Reus 2
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Glossary
By orian34
All you could ever want to know about the many terms and subtleties in the game! Listed in alphabetical order, make sure to use the search feature if you're lost.
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Animals
One of the three Biotica types.
Can be made by Khiton or Jangwa.

Animals generally Yield Food or Gold.
Anomaly
Available for Khiton by spending a Terraform Charge.

Double all Tags on the Patch. In the Ocean, changes between Reef and Deep.
Apex
Makes the Draft options, comes with several cohorts. They tend to be very powerful Biotica.

An Apex always costs Biodiversity to place, and some will increase the cost for subsequent placements if one exists already.

Obtaining stars in Turning Points and going through Eras will unlock more Apex at the end of a run.
Biodiversity
A very important Secondary resource, allowing you to place powerful Biotica. Each continuous Biome has a separate Bio pool.

The most common way of obtaining Bio is to place new Biotica, gaining as many Bio as the tier of the Biotica. Symbioses can sometimes provide extra Bio.

Apex Biotica and some cohorts need Bio to be placed. If Bio goes into negative, the extra Biotica will fall dormant until Bio goes positive again, preventing any gains while asleep.

Completing Eras with enough total Bio in several Biome types will provide additional Draft and Micro Charges, along bonus score. You need 4/7/12 Bio for each Biome type in Era 1/2/3, only Era 1/2 give Charges. The amount of Biome types(max 6) impacts the reward given: 0/0/1/2/3/4 Draft & Micro Charges.
Biome
There are 7 Biomes total, 3 unlocked during progression. Forest, Ocean, Desert, Rainforest, Taiga, Savanna, Ice Age.

Giants have a main Biome and a secondary one unlocked later. Patches can hold only one Biome at a time and replacing it will remove unsuited Biotica.

Biotica can only be placed on Patches with a Biome, and the type will determine what spec of Biotica is available.

Continuous Patches of the same Biome type count as the same Biome, meaning two separate Patches are two different Biomes. Each Biome has a separate Biodiversity pool.

The Ice Age and Wetlands Biomes are added by DLC and can be selected with alternate form Giants.
Biotica
The cornerstone of planets, most of the game revolves around handling Biotica. It costs Eon to place or replace one.

They are sorted in the different Biomes, with only a few not exclusive to a specific one. You can only place Biotica in a corresponding Biome either on Empty Slots or by replacing existing ones.

Each Biome has a starter kit of Biotica, then the way to obtain more is by Drafting new Apex packaged with some cohort Biotica. There are 3 tiers, higher tiers come with stronger numbers but requiring Upgraded Slots to be placed. The first Biotica placed of a spec on a planet will provide Biodiversity equal to its tier, keeping the Bio as long as one exists.

The main way of providing resources, often asking for specific conditions to enable Symbioses for better Yield. It often plays around the type or Tags of Biotica, and Projects will ask for a certain number to be present in a City's Borders.
Borders
They are used to define the limits of a City, and what belongs to that City.

A City will expand depending on a set of criteria including the current Era, the total size of the Borders, remaining Empty Slots within, existing Biotica outside of the Borders. Borders will only expand on unclaimed Patches.

Border Charges can be purchased in the Planet Shop. Spending one will force a City expansion.
City
Where all converges. A City is created when settling a Nomad, your first one always being the Spirit chosen, then it gives a choice between 2 leaders. Cities cannot settle too close to one another.

Unless stated, a City and its Projects will only care about what's happening inside its Borders, with the main exception being Trade Routes. At first when settling, 2 Patches will be claimed by the Borders, then it will expand as things progress.

Biotica within Borders will provide resource Yield furthering growth, converting Food, Science, Gold into Population, Technology, Wealth points and in turn increasing its Prosperity. Each leader has a different outlook on things, meaning different resource goals, Yield for Mystery, and Projects.

As the City grows, it will have rewarding requests for meeting goals, often giving out Prosperity, Upgrade, and Draft Charges. The rewards for a request are previewed next to it. Meanwhile growth points provide Emblems, Inventions and Trade Routes.
Connected
Biotica are Connected through a chain of adjacent Slots. It is mainly a Grasslands mechanic.

A Connected chain does not need to follow specific Rows. The chain breaks if you leave the Biome.
Creek
Available for Satari by spending a Terraform Charge.

Placed on one Patch, will provide +50% Primary Yield and +1 Bio to Plants.

Can't be combined with another Terraform.
Deep
Type of Patches specific to the Ocean.

It appears naturally when an Ocean Biome is made bigger than 4 Patches, any Patch beyond the first two of each side will become Deep.

