<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.hoodedhorse.com/Terra_Invicta/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=76561197970425841</id>
	<title>Terra Invicta Official Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.hoodedhorse.com/Terra_Invicta/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=76561197970425841"/>
	<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/Special:Contributions/76561197970425841"/>
	<updated>2026-09-26T17:05:23Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.44.5</generator>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Module:TV/data&amp;diff=10890</id>
		<title>Module:TV/data</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Module:TV/data&amp;diff=10890"/>
		<updated>2026-01-06T16:34:48Z</updated>

		<summary type="html">&lt;p&gt;76561197970425841: Tweaked metal strings to reflect in-game terminology&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;-- This converts an TV type into an icon and string representing that type&lt;br /&gt;
&lt;br /&gt;
local IconModule = require(&#039;Module:Icon&#039;)&lt;br /&gt;
local backgroundColor = &amp;quot;transparent&amp;quot;&lt;br /&gt;
&lt;br /&gt;
return {&lt;br /&gt;
	money = {IconModule.Icon({args={&#039;money&#039;}}), &#039;Money&#039;},&lt;br /&gt;
	influence = {IconModule.Icon({args={&#039;influence&#039;}}), &#039;Influence&#039;},&lt;br /&gt;
	ops = {IconModule.Icon({args={&#039;ops&#039;}}), &#039;Ops&#039;},&lt;br /&gt;
	operations = {IconModule.Icon({args={&#039;ops&#039;}}), &#039;Ops&#039;},&lt;br /&gt;
	boost = {IconModule.Icon({args={&#039;boost&#039;}}), &#039;Boost&#039;},&lt;br /&gt;
	mc = {IconModule.Icon({args={&#039;mc&#039;}}), &#039;Mission Control&#039;},&lt;br /&gt;
	missioncontrol = {IconModule.Icon({args={&#039;mc&#039;}}), &#039;Mission Control&#039;},&lt;br /&gt;
	cp = {IconModule.Icon({args={&#039;cp&#039;}}), &#039;[[Control Point Capacity]]&#039;},&lt;br /&gt;
	research = {IconModule.Icon({args={&#039;research&#039;}}), &#039;Research&#039;},&lt;br /&gt;
	projects = {IconModule.Icon({args={&#039;projects&#039;}}), &#039;Projects&#039;},&lt;br /&gt;
	&lt;br /&gt;
	water = {IconModule.Icon({args={&#039;water&#039;}}), &#039;Water&#039;},&lt;br /&gt;
	volatiles = {IconModule.Icon({args={&#039;volatiles&#039;}}), &#039;Volatiles&#039;},&lt;br /&gt;
	metal = {IconModule.Icon({args={&#039;metals&#039;}}), &#039;Base Metals&#039;},&lt;br /&gt;
	metals = {IconModule.Icon({args={&#039;metals&#039;}}), &#039;Base Metals&#039;},&lt;br /&gt;
	noble = {IconModule.Icon({args={&#039;nobles&#039;}}), &#039;Noble Metals&#039;},&lt;br /&gt;
	nobles = {IconModule.Icon({args={&#039;nobles&#039;}}), &#039;Noble Metals&#039;},&lt;br /&gt;
	nobleMetals = {IconModule.Icon({args={&#039;nobles&#039;}}), &#039;Noble Metals&#039;},&lt;br /&gt;
	fissiles = {IconModule.Icon({args={&#039;fissiles&#039;}}), &#039;Fissiles&#039;},&lt;br /&gt;
	exotics = {IconModule.Icon({args={&#039;exotics&#039;}}), &#039;Exotics&#039;},&lt;br /&gt;
	antimatter = {IconModule.Icon({args={&#039;antimatter&#039;}}), &#039;Antimatter&#039;},&lt;br /&gt;
	&lt;br /&gt;
	power = {IconModule.Icon({args={&#039;power&#039;}}), &#039;Power&#039;},&lt;br /&gt;
	powerconsumption = {IconModule.Icon({args={&#039;power consumption&#039;}}), &#039;Power Consumption&#039;},&lt;br /&gt;
	[&#039;power consumption&#039;] = {IconModule.Icon({args={&#039;power consumption&#039;}}), &#039;Power Consumption&#039;},&lt;br /&gt;
	&lt;br /&gt;
	ip = {IconModule.Icon({args={&#039;ip&#039;,bgcolor=backgroundColor}}), &#039;[[Nations#Monthly_Investment_Points|IP]]&#039;},&lt;br /&gt;
	gdppc = {IconModule.Icon({args={&#039;gdppc&#039;,bgcolor=backgroundColor}}), &#039;[[Nations#Per_Capita_GDP|GDPPC]]&#039;},&lt;br /&gt;
	pop = {IconModule.Icon({args={&#039;pop&#039;}}), &#039;[[Nations#Population|Population]]&#039;},&lt;br /&gt;
	inequality = {IconModule.Icon({args={&#039;inequality&#039;,bgcolor=backgroundColor}}), &#039;[[Nations#Inequality|Inequality]]&#039;},&lt;br /&gt;
	pollutionmultiplier = {&#039;[[Nations#Sustainability|Pollution Multiplier]]&#039;,&#039;&#039;},&lt;br /&gt;
	[&#039;pollution multiplier&#039;] = {&#039;[[Nations#Sustainability|Pollution Multiplier]]&#039;,&#039;&#039;},&lt;br /&gt;
	sustainability = {IconModule.Icon({args={&#039;sustainability&#039;}}), &#039;[[Nations#Sustainability|Sustainability]]&#039;},&lt;br /&gt;
	democracy = {IconModule.Icon({args={&#039;democracy&#039;,bgcolor=backgroundColor}}), &#039;[[Nations#Government|Government]]&#039;},&lt;br /&gt;
	education = {IconModule.Icon({args={&#039;education&#039;}}), &#039;[[Nations#Education|Education]]&#039;},&lt;br /&gt;
	miltech = {IconModule.Icon({args={&#039;miltech&#039;}}), &#039;[[Nations#Miltech|Miltech]]&#039;},&lt;br /&gt;
	army = {IconModule.Icon({args={&#039;army&#039;}}), &#039;[[Terrestrial_Warfare#Armies|Armies]]&#039;},&lt;br /&gt;
	armies = {IconModule.Icon({args={&#039;army&#039;}}), &#039;[[Terrestrial_Warfare#Armies|Armies]]&#039;},&lt;br /&gt;
	navy = {IconModule.Icon({args={&#039;navy&#039;}}), &#039;[[Nations#Navies|Navies]]&#039;},&lt;br /&gt;
	navies = {IconModule.Icon({args={&#039;navy&#039;}}), &#039;[[Nations#Navies|Navies]]&#039;},&lt;br /&gt;
	nuke = {IconModule.Icon({args={&#039;nuke&#039;}}), &#039;[[Nations#Strategic_Nuclear_Barrages|Nukes]]&#039;},&lt;br /&gt;
	nukes = {IconModule.Icon({args={&#039;nuke&#039;}}), &#039;[[Nations#Strategic_Nuclear_Barrages|Nukes]]&#039;},&lt;br /&gt;
	exofighter = {IconModule.Icon({args={&#039;exofighter&#039;}}), &#039;[[Nations#Exofighters|Exofighters]]&#039;},&lt;br /&gt;
	cohesion = {IconModule.Icon({args={&#039;cohesion&#039;,bgcolor=backgroundColor}}), &#039;[[Nations#Cohesion|Cohesion]]&#039;},&lt;br /&gt;
	unrest = {IconModule.Icon({args={&#039;unrest&#039;,bgcolor=backgroundColor}}), &#039;[[Nations#Unrest|Unrest]]&#039;},&lt;br /&gt;
	[&#039;base cohesion&#039;] = {IconModule.Icon({args={&#039;cohesion&#039;,bgcolor=backgroundColor}}), &#039;[[Nations#Resting_Cohesion|Base Cohesion]]&#039;},&lt;br /&gt;
	[&#039;base unrest&#039;] = {IconModule.Icon({args={&#039;unrest&#039;,bgcolor=backgroundColor}}), &#039;[[Nations#Base_Unrest|Base Unrest]]&#039;},&lt;br /&gt;
	&lt;br /&gt;
	[&#039;economy&#039;] = {IconModule.Icon({args={&#039;economy&#039;}}), &#039;[[Economy Priority]]&#039;},&lt;br /&gt;
	[&#039;welfare&#039;] = {IconModule.Icon({args={&#039;welfare&#039;}}), &#039;[[Welfare Priority]]&#039;},&lt;br /&gt;
	[&#039;knowledge&#039;] = {IconModule.Icon({args={&#039;knowledge&#039;}}), &#039;[[Knowledge Priority]]&#039;},&lt;br /&gt;
	[&#039;environment&#039;] = {IconModule.Icon({args={&#039;environment&#039;}}), &#039;[[Environment Priority]]&#039;},&lt;br /&gt;
	[&#039;government&#039;] = {IconModule.Icon({args={&#039;government&#039;}}), &#039;[[Government Priority]]&#039;},&lt;br /&gt;
	[&#039;government priority&#039;] = {IconModule.Icon({args={&#039;government&#039;}}), &#039;[[Government Priority]]&#039;},&lt;br /&gt;
	[&#039;unity&#039;] = {IconModule.Icon({args={&#039;unity&#039;}}), &#039;[[Unity Priority]]&#039;},&lt;br /&gt;
	[&#039;oppression&#039;] = {IconModule.Icon({args={&#039;oppression&#039;}}), &#039;[[Oppression Priority]]&#039;},&lt;br /&gt;
	[&#039;funding&#039;] = {IconModule.Icon({args={&#039;funding&#039;}}), &#039;[[Funding Priority]]&#039;},&lt;br /&gt;
	[&#039;spoils&#039;] = {IconModule.Icon({args={&#039;spoils&#039;}}), &#039;[[Spoils Priority]]&#039;},&lt;br /&gt;
	[&#039;found space program&#039;] = {IconModule.Icon({args={&#039;found space program&#039;}}), &#039;F[[ound Space Program Priority]]&#039;},&lt;br /&gt;
	[&#039;boost priority&#039;] = {IconModule.Icon({args={&#039;boost priority&#039;}}), &#039;[[Boost Priority]]&#039;},&lt;br /&gt;
	[&#039;mission control priority&#039;] = {IconModule.Icon({args={&#039;mission control priority&#039;}}),&#039;[[Mission Control Priority]]&#039;},&lt;br /&gt;
	[&#039;found military&#039;] = {IconModule.Icon({args={&#039;found military&#039;}}),&#039;[[Found Military Priority]]&#039;},&lt;br /&gt;
	[&#039;military priority&#039;] = {IconModule.Icon({args={&#039;military priority&#039;}}),&#039;[[Military Priority]]&#039;},&lt;br /&gt;
	[&#039;build army&#039;] = {IconModule.Icon({args={&#039;build army&#039;}}),&#039;[[Build Army Priority]]&#039;},&lt;br /&gt;
	[&#039;build navy&#039;] = {IconModule.Icon({args={&#039;build navy&#039;}}),&#039;[[Build Navy Priority]]&#039;},&lt;br /&gt;
	[&#039;develop atomic bomb&#039;] = {IconModule.Icon({args={&#039;develop atomic bomb&#039;}}),&#039;Develop Atomic Bomb Priority&#039;},&lt;br /&gt;
	[&#039;nuclear weapons&#039;] = {IconModule.Icon({args={&#039;nuclear weapons&#039;}}),&#039;Nuclear Weapons Priority&#039;},&lt;br /&gt;
	[&#039;space defenses&#039;] = {IconModule.Icon({args={&#039;space defenses&#039;}}),&#039;Space Defenses Priority&#039;},&lt;br /&gt;
	[&#039;build exofighter&#039;] = {IconModule.Icon({args={&#039;build exofighter&#039;}}),&#039;[[Build Exofighter Priority]]&#039;},&lt;br /&gt;
	&lt;br /&gt;
	[&#039;combined spaceflight&#039;] = {IconModule.Icon({args={&#039;found space program&#039;}}) .. IconModule.Icon({args={&#039;boost priority&#039;}}) .. IconModule.Icon({args={&#039;build exofighter&#039;}}), &#039;Spaceflight Priorities&#039;},&lt;br /&gt;
	[&#039;combined military&#039;] = {IconModule.Icon({args={&#039;found military&#039;}}) .. IconModule.Icon({args={&#039;military priority&#039;}}) .. IconModule.Icon({args={&#039;build army&#039;}}) .. IconModule.Icon({args={&#039;build navy&#039;}}) .. IconModule.Icon({args={&#039;space defenses&#039;}}), &#039;Military Priorities&#039;},&lt;br /&gt;
	&lt;br /&gt;
	[&#039;energy&#039;] = {IconModule.Icon({args={&#039;energy&#039;}}),&#039;Energy Science&#039;},&lt;br /&gt;
	[&#039;information&#039;] = {IconModule.Icon({args={&#039;information&#039;}}),&#039;Information Science&#039;},&lt;br /&gt;
	[&#039;informationscience&#039;] = {IconModule.Icon({args={&#039;information&#039;}}),&#039;Information Science&#039;},&lt;br /&gt;
	[&#039;life&#039;] = {IconModule.Icon({args={&#039;life&#039;}}),&#039;Life Science&#039;},&lt;br /&gt;
	[&#039;lifescience&#039;] = {IconModule.Icon({args={&#039;life&#039;}}),&#039;Life Science&#039;},&lt;br /&gt;
	[&#039;materials&#039;] = {IconModule.Icon({args={&#039;material&#039;}}),&#039;Material Science&#039;},&lt;br /&gt;
	[&#039;material&#039;] = {IconModule.Icon({args={&#039;material&#039;}}),&#039;Material Science&#039;},&lt;br /&gt;
	[&#039;military&#039;] = {IconModule.Icon({args={&#039;military&#039;}}),&#039;Military Science&#039;},&lt;br /&gt;
	[&#039;militaryscience&#039;] = {IconModule.Icon({args={&#039;military&#039;}}),&#039;Military Science&#039;},&lt;br /&gt;
	[&#039;social&#039;] = {IconModule.Icon({args={&#039;social&#039;}}),&#039;Social Science&#039;},&lt;br /&gt;
	[&#039;socialscience&#039;] = {IconModule.Icon({args={&#039;social&#039;}}),&#039;Social Science&#039;},&lt;br /&gt;
	[&#039;space&#039;] = {IconModule.Icon({args={&#039;space&#039;}}),&#039;Space Science&#039;},&lt;br /&gt;
	[&#039;spacescience&#039;] = {IconModule.Icon({args={&#039;space&#039;}}),&#039;Space Science&#039;},&lt;br /&gt;
	[&#039;xenology&#039;] = {IconModule.Icon({args={&#039;xenology&#039;}}),&#039;Xenology Science&#039;},&lt;br /&gt;
	&lt;br /&gt;
	&lt;br /&gt;
	persuasion = {IconModule.Icon({args={&#039;persuasion&#039;}}), &#039;[[Persuasion]]&#039;},&lt;br /&gt;
	command = {IconModule.Icon({args={&#039;command&#039;}}), &#039;[[Command]]&#039;},&lt;br /&gt;
	investigation = {IconModule.Icon({args={&#039;investigation&#039;}}), &#039;[[Investigation]]&#039;},&lt;br /&gt;
	espionage = {IconModule.Icon({args={&#039;espionage&#039;}}), &#039;[[Espionage]]&#039;},&lt;br /&gt;
	administration = {IconModule.Icon({args={&#039;administration&#039;}}), &#039;[[Administration]]&#039;},&lt;br /&gt;
	science = {IconModule.Icon({args={&#039;science&#039;}}), &#039;[[Science]]&#039;},&lt;br /&gt;
	security = {IconModule.Icon({args={&#039;security&#039;}}), &#039;[[Security]]&#039;},&lt;br /&gt;
	loyalty = {IconModule.Icon({args={&#039;loyalty&#039;}}), &#039;[[Loyalty]]&#039;},&lt;br /&gt;
	apparentloyalty = {&#039;Apparent&#039; .. IconModule.Icon({args={&#039;loyalty&#039;}}), &#039;[[Loyalty]]&#039;},&lt;br /&gt;
	&lt;br /&gt;
	xp = {&#039;[[Councilors#XP|XP]]&#039;, &#039;&#039;},&lt;br /&gt;
	days = {&#039;Days&#039;, &#039;&#039;},&lt;br /&gt;
	tons = {&#039;Tons&#039;, &#039;&#039;},&lt;br /&gt;
	crew = {&#039;Crew&#039;, &#039;&#039;},&lt;br /&gt;
	farm = {&#039;Farm&#039;, &#039;&#039;},&lt;br /&gt;
	&lt;br /&gt;
	[&#039;combat score&#039;] = {IconModule.Icon({args={&#039;combat score&#039;}}),&#039;Combat Value&#039;},&lt;br /&gt;
	[&#039;combat value&#039;] = {IconModule.Icon({args={&#039;combat score&#039;}}),&#039;Combat Value&#039;},&lt;br /&gt;
	[&#039;space assault score&#039;] = {IconModule.Icon({args={&#039;marine&#039;}}),&#039;Marine Strength&#039;},&lt;br /&gt;
	[&#039;marine&#039;] = {IconModule.Icon({args={&#039;marine&#039;}}),&#039;Marine Strength&#039;},&lt;br /&gt;
	[&#039;mining&#039;] = {IconModule.Icon({args={&#039;mining&#039;}}),&#039;Space Mining&#039;},&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>76561197970425841</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:NAV_rd_normal.png&amp;diff=10889</id>
		<title>File:NAV rd normal.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:NAV_rd_normal.png&amp;diff=10889"/>
		<updated>2026-01-06T16:21:03Z</updated>

		<summary type="html">&lt;p&gt;76561197970425841: redirect to &amp;quot;correct&amp;quot; file name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[File:NAV_rd_ormal.png]]&lt;/div&gt;</summary>
		<author><name>76561197970425841</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:NAV_rd_ormal.png&amp;diff=10888</id>
		<title>File:NAV rd ormal.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:NAV_rd_ormal.png&amp;diff=10888"/>
		<updated>2026-01-06T16:19:26Z</updated>

		<summary type="html">&lt;p&gt;76561197970425841: +file name explanation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
*file uploaded with name typo from game files&lt;br /&gt;
&lt;br /&gt;
[[Category: Interface Icons]]&lt;/div&gt;</summary>
		<author><name>76561197970425841</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:NAV_space_normal.png&amp;diff=10887</id>
		<title>File:NAV space normal.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:NAV_space_normal.png&amp;diff=10887"/>
		<updated>2026-01-06T16:17:24Z</updated>

		<summary type="html">&lt;p&gt;76561197970425841: Category: Interface Icons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category: Interface Icons]]&lt;/div&gt;</summary>
		<author><name>76561197970425841</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:NAV_rd_ormal.png&amp;diff=10886</id>
		<title>File:NAV rd ormal.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:NAV_rd_ormal.png&amp;diff=10886"/>
		<updated>2026-01-06T16:16:58Z</updated>

		<summary type="html">&lt;p&gt;76561197970425841: Category: Interface Icons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category: Interface Icons]]&lt;/div&gt;</summary>
		<author><name>76561197970425841</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:NAV_missionreport_normal.png&amp;diff=10885</id>
		<title>File:NAV missionreport normal.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:NAV_missionreport_normal.png&amp;diff=10885"/>
		<updated>2026-01-06T16:16:46Z</updated>

		<summary type="html">&lt;p&gt;76561197970425841: Category: Interface Icons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category: Interface Icons]]&lt;/div&gt;</summary>
		<author><name>76561197970425841</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:NAV_intel_normal.png&amp;diff=10884</id>
		<title>File:NAV intel normal.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:NAV_intel_normal.png&amp;diff=10884"/>
		<updated>2026-01-06T16:16:36Z</updated>

		<summary type="html">&lt;p&gt;76561197970425841: Category: Interface Icons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category: Interface Icons]]&lt;/div&gt;</summary>
		<author><name>76561197970425841</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:NAV_habitat_normal.png&amp;diff=10883</id>
		<title>File:NAV habitat normal.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:NAV_habitat_normal.png&amp;diff=10883"/>
		<updated>2026-01-06T16:16:21Z</updated>

		<summary type="html">&lt;p&gt;76561197970425841: Category: Interface Icons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category: Interface Icons]]&lt;/div&gt;</summary>
		<author><name>76561197970425841</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:NAV_geoscape_normal.png&amp;diff=10882</id>
		<title>File:NAV geoscape normal.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:NAV_geoscape_normal.png&amp;diff=10882"/>
		<updated>2026-01-06T16:16:11Z</updated>

		<summary type="html">&lt;p&gt;76561197970425841: Category: Interface Icons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category: Interface Icons]]&lt;/div&gt;</summary>
		<author><name>76561197970425841</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:NAV_fleet_normal.png&amp;diff=10881</id>
		<title>File:NAV fleet normal.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:NAV_fleet_normal.png&amp;diff=10881"/>
		<updated>2026-01-06T16:15:47Z</updated>

		<summary type="html">&lt;p&gt;76561197970425841: Category: Interface Icons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category: Interface Icons]]&lt;/div&gt;</summary>
		<author><name>76561197970425841</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:NAV_council_normal.png&amp;diff=10880</id>
		<title>File:NAV council normal.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:NAV_council_normal.png&amp;diff=10880"/>
		<updated>2026-01-06T16:15:18Z</updated>

		<summary type="html">&lt;p&gt;76561197970425841: Category: Interface Icons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category: Interface Icons]]&lt;/div&gt;</summary>
		<author><name>76561197970425841</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:NAV_nation_normal.png&amp;diff=10879</id>
		<title>File:NAV nation normal.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:NAV_nation_normal.png&amp;diff=10879"/>
		<updated>2026-01-06T16:13:48Z</updated>

		<summary type="html">&lt;p&gt;76561197970425841: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Interface Icons]]&lt;/div&gt;</summary>
		<author><name>76561197970425841</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Template:Mechanics_Navbox&amp;diff=10878</id>
		<title>Template:Mechanics Navbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Template:Mechanics_Navbox&amp;diff=10878"/>
		<updated>2026-01-06T15:47:09Z</updated>

		<summary type="html">&lt;p&gt;76561197970425841: Switched &amp;quot;nation&amp;quot; icon to the NAV icon used by the game&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;navbox mw-collapsible wikitable&amp;quot; style=&amp;quot;border: 1px solid #000; width: 100%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;  | &#039;&#039;&#039;Terra Invicta mechanics&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
!| Factions&lt;br /&gt;
|| [[File:FAC ResistCouncil 128.png|30px|link=]] [[Factions]] • [[File:ICO currency.png|30px|link=]] [[Resources]] • [[File:ICO science.png|30px|link=]] [[Technology]] • [[File:ICO contact on.png|30px|link=]] [[Diplomacy]] • [[File:ICO persuasion.png|30px|link=]] [[Events]]&lt;br /&gt;
|- &lt;br /&gt;
!| Council&lt;br /&gt;
|| [[File:ICO espionage.png|30px|link=]] [[Councilors]] • [[File:ICO assassinate on.png|30px|link=]] [[Missions]] • [[File:Org CIA.png|30px|link=]] [[Orgs]] • [[File:Dice.png|30px|link=]] [[Roll|RNG]]&lt;br /&gt;
|- &lt;br /&gt;
!| Earth&lt;br /&gt;
|| [[File:NAV nation normal.png|30px|link=]] [[Nations]] • [[File:ICO setnationalpolicy on.png|30px|link=]] [[Foreign Relations]] • [[File:ICO army HQ.png|30px|link=]] [[Regions]] • [[File:ICO army level.png|30px|link=]] [[Terrestrial Warfare]] • [[File:ICO eco immune.png|30px|link=]] [[Climate Change]]&lt;br /&gt;
|- &lt;br /&gt;
!| Space&lt;br /&gt;
|| [[File:Org NGIA.png|30px|link=]] [[Solar System|The Solar System]] • {{bodyIcon|Saturn|size=60px}} [[Celestial Bodies]] • [[File:Station T3 RingCore.png|30px|link=]] [[Habs]] • [[File:ICO construction shipyard.png|30px|link=]] [[Spaceships]] • [[File:ICO MergeFleetOperation on.png|30px|link=]] [[Fleets]]&lt;br /&gt;
|- &lt;br /&gt;
!| Aliens&lt;br /&gt;
|| [[File:ICO exotics.png|30px|link=]] [[Aliens|Aliens Mechanic]] • [[File:FAC AlienCouncil 128.png|30px|link=]] [[Aliens/Lore|Aliens Lore]] &lt;br /&gt;
|- &lt;br /&gt;
!| Modding &amp;amp; Settings&lt;br /&gt;
|| [[File:ICO gain influence on.png|30px|link=]] [[Modding]] • [[File:ICO assumecontrol on.png|30px|link=]] [[Console Commands]] • {{icon|project|bgcolor=DarkSlateGray}} [[Game Options]]&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
[[Category: Mechanics]]&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Navbox Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561197970425841</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:NAV_nation_normal.png&amp;diff=10877</id>
		<title>File:NAV nation normal.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:NAV_nation_normal.png&amp;diff=10877"/>
		<updated>2026-01-06T15:44:30Z</updated>

		<summary type="html">&lt;p&gt;76561197970425841: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>76561197970425841</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Technology&amp;diff=10876</id>
		<title>Technology</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Technology&amp;diff=10876"/>
		<updated>2026-01-06T15:35:21Z</updated>

		<summary type="html">&lt;p&gt;76561197970425841: /* Special Projects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;This page discusses the game mechanics for techs and projects. For a list of all techs or projects in Terra Invicta, as well as their stats, see [[Tech List]] or [[Project List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;An external tool to visualise tech tree can be found here: &#039;&#039;&#039;[https://pzixel.github.io/terra-invicta-techtree-update/ Tech tree viewer]&#039;&#039;&#039;.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In Terra Invicta, the process of research is divided into science and engineering. [[Factions]] must decide how to direct their {{TV|research}} income between public endeavors to advance humanity&#039;s understanding of the universe, and narrowly focused private efforts aimed at fulfilling specific objectives or improving their faction&#039;s capabilities.&lt;br /&gt;
&lt;br /&gt;
== Research &amp;amp; Development ==&lt;br /&gt;
&lt;br /&gt;
Terra Invicta distinguishes &#039;&#039;&#039;Research&#039;&#039;&#039; from &#039;&#039;&#039;Development&#039;&#039;&#039;. &amp;quot;Technologies&amp;quot; are research into pure science, done to extend worldwide human understanding. &amp;quot;Projects&amp;quot; represent development; privately applied science and engineering, done to put the new theories into practice in the real world.&lt;br /&gt;
&lt;br /&gt;
== Global Research ==&lt;br /&gt;
&lt;br /&gt;
The human [[Factions]] collectively research three new scientific principles at once. These are broad understandings of disciplines such as physics, chemistry, or socioeconomics. Only rarely do they directly lead to some specific change in how events unfold in the game. Instead, their main function is to unlock engineering projects for individual [[Factions]], and occasionally allow for new types of [[Orgs]] to appear.&lt;br /&gt;
&lt;br /&gt;
When a new technology is completed, it becomes available to all humanity. &lt;br /&gt;
&lt;br /&gt;
The faction that contributes the most research to a particular global research will select what is investigated next and will have an increased chance to unlock projects based on that research.&lt;br /&gt;
&lt;br /&gt;
The 2022 and 2026 scenarios start with the following global research underway:  [[File:Tech social icon.png|24px]] [[We Are Not Alone]], [[File:Tech space icon.png|24px]] [[Skywatch]] and [[File:Tech space icon.png|24px]] [[Mission To Space]].&lt;br /&gt;
&lt;br /&gt;
The 2070 scenario starts with: [[File:Tech social icon.png|24px]] [[We Are Not Alone]], [[File:Tech space icon.png|24px]] [[Deep System Skywatch]] and [[File:Tech space icon.png|24px]] [[Mission to the Asteroids]].&lt;br /&gt;
&lt;br /&gt;
== Projects ==&lt;br /&gt;
&lt;br /&gt;
Projects are based off global research, but are developed privately for your faction, to generate effects and advantages in the game, such as unlocking a new component for your [[Spaceships]] and [[Habs]] or providing a bonus to your faction. Most projects benefit only the faction that develops them, and must be independently developed by each faction that wants the benefit. &lt;br /&gt;
&lt;br /&gt;
For example, a scientific principle (global tech) might be [[File:Tech military icon.png|24px]][[Infrared Combat Lasers]], which enables Human [[Factions]] to develop the [[File:Tech military icon.png|24px]][[IR Laser Batteries]] project, which in turn unlocks the 60cm, 120cm, and 360cm Infrared Laser Batteries for your ships.&lt;br /&gt;
&lt;br /&gt;
A number of projects are tied to completing objectives that move [[Factions]] closer to understanding the purpose of the alien invasion or toward their victory conditions.&lt;br /&gt;
&lt;br /&gt;
With sufficient infrastructure, [[Factions]] may research up to three private engineering projects simultaneously. &lt;br /&gt;
&lt;br /&gt;
The number of slots a faction has determines how many simultaneous projects a faction may pursue and how fast it completes them. Factions get one project slot for free. They receive a second project slot (to work on two projects simultaneously) if a [[Councilors|councilor]] has an [[Orgs|org]] with a {{TV|projects}} income value. They receive a third project slot if they have built a [[Habs|hab module]] with a {{TV|projects}} income value.&lt;br /&gt;
&lt;br /&gt;
=== Special Projects ===&lt;br /&gt;
&lt;br /&gt;
Certain projects have special flags that change their behavior:&lt;br /&gt;
&lt;br /&gt;
==== Global Projects ====&lt;br /&gt;
&lt;br /&gt;
Global Projects are projects that can be researched by only one faction. As soon as a faction researches it, it is removed from all factions. Global projects usually give a global bonus (such as nation claims) that all factions can potentially benefit from, but may also have smaller bonuses that are only given to the faction that researches the project.&lt;br /&gt;
&lt;br /&gt;
==== Objective Projects ====&lt;br /&gt;
&lt;br /&gt;
Objective Projects are projects that are related to campaign objectives, especially projects that complete or unlock new campaign objectives. Strangely, xenology labs and their upgrades also count as objective projects.&lt;br /&gt;
&lt;br /&gt;
==== Repeatable Projects ====&lt;br /&gt;
&lt;br /&gt;
Repeatable Projects can be researched an unlimited number of times, but research cost is multiplied by (1 + number of times researched).&lt;br /&gt;
&lt;br /&gt;
There are currently only 6 Repeatable Projects in the game:&lt;br /&gt;
* [[Commercial Research]]&lt;br /&gt;
* [[Audience Research]]&lt;br /&gt;
* [[Operations Research]]&lt;br /&gt;
* [[Management Research]]&lt;br /&gt;
* [[Commercial Rocket Companies]]&lt;br /&gt;
* [[Project Review]]&lt;br /&gt;
&lt;br /&gt;
=== Unlocking Projects ===&lt;br /&gt;
&lt;br /&gt;
Completing a global tech does not immediately make every project available to work on. Each potential project has an &amp;quot;unlock&amp;quot; percentage, which is rolled for each faction to see if they get the idea. Each faction rolls separately, and if you fail your roll, you may be able to [[Technology#Buying_Projects|buy]] or {{MissionIcon|Steal Project}}[[Steal Project|Steal the project]] from an another faction that succeeded (see [[Technology#Stealing_Projects]] for details). Failed projects may also be unlocked by researching [[Technology#Future_Tech|Future Tech]] or [[Project Review]].&lt;br /&gt;
&lt;br /&gt;
For projects with a low unlock percentage, there is a real chance they will never get discovered in your game. (Notably this includes several powerful late-game drive systems. The ideas are &amp;quot;out there&amp;quot;, but until all the basic research is done, no one knows if they&#039;ll actually &#039;&#039;work&#039;&#039;.)&lt;br /&gt;
&lt;br /&gt;
A project&#039;s unlock chance can be increased:&lt;br /&gt;
* &amp;lt;code&amp;gt;+0.2%&amp;lt;/code&amp;gt; for each point of {{TV|science}} that your [[Councilors]] have, in total.&lt;br /&gt;
* &amp;lt;code&amp;gt;+10%&amp;lt;/code&amp;gt; for each councilor with the Innovative trait.&lt;br /&gt;
* &amp;lt;code&amp;gt;+10%&amp;lt;/code&amp;gt; if you have researched the [[File: Tech social icon.png|24px]] [[Autonomous Research Groups]] project.&lt;br /&gt;
* &amp;lt;code&amp;gt;+ research_share %&amp;lt;/code&amp;gt; for the share you contributed to the global tech that it immediately depends on. If there&#039;s more than one global tech, the bonus is your average contribution. &lt;br /&gt;
&lt;br /&gt;
The first 3 modifiers are included in the % shown in the UI for the project under its requirements, though not the research contribution bonus, which is added at the moment the tech unlock roll occurs. Many projects start at 100%, and with most you can easily reach 100%.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Unlocked&amp;quot; projects are still not available to begin work immediately, though; instead they go into a waiting pool. Each day, there is &#039;&#039;another&#039;&#039; roll for each waiting project to see if your people have their grants and proposals written, and if it is successful then the project becomes available for you to start work on. For many (but not all) projects, the daily roll chances will increase with each month that passes.&lt;br /&gt;
&lt;br /&gt;
The starting monthly availability chance is increased by your contribution bonus and your council {{TV|science}} bonus, and can actually exceed the maximum monthly availability chance but will then never grow. The Autonomous Research Groups project increases the monthly increase by 1%.&lt;br /&gt;
&lt;br /&gt;
The unlock and availability chances vary by project, from 100% for something like [[Outpost Core]] down to 20% for the [[Bering Strait Crossing]]. &lt;br /&gt;
&lt;br /&gt;
For example, the [[Dusty Plasma Drive]] project has a base 20% chance to unlock. [[Autonomous Research Groups]] makes it 30%. If you have six councilors with an average of {{TV|science|10}} each, that&#039;s a total of {{TV|science|60}}, multiplied by 0.2% gives a +12% bonus, bringing the project to 42% chance to unlock. [[Dusty Plasma Drive]] depends on the global techs [[Magnetic Nozzles]] and [[High-Temperature Superconductors]]. If you contributed 60% to [[Magnetic Nozzles]] and 40% to [[High-Temperature Superconductors]], that averages to a +50% bonus, and your chance to unlock [[Dusty Plasma Drive]] is 42% + 50% = 92%. &lt;br /&gt;
&lt;br /&gt;
If you do unlock it, it goes into your waiting pool. This particular project has a 0% chance to become immediately available. But your {{TV|science|60}} adds +12% to the chance. Each month this chance increases by +5%, plus an additional 1% from [[Autonomous Research Groups]], up to a maximum of 50% chance per month if it still hasn&#039;t popped.&lt;br /&gt;
&lt;br /&gt;
=== Stealing Projects ===&lt;br /&gt;
&lt;br /&gt;
Some councilors may &amp;quot;steal&amp;quot; completed projects from other human factions via the {{MissionIcon|Steal Project}}[[Steal Project]] mission. A human faction X can steal a project P from a human faction Y if and only if all of the following are true:&lt;br /&gt;
* Y has researched P.&lt;br /&gt;
* X has not researched P.&lt;br /&gt;
* P is not currently in the list of projects that X can choose to invest {{TV|research}} into.&lt;br /&gt;
* X has researched all of P&#039;s direct prereqs.&lt;br /&gt;
* P is not banned from faction X.&lt;br /&gt;
* P is not a [[Technology#Repeatable_Projects|repeatable project]].&lt;br /&gt;
* P is not a [[Technology#Global_Projects|global project]].&lt;br /&gt;
* P is not an [[Technology#Objective_Projects|objective project]].&lt;br /&gt;
&lt;br /&gt;
Note that &amp;quot;stealing&amp;quot; a project just makes the idea &#039;&#039;available&#039;&#039; for you to work on, if for whatever reason it hasn&#039;t unlocked for you yet. You still have to do the work and develop it yourself, so this {{MissionIcon|Steal Project}}[[Steal Project]] mission is mostly worthwhile for low-probability projects that you might not ever get, otherwise.&lt;br /&gt;
&lt;br /&gt;
A faction that is struggling with producing {{TV|research}} can get an additional bonus from {{MissionIcon|Steal Project}}[[Steal Project|stealing projects]]: a lump sum of {{TV|research}} based on how much more {{TV|research}} the target faction is producing.&lt;br /&gt;
&lt;br /&gt;
Another potentially more powerful alternative is capturing entire {{TV|research}}-producing [[Habs]] using {{MissionIcon|Control Space Asset}}[[Control Space Asset]] or {{MissionIcon|Assault Enemy Space Asset}}[[Assault Enemy Space Asset]] missions. Among other rewards, these missions can potentially &amp;quot;steal&amp;quot; projects and instantly complete the stolen projects. See [[Habs#Capturing_Habs]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Buying Projects ===&lt;br /&gt;
&lt;br /&gt;
A more [[Diplomacy|diplomatic]] alternative is to simply buy the project in a [[Factions#Trade_Negotiations|trade]]. &lt;br /&gt;
&lt;br /&gt;
A human faction X can buy a project P from a human faction Y if and only if all of the following are true:&lt;br /&gt;
* Y has researched P.&lt;br /&gt;
* X has not researched P.&lt;br /&gt;
* P is not currently in the list of projects that X can choose to invest {{TV|research}} into.&lt;br /&gt;
* P is not banned from faction X.&lt;br /&gt;
* P is not a [[Technology#Repeatable_Projects|repeatable project]].&lt;br /&gt;
* P is not a [[Technology#Global_Projects|global project]].&lt;br /&gt;
* X has completed the objectives and milestones that P requires.&lt;br /&gt;
* The [[Nations|nation]] that P requires exists.&lt;br /&gt;
* P is not a {{TV|xenology}} project.&lt;br /&gt;
&lt;br /&gt;
Note that these conditions are somewhat different from those for [[Technology#Stealing Projects|stealing projects]]. Nevertheless, buying a project also just makes the idea &#039;&#039;available&#039;&#039; for you to work on, if for whatever reason it hasn&#039;t unlocked for you yet. You still have to do the work and develop it yourself, so this is mostly worthwhile for low-probability projects that you might not ever get, otherwise.&lt;br /&gt;
&lt;br /&gt;
== Research Production and Bonuses ==&lt;br /&gt;
&lt;br /&gt;
{{TV|research}} is passively produced by [[Habs]], [[Nations]], and [[Councilors]] (from [[Orgs]] and [[Councilors#Traits|Traits]]). {{TV|research}} can also be produced in one lump sum by some random [[Events]] and Councilor [[Missions]]. All Human [[Factions]] also begin the campaign with a small amount of passive {{TV|research}} income.&lt;br /&gt;
&lt;br /&gt;
Any time a faction produces {{TV|research}}, the {{TV|research}} is distributed according to their research distribution settings and then various bonuses are applied. For each research slot X, the actual amount of {{TV|research}} contributed to slot X is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
* Start with the Base {{TV|research}} amount produced.&lt;br /&gt;
* × (100% + 5% per research slot that has pips assigned.)&lt;br /&gt;
* × pips assigned to research slot X.&lt;br /&gt;
* / total pips assigned to all research slots.&lt;br /&gt;
* × Sum of:&lt;br /&gt;
** 100%&lt;br /&gt;
** Research Category Bonus × 0.9 ^ (Number of research slots of the same category that have pips - 1)&lt;br /&gt;
** {{TV|projects}} Bonus if this is a project.&lt;br /&gt;
&lt;br /&gt;
There are eight Research Categories ({{TV|energy}}, {{TV|life}}, {{TV|information}}, {{TV|material}}, {{TV|military}}, {{TV|social}}, {{TV|space}}, {{TV|xenology}}), which each have their Bonus calculated independently. The Research Category Bonus is gained from the following sources:&lt;br /&gt;
* [[Councilors#Traits|Councilor Traits]]&lt;br /&gt;
* Equipped [[Orgs]]&lt;br /&gt;
* [[Habs|Hab Modules]]&lt;br /&gt;
* [[Spaceships|Ships]] with the [[Mobile Space Science Lab]] utility module (only for the {{TV|space}} category)&lt;br /&gt;
* [[Aliens#Alien_Activity_Investigation|Alien Activity Investigations]] (only for the {{TV|xenology}} category)&lt;br /&gt;
&lt;br /&gt;
Except for [[Aliens#Alien_Activity_Investigation|alien activity investigations]], each source will have diminishing returns applied to it separately when its base bonus exceeds 50%. Specifically, if the base bonus is more than 50%, then the actual bonus is set to 50% + 50% × (Base Bonus - 50%) / (Base Bonus + 150%).&lt;br /&gt;
&lt;br /&gt;
The Research Category Bonus is then simply the sum of these actual bonuses from each source type.&lt;br /&gt;
&lt;br /&gt;
[[File:Research_Category_Diminishing_Returns.png]]&lt;br /&gt;
&lt;br /&gt;
The Project Engineering Bonus {{icon|projects|bgcolor=DarkSlateGray}} is gained from the following sources:&lt;br /&gt;
* [[Councilors#Traits|Councilor Traits]] ([[Project Manager]], [[Project Director]], [[Project Administrator]])&lt;br /&gt;
* [[Orgs]]&lt;br /&gt;
* [[Habs|Hab Modules]] ([[Skunkworks]], [[Foundry]])&lt;br /&gt;
&lt;br /&gt;
The {{TV|projects}} Bonus  is calculated as follows:&lt;br /&gt;
# The first {{TV|projects|1}} gained from an [[Orgs|org]] is used to unlock the second project slot.&lt;br /&gt;
# The first {{TV|projects|1}} gained from a [[Habs|hab module]] is used to unlock the third project slot.&lt;br /&gt;
# Each remaining {{TV|projects}} adds 5%, up to 100%.&lt;br /&gt;
# Each remaining {{TV|projects}} adds 3%, up to 160%.&lt;br /&gt;
# Each remaining {{TV|projects}} adds 1%.&lt;br /&gt;
&lt;br /&gt;
== Tech Tree Colors ==&lt;br /&gt;
&lt;br /&gt;
The in-game tech tree is color coded as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:left;color:#cfe7e8;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#579657;&amp;quot; | &lt;br /&gt;
* Player has previously researched this Project.&lt;br /&gt;
* This Project is Repeatable.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#1e75c6;&amp;quot; | &lt;br /&gt;
* Player has never researched this Project.&lt;br /&gt;
* Player has invested some research into this Project.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#466e8c;&amp;quot; | &lt;br /&gt;
* Player has never researched this Project.&lt;br /&gt;
* Player has never invested any research into this Project.&lt;br /&gt;
* This Project is currently available for Player to research.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#8c2828;&amp;quot; | &lt;br /&gt;
* Player has never researched this Project.&lt;br /&gt;
* Player has never invested any research into this Project.&lt;br /&gt;
* This Project is not currently available for Player to research.&lt;br /&gt;
* Show Triggered Projects Game Option is On.&lt;br /&gt;
* Player has failed this Project&#039;s Unlock Chance roll.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#579657;&amp;quot; | &lt;br /&gt;
* This Global Technology has been researched.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#1e75c6;&amp;quot; | &lt;br /&gt;
* This Global Technology has not been researched.&lt;br /&gt;
* This Global Technology is currently in one of the three Global Technology Slots.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#466e8c;&amp;quot; | &lt;br /&gt;
* This Global Technology has not been researched.&lt;br /&gt;
* This Global Technology is not currently in one of the three Global Technology Slots.&lt;br /&gt;
* This Global Technology can be selected for one of the three Global Technology Slots, if any are empty.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#8c2828;&amp;quot; | &lt;br /&gt;
* This Global Technology has not been researched.&lt;br /&gt;
* This Global Technology is not currently in one of the three Global Technology Slots.&lt;br /&gt;
* This Global Technology cannot be selected for one of the three Global Technology Slots, even if any are empty.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#579657;&amp;quot; | &lt;br /&gt;
* Player has previously researched this Project.&lt;br /&gt;
* This Project is not Repeatable.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#466e8c;&amp;quot; | &lt;br /&gt;
* Player has never researched this Project.&lt;br /&gt;
* Player has never invested any research into this Project.&lt;br /&gt;
* This Project is not currently available for Player to research.&lt;br /&gt;
* Show Triggered Projects Game Option is On.&lt;br /&gt;
* Player has passed this Project&#039;s Unlock Chance roll.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#17b9b9;&amp;quot; | &lt;br /&gt;
* Player has never researched this Project.&lt;br /&gt;
* Player has never invested any research into this Project.&lt;br /&gt;
* This Project is not currently available for Player to research.&lt;br /&gt;
* This Project&#039;s Unlock Chance is currently 100% for Player.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#0c5a5a;&amp;quot; |&lt;br /&gt;
* Player has never researched this Project.&lt;br /&gt;
* Player has never invested any research into this Project.&lt;br /&gt;
* This Project is not currently available for Player to research.&lt;br /&gt;
* This Project&#039;s Unlock Chance is currently below 100% for Player.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Future Tech ==&lt;br /&gt;
&lt;br /&gt;
Whenever a global technology is completed, and there is no global technology that can be picked, the game will instead offer a choice of Future Techs to pick from. These Future Techs do not unlock any new research projects, but instead make every locked project of the same science category reroll its unlock roll for each human [[Factions|faction]]. Each category of Future Tech also gives additional bonuses:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Future Tech !! Additional Bonuses&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|energy}} || All human [[Nations]] immediately receive 30 days of their {{TV|ip}} production.&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|information}} || All [[Councilors]] and [[Councilors#Recruiting|recruits]] gain {{TV|xp|5}}.&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|life}} || Gives +0.5 Years of [[Councilors#Natural_Death|Lifespan to Councilors]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|materials}} || Each human [[Factions|faction]] that has researched the [[Project_Exotics|Exotic Materials]] project gains {{TV|exotics|0.2}} for every powered Nanofactory owned and {{TV|exotics|0.4}} for every powered Nanofacturing Complex owned. Other human [[Factions]] immediately have the [[Project_Exotics|Exotic Materials]] project added to their available research projects. &lt;br /&gt;
|-&lt;br /&gt;
| {{icon|military}} || Raises the {{TV|miltech}} Cap by 0.5 for all [[Nations]].&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|social}} || A [[Nations|Nation]] controlled by [[Factions|Faction]] that contributed the most to this tech will gain a new [[Foreign_Relations#Claims|claim]], if possible; otherwise another [[Nations|nation]] will gain a new [[Foreign_Relations#Claims|claim]].&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|space}} || Adds 1 to the [[Habs#Mining_Complexes|Space Mine Limit]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: You do not actually need to reach the end of the technology tree to access Future Techs. They are available any time there are no valid global technologies to pick, which could be possible if the only valid global technologies are already in the other two global technology slots.&lt;br /&gt;
&lt;br /&gt;
== AI First Tech Picks ==&lt;br /&gt;
&lt;br /&gt;
This entire section is outdated.&lt;br /&gt;
&lt;br /&gt;
{{ObsoleteBox}}&lt;br /&gt;
This section analyzes the early tech choices for the human AI factions. The AI faction will never pick a tech whose tech tier is lower than another tech it could have picked instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;:  Techs with Tier 1 only have Tier 1 if the faction is over their mine limit. Otherwise they are Tier 0.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note 2&#039;&#039;&#039;:  When a faction unlocks its victory objective, its Tech Tiers change. This table only shows the Tech Tiers for before the victory objective is unlocked.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Tech Tier for each Tech for each Faction.&lt;br /&gt;
! Name !! Type !! Research Cost !! {{icon|destroy|bgcolor=transparent|size=20px}} !! {{icon|resist|bgcolor=transparent|size=20px}} !! {{icon|escape|bgcolor=transparent|size=20px}} !! {{icon|exploit|bgcolor=transparent|size=20px}} !! {{icon|cooperate|bgcolor=transparent|size=20px}} !! {{icon|appease|bgcolor=transparent|size=20px}} !! {{icon|submit|bgcolor=transparent|size=20px}} &lt;br /&gt;
|-&lt;br /&gt;
| Accelerando || {{icon|social|bgcolor=transparent|size=20px}} || 150000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Ad Astra || {{icon|social|bgcolor=transparent|size=20px}} || 5000 || 5 || 5 || 5 || 5 || 5 || 6 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Administration Algorithms || {{icon|information|bgcolor=transparent|size=20px}} || 50000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Atomic Manipulation || {{icon|material|bgcolor=transparent|size=20px}} || 10000 || 2 || 2 || 2 || 5 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Carbon Manipulation || {{icon|material|bgcolor=transparent|size=20px}} || 1000 || 5 || 5 || 5 || 6 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Chemical Rocketry || {{icon|material|bgcolor=transparent|size=20px}} || 1000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Fission Systems || {{icon|energy|bgcolor=transparent|size=20px}} || 25000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Heat Management Concepts || {{icon|space|bgcolor=transparent|size=20px}} || 2500 || 5 || 5 || 6 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Hydrogen Containment || {{icon|material|bgcolor=transparent|size=20px}} || 20000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Electromagnetism || {{icon|energy|bgcolor=transparent|size=20px}} || 1000 || 5 || 6 || 6 || 6 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Missile Warfare Doctrine || {{icon|military|bgcolor=transparent|size=20px}} || 30000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Neural Networks || {{icon|information|bgcolor=transparent|size=20px}} || 5000 || 2 || 2 || 2 || 2 || 5 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Superconductors || {{icon|material|bgcolor=transparent|size=20px}} || 3500 || 0 || 0 || 0 || 5 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Containment || {{icon|energy|bgcolor=transparent|size=20px}} || 10000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Mass Production || {{icon|energy|bgcolor=transparent|size=20px}} || 125000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Propulsion || {{icon|space|bgcolor=transparent|size=20px}} || 100000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Weaponry || {{icon|military|bgcolor=transparent|size=20px}} || 60000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Applied Artificial Intelligence || {{icon|information|bgcolor=transparent|size=20px}} || 25000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Arc Lasers || {{icon|energy|bgcolor=transparent|size=20px}} || 25000 || 5 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Arrival Culture || {{icon|social|bgcolor=transparent|size=20px}} || 20000 || 2 || 2 || 2 || 2 || 2 || 2 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Arrival Domestic Politics || {{icon|social|bgcolor=transparent|size=20px}} || 2000 || 2 || 2 || 2 || 2 || 2 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Arrival Economics || {{icon|social|bgcolor=transparent|size=20px}} || 2500 || 2 || 2 || 2 || 5 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Arrival Governance || {{icon|social|bgcolor=transparent|size=20px}} || 35000 || 0 || 0 || 0 || 0 || 0 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Arrival International Development || {{icon|social|bgcolor=transparent|size=20px}} || 5000 || 0 || 0 || 0 || 0 || 0 || 5 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Arrival International Relations || {{icon|social|bgcolor=transparent|size=20px}} || 5000 || 2 || 2 || 2 || 2 || 2 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Arrival Law || {{icon|social|bgcolor=transparent|size=20px}} || 5000 || 2 || 2 || 2 || 2 || 2 || 5 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Arrival Mass Communications || {{icon|social|bgcolor=transparent|size=20px}} || 5000 || 0 || 0 || 0 || 0 || 0 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Arrival Psychology || {{icon|life|bgcolor=transparent|size=20px}} || 5000 || 0 || 0 || 0 || 0 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Arrival Security || {{icon|military|bgcolor=transparent|size=20px}} || 10000 || 5 || 5 || 2 || 2 || 2 || 2 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Arrival Sociology || {{icon|social|bgcolor=transparent|size=20px}} || 2500 || 0 || 0 || 0 || 0 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Augmented Reality || {{icon|information|bgcolor=transparent|size=20px}} || 1500 || 2 || 2 || 2 || 2 || 5 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Biotechnology || {{icon|life|bgcolor=transparent|size=20px}} || 1500 || 2 || 2 || 2 || 5 || 2 || 5 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Carbon Nanotubes || {{icon|material|bgcolor=transparent|size=20px}} || 3500 || 5 || 2 || 2 || 5 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Clean Energy || {{icon|energy|bgcolor=transparent|size=20px}} || 50000 || 0 || 0 || 0 || 0 || 0 || 5 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Climate Change Mitigation || {{icon|life|bgcolor=transparent|size=20px}} || 100000 || 0 || 0 || 0 || 0 || 0 || 5 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Coilguns || {{icon|military|bgcolor=transparent|size=20px}} || 30000 || 2 || 5 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Colony Habs || {{icon|life|bgcolor=transparent|size=20px}} || 35000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Cybernetics || {{icon|information|bgcolor=transparent|size=20px}} || 5000 || 2 || 2 || 2 || 2 || 2 || 2 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Deep Space Propulsion Concepts || {{icon|space|bgcolor=transparent|size=20px}} || 1000 || 5 || 6 || 6 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Deep System Skywatch || {{icon|space|bgcolor=transparent|size=20px}} || 1000 || 5 || 6 || 5 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Designer Lifeforms || {{icon|life|bgcolor=transparent|size=20px}} || 30000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Deuterium-Deuterium Fusion || {{icon|energy|bgcolor=transparent|size=20px}} || 75000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Deuterium-Helium- Fusion || {{icon|energy|bgcolor=transparent|size=20px}} || 75000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Deuterium-Tritium Fusion || {{icon|energy|bgcolor=transparent|size=20px}} || 50000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Diamondoids || {{icon|material|bgcolor=transparent|size=20px}} || 15000 || 2 || 2 || 5 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Directed Energy Warfare Doctrine || {{icon|military|bgcolor=transparent|size=20px}} || 2500 || 5 || 5 || 5 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Directed Space Research || {{icon|social|bgcolor=transparent|size=20px}} || 5000 || 5 || 5 || 6 || 5 || 6 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic Propulsion || {{icon|energy|bgcolor=transparent|size=20px}} || 1500 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Plasma Confinement || {{icon|energy|bgcolor=transparent|size=20px}} || 15000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Propulsion || {{icon|energy|bgcolor=transparent|size=20px}} || 3000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal Propulsion || {{icon|energy|bgcolor=transparent|size=20px}} || 500 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Extended Space Survival || {{icon|life|bgcolor=transparent|size=20px}} || 5000 || 2 || 2 || 2 || 2 || 5 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Fall of Empires || {{icon|social|bgcolor=transparent|size=20px}} || 10000 || 0 || 0 || 0 || 0 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse Drives || {{icon|material|bgcolor=transparent|size=20px}} || 25000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Fleet Logistics || {{icon|social|bgcolor=transparent|size=20px}} || 45000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Future Tech: Energy || {{icon|energy|bgcolor=transparent|size=20px}} || 100000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Future Tech: Information Science || {{icon|information|bgcolor=transparent|size=20px}} || 100000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Future Tech: Life Science || {{icon|life|bgcolor=transparent|size=20px}} || 100000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Future Tech: Materials || {{icon|material|bgcolor=transparent|size=20px}} || 100000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Future Tech: Military Science || {{icon|military|bgcolor=transparent|size=20px}} || 100000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Future Tech: Social Science || {{icon|social|bgcolor=transparent|size=20px}} || 100000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Future Tech: Space Science || {{icon|space|bgcolor=transparent|size=20px}} || 100000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Gas Core Fission Systems || {{icon|energy|bgcolor=transparent|size=20px}} || 20000 || 5 || 5 || 5 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Genies || {{icon|life|bgcolor=transparent|size=20px}} || 50000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Great Nations || {{icon|social|bgcolor=transparent|size=20px}} || 25000 || 0 || 0 || 0 || 0 || 0 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Pulsed Propulsion || {{icon|material|bgcolor=transparent|size=20px}} || 50000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| High-Temperature Superconductors || {{icon|material|bgcolor=transparent|size=20px}} || 40000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| High-Energy Electromagnetic Propulsion || {{icon|space|bgcolor=transparent|size=20px}} || 5000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| High-Energy Lasers || {{icon|energy|bgcolor=transparent|size=20px}} || 1000 || 5 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Improved Shipbuilding Techniques || {{icon|material|bgcolor=transparent|size=20px}} || 20000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| In Situ Resource Utilization || {{icon|space|bgcolor=transparent|size=20px}} || 5000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Independence Movements || {{icon|social|bgcolor=transparent|size=20px}} || 5000 || 2 || 2 || 2 || 2 || 2 || 2 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Industrialization of Space || {{icon|social|bgcolor=transparent|size=20px}} || 15000 || 2 || 2 || 2 || 5 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Inertial Confinement Fusion || {{icon|energy|bgcolor=transparent|size=20px}} || 65000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Infrared Combat Lasers || {{icon|military|bgcolor=transparent|size=20px}} || 5000 || 5 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Integrated Earth-Space Economy || {{icon|social|bgcolor=transparent|size=20px}} || 40000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Interplanetary Polities || {{icon|social|bgcolor=transparent|size=20px}} || 50000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Kinetics Warfare Doctrine || {{icon|military|bgcolor=transparent|size=20px}} || 2500 || 5 || 5 || 5 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Force Manipulation || {{icon|energy|bgcolor=transparent|size=20px}} || 2500 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Nozzles || {{icon|energy|bgcolor=transparent|size=20px}} || 50000 || 2 || 2 || 5 || 2 || 5 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Plasma Confinement || {{icon|energy|bgcolor=transparent|size=20px}} || 35000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Mass Drivers || {{icon|energy|bgcolor=transparent|size=20px}} || 1000 || 5 || 6 || 6 || 6 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Militarization of Space || {{icon|military|bgcolor=transparent|size=20px}} || 5000 || 5 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Mind and Machine || {{icon|life|bgcolor=transparent|size=20px}} || 35000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Missile Warfare Doctrine || {{icon|military|bgcolor=transparent|size=20px}} || 2500 || 6 || 5 || 5 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Mission to Jupiter || {{icon|space|bgcolor=transparent|size=20px}} || 10000 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Mission to Mars || {{icon|space|bgcolor=transparent|size=20px}} || 2500 || 6 || 6 || 5 || 5 || 6 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Mission to Saturn || {{icon|space|bgcolor=transparent|size=20px}} || 25000 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Mission To Space || {{icon|space|bgcolor=transparent|size=20px}} || 250 || 5 || 5 || 5 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Mission to the Asteroids || {{icon|space|bgcolor=transparent|size=20px}} || 3500 || 5 || 5 || 5 || 6 || 6 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Mission to Venus || {{icon|space|bgcolor=transparent|size=20px}} || 2500 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Mission to Mercury || {{icon|space|bgcolor=transparent|size=20px}} || 15000 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Mission to the Moon || {{icon|space|bgcolor=transparent|size=20px}} || 1000 || 5 || 6 || 6 || 5 || 6 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Mission to the Outer Planets || {{icon|space|bgcolor=transparent|size=20px}} || 40000 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Molecular Assemblers || {{icon|material|bgcolor=transparent|size=20px}} || 20000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Molten Core Fission Systems || {{icon|energy|bgcolor=transparent|size=20px}} || 10000 || 5 || 5 || 5 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Networked Global Defense || {{icon|military|bgcolor=transparent|size=20px}} || 25000 || 5 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Networked Propaganda || {{icon|information|bgcolor=transparent|size=20px}} || 10000 || 0 || 0 || 0 || 0 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Neutronics || {{icon|material|bgcolor=transparent|size=20px}} || 15000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Next-Generation Aerospace || {{icon|material|bgcolor=transparent|size=20px}} || 5000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Nuclear Fission In Space || {{icon|space|bgcolor=transparent|size=20px}} || 2500 || 5 || 5 || 6 || 5 || 6 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Nuclear Fusion Methodologies || {{icon|space|bgcolor=transparent|size=20px}} || 50000 || 0 || 0 || 5 || 0 || 5 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Exoatmospheric Fighters || {{icon|military|bgcolor=transparent|size=20px}} || 7500 || 5 || 5 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Orbitals || {{icon|life|bgcolor=transparent|size=20px}} || 5000 || 5 || 6 || 5 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Orbital Shipbuilding || {{icon|material|bgcolor=transparent|size=20px}} || 1000 || 5 || 6 || 6 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Ring Habs || {{icon|life|bgcolor=transparent|size=20px}} || 35000 || 5 || 5 || 5 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Our Space Future || {{icon|social|bgcolor=transparent|size=20px}} || 30000 || 2 || 2 || 2 || 2 || 2 || 5 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Outpost Habs || {{icon|life|bgcolor=transparent|size=20px}} || 1000 || 5 || 6 || 5 || 6 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Particle Beams || {{icon|energy|bgcolor=transparent|size=20px}} || 5000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Phased-Array Lasers || {{icon|energy|bgcolor=transparent|size=20px}} || 70000 || 5 || 2 || 5 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Photonic Computing || {{icon|information|bgcolor=transparent|size=20px}} || 1500 || 2 || 2 || 2 || 2 || 5 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Weapons || {{icon|military|bgcolor=transparent|size=20px}} || 40000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Predictive Genetics || {{icon|life|bgcolor=transparent|size=20px}} || 5000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Principles of Space Warfare || {{icon|military|bgcolor=transparent|size=20px}} || 1000 || 6 || 5 || 5 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Aneutronic Fusion || {{icon|energy|bgcolor=transparent|size=20px}} || 75000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Proton-Proton Fusion || {{icon|energy|bgcolor=transparent|size=20px}} || 100000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Quantum Computing || {{icon|information|bgcolor=transparent|size=20px}} || 10000 || 2 || 2 || 2 || 2 || 5 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Quantum Encryption || {{icon|information|bgcolor=transparent|size=20px}} || 20000 || 2 || 2 || 2 || 5 || 2 || 5 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Railguns || {{icon|military|bgcolor=transparent|size=20px}} || 5000 || 2 || 5 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Self-Repairing Software || {{icon|information|bgcolor=transparent|size=20px}} || 10000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Settlement Habs || {{icon|life|bgcolor=transparent|size=20px}} || 5000 || 5 || 5 || 5 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Skywatch || {{icon|space|bgcolor=transparent|size=20px}} || 250 || 5 || 6 || 5 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Solid Core Fission Systems || {{icon|energy|bgcolor=transparent|size=20px}} || 5000 || 5 || 5 || 5 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Space Agriculture || {{icon|life|bgcolor=transparent|size=20px}} || 2500 || 5 || 5 || 5 || 5 || 6 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Space Assault Doctrine || {{icon|military|bgcolor=transparent|size=20px}} || 10000 || 2 || 5 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Space Commerce || {{icon|social|bgcolor=transparent|size=20px}} || 20000 || 2 || 2 || 2 || 5 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Space Medicine || {{icon|life|bgcolor=transparent|size=20px}} || 2500 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Space Mining and Refining || {{icon|space|bgcolor=transparent|size=20px}} || 2500 || 5 || 6 || 6 || 6 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Space Navies || {{icon|military|bgcolor=transparent|size=20px}} || 10000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Space Research || {{icon|social|bgcolor=transparent|size=20px}} || 2500 || 5 || 5 || 6 || 5 || 6 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Space Tourism || {{icon|social|bgcolor=transparent|size=20px}} || 1000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Superalloys || {{icon|material|bgcolor=transparent|size=20px}} || 5000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Supercapacitors || {{icon|material|bgcolor=transparent|size=20px}} || 10000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Superconducting Magnets || {{icon|material|bgcolor=transparent|size=20px}} || 10000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Targeted Biological Warfare || {{icon|military|bgcolor=transparent|size=20px}} || 30000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Tokamaks || {{icon|energy|bgcolor=transparent|size=20px}} || 25000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Terawatt Fusion Reactors || {{icon|energy|bgcolor=transparent|size=20px}} || 100000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Terrestrial Military Science || {{icon|military|bgcolor=transparent|size=20px}} || 3000 || 5 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Titanic Spacecraft || {{icon|material|bgcolor=transparent|size=20px}} || 60000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Trans-Interface Warfare || {{icon|military|bgcolor=transparent|size=20px}} || 25000 || 6 || 5 || 5 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Transform Phages || {{icon|life|bgcolor=transparent|size=20px}} || 10000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Ultracapacitors || {{icon|material|bgcolor=transparent|size=20px}} || 40000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Ultraviolet Combat Lasers || {{icon|military|bgcolor=transparent|size=20px}} || 60000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Unity Movements || {{icon|social|bgcolor=transparent|size=20px}} || 10000 || 0 || 0 || 0 || 0 || 0 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Vacuum Electrostatic Principles || {{icon|energy|bgcolor=transparent|size=20px}} || 1000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Visible Combat Lasers || {{icon|military|bgcolor=transparent|size=20px}} || 25000 || 5 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| We Are Not Alone || {{icon|social|bgcolor=transparent|size=20px}} || 500 || 5 || 5 || 5 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| White Collar Automation || {{icon|information|bgcolor=transparent|size=20px}} || 40000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Z-Pinch Techniques || {{icon|energy|bgcolor=transparent|size=20px}} || 50000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561197970425841</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Technology&amp;diff=10875</id>
		<title>Technology</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Technology&amp;diff=10875"/>
		<updated>2026-01-06T15:25:21Z</updated>

