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TerraformersNewsversion 1.7.90 patch notes
Game update

version 1.7.90 patch notes

Terraformers · published 20 Jul 2026, 10:58 UTC · build 24233750

All newsPlayers around this dateRead on Steam

General changes

Bugs fixes

  • Removed the loading screen icon that remained on ultra-wide screens.

  • Fixed a bug in marsyclopedia where undiscovered item could still show the info popup when using a gamepad

  • Fixed a bug where lifeform events could propose twice the same lifeform

  • Fixed a bug where the “mine mandate” could not be used on ocean locations

  • Fixed a bug where you could get negative resources during a trade embargo

  • Fixed a bug where megastructure costs were not contributing to tech cashback

  • Fixed a bug where abilities in the last stage of the interstellar spaceship were wrongly highlighted

  • Fixed a bug giving a warning about remaining exploration ability when the entire planet is explored

  • Fixed a bug about the GMO effect being able to be applied to a lifeform and bring it below minimum.

  • Fixed a bug where a new dedication was not picked after using the Tourist Magnet to found a city (and auto picking the humanist policy)

  • Fixed a bug where a policy could be proposed to replace the same one

Improvements and gameplay changes (Independence DLC)

  • After founding a new city, you can now choose from 2 new policies for your next city of that faction at the start of the next turn.

  • You can now revert founding a city again (just like in the base game).

  • If you haven’t founded a new city with a faction for a long time, you will get an event with a suggestion to change the policy of a specific faction or keep the current one. This event replaces the event in which you can choose to replace a policy of any faction.

  • Upon receiving a faction mandate, you can now choose to receive a support boost instead.

  • You can now select any color for your city, even colors that don’t match their faction.

Balance changes - Independence DLC

general balance

  • Rewards for faction level ups have changed. You now only ever get 1 faction seat per faction level up to prevent heavy government swings in the late game:

    • level 1: 1 seat & 1 tier-1 mandate reward.

    • level 2: 1 seat & 1 tier-2 mandate reward.

    • level 3: 1 seat & 1 tier-3 mandate reward.

    • further: Level 3 is repeated, the influence requirements increase by 5 per level.

  • Total seats amount and independence requirement lowered from 8 to 7.

  • Increased the global comfort of living gained from autonomous from 1 to 2.

  • Increased the global comfort of living gained from independence from 3 to 4.

  • Lowered cost of Democratic Parliament from 50 to 44 water.

  • Lowered cost of Leader Statue from 50 to 44 titanium.

Faction centers:

  • Faction centers now require 1/2/3/5 seats of their faction in government to be placed instead of 1/3/5/7.

  • Lowered the amount of faction centers proposed. 

  • Changed the Industrialists Logistics Center to require only 1 seat instead of 3. Lowered the cost from 31 power to 10 power. It now provides 1 resource-specific trade route per unique resource that the city produces. Adjacent mines also provide a trade route (just like the spaceport). It doesn’t generate negative comfort of living for adjacent cities anymore.

  • Industrialists’ Mining center now requires 2 seats instead of 1. Power costs are increased from 19 to 20. It generates 1 heat per 3 mines instead of per 4 mines and only provides 1 negative comfort of living to adjacent cities instead of 2.

  • Industrialists expansion cost lowered from 34 to 30 power. It now requires 3 seats instead of 5.

  • Industrialists’ Robot Command Center’s seat requirements lowered from 7 to 5. Lowered its cost from 70 to 50 power. Lowered the amount that adjacent mines produce from 2 to 1.

  • Scientists’ Exploration center cost lowered from 16 to 10 science. Lowered the exploration discount from 2 to 1 turn.

  • Scientists’ Water Extraction center now requires 2 seats instead of 5. Costs are lowered from 38 to 20 science. Adjacent aquifers generate +50% ocean instead of +100%.

  • Scientists’ Weather control Center costs are lowered from 36 to 30 science. Lifeform spread discount lowered from 25% to 20%.

  • Scientists’ Observatory Center seat requirements are lowered from 7 to 5. Lowered the cost from 70 to 50 science. It now makes technologies get suggested twice as fast instead of 4 times as fast.

  • Humanists’ Quality of Life Center costs are lowered from 11 to 10 food.

  • Humanists’ Arboretum costs lowered from 22 to 20 food. It now requires 2 seats instead of 3.

  • Humanists’ Large Scale Agriculture Center lowered from 45 to 30 food. It now requires 3 seats instead of 5. Adjacent outdoor farms now produce +4 food instead of +5.

  • Humanists’ Leadership Center seat requirements lowered from 7 to 5. Lowered the costs from 70 to 50 food. It now only requires 5 population instead of 10 to provide 1 extra leader proposal.

Mandates:

  • Increased Generator Surge power gain from 30 to 40.

  • Rock Demolition now also provides you with 8 tritium.

  • Rapid Expansion now provides 8 expansions instead of 6.

  • Heavy Emissions now provides 20 heat and atmosphere instead of 15.

  • Extreme Strip Mining now provides 40/50/60 resources from normal/large/gigantic deposits instead of 30/40/50.

  • Advanced Prospecting now provides 12 science per looted resource instead of 8.

  • Experimentation now sells projects for 10 science each instead of 8.

  • Spread Life & Research now provides 25 science instead of 15.

  • Quantum Fabrication now generates 40 resources instead of 30.

  • Amphibiogen now provides 15 water and 15 nitrates instead of 25 science.

  • Adopt as Pet now provides 12x the lifeform’s prestige instead of 10x.

  • Outstanding Leadership now provides 4 leader actions and 60 support instead of 3 leader actions and 50 support.

  • Advanced Dike Engineering now provides 30 titanium instead of 18.

  • Mass Oxygen Import now provides 28 atmosphere and oxygen instead of 20.

Scenarios:

  • Lowered the seats required for victory (as you don’t get multiple seats now anymore for higher faction levels).

  • Lowered the total requirements for the Interstellar Spaceships a little to balance for the fewer gained seats on higher faction levels.

Difficulty:

  • Slightly increased the expectation rise frequency, to match the beneficial changes mentioned above.

More from Terraformers

Other announcements

All news
Game update5 May 2026Patch 1.7.82Patch 1.7.82 Bugs fixes and Improvements · Fixed “Space race” mandate impossible to use with the gamepad · Fixed “Transport boom” mandate sometimes resulting in negative resource stock (end of turn production was taken into consideration while determining if a resource would get exhausted after exports, but “Transport boom” triggers a trade immediately) · Improved reliability of player progress…Game update21 Apr 2026Update v1.7.79Bug fixes · fixed a city migration bug where the turn cooldown and policy of the migrated city were incorrect · fixed "Extract Aquifer" mandate not being usable on ocean locations · show flood warning popup as appropriate when using the "Extract Aquifer" mandate · fixed "Food Bank" dedication not counting food produced outside of the city · gamepad: fixed an inaccessible city slot in one possib…Game update18 Apr 2026Independence DLC hotfixesV1.7.77 - 18.04.2026 Bugs fixes · Fix for a performance problem that affected some players on Windows · Fix the megastructure button being partially under the government widget when in compact UI mode · Fix an issue where events would sometime stop triggering (e.g new technologies, leader elections) · Fix inconsistent font for the trade panel exports count number · Updated the game manual linke…