Power

From Terra Invicta Official Wiki

Power is a mechanic used by Habs to represent the necessary electrical power for operating the hab's modules. It can come from solar panels, fission reactors, or (after Deuterium-Tritium Fusion is researched) fusion reactors.

Mechanics

A hab may only ever have operate modules if it has enough power to run those modules. Otherwise, the modules are disabled. The player may choose to de-power modules manually (subject to the limits on prioritized modules, below), and to re-power modules that have been turned off if there is enough power. If there is not enough power to run everything, the game will shut down modules until the power balance is no longer negative.

Prioritized Modules

To prevent players abusing the power system for advantage, certain modules cannot be de-activated manually. These are listed in the Hab Module List as "Cannot Depower". Those modules are:

Sources of Power

Tier 1 Tier 2 Tier 3
Module Effects Module Effects Module Effects
Solar Collector*
Build cost:
0.3 volatiles 1.13 base metals 0.08 noble metals 30 Days

Monthly expenses:
1 money 1 Crew

Monthly income:
20 Power

Special Rule:
  • PowerPower scales with proximity to Sun.
Solar Array
Build cost:
1.5 volatiles 5.63 base metals 0.38 noble metals 60 Days

Monthly expenses:
3 money 5 Crew

Monthly income:
80 Power

Special Rule:
  • PowerPower scales with proximity to Sun.
Solar Farm
Build cost:
12 volatiles 45 base metals 3 noble metals 90 Days

Monthly expenses:
5 money 25 Crew

Monthly income:
240 Power

Special Rule:
  • PowerPower scales with proximity to Sun.
Fission Pile*
Build cost:
0.2 water 0.4 volatiles 1.1 base metals 0.2 noble metals 0.1 fissiles 30 Days

Monthly expenses:
2 money 0.5 water 0.25 volatiles 0.05 fissiles 4 Crew

Monthly income:
20 Power

Special Rule:
Fission Reactor Array
Build cost:
1 water 2 volatiles 5.5 base metals 1 noble metals 0.5 fissiles 90 Days

Monthly expenses:
6 money 2 water 1 volatiles 0.2 fissiles 20 Crew

Monthly income:
85 Power

Special Rule:
Fission Reactor Farm
Build cost:
8 water 16 volatiles 44 base metals 8 noble metals 4 fissiles 180 Days

Monthly expenses:
18 money 6 water 3 volatiles 0.5 fissiles 100 Crew

Monthly income:
250 Power

Special Rule:
Heavy Fission Pile
Build cost:
0.4 water 0.8 volatiles 2 base metals 0.6 noble metals 0.2 fissiles 60 Days

Monthly expenses:
3 money 0.5 water 0.25 volatiles 0.075 fissiles 4 Crew

Monthly income:
30 Power

Special Rule:
Heavy Fission Reactor Array
Build cost:
2 water 4 volatiles 10 base metals 3 noble metals 1 fissiles 90 Days

Monthly expenses:
8 money 2 water 1 volatiles 0.3 fissiles 20 Crew

Monthly income:
128 Power

Special Rule:
Heavy Fission Reactor Farm
Build cost:
16 water 32 volatiles 80 base metals 24 noble metals 8 fissiles 180 Days

Monthly expenses:
24 money 6 water 3 volatiles 0.75 fissiles 100 Crew

Monthly income:
375 Power

Special Rule:
Fusion Pile
Build cost:
0.3 water 0.45 volatiles 1.29 base metals 0.9 noble metals 0.06 fissiles 30 Days

Monthly expenses:
3 money 1 water 0.5 volatiles 0.02 fissiles 5 Crew

Monthly income:
40 Power

Special Rule:
Fusion Reactor Array
Build cost:
1.5 water 2.25 volatiles 6.45 base metals 4.5 noble metals 0.3 fissiles 90 Days

Monthly expenses:
10 money 3 water 2 volatiles 0.05 fissiles 25 Crew

Monthly income:
170 Power

Special Rule:
Fusion Reactor Farm
Build cost:
12 water 18 volatiles 51.6 base metals 36 noble metals 2.4 fissiles 180 Days

Monthly expenses:
30 money 10 water 6 volatiles 0.1 fissiles 125 Crew

Monthly income:
500 Power

Special Rule:
Heavy Fusion Pile
Build cost:
0.6 water 0.9 volatiles 2.58 base metals 1.8 noble metals 0.12 fissiles 60 Days

Monthly expenses:
5 money 1 water 0.5 volatiles 0.1 base metals 0.1 noble metals 0.02 fissiles 10 Crew

Monthly income:
70 Power

Special Rule:
  • If Faction is harvesting He3, then change fissilesFissiles build cost and upkeep into waterWater.
Heavy Fusion Reactor Array
Build cost:
3 water 4.5 volatiles 12.9 base metals 9 noble metals 0.6 fissiles 120 Days

