traits. Plants or algae require a large number of microorganisms so that they can exist harmoniously. You can see this number in the "Statistics" section. In turn, the herbivore organism needs to consume plants.
Tips from experienced players:
- Make it so that the first microorganisms (germs) of each type have the "big" trait three times, as they will provide more support to the rest of the species. Microorganisms themselves do not need support.
- If the world is relatively stable, give the body "delicate" features - this can bring a lot of income.
- If you are looking for long-term life stability, then you should avoid herbivorous and carnivorous species, as they constantly change the oxygen content. Since only the support of plants is needed to create a paradise, the oxygen given off by plants can be regulated by amenities, thereby removing the complexity that animals add.
- If you want constant stability with animals, but don’t want to build special buildings, then you need to adjust the conditions for animals so that they consume more oxygen than plants produce (at high oxygen levels).
- You should constantly monitor the state of oxygen, so you should visit your world as often as possible, checking oxygen levels. If you do not follow the changes, then your biosphere may collapse. It is recommended to "pause" the world if you want to save it for a long time.
- If ground plant support is not enough, simply add more micro-organisms, increase plant conservation, or simply add more plants.
Health. Each species has a certain health indicator, which is calculated based on several variables:
- Adaptation of the species to the environment. For example, an organism that has become vulnerable to drought will do worse on a planet with low water levels.
- The amount of food (support) available to him (it does not matter for microorganisms and microbes).
- Conservation, you can spend credits to help a species gain or lose health, save it or weed it out (kill it). This is the best way to stabilize oxygen on a planet with a biosphere.
- Random biospheric events. Sometimes Harsh Winter or Favorable Summer will temporarily decrease or increase the health of a species. Poaching can permanently reduce the health of certain organisms. And turning a species into a Popular Pet will permanently increase its health status.
- The number of predators in a particular species. Organisms are affected not only by the "supported" species, but also by the species that the organism consumes. A favorable summer for predators can mean they will eat all the herbivores and destroy the entire ecosystem if you don’t keep a close eye on them.
Each species has 2 starting health states: high and low. Between them, in the statistics, is an arrow. The indicator before the arrow is the starting health of the body, and after the arrow is the predicted one. The forecast is made from the current state of your biosphere. The view will move towards the specified health value over time. Species with increased or decreased fertility move faster or slower towards this value. If you have a lot of species with a large birth rate, then they are a great support for predators. For stability, increase the number of predators.
If a species has more health, this means that the effects of that species will also increase. For example, if an organism produces oxygen, then its species will produce more oxygen as health increases. An "overpopulated" income-generating species can become one of the main types of earnings. When a species reaches 0% health, it dies out.
Oxygen. A world that uses the biosphere is more difficult to balance than a world that uses biomass, as plants, algae, and microorganisms produce oxygen, while some animal species consume it. The health score of a species affects how much oxygen it produces or uses. Oxygen only stabilizes if something is actively consuming oxygen (buildings or animals).
local views. Sometimes the world already has local species (for example, in random worlds). Local views have a purple icon and your views have blue icons. There are species represented by the "Mutation" event. Mutated species remain "native" in name only. On non-random worlds with a biosphere, traits may be present that are not normally possible for an organism. For example, phytoplankton in Rodinia may be capable of photosynthesis, a trait usually found only in plants.
TerraGenesis: Guide to the statistics page and the main characteristics of the world
The statistics page is the place where you can check the progress of the planet. For example, you may see population growth and rising incomes. The first page in the statistics is the "Summary page" where the general indicators are placed. It is divided into two main columns: plants (germs) and humans (animals). Each column lists the required stats for that lifeform to exist in your world. In the left column there are 4 bands corresponding to 4 main planetary characteristics:
- Warm.
- Pressure.
- Oxygen.
- Water.
The color of the icons next to the bars shows the current state of the setting. Red level - indicator not reached for habitability. Green color indicates that the indicator is within 5% of the target, which is ideal for the survival of people. In order for plants and microbes to survive in your world, all icons in the left column must be either blue or green. In order for humans and animals to survive on the planet, all icons in the right column must also be blue or green. To achieve heavenly habitability, all icons must be green.
Above each bar, a down arrow represents the current position of that statistic. If the metric is currently rising or falling, arrows pointing left or right will let you know. The easiest way to stabilize all stats after reaching heavenly habitability is to counteract the effects of your objects and species. Do not turn off residential facilities, otherwise there will be no population in your world.
The numbers below each bar represent the minimum and maximum value required for the survival of the life form in each column. If the attribute value is higher or lower than this value, that lifeform will no longer be able to exist.
