Last updated on May 18th, 2017 at 10:19 am
What Is It?
Green The Planet 2 is an idle game somewhat like AbyssRium which I just recently made a guide for earlier. You use a variety of turret weapons to blast meteors and use the scrap that flies off them to turn planets green.
Videos & Review
You can watch my Green The Planet 2 video review here! (But if you’re here you probably already play it)
Video demonstration of all weapons being used at level 11 and max Unit level.
Table of Contents
2017-05-14: Started playing again. Started some updates: Of note, Auto Launcher now works for charge weapons!
2017-05-01: I lost my save file for this game a while back and noticed Green The Planet 2 and the guide hav been picking up traction. If I’m missing anything let me know or ask a question and I’ll try to improve the guide.
The core loop of this game is fairly simple. It follows a fairly gradual variation of the standard “idle” game curve where you constantly earn points and invest them back into things that largely serve to get you more points.
Basically you set up shop, adding a weapon to break down comets, then spent resources gathered by your collector (passive) and your weapon (active) to “Green the Planet” (2). Once the Green Percent hits 100% the planet sprouts a single pretty flower and you and your alien buddies haul off to a different Planet to Green. The gameplay loop is pretty much endless and you’ll just play as long as you’re enjoying yourself.
The tutorial will teach you the basics, but each planet is largely the same. You start out, you buy a weapon (the Laser is the safest choice), upgrade to Unit lvl 1 for extra fire power, shoot down comets, and every 15 minutes you can watch an ad via “analysis” in the UFO to either summon a comet swarm to get a large amount of comets with rarer resources or a meteor shower to get a large amount of pure resources. Tap the UFO to buy upgrades or view “analyses” (ads).
Greening The Planet
Throughout the game you’ll want to keep your “Green Percent” (the number inside the planet hologram on the right side of the screen) pretty high as it seems comets give more resources as the percent rises. More and more valuable comets will float over the planet when the Green Percent is high. To increase the Green Percent, hold your finger on the green resource tube to the left of the screen to gradually fill it up.
The percentages are misleading, and the last 10% on the meter accounts for over 50% of the total resources required. Get that number up to 70-90% almost immediately to get the most out of planets, and hold off on finishing the last few percent until you have a healthy buffer of extra points. You’ll spend the extra resources upgrading your radar (upgrade detection rate first and otherwise upgrade what feels “cheap”) to make life easier, immediately Greening the planets as soon as you can will actually slow you down a bit in the long run. There’s no rush.
Well, there’s a tiny bit of rush. Over time, the comets on a planet will get tougher and tougher, even at the same Green Percent. Shots will eventually bounce off comets if you dawdle long enough. This is how Green The Planet 2 encourages you to move on, but it’s never super critical.
If the comets are starting to take frustratingly long to destroy and upgrading your weapon more isn’t a good choice, consider finishing up the planet and starting a new one. The comets will be weak again.
This game is completely free in terms of direct spend, with no in app purchases of any kind. However, to see the extra large comets (which usually have Fusion Cores and a lot of Energy) you really do need to watch the ads you can get every 15 minutes.
The Comet Streams are one of the most fun parts of Green The Planet 2 in general, so while you can ignore the ads if you wish, know that the game isn’t quite as good without them unfortunately. They’re standard Unity ads with am ax length of 30 seconds. I just lie back, mute my volume, and think of England.
Remember muting your “music” volume on your device mutes the ads, and if you swipe up to bring up the action bar (or press the back button if it’s a hardware button), exiting a completed ad is a lot safer than pressing the “X” button (which registers as a click through half the time for me otherwise).
Upgrading Your Gear
Gradually you’ll want to upgrade your equipment to keep the game going smoothly. You can upgrade your radar to summon more comets (oddly enough), your collector to earn more Energy while the game is idle, and upgrade your weapon and “unit” levels to make destroying comets go faster, earning more energy while playing actively.
You should really just be able to upgrade whatever feels “cheap” relative to your current Energy income. If you have 1 million spare energy, it’s not a huge deal to upgrade that 100,000 Collector upgrade. All upgrades are reasonably worthwhile if you’re not spending a whole day’s worth of energy at once so don’t worry too much. See the Upgrades section to peruse the exact effects of all the upgrades.
All money spent on your weapon is refunded once the planet is “Greened”, so don’t be afraid to try out different weapons and upgrade to your hearts content. Conversely, don’t spend all the Energy you have upon starting a new world since you’ll need to re-buy all your weapon parts again, however comet difficulty is more or less reset once you hop planets.