		<summary type="html">&lt;p&gt;76561197970425841: /* Global Research */ SPAG, +2070 scenario global techs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;This page discusses the game mechanics for techs and projects. For a list of all techs or projects in Terra Invicta, as well as their stats, see [[Tech List]] or [[Project List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;An external tool to visualise tech tree can be found here: &#039;&#039;&#039;[https://pzixel.github.io/terra-invicta-techtree-update/ Tech tree viewer]&#039;&#039;&#039;.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In Terra Invicta, the process of research is divided into science and engineering. [[Factions]] must decide how to direct their {{TV|research}} income between public endeavors to advance humanity&#039;s understanding of the universe, and narrowly focused private efforts aimed at fulfilling specific objectives or improving their faction&#039;s capabilities.&lt;br /&gt;
&lt;br /&gt;
== Research &amp;amp; Development ==&lt;br /&gt;
&lt;br /&gt;
Terra Invicta distinguishes &#039;&#039;&#039;Research&#039;&#039;&#039; from &#039;&#039;&#039;Development&#039;&#039;&#039;. &amp;quot;Technologies&amp;quot; are research into pure science, done to extend worldwide human understanding. &amp;quot;Projects&amp;quot; represent development; privately applied science and engineering, done to put the new theories into practice in the real world.&lt;br /&gt;
&lt;br /&gt;
== Global Research ==&lt;br /&gt;
&lt;br /&gt;
The human [[Factions]] collectively research three new scientific principles at once. These are broad understandings of disciplines such as physics, chemistry, or socioeconomics. Only rarely do they directly lead to some specific change in how events unfold in the game. Instead, their main function is to unlock engineering projects for individual [[Factions]], and occasionally allow for new types of [[Orgs]] to appear.&lt;br /&gt;
&lt;br /&gt;
When a new technology is completed, it becomes available to all humanity. &lt;br /&gt;
&lt;br /&gt;
The faction that contributes the most research to a particular global research will select what is investigated next and will have an increased chance to unlock projects based on that research.&lt;br /&gt;
&lt;br /&gt;
The 2022 and 2026 scenarios start with the following global research underway:  [[File:Tech social icon.png|24px]] [[We Are Not Alone]], [[File:Tech space icon.png|24px]] [[Skywatch]] and [[File:Tech space icon.png|24px]] [[Mission To Space]].&lt;br /&gt;
&lt;br /&gt;
The 2070 scenario starts with: [[File:Tech social icon.png|24px]] [[We Are Not Alone]], [[File:Tech space icon.png|24px]] [[Deep System Skywatch]] and [[File:Tech space icon.png|24px]] [[Mission to the Asteroids]].&lt;br /&gt;
&lt;br /&gt;
== Projects ==&lt;br /&gt;
&lt;br /&gt;
Projects are based off global research, but are developed privately for your faction, to generate effects and advantages in the game, such as unlocking a new component for your [[Spaceships]] and [[Habs]] or providing a bonus to your faction. Most projects benefit only the faction that develops them, and must be independently developed by each faction that wants the benefit. &lt;br /&gt;
&lt;br /&gt;
For example, a scientific principle (global tech) might be [[File:Tech military icon.png|24px]][[Infrared Combat Lasers]], which enables Human [[Factions]] to develop the [[File:Tech military icon.png|24px]][[IR Laser Batteries]] project, which in turn unlocks the 60cm, 120cm, and 360cm Infrared Laser Batteries for your ships.&lt;br /&gt;
&lt;br /&gt;
A number of projects are tied to completing objectives that move [[Factions]] closer to understanding the purpose of the alien invasion or toward their victory conditions.&lt;br /&gt;
&lt;br /&gt;
With sufficient infrastructure, [[Factions]] may research up to three private engineering projects simultaneously. &lt;br /&gt;
&lt;br /&gt;
The number of slots a faction has determines how many simultaneous projects a faction may pursue and how fast it completes them. Factions get one project slot for free. They receive a second project slot (to work on two projects simultaneously) if a [[Councilors|councilor]] has an [[Orgs|org]] with a {{TV|projects}} income value. They receive a third project slot if they have built a [[Habs|hab module]] with a {{TV|projects}} income value.&lt;br /&gt;
&lt;br /&gt;
=== Special Projects ===&lt;br /&gt;
&lt;br /&gt;
Certain projects have special flags that change their behavior:&lt;br /&gt;
&lt;br /&gt;
==== Repeatable Projects ====&lt;br /&gt;
&lt;br /&gt;
Repeatable Projects can be researched an unlimited number of times, but research cost is multiplied by (1 + number of times researched).&lt;br /&gt;
&lt;br /&gt;
As of Version RC22, there are only 6 Repeatable Projects in the game:&lt;br /&gt;
* [[Commercial Research]]&lt;br /&gt;
* [[Audience Research]]&lt;br /&gt;
* [[Operations Research]]&lt;br /&gt;
* [[Management Research]]&lt;br /&gt;
* [[Commercial Rocket Companies]]&lt;br /&gt;
* [[Project Review]]&lt;br /&gt;
&lt;br /&gt;
==== Global Projects ====&lt;br /&gt;
&lt;br /&gt;
Global Projects are projects that can be researched by only one faction. As soon as a faction researches it, it is removed from all factions. Global projects usually give a global bonus (such as nation claims) that all factions can potentially benefit from, but may also have smaller bonuses that are only given to the faction that researches the project.&lt;br /&gt;
&lt;br /&gt;
==== Objective Projects ====&lt;br /&gt;
&lt;br /&gt;
Objective Projects are Projects that are related to campaign objectives, especially projects that complete or unlock new campaign objectives. Strangely, xenology labs and their upgrades also count as objective projects.&lt;br /&gt;
&lt;br /&gt;
=== Unlocking Projects ===&lt;br /&gt;
&lt;br /&gt;
Completing a global tech does not immediately make every project available to work on. Each potential project has an &amp;quot;unlock&amp;quot; percentage, which is rolled for each faction to see if they get the idea. Each faction rolls separately, and if you fail your roll, you may be able to [[Technology#Buying_Projects|buy]] or {{MissionIcon|Steal Project}}[[Steal Project|Steal the project]] from an another faction that succeeded (see [[Technology#Stealing_Projects]] for details). Failed projects may also be unlocked by researching [[Technology#Future_Tech|Future Tech]] or [[Project Review]].&lt;br /&gt;
&lt;br /&gt;
For projects with a low unlock percentage, there is a real chance they will never get discovered in your game. (Notably this includes several powerful late-game drive systems. The ideas are &amp;quot;out there&amp;quot;, but until all the basic research is done, no one knows if they&#039;ll actually &#039;&#039;work&#039;&#039;.)&lt;br /&gt;
&lt;br /&gt;
A project&#039;s unlock chance can be increased:&lt;br /&gt;
* &amp;lt;code&amp;gt;+0.2%&amp;lt;/code&amp;gt; for each point of {{TV|science}} that your [[Councilors]] have, in total.&lt;br /&gt;
* &amp;lt;code&amp;gt;+10%&amp;lt;/code&amp;gt; for each councilor with the Innovative trait.&lt;br /&gt;
* &amp;lt;code&amp;gt;+10%&amp;lt;/code&amp;gt; if you have researched the [[File: Tech social icon.png|24px]] [[Autonomous Research Groups]] project.&lt;br /&gt;
* &amp;lt;code&amp;gt;+ research_share %&amp;lt;/code&amp;gt; for the share you contributed to the global tech that it immediately depends on. If there&#039;s more than one global tech, the bonus is your average contribution. &lt;br /&gt;
&lt;br /&gt;
The first 3 modifiers are included in the % shown in the UI for the project under its requirements, though not the research contribution bonus, which is added at the moment the tech unlock roll occurs. Many projects start at 100%, and with most you can easily reach 100%.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Unlocked&amp;quot; projects are still not available to begin work immediately, though; instead they go into a waiting pool. Each day, there is &#039;&#039;another&#039;&#039; roll for each waiting project to see if your people have their grants and proposals written, and if it is successful then the project becomes available for you to start work on. For many (but not all) projects, the daily roll chances will increase with each month that passes.&lt;br /&gt;
&lt;br /&gt;
The starting monthly availability chance is increased by your contribution bonus and your council {{TV|science}} bonus, and can actually exceed the maximum monthly availability chance but will then never grow. The Autonomous Research Groups project increases the monthly increase by 1%.&lt;br /&gt;
&lt;br /&gt;
The unlock and availability chances vary by project, from 100% for something like [[Outpost Core]] down to 20% for the [[Bering Strait Crossing]]. &lt;br /&gt;
&lt;br /&gt;
For example, the [[Dusty Plasma Drive]] project has a base 20% chance to unlock. [[Autonomous Research Groups]] makes it 30%. If you have six councilors with an average of {{TV|science|10}} each, that&#039;s a total of {{TV|science|60}}, multiplied by 0.2% gives a +12% bonus, bringing the project to 42% chance to unlock. [[Dusty Plasma Drive]] depends on the global techs [[Magnetic Nozzles]] and [[High-Temperature Superconductors]]. If you contributed 60% to [[Magnetic Nozzles]] and 40% to [[High-Temperature Superconductors]], that averages to a +50% bonus, and your chance to unlock [[Dusty Plasma Drive]] is 42% + 50% = 92%. &lt;br /&gt;
&lt;br /&gt;
If you do unlock it, it goes into your waiting pool. This particular project has a 0% chance to become immediately available. But your {{TV|science|60}} adds +12% to the chance. Each month this chance increases by +5%, plus an additional 1% from [[Autonomous Research Groups]], up to a maximum of 50% chance per month if it still hasn&#039;t popped.&lt;br /&gt;
&lt;br /&gt;
=== Stealing Projects ===&lt;br /&gt;
&lt;br /&gt;
Some councilors may &amp;quot;steal&amp;quot; completed projects from other human factions via the {{MissionIcon|Steal Project}}[[Steal Project]] mission. A human faction X can steal a project P from a human faction Y if and only if all of the following are true:&lt;br /&gt;
* Y has researched P.&lt;br /&gt;
* X has not researched P.&lt;br /&gt;
* P is not currently in the list of projects that X can choose to invest {{TV|research}} into.&lt;br /&gt;
* X has researched all of P&#039;s direct prereqs.&lt;br /&gt;
* P is not banned from faction X.&lt;br /&gt;
* P is not a [[Technology#Repeatable_Projects|repeatable project]].&lt;br /&gt;
* P is not a [[Technology#Global_Projects|global project]].&lt;br /&gt;
* P is not an [[Technology#Objective_Projects|objective project]].&lt;br /&gt;
&lt;br /&gt;
Note that &amp;quot;stealing&amp;quot; a project just makes the idea &#039;&#039;available&#039;&#039; for you to work on, if for whatever reason it hasn&#039;t unlocked for you yet. You still have to do the work and develop it yourself, so this {{MissionIcon|Steal Project}}[[Steal Project]] mission is mostly worthwhile for low-probability projects that you might not ever get, otherwise.&lt;br /&gt;
&lt;br /&gt;
A faction that is struggling with producing {{TV|research}} can get an additional bonus from {{MissionIcon|Steal Project}}[[Steal Project|stealing projects]]: a lump sum of {{TV|research}} based on how much more {{TV|research}} the target faction is producing.&lt;br /&gt;
&lt;br /&gt;
Another potentially more powerful alternative is capturing entire {{TV|research}}-producing [[Habs]] using {{MissionIcon|Control Space Asset}}[[Control Space Asset]] or {{MissionIcon|Assault Enemy Space Asset}}[[Assault Enemy Space Asset]] missions. Among other rewards, these missions can potentially &amp;quot;steal&amp;quot; projects and instantly complete the stolen projects. See [[Habs#Capturing_Habs]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Buying Projects ===&lt;br /&gt;
&lt;br /&gt;
A more [[Diplomacy|diplomatic]] alternative is to simply buy the project in a [[Factions#Trade_Negotiations|trade]]. &lt;br /&gt;
&lt;br /&gt;
A human faction X can buy a project P from a human faction Y if and only if all of the following are true:&lt;br /&gt;
* Y has researched P.&lt;br /&gt;
* X has not researched P.&lt;br /&gt;
* P is not currently in the list of projects that X can choose to invest {{TV|research}} into.&lt;br /&gt;
* P is not banned from faction X.&lt;br /&gt;
* P is not a [[Technology#Repeatable_Projects|repeatable project]].&lt;br /&gt;
* P is not a [[Technology#Global_Projects|global project]].&lt;br /&gt;
* X has completed the objectives and milestones that P requires.&lt;br /&gt;
* The [[Nations|nation]] that P requires exists.&lt;br /&gt;
* P is not a {{TV|xenology}} project.&lt;br /&gt;
&lt;br /&gt;
Note that these conditions are somewhat different from those for [[Technology#Stealing Projects|stealing projects]]. Nevertheless, buying a project also just makes the idea &#039;&#039;available&#039;&#039; for you to work on, if for whatever reason it hasn&#039;t unlocked for you yet. You still have to do the work and develop it yourself, so this is mostly worthwhile for low-probability projects that you might not ever get, otherwise.&lt;br /&gt;
&lt;br /&gt;
== Research Production and Bonuses ==&lt;br /&gt;
&lt;br /&gt;
{{TV|research}} is passively produced by [[Habs]], [[Nations]], and [[Councilors]] (from [[Orgs]] and [[Councilors#Traits|Traits]]). {{TV|research}} can also be produced in one lump sum by some random [[Events]] and Councilor [[Missions]]. All Human [[Factions]] also begin the campaign with a small amount of passive {{TV|research}} income.&lt;br /&gt;
&lt;br /&gt;
Any time a faction produces {{TV|research}}, the {{TV|research}} is distributed according to their research distribution settings and then various bonuses are applied. For each research slot X, the actual amount of {{TV|research}} contributed to slot X is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
* Start with the Base {{TV|research}} amount produced.&lt;br /&gt;
* × (100% + 5% per research slot that has pips assigned.)&lt;br /&gt;
* × pips assigned to research slot X.&lt;br /&gt;
* / total pips assigned to all research slots.&lt;br /&gt;
* × Sum of:&lt;br /&gt;
** 100%&lt;br /&gt;
** Research Category Bonus × 0.9 ^ (Number of research slots of the same category that have pips - 1)&lt;br /&gt;
** {{TV|projects}} Bonus if this is a project.&lt;br /&gt;
&lt;br /&gt;
There are eight Research Categories ({{TV|energy}}, {{TV|life}}, {{TV|information}}, {{TV|material}}, {{TV|military}}, {{TV|social}}, {{TV|space}}, {{TV|xenology}}), which each have their Bonus calculated independently. The Research Category Bonus is gained from the following sources:&lt;br /&gt;
* [[Councilors#Traits|Councilor Traits]]&lt;br /&gt;
* Equipped [[Orgs]]&lt;br /&gt;
* [[Habs|Hab Modules]]&lt;br /&gt;
* [[Spaceships|Ships]] with the [[Mobile Space Science Lab]] utility module (only for the {{TV|space}} category)&lt;br /&gt;
* [[Aliens#Alien_Activity_Investigation|Alien Activity Investigations]] (only for the {{TV|xenology}} category)&lt;br /&gt;
&lt;br /&gt;
Except for [[Aliens#Alien_Activity_Investigation|alien activity investigations]], each source will have diminishing returns applied to it separately when its base bonus exceeds 50%. Specifically, if the base bonus is more than 50%, then the actual bonus is set to 50% + 50% × (Base Bonus - 50%) / (Base Bonus + 150%).&lt;br /&gt;
&lt;br /&gt;
The Research Category Bonus is then simply the sum of these actual bonuses from each source type.&lt;br /&gt;
&lt;br /&gt;
[[File:Research_Category_Diminishing_Returns.png]]&lt;br /&gt;
&lt;br /&gt;
The Project Engineering Bonus {{icon|projects|bgcolor=DarkSlateGray}} is gained from the following sources:&lt;br /&gt;
* [[Councilors#Traits|Councilor Traits]] ([[Project Manager]], [[Project Director]], [[Project Administrator]])&lt;br /&gt;
* [[Orgs]]&lt;br /&gt;
* [[Habs|Hab Modules]] ([[Skunkworks]], [[Foundry]])&lt;br /&gt;
&lt;br /&gt;
The {{TV|projects}} Bonus  is calculated as follows:&lt;br /&gt;
# The first {{TV|projects|1}} gained from an [[Orgs|org]] is used to unlock the second project slot.&lt;br /&gt;
# The first {{TV|projects|1}} gained from a [[Habs|hab module]] is used to unlock the third project slot.&lt;br /&gt;
# Each remaining {{TV|projects}} adds 5%, up to 100%.&lt;br /&gt;
# Each remaining {{TV|projects}} adds 3%, up to 160%.&lt;br /&gt;
# Each remaining {{TV|projects}} adds 1%.&lt;br /&gt;
&lt;br /&gt;
== Tech Tree Colors ==&lt;br /&gt;
&lt;br /&gt;
The in-game tech tree is color coded as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:left;color:#cfe7e8;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#579657;&amp;quot; | &lt;br /&gt;
* Player has previously researched this Project.&lt;br /&gt;
* This Project is Repeatable.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#1e75c6;&amp;quot; | &lt;br /&gt;
* Player has never researched this Project.&lt;br /&gt;
* Player has invested some research into this Project.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#466e8c;&amp;quot; | &lt;br /&gt;
* Player has never researched this Project.&lt;br /&gt;
* Player has never invested any research into this Project.&lt;br /&gt;
* This Project is currently available for Player to research.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#8c2828;&amp;quot; | &lt;br /&gt;
* Player has never researched this Project.&lt;br /&gt;
* Player has never invested any research into this Project.&lt;br /&gt;
* This Project is not currently available for Player to research.&lt;br /&gt;
* Show Triggered Projects Game Option is On.&lt;br /&gt;
* Player has failed this Project&#039;s Unlock Chance roll.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#579657;&amp;quot; | &lt;br /&gt;
* This Global Technology has been researched.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#1e75c6;&amp;quot; | &lt;br /&gt;
* This Global Technology has not been researched.&lt;br /&gt;
* This Global Technology is currently in one of the three Global Technology Slots.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#466e8c;&amp;quot; | &lt;br /&gt;
* This Global Technology has not been researched.&lt;br /&gt;
* This Global Technology is not currently in one of the three Global Technology Slots.&lt;br /&gt;
* This Global Technology can be selected for one of the three Global Technology Slots, if any are empty.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#8c2828;&amp;quot; | &lt;br /&gt;
* This Global Technology has not been researched.&lt;br /&gt;
* This Global Technology is not currently in one of the three Global Technology Slots.&lt;br /&gt;
* This Global Technology cannot be selected for one of the three Global Technology Slots, even if any are empty.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#579657;&amp;quot; | &lt;br /&gt;
* Player has previously researched this Project.&lt;br /&gt;
* This Project is not Repeatable.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#466e8c;&amp;quot; | &lt;br /&gt;
* Player has never researched this Project.&lt;br /&gt;
* Player has never invested any research into this Project.&lt;br /&gt;
* This Project is not currently available for Player to research.&lt;br /&gt;
* Show Triggered Projects Game Option is On.&lt;br /&gt;
* Player has passed this Project&#039;s Unlock Chance roll.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#17b9b9;&amp;quot; | &lt;br /&gt;
* Player has never researched this Project.&lt;br /&gt;
* Player has never invested any research into this Project.&lt;br /&gt;
* This Project is not currently available for Player to research.&lt;br /&gt;
* This Project&#039;s Unlock Chance is currently 100% for Player.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#0c5a5a;&amp;quot; |&lt;br /&gt;
* Player has never researched this Project.&lt;br /&gt;
* Player has never invested any research into this Project.&lt;br /&gt;
* This Project is not currently available for Player to research.&lt;br /&gt;
* This Project&#039;s Unlock Chance is currently below 100% for Player.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Future Tech ==&lt;br /&gt;
&lt;br /&gt;
Whenever a global technology is completed, and there is no global technology that can be picked, the game will instead offer a choice of Future Techs to pick from. These Future Techs do not unlock any new research projects, but instead make every locked project of the same science category reroll its unlock roll for each human [[Factions|faction]]. Each category of Future Tech also gives additional bonuses:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Future Tech !! Additional Bonuses&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|energy}} || All human [[Nations]] immediately receive 30 days of their {{TV|ip}} production.&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|information}} || All [[Councilors]] and [[Councilors#Recruiting|recruits]] gain {{TV|xp|5}}.&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|life}} || Gives +0.5 Years of [[Councilors#Natural_Death|Lifespan to Councilors]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|materials}} || Each human [[Factions|faction]] that has researched the [[Project_Exotics|Exotic Materials]] project gains {{TV|exotics|0.2}} for every powered Nanofactory owned and {{TV|exotics|0.4}} for every powered Nanofacturing Complex owned. Other human [[Factions]] immediately have the [[Project_Exotics|Exotic Materials]] project added to their available research projects. &lt;br /&gt;
|-&lt;br /&gt;
| {{icon|military}} || Raises the {{TV|miltech}} Cap by 0.5 for all [[Nations]].&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|social}} || A [[Nations|Nation]] controlled by [[Factions|Faction]] that contributed the most to this tech will gain a new [[Foreign_Relations#Claims|claim]], if possible; otherwise another [[Nations|nation]] will gain a new [[Foreign_Relations#Claims|claim]].&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|space}} || Adds 1 to the [[Habs#Mining_Complexes|Space Mine Limit]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: You do not actually need to reach the end of the technology tree to access Future Techs. They are available any time there are no valid global technologies to pick, which could be possible if the only valid global technologies are already in the other two global technology slots.&lt;br /&gt;
&lt;br /&gt;
== AI First Tech Picks ==&lt;br /&gt;
&lt;br /&gt;
This entire section is outdated.&lt;br /&gt;
&lt;br /&gt;
{{ObsoleteBox}}&lt;br /&gt;
This section analyzes the early tech choices for the human AI factions. The AI faction will never pick a tech whose tech tier is lower than another tech it could have picked instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;:  Techs with Tier 1 only have Tier 1 if the faction is over their mine limit. Otherwise they are Tier 0.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note 2&#039;&#039;&#039;:  When a faction unlocks its victory objective, its Tech Tiers change. This table only shows the Tech Tiers for before the victory objective is unlocked.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Tech Tier for each Tech for each Faction.&lt;br /&gt;
! Name !! Type !! Research Cost !! {{icon|destroy|bgcolor=transparent|size=20px}} !! {{icon|resist|bgcolor=transparent|size=20px}} !! {{icon|escape|bgcolor=transparent|size=20px}} !! {{icon|exploit|bgcolor=transparent|size=20px}} !! {{icon|cooperate|bgcolor=transparent|size=20px}} !! {{icon|appease|bgcolor=transparent|size=20px}} !! {{icon|submit|bgcolor=transparent|size=20px}} &lt;br /&gt;
|-&lt;br /&gt;
| Accelerando || {{icon|social|bgcolor=transparent|size=20px}} || 150000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Ad Astra || {{icon|social|bgcolor=transparent|size=20px}} || 5000 || 5 || 5 || 5 || 5 || 5 || 6 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Administration Algorithms || {{icon|information|bgcolor=transparent|size=20px}} || 50000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Atomic Manipulation || {{icon|material|bgcolor=transparent|size=20px}} || 10000 || 2 || 2 || 2 || 5 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Carbon Manipulation || {{icon|material|bgcolor=transparent|size=20px}} || 1000 || 5 || 5 || 5 || 6 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Chemical Rocketry || {{icon|material|bgcolor=transparent|size=20px}} || 1000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Fission Systems || {{icon|energy|bgcolor=transparent|size=20px}} || 25000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Heat Management Concepts || {{icon|space|bgcolor=transparent|size=20px}} || 2500 || 5 || 5 || 6 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Hydrogen Containment || {{icon|material|bgcolor=transparent|size=20px}} || 20000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Electromagnetism || {{icon|energy|bgcolor=transparent|size=20px}} || 1000 || 5 || 6 || 6 || 6 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Missile Warfare Doctrine || {{icon|military|bgcolor=transparent|size=20px}} || 30000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Neural Networks || {{icon|information|bgcolor=transparent|size=20px}} || 5000 || 2 || 2 || 2 || 2 || 5 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Superconductors || {{icon|material|bgcolor=transparent|size=20px}} || 3500 || 0 || 0 || 0 || 5 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Containment || {{icon|energy|bgcolor=transparent|size=20px}} || 10000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Mass Production || {{icon|energy|bgcolor=transparent|size=20px}} || 125000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Propulsion || {{icon|space|bgcolor=transparent|size=20px}} || 100000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Weaponry || {{icon|military|bgcolor=transparent|size=20px}} || 60000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Applied Artificial Intelligence || {{icon|information|bgcolor=transparent|size=20px}} || 25000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Arc Lasers || {{icon|energy|bgcolor=transparent|size=20px}} || 25000 || 5 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Arrival Culture || {{icon|social|bgcolor=transparent|size=20px}} || 20000 || 2 || 2 || 2 || 2 || 2 || 2 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Arrival Domestic Politics || {{icon|social|bgcolor=transparent|size=20px}} || 2000 || 2 || 2 || 2 || 2 || 2 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Arrival Economics || {{icon|social|bgcolor=transparent|size=20px}} || 2500 || 2 || 2 || 2 || 5 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Arrival Governance || {{icon|social|bgcolor=transparent|size=20px}} || 35000 || 0 || 0 || 0 || 0 || 0 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Arrival International Development || {{icon|social|bgcolor=transparent|size=20px}} || 5000 || 0 || 0 || 0 || 0 || 0 || 5 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Arrival International Relations || {{icon|social|bgcolor=transparent|size=20px}} || 5000 || 2 || 2 || 2 || 2 || 2 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Arrival Law || {{icon|social|bgcolor=transparent|size=20px}} || 5000 || 2 || 2 || 2 || 2 || 2 || 5 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Arrival Mass Communications || {{icon|social|bgcolor=transparent|size=20px}} || 5000 || 0 || 0 || 0 || 0 || 0 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Arrival Psychology || {{icon|life|bgcolor=transparent|size=20px}} || 5000 || 0 || 0 || 0 || 0 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Arrival Security || {{icon|military|bgcolor=transparent|size=20px}} || 10000 || 5 || 5 || 2 || 2 || 2 || 2 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Arrival Sociology || {{icon|social|bgcolor=transparent|size=20px}} || 2500 || 0 || 0 || 0 || 0 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Augmented Reality || {{icon|information|bgcolor=transparent|size=20px}} || 1500 || 2 || 2 || 2 || 2 || 5 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Biotechnology || {{icon|life|bgcolor=transparent|size=20px}} || 1500 || 2 || 2 || 2 || 5 || 2 || 5 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Carbon Nanotubes || {{icon|material|bgcolor=transparent|size=20px}} || 3500 || 5 || 2 || 2 || 5 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Clean Energy || {{icon|energy|bgcolor=transparent|size=20px}} || 50000 || 0 || 0 || 0 || 0 || 0 || 5 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Climate Change Mitigation || {{icon|life|bgcolor=transparent|size=20px}} || 100000 || 0 || 0 || 0 || 0 || 0 || 5 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Coilguns || {{icon|military|bgcolor=transparent|size=20px}} || 30000 || 2 || 5 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Colony Habs || {{icon|life|bgcolor=transparent|size=20px}} || 35000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Cybernetics || {{icon|information|bgcolor=transparent|size=20px}} || 5000 || 2 || 2 || 2 || 2 || 2 || 2 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Deep Space Propulsion Concepts || {{icon|space|bgcolor=transparent|size=20px}} || 1000 || 5 || 6 || 6 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Deep System Skywatch || {{icon|space|bgcolor=transparent|size=20px}} || 1000 || 5 || 6 || 5 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Designer Lifeforms || {{icon|life|bgcolor=transparent|size=20px}} || 30000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Deuterium-Deuterium Fusion || {{icon|energy|bgcolor=transparent|size=20px}} || 75000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Deuterium-Helium- Fusion || {{icon|energy|bgcolor=transparent|size=20px}} || 75000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Deuterium-Tritium Fusion || {{icon|energy|bgcolor=transparent|size=20px}} || 50000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Diamondoids || {{icon|material|bgcolor=transparent|size=20px}} || 15000 || 2 || 2 || 5 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Directed Energy Warfare Doctrine || {{icon|military|bgcolor=transparent|size=20px}} || 2500 || 5 || 5 || 5 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Directed Space Research || {{icon|social|bgcolor=transparent|size=20px}} || 5000 || 5 || 5 || 6 || 5 || 6 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic Propulsion || {{icon|energy|bgcolor=transparent|size=20px}} || 1500 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Plasma Confinement || {{icon|energy|bgcolor=transparent|size=20px}} || 15000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Propulsion || {{icon|energy|bgcolor=transparent|size=20px}} || 3000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal Propulsion || {{icon|energy|bgcolor=transparent|size=20px}} || 500 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Extended Space Survival || {{icon|life|bgcolor=transparent|size=20px}} || 5000 || 2 || 2 || 2 || 2 || 5 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Fall of Empires || {{icon|social|bgcolor=transparent|size=20px}} || 10000 || 0 || 0 || 0 || 0 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse Drives || {{icon|material|bgcolor=transparent|size=20px}} || 25000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Fleet Logistics || {{icon|social|bgcolor=transparent|size=20px}} || 45000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Future Tech: Energy || {{icon|energy|bgcolor=transparent|size=20px}} || 100000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Future Tech: Information Science || {{icon|information|bgcolor=transparent|size=20px}} || 100000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Future Tech: Life Science || {{icon|life|bgcolor=transparent|size=20px}} || 100000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Future Tech: Materials || {{icon|material|bgcolor=transparent|size=20px}} || 100000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Future Tech: Military Science || {{icon|military|bgcolor=transparent|size=20px}} || 100000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Future Tech: Social Science || {{icon|social|bgcolor=transparent|size=20px}} || 100000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Future Tech: Space Science || {{icon|space|bgcolor=transparent|size=20px}} || 100000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Gas Core Fission Systems || {{icon|energy|bgcolor=transparent|size=20px}} || 20000 || 5 || 5 || 5 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Genies || {{icon|life|bgcolor=transparent|size=20px}} || 50000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Great Nations || {{icon|social|bgcolor=transparent|size=20px}} || 25000 || 0 || 0 || 0 || 0 || 0 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Pulsed Propulsion || {{icon|material|bgcolor=transparent|size=20px}} || 50000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| High-Temperature Superconductors || {{icon|material|bgcolor=transparent|size=20px}} || 40000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| High-Energy Electromagnetic Propulsion || {{icon|space|bgcolor=transparent|size=20px}} || 5000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| High-Energy Lasers || {{icon|energy|bgcolor=transparent|size=20px}} || 1000 || 5 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Improved Shipbuilding Techniques || {{icon|material|bgcolor=transparent|size=20px}} || 20000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| In Situ Resource Utilization || {{icon|space|bgcolor=transparent|size=20px}} || 5000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Independence Movements || {{icon|social|bgcolor=transparent|size=20px}} || 5000 || 2 || 2 || 2 || 2 || 2 || 2 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Industrialization of Space || {{icon|social|bgcolor=transparent|size=20px}} || 15000 || 2 || 2 || 2 || 5 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Inertial Confinement Fusion || {{icon|energy|bgcolor=transparent|size=20px}} || 65000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Infrared Combat Lasers || {{icon|military|bgcolor=transparent|size=20px}} || 5000 || 5 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Integrated Earth-Space Economy || {{icon|social|bgcolor=transparent|size=20px}} || 40000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Interplanetary Polities || {{icon|social|bgcolor=transparent|size=20px}} || 50000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Kinetics Warfare Doctrine || {{icon|military|bgcolor=transparent|size=20px}} || 2500 || 5 || 5 || 5 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Force Manipulation || {{icon|energy|bgcolor=transparent|size=20px}} || 2500 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Nozzles || {{icon|energy|bgcolor=transparent|size=20px}} || 50000 || 2 || 2 || 5 || 2 || 5 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Plasma Confinement || {{icon|energy|bgcolor=transparent|size=20px}} || 35000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Mass Drivers || {{icon|energy|bgcolor=transparent|size=20px}} || 1000 || 5 || 6 || 6 || 6 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Militarization of Space || {{icon|military|bgcolor=transparent|size=20px}} || 5000 || 5 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Mind and Machine || {{icon|life|bgcolor=transparent|size=20px}} || 35000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Missile Warfare Doctrine || {{icon|military|bgcolor=transparent|size=20px}} || 2500 || 6 || 5 || 5 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Mission to Jupiter || {{icon|space|bgcolor=transparent|size=20px}} || 10000 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Mission to Mars || {{icon|space|bgcolor=transparent|size=20px}} || 2500 || 6 || 6 || 5 || 5 || 6 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Mission to Saturn || {{icon|space|bgcolor=transparent|size=20px}} || 25000 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Mission To Space || {{icon|space|bgcolor=transparent|size=20px}} || 250 || 5 || 5 || 5 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Mission to the Asteroids || {{icon|space|bgcolor=transparent|size=20px}} || 3500 || 5 || 5 || 5 || 6 || 6 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Mission to Venus || {{icon|space|bgcolor=transparent|size=20px}} || 2500 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Mission to Mercury || {{icon|space|bgcolor=transparent|size=20px}} || 15000 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Mission to the Moon || {{icon|space|bgcolor=transparent|size=20px}} || 1000 || 5 || 6 || 6 || 5 || 6 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Mission to the Outer Planets || {{icon|space|bgcolor=transparent|size=20px}} || 40000 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Molecular Assemblers || {{icon|material|bgcolor=transparent|size=20px}} || 20000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Molten Core Fission Systems || {{icon|energy|bgcolor=transparent|size=20px}} || 10000 || 5 || 5 || 5 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Networked Global Defense || {{icon|military|bgcolor=transparent|size=20px}} || 25000 || 5 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Networked Propaganda || {{icon|information|bgcolor=transparent|size=20px}} || 10000 || 0 || 0 || 0 || 0 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Neutronics || {{icon|material|bgcolor=transparent|size=20px}} || 15000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Next-Generation Aerospace || {{icon|material|bgcolor=transparent|size=20px}} || 5000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Nuclear Fission In Space || {{icon|space|bgcolor=transparent|size=20px}} || 2500 || 5 || 5 || 6 || 5 || 6 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Nuclear Fusion Methodologies || {{icon|space|bgcolor=transparent|size=20px}} || 50000 || 0 || 0 || 5 || 0 || 5 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Exoatmospheric Fighters || {{icon|military|bgcolor=transparent|size=20px}} || 7500 || 5 || 5 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Orbitals || {{icon|life|bgcolor=transparent|size=20px}} || 5000 || 5 || 6 || 5 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Orbital Shipbuilding || {{icon|material|bgcolor=transparent|size=20px}} || 1000 || 5 || 6 || 6 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Ring Habs || {{icon|life|bgcolor=transparent|size=20px}} || 35000 || 5 || 5 || 5 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Our Space Future || {{icon|social|bgcolor=transparent|size=20px}} || 30000 || 2 || 2 || 2 || 2 || 2 || 5 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Outpost Habs || {{icon|life|bgcolor=transparent|size=20px}} || 1000 || 5 || 6 || 5 || 6 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Particle Beams || {{icon|energy|bgcolor=transparent|size=20px}} || 5000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Phased-Array Lasers || {{icon|energy|bgcolor=transparent|size=20px}} || 70000 || 5 || 2 || 5 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Photonic Computing || {{icon|information|bgcolor=transparent|size=20px}} || 1500 || 2 || 2 || 2 || 2 || 5 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Weapons || {{icon|military|bgcolor=transparent|size=20px}} || 40000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Predictive Genetics || {{icon|life|bgcolor=transparent|size=20px}} || 5000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Principles of Space Warfare || {{icon|military|bgcolor=transparent|size=20px}} || 1000 || 6 || 5 || 5 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Aneutronic Fusion || {{icon|energy|bgcolor=transparent|size=20px}} || 75000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Proton-Proton Fusion || {{icon|energy|bgcolor=transparent|size=20px}} || 100000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Quantum Computing || {{icon|information|bgcolor=transparent|size=20px}} || 10000 || 2 || 2 || 2 || 2 || 5 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Quantum Encryption || {{icon|information|bgcolor=transparent|size=20px}} || 20000 || 2 || 2 || 2 || 5 || 2 || 5 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Railguns || {{icon|military|bgcolor=transparent|size=20px}} || 5000 || 2 || 5 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Self-Repairing Software || {{icon|information|bgcolor=transparent|size=20px}} || 10000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Settlement Habs || {{icon|life|bgcolor=transparent|size=20px}} || 5000 || 5 || 5 || 5 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Skywatch || {{icon|space|bgcolor=transparent|size=20px}} || 250 || 5 || 6 || 5 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Solid Core Fission Systems || {{icon|energy|bgcolor=transparent|size=20px}} || 5000 || 5 || 5 || 5 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Space Agriculture || {{icon|life|bgcolor=transparent|size=20px}} || 2500 || 5 || 5 || 5 || 5 || 6 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Space Assault Doctrine || {{icon|military|bgcolor=transparent|size=20px}} || 10000 || 2 || 5 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Space Commerce || {{icon|social|bgcolor=transparent|size=20px}} || 20000 || 2 || 2 || 2 || 5 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Space Medicine || {{icon|life|bgcolor=transparent|size=20px}} || 2500 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Space Mining and Refining || {{icon|space|bgcolor=transparent|size=20px}} || 2500 || 5 || 6 || 6 || 6 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Space Navies || {{icon|military|bgcolor=transparent|size=20px}} || 10000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Space Research || {{icon|social|bgcolor=transparent|size=20px}} || 2500 || 5 || 5 || 6 || 5 || 6 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Space Tourism || {{icon|social|bgcolor=transparent|size=20px}} || 1000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Superalloys || {{icon|material|bgcolor=transparent|size=20px}} || 5000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Supercapacitors || {{icon|material|bgcolor=transparent|size=20px}} || 10000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Superconducting Magnets || {{icon|material|bgcolor=transparent|size=20px}} || 10000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Targeted Biological Warfare || {{icon|military|bgcolor=transparent|size=20px}} || 30000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Tokamaks || {{icon|energy|bgcolor=transparent|size=20px}} || 25000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Terawatt Fusion Reactors || {{icon|energy|bgcolor=transparent|size=20px}} || 100000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Terrestrial Military Science || {{icon|military|bgcolor=transparent|size=20px}} || 3000 || 5 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Titanic Spacecraft || {{icon|material|bgcolor=transparent|size=20px}} || 60000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Trans-Interface Warfare || {{icon|military|bgcolor=transparent|size=20px}} || 25000 || 6 || 5 || 5 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Transform Phages || {{icon|life|bgcolor=transparent|size=20px}} || 10000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Ultracapacitors || {{icon|material|bgcolor=transparent|size=20px}} || 40000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Ultraviolet Combat Lasers || {{icon|military|bgcolor=transparent|size=20px}} || 60000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Unity Movements || {{icon|social|bgcolor=transparent|size=20px}} || 10000 || 0 || 0 || 0 || 0 || 0 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Vacuum Electrostatic Principles || {{icon|energy|bgcolor=transparent|size=20px}} || 1000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Visible Combat Lasers || {{icon|military|bgcolor=transparent|size=20px}} || 25000 || 5 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| We Are Not Alone || {{icon|social|bgcolor=transparent|size=20px}} || 500 || 5 || 5 || 5 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| White Collar Automation || {{icon|information|bgcolor=transparent|size=20px}} || 40000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Z-Pinch Techniques || {{icon|energy|bgcolor=transparent|size=20px}} || 50000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561197970425841</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Technology&amp;diff=10874</id>
		<title>Technology</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Technology&amp;diff=10874"/>
		<updated>2026-01-06T15:09:41Z</updated>

		<summary type="html">&lt;p&gt;76561197970425841: /* Research &amp;amp; Development */ Wording tweak&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;This page discusses the game mechanics for techs and projects. For a list of all techs or projects in Terra Invicta, as well as their stats, see [[Tech List]] or [[Project List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;An external tool to visualise tech tree can be found here: &#039;&#039;&#039;[https://pzixel.github.io/terra-invicta-techtree-update/ Tech tree viewer]&#039;&#039;&#039;.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In Terra Invicta, the process of research is divided into science and engineering. [[Factions]] must decide how to direct their {{TV|research}} income between public endeavors to advance humanity&#039;s understanding of the universe, and narrowly focused private efforts aimed at fulfilling specific objectives or improving their faction&#039;s capabilities.&lt;br /&gt;
&lt;br /&gt;
== Research &amp;amp; Development ==&lt;br /&gt;
&lt;br /&gt;
Terra Invicta distinguishes &#039;&#039;&#039;Research&#039;&#039;&#039; from &#039;&#039;&#039;Development&#039;&#039;&#039;. &amp;quot;Technologies&amp;quot; are research into pure science, done to extend worldwide human understanding. &amp;quot;Projects&amp;quot; represent development; privately applied science and engineering, done to put the new theories into practice in the real world.&lt;br /&gt;
&lt;br /&gt;
== Global Research ==&lt;br /&gt;
&lt;br /&gt;
The human [[Factions]] collectively research three new scientific principles at once. These are broad understandings of how things like physics, or chemistry, or people, work. Only rarely do they directly lead to some specific change in how events unfold in the game. Instead, their main function is to unlock engineering projects for individual [[Factions]], and occasionally allow for  new types of [[Orgs]] to appear.&lt;br /&gt;
&lt;br /&gt;
When a new technology is completed, it becomes available to all humanity. &lt;br /&gt;
&lt;br /&gt;
The faction that contributes the most research to a particular global research will select what is investigated next and will have an increased chance to gain projects based on that research.&lt;br /&gt;
&lt;br /&gt;
The game starts with the following global researches underway:  [[File:Tech social icon.png|24px]] [[We Are Not Alone]], [[File:Tech space icon.png|24px]] [[Skywatch]] and [[File:Tech space icon.png|24px]] [[Mission To Space]].&lt;br /&gt;
&lt;br /&gt;
== Projects ==&lt;br /&gt;
&lt;br /&gt;
Projects are based off global research, but are developed privately for your faction, to generate effects and advantages in the game, such as unlocking a new component for your [[Spaceships]] and [[Habs]] or providing a bonus to your faction. Most projects benefit only the faction that develops them, and must be independently developed by each faction that wants the benefit. &lt;br /&gt;
&lt;br /&gt;
For example, a scientific principle (global tech) might be [[File:Tech military icon.png|24px]][[Infrared Combat Lasers]], which enables Human [[Factions]] to develop the [[File:Tech military icon.png|24px]][[IR Laser Batteries]] project, which in turn unlocks the 60cm, 120cm, and 360cm Infrared Laser Batteries for your ships.&lt;br /&gt;
&lt;br /&gt;
A number of projects are tied to completing objectives that move [[Factions]] closer to understanding the purpose of the alien invasion or toward their victory conditions.&lt;br /&gt;
&lt;br /&gt;
With sufficient infrastructure, [[Factions]] may research up to three private engineering projects simultaneously. &lt;br /&gt;
&lt;br /&gt;
The number of slots a faction has determines how many simultaneous projects a faction may pursue and how fast it completes them. Factions get one project slot for free. They receive a second project slot (to work on two projects simultaneously) if a [[Councilors|councilor]] has an [[Orgs|org]] with a {{TV|projects}} income value. They receive a third project slot if they have built a [[Habs|hab module]] with a {{TV|projects}} income value.&lt;br /&gt;
&lt;br /&gt;
=== Special Projects ===&lt;br /&gt;
&lt;br /&gt;
Certain projects have special flags that change their behavior:&lt;br /&gt;
&lt;br /&gt;
==== Repeatable Projects ====&lt;br /&gt;
&lt;br /&gt;
Repeatable Projects can be researched an unlimited number of times, but research cost is multiplied by (1 + number of times researched).&lt;br /&gt;
&lt;br /&gt;
As of Version RC22, there are only 6 Repeatable Projects in the game:&lt;br /&gt;
* [[Commercial Research]]&lt;br /&gt;
* [[Audience Research]]&lt;br /&gt;
* [[Operations Research]]&lt;br /&gt;
* [[Management Research]]&lt;br /&gt;
* [[Commercial Rocket Companies]]&lt;br /&gt;
* [[Project Review]]&lt;br /&gt;
&lt;br /&gt;
==== Global Projects ====&lt;br /&gt;
&lt;br /&gt;
Global Projects are projects that can be researched by only one faction. As soon as a faction researches it, it is removed from all factions. Global projects usually give a global bonus (such as nation claims) that all factions can potentially benefit from, but may also have smaller bonuses that are only given to the faction that researches the project.&lt;br /&gt;
&lt;br /&gt;
==== Objective Projects ====&lt;br /&gt;
&lt;br /&gt;
Objective Projects are Projects that are related to campaign objectives, especially projects that complete or unlock new campaign objectives. Strangely, xenology labs and their upgrades also count as objective projects.&lt;br /&gt;
&lt;br /&gt;
=== Unlocking Projects ===&lt;br /&gt;
&lt;br /&gt;
Completing a global tech does not immediately make every project available to work on. Each potential project has an &amp;quot;unlock&amp;quot; percentage, which is rolled for each faction to see if they get the idea. Each faction rolls separately, and if you fail your roll, you may be able to [[Technology#Buying_Projects|buy]] or {{MissionIcon|Steal Project}}[[Steal Project|Steal the project]] from an another faction that succeeded (see [[Technology#Stealing_Projects]] for details). Failed projects may also be unlocked by researching [[Technology#Future_Tech|Future Tech]] or [[Project Review]].&lt;br /&gt;
&lt;br /&gt;
For projects with a low unlock percentage, there is a real chance they will never get discovered in your game. (Notably this includes several powerful late-game drive systems. The ideas are &amp;quot;out there&amp;quot;, but until all the basic research is done, no one knows if they&#039;ll actually &#039;&#039;work&#039;&#039;.)&lt;br /&gt;
&lt;br /&gt;
A project&#039;s unlock chance can be increased:&lt;br /&gt;
* &amp;lt;code&amp;gt;+0.2%&amp;lt;/code&amp;gt; for each point of {{TV|science}} that your [[Councilors]] have, in total.&lt;br /&gt;
* &amp;lt;code&amp;gt;+10%&amp;lt;/code&amp;gt; for each councilor with the Innovative trait.&lt;br /&gt;
* &amp;lt;code&amp;gt;+10%&amp;lt;/code&amp;gt; if you have researched the [[File: Tech social icon.png|24px]] [[Autonomous Research Groups]] project.&lt;br /&gt;
* &amp;lt;code&amp;gt;+ research_share %&amp;lt;/code&amp;gt; for the share you contributed to the global tech that it immediately depends on. If there&#039;s more than one global tech, the bonus is your average contribution. &lt;br /&gt;
&lt;br /&gt;
The first 3 modifiers are included in the % shown in the UI for the project under its requirements, though not the research contribution bonus, which is added at the moment the tech unlock roll occurs. Many projects start at 100%, and with most you can easily reach 100%.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Unlocked&amp;quot; projects are still not available to begin work immediately, though; instead they go into a waiting pool. Each day, there is &#039;&#039;another&#039;&#039; roll for each waiting project to see if your people have their grants and proposals written, and if it is successful then the project becomes available for you to start work on. For many (but not all) projects, the daily roll chances will increase with each month that passes.&lt;br /&gt;
&lt;br /&gt;
The starting monthly availability chance is increased by your contribution bonus and your council {{TV|science}} bonus, and can actually exceed the maximum monthly availability chance but will then never grow. The Autonomous Research Groups project increases the monthly increase by 1%.&lt;br /&gt;
&lt;br /&gt;
The unlock and availability chances vary by project, from 100% for something like [[Outpost Core]] down to 20% for the [[Bering Strait Crossing]]. &lt;br /&gt;
&lt;br /&gt;
For example, the [[Dusty Plasma Drive]] project has a base 20% chance to unlock. [[Autonomous Research Groups]] makes it 30%. If you have six councilors with an average of {{TV|science|10}} each, that&#039;s a total of {{TV|science|60}}, multiplied by 0.2% gives a +12% bonus, bringing the project to 42% chance to unlock. [[Dusty Plasma Drive]] depends on the global techs [[Magnetic Nozzles]] and [[High-Temperature Superconductors]]. If you contributed 60% to [[Magnetic Nozzles]] and 40% to [[High-Temperature Superconductors]], that averages to a +50% bonus, and your chance to unlock [[Dusty Plasma Drive]] is 42% + 50% = 92%. &lt;br /&gt;
&lt;br /&gt;
If you do unlock it, it goes into your waiting pool. This particular project has a 0% chance to become immediately available. But your {{TV|science|60}} adds +12% to the chance. Each month this chance increases by +5%, plus an additional 1% from [[Autonomous Research Groups]], up to a maximum of 50% chance per month if it still hasn&#039;t popped.&lt;br /&gt;
&lt;br /&gt;
=== Stealing Projects ===&lt;br /&gt;
&lt;br /&gt;
Some councilors may &amp;quot;steal&amp;quot; completed projects from other human factions via the {{MissionIcon|Steal Project}}[[Steal Project]] mission. A human faction X can steal a project P from a human faction Y if and only if all of the following are true:&lt;br /&gt;
* Y has researched P.&lt;br /&gt;
* X has not researched P.&lt;br /&gt;
* P is not currently in the list of projects that X can choose to invest {{TV|research}} into.&lt;br /&gt;
* X has researched all of P&#039;s direct prereqs.&lt;br /&gt;
* P is not banned from faction X.&lt;br /&gt;
* P is not a [[Technology#Repeatable_Projects|repeatable project]].&lt;br /&gt;
* P is not a [[Technology#Global_Projects|global project]].&lt;br /&gt;
* P is not an [[Technology#Objective_Projects|objective project]].&lt;br /&gt;
&lt;br /&gt;
Note that &amp;quot;stealing&amp;quot; a project just makes the idea &#039;&#039;available&#039;&#039; for you to work on, if for whatever reason it hasn&#039;t unlocked for you yet. You still have to do the work and develop it yourself, so this {{MissionIcon|Steal Project}}[[Steal Project]] mission is mostly worthwhile for low-probability projects that you might not ever get, otherwise.&lt;br /&gt;
&lt;br /&gt;
A faction that is struggling with producing {{TV|research}} can get an additional bonus from {{MissionIcon|Steal Project}}[[Steal Project|stealing projects]]: a lump sum of {{TV|research}} based on how much more {{TV|research}} the target faction is producing.&lt;br /&gt;
&lt;br /&gt;
Another potentially more powerful alternative is capturing entire {{TV|research}}-producing [[Habs]] using {{MissionIcon|Control Space Asset}}[[Control Space Asset]] or {{MissionIcon|Assault Enemy Space Asset}}[[Assault Enemy Space Asset]] missions. Among other rewards, these missions can potentially &amp;quot;steal&amp;quot; projects and instantly complete the stolen projects. See [[Habs#Capturing_Habs]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Buying Projects ===&lt;br /&gt;
&lt;br /&gt;
A more [[Diplomacy|diplomatic]] alternative is to simply buy the project in a [[Factions#Trade_Negotiations|trade]]. &lt;br /&gt;
&lt;br /&gt;
A human faction X can buy a project P from a human faction Y if and only if all of the following are true:&lt;br /&gt;
* Y has researched P.&lt;br /&gt;
* X has not researched P.&lt;br /&gt;
* P is not currently in the list of projects that X can choose to invest {{TV|research}} into.&lt;br /&gt;
* P is not banned from faction X.&lt;br /&gt;
* P is not a [[Technology#Repeatable_Projects|repeatable project]].&lt;br /&gt;
* P is not a [[Technology#Global_Projects|global project]].&lt;br /&gt;
* X has completed the objectives and milestones that P requires.&lt;br /&gt;
* The [[Nations|nation]] that P requires exists.&lt;br /&gt;
* P is not a {{TV|xenology}} project.&lt;br /&gt;
&lt;br /&gt;
Note that these conditions are somewhat different from those for [[Technology#Stealing Projects|stealing projects]]. Nevertheless, buying a project also just makes the idea &#039;&#039;available&#039;&#039; for you to work on, if for whatever reason it hasn&#039;t unlocked for you yet. You still have to do the work and develop it yourself, so this is mostly worthwhile for low-probability projects that you might not ever get, otherwise.&lt;br /&gt;
&lt;br /&gt;
== Research Production and Bonuses ==&lt;br /&gt;
&lt;br /&gt;
{{TV|research}} is passively produced by [[Habs]], [[Nations]], and [[Councilors]] (from [[Orgs]] and [[Councilors#Traits|Traits]]). {{TV|research}} can also be produced in one lump sum by some random [[Events]] and Councilor [[Missions]]. All Human [[Factions]] also begin the campaign with a small amount of passive {{TV|research}} income.&lt;br /&gt;
&lt;br /&gt;
Any time a faction produces {{TV|research}}, the {{TV|research}} is distributed according to their research distribution settings and then various bonuses are applied. For each research slot X, the actual amount of {{TV|research}} contributed to slot X is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
* Start with the Base {{TV|research}} amount produced.&lt;br /&gt;
* × (100% + 5% per research slot that has pips assigned.)&lt;br /&gt;
* × pips assigned to research slot X.&lt;br /&gt;
* / total pips assigned to all research slots.&lt;br /&gt;
* × Sum of:&lt;br /&gt;
** 100%&lt;br /&gt;
** Research Category Bonus × 0.9 ^ (Number of research slots of the same category that have pips - 1)&lt;br /&gt;
** {{TV|projects}} Bonus if this is a project.&lt;br /&gt;
&lt;br /&gt;
There are eight Research Categories ({{TV|energy}}, {{TV|life}}, {{TV|information}}, {{TV|material}}, {{TV|military}}, {{TV|social}}, {{TV|space}}, {{TV|xenology}}), which each have their Bonus calculated independently. The Research Category Bonus is gained from the following sources:&lt;br /&gt;
* [[Councilors#Traits|Councilor Traits]]&lt;br /&gt;
* Equipped [[Orgs]]&lt;br /&gt;
* [[Habs|Hab Modules]]&lt;br /&gt;
* [[Spaceships|Ships]] with the [[Mobile Space Science Lab]] utility module (only for the {{TV|space}} category)&lt;br /&gt;
* [[Aliens#Alien_Activity_Investigation|Alien Activity Investigations]] (only for the {{TV|xenology}} category)&lt;br /&gt;
&lt;br /&gt;
Except for [[Aliens#Alien_Activity_Investigation|alien activity investigations]], each source will have diminishing returns applied to it separately when its base bonus exceeds 50%. Specifically, if the base bonus is more than 50%, then the actual bonus is set to 50% + 50% × (Base Bonus - 50%) / (Base Bonus + 150%).&lt;br /&gt;
&lt;br /&gt;
The Research Category Bonus is then simply the sum of these actual bonuses from each source type.&lt;br /&gt;
&lt;br /&gt;
[[File:Research_Category_Diminishing_Returns.png]]&lt;br /&gt;
&lt;br /&gt;
The Project Engineering Bonus {{icon|projects|bgcolor=DarkSlateGray}} is gained from the following sources:&lt;br /&gt;
* [[Councilors#Traits|Councilor Traits]] ([[Project Manager]], [[Project Director]], [[Project Administrator]])&lt;br /&gt;
* [[Orgs]]&lt;br /&gt;
* [[Habs|Hab Modules]] ([[Skunkworks]], [[Foundry]])&lt;br /&gt;
&lt;br /&gt;
The {{TV|projects}} Bonus  is calculated as follows:&lt;br /&gt;
# The first {{TV|projects|1}} gained from an [[Orgs|org]] is used to unlock the second project slot.&lt;br /&gt;
# The first {{TV|projects|1}} gained from a [[Habs|hab module]] is used to unlock the third project slot.&lt;br /&gt;
# Each remaining {{TV|projects}} adds 5%, up to 100%.&lt;br /&gt;
# Each remaining {{TV|projects}} adds 3%, up to 160%.&lt;br /&gt;
# Each remaining {{TV|projects}} adds 1%.&lt;br /&gt;
&lt;br /&gt;
== Tech Tree Colors ==&lt;br /&gt;
&lt;br /&gt;
The in-game tech tree is color coded as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:left;color:#cfe7e8;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#579657;&amp;quot; | &lt;br /&gt;
* Player has previously researched this Project.&lt;br /&gt;
* This Project is Repeatable.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#1e75c6;&amp;quot; | &lt;br /&gt;
* Player has never researched this Project.&lt;br /&gt;
* Player has invested some research into this Project.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#466e8c;&amp;quot; | &lt;br /&gt;
* Player has never researched this Project.&lt;br /&gt;
* Player has never invested any research into this Project.&lt;br /&gt;
* This Project is currently available for Player to research.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#8c2828;&amp;quot; | &lt;br /&gt;
* Player has never researched this Project.&lt;br /&gt;
* Player has never invested any research into this Project.&lt;br /&gt;
* This Project is not currently available for Player to research.&lt;br /&gt;
* Show Triggered Projects Game Option is On.&lt;br /&gt;
* Player has failed this Project&#039;s Unlock Chance roll.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#579657;&amp;quot; | &lt;br /&gt;
* This Global Technology has been researched.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#1e75c6;&amp;quot; | &lt;br /&gt;
* This Global Technology has not been researched.&lt;br /&gt;
* This Global Technology is currently in one of the three Global Technology Slots.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#466e8c;&amp;quot; | &lt;br /&gt;
* This Global Technology has not been researched.&lt;br /&gt;
* This Global Technology is not currently in one of the three Global Technology Slots.&lt;br /&gt;
* This Global Technology can be selected for one of the three Global Technology Slots, if any are empty.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#8c2828;&amp;quot; | &lt;br /&gt;
* This Global Technology has not been researched.&lt;br /&gt;
* This Global Technology is not currently in one of the three Global Technology Slots.&lt;br /&gt;
* This Global Technology cannot be selected for one of the three Global Technology Slots, even if any are empty.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#579657;&amp;quot; | &lt;br /&gt;
* Player has previously researched this Project.&lt;br /&gt;
* This Project is not Repeatable.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#466e8c;&amp;quot; | &lt;br /&gt;
* Player has never researched this Project.&lt;br /&gt;
* Player has never invested any research into this Project.&lt;br /&gt;
* This Project is not currently available for Player to research.&lt;br /&gt;
* Show Triggered Projects Game Option is On.&lt;br /&gt;
* Player has passed this Project&#039;s Unlock Chance roll.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#17b9b9;&amp;quot; | &lt;br /&gt;
* Player has never researched this Project.&lt;br /&gt;
* Player has never invested any research into this Project.&lt;br /&gt;
* This Project is not currently available for Player to research.&lt;br /&gt;
* This Project&#039;s Unlock Chance is currently 100% for Player.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#0c5a5a;&amp;quot; |&lt;br /&gt;
* Player has never researched this Project.&lt;br /&gt;
* Player has never invested any research into this Project.&lt;br /&gt;
* This Project is not currently available for Player to research.&lt;br /&gt;
* This Project&#039;s Unlock Chance is currently below 100% for Player.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Future Tech ==&lt;br /&gt;
&lt;br /&gt;
Whenever a global technology is completed, and there is no global technology that can be picked, the game will instead offer a choice of Future Techs to pick from. These Future Techs do not unlock any new research projects, but instead make every locked project of the same science category reroll its unlock roll for each human [[Factions|faction]]. Each category of Future Tech also gives additional bonuses:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Future Tech !! Additional Bonuses&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|energy}} || All human [[Nations]] immediately receive 30 days of their {{TV|ip}} production.&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|information}} || All [[Councilors]] and [[Councilors#Recruiting|recruits]] gain {{TV|xp|5}}.&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|life}} || Gives +0.5 Years of [[Councilors#Natural_Death|Lifespan to Councilors]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|materials}} || Each human [[Factions|faction]] that has researched the [[Project_Exotics|Exotic Materials]] project gains {{TV|exotics|0.2}} for every powered Nanofactory owned and {{TV|exotics|0.4}} for every powered Nanofacturing Complex owned. Other human [[Factions]] immediately have the [[Project_Exotics|Exotic Materials]] project added to their available research projects. &lt;br /&gt;
|-&lt;br /&gt;
| {{icon|military}} || Raises the {{TV|miltech}} Cap by 0.5 for all [[Nations]].&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|social}} || A [[Nations|Nation]] controlled by [[Factions|Faction]] that contributed the most to this tech will gain a new [[Foreign_Relations#Claims|claim]], if possible; otherwise another [[Nations|nation]] will gain a new [[Foreign_Relations#Claims|claim]].&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|space}} || Adds 1 to the [[Habs#Mining_Complexes|Space Mine Limit]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: You do not actually need to reach the end of the technology tree to access Future Techs. They are available any time there are no valid global technologies to pick, which could be possible if the only valid global technologies are already in the other two global technology slots.&lt;br /&gt;
&lt;br /&gt;
== AI First Tech Picks ==&lt;br /&gt;
&lt;br /&gt;
This entire section is outdated.&lt;br /&gt;
&lt;br /&gt;
{{ObsoleteBox}}&lt;br /&gt;
This section analyzes the early tech choices for the human AI factions. The AI faction will never pick a tech whose tech tier is lower than another tech it could have picked instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;:  Techs with Tier 1 only have Tier 1 if the faction is over their mine limit. Otherwise they are Tier 0.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note 2&#039;&#039;&#039;:  When a faction unlocks its victory objective, its Tech Tiers change. This table only shows the Tech Tiers for before the victory objective is unlocked.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Tech Tier for each Tech for each Faction.&lt;br /&gt;
! Name !! Type !! Research Cost !! {{icon|destroy|bgcolor=transparent|size=20px}} !! {{icon|resist|bgcolor=transparent|size=20px}} !! {{icon|escape|bgcolor=transparent|size=20px}} !! {{icon|exploit|bgcolor=transparent|size=20px}} !! {{icon|cooperate|bgcolor=transparent|size=20px}} !! {{icon|appease|bgcolor=transparent|size=20px}} !! {{icon|submit|bgcolor=transparent|size=20px}} &lt;br /&gt;
|-&lt;br /&gt;
| Accelerando || {{icon|social|bgcolor=transparent|size=20px}} || 150000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Ad Astra || {{icon|social|bgcolor=transparent|size=20px}} || 5000 || 5 || 5 || 5 || 5 || 5 || 6 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Administration Algorithms || {{icon|information|bgcolor=transparent|size=20px}} || 50000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Atomic Manipulation || {{icon|material|bgcolor=transparent|size=20px}} || 10000 || 2 || 2 || 2 || 5 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Carbon Manipulation || {{icon|material|bgcolor=transparent|size=20px}} || 1000 || 5 || 5 || 5 || 6 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Chemical Rocketry || {{icon|material|bgcolor=transparent|size=20px}} || 1000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Fission Systems || {{icon|energy|bgcolor=transparent|size=20px}} || 25000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Heat Management Concepts || {{icon|space|bgcolor=transparent|size=20px}} || 2500 || 5 || 5 || 6 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Hydrogen Containment || {{icon|material|bgcolor=transparent|size=20px}} || 20000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Electromagnetism || {{icon|energy|bgcolor=transparent|size=20px}} || 1000 || 5 || 6 || 6 || 6 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Missile Warfare Doctrine || {{icon|military|bgcolor=transparent|size=20px}} || 30000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Neural Networks || {{icon|information|bgcolor=transparent|size=20px}} || 5000 || 2 || 2 || 2 || 2 || 5 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Superconductors || {{icon|material|bgcolor=transparent|size=20px}} || 3500 || 0 || 0 || 0 || 5 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Containment || {{icon|energy|bgcolor=transparent|size=20px}} || 10000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Mass Production || {{icon|energy|bgcolor=transparent|size=20px}} || 125000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Propulsion || {{icon|space|bgcolor=transparent|size=20px}} || 100000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Weaponry || {{icon|military|bgcolor=transparent|size=20px}} || 60000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Applied Artificial Intelligence || {{icon|information|bgcolor=transparent|size=20px}} || 25000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Arc Lasers || {{icon|energy|bgcolor=transparent|size=20px}} || 25000 || 5 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Arrival Culture || {{icon|social|bgcolor=transparent|size=20px}} || 20000 || 2 || 2 || 2 || 2 || 2 || 2 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Arrival Domestic Politics || {{icon|social|bgcolor=transparent|size=20px}} || 2000 || 2 || 2 || 2 || 2 || 2 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Arrival Economics || {{icon|social|bgcolor=transparent|size=20px}} || 2500 || 2 || 2 || 2 || 5 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Arrival Governance || {{icon|social|bgcolor=transparent|size=20px}} || 35000 || 0 || 0 || 0 || 0 || 0 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Arrival International Development || {{icon|social|bgcolor=transparent|size=20px}} || 5000 || 0 || 0 || 0 || 0 || 0 || 5 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Arrival International Relations || {{icon|social|bgcolor=transparent|size=20px}} || 5000 || 2 || 2 || 2 || 2 || 2 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Arrival Law || {{icon|social|bgcolor=transparent|size=20px}} || 5000 || 2 || 2 || 2 || 2 || 2 || 5 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Arrival Mass Communications || {{icon|social|bgcolor=transparent|size=20px}} || 5000 || 0 || 0 || 0 || 0 || 0 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Arrival Psychology || {{icon|life|bgcolor=transparent|size=20px}} || 5000 || 0 || 0 || 0 || 0 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Arrival Security || {{icon|military|bgcolor=transparent|size=20px}} || 10000 || 5 || 5 || 2 || 2 || 2 || 2 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Arrival Sociology || {{icon|social|bgcolor=transparent|size=20px}} || 2500 || 0 || 0 || 0 || 0 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Augmented Reality || {{icon|information|bgcolor=transparent|size=20px}} || 1500 || 2 || 2 || 2 || 2 || 5 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Biotechnology || {{icon|life|bgcolor=transparent|size=20px}} || 1500 || 2 || 2 || 2 || 5 || 2 || 5 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Carbon Nanotubes || {{icon|material|bgcolor=transparent|size=20px}} || 3500 || 5 || 2 || 2 || 5 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Clean Energy || {{icon|energy|bgcolor=transparent|size=20px}} || 50000 || 0 || 0 || 0 || 0 || 0 || 5 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Climate Change Mitigation || {{icon|life|bgcolor=transparent|size=20px}} || 100000 || 0 || 0 || 0 || 0 || 0 || 5 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Coilguns || {{icon|military|bgcolor=transparent|size=20px}} || 30000 || 2 || 5 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Colony Habs || {{icon|life|bgcolor=transparent|size=20px}} || 35000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Cybernetics || {{icon|information|bgcolor=transparent|size=20px}} || 5000 || 2 || 2 || 2 || 2 || 2 || 2 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Deep Space Propulsion Concepts || {{icon|space|bgcolor=transparent|size=20px}} || 1000 || 5 || 6 || 6 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Deep System Skywatch || {{icon|space|bgcolor=transparent|size=20px}} || 1000 || 5 || 6 || 5 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Designer Lifeforms || {{icon|life|bgcolor=transparent|size=20px}} || 30000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Deuterium-Deuterium Fusion || {{icon|energy|bgcolor=transparent|size=20px}} || 75000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Deuterium-Helium- Fusion || {{icon|energy|bgcolor=transparent|size=20px}} || 75000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Deuterium-Tritium Fusion || {{icon|energy|bgcolor=transparent|size=20px}} || 50000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Diamondoids || {{icon|material|bgcolor=transparent|size=20px}} || 15000 || 2 || 2 || 5 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Directed Energy Warfare Doctrine || {{icon|military|bgcolor=transparent|size=20px}} || 2500 || 5 || 5 || 5 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Directed Space Research || {{icon|social|bgcolor=transparent|size=20px}} || 5000 || 5 || 5 || 6 || 5 || 6 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic Propulsion || {{icon|energy|bgcolor=transparent|size=20px}} || 1500 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Plasma Confinement || {{icon|energy|bgcolor=transparent|size=20px}} || 15000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Propulsion || {{icon|energy|bgcolor=transparent|size=20px}} || 3000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal Propulsion || {{icon|energy|bgcolor=transparent|size=20px}} || 500 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Extended Space Survival || {{icon|life|bgcolor=transparent|size=20px}} || 5000 || 2 || 2 || 2 || 2 || 5 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Fall of Empires || {{icon|social|bgcolor=transparent|size=20px}} || 10000 || 0 || 0 || 0 || 0 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse Drives || {{icon|material|bgcolor=transparent|size=20px}} || 25000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Fleet Logistics || {{icon|social|bgcolor=transparent|size=20px}} || 45000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Future Tech: Energy || {{icon|energy|bgcolor=transparent|size=20px}} || 100000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Future Tech: Information Science || {{icon|information|bgcolor=transparent|size=20px}} || 100000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Future Tech: Life Science || {{icon|life|bgcolor=transparent|size=20px}} || 100000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Future Tech: Materials || {{icon|material|bgcolor=transparent|size=20px}} || 100000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Future Tech: Military Science || {{icon|military|bgcolor=transparent|size=20px}} || 100000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Future Tech: Social Science || {{icon|social|bgcolor=transparent|size=20px}} || 100000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Future Tech: Space Science || {{icon|space|bgcolor=transparent|size=20px}} || 100000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Gas Core Fission Systems || {{icon|energy|bgcolor=transparent|size=20px}} || 20000 || 5 || 5 || 5 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Genies || {{icon|life|bgcolor=transparent|size=20px}} || 50000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Great Nations || {{icon|social|bgcolor=transparent|size=20px}} || 25000 || 0 || 0 || 0 || 0 || 0 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Pulsed Propulsion || {{icon|material|bgcolor=transparent|size=20px}} || 50000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| High-Temperature Superconductors || {{icon|material|bgcolor=transparent|size=20px}} || 40000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| High-Energy Electromagnetic Propulsion || {{icon|space|bgcolor=transparent|size=20px}} || 5000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| High-Energy Lasers || {{icon|energy|bgcolor=transparent|size=20px}} || 1000 || 5 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Improved Shipbuilding Techniques || {{icon|material|bgcolor=transparent|size=20px}} || 20000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| In Situ Resource Utilization || {{icon|space|bgcolor=transparent|size=20px}} || 5000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Independence Movements || {{icon|social|bgcolor=transparent|size=20px}} || 5000 || 2 || 2 || 2 || 2 || 2 || 2 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Industrialization of Space || {{icon|social|bgcolor=transparent|size=20px}} || 15000 || 2 || 2 || 2 || 5 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Inertial Confinement Fusion || {{icon|energy|bgcolor=transparent|size=20px}} || 65000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Infrared Combat Lasers || {{icon|military|bgcolor=transparent|size=20px}} || 5000 || 5 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Integrated Earth-Space Economy || {{icon|social|bgcolor=transparent|size=20px}} || 40000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Interplanetary Polities || {{icon|social|bgcolor=transparent|size=20px}} || 50000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Kinetics Warfare Doctrine || {{icon|military|bgcolor=transparent|size=20px}} || 2500 || 5 || 5 || 5 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Force Manipulation || {{icon|energy|bgcolor=transparent|size=20px}} || 2500 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Nozzles || {{icon|energy|bgcolor=transparent|size=20px}} || 50000 || 2 || 2 || 5 || 2 || 5 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Plasma Confinement || {{icon|energy|bgcolor=transparent|size=20px}} || 35000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Mass Drivers || {{icon|energy|bgcolor=transparent|size=20px}} || 1000 || 5 || 6 || 6 || 6 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Militarization of Space || {{icon|military|bgcolor=transparent|size=20px}} || 5000 || 5 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Mind and Machine || {{icon|life|bgcolor=transparent|size=20px}} || 35000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Missile Warfare Doctrine || {{icon|military|bgcolor=transparent|size=20px}} || 2500 || 6 || 5 || 5 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Mission to Jupiter || {{icon|space|bgcolor=transparent|size=20px}} || 10000 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Mission to Mars || {{icon|space|bgcolor=transparent|size=20px}} || 2500 || 6 || 6 || 5 || 5 || 6 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Mission to Saturn || {{icon|space|bgcolor=transparent|size=20px}} || 25000 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Mission To Space || {{icon|space|bgcolor=transparent|size=20px}} || 250 || 5 || 5 || 5 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Mission to the Asteroids || {{icon|space|bgcolor=transparent|size=20px}} || 3500 || 5 || 5 || 5 || 6 || 6 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Mission to Venus || {{icon|space|bgcolor=transparent|size=20px}} || 2500 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Mission to Mercury || {{icon|space|bgcolor=transparent|size=20px}} || 15000 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Mission to the Moon || {{icon|space|bgcolor=transparent|size=20px}} || 1000 || 5 || 6 || 6 || 5 || 6 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Mission to the Outer Planets || {{icon|space|bgcolor=transparent|size=20px}} || 40000 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Molecular Assemblers || {{icon|material|bgcolor=transparent|size=20px}} || 20000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Molten Core Fission Systems || {{icon|energy|bgcolor=transparent|size=20px}} || 10000 || 5 || 5 || 5 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Networked Global Defense || {{icon|military|bgcolor=transparent|size=20px}} || 25000 || 5 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Networked Propaganda || {{icon|information|bgcolor=transparent|size=20px}} || 10000 || 0 || 0 || 0 || 0 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Neutronics || {{icon|material|bgcolor=transparent|size=20px}} || 15000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Next-Generation Aerospace || {{icon|material|bgcolor=transparent|size=20px}} || 5000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Nuclear Fission In Space || {{icon|space|bgcolor=transparent|size=20px}} || 2500 || 5 || 5 || 6 || 5 || 6 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Nuclear Fusion Methodologies || {{icon|space|bgcolor=transparent|size=20px}} || 50000 || 0 || 0 || 5 || 0 || 5 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Exoatmospheric Fighters || {{icon|military|bgcolor=transparent|size=20px}} || 7500 || 5 || 5 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Orbitals || {{icon|life|bgcolor=transparent|size=20px}} || 5000 || 5 || 6 || 5 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Orbital Shipbuilding || {{icon|material|bgcolor=transparent|size=20px}} || 1000 || 5 || 6 || 6 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Ring Habs || {{icon|life|bgcolor=transparent|size=20px}} || 35000 || 5 || 5 || 5 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Our Space Future || {{icon|social|bgcolor=transparent|size=20px}} || 30000 || 2 || 2 || 2 || 2 || 2 || 5 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Outpost Habs || {{icon|life|bgcolor=transparent|size=20px}} || 1000 || 5 || 6 || 5 || 6 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Particle Beams || {{icon|energy|bgcolor=transparent|size=20px}} || 5000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Phased-Array Lasers || {{icon|energy|bgcolor=transparent|size=20px}} || 70000 || 5 || 2 || 5 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Photonic Computing || {{icon|information|bgcolor=transparent|size=20px}} || 1500 || 2 || 2 || 2 || 2 || 5 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Weapons || {{icon|military|bgcolor=transparent|size=20px}} || 40000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Predictive Genetics || {{icon|life|bgcolor=transparent|size=20px}} || 5000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Principles of Space Warfare || {{icon|military|bgcolor=transparent|size=20px}} || 1000 || 6 || 5 || 5 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Aneutronic Fusion || {{icon|energy|bgcolor=transparent|size=20px}} || 75000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Proton-Proton Fusion || {{icon|energy|bgcolor=transparent|size=20px}} || 100000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Quantum Computing || {{icon|information|bgcolor=transparent|size=20px}} || 10000 || 2 || 2 || 2 || 2 || 5 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Quantum Encryption || {{icon|information|bgcolor=transparent|size=20px}} || 20000 || 2 || 2 || 2 || 5 || 2 || 5 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Railguns || {{icon|military|bgcolor=transparent|size=20px}} || 5000 || 2 || 5 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Self-Repairing Software || {{icon|information|bgcolor=transparent|size=20px}} || 10000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Settlement Habs || {{icon|life|bgcolor=transparent|size=20px}} || 5000 || 5 || 5 || 5 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Skywatch || {{icon|space|bgcolor=transparent|size=20px}} || 250 || 5 || 6 || 5 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Solid Core Fission Systems || {{icon|energy|bgcolor=transparent|size=20px}} || 5000 || 5 || 5 || 5 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Space Agriculture || {{icon|life|bgcolor=transparent|size=20px}} || 2500 || 5 || 5 || 5 || 5 || 6 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Space Assault Doctrine || {{icon|military|bgcolor=transparent|size=20px}} || 10000 || 2 || 5 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Space Commerce || {{icon|social|bgcolor=transparent|size=20px}} || 20000 || 2 || 2 || 2 || 5 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Space Medicine || {{icon|life|bgcolor=transparent|size=20px}} || 2500 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Space Mining and Refining || {{icon|space|bgcolor=transparent|size=20px}} || 2500 || 5 || 6 || 6 || 6 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Space Navies || {{icon|military|bgcolor=transparent|size=20px}} || 10000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Space Research || {{icon|social|bgcolor=transparent|size=20px}} || 2500 || 5 || 5 || 6 || 5 || 6 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Space Tourism || {{icon|social|bgcolor=transparent|size=20px}} || 1000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Superalloys || {{icon|material|bgcolor=transparent|size=20px}} || 5000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Supercapacitors || {{icon|material|bgcolor=transparent|size=20px}} || 10000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Superconducting Magnets || {{icon|material|bgcolor=transparent|size=20px}} || 10000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Targeted Biological Warfare || {{icon|military|bgcolor=transparent|size=20px}} || 30000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Tokamaks || {{icon|energy|bgcolor=transparent|size=20px}} || 25000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Terawatt Fusion Reactors || {{icon|energy|bgcolor=transparent|size=20px}} || 100000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Terrestrial Military Science || {{icon|military|bgcolor=transparent|size=20px}} || 3000 || 5 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Titanic Spacecraft || {{icon|material|bgcolor=transparent|size=20px}} || 60000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Trans-Interface Warfare || {{icon|military|bgcolor=transparent|size=20px}} || 25000 || 6 || 5 || 5 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Transform Phages || {{icon|life|bgcolor=transparent|size=20px}} || 10000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Ultracapacitors || {{icon|material|bgcolor=transparent|size=20px}} || 40000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Ultraviolet Combat Lasers || {{icon|military|bgcolor=transparent|size=20px}} || 60000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Unity Movements || {{icon|social|bgcolor=transparent|size=20px}} || 10000 || 0 || 0 || 0 || 0 || 0 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Vacuum Electrostatic Principles || {{icon|energy|bgcolor=transparent|size=20px}} || 1000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Visible Combat Lasers || {{icon|military|bgcolor=transparent|size=20px}} || 25000 || 5 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| We Are Not Alone || {{icon|social|bgcolor=transparent|size=20px}} || 500 || 5 || 5 || 5 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| White Collar Automation || {{icon|information|bgcolor=transparent|size=20px}} || 40000 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Z-Pinch Techniques || {{icon|energy|bgcolor=transparent|size=20px}} || 50000 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561197970425841</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Mars&amp;diff=10099</id>
		<title>Mars</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Mars&amp;diff=10099"/>
		<updated>2025-12-17T23:22:34Z</updated>