Independence. In the lower left corner of the page you will see the current habitability of your planet. In the middle is the Independence percentage of your world. You gain 5% independence if you spend a culture point towards achieving independence. You need 100% independence to win.
Accumulate 20 culture points to spend on independence at the same time. If your indicator is not equal to 0 or 100%, then this can trigger the "Terrorist attack" event, the outcome of which can be very sad for the world.
To go to the main sections of statistics, there are special buttons located at the bottom of the window. They contain all the indicators you need. On these pages you can see all the objects that affect the increase or decrease of the parameter. You can click on the name of an element to quickly move to the city where it is located. Also on each page is displayed the growth rate of the characteristic. This data is very important for adjusting indicators on the start page of statistics. If something is in excess or deficiency, then this can adversely affect your ecosystem, and the survival of some species.
Temperature
Changes in temperature affect the state of water on your planet. A change in atmospheric pressure affects temperature. It increases by 0.046 mK for every pascal of pressure, so you should set the temperature to 282400 mK if your world doesn’t have an atmosphere. For example, on Mars or Mercury. At temperatures below freezing, any existing water will go into Ice mode. At temperatures above zero, the ice will melt and turn into water, which will raise the level of the world’s oceans. At temperatures above the boiling point, water evaporates, turning into steam. If the temperature falls below the boiling point, the water vapor will precipitate and raise the sea level.
The suitability for plant and microbial growth on planetary surfaces requires a global temperature of 200,000 to 374,000 mK. Habitability for animals and humans outside of a residential building is in the narrower range of 237,000 to 337,000 mK. The temperature cannot fall below 0 mK, as it is absolute zero. However, the temperature can increase indefinitely. Heating the world above 1,500,000 mK will create lava oceans. In the table below we have given a list of mayors that affect the Temperature with their effects.
Mayors whose attributes will help lower the Temperature faster. | Mayors whose abilities will help increase the Temperature faster. |
Zhou Xi Wang-mu Lee | Miguel Acna Enriquez Sepulveda |
Olivia Stein | Bom Pride |
Keahi Malae | Te How Arataki |
Anya Peratrovich |
Buildings Affecting Temperature:
- Cooling unit - lowers the Temperature.
- Balloon platform - lowers the Temperature, gives credits.
- Sun shadow - reduces the Temperature, oxygen level (in the biosphere) and the biomass of the planet. Consumes credits.
- Heating cluster - increases the Temperature.
- Well - increases Temperature and Pressure.
- Orbital mirror - increases the temperature, while reducing the amount of water, oxygen levels (biosphere) and biomass.
- Hydrogen processor - increases Temperature and Water, reduces Pressure.
- Comet Sling - reduces Temperature and biomass, increases Water, gives loans.
- Eco Simulator - Increases the Temperature and terrestrial views.
Pressure
The minimum pressure required to create a supply of Oxygen (1 Pa) and Water (600 Pa). A change in pressure affects an increase in temperature. "Draft Atmosphere" causes heat to be lost, and "Atmospheric Thickening" causes heat to rise. Increasing the Pressure will cause the temperature status to be "Atmosphere Retained". This is the greenhouse effect. The temperature increases by 0.046 mK for every Pascal.
Pressure affects the state of Water. At a pressure of less than 600 Pa, all water is held in the form of steam or ice, even if the temperature does not correspond to the full temperature of ice or steam. When the Pressure exceeds 600 Pa (and the temperature is in the liquid range (between 200,500 and 399,500 mK), some of the steam or ice instantly turns into liquid water, which can destroy any outpost and city that is located below sea level.
The suitability of plants and microbes to grow on the surface of the planet requires an atmospheric pressure of 10,000 to 190,000 Pa. The suitability for life of animals and people outside a residential building is in the range of 50,000 to 150,000 Pa. In the table below we have given examples of the influence of Pressure on the planet.
Pressure indicator in Pa. | Impact on the planet. |
More than 0. | Clouds begin to form but cannot be seen until the Pressure is higher. |
Over 42000. | You can see the atmospheric halo. |
Over 110,000. | Clouds become visible and expand. |
Over 150,000. | The atmospheric halo is the thickest. Above this point, it will be obscured by clouds and slowly disappear. |
Over 190,000. | The atmospheric halo is no longer visible due to thick clouds. |
Over 200,000. | The surface of the planet is hidden by clouds. |
Mayors Frank M. Shrikar, Aizah Aoyama, and Nubia Matiba have effects that can help your facilities reduce the level of Pressure on the planet faster. El De Leon, Yusuf Mardin, and David Munoz have attributes that help objects increase their Pressure levels faster. There are also buildings that affect the state of Pressure in the world:
- Sequestration plant - reduces pressure.