Monthly expenses:
12 money 3 water 2 volatiles 0.5 base metals 0.5 noble metals 0.08 fissiles 50 Crew

Monthly income:
300 Power

Special Rule:
  • If Faction is harvesting He3, then change fissilesFissiles build cost and upkeep into waterWater.
Heavy Fusion Reactor Farm
Build cost:
24 water 36 volatiles 103.2 base metals 72 noble metals 4.8 fissiles 240 Days

Monthly expenses:
36 money 10 water 6 volatiles 1 base metals 1 noble metals 0.2 fissiles 150 Crew

Monthly income:
900 Power

Special Rule:
  • If Faction is harvesting He3, then change fissilesFissiles build cost and upkeep into waterWater.
  • exist in an automated version.

Solar Power Mechanics

Solar panels are based on the real-world physics of solar energy, so their power generation increases and decreases at a rate that is proportional to the onverse square of the distance to the Sun. They are also limited by the shadows cast by the body they are on/orbiting, so ground habs will get the least solar power, and space habs will get more as the orbits get higher.

Here is a selection of common hab locations, with their solar power production figures:

Location Solar Multiplier Power T1 Power T2 Power T3
Mercury Surface 334% 67 267 801
Mercury Low orbit 604% 121 483 1449
Mercury High orbit 641% 128 513 1538
Venus Low orbit 173% 35 138 415
Venus High orbit 190% 38 152 456
Earth Low orbit 76% 15 61 182
Earth High orbit 98% 19 78 234
Luna Surface 50% 10 40 120
Luna Low Orbit 78% 16 62 187
Luna High Orbit 98% 20 78 235
Mars Surface 16% 3 13 39
Mars Low orbit 33% 7 27 80
Mars High orbit 43% 9 34 102

For surface locations, power figures do not include any bonuses from solar mirrors.

Solar Mirrors

Solar panels on ground habs may also be enhanced by use of solar mirrors on orbital habs. The maximum power that can be produced is 160 per Solar Collector, 640 per Solar Array, and 1920 per Solar Farm, no matter how many mirrors are in use.

Module Tier Build Cost* Monthly Upkeep Special Rule
Solar Mirror
1 0.5 volatiles 3.5 base metals 1 noble metals 30 Days 1 money 0.1 base metals 0.03 noble metals 1 Power consumption 1 Crew
  • Add 2 PowerPower to all solar power modules, multiplied by solar module tier, for faction bases on the space body it orbits. Bonus also applies on a moon if the module is the L-1, L-4, or L-5 points between the moon and its parent planet. If placed in the L-1 point between a planet and the sun, the bonus applies to all bases in the planetary system. Mass increases based on distance from the Sun. Solar panels may produce a maximum of 8x their baseline maximum power value.
Solar Mirror Array
2 2.5 volatiles 17.5 base metals 5 noble metals 90 Days 5 money 1 base metals 0.1 noble metals 4 Power consumption 5 Crew
  • Add 6 PowerPower to all solar power modules, multiplied by solar module tier, for faction bases on the space body it orbits. Bonus also applies on a moon if the module is the L-1, L-4, or L-5 points between the moon and its parent planet. If placed in the L-1 point between a planet and the sun, the bonus applies to all bases in the planetary system. Mass increases based on distance from the Sun. Solar panels may produce a maximum of 8x their baseline maximum power value.
Soletta
3 20 volatiles 140 base metals 40 noble metals 180 Days 10 money 3 base metals 0.5 noble metals 12 Power consumption 25 Crew
  • Add 12 PowerPower to all solar power modules, multiplied by solar module tier, for faction bases on the space body it orbits. Bonus also applies on a moon if the module is the L-1, L-4, or L-5 points between the moon and its parent planet. If placed in the L-1 point between a planet and the sun, the bonus applies to all bases in the planetary system. Mass increases based on distance from the Sun. Solar panels may produce a maximum of 8x their baseline maximum power value.
Automated Solar Mirror
1 0.5 volatiles 3.5 base metals 1 noble metals 30 Days 1 money 0.1 base metals 0.03 noble metals 1 Power consumption
  • Add 2 PowerPower to all solar power modules, multiplied by solar module tier, for faction bases on the space body it orbits. Bonus also applies on a moon if the module is the L-1, L-4, or L-5 points between the moon and its parent planet. If placed in the L-1 point between a planet and the sun, the bonus applies to all bases in the planetary system. Mass increases based on distance from the Sun. Solar panels may produce a maximum of 8x their baseline maximum power value.
  • Build cost scales with distance to the sun to model the fact that the mirrors need to be larger to collect the same amount of light. (Multiply all material costs by the distance in AU squared, so at Mars the multiplier is 2.3 and at Jupiter it's 27.)