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User:GreatTuna2/Terraforming

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The principle of Terraforming in Aurora is based on changing the atmosphere in order to alter the environment of the planet so it is suitable for your species.

The actual mechanics of using terraforming in the game interface are relatively straightforward. If you have any terraforming installations on a planet or any ships with terraforming modules in orbit, go to the Environment tab, select the gas you want and type the target amount of gas for the terraformers to meet. Make sure to check the Add Gas checkbox if you're adding gas (or uncheck it if you're removing it). Terraforming installations can be built by industrial capacity and transported to a different planet with freighters.

A terraforming ship or station is easy to design, as it only requires Terraforming Modules to work. Both spaceborne and ground-based terraforming installations are boosted by the Terraforming skill of the ship captain and governor, respectively.

The base terraforming speed per module is 0.00025 atm/year. This rate can be improved by research and is modified by Earth Surface Area / Planet Surface Area, meaning smaller bodies will be terraformed faster, and larger bodies will take a lot more time.

The system bodies with less than 0.1G of gravity can't retain atmosphere and therefore can't be terraformed.

Research
Terraforming Rate RP Cost
0.00032 3000
0.0004 5000
0.00048 10000
0.0006 20000
0.00075 40000
0.00096 80000
0.0012 150000
0.0015 300000
0.0019 600000
0.0024 1200000
0.003 2500000
0.00375 5000000

Temperature

Temperature is one of the main factors that can determine a long-term viability of the colony. Unlike gravity, however, temperature can be adjusted to a large degree with addition of greenhouse (or anti-greenhouse) gases.

The formula for the temperature calculations is:

Surface Temperature in Kelvin = Base Temperature in Kelvin x Greenhouse Factor / Anti-Greenhouse Factor x Albedo

Base Temperature cannot be changed by the player and depends on the distance between the planet and its parent star. This means that bodies with eccentric orbits can have major fluctuations in temperature that make any terraforming a complicated affair.

Greenhouse Factor is the influence of the atmospheric gases on the surface temperature. All gases that are not condensed/frozen (refer to the gas table for the gases' boiling points) will add 10% of their atmospheric pressure to this factor. In addition to that some gases are greenhouse gases and will add their full atmospheric pressure to this factor. Aesthusium is the safe greenhouse gas that can be freely used for this purpose. Greenhouse Factor can't go above 3.

Anti-Greenhouse Factor is the cooling effect of anti-greenhouse gases. Currently, only one gas - Frigusium - acts as an anti-greenhouse gas, adding it's full atmo pressure to this factor. Like Greenhouse Factor, Anti-Greenhouse Factor can't go above 3.

Albedo is the measure of reflectivity of the body's surface and cannot be directly changed. Unlike real life, albedo is just a direct modifier to the surface temperature, so it can go above 1.

If a planet has a frozen hydrosphere, heating it up will cause it to melt, increasing albedo and giving a boost to the surface temperature. Conversely, cooling the planet will freeze the hydrosphere and reduce the albedo.

Colony Cost

Colony Cost (CC) is a measure of the amount of infrastructure needed to support the population on a given celestial body. CC 0 means the body is perfectly habitable and needs no infrastructure whatsoever. Otherwise, the colony will need

CC * 100 / Population Density Modifier (usually 1)

units of infrastructure to support 1 million colonists. This number is shown in the Summary tab of the Economy window for any given colony, so you the player don't need to manually calculate it.

There are multiple factors that influence colony cost of a celestial body, with the highest number out of them being the final colony cost:

  1. Temperature will affect colony cost if it's outside of the species' tolerances, applying a colony cost of Temperature Difference / Temperature Deviation. If the body is tidally locked against the star, this penalty is reduced by 80% while also reducing population capacity by the same amount.
  2. Lack of oxygen will impose a flat colony cost of 2.0. Same cost will apply for having too much of it (more than 30% of the total atmosphere).
  3. Any dangerous gases in sufficient quantities will impose a flat colony cost or 2.0 or 3.0 depending on the gas involved.
  4. Excessive atmospheric pressure will affect colony cost, applying a colony cost of Atmospheric Pressure / Species Maximum Pressure with minimum of 2.0.
  5. Hydrosphere extent below 20% will impact the colony cost, directly proportional to the amount of hydrosphere missing with the formula being (20 - Hydro Extent) / 10. Hydro extent above 75% will negatively impact the population capacity.
  6. Gravity below species' tolerances will impart a colony cost of 1.0, as well as require Low-Gravity Infrastructure instead of regular one. Gravity above species' tolerances renders the world uninhabitable.

In short, you need to make sure there is enough oxygen, enough other gases to dilute oxygen, no dangerous gases and plenty of water.

You can also reduce the colony cost by researching the Colony Cost Reduction tech line. These technologies reduce the final colony cost by set percentage and are applied for every colony, making them better the bigger your empire becomes.

Research
Colony Cost Reduction RP Cost
5% 5000
10% 10000
15% 20000
20% 40000
25% 80000
30% 150000
35% 300000
40% 600000
50% 1200000

List of gases

Gas Toxicity (for oxygen-breathing races) Boiling Point Greenhouse Effect
Hydrogen Colony cost 2 (safe level 500 ppm = 0.05%) 20K = -253C None
Helium None 4K = -269C None
Methane Colony cost 2 (safe level 500 ppm = 0.05%) 109K = -164C Warming
Ammonia Colony cost 2 (safe level 50 ppm = 0.005%) 240K = -23C None
Water None 245K = -18C None
Neon None 27K = -246C None
Nitrogen None 77K = -196C None
Carbon Monoxide Colony cost 2 (safe level 50 ppm = 0.005%) 82K = -191C None
Nitrogen Oxide Colony cost 2 (safe level 5 ppm = 0.0005%) 121K = -152C None
Oxygen Colony cost 2 (safe level 30,000 ppm = 30%) 90K = -183C None
Hydrogen Sulphide Colony cost 2 (safe level 20 ppm = 0.002%) 212K = -61C None
Argon None 87K = -186C None
Carbon Dioxide Colony cost 2 (safe level 5,000 ppm = 0.5%) 195K = -78C Warming
Nitrogen Dioxide Colony cost 2 (safe level 5 ppm = 0.0005%) 262K = -11C Warming
Sulphur Dioxide Colony cost 2 (safe level 5 ppm = 0.0005%) 263K = -10C Warming
Chlorine Colony cost 3 (safe level 1 ppm = 0.0001%) 239K = -34C None
Fluorine Colony cost 3 (safe level 1 ppm = 0.0001%) 85K = -188C None
Bromine Colony cost 3 (safe level 1 ppm = 0.0001%) 332K = 59C None
Iodine Colony cost 2 (safe level 1 ppm = 0.0001%) 457K = 184C None
Aestusium None 1K = -272C Warming
Frigusium None 1K = -272C Cooling