- Biofixation laboratory - reduces pressure, increases biomass and oxygen level (biosphere).
- Water processor - reduces pressure, increases temperature and water.
- Thermal dust - increases pressure.
- Atmogen Lux - increases pressure and oxygen levels.
- Pocket Mine - increases Pressure and Oxygen, gives loans.
- Carbon Retainer - increases Pressure, decreases Oxygen.
- Well - increases Pressure and Temperature.
- CyanoWats - reduces Pressure, increases Oxygen.
- Algae Farm - reduces Pressure, increases Oxygen.
- Ice Launcher - Reduces water pressure.
- Aquifer network - increases Pressure and Water.
- Cosmodrome - increases Pressure, population, gives loans.
Oxygen
Oxygen needs at least 1 pascal of atmospheric pressure before it begins to accumulate. If oxygen has accumulated, but the pressure drops back to 0, all oxygen will be lost. The life of plants and microbes on the surface of the planet requires from 100,000 to 320,000 parts of oxygen per million. Habitability for animals and humans outside of a residential building ranges from 180,000 to 240,000 ppm.
Pay more attention to Oxygen than other characteristics when trying to make the world habitable for humans, as their habitat range is very small.
As your oxygen level rises to 210,000 ppm, the atmosphere changes color from red to blue. If it exceeds 210,000 ppm, it will begin to turn yellow. Your world can’t have more than 1,000,000 ppm of oxygen, since that’s 100% of the composition of the atmosphere. Certain genes and biosphere species can influence oxygen levels. The pictures above show the state of planets with low (left) and high (right) levels of Oxygen.
Mayors Lola Faradova, Justus Black, and Rex Jansson have abilities that can help you lower the Oxygen levels on the planet faster. And Rafael Francisco Nogueira, John Neerua and Rebecca Freya O’Rourke, on the contrary, will help you increase the level of oxygen in your world faster. Pay attention to some buildings that affect oxygen levels:
- Oxygen filter - reduces Oxygen.
- Carbon fixer - reduces Oxygen, increases Pressure.
- Hydrogenerator - reduces the level of oxygen and Water.
- Oxygen plant - significantly increases Oxygen.
- CyanoWats - increases Oxygen, reduces Pressure.
- Algae farm - increases oxygen, biomass, water (biosphere).
- Sun shadow - reduces the Temperature, oxygen level (in the biosphere) and the biomass of the planet. Consumes credits.
- Orbital mirror - increases the temperature, while reducing the amount of water, oxygen levels (biosphere) and biomass.
- Biofixation laboratory - reduces pressure, increases biomass and oxygen level (biosphere).
- Atmogen Lux - increases pressure and oxygen levels.
- Pocket Mine - increases Pressure and Oxygen, gives loans.
- Electronic plant - increases Oxygen, reduces Water.
- Deep Sea Collector - Increases Oxygen and water species.
- Residential block - increases Oxygen and population.
- Dome - increases oxygen (biosphere), biomass, habitat, Water.
- Transit network - reduces Oxygen (biosphere) and biomass, increases population.
Be careful! If you select "Biosphere", then whenever a building is supposed to produce biomass, it will produce oxygen in that ecosystem.
Water
A city or outpost that has sunk below sea level will be destroyed and its population lost. Before choosing a plot to build, it’s important to check the "Water Summary" tab to see how much water there is. Water statistics are measured in centimeters, while the city location map shows the height of the place in kilometers (km) or meters (m) above the current sea level.
At a pressure of 0 Pa the interface with water is blocked and you need to increase the Pressure to a minimum of 600 Pascals. But Water can be found on the planet in the form of ice or steam, and is shown in the statistics. If the pressure ranges from 1 to 600 Pa, the interface is not blocked, but surface water cannot accumulate.
At Temperatures below freezing, any existing Water will turn into a state of ice. At temperatures above 0, the ice will melt and turn into water, which will raise the sea level. At temperatures above the boiling point, water evaporates, turning into steam. If the temperature drops below the boiling point, water vapor (gas) will fall out as precipitation and raise the sea level. At a temperature of exactly 300,000 mK, water is completely liquid. For species to be habitable, you need to adhere to the following water state boundaries:
- 25-175% of sea level is the range of plant habitability.
- 50%-150% of sea level is the range for human and animal habitability.