		<summary type="html">&lt;p&gt;76561197970425841: /* Basic Information */ sites tab now using early draft of table gen module&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Information ==&lt;br /&gt;
Mars is the fourth planet from the Sun and the second-smallest planet in the Solar System. Often called the &amp;quot;Red Planet&amp;quot; due to its reddish appearance caused by iron oxide on its surface. Mars is a primary target for human colonization in the game, with 25 habitation sites available.&lt;br /&gt;
&lt;br /&gt;
{{Infobox/Body&lt;br /&gt;
  | title = Terrestrial Planet&lt;br /&gt;
  | icon = {{bodyIcon|Mars|256px}}&lt;br /&gt;
  | surface = Diverse Regolith&lt;br /&gt;
  | orbiting = {{bodyIcon|Sol}}&amp;amp;nbsp; Sol&lt;br /&gt;
  | orbital distance = {{bodyIcon|Distance}}&amp;amp;nbsp; 1.52 AU&lt;br /&gt;
  | orbital period = {{bodyIcon|Period}}&amp;amp;nbsp; 687 days&lt;br /&gt;
  | escape velocity = {{bodyIcon|Escape}}&amp;amp;nbsp; 5 kps&lt;br /&gt;
  | diameter = {{bodyIcon|Diameter}}&amp;amp;nbsp; 6,792.4 km&lt;br /&gt;
  | atmosphere = {{bodyIcon|Atmo thin}}&amp;amp;nbsp; Thin, primarily CO₂&lt;br /&gt;
  | gravity = {{bodyIcon|Gravity}}&amp;amp;nbsp; 0.38 g&lt;br /&gt;
  | hab level = {{bodyIcon|Tier 3}}&lt;br /&gt;
  | moon number = 2&lt;br /&gt;
  | moons =&lt;br /&gt;
{{!}} style=&amp;quot;text-align:left;&amp;quot; {{!}} {{bodyIcon|Phobos}}&amp;amp;nbsp; [[Phobos]] {{!}}{{!}} Wet Carbonaceous {{!}}{{!}} 0/1&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style=&amp;quot;text-align:left;&amp;quot; {{!}} {{bodyIcon|Deimos}}&amp;amp;nbsp; [[Deimos]] {{!}}{{!}} Common Carbonaceous {{!}}{{!}} 0/1&lt;br /&gt;
  | hab number = 25&lt;br /&gt;
  | hab sites =&lt;br /&gt;
{{#invoke:HabSiteInvicta|ListSpecific|mode=1|specificSpaceBody=Mars}}&lt;br /&gt;
  | orbit number = 7&lt;br /&gt;
  | available orbits =&lt;br /&gt;
{{!}} style=&amp;quot;text-align:left;&amp;quot; {{!}} Low Mars Orbit {{!}}{{!}} - {{!}}{{!}} 500 {{!}}{{!}} 288.8 mg {{!}}{{!}} 0/8&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style=&amp;quot;text-align:left;&amp;quot; {{!}} Inclined Low Mars Orbit 1 {{!}}{{!}} - {{!}}{{!}} 3,000 {{!}}{{!}} 107.0 mg {{!}}{{!}} 0/1&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style=&amp;quot;text-align:left;&amp;quot; {{!}} Inclined Low Mars Orbit 2 {{!}}{{!}} - {{!}}{{!}} 5,000 {{!}}{{!}} 62.1 mg {{!}}{{!}} 0/1&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style=&amp;quot;text-align:left;&amp;quot; {{!}} Synchronous Mars Orbit {{!}}{{!}} - {{!}}{{!}} 17,039 {{!}}{{!}} 10.5 mg {{!}}{{!}} 0/8&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style=&amp;quot;text-align:left;&amp;quot; {{!}} Medium Mars Orbit {{!}}{{!}} - {{!}}{{!}} 35,200 {{!}}{{!}} 2.9 mg {{!}}{{!}} 0/8&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style=&amp;quot;text-align:left;&amp;quot; {{!}} High Mars Orbit {{!}}{{!}} - {{!}}{{!}} 98,300 {{!}}{{!}} 0.42 mg {{!}}{{!}} 0/8&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style=&amp;quot;text-align:left;&amp;quot; {{!}} Extreme Mars Orbit {{!}}{{!}} - {{!}}{{!}} 491,400 {{!}}{{!}} 0.018 mg {{!}}{{!}} 0/8&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
=== Gallery ===&lt;br /&gt;
&amp;lt;tabber style=&amp;quot;width: 510px;&amp;quot;&amp;gt;&lt;br /&gt;
|-|Hemisphere=&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 4px; border-style: solid; border-width: 1px;&amp;quot;&amp;gt;[[File:Mars Screen Close.png|500px|alt=A screenshot of planet Mars from orbit|Hemisphere of Mars]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-|Projection=&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 4px; border-style: solid; border-width: 1px;&amp;quot;&amp;gt;[[File:TEX_Planet_Mars_D.png|500px|alt=Game file image showing a full projection of the surface of Mars|Mars projection from the game files]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-|Hab surface=&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 4px; border-style: solid; border-width: 1px;&amp;quot;&amp;gt;[[File:surface_mars.png|500px|alt=Game file image showing the surface of Mars used for the Habitat menu|Hab menu image of Mars]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-|Photo=&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 4px; border-style: solid; border-width: 1px;&amp;quot;&amp;gt;[[File:Mars_Photo01.jpg|500px|A NASA photo of Mars, centered on the Tharsis plateau|NASA photo of Mars]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional Information ==&lt;br /&gt;
=== Exploration Tech ===&lt;br /&gt;
The [[Technology#Global_Research|Global Technology]] [[Mission to Mars]] is required research to enable sending probes to this planetary system.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-collapsetext=&amp;quot;hide archive entry&amp;quot; data-expandtext=&amp;quot;show archive entry&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h4&amp;gt;&lt;br /&gt;
&amp;lt;span&amp;gt;Mission to Mars&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-toggle-placeholder&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/h4&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center&amp;quot;&amp;gt;Scientists study exploration and colonization of the red planet.&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;quot;It takes so very little for one tribe of humanity to look upon a second tribe as The Other. Think of what will happen once hundreds of millions of kilometers lie between us.&amp;quot;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:right&amp;quot;&amp;gt;Chancellor Li Qingzhao, the Academy&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:right&amp;quot;&amp;gt;&amp;quot;Distributed Humanity&amp;quot;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Though it is scarcely an appealing home, there is no better prospect within our solar system for eventual colonization than our crimson neighbor, Mars. It lacks a breathable atmosphere, the radiation risk from both galactic cosmic rays and solar energetic particles is extreme, the soil is flooded with toxins, and the low gravity will weaken both bones and muscles and cause cardiovascular problems. Then there is the cold, and the minimal supply of water... And with travel each way also taking months, at least until such time as we have made profound progress in spaceflight technology, only the bravest and hardiest pioneers would dare take this chance. Yet if humanity is ever to explore the stars, or settle on further-out planets, or to trace our alien visitors to their own homeworld, there is simply no choice other than Mars. In terms of temperature, sunlight, and simple proximity, no other planet in our system comes close. Our scientists are now confident that the settling of a limited number of highly-trained personnel will be possible, thanks to a combination of highly complex life-support systems and certain cyanobacteria capable of photosynthesis even on Mars&#039; hostile surface. The latter, grown at sufficient scale, can generate both food and oxygen locally, and allow the propagation of more complex organisms. It is from these starting blocks that long-term life on Mars will begin.&lt;br /&gt;
&lt;br /&gt;
–Allows sending probes to Mars and inner-system asteroids and the construction of habitats at those locations&lt;br /&gt;
&amp;lt;br/&amp;gt;–Allows exploration and construction at the Sun-Earth Lagrange Points and asteroids in the Earth orbital region&lt;br /&gt;
&amp;lt;br/&amp;gt;–The number of habitat mining modules we can support without paying a Mission Control cost increases by 6&lt;br /&gt;
&amp;lt;br/&amp;gt;–Factions that contributed more to this tech will complete scans of the space body faster&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mining Sites ===&lt;br /&gt;
{{HabSiteLister|Mars}}&lt;br /&gt;
&lt;br /&gt;
=== Strategic Value ===&lt;br /&gt;
Mars represents the first major colonization effort beyond the Earth-Moon system. Its numerous habitation sites and relatively hospitable conditions make it a crucial stepping stone for further solar system development.&lt;br /&gt;
&lt;br /&gt;
=== Narrative Events ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h4&amp;gt;&lt;br /&gt;
&amp;lt;span&amp;gt;Journey to InSight&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-toggle-placeholder&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/h4&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;InSight lander site visited.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With our presence on Mars firmly established, a small research team has taken the time to seek out NASA&#039;s InSight lander, which had spent several years studying the red planet&#039;s seismography before going dark in December 2022. The data it gathered was instrumental in finding suitable prospective sites for our manned bases.&lt;br /&gt;
&lt;br /&gt;
# Establish a memorial site.&lt;br /&gt;
#: &#039;&#039;Astronauts working for {targetFactionName} have built a memorial to the InSight lander.&#039;&#039;&lt;br /&gt;
# Clean it up, make a few repairs, and let it continue its mission.&lt;br /&gt;
#: &#039;&#039;Engineers with {targetFactionName} have put the InSight lander back to work.&#039;&#039;&lt;br /&gt;
# Scrap it, and sell the parts to the highest bidder.&lt;br /&gt;
#: &#039;&#039;Supporters of {targetFactionName} are selling mementos of the InSight lander.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h4&amp;gt;&lt;br /&gt;
&amp;lt;span&amp;gt;Lone marine defeats alien infiltration&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-toggle-placeholder&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/h4&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;One marine &amp;quot;fights through hell.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attempts by the Aliens to infiltrate {targetHabName} on Mars were foiled after a lone marine escaped the preliminary destruction of the barracks there, then went on a one-man rampage through the Alien combat team. As one of the emergency responders commented, &amp;quot;He ripped &#039;em a new one. Really tore them apart!&amp;quot;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The marine, known to be a fan of heavy metal, declined to comment.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h4&amp;gt;&lt;br /&gt;
&amp;lt;span&amp;gt;Olympus Mons&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-toggle-placeholder&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/h4&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;A scientific expedition from {targetHabName} has begun exploring Olympus Mons.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
More than twice the height of Mount Everest on Earth, Olympus Mons is the tallest mountain in the Solar System and one of the largest volcanoes. It is so large that an observer standing on the peak would be unable to tell they were on a tall mountain, as the gentle downwards slope extends well beyond the horizon.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The awesome size of Olympus Mons is thought to be due to the lack of mobile tectonic plates on Mars. Fixed over a stationary hotspot, the volcano was able to discharge lava for an extremely long time, creating its massive dimensions. &lt;br /&gt;
&lt;br /&gt;
# A quick survey is all we need.&lt;br /&gt;
#: &#039;&#039;{targetFactionName} endorses a quick survey of Olympus Mons.&#039;&#039;&lt;br /&gt;
# Set up camp and collect as much information as possible.&lt;br /&gt;
#: &#039;&#039;{targetFactionName} endorses a detailed survey of Olympus Mons.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Real world statistics &amp;amp; trivia ===&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Olympus_Mons Olympus Mons] is the largest volcano in the solar system and arguably the tallest mountain (contended by a recent unnamed discovery on {{bodyIcon|Mani}} [[Máni]] and Rheasilvia on {{bodyIcon|Vesta}} [[Vesta]]). At nearly 20 km high, it is about 2.5 times the elevation of Mount Everest.&lt;br /&gt;
* Mars has distinctive [https://en.wikipedia.org/wiki/Martian_polar_ice_caps polar ice caps] which are not depicted in Terra Invicta. Mars is cold enough to freeze CO₂, which can form layers up to 8m thick at the southern pole. In winter, this measurably depletes the planet&#039;s already thin atmosphere.&lt;br /&gt;
&lt;br /&gt;
{{Celestial Bodies Navbox}}&lt;br /&gt;
[[Category:Planets]]&lt;br /&gt;
[[Category:Inner Solar System]]&lt;/div&gt;</summary>
		<author><name>76561197970425841</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Module:HabSiteInvicta&amp;diff=10098</id>
		<title>Module:HabSiteInvicta</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Module:HabSiteInvicta&amp;diff=10098"/>
		<updated>2025-12-17T23:21:53Z</updated>

		<summary type="html">&lt;p&gt;76561197970425841: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;---&lt;br /&gt;
---This is a variation of Module:HabSiteLister which imitates the format of the site list seen in the game.&lt;br /&gt;
---&lt;br /&gt;
---@module HabSiteLister&lt;br /&gt;
local HabSiteLister = {}&lt;br /&gt;
&lt;br /&gt;
--region Dependencies&lt;br /&gt;
local IconModule = require(&#039;Module:Icon&#039;)&lt;br /&gt;
&lt;br /&gt;
local HabSiteData = mw.loadData(&#039;Module:CSVReader/HabSite&#039;)&lt;br /&gt;
local MiningProfileData = mw.loadData(&#039;Module:CSVReader/MiningProfile&#039;)&lt;br /&gt;
local SpaceBodyData = mw.loadData(&#039;Module:CSVReader/SpaceBody&#039;)&lt;br /&gt;
&lt;br /&gt;
local SpaceBodyMiningData = mw.loadData(&#039;Module:SpaceBodyLister/Mining&#039;)&lt;br /&gt;
&lt;br /&gt;
local HabSiteNames = mw.loadData(&#039;Module:ENReader/HabSite&#039;)&lt;br /&gt;
local MiningProfileNames = mw.loadData(&#039;Module:ENReader/MiningProfile&#039;)&lt;br /&gt;
local SpaceBodyNames = mw.loadData(&#039;Module:ENReader/SpaceBody&#039;)&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Private constants&lt;br /&gt;
local floor = math.floor&lt;br /&gt;
local round = function(num, decimals)&lt;br /&gt;
    local mult = 10^(decimals or 0)&lt;br /&gt;
    return floor(num * mult + 0.5) / mult&lt;br /&gt;
end&lt;br /&gt;
local outerEffects = {&lt;br /&gt;
	Effect_ExploreJupiter = true,&lt;br /&gt;
	Effect_ExploreSaturn = true,&lt;br /&gt;
	Effect_ExploreOuterPlanets = true,&lt;br /&gt;
	Effect_ExploreKuiperBelt = true&lt;br /&gt;
}&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--region Private member variables&lt;br /&gt;
--none&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Private methods&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Public methods&lt;br /&gt;
function HabSiteLister.ListMedians()&lt;br /&gt;
	return HabSiteLister.ListHabSites(1)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function HabSiteLister.ListTopMeans()&lt;br /&gt;
	return HabSiteLister.ListHabSites(2)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Example Usage: {{#invoke:HabSiteLister|ListSpecific|mode=1|specificSpaceBody=Mercury}} &lt;br /&gt;
function HabSiteLister.ListSpecific(frame)&lt;br /&gt;
	local mode = tonumber(frame.args[&#039;mode&#039;])&lt;br /&gt;
	local specificSpaceBody = frame.args[&#039;specificSpaceBody&#039;]&lt;br /&gt;
	local restrictInner = frame.args[&#039;restrictInner&#039;]&lt;br /&gt;
	local restrictOuter = frame.args[&#039;restrictOuter&#039;]&lt;br /&gt;
	return HabSiteLister.ListHabSites(mode,specificSpaceBody,restrictInner,restrictOuter)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
---@param mode int what to display&lt;br /&gt;
---- 1: Medians &lt;br /&gt;
---- 2: Top 50% Means &lt;br /&gt;
---@param specificSpaceBody which space body to focus on. Use nil value to show all.&lt;br /&gt;
---@param restrictInner do not show outer solar system space bodies&lt;br /&gt;
---@param restrictOuter do not show inner solar system space bodies&lt;br /&gt;
---@return wiki table of HabSites&lt;br /&gt;
function HabSiteLister.ListHabSites(mode, specificSpaceBody, restrictInner, restrictOuter)&lt;br /&gt;
	local returnString = &#039;{| style=&amp;quot;margin-left: auto; margin-right: auto; text-align:center;&amp;quot;&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	returnString = returnString .. &amp;quot;\n! Site Name&amp;lt;ref&amp;gt;Site resource numbers are median values of possible rolls. &#039;&#039;Note: 0 still has 50% roll chance for positive value.&#039;&#039;&amp;lt;/ref&amp;gt;&amp;quot;&lt;br /&gt;
	returnString = returnString .. &#039;\n!&#039; .. IconModule.Icon({args={&#039;water&#039;}})&lt;br /&gt;
	returnString = returnString .. &#039;\n!&#039; .. IconModule.Icon({args={&#039;volatiles&#039;}})&lt;br /&gt;
	returnString = returnString .. &#039;\n!&#039; .. IconModule.Icon({args={&#039;metals&#039;}})&lt;br /&gt;
	returnString = returnString .. &#039;\n!&#039; .. IconModule.Icon({args={&#039;nobles&#039;}})&lt;br /&gt;
	returnString = returnString .. &#039;\n!&#039; .. IconModule.Icon({args={&#039;fissiles&#039;}})&lt;br /&gt;
	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	&lt;br /&gt;
	for rowID, row in pairs(HabSiteData) do&lt;br /&gt;
		local spaceBodyID = row[&#039;parentBodyName&#039;] or &#039;&#039;&lt;br /&gt;
		if (not specificSpaceBody or specificSpaceBody == &#039;&#039; or specificSpaceBody == spaceBodyID)&lt;br /&gt;
			and (not restrictInner or restrictInner == &#039;&#039; or not outerEffects[SpaceBodyData[spaceBodyID][&#039;effectToExplore&#039;]])&lt;br /&gt;
			and (not restrictOuter or restrictOuter == &#039;&#039; or outerEffects[SpaceBodyData[spaceBodyID][&#039;effectToExplore&#039;]]) then&lt;br /&gt;
			returnString = returnString .. &#039;\n| style=&amp;quot;text-align:left;&amp;quot; |&#039; .. (HabSiteNames[&#039;TIHabSiteTemplate.displayName.&#039; .. rowID] or rowID)&lt;br /&gt;
				&lt;br /&gt;
			local miningProfileID = row[&#039;miningProfileName&#039;]&lt;br /&gt;
			local modifyBySize = MiningProfileData[miningProfileID][&#039;modifyBySize&#039;]&lt;br /&gt;
			local waterMean = tonumber(MiningProfileData[miningProfileID][&#039;water_mean&#039;])&lt;br /&gt;
			local waterWidth = tonumber(MiningProfileData[miningProfileID][&#039;water_width&#039;])&lt;br /&gt;
			local waterMin = tonumber(MiningProfileData[miningProfileID][&#039;water_min&#039;])&lt;br /&gt;
			local waterJump = tonumber(MiningProfileData[miningProfileID][&#039;water_jump&#039;])&lt;br /&gt;
			if waterMean == 0 and waterWidth == 0 then&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
			elseif not modifyBySize or modifyBySize ~= &#039;true&#039; then&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(waterMean)&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(waterMean + waterWidth * ((1 / (1 - waterJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			else&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(waterMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierA&#039;],3))&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(waterMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierA&#039;] + waterWidth * ((1 / (1 - waterJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			local volatilesMean = tonumber(MiningProfileData[miningProfileID][&#039;volatiles_mean&#039;])&lt;br /&gt;
			local volatilesWidth = tonumber(MiningProfileData[miningProfileID][&#039;volatiles_width&#039;])&lt;br /&gt;
			local volatilesMin = tonumber(MiningProfileData[miningProfileID][&#039;volatiles_min&#039;])&lt;br /&gt;
			local volatilesJump = tonumber(MiningProfileData[miningProfileID][&#039;volatiles_jump&#039;])&lt;br /&gt;
			if volatilesMean == 0 and volatilesWidth == 0 then&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
			elseif not modifyBySize or modifyBySize ~= &#039;true&#039; then&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(volatilesMean)&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(volatilesMean + volatilesWidth * ((1 / (1 - volatilesJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			else&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(volatilesMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierA&#039;],3))&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(volatilesMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierA&#039;] + volatilesWidth * ((1 / (1 - volatilesJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			&lt;br /&gt;
			local metalsMean = tonumber(MiningProfileData[miningProfileID][&#039;metals_mean&#039;])&lt;br /&gt;
			local metalsWidth = tonumber(MiningProfileData[miningProfileID][&#039;metals_width&#039;])&lt;br /&gt;
			local metalsMin = tonumber(MiningProfileData[miningProfileID][&#039;metals_min&#039;])&lt;br /&gt;
			local metalsJump = tonumber(MiningProfileData[miningProfileID][&#039;metals_jump&#039;])&lt;br /&gt;
			if metalsMean == 0 and metalsWidth == 0 then&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
			elseif not modifyBySize or modifyBySize ~= &#039;true&#039; then&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(metalsMean)&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(metalsMean + metalsWidth * ((1 / (1 - metalsJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			else&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(metalsMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierB&#039;],3))&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(metalsMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierB&#039;] + metalsWidth * ((1 / (1 - metalsJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			&lt;br /&gt;
			local noblesMean = tonumber(MiningProfileData[miningProfileID][&#039;nobles_mean&#039;])&lt;br /&gt;
			local noblesWidth = tonumber(MiningProfileData[miningProfileID][&#039;nobles_width&#039;])&lt;br /&gt;
			local noblesMin = tonumber(MiningProfileData[miningProfileID][&#039;nobles_min&#039;])&lt;br /&gt;
			local noblesJump = tonumber(MiningProfileData[miningProfileID][&#039;nobles_jump&#039;])&lt;br /&gt;
			if noblesMean == 0 and noblesWidth == 0 then&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
			elseif not modifyBySize or modifyBySize ~= &#039;true&#039; then&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(noblesMean)&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(noblesMean + noblesWidth * ((1 / (1 - noblesJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			else&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(noblesMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierB&#039;],3))&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(noblesMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierB&#039;] + noblesWidth * ((1 / (1 - noblesJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			&lt;br /&gt;
			local fissilesMean = tonumber(MiningProfileData[miningProfileID][&#039;fissiles_mean&#039;])&lt;br /&gt;
			local fissilesWidth = tonumber(MiningProfileData[miningProfileID][&#039;fissiles_width&#039;])&lt;br /&gt;
			local fissilesMin = tonumber(MiningProfileData[miningProfileID][&#039;fissiles_min&#039;])&lt;br /&gt;
			local fissilesJump = tonumber(MiningProfileData[miningProfileID][&#039;fissiles_jump&#039;])&lt;br /&gt;
			if fissilesMean == 0 and fissilesWidth == 0 then&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
			elseif not modifyBySize or modifyBySize ~= &#039;true&#039; then&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(fissilesMean)&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(fissilesMean + fissilesWidth * ((1 / (1 - fissilesJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			else&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(fissilesMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierB&#039;],3))&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(fissilesMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierB&#039;] + fissilesWidth * ((1 / (1 - fissilesJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
	    	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	    end&lt;br /&gt;
	end&lt;br /&gt;
	returnString = returnString .. &#039;\n|}&#039;&lt;br /&gt;
	&lt;br /&gt;
	return returnString&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
return HabSiteLister&lt;/div&gt;</summary>
		<author><name>76561197970425841</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Template:Infobox/Body&amp;diff=10097</id>
		<title>Template:Infobox/Body</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Template:Infobox/Body&amp;diff=10097"/>
		<updated>2025-12-17T23:21:01Z</updated>

		<summary type="html">&lt;p&gt;76561197970425841: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&amp;lt;templatestyles src=&amp;quot;Template:Infobox/Body/styles.css&amp;quot;/&amp;gt;&amp;lt;infobox theme=&amp;quot;dark&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;title source=&amp;quot;title&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;default&amp;gt;{{PAGENAME}}&amp;lt;/default&amp;gt;&lt;br /&gt;
  &amp;lt;/title&amp;gt;&lt;br /&gt;
  &amp;lt;image source=&amp;quot;icon&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;data source=&amp;quot;surface&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;label&amp;gt;Surface&amp;lt;/label&amp;gt;&lt;br /&gt;
  &amp;lt;/data&amp;gt;&lt;br /&gt;
  &amp;lt;data source=&amp;quot;orbiting&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;label&amp;gt;Orbiting&amp;lt;/label&amp;gt;&lt;br /&gt;
  &amp;lt;/data&amp;gt;&lt;br /&gt;
  &amp;lt;data source=&amp;quot;orbital distance&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;label&amp;gt;Orbital Distance&amp;lt;/label&amp;gt;&lt;br /&gt;
  &amp;lt;/data&amp;gt;&lt;br /&gt;
  &amp;lt;data source=&amp;quot;orbital period&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;label&amp;gt;Orbital Period&amp;lt;/label&amp;gt;&lt;br /&gt;
  &amp;lt;/data&amp;gt;&lt;br /&gt;
  &amp;lt;data source=&amp;quot;escape velocity&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;label&amp;gt;Escape Velocity&amp;lt;/label&amp;gt;&lt;br /&gt;
  &amp;lt;/data&amp;gt;&lt;br /&gt;
  &amp;lt;data source=&amp;quot;diameter&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;label&amp;gt;Diameter&amp;lt;/label&amp;gt;&lt;br /&gt;
  &amp;lt;/data&amp;gt;&lt;br /&gt;
  &amp;lt;data source=&amp;quot;atmosphere&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;label&amp;gt;Atmosphere&amp;lt;/label&amp;gt;&lt;br /&gt;
  &amp;lt;/data&amp;gt;&lt;br /&gt;
  &amp;lt;data source=&amp;quot;gravity&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;label&amp;gt;Gravity&amp;lt;/label&amp;gt;&lt;br /&gt;
  &amp;lt;/data&amp;gt;&lt;br /&gt;
  &amp;lt;data source=&amp;quot;hab level&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;label&amp;gt;Hab Level&amp;lt;/label&amp;gt;&lt;br /&gt;
  &amp;lt;/data&amp;gt;&lt;br /&gt;
  &amp;lt;panel&amp;gt;&lt;br /&gt;
    &amp;lt;section&amp;gt;&lt;br /&gt;
      &amp;lt;label source=&amp;quot;moon number&amp;quot;&amp;gt;{{{moon number}}} Moons&amp;lt;/label&amp;gt;&lt;br /&gt;
      &amp;lt;data source=&amp;quot;moons&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;format&amp;gt;&lt;br /&gt;
{| style=&amp;quot;margin-left: auto; margin-right: auto; text-align:center;&amp;quot;&lt;br /&gt;
! Moon Name !! Type !! Bases&lt;br /&gt;
|-&lt;br /&gt;
{{{moons}}}&lt;br /&gt;
|}&amp;lt;/format&amp;gt;&lt;br /&gt;
      &amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;/section&amp;gt;&lt;br /&gt;
    &amp;lt;section&amp;gt;&lt;br /&gt;
      &amp;lt;label&amp;gt;{{{hab number}}} Sites&amp;lt;/label&amp;gt;&lt;br /&gt;
      &amp;lt;data source =&amp;quot;hab sites&amp;quot;&amp;gt;&amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;/section&amp;gt;&lt;br /&gt;
    &amp;lt;section&amp;gt;&lt;br /&gt;
      &amp;lt;label&amp;gt;{{{orbit number}}} Orbits&amp;lt;/label&amp;gt;&lt;br /&gt;
      &amp;lt;data source =&amp;quot;available orbits&amp;quot;&amp;gt;&amp;lt;format&amp;gt;{| style=&amp;quot;margin-left: auto; margin-right: auto; text-align:center;&amp;quot;&lt;br /&gt;
! Orbit Name !! [[File:ICO_antimatter.png|20px]] !! altitude (km) !! [[File:ICO_gravity.png|20px]] !! [[File:ICO_geoscape_hum_station.png|20px]]&lt;br /&gt;
|-&lt;br /&gt;
{{{available orbits}}}&lt;br /&gt;
|}&amp;lt;/format&amp;gt;&lt;br /&gt;
      &amp;lt;/data&amp;gt;&lt;br /&gt;
    &amp;lt;/section&amp;gt;&lt;br /&gt;
  &amp;lt;/panel&amp;gt;&lt;br /&gt;
&amp;lt;/infobox&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Documentation}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Infobox Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561197970425841</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Module:HabSiteInvicta&amp;diff=10096</id>
		<title>Module:HabSiteInvicta</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Module:HabSiteInvicta&amp;diff=10096"/>
		<updated>2025-12-17T23:19:13Z</updated>

		<summary type="html">&lt;p&gt;76561197970425841: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;---&lt;br /&gt;
---This is a variation of Module:HabSiteLister which imitates the format of the site list seen in the game.&lt;br /&gt;
---&lt;br /&gt;
---@module HabSiteLister&lt;br /&gt;
local HabSiteLister = {}&lt;br /&gt;
&lt;br /&gt;
--region Dependencies&lt;br /&gt;
local IconModule = require(&#039;Module:Icon&#039;)&lt;br /&gt;
&lt;br /&gt;
local HabSiteData = mw.loadData(&#039;Module:CSVReader/HabSite&#039;)&lt;br /&gt;
local MiningProfileData = mw.loadData(&#039;Module:CSVReader/MiningProfile&#039;)&lt;br /&gt;
local SpaceBodyData = mw.loadData(&#039;Module:CSVReader/SpaceBody&#039;)&lt;br /&gt;
&lt;br /&gt;
local SpaceBodyMiningData = mw.loadData(&#039;Module:SpaceBodyLister/Mining&#039;)&lt;br /&gt;
&lt;br /&gt;
local HabSiteNames = mw.loadData(&#039;Module:ENReader/HabSite&#039;)&lt;br /&gt;
local MiningProfileNames = mw.loadData(&#039;Module:ENReader/MiningProfile&#039;)&lt;br /&gt;
local SpaceBodyNames = mw.loadData(&#039;Module:ENReader/SpaceBody&#039;)&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Private constants&lt;br /&gt;
local floor = math.floor&lt;br /&gt;
local round = function(num, decimals)&lt;br /&gt;
    local mult = 10^(decimals or 0)&lt;br /&gt;
    return floor(num * mult + 0.5) / mult&lt;br /&gt;
end&lt;br /&gt;
local outerEffects = {&lt;br /&gt;
	Effect_ExploreJupiter = true,&lt;br /&gt;
	Effect_ExploreSaturn = true,&lt;br /&gt;
	Effect_ExploreOuterPlanets = true,&lt;br /&gt;
	Effect_ExploreKuiperBelt = true&lt;br /&gt;
}&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--region Private member variables&lt;br /&gt;
--none&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Private methods&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Public methods&lt;br /&gt;
function HabSiteLister.ListMedians()&lt;br /&gt;
	return HabSiteLister.ListHabSites(1)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function HabSiteLister.ListTopMeans()&lt;br /&gt;
	return HabSiteLister.ListHabSites(2)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Example Usage: {{#invoke:HabSiteLister|ListSpecific|mode=1|specificSpaceBody=Mercury}} &lt;br /&gt;
function HabSiteLister.ListSpecific(frame)&lt;br /&gt;
	local mode = tonumber(frame.args[&#039;mode&#039;])&lt;br /&gt;
	local specificSpaceBody = frame.args[&#039;specificSpaceBody&#039;]&lt;br /&gt;
	local restrictInner = frame.args[&#039;restrictInner&#039;]&lt;br /&gt;
	local restrictOuter = frame.args[&#039;restrictOuter&#039;]&lt;br /&gt;
	return HabSiteLister.ListHabSites(mode,specificSpaceBody,restrictInner,restrictOuter)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
---@param mode int what to display&lt;br /&gt;
---- 1: Medians &lt;br /&gt;
---- 2: Top 50% Means &lt;br /&gt;
---@param specificSpaceBody which space body to focus on. Use nil value to show all.&lt;br /&gt;
---@param restrictInner do not show outer solar system space bodies&lt;br /&gt;
---@param restrictOuter do not show inner solar system space bodies&lt;br /&gt;
---@return wiki table of HabSites&lt;br /&gt;
function HabSiteLister.ListHabSites(mode, specificSpaceBody, restrictInner, restrictOuter)&lt;br /&gt;
	local returnString = &#039;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; text-align:center;&amp;quot;&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	returnString = returnString .. &amp;quot;\n! Site Name&amp;lt;ref&amp;gt;Site resource numbers are median values of possible rolls. &#039;&#039;Note: 0 still has 50% roll chance for positive value.&#039;&#039;&amp;lt;/ref&amp;gt;&amp;quot;&lt;br /&gt;
	returnString = returnString .. &#039;\n!&#039; .. IconModule.Icon({args={&#039;water&#039;}})&lt;br /&gt;
	returnString = returnString .. &#039;\n!&#039; .. IconModule.Icon({args={&#039;volatiles&#039;}})&lt;br /&gt;
	returnString = returnString .. &#039;\n!&#039; .. IconModule.Icon({args={&#039;metals&#039;}})&lt;br /&gt;
	returnString = returnString .. &#039;\n!&#039; .. IconModule.Icon({args={&#039;nobles&#039;}})&lt;br /&gt;
	returnString = returnString .. &#039;\n!&#039; .. IconModule.Icon({args={&#039;fissiles&#039;}})&lt;br /&gt;
	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	&lt;br /&gt;
	for rowID, row in pairs(HabSiteData) do&lt;br /&gt;
		local spaceBodyID = row[&#039;parentBodyName&#039;] or &#039;&#039;&lt;br /&gt;
		if (not specificSpaceBody or specificSpaceBody == &#039;&#039; or specificSpaceBody == spaceBodyID)&lt;br /&gt;
			and (not restrictInner or restrictInner == &#039;&#039; or not outerEffects[SpaceBodyData[spaceBodyID][&#039;effectToExplore&#039;]])&lt;br /&gt;
			and (not restrictOuter or restrictOuter == &#039;&#039; or outerEffects[SpaceBodyData[spaceBodyID][&#039;effectToExplore&#039;]]) then&lt;br /&gt;
			returnString = returnString .. &#039;\n| style=&amp;quot;text-align:left;&amp;quot; |&#039; .. (HabSiteNames[&#039;TIHabSiteTemplate.displayName.&#039; .. rowID] or rowID)&lt;br /&gt;
				&lt;br /&gt;
			local miningProfileID = row[&#039;miningProfileName&#039;]&lt;br /&gt;
			local modifyBySize = MiningProfileData[miningProfileID][&#039;modifyBySize&#039;]&lt;br /&gt;
			local waterMean = tonumber(MiningProfileData[miningProfileID][&#039;water_mean&#039;])&lt;br /&gt;
			local waterWidth = tonumber(MiningProfileData[miningProfileID][&#039;water_width&#039;])&lt;br /&gt;
			local waterMin = tonumber(MiningProfileData[miningProfileID][&#039;water_min&#039;])&lt;br /&gt;
			local waterJump = tonumber(MiningProfileData[miningProfileID][&#039;water_jump&#039;])&lt;br /&gt;
			if waterMean == 0 and waterWidth == 0 then&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
			elseif not modifyBySize or modifyBySize ~= &#039;true&#039; then&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(waterMean)&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(waterMean + waterWidth * ((1 / (1 - waterJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			else&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(waterMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierA&#039;],3))&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(waterMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierA&#039;] + waterWidth * ((1 / (1 - waterJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			local volatilesMean = tonumber(MiningProfileData[miningProfileID][&#039;volatiles_mean&#039;])&lt;br /&gt;
			local volatilesWidth = tonumber(MiningProfileData[miningProfileID][&#039;volatiles_width&#039;])&lt;br /&gt;
			local volatilesMin = tonumber(MiningProfileData[miningProfileID][&#039;volatiles_min&#039;])&lt;br /&gt;
			local volatilesJump = tonumber(MiningProfileData[miningProfileID][&#039;volatiles_jump&#039;])&lt;br /&gt;
			if volatilesMean == 0 and volatilesWidth == 0 then&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
			elseif not modifyBySize or modifyBySize ~= &#039;true&#039; then&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(volatilesMean)&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(volatilesMean + volatilesWidth * ((1 / (1 - volatilesJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			else&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(volatilesMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierA&#039;],3))&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(volatilesMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierA&#039;] + volatilesWidth * ((1 / (1 - volatilesJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			&lt;br /&gt;
			local metalsMean = tonumber(MiningProfileData[miningProfileID][&#039;metals_mean&#039;])&lt;br /&gt;
			local metalsWidth = tonumber(MiningProfileData[miningProfileID][&#039;metals_width&#039;])&lt;br /&gt;
			local metalsMin = tonumber(MiningProfileData[miningProfileID][&#039;metals_min&#039;])&lt;br /&gt;
			local metalsJump = tonumber(MiningProfileData[miningProfileID][&#039;metals_jump&#039;])&lt;br /&gt;
			if metalsMean == 0 and metalsWidth == 0 then&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
			elseif not modifyBySize or modifyBySize ~= &#039;true&#039; then&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(metalsMean)&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(metalsMean + metalsWidth * ((1 / (1 - metalsJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			else&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(metalsMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierB&#039;],3))&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(metalsMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierB&#039;] + metalsWidth * ((1 / (1 - metalsJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			&lt;br /&gt;
			local noblesMean = tonumber(MiningProfileData[miningProfileID][&#039;nobles_mean&#039;])&lt;br /&gt;
			local noblesWidth = tonumber(MiningProfileData[miningProfileID][&#039;nobles_width&#039;])&lt;br /&gt;
			local noblesMin = tonumber(MiningProfileData[miningProfileID][&#039;nobles_min&#039;])&lt;br /&gt;
			local noblesJump = tonumber(MiningProfileData[miningProfileID][&#039;nobles_jump&#039;])&lt;br /&gt;
			if noblesMean == 0 and noblesWidth == 0 then&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
			elseif not modifyBySize or modifyBySize ~= &#039;true&#039; then&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(noblesMean)&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(noblesMean + noblesWidth * ((1 / (1 - noblesJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			else&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(noblesMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierB&#039;],3))&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(noblesMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierB&#039;] + noblesWidth * ((1 / (1 - noblesJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			&lt;br /&gt;
			local fissilesMean = tonumber(MiningProfileData[miningProfileID][&#039;fissiles_mean&#039;])&lt;br /&gt;
			local fissilesWidth = tonumber(MiningProfileData[miningProfileID][&#039;fissiles_width&#039;])&lt;br /&gt;
			local fissilesMin = tonumber(MiningProfileData[miningProfileID][&#039;fissiles_min&#039;])&lt;br /&gt;
			local fissilesJump = tonumber(MiningProfileData[miningProfileID][&#039;fissiles_jump&#039;])&lt;br /&gt;
			if fissilesMean == 0 and fissilesWidth == 0 then&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
			elseif not modifyBySize or modifyBySize ~= &#039;true&#039; then&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(fissilesMean)&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(fissilesMean + fissilesWidth * ((1 / (1 - fissilesJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			else&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(fissilesMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierB&#039;],3))&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(fissilesMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierB&#039;] + fissilesWidth * ((1 / (1 - fissilesJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
	    	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	    end&lt;br /&gt;
	end&lt;br /&gt;
	returnString = returnString .. &#039;\n|}&#039;&lt;br /&gt;
	&lt;br /&gt;
	return returnString&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
return HabSiteLister&lt;/div&gt;</summary>
		<author><name>76561197970425841</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Module:HabSiteInvicta&amp;diff=10095</id>
		<title>Module:HabSiteInvicta</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Module:HabSiteInvicta&amp;diff=10095"/>
		<updated>2025-12-17T23:12:54Z</updated>

		<summary type="html">&lt;p&gt;76561197970425841: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;---&lt;br /&gt;
---This is a variation of Module:HabSiteLister which imitates the format of the site list seen in the game.&lt;br /&gt;
---&lt;br /&gt;
---@module HabSiteLister&lt;br /&gt;
local HabSiteLister = {}&lt;br /&gt;
&lt;br /&gt;
--region Dependencies&lt;br /&gt;
local IconModule = require(&#039;Module:Icon&#039;)&lt;br /&gt;
&lt;br /&gt;
local HabSiteData = mw.loadData(&#039;Module:CSVReader/HabSite&#039;)&lt;br /&gt;
local MiningProfileData = mw.loadData(&#039;Module:CSVReader/MiningProfile&#039;)&lt;br /&gt;
local SpaceBodyData = mw.loadData(&#039;Module:CSVReader/SpaceBody&#039;)&lt;br /&gt;
&lt;br /&gt;
local SpaceBodyMiningData = mw.loadData(&#039;Module:SpaceBodyLister/Mining&#039;)&lt;br /&gt;
&lt;br /&gt;
local HabSiteNames = mw.loadData(&#039;Module:ENReader/HabSite&#039;)&lt;br /&gt;
local MiningProfileNames = mw.loadData(&#039;Module:ENReader/MiningProfile&#039;)&lt;br /&gt;
local SpaceBodyNames = mw.loadData(&#039;Module:ENReader/SpaceBody&#039;)&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Private constants&lt;br /&gt;
local floor = math.floor&lt;br /&gt;
local round = function(num, decimals)&lt;br /&gt;
    local mult = 10^(decimals or 0)&lt;br /&gt;
    return floor(num * mult + 0.5) / mult&lt;br /&gt;
end&lt;br /&gt;
local outerEffects = {&lt;br /&gt;
	Effect_ExploreJupiter = true,&lt;br /&gt;
	Effect_ExploreSaturn = true,&lt;br /&gt;
	Effect_ExploreOuterPlanets = true,&lt;br /&gt;
	Effect_ExploreKuiperBelt = true&lt;br /&gt;
}&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--region Private member variables&lt;br /&gt;
--none&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Private methods&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Public methods&lt;br /&gt;
function HabSiteLister.ListMedians()&lt;br /&gt;
	return HabSiteLister.ListHabSites(1)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function HabSiteLister.ListTopMeans()&lt;br /&gt;
	return HabSiteLister.ListHabSites(2)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Example Usage: {{#invoke:HabSiteLister|ListSpecific|mode=1|specificSpaceBody=Mercury}} &lt;br /&gt;
function HabSiteLister.ListSpecific(frame)&lt;br /&gt;
	local mode = tonumber(frame.args[&#039;mode&#039;])&lt;br /&gt;
	local specificSpaceBody = frame.args[&#039;specificSpaceBody&#039;]&lt;br /&gt;
	local restrictInner = frame.args[&#039;restrictInner&#039;]&lt;br /&gt;
	local restrictOuter = frame.args[&#039;restrictOuter&#039;]&lt;br /&gt;
	return HabSiteLister.ListHabSites(mode,specificSpaceBody,restrictInner,restrictOuter)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
---@param mode int what to display&lt;br /&gt;
---- 1: Medians &lt;br /&gt;
---- 2: Top 50% Means &lt;br /&gt;
---@param specificSpaceBody which space body to focus on. Use nil value to show all.&lt;br /&gt;
---@param restrictInner do not show outer solar system space bodies&lt;br /&gt;
---@param restrictOuter do not show inner solar system space bodies&lt;br /&gt;
---@return wiki table of HabSites&lt;br /&gt;
function HabSiteLister.ListHabSites(mode, specificSpaceBody, restrictInner, restrictOuter)&lt;br /&gt;
	local returnString = &#039;{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; text-align:center;&amp;quot;&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	returnString = returnString .. &amp;quot;\n! Site Name&amp;lt;ref&amp;gt;Site resource numbers are median values of possible rolls. &#039;&#039;Note: 0 still has 50% roll chance for positive value.&#039;&#039;&amp;lt;/ref&amp;gt;&amp;quot;&lt;br /&gt;
	returnString = returnString .. &#039;\n!&#039; .. IconModule.Icon({args={&#039;water&#039;}})&lt;br /&gt;
	returnString = returnString .. &#039;\n!&#039; .. IconModule.Icon({args={&#039;volatiles&#039;}})&lt;br /&gt;
	returnString = returnString .. &#039;\n!&#039; .. IconModule.Icon({args={&#039;metals&#039;}})&lt;br /&gt;
	returnString = returnString .. &#039;\n!&#039; .. IconModule.Icon({args={&#039;nobles&#039;}})&lt;br /&gt;
	returnString = returnString .. &#039;\n!&#039; .. IconModule.Icon({args={&#039;fissiles&#039;}})&lt;br /&gt;
	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	&lt;br /&gt;
	for rowID, row in pairs(HabSiteData) do&lt;br /&gt;
		local spaceBodyID = row[&#039;parentBodyName&#039;] or &#039;&#039;&lt;br /&gt;
		if (not specificSpaceBody or specificSpaceBody == &#039;&#039; or specificSpaceBody == spaceBodyID)&lt;br /&gt;
			and (not restrictInner or restrictInner == &#039;&#039; or not outerEffects[SpaceBodyData[spaceBodyID][&#039;effectToExplore&#039;]])&lt;br /&gt;
			and (not restrictOuter or restrictOuter == &#039;&#039; or outerEffects[SpaceBodyData[spaceBodyID][&#039;effectToExplore&#039;]]) then&lt;br /&gt;
			returnString = returnString .. &#039;\n| style=&amp;quot;text-align:left;&amp;quot; |&#039; .. (HabSiteNames[&#039;TIHabSiteTemplate.displayName.&#039; .. rowID] or rowID)&lt;br /&gt;
				&lt;br /&gt;
			local miningProfileID = row[&#039;miningProfileName&#039;]&lt;br /&gt;
			local modifyBySize = MiningProfileData[miningProfileID][&#039;modifyBySize&#039;]&lt;br /&gt;
			local waterMean = tonumber(MiningProfileData[miningProfileID][&#039;water_mean&#039;])&lt;br /&gt;
			local waterWidth = tonumber(MiningProfileData[miningProfileID][&#039;water_width&#039;])&lt;br /&gt;
			local waterMin = tonumber(MiningProfileData[miningProfileID][&#039;water_min&#039;])&lt;br /&gt;
			local waterJump = tonumber(MiningProfileData[miningProfileID][&#039;water_jump&#039;])&lt;br /&gt;
			if waterMean == 0 and waterWidth == 0 then&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
			elseif not modifyBySize or modifyBySize ~= &#039;true&#039; then&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(waterMean)&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(waterMean + waterWidth * ((1 / (1 - waterJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			else&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(waterMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierA&#039;],3))&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(waterMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierA&#039;] + waterWidth * ((1 / (1 - waterJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			local volatilesMean = tonumber(MiningProfileData[miningProfileID][&#039;volatiles_mean&#039;])&lt;br /&gt;
			local volatilesWidth = tonumber(MiningProfileData[miningProfileID][&#039;volatiles_width&#039;])&lt;br /&gt;
			local volatilesMin = tonumber(MiningProfileData[miningProfileID][&#039;volatiles_min&#039;])&lt;br /&gt;
			local volatilesJump = tonumber(MiningProfileData[miningProfileID][&#039;volatiles_jump&#039;])&lt;br /&gt;
			if volatilesMean == 0 and volatilesWidth == 0 then&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
			elseif not modifyBySize or modifyBySize ~= &#039;true&#039; then&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(volatilesMean)&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(volatilesMean + volatilesWidth * ((1 / (1 - volatilesJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			else&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(volatilesMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierA&#039;],3))&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(volatilesMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierA&#039;] + volatilesWidth * ((1 / (1 - volatilesJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			&lt;br /&gt;
			local metalsMean = tonumber(MiningProfileData[miningProfileID][&#039;metals_mean&#039;])&lt;br /&gt;
			local metalsWidth = tonumber(MiningProfileData[miningProfileID][&#039;metals_width&#039;])&lt;br /&gt;
			local metalsMin = tonumber(MiningProfileData[miningProfileID][&#039;metals_min&#039;])&lt;br /&gt;
			local metalsJump = tonumber(MiningProfileData[miningProfileID][&#039;metals_jump&#039;])&lt;br /&gt;
			if metalsMean == 0 and metalsWidth == 0 then&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
			elseif not modifyBySize or modifyBySize ~= &#039;true&#039; then&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(metalsMean)&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(metalsMean + metalsWidth * ((1 / (1 - metalsJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			else&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(metalsMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierB&#039;],3))&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(metalsMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierB&#039;] + metalsWidth * ((1 / (1 - metalsJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			&lt;br /&gt;
			local noblesMean = tonumber(MiningProfileData[miningProfileID][&#039;nobles_mean&#039;])&lt;br /&gt;
			local noblesWidth = tonumber(MiningProfileData[miningProfileID][&#039;nobles_width&#039;])&lt;br /&gt;
			local noblesMin = tonumber(MiningProfileData[miningProfileID][&#039;nobles_min&#039;])&lt;br /&gt;
			local noblesJump = tonumber(MiningProfileData[miningProfileID][&#039;nobles_jump&#039;])&lt;br /&gt;
			if noblesMean == 0 and noblesWidth == 0 then&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
			elseif not modifyBySize or modifyBySize ~= &#039;true&#039; then&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(noblesMean)&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(noblesMean + noblesWidth * ((1 / (1 - noblesJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			else&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(noblesMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierB&#039;],3))&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(noblesMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierB&#039;] + noblesWidth * ((1 / (1 - noblesJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			&lt;br /&gt;
			local fissilesMean = tonumber(MiningProfileData[miningProfileID][&#039;fissiles_mean&#039;])&lt;br /&gt;
			local fissilesWidth = tonumber(MiningProfileData[miningProfileID][&#039;fissiles_width&#039;])&lt;br /&gt;
			local fissilesMin = tonumber(MiningProfileData[miningProfileID][&#039;fissiles_min&#039;])&lt;br /&gt;
			local fissilesJump = tonumber(MiningProfileData[miningProfileID][&#039;fissiles_jump&#039;])&lt;br /&gt;
			if fissilesMean == 0 and fissilesWidth == 0 then&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
			elseif not modifyBySize or modifyBySize ~= &#039;true&#039; then&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(fissilesMean)&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(fissilesMean + fissilesWidth * ((1 / (1 - fissilesJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			else&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(fissilesMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierB&#039;],3))&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(fissilesMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierB&#039;] + fissilesWidth * ((1 / (1 - fissilesJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
	    	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	    end&lt;br /&gt;
	end&lt;br /&gt;
	returnString = returnString .. &#039;\n|}&#039;&lt;br /&gt;
	&lt;br /&gt;
	return returnString&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
return HabSiteLister&lt;/div&gt;</summary>
		<author><name>76561197970425841</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Module:HabSiteInvicta&amp;diff=10094</id>
		<title>Module:HabSiteInvicta</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Module:HabSiteInvicta&amp;diff=10094"/>
		<updated>2025-12-17T23:08:01Z</updated>