At the second or third planet you’ll get “Fusion Cores”, which allow you to fuse the 6 basic weapon types into a total of 21 unique weapons. These fusion cores are used in a new menu inside the UFO, and most take around 12 hours of idling to finish after specifying a work order. You can chose which two gun types to fuse and you’ll permanently unlock that weapon.
You can technically spend energy to speed up the process, but don’t waste the energy except for the one the tutorial gives you (it’s vastly cheaper). Fusing cores via energy is expensive and as an idle game, waiting 12 hours isn’t really a huge deal. Especially since none of the fusion weapons are really significantly better than the stock Laser. You’re just collecting them for fun and variety, basically.
There’s no need to stress over choices, you’ll probably get a full stock of fusion cores faster than you can even produce the weapons and you’ll eventually unlock all of the weapons. None can be missed and none are particularly amazing beyond belief; just pick what seems fun.
A sort of mid-game goal, the Library tracks the items dropped from comets, the planets you’ve visited, and the flowers you’ve seen on said planets. This menu is strictly for your reading pleasure and nothing in here directly affects anything else.
For dropped items you can read cute little descriptions of every item you’ve collected from a meteor, sort of like the collection in Katamari. Destroying more comets is the only way to get these, so just progress in the game normally to try and find 100%. You can see how much items are worth too, but since drops are random it doesn’t matter much to you. But increasing Detection Rate and progressing through planets will cause better/rarer drops from comets.
The Flower collection will show the flowers (and each color of each) that you’ve collected by Greening planets.
For planets you’ve Greened, there will be a nice little animated GIF of the greening process you can share on social media to show off or just to watch for yourself. There’s also some gifs of the last few comet streams you’ve shot down.
After 20 planets you’ll have roughly seen everything: all 20 flowers, you should have most Fusion Cores produced, you’ve seen all the basic elements that random planets can have, and you should have most of the Library items collected too.
The game is endless however, and you can keep playing to see how crazy you can make your comet shooter and collect all the different flower colors. After planet 20 you start the loop of 20 flowers over with a new color, 6 colors each for a total of 120 flowers/planets to find.
At this point you’re playing at your own pace just to have fun, and the only time you should stop is whenever you feel bored. Try out all the different weapon combos with high weapon and unit levels to see what you enjoy.
Seems to mostly be a Halloween Non-Event (get it?). The popcorn bags have jackolantern faces now and a few comets drop jack o’lantern now. Nothing compared to the Abyssrium halloween event and doesn’t change your gameplay at all.
This part of the guide is still a work in progress, but should be reasonably complete soon!
Want a quick peek at mid-lategame weapon strengths? Here’s a video of me demoing all weapon types at unit level 5 weapon level 11 or above.
Grades are my subjective evaluation of how effective and enjoyable the weapon is to use. A rank weapons are always safe to use, B rank ones are less effective or less fun to use, and C and D rank should generally be ignored unless you’re feeling adventurous.
Remember all energy spent on weapons (including Units, weapons not equipped, and auto launcher) is refunded upon “greening” a planet, so if you have some energy to spare you can try out weapons with no long-term penalty. Go nuts. Try new weapons first thing on a planet however, so the comets are still weak. Remember some weapons require higher levels or higher Unit levels to be useful/enjoyable.
Weapons aren’t explicitly named, so they’re listed along with their number (assuming a complete inventory of weapons).
Boring but effective. Good ol’ machine gun, has a benefit in that comets drop goods even without being totally destroyed. Not really a big deal however.
Increasing level fires more shots in each volley.
Homing Missile (2)
High damage auto targeting missile you can partially direct with your initial touch to fire the missile. Better against single comets than the Laser, but large sets of comets will tend to escape. Don’t forget that “missed” comets don’t actually despawn, they just orbit again, so that’s not the worst problem in the world.
Increasing level simply increases damage.
Fires an instant, wide, high power laser straight where you press, penetrating all comets and dealing equal damage to all comets on a line. Destroys single comets, mega comets, and groups of comets all with relative ease.
Easily the most universally useful weapon, and it’s unlocked from the start. Honestly the only reason not to use the laser is to try out different things for fun, because you’re bored of using the laser all the time.
Level increases damage and slightly widens the beam (mostly for visual effect).
Reflection Shot (4)
Shots bounce off the comet so they can hit a second comet. Sounds great until you notice most of your shots just bounce back towards the planet and don’t hit anything at all. Very bad, seems to only exist to be mixed with the others.
Spread Shot (5)
Shots spread out and damage other comets, but individual pellets are weak. With a high enough level the shots fan out wide enough to hit the first comet multiple times. But it’s still not very good.