- 95%-105% of sea level is the range for heavenly habitability.
The effect of global warming can turn ice into Water, which will inevitably lead to flooding. If the Pressure rises above 600 and the Temperature is within the liquid range (200.5 to 399.5 K), all ice or steam will instantly turn into liquid water, which can completely destroy cities and Outposts before you can react. The planet can only be saved if you have built the Soletta satellite. With it, you can quickly adjust the temperature so that the water turns into ice or steam. The "Overflow" event adds 10,000 to 350,000 cm of Water if you need it. Also, the "Shooting Star" event adds from 1000 to 2000 cm of Water.
You cannot build objects underwater or on water. But you can build cities on ice (there is a risk that the ice will melt). It should be remembered that ice forms at higher altitudes and at the poles. The game statistics screen cannot display ice and steam. Note that Ruaumoco has an alien artifact that is drastically raising sea levels. Try to install ice launchers and upgrade them to level 10 to counter the dangerous artifact.
In lowering or raising the level of Water in the world, some mayors will help you. For example, the appointed Tomoya Mukai, Sofia Ishtar Batma and Vivika Matiba-Cavalcanti lower the water level due to their attributes. And Kainoa Akna Kalani, Makuahanai "Duke" Kalama and Buzz Sullivan, on the contrary, will help you increase Water on the planet. There are several building sites that regulate Water (ice and steam as buildings respond to climate change):
- Geocistern - reduces Water.
- Electronic plant - increases Oxygen, reduces Water.
- Ice Launcher - Reduces water pressure.
- Cloud Scatterer - Increases Water.
- Aquifer network - increases Pressure and Water.
- Comet Sling - reduces Temperature and biomass, increases Water, gives loans.
- Orbital mirror - increases the temperature, while reducing the amount of water, oxygen levels (biosphere) and biomass.
- Water processor - reduces pressure, increases temperature and water.
- Hydrogenerator - reduces the level of oxygen and Water.
- Grass farm - reduces water, increases biomass.
- Forest Farm - reduces Water, increases Oxygen and biomass.
- Reef Institute - increases Water, aquatic species and population.
- Dome - increases oxygen (biosphere), biomass, habitat, Water.
Ice. Water at high altitudes and the poles of your world will freeze if the temperature is below 300,000 mK. The colder the world, the more water freezes. Below 200500 mK all water is ice. The picture above shows an Earth with low surface temperatures where there is snow on the mountains.
If you check the "Water" tab on the stats page, you’ll see how many percent of the Water is frozen. Cities can be built on ice if the land is under ice but above sea level. Even if the ice melts under the city, it will not sink. A city will also not be destroyed if it was built on dry land that was later covered in ice - only liquid water can destroy cities.
Steam. Water will evaporate if the temperature is above 300,000 mK. The hotter the world, the more water evaporates. At temperatures above 399,500 mK, all water is retained in the atmosphere. A decrease in temperature causes the deposition of steam, which will raise the level of the world’s oceans, and vice versa. If you check the water tab on the statistics page, you will see how much water has evaporated.
TerraGenesis: Population Growth Tips
Population is the main indicator of how many people live in the world. Population growth can be obtained in 4 ways.
- Build the Nursery, Transit Network, Spaceport, and Coral Reef facilities. This will increase the population. Population growth can be boosted by the mayor’s "Population" attribute.
- Natural fertility is one of the options for population growth, which is enhanced by the corresponding mayor skill.
- You can increase the population by participating in the "Population Boom" event.
- Building a space elevator will increase population growth.
When the planet reaches "inhabitable" fitness, the population may exceed the limits of habitability, because people will live freely on the surface, although they will still be considered part of the city. If the world becomes uninhabitable, any population that exceeds housing limits immediately disappears.
Dwellings. In order for you to have a stable increase in population, you should build residential blocks, residential complexes and a residential dome in cities. If the climate on the planet becomes unsuitable for life, then part of the population may take refuge in residential premises. The number of people that can live in a house depends on the level of world culture. The Sons of Hephaestus have a +30% starting bonus to the total housing capacity. Daughters of Gaia starts with -15% reduction in habitation limits. The initial mode doubles the capacity of dwellings. If your residential buildings disappear (for various reasons), then the population will leave the city, and it will become "abandoned", losing all culture.
The "Tiny Living Space" event (available only to the Sons of Hephaestus) can allow living quarters in the city to accommodate more population. Mayors Gwynn Badejo, Pim Jansson, Te How Arataki, and Rex Jansson have abilities that increase the amount of population that can fit in residential buildings in a city. Residential facilities can be built in cities or on natural satellites (moons). Settlements on moons have no effects because they have a separate atmosphere, heat, water, and other parameters.