		<summary type="html">&lt;p&gt;76561197970425841: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;---&lt;br /&gt;
---This is a variation of Module:HabSiteLister which imitates the format of the site list seen in the game.&lt;br /&gt;
---&lt;br /&gt;
---@module HabSiteLister&lt;br /&gt;
local HabSiteLister = {}&lt;br /&gt;
&lt;br /&gt;
--region Dependencies&lt;br /&gt;
local IconModule = require(&#039;Module:Icon&#039;)&lt;br /&gt;
&lt;br /&gt;
local HabSiteData = mw.loadData(&#039;Module:CSVReader/HabSite&#039;)&lt;br /&gt;
local MiningProfileData = mw.loadData(&#039;Module:CSVReader/MiningProfile&#039;)&lt;br /&gt;
local SpaceBodyData = mw.loadData(&#039;Module:CSVReader/SpaceBody&#039;)&lt;br /&gt;
&lt;br /&gt;
local SpaceBodyMiningData = mw.loadData(&#039;Module:SpaceBodyLister/Mining&#039;)&lt;br /&gt;
&lt;br /&gt;
local HabSiteNames = mw.loadData(&#039;Module:ENReader/HabSite&#039;)&lt;br /&gt;
local MiningProfileNames = mw.loadData(&#039;Module:ENReader/MiningProfile&#039;)&lt;br /&gt;
local SpaceBodyNames = mw.loadData(&#039;Module:ENReader/SpaceBody&#039;)&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Private constants&lt;br /&gt;
local floor = math.floor&lt;br /&gt;
local round = function(num, decimals)&lt;br /&gt;
    local mult = 10^(decimals or 0)&lt;br /&gt;
    return floor(num * mult + 0.5) / mult&lt;br /&gt;
end&lt;br /&gt;
local outerEffects = {&lt;br /&gt;
	Effect_ExploreJupiter = true,&lt;br /&gt;
	Effect_ExploreSaturn = true,&lt;br /&gt;
	Effect_ExploreOuterPlanets = true,&lt;br /&gt;
	Effect_ExploreKuiperBelt = true&lt;br /&gt;
}&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--region Private member variables&lt;br /&gt;
--none&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Private methods&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Public methods&lt;br /&gt;
function HabSiteLister.ListMedians()&lt;br /&gt;
	return HabSiteLister.ListHabSites(1)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function HabSiteLister.ListTopMeans()&lt;br /&gt;
	return HabSiteLister.ListHabSites(2)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Example Usage: {{#invoke:HabSiteLister|ListSpecific|mode=1|specificSpaceBody=Mercury}} &lt;br /&gt;
function HabSiteLister.ListSpecific(frame)&lt;br /&gt;
	local mode = tonumber(frame.args[&#039;mode&#039;])&lt;br /&gt;
	local specificSpaceBody = frame.args[&#039;specificSpaceBody&#039;]&lt;br /&gt;
	local restrictInner = frame.args[&#039;restrictInner&#039;]&lt;br /&gt;
	local restrictOuter = frame.args[&#039;restrictOuter&#039;]&lt;br /&gt;
	return HabSiteLister.ListHabSites(mode,specificSpaceBody,restrictInner,restrictOuter)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
---@param mode int what to display&lt;br /&gt;
---- 1: Medians &lt;br /&gt;
---- 2: Top 50% Means &lt;br /&gt;
---@param specificSpaceBody which space body to focus on. Use nil value to show all.&lt;br /&gt;
---@param restrictInner do not show outer solar system space bodies&lt;br /&gt;
---@param restrictOuter do not show inner solar system space bodies&lt;br /&gt;
---@return wiki table of HabSites&lt;br /&gt;
function HabSiteLister.ListHabSites(mode, specificSpaceBody, restrictInner, restrictOuter)&lt;br /&gt;
	local returnString = &#039;{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; text-align:center;&amp;quot;&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! Site Name&amp;lt;ref&amp;gt;Numbers are median values. Note: 0 still has 50% roll chance for positive value.&amp;lt;/ref&amp;gt;&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n!&#039; .. IconModule.Icon({args={&#039;water&#039;}})&lt;br /&gt;
	returnString = returnString .. &#039;\n!&#039; .. IconModule.Icon({args={&#039;volatiles&#039;}})&lt;br /&gt;
	returnString = returnString .. &#039;\n!&#039; .. IconModule.Icon({args={&#039;metals&#039;}})&lt;br /&gt;
	returnString = returnString .. &#039;\n!&#039; .. IconModule.Icon({args={&#039;nobles&#039;}})&lt;br /&gt;
	returnString = returnString .. &#039;\n!&#039; .. IconModule.Icon({args={&#039;fissiles&#039;}})&lt;br /&gt;
	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	&lt;br /&gt;
	for rowID, row in pairs(HabSiteData) do&lt;br /&gt;
		local spaceBodyID = row[&#039;parentBodyName&#039;] or &#039;&#039;&lt;br /&gt;
		if (not specificSpaceBody or specificSpaceBody == &#039;&#039; or specificSpaceBody == spaceBodyID)&lt;br /&gt;
			and (not restrictInner or restrictInner == &#039;&#039; or not outerEffects[SpaceBodyData[spaceBodyID][&#039;effectToExplore&#039;]])&lt;br /&gt;
			and (not restrictOuter or restrictOuter == &#039;&#039; or outerEffects[SpaceBodyData[spaceBodyID][&#039;effectToExplore&#039;]]) then&lt;br /&gt;
			returnString = returnString .. &#039;\n| style=&amp;quot;text-align:left;&amp;quot; |&#039; .. (HabSiteNames[&#039;TIHabSiteTemplate.displayName.&#039; .. rowID] or rowID)&lt;br /&gt;
				&lt;br /&gt;
			local miningProfileID = row[&#039;miningProfileName&#039;]&lt;br /&gt;
			local modifyBySize = MiningProfileData[miningProfileID][&#039;modifyBySize&#039;]&lt;br /&gt;
			local waterMean = tonumber(MiningProfileData[miningProfileID][&#039;water_mean&#039;])&lt;br /&gt;
			local waterWidth = tonumber(MiningProfileData[miningProfileID][&#039;water_width&#039;])&lt;br /&gt;
			local waterMin = tonumber(MiningProfileData[miningProfileID][&#039;water_min&#039;])&lt;br /&gt;
			local waterJump = tonumber(MiningProfileData[miningProfileID][&#039;water_jump&#039;])&lt;br /&gt;
			if waterMean == 0 and waterWidth == 0 then&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
			elseif not modifyBySize or modifyBySize ~= &#039;true&#039; then&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(waterMean)&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(waterMean + waterWidth * ((1 / (1 - waterJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			else&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(waterMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierA&#039;],3))&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(waterMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierA&#039;] + waterWidth * ((1 / (1 - waterJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			local volatilesMean = tonumber(MiningProfileData[miningProfileID][&#039;volatiles_mean&#039;])&lt;br /&gt;
			local volatilesWidth = tonumber(MiningProfileData[miningProfileID][&#039;volatiles_width&#039;])&lt;br /&gt;
			local volatilesMin = tonumber(MiningProfileData[miningProfileID][&#039;volatiles_min&#039;])&lt;br /&gt;
			local volatilesJump = tonumber(MiningProfileData[miningProfileID][&#039;volatiles_jump&#039;])&lt;br /&gt;
			if volatilesMean == 0 and volatilesWidth == 0 then&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
			elseif not modifyBySize or modifyBySize ~= &#039;true&#039; then&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(volatilesMean)&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(volatilesMean + volatilesWidth * ((1 / (1 - volatilesJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			else&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(volatilesMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierA&#039;],3))&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(volatilesMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierA&#039;] + volatilesWidth * ((1 / (1 - volatilesJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			&lt;br /&gt;
			local metalsMean = tonumber(MiningProfileData[miningProfileID][&#039;metals_mean&#039;])&lt;br /&gt;
			local metalsWidth = tonumber(MiningProfileData[miningProfileID][&#039;metals_width&#039;])&lt;br /&gt;
			local metalsMin = tonumber(MiningProfileData[miningProfileID][&#039;metals_min&#039;])&lt;br /&gt;
			local metalsJump = tonumber(MiningProfileData[miningProfileID][&#039;metals_jump&#039;])&lt;br /&gt;
			if metalsMean == 0 and metalsWidth == 0 then&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
			elseif not modifyBySize or modifyBySize ~= &#039;true&#039; then&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(metalsMean)&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(metalsMean + metalsWidth * ((1 / (1 - metalsJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			else&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(metalsMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierB&#039;],3))&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(metalsMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierB&#039;] + metalsWidth * ((1 / (1 - metalsJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			&lt;br /&gt;
			local noblesMean = tonumber(MiningProfileData[miningProfileID][&#039;nobles_mean&#039;])&lt;br /&gt;
			local noblesWidth = tonumber(MiningProfileData[miningProfileID][&#039;nobles_width&#039;])&lt;br /&gt;
			local noblesMin = tonumber(MiningProfileData[miningProfileID][&#039;nobles_min&#039;])&lt;br /&gt;
			local noblesJump = tonumber(MiningProfileData[miningProfileID][&#039;nobles_jump&#039;])&lt;br /&gt;
			if noblesMean == 0 and noblesWidth == 0 then&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
			elseif not modifyBySize or modifyBySize ~= &#039;true&#039; then&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(noblesMean)&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(noblesMean + noblesWidth * ((1 / (1 - noblesJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			else&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(noblesMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierB&#039;],3))&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(noblesMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierB&#039;] + noblesWidth * ((1 / (1 - noblesJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			&lt;br /&gt;
			local fissilesMean = tonumber(MiningProfileData[miningProfileID][&#039;fissiles_mean&#039;])&lt;br /&gt;
			local fissilesWidth = tonumber(MiningProfileData[miningProfileID][&#039;fissiles_width&#039;])&lt;br /&gt;
			local fissilesMin = tonumber(MiningProfileData[miningProfileID][&#039;fissiles_min&#039;])&lt;br /&gt;
			local fissilesJump = tonumber(MiningProfileData[miningProfileID][&#039;fissiles_jump&#039;])&lt;br /&gt;
			if fissilesMean == 0 and fissilesWidth == 0 then&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
			elseif not modifyBySize or modifyBySize ~= &#039;true&#039; then&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(fissilesMean)&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(fissilesMean + fissilesWidth * ((1 / (1 - fissilesJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			else&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(fissilesMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierB&#039;],3))&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(fissilesMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierB&#039;] + fissilesWidth * ((1 / (1 - fissilesJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
	    	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	    end&lt;br /&gt;
	end&lt;br /&gt;
	returnString = returnString .. &#039;\n|}&#039;&lt;br /&gt;
	&lt;br /&gt;
	return returnString&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
return HabSiteLister&lt;/div&gt;</summary>
		<author><name>76561197970425841</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Module:HabSiteInvicta&amp;diff=10093</id>
		<title>Module:HabSiteInvicta</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Module:HabSiteInvicta&amp;diff=10093"/>
		<updated>2025-12-17T22:48:29Z</updated>

		<summary type="html">&lt;p&gt;76561197970425841: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;---&lt;br /&gt;
---This is a variation of Module:HabSiteLister which imitates the format of the site list seen in the game.&lt;br /&gt;
---&lt;br /&gt;
---@module HabSiteLister&lt;br /&gt;
local HabSiteLister = {}&lt;br /&gt;
&lt;br /&gt;
--region Dependencies&lt;br /&gt;
local IconModule = require(&#039;Module:Icon&#039;)&lt;br /&gt;
&lt;br /&gt;
local HabSiteData = mw.loadData(&#039;Module:CSVReader/HabSite&#039;)&lt;br /&gt;
local MiningProfileData = mw.loadData(&#039;Module:CSVReader/MiningProfile&#039;)&lt;br /&gt;
local SpaceBodyData = mw.loadData(&#039;Module:CSVReader/SpaceBody&#039;)&lt;br /&gt;
&lt;br /&gt;
local SpaceBodyMiningData = mw.loadData(&#039;Module:SpaceBodyLister/Mining&#039;)&lt;br /&gt;
&lt;br /&gt;
local HabSiteNames = mw.loadData(&#039;Module:ENReader/HabSite&#039;)&lt;br /&gt;
local MiningProfileNames = mw.loadData(&#039;Module:ENReader/MiningProfile&#039;)&lt;br /&gt;
local SpaceBodyNames = mw.loadData(&#039;Module:ENReader/SpaceBody&#039;)&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Private constants&lt;br /&gt;
local floor = math.floor&lt;br /&gt;
local round = function(num, decimals)&lt;br /&gt;
    local mult = 10^(decimals or 0)&lt;br /&gt;
    return floor(num * mult + 0.5) / mult&lt;br /&gt;
end&lt;br /&gt;
local outerEffects = {&lt;br /&gt;
	Effect_ExploreJupiter = true,&lt;br /&gt;
	Effect_ExploreSaturn = true,&lt;br /&gt;
	Effect_ExploreOuterPlanets = true,&lt;br /&gt;
	Effect_ExploreKuiperBelt = true&lt;br /&gt;
}&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--region Private member variables&lt;br /&gt;
--none&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Private methods&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Public methods&lt;br /&gt;
function HabSiteLister.ListMedians()&lt;br /&gt;
	return HabSiteLister.ListHabSites(1)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function HabSiteLister.ListTopMeans()&lt;br /&gt;
	return HabSiteLister.ListHabSites(2)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Example Usage: {{#invoke:HabSiteLister|ListSpecific|mode=1|specificSpaceBody=Mercury}} &lt;br /&gt;
function HabSiteLister.ListSpecific(frame)&lt;br /&gt;
	local mode = tonumber(frame.args[&#039;mode&#039;])&lt;br /&gt;
	local specificSpaceBody = frame.args[&#039;specificSpaceBody&#039;]&lt;br /&gt;
	local restrictInner = frame.args[&#039;restrictInner&#039;]&lt;br /&gt;
	local restrictOuter = frame.args[&#039;restrictOuter&#039;]&lt;br /&gt;
	return HabSiteLister.ListHabSites(mode,specificSpaceBody,restrictInner,restrictOuter)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
---@param mode int what to display&lt;br /&gt;
---- 1: Medians &lt;br /&gt;
---- 2: Top 50% Means &lt;br /&gt;
---@param specificSpaceBody which space body to focus on. Use nil value to show all.&lt;br /&gt;
---@param restrictInner do not show outer solar system space bodies&lt;br /&gt;
---@param restrictOuter do not show inner solar system space bodies&lt;br /&gt;
---@return wiki table of HabSites&lt;br /&gt;
function HabSiteLister.ListHabSites(mode, specificSpaceBody, restrictInner, restrictOuter)&lt;br /&gt;
	local returnString = &#039;{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; text-align:center;&amp;quot;&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! Site Name&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n!&#039; .. IconModule.Icon({args={&#039;water&#039;}})&lt;br /&gt;
	returnString = returnString .. &#039;\n!&#039; .. IconModule.Icon({args={&#039;volatiles&#039;}})&lt;br /&gt;
	returnString = returnString .. &#039;\n!&#039; .. IconModule.Icon({args={&#039;metals&#039;}})&lt;br /&gt;
	returnString = returnString .. &#039;\n!&#039; .. IconModule.Icon({args={&#039;nobles&#039;}})&lt;br /&gt;
	returnString = returnString .. &#039;\n!&#039; .. IconModule.Icon({args={&#039;fissiles&#039;}})&lt;br /&gt;
	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	&lt;br /&gt;
	for rowID, row in pairs(HabSiteData) do&lt;br /&gt;
		local spaceBodyID = row[&#039;parentBodyName&#039;] or &#039;&#039;&lt;br /&gt;
		if (not specificSpaceBody or specificSpaceBody == &#039;&#039; or specificSpaceBody == spaceBodyID)&lt;br /&gt;
			and (not restrictInner or restrictInner == &#039;&#039; or not outerEffects[SpaceBodyData[spaceBodyID][&#039;effectToExplore&#039;]])&lt;br /&gt;
			and (not restrictOuter or restrictOuter == &#039;&#039; or outerEffects[SpaceBodyData[spaceBodyID][&#039;effectToExplore&#039;]]) then&lt;br /&gt;
			returnString = returnString .. &#039;\n| style=&amp;quot;text-align:left;&amp;quot; |&#039; .. (HabSiteNames[&#039;TIHabSiteTemplate.displayName.&#039; .. rowID] or rowID)&lt;br /&gt;
				&lt;br /&gt;
			local miningProfileID = row[&#039;miningProfileName&#039;]&lt;br /&gt;
			local modifyBySize = MiningProfileData[miningProfileID][&#039;modifyBySize&#039;]&lt;br /&gt;
			local waterMean = tonumber(MiningProfileData[miningProfileID][&#039;water_mean&#039;])&lt;br /&gt;
			local waterWidth = tonumber(MiningProfileData[miningProfileID][&#039;water_width&#039;])&lt;br /&gt;
			local waterMin = tonumber(MiningProfileData[miningProfileID][&#039;water_min&#039;])&lt;br /&gt;
			local waterJump = tonumber(MiningProfileData[miningProfileID][&#039;water_jump&#039;])&lt;br /&gt;
			if waterMean == 0 and waterWidth == 0 then&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
			elseif not modifyBySize or modifyBySize ~= &#039;true&#039; then&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(waterMean)&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(waterMean + waterWidth * ((1 / (1 - waterJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			else&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(waterMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierA&#039;],3))&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(waterMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierA&#039;] + waterWidth * ((1 / (1 - waterJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			local volatilesMean = tonumber(MiningProfileData[miningProfileID][&#039;volatiles_mean&#039;])&lt;br /&gt;
			local volatilesWidth = tonumber(MiningProfileData[miningProfileID][&#039;volatiles_width&#039;])&lt;br /&gt;
			local volatilesMin = tonumber(MiningProfileData[miningProfileID][&#039;volatiles_min&#039;])&lt;br /&gt;
			local volatilesJump = tonumber(MiningProfileData[miningProfileID][&#039;volatiles_jump&#039;])&lt;br /&gt;
			if volatilesMean == 0 and volatilesWidth == 0 then&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
			elseif not modifyBySize or modifyBySize ~= &#039;true&#039; then&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(volatilesMean)&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(volatilesMean + volatilesWidth * ((1 / (1 - volatilesJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			else&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(volatilesMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierA&#039;],3))&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(volatilesMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierA&#039;] + volatilesWidth * ((1 / (1 - volatilesJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			&lt;br /&gt;
			local metalsMean = tonumber(MiningProfileData[miningProfileID][&#039;metals_mean&#039;])&lt;br /&gt;
			local metalsWidth = tonumber(MiningProfileData[miningProfileID][&#039;metals_width&#039;])&lt;br /&gt;
			local metalsMin = tonumber(MiningProfileData[miningProfileID][&#039;metals_min&#039;])&lt;br /&gt;
			local metalsJump = tonumber(MiningProfileData[miningProfileID][&#039;metals_jump&#039;])&lt;br /&gt;
			if metalsMean == 0 and metalsWidth == 0 then&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
			elseif not modifyBySize or modifyBySize ~= &#039;true&#039; then&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(metalsMean)&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(metalsMean + metalsWidth * ((1 / (1 - metalsJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			else&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(metalsMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierB&#039;],3))&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(metalsMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierB&#039;] + metalsWidth * ((1 / (1 - metalsJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			&lt;br /&gt;
			local noblesMean = tonumber(MiningProfileData[miningProfileID][&#039;nobles_mean&#039;])&lt;br /&gt;
			local noblesWidth = tonumber(MiningProfileData[miningProfileID][&#039;nobles_width&#039;])&lt;br /&gt;
			local noblesMin = tonumber(MiningProfileData[miningProfileID][&#039;nobles_min&#039;])&lt;br /&gt;
			local noblesJump = tonumber(MiningProfileData[miningProfileID][&#039;nobles_jump&#039;])&lt;br /&gt;
			if noblesMean == 0 and noblesWidth == 0 then&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
			elseif not modifyBySize or modifyBySize ~= &#039;true&#039; then&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(noblesMean)&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(noblesMean + noblesWidth * ((1 / (1 - noblesJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			else&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(noblesMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierB&#039;],3))&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(noblesMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierB&#039;] + noblesWidth * ((1 / (1 - noblesJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			&lt;br /&gt;
			local fissilesMean = tonumber(MiningProfileData[miningProfileID][&#039;fissiles_mean&#039;])&lt;br /&gt;
			local fissilesWidth = tonumber(MiningProfileData[miningProfileID][&#039;fissiles_width&#039;])&lt;br /&gt;
			local fissilesMin = tonumber(MiningProfileData[miningProfileID][&#039;fissiles_min&#039;])&lt;br /&gt;
			local fissilesJump = tonumber(MiningProfileData[miningProfileID][&#039;fissiles_jump&#039;])&lt;br /&gt;
			if fissilesMean == 0 and fissilesWidth == 0 then&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
			elseif not modifyBySize or modifyBySize ~= &#039;true&#039; then&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(fissilesMean)&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(fissilesMean + fissilesWidth * ((1 / (1 - fissilesJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			else&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(fissilesMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierB&#039;],3))&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(fissilesMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierB&#039;] + fissilesWidth * ((1 / (1 - fissilesJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
	    	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	    end&lt;br /&gt;
	end&lt;br /&gt;
	returnString = returnString .. &#039;\n|}&#039;&lt;br /&gt;
	&lt;br /&gt;
	return returnString&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
return HabSiteLister&lt;/div&gt;</summary>
		<author><name>76561197970425841</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Module:HabSiteLister&amp;diff=10092</id>
		<title>Module:HabSiteLister</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Module:HabSiteLister&amp;diff=10092"/>
		<updated>2025-12-17T22:47:44Z</updated>

		<summary type="html">&lt;p&gt;76561197970425841: Undo revision 10091 by Llamageddon (&amp;lt;-- idiot with too many windows open)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;---&lt;br /&gt;
---Reads the HabSite data files and presents them in readable formats, with additional calculated statistics.&lt;br /&gt;
---&lt;br /&gt;
---@module HabSiteLister&lt;br /&gt;
local HabSiteLister = {}&lt;br /&gt;
&lt;br /&gt;
--region Dependencies&lt;br /&gt;
local IconModule = require(&#039;Module:Icon&#039;)&lt;br /&gt;
&lt;br /&gt;
local HabSiteData = mw.loadData(&#039;Module:CSVReader/HabSite&#039;)&lt;br /&gt;
local MiningProfileData = mw.loadData(&#039;Module:CSVReader/MiningProfile&#039;)&lt;br /&gt;
local SpaceBodyData = mw.loadData(&#039;Module:CSVReader/SpaceBody&#039;)&lt;br /&gt;
&lt;br /&gt;
local SpaceBodyMiningData = mw.loadData(&#039;Module:SpaceBodyLister/Mining&#039;)&lt;br /&gt;
&lt;br /&gt;
local HabSiteNames = mw.loadData(&#039;Module:ENReader/HabSite&#039;)&lt;br /&gt;
local MiningProfileNames = mw.loadData(&#039;Module:ENReader/MiningProfile&#039;)&lt;br /&gt;
local SpaceBodyNames = mw.loadData(&#039;Module:ENReader/SpaceBody&#039;)&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Private constants&lt;br /&gt;
local floor = math.floor&lt;br /&gt;
local round = function(num, decimals)&lt;br /&gt;
    local mult = 10^(decimals or 0)&lt;br /&gt;
    return floor(num * mult + 0.5) / mult&lt;br /&gt;
end&lt;br /&gt;
local outerEffects = {&lt;br /&gt;
	Effect_ExploreJupiter = true,&lt;br /&gt;
	Effect_ExploreSaturn = true,&lt;br /&gt;
	Effect_ExploreOuterPlanets = true,&lt;br /&gt;
	Effect_ExploreKuiperBelt = true&lt;br /&gt;
}&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--region Private member variables&lt;br /&gt;
--none&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Private methods&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Public methods&lt;br /&gt;
function HabSiteLister.ListMedians()&lt;br /&gt;
	return HabSiteLister.ListHabSites(1)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function HabSiteLister.ListTopMeans()&lt;br /&gt;
	return HabSiteLister.ListHabSites(2)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Example Usage: {{#invoke:HabSiteLister|ListSpecific|mode=1|specificSpaceBody=Mercury}} &lt;br /&gt;
function HabSiteLister.ListSpecific(frame)&lt;br /&gt;
	local mode = tonumber(frame.args[&#039;mode&#039;])&lt;br /&gt;
	local specificSpaceBody = frame.args[&#039;specificSpaceBody&#039;]&lt;br /&gt;
	local restrictInner = frame.args[&#039;restrictInner&#039;]&lt;br /&gt;
	local restrictOuter = frame.args[&#039;restrictOuter&#039;]&lt;br /&gt;
	return HabSiteLister.ListHabSites(mode,specificSpaceBody,restrictInner,restrictOuter)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
---@param mode int what to display&lt;br /&gt;
---- 1: Medians &lt;br /&gt;
---- 2: Top 50% Means &lt;br /&gt;
---@param specificSpaceBody which space body to focus on. Use nil value to show all.&lt;br /&gt;
---@param restrictInner do not show outer solar system space bodies&lt;br /&gt;
---@param restrictOuter do not show inner solar system space bodies&lt;br /&gt;
---@return wiki table of HabSites&lt;br /&gt;
function HabSiteLister.ListHabSites(mode, specificSpaceBody, restrictInner, restrictOuter)&lt;br /&gt;
-- {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
-- ! rowspan=2|Site Name !! rowspan=2|Parent Body !! rowspan=2| Mining Profile !! colspan=5 | Median Resources (&#039;&#039;&#039;after&#039;&#039;&#039; Mass/Density Modifiers)&amp;lt;ref&amp;gt;Negative values are not a bug, the game actually sets the median to a negative value to make it incredibly unlikely for the site to have a positive mine output. But note that the actual mined amount cannot actually be negative.&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;Blank values indicate that the site can never produce this resource. In contrast, 0 indicates that there is still up to 50% chance for the site to produce the resource.&amp;lt;/ref&amp;gt;&lt;br /&gt;
-- |-&lt;br /&gt;
-- ! [[File:ICO water.png|25px]] Water !! [[File:ICO volatiles.png|25px]] Volatiles !! [[File:ICO metal.png|25px]] Base Metals !! [[File:ICO metal noble.png|25px]] Noble Metals !! [[File:ICO fissile.png|25px]] Fissiles	&lt;br /&gt;
	&lt;br /&gt;
	local returnString = &#039;{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! rowspan=2|Site Name&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! rowspan=2|Parent Body&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! rowspan=2|Mining Profile&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! rowspan=2|Max Hab Tier&#039;&lt;br /&gt;
	if mode == 1 then &lt;br /&gt;
		returnString = returnString .. &amp;quot;\n! colspan=5 | Median Resources (&#039;&#039;&#039;after&#039;&#039;&#039; Mass/Density Modifiers)&amp;quot;&lt;br /&gt;
	elseif mode == 2 then&lt;br /&gt;
		returnString = returnString .. &amp;quot;\n! colspan=5 | Estimated Top 50% Mean Resources (&#039;&#039;&#039;after&#039;&#039;&#039; Mass/Density Modifiers)&amp;quot;&lt;br /&gt;
	end&lt;br /&gt;
	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n!&#039; .. IconModule.Icon({args={&#039;water&#039;}})&lt;br /&gt;
	returnString = returnString .. &#039;\n!&#039; .. IconModule.Icon({args={&#039;volatiles&#039;}})&lt;br /&gt;
	returnString = returnString .. &#039;\n!&#039; .. IconModule.Icon({args={&#039;metals&#039;}})&lt;br /&gt;
	returnString = returnString .. &#039;\n!&#039; .. IconModule.Icon({args={&#039;nobles&#039;}})&lt;br /&gt;
	returnString = returnString .. &#039;\n!&#039; .. IconModule.Icon({args={&#039;fissiles&#039;}})&lt;br /&gt;
	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	&lt;br /&gt;
	for rowID, row in pairs(HabSiteData) do&lt;br /&gt;
		local spaceBodyID = row[&#039;parentBodyName&#039;] or &#039;&#039;&lt;br /&gt;
		if (not specificSpaceBody or specificSpaceBody == &#039;&#039; or specificSpaceBody == spaceBodyID)&lt;br /&gt;
			and (not restrictInner or restrictInner == &#039;&#039; or not outerEffects[SpaceBodyData[spaceBodyID][&#039;effectToExplore&#039;]])&lt;br /&gt;
			and (not restrictOuter or restrictOuter == &#039;&#039; or outerEffects[SpaceBodyData[spaceBodyID][&#039;effectToExplore&#039;]]) then&lt;br /&gt;
			returnString = returnString .. &#039;\n| &#039; .. (HabSiteNames[&#039;TIHabSiteTemplate.displayName.&#039; .. rowID] or rowID)&lt;br /&gt;
			&lt;br /&gt;
			if spaceBodyID == &#039;&#039; then&lt;br /&gt;
				returnString = returnString .. &#039;\n|&#039; &lt;br /&gt;
			else&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; .. (SpaceBodyNames[&#039;TISpaceBodyTemplate.displayName.&#039; .. spaceBodyID] or spaceBodyID)&lt;br /&gt;
			end&lt;br /&gt;
	&lt;br /&gt;
			local miningProfileID = row[&#039;miningProfileName&#039;]&lt;br /&gt;
			if not miningProfileID or miningProfileID == &#039;&#039; then&lt;br /&gt;
				returnString = returnString .. &#039;\n|&#039; &lt;br /&gt;
			else&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; .. (MiningProfileNames[&#039;TIMiningProfileTemplate.displayName.&#039; .. miningProfileID] or miningProfileID)&lt;br /&gt;
			end	&lt;br /&gt;
		&lt;br /&gt;
			if not spaceBodyID or spaceBodyID == &#039;&#039; then&lt;br /&gt;
				returnString = returnString .. &#039;\n|&#039; &lt;br /&gt;
			else&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; .. (SpaceBodyData[spaceBodyID][&#039;maxHabSize&#039;] or 0)&lt;br /&gt;
			end&lt;br /&gt;
	-- {{!}} {{#switch: 1&lt;br /&gt;
	-- | {{#expr: {{#external_value:{{{mp}}}water|0}} &amp;gt; 0}}&lt;br /&gt;
	-- | {{#expr: {{#external_value:{{{mp}}}waterw|0}} &amp;gt; 0}} =&lt;br /&gt;
	-- {{#ifeq: {{#external_value:{{{mp}}}modify}} | true | {{#expr: {{#external_value:{{{mp}}}water|0}} * {{#external_value:{{{parentbody}}}modifier1}} }} | {{#external_value:{{{mp}}}water|0}} }}&lt;br /&gt;
		&lt;br /&gt;
			local modifyBySize = MiningProfileData[miningProfileID][&#039;modifyBySize&#039;]&lt;br /&gt;
			local waterMean = tonumber(MiningProfileData[miningProfileID][&#039;water_mean&#039;])&lt;br /&gt;
			local waterWidth = tonumber(MiningProfileData[miningProfileID][&#039;water_width&#039;])&lt;br /&gt;
			local waterMin = tonumber(MiningProfileData[miningProfileID][&#039;water_min&#039;])&lt;br /&gt;
			local waterJump = tonumber(MiningProfileData[miningProfileID][&#039;water_jump&#039;])&lt;br /&gt;
			if waterMean == 0 and waterWidth == 0 then&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
			elseif not modifyBySize or modifyBySize ~= &#039;true&#039; then&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(waterMean)&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(waterMean + waterWidth * ((1 / (1 - waterJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			else&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(waterMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierA&#039;],3))&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(waterMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierA&#039;] + waterWidth * ((1 / (1 - waterJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			local volatilesMean = tonumber(MiningProfileData[miningProfileID][&#039;volatiles_mean&#039;])&lt;br /&gt;
			local volatilesWidth = tonumber(MiningProfileData[miningProfileID][&#039;volatiles_width&#039;])&lt;br /&gt;
			local volatilesMin = tonumber(MiningProfileData[miningProfileID][&#039;volatiles_min&#039;])&lt;br /&gt;
			local volatilesJump = tonumber(MiningProfileData[miningProfileID][&#039;volatiles_jump&#039;])&lt;br /&gt;
			if volatilesMean == 0 and volatilesWidth == 0 then&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
			elseif not modifyBySize or modifyBySize ~= &#039;true&#039; then&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(volatilesMean)&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(volatilesMean + volatilesWidth * ((1 / (1 - volatilesJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			else&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(volatilesMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierA&#039;],3))&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(volatilesMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierA&#039;] + volatilesWidth * ((1 / (1 - volatilesJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			&lt;br /&gt;
			local metalsMean = tonumber(MiningProfileData[miningProfileID][&#039;metals_mean&#039;])&lt;br /&gt;
			local metalsWidth = tonumber(MiningProfileData[miningProfileID][&#039;metals_width&#039;])&lt;br /&gt;
			local metalsMin = tonumber(MiningProfileData[miningProfileID][&#039;metals_min&#039;])&lt;br /&gt;
			local metalsJump = tonumber(MiningProfileData[miningProfileID][&#039;metals_jump&#039;])&lt;br /&gt;
			if metalsMean == 0 and metalsWidth == 0 then&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
			elseif not modifyBySize or modifyBySize ~= &#039;true&#039; then&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(metalsMean)&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(metalsMean + metalsWidth * ((1 / (1 - metalsJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			else&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(metalsMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierB&#039;],3))&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(metalsMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierB&#039;] + metalsWidth * ((1 / (1 - metalsJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			&lt;br /&gt;
			local noblesMean = tonumber(MiningProfileData[miningProfileID][&#039;nobles_mean&#039;])&lt;br /&gt;
			local noblesWidth = tonumber(MiningProfileData[miningProfileID][&#039;nobles_width&#039;])&lt;br /&gt;
			local noblesMin = tonumber(MiningProfileData[miningProfileID][&#039;nobles_min&#039;])&lt;br /&gt;
			local noblesJump = tonumber(MiningProfileData[miningProfileID][&#039;nobles_jump&#039;])&lt;br /&gt;
			if noblesMean == 0 and noblesWidth == 0 then&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
			elseif not modifyBySize or modifyBySize ~= &#039;true&#039; then&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(noblesMean)&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(noblesMean + noblesWidth * ((1 / (1 - noblesJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			else&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(noblesMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierB&#039;],3))&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(noblesMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierB&#039;] + noblesWidth * ((1 / (1 - noblesJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			&lt;br /&gt;
			local fissilesMean = tonumber(MiningProfileData[miningProfileID][&#039;fissiles_mean&#039;])&lt;br /&gt;
			local fissilesWidth = tonumber(MiningProfileData[miningProfileID][&#039;fissiles_width&#039;])&lt;br /&gt;
			local fissilesMin = tonumber(MiningProfileData[miningProfileID][&#039;fissiles_min&#039;])&lt;br /&gt;
			local fissilesJump = tonumber(MiningProfileData[miningProfileID][&#039;fissiles_jump&#039;])&lt;br /&gt;
			if fissilesMean == 0 and fissilesWidth == 0 then&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
			elseif not modifyBySize or modifyBySize ~= &#039;true&#039; then&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(fissilesMean)&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(fissilesMean + fissilesWidth * ((1 / (1 - fissilesJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			else&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(fissilesMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierB&#039;],3))&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(fissilesMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierB&#039;] + fissilesWidth * ((1 / (1 - fissilesJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
	    	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	    end&lt;br /&gt;
	end&lt;br /&gt;
	returnString = returnString .. &#039;\n|}&#039;&lt;br /&gt;
	&lt;br /&gt;
	return returnString&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
return HabSiteLister&lt;/div&gt;</summary>
		<author><name>76561197970425841</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Module:HabSiteLister&amp;diff=10091</id>
		<title>Module:HabSiteLister</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Module:HabSiteLister&amp;diff=10091"/>
		<updated>2025-12-17T22:44:58Z</updated>

		<summary type="html">&lt;p&gt;76561197970425841: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;---&lt;br /&gt;
---Reads the HabSite data files and presents them in readable formats, with additional calculated statistics.&lt;br /&gt;
---&lt;br /&gt;
---@module HabSiteLister&lt;br /&gt;
local HabSiteLister = {}&lt;br /&gt;
&lt;br /&gt;
--region Dependencies&lt;br /&gt;
local IconModule = require(&#039;Module:Icon&#039;)&lt;br /&gt;
&lt;br /&gt;
local HabSiteData = mw.loadData(&#039;Module:CSVReader/HabSite&#039;)&lt;br /&gt;
local MiningProfileData = mw.loadData(&#039;Module:CSVReader/MiningProfile&#039;)&lt;br /&gt;
local SpaceBodyData = mw.loadData(&#039;Module:CSVReader/SpaceBody&#039;)&lt;br /&gt;
&lt;br /&gt;
local SpaceBodyMiningData = mw.loadData(&#039;Module:SpaceBodyLister/Mining&#039;)&lt;br /&gt;
&lt;br /&gt;
local HabSiteNames = mw.loadData(&#039;Module:ENReader/HabSite&#039;)&lt;br /&gt;
local MiningProfileNames = mw.loadData(&#039;Module:ENReader/MiningProfile&#039;)&lt;br /&gt;
local SpaceBodyNames = mw.loadData(&#039;Module:ENReader/SpaceBody&#039;)&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Private constants&lt;br /&gt;
local floor = math.floor&lt;br /&gt;
local round = function(num, decimals)&lt;br /&gt;
    local mult = 10^(decimals or 0)&lt;br /&gt;
    return floor(num * mult + 0.5) / mult&lt;br /&gt;
end&lt;br /&gt;
local outerEffects = {&lt;br /&gt;
	Effect_ExploreJupiter = true,&lt;br /&gt;
	Effect_ExploreSaturn = true,&lt;br /&gt;
	Effect_ExploreOuterPlanets = true,&lt;br /&gt;
	Effect_ExploreKuiperBelt = true&lt;br /&gt;
}&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--region Private member variables&lt;br /&gt;
--none&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Private methods&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Public methods&lt;br /&gt;
function HabSiteLister.ListMedians()&lt;br /&gt;
	return HabSiteLister.ListHabSites(1)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function HabSiteLister.ListTopMeans()&lt;br /&gt;
	return HabSiteLister.ListHabSites(2)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Example Usage: {{#invoke:HabSiteLister|ListSpecific|mode=1|specificSpaceBody=Mercury}} &lt;br /&gt;
function HabSiteLister.ListSpecific(frame)&lt;br /&gt;
	local mode = tonumber(frame.args[&#039;mode&#039;])&lt;br /&gt;
	local specificSpaceBody = frame.args[&#039;specificSpaceBody&#039;]&lt;br /&gt;
	local restrictInner = frame.args[&#039;restrictInner&#039;]&lt;br /&gt;
	local restrictOuter = frame.args[&#039;restrictOuter&#039;]&lt;br /&gt;
	return HabSiteLister.ListHabSites(mode,specificSpaceBody,restrictInner,restrictOuter)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
---@param mode int what to display&lt;br /&gt;
---- 1: Medians &lt;br /&gt;
---- 2: Top 50% Means &lt;br /&gt;
---@param specificSpaceBody which space body to focus on. Use nil value to show all.&lt;br /&gt;
---@param restrictInner do not show outer solar system space bodies&lt;br /&gt;
---@param restrictOuter do not show inner solar system space bodies&lt;br /&gt;
---@return wiki table of HabSites&lt;br /&gt;
function HabSiteLister.ListHabSites(mode, specificSpaceBody, restrictInner, restrictOuter)&lt;br /&gt;
-- {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
-- ! rowspan=2|Site Name !! rowspan=2|Parent Body !! rowspan=2| Mining Profile !! colspan=5 | Median Resources (&#039;&#039;&#039;after&#039;&#039;&#039; Mass/Density Modifiers)&amp;lt;ref&amp;gt;Negative values are not a bug, the game actually sets the median to a negative value to make it incredibly unlikely for the site to have a positive mine output. But note that the actual mined amount cannot actually be negative.&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;Blank values indicate that the site can never produce this resource. In contrast, 0 indicates that there is still up to 50% chance for the site to produce the resource.&amp;lt;/ref&amp;gt;&lt;br /&gt;
-- |-&lt;br /&gt;
-- ! [[File:ICO water.png|25px]] Water !! [[File:ICO volatiles.png|25px]] Volatiles !! [[File:ICO metal.png|25px]] Base Metals !! [[File:ICO metal noble.png|25px]] Noble Metals !! [[File:ICO fissile.png|25px]] Fissiles	&lt;br /&gt;
	&lt;br /&gt;
	local returnString = &#039;{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; text-align:center;&amp;quot;&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! rowspan=2|Site Name&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! rowspan=2|Parent Body&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! rowspan=2|Mining Profile&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! rowspan=2|Max Hab Tier&#039;&lt;br /&gt;
	if mode == 1 then &lt;br /&gt;
		returnString = returnString .. &amp;quot;\n! colspan=5 | Median Resources (&#039;&#039;&#039;after&#039;&#039;&#039; Mass/Density Modifiers)&amp;quot;&lt;br /&gt;
	elseif mode == 2 then&lt;br /&gt;
		returnString = returnString .. &amp;quot;\n! colspan=5 | Estimated Top 50% Mean Resources (&#039;&#039;&#039;after&#039;&#039;&#039; Mass/Density Modifiers)&amp;quot;&lt;br /&gt;
	end&lt;br /&gt;
	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n!&#039; .. IconModule.Icon({args={&#039;water&#039;}})&lt;br /&gt;
	returnString = returnString .. &#039;\n!&#039; .. IconModule.Icon({args={&#039;volatiles&#039;}})&lt;br /&gt;
	returnString = returnString .. &#039;\n!&#039; .. IconModule.Icon({args={&#039;metals&#039;}})&lt;br /&gt;
	returnString = returnString .. &#039;\n!&#039; .. IconModule.Icon({args={&#039;nobles&#039;}})&lt;br /&gt;
	returnString = returnString .. &#039;\n!&#039; .. IconModule.Icon({args={&#039;fissiles&#039;}})&lt;br /&gt;
	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	&lt;br /&gt;
	for rowID, row in pairs(HabSiteData) do&lt;br /&gt;
		local spaceBodyID = row[&#039;parentBodyName&#039;] or &#039;&#039;&lt;br /&gt;
		if (not specificSpaceBody or specificSpaceBody == &#039;&#039; or specificSpaceBody == spaceBodyID)&lt;br /&gt;
			and (not restrictInner or restrictInner == &#039;&#039; or not outerEffects[SpaceBodyData[spaceBodyID][&#039;effectToExplore&#039;]])&lt;br /&gt;
			and (not restrictOuter or restrictOuter == &#039;&#039; or outerEffects[SpaceBodyData[spaceBodyID][&#039;effectToExplore&#039;]]) then&lt;br /&gt;
			returnString = returnString .. &#039;\n| &#039; .. (HabSiteNames[&#039;TIHabSiteTemplate.displayName.&#039; .. rowID] or rowID)&lt;br /&gt;
			&lt;br /&gt;
			if spaceBodyID == &#039;&#039; then&lt;br /&gt;
				returnString = returnString .. &#039;\n|&#039; &lt;br /&gt;
			else&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; .. (SpaceBodyNames[&#039;TISpaceBodyTemplate.displayName.&#039; .. spaceBodyID] or spaceBodyID)&lt;br /&gt;
			end&lt;br /&gt;
	&lt;br /&gt;
			local miningProfileID = row[&#039;miningProfileName&#039;]&lt;br /&gt;
			if not miningProfileID or miningProfileID == &#039;&#039; then&lt;br /&gt;
				returnString = returnString .. &#039;\n|&#039; &lt;br /&gt;
			else&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; .. (MiningProfileNames[&#039;TIMiningProfileTemplate.displayName.&#039; .. miningProfileID] or miningProfileID)&lt;br /&gt;
			end	&lt;br /&gt;
		&lt;br /&gt;
			if not spaceBodyID or spaceBodyID == &#039;&#039; then&lt;br /&gt;
				returnString = returnString .. &#039;\n|&#039; &lt;br /&gt;
			else&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; .. (SpaceBodyData[spaceBodyID][&#039;maxHabSize&#039;] or 0)&lt;br /&gt;
			end&lt;br /&gt;
	-- {{!}} {{#switch: 1&lt;br /&gt;
	-- | {{#expr: {{#external_value:{{{mp}}}water|0}} &amp;gt; 0}}&lt;br /&gt;
	-- | {{#expr: {{#external_value:{{{mp}}}waterw|0}} &amp;gt; 0}} =&lt;br /&gt;
	-- {{#ifeq: {{#external_value:{{{mp}}}modify}} | true | {{#expr: {{#external_value:{{{mp}}}water|0}} * {{#external_value:{{{parentbody}}}modifier1}} }} | {{#external_value:{{{mp}}}water|0}} }}&lt;br /&gt;
		&lt;br /&gt;
			local modifyBySize = MiningProfileData[miningProfileID][&#039;modifyBySize&#039;]&lt;br /&gt;
			local waterMean = tonumber(MiningProfileData[miningProfileID][&#039;water_mean&#039;])&lt;br /&gt;
			local waterWidth = tonumber(MiningProfileData[miningProfileID][&#039;water_width&#039;])&lt;br /&gt;
			local waterMin = tonumber(MiningProfileData[miningProfileID][&#039;water_min&#039;])&lt;br /&gt;
			local waterJump = tonumber(MiningProfileData[miningProfileID][&#039;water_jump&#039;])&lt;br /&gt;
			if waterMean == 0 and waterWidth == 0 then&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
			elseif not modifyBySize or modifyBySize ~= &#039;true&#039; then&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(waterMean)&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(waterMean + waterWidth * ((1 / (1 - waterJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			else&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(waterMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierA&#039;],3))&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(waterMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierA&#039;] + waterWidth * ((1 / (1 - waterJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			local volatilesMean = tonumber(MiningProfileData[miningProfileID][&#039;volatiles_mean&#039;])&lt;br /&gt;
			local volatilesWidth = tonumber(MiningProfileData[miningProfileID][&#039;volatiles_width&#039;])&lt;br /&gt;
			local volatilesMin = tonumber(MiningProfileData[miningProfileID][&#039;volatiles_min&#039;])&lt;br /&gt;
			local volatilesJump = tonumber(MiningProfileData[miningProfileID][&#039;volatiles_jump&#039;])&lt;br /&gt;
			if volatilesMean == 0 and volatilesWidth == 0 then&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
			elseif not modifyBySize or modifyBySize ~= &#039;true&#039; then&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(volatilesMean)&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(volatilesMean + volatilesWidth * ((1 / (1 - volatilesJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			else&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(volatilesMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierA&#039;],3))&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(volatilesMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierA&#039;] + volatilesWidth * ((1 / (1 - volatilesJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			&lt;br /&gt;
			local metalsMean = tonumber(MiningProfileData[miningProfileID][&#039;metals_mean&#039;])&lt;br /&gt;
			local metalsWidth = tonumber(MiningProfileData[miningProfileID][&#039;metals_width&#039;])&lt;br /&gt;
			local metalsMin = tonumber(MiningProfileData[miningProfileID][&#039;metals_min&#039;])&lt;br /&gt;
			local metalsJump = tonumber(MiningProfileData[miningProfileID][&#039;metals_jump&#039;])&lt;br /&gt;
			if metalsMean == 0 and metalsWidth == 0 then&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
			elseif not modifyBySize or modifyBySize ~= &#039;true&#039; then&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(metalsMean)&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(metalsMean + metalsWidth * ((1 / (1 - metalsJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			else&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(metalsMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierB&#039;],3))&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(metalsMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierB&#039;] + metalsWidth * ((1 / (1 - metalsJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			&lt;br /&gt;
			local noblesMean = tonumber(MiningProfileData[miningProfileID][&#039;nobles_mean&#039;])&lt;br /&gt;
			local noblesWidth = tonumber(MiningProfileData[miningProfileID][&#039;nobles_width&#039;])&lt;br /&gt;
			local noblesMin = tonumber(MiningProfileData[miningProfileID][&#039;nobles_min&#039;])&lt;br /&gt;
			local noblesJump = tonumber(MiningProfileData[miningProfileID][&#039;nobles_jump&#039;])&lt;br /&gt;
			if noblesMean == 0 and noblesWidth == 0 then&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
			elseif not modifyBySize or modifyBySize ~= &#039;true&#039; then&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(noblesMean)&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(noblesMean + noblesWidth * ((1 / (1 - noblesJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			else&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(noblesMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierB&#039;],3))&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(noblesMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierB&#039;] + noblesWidth * ((1 / (1 - noblesJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			&lt;br /&gt;
			local fissilesMean = tonumber(MiningProfileData[miningProfileID][&#039;fissiles_mean&#039;])&lt;br /&gt;
			local fissilesWidth = tonumber(MiningProfileData[miningProfileID][&#039;fissiles_width&#039;])&lt;br /&gt;
			local fissilesMin = tonumber(MiningProfileData[miningProfileID][&#039;fissiles_min&#039;])&lt;br /&gt;
			local fissilesJump = tonumber(MiningProfileData[miningProfileID][&#039;fissiles_jump&#039;])&lt;br /&gt;
			if fissilesMean == 0 and fissilesWidth == 0 then&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
			elseif not modifyBySize or modifyBySize ~= &#039;true&#039; then&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(fissilesMean)&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(fissilesMean + fissilesWidth * ((1 / (1 - fissilesJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			else&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(fissilesMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierB&#039;],3))&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(fissilesMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierB&#039;] + fissilesWidth * ((1 / (1 - fissilesJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
	    	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	    end&lt;br /&gt;
	end&lt;br /&gt;
	returnString = returnString .. &#039;\n|}&#039;&lt;br /&gt;
	&lt;br /&gt;
	return returnString&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
return HabSiteLister&lt;/div&gt;</summary>
		<author><name>76561197970425841</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Module:HabSiteInvicta&amp;diff=10090</id>
		<title>Module:HabSiteInvicta</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Module:HabSiteInvicta&amp;diff=10090"/>
		<updated>2025-12-17T22:41:18Z</updated>

		<summary type="html">&lt;p&gt;76561197970425841: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;---&lt;br /&gt;
---This is a variation of Module:HabSiteLister which imitates the format of the site list seen in the game.&lt;br /&gt;
---&lt;br /&gt;
---@module HabSiteLister&lt;br /&gt;
local HabSiteLister = {}&lt;br /&gt;
&lt;br /&gt;
--region Dependencies&lt;br /&gt;
local IconModule = require(&#039;Module:Icon&#039;)&lt;br /&gt;
&lt;br /&gt;
local HabSiteData = mw.loadData(&#039;Module:CSVReader/HabSite&#039;)&lt;br /&gt;
local MiningProfileData = mw.loadData(&#039;Module:CSVReader/MiningProfile&#039;)&lt;br /&gt;
local SpaceBodyData = mw.loadData(&#039;Module:CSVReader/SpaceBody&#039;)&lt;br /&gt;
&lt;br /&gt;
local SpaceBodyMiningData = mw.loadData(&#039;Module:SpaceBodyLister/Mining&#039;)&lt;br /&gt;
&lt;br /&gt;
local HabSiteNames = mw.loadData(&#039;Module:ENReader/HabSite&#039;)&lt;br /&gt;
local MiningProfileNames = mw.loadData(&#039;Module:ENReader/MiningProfile&#039;)&lt;br /&gt;
local SpaceBodyNames = mw.loadData(&#039;Module:ENReader/SpaceBody&#039;)&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Private constants&lt;br /&gt;
local floor = math.floor&lt;br /&gt;
local round = function(num, decimals)&lt;br /&gt;
    local mult = 10^(decimals or 0)&lt;br /&gt;
    return floor(num * mult + 0.5) / mult&lt;br /&gt;
end&lt;br /&gt;
local outerEffects = {&lt;br /&gt;
	Effect_ExploreJupiter = true,&lt;br /&gt;
	Effect_ExploreSaturn = true,&lt;br /&gt;
	Effect_ExploreOuterPlanets = true,&lt;br /&gt;
	Effect_ExploreKuiperBelt = true&lt;br /&gt;
}&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--region Private member variables&lt;br /&gt;
--none&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Private methods&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Public methods&lt;br /&gt;
function HabSiteLister.ListMedians()&lt;br /&gt;
	return HabSiteLister.ListHabSites(1)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function HabSiteLister.ListTopMeans()&lt;br /&gt;
	return HabSiteLister.ListHabSites(2)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Example Usage: {{#invoke:HabSiteLister|ListSpecific|mode=1|specificSpaceBody=Mercury}} &lt;br /&gt;
function HabSiteLister.ListSpecific(frame)&lt;br /&gt;
	local mode = tonumber(frame.args[&#039;mode&#039;])&lt;br /&gt;
	local specificSpaceBody = frame.args[&#039;specificSpaceBody&#039;]&lt;br /&gt;
	local restrictInner = frame.args[&#039;restrictInner&#039;]&lt;br /&gt;
	local restrictOuter = frame.args[&#039;restrictOuter&#039;]&lt;br /&gt;
	return HabSiteLister.ListHabSites(mode,specificSpaceBody,restrictInner,restrictOuter)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
---@param mode int what to display&lt;br /&gt;
---- 1: Medians &lt;br /&gt;
---- 2: Top 50% Means &lt;br /&gt;
---@param specificSpaceBody which space body to focus on. Use nil value to show all.&lt;br /&gt;
---@param restrictInner do not show outer solar system space bodies&lt;br /&gt;
---@param restrictOuter do not show inner solar system space bodies&lt;br /&gt;
---@return wiki table of HabSites&lt;br /&gt;
function HabSiteLister.ListHabSites(mode, specificSpaceBody, restrictInner, restrictOuter)&lt;br /&gt;
	local returnString = &#039;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! Site Name&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n!&#039; .. IconModule.Icon({args={&#039;water&#039;}})&lt;br /&gt;
	returnString = returnString .. &#039;\n!&#039; .. IconModule.Icon({args={&#039;volatiles&#039;}})&lt;br /&gt;
	returnString = returnString .. &#039;\n!&#039; .. IconModule.Icon({args={&#039;metals&#039;}})&lt;br /&gt;
	returnString = returnString .. &#039;\n!&#039; .. IconModule.Icon({args={&#039;nobles&#039;}})&lt;br /&gt;
	returnString = returnString .. &#039;\n!&#039; .. IconModule.Icon({args={&#039;fissiles&#039;}})&lt;br /&gt;
	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	&lt;br /&gt;
	for rowID, row in pairs(HabSiteData) do&lt;br /&gt;
		local spaceBodyID = row[&#039;parentBodyName&#039;] or &#039;&#039;&lt;br /&gt;
		if (not specificSpaceBody or specificSpaceBody == &#039;&#039; or specificSpaceBody == spaceBodyID)&lt;br /&gt;
			and (not restrictInner or restrictInner == &#039;&#039; or not outerEffects[SpaceBodyData[spaceBodyID][&#039;effectToExplore&#039;]])&lt;br /&gt;
			and (not restrictOuter or restrictOuter == &#039;&#039; or outerEffects[SpaceBodyData[spaceBodyID][&#039;effectToExplore&#039;]]) then&lt;br /&gt;
			returnString = returnString .. &#039;\n| style=&amp;quot;text-align:left;&amp;quot; |&#039; .. (HabSiteNames[&#039;TIHabSiteTemplate.displayName.&#039; .. rowID] or rowID)&lt;br /&gt;
				&lt;br /&gt;
			local miningProfileID = row[&#039;miningProfileName&#039;]&lt;br /&gt;
			local modifyBySize = MiningProfileData[miningProfileID][&#039;modifyBySize&#039;]&lt;br /&gt;
			local waterMean = tonumber(MiningProfileData[miningProfileID][&#039;water_mean&#039;])&lt;br /&gt;
			local waterWidth = tonumber(MiningProfileData[miningProfileID][&#039;water_width&#039;])&lt;br /&gt;
			local waterMin = tonumber(MiningProfileData[miningProfileID][&#039;water_min&#039;])&lt;br /&gt;
			local waterJump = tonumber(MiningProfileData[miningProfileID][&#039;water_jump&#039;])&lt;br /&gt;
			if waterMean == 0 and waterWidth == 0 then&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
			elseif not modifyBySize or modifyBySize ~= &#039;true&#039; then&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(waterMean)&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(waterMean + waterWidth * ((1 / (1 - waterJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			else&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(waterMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierA&#039;],3))&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(waterMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierA&#039;] + waterWidth * ((1 / (1 - waterJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			local volatilesMean = tonumber(MiningProfileData[miningProfileID][&#039;volatiles_mean&#039;])&lt;br /&gt;
			local volatilesWidth = tonumber(MiningProfileData[miningProfileID][&#039;volatiles_width&#039;])&lt;br /&gt;
			local volatilesMin = tonumber(MiningProfileData[miningProfileID][&#039;volatiles_min&#039;])&lt;br /&gt;
			local volatilesJump = tonumber(MiningProfileData[miningProfileID][&#039;volatiles_jump&#039;])&lt;br /&gt;
			if volatilesMean == 0 and volatilesWidth == 0 then&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
			elseif not modifyBySize or modifyBySize ~= &#039;true&#039; then&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(volatilesMean)&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(volatilesMean + volatilesWidth * ((1 / (1 - volatilesJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			else&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(volatilesMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierA&#039;],3))&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(volatilesMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierA&#039;] + volatilesWidth * ((1 / (1 - volatilesJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			&lt;br /&gt;
			local metalsMean = tonumber(MiningProfileData[miningProfileID][&#039;metals_mean&#039;])&lt;br /&gt;
			local metalsWidth = tonumber(MiningProfileData[miningProfileID][&#039;metals_width&#039;])&lt;br /&gt;
			local metalsMin = tonumber(MiningProfileData[miningProfileID][&#039;metals_min&#039;])&lt;br /&gt;
			local metalsJump = tonumber(MiningProfileData[miningProfileID][&#039;metals_jump&#039;])&lt;br /&gt;
			if metalsMean == 0 and metalsWidth == 0 then&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
			elseif not modifyBySize or modifyBySize ~= &#039;true&#039; then&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(metalsMean)&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(metalsMean + metalsWidth * ((1 / (1 - metalsJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			else&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(metalsMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierB&#039;],3))&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(metalsMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierB&#039;] + metalsWidth * ((1 / (1 - metalsJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			&lt;br /&gt;
			local noblesMean = tonumber(MiningProfileData[miningProfileID][&#039;nobles_mean&#039;])&lt;br /&gt;
			local noblesWidth = tonumber(MiningProfileData[miningProfileID][&#039;nobles_width&#039;])&lt;br /&gt;
			local noblesMin = tonumber(MiningProfileData[miningProfileID][&#039;nobles_min&#039;])&lt;br /&gt;
			local noblesJump = tonumber(MiningProfileData[miningProfileID][&#039;nobles_jump&#039;])&lt;br /&gt;
			if noblesMean == 0 and noblesWidth == 0 then&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
			elseif not modifyBySize or modifyBySize ~= &#039;true&#039; then&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(noblesMean)&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(noblesMean + noblesWidth * ((1 / (1 - noblesJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			else&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(noblesMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierB&#039;],3))&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(noblesMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierB&#039;] + noblesWidth * ((1 / (1 - noblesJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			&lt;br /&gt;
			local fissilesMean = tonumber(MiningProfileData[miningProfileID][&#039;fissiles_mean&#039;])&lt;br /&gt;
			local fissilesWidth = tonumber(MiningProfileData[miningProfileID][&#039;fissiles_width&#039;])&lt;br /&gt;
			local fissilesMin = tonumber(MiningProfileData[miningProfileID][&#039;fissiles_min&#039;])&lt;br /&gt;
			local fissilesJump = tonumber(MiningProfileData[miningProfileID][&#039;fissiles_jump&#039;])&lt;br /&gt;
			if fissilesMean == 0 and fissilesWidth == 0 then&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
			elseif not modifyBySize or modifyBySize ~= &#039;true&#039; then&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(fissilesMean)&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(fissilesMean + fissilesWidth * ((1 / (1 - fissilesJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			else&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(fissilesMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierB&#039;],3))&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(fissilesMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierB&#039;] + fissilesWidth * ((1 / (1 - fissilesJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
	    	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	    end&lt;br /&gt;
	end&lt;br /&gt;
	returnString = returnString .. &#039;\n|}&#039;&lt;br /&gt;
	&lt;br /&gt;
	return returnString&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
return HabSiteLister&lt;/div&gt;</summary>
		<author><name>76561197970425841</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Module:HabSiteInvicta&amp;diff=10089</id>
		<title>Module:HabSiteInvicta</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Module:HabSiteInvicta&amp;diff=10089"/>
		<updated>2025-12-17T22:35:54Z</updated>