Some Ocean Biotica can only be placed there.
Distance
A mechanic specific to the Taiga.

Some Symbioses will count the Distance to the nearest City. Each Patch leading to the City including the starting one will add to the count by one, as well as any Biotica with the Lost Tag.

So to have a Distance of 3, the Bioticum needs to have 2 Patches between itself and the nearest City, any Lost Biotica in between(or on the same Patch) counting as another Patch.
Distinct
It is a keyword to signify that only one Biotica of a specificity(or species) counts for the Symbiose/condition.

A Symbiose searching for 2 Distinct Plants will not accept 2 Carrot Biotica. It will need 1 Carrot and 1 other Plant of different spec.
Draft
Allows you to pick from a selection of 3-4 Apex Biotica of a chosen Biome, gaining additional Cohorts packaged with the Apex.

There is a Biome rank system, for each Draft on a specific Biome, its rank is increased by 1 and the max rank is increased partly. If the current max rank isn't higher than the Biome rank, you cannot pick it. Higher max rank requires an extra draft each time.

Can be purchased in the Planet Shop. Completing City requests rewards with a Draft Charge. Biodiversity bonus rewards some.

In Horizon Draft, you start with 3 prepicked Draft, and will burn some future charges as cost.
Emblems
They act as supplementary Spirit bonus effective everywhere on the planet.

They tend to have less powerful effects. There is 3 tiers of Emblems with different effects for each leader. They are only available by growing the Population in a City.
Empty
Fairly self explanatory, no Biotica has to be in the Slot for it to count as Empty.

There is a Symbiose making a Bioticum seen as Empty to others.
Eon
An essential resource, 5 of it is used to place new Biotica, and replacing costs only 1. Placing on a Slot with Legacy will discount the cost by 2.

Running out of Eon triggers the end of the current Era.

Can be purchased in the Planet Shop. Placing down the 2nd and 3rd City increases your total amount available.
Era
A standard planet will go through a prologue and 3 Eras, the prologue being more of a pre-extension of the first Era.

Each Era will start by a choice for a Turning Point which will direct the goals to complete in that Era. Then you will obtain a specific amount of Eon for the Era and will have to place Biotica to try to fulfill the goals set. Advancing Eras gives a boost to Borders incentive to expand.

When Eon reaches 0, the Era is ready to end, however you can still do all the actions like normal except those that cost Eon. Allowing you to finish Projects and hit goals, you can also buy more Eon in the Planet Shop to push back the finish line.

Every time an Era ends, it will calculate some score using the Prosperity gained, as well as the Biodiversity bonus. Then it will also give out the rewards for it, and move on to the next Era. All Projects in Cities will become Legacy.

After the final Era, only the score will be calculated, then for each new star gained in the Turning Points (max 9) you will gain a random Apex Biotica unlock. Past a point where most of the star unlocks were obtained, you get the remaining unlocks by doing more planets with enough stars.
Expansion
Allows you to expand the size of the planet by choosing the middle of two Patches.

Expanding inside City Borders will add 2 claimed Patches. Outside of Borders, it will add 4 unclaimed Patches.

5 can be purchased in the Planet Shop.
Extra
Some Symbioses have potential to enter an infinite loop when paired together.

(Extra) Symbioses mean that they will ignore the Yield from other Extra Symbioses, only being affected by standard boosts.

Meaning if a Tree had an Extra Symbiose providing Food for each Science in adjacent Biotica, the Curiosity (Extra) Symbiose would ignore that Yield and in turn avoid feeding the Tree back again to grow infinitely.
Food
One of the three Primary resources.

Mainly obtained by Animals and Plants, is used to increase Population within a City.
Giants
The Giants are here to be your arms and legs, with 6 in total, only 3 can be on a planet at once.

There are 3 categories, one for each Biotica type: Plants, Animals, Minerals. Each category has a set Botica type it can create. Furthermore, each Giant has a signature Micro, Terraform ability, and main Biome with a secondary one past the prologue Era.

The Forest Giant is called Satari.

The Swamp Giant is called Reginald.

The Ocean Giant is called Khiton.

The Savanna Giant is called Jangwa.

The Frost Giant is called Aegir.

The Rock Giant is called Atlas.
Gold
One of the three Primary resources.

Mainly obtained by Animals and Minerals, is used to increase Wealth within a City.
Grassfire
Grassfire is an alternate way of upgrading Slots specific to the Grasslands.

It can be triggered by using the giant power, or through specific biotica. The first Grassfire costs 1 Upgrade token, subsequent ones cost 2.