Birth rate. Buildings that increase population are good to start the development of the planet, but at the end, when the population is large enough, the local birth rate exceeds any number of residential places. Mayors Yvonne Genet, Anja Peratrovich, Etta Titapura, and Buzz Sullivan have effects that boost the city’s birth rate. The earth from the very beginning has an increased birth rate.
Biomass consumption. People living outside of dwellings will consume biomass, while people living inside dwellings will not. Keep an eye on this, because extremely large populations can eat up all the biomass that is on the planet, and this will cause mass death. This does not happen in the Biosphere mode, since the population does not consume plants here. Mayors Raj Ahmad Shah, Justus Black, Sophia Ishtar Batma and Rebecca Freya O’Rourke are able to reduce the amount of biomass consumed by people in the city.
Disappearing population. When a city loses all of its population, it also loses all of its cultural features and culture income, which are accumulated through random events. The flooding of the city will cause the city to disappear forever, not just its population. If you have residential buildings in your city, but the statistics show 0, then build new buildings. This action will initiate a new settlement of the city.
If you are playing in a world that already has a well-established biosphere, check to see if any of the planet’s inhabitants are poisonous and kill people. The events "Outbreak of the Plague" and "Rise in Crime" can significantly affect population growth.
Abandoned city. If the city’s population drops to 0 for any reason, all existing objects will continue to exist despite the fact that their building slots are technically unavailable. Objects that were in the process of construction will also be built. In case you have no population and no living quarters in the city, you will no longer be able to build anything except 1 structure - it must be housing so that your population can grow and increase the number of slots. The maximum number of slots a city can have is 35.
natural satellites. On the moons, all construction slots are immediately available, regardless of the number of people who live there. But if no one lives there, you can only build residential buildings. You can only start developing infrastructure when your population on that natural satellite is above 0.
Culture points. Reaching population checkpoints grants culture points. Culture points are awarded when the total population is reached. They can be obtained in random events, for example, in "Masterpiece". Culture points are needed to make changes to the planet’s culture (unless you’ve built the Lagrange Academy). Random events such as the "School Funding Crisis" cause involuntary changes in a certain part of the culture of the world.
Culture points can be withdrawn when the population falls below the set limit. You can restore them when you reach the previous indicators again. In the table below, we have placed objects that affect population growth.
The name of the building. | The purpose of the building. | Indicators. |
Residential block. | Artificial population growth. | 50 inhabitants. |
Residential complex. | 1250 inhabitants. | |
Residential dome. | 25,000 inhabitants. | |
Nursery. | Natural population growth. | 5 people per minute. |
transit network. | 40 people per minute. | |
Cosmodrome. | 60 people per minute. | |
Coral reef. | 10 people per minute. |
It is possible to declare independence (requires 20 culture points) and achieve victory with zero population (impossible with UNCC due to their need for population, and with the Daughters of Gaia due to paradisiacal habitability meaning humans will live on a planet out of control). But you need population to get culture points from events. You can not be afraid of the disappearance of the type of "House of Reason", because you can win without it.
TerraGenesis: Why do we need satellites?
Once you have built a spaceport, you can build and launch satellites, each of which brings a certain benefit to the planet. Some companions are 50% cheaper (depending on the chosen factions). TRAPPIST-1 worlds (except Huanka) can access Tresuunak without a spaceport.
The spaceport is not required to service satellites. After launching an artificial satellite or creating a residential complex on a natural satellite of the planet, even if the spaceport is disabled or destroyed, the "Satellites" section continues to work, and you can launch other satellites. Satellites do not require maintenance costs.
natural satellites. Some planets have natural satellites. For example, the Earth has the Moon, Mars has Phobos and Deimos, Pluto has Charon, Nix, Hydra, Styx and Kerberos, and Eris has Dysnomia. These satellites can be colonized and basically function as a very limited city.
You can build living quarters and buildings that increase the population. Terraforming buildings is not available on natural satellites because they cannot contribute to the development of the planet.
Natural satellites have different size classes. The number of objects that can be built on a natural satellite depends on its size class, but the size of the moons does not affect the population. Dwellings such as complexes or domes do not give the main characteristics of the planets (Water, Oxygen and others). Therefore, experienced players recommend making money on the technical development of natural satellites in the usual way.
