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Terraforming is the process of altering the surface conditions of Mars to make the planet hospitable for humans and ultimately turn the planet Earth-like. It is the largest investment of resources on Mars and can be disabled by the No Terraforming Game Rule.


Terraforming ParametersEdit

Terraforming Parameters are 4 surface conditions that determine the overall terraforming progress. Once a parameter reaches 100% it is identical to Earth's.

Parameter Improvement effects Description
  • Decreased severity of Dust Storms and Meteor Storms
  • Increased production from Wind Turbines and MOXIEs (+100% max)
  • Decreased production from Solar Panels (-50% Max)
Represents the density and composition of the Martian atmosphere. The higher this parameter is, the more Earth-like are the atmospheric pressure, Oxygen levels and cloud generation.
  • Decreased severity of Cold Waves
  • Permafrost starts melting above 50%
Represents the global surface temperature of Mars. The higher this parameter is, the more favorable are the conditions for Earth-like life.
  • Increased production from Moisture Vaporators (+100% max)
Represents the quality and volume of surface water on Mars. The higher this parameter is, more and larger water bodies will appear on Mars: lakes, seas and oceans.
  • Increased plants spread
Represents the spreading and diversity of vegetation and bacterial life on a planetary scale. The higher this parameter is, the more Mars looks like the tundra biome back on Earth, with the ultimate goal to become a quite harsh, yet habitable second home for humanity.

Terraforming ThresholdsEdit

Terraforming Thresholds are values of Terraforming Parameters above which drastic changes will occur on Mars.

Effect Parameters
Liquid water 25%   Temperature
Cold Waves end 50%   Temperature
Blue skies 50%   Atmosphere
Dust Storms end 50%   Atmosphere
Dust Devils end 50%   Atmosphere
Meteor Storms end 80%   Atmosphere
Vegetation Boom 30%   Vegetation
Vegetation Boom 60%   Vegetation
Vegetation Boom 90%   Vegetation
Effect Parameters
Toxic Rains start 25%   Atmosphere
25%   Temperature
Breathable atmosphere 95%   Atmosphere
50%   Temperature
Effect Parameters
Sustainable grass 20%   Temperature
10%   Water
Sustainable bushes 30%   Temperature
20%   Water
Sustainable pine trees 35%   Temperature
35%   Water
Sustainable mixed trees 75%   Temperature
75%   Water
Effect Parameters
Clear Rains 40%   Atmosphere
40%   Temperature
10%   Water
Toxic Rains end 55%   Atmosphere
55%   Temperature
5%   Water

Terraforming BuildingsEdit

Terraforming buildings are the main way of terraforming Mars. They have very high construction costs and should only be built by a self-sufficient colony.

Building Standard costs Consumption Maintenance Terraforming per Sol Required technology Upgrades
  Small Lake 10  Concrete
5  Machine Parts
0.5  Water Based on Water parameter +0.01%  Water
(when liquid)
Lake Crafting Lake Vaporators
  Lake 20  Concrete
5  Machine Parts
1  Water Based on Water parameter +0.03%  Water
(when liquid)
  Large Lake 30  Concrete
5  Machine Parts
1.5  Water Based on Water parameter +0.05%  Water
(when liquid)
  Huge Lake 50  Concrete
5  Machine Parts
2  Water Based on Water parameter +0.1%  Water
(when liquid)
  Forestation Plant 10  Metals
5  Electronics
10  Power
1  Seeds
1  Polymers +0.01%  Vegetation Martian Vegetation None
  Open Farm 15  Concrete
5  Metals
3  Machine Parts
1  Power
10  Water
1  Seeds
1  Metals Based on Crop Domeless Farming   Dry Farming
  GHG Factory 15  Concrete
15  Metals
10  Machine Parts
10  Power
1  Fuel
2  Machine Parts 0.05%  Temperature
(0.25% when below 25%)
Greenhouse Mars   Amplify
(+50% Terraforming, +20  Consumption, cost: 5 )
  Carbonate Processor 200  Concrete
50  Metals
50  Machine Parts
50  Power
1  Waste Rock
2  Machine Parts +0.4%  Atmosphere Carbonate Processor   Amplify
(+50% Terraforming, +20  Consumption, cost: 10 )
  Core Heat Convector 150  Concrete
100  Metals
50  Polymers
50  Power
10  Water
2  Polymers +0.4%  Temperature Core Heat Convector   Amplify
(+50% Terraforming, +20  Consumption, cost: 10 )
  Magnetic Field Generator 250  Metals
50  Electronics
100  Power 10  Metals -0.2  Atmosphere loss Magnetic Field Generator   Amplify
(+50% Terraforming, +20  Consumption, cost: 10 )


Forestation Plants can plant various types of Plants. All Plants improve Soil Quality while higher level plants also produce   Seeds.

Crop Min Soil Quality Seeds required Growth time Soil Quality increase Harvest Spreads Requirements
  Lichen 0% 0.1 6 Hours 20% 0 no None
  Grass 10% 0.1 12 Hours 10% 0 yes 20%  Temperature terraforming
10%  Water terraforming
  Bushes 20% 0.2 2 Sols 20% 0.2   yes Adapted Vegetation technology
30%  Temperature terraforming
20%  Water terraforming
  Trees 40% 0.3 6 Sols 50% 1   yes Adapted Vegetation technology
35%  Temperature terraforming
35%  Water terraforming
  Mixed Trees 40% 0.5 6 Sols 50% 2   yes Adapted Vegetation technology
75%  Temperature terraforming
75%  Water terraforming