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	<title>Terra Invicta Official Wiki - User contributions [en]</title>
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	<updated>2026-09-29T02:09:46Z</updated>
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		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Fleets&amp;diff=11734</id>
		<title>Fleets</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Fleets&amp;diff=11734"/>
		<updated>2026-05-27T15:08:46Z</updated>

		<summary type="html">&lt;p&gt;76561198025456609: /* Valid Earth Targets for Bombardment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{icon|fleet}}Fleets consist of one or more ships that are directed by one of the human factions or the aliens. Fleets conduct operations and fight in space battles.&lt;br /&gt;
&lt;br /&gt;
== Fleet Operations ==&lt;br /&gt;
Fleets may undertake various operations, typically only when they are in orbit and not in a transfer. They are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Operation !! width=60% | Effects !! Required components&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO TransferOperation on.png|40px]] Transfer&lt;br /&gt;
| Launch this fleet toward the selected orbit, station, or fleet.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO SplitFleetOperation on.png|40px]] Split Fleet&lt;br /&gt;
| Break off one or more ships into a separate fleet.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO MergeFleetOperation on.png|40px]] Merge Fleets&lt;br /&gt;
| Merge a nearby fleet into this one.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO MergeAllFleetOperation on.png|40px]] Merge All Fleets&lt;br /&gt;
| Merge all nearby fleets into this one.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO LandOnSurfaceOperation on.png|40px]] Land on Surface&lt;br /&gt;
| Set down at a friendly or undefended enemy base, or an unimproved hab site. Fleet must have sufficient acceleration to take off again, and access to enough Delta-V to reach an interface orbit.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO LaunchFromSurfaceOperation on.png|40px]] Launch&lt;br /&gt;
| Launch the fleet into an interface orbit of this space body. Requires the fleet has Delta-V greater than the body&#039;s escape velocity.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO UndockFromStationOperation on.png|40px]] Undock&lt;br /&gt;
| Undock from this station and assume a matching orbit.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO ScuttleShipsOperation on.png|40px]] Scuttle Ships&lt;br /&gt;
| Scuttle ships from this fleet. If docked at one of your shipyards, gain 25% of the ship&#039;s construction resources in your stockpile. If not docked at any hab, pay Boost to send any crew home that can&#039;t be absorbed by the rest of the fleet.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO ResupplyOperation on.png|40px]] Resupply&lt;br /&gt;
| Refuel and rearm ships in this fleet. Requires being docked at a hab with a supply depot or shipyard and a sufficient resource stockpile to cover at least a partial resupply. Ships with the capability to resupply from the local environment may do so for free.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO RepairFleetOperation on.png|40px]] Repair&lt;br /&gt;
| Repair damage and restore exhausted modules to ships in fleet.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO ResupplyAndRepairOperation on.png|40px]] Repair and Resupply&lt;br /&gt;
| Refuel, rearm, and repair all ships in this fleet.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO SetHomeportOperation on.png|40px]] Set Homeport&lt;br /&gt;
| Sets a home habitat for this fleet. A station, or an interface orbit above a base, will become the default destination for the fleet when initiating a trajectory when the fleet is not already docked there and no other space object is currently selected.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO ClearHomeportOperation on.png|40px]] Clear Homeport&lt;br /&gt;
| Clear this fleet&#039;s homeport.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO CancelFleetOperation on.png|40px]] Cancel&lt;br /&gt;