Space elevator. The elevator takes 36 hours to build, which can be reduced by culture and mayor Kihi Malae. If for some reason the socket city is destroyed, the space elevator is automatically destroyed and will have to be rebuilt. The increase in population and income that the space elevator provides cannot be increased.
Socket cities. These are cities located within or below 3° of the equator. You can build more than one of these cities, but only 1 of them is assigned to build a space elevator (usually the one at the highest altitude). Iapetus has an equatorial ridge that covers almost the entire equator, so it is a great place for such cities.
Sky farm. The biggest burden that can be placed on an ecosystem requires it to support human populations. Using the latest advances in hydroponics and zero gravity biology, you can build a network of orbital farms and ranches large enough to feed your entire population. This will allow you to abandon the global consumption of biomass, and even survive on the surface of a world devoid of water or life.
The construction of the farm takes 24 hours, the time can be reduced through the development of culture and the ability of Mayor Neil Jansson. When the Sky Farm is running, the population does not consume biomass, and the need for biomass or biosphere and Water is no longer required for habitability.
Remember, Sky Farm does not prevent flooding! It does not control the actual level of Water, which can destroy cities and outposts.
Soletta. The construction of the satellite takes 24 hours, but the time can be reduced by the culture and attribute of Mayor Alana Freya Lee. Soletta raises or lowers the temperature by 10% of the difference between the current temperature and the set temperature. The target temperature of the Soletta should be between 187200 and 387000 mK.
Remember, since the Soletta works as a percentage of the total, and not as a fixed amount like other buildings, it is extremely powerful and takes effect immediately. Since Temperature controls the state of liquid water, a satellite can drastically change the water level and flood cities and Outposts in a matter of seconds if not carefully monitored.
Lagrange Academy. Its construction takes 24 hours, the time can be reduced through the culture and effect of Mayor Layla al-Battani. Once the Academy is up and running, culture sliders can be freely adjusted and bypass faction restrictions at no cost.
Be careful with big adjustments, especially with eco-policies, as a reduction in housing capacity could result in massive population loss if the planet is not yet habitable, without warning. Population restoration will not restore the loss.
Since this satellite can allow you to change culture an unlimited number of times, and the research and construction time does not change after the start. It can be used to maximize progress efficiency. For example, if you need to get your research labs up and running quickly while still maintaining a steady stream of income, toggle the values to +50% knowledge, start a research project, and then reset culture back to +50% wealth.
Orbital surveyor. Its construction takes 24 hours, the time can be reduced through the culture and the effect of Mayor Appolo Matiba. Once the satellite is up and running, resource allocation will be visible when placing new mines, saving a lot of time when moving the scanner. The whiter the spot, the more the mines will produce. At the same time, the satellite can monitor underwater construction.
Planetary defense network. Its construction takes 24 hours, the time can be reduced at the expense of culture. Once it is up and running, several mission plans will become available to deal with the incoming asteroid, which can be accessed by clicking on the asteroid warning that there is some time left before the impact:
- Change the flight path of the asteroid.
- Break it down into small pieces.
- Vaporize it completely.
The cost, chance of success, and required mission time depend on training, equipment, vehicles, and the number of teams deployed for the mission. All actions can be adjusted. The chances of success are increased by reacting as quickly as possible to the discovery of a world-killing asteroid, and accumulating enough credits to complete the mission before it becomes necessary. It is not possible to organize a mission that takes longer than the time left before the impact, and then speed it up with genesis points.
TerraGenesis Faction Walkthrough
Daughters of Gaia
Factions are groups that have both interests and means to colonize other worlds. Each faction receives bonuses and penalties, and different victory conditions based on their principles and approach to humanization.
Gay Daughters Priorities:
- The goal is to achieve independence and heavenly habitability (gain all stats within 5% of their ideal positions).
- Economy - Sustainability: +30% biomass growth, -30% construction speed.
- Eco-policy - transformation +15% biomass growth, -15% housing.
- Satellite - Soletta’s cost has been reduced.
- Culture Restriction - Can’t choose industrial economy.
Faction events. Each faction has its own events that make the gameplay easier. Thanks to these activities, you can get additional benefits, and the plot of the game will become more diverse. In the table below, we have selected a few recommendations from experienced players that will help you in the development of the planet.