		<summary type="html">&lt;p&gt;76561197970425841: Test draft&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;---&lt;br /&gt;
---This is a variation of Module:HabSiteLister which imitates the format of the site list seen in the game.&lt;br /&gt;
---&lt;br /&gt;
---@module HabSiteLister&lt;br /&gt;
local HabSiteLister = {}&lt;br /&gt;
&lt;br /&gt;
--region Dependencies&lt;br /&gt;
local IconModule = require(&#039;Module:Icon&#039;)&lt;br /&gt;
&lt;br /&gt;
local HabSiteData = mw.loadData(&#039;Module:CSVReader/HabSite&#039;)&lt;br /&gt;
local MiningProfileData = mw.loadData(&#039;Module:CSVReader/MiningProfile&#039;)&lt;br /&gt;
local SpaceBodyData = mw.loadData(&#039;Module:CSVReader/SpaceBody&#039;)&lt;br /&gt;
&lt;br /&gt;
local SpaceBodyMiningData = mw.loadData(&#039;Module:SpaceBodyLister/Mining&#039;)&lt;br /&gt;
&lt;br /&gt;
local HabSiteNames = mw.loadData(&#039;Module:ENReader/HabSite&#039;)&lt;br /&gt;
local MiningProfileNames = mw.loadData(&#039;Module:ENReader/MiningProfile&#039;)&lt;br /&gt;
local SpaceBodyNames = mw.loadData(&#039;Module:ENReader/SpaceBody&#039;)&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Private constants&lt;br /&gt;
local floor = math.floor&lt;br /&gt;
local round = function(num, decimals)&lt;br /&gt;
    local mult = 10^(decimals or 0)&lt;br /&gt;
    return floor(num * mult + 0.5) / mult&lt;br /&gt;
end&lt;br /&gt;
local outerEffects = {&lt;br /&gt;
	Effect_ExploreJupiter = true,&lt;br /&gt;
	Effect_ExploreSaturn = true,&lt;br /&gt;
	Effect_ExploreOuterPlanets = true,&lt;br /&gt;
	Effect_ExploreKuiperBelt = true&lt;br /&gt;
}&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--region Private member variables&lt;br /&gt;
--none&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Private methods&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Public methods&lt;br /&gt;
function HabSiteLister.ListMedians()&lt;br /&gt;
	return HabSiteLister.ListHabSites(1)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function HabSiteLister.ListTopMeans()&lt;br /&gt;
	return HabSiteLister.ListHabSites(2)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Example Usage: {{#invoke:HabSiteLister|ListSpecific|mode=1|specificSpaceBody=Mercury}} &lt;br /&gt;
function HabSiteLister.ListSpecific(frame)&lt;br /&gt;
	local mode = tonumber(frame.args[&#039;mode&#039;])&lt;br /&gt;
	local specificSpaceBody = frame.args[&#039;specificSpaceBody&#039;]&lt;br /&gt;
	local restrictInner = frame.args[&#039;restrictInner&#039;]&lt;br /&gt;
	local restrictOuter = frame.args[&#039;restrictOuter&#039;]&lt;br /&gt;
	return HabSiteLister.ListHabSites(mode,specificSpaceBody,restrictInner,restrictOuter)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
---@param mode int what to display&lt;br /&gt;
---- 1: Medians &lt;br /&gt;
---- 2: Top 50% Means &lt;br /&gt;
---@param specificSpaceBody which space body to focus on. Use nil value to show all.&lt;br /&gt;
---@param restrictInner do not show outer solar system space bodies&lt;br /&gt;
---@param restrictOuter do not show inner solar system space bodies&lt;br /&gt;
---@return wiki table of HabSites&lt;br /&gt;
function HabSiteLister.ListHabSites(mode, specificSpaceBody, restrictInner, restrictOuter)&lt;br /&gt;
	local returnString = &#039;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! Site Name&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n!&#039; .. IconModule.Icon({args={&#039;water&#039;}})&lt;br /&gt;
	returnString = returnString .. &#039;\n!&#039; .. IconModule.Icon({args={&#039;volatiles&#039;}})&lt;br /&gt;
	returnString = returnString .. &#039;\n!&#039; .. IconModule.Icon({args={&#039;metals&#039;}})&lt;br /&gt;
	returnString = returnString .. &#039;\n!&#039; .. IconModule.Icon({args={&#039;nobles&#039;}})&lt;br /&gt;
	returnString = returnString .. &#039;\n!&#039; .. IconModule.Icon({args={&#039;fissiles&#039;}})&lt;br /&gt;
	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	&lt;br /&gt;
	for rowID, row in pairs(HabSiteData) do&lt;br /&gt;
		local spaceBodyID = row[&#039;parentBodyName&#039;] or &#039;&#039;&lt;br /&gt;
		if (not specificSpaceBody or specificSpaceBody == &#039;&#039; or specificSpaceBody == spaceBodyID)&lt;br /&gt;
			and (not restrictInner or restrictInner == &#039;&#039; or not outerEffects[SpaceBodyData[spaceBodyID][&#039;effectToExplore&#039;]])&lt;br /&gt;
			and (not restrictOuter or restrictOuter == &#039;&#039; or outerEffects[SpaceBodyData[spaceBodyID][&#039;effectToExplore&#039;]]) then&lt;br /&gt;
			returnString = returnString .. &#039;\n| style=&amp;quot;text-align:left;&amp;quot; |&#039; .. (HabSiteNames[&#039;TIHabSiteTemplate.displayName.&#039; .. rowID] or rowID)&lt;br /&gt;
				&lt;br /&gt;
			local modifyBySize = MiningProfileData[miningProfileID][&#039;modifyBySize&#039;]&lt;br /&gt;
			local waterMean = tonumber(MiningProfileData[miningProfileID][&#039;water_mean&#039;])&lt;br /&gt;
			local waterWidth = tonumber(MiningProfileData[miningProfileID][&#039;water_width&#039;])&lt;br /&gt;
			local waterMin = tonumber(MiningProfileData[miningProfileID][&#039;water_min&#039;])&lt;br /&gt;
			local waterJump = tonumber(MiningProfileData[miningProfileID][&#039;water_jump&#039;])&lt;br /&gt;
			if waterMean == 0 and waterWidth == 0 then&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
			elseif not modifyBySize or modifyBySize ~= &#039;true&#039; then&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(waterMean)&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(waterMean + waterWidth * ((1 / (1 - waterJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			else&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(waterMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierA&#039;],3))&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(waterMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierA&#039;] + waterWidth * ((1 / (1 - waterJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			local volatilesMean = tonumber(MiningProfileData[miningProfileID][&#039;volatiles_mean&#039;])&lt;br /&gt;
			local volatilesWidth = tonumber(MiningProfileData[miningProfileID][&#039;volatiles_width&#039;])&lt;br /&gt;
			local volatilesMin = tonumber(MiningProfileData[miningProfileID][&#039;volatiles_min&#039;])&lt;br /&gt;
			local volatilesJump = tonumber(MiningProfileData[miningProfileID][&#039;volatiles_jump&#039;])&lt;br /&gt;
			if volatilesMean == 0 and volatilesWidth == 0 then&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
			elseif not modifyBySize or modifyBySize ~= &#039;true&#039; then&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(volatilesMean)&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(volatilesMean + volatilesWidth * ((1 / (1 - volatilesJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			else&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(volatilesMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierA&#039;],3))&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(volatilesMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierA&#039;] + volatilesWidth * ((1 / (1 - volatilesJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			&lt;br /&gt;
			local metalsMean = tonumber(MiningProfileData[miningProfileID][&#039;metals_mean&#039;])&lt;br /&gt;
			local metalsWidth = tonumber(MiningProfileData[miningProfileID][&#039;metals_width&#039;])&lt;br /&gt;
			local metalsMin = tonumber(MiningProfileData[miningProfileID][&#039;metals_min&#039;])&lt;br /&gt;
			local metalsJump = tonumber(MiningProfileData[miningProfileID][&#039;metals_jump&#039;])&lt;br /&gt;
			if metalsMean == 0 and metalsWidth == 0 then&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
			elseif not modifyBySize or modifyBySize ~= &#039;true&#039; then&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(metalsMean)&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(metalsMean + metalsWidth * ((1 / (1 - metalsJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			else&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(metalsMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierB&#039;],3))&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(metalsMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierB&#039;] + metalsWidth * ((1 / (1 - metalsJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			&lt;br /&gt;
			local noblesMean = tonumber(MiningProfileData[miningProfileID][&#039;nobles_mean&#039;])&lt;br /&gt;
			local noblesWidth = tonumber(MiningProfileData[miningProfileID][&#039;nobles_width&#039;])&lt;br /&gt;
			local noblesMin = tonumber(MiningProfileData[miningProfileID][&#039;nobles_min&#039;])&lt;br /&gt;
			local noblesJump = tonumber(MiningProfileData[miningProfileID][&#039;nobles_jump&#039;])&lt;br /&gt;
			if noblesMean == 0 and noblesWidth == 0 then&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
			elseif not modifyBySize or modifyBySize ~= &#039;true&#039; then&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(noblesMean)&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(noblesMean + noblesWidth * ((1 / (1 - noblesJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			else&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(noblesMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierB&#039;],3))&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(noblesMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierB&#039;] + noblesWidth * ((1 / (1 - noblesJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
			&lt;br /&gt;
			local fissilesMean = tonumber(MiningProfileData[miningProfileID][&#039;fissiles_mean&#039;])&lt;br /&gt;
			local fissilesWidth = tonumber(MiningProfileData[miningProfileID][&#039;fissiles_width&#039;])&lt;br /&gt;
			local fissilesMin = tonumber(MiningProfileData[miningProfileID][&#039;fissiles_min&#039;])&lt;br /&gt;
			local fissilesJump = tonumber(MiningProfileData[miningProfileID][&#039;fissiles_jump&#039;])&lt;br /&gt;
			if fissilesMean == 0 and fissilesWidth == 0 then&lt;br /&gt;
				returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
			elseif not modifyBySize or modifyBySize ~= &#039;true&#039; then&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(fissilesMean)&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(fissilesMean + fissilesWidth * ((1 / (1 - fissilesJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			else&lt;br /&gt;
				if mode == 1 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(fissilesMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierB&#039;],3))&lt;br /&gt;
				elseif mode == 2 then&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; .. tostring(round(fissilesMean * SpaceBodyMiningData[spaceBodyID][&#039;modifierB&#039;] + fissilesWidth * ((1 / (1 - fissilesJump)) - 1),3))&lt;br /&gt;
				else&lt;br /&gt;
					returnString = returnString .. &#039;\n| &#039; &lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
			&lt;br /&gt;
	    	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	    end&lt;br /&gt;
	end&lt;br /&gt;
	returnString = returnString .. &#039;\n|}&#039;&lt;br /&gt;
	&lt;br /&gt;
	return returnString&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
return HabSiteLister&lt;/div&gt;</summary>
		<author><name>76561197970425841</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Mars&amp;diff=10088</id>
		<title>Mars</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Mars&amp;diff=10088"/>
		<updated>2025-12-17T21:42:45Z</updated>

		<summary type="html">&lt;p&gt;76561197970425841: -excess linebreaks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Information ==&lt;br /&gt;
Mars is the fourth planet from the Sun and the second-smallest planet in the Solar System. Often called the &amp;quot;Red Planet&amp;quot; due to its reddish appearance caused by iron oxide on its surface. Mars is a primary target for human colonization in the game with 25 habitation sites available.&lt;br /&gt;
&lt;br /&gt;
{{Infobox/Body&lt;br /&gt;
  | title = Terrestrial Planet&lt;br /&gt;
  | icon = {{bodyIcon|Mars|256px}}&lt;br /&gt;
  | surface = Diverse Regolith&lt;br /&gt;
  | orbiting = {{bodyIcon|Sol}}&amp;amp;nbsp; Sol&lt;br /&gt;
  | orbital distance = {{bodyIcon|Distance}}&amp;amp;nbsp; 1.52 AU&lt;br /&gt;
  | orbital period = {{bodyIcon|Period}}&amp;amp;nbsp; 687 days&lt;br /&gt;
  | escape velocity = {{bodyIcon|Escape}}&amp;amp;nbsp; 5 kps&lt;br /&gt;
  | diameter = {{bodyIcon|Diameter}}&amp;amp;nbsp; 6,792.4 km&lt;br /&gt;
  | atmosphere = {{bodyIcon|Atmo thin}}&amp;amp;nbsp; Thin, primarily CO₂&lt;br /&gt;
  | gravity = {{bodyIcon|Gravity}}&amp;amp;nbsp; 0.38 g&lt;br /&gt;
  | hab level = {{bodyIcon|Tier 3}}&lt;br /&gt;
  | moon number = 2&lt;br /&gt;
  | moons =&lt;br /&gt;
{{!}} style=&amp;quot;text-align:left;&amp;quot; {{!}} {{bodyIcon|Phobos}}&amp;amp;nbsp; [[Phobos]] {{!}}{{!}} Wet Carbonaceous {{!}}{{!}} 0/1&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style=&amp;quot;text-align:left;&amp;quot; {{!}} {{bodyIcon|Deimos}}&amp;amp;nbsp; [[Deimos]] {{!}}{{!}} Common Carbonaceous {{!}}{{!}} 0/1&lt;br /&gt;
  | hab number = 25&lt;br /&gt;
  | hab sites =&lt;br /&gt;
* Arcadia Planitia&lt;br /&gt;
* Tantalus Fossae&lt;br /&gt;
* Tempe Terra&lt;br /&gt;
* Acidalia Planitia&lt;br /&gt;
* Utopia Planitia&lt;br /&gt;
* Olympus Mons&lt;br /&gt;
* Ares Valles&lt;br /&gt;
* Arabia Terra&lt;br /&gt;
* Isidis Planitia&lt;br /&gt;
* Elysium Planitia&lt;br /&gt;
* Tharsis Montes&lt;br /&gt;
* Noctis Labyrinthus&lt;br /&gt;
* Xanthe Terra&lt;br /&gt;
* Schiaparelli Crater&lt;br /&gt;
* Terra Sabaea&lt;br /&gt;
* Terra Sirenum&lt;br /&gt;
* Daedalia Planum&lt;br /&gt;
* Valles Marineris&lt;br /&gt;
* Scylla Scopulus&lt;br /&gt;
* Tyrrhena Terra&lt;br /&gt;
* Aonia Terra&lt;br /&gt;
* Argyre Planitia&lt;br /&gt;
* Noachis Terra&lt;br /&gt;
* Hellas Planitia&lt;br /&gt;
* Promethei Terra&lt;br /&gt;
  | orbit number = 7&lt;br /&gt;
  | available orbits =&lt;br /&gt;
{{!}} style=&amp;quot;text-align:left;&amp;quot; {{!}} Low Mars Orbit {{!}}{{!}} - {{!}}{{!}} 500 {{!}}{{!}} 288.8 mg {{!}}{{!}} 0/8&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style=&amp;quot;text-align:left;&amp;quot; {{!}} Inclined Low Mars Orbit 1 {{!}}{{!}} - {{!}}{{!}} 3,000 {{!}}{{!}} 107.0 mg {{!}}{{!}} 0/1&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style=&amp;quot;text-align:left;&amp;quot; {{!}} Inclined Low Mars Orbit 2 {{!}}{{!}} - {{!}}{{!}} 5,000 {{!}}{{!}} 62.1 mg {{!}}{{!}} 0/1&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style=&amp;quot;text-align:left;&amp;quot; {{!}} Synchronous Mars Orbit {{!}}{{!}} - {{!}}{{!}} 17,039 {{!}}{{!}} 10.5 mg {{!}}{{!}} 0/8&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style=&amp;quot;text-align:left;&amp;quot; {{!}} Medium Mars Orbit {{!}}{{!}} - {{!}}{{!}} 35,200 {{!}}{{!}} 2.9 mg {{!}}{{!}} 0/8&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style=&amp;quot;text-align:left;&amp;quot; {{!}} High Mars Orbit {{!}}{{!}} - {{!}}{{!}} 98,300 {{!}}{{!}} 0.42 mg {{!}}{{!}} 0/8&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style=&amp;quot;text-align:left;&amp;quot; {{!}} Extreme Mars Orbit {{!}}{{!}} - {{!}}{{!}} 491,400 {{!}}{{!}} 0.018 mg {{!}}{{!}} 0/8&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
=== Gallery ===&lt;br /&gt;
&amp;lt;tabber style=&amp;quot;width: 510px;&amp;quot;&amp;gt;&lt;br /&gt;
|-|Hemisphere=&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 4px; border-style: solid; border-width: 1px;&amp;quot;&amp;gt;[[File:Mars Screen Close.png|500px|alt=A screenshot of planet Mars from orbit|Hemisphere of Mars]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-|Projection=&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 4px; border-style: solid; border-width: 1px;&amp;quot;&amp;gt;[[File:TEX_Planet_Mars_D.png|500px|alt=Game file image showing a full projection of the surface of Mars|Mars projection from the game files]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-|Hab surface=&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 4px; border-style: solid; border-width: 1px;&amp;quot;&amp;gt;[[File:surface_mars.png|500px|alt=Game file image showing the surface of Mars used for the Habitat menu|Hab menu image of Mars]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-|Photo=&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 4px; border-style: solid; border-width: 1px;&amp;quot;&amp;gt;[[File:Mars_Photo01.jpg|500px|A NASA photo of Mars, centered on the Tharsis plateau|NASA photo of Mars]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional Information ==&lt;br /&gt;
=== Exploration Tech ===&lt;br /&gt;
The [[Technology#Global_Research|Global Technology]] [[Mission to Mars]] is required research to enable sending probes to this planetary system.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-collapsetext=&amp;quot;hide archive entry&amp;quot; data-expandtext=&amp;quot;show archive entry&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h4&amp;gt;&lt;br /&gt;
&amp;lt;span&amp;gt;Mission to Mars&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-toggle-placeholder&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/h4&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center&amp;quot;&amp;gt;Scientists study exploration and colonization of the red planet.&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;quot;It takes so very little for one tribe of humanity to look upon a second tribe as The Other. Think of what will happen once hundreds of millions of kilometers lie between us.&amp;quot;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:right&amp;quot;&amp;gt;Chancellor Li Qingzhao, the Academy&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:right&amp;quot;&amp;gt;&amp;quot;Distributed Humanity&amp;quot;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Though it is scarcely an appealing home, there is no better prospect within our solar system for eventual colonization than our crimson neighbor, Mars. It lacks a breathable atmosphere, the radiation risk from both galactic cosmic rays and solar energetic particles is extreme, the soil is flooded with toxins, and the low gravity will weaken both bones and muscles and cause cardiovascular problems. Then there is the cold, and the minimal supply of water... And with travel each way also taking months, at least until such time as we have made profound progress in spaceflight technology, only the bravest and hardiest pioneers would dare take this chance. Yet if humanity is ever to explore the stars, or settle on further-out planets, or to trace our alien visitors to their own homeworld, there is simply no choice other than Mars. In terms of temperature, sunlight, and simple proximity, no other planet in our system comes close. Our scientists are now confident that the settling of a limited number of highly-trained personnel will be possible, thanks to a combination of highly complex life-support systems and certain cyanobacteria capable of photosynthesis even on Mars&#039; hostile surface. The latter, grown at sufficient scale, can generate both food and oxygen locally, and allow the propagation of more complex organisms. It is from these starting blocks that long-term life on Mars will begin.&lt;br /&gt;
&lt;br /&gt;
–Allows sending probes to Mars and inner-system asteroids and the construction of habitats at those locations&lt;br /&gt;
&amp;lt;br/&amp;gt;–Allows exploration and construction at the Sun-Earth Lagrange Points and asteroids in the Earth orbital region&lt;br /&gt;
&amp;lt;br/&amp;gt;–The number of habitat mining modules we can support without paying a Mission Control cost increases by 6&lt;br /&gt;
&amp;lt;br/&amp;gt;–Factions that contributed more to this tech will complete scans of the space body faster&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mining Sites ===&lt;br /&gt;
{{HabSiteLister|Mars}}&lt;br /&gt;
&lt;br /&gt;
=== Strategic Value ===&lt;br /&gt;
Mars represents the first major colonization effort beyond the Earth-Moon system. Its numerous habitation sites and relatively hospitable conditions make it a crucial stepping stone for further solar system development.&lt;br /&gt;
&lt;br /&gt;
=== Narrative Events ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h4&amp;gt;&lt;br /&gt;
&amp;lt;span&amp;gt;Journey to InSight&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-toggle-placeholder&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/h4&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;InSight lander site visited.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With our presence on Mars firmly established, a small research team has taken the time to seek out NASA&#039;s InSight lander, which had spent several years studying the red planet&#039;s seismography before going dark in December 2022. The data it gathered was instrumental in finding suitable prospective sites for our manned bases.&lt;br /&gt;
&lt;br /&gt;
# Establish a memorial site.&lt;br /&gt;
#: &#039;&#039;Astronauts working for {targetFactionName} have built a memorial to the InSight lander.&#039;&#039;&lt;br /&gt;
# Clean it up, make a few repairs, and let it continue its mission.&lt;br /&gt;
#: &#039;&#039;Engineers with {targetFactionName} have put the InSight lander back to work.&#039;&#039;&lt;br /&gt;
# Scrap it, and sell the parts to the highest bidder.&lt;br /&gt;
#: &#039;&#039;Supporters of {targetFactionName} are selling mementos of the InSight lander.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h4&amp;gt;&lt;br /&gt;
&amp;lt;span&amp;gt;Lone marine defeats alien infiltration&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-toggle-placeholder&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/h4&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;One marine &amp;quot;fights through hell.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attempts by the Aliens to infiltrate {targetHabName} on Mars were foiled after a lone marine escaped the preliminary destruction of the barracks there, then went on a one-man rampage through the Alien combat team. As one of the emergency responders commented, &amp;quot;He ripped &#039;em a new one. Really tore them apart!&amp;quot;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The marine, known to be a fan of heavy metal, declined to comment.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h4&amp;gt;&lt;br /&gt;
&amp;lt;span&amp;gt;Olympus Mons&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-toggle-placeholder&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/h4&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;A scientific expedition from {targetHabName} has begun exploring Olympus Mons.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
More than twice the height of Mount Everest on Earth, Olympus Mons is the tallest mountain in the Solar System and one of the largest volcanoes. It is so large that an observer standing on the peak would be unable to tell they were on a tall mountain, as the gentle downwards slope extends well beyond the horizon.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The awesome size of Olympus Mons is thought to be due to the lack of mobile tectonic plates on Mars. Fixed over a stationary hotspot, the volcano was able to discharge lava for an extremely long time, creating its massive dimensions. &lt;br /&gt;
&lt;br /&gt;
# A quick survey is all we need.&lt;br /&gt;
#: &#039;&#039;{targetFactionName} endorses a quick survey of Olympus Mons.&#039;&#039;&lt;br /&gt;
# Set up camp and collect as much information as possible.&lt;br /&gt;
#: &#039;&#039;{targetFactionName} endorses a detailed survey of Olympus Mons.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Real world statistics &amp;amp; trivia ===&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Olympus_Mons Olympus Mons] is the largest volcano in the solar system and arguably the tallest mountain (contended by a recent unnamed discovery on {{bodyIcon|Mani}} [[Máni]] and Rheasilvia on {{bodyIcon|Vesta}} [[Vesta]]). At nearly 20 km high, it is about 2.5 times the elevation of Mount Everest.&lt;br /&gt;
* Mars has distinctive [https://en.wikipedia.org/wiki/Martian_polar_ice_caps polar ice caps] which are not depicted in Terra Invicta. Mars is cold enough to freeze CO₂, which can form layers up to 8m thick at the southern pole. In winter, this measurably depletes the planet&#039;s already thin atmosphere.&lt;br /&gt;
&lt;br /&gt;
{{Celestial Bodies Navbox}}&lt;br /&gt;
[[Category:Planets]]&lt;br /&gt;
[[Category:Inner Solar System]]&lt;/div&gt;</summary>
		<author><name>76561197970425841</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Template:HabSiteLister&amp;diff=10087</id>
		<title>Template:HabSiteLister</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Template:HabSiteLister&amp;diff=10087"/>
		<updated>2025-12-17T21:38:01Z</updated>

		<summary type="html">&lt;p&gt;76561197970425841: Made notes a collapsed collapsible element. (Reasoning; longish non-critical info repeated across short article pages)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-collapsetext=&amp;quot;hide notes&amp;quot; data-expandtext=&amp;quot;show notes&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span&amp;gt;Notes:&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* Negative values are not a bug, the game actually sets the median to a negative value to make it incredibly unlikely for the site to have a positive mine output. But note that the actual mined amount cannot actually be negative.&lt;br /&gt;
* Blank values indicate that the site can never produce this resource. In contrast, 0 indicates that there is still up to 50% chance for the site to produce the resource.&lt;br /&gt;
* Values shown do not take into account the final capping of the {{icon|nobles}}Nobles output to just 1/2 or 1/3 of the {{icon|metals}}Metals output.&lt;br /&gt;
* Top 50% Mean is the average value of the top 50% of possible rolls. It is also a much looser estimate than the median because it cannot handle edge cases such as where the mininum value is too close to the median value.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Median=&lt;br /&gt;
{{#invoke:HabSiteLister|ListSpecific|mode=1|specificSpaceBody={{{1}}}|restrictInner={{{2|}}}|restrictOuter={{{3|}}} }}&lt;br /&gt;
|-|Top 50% Mean=&lt;br /&gt;
{{#invoke:HabSiteLister|ListSpecific|mode=2|specificSpaceBody={{{1}}}|restrictInner={{{2|}}}|restrictOuter={{{3|}}} }}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
A template for inserting hab site tables.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
To get the hab site table for Mercury for example:&lt;br /&gt;
&amp;lt;pre&amp;gt;{{HabSiteLister|Mercury}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
&lt;br /&gt;
{{HabSiteLister|Mercury}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561197970425841</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Mars&amp;diff=10086</id>
		<title>Mars</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Mars&amp;diff=10086"/>
		<updated>2025-12-17T20:59:55Z</updated>

		<summary type="html">&lt;p&gt;76561197970425841: /* Gallery */ -max width (more mobile friendly)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Information ==&lt;br /&gt;
Mars is the fourth planet from the Sun and the second-smallest planet in the Solar System. Often called the &amp;quot;Red Planet&amp;quot; due to its reddish appearance caused by iron oxide on its surface. Mars is a primary target for human colonization in the game with 25 habitation sites available.&lt;br /&gt;
&lt;br /&gt;
{{Infobox/Body&lt;br /&gt;
  | title = Terrestrial Planet&lt;br /&gt;
  | icon = {{bodyIcon|Mars|256px}}&lt;br /&gt;
  | surface = Diverse Regolith&lt;br /&gt;
  | orbiting = {{bodyIcon|Sol}}&amp;amp;nbsp; Sol&lt;br /&gt;
  | orbital distance = {{bodyIcon|Distance}}&amp;amp;nbsp; 1.52 AU&lt;br /&gt;
  | orbital period = {{bodyIcon|Period}}&amp;amp;nbsp; 687 days&lt;br /&gt;
  | escape velocity = {{bodyIcon|Escape}}&amp;amp;nbsp; 5 kps&lt;br /&gt;
  | diameter = {{bodyIcon|Diameter}}&amp;amp;nbsp; 6,792.4 km&lt;br /&gt;
  | atmosphere = {{bodyIcon|Atmo thin}}&amp;amp;nbsp; Thin, primarily CO₂&lt;br /&gt;
  | gravity = {{bodyIcon|Gravity}}&amp;amp;nbsp; 0.38 g&lt;br /&gt;
  | hab level = {{bodyIcon|Tier 3}}&lt;br /&gt;
  | moon number = 2&lt;br /&gt;
  | moons =&lt;br /&gt;
{{!}} style=&amp;quot;text-align:left;&amp;quot; {{!}} {{bodyIcon|Phobos}}&amp;amp;nbsp; [[Phobos]] {{!}}{{!}} Wet Carbonaceous {{!}}{{!}} 0/1&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style=&amp;quot;text-align:left;&amp;quot; {{!}} {{bodyIcon|Deimos}}&amp;amp;nbsp; [[Deimos]] {{!}}{{!}} Common Carbonaceous {{!}}{{!}} 0/1&lt;br /&gt;
  | hab number = 25&lt;br /&gt;
  | hab sites =&lt;br /&gt;
* Arcadia Planitia&lt;br /&gt;
* Tantalus Fossae&lt;br /&gt;
* Tempe Terra&lt;br /&gt;
* Acidalia Planitia&lt;br /&gt;
* Utopia Planitia&lt;br /&gt;
* Olympus Mons&lt;br /&gt;
* Ares Valles&lt;br /&gt;
* Arabia Terra&lt;br /&gt;
* Isidis Planitia&lt;br /&gt;
* Elysium Planitia&lt;br /&gt;
* Tharsis Montes&lt;br /&gt;
* Noctis Labyrinthus&lt;br /&gt;
* Xanthe Terra&lt;br /&gt;
* Schiaparelli Crater&lt;br /&gt;
* Terra Sabaea&lt;br /&gt;
* Terra Sirenum&lt;br /&gt;
* Daedalia Planum&lt;br /&gt;
* Valles Marineris&lt;br /&gt;
* Scylla Scopulus&lt;br /&gt;
* Tyrrhena Terra&lt;br /&gt;
* Aonia Terra&lt;br /&gt;
* Argyre Planitia&lt;br /&gt;
* Noachis Terra&lt;br /&gt;
* Hellas Planitia&lt;br /&gt;
* Promethei Terra&lt;br /&gt;
  | orbit number = 7&lt;br /&gt;
  | available orbits =&lt;br /&gt;
{{!}} style=&amp;quot;text-align:left;&amp;quot; {{!}} Low Mars Orbit {{!}}{{!}} - {{!}}{{!}} 500 {{!}}{{!}} 288.8 mg {{!}}{{!}} 0/8&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style=&amp;quot;text-align:left;&amp;quot; {{!}} Inclined Low Mars Orbit 1 {{!}}{{!}} - {{!}}{{!}} 3,000 {{!}}{{!}} 107.0 mg {{!}}{{!}} 0/1&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style=&amp;quot;text-align:left;&amp;quot; {{!}} Inclined Low Mars Orbit 2 {{!}}{{!}} - {{!}}{{!}} 5,000 {{!}}{{!}} 62.1 mg {{!}}{{!}} 0/1&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style=&amp;quot;text-align:left;&amp;quot; {{!}} Synchronous Mars Orbit {{!}}{{!}} - {{!}}{{!}} 17,039 {{!}}{{!}} 10.5 mg {{!}}{{!}} 0/8&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style=&amp;quot;text-align:left;&amp;quot; {{!}} Medium Mars Orbit {{!}}{{!}} - {{!}}{{!}} 35,200 {{!}}{{!}} 2.9 mg {{!}}{{!}} 0/8&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style=&amp;quot;text-align:left;&amp;quot; {{!}} High Mars Orbit {{!}}{{!}} - {{!}}{{!}} 98,300 {{!}}{{!}} 0.42 mg {{!}}{{!}} 0/8&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style=&amp;quot;text-align:left;&amp;quot; {{!}} Extreme Mars Orbit {{!}}{{!}} - {{!}}{{!}} 491,400 {{!}}{{!}} 0.018 mg {{!}}{{!}} 0/8&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
=== Gallery ===&lt;br /&gt;
&amp;lt;tabber style=&amp;quot;width: 510px;&amp;quot;&amp;gt;&lt;br /&gt;
|-|Hemisphere=&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 4px; border-style: solid; border-width: 1px;&amp;quot;&amp;gt;[[File:Mars Screen Close.png|500px|alt=A screenshot of planet Mars from orbit|Hemisphere of Mars]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-|Projection=&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 4px; border-style: solid; border-width: 1px;&amp;quot;&amp;gt;[[File:TEX_Planet_Mars_D.png|500px|alt=Game file image showing a full projection of the surface of Mars|Mars projection from the game files]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-|Hab surface=&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 4px; border-style: solid; border-width: 1px;&amp;quot;&amp;gt;[[File:surface_mars.png|500px|alt=Game file image showing the surface of Mars used for the Habitat menu|Hab menu image of Mars]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-|Photo=&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 4px; border-style: solid; border-width: 1px;&amp;quot;&amp;gt;[[File:Mars_Photo01.jpg|500px|A NASA photo of Mars, centered on the Tharsis plateau|NASA photo of Mars]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional Information ==&lt;br /&gt;
=== Exploration Tech ===&lt;br /&gt;
The [[Technology#Global_Research|Global Technology]] [[Mission to Mars]] is required research to enable sending probes to this planetary system.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-collapsetext=&amp;quot;hide archive entry&amp;quot; data-expandtext=&amp;quot;show archive entry&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h4&amp;gt;&lt;br /&gt;
&amp;lt;span&amp;gt;Mission to Mars&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-toggle-placeholder&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/h4&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center&amp;quot;&amp;gt;Scientists study exploration and colonization of the red planet.&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;quot;It takes so very little for one tribe of humanity to look upon a second tribe as The Other. Think of what will happen once hundreds of millions of kilometers lie between us.&amp;quot;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:right&amp;quot;&amp;gt;Chancellor Li Qingzhao, the Academy&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:right&amp;quot;&amp;gt;&amp;quot;Distributed Humanity&amp;quot;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Though it is scarcely an appealing home, there is no better prospect within our solar system for eventual colonization than our crimson neighbor, Mars. It lacks a breathable atmosphere, the radiation risk from both galactic cosmic rays and solar energetic particles is extreme, the soil is flooded with toxins, and the low gravity will weaken both bones and muscles and cause cardiovascular problems. Then there is the cold, and the minimal supply of water... And with travel each way also taking months, at least until such time as we have made profound progress in spaceflight technology, only the bravest and hardiest pioneers would dare take this chance. Yet if humanity is ever to explore the stars, or settle on further-out planets, or to trace our alien visitors to their own homeworld, there is simply no choice other than Mars. In terms of temperature, sunlight, and simple proximity, no other planet in our system comes close. Our scientists are now confident that the settling of a limited number of highly-trained personnel will be possible, thanks to a combination of highly complex life-support systems and certain cyanobacteria capable of photosynthesis even on Mars&#039; hostile surface. The latter, grown at sufficient scale, can generate both food and oxygen locally, and allow the propagation of more complex organisms. It is from these starting blocks that long-term life on Mars will begin.&lt;br /&gt;
&lt;br /&gt;
–Allows sending probes to Mars and inner-system asteroids and the construction of habitats at those locations&lt;br /&gt;
&amp;lt;br/&amp;gt;–Allows exploration and construction at the Sun-Earth Lagrange Points and asteroids in the Earth orbital region&lt;br /&gt;
&amp;lt;br/&amp;gt;–The number of habitat mining modules we can support without paying a Mission Control cost increases by 6&lt;br /&gt;
&amp;lt;br/&amp;gt;–Factions that contributed more to this tech will complete scans of the space body faster&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mining Sites ===&lt;br /&gt;
{{HabSiteLister|Mars}}&lt;br /&gt;
&lt;br /&gt;
=== Strategic Value ===&lt;br /&gt;
Mars represents the first major colonization effort beyond the Earth-Moon system. Its numerous habitation sites and relatively hospitable conditions make it a crucial stepping stone for further solar system development.&lt;br /&gt;
&lt;br /&gt;
=== Narrative Events ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h4&amp;gt;&lt;br /&gt;
&amp;lt;span&amp;gt;Journey to InSight&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-toggle-placeholder&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/h4&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;InSight lander site visited.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With our presence on Mars firmly established, a small research team has taken the time to seek out NASA&#039;s InSight lander, which had spent several years studying the red planet&#039;s seismography before going dark in December 2022. The data it gathered was instrumental in finding suitable prospective sites for our manned bases.&lt;br /&gt;
&lt;br /&gt;
# Establish a memorial site.&lt;br /&gt;
#: &#039;&#039;Astronauts working for {targetFactionName} have built a memorial to the InSight lander.&#039;&#039;&lt;br /&gt;
# Clean it up, make a few repairs, and let it continue its mission.&lt;br /&gt;
#: &#039;&#039;Engineers with {targetFactionName} have put the InSight lander back to work.&#039;&#039;&lt;br /&gt;
# Scrap it, and sell the parts to the highest bidder.&lt;br /&gt;
#: &#039;&#039;Supporters of {targetFactionName} are selling mementos of the InSight lander.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h4&amp;gt;&lt;br /&gt;
&amp;lt;span&amp;gt;Lone marine defeats alien infiltration&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-toggle-placeholder&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/h4&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;One marine &amp;quot;fights through hell.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attempts by the Aliens to infiltrate {targetHabName} on Mars were foiled after a lone marine escaped the preliminary destruction of the barracks there, then went on a one-man rampage through the Alien combat team. As one of the emergency responders commented, &amp;quot;He ripped &#039;em a new one. Really tore them apart!&amp;quot;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The marine, known to be a fan of heavy metal, declined to comment.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h4&amp;gt;&lt;br /&gt;
&amp;lt;span&amp;gt;Olympus Mons&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-toggle-placeholder&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/h4&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;A scientific expedition from {targetHabName} has begun exploring Olympus Mons.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
More than twice the height of Mount Everest on Earth, Olympus Mons is the tallest mountain in the Solar System and one of the largest volcanoes. It is so large that an observer standing on the peak would be unable to tell they were on a tall mountain, as the gentle downwards slope extends well beyond the horizon.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The awesome size of Olympus Mons is thought to be due to the lack of mobile tectonic plates on Mars. Fixed over a stationary hotspot, the volcano was able to discharge lava for an extremely long time, creating its massive dimensions. &lt;br /&gt;
&lt;br /&gt;
# A quick survey is all we need.&lt;br /&gt;
#: &#039;&#039;{targetFactionName} endorses a quick survey of Olympus Mons.&#039;&#039;&lt;br /&gt;
# Set up camp and collect as much information as possible.&lt;br /&gt;
#: &#039;&#039;{targetFactionName} endorses a detailed survey of Olympus Mons.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Real world statistics &amp;amp; trivia ===&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Olympus_Mons Olympus Mons] is the largest volcano in the solar system and arguably the tallest mountain (contended by a recent unnamed discovery on {{bodyIcon|Mani}} [[Máni]] and Rheasilvia on {{bodyIcon|Vesta}} [[Vesta]]). At nearly 20 km high, it is about 2.5 times the elevation of Mount Everest.&lt;br /&gt;
* Mars has distinctive [https://en.wikipedia.org/wiki/Martian_polar_ice_caps polar ice caps] which are not depicted in Terra Invicta. Mars is cold enough to freeze CO₂, which can form layers up to 8m thick at the southern pole. In winter, this measurably depletes the planet&#039;s already thin atmosphere.&lt;br /&gt;
&lt;br /&gt;
{{Celestial Bodies Navbox}}&lt;br /&gt;
[[Category:Planets]]&lt;br /&gt;
[[Category:Inner Solar System]]&lt;/div&gt;</summary>
		<author><name>76561197970425841</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Mars&amp;diff=10085</id>
		<title>Mars</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Mars&amp;diff=10085"/>
		<updated>2025-12-17T20:56:58Z</updated>

		<summary type="html">&lt;p&gt;76561197970425841: /* Exploration Tech */ +unlocks/bonuses&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Information ==&lt;br /&gt;
Mars is the fourth planet from the Sun and the second-smallest planet in the Solar System. Often called the &amp;quot;Red Planet&amp;quot; due to its reddish appearance caused by iron oxide on its surface. Mars is a primary target for human colonization in the game with 25 habitation sites available.&lt;br /&gt;
&lt;br /&gt;
{{Infobox/Body&lt;br /&gt;
  | title = Terrestrial Planet&lt;br /&gt;
  | icon = {{bodyIcon|Mars|256px}}&lt;br /&gt;
  | surface = Diverse Regolith&lt;br /&gt;
  | orbiting = {{bodyIcon|Sol}}&amp;amp;nbsp; Sol&lt;br /&gt;
  | orbital distance = {{bodyIcon|Distance}}&amp;amp;nbsp; 1.52 AU&lt;br /&gt;
  | orbital period = {{bodyIcon|Period}}&amp;amp;nbsp; 687 days&lt;br /&gt;
  | escape velocity = {{bodyIcon|Escape}}&amp;amp;nbsp; 5 kps&lt;br /&gt;
  | diameter = {{bodyIcon|Diameter}}&amp;amp;nbsp; 6,792.4 km&lt;br /&gt;
  | atmosphere = {{bodyIcon|Atmo thin}}&amp;amp;nbsp; Thin, primarily CO₂&lt;br /&gt;
  | gravity = {{bodyIcon|Gravity}}&amp;amp;nbsp; 0.38 g&lt;br /&gt;
  | hab level = {{bodyIcon|Tier 3}}&lt;br /&gt;
  | moon number = 2&lt;br /&gt;
  | moons =&lt;br /&gt;
{{!}} style=&amp;quot;text-align:left;&amp;quot; {{!}} {{bodyIcon|Phobos}}&amp;amp;nbsp; [[Phobos]] {{!}}{{!}} Wet Carbonaceous {{!}}{{!}} 0/1&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style=&amp;quot;text-align:left;&amp;quot; {{!}} {{bodyIcon|Deimos}}&amp;amp;nbsp; [[Deimos]] {{!}}{{!}} Common Carbonaceous {{!}}{{!}} 0/1&lt;br /&gt;
  | hab number = 25&lt;br /&gt;
  | hab sites =&lt;br /&gt;
* Arcadia Planitia&lt;br /&gt;
* Tantalus Fossae&lt;br /&gt;
* Tempe Terra&lt;br /&gt;
* Acidalia Planitia&lt;br /&gt;
* Utopia Planitia&lt;br /&gt;
* Olympus Mons&lt;br /&gt;
* Ares Valles&lt;br /&gt;
* Arabia Terra&lt;br /&gt;
* Isidis Planitia&lt;br /&gt;
* Elysium Planitia&lt;br /&gt;
* Tharsis Montes&lt;br /&gt;
* Noctis Labyrinthus&lt;br /&gt;
* Xanthe Terra&lt;br /&gt;
* Schiaparelli Crater&lt;br /&gt;
* Terra Sabaea&lt;br /&gt;
* Terra Sirenum&lt;br /&gt;
* Daedalia Planum&lt;br /&gt;
* Valles Marineris&lt;br /&gt;
* Scylla Scopulus&lt;br /&gt;
* Tyrrhena Terra&lt;br /&gt;
* Aonia Terra&lt;br /&gt;
* Argyre Planitia&lt;br /&gt;
* Noachis Terra&lt;br /&gt;
* Hellas Planitia&lt;br /&gt;
* Promethei Terra&lt;br /&gt;
  | orbit number = 7&lt;br /&gt;
  | available orbits =&lt;br /&gt;
{{!}} style=&amp;quot;text-align:left;&amp;quot; {{!}} Low Mars Orbit {{!}}{{!}} - {{!}}{{!}} 500 {{!}}{{!}} 288.8 mg {{!}}{{!}} 0/8&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style=&amp;quot;text-align:left;&amp;quot; {{!}} Inclined Low Mars Orbit 1 {{!}}{{!}} - {{!}}{{!}} 3,000 {{!}}{{!}} 107.0 mg {{!}}{{!}} 0/1&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style=&amp;quot;text-align:left;&amp;quot; {{!}} Inclined Low Mars Orbit 2 {{!}}{{!}} - {{!}}{{!}} 5,000 {{!}}{{!}} 62.1 mg {{!}}{{!}} 0/1&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style=&amp;quot;text-align:left;&amp;quot; {{!}} Synchronous Mars Orbit {{!}}{{!}} - {{!}}{{!}} 17,039 {{!}}{{!}} 10.5 mg {{!}}{{!}} 0/8&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style=&amp;quot;text-align:left;&amp;quot; {{!}} Medium Mars Orbit {{!}}{{!}} - {{!}}{{!}} 35,200 {{!}}{{!}} 2.9 mg {{!}}{{!}} 0/8&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style=&amp;quot;text-align:left;&amp;quot; {{!}} High Mars Orbit {{!}}{{!}} - {{!}}{{!}} 98,300 {{!}}{{!}} 0.42 mg {{!}}{{!}} 0/8&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style=&amp;quot;text-align:left;&amp;quot; {{!}} Extreme Mars Orbit {{!}}{{!}} - {{!}}{{!}} 491,400 {{!}}{{!}} 0.018 mg {{!}}{{!}} 0/8&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
=== Gallery ===&lt;br /&gt;
&amp;lt;tabber style=&amp;quot;width: 510px; max-width: 50%;&amp;quot;&amp;gt;&lt;br /&gt;
|-|Hemisphere=&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 4px; border-style: solid; border-width: 1px;&amp;quot;&amp;gt;[[File:Mars Screen Close.png|500px|alt=A screenshot of planet Mars from orbit|Hemisphere of Mars]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-|Projection=&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 4px; border-style: solid; border-width: 1px;&amp;quot;&amp;gt;[[File:TEX_Planet_Mars_D.png|500px|alt=Game file image showing a full projection of the surface of Mars|Mars projection from the game files]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-|Hab surface=&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 4px; border-style: solid; border-width: 1px;&amp;quot;&amp;gt;[[File:surface_mars.png|500px|alt=Game file image showing the surface of Mars used for the Habitat menu|Hab menu image of Mars]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-|Photo=&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 4px; border-style: solid; border-width: 1px;&amp;quot;&amp;gt;[[File:Mars_Photo01.jpg|500px|A NASA photo of Mars, centered on the Tharsis plateau|NASA photo of Mars]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional Information ==&lt;br /&gt;
=== Exploration Tech ===&lt;br /&gt;
The [[Technology#Global_Research|Global Technology]] [[Mission to Mars]] is required research to enable sending probes to this planetary system.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-collapsetext=&amp;quot;hide archive entry&amp;quot; data-expandtext=&amp;quot;show archive entry&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h4&amp;gt;&lt;br /&gt;
&amp;lt;span&amp;gt;Mission to Mars&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-toggle-placeholder&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/h4&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center&amp;quot;&amp;gt;Scientists study exploration and colonization of the red planet.&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;quot;It takes so very little for one tribe of humanity to look upon a second tribe as The Other. Think of what will happen once hundreds of millions of kilometers lie between us.&amp;quot;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:right&amp;quot;&amp;gt;Chancellor Li Qingzhao, the Academy&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:right&amp;quot;&amp;gt;&amp;quot;Distributed Humanity&amp;quot;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Though it is scarcely an appealing home, there is no better prospect within our solar system for eventual colonization than our crimson neighbor, Mars. It lacks a breathable atmosphere, the radiation risk from both galactic cosmic rays and solar energetic particles is extreme, the soil is flooded with toxins, and the low gravity will weaken both bones and muscles and cause cardiovascular problems. Then there is the cold, and the minimal supply of water... And with travel each way also taking months, at least until such time as we have made profound progress in spaceflight technology, only the bravest and hardiest pioneers would dare take this chance. Yet if humanity is ever to explore the stars, or settle on further-out planets, or to trace our alien visitors to their own homeworld, there is simply no choice other than Mars. In terms of temperature, sunlight, and simple proximity, no other planet in our system comes close. Our scientists are now confident that the settling of a limited number of highly-trained personnel will be possible, thanks to a combination of highly complex life-support systems and certain cyanobacteria capable of photosynthesis even on Mars&#039; hostile surface. The latter, grown at sufficient scale, can generate both food and oxygen locally, and allow the propagation of more complex organisms. It is from these starting blocks that long-term life on Mars will begin.&lt;br /&gt;
&lt;br /&gt;
–Allows sending probes to Mars and inner-system asteroids and the construction of habitats at those locations&lt;br /&gt;
&amp;lt;br/&amp;gt;–Allows exploration and construction at the Sun-Earth Lagrange Points and asteroids in the Earth orbital region&lt;br /&gt;
&amp;lt;br/&amp;gt;–The number of habitat mining modules we can support without paying a Mission Control cost increases by 6&lt;br /&gt;
&amp;lt;br/&amp;gt;–Factions that contributed more to this tech will complete scans of the space body faster&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mining Sites ===&lt;br /&gt;
{{HabSiteLister|Mars}}&lt;br /&gt;
&lt;br /&gt;
=== Strategic Value ===&lt;br /&gt;
Mars represents the first major colonization effort beyond the Earth-Moon system. Its numerous habitation sites and relatively hospitable conditions make it a crucial stepping stone for further solar system development.&lt;br /&gt;
&lt;br /&gt;
=== Narrative Events ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h4&amp;gt;&lt;br /&gt;
&amp;lt;span&amp;gt;Journey to InSight&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-toggle-placeholder&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/h4&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;InSight lander site visited.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With our presence on Mars firmly established, a small research team has taken the time to seek out NASA&#039;s InSight lander, which had spent several years studying the red planet&#039;s seismography before going dark in December 2022. The data it gathered was instrumental in finding suitable prospective sites for our manned bases.&lt;br /&gt;
&lt;br /&gt;
# Establish a memorial site.&lt;br /&gt;
#: &#039;&#039;Astronauts working for {targetFactionName} have built a memorial to the InSight lander.&#039;&#039;&lt;br /&gt;
# Clean it up, make a few repairs, and let it continue its mission.&lt;br /&gt;
#: &#039;&#039;Engineers with {targetFactionName} have put the InSight lander back to work.&#039;&#039;&lt;br /&gt;
# Scrap it, and sell the parts to the highest bidder.&lt;br /&gt;
#: &#039;&#039;Supporters of {targetFactionName} are selling mementos of the InSight lander.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h4&amp;gt;&lt;br /&gt;
&amp;lt;span&amp;gt;Lone marine defeats alien infiltration&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-toggle-placeholder&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/h4&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;One marine &amp;quot;fights through hell.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attempts by the Aliens to infiltrate {targetHabName} on Mars were foiled after a lone marine escaped the preliminary destruction of the barracks there, then went on a one-man rampage through the Alien combat team. As one of the emergency responders commented, &amp;quot;He ripped &#039;em a new one. Really tore them apart!&amp;quot;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The marine, known to be a fan of heavy metal, declined to comment.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h4&amp;gt;&lt;br /&gt;
&amp;lt;span&amp;gt;Olympus Mons&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-toggle-placeholder&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/h4&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;A scientific expedition from {targetHabName} has begun exploring Olympus Mons.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
More than twice the height of Mount Everest on Earth, Olympus Mons is the tallest mountain in the Solar System and one of the largest volcanoes. It is so large that an observer standing on the peak would be unable to tell they were on a tall mountain, as the gentle downwards slope extends well beyond the horizon.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The awesome size of Olympus Mons is thought to be due to the lack of mobile tectonic plates on Mars. Fixed over a stationary hotspot, the volcano was able to discharge lava for an extremely long time, creating its massive dimensions. &lt;br /&gt;
&lt;br /&gt;
# A quick survey is all we need.&lt;br /&gt;
#: &#039;&#039;{targetFactionName} endorses a quick survey of Olympus Mons.&#039;&#039;&lt;br /&gt;
# Set up camp and collect as much information as possible.&lt;br /&gt;
#: &#039;&#039;{targetFactionName} endorses a detailed survey of Olympus Mons.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Real world statistics &amp;amp; trivia ===&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Olympus_Mons Olympus Mons] is the largest volcano in the solar system and arguably the tallest mountain (contended by a recent unnamed discovery on {{bodyIcon|Mani}} [[Máni]] and Rheasilvia on {{bodyIcon|Vesta}} [[Vesta]]). At nearly 20 km high, it is about 2.5 times the elevation of Mount Everest.&lt;br /&gt;
* Mars has distinctive [https://en.wikipedia.org/wiki/Martian_polar_ice_caps polar ice caps] which are not depicted in Terra Invicta. Mars is cold enough to freeze CO₂, which can form layers up to 8m thick at the southern pole. In winter, this measurably depletes the planet&#039;s already thin atmosphere.&lt;br /&gt;
&lt;br /&gt;
{{Celestial Bodies Navbox}}&lt;br /&gt;
[[Category:Planets]]&lt;br /&gt;
[[Category:Inner Solar System]]&lt;/div&gt;</summary>
		<author><name>76561197970425841</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Mars&amp;diff=10084</id>
		<title>Mars</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Mars&amp;diff=10084"/>
		<updated>2025-12-17T19:48:40Z</updated>

		<summary type="html">&lt;p&gt;76561197970425841: /* Strategic Value */ +section &amp;quot;Narrative Events&amp;quot; with collapsed event blurbs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Information ==&lt;br /&gt;
Mars is the fourth planet from the Sun and the second-smallest planet in the Solar System. Often called the &amp;quot;Red Planet&amp;quot; due to its reddish appearance caused by iron oxide on its surface. Mars is a primary target for human colonization in the game with 25 habitation sites available.&lt;br /&gt;
&lt;br /&gt;
{{Infobox/Body&lt;br /&gt;
  | title = Terrestrial Planet&lt;br /&gt;
  | icon = {{bodyIcon|Mars|256px}}&lt;br /&gt;
  | surface = Diverse Regolith&lt;br /&gt;
  | orbiting = {{bodyIcon|Sol}}&amp;amp;nbsp; Sol&lt;br /&gt;
  | orbital distance = {{bodyIcon|Distance}}&amp;amp;nbsp; 1.52 AU&lt;br /&gt;
  | orbital period = {{bodyIcon|Period}}&amp;amp;nbsp; 687 days&lt;br /&gt;
  | escape velocity = {{bodyIcon|Escape}}&amp;amp;nbsp; 5 kps&lt;br /&gt;
  | diameter = {{bodyIcon|Diameter}}&amp;amp;nbsp; 6,792.4 km&lt;br /&gt;
  | atmosphere = {{bodyIcon|Atmo thin}}&amp;amp;nbsp; Thin, primarily CO₂&lt;br /&gt;
  | gravity = {{bodyIcon|Gravity}}&amp;amp;nbsp; 0.38 g&lt;br /&gt;
  | hab level = {{bodyIcon|Tier 3}}&lt;br /&gt;
  | moon number = 2&lt;br /&gt;
  | moons =&lt;br /&gt;
{{!}} style=&amp;quot;text-align:left;&amp;quot; {{!}} {{bodyIcon|Phobos}}&amp;amp;nbsp; [[Phobos]] {{!}}{{!}} Wet Carbonaceous {{!}}{{!}} 0/1&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style=&amp;quot;text-align:left;&amp;quot; {{!}} {{bodyIcon|Deimos}}&amp;amp;nbsp; [[Deimos]] {{!}}{{!}} Common Carbonaceous {{!}}{{!}} 0/1&lt;br /&gt;
  | hab number = 25&lt;br /&gt;
  | hab sites =&lt;br /&gt;
* Arcadia Planitia&lt;br /&gt;
* Tantalus Fossae&lt;br /&gt;
* Tempe Terra&lt;br /&gt;
* Acidalia Planitia&lt;br /&gt;
* Utopia Planitia&lt;br /&gt;
* Olympus Mons&lt;br /&gt;
* Ares Valles&lt;br /&gt;
* Arabia Terra&lt;br /&gt;
* Isidis Planitia&lt;br /&gt;
* Elysium Planitia&lt;br /&gt;
* Tharsis Montes&lt;br /&gt;
* Noctis Labyrinthus&lt;br /&gt;
* Xanthe Terra&lt;br /&gt;
* Schiaparelli Crater&lt;br /&gt;
* Terra Sabaea&lt;br /&gt;
* Terra Sirenum&lt;br /&gt;
* Daedalia Planum&lt;br /&gt;
* Valles Marineris&lt;br /&gt;
* Scylla Scopulus&lt;br /&gt;
* Tyrrhena Terra&lt;br /&gt;
* Aonia Terra&lt;br /&gt;
* Argyre Planitia&lt;br /&gt;
* Noachis Terra&lt;br /&gt;
* Hellas Planitia&lt;br /&gt;
* Promethei Terra&lt;br /&gt;
  | orbit number = 7&lt;br /&gt;
  | available orbits =&lt;br /&gt;
{{!}} style=&amp;quot;text-align:left;&amp;quot; {{!}} Low Mars Orbit {{!}}{{!}} - {{!}}{{!}} 500 {{!}}{{!}} 288.8 mg {{!}}{{!}} 0/8&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style=&amp;quot;text-align:left;&amp;quot; {{!}} Inclined Low Mars Orbit 1 {{!}}{{!}} - {{!}}{{!}} 3,000 {{!}}{{!}} 107.0 mg {{!}}{{!}} 0/1&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style=&amp;quot;text-align:left;&amp;quot; {{!}} Inclined Low Mars Orbit 2 {{!}}{{!}} - {{!}}{{!}} 5,000 {{!}}{{!}} 62.1 mg {{!}}{{!}} 0/1&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style=&amp;quot;text-align:left;&amp;quot; {{!}} Synchronous Mars Orbit {{!}}{{!}} - {{!}}{{!}} 17,039 {{!}}{{!}} 10.5 mg {{!}}{{!}} 0/8&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style=&amp;quot;text-align:left;&amp;quot; {{!}} Medium Mars Orbit {{!}}{{!}} - {{!}}{{!}} 35,200 {{!}}{{!}} 2.9 mg {{!}}{{!}} 0/8&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style=&amp;quot;text-align:left;&amp;quot; {{!}} High Mars Orbit {{!}}{{!}} - {{!}}{{!}} 98,300 {{!}}{{!}} 0.42 mg {{!}}{{!}} 0/8&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style=&amp;quot;text-align:left;&amp;quot; {{!}} Extreme Mars Orbit {{!}}{{!}} - {{!}}{{!}} 491,400 {{!}}{{!}} 0.018 mg {{!}}{{!}} 0/8&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
=== Gallery ===&lt;br /&gt;
&amp;lt;tabber style=&amp;quot;width: 510px; max-width: 50%;&amp;quot;&amp;gt;&lt;br /&gt;
|-|Hemisphere=&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 4px; border-style: solid; border-width: 1px;&amp;quot;&amp;gt;[[File:Mars Screen Close.png|500px|alt=A screenshot of planet Mars from orbit|Hemisphere of Mars]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-|Projection=&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 4px; border-style: solid; border-width: 1px;&amp;quot;&amp;gt;[[File:TEX_Planet_Mars_D.png|500px|alt=Game file image showing a full projection of the surface of Mars|Mars projection from the game files]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-|Hab surface=&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 4px; border-style: solid; border-width: 1px;&amp;quot;&amp;gt;[[File:surface_mars.png|500px|alt=Game file image showing the surface of Mars used for the Habitat menu|Hab menu image of Mars]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-|Photo=&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 4px; border-style: solid; border-width: 1px;&amp;quot;&amp;gt;[[File:Mars_Photo01.jpg|500px|A NASA photo of Mars, centered on the Tharsis plateau|NASA photo of Mars]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional Information ==&lt;br /&gt;
=== Exploration Tech ===&lt;br /&gt;
The [[Technology#Global_Research|Global Technology]] [[Mission to Mars]] is required research to enable sending probes to this planetary system.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-collapsetext=&amp;quot;hide archive entry&amp;quot; data-expandtext=&amp;quot;show archive entry&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h4&amp;gt;&lt;br /&gt;
&amp;lt;span&amp;gt;Mission to Mars&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-toggle-placeholder&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/h4&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center&amp;quot;&amp;gt;Scientists study exploration and colonization of the red planet.&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;quot;It takes so very little for one tribe of humanity to look upon a second tribe as The Other. Think of what will happen once hundreds of millions of kilometers lie between us.&amp;quot;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:right&amp;quot;&amp;gt;Chancellor Li Qingzhao, the Academy&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:right&amp;quot;&amp;gt;&amp;quot;Distributed Humanity&amp;quot;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;Though it is scarcely an appealing home, there is no better prospect within our solar system for eventual colonization than our crimson neighbor, Mars. It lacks a breathable atmosphere, the radiation risk from both galactic cosmic rays and solar energetic particles is extreme, the soil is flooded with toxins, and the low gravity will weaken both bones and muscles and cause cardiovascular problems. Then there is the cold, and the minimal supply of water... And with travel each way also taking months, at least until such time as we have made profound progress in spaceflight technology, only the bravest and hardiest pioneers would dare take this chance. Yet if humanity is ever to explore the stars, or settle on further-out planets, or to trace our alien visitors to their own homeworld, there is simply no choice other than Mars. In terms of temperature, sunlight, and simple proximity, no other planet in our system comes close. Our scientists are now confident that the settling of a limited number of highly-trained personnel will be possible, thanks to a combination of highly complex life-support systems and certain cyanobacteria capable of photosynthesis even on Mars&#039; hostile surface. The latter, grown at sufficient scale, can generate both food and oxygen locally, and allow the propagation of more complex organisms. It is from these starting blocks that long-term life on Mars will begin.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mining Sites ===&lt;br /&gt;
{{HabSiteLister|Mars}}&lt;br /&gt;
&lt;br /&gt;
=== Strategic Value ===&lt;br /&gt;
Mars represents the first major colonization effort beyond the Earth-Moon system. Its numerous habitation sites and relatively hospitable conditions make it a crucial stepping stone for further solar system development.&lt;br /&gt;
&lt;br /&gt;
=== Narrative Events ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h4&amp;gt;&lt;br /&gt;
&amp;lt;span&amp;gt;Journey to InSight&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-toggle-placeholder&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/h4&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;InSight lander site visited.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With our presence on Mars firmly established, a small research team has taken the time to seek out NASA&#039;s InSight lander, which had spent several years studying the red planet&#039;s seismography before going dark in December 2022. The data it gathered was instrumental in finding suitable prospective sites for our manned bases.&lt;br /&gt;
&lt;br /&gt;
# Establish a memorial site.&lt;br /&gt;
#: &#039;&#039;Astronauts working for {targetFactionName} have built a memorial to the InSight lander.&#039;&#039;&lt;br /&gt;
# Clean it up, make a few repairs, and let it continue its mission.&lt;br /&gt;
#: &#039;&#039;Engineers with {targetFactionName} have put the InSight lander back to work.&#039;&#039;&lt;br /&gt;
# Scrap it, and sell the parts to the highest bidder.&lt;br /&gt;
#: &#039;&#039;Supporters of {targetFactionName} are selling mementos of the InSight lander.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h4&amp;gt;&lt;br /&gt;
&amp;lt;span&amp;gt;Lone marine defeats alien infiltration&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-toggle-placeholder&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/h4&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;One marine &amp;quot;fights through hell.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attempts by the Aliens to infiltrate {targetHabName} on Mars were foiled after a lone marine escaped the preliminary destruction of the barracks there, then went on a one-man rampage through the Alien combat team. As one of the emergency responders commented, &amp;quot;He ripped &#039;em a new one. Really tore them apart!&amp;quot;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The marine, known to be a fan of heavy metal, declined to comment.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h4&amp;gt;&lt;br /&gt;
&amp;lt;span&amp;gt;Olympus Mons&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-toggle-placeholder&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/h4&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;A scientific expedition from {targetHabName} has begun exploring Olympus Mons.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
More than twice the height of Mount Everest on Earth, Olympus Mons is the tallest mountain in the Solar System and one of the largest volcanoes. It is so large that an observer standing on the peak would be unable to tell they were on a tall mountain, as the gentle downwards slope extends well beyond the horizon.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The awesome size of Olympus Mons is thought to be due to the lack of mobile tectonic plates on Mars. Fixed over a stationary hotspot, the volcano was able to discharge lava for an extremely long time, creating its massive dimensions. &lt;br /&gt;
&lt;br /&gt;
# A quick survey is all we need.&lt;br /&gt;
#: &#039;&#039;{targetFactionName} endorses a quick survey of Olympus Mons.&#039;&#039;&lt;br /&gt;
# Set up camp and collect as much information as possible.&lt;br /&gt;
#: &#039;&#039;{targetFactionName} endorses a detailed survey of Olympus Mons.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Real world statistics &amp;amp; trivia ===&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Olympus_Mons Olympus Mons] is the largest volcano in the solar system and arguably the tallest mountain (contended by a recent unnamed discovery on {{bodyIcon|Mani}} [[Máni]] and Rheasilvia on {{bodyIcon|Vesta}} [[Vesta]]). At nearly 20 km high, it is about 2.5 times the elevation of Mount Everest.&lt;br /&gt;
* Mars has distinctive [https://en.wikipedia.org/wiki/Martian_polar_ice_caps polar ice caps] which are not depicted in Terra Invicta. Mars is cold enough to freeze CO₂, which can form layers up to 8m thick at the southern pole. In winter, this measurably depletes the planet&#039;s already thin atmosphere.&lt;br /&gt;
&lt;br /&gt;
{{Celestial Bodies Navbox}}&lt;br /&gt;
[[Category:Planets]]&lt;br /&gt;
[[Category:Inner Solar System]]&lt;/div&gt;</summary>
		<author><name>76561197970425841</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Mars&amp;diff=10083</id>
		<title>Mars</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Mars&amp;diff=10083"/>
		<updated>2025-12-17T19:43:01Z</updated>