It will automatically spread to every Field Biotica, there are also Biotica with a Symbiose spreading Grassfire to adjacent Biotica. Every Biotica burned that way will become Legacy and the Slots will be Upgraded, adding 1 Stress each.
Invasive Spot
Available for Reginald by spending a Terraform Charge.

Allows you to place any Animal or Plant on the Slot regardless of the Biome (except Ocean).
Inventions
Check out this guide for complete info on this!
Legacy
A Project is turned into Legacy when the current Era(non prologue) ends, for Biotica it happens when Upgrading a Patch with Biotica on it.

When that happens, the total Yield is saved up as a flat Yield into a Legacy, making it unable to interact with Symbioses but also ignoring past conditions. It is essentially archived but you get to keep the value it provided.

Some Symbioses feed from Legacy Biotica, and placing a Biotica on a Legacy Slot will give a 2 Eon discount.
Micro
Can be used on Biotica for additional gains. Each Biotica has 1 Micro slot by default, some Symbioses and Sanctuary will increase the amount. Each Micro costs a number of charges to place, with some increasing after each use.

Micro can range from adding flat resource gain to Tags or conditional Yield increases. They can be extremely powerful.

You get 3 Micro charges each Era, as well as one random Micro. You start with one standard Micro and 3 unique Giant-exclusive Micro. Additional Micro can be bought in the Planet Shop for a hefty cost.

Charges can be purchased in the Planet Shop. Biodiversity bonus rewards some.
Minerals
One of the three Biotica types.
Can be made by Aegir or Atlas.

Minerals generally Yield Gold or Science.
Mountain
Available for Atlas by spending a Terraform Charge.

Placed on three Patches, will add an additional Row on top, adding connections and 1 Mountain Slot for each Patch. Placing a Biotica on the Mountain Slots will give a 3 Eon discount. Mountain Slots give +1 Rugged when in Taiga.

Can't be combined with Ocean or another Terraform.
Mystery
A mysterious resource that benefits City leaders differently.

Mainly obtained by Ocean Biotica, is used to gain other Primary resources.
Nomad
Allows you to settle a new City from a selection of 2 leaders.

The first one is always the selected Spirit.

2 can be purchased in the Planet Shop. Completing the first request of a City rewards with a Nomad Charge, twice only.
Patches
Well, finally come around, have you?

Each planet is made of Patches, each Patch having a top and bottom Row with a Slot each. By default a Patch is barren, but can take on a Biome to then accept Biotica in the Slots.

Using Mountain will create a third Slot Row above the top Row for three Patches. Using Expansion will create additional Patches on the planet.
Planet Shop
This is where you can spend the growth points earned while playing on this planet. Spending these here will not impact your Prosperity or City. No people or test tubes will be hurt in the process.

You can buy many essential things to reach the hardest goals, the individual cost increasing after each purchase:

- +5 Eon: Bought with Population, Technology, or Wealth.

- Draft Charge: Bought with Population, Technology, or Wealth.

- Nomad Charge: Bought with Population. Only 2 available.

- Expansion Charge: Bought with Population. Only 5 available.

- 3 Micro Charges: Bought with Technology.

- Border Charge: Bought with Technology. Doesn't scale, yay.

- Terraform Charge: Bought with Wealth.

- Upgrade Charge: Bought with Wealth.

- Tier 1 Micro: Bought with Technology. Unlocked the first Era.

- Tier 2 Micro: Bought with Technology. Unlocked the second Era.

- Tier 3 Micro: Bought with Technology. Unlocked the third Era.
Plants
One of the three Biotica types.
Can be made by Satari or Reginald.

Plants generally Yield Food and Science.
Population
One of the three growth points.

Raised by obtaining Food, at a rate of 20 Food per point. The required amount increases every 5 points to a maximum of 100 Food.

It gives Emblems and increases the Prosperity score.

Can also be spent in the Planet Shop without losing anything. Nomad and Expansion Charges require Population points.
Power
Power is the basis of City relations, determining the outcomes of battles.

Obtained through Threat and a % of Prosperity in the City. It is then used by invaders and defenders during conflicts as damage efficiency in battle. The more Power a City possesses, the stronger it is and the less it will take damage.

Cities will establish relations with each other, depending on personality, growth, and past events, forming likes and dislikes. Friendly Cities will do cultural exchanges while antagonists will wage war to plunder resources. Giants can use powers to defeat invaders, gaining the awe of the victim, or punish a City at risk of resentment.

War can be an opportunity to gain more resources, but interfering in conflicts can be useful if you need to gain favor.
Power Node
Randomly Slots will have a Power Node on it, only revealed when the Patch is inside City Borders.