| Cancel the fleet&#039;s active operation.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO InterfleetRefuelOperation on.png|40px]] Share Propellant&lt;br /&gt;
| Transfer propellant between ships in this fleet to increase some ships&#039; Delta-V.&lt;br /&gt;
| Drive with the same propellant&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO BombardOperation Low on.png|40px]] Low-Level Bombardment&lt;br /&gt;
| Begin orbital bombardment against a surface target from 200km altitude. Requires being in an interface orbit. Defended locations will return fire. Earth-based space facilities and armies typically must be in a nation at war to be targeted. Targeting large civilian facilities is an atrocity.&lt;br /&gt;
| Weapons that can bombard&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO BombardOperation Med on.png|40px]] Mid-Level Bombardment&lt;br /&gt;
| Begin orbital bombardment against a surface target from 400km altitude. Requires being in an interface orbit. Defended locations will return fire. Earth-based space facilities and armies typically must be in a nation at war to be targeted. Targeting large civilian facilities is an atrocity.&lt;br /&gt;
| Weapons that can bombard&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO BombardOperation High on.png|40px]] High-Level Bombardment&lt;br /&gt;
| Begin orbital bombardment against a surface target from 600km altitude. Requires being in an interface orbit. Defended locations will return fire. Earth-based space facilities and armies typically must be in a nation at war to be targeted. Targeting large civilian facilities is an atrocity.&lt;br /&gt;
| Weapons that can bombard&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO DestroyHabOperation on.png|40px]] Destroy Hab&lt;br /&gt;
| Destroy the hab this fleet is docked at. Commits atrocities when destroying certain hab modules. We will recover salvage. Duration is 15 minutes multiplied by the sum of hab module tiers.&lt;br /&gt;
| Marine Assault Unit or Rangers&amp;lt;br&amp;gt;Weapons (stations only)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO AssaultHabOperation on.png|40px]] Assault Hab&lt;br /&gt;
| Assault and capture an enemy hab with our Marines. We can seize a station we have docked with, or an enemy base from an interface orbit above it. Habs with Marine defenses will be harder to capture.&lt;br /&gt;
| Marine Assault Unit or Rangers&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO SurveyPlanetFromFleetOperation on.png|40px]] Survey&lt;br /&gt;
| [[Solar System#Prospecting|Prospect]] mining sites on a planet, moon or asteroid. The fleet must be in an interface orbit of the space body to perform this operation.&lt;br /&gt;
| [[File:ICO MobileSpaceScienceLab.png|25px]] Mobile Space Science Lab&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundSolarPlatformOperation on.png|40px]] Found Platform (Solar)&lt;br /&gt;
| Found a platform with a solar collector and a construction module in the fleet&#039;s current orbit. Requires 2 free Mission Control. The solar collector must produce at least 10 power in the current orbit, enough to power up the construction module.&lt;br /&gt;
| [[File:ICO SolarPlatformKit.png|25px]] Solar Platform Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundFissionPlatformOperation on.png|40px]] Found Platform (Fission)&lt;br /&gt;
| Found a platform with a fission pile and a construction module in the fleet&#039;s current orbit. Requires 2 free Mission Control.&lt;br /&gt;
| [[File:ICO FissionPlatformKit.png|25px]] Fission Platform Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundFusionPlatformOperation on.png|40px]] Found Platform (Fusion)&lt;br /&gt;
| Found a platform with a fusion pile and a construction module in the fleet&#039;s current orbit. Requires 2 free Mission Control.&lt;br /&gt;
| [[File:ICO FusionPlatformKit.png|25px]] Fusion Platform Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundSolarOutpostOperation on.png|40px]] Found Outpost (Solar)&lt;br /&gt;
