Governors

Governors were added in the February 3rd 2020 update of TerraGenesis. They are unlockable characters that you can assign to each of the world's cities. If you have unlocked a governor on one world, they will be unlocked on every world. Each governor has effects. If you assign a governor to a city, that governor's effects will be applied to that city. A common governor has one effect, a rare governor has two effects, an epic governor has three, and legendary governors have four effects.

Currently, there are 21 common governors (blue background), 15 rare governors (purple background), 10 epic governors (gold background), and 7 legendary governors (white background) in the game.

## Unlock and Upgrade

To unlock a governor, you will need to get at least one governor card of that governor. The easiest way to get those cards is to receive three free governor cards each day by going to the 'get governors' button. From there, you can also buy governor cards for GP or for real money.

Governor cards can also be earned by completing live events.

Governors are upgraded by having more of their governor cards. There are different governor packs.

Upgrading governors increases their effects' strengths, as well as their power boost's strength.

To get that governor to level II, you will need 5 more cards, so 6 in total. To get a governor to level X, you will need a total of 371 cards.

Level X is the maximum level. If you get more than 371 total cards for any governor, the extra cards will do nothing.

## Power Boost

Governors' power boosts grow in strength along with governor level.

There is a power boost exploit that allows to have a boost going for hours on end. Learn more:

*Main article: Governor/Power Boost*
## Effects

Any effect a governor has only affects the city of assigned them to (with the exception of Satellite construction time - see below).

* **Heat Growth/Reduction** - Facilities that affect the world's temperature, such as the Solar Shade, become more effective at reducing/increasing temperature. This effect can be boosted.
* **Pressure Growth/Reduction** - Facilities that affect the world's pressure levels, such as the Hydrogen Processor, become more effective at reducing/increasing pressure levels. This effect can be boosted.
* **Oxygen Growth/Reduction** - Facilities that affect the world's oxygen levels, such as the Kelp Farm, become more effective at reducing/increasing oxygen levels. This effect can be boosted.
* **Water Growth/Reduction** - Facilities that affect the world's water levels, such as the Ice Launcher, become more effective at reducing/increasing water levels. This effect can be boosted.
* **Biomass Growth** - Facilities that produce Biomass, such as the Coral Reef, become more effective at producing Biomass. If you have the Biospheres function enabled instead of the Biomass function, this effect does not do anything. This effect can be boosted.
* **Biomass Consumption** - The city's population consumes less Biomass. If you have the Biospheres function enabled instead of the Biomass function, this effect does not do anything. This effect can **not** be boosted.
* **Habitations** - The city's Hab facilities, such as the Hab Unit, can hold more population. This does not affect population growth. This effect can **not** be boosted.
* **Population** - Facilities that produce population, such as the Spaceport, will produce more population. This does not affect native birthrate, population growth caused by events such as Population Boom or population growth caused by the Space Elevator. This effect can be boosted.
* **Birthrate** - The city's native birthrate increases. This does not affect population earned through facilities, such as the Children's Creche. Early game, birthrate is not very high yet, so this effect is more useful late game. This effect can be boosted.
* **Revenue** - Facilities that produce revenue, such as the Coral Reef, will produce more revenue. This does not affect culture revenue, earned from events. This effect does not affect revenue earned through the Space Elevator either. This effect can be boosted.
* **Culture Revenue** - The city's culture revenue increases. Culture Revenue is earned through events such as The Mother Lode or The League. This effect can be boosted.
* **Facility Maintenance** - All of The city's facilities will have less maintenance costs. There are no maintenance costs in Beginner mode, so in that mode this effect does not do anything. This effect does not affect other costs, such as the costs the Solar Shade makes. This effect can **not** be boosted.
* **Construction** **Cost** - Building new facilities in the city will cost less credits. This does not affect the costs of subsequent upgrades to the facility. This effect can **not** be boosted.
* **Construction** **Time** - Building new facilities in the city will take less time. This does not affect the time it takes to subsequently upgrade the facility. This effect can **not** be boosted.
* **Upgrade Cost** - Upgrading already built facilities in the city will cost less credits. This does not affect the costs of building brand new facilities. This effect can **not** be boosted.
* **Upgrade Time** - Upgrading already built facilities in the city will take less time. This does not affect the time it takes to build brand new facilities. This effect can **not** be boosted.
* **Demolition Cost** - Demolishing already built facilities in the city will cost less credits. This does not affect the base cost of 1,000,000c or any additional population costs for demolishing cities.

### Construction and Upgrade Effects and how they work

These effects will not affect construction or upgrades that have already begun when you assign construction or upgrade governors to a city. First assign them, then construct/upgrade something, and then you can unassign them before those constructions/upgrades are finished, and their effect will still work as if they were still assigned.

When you go to the 'build new facility' menu with a construction governor assigned to the city, you cannot see their effects reflected in the costs/time the game says it will take to construct something, but they will still take effect as soon as construct something. Effects of upgrade governors are immediately visible when tap the 'upgrade' button.

### Satellite construction time

Each event-exclusive governor reduces the satellite construction time of a particular satellite, depending on the governor's faction:

* Space Elevator: Keahi Malae of the Far-Future Institute
* Soletta: Alana Freyja Lee of the Daughters of Gaia
* Skyfarm: Neil Jansson of the Sons of Hephaestus
* Lagrange Academy: Layla Al-Battani of the UNSA
* Orbital Surveyor: Appolo Matiba of the Horizon Corporation

Place these governors in any city want and, as long as they are placed when initiate the corresponding satellite's construction, they will reduce the satellite construction time.

## Governor Factions and Lore

All of the governors are in a faction. Besides the lore that is in the descriptions, there is additional individual lore. For governor and faction lore, visit this page:

*Main article: Governor/Governor Lore*
## Governor Events

Certain events can only take place on a world when have governors assigned to cities.

*Main article: Governor/Governor Events*