Shots spread into more pellets at higher levels.
A slowly charging strong blast of energy that slowly moves across the screen. Easy to see what they’re going for here, but the damage it deals simply isn’t worth the effort and charge time required.
With higher Unit level it will charge faster (but not fast enough).
Homing Cannon (7)
The cannon, but with homing. Shots home sort of awkwardly, like a much tamer version of the Raiden homing laser, and occasionally do not find a target, spinning in circles rather than chasing down a nearby comet. Does its job decently well however and it’s a lot more fun to watch than the normal cannon.
Increasing level will fire more shots per volley.
Laser Cannon (8)
This is basically a worse Laser that fires more frequently. It’s not bad, but it’s quite noticeable while you’re using it that there’s nothing here the Laser didn’t do better. The gain in fire rate is harshly compensated for by the reduction in power.
Comets generate drops even without being fully destroyed.
Bounce Canon (9)
Reflected shots deal increasingly large amounts of damage. Still not very good because as before, there’s fairly few times the shot will actually ricochet properly to deal lots of damage.
Spread Canon (10)
Spreads out in a fan after traveling halfway down range without hitting a comet. Still bad.
Charge Canon (11)
The Charger, but with a much smaller projectile that gets homing “canon” bullets that float around it. Gets stronger and stronger as you hold down the charge. Sounds really cool until you release it and see how weak and hard to aim it is. Simply not worth the effort to charge and aim it.
Homing Laser (12)
A wide shock of electricity arcs between comets, with both penetrative and homing capabilities. Pretty good, but you’ll note it doesn’t destroy targets as fast as the laser. Very low effort though, just fire and watch it go.
Homing Bouncer (13)
The Homing Missile, but now it bounces to hit secondary comets (they’ll never target the same comet twice in a row). Quite fun to watch and pretty good, this is clearly what the Bounce Shot was missing.
Increasing level will simply increase damage.
Homing Spreader (14)
A beautiful display of rainbow fireworks fans out from the initial single missile and targets any comet except the one the first missile hit. Extremely weak against a single comet but satisfying, effective, and just a blast to watch against multiple comets especially at high levels. Target smaller comets instead of big ones to get the most damage out of it.
Increasing level adds more secondary missiles.
Homing Charger (15)
Significantly better than the base Charger, this weapon fires a charge that fires secondary charges like a turret, finally making your charge time feel worth it and attacking meteors while your second charge is readying itself. Still a little annoying to use though.
Unit level reduces charge time.
Bouncing Laser (16)
All the problems of the Bounce shot with few benefits of the laser. Lasers will bounce off comets (almost certainly never destroying them) and impact others. The main benefit is the long lasers make it easier for a comet to wander into their area of effect. Still not very good.
Spread Laser (17)
It’s the spread shot except it’s lasers that fan out and pierce through the comet instead of bouncing off and reversing course! This causes impressive damage to single targets and significant collateral damage to neighboring comets. Quite good.
Increasing level causes more lasers to fan out, widening the area and increasing damage.
Charge Laser (18)
A slow to charge but incredibly powerful and wide laser beam that will almost surely destroy anything in it’s path. Unfortunately it’s slow even for a charge weapon and I can’t really recommend it especially without max Unit level, where it becomes satisfying but still not the most efficient weapon.
Less frustrating paired with the auto launcher, though you need a high level launcher to properly charge it up. Very fun to watch even when it’s automated.
Spread Bouncer (19)
Bounce and Spread are two of the worst powers, so combining them is surely crap, right? Not quite! While this shot is pathetically awful against single comets, shots now spread into a wide fan of secondary projectiles. These secondary projectiles are stronger than the first shot, and will split again into a third wave of yet stronger projectiles, quickly covering the entire screen if enough comets are around to bounce into.
Due to the strange attack method, try to aim for smaller comets so that the shots will bounce into larger comets. The damage is very inconsistent but incredibly powerful and fun to watch when enough comets are around for the propagation to happen.
Increasing level results in even more pellets spreading out each time.
Bounce Charger (20)
A valiant effort, this is really nothing like you’d expect from the combo. You guide a screen with your finger, and a moderately high powered ball of energy bounces within the screen to damage comets. Unfortunately it really doesn’t do enough damage to justify the charge time and has a very narrow field of effect.
Spread Charger (21)
AKA “fireworks”. An incredibly slow but flashy shot that detonates into a huge spread of fireworks. High power, but not really high enough to be worth the extreme charge time. You’ll easily let multiple comets past while charging even with max Unit level.