There are various types of Power Nodes, each increasing the Yield of Biotica placed in that Slot. Upgrading will remove old Power Nodes and have a chance to create new ones.

Biotica on Power Nodes will have priority when making a new Invention.

Plant Node: +50% Primary Yield for Plants Biotica.
Animal Node: +50% Primary Yield for Animals Biotica.
Mineral Node: +50% Primary Yield for Minerals Biotica.

Food Node: +50% Food Yield.
Science Node: +50% Science Yield.
Gold Node: +50% Gold Yield.

Primary Node: +50% Primary Yield.
Primary/Secondary
Not to be mistaken with total Yield, Primary includes only Food, Science, Gold, Mystery.

Secondary resources like Biodiversity, Threat, Rugged are not affected by Primary boosts.
Projects
The backbone of City growth, along with a request a City will have a choice for a Project between 3-4 options. There are some common Projects, but also several unique ones for each leader.

Projects have specific conditions mainly relating to Biotica to be fulfilled and will then provide a chunk of resources as long as it is valid. Passing to a new Era will Legacy every Project in its current state whether it gives nothing or all of it.

Many Turning Points add special Projects, so keep an eye out when the description mentions it.
Prosperity
The main score of the game. You will be required to have a lot of it to get stars. Often 500 is needed to end Era 3.

Completing City requests is a major way of getting Prosperity, the higher tier ones rewarding up to 25 for it.

As for the rest, it all hinges on getting growth points in Cities and Inventions. Each Population, Technology, Wealth point grants 1 Prosperity.
Rich Hills
Available for Aegir by spending a Terraform Charge.

Placed on two Patches, will add an additional Row on top, adding connections and 1 Mountain Slot for each Patch. The Mountain Slots have a permanent Mineral Booster. Mountain Slots give +1 Rugged when in Taiga.

Can't be combined with Ocean or another Terraform.
Rows
You have 2 Slot Rows on each Patch, one at the top, one at the bottom. It is mainly a Savanna mechanic.

A Row has to be connected with Patches of the same Biome to be valid, where the Biome is cut, the Rows end.

The Mountain Terraform adds a third Row above the top one.
Rugged
A mechanic specific to the Taiga.

Rugged is a Secondary resource which only appears while in the Taiga Biome. It interacts with Symbioses and can be changed in various ways.

Each Predator, Minerals, will increase Rugged by 2, while Biotica with base Food Yield decrease it by 1. The resource can also be obtained through Symbiose or Micro.
Sanctuary
Available for Jangwa by spending a Terraform Charge.

Placed on one Patch, will double the number of Micro slots and placing a non-Emblem Micro places it twice.

Can't be combined with another Terraform.
Science
One of the three Primary resources.

Mainly obtained by Minerals and Plants, is used to increase Technology within a City.
Set
A Set is conditional elements required to validate a whole.

For example, a Set of Minerals, Animals, and Plants requires 1 of each to count as valid.

When asking for Distinct Sets, the components cannot be shared, so you would need different ones for each valid Set.

If you need Sets of Predator, and Gem, but only have 3 Predator and 2 Gem, you would only have 2 valid Distinct Sets.
Shallow
Type of Patches specific to the Ocean.

It appears naturally when an Ocean Biome is bordering other Biomes, the first two Patches on each side will be Shallow.

Some Ocean Biotica can only be placed there.
Slots
This is where you place Biotica, which then Yield resources when inside City Borders.

More Slots are added when using the Mountain Terraform. By default Slots can only accept tier 1 Biotica, Upgrading the Patch will increase the tier of the Slots on it.

There is a chance to get a Power Node on it.
Spirit
It is selected when creating a new planet, it provides a global boost and guarantees what the first City leader will be.

- Architect, Astronaut, Botanist, Cultist, Diplomat, Entomologist, Farmer, General, Goddess, Huntress, Inventor, Merchant, Miner, Painter, Pirate Queen, Poet, Sage, Villain
Stress
A mechanic specific to the Grasslands.

Stress is a Secondary resource which only appears while in the Grasslands Biome. It interacts with Undergrowth and Symbioses, and can be changed in various ways.

Each Herbivore, Grassfire, will increase Stress by 1. The resource can also be obtained through Symbiose or Micro.

Each point of Stess adds 1 Food and 1 Science to Undergrowth in the Biome.
Symbioses
The main way for Biotica and Projects to interact, it has a set of conditions, and Yield when those conditions are fulfilled.