| Found an outpost with a fission pile and a construction module at a prospected base site. The fleet must be in an interface orbit or landed at the site to perform this operation. Requires 2 free Mission Control. The solar collector must produce at least 10 power at the target base site, enough to power up the construction module.&lt;br /&gt;
| [[File:ICO SolarOutpostKit.png|25px]] Solar Outpost Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundFissionOutpostOperation on.png|40px]] Found Outpost (Fission)&lt;br /&gt;
| Found an outpost with a fission pile and a construction module at a prospected base site. The fleet must be in an interface orbit or landed at the site to perform this operation. Requires 2 free Mission Control.&lt;br /&gt;
| [[File:ICO FissionOutpostKit.png|25px]] Fission Outpost Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundFusionOutpostOperation on.png|40px]] Found Outpost (Fusion)&lt;br /&gt;
| Found an outpost with a fusion pile and a construction module at a prospected base site.  The fleet must be in an interface orbit or landed at the site to perform this operation. Requires 2 free Mission Control.&lt;br /&gt;
| [[File:ICO FusionOutpostKit.png|25px]] Fusion Outpost Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundAutomatedSolarPlatformOperation on.png|40px]] Found Automated Supply Depot (Solar)&lt;br /&gt;
| Found an automated platform with an automated solar collector and an automated supply depot in the fleet&#039;s current orbit. Requires 1 free Mission Control. The automated solar collector must produce at least 3 power in the current orbit, enough to power up the automated supply depot.&lt;br /&gt;
| [[File:ICO AutomatedSolarPlatformKit.png|25px]] Automated Solar Platform Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundAutomatedFissionPlatformOperation on.png|40px]] Found Automated Supply Depot (Fission)&lt;br /&gt;
| Found an automated platform with an automated fission pile and an automated supply depot  in the fleet&#039;s current orbit. Requires 1 free Mission Control.&lt;br /&gt;
| [[File:ICO AutomatedFissionPlatformKit.png|25px]] Automated Fission Platform Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundAutomatedSolarOutpostOperation on.png|40px]] Found Automated Mining Outpost (Solar)&lt;br /&gt;
| Found an automated outpost with two automated solar collectors and an automated mining complex at a prospected base site. The fleet must be in an interface orbit or landed at the site to perform this operation. Requires 1 free Mission Control to deploy. The automated solar collectors must produce enough power at the target base site to power up the automated mining complex.&lt;br /&gt;
| [[File:ICO AutomatedSolarOutpostKit.png|25px]] Automated Solar Outpost Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundAutomatedFissionOutpostOperation on.png|40px]] Found Automated Mining Outpost (Fission)&lt;br /&gt;
| Found an automated outpost with two automated fission piles and an automated mining complex at a prospected base site. The fleet must be in an interface orbit or landed at the site to perform this operation. Requires 1 free Mission Control to deploy.&lt;br /&gt;
| [[File:ICO AutomatedFissionOutpostKit.png|25px]] Automated Fission Outpost Kit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Transfers ===&lt;br /&gt;
A transfer is the term for a {{icon|fleet}}fleet moving from one place to another while staying in space. Fleets may transfer to orbits, stations, or other fleets. A fleet needs enough {{icon|dv|bgcolor=DarkSlateGray}}delta-V to make a transfer, and longer transfer will require more delta-V. If the {{icon|acceleration}}cruise acceleration of a fleet is too low, they might be unable to make transfer to fast-moving objects. &lt;br /&gt;
&lt;br /&gt;
When initiating a transfer operation, a fleet will receive one or more trajectory options if it can reach its destination at all. If multiple trajectories are possible, the player may choose between trading off arrival time and Delta-V expenditure between them.&lt;br /&gt;
&lt;br /&gt;