Event name. | Short description. | Recommendations and explanations. |
Herd culling. | An event associated with the selection of an action option. You have caught a Sons of Hephaestus spy, you should release him in return for some good. | Choose "Technology", as the scout can give you science that you won’t get otherwise in the game. But he can give you research you’ve already started (rare). |
The strongest survives. | An event to choose an action. The spy is trying to persuade the inhabitants of the city against terraforming, you need to determine his fate. If you send an assassin to the infiltrator, you will prevent your culture from potentially deviating from our sacred mission. | If you pay, world culture will shift towards Conservation at the cost of a culture point. If you don’t have culture points, the population goal for the next culture point will increase as if the culture point had been spent. That is, you will go through a certain period of development again. |
The remaining events do not depend on your choice and appear randomly. |
Sons of Hephaestus
Priorities:
- The goal is to achieve independence and maintain initial livability (keep all stats within 5% of their starting positions, if stats change a lot then the game doesn’t end, you can just put them back to complete successfully).
- Eco Policy - Conservation: +30% housing, -30% biomass growth.
- Economy - Industrial: +15% construction speed, -15% biomass growth.
- Companion - The cost of the Sky Farm has been reduced.
- Limitations of culture - one cannot choose an ecological transformation policy.
Faction Events . Some faction events have no effect and are for informational purposes only. But there are 2 activities that will affect your success in the development of the planet, we have reflected them in the table below.
Event name. | Short description. | Recommendations and explanations. |
Breakdown of flowers. | You’ve caught a Daughters of Gaia spy and are demanding a ransom. What do you choose? | We advise you to choose the improvement of any building in the city to upgrade to level 10. It is better to choose a commercial building. So you will have a stable income without any special expenses. |
Eco terrorist. | One of the daughters of Gaia was about to release some seeds into the atmosphere for terraforming. | You can double the buyback price, then nothing will happen to the planet. If you refuse, then some characteristics of terraforming (water, oxygen, heat, pressure) will move away from your goals. |
United Nations Space Administration
Priorities:
- The goal is to achieve independence and reach 500 million people.
- Government - Democracy: +30% population growth, -30% financial growth.
- Eco-policy - Knowledge: +15% research speed, -15% financial growth.
- Satellite - the cost of the Lagrange Academy has been reduced.
- Cultural Restrictions - You cannot choose a plutocratic government.
Faction events. As with the rest of the factions, the UNCC has only 2 events, the events of which you can influence, thereby improving or worsening your development on the planet. In the table below, we have given advice from experienced players on choosing an action.
Event name. | Short description. | Recommendations and explanations. |
Government shutdown. | If the members of the UNSA government stop working, then your economy will take a serious hit. | If you decide to shut down the government, you will lose a significant portion of your income. It’s better to compromise. |
Civic duty. | Leader election. Candidates have different goals. Who will you choose? The change in world culture depends on your answer. | There is no definite advice here, as leader priorities are randomized for each player. We recommend choosing a candidate who will bring you more value. |
Horizon Corporation
Priorities:
- The goal is to achieve independence and get 1 billion credits of income (accumulate 1 billion credits).
- Government - Wealth: +30% financial growth, -30% research speed.
- Eco-politics - Plutocracy: +15% financial growth, -15% population growth.
- Satellite - the cost of the Orbital Surveyor has been reduced.
- Culture Restriction - You can’t choose knowledge values.
Faction events. The faction has several events that affect the growth of income. You can spend less credits, but get more profit in a short time. These are profitable maneuvers from the point of view of profit. In the table below, we have given advice on which choice is best to make.
Event name. | Short description. | Recommendations and explanations. |
Hard choice. | Horizon Corporation offers to invest a large amount of money (15,000,000 credits) in their project, promising a high return on investment. | Agree to give the required amount, because in a short period of time, you will receive a significant profit from the project. |
picket line. | a strike has begun in one of the mines, which can lead to the loss of the Outpost. | Choose a peaceful protest setting. So you will lose only 1 mine, and not the Outpost message. |
Institute for the Distant Future
Priorities:
- The goal is to achieve independence and research all technologies.
- Politics - Knowledge: +30% research speed, -30% financial growth.
- Economy - Industrial: +15% construction speed, -15% biomass growth.
- Satellite - Reduced the cost of the space elevator.
- Cultural Restrictions - You can’t choose wealth values.
Faction events. Since this is a relatively new faction that was introduced to the game in one of the latest updates, all the events that take place in it are interesting in terms of gameplay. In the table below, we have given advice from experienced players on choosing actions.