		<summary type="html">&lt;p&gt;76561197970425841: /* Tech required to explore */ Added collapsed archive entry with TI style layout&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Information ==&lt;br /&gt;
Mars is the fourth planet from the Sun and the second-smallest planet in the Solar System. Often called the &amp;quot;Red Planet&amp;quot; due to its reddish appearance caused by iron oxide on its surface. Mars is a primary target for human colonization in the game with 25 habitation sites available.&lt;br /&gt;
&lt;br /&gt;
{{Infobox/Body&lt;br /&gt;
  | title = Terrestrial Planet&lt;br /&gt;
  | icon = {{bodyIcon|Mars|256px}}&lt;br /&gt;
  | surface = Diverse Regolith&lt;br /&gt;
  | orbiting = {{bodyIcon|Sol}}&amp;amp;nbsp; Sol&lt;br /&gt;
  | orbital distance = {{bodyIcon|Distance}}&amp;amp;nbsp; 1.52 AU&lt;br /&gt;
  | orbital period = {{bodyIcon|Period}}&amp;amp;nbsp; 687 days&lt;br /&gt;
  | escape velocity = {{bodyIcon|Escape}}&amp;amp;nbsp; 5 kps&lt;br /&gt;
  | diameter = {{bodyIcon|Diameter}}&amp;amp;nbsp; 6,792.4 km&lt;br /&gt;
  | atmosphere = {{bodyIcon|Atmo thin}}&amp;amp;nbsp; Thin, primarily CO₂&lt;br /&gt;
  | gravity = {{bodyIcon|Gravity}}&amp;amp;nbsp; 0.38 g&lt;br /&gt;
  | hab level = {{bodyIcon|Tier 3}}&lt;br /&gt;
  | moon number = 2&lt;br /&gt;
  | moons =&lt;br /&gt;
{{!}} style=&amp;quot;text-align:left;&amp;quot; {{!}} {{bodyIcon|Phobos}}&amp;amp;nbsp; [[Phobos]] {{!}}{{!}} Wet Carbonaceous {{!}}{{!}} 0/1&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style=&amp;quot;text-align:left;&amp;quot; {{!}} {{bodyIcon|Deimos}}&amp;amp;nbsp; [[Deimos]] {{!}}{{!}} Common Carbonaceous {{!}}{{!}} 0/1&lt;br /&gt;
  | hab number = 25&lt;br /&gt;
  | hab sites =&lt;br /&gt;
* Arcadia Planitia&lt;br /&gt;
* Tantalus Fossae&lt;br /&gt;
* Tempe Terra&lt;br /&gt;
* Acidalia Planitia&lt;br /&gt;
* Utopia Planitia&lt;br /&gt;
* Olympus Mons&lt;br /&gt;
* Ares Valles&lt;br /&gt;
* Arabia Terra&lt;br /&gt;
* Isidis Planitia&lt;br /&gt;
* Elysium Planitia&lt;br /&gt;
* Tharsis Montes&lt;br /&gt;
* Noctis Labyrinthus&lt;br /&gt;
* Xanthe Terra&lt;br /&gt;
* Schiaparelli Crater&lt;br /&gt;
* Terra Sabaea&lt;br /&gt;
* Terra Sirenum&lt;br /&gt;
* Daedalia Planum&lt;br /&gt;
* Valles Marineris&lt;br /&gt;
* Scylla Scopulus&lt;br /&gt;
* Tyrrhena Terra&lt;br /&gt;
* Aonia Terra&lt;br /&gt;
* Argyre Planitia&lt;br /&gt;
* Noachis Terra&lt;br /&gt;
* Hellas Planitia&lt;br /&gt;
* Promethei Terra&lt;br /&gt;
  | orbit number = 7&lt;br /&gt;
  | available orbits =&lt;br /&gt;
{{!}} style=&amp;quot;text-align:left;&amp;quot; {{!}} Low Mars Orbit {{!}}{{!}} - {{!}}{{!}} 500 {{!}}{{!}} 288.8 mg {{!}}{{!}} 0/8&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style=&amp;quot;text-align:left;&amp;quot; {{!}} Inclined Low Mars Orbit 1 {{!}}{{!}} - {{!}}{{!}} 3,000 {{!}}{{!}} 107.0 mg {{!}}{{!}} 0/1&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style=&amp;quot;text-align:left;&amp;quot; {{!}} Inclined Low Mars Orbit 2 {{!}}{{!}} - {{!}}{{!}} 5,000 {{!}}{{!}} 62.1 mg {{!}}{{!}} 0/1&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style=&amp;quot;text-align:left;&amp;quot; {{!}} Synchronous Mars Orbit {{!}}{{!}} - {{!}}{{!}} 17,039 {{!}}{{!}} 10.5 mg {{!}}{{!}} 0/8&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style=&amp;quot;text-align:left;&amp;quot; {{!}} Medium Mars Orbit {{!}}{{!}} - {{!}}{{!}} 35,200 {{!}}{{!}} 2.9 mg {{!}}{{!}} 0/8&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style=&amp;quot;text-align:left;&amp;quot; {{!}} High Mars Orbit {{!}}{{!}} - {{!}}{{!}} 98,300 {{!}}{{!}} 0.42 mg {{!}}{{!}} 0/8&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} style=&amp;quot;text-align:left;&amp;quot; {{!}} Extreme Mars Orbit {{!}}{{!}} - {{!}}{{!}} 491,400 {{!}}{{!}} 0.018 mg {{!}}{{!}} 0/8&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
=== Gallery ===&lt;br /&gt;
&amp;lt;tabber style=&amp;quot;width: 510px; max-width: 50%;&amp;quot;&amp;gt;&lt;br /&gt;
|-|Hemisphere=&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 4px; border-style: solid; border-width: 1px;&amp;quot;&amp;gt;[[File:Mars Screen Close.png|500px|alt=A screenshot of planet Mars from orbit|Hemisphere of Mars]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-|Projection=&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 4px; border-style: solid; border-width: 1px;&amp;quot;&amp;gt;[[File:TEX_Planet_Mars_D.png|500px|alt=Game file image showing a full projection of the surface of Mars|Mars projection from the game files]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-|Hab surface=&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 4px; border-style: solid; border-width: 1px;&amp;quot;&amp;gt;[[File:surface_mars.png|500px|alt=Game file image showing the surface of Mars used for the Habitat menu|Hab menu image of Mars]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-|Photo=&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 4px; border-style: solid; border-width: 1px;&amp;quot;&amp;gt;[[File:Mars_Photo01.jpg|500px|A NASA photo of Mars, centered on the Tharsis plateau|NASA photo of Mars]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional Information ==&lt;br /&gt;
=== Exploration Tech ===&lt;br /&gt;
The [[Technology#Global_Research|Global Technology]] [[Mission to Mars]] is required research to enable sending probes to this planetary system.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-collapsetext=&amp;quot;hide archive entry&amp;quot; data-expandtext=&amp;quot;show archive entry&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h4&amp;gt;&lt;br /&gt;
&amp;lt;span&amp;gt;Mission to Mars&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-toggle-placeholder&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/h4&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center&amp;quot;&amp;gt;Scientists study exploration and colonization of the red planet.&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;quot;It takes so very little for one tribe of humanity to look upon a second tribe as The Other. Think of what will happen once hundreds of millions of kilometers lie between us.&amp;quot;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:right&amp;quot;&amp;gt;Chancellor Li Qingzhao, the Academy&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:right&amp;quot;&amp;gt;&amp;quot;Distributed Humanity&amp;quot;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;Though it is scarcely an appealing home, there is no better prospect within our solar system for eventual colonization than our crimson neighbor, Mars. It lacks a breathable atmosphere, the radiation risk from both galactic cosmic rays and solar energetic particles is extreme, the soil is flooded with toxins, and the low gravity will weaken both bones and muscles and cause cardiovascular problems. Then there is the cold, and the minimal supply of water... And with travel each way also taking months, at least until such time as we have made profound progress in spaceflight technology, only the bravest and hardiest pioneers would dare take this chance. Yet if humanity is ever to explore the stars, or settle on further-out planets, or to trace our alien visitors to their own homeworld, there is simply no choice other than Mars. In terms of temperature, sunlight, and simple proximity, no other planet in our system comes close. Our scientists are now confident that the settling of a limited number of highly-trained personnel will be possible, thanks to a combination of highly complex life-support systems and certain cyanobacteria capable of photosynthesis even on Mars&#039; hostile surface. The latter, grown at sufficient scale, can generate both food and oxygen locally, and allow the propagation of more complex organisms. It is from these starting blocks that long-term life on Mars will begin.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mining Sites ===&lt;br /&gt;
{{HabSiteLister|Mars}}&lt;br /&gt;
&lt;br /&gt;
=== Strategic Value ===&lt;br /&gt;
Mars represents the first major colonization effort beyond the Earth-Moon system. Its numerous habitation sites and relatively hospitable conditions make it a crucial stepping stone for further solar system development.&lt;br /&gt;
&lt;br /&gt;
=== Real world statistics &amp;amp; trivia ===&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Olympus_Mons Olympus Mons] is the largest volcano in the solar system and arguably the tallest mountain (contended by a recent unnamed discovery on {{bodyIcon|Mani}} [[Máni]] and Rheasilvia on {{bodyIcon|Vesta}} [[Vesta]]). At nearly 20 km high, it is about 2.5 times the elevation of Mount Everest.&lt;br /&gt;
* Mars has distinctive [https://en.wikipedia.org/wiki/Martian_polar_ice_caps polar ice caps] which are not depicted in Terra Invicta. Mars is cold enough to freeze CO₂, which can form layers up to 8m thick at the southern pole. In winter, this measurably depletes the planet&#039;s already thin atmosphere.&lt;br /&gt;
&lt;br /&gt;
{{Celestial Bodies Navbox}}&lt;br /&gt;
[[Category:Planets]]&lt;br /&gt;
[[Category:Inner Solar System]]&lt;/div&gt;</summary>
		<author><name>76561197970425841</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Solar_System&amp;diff=10074</id>
		<title>Solar System</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Solar_System&amp;diff=10074"/>
		<updated>2025-12-16T18:39:03Z</updated>

		<summary type="html">&lt;p&gt;76561197970425841: /* Orbits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Solar_System_1.png|thumb|320px|alt= A top-down screenshot of the Solar System, centered on the Sun, showing the solar system up to the orbit of Jupiter|A view of the solar system up to the orbit of Jupiter]]&lt;br /&gt;
Terra Invicta [[Game Options#Solar system|models]] the larger bodies in [[Earth]]&#039;s &#039;&#039;&#039;Solar System&#039;&#039;&#039; out to a distance of roughly 50 times the distance of the Earth from the Sun. This includes much of the Kuiper Belt, the group of icy bodies orbiting beyond [[Neptune]].&lt;br /&gt;
&lt;br /&gt;
The Solar System also includes Lagrange Points as locations [[Fleets]] may travel to. These are stable anchorages created by the equilibrium of gravity between two [[Celestial Bodies]] and marked on the map with geometric shapes.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
== Gameplay and Mechanics ==&lt;br /&gt;
The number of objects in the solar system is chosen at the start of a new game. Regardless of the option chosen, all planets, moons, dwarf planets and major asteroids will be present.&lt;br /&gt;
&lt;br /&gt;
=== Orbits ===&lt;br /&gt;
All celestial bodies and Lagrange Points have one or more stable &#039;&#039;&#039;orbits&#039;&#039;&#039; around them, pre-defined by the game, and where [[factions]] can locate [[fleets]] and build a limited number of [[Habs#Stations|space stations]]. Fleets and stations don&#039;t require any propellant to maintain a constant trajectory in a stable orbit.&lt;br /&gt;
&lt;br /&gt;
Orbits close to a space body&#039;s surface are called interface orbits, and can be identified by a celestial body icon next to them. These are orbits that fleets can travel to in order to land or [[Fleets#Orbital_Bombardment|bombard]] targets on the surface. Around Earth, some hab modules grant bonuses providing greater benefits to the surface only if they are in an interface orbit.&lt;br /&gt;
&lt;br /&gt;
Due to the lower gravitational pull, higher-altitude orbits typically cost less delta-v (Δv) when launching from them to local moons or other planetary systems. This concept is also known as &amp;quot;escape velocity&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A few orbits also produce small amounts of {{icon|antimatter|bgcolor=DarkSlateGray}} [[Resources|antimatter]] that may be harvested with hab modules after the appropriate [[Technology|technology]] has been researched.&lt;br /&gt;
&lt;br /&gt;
The game factors in gravity for all space maneuvers, and technically decaying orbits and stable orbits not pre-defined by the game are possible to achieve. However, this will rarely occur unintentionally through normal gameplay.&lt;br /&gt;
&lt;br /&gt;
=== Lagrange Points ===&lt;br /&gt;
[[File:Lagrange Screen01.png|thumb|320px|alt=An in-game top-down view of Luna and Earth in orbit, showing the positions of their five Lagrange points|The Earth-Luna Lagrange points in Terra Invicta]]&lt;br /&gt;
Normally, two celestial bodies exert an unbalanced gravitational force at any given point between them, requiring a stable orbit to maintain a constant distance without the application of delta-v. An exception to this are &#039;&#039;&#039;Lagrange points&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Lagrange points are a location in an orbital system where gravitational forces and centrifugal forces between two celestial bodies are in equilibrium, creating a relative but consistent coordinate between two bodies where zero (null) gravity is constantly experienced.&lt;br /&gt;
&lt;br /&gt;
For any &#039;&#039;planet&#039;&#039; or their &#039;&#039;planetary moons(s)&#039;&#039;, five Lagrange points are always possible (L1 to L5). For example, this means Earth, which has a moon but also orbits [[Sol|the Sun]], has five Lagrange points for the Earth-Luna orbital system, and another five for the Earth-Sun.&lt;br /&gt;
&lt;br /&gt;
Terra Invicta does not provide defined Lagrange points for dwarf planets and their satellites, for asteroids and asteroidal satellites, or for comets and centaurs.&lt;br /&gt;
&lt;br /&gt;
{{bodyIcon|L1}} L1, {{bodyIcon|L2}} L2 and {{bodyIcon|L3}} L3, always correspond to a line drawn through two celestial bodies in orbit, each providing a single stable &amp;quot;halo orbit&amp;quot;. {{bodyIcon|L4}} L4 and {{bodyIcon|L5}} L5 will always correspond to a point following or preceding the orbital path of the less massive body, providing a stable leading and trailing &amp;quot;trojan orbit&amp;quot; respectively.&lt;br /&gt;
&lt;br /&gt;
Objects at Lagrange points always require zero delta-v to remain in position, and also have an effective escape velocity of zero. This means that as a rule of thumb, they are very likely to be the most efficient locations from which to launch ships or probes to any given destination, especially when targeting locations within their respective orbital system.&lt;br /&gt;
&lt;br /&gt;
If a [[Solar Mirror]], [[Automated Solar Mirror]] or [[Solar Array]] is built on a space station in orbit of any {{bodyIcon|L1}} L1, {{bodyIcon|L4}} L4 or {{bodyIcon|L5}} L5 location between a planet and one of its moons, it will provide a bonus to solar energy production for any bases using solar power modules on that planet or that moon. The {{bodyIcon|L1}} L1 between a planet and the Sun will apply this bonus to all bases in that planetary system.&lt;br /&gt;
&lt;br /&gt;
=== Hab Sites ===&lt;br /&gt;
With the exception of the Sun, the hellish world of [[Venus]], and the gas giants [[Jupiter]], [[Saturn]], [[Uranus]], and [[Neptune]], all space bodies have at least one [[Habs|hab]] site where factions may build a [[Habs#Bases|base]] (a hab on the surface of a body) by constructing any apllicable &amp;quot;core&amp;quot; module at that site. Planets and other larger bodies will have up to 25 hab sites able to build {{BodyIcon|Tier 3}} Tier 3 base modules, and this number will decrease roughly in proportion to a body&#039;s diameter. Smaller bodies are also more likely to only allow contruction of {{bodyIcon|Tier 1}} Tier 1 or {{bodyIcon|Tier 2}} Tier 2 modules.&lt;br /&gt;
&lt;br /&gt;
==== Mining ====&lt;br /&gt;
When a [[Habs#Mining Complexes|mine]] module is constructed, a base will continuously output a quantity of one or more [[resources]] to the faction that controls the mine. The type of resources generally depends on the composition of the space body.&lt;br /&gt;
&lt;br /&gt;
When first viewing the Solar System, factions will only have estimates of the mining potential of a particular hab site. To discover their exact potential, they will need to conduct a prospecting survey of the parent space body.&lt;br /&gt;
&lt;br /&gt;
==== Prospecting ====&lt;br /&gt;
To build a base, a faction must first survey the space body to determine the precise location for the habitat. Prospecting a space body will also reveal the exact mining output values of available hab sites.&lt;br /&gt;
&lt;br /&gt;
Prospecting can be conducted by a probe launched from [[Earth]] or from a [[Spaceships#Construction|shipyard]] at a hab, or by [[Spaceships|ships]] equipped with a [[Mobile Space Science Lab]] module. Prospecting data may also be stolen from other factions using {{MissionIcon|Turn}} [[Turn Councilor|turned councilors]], or shared with an [[Factions#Trade_Negotiations|Intel Sharing Agreement]].&lt;br /&gt;
&lt;br /&gt;
Each planet, with the exception of [[Mission to the Outer Planets|Neptune and Uranus]] requires a separate Space Science [[technology]] to prospect it and its satellites. The asteroid belt also needs a [[Mission to the Asteroids|specific technology]] to begin prospecting there. Moons are unlocked by their parent planets, except for [[Luna]] which requires a separate but cheaper technology.&lt;br /&gt;
&lt;br /&gt;
=== Ship Interactions in the Solar System ===&lt;br /&gt;
Orbital bodies provide an important role for space faring vessels when travelling. Depending on the delta-v of a vessel, travel might be carried out by &amp;quot;hopping&amp;quot; between bodies for resupply, thus making their position crucial. Alongside this, several maneuvers such as aero-braking and gravity assists allow a fleet to &amp;quot;pivot&amp;quot; on a journey when travelling in space and connecting with a target. This leaves the player with an array of options for travel and base planning when expanding or pursuing their factions&#039; interests.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Celestial Bodies]]&lt;br /&gt;
* [[Habs]]&lt;br /&gt;
&lt;br /&gt;
=== External Links ===&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Delta-v Delta-v] (Wikipedia)&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Escape_velocity Escape velocity] (Wikipedia)&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Lagrange_point Lagrange point] (Wikipedia)&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Gravity_assist Gravity assist] (Wikipedia)&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Aerobraking Aerobraking] (Wikipedia)&lt;br /&gt;
&lt;br /&gt;
{{Celestial Bodies Navbox}}&lt;br /&gt;
{{Mechanics_Navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Solar System]]&lt;br /&gt;
[[Category: Major Articles]]&lt;/div&gt;</summary>
		<author><name>76561197970425841</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Solar_System&amp;diff=10073</id>
		<title>Solar System</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Solar_System&amp;diff=10073"/>
		<updated>2025-12-16T18:37:52Z</updated>

		<summary type="html">&lt;p&gt;76561197970425841: /* Orbits */ Wording tweaks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Solar_System_1.png|thumb|320px|alt= A top-down screenshot of the Solar System, centered on the Sun, showing the solar system up to the orbit of Jupiter|A view of the solar system up to the orbit of Jupiter]]&lt;br /&gt;
Terra Invicta [[Game Options#Solar system|models]] the larger bodies in [[Earth]]&#039;s &#039;&#039;&#039;Solar System&#039;&#039;&#039; out to a distance of roughly 50 times the distance of the Earth from the Sun. This includes much of the Kuiper Belt, the group of icy bodies orbiting beyond [[Neptune]].&lt;br /&gt;
&lt;br /&gt;
The Solar System also includes Lagrange Points as locations [[Fleets]] may travel to. These are stable anchorages created by the equilibrium of gravity between two [[Celestial Bodies]] and marked on the map with geometric shapes.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
== Gameplay and Mechanics ==&lt;br /&gt;
The number of objects in the solar system is chosen at the start of a new game. Regardless of the option chosen, all planets, moons, dwarf planets and major asteroids will be present.&lt;br /&gt;
&lt;br /&gt;
=== Orbits ===&lt;br /&gt;
All celestial bodies and Lagrange Points have one or more stable &#039;&#039;&#039;orbits&#039;&#039;&#039; around them, pre-defined by the game, and where [[factions]] can locate [[fleets]] and build a limited number of [[Habs#Stations|space stations]]. Fleets and stations don&#039;t require any propellant to maintain a constant trajectory in a stable orbit.&lt;br /&gt;
&lt;br /&gt;
Orbits close to a space body&#039;s surface are called interface orbits, and can be identified by a celestial body icon next to them. These are orbits that fleets can travel to in order to land or [[Fleets#Orbital_Bombardment|bombard]] targets on the surface. Around Earth, some hab modules grant bonuses providing greater benefits to the surface only if they are in an interface orbit.&lt;br /&gt;
&lt;br /&gt;
Due to the lower gravitational pull, higher-altitude orbits typically cost less delta-v (Δv) when launching to local moons or other planetary systems from them. This concept is also known as &amp;quot;escape velocity&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A few orbits also produce small amounts of {{icon|antimatter|bgcolor=DarkSlateGray}} [[Resources|antimatter]] that may be harvested with hab modules after the appropriate [[Technology|technology]] has been researched.&lt;br /&gt;
&lt;br /&gt;
The game factors in gravity for all space maneuvers, and technically decaying orbits and stable orbits not pre-defined by the game are possible to achieve. However, this will rarely occur unintentionally through normal gameplay.&lt;br /&gt;
&lt;br /&gt;
=== Lagrange Points ===&lt;br /&gt;
[[File:Lagrange Screen01.png|thumb|320px|alt=An in-game top-down view of Luna and Earth in orbit, showing the positions of their five Lagrange points|The Earth-Luna Lagrange points in Terra Invicta]]&lt;br /&gt;
Normally, two celestial bodies exert an unbalanced gravitational force at any given point between them, requiring a stable orbit to maintain a constant distance without the application of delta-v. An exception to this are &#039;&#039;&#039;Lagrange points&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Lagrange points are a location in an orbital system where gravitational forces and centrifugal forces between two celestial bodies are in equilibrium, creating a relative but consistent coordinate between two bodies where zero (null) gravity is constantly experienced.&lt;br /&gt;
&lt;br /&gt;
For any &#039;&#039;planet&#039;&#039; or their &#039;&#039;planetary moons(s)&#039;&#039;, five Lagrange points are always possible (L1 to L5). For example, this means Earth, which has a moon but also orbits [[Sol|the Sun]], has five Lagrange points for the Earth-Luna orbital system, and another five for the Earth-Sun.&lt;br /&gt;
&lt;br /&gt;
Terra Invicta does not provide defined Lagrange points for dwarf planets and their satellites, for asteroids and asteroidal satellites, or for comets and centaurs.&lt;br /&gt;
&lt;br /&gt;
{{bodyIcon|L1}} L1, {{bodyIcon|L2}} L2 and {{bodyIcon|L3}} L3, always correspond to a line drawn through two celestial bodies in orbit, each providing a single stable &amp;quot;halo orbit&amp;quot;. {{bodyIcon|L4}} L4 and {{bodyIcon|L5}} L5 will always correspond to a point following or preceding the orbital path of the less massive body, providing a stable leading and trailing &amp;quot;trojan orbit&amp;quot; respectively.&lt;br /&gt;
&lt;br /&gt;
Objects at Lagrange points always require zero delta-v to remain in position, and also have an effective escape velocity of zero. This means that as a rule of thumb, they are very likely to be the most efficient locations from which to launch ships or probes to any given destination, especially when targeting locations within their respective orbital system.&lt;br /&gt;
&lt;br /&gt;
If a [[Solar Mirror]], [[Automated Solar Mirror]] or [[Solar Array]] is built on a space station in orbit of any {{bodyIcon|L1}} L1, {{bodyIcon|L4}} L4 or {{bodyIcon|L5}} L5 location between a planet and one of its moons, it will provide a bonus to solar energy production for any bases using solar power modules on that planet or that moon. The {{bodyIcon|L1}} L1 between a planet and the Sun will apply this bonus to all bases in that planetary system.&lt;br /&gt;
&lt;br /&gt;
=== Hab Sites ===&lt;br /&gt;
With the exception of the Sun, the hellish world of [[Venus]], and the gas giants [[Jupiter]], [[Saturn]], [[Uranus]], and [[Neptune]], all space bodies have at least one [[Habs|hab]] site where factions may build a [[Habs#Bases|base]] (a hab on the surface of a body) by constructing any apllicable &amp;quot;core&amp;quot; module at that site. Planets and other larger bodies will have up to 25 hab sites able to build {{BodyIcon|Tier 3}} Tier 3 base modules, and this number will decrease roughly in proportion to a body&#039;s diameter. Smaller bodies are also more likely to only allow contruction of {{bodyIcon|Tier 1}} Tier 1 or {{bodyIcon|Tier 2}} Tier 2 modules.&lt;br /&gt;
&lt;br /&gt;
==== Mining ====&lt;br /&gt;
When a [[Habs#Mining Complexes|mine]] module is constructed, a base will continuously output a quantity of one or more [[resources]] to the faction that controls the mine. The type of resources generally depends on the composition of the space body.&lt;br /&gt;
&lt;br /&gt;
When first viewing the Solar System, factions will only have estimates of the mining potential of a particular hab site. To discover their exact potential, they will need to conduct a prospecting survey of the parent space body.&lt;br /&gt;
&lt;br /&gt;
==== Prospecting ====&lt;br /&gt;
To build a base, a faction must first survey the space body to determine the precise location for the habitat. Prospecting a space body will also reveal the exact mining output values of available hab sites.&lt;br /&gt;
&lt;br /&gt;
Prospecting can be conducted by a probe launched from [[Earth]] or from a [[Spaceships#Construction|shipyard]] at a hab, or by [[Spaceships|ships]] equipped with a [[Mobile Space Science Lab]] module. Prospecting data may also be stolen from other factions using {{MissionIcon|Turn}} [[Turn Councilor|turned councilors]], or shared with an [[Factions#Trade_Negotiations|Intel Sharing Agreement]].&lt;br /&gt;
&lt;br /&gt;
Each planet, with the exception of [[Mission to the Outer Planets|Neptune and Uranus]] requires a separate Space Science [[technology]] to prospect it and its satellites. The asteroid belt also needs a [[Mission to the Asteroids|specific technology]] to begin prospecting there. Moons are unlocked by their parent planets, except for [[Luna]] which requires a separate but cheaper technology.&lt;br /&gt;
&lt;br /&gt;
=== Ship Interactions in the Solar System ===&lt;br /&gt;
Orbital bodies provide an important role for space faring vessels when travelling. Depending on the delta-v of a vessel, travel might be carried out by &amp;quot;hopping&amp;quot; between bodies for resupply, thus making their position crucial. Alongside this, several maneuvers such as aero-braking and gravity assists allow a fleet to &amp;quot;pivot&amp;quot; on a journey when travelling in space and connecting with a target. This leaves the player with an array of options for travel and base planning when expanding or pursuing their factions&#039; interests.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Celestial Bodies]]&lt;br /&gt;
* [[Habs]]&lt;br /&gt;
&lt;br /&gt;
=== External Links ===&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Delta-v Delta-v] (Wikipedia)&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Escape_velocity Escape velocity] (Wikipedia)&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Lagrange_point Lagrange point] (Wikipedia)&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Gravity_assist Gravity assist] (Wikipedia)&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Aerobraking Aerobraking] (Wikipedia)&lt;br /&gt;
&lt;br /&gt;
{{Celestial Bodies Navbox}}&lt;br /&gt;
{{Mechanics_Navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Solar System]]&lt;br /&gt;
[[Category: Major Articles]]&lt;/div&gt;</summary>
		<author><name>76561197970425841</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Solar_System&amp;diff=10072</id>
		<title>Solar System</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Solar_System&amp;diff=10072"/>
		<updated>2025-12-16T18:31:39Z</updated>

		<summary type="html">&lt;p&gt;76561197970425841: /* Orbits */ Wording: clarity/clarfication&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Solar_System_1.png|thumb|320px|alt= A top-down screenshot of the Solar System, centered on the Sun, showing the solar system up to the orbit of Jupiter|A view of the solar system up to the orbit of Jupiter]]&lt;br /&gt;
Terra Invicta [[Game Options#Solar system|models]] the larger bodies in [[Earth]]&#039;s &#039;&#039;&#039;Solar System&#039;&#039;&#039; out to a distance of roughly 50 times the distance of the Earth from the Sun. This includes much of the Kuiper Belt, the group of icy bodies orbiting beyond [[Neptune]].&lt;br /&gt;
&lt;br /&gt;
The Solar System also includes Lagrange Points as locations [[Fleets]] may travel to. These are stable anchorages created by the equilibrium of gravity between two [[Celestial Bodies]] and marked on the map with geometric shapes.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
== Gameplay and Mechanics ==&lt;br /&gt;
The number of objects in the solar system is chosen at the start of a new game. Regardless of the option chosen, all planets, moons, dwarf planets and major asteroids will be present.&lt;br /&gt;
&lt;br /&gt;
=== Orbits ===&lt;br /&gt;
All celestial bodies and Lagrange Points have one or more stable &#039;&#039;&#039;orbits&#039;&#039;&#039; around them, pre-defined by the game, and where [[factions]] can locate [[fleets]] and build a limited number of [[Habs#Stations|space stations]]. Fleets and stations don&#039;t require any propellant to maintain a constant trajectory in a stable orbit.&lt;br /&gt;
&lt;br /&gt;
Orbits close to a space body&#039;s surface are called interface orbits, and can be identified by a celestial body icon next tot hem. These are orbits that fleets can travel to in order to land or [[Fleets#Orbital_Bombardment|bombard]] targets on the surface. Around Earth, some hab modules grant bonuses only if they are in an interface orbit, providing greater benefits to the surface.&lt;br /&gt;
&lt;br /&gt;
Due to the lower gravitational pull, higher-altitude orbits typically cost less delta-v (Δv) when launching from them to reach local moons or other planetary systems. This concept is also known as &amp;quot;escape velocity&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A few orbits also produce small amounts of {{icon|antimatter|bgcolor=DarkSlateGray}} [[Resources|antimatter]] that may be harvested with hab modules that can be [[Technology|researched]].&lt;br /&gt;
&lt;br /&gt;
The game models gravity for all space maneuvers, and technically decaying orbits, and stable orbits not pre-defined by the game are possible to achieve. However, this will rarely occur unintentionally through normal gameplay.&lt;br /&gt;
&lt;br /&gt;
=== Lagrange Points ===&lt;br /&gt;
[[File:Lagrange Screen01.png|thumb|320px|alt=An in-game top-down view of Luna and Earth in orbit, showing the positions of their five Lagrange points|The Earth-Luna Lagrange points in Terra Invicta]]&lt;br /&gt;
Normally, two celestial bodies exert an unbalanced gravitational force at any given point between them, requiring a stable orbit to maintain a constant distance without the application of delta-v. An exception to this are &#039;&#039;&#039;Lagrange points&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Lagrange points are a location in an orbital system where gravitational forces and centrifugal forces between two celestial bodies are in equilibrium, creating a relative but consistent coordinate between two bodies where zero (null) gravity is constantly experienced.&lt;br /&gt;
&lt;br /&gt;
For any &#039;&#039;planet&#039;&#039; or their &#039;&#039;planetary moons(s)&#039;&#039;, five Lagrange points are always possible (L1 to L5). For example, this means Earth, which has a moon but also orbits [[Sol|the Sun]], has five Lagrange points for the Earth-Luna orbital system, and another five for the Earth-Sun.&lt;br /&gt;
&lt;br /&gt;
Terra Invicta does not provide defined Lagrange points for dwarf planets and their satellites, for asteroids and asteroidal satellites, or for comets and centaurs.&lt;br /&gt;
&lt;br /&gt;
{{bodyIcon|L1}} L1, {{bodyIcon|L2}} L2 and {{bodyIcon|L3}} L3, always correspond to a line drawn through two celestial bodies in orbit, each providing a single stable &amp;quot;halo orbit&amp;quot;. {{bodyIcon|L4}} L4 and {{bodyIcon|L5}} L5 will always correspond to a point following or preceding the orbital path of the less massive body, providing a stable leading and trailing &amp;quot;trojan orbit&amp;quot; respectively.&lt;br /&gt;
&lt;br /&gt;
Objects at Lagrange points always require zero delta-v to remain in position, and also have an effective escape velocity of zero. This means that as a rule of thumb, they are very likely to be the most efficient locations from which to launch ships or probes to any given destination, especially when targeting locations within their respective orbital system.&lt;br /&gt;
&lt;br /&gt;
If a [[Solar Mirror]], [[Automated Solar Mirror]] or [[Solar Array]] is built on a space station in orbit of any {{bodyIcon|L1}} L1, {{bodyIcon|L4}} L4 or {{bodyIcon|L5}} L5 location between a planet and one of its moons, it will provide a bonus to solar energy production for any bases using solar power modules on that planet or that moon. The {{bodyIcon|L1}} L1 between a planet and the Sun will apply this bonus to all bases in that planetary system.&lt;br /&gt;
&lt;br /&gt;
=== Hab Sites ===&lt;br /&gt;
With the exception of the Sun, the hellish world of [[Venus]], and the gas giants [[Jupiter]], [[Saturn]], [[Uranus]], and [[Neptune]], all space bodies have at least one [[Habs|hab]] site where factions may build a [[Habs#Bases|base]] (a hab on the surface of a body) by constructing any apllicable &amp;quot;core&amp;quot; module at that site. Planets and other larger bodies will have up to 25 hab sites able to build {{BodyIcon|Tier 3}} Tier 3 base modules, and this number will decrease roughly in proportion to a body&#039;s diameter. Smaller bodies are also more likely to only allow contruction of {{bodyIcon|Tier 1}} Tier 1 or {{bodyIcon|Tier 2}} Tier 2 modules.&lt;br /&gt;
&lt;br /&gt;
==== Mining ====&lt;br /&gt;
When a [[Habs#Mining Complexes|mine]] module is constructed, a base will continuously output a quantity of one or more [[resources]] to the faction that controls the mine. The type of resources generally depends on the composition of the space body.&lt;br /&gt;
&lt;br /&gt;
When first viewing the Solar System, factions will only have estimates of the mining potential of a particular hab site. To discover their exact potential, they will need to conduct a prospecting survey of the parent space body.&lt;br /&gt;
&lt;br /&gt;
==== Prospecting ====&lt;br /&gt;
To build a base, a faction must first survey the space body to determine the precise location for the habitat. Prospecting a space body will also reveal the exact mining output values of available hab sites.&lt;br /&gt;
&lt;br /&gt;
Prospecting can be conducted by a probe launched from [[Earth]] or from a [[Spaceships#Construction|shipyard]] at a hab, or by [[Spaceships|ships]] equipped with a [[Mobile Space Science Lab]] module. Prospecting data may also be stolen from other factions using {{MissionIcon|Turn}} [[Turn Councilor|turned councilors]], or shared with an [[Factions#Trade_Negotiations|Intel Sharing Agreement]].&lt;br /&gt;
&lt;br /&gt;
Each planet, with the exception of [[Mission to the Outer Planets|Neptune and Uranus]] requires a separate Space Science [[technology]] to prospect it and its satellites. The asteroid belt also needs a [[Mission to the Asteroids|specific technology]] to begin prospecting there. Moons are unlocked by their parent planets, except for [[Luna]] which requires a separate but cheaper technology.&lt;br /&gt;
&lt;br /&gt;
=== Ship Interactions in the Solar System ===&lt;br /&gt;
Orbital bodies provide an important role for space faring vessels when travelling. Depending on the delta-v of a vessel, travel might be carried out by &amp;quot;hopping&amp;quot; between bodies for resupply, thus making their position crucial. Alongside this, several maneuvers such as aero-braking and gravity assists allow a fleet to &amp;quot;pivot&amp;quot; on a journey when travelling in space and connecting with a target. This leaves the player with an array of options for travel and base planning when expanding or pursuing their factions&#039; interests.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Celestial Bodies]]&lt;br /&gt;
* [[Habs]]&lt;br /&gt;
&lt;br /&gt;
=== External Links ===&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Delta-v Delta-v] (Wikipedia)&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Escape_velocity Escape velocity] (Wikipedia)&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Lagrange_point Lagrange point] (Wikipedia)&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Gravity_assist Gravity assist] (Wikipedia)&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Aerobraking Aerobraking] (Wikipedia)&lt;br /&gt;
&lt;br /&gt;
{{Celestial Bodies Navbox}}&lt;br /&gt;
{{Mechanics_Navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Solar System]]&lt;br /&gt;
[[Category: Major Articles]]&lt;/div&gt;</summary>
		<author><name>76561197970425841</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Solar_System&amp;diff=10071</id>
		<title>Solar System</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Solar_System&amp;diff=10071"/>
		<updated>2025-12-16T18:23:36Z</updated>

		<summary type="html">&lt;p&gt;76561197970425841: /* Lagrange Points */ Nitpick: flow/grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Solar_System_1.png|thumb|320px|alt= A top-down screenshot of the Solar System, centered on the Sun, showing the solar system up to the orbit of Jupiter|A view of the solar system up to the orbit of Jupiter]]&lt;br /&gt;
Terra Invicta [[Game Options#Solar system|models]] the larger bodies in [[Earth]]&#039;s &#039;&#039;&#039;Solar System&#039;&#039;&#039; out to a distance of roughly 50 times the distance of the Earth from the Sun. This includes much of the Kuiper Belt, the group of icy bodies orbiting beyond [[Neptune]].&lt;br /&gt;
&lt;br /&gt;
The Solar System also includes Lagrange Points as locations [[Fleets]] may travel to. These are stable anchorages created by the equilibrium of gravity between two [[Celestial Bodies]] and marked on the map with geometric shapes.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
== Gameplay and Mechanics ==&lt;br /&gt;
The number of objects in the solar system is chosen at the start of a new game. Regardless of the option chosen, all planets, moons, dwarf planets and major asteroids will be present.&lt;br /&gt;
&lt;br /&gt;
=== Orbits ===&lt;br /&gt;
All space bodies and Lagrange Points have one or more stable &#039;&#039;&#039;orbits&#039;&#039;&#039; around them, pre-defined by the game, and where [[factions]] can locate [[fleets]] and build a limited number of [[Habs#Stations|space stations]]. Fleets and stations don&#039;t require any propellant to remain in their position in a stable orbit.&lt;br /&gt;
&lt;br /&gt;
Orbits close to a space body&#039;s surface are called interface orbits. These are orbits fleets can travel to in order to land or [[Fleets#Orbital_Bombardment|bombard]] targets on the surface. Around Earth, some hab modules grant bonuses only if they are in an interface orbit, providing greater benefits to the surface.&lt;br /&gt;
&lt;br /&gt;
Higher-altitude orbits typically cost less delta-v (Δv) when launching from them to reach other moons and planetary systems. This concept is also known as &amp;quot;escape velocity&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A few orbits also produce small amounts of {{icon|antimatter|bgcolor=DarkSlateGray}} [[Resources|antimatter]] that may be harvested with hab modules that can be [[Technology|researched]].&lt;br /&gt;
&lt;br /&gt;
The game models gravity for all space maneuvers, and technically stable orbits not pre-defined by the game, and decaying orbits, are possible to achieve. However, this will rarely occur unintentionally through normal gameplay.&lt;br /&gt;
&lt;br /&gt;
=== Lagrange Points ===&lt;br /&gt;
[[File:Lagrange Screen01.png|thumb|320px|alt=An in-game top-down view of Luna and Earth in orbit, showing the positions of their five Lagrange points|The Earth-Luna Lagrange points in Terra Invicta]]&lt;br /&gt;
Normally, two celestial bodies exert an unbalanced gravitational force at any given point between them, requiring a stable orbit to maintain a constant distance without the application of delta-v. An exception to this are &#039;&#039;&#039;Lagrange points&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Lagrange points are a location in an orbital system where gravitational forces and centrifugal forces between two celestial bodies are in equilibrium, creating a relative but consistent coordinate between two bodies where zero (null) gravity is constantly experienced.&lt;br /&gt;
&lt;br /&gt;
For any &#039;&#039;planet&#039;&#039; or their &#039;&#039;planetary moons(s)&#039;&#039;, five Lagrange points are always possible (L1 to L5). For example, this means Earth, which has a moon but also orbits [[Sol|the Sun]], has five Lagrange points for the Earth-Luna orbital system, and another five for the Earth-Sun.&lt;br /&gt;
&lt;br /&gt;
Terra Invicta does not provide defined Lagrange points for dwarf planets and their satellites, for asteroids and asteroidal satellites, or for comets and centaurs.&lt;br /&gt;
&lt;br /&gt;
{{bodyIcon|L1}} L1, {{bodyIcon|L2}} L2 and {{bodyIcon|L3}} L3, always correspond to a line drawn through two celestial bodies in orbit, each providing a single stable &amp;quot;halo orbit&amp;quot;. {{bodyIcon|L4}} L4 and {{bodyIcon|L5}} L5 will always correspond to a point following or preceding the orbital path of the less massive body, providing a stable leading and trailing &amp;quot;trojan orbit&amp;quot; respectively.&lt;br /&gt;
&lt;br /&gt;
Objects at Lagrange points always require zero delta-v to remain in position, and also have an effective escape velocity of zero. This means that as a rule of thumb, they are very likely to be the most efficient locations from which to launch ships or probes to any given destination, especially when targeting locations within their respective orbital system.&lt;br /&gt;
&lt;br /&gt;
If a [[Solar Mirror]], [[Automated Solar Mirror]] or [[Solar Array]] is built on a space station in orbit of any {{bodyIcon|L1}} L1, {{bodyIcon|L4}} L4 or {{bodyIcon|L5}} L5 location between a planet and one of its moons, it will provide a bonus to solar energy production for any bases using solar power modules on that planet or that moon. The {{bodyIcon|L1}} L1 between a planet and the Sun will apply this bonus to all bases in that planetary system.&lt;br /&gt;
&lt;br /&gt;
=== Hab Sites ===&lt;br /&gt;
With the exception of the Sun, the hellish world of [[Venus]], and the gas giants [[Jupiter]], [[Saturn]], [[Uranus]], and [[Neptune]], all space bodies have at least one [[Habs|hab]] site where factions may build a [[Habs#Bases|base]] (a hab on the surface of a body) by constructing any apllicable &amp;quot;core&amp;quot; module at that site. Planets and other larger bodies will have up to 25 hab sites able to build {{BodyIcon|Tier 3}} Tier 3 base modules, and this number will decrease roughly in proportion to a body&#039;s diameter. Smaller bodies are also more likely to only allow contruction of {{bodyIcon|Tier 1}} Tier 1 or {{bodyIcon|Tier 2}} Tier 2 modules.&lt;br /&gt;
&lt;br /&gt;
==== Mining ====&lt;br /&gt;
When a [[Habs#Mining Complexes|mine]] module is constructed, a base will continuously output a quantity of one or more [[resources]] to the faction that controls the mine. The type of resources generally depends on the composition of the space body.&lt;br /&gt;
&lt;br /&gt;
When first viewing the Solar System, factions will only have estimates of the mining potential of a particular hab site. To discover their exact potential, they will need to conduct a prospecting survey of the parent space body.&lt;br /&gt;
&lt;br /&gt;
==== Prospecting ====&lt;br /&gt;
To build a base, a faction must first survey the space body to determine the precise location for the habitat. Prospecting a space body will also reveal the exact mining output values of available hab sites.&lt;br /&gt;
&lt;br /&gt;
Prospecting can be conducted by a probe launched from [[Earth]] or from a [[Spaceships#Construction|shipyard]] at a hab, or by [[Spaceships|ships]] equipped with a [[Mobile Space Science Lab]] module. Prospecting data may also be stolen from other factions using {{MissionIcon|Turn}} [[Turn Councilor|turned councilors]], or shared with an [[Factions#Trade_Negotiations|Intel Sharing Agreement]].&lt;br /&gt;
&lt;br /&gt;
Each planet, with the exception of [[Mission to the Outer Planets|Neptune and Uranus]] requires a separate Space Science [[technology]] to prospect it and its satellites. The asteroid belt also needs a [[Mission to the Asteroids|specific technology]] to begin prospecting there. Moons are unlocked by their parent planets, except for [[Luna]] which requires a separate but cheaper technology.&lt;br /&gt;
&lt;br /&gt;
=== Ship Interactions in the Solar System ===&lt;br /&gt;
Orbital bodies provide an important role for space faring vessels when travelling. Depending on the delta-v of a vessel, travel might be carried out by &amp;quot;hopping&amp;quot; between bodies for resupply, thus making their position crucial. Alongside this, several maneuvers such as aero-braking and gravity assists allow a fleet to &amp;quot;pivot&amp;quot; on a journey when travelling in space and connecting with a target. This leaves the player with an array of options for travel and base planning when expanding or pursuing their factions&#039; interests.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Celestial Bodies]]&lt;br /&gt;
* [[Habs]]&lt;br /&gt;
&lt;br /&gt;
=== External Links ===&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Delta-v Delta-v] (Wikipedia)&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Escape_velocity Escape velocity] (Wikipedia)&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Lagrange_point Lagrange point] (Wikipedia)&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Gravity_assist Gravity assist] (Wikipedia)&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Aerobraking Aerobraking] (Wikipedia)&lt;br /&gt;
&lt;br /&gt;
{{Celestial Bodies Navbox}}&lt;br /&gt;
{{Mechanics_Navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Solar System]]&lt;br /&gt;
[[Category: Major Articles]]&lt;/div&gt;</summary>
		<author><name>76561197970425841</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Solar_System&amp;diff=10070</id>
		<title>Solar System</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Solar_System&amp;diff=10070"/>
		<updated>2025-12-16T18:17:21Z</updated>

		<summary type="html">&lt;p&gt;76561197970425841: /* External Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Solar_System_1.png|thumb|320px|alt= A top-down screenshot of the Solar System, centered on the Sun, showing the solar system up to the orbit of Jupiter|A view of the solar system up to the orbit of Jupiter]]&lt;br /&gt;
Terra Invicta [[Game Options#Solar system|models]] the larger bodies in [[Earth]]&#039;s &#039;&#039;&#039;Solar System&#039;&#039;&#039; out to a distance of roughly 50 times the distance of the Earth from the Sun. This includes much of the Kuiper Belt, the group of icy bodies orbiting beyond [[Neptune]].&lt;br /&gt;
&lt;br /&gt;
The Solar System also includes Lagrange Points as locations [[Fleets]] may travel to. These are stable anchorages created by the equilibrium of gravity between two [[Celestial Bodies]] and marked on the map with geometric shapes.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
== Gameplay and Mechanics ==&lt;br /&gt;
The number of objects in the solar system is chosen at the start of a new game. Regardless of the option chosen, all planets, moons, dwarf planets and major asteroids will be present.&lt;br /&gt;
&lt;br /&gt;
=== Orbits ===&lt;br /&gt;
All space bodies and Lagrange Points have one or more stable &#039;&#039;&#039;orbits&#039;&#039;&#039; around them, pre-defined by the game, and where [[factions]] can locate [[fleets]] and build a limited number of [[Habs#Stations|space stations]]. Fleets and stations don&#039;t require any propellant to remain in their position in a stable orbit.&lt;br /&gt;
&lt;br /&gt;
Orbits close to a space body&#039;s surface are called interface orbits. These are orbits fleets can travel to in order to land or [[Fleets#Orbital_Bombardment|bombard]] targets on the surface. Around Earth, some hab modules grant bonuses only if they are in an interface orbit, providing greater benefits to the surface.&lt;br /&gt;
&lt;br /&gt;
Higher-altitude orbits typically cost less delta-v (Δv) when launching from them to reach other moons and planetary systems. This concept is also known as &amp;quot;escape velocity&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A few orbits also produce small amounts of {{icon|antimatter|bgcolor=DarkSlateGray}} [[Resources|antimatter]] that may be harvested with hab modules that can be [[Technology|researched]].&lt;br /&gt;
&lt;br /&gt;
The game models gravity for all space maneuvers, and technically stable orbits not pre-defined by the game, and decaying orbits, are possible to achieve. However, this will rarely occur unintentionally through normal gameplay.&lt;br /&gt;
&lt;br /&gt;
=== Lagrange Points ===&lt;br /&gt;
[[File:Lagrange Screen01.png|thumb|320px|alt=An in-game top-down view of Luna and Earth in orbit, showing the positions of their five Lagrange points|The Earth-Luna Lagrange points in Terra Invicta]]&lt;br /&gt;
Normally, two celestial bodies exert an unbalanced gravitational force at any given point between them, requiring a stable orbit to maintain a constant distance without the application of delta-v. An exception to this are &#039;&#039;&#039;Lagrange points&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Lagrange points are a location in an orbital system where gravitational forces and centrifugal forces between two celestial bodies are in equilibrium, creating a relative but consistent coordinate between two bodies where zero (null) gravity is constantly experienced.&lt;br /&gt;
&lt;br /&gt;
For any &#039;&#039;planet&#039;&#039; or their &#039;&#039;planetary moons(s)&#039;&#039;, five Lagrange points are always possible (L1 to L5). For example, this means Earth, which has a moon but also orbits [[Sol|the Sun]], has five Lagrange points for the Earth-Luna orbital system, and another five for the Earth-Sun.&lt;br /&gt;
&lt;br /&gt;
Terra Invicta does not provide defined Lagrange points for dwarf planets and their satellites, for asteroids and asteroidal satellites, or for comets and centaurs.&lt;br /&gt;
&lt;br /&gt;
{{bodyIcon|L1}} L1, {{bodyIcon|L2}} L2 and {{bodyIcon|L3}} L3, always correspond to a line drawn through two celestial bodies in orbit, each providing a single stable &amp;quot;halo orbit&amp;quot;. {{bodyIcon|L4}} L4 and {{bodyIcon|L5}} L5 will always correspond to a point following or preceding the orbital path of the less massive body, providing a stable leading and trailing &amp;quot;trojan orbit&amp;quot; respectively.&lt;br /&gt;
&lt;br /&gt;
Objects at Lagrange points always require zero delta-v to remain in position, and also have an effective escape velocity of zero. This means that as a rule of thumb, they are very likely to be the most efficient locations to launch ships or probes to any given destination from, especially when targeting locations within their respective orbital system.&lt;br /&gt;
&lt;br /&gt;
If a [[Solar Mirror]], [[Automated Solar Mirror]] or [[Solar Array]] is built on a space station in orbit of any {{bodyIcon|L1}} L1, {{bodyIcon|L4}} L4 or {{bodyIcon|L5}} L5 location between a planet and one of its moons, it will provide a bonus to solar energy production for any bases using solar power modules on that planet or that moon. The {{bodyIcon|L1}} L1 between a planet and the Sun will apply this bonus to all bases in that planetary system.&lt;br /&gt;
&lt;br /&gt;
=== Hab Sites ===&lt;br /&gt;
With the exception of the Sun, the hellish world of [[Venus]], and the gas giants [[Jupiter]], [[Saturn]], [[Uranus]], and [[Neptune]], all space bodies have at least one [[Habs|hab]] site where factions may build a [[Habs#Bases|base]] (a hab on the surface of a body) by constructing any apllicable &amp;quot;core&amp;quot; module at that site. Planets and other larger bodies will have up to 25 hab sites able to build {{BodyIcon|Tier 3}} Tier 3 base modules, and this number will decrease roughly in proportion to a body&#039;s diameter. Smaller bodies are also more likely to only allow contruction of {{bodyIcon|Tier 1}} Tier 1 or {{bodyIcon|Tier 2}} Tier 2 modules.&lt;br /&gt;
&lt;br /&gt;
==== Mining ====&lt;br /&gt;
When a [[Habs#Mining Complexes|mine]] module is constructed, a base will continuously output a quantity of one or more [[resources]] to the faction that controls the mine. The type of resources generally depends on the composition of the space body.&lt;br /&gt;
&lt;br /&gt;
When first viewing the Solar System, factions will only have estimates of the mining potential of a particular hab site. To discover their exact potential, they will need to conduct a prospecting survey of the parent space body.&lt;br /&gt;
&lt;br /&gt;
==== Prospecting ====&lt;br /&gt;
To build a base, a faction must first survey the space body to determine the precise location for the habitat. Prospecting a space body will also reveal the exact mining output values of available hab sites.&lt;br /&gt;
&lt;br /&gt;
Prospecting can be conducted by a probe launched from [[Earth]] or from a [[Spaceships#Construction|shipyard]] at a hab, or by [[Spaceships|ships]] equipped with a [[Mobile Space Science Lab]] module. Prospecting data may also be stolen from other factions using {{MissionIcon|Turn}} [[Turn Councilor|turned councilors]], or shared with an [[Factions#Trade_Negotiations|Intel Sharing Agreement]].&lt;br /&gt;
&lt;br /&gt;
Each planet, with the exception of [[Mission to the Outer Planets|Neptune and Uranus]] requires a separate Space Science [[technology]] to prospect it and its satellites. The asteroid belt also needs a [[Mission to the Asteroids|specific technology]] to begin prospecting there. Moons are unlocked by their parent planets, except for [[Luna]] which requires a separate but cheaper technology.&lt;br /&gt;
&lt;br /&gt;
=== Ship Interactions in the Solar System ===&lt;br /&gt;
Orbital bodies provide an important role for space faring vessels when travelling. Depending on the delta-v of a vessel, travel might be carried out by &amp;quot;hopping&amp;quot; between bodies for resupply, thus making their position crucial. Alongside this, several maneuvers such as aero-braking and gravity assists allow a fleet to &amp;quot;pivot&amp;quot; on a journey when travelling in space and connecting with a target. This leaves the player with an array of options for travel and base planning when expanding or pursuing their factions&#039; interests.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Celestial Bodies]]&lt;br /&gt;
* [[Habs]]&lt;br /&gt;
&lt;br /&gt;
=== External Links ===&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Delta-v Delta-v] (Wikipedia)&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Escape_velocity Escape velocity] (Wikipedia)&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Lagrange_point Lagrange point] (Wikipedia)&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Gravity_assist Gravity assist] (Wikipedia)&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Aerobraking Aerobraking] (Wikipedia)&lt;br /&gt;
&lt;br /&gt;
{{Celestial Bodies Navbox}}&lt;br /&gt;
{{Mechanics_Navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Solar System]]&lt;br /&gt;
[[Category: Major Articles]]&lt;/div&gt;</summary>
		<author><name>76561197970425841</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Solar_System&amp;diff=10069</id>
		<title>Solar System</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Solar_System&amp;diff=10069"/>
		<updated>2025-12-16T18:16:07Z</updated>

		<summary type="html">&lt;p&gt;76561197970425841: /* External Links */ +links to technical terms&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Solar_System_1.png|thumb|320px|alt= A top-down screenshot of the Solar System, centered on the Sun, showing the solar system up to the orbit of Jupiter|A view of the solar system up to the orbit of Jupiter]]&lt;br /&gt;
Terra Invicta [[Game Options#Solar system|models]] the larger bodies in [[Earth]]&#039;s &#039;&#039;&#039;Solar System&#039;&#039;&#039; out to a distance of roughly 50 times the distance of the Earth from the Sun. This includes much of the Kuiper Belt, the group of icy bodies orbiting beyond [[Neptune]].&lt;br /&gt;
&lt;br /&gt;
The Solar System also includes Lagrange Points as locations [[Fleets]] may travel to. These are stable anchorages created by the equilibrium of gravity between two [[Celestial Bodies]] and marked on the map with geometric shapes.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
== Gameplay and Mechanics ==&lt;br /&gt;
The number of objects in the solar system is chosen at the start of a new game. Regardless of the option chosen, all planets, moons, dwarf planets and major asteroids will be present.&lt;br /&gt;
&lt;br /&gt;
=== Orbits ===&lt;br /&gt;
All space bodies and Lagrange Points have one or more stable &#039;&#039;&#039;orbits&#039;&#039;&#039; around them, pre-defined by the game, and where [[factions]] can locate [[fleets]] and build a limited number of [[Habs#Stations|space stations]]. Fleets and stations don&#039;t require any propellant to remain in their position in a stable orbit.&lt;br /&gt;
&lt;br /&gt;
Orbits close to a space body&#039;s surface are called interface orbits. These are orbits fleets can travel to in order to land or [[Fleets#Orbital_Bombardment|bombard]] targets on the surface. Around Earth, some hab modules grant bonuses only if they are in an interface orbit, providing greater benefits to the surface.&lt;br /&gt;
&lt;br /&gt;
Higher-altitude orbits typically cost less delta-v (Δv) when launching from them to reach other moons and planetary systems. This concept is also known as &amp;quot;escape velocity&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A few orbits also produce small amounts of {{icon|antimatter|bgcolor=DarkSlateGray}} [[Resources|antimatter]] that may be harvested with hab modules that can be [[Technology|researched]].&lt;br /&gt;
&lt;br /&gt;
The game models gravity for all space maneuvers, and technically stable orbits not pre-defined by the game, and decaying orbits, are possible to achieve. However, this will rarely occur unintentionally through normal gameplay.&lt;br /&gt;
&lt;br /&gt;
=== Lagrange Points ===&lt;br /&gt;
[[File:Lagrange Screen01.png|thumb|320px|alt=An in-game top-down view of Luna and Earth in orbit, showing the positions of their five Lagrange points|The Earth-Luna Lagrange points in Terra Invicta]]&lt;br /&gt;
Normally, two celestial bodies exert an unbalanced gravitational force at any given point between them, requiring a stable orbit to maintain a constant distance without the application of delta-v. An exception to this are &#039;&#039;&#039;Lagrange points&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Lagrange points are a location in an orbital system where gravitational forces and centrifugal forces between two celestial bodies are in equilibrium, creating a relative but consistent coordinate between two bodies where zero (null) gravity is constantly experienced.&lt;br /&gt;
&lt;br /&gt;
For any &#039;&#039;planet&#039;&#039; or their &#039;&#039;planetary moons(s)&#039;&#039;, five Lagrange points are always possible (L1 to L5). For example, this means Earth, which has a moon but also orbits [[Sol|the Sun]], has five Lagrange points for the Earth-Luna orbital system, and another five for the Earth-Sun.&lt;br /&gt;
&lt;br /&gt;
Terra Invicta does not provide defined Lagrange points for dwarf planets and their satellites, for asteroids and asteroidal satellites, or for comets and centaurs.&lt;br /&gt;
&lt;br /&gt;
{{bodyIcon|L1}} L1, {{bodyIcon|L2}} L2 and {{bodyIcon|L3}} L3, always correspond to a line drawn through two celestial bodies in orbit, each providing a single stable &amp;quot;halo orbit&amp;quot;. {{bodyIcon|L4}} L4 and {{bodyIcon|L5}} L5 will always correspond to a point following or preceding the orbital path of the less massive body, providing a stable leading and trailing &amp;quot;trojan orbit&amp;quot; respectively.&lt;br /&gt;
&lt;br /&gt;
Objects at Lagrange points always require zero delta-v to remain in position, and also have an effective escape velocity of zero. This means that as a rule of thumb, they are very likely to be the most efficient locations to launch ships or probes to any given destination from, especially when targeting locations within their respective orbital system.&lt;br /&gt;
&lt;br /&gt;
If a [[Solar Mirror]], [[Automated Solar Mirror]] or [[Solar Array]] is built on a space station in orbit of any {{bodyIcon|L1}} L1, {{bodyIcon|L4}} L4 or {{bodyIcon|L5}} L5 location between a planet and one of its moons, it will provide a bonus to solar energy production for any bases using solar power modules on that planet or that moon. The {{bodyIcon|L1}} L1 between a planet and the Sun will apply this bonus to all bases in that planetary system.&lt;br /&gt;
&lt;br /&gt;
=== Hab Sites ===&lt;br /&gt;
With the exception of the Sun, the hellish world of [[Venus]], and the gas giants [[Jupiter]], [[Saturn]], [[Uranus]], and [[Neptune]], all space bodies have at least one [[Habs|hab]] site where factions may build a [[Habs#Bases|base]] (a hab on the surface of a body) by constructing any apllicable &amp;quot;core&amp;quot; module at that site. Planets and other larger bodies will have up to 25 hab sites able to build {{BodyIcon|Tier 3}} Tier 3 base modules, and this number will decrease roughly in proportion to a body&#039;s diameter. Smaller bodies are also more likely to only allow contruction of {{bodyIcon|Tier 1}} Tier 1 or {{bodyIcon|Tier 2}} Tier 2 modules.&lt;br /&gt;
&lt;br /&gt;
==== Mining ====&lt;br /&gt;
When a [[Habs#Mining Complexes|mine]] module is constructed, a base will continuously output a quantity of one or more [[resources]] to the faction that controls the mine. The type of resources generally depends on the composition of the space body.&lt;br /&gt;
&lt;br /&gt;
When first viewing the Solar System, factions will only have estimates of the mining potential of a particular hab site. To discover their exact potential, they will need to conduct a prospecting survey of the parent space body.&lt;br /&gt;
&lt;br /&gt;
==== Prospecting ====&lt;br /&gt;
To build a base, a faction must first survey the space body to determine the precise location for the habitat. Prospecting a space body will also reveal the exact mining output values of available hab sites.&lt;br /&gt;
&lt;br /&gt;
Prospecting can be conducted by a probe launched from [[Earth]] or from a [[Spaceships#Construction|shipyard]] at a hab, or by [[Spaceships|ships]] equipped with a [[Mobile Space Science Lab]] module. Prospecting data may also be stolen from other factions using {{MissionIcon|Turn}} [[Turn Councilor|turned councilors]], or shared with an [[Factions#Trade_Negotiations|Intel Sharing Agreement]].&lt;br /&gt;
&lt;br /&gt;
Each planet, with the exception of [[Mission to the Outer Planets|Neptune and Uranus]] requires a separate Space Science [[technology]] to prospect it and its satellites. The asteroid belt also needs a [[Mission to the Asteroids|specific technology]] to begin prospecting there. Moons are unlocked by their parent planets, except for [[Luna]] which requires a separate but cheaper technology.&lt;br /&gt;
&lt;br /&gt;
=== Ship Interactions in the Solar System ===&lt;br /&gt;
Orbital bodies provide an important role for space faring vessels when travelling. Depending on the delta-v of a vessel, travel might be carried out by &amp;quot;hopping&amp;quot; between bodies for resupply, thus making their position crucial. Alongside this, several maneuvers such as aero-braking and gravity assists allow a fleet to &amp;quot;pivot&amp;quot; on a journey when travelling in space and connecting with a target. This leaves the player with an array of options for travel and base planning when expanding or pursuing their factions&#039; interests.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Celestial Bodies]]&lt;br /&gt;
* [[Habs]]&lt;br /&gt;
&lt;br /&gt;
=== External Links ===&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Delta-v Delta-v] (Wikipedia)&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Escape_velocity Escape velocity] (Wikipedia)&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Lagrange_point Lagrange point] (Wikipedia)&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Gravity_assist Gravity assist] (Wikipedia)&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Aerobreaking Aerobreaking] (Wikipedia)&lt;br /&gt;
&lt;br /&gt;
{{Celestial Bodies Navbox}}&lt;br /&gt;
{{Mechanics_Navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Solar System]]&lt;br /&gt;
[[Category: Major Articles]]&lt;/div&gt;</summary>
		<author><name>76561197970425841</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Solar_System&amp;diff=10068</id>
		<title>Solar System</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Solar_System&amp;diff=10068"/>
		<updated>2025-12-16T18:12:12Z</updated>