Trajectories might be microthrust spirals, which are typical for fleets with low acceleration; impulse conics, for fleets with high acceleration but low Delta-V; or torch chords, for advanced fleets with both high acceleration and Delta-V.&lt;br /&gt;
&lt;br /&gt;
=== Assault Hab ===&lt;br /&gt;
&lt;br /&gt;
==== Valid Targets ====&lt;br /&gt;
&lt;br /&gt;
First, invalidate every [[Hab]] for which any of the following are true:&lt;br /&gt;
* The [[Hab]] is already currently undergoing an Assault Hab Operation.&lt;br /&gt;
* The [[Hab]] is owned by the Fleet&#039;s [[Faction]].&lt;br /&gt;
* The [[Hab]] is owned by the Fleet&#039;s [[Faction]]&#039;s permanent ally ({{icon|submit}}[[The Servants]] and {{icon|alien}}[[Aliens]] are the only permanent allies).&lt;br /&gt;
* The [[Hab]] is the Alien Primary Hab (Alien Base Alpha).&lt;br /&gt;
&lt;br /&gt;
A Fleet can perform an Assault Hab Operation on the following targets:&lt;br /&gt;
* If docked to a [[Hab]] that wasn&#039;t invalidated, then this [[Hab]] is the only valid target.&lt;br /&gt;
* If the fleet is landed on or in an interface orbit of a [[Space Body]], then the valid targets are all of the [[Space Body]]&#039;s [[Habs]] that weren&#039;t invalidated.&lt;br /&gt;
&lt;br /&gt;
Note: The Fleet needs to have marines in order to perform the Assault Hab Operation, but the marines do not necessarily have to be on the fleet itself, because the fleet uses all marines in nearby space assets (such as Barracks on habs) owned by the same faction.&lt;br /&gt;
&lt;br /&gt;
==== Success Chance ====&lt;br /&gt;
&lt;br /&gt;
Note: When starting the Assault Hab Operation, the game shows the success chance if the assault would happen immediately without any changes. But  Assault Hab Operations are not instantaneous, and circumstances can change. The actual success chance is calculated using only the circumstances at the moment that the Assault Hab Operation completes.&lt;br /&gt;
&lt;br /&gt;
The {{icon|marine}}Assault Combat Value of a [[Spaceship]] is calculated as follows:&lt;br /&gt;
# For each [[Spaceships#Utility_Modules|Utility Module]]: Add the {{icon|marine}}Assault Combat Value of the module × Module Health %&lt;br /&gt;
#* Some Utility Modules only provide Assault Combat Value when defending against an enemy assault.&lt;br /&gt;
#* If the Module Health % is less than 0.1%, it does not contribute anything.&lt;br /&gt;
# Add the {{icon|marine}}Assault Combat Value of any [[Spaceships#Officer|Officers]] on board.&lt;br /&gt;
&lt;br /&gt;
The {{icon|marine}}Assault Combat Value of a [[Hab]] is calculated as follows:&lt;br /&gt;
# For each active hab module: Add the {{icon|marine}}Assault Combat Value of the module&lt;br /&gt;
# If the Hab is a {{icon|base}}Base, then Add the Hab Tier.&lt;br /&gt;
# If the Hab is being {{MissionIcon|Advise}}[[Advise]]d, Multiply by (1 + 0.01 per {{TV|command}}).&lt;br /&gt;
#* Standard diminishing returns for multiple {{MissionIcon|Advise}}[[Advise|Advisors]].&lt;br /&gt;
&lt;br /&gt;
The total Attack Score of the Assault Hab Operation is calculated as follows:&lt;br /&gt;
# Add the {{icon|marine}}Assault Combat Value of every [[Spaceship]] in the Attacking fleet.&lt;br /&gt;
# If the Attacking fleet is docked at a [[Hab]] owned by the Attacking [[Faction]], then:&lt;br /&gt;
## Add the {{icon|marine}}Assault Combat Value of every [[Spaceship]] in every other fleet that is also owned by the Attacking [[Faction]] and docked to the same [[Hab]].&lt;br /&gt;
## If the Attacking [[Faction]] is not bankrupt on {{icon|mc}}MC, {{TV|boost}}, or {{icon|money}}Money, then Add the {{icon|marine}}Assault Combat Value of the [[Hab]].&lt;br /&gt;
# If the Attacking [[Faction]] is over its {{icon|mc}}MC cap and is not the {{icon|alien}}[[Aliens]], then Subtract the amount of overcap.&lt;br /&gt;
&lt;br /&gt;
The total Defense Score of the Assault Hab Operation is calculated as follows:&lt;br /&gt;
# Add the {{icon|marine}}Assault Combat Value of the Defending [[Hab]].&lt;br /&gt;
# If the Defending [[Faction]] is over its {{icon|mc}}MC cap and is not the {{icon|alien}}[[Aliens]], then Subtract the amount of overcap.&lt;br /&gt;
# If the Defending [[Faction]] is bankrupt on {{TV|boost}}, then Subtract the amount of {{TV|boost}} the Defending [[Faction]] is missing per Day.&lt;br /&gt;
#* This is the {{TV|boost}} Daily Upkeep - {{TV|boost}} Daily Income - {{TV|boost}} stockpiled&lt;br /&gt;
# If the Defending [[Faction]] is bankrupt on {{icon|money}}Money and &#039;&#039;&#039;negative&#039;&#039;&#039; Net {{icon|money}}Money Income, then Add the Net Monthly {{icon|money}}Money Income.&lt;br /&gt;
# Add the {{icon|marine}}Assault Combat Value of every [[Spaceship]] in every fleet that is owned by the Defending [[Faction]] and docked to the Defending [[Hab]].&lt;br /&gt;
# If the Defending [[Hab]] is not being decommissioned, then:&lt;br /&gt;
## For each [[Councilor]] owned by the Defending [[Faction]]: Add {{TV|command}} / 6.&lt;br /&gt;
## If the Defending [[Hab]] is a {{icon|base}}Base and the Attacking Fleet is in orbit, then for each hab defense module: Add Module Tier.&lt;br /&gt;
# For each [[Councilor]] using the {{MissionIcon|Protect}}[[Protect Target]] [[Mission]] on the Defending [[Hab]], add {{TV|command}}.&lt;br /&gt;
&lt;br /&gt;
The outcome of the Assault Hab Operation is determined by a standard [[Roll]], using the difference between the total Attack and Defense Scores.&lt;br /&gt;
&lt;br /&gt;
==== Post-Assault Damage ====&lt;br /&gt;
&lt;br /&gt;
Whenever an assault hab operation (or {{MissionIcon|Assault Enemy Space Asset}}[[Assault Enemy Space Asset]] mission) completes, marines on both sides may take damage depending on the outcome. This damage is determined as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Damage Taken for by each possible participant for each possible outcome.&lt;br /&gt;
|-&lt;br /&gt;
! !! Critical Failure !! Normal Failure !! Normal Success !! Critical Success &lt;br /&gt;
|-&lt;br /&gt;
| % Health Lost by each Marine Module on Attacking Fleets || 50% to 100% || 25% to 75% || 0% to 50% || 0% to 10%&lt;br /&gt;
|-&lt;br /&gt;
| % Health Lost by each Marine Module on Defending Fleets || 0% to 10% || 0% to 50% || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| % Chance for each Marine Officer on Attacking Fleets to Die || 50% || 5% || 0% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| % Chance for each Marine Officer on Defending Fleets to Die || 0% || 0% || 5% || 50%&lt;br /&gt;
|-&lt;br /&gt;
| % Chance for each Marine Module on Attacking Hab to be Destroyed || 50% / Module Tier || 10% / Module Tier || 0% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| % Chance for each Marine Module on Defending Hab to be Destroyed || 0% || 10% if Defender has negative {{icon|money}}Money or is over their {{icon|mc}}MC cap. || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Attacking Councilor || If not {{MissionIcon|Protect}}[[Protect Target|Protected]], Die. Otherwise, if target hab is not {{icon|alien}}[[Alien]], {{MissionIcon|Detain}}[[Detain]] for 5 turns || If not {{MissionIcon|Protect}}[[Protect Target|Protected]] and target hab is not {{icon|alien}}[[Alien]], {{MissionIcon|Detain}}[[Detain]] for 5 turns. || None || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Orbital Bombardment ===&lt;br /&gt;
&lt;br /&gt;
==== Bombardment Capability ====&lt;br /&gt;
&lt;br /&gt;
A fleet equipped with bombardment-capable weapons may conduct orbital bombardment against targets on the surface of a [[Celestial Bodies|Space Body]]. They must be in an interface orbit to launch attacks.&lt;br /&gt;
&lt;br /&gt;
Above Earth, valid targets include [[Nations#Armies|Armies]], space facilities, [[Regions]], and any [[Aliens|alien assets]] we have detected. On other space bodies, {{icon|base}}[[Habs|Bases]] and landed space fleets may be targeted.&lt;br /&gt;
&lt;br /&gt;
The weapons capable of bombardment are:&lt;br /&gt;
* All [[Spaceships#Lasers|Laser Weapons]] except for the dedicated point defense lasers that have no attack mode.&lt;br /&gt;
* All [[Spaceships#Magnetic_Weapons|Magnetic Weapons]].&lt;br /&gt;
* All [[Spaceships#Missiles|Missiles]] that have nuclear, antimatter, or shaped nuclear warheads.&lt;br /&gt;
&lt;br /&gt;
Furthermore, [[Celestial Bodies|