There can be multiple Symbioses, some don't have conditions, overall a lot of flexibility making it a case-by-case situation. A lot of interaction is based on adjacency, type, or Tags.

Working with those is how you get enough Yield for growth.
Tags
By itself, a Tag is useless.

However Projects and Symbioses can benefit from it.

Some Symbioses and Micro have the ability to add more Tags to a Biotica.
Technology
One of the three growth points.

Raised by obtaining Science, at a rate of 20 Science per point. The required amount increases every 5 points to a maximum of 100 Science.

It allows Inventions and increases the Prosperity score.

Can also be spent in the Planet Shop without losing anything. Micro and Border Charges require Technology points.
Terraform
Allows you to create unique terrain features. Can't always be combined with Ocean or another Terraform, conditions are explained.

The different Terraform powers are:
- Anomaly
- Creek
- Invasive Spot
- Mountain
- Rich Hills
- Sanctuary

Can be purchased in the Planet Shop.
Threat
Threat is a Secondary resource which mainly appears in Predator, Toxic, Military Biotica.

It serves to increase the Power of a City, converted 1 to 1.
Trade Routes
Entirely dependent on having Inventions in Cities.

When a Trade Route is obtained, it will look for Inventions in different Cities, and if that Invention is not already Traded to the current City, it will send a delegation to bring it back. When there is no valid option, the slot will stay open until fulfilled.

A Traded Invention will provide its Yield to both Cities involved in the Trade Route. An Invention can only be Traded once, however as it creates a new copy in the current City, other Cities not owning it can then Trade for the Invention again.

The first one needs only 5 Wealth, but it quickly increases by 5 more semi-gradually.
Turning Point
When starting a new Era, you will be given a choice between multiple Turning Points.

It will provide goals to complete, and at the end of the Era rewards according to the results. Some have rules and can provide bonus while it is in effect.

The Calm Turning Points are always available, the rest have conditions to be available for picking. Late Eras have different and harder Turning Points.
Upgrade
Allows you to upgrade Patches, transforming the existing Biotica to become Legacy.

Upgrading will remove existing Booster Nodes and Biotica on the Patch, making the Slots able to have higher tier Biotica and rerolling the chance for a Booster Node.

Upgrading is only possible in Era 2 and Era 3, upgrading the slots to the corresponding tier. It is only possible to upgrade from Tier 1 to 2 in Era 2, Tier 1-2 to 3 in Era 3.

Can be purchased in the Planet Shop. Completing City requests rewards with an Upgrade Charge.

Extinct Biotica have the ability to Legacy itself and Upgrade the Slot it is on when passing to a new Era, creating a Booster Node on the now Empty Slot.
Wealth
One of the three growth points.

Raised by obtaining Gold, at a rate of 20 Gold per point. The required amount increases every 5 points to a maximum of 100 Gold.

It allows Trade Routes and increases the Prosperity score.

Can also be spent in the Planet Shop without losing anything. Terraform and Upgrade Charges require Wealth points.
Yield
Yield provides both Primary and Secondary resources like Food, Science, Gold, Biodiversity, Mystery, Rugged.

There are many sources that Yield resources, with the main ones being Biotica, Symbioses, Projects, etc. The Primary Yield is only the part involving Primary resources, while the total Yield implies Secondary resources too. Legacy Yield is a total Yield which doesn't interact unless exception.

The way it functions for Biotica is a bit unique: Each Biotica has a base Yield(at least one Primary resource), then all the boosts and Symbioses are added to it in two categories, Flat and % bonus. Flat bonus is added to the Base Yield and will also benefit from the % bonus. % bonus will then factor the Base + Flat Yield. Finally Legacy Yield is added on top, completely outside of other benefits.

There are some tricky aspects to the % bonus, mainly due to conditional boosts. Some boosts will only affect the Primary resource Yield, or specific ones(can be Secondary too). (Extra) Symbioses will also completely ignore Yield from other (Extra) sources.

Simplified Biotica Yield = (Base + Flat Bonus)*% Bonus + Legacy
5 Comments
MiM 26 Jan, 2025 @ 3:32am 
This was super helpful, thanks!
olipolip 25 Jan, 2025 @ 4:29am 
wow much thanks!!:steamhappy:
orian34  [author] 22 Jan, 2025 @ 2:14pm 
Updated for the DLC
Daryatash 22 Dec, 2024 @ 2:14pm 
Very helpful, thank you. Can you add a definition for "Set", please?
Innipunn 22 Dec, 2024 @ 11:01am 
Thank you for this! I wish the game had a tutorial/manuel with it, and in the absence of one this was very helpful indeed.