The Unit is actually an extension of the Cannon, upgrading how many barrels the canon has and eventually adding auto-lock on functionality to it.
Cost: 100 E, 40m E,
Adds one extra barrel to your turret, so it will fire 2-5 shots in succession instead of one. Like weapon levels, you get all this E back each time you hop planets, so consider it “invested” not spent.
Buying Unit Level 1 should be one of the first things you do on a new comet. The rest of the upgrades follow a strange curve, level 3 is fairly expensive for fairly minimal help and level 4 feels very expensive for just “pretty nice”. However by level 5 almost every weapon will now fire a continuous stream and charge weapons will charge significantly faster.
It’s one of the most fun weapon upgrades to have if you can upgrade all the way to level 5. I suggest building up towards this after Planet 20 or so and keeping that E invested in the weapon.
1 Billion Energy, increasing up to level 5
This automatically fires in the direction of new comets. Each level of this allows an extra “barrel” or unit’s worth of the weapon to fire.
Due to the ‘poor’ aiming, effectiveness varies greatly by weapon. Slower moving projectiles don’t work well without Auto Targeting, while the Laser will actually instantly hit it’s target…and even move on to the next target instantly when the first is destroyed! The Laser is insanely broken even without Auto Targeting and it’s highly recommended if the Auto Launcher is a big part of your play style.
Auto Launcher will fire Charge type weapons, but will always wait for a full charge. This means they’re not as effective unless the Unit and Auto Launcher is upgraded many times (resulting in a much briefer charge time)
5 Billion Energy
This accounts for comet speed when shooting, though it’s useless for any weapons that have homing or have instant-travel lasers.
The collector passively collects Energy on the planet and can be harvested by tapping on the collector when the “bucket” is full of gold material. It’s the most important upgrade for more passive players as it’s a steady stream of a large amount of energy.
Cost: increasing, up to 15m Energy
If you spend enough time away from your game for the collector to be fully full (the bar on it’s side will be all yellow), Capacity will be the most important upgrade.
The collector can hold up to about 13 million energy at max level.
Cost: increasing, up to 20m Energy
How fast the collector will accrue
If you check your game frequently, Speed will be slightly more valuable than Capacity. Eventually you’ll max both.
Cost: 50 million Energy
Space Transit is only available after fully upgrading Speed and Capacity for your auto collector.
This one is different. Your collector will stay stationed on this planet, and gains the ability to fly to whatever planet you’re working on in the future, effectively multiplying the passive Energy gain from collectors. As you visit new planets, the Space Transit enabled collectors will fly to the new planet once in a while to drop off around 13 million Energy each run.
Note that if you purchase this, your next planet will start off with a level 0 collector without space transit, so you have to re-purchase every time. But for the long run it’s worth it.
Note that Space Transit was previously broken and only one Collector would ever visit from off world. This has been fixed so if 50 million is “cheap” to you, you should be adding space transit to every single collector before leaving a planet.
You can currently only add up to 30 Space Transit collectors.
Radar is partially responsible for how many comets you get and the quality of said comets.
Note that you seem to get better comets depending on planet (better comets on later planets) and how much “Green Percent” your present planet has (better and tougher comets the higher it is). For this reason it’s generally best to focus on farming comets with “Green Percent” over 50 (or even 90) before paying too much for radar, but radar is a permanent upgrade unlike Green Percent.
Increasing price, much cheaper than Detection Speed
The description is a bit unclear, but this seems to give more rare (and valuable) comet types as well as more comets in general. It can be upgraded to max for far cheaper than Detection Speed.
Increasing up to over 1 Billion energy for level 20
This seems to simply boost how frequently comets appear outside of Comet Streams from ads. It gets extremely expensive with 163 million units for level 16
Green The Planet 2 is a real battery hog on any hardware, framedrops and poor battery are pretty much to be expected. You can leave a “media” item (the cds/usb sticks/etc that give ads) on screen because they prevent all other debris from landing on the planet—that mess will all warp straight into your UFO for storage instead!
Swipe up after ads to bring up Android’s bottom bar with the back button. Much safer to tap Back than try to press the too-small X to close ads
Notifications get annoying fast (every 15 minutes!) I highly recommend turning them off.
‘Indestructible’ comets sometimes spawn, which make a pinging sound when you hit them with any weapon. These can be destroyed with a higher weapon level, but they are frankly not worth it at all and should generally just be ignored.
If comets are taking damage but still take way too long to break with your best guns, it’s probably time to move planets. Comet HP gradually increases over time and resets with each new planet. Even with maxed out gear comets will eventually take a frustratingly long time to break if you stay put.