Event name. | Short description. | Recommendations and explanations. |
Open source. | Horizon Corporation proposes to patent a unique medicine. You have to agree or refuse. | We recommend that you accept the offer, as there will be no change in culture. and you can safely continue to explore the planet. In case of refusal, your culture will shift towards semi-cracy, thereby increasing your income by 5%, but the main goal will be significantly removed. |
Freedom of Information | The FFI research team has finally gained access to a top-secret database. What should they buy? | You can get instant access to one of the objects (even if you haven’t learned it yet) when you select a technology. The rest of the options will do nothing. |
TerraGenesis: Tips for Interacting with a Home Civilization
Native civilizations are the center of Chibania in the Historic Lands campaign. A random event on Earth ("Discovery of a local civilization") will introduce you to the natives. You have a 25%+ chance of encountering natives when creating random planets. This is an interesting part of the gameplay, which will help diversify it, and will bring significant profits if successful.
There are many missions and events that you can complete to change the level of familiarity with the village, happiness, population, aggression and infrastructure level. Each event affects these parameters. There are also missions that can negotiate peace or trade treaties between the natives and human societies. Trade agreements will bring you a lot of income. A number of missions are only available if the prerequisites for launching them are met.
Mission success. Only one mission can be completed in the village, so new missions can only be started after the current mission is completed. Events have a chance of success, which depends on how risky the mission itself is, and this, in turn, depends on other factors. For example, from the acquaintance of the player, the local happiness of the village and more. Happiness is how much the locals like you (an unstable indicator, it can rise or fall). Acquaintance is your recognition of the village, the life of the inhabitants, the exchange of goods, and so on (this figure is constantly growing, and does not depend on the happiness of the natives).
First contact missions
All your relationships with the natives are noted in the "Culture" section of the statistics. For example, the level of a village’s infrastructure affects the amount of credits a trade agreement with a village earns. Before you can embark on any of the stealth, diplomacy, or conquest missions, you need to decide how to make first contact. There are 2 options:
- "We came in peace" - the natives should be approached gently, with gifts and polite offers of friendship, to make it clear that we have good intentions, and you only strive for peaceful coexistence.
- "Demonstration of strength" - power respects strength, and nobility is too often mistaken for condescension. You must approach the village with an open display of your power to show the natives that you respect them as warriors and demand that they do the same for you.
Native health. The "Health" tab shows how the world’s climate is suitable for the village. Villagers will get sick if planetary stats change too much, and die if any of their health stats reach 0. Health also affects a village’s happiness stat. In fact, if you decide to change the climate of the world, but slowly destroy the local population, they will not like it very much.
Remember that the natives have no living quarters to hide in when the planet becomes terraformed for you, but unusable for them (unless they get a Shield).
Main events
The "Events" tab is a list of the effects of events or missions that have occurred. For example, it might list "plague" and "peace treaty" if those events happened. In the table below, we have presented for you the main missions (often encountered), and gave advice on choosing actions.
Event name. | Short description. | Recommendations and explanations. |
Xenocide. | A villager quarreled with one of our settlers, resulting in the death of a man. We’ve taken the villager into custody, but we don’t know what to do next. | If you free the villager, you will raise the level of aggression of the village, as he went unpunished. Punishment will reduce the level of happiness in the village where the inhabitant comes from by 5%. Make a choice in favor of the village with which you have worse relationships. |
Medicine. | A plague has broken out in the village! The local natives are already dying out en masse, and their infrastructure is not enough to stop it on their own. | The rate at which villagers die from the plague is a percentage of their total population per minute. Although the loss of population will gradually begin to affect income, the rate at which they die is not very high, so there is no need to rush to heal. |
Revolution. | A political revolution has broken out in the countryside! The natives demand immediate change and call for a new style of government | If the village is above 55% happiness, then they will choose your policy, which will increase income. |
How to make friends with the natives? After establishing contact, it is advisable to complete the Reconnaissance and Big Tour missions in order to increase the familiarity indicator. At the moment, any other missions are too risky and may fail. If the indicators of happiness and familiarity are insignificant, then friendship with the village will cost you a lot. Pay attention to missions that increase familiarity, as it cannot be lowered. Defense money always gives a 95% chance of success and can be repeated an infinite number of times. 1 mission increases familiarity by 2 points.
After increasing the familiarity rate above 55%, select "Feather stronger", the mission will greatly increase familiarity and happiness. Very disgusting from a moral point of view, but an effective way to increase the level of happiness is to start the mission "Death in the Wind", after which you need to activate the "Heal".
Article author:
Evgenia G. - one of the first authors of the site, in the project since December 2018. The first games were completed by her on the MS-DOS operating system. She likes to play MMORPGs, has the most upgraded character in RF Online, was the patriarch of the TOP-1 guild in the game. Makes guides about the most difficult games on Android and Roblox. More information about Evgenia is available at this link.