		<summary type="html">&lt;p&gt;76561197970425841: /* Ship Interactions in the Solar System */ brevity/grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Solar_System_1.png|thumb|320px|alt= A top-down screenshot of the Solar System, centered on the Sun, showing the solar system up to the orbit of Jupiter|A view of the solar system up to the orbit of Jupiter]]&lt;br /&gt;
Terra Invicta [[Game Options#Solar system|models]] the larger bodies in [[Earth]]&#039;s &#039;&#039;&#039;Solar System&#039;&#039;&#039; out to a distance of roughly 50 times the distance of the Earth from the Sun. This includes much of the Kuiper Belt, the group of icy bodies orbiting beyond [[Neptune]].&lt;br /&gt;
&lt;br /&gt;
The Solar System also includes Lagrange Points as locations [[Fleets]] may travel to. These are stable anchorages created by the equilibrium of gravity between two [[Celestial Bodies]] and marked on the map with geometric shapes.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
== Gameplay and Mechanics ==&lt;br /&gt;
The number of objects in the solar system is chosen at the start of a new game. Regardless of the option chosen, all planets, moons, dwarf planets and major asteroids will be present.&lt;br /&gt;
&lt;br /&gt;
=== Orbits ===&lt;br /&gt;
All space bodies and Lagrange Points have one or more stable &#039;&#039;&#039;orbits&#039;&#039;&#039; around them, pre-defined by the game, and where [[factions]] can locate [[fleets]] and build a limited number of [[Habs#Stations|space stations]]. Fleets and stations don&#039;t require any propellant to remain in their position in a stable orbit.&lt;br /&gt;
&lt;br /&gt;
Orbits close to a space body&#039;s surface are called interface orbits. These are orbits fleets can travel to in order to land or [[Fleets#Orbital_Bombardment|bombard]] targets on the surface. Around Earth, some hab modules grant bonuses only if they are in an interface orbit, providing greater benefits to the surface.&lt;br /&gt;
&lt;br /&gt;
Higher-altitude orbits typically cost less delta-v (Δv) when launching from them to reach other moons and planetary systems. This concept is also known as &amp;quot;escape velocity&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A few orbits also produce small amounts of {{icon|antimatter|bgcolor=DarkSlateGray}} [[Resources|antimatter]] that may be harvested with hab modules that can be [[Technology|researched]].&lt;br /&gt;
&lt;br /&gt;
The game models gravity for all space maneuvers, and technically stable orbits not pre-defined by the game, and decaying orbits, are possible to achieve. However, this will rarely occur unintentionally through normal gameplay.&lt;br /&gt;
&lt;br /&gt;
=== Lagrange Points ===&lt;br /&gt;
[[File:Lagrange Screen01.png|thumb|320px|alt=An in-game top-down view of Luna and Earth in orbit, showing the positions of their five Lagrange points|The Earth-Luna Lagrange points in Terra Invicta]]&lt;br /&gt;
Normally, two celestial bodies exert an unbalanced gravitational force at any given point between them, requiring a stable orbit to maintain a constant distance without the application of delta-v. An exception to this are &#039;&#039;&#039;Lagrange points&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Lagrange points are a location in an orbital system where gravitational forces and centrifugal forces between two celestial bodies are in equilibrium, creating a relative but consistent coordinate between two bodies where zero (null) gravity is constantly experienced.&lt;br /&gt;
&lt;br /&gt;
For any &#039;&#039;planet&#039;&#039; or their &#039;&#039;planetary moons(s)&#039;&#039;, five Lagrange points are always possible (L1 to L5). For example, this means Earth, which has a moon but also orbits [[Sol|the Sun]], has five Lagrange points for the Earth-Luna orbital system, and another five for the Earth-Sun.&lt;br /&gt;
&lt;br /&gt;
Terra Invicta does not provide defined Lagrange points for dwarf planets and their satellites, for asteroids and asteroidal satellites, or for comets and centaurs.&lt;br /&gt;
&lt;br /&gt;
{{bodyIcon|L1}} L1, {{bodyIcon|L2}} L2 and {{bodyIcon|L3}} L3, always correspond to a line drawn through two celestial bodies in orbit, each providing a single stable &amp;quot;halo orbit&amp;quot;. {{bodyIcon|L4}} L4 and {{bodyIcon|L5}} L5 will always correspond to a point following or preceding the orbital path of the less massive body, providing a stable leading and trailing &amp;quot;trojan orbit&amp;quot; respectively.&lt;br /&gt;
&lt;br /&gt;
Objects at Lagrange points always require zero delta-v to remain in position, and also have an effective escape velocity of zero. This means that as a rule of thumb, they are very likely to be the most efficient locations to launch ships or probes to any given destination from, especially when targeting locations within their respective orbital system.&lt;br /&gt;
&lt;br /&gt;
If a [[Solar Mirror]], [[Automated Solar Mirror]] or [[Solar Array]] is built on a space station in orbit of any {{bodyIcon|L1}} L1, {{bodyIcon|L4}} L4 or {{bodyIcon|L5}} L5 location between a planet and one of its moons, it will provide a bonus to solar energy production for any bases using solar power modules on that planet or that moon. The {{bodyIcon|L1}} L1 between a planet and the Sun will apply this bonus to all bases in that planetary system.&lt;br /&gt;
&lt;br /&gt;
=== Hab Sites ===&lt;br /&gt;
With the exception of the Sun, the hellish world of [[Venus]], and the gas giants [[Jupiter]], [[Saturn]], [[Uranus]], and [[Neptune]], all space bodies have at least one [[Habs|hab]] site where factions may build a [[Habs#Bases|base]] (a hab on the surface of a body) by constructing any apllicable &amp;quot;core&amp;quot; module at that site. Planets and other larger bodies will have up to 25 hab sites able to build {{BodyIcon|Tier 3}} Tier 3 base modules, and this number will decrease roughly in proportion to a body&#039;s diameter. Smaller bodies are also more likely to only allow contruction of {{bodyIcon|Tier 1}} Tier 1 or {{bodyIcon|Tier 2}} Tier 2 modules.&lt;br /&gt;
&lt;br /&gt;
==== Mining ====&lt;br /&gt;
When a [[Habs#Mining Complexes|mine]] module is constructed, a base will continuously output a quantity of one or more [[resources]] to the faction that controls the mine. The type of resources generally depends on the composition of the space body.&lt;br /&gt;
&lt;br /&gt;
When first viewing the Solar System, factions will only have estimates of the mining potential of a particular hab site. To discover their exact potential, they will need to conduct a prospecting survey of the parent space body.&lt;br /&gt;
&lt;br /&gt;
==== Prospecting ====&lt;br /&gt;
To build a base, a faction must first survey the space body to determine the precise location for the habitat. Prospecting a space body will also reveal the exact mining output values of available hab sites.&lt;br /&gt;
&lt;br /&gt;
Prospecting can be conducted by a probe launched from [[Earth]] or from a [[Spaceships#Construction|shipyard]] at a hab, or by [[Spaceships|ships]] equipped with a [[Mobile Space Science Lab]] module. Prospecting data may also be stolen from other factions using {{MissionIcon|Turn}} [[Turn Councilor|turned councilors]], or shared with an [[Factions#Trade_Negotiations|Intel Sharing Agreement]].&lt;br /&gt;
&lt;br /&gt;
Each planet, with the exception of [[Mission to the Outer Planets|Neptune and Uranus]] requires a separate Space Science [[technology]] to prospect it and its satellites. The asteroid belt also needs a [[Mission to the Asteroids|specific technology]] to begin prospecting there. Moons are unlocked by their parent planets, except for [[Luna]] which requires a separate but cheaper technology.&lt;br /&gt;
&lt;br /&gt;
=== Ship Interactions in the Solar System ===&lt;br /&gt;
Orbital bodies provide an important role for space faring vessels when travelling. Depending on the delta-v of a vessel, travel might be carried out by &amp;quot;hopping&amp;quot; between bodies for resupply, thus making their position crucial. Alongside this, several maneuvers such as aero-braking and gravity assists allow a fleet to &amp;quot;pivot&amp;quot; on a journey when travelling in space and connecting with a target. This leaves the player with an array of options for travel and base planning when expanding or pursuing their factions&#039; interests.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Celestial Bodies]]&lt;br /&gt;
* [[Habs]]&lt;br /&gt;
&lt;br /&gt;
=== External Links ===&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Delta-v Delta-v] (Wikipedia)&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Escape_velocity Escape velocity] (Wikipedia)&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Lagrange_point Lagrange point] (Wikipedia)&lt;br /&gt;
&lt;br /&gt;
{{Celestial Bodies Navbox}}&lt;br /&gt;
{{Mechanics_Navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Solar System]]&lt;br /&gt;
[[Category: Major Articles]]&lt;/div&gt;</summary>
		<author><name>76561197970425841</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Celestial_Bodies&amp;diff=10067</id>
		<title>Celestial Bodies</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Celestial_Bodies&amp;diff=10067"/>
		<updated>2025-12-16T18:03:56Z</updated>

		<summary type="html">&lt;p&gt;76561197970425841: /* Resources and Mining */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;This page discusses the game mechanics for celestial bodies. For a list of all space bodies in Terra Invicta, as well as their stats, see [[Space Body List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Celestial Bodies&#039;&#039;&#039; are naturally occurring significant gravitational masses, representing the major locations of Terra Invicta&#039;s [[Solar System]]. They are the primary targets for the industrialization of space via [[Factions|human]] and [[Aliens|alien]] [[Habs|infrastructure]] ([[Solar System#Lagrange Points|Lagrange points]] being the exception).&lt;br /&gt;
&lt;br /&gt;
The number of bodies depends on the [[Game Options#Solar system|System setup]] at the beginning of the campaign, but objects are always present in the game up to a distance of 50 Astronomical Units from the Sun (up to the Kuiper Belts)&lt;br /&gt;
&lt;br /&gt;
[[File:Celestial_Bodies_1.png|upright=0.75|framed|right|Saturn and its satellites, as seen at the beginning of a campaign.]]&lt;br /&gt;
&lt;br /&gt;
== Body types and Composition ==&lt;br /&gt;
With the exception of [[Sol|the Sun]], there are six main categories of celestial bodies modeled by the game: planets, dwarf planets, planetary moons, ateroidal moons, asteroids, and comets. These are subdivided into astrological classifications that form the title of a selected body (e.g. &amp;quot;terrestrial planet&amp;quot;, &amp;quot;gas giant&amp;quot;, &amp;quot;centaur&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Celestial bodies can have varying compositions between campaigns. The resource extraction potential is [[#Resource Formulas|calculated]] separately for each body and can differ drastically between playthroughs, based on resource rolls. The specific resource availability of a body is only revealed after [[Solar System#Prospecting|prospecting]], and can change as [[events]] are triggered by the game.&lt;br /&gt;
&lt;br /&gt;
Determining the exact resources available requires either a probe, or a [[Spaceships|ship]] with a [[Mobile Space Science Lab]] to perform a survey operation. This prospecting data can also be acquired from other [[Factions]] by using the {{MissionIcon|Turn}}[[Turn Councilor]] mission or by forming an [[Factions#Trade_Negotiations|Intel Sharing Agreement]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Tip: If you want to send many probes there is a one-click option in the Intel -&amp;gt; Solar System tab.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Orbits and Sites ==&lt;br /&gt;
Every celestial body has at least one [[Solar System#Orbits|orbit]]; planets and planetary moons also have [[Solar System#Lagrange Points|Lagrange points]] – these provide locations where [[Habs#Stations|stations]] can be constructed. Excluding [[Venus]] and the gas giants, almost every celestial body can have up to 25 surface locations (sites) where [[Habs#Bases|bases]] can be built.&lt;br /&gt;
&lt;br /&gt;
A higher number of base sites and station orbits are more likely to be found on and around larger bodies, which are also more likely to support higher tier habitats ({{bodyIcon|Tier 1}}, {{bodyIcon|Tier 2}}, {{bodyIcon|Tier 3}}). In terms of orbits, the situation is more varied.&lt;br /&gt;
&lt;br /&gt;
Low and high orbits are found on larger celestial bodies with asteroids and asteroidal moons often have &amp;quot;parking&amp;quot; orbits instead. Larger bodies can also support additional orbits, such as: Inclined, Medium, Intermediate, Extreme and Synchronous. The Earth has three unique orbits: Tiangong Orbit, ISS Orbit and Low Orbit 2. The altitude, gravitational pull, and the number of possible stations allowed in each orbit is unique to each body (though station number caps are typically 1 for asteroids and inclined orbits, 4 for dwarf planets and some moons, and 8 for the rest). [[Solar System#Lagrange Points|Lagrange points]] always have 1 orbit allowing a single station.&lt;br /&gt;
&lt;br /&gt;
Low and parking orbits are also considered &amp;quot;interface&amp;quot; orbits (denoted by a body icon next to them), which allows several interactions through the use of specific [[Habs|hab]] and [[Spaceships|ship]] modules. As well as having by far the largest variety of possible interface orbit options, Earth also offers more than twice as many stations in interface orbits than other planets; &amp;quot;Low Earth orbit 2&amp;quot; doubles the default to 16, and the Tiangong and ISS orbits offer two more (uniquely inclined) low interface orbits. The latter two correspond to those of the real world International Space Station and Tiangong Station, and each allows for one additional station in an Earth interface orbit.&lt;br /&gt;
&lt;br /&gt;
== Resources and Mining ==&lt;br /&gt;
The five basic space [[Resources|resources]] ({{icon|water|bgcolor=DarkSlateGray}} Water, {{icon|volatiles|bgcolor=DarkSlateGray}} Volatiles, {{icon|metals|bgcolor=DarkSlateGray}} Metals, {{icon|nobles|bgcolor=DarkSlateGray}} Nobles, and {{icon|fissiles|bgcolor=DarkSlateGray}} Fissiles) can be found in these bodies. Their abundance and distribution depend on dice rolls cast during world generation. Certain orbits also allow the harvesting of {{icon|antimatter|bgcolor=DarkSlateGray}} antimatter after the relevant technology has been researched.&lt;br /&gt;
&lt;br /&gt;
Some celestial bodies will always be far more valuable than others in terms of resource availability and ease of extraction. Early resources on [[Luna|the Moon]], for instance, are far lower than [[Mars]] (which is typically the main expansion point in the early game). Space bodies in the outer solar system are also generally richer, to encourage further expansion, and as previously noted smaller space bodies may not allow the construction of higher tier bases – different bodies and orbits will carry different material or strategic value depending on the player&#039;s needs in a given campaign.&lt;br /&gt;
&lt;br /&gt;
=== Resource Formulas ===&lt;br /&gt;
&amp;lt;i&amp;gt; This section discusses how the output values for each hab site are calculated. For a list of hab sites and mining profiles, as well as their stats, see [[Hab Site List]] and [[Mining Profile List]] instead. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The game assigns every hab site a mining profile, which is essentially a set of values used by the randomizer to determine the resource outputs of the hab site. Specifically, for each of the five basic space resource types X, the mining profile contains:&lt;br /&gt;
* X_mean: The median output value for resource type X.&lt;br /&gt;
* X_min: The minimum output value for resource type X.&lt;br /&gt;
* X_jump: The chance to jump the output value away from the median for resource type X. (An unlimited number of jumps are possible.)&lt;br /&gt;
* X_width: The distance moved by each jump.&lt;br /&gt;
&lt;br /&gt;
The mining profile also contains the special true or false value:&lt;br /&gt;
* modifyBySize: Whether the above values should be modified by the space body&#039;s mass and density.&lt;br /&gt;
&lt;br /&gt;
The mass and density modifiers are calculated as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt; Mass Modifier = Min(1, Space Body Mass (kg) / 50000000000000000 kg) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt; Density Modifier = Min(1, Space Body Density (g/cm³) / 1.25 g/cm³) × Max(1, Space Body Density (g/cm³) / 3 g/cm³) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If modifyBySize is true, then the Mean and Min values are modified as follows:&lt;br /&gt;
* For {{icon|water|bgcolor=DarkSlateGray}} Water and {{icon|volatiles|bgcolor=DarkSlateGray}} Volatiles:&lt;br /&gt;
&amp;lt;pre&amp;gt; Actual Value = Base Value × Clamp(Mass Modifier, 0.75, 1.25) &amp;lt;/pre&amp;gt;&lt;br /&gt;
* For {{icon|metals|bgcolor=DarkSlateGray}} Metals, {{icon|nobles|bgcolor=DarkSlateGray}} Nobles, and {{icon|fissiles|bgcolor=DarkSlateGray}} Fissiles:&lt;br /&gt;
&amp;lt;pre&amp;gt; Actual Value = Base Value × Clamp(Mass Modifier × Density Modifier, 0.75, 1.25) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Regardless of whether modifyBySize is true, these numbers are also multiplied by the [[Game_Options#Mining_Productivity_Rate|Mining Productivity Rate]]. This is a slider you can adjust in [[Game_Options#Customize_Campaign|Custom Campaign Settings]]. When playing with a Full Solar System, it is 100% on Long Campaign mode and 200% on Accelerated Campaign mode. Smaller Solar System sizes increase this setting to compensate for the fact that they have significantly fewer hab sites.&lt;br /&gt;
&lt;br /&gt;
The Width values are also modified by the [[Game_Options#Mining_Productivity_Rate|Mining Productivity Rate]] as follows:&lt;br /&gt;
* If [[Game_Options#Mining_Productivity_Rate|Mining Productivity Rate]] &amp;lt; 200%, then:&lt;br /&gt;
&amp;lt;pre&amp;gt; Actual Width = Base Width × Mining Productivity Rate &amp;lt;/pre&amp;gt;&lt;br /&gt;
* Otherwise:&lt;br /&gt;
&amp;lt;pre&amp;gt; Actual Width = Base Width × (2 + Mining Productivity Rate ^ (1 - Jump) ) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Finally, if the Min values are greater than 0, then they are also randomized as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt; Actual Min = Base Min × (0.8 to 1.2) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After all these modifiers are applied, the game now calculates the hab site&#039;s monthly output value V for each resource type X as follows:&lt;br /&gt;
# Repeatedly flip a weighted coin with X_jump chance of landing on heads, until it lands on tails.&lt;br /&gt;
# Set V to the number of heads.&lt;br /&gt;
# 50% chance: Multiply V by -1. &lt;br /&gt;
# Multiply V by X_width.&lt;br /&gt;
# Add X_mean to V.&lt;br /&gt;
# Add a random value between -(X_width / 2) to (X_width / 2) to V.&lt;br /&gt;
# If V is less than X_min, then set V to X_min.&lt;br /&gt;
# If V is less than 0.01, then set V to 0.&lt;br /&gt;
&lt;br /&gt;
In the case of {{icon|nobles|bgcolor=DarkSlateGray}} Nobles, there is one final modification:&lt;br /&gt;
# Let M be the {{icon|metals|bgcolor=DarkSlateGray}} Metals output value, and N be the  {{icon|nobles|bgcolor=DarkSlateGray}} Nobles output value.&lt;br /&gt;
# Divide M by either 2 or 3 (50% chance for each).&lt;br /&gt;
# If N &amp;gt; M, then set the {{icon|nobles|bgcolor=DarkSlateGray}} Nobles output value to M.&lt;br /&gt;
&lt;br /&gt;
== Orbital Debris ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
This orbit has ■■ dangerous cloud(s) of debris from space assets that have been destroyed here. Debris clouds present a hazard to undefended stations.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Space UI Tooltip, Terra Invicta, 0.4.90.&lt;br /&gt;
&lt;br /&gt;
Orbital Debris is currently a relatively unimplemented part of the game, with very few ways to affect it, and very few effects from it. So it is rarely worth paying attention to. Nevertheless, this section provides the details on the current mechanics for orbital debris.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Methods for Creating Orbital Debris&lt;br /&gt;
|-&lt;br /&gt;
! Method !! Condition(s) !! Orbital Debris Created&lt;br /&gt;
|-&lt;br /&gt;
| Destroying a [[Spaceships|Ship]] || In Combat || 1&lt;br /&gt;
|-&lt;br /&gt;
| Destroying a [[Habs|Hab]] || Violently || Hab Tier&lt;br /&gt;
|-&lt;br /&gt;
| The [[Orbital Debris Strike]] Event || Depends on option picked || 0 to 1&lt;br /&gt;
|-&lt;br /&gt;
| The [[Anti-Satellite Test]] Event || Depends on option picked || 0 to 5&lt;br /&gt;
|-&lt;br /&gt;
| The [[Destructive Testing]] Event || Depends on option picked || 0 to 5&lt;br /&gt;
|-&lt;br /&gt;
| The [[Kessler Syndrome]] Event || None || 10 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Methods for Removing Orbital Debris&lt;br /&gt;
|-&lt;br /&gt;
! Method !! Condition(s) !! Orbital Debris Removed&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2| Every January 1st || &amp;lt; 5 Orbital Debris, 25% chance || 1&lt;br /&gt;
|-&lt;br /&gt;
| ≥ 5 Orbital Debris || 0% to 15% of Orbital Debris&lt;br /&gt;
|-&lt;br /&gt;
| The [[Debris Duty]] Event || Depends on option picked || 0 to 1&lt;br /&gt;
|-&lt;br /&gt;
| The [[Low Earth Orbit Cleanup]] Event || Depends on option picked || 0 to 6&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The only effect of orbital debris is to enable some events or weight the target selection of some events when they trigger:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
|+ Events affected by Orbital Debris&lt;br /&gt;
|-&lt;br /&gt;
! Event !! Condition(s) !! Notable Event Effects&lt;br /&gt;
|-&lt;br /&gt;
! [[Kessler Syndrome]] &lt;br /&gt;
| &lt;br /&gt;
* Enabled by ≥ 40 Total Orbital Debris in ISS, Tiangong, LEO1, and LEO2.&lt;br /&gt;
* Can only happen once per game. &lt;br /&gt;
| &lt;br /&gt;
* [[Nations#Changing_Public_Opinion|Global Propaganda]] for {{icon|appease}}[[The Protectorate]] of strength 9 to 11.&lt;br /&gt;
* -10% {{icon|mc}}Mission Control Capacity for all Human Factions for 3 months.&lt;br /&gt;
* -8% to the [[Nations#Per_Capita_GDP|$3 Base GDPPC increase]] from {{icon|economy}}Economy Priority for 12 months.&lt;br /&gt;
|-&lt;br /&gt;
! [[Orbital Debris Strike]] &lt;br /&gt;
|&lt;br /&gt;
* Enabled by &amp;gt; 0 Orbital Debris in Orbit.&lt;br /&gt;
* More likely to target Habs in orbits with more Orbital Debris. &lt;br /&gt;
| Destroy up to 6 modules.&lt;br /&gt;
|-&lt;br /&gt;
! [[Debris Duty]] &lt;br /&gt;
| &lt;br /&gt;
* Enabled by &amp;gt; 0 Orbital Debris in Orbit.&lt;br /&gt;
* More likely to target Habs in orbits with more Orbital Debris. &lt;br /&gt;
| Give 50 instant {{icon|research}} or Remove 1 Orbital Debris.&lt;br /&gt;
|-&lt;br /&gt;
! [[Low Earth Orbit Cleanup]] &lt;br /&gt;
| Enabled by ≥ 10 Total Orbital Debris in ISS, Tiangong, LEO1, and LEO2. || Options to pay resources for [[Nations#Changing_Public_Opinion|Global Propaganda]] and Remove up to 6 Total Orbital Debris in ISS, Tiangong, LEO1, and LEO2.&lt;br /&gt;
|-&lt;br /&gt;
! [[Orbital Debris Near Miss]] &lt;br /&gt;
|&lt;br /&gt;
* More likely to target Habs in orbits with more Orbital Debris.&lt;br /&gt;
* Can only happen once per game. &lt;br /&gt;
| Give 50 instant {{icon|research}}.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Celestial Bodies Navbox}}&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Major Articles]]&lt;/div&gt;</summary>
		<author><name>76561197970425841</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Celestial_Bodies&amp;diff=10066</id>
		<title>Celestial Bodies</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Celestial_Bodies&amp;diff=10066"/>
		<updated>2025-12-16T18:03:39Z</updated>

		<summary type="html">&lt;p&gt;76561197970425841: /* Resources and Mining */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;This page discusses the game mechanics for celestial bodies. For a list of all space bodies in Terra Invicta, as well as their stats, see [[Space Body List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Celestial Bodies&#039;&#039;&#039; are naturally occurring significant gravitational masses, representing the major locations of Terra Invicta&#039;s [[Solar System]]. They are the primary targets for the industrialization of space via [[Factions|human]] and [[Aliens|alien]] [[Habs|infrastructure]] ([[Solar System#Lagrange Points|Lagrange points]] being the exception).&lt;br /&gt;
&lt;br /&gt;
The number of bodies depends on the [[Game Options#Solar system|System setup]] at the beginning of the campaign, but objects are always present in the game up to a distance of 50 Astronomical Units from the Sun (up to the Kuiper Belts)&lt;br /&gt;
&lt;br /&gt;
[[File:Celestial_Bodies_1.png|upright=0.75|framed|right|Saturn and its satellites, as seen at the beginning of a campaign.]]&lt;br /&gt;
&lt;br /&gt;
== Body types and Composition ==&lt;br /&gt;
With the exception of [[Sol|the Sun]], there are six main categories of celestial bodies modeled by the game: planets, dwarf planets, planetary moons, ateroidal moons, asteroids, and comets. These are subdivided into astrological classifications that form the title of a selected body (e.g. &amp;quot;terrestrial planet&amp;quot;, &amp;quot;gas giant&amp;quot;, &amp;quot;centaur&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Celestial bodies can have varying compositions between campaigns. The resource extraction potential is [[#Resource Formulas|calculated]] separately for each body and can differ drastically between playthroughs, based on resource rolls. The specific resource availability of a body is only revealed after [[Solar System#Prospecting|prospecting]], and can change as [[events]] are triggered by the game.&lt;br /&gt;
&lt;br /&gt;
Determining the exact resources available requires either a probe, or a [[Spaceships|ship]] with a [[Mobile Space Science Lab]] to perform a survey operation. This prospecting data can also be acquired from other [[Factions]] by using the {{MissionIcon|Turn}}[[Turn Councilor]] mission or by forming an [[Factions#Trade_Negotiations|Intel Sharing Agreement]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Tip: If you want to send many probes there is a one-click option in the Intel -&amp;gt; Solar System tab.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Orbits and Sites ==&lt;br /&gt;
Every celestial body has at least one [[Solar System#Orbits|orbit]]; planets and planetary moons also have [[Solar System#Lagrange Points|Lagrange points]] – these provide locations where [[Habs#Stations|stations]] can be constructed. Excluding [[Venus]] and the gas giants, almost every celestial body can have up to 25 surface locations (sites) where [[Habs#Bases|bases]] can be built.&lt;br /&gt;
&lt;br /&gt;
A higher number of base sites and station orbits are more likely to be found on and around larger bodies, which are also more likely to support higher tier habitats ({{bodyIcon|Tier 1}}, {{bodyIcon|Tier 2}}, {{bodyIcon|Tier 3}}). In terms of orbits, the situation is more varied.&lt;br /&gt;
&lt;br /&gt;
Low and high orbits are found on larger celestial bodies with asteroids and asteroidal moons often have &amp;quot;parking&amp;quot; orbits instead. Larger bodies can also support additional orbits, such as: Inclined, Medium, Intermediate, Extreme and Synchronous. The Earth has three unique orbits: Tiangong Orbit, ISS Orbit and Low Orbit 2. The altitude, gravitational pull, and the number of possible stations allowed in each orbit is unique to each body (though station number caps are typically 1 for asteroids and inclined orbits, 4 for dwarf planets and some moons, and 8 for the rest). [[Solar System#Lagrange Points|Lagrange points]] always have 1 orbit allowing a single station.&lt;br /&gt;
&lt;br /&gt;
Low and parking orbits are also considered &amp;quot;interface&amp;quot; orbits (denoted by a body icon next to them), which allows several interactions through the use of specific [[Habs|hab]] and [[Spaceships|ship]] modules. As well as having by far the largest variety of possible interface orbit options, Earth also offers more than twice as many stations in interface orbits than other planets; &amp;quot;Low Earth orbit 2&amp;quot; doubles the default to 16, and the Tiangong and ISS orbits offer two more (uniquely inclined) low interface orbits. The latter two correspond to those of the real world International Space Station and Tiangong Station, and each allows for one additional station in an Earth interface orbit.&lt;br /&gt;
&lt;br /&gt;
== Resources and Mining ==&lt;br /&gt;
The five basic space [[Resources|resources]] ({{icon|water|bgcolor=DarkSlateGray}} Water, {{icon|volatiles|bgcolor=DarkSlateGray}} Volatiles, {{icon|metals|bgcolor=DarkSlateGray}} Metals, {{icon|nobles|bgcolor=DarkSlateGray}} Nobles, and {{icon|fissiles|bgcolor=DarkSlateGray}} Fissiles) can be found in these bodies. Their abundance and distribution depend on dice rolls cast during world generation. Certain orbits also allow the harvesting of {{icon|antimatter|bgcolor=DarkSlateGray}} antimatter after the relevant technology has been researched.&lt;br /&gt;
&lt;br /&gt;
Some celestial bodies will always be far more valuable than others in terms of resource availability and ease of extraction. Early resources on [[the Luna|Moon]], for instance, are far lower than [[Mars]] (which is typically the main expansion point in the early game). Space bodies in the outer solar system are also generally richer, to encourage further expansion, and as previously noted smaller space bodies may not allow the construction of higher tier bases – different bodies and orbits will carry different material or strategic value depending on the player&#039;s needs in a given campaign.&lt;br /&gt;
&lt;br /&gt;
=== Resource Formulas ===&lt;br /&gt;
&amp;lt;i&amp;gt; This section discusses how the output values for each hab site are calculated. For a list of hab sites and mining profiles, as well as their stats, see [[Hab Site List]] and [[Mining Profile List]] instead. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The game assigns every hab site a mining profile, which is essentially a set of values used by the randomizer to determine the resource outputs of the hab site. Specifically, for each of the five basic space resource types X, the mining profile contains:&lt;br /&gt;
* X_mean: The median output value for resource type X.&lt;br /&gt;
* X_min: The minimum output value for resource type X.&lt;br /&gt;
* X_jump: The chance to jump the output value away from the median for resource type X. (An unlimited number of jumps are possible.)&lt;br /&gt;
* X_width: The distance moved by each jump.&lt;br /&gt;
&lt;br /&gt;
The mining profile also contains the special true or false value:&lt;br /&gt;
* modifyBySize: Whether the above values should be modified by the space body&#039;s mass and density.&lt;br /&gt;
&lt;br /&gt;
The mass and density modifiers are calculated as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt; Mass Modifier = Min(1, Space Body Mass (kg) / 50000000000000000 kg) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt; Density Modifier = Min(1, Space Body Density (g/cm³) / 1.25 g/cm³) × Max(1, Space Body Density (g/cm³) / 3 g/cm³) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If modifyBySize is true, then the Mean and Min values are modified as follows:&lt;br /&gt;
* For {{icon|water|bgcolor=DarkSlateGray}} Water and {{icon|volatiles|bgcolor=DarkSlateGray}} Volatiles:&lt;br /&gt;
&amp;lt;pre&amp;gt; Actual Value = Base Value × Clamp(Mass Modifier, 0.75, 1.25) &amp;lt;/pre&amp;gt;&lt;br /&gt;
* For {{icon|metals|bgcolor=DarkSlateGray}} Metals, {{icon|nobles|bgcolor=DarkSlateGray}} Nobles, and {{icon|fissiles|bgcolor=DarkSlateGray}} Fissiles:&lt;br /&gt;
&amp;lt;pre&amp;gt; Actual Value = Base Value × Clamp(Mass Modifier × Density Modifier, 0.75, 1.25) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Regardless of whether modifyBySize is true, these numbers are also multiplied by the [[Game_Options#Mining_Productivity_Rate|Mining Productivity Rate]]. This is a slider you can adjust in [[Game_Options#Customize_Campaign|Custom Campaign Settings]]. When playing with a Full Solar System, it is 100% on Long Campaign mode and 200% on Accelerated Campaign mode. Smaller Solar System sizes increase this setting to compensate for the fact that they have significantly fewer hab sites.&lt;br /&gt;
&lt;br /&gt;
The Width values are also modified by the [[Game_Options#Mining_Productivity_Rate|Mining Productivity Rate]] as follows:&lt;br /&gt;
* If [[Game_Options#Mining_Productivity_Rate|Mining Productivity Rate]] &amp;lt; 200%, then:&lt;br /&gt;
&amp;lt;pre&amp;gt; Actual Width = Base Width × Mining Productivity Rate &amp;lt;/pre&amp;gt;&lt;br /&gt;
* Otherwise:&lt;br /&gt;
&amp;lt;pre&amp;gt; Actual Width = Base Width × (2 + Mining Productivity Rate ^ (1 - Jump) ) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Finally, if the Min values are greater than 0, then they are also randomized as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt; Actual Min = Base Min × (0.8 to 1.2) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After all these modifiers are applied, the game now calculates the hab site&#039;s monthly output value V for each resource type X as follows:&lt;br /&gt;
# Repeatedly flip a weighted coin with X_jump chance of landing on heads, until it lands on tails.&lt;br /&gt;
# Set V to the number of heads.&lt;br /&gt;
# 50% chance: Multiply V by -1. &lt;br /&gt;
# Multiply V by X_width.&lt;br /&gt;
# Add X_mean to V.&lt;br /&gt;
# Add a random value between -(X_width / 2) to (X_width / 2) to V.&lt;br /&gt;
# If V is less than X_min, then set V to X_min.&lt;br /&gt;
# If V is less than 0.01, then set V to 0.&lt;br /&gt;
&lt;br /&gt;
In the case of {{icon|nobles|bgcolor=DarkSlateGray}} Nobles, there is one final modification:&lt;br /&gt;
# Let M be the {{icon|metals|bgcolor=DarkSlateGray}} Metals output value, and N be the  {{icon|nobles|bgcolor=DarkSlateGray}} Nobles output value.&lt;br /&gt;
# Divide M by either 2 or 3 (50% chance for each).&lt;br /&gt;
# If N &amp;gt; M, then set the {{icon|nobles|bgcolor=DarkSlateGray}} Nobles output value to M.&lt;br /&gt;
&lt;br /&gt;
== Orbital Debris ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
This orbit has ■■ dangerous cloud(s) of debris from space assets that have been destroyed here. Debris clouds present a hazard to undefended stations.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Space UI Tooltip, Terra Invicta, 0.4.90.&lt;br /&gt;
&lt;br /&gt;
Orbital Debris is currently a relatively unimplemented part of the game, with very few ways to affect it, and very few effects from it. So it is rarely worth paying attention to. Nevertheless, this section provides the details on the current mechanics for orbital debris.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Methods for Creating Orbital Debris&lt;br /&gt;
|-&lt;br /&gt;
! Method !! Condition(s) !! Orbital Debris Created&lt;br /&gt;
|-&lt;br /&gt;
| Destroying a [[Spaceships|Ship]] || In Combat || 1&lt;br /&gt;
|-&lt;br /&gt;
| Destroying a [[Habs|Hab]] || Violently || Hab Tier&lt;br /&gt;
|-&lt;br /&gt;
| The [[Orbital Debris Strike]] Event || Depends on option picked || 0 to 1&lt;br /&gt;
|-&lt;br /&gt;
| The [[Anti-Satellite Test]] Event || Depends on option picked || 0 to 5&lt;br /&gt;
|-&lt;br /&gt;
| The [[Destructive Testing]] Event || Depends on option picked || 0 to 5&lt;br /&gt;
|-&lt;br /&gt;
| The [[Kessler Syndrome]] Event || None || 10 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Methods for Removing Orbital Debris&lt;br /&gt;
|-&lt;br /&gt;
! Method !! Condition(s) !! Orbital Debris Removed&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2| Every January 1st || &amp;lt; 5 Orbital Debris, 25% chance || 1&lt;br /&gt;
|-&lt;br /&gt;
| ≥ 5 Orbital Debris || 0% to 15% of Orbital Debris&lt;br /&gt;
|-&lt;br /&gt;
| The [[Debris Duty]] Event || Depends on option picked || 0 to 1&lt;br /&gt;
|-&lt;br /&gt;
| The [[Low Earth Orbit Cleanup]] Event || Depends on option picked || 0 to 6&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The only effect of orbital debris is to enable some events or weight the target selection of some events when they trigger:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
|+ Events affected by Orbital Debris&lt;br /&gt;
|-&lt;br /&gt;
! Event !! Condition(s) !! Notable Event Effects&lt;br /&gt;
|-&lt;br /&gt;
! [[Kessler Syndrome]] &lt;br /&gt;
| &lt;br /&gt;
* Enabled by ≥ 40 Total Orbital Debris in ISS, Tiangong, LEO1, and LEO2.&lt;br /&gt;
* Can only happen once per game. &lt;br /&gt;
| &lt;br /&gt;
* [[Nations#Changing_Public_Opinion|Global Propaganda]] for {{icon|appease}}[[The Protectorate]] of strength 9 to 11.&lt;br /&gt;
* -10% {{icon|mc}}Mission Control Capacity for all Human Factions for 3 months.&lt;br /&gt;
* -8% to the [[Nations#Per_Capita_GDP|$3 Base GDPPC increase]] from {{icon|economy}}Economy Priority for 12 months.&lt;br /&gt;
|-&lt;br /&gt;
! [[Orbital Debris Strike]] &lt;br /&gt;
|&lt;br /&gt;
* Enabled by &amp;gt; 0 Orbital Debris in Orbit.&lt;br /&gt;
* More likely to target Habs in orbits with more Orbital Debris. &lt;br /&gt;
| Destroy up to 6 modules.&lt;br /&gt;
|-&lt;br /&gt;
! [[Debris Duty]] &lt;br /&gt;
| &lt;br /&gt;
* Enabled by &amp;gt; 0 Orbital Debris in Orbit.&lt;br /&gt;
* More likely to target Habs in orbits with more Orbital Debris. &lt;br /&gt;
| Give 50 instant {{icon|research}} or Remove 1 Orbital Debris.&lt;br /&gt;
|-&lt;br /&gt;
! [[Low Earth Orbit Cleanup]] &lt;br /&gt;
| Enabled by ≥ 10 Total Orbital Debris in ISS, Tiangong, LEO1, and LEO2. || Options to pay resources for [[Nations#Changing_Public_Opinion|Global Propaganda]] and Remove up to 6 Total Orbital Debris in ISS, Tiangong, LEO1, and LEO2.&lt;br /&gt;
|-&lt;br /&gt;
! [[Orbital Debris Near Miss]] &lt;br /&gt;
|&lt;br /&gt;
* More likely to target Habs in orbits with more Orbital Debris.&lt;br /&gt;
* Can only happen once per game. &lt;br /&gt;
| Give 50 instant {{icon|research}}.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Celestial Bodies Navbox}}&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Major Articles]]&lt;/div&gt;</summary>
		<author><name>76561197970425841</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Celestial_Bodies&amp;diff=10065</id>
		<title>Celestial Bodies</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Celestial_Bodies&amp;diff=10065"/>
		<updated>2025-12-16T18:03:04Z</updated>

		<summary type="html">&lt;p&gt;76561197970425841: /* Resources and Mining */ +links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;This page discusses the game mechanics for celestial bodies. For a list of all space bodies in Terra Invicta, as well as their stats, see [[Space Body List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Celestial Bodies&#039;&#039;&#039; are naturally occurring significant gravitational masses, representing the major locations of Terra Invicta&#039;s [[Solar System]]. They are the primary targets for the industrialization of space via [[Factions|human]] and [[Aliens|alien]] [[Habs|infrastructure]] ([[Solar System#Lagrange Points|Lagrange points]] being the exception).&lt;br /&gt;
&lt;br /&gt;
The number of bodies depends on the [[Game Options#Solar system|System setup]] at the beginning of the campaign, but objects are always present in the game up to a distance of 50 Astronomical Units from the Sun (up to the Kuiper Belts)&lt;br /&gt;
&lt;br /&gt;
[[File:Celestial_Bodies_1.png|upright=0.75|framed|right|Saturn and its satellites, as seen at the beginning of a campaign.]]&lt;br /&gt;
&lt;br /&gt;
== Body types and Composition ==&lt;br /&gt;
With the exception of [[Sol|the Sun]], there are six main categories of celestial bodies modeled by the game: planets, dwarf planets, planetary moons, ateroidal moons, asteroids, and comets. These are subdivided into astrological classifications that form the title of a selected body (e.g. &amp;quot;terrestrial planet&amp;quot;, &amp;quot;gas giant&amp;quot;, &amp;quot;centaur&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Celestial bodies can have varying compositions between campaigns. The resource extraction potential is [[#Resource Formulas|calculated]] separately for each body and can differ drastically between playthroughs, based on resource rolls. The specific resource availability of a body is only revealed after [[Solar System#Prospecting|prospecting]], and can change as [[events]] are triggered by the game.&lt;br /&gt;
&lt;br /&gt;
Determining the exact resources available requires either a probe, or a [[Spaceships|ship]] with a [[Mobile Space Science Lab]] to perform a survey operation. This prospecting data can also be acquired from other [[Factions]] by using the {{MissionIcon|Turn}}[[Turn Councilor]] mission or by forming an [[Factions#Trade_Negotiations|Intel Sharing Agreement]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Tip: If you want to send many probes there is a one-click option in the Intel -&amp;gt; Solar System tab.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Orbits and Sites ==&lt;br /&gt;
Every celestial body has at least one [[Solar System#Orbits|orbit]]; planets and planetary moons also have [[Solar System#Lagrange Points|Lagrange points]] – these provide locations where [[Habs#Stations|stations]] can be constructed. Excluding [[Venus]] and the gas giants, almost every celestial body can have up to 25 surface locations (sites) where [[Habs#Bases|bases]] can be built.&lt;br /&gt;
&lt;br /&gt;
A higher number of base sites and station orbits are more likely to be found on and around larger bodies, which are also more likely to support higher tier habitats ({{bodyIcon|Tier 1}}, {{bodyIcon|Tier 2}}, {{bodyIcon|Tier 3}}). In terms of orbits, the situation is more varied.&lt;br /&gt;
&lt;br /&gt;
Low and high orbits are found on larger celestial bodies with asteroids and asteroidal moons often have &amp;quot;parking&amp;quot; orbits instead. Larger bodies can also support additional orbits, such as: Inclined, Medium, Intermediate, Extreme and Synchronous. The Earth has three unique orbits: Tiangong Orbit, ISS Orbit and Low Orbit 2. The altitude, gravitational pull, and the number of possible stations allowed in each orbit is unique to each body (though station number caps are typically 1 for asteroids and inclined orbits, 4 for dwarf planets and some moons, and 8 for the rest). [[Solar System#Lagrange Points|Lagrange points]] always have 1 orbit allowing a single station.&lt;br /&gt;
&lt;br /&gt;
Low and parking orbits are also considered &amp;quot;interface&amp;quot; orbits (denoted by a body icon next to them), which allows several interactions through the use of specific [[Habs|hab]] and [[Spaceships|ship]] modules. As well as having by far the largest variety of possible interface orbit options, Earth also offers more than twice as many stations in interface orbits than other planets; &amp;quot;Low Earth orbit 2&amp;quot; doubles the default to 16, and the Tiangong and ISS orbits offer two more (uniquely inclined) low interface orbits. The latter two correspond to those of the real world International Space Station and Tiangong Station, and each allows for one additional station in an Earth interface orbit.&lt;br /&gt;
&lt;br /&gt;
== Resources and Mining ==&lt;br /&gt;
The five basic space [[Resources|resources]] ({{icon|water|bgcolor=DarkSlateGray}} Water, {{icon|volatiles|bgcolor=DarkSlateGray}} Volatiles, {{icon|metals|bgcolor=DarkSlateGray}} Metals, {{icon|nobles|bgcolor=DarkSlateGray}} Nobles, and {{icon|fissiles|bgcolor=DarkSlateGray}} Fissiles) can be found in these bodies. Their abundance and distribution depend on dice rolls cast during world generation. Certain orbits also allow the harvesting of {{icon|antimatter|bgcolor=DarkSlateGray}} antimatter after the relevant technology has been researched.&lt;br /&gt;
&lt;br /&gt;
Some celestial bodies will always be far more valuable than others in terms of resource availability and ease of extraction. Early resources on the [[Luna|Moon]], for instance, are far lower than [[Mars]] (which is typically the main expansion point in the early game). Space bodies in the outer solar system are also generally richer, to encourage further expansion, and as previously noted smaller space bodies may not allow the construction of higher tier bases – different bodies and orbits will carry different material or strategic value depending on the player&#039;s needs in a given campaign.&lt;br /&gt;
&lt;br /&gt;
=== Resource Formulas ===&lt;br /&gt;
&amp;lt;i&amp;gt; This section discusses how the output values for each hab site are calculated. For a list of hab sites and mining profiles, as well as their stats, see [[Hab Site List]] and [[Mining Profile List]] instead. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The game assigns every hab site a mining profile, which is essentially a set of values used by the randomizer to determine the resource outputs of the hab site. Specifically, for each of the five basic space resource types X, the mining profile contains:&lt;br /&gt;
* X_mean: The median output value for resource type X.&lt;br /&gt;
* X_min: The minimum output value for resource type X.&lt;br /&gt;
* X_jump: The chance to jump the output value away from the median for resource type X. (An unlimited number of jumps are possible.)&lt;br /&gt;
* X_width: The distance moved by each jump.&lt;br /&gt;
&lt;br /&gt;
The mining profile also contains the special true or false value:&lt;br /&gt;
* modifyBySize: Whether the above values should be modified by the space body&#039;s mass and density.&lt;br /&gt;
&lt;br /&gt;
The mass and density modifiers are calculated as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt; Mass Modifier = Min(1, Space Body Mass (kg) / 50000000000000000 kg) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt; Density Modifier = Min(1, Space Body Density (g/cm³) / 1.25 g/cm³) × Max(1, Space Body Density (g/cm³) / 3 g/cm³) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If modifyBySize is true, then the Mean and Min values are modified as follows:&lt;br /&gt;
* For {{icon|water|bgcolor=DarkSlateGray}} Water and {{icon|volatiles|bgcolor=DarkSlateGray}} Volatiles:&lt;br /&gt;
&amp;lt;pre&amp;gt; Actual Value = Base Value × Clamp(Mass Modifier, 0.75, 1.25) &amp;lt;/pre&amp;gt;&lt;br /&gt;
* For {{icon|metals|bgcolor=DarkSlateGray}} Metals, {{icon|nobles|bgcolor=DarkSlateGray}} Nobles, and {{icon|fissiles|bgcolor=DarkSlateGray}} Fissiles:&lt;br /&gt;
&amp;lt;pre&amp;gt; Actual Value = Base Value × Clamp(Mass Modifier × Density Modifier, 0.75, 1.25) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Regardless of whether modifyBySize is true, these numbers are also multiplied by the [[Game_Options#Mining_Productivity_Rate|Mining Productivity Rate]]. This is a slider you can adjust in [[Game_Options#Customize_Campaign|Custom Campaign Settings]]. When playing with a Full Solar System, it is 100% on Long Campaign mode and 200% on Accelerated Campaign mode. Smaller Solar System sizes increase this setting to compensate for the fact that they have significantly fewer hab sites.&lt;br /&gt;
&lt;br /&gt;
The Width values are also modified by the [[Game_Options#Mining_Productivity_Rate|Mining Productivity Rate]] as follows:&lt;br /&gt;
* If [[Game_Options#Mining_Productivity_Rate|Mining Productivity Rate]] &amp;lt; 200%, then:&lt;br /&gt;
&amp;lt;pre&amp;gt; Actual Width = Base Width × Mining Productivity Rate &amp;lt;/pre&amp;gt;&lt;br /&gt;
* Otherwise:&lt;br /&gt;
&amp;lt;pre&amp;gt; Actual Width = Base Width × (2 + Mining Productivity Rate ^ (1 - Jump) ) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Finally, if the Min values are greater than 0, then they are also randomized as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt; Actual Min = Base Min × (0.8 to 1.2) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After all these modifiers are applied, the game now calculates the hab site&#039;s monthly output value V for each resource type X as follows:&lt;br /&gt;
# Repeatedly flip a weighted coin with X_jump chance of landing on heads, until it lands on tails.&lt;br /&gt;
# Set V to the number of heads.&lt;br /&gt;
# 50% chance: Multiply V by -1. &lt;br /&gt;
# Multiply V by X_width.&lt;br /&gt;
# Add X_mean to V.&lt;br /&gt;
# Add a random value between -(X_width / 2) to (X_width / 2) to V.&lt;br /&gt;
# If V is less than X_min, then set V to X_min.&lt;br /&gt;
# If V is less than 0.01, then set V to 0.&lt;br /&gt;
&lt;br /&gt;
In the case of {{icon|nobles|bgcolor=DarkSlateGray}} Nobles, there is one final modification:&lt;br /&gt;
# Let M be the {{icon|metals|bgcolor=DarkSlateGray}} Metals output value, and N be the  {{icon|nobles|bgcolor=DarkSlateGray}} Nobles output value.&lt;br /&gt;
# Divide M by either 2 or 3 (50% chance for each).&lt;br /&gt;
# If N &amp;gt; M, then set the {{icon|nobles|bgcolor=DarkSlateGray}} Nobles output value to M.&lt;br /&gt;
&lt;br /&gt;
== Orbital Debris ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
This orbit has ■■ dangerous cloud(s) of debris from space assets that have been destroyed here. Debris clouds present a hazard to undefended stations.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Space UI Tooltip, Terra Invicta, 0.4.90.&lt;br /&gt;
&lt;br /&gt;
Orbital Debris is currently a relatively unimplemented part of the game, with very few ways to affect it, and very few effects from it. So it is rarely worth paying attention to. Nevertheless, this section provides the details on the current mechanics for orbital debris.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Methods for Creating Orbital Debris&lt;br /&gt;
|-&lt;br /&gt;
! Method !! Condition(s) !! Orbital Debris Created&lt;br /&gt;
|-&lt;br /&gt;
| Destroying a [[Spaceships|Ship]] || In Combat || 1&lt;br /&gt;
|-&lt;br /&gt;
| Destroying a [[Habs|Hab]] || Violently || Hab Tier&lt;br /&gt;
|-&lt;br /&gt;
| The [[Orbital Debris Strike]] Event || Depends on option picked || 0 to 1&lt;br /&gt;
|-&lt;br /&gt;
| The [[Anti-Satellite Test]] Event || Depends on option picked || 0 to 5&lt;br /&gt;
|-&lt;br /&gt;
| The [[Destructive Testing]] Event || Depends on option picked || 0 to 5&lt;br /&gt;
|-&lt;br /&gt;
| The [[Kessler Syndrome]] Event || None || 10 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Methods for Removing Orbital Debris&lt;br /&gt;
|-&lt;br /&gt;
! Method !! Condition(s) !! Orbital Debris Removed&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2| Every January 1st || &amp;lt; 5 Orbital Debris, 25% chance || 1&lt;br /&gt;
|-&lt;br /&gt;
| ≥ 5 Orbital Debris || 0% to 15% of Orbital Debris&lt;br /&gt;
|-&lt;br /&gt;
| The [[Debris Duty]] Event || Depends on option picked || 0 to 1&lt;br /&gt;
|-&lt;br /&gt;
| The [[Low Earth Orbit Cleanup]] Event || Depends on option picked || 0 to 6&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The only effect of orbital debris is to enable some events or weight the target selection of some events when they trigger:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
|+ Events affected by Orbital Debris&lt;br /&gt;
|-&lt;br /&gt;
! Event !! Condition(s) !! Notable Event Effects&lt;br /&gt;
|-&lt;br /&gt;
! [[Kessler Syndrome]] &lt;br /&gt;
| &lt;br /&gt;
* Enabled by ≥ 40 Total Orbital Debris in ISS, Tiangong, LEO1, and LEO2.&lt;br /&gt;
* Can only happen once per game. &lt;br /&gt;
| &lt;br /&gt;
* [[Nations#Changing_Public_Opinion|Global Propaganda]] for {{icon|appease}}[[The Protectorate]] of strength 9 to 11.&lt;br /&gt;
* -10% {{icon|mc}}Mission Control Capacity for all Human Factions for 3 months.&lt;br /&gt;
* -8% to the [[Nations#Per_Capita_GDP|$3 Base GDPPC increase]] from {{icon|economy}}Economy Priority for 12 months.&lt;br /&gt;
|-&lt;br /&gt;
! [[Orbital Debris Strike]] &lt;br /&gt;
|&lt;br /&gt;
* Enabled by &amp;gt; 0 Orbital Debris in Orbit.&lt;br /&gt;
* More likely to target Habs in orbits with more Orbital Debris. &lt;br /&gt;
| Destroy up to 6 modules.&lt;br /&gt;
|-&lt;br /&gt;
! [[Debris Duty]] &lt;br /&gt;
| &lt;br /&gt;
* Enabled by &amp;gt; 0 Orbital Debris in Orbit.&lt;br /&gt;
* More likely to target Habs in orbits with more Orbital Debris. &lt;br /&gt;
| Give 50 instant {{icon|research}} or Remove 1 Orbital Debris.&lt;br /&gt;
|-&lt;br /&gt;
! [[Low Earth Orbit Cleanup]] &lt;br /&gt;
| Enabled by ≥ 10 Total Orbital Debris in ISS, Tiangong, LEO1, and LEO2. || Options to pay resources for [[Nations#Changing_Public_Opinion|Global Propaganda]] and Remove up to 6 Total Orbital Debris in ISS, Tiangong, LEO1, and LEO2.&lt;br /&gt;
|-&lt;br /&gt;
! [[Orbital Debris Near Miss]] &lt;br /&gt;
|&lt;br /&gt;
* More likely to target Habs in orbits with more Orbital Debris.&lt;br /&gt;
* Can only happen once per game. &lt;br /&gt;
| Give 50 instant {{icon|research}}.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Celestial Bodies Navbox}}&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Major Articles]]&lt;/div&gt;</summary>
		<author><name>76561197970425841</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Celestial_Bodies&amp;diff=10064</id>
		<title>Celestial Bodies</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Celestial_Bodies&amp;diff=10064"/>
		<updated>2025-12-16T18:00:50Z</updated>

		<summary type="html">&lt;p&gt;76561197970425841: /* Resources and Mining */ flow&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;This page discusses the game mechanics for celestial bodies. For a list of all space bodies in Terra Invicta, as well as their stats, see [[Space Body List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Celestial Bodies&#039;&#039;&#039; are naturally occurring significant gravitational masses, representing the major locations of Terra Invicta&#039;s [[Solar System]]. They are the primary targets for the industrialization of space via [[Factions|human]] and [[Aliens|alien]] [[Habs|infrastructure]] ([[Solar System#Lagrange Points|Lagrange points]] being the exception).&lt;br /&gt;
&lt;br /&gt;
The number of bodies depends on the [[Game Options#Solar system|System setup]] at the beginning of the campaign, but objects are always present in the game up to a distance of 50 Astronomical Units from the Sun (up to the Kuiper Belts)&lt;br /&gt;
&lt;br /&gt;
[[File:Celestial_Bodies_1.png|upright=0.75|framed|right|Saturn and its satellites, as seen at the beginning of a campaign.]]&lt;br /&gt;
&lt;br /&gt;
== Body types and Composition ==&lt;br /&gt;
With the exception of [[Sol|the Sun]], there are six main categories of celestial bodies modeled by the game: planets, dwarf planets, planetary moons, ateroidal moons, asteroids, and comets. These are subdivided into astrological classifications that form the title of a selected body (e.g. &amp;quot;terrestrial planet&amp;quot;, &amp;quot;gas giant&amp;quot;, &amp;quot;centaur&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Celestial bodies can have varying compositions between campaigns. The resource extraction potential is [[#Resource Formulas|calculated]] separately for each body and can differ drastically between playthroughs, based on resource rolls. The specific resource availability of a body is only revealed after [[Solar System#Prospecting|prospecting]], and can change as [[events]] are triggered by the game.&lt;br /&gt;
&lt;br /&gt;
Determining the exact resources available requires either a probe, or a [[Spaceships|ship]] with a [[Mobile Space Science Lab]] to perform a survey operation. This prospecting data can also be acquired from other [[Factions]] by using the {{MissionIcon|Turn}}[[Turn Councilor]] mission or by forming an [[Factions#Trade_Negotiations|Intel Sharing Agreement]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Tip: If you want to send many probes there is a one-click option in the Intel -&amp;gt; Solar System tab.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Orbits and Sites ==&lt;br /&gt;
Every celestial body has at least one [[Solar System#Orbits|orbit]]; planets and planetary moons also have [[Solar System#Lagrange Points|Lagrange points]] – these provide locations where [[Habs#Stations|stations]] can be constructed. Excluding [[Venus]] and the gas giants, almost every celestial body can have up to 25 surface locations (sites) where [[Habs#Bases|bases]] can be built.&lt;br /&gt;
&lt;br /&gt;
A higher number of base sites and station orbits are more likely to be found on and around larger bodies, which are also more likely to support higher tier habitats ({{bodyIcon|Tier 1}}, {{bodyIcon|Tier 2}}, {{bodyIcon|Tier 3}}). In terms of orbits, the situation is more varied.&lt;br /&gt;
&lt;br /&gt;
Low and high orbits are found on larger celestial bodies with asteroids and asteroidal moons often have &amp;quot;parking&amp;quot; orbits instead. Larger bodies can also support additional orbits, such as: Inclined, Medium, Intermediate, Extreme and Synchronous. The Earth has three unique orbits: Tiangong Orbit, ISS Orbit and Low Orbit 2. The altitude, gravitational pull, and the number of possible stations allowed in each orbit is unique to each body (though station number caps are typically 1 for asteroids and inclined orbits, 4 for dwarf planets and some moons, and 8 for the rest). [[Solar System#Lagrange Points|Lagrange points]] always have 1 orbit allowing a single station.&lt;br /&gt;
&lt;br /&gt;
Low and parking orbits are also considered &amp;quot;interface&amp;quot; orbits (denoted by a body icon next to them), which allows several interactions through the use of specific [[Habs|hab]] and [[Spaceships|ship]] modules. As well as having by far the largest variety of possible interface orbit options, Earth also offers more than twice as many stations in interface orbits than other planets; &amp;quot;Low Earth orbit 2&amp;quot; doubles the default to 16, and the Tiangong and ISS orbits offer two more (uniquely inclined) low interface orbits. The latter two correspond to those of the real world International Space Station and Tiangong Station, and each allows for one additional station in an Earth interface orbit.&lt;br /&gt;
&lt;br /&gt;
== Resources and Mining ==&lt;br /&gt;
The five basic space [[Resources|resources]] ({{icon|water|bgcolor=DarkSlateGray}} Water, {{icon|volatiles|bgcolor=DarkSlateGray}} Volatiles, {{icon|metals|bgcolor=DarkSlateGray}} Metals, {{icon|nobles|bgcolor=DarkSlateGray}} Nobles, and {{icon|fissiles|bgcolor=DarkSlateGray}} Fissiles) can be found in these bodies. Their abundance and distribution depend on dice rolls cast during world generation. Certain orbits also allow the harvesting of {{icon|antimatter|bgcolor=DarkSlateGray}} antimatter after the relevant technology has been researched.&lt;br /&gt;
&lt;br /&gt;
Some celestial bodies will always be far more valuable than others in terms of resource availability and ease of extraction. Early resources on the Moon, for instance, are far lower than Mars (which is typically the main expansion point in the early game). Space bodies in the outer solar system are also generally richer, to encourage further expansion, and as previously noted smaller space bodies may not allow the construction of higher tier bases – different bodies and orbits will carry different material or strategic value depending on the player&#039;s needs in a given campaign.&lt;br /&gt;
&lt;br /&gt;
=== Resource Formulas ===&lt;br /&gt;
&amp;lt;i&amp;gt; This section discusses how the output values for each hab site are calculated. For a list of hab sites and mining profiles, as well as their stats, see [[Hab Site List]] and [[Mining Profile List]] instead. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The game assigns every hab site a mining profile, which is essentially a set of values used by the randomizer to determine the resource outputs of the hab site. Specifically, for each of the five basic space resource types X, the mining profile contains:&lt;br /&gt;
* X_mean: The median output value for resource type X.&lt;br /&gt;
* X_min: The minimum output value for resource type X.&lt;br /&gt;
* X_jump: The chance to jump the output value away from the median for resource type X. (An unlimited number of jumps are possible.)&lt;br /&gt;
* X_width: The distance moved by each jump.&lt;br /&gt;
&lt;br /&gt;
The mining profile also contains the special true or false value:&lt;br /&gt;
* modifyBySize: Whether the above values should be modified by the space body&#039;s mass and density.&lt;br /&gt;
&lt;br /&gt;
The mass and density modifiers are calculated as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt; Mass Modifier = Min(1, Space Body Mass (kg) / 50000000000000000 kg) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt; Density Modifier = Min(1, Space Body Density (g/cm³) / 1.25 g/cm³) × Max(1, Space Body Density (g/cm³) / 3 g/cm³) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If modifyBySize is true, then the Mean and Min values are modified as follows:&lt;br /&gt;
* For {{icon|water|bgcolor=DarkSlateGray}} Water and {{icon|volatiles|bgcolor=DarkSlateGray}} Volatiles:&lt;br /&gt;
&amp;lt;pre&amp;gt; Actual Value = Base Value × Clamp(Mass Modifier, 0.75, 1.25) &amp;lt;/pre&amp;gt;&lt;br /&gt;
* For {{icon|metals|bgcolor=DarkSlateGray}} Metals, {{icon|nobles|bgcolor=DarkSlateGray}} Nobles, and {{icon|fissiles|bgcolor=DarkSlateGray}} Fissiles:&lt;br /&gt;
&amp;lt;pre&amp;gt; Actual Value = Base Value × Clamp(Mass Modifier × Density Modifier, 0.75, 1.25) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Regardless of whether modifyBySize is true, these numbers are also multiplied by the [[Game_Options#Mining_Productivity_Rate|Mining Productivity Rate]]. This is a slider you can adjust in [[Game_Options#Customize_Campaign|Custom Campaign Settings]]. When playing with a Full Solar System, it is 100% on Long Campaign mode and 200% on Accelerated Campaign mode. Smaller Solar System sizes increase this setting to compensate for the fact that they have significantly fewer hab sites.&lt;br /&gt;
&lt;br /&gt;
The Width values are also modified by the [[Game_Options#Mining_Productivity_Rate|Mining Productivity Rate]] as follows:&lt;br /&gt;
* If [[Game_Options#Mining_Productivity_Rate|Mining Productivity Rate]] &amp;lt; 200%, then:&lt;br /&gt;
&amp;lt;pre&amp;gt; Actual Width = Base Width × Mining Productivity Rate &amp;lt;/pre&amp;gt;&lt;br /&gt;
* Otherwise:&lt;br /&gt;
&amp;lt;pre&amp;gt; Actual Width = Base Width × (2 + Mining Productivity Rate ^ (1 - Jump) ) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Finally, if the Min values are greater than 0, then they are also randomized as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt; Actual Min = Base Min × (0.8 to 1.2) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After all these modifiers are applied, the game now calculates the hab site&#039;s monthly output value V for each resource type X as follows:&lt;br /&gt;
# Repeatedly flip a weighted coin with X_jump chance of landing on heads, until it lands on tails.&lt;br /&gt;
# Set V to the number of heads.&lt;br /&gt;
# 50% chance: Multiply V by -1. &lt;br /&gt;
# Multiply V by X_width.&lt;br /&gt;
# Add X_mean to V.&lt;br /&gt;
# Add a random value between -(X_width / 2) to (X_width / 2) to V.&lt;br /&gt;
# If V is less than X_min, then set V to X_min.&lt;br /&gt;
# If V is less than 0.01, then set V to 0.&lt;br /&gt;
&lt;br /&gt;
In the case of {{icon|nobles|bgcolor=DarkSlateGray}} Nobles, there is one final modification:&lt;br /&gt;
# Let M be the {{icon|metals|bgcolor=DarkSlateGray}} Metals output value, and N be the  {{icon|nobles|bgcolor=DarkSlateGray}} Nobles output value.&lt;br /&gt;
# Divide M by either 2 or 3 (50% chance for each).&lt;br /&gt;
# If N &amp;gt; M, then set the {{icon|nobles|bgcolor=DarkSlateGray}} Nobles output value to M.&lt;br /&gt;
&lt;br /&gt;
== Orbital Debris ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
This orbit has ■■ dangerous cloud(s) of debris from space assets that have been destroyed here. Debris clouds present a hazard to undefended stations.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Space UI Tooltip, Terra Invicta, 0.4.90.&lt;br /&gt;
&lt;br /&gt;
Orbital Debris is currently a relatively unimplemented part of the game, with very few ways to affect it, and very few effects from it. So it is rarely worth paying attention to. Nevertheless, this section provides the details on the current mechanics for orbital debris.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Methods for Creating Orbital Debris&lt;br /&gt;
|-&lt;br /&gt;
! Method !! Condition(s) !! Orbital Debris Created&lt;br /&gt;
|-&lt;br /&gt;
| Destroying a [[Spaceships|Ship]] || In Combat || 1&lt;br /&gt;
|-&lt;br /&gt;
| Destroying a [[Habs|Hab]] || Violently || Hab Tier&lt;br /&gt;
|-&lt;br /&gt;
| The [[Orbital Debris Strike]] Event || Depends on option picked || 0 to 1&lt;br /&gt;
|-&lt;br /&gt;
| The [[Anti-Satellite Test]] Event || Depends on option picked || 0 to 5&lt;br /&gt;
|-&lt;br /&gt;
| The [[Destructive Testing]] Event || Depends on option picked || 0 to 5&lt;br /&gt;
|-&lt;br /&gt;
| The [[Kessler Syndrome]] Event || None || 10 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Methods for Removing Orbital Debris&lt;br /&gt;
|-&lt;br /&gt;
! Method !! Condition(s) !! Orbital Debris Removed&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2| Every January 1st || &amp;lt; 5 Orbital Debris, 25% chance || 1&lt;br /&gt;
|-&lt;br /&gt;
| ≥ 5 Orbital Debris || 0% to 15% of Orbital Debris&lt;br /&gt;
|-&lt;br /&gt;
| The [[Debris Duty]] Event || Depends on option picked || 0 to 1&lt;br /&gt;
|-&lt;br /&gt;
| The [[Low Earth Orbit Cleanup]] Event || Depends on option picked || 0 to 6&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The only effect of orbital debris is to enable some events or weight the target selection of some events when they trigger:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
|+ Events affected by Orbital Debris&lt;br /&gt;
|-&lt;br /&gt;
! Event !! Condition(s) !! Notable Event Effects&lt;br /&gt;
|-&lt;br /&gt;
! [[Kessler Syndrome]] &lt;br /&gt;
| &lt;br /&gt;
* Enabled by ≥ 40 Total Orbital Debris in ISS, Tiangong, LEO1, and LEO2.&lt;br /&gt;
* Can only happen once per game. &lt;br /&gt;
| &lt;br /&gt;
* [[Nations#Changing_Public_Opinion|Global Propaganda]] for {{icon|appease}}[[The Protectorate]] of strength 9 to 11.&lt;br /&gt;
* -10% {{icon|mc}}Mission Control Capacity for all Human Factions for 3 months.&lt;br /&gt;
* -8% to the [[Nations#Per_Capita_GDP|$3 Base GDPPC increase]] from {{icon|economy}}Economy Priority for 12 months.&lt;br /&gt;
|-&lt;br /&gt;
! [[Orbital Debris Strike]] &lt;br /&gt;
|&lt;br /&gt;
* Enabled by &amp;gt; 0 Orbital Debris in Orbit.&lt;br /&gt;
* More likely to target Habs in orbits with more Orbital Debris. &lt;br /&gt;
| Destroy up to 6 modules.&lt;br /&gt;
|-&lt;br /&gt;
! [[Debris Duty]] &lt;br /&gt;
| &lt;br /&gt;
* Enabled by &amp;gt; 0 Orbital Debris in Orbit.&lt;br /&gt;
* More likely to target Habs in orbits with more Orbital Debris. &lt;br /&gt;
| Give 50 instant {{icon|research}} or Remove 1 Orbital Debris.&lt;br /&gt;
|-&lt;br /&gt;
! [[Low Earth Orbit Cleanup]] &lt;br /&gt;
| Enabled by ≥ 10 Total Orbital Debris in ISS, Tiangong, LEO1, and LEO2. || Options to pay resources for [[Nations#Changing_Public_Opinion|Global Propaganda]] and Remove up to 6 Total Orbital Debris in ISS, Tiangong, LEO1, and LEO2.&lt;br /&gt;
|-&lt;br /&gt;
! [[Orbital Debris Near Miss]] &lt;br /&gt;
|&lt;br /&gt;
* More likely to target Habs in orbits with more Orbital Debris.&lt;br /&gt;
* Can only happen once per game. &lt;br /&gt;
| Give 50 instant {{icon|research}}.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Celestial Bodies Navbox}}&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Major Articles]]&lt;/div&gt;</summary>
		<author><name>76561197970425841</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Celestial_Bodies&amp;diff=10063</id>
		<title>Celestial Bodies</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Celestial_Bodies&amp;diff=10063"/>
		<updated>2025-12-16T17:59:32Z</updated>

		<summary type="html">&lt;p&gt;76561197970425841: /* Resources and Mining */ Nitpick/subjective: -wordiness/+brevity, avoiding LLM/&amp;#039;grammar app&amp;#039; clichés&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;This page discusses the game mechanics for celestial bodies. For a list of all space bodies in Terra Invicta, as well as their stats, see [[Space Body List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Celestial Bodies&#039;&#039;&#039; are naturally occurring significant gravitational masses, representing the major locations of Terra Invicta&#039;s [[Solar System]]. They are the primary targets for the industrialization of space via [[Factions|human]] and [[Aliens|alien]] [[Habs|infrastructure]] ([[Solar System#Lagrange Points|Lagrange points]] being the exception).&lt;br /&gt;
&lt;br /&gt;
The number of bodies depends on the [[Game Options#Solar system|System setup]] at the beginning of the campaign, but objects are always present in the game up to a distance of 50 Astronomical Units from the Sun (up to the Kuiper Belts)&lt;br /&gt;
&lt;br /&gt;
[[File:Celestial_Bodies_1.png|upright=0.75|framed|right|Saturn and its satellites, as seen at the beginning of a campaign.]]&lt;br /&gt;
&lt;br /&gt;
== Body types and Composition ==&lt;br /&gt;
With the exception of [[Sol|the Sun]], there are six main categories of celestial bodies modeled by the game: planets, dwarf planets, planetary moons, ateroidal moons, asteroids, and comets. These are subdivided into astrological classifications that form the title of a selected body (e.g. &amp;quot;terrestrial planet&amp;quot;, &amp;quot;gas giant&amp;quot;, &amp;quot;centaur&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Celestial bodies can have varying compositions between campaigns. The resource extraction potential is [[#Resource Formulas|calculated]] separately for each body and can differ drastically between playthroughs, based on resource rolls. The specific resource availability of a body is only revealed after [[Solar System#Prospecting|prospecting]], and can change as [[events]] are triggered by the game.&lt;br /&gt;
&lt;br /&gt;
Determining the exact resources available requires either a probe, or a [[Spaceships|ship]] with a [[Mobile Space Science Lab]] to perform a survey operation. This prospecting data can also be acquired from other [[Factions]] by using the {{MissionIcon|Turn}}[[Turn Councilor]] mission or by forming an [[Factions#Trade_Negotiations|Intel Sharing Agreement]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Tip: If you want to send many probes there is a one-click option in the Intel -&amp;gt; Solar System tab.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Orbits and Sites ==&lt;br /&gt;
Every celestial body has at least one [[Solar System#Orbits|orbit]]; planets and planetary moons also have [[Solar System#Lagrange Points|Lagrange points]] – these provide locations where [[Habs#Stations|stations]] can be constructed. Excluding [[Venus]] and the gas giants, almost every celestial body can have up to 25 surface locations (sites) where [[Habs#Bases|bases]] can be built.&lt;br /&gt;
&lt;br /&gt;
A higher number of base sites and station orbits are more likely to be found on and around larger bodies, which are also more likely to support higher tier habitats ({{bodyIcon|Tier 1}}, {{bodyIcon|Tier 2}}, {{bodyIcon|Tier 3}}). In terms of orbits, the situation is more varied.&lt;br /&gt;
&lt;br /&gt;
Low and high orbits are found on larger celestial bodies with asteroids and asteroidal moons often have &amp;quot;parking&amp;quot; orbits instead. Larger bodies can also support additional orbits, such as: Inclined, Medium, Intermediate, Extreme and Synchronous. The Earth has three unique orbits: Tiangong Orbit, ISS Orbit and Low Orbit 2. The altitude, gravitational pull, and the number of possible stations allowed in each orbit is unique to each body (though station number caps are typically 1 for asteroids and inclined orbits, 4 for dwarf planets and some moons, and 8 for the rest). [[Solar System#Lagrange Points|Lagrange points]] always have 1 orbit allowing a single station.&lt;br /&gt;
&lt;br /&gt;
Low and parking orbits are also considered &amp;quot;interface&amp;quot; orbits (denoted by a body icon next to them), which allows several interactions through the use of specific [[Habs|hab]] and [[Spaceships|ship]] modules. As well as having by far the largest variety of possible interface orbit options, Earth also offers more than twice as many stations in interface orbits than other planets; &amp;quot;Low Earth orbit 2&amp;quot; doubles the default to 16, and the Tiangong and ISS orbits offer two more (uniquely inclined) low interface orbits. The latter two correspond to those of the real world International Space Station and Tiangong Station, and each allows for one additional station in an Earth interface orbit.&lt;br /&gt;
&lt;br /&gt;
== Resources and Mining ==&lt;br /&gt;
The five basic space [[Resources|resources]] ({{icon|water|bgcolor=DarkSlateGray}} Water, {{icon|volatiles|bgcolor=DarkSlateGray}} Volatiles, {{icon|metals|bgcolor=DarkSlateGray}} Metals, {{icon|nobles|bgcolor=DarkSlateGray}} Nobles, and {{icon|fissiles|bgcolor=DarkSlateGray}} Fissiles) can be found in these bodies. Their abundance and distribution depend on dice rolls cast during world generation. Certain orbits also allow the harvesting of {{icon|antimatter|bgcolor=DarkSlateGray}} antimatter after the relevant technology has been researched.&lt;br /&gt;
&lt;br /&gt;
Some celestial bodies will always be far more valuable than others in terms of resource availability and ease of extraction. Early resources on the Moon, for instance, are far lower than Mars (which is typically the main expansion point in the early game). Space bodies in the outer solar system are also generally richer, to encourage further expansion, and as previously noted, smaller space bodies may not allow the construction of higher tier bases – different bodies and orbits will carry different material or strategic value depending on the player&#039;s needs in a given campaign.&lt;br /&gt;
&lt;br /&gt;
=== Resource Formulas ===&lt;br /&gt;
&amp;lt;i&amp;gt; This section discusses how the output values for each hab site are calculated. For a list of hab sites and mining profiles, as well as their stats, see [[Hab Site List]] and [[Mining Profile List]] instead. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The game assigns every hab site a mining profile, which is essentially a set of values used by the randomizer to determine the resource outputs of the hab site. Specifically, for each of the five basic space resource types X, the mining profile contains:&lt;br /&gt;
* X_mean: The median output value for resource type X.&lt;br /&gt;
* X_min: The minimum output value for resource type X.&lt;br /&gt;
* X_jump: The chance to jump the output value away from the median for resource type X. (An unlimited number of jumps are possible.)&lt;br /&gt;
* X_width: The distance moved by each jump.&lt;br /&gt;
&lt;br /&gt;
The mining profile also contains the special true or false value:&lt;br /&gt;
* modifyBySize: Whether the above values should be modified by the space body&#039;s mass and density.&lt;br /&gt;
&lt;br /&gt;
The mass and density modifiers are calculated as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt; Mass Modifier = Min(1, Space Body Mass (kg) / 50000000000000000 kg) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt; Density Modifier = Min(1, Space Body Density (g/cm³) / 1.25 g/cm³) × Max(1, Space Body Density (g/cm³) / 3 g/cm³) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If modifyBySize is true, then the Mean and Min values are modified as follows:&lt;br /&gt;
* For {{icon|water|bgcolor=DarkSlateGray}} Water and {{icon|volatiles|bgcolor=DarkSlateGray}} Volatiles:&lt;br /&gt;
&amp;lt;pre&amp;gt; Actual Value = Base Value × Clamp(Mass Modifier, 0.75, 1.25) &amp;lt;/pre&amp;gt;&lt;br /&gt;
* For {{icon|metals|bgcolor=DarkSlateGray}} Metals, {{icon|nobles|bgcolor=DarkSlateGray}} Nobles, and {{icon|fissiles|bgcolor=DarkSlateGray}} Fissiles:&lt;br /&gt;
&amp;lt;pre&amp;gt; Actual Value = Base Value × Clamp(Mass Modifier × Density Modifier, 0.75, 1.25) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Regardless of whether modifyBySize is true, these numbers are also multiplied by the [[Game_Options#Mining_Productivity_Rate|Mining Productivity Rate]]. This is a slider you can adjust in [[Game_Options#Customize_Campaign|Custom Campaign Settings]]. When playing with a Full Solar System, it is 100% on Long Campaign mode and 200% on Accelerated Campaign mode. Smaller Solar System sizes increase this setting to compensate for the fact that they have significantly fewer hab sites.&lt;br /&gt;
&lt;br /&gt;
The Width values are also modified by the [[Game_Options#Mining_Productivity_Rate|Mining Productivity Rate]] as follows:&lt;br /&gt;
* If [[Game_Options#Mining_Productivity_Rate|Mining Productivity Rate]] &amp;lt; 200%, then:&lt;br /&gt;
&amp;lt;pre&amp;gt; Actual Width = Base Width × Mining Productivity Rate &amp;lt;/pre&amp;gt;&lt;br /&gt;
* Otherwise:&lt;br /&gt;
&amp;lt;pre&amp;gt; Actual Width = Base Width × (2 + Mining Productivity Rate ^ (1 - Jump) ) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Finally, if the Min values are greater than 0, then they are also randomized as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt; Actual Min = Base Min × (0.8 to 1.2) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After all these modifiers are applied, the game now calculates the hab site&#039;s monthly output value V for each resource type X as follows:&lt;br /&gt;
# Repeatedly flip a weighted coin with X_jump chance of landing on heads, until it lands on tails.&lt;br /&gt;
# Set V to the number of heads.&lt;br /&gt;
# 50% chance: Multiply V by -1. &lt;br /&gt;
# Multiply V by X_width.&lt;br /&gt;
# Add X_mean to V.&lt;br /&gt;
# Add a random value between -(X_width / 2) to (X_width / 2) to V.&lt;br /&gt;
# If V is less than X_min, then set V to X_min.&lt;br /&gt;
# If V is less than 0.01, then set V to 0.&lt;br /&gt;
&lt;br /&gt;
In the case of {{icon|nobles|bgcolor=DarkSlateGray}} Nobles, there is one final modification:&lt;br /&gt;
# Let M be the {{icon|metals|bgcolor=DarkSlateGray}} Metals output value, and N be the  {{icon|nobles|bgcolor=DarkSlateGray}} Nobles output value.&lt;br /&gt;
# Divide M by either 2 or 3 (50% chance for each).&lt;br /&gt;
# If N &amp;gt; M, then set the {{icon|nobles|bgcolor=DarkSlateGray}} Nobles output value to M.&lt;br /&gt;
&lt;br /&gt;
== Orbital Debris ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
This orbit has ■■ dangerous cloud(s) of debris from space assets that have been destroyed here. Debris clouds present a hazard to undefended stations.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Space UI Tooltip, Terra Invicta, 0.4.90.&lt;br /&gt;
&lt;br /&gt;
Orbital Debris is currently a relatively unimplemented part of the game, with very few ways to affect it, and very few effects from it. So it is rarely worth paying attention to. Nevertheless, this section provides the details on the current mechanics for orbital debris.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Methods for Creating Orbital Debris&lt;br /&gt;
|-&lt;br /&gt;
! Method !! Condition(s) !! Orbital Debris Created&lt;br /&gt;
|-&lt;br /&gt;
| Destroying a [[Spaceships|Ship]] || In Combat || 1&lt;br /&gt;
|-&lt;br /&gt;
| Destroying a [[Habs|Hab]] || Violently || Hab Tier&lt;br /&gt;
|-&lt;br /&gt;
| The [[Orbital Debris Strike]] Event || Depends on option picked || 0 to 1&lt;br /&gt;
|-&lt;br /&gt;
| The [[Anti-Satellite Test]] Event || Depends on option picked || 0 to 5&lt;br /&gt;
|-&lt;br /&gt;
| The [[Destructive Testing]] Event || Depends on option picked || 0 to 5&lt;br /&gt;
|-&lt;br /&gt;
| The [[Kessler Syndrome]] Event || None || 10 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Methods for Removing Orbital Debris&lt;br /&gt;
|-&lt;br /&gt;
! Method !! Condition(s) !! Orbital Debris Removed&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2| Every January 1st || &amp;lt; 5 Orbital Debris, 25% chance || 1&lt;br /&gt;
|-&lt;br /&gt;
| ≥ 5 Orbital Debris || 0% to 15% of Orbital Debris&lt;br /&gt;
|-&lt;br /&gt;
| The [[Debris Duty]] Event || Depends on option picked || 0 to 1&lt;br /&gt;
|-&lt;br /&gt;
| The [[Low Earth Orbit Cleanup]] Event || Depends on option picked || 0 to 6&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The only effect of orbital debris is to enable some events or weight the target selection of some events when they trigger:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
|+ Events affected by Orbital Debris&lt;br /&gt;
|-&lt;br /&gt;
! Event !! Condition(s) !! Notable Event Effects&lt;br /&gt;
|-&lt;br /&gt;
! [[Kessler Syndrome]] &lt;br /&gt;
| &lt;br /&gt;
* Enabled by ≥ 40 Total Orbital Debris in ISS, Tiangong, LEO1, and LEO2.&lt;br /&gt;
* Can only happen once per game. &lt;br /&gt;
| &lt;br /&gt;
* [[Nations#Changing_Public_Opinion|Global Propaganda]] for {{icon|appease}}[[The Protectorate]] of strength 9 to 11.&lt;br /&gt;
* -10% {{icon|mc}}Mission Control Capacity for all Human Factions for 3 months.&lt;br /&gt;
* -8% to the [[Nations#Per_Capita_GDP|$3 Base GDPPC increase]] from {{icon|economy}}Economy Priority for 12 months.&lt;br /&gt;
|-&lt;br /&gt;
! [[Orbital Debris Strike]] &lt;br /&gt;
|&lt;br /&gt;
* Enabled by &amp;gt; 0 Orbital Debris in Orbit.&lt;br /&gt;
* More likely to target Habs in orbits with more Orbital Debris. &lt;br /&gt;
| Destroy up to 6 modules.&lt;br /&gt;
|-&lt;br /&gt;
! [[Debris Duty]] &lt;br /&gt;
| &lt;br /&gt;
* Enabled by &amp;gt; 0 Orbital Debris in Orbit.&lt;br /&gt;
* More likely to target Habs in orbits with more Orbital Debris. &lt;br /&gt;
| Give 50 instant {{icon|research}} or Remove 1 Orbital Debris.&lt;br /&gt;
|-&lt;br /&gt;
! [[Low Earth Orbit Cleanup]] &lt;br /&gt;
| Enabled by ≥ 10 Total Orbital Debris in ISS, Tiangong, LEO1, and LEO2. || Options to pay resources for [[Nations#Changing_Public_Opinion|Global Propaganda]] and Remove up to 6 Total Orbital Debris in ISS, Tiangong, LEO1, and LEO2.&lt;br /&gt;
|-&lt;br /&gt;
! [[Orbital Debris Near Miss]] &lt;br /&gt;
|&lt;br /&gt;
* More likely to target Habs in orbits with more Orbital Debris.&lt;br /&gt;
* Can only happen once per game. &lt;br /&gt;
| Give 50 instant {{icon|research}}.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Celestial Bodies Navbox}}&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Major Articles]]&lt;/div&gt;</summary>
		<author><name>76561197970425841</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Celestial_Bodies&amp;diff=10062</id>
		<title>Celestial Bodies</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Celestial_Bodies&amp;diff=10062"/>
		<updated>2025-12-16T17:50:41Z</updated>

		<summary type="html">&lt;p&gt;76561197970425841: /* Body types and Composition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;This page discusses the game mechanics for celestial bodies. For a list of all space bodies in Terra Invicta, as well as their stats, see [[Space Body List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Celestial Bodies&#039;&#039;&#039; are naturally occurring significant gravitational masses, representing the major locations of Terra Invicta&#039;s [[Solar System]]. They are the primary targets for the industrialization of space via [[Factions|human]] and [[Aliens|alien]] [[Habs|infrastructure]] ([[Solar System#Lagrange Points|Lagrange points]] being the exception).&lt;br /&gt;
&lt;br /&gt;
The number of bodies depends on the [[Game Options#Solar system|System setup]] at the beginning of the campaign, but objects are always present in the game up to a distance of 50 Astronomical Units from the Sun (up to the Kuiper Belts)&lt;br /&gt;
&lt;br /&gt;
[[File:Celestial_Bodies_1.png|upright=0.75|framed|right|Saturn and its satellites, as seen at the beginning of a campaign.]]&lt;br /&gt;
&lt;br /&gt;
== Body types and Composition ==&lt;br /&gt;
With the exception of [[Sol|the Sun]], there are six main categories of celestial bodies modeled by the game: planets, dwarf planets, planetary moons, ateroidal moons, asteroids, and comets. These are subdivided into astrological classifications that form the title of a selected body (e.g. &amp;quot;terrestrial planet&amp;quot;, &amp;quot;gas giant&amp;quot;, &amp;quot;centaur&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Celestial bodies can have varying compositions between campaigns. The resource extraction potential is [[#Resource Formulas|calculated]] separately for each body and can differ drastically between playthroughs, based on resource rolls. The specific resource availability of a body is only revealed after [[Solar System#Prospecting|prospecting]], and can change as [[events]] are triggered by the game.&lt;br /&gt;
&lt;br /&gt;
Determining the exact resources available requires either a probe, or a [[Spaceships|ship]] with a [[Mobile Space Science Lab]] to perform a survey operation. This prospecting data can also be acquired from other [[Factions]] by using the {{MissionIcon|Turn}}[[Turn Councilor]] mission or by forming an [[Factions#Trade_Negotiations|Intel Sharing Agreement]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Tip: If you want to send many probes there is a one-click option in the Intel -&amp;gt; Solar System tab.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Orbits and Sites ==&lt;br /&gt;
Every celestial body has at least one [[Solar System#Orbits|orbit]]; planets and planetary moons also have [[Solar System#Lagrange Points|Lagrange points]] – these provide locations where [[Habs#Stations|stations]] can be constructed. Excluding [[Venus]] and the gas giants, almost every celestial body can have up to 25 surface locations (sites) where [[Habs#Bases|bases]] can be built.&lt;br /&gt;
&lt;br /&gt;
A higher number of base sites and station orbits are more likely to be found on and around larger bodies, which are also more likely to support higher tier habitats ({{bodyIcon|Tier 1}}, {{bodyIcon|Tier 2}}, {{bodyIcon|Tier 3}}). In terms of orbits, the situation is more varied.&lt;br /&gt;
&lt;br /&gt;
Low and high orbits are found on larger celestial bodies with asteroids and asteroidal moons often have &amp;quot;parking&amp;quot; orbits instead. Larger bodies can also support additional orbits, such as: Inclined, Medium, Intermediate, Extreme and Synchronous. The Earth has three unique orbits: Tiangong Orbit, ISS Orbit and Low Orbit 2. The altitude, gravitational pull, and the number of possible stations allowed in each orbit is unique to each body (though station number caps are typically 1 for asteroids and inclined orbits, 4 for dwarf planets and some moons, and 8 for the rest). [[Solar System#Lagrange Points|Lagrange points]] always have 1 orbit allowing a single station.&lt;br /&gt;
&lt;br /&gt;
Low and parking orbits are also considered &amp;quot;interface&amp;quot; orbits (denoted by a body icon next to them), which allows several interactions through the use of specific [[Habs|hab]] and [[Spaceships|ship]] modules. As well as having by far the largest variety of possible interface orbit options, Earth also offers more than twice as many stations in interface orbits than other planets; &amp;quot;Low Earth orbit 2&amp;quot; doubles the default to 16, and the Tiangong and ISS orbits offer two more (uniquely inclined) low interface orbits. The latter two correspond to those of the real world International Space Station and Tiangong Station, and each allows for one additional station in an Earth interface orbit.&lt;br /&gt;
&lt;br /&gt;
== Resources and Mining ==&lt;br /&gt;
The five basic space [[Resources|resources]] ({{icon|water|bgcolor=DarkSlateGray}} Water, {{icon|volatiles|bgcolor=DarkSlateGray}} Volatiles, {{icon|metals|bgcolor=DarkSlateGray}} Metals, {{icon|nobles|bgcolor=DarkSlateGray}} Nobles, and {{icon|fissiles|bgcolor=DarkSlateGray}} Fissiles) can be found in these bodies. Their abundance and distribution depend on dice rolls cast during world generation. Certain orbits also allow the harvesting of {{icon|antimatter|bgcolor=DarkSlateGray}} antimatter after the relevant technology has been researched.&lt;br /&gt;
&lt;br /&gt;
Regardless, some celestial bodies will always be far more valuable than others in terms of resource availability and ease of extraction. Early resources on the Moon, for instance, are far lower than Mars (which is typically the main expansion point in the early game). Space bodies in the outer solar system are also generally richer to encourage further expansion. Moreover, sufficiently small space bodies may prevent the construction of larger bases. Different bodies and orbits do, at the end of the day, carry material or strategic value depending on the player&#039;s needs in a given campaign.&lt;br /&gt;
&lt;br /&gt;
=== Resource Formulas ===&lt;br /&gt;
&amp;lt;i&amp;gt; This section discusses how the output values for each hab site are calculated. For a list of hab sites and mining profiles, as well as their stats, see [[Hab Site List]] and [[Mining Profile List]] instead. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The game assigns every hab site a mining profile, which is essentially a set of values used by the randomizer to determine the resource outputs of the hab site. Specifically, for each of the five basic space resource types X, the mining profile contains:&lt;br /&gt;
* X_mean: The median output value for resource type X.&lt;br /&gt;
* X_min: The minimum output value for resource type X.&lt;br /&gt;
* X_jump: The chance to jump the output value away from the median for resource type X. (An unlimited number of jumps are possible.)&lt;br /&gt;
* X_width: The distance moved by each jump.&lt;br /&gt;
&lt;br /&gt;
The mining profile also contains the special true or false value:&lt;br /&gt;
* modifyBySize: Whether the above values should be modified by the space body&#039;s mass and density.&lt;br /&gt;
&lt;br /&gt;
The mass and density modifiers are calculated as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt; Mass Modifier = Min(1, Space Body Mass (kg) / 50000000000000000 kg) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt; Density Modifier = Min(1, Space Body Density (g/cm³) / 1.25 g/cm³) × Max(1, Space Body Density (g/cm³) / 3 g/cm³) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If modifyBySize is true, then the Mean and Min values are modified as follows:&lt;br /&gt;
* For {{icon|water|bgcolor=DarkSlateGray}} Water and {{icon|volatiles|bgcolor=DarkSlateGray}} Volatiles:&lt;br /&gt;
&amp;lt;pre&amp;gt; Actual Value = Base Value × Clamp(Mass Modifier, 0.75, 1.25) &amp;lt;/pre&amp;gt;&lt;br /&gt;
* For {{icon|metals|bgcolor=DarkSlateGray}} Metals, {{icon|nobles|bgcolor=DarkSlateGray}} Nobles, and {{icon|fissiles|bgcolor=DarkSlateGray}} Fissiles:&lt;br /&gt;
&amp;lt;pre&amp;gt; Actual Value = Base Value × Clamp(Mass Modifier × Density Modifier, 0.75, 1.25) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Regardless of whether modifyBySize is true, these numbers are also multiplied by the [[Game_Options#Mining_Productivity_Rate|Mining Productivity Rate]]. This is a slider you can adjust in [[Game_Options#Customize_Campaign|Custom Campaign Settings]]. When playing with a Full Solar System, it is 100% on Long Campaign mode and 200% on Accelerated Campaign mode. Smaller Solar System sizes increase this setting to compensate for the fact that they have significantly fewer hab sites.&lt;br /&gt;
&lt;br /&gt;
The Width values are also modified by the [[Game_Options#Mining_Productivity_Rate|Mining Productivity Rate]] as follows:&lt;br /&gt;
* If [[Game_Options#Mining_Productivity_Rate|Mining Productivity Rate]] &amp;lt; 200%, then:&lt;br /&gt;
&amp;lt;pre&amp;gt; Actual Width = Base Width × Mining Productivity Rate &amp;lt;/pre&amp;gt;&lt;br /&gt;
* Otherwise:&lt;br /&gt;
&amp;lt;pre&amp;gt; Actual Width = Base Width × (2 + Mining Productivity Rate ^ (1 - Jump) ) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Finally, if the Min values are greater than 0, then they are also randomized as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt; Actual Min = Base Min × (0.8 to 1.2) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After all these modifiers are applied, the game now calculates the hab site&#039;s monthly output value V for each resource type X as follows:&lt;br /&gt;
# Repeatedly flip a weighted coin with X_jump chance of landing on heads, until it lands on tails.&lt;br /&gt;
# Set V to the number of heads.&lt;br /&gt;
# 50% chance: Multiply V by -1. &lt;br /&gt;
# Multiply V by X_width.&lt;br /&gt;
# Add X_mean to V.&lt;br /&gt;
# Add a random value between -(X_width / 2) to (X_width / 2) to V.&lt;br /&gt;
# If V is less than X_min, then set V to X_min.&lt;br /&gt;
# If V is less than 0.01, then set V to 0.&lt;br /&gt;
&lt;br /&gt;
In the case of {{icon|nobles|bgcolor=DarkSlateGray}} Nobles, there is one final modification:&lt;br /&gt;
# Let M be the {{icon|metals|bgcolor=DarkSlateGray}} Metals output value, and N be the  {{icon|nobles|bgcolor=DarkSlateGray}} Nobles output value.&lt;br /&gt;
# Divide M by either 2 or 3 (50% chance for each).&lt;br /&gt;
# If N &amp;gt; M, then set the {{icon|nobles|bgcolor=DarkSlateGray}} Nobles output value to M.&lt;br /&gt;
&lt;br /&gt;
== Orbital Debris ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
This orbit has ■■ dangerous cloud(s) of debris from space assets that have been destroyed here. Debris clouds present a hazard to undefended stations.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Space UI Tooltip, Terra Invicta, 0.4.90.&lt;br /&gt;
&lt;br /&gt;
Orbital Debris is currently a relatively unimplemented part of the game, with very few ways to affect it, and very few effects from it. So it is rarely worth paying attention to. Nevertheless, this section provides the details on the current mechanics for orbital debris.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Methods for Creating Orbital Debris&lt;br /&gt;
|-&lt;br /&gt;
! Method !! Condition(s) !! Orbital Debris Created&lt;br /&gt;
|-&lt;br /&gt;
| Destroying a [[Spaceships|Ship]] || In Combat || 1&lt;br /&gt;
|-&lt;br /&gt;
| Destroying a [[Habs|Hab]] || Violently || Hab Tier&lt;br /&gt;
|-&lt;br /&gt;
| The [[Orbital Debris Strike]] Event || Depends on option picked || 0 to 1&lt;br /&gt;
|-&lt;br /&gt;
| The [[Anti-Satellite Test]] Event || Depends on option picked || 0 to 5&lt;br /&gt;
|-&lt;br /&gt;
| The [[Destructive Testing]] Event || Depends on option picked || 0 to 5&lt;br /&gt;
|-&lt;br /&gt;
| The [[Kessler Syndrome]] Event || None || 10 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Methods for Removing Orbital Debris&lt;br /&gt;
|-&lt;br /&gt;
! Method !! Condition(s) !! Orbital Debris Removed&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2| Every January 1st || &amp;lt; 5 Orbital Debris, 25% chance || 1&lt;br /&gt;
|-&lt;br /&gt;
| ≥ 5 Orbital Debris || 0% to 15% of Orbital Debris&lt;br /&gt;
|-&lt;br /&gt;
| The [[Debris Duty]] Event || Depends on option picked || 0 to 1&lt;br /&gt;
|-&lt;br /&gt;
| The [[Low Earth Orbit Cleanup]] Event || Depends on option picked || 0 to 6&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The only effect of orbital debris is to enable some events or weight the target selection of some events when they trigger:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
|+ Events affected by Orbital Debris&lt;br /&gt;
|-&lt;br /&gt;
! Event !! Condition(s) !! Notable Event Effects&lt;br /&gt;
|-&lt;br /&gt;
! [[Kessler Syndrome]] &lt;br /&gt;
| &lt;br /&gt;
* Enabled by ≥ 40 Total Orbital Debris in ISS, Tiangong, LEO1, and LEO2.&lt;br /&gt;
* Can only happen once per game. &lt;br /&gt;
| &lt;br /&gt;
* [[Nations#Changing_Public_Opinion|Global Propaganda]] for {{icon|appease}}[[The Protectorate]] of strength 9 to 11.&lt;br /&gt;
* -10% {{icon|mc}}Mission Control Capacity for all Human Factions for 3 months.&lt;br /&gt;
* -8% to the [[Nations#Per_Capita_GDP|$3 Base GDPPC increase]] from {{icon|economy}}Economy Priority for 12 months.&lt;br /&gt;
|-&lt;br /&gt;
! [[Orbital Debris Strike]] &lt;br /&gt;
|&lt;br /&gt;
* Enabled by &amp;gt; 0 Orbital Debris in Orbit.&lt;br /&gt;
* More likely to target Habs in orbits with more Orbital Debris. &lt;br /&gt;
| Destroy up to 6 modules.&lt;br /&gt;
|-&lt;br /&gt;
! [[Debris Duty]] &lt;br /&gt;
| &lt;br /&gt;
* Enabled by &amp;gt; 0 Orbital Debris in Orbit.&lt;br /&gt;
* More likely to target Habs in orbits with more Orbital Debris. &lt;br /&gt;
| Give 50 instant {{icon|research}} or Remove 1 Orbital Debris.&lt;br /&gt;
|-&lt;br /&gt;
! [[Low Earth Orbit Cleanup]] &lt;br /&gt;
| Enabled by ≥ 10 Total Orbital Debris in ISS, Tiangong, LEO1, and LEO2. || Options to pay resources for [[Nations#Changing_Public_Opinion|Global Propaganda]] and Remove up to 6 Total Orbital Debris in ISS, Tiangong, LEO1, and LEO2.&lt;br /&gt;
|-&lt;br /&gt;
! [[Orbital Debris Near Miss]] &lt;br /&gt;
|&lt;br /&gt;
* More likely to target Habs in orbits with more Orbital Debris.&lt;br /&gt;
* Can only happen once per game. &lt;br /&gt;
| Give 50 instant {{icon|research}}.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Celestial Bodies Navbox}}&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Major Articles]]&lt;/div&gt;</summary>
		<author><name>76561197970425841</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Solar_System&amp;diff=10061</id>
		<title>Solar System</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Solar_System&amp;diff=10061"/>
		<updated>2025-12-16T16:34:06Z</updated>

		<summary type="html">&lt;p&gt;76561197970425841: brain failed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Solar_System_1.png|thumb|320px|alt= A top-down screenshot of the Solar System, centered on the Sun, showing the solar system up to the orbit of Jupiter|A view of the solar system up to the orbit of Jupiter]]&lt;br /&gt;
Terra Invicta [[Game Options#Solar system|models]] the larger bodies in [[Earth]]&#039;s &#039;&#039;&#039;Solar System&#039;&#039;&#039; out to a distance of roughly 50 times the distance of the Earth from the Sun. This includes much of the Kuiper Belt, the group of icy bodies orbiting beyond [[Neptune]].&lt;br /&gt;
&lt;br /&gt;
The Solar System also includes Lagrange Points as locations [[Fleets]] may travel to. These are stable anchorages created by the equilibrium of gravity between two [[Celestial Bodies]] and marked on the map with geometric shapes.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
== Gameplay and Mechanics ==&lt;br /&gt;
The number of objects in the solar system is chosen at the start of a new game. Regardless of the option chosen, all planets, moons, dwarf planets and major asteroids will be present.&lt;br /&gt;
&lt;br /&gt;
=== Orbits ===&lt;br /&gt;
All space bodies and Lagrange Points have one or more stable &#039;&#039;&#039;orbits&#039;&#039;&#039; around them, pre-defined by the game, and where [[factions]] can locate [[fleets]] and build a limited number of [[Habs#Stations|space stations]]. Fleets and stations don&#039;t require any propellant to remain in their position in a stable orbit.&lt;br /&gt;
&lt;br /&gt;
Orbits close to a space body&#039;s surface are called interface orbits. These are orbits fleets can travel to in order to land or [[Fleets#Orbital_Bombardment|bombard]] targets on the surface. Around Earth, some hab modules grant bonuses only if they are in an interface orbit, providing greater benefits to the surface.&lt;br /&gt;
&lt;br /&gt;
Higher-altitude orbits typically cost less delta-v (Δv) when launching from them to reach other moons and planetary systems. This concept is also known as &amp;quot;escape velocity&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A few orbits also produce small amounts of {{icon|antimatter|bgcolor=DarkSlateGray}} [[Resources|antimatter]] that may be harvested with hab modules that can be [[Technology|researched]].&lt;br /&gt;
&lt;br /&gt;
The game models gravity for all space maneuvers, and technically stable orbits not pre-defined by the game, and decaying orbits, are possible to achieve. However, this will rarely occur unintentionally through normal gameplay.&lt;br /&gt;
&lt;br /&gt;
=== Lagrange Points ===&lt;br /&gt;
[[File:Lagrange Screen01.png|thumb|320px|alt=An in-game top-down view of Luna and Earth in orbit, showing the positions of their five Lagrange points|The Earth-Luna Lagrange points in Terra Invicta]]&lt;br /&gt;
Normally, two celestial bodies exert an unbalanced gravitational force at any given point between them, requiring a stable orbit to maintain a constant distance without the application of delta-v. An exception to this are &#039;&#039;&#039;Lagrange points&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Lagrange points are a location in an orbital system where gravitational forces and centrifugal forces between two celestial bodies are in equilibrium, creating a relative but consistent coordinate between two bodies where zero (null) gravity is constantly experienced.&lt;br /&gt;
&lt;br /&gt;
For any &#039;&#039;planet&#039;&#039; or their &#039;&#039;planetary moons(s)&#039;&#039;, five Lagrange points are always possible (L1 to L5). For example, this means Earth, which has a moon but also orbits [[Sol|the Sun]], has five Lagrange points for the Earth-Luna orbital system, and another five for the Earth-Sun.&lt;br /&gt;
&lt;br /&gt;
Terra Invicta does not provide defined Lagrange points for dwarf planets and their satellites, for asteroids and asteroidal satellites, or for comets and centaurs.&lt;br /&gt;
&lt;br /&gt;
{{bodyIcon|L1}} L1, {{bodyIcon|L2}} L2 and {{bodyIcon|L3}} L3, always correspond to a line drawn through two celestial bodies in orbit, each providing a single stable &amp;quot;halo orbit&amp;quot;. {{bodyIcon|L4}} L4 and {{bodyIcon|L5}} L5 will always correspond to a point following or preceding the orbital path of the less massive body, providing a stable leading and trailing &amp;quot;trojan orbit&amp;quot; respectively.&lt;br /&gt;
&lt;br /&gt;
Objects at Lagrange points always require zero delta-v to remain in position, and also have an effective escape velocity of zero. This means that as a rule of thumb, they are very likely to be the most efficient locations to launch ships or probes to any given destination from, especially when targeting locations within their respective orbital system.&lt;br /&gt;
&lt;br /&gt;
If a [[Solar Mirror]], [[Automated Solar Mirror]] or [[Solar Array]] is built on a space station in orbit of any {{bodyIcon|L1}} L1, {{bodyIcon|L4}} L4 or {{bodyIcon|L5}} L5 location between a planet and one of its moons, it will provide a bonus to solar energy production for any bases using solar power modules on that planet or that moon. The {{bodyIcon|L1}} L1 between a planet and the Sun will apply this bonus to all bases in that planetary system.&lt;br /&gt;
&lt;br /&gt;
=== Hab Sites ===&lt;br /&gt;
With the exception of the Sun, the hellish world of [[Venus]], and the gas giants [[Jupiter]], [[Saturn]], [[Uranus]], and [[Neptune]], all space bodies have at least one [[Habs|hab]] site where factions may build a [[Habs#Bases|base]] (a hab on the surface of a body) by constructing any apllicable &amp;quot;core&amp;quot; module at that site. Planets and other larger bodies will have up to 25 hab sites able to build {{BodyIcon|Tier 3}} Tier 3 base modules, and this number will decrease roughly in proportion to a body&#039;s diameter. Smaller bodies are also more likely to only allow contruction of {{bodyIcon|Tier 1}} Tier 1 or {{bodyIcon|Tier 2}} Tier 2 modules.&lt;br /&gt;
&lt;br /&gt;
==== Mining ====&lt;br /&gt;
When a [[Habs#Mining Complexes|mine]] module is constructed, a base will continuously output a quantity of one or more [[resources]] to the faction that controls the mine. The type of resources generally depends on the composition of the space body.&lt;br /&gt;
&lt;br /&gt;
When first viewing the Solar System, factions will only have estimates of the mining potential of a particular hab site. To discover their exact potential, they will need to conduct a prospecting survey of the parent space body.&lt;br /&gt;
&lt;br /&gt;
==== Prospecting ====&lt;br /&gt;
To build a base, a faction must first survey the space body to determine the precise location for the habitat. Prospecting a space body will also reveal the exact mining output values of available hab sites.&lt;br /&gt;
&lt;br /&gt;
Prospecting can be conducted by a probe launched from [[Earth]] or from a [[Spaceships#Construction|shipyard]] at a hab, or by [[Spaceships|ships]] equipped with a [[Mobile Space Science Lab]] module. Prospecting data may also be stolen from other factions using {{MissionIcon|Turn}} [[Turn Councilor|turned councilors]], or shared with an [[Factions#Trade_Negotiations|Intel Sharing Agreement]].&lt;br /&gt;
&lt;br /&gt;
Each planet, with the exception of [[Mission to the Outer Planets|Neptune and Uranus]] requires a separate Space Science [[technology]] to prospect it and its satellites. The asteroid belt also needs a [[Mission to the Asteroids|specific technology]] to begin prospecting there. Moons are unlocked by their parent planets, except for [[Luna]] which requires a separate but cheaper technology.&lt;br /&gt;
&lt;br /&gt;
=== Ship Interactions in the Solar System ===&lt;br /&gt;
Orbital bodies provide an important role for space faring vessels when travelling. Depending on the delta-v of a vessel, travel might be carried out by &amp;quot;hopping&amp;quot; between bodies for resupply, thus making their position crucial, while at the same time several maneuvers such as aero-braking and other utilizations of celestial bodies to &amp;quot;pivot&amp;quot; on a journey can be enabled by the player when travelling in space and connecting with a target. This leaves the player with an array of options for travel and base planning when expanding or pursuing their factions&#039; interests.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Celestial Bodies]]&lt;br /&gt;
* [[Habs]]&lt;br /&gt;
&lt;br /&gt;
=== External Links ===&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Delta-v Delta-v] (Wikipedia)&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Escape_velocity Escape velocity] (Wikipedia)&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Lagrange_point Lagrange point] (Wikipedia)&lt;br /&gt;
&lt;br /&gt;
{{Celestial Bodies Navbox}}&lt;br /&gt;
{{Mechanics_Navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Solar System]]&lt;br /&gt;
[[Category: Major Articles]]&lt;/div&gt;</summary>
		<author><name>76561197970425841</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Solar_System&amp;diff=10060</id>
		<title>Solar System</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Solar_System&amp;diff=10060"/>
		<updated>2025-12-16T16:33:22Z</updated>

		<summary type="html">&lt;p&gt;76561197970425841: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Solar_System_1.png|thumb|320px|alt= A top-down screenshot of the Solar System, centered on the Sun, showing the solar system up to the orbit of Jupiter|A view of the solar system up to orbit the of Jupiter]]&lt;br /&gt;
Terra Invicta [[Game Options#Solar system|models]] the larger bodies in [[Earth]]&#039;s &#039;&#039;&#039;Solar System&#039;&#039;&#039; out to a distance of roughly 50 times the distance of the Earth from the Sun. This includes much of the Kuiper Belt, the group of icy bodies orbiting beyond [[Neptune]].&lt;br /&gt;
&lt;br /&gt;
The Solar System also includes Lagrange Points as locations [[Fleets]] may travel to. These are stable anchorages created by the equilibrium of gravity between two [[Celestial Bodies]] and marked on the map with geometric shapes.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
== Gameplay and Mechanics ==&lt;br /&gt;
The number of objects in the solar system is chosen at the start of a new game. Regardless of the option chosen, all planets, moons, dwarf planets and major asteroids will be present.&lt;br /&gt;
&lt;br /&gt;
=== Orbits ===&lt;br /&gt;
All space bodies and Lagrange Points have one or more stable &#039;&#039;&#039;orbits&#039;&#039;&#039; around them, pre-defined by the game, and where [[factions]] can locate [[fleets]] and build a limited number of [[Habs#Stations|space stations]]. Fleets and stations don&#039;t require any propellant to remain in their position in a stable orbit.&lt;br /&gt;
&lt;br /&gt;
Orbits close to a space body&#039;s surface are called interface orbits. These are orbits fleets can travel to in order to land or [[Fleets#Orbital_Bombardment|bombard]] targets on the surface. Around Earth, some hab modules grant bonuses only if they are in an interface orbit, providing greater benefits to the surface.&lt;br /&gt;
&lt;br /&gt;
Higher-altitude orbits typically cost less delta-v (Δv) when launching from them to reach other moons and planetary systems. This concept is also known as &amp;quot;escape velocity&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A few orbits also produce small amounts of {{icon|antimatter|bgcolor=DarkSlateGray}} [[Resources|antimatter]] that may be harvested with hab modules that can be [[Technology|researched]].&lt;br /&gt;
&lt;br /&gt;
The game models gravity for all space maneuvers, and technically stable orbits not pre-defined by the game, and decaying orbits, are possible to achieve. However, this will rarely occur unintentionally through normal gameplay.&lt;br /&gt;
&lt;br /&gt;
=== Lagrange Points ===&lt;br /&gt;
[[File:Lagrange Screen01.png|thumb|320px|alt=An in-game top-down view of Luna and Earth in orbit, showing the positions of their five Lagrange points|The Earth-Luna Lagrange points in Terra Invicta]]&lt;br /&gt;
Normally, two celestial bodies exert an unbalanced gravitational force at any given point between them, requiring a stable orbit to maintain a constant distance without the application of delta-v. An exception to this are &#039;&#039;&#039;Lagrange points&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Lagrange points are a location in an orbital system where gravitational forces and centrifugal forces between two celestial bodies are in equilibrium, creating a relative but consistent coordinate between two bodies where zero (null) gravity is constantly experienced.&lt;br /&gt;
&lt;br /&gt;
For any &#039;&#039;planet&#039;&#039; or their &#039;&#039;planetary moons(s)&#039;&#039;, five Lagrange points are always possible (L1 to L5). For example, this means Earth, which has a moon but also orbits [[Sol|the Sun]], has five Lagrange points for the Earth-Luna orbital system, and another five for the Earth-Sun.&lt;br /&gt;
&lt;br /&gt;
Terra Invicta does not provide defined Lagrange points for dwarf planets and their satellites, for asteroids and asteroidal satellites, or for comets and centaurs.&lt;br /&gt;
&lt;br /&gt;
{{bodyIcon|L1}} L1, {{bodyIcon|L2}} L2 and {{bodyIcon|L3}} L3, always correspond to a line drawn through two celestial bodies in orbit, each providing a single stable &amp;quot;halo orbit&amp;quot;. {{bodyIcon|L4}} L4 and {{bodyIcon|L5}} L5 will always correspond to a point following or preceding the orbital path of the less massive body, providing a stable leading and trailing &amp;quot;trojan orbit&amp;quot; respectively.&lt;br /&gt;
&lt;br /&gt;
Objects at Lagrange points always require zero delta-v to remain in position, and also have an effective escape velocity of zero. This means that as a rule of thumb, they are very likely to be the most efficient locations to launch ships or probes to any given destination from, especially when targeting locations within their respective orbital system.&lt;br /&gt;
&lt;br /&gt;
If a [[Solar Mirror]], [[Automated Solar Mirror]] or [[Solar Array]] is built on a space station in orbit of any {{bodyIcon|L1}} L1, {{bodyIcon|L4}} L4 or {{bodyIcon|L5}} L5 location between a planet and one of its moons, it will provide a bonus to solar energy production for any bases using solar power modules on that planet or that moon. The {{bodyIcon|L1}} L1 between a planet and the Sun will apply this bonus to all bases in that planetary system.&lt;br /&gt;
&lt;br /&gt;
=== Hab Sites ===&lt;br /&gt;
With the exception of the Sun, the hellish world of [[Venus]], and the gas giants [[Jupiter]], [[Saturn]], [[Uranus]], and [[Neptune]], all space bodies have at least one [[Habs|hab]] site where factions may build a [[Habs#Bases|base]] (a hab on the surface of a body) by constructing any apllicable &amp;quot;core&amp;quot; module at that site. Planets and other larger bodies will have up to 25 hab sites able to build {{BodyIcon|Tier 3}} Tier 3 base modules, and this number will decrease roughly in proportion to a body&#039;s diameter. Smaller bodies are also more likely to only allow contruction of {{bodyIcon|Tier 1}} Tier 1 or {{bodyIcon|Tier 2}} Tier 2 modules.&lt;br /&gt;
&lt;br /&gt;
==== Mining ====&lt;br /&gt;
When a [[Habs#Mining Complexes|mine]] module is constructed, a base will continuously output a quantity of one or more [[resources]] to the faction that controls the mine. The type of resources generally depends on the composition of the space body.&lt;br /&gt;
&lt;br /&gt;
When first viewing the Solar System, factions will only have estimates of the mining potential of a particular hab site. To discover their exact potential, they will need to conduct a prospecting survey of the parent space body.&lt;br /&gt;
&lt;br /&gt;
==== Prospecting ====&lt;br /&gt;
To build a base, a faction must first survey the space body to determine the precise location for the habitat. Prospecting a space body will also reveal the exact mining output values of available hab sites.&lt;br /&gt;
&lt;br /&gt;
Prospecting can be conducted by a probe launched from [[Earth]] or from a [[Spaceships#Construction|shipyard]] at a hab, or by [[Spaceships|ships]] equipped with a [[Mobile Space Science Lab]] module. Prospecting data may also be stolen from other factions using {{MissionIcon|Turn}} [[Turn Councilor|turned councilors]], or shared with an [[Factions#Trade_Negotiations|Intel Sharing Agreement]].&lt;br /&gt;
&lt;br /&gt;
Each planet, with the exception of [[Mission to the Outer Planets|Neptune and Uranus]] requires a separate Space Science [[technology]] to prospect it and its satellites. The asteroid belt also needs a [[Mission to the Asteroids|specific technology]] to begin prospecting there. Moons are unlocked by their parent planets, except for [[Luna]] which requires a separate but cheaper technology.&lt;br /&gt;
&lt;br /&gt;
=== Ship Interactions in the Solar System ===&lt;br /&gt;
Orbital bodies provide an important role for space faring vessels when travelling. Depending on the delta-v of a vessel, travel might be carried out by &amp;quot;hopping&amp;quot; between bodies for resupply, thus making their position crucial, while at the same time several maneuvers such as aero-braking and other utilizations of celestial bodies to &amp;quot;pivot&amp;quot; on a journey can be enabled by the player when travelling in space and connecting with a target. This leaves the player with an array of options for travel and base planning when expanding or pursuing their factions&#039; interests.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Celestial Bodies]]&lt;br /&gt;
* [[Habs]]&lt;br /&gt;
&lt;br /&gt;
=== External Links ===&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Delta-v Delta-v] (Wikipedia)&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Escape_velocity Escape velocity] (Wikipedia)&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Lagrange_point Lagrange point] (Wikipedia)&lt;br /&gt;
&lt;br /&gt;
{{Celestial Bodies Navbox}}&lt;br /&gt;
{{Mechanics_Navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Solar System]]&lt;br /&gt;
[[Category: Major Articles]]&lt;/div&gt;</summary>
		<author><name>76561197970425841</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Solar_System&amp;diff=10059</id>
		<title>Solar System</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Solar_System&amp;diff=10059"/>
		<updated>2025-12-16T16:33:03Z</updated>

		<summary type="html">&lt;p&gt;76561197970425841: Terminology/accuracy tweak for thumb caption&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Solar_System_1.png|thumb|320px|alt= A top-down screenshot of the Solar System, centered on the Sun, showing the solar system up to the orbit of Jupiter|A view of the solar system up to orbit of Jupiter]]&lt;br /&gt;
Terra Invicta [[Game Options#Solar system|models]] the larger bodies in [[Earth]]&#039;s &#039;&#039;&#039;Solar System&#039;&#039;&#039; out to a distance of roughly 50 times the distance of the Earth from the Sun. This includes much of the Kuiper Belt, the group of icy bodies orbiting beyond [[Neptune]].&lt;br /&gt;
&lt;br /&gt;
The Solar System also includes Lagrange Points as locations [[Fleets]] may travel to. These are stable anchorages created by the equilibrium of gravity between two [[Celestial Bodies]] and marked on the map with geometric shapes.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
== Gameplay and Mechanics ==&lt;br /&gt;
The number of objects in the solar system is chosen at the start of a new game. Regardless of the option chosen, all planets, moons, dwarf planets and major asteroids will be present.&lt;br /&gt;
&lt;br /&gt;
=== Orbits ===&lt;br /&gt;
All space bodies and Lagrange Points have one or more stable &#039;&#039;&#039;orbits&#039;&#039;&#039; around them, pre-defined by the game, and where [[factions]] can locate [[fleets]] and build a limited number of [[Habs#Stations|space stations]]. Fleets and stations don&#039;t require any propellant to remain in their position in a stable orbit.&lt;br /&gt;
&lt;br /&gt;
Orbits close to a space body&#039;s surface are called interface orbits. These are orbits fleets can travel to in order to land or [[Fleets#Orbital_Bombardment|bombard]] targets on the surface. Around Earth, some hab modules grant bonuses only if they are in an interface orbit, providing greater benefits to the surface.&lt;br /&gt;
&lt;br /&gt;
Higher-altitude orbits typically cost less delta-v (Δv) when launching from them to reach other moons and planetary systems. This concept is also known as &amp;quot;escape velocity&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A few orbits also produce small amounts of {{icon|antimatter|bgcolor=DarkSlateGray}} [[Resources|antimatter]] that may be harvested with hab modules that can be [[Technology|researched]].&lt;br /&gt;
&lt;br /&gt;
The game models gravity for all space maneuvers, and technically stable orbits not pre-defined by the game, and decaying orbits, are possible to achieve. However, this will rarely occur unintentionally through normal gameplay.&lt;br /&gt;
&lt;br /&gt;
=== Lagrange Points ===&lt;br /&gt;
[[File:Lagrange Screen01.png|thumb|320px|alt=An in-game top-down view of Luna and Earth in orbit, showing the positions of their five Lagrange points|The Earth-Luna Lagrange points in Terra Invicta]]&lt;br /&gt;
Normally, two celestial bodies exert an unbalanced gravitational force at any given point between them, requiring a stable orbit to maintain a constant distance without the application of delta-v. An exception to this are &#039;&#039;&#039;Lagrange points&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Lagrange points are a location in an orbital system where gravitational forces and centrifugal forces between two celestial bodies are in equilibrium, creating a relative but consistent coordinate between two bodies where zero (null) gravity is constantly experienced.&lt;br /&gt;
&lt;br /&gt;
For any &#039;&#039;planet&#039;&#039; or their &#039;&#039;planetary moons(s)&#039;&#039;, five Lagrange points are always possible (L1 to L5). For example, this means Earth, which has a moon but also orbits [[Sol|the Sun]], has five Lagrange points for the Earth-Luna orbital system, and another five for the Earth-Sun.&lt;br /&gt;
&lt;br /&gt;
Terra Invicta does not provide defined Lagrange points for dwarf planets and their satellites, for asteroids and asteroidal satellites, or for comets and centaurs.&lt;br /&gt;
&lt;br /&gt;
{{bodyIcon|L1}} L1, {{bodyIcon|L2}} L2 and {{bodyIcon|L3}} L3, always correspond to a line drawn through two celestial bodies in orbit, each providing a single stable &amp;quot;halo orbit&amp;quot;. {{bodyIcon|L4}} L4 and {{bodyIcon|L5}} L5 will always correspond to a point following or preceding the orbital path of the less massive body, providing a stable leading and trailing &amp;quot;trojan orbit&amp;quot; respectively.&lt;br /&gt;
&lt;br /&gt;
Objects at Lagrange points always require zero delta-v to remain in position, and also have an effective escape velocity of zero. This means that as a rule of thumb, they are very likely to be the most efficient locations to launch ships or probes to any given destination from, especially when targeting locations within their respective orbital system.&lt;br /&gt;
&lt;br /&gt;
If a [[Solar Mirror]], [[Automated Solar Mirror]] or [[Solar Array]] is built on a space station in orbit of any {{bodyIcon|L1}} L1, {{bodyIcon|L4}} L4 or {{bodyIcon|L5}} L5 location between a planet and one of its moons, it will provide a bonus to solar energy production for any bases using solar power modules on that planet or that moon. The {{bodyIcon|L1}} L1 between a planet and the Sun will apply this bonus to all bases in that planetary system.&lt;br /&gt;
&lt;br /&gt;
=== Hab Sites ===&lt;br /&gt;
With the exception of the Sun, the hellish world of [[Venus]], and the gas giants [[Jupiter]], [[Saturn]], [[Uranus]], and [[Neptune]], all space bodies have at least one [[Habs|hab]] site where factions may build a [[Habs#Bases|base]] (a hab on the surface of a body) by constructing any apllicable &amp;quot;core&amp;quot; module at that site. Planets and other larger bodies will have up to 25 hab sites able to build {{BodyIcon|Tier 3}} Tier 3 base modules, and this number will decrease roughly in proportion to a body&#039;s diameter. Smaller bodies are also more likely to only allow contruction of {{bodyIcon|Tier 1}} Tier 1 or {{bodyIcon|Tier 2}} Tier 2 modules.&lt;br /&gt;
&lt;br /&gt;
==== Mining ====&lt;br /&gt;
When a [[Habs#Mining Complexes|mine]] module is constructed, a base will continuously output a quantity of one or more [[resources]] to the faction that controls the mine. The type of resources generally depends on the composition of the space body.&lt;br /&gt;
&lt;br /&gt;
When first viewing the Solar System, factions will only have estimates of the mining potential of a particular hab site. To discover their exact potential, they will need to conduct a prospecting survey of the parent space body.&lt;br /&gt;
&lt;br /&gt;
==== Prospecting ====&lt;br /&gt;
To build a base, a faction must first survey the space body to determine the precise location for the habitat. Prospecting a space body will also reveal the exact mining output values of available hab sites.&lt;br /&gt;
&lt;br /&gt;
Prospecting can be conducted by a probe launched from [[Earth]] or from a [[Spaceships#Construction|shipyard]] at a hab, or by [[Spaceships|ships]] equipped with a [[Mobile Space Science Lab]] module. Prospecting data may also be stolen from other factions using {{MissionIcon|Turn}} [[Turn Councilor|turned councilors]], or shared with an [[Factions#Trade_Negotiations|Intel Sharing Agreement]].&lt;br /&gt;
&lt;br /&gt;
Each planet, with the exception of [[Mission to the Outer Planets|Neptune and Uranus]] requires a separate Space Science [[technology]] to prospect it and its satellites. The asteroid belt also needs a [[Mission to the Asteroids|specific technology]] to begin prospecting there. Moons are unlocked by their parent planets, except for [[Luna]] which requires a separate but cheaper technology.&lt;br /&gt;
&lt;br /&gt;
=== Ship Interactions in the Solar System ===&lt;br /&gt;
Orbital bodies provide an important role for space faring vessels when travelling. Depending on the delta-v of a vessel, travel might be carried out by &amp;quot;hopping&amp;quot; between bodies for resupply, thus making their position crucial, while at the same time several maneuvers such as aero-braking and other utilizations of celestial bodies to &amp;quot;pivot&amp;quot; on a journey can be enabled by the player when travelling in space and connecting with a target. This leaves the player with an array of options for travel and base planning when expanding or pursuing their factions&#039; interests.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Celestial Bodies]]&lt;br /&gt;
* [[Habs]]&lt;br /&gt;
&lt;br /&gt;
=== External Links ===&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Delta-v Delta-v] (Wikipedia)&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Escape_velocity Escape velocity] (Wikipedia)&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Lagrange_point Lagrange point] (Wikipedia)&lt;br /&gt;
&lt;br /&gt;
{{Celestial Bodies Navbox}}&lt;br /&gt;
{{Mechanics_Navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Solar System]]&lt;br /&gt;
[[Category: Major Articles]]&lt;/div&gt;</summary>
		<author><name>76561197970425841</name></author>
	</entry>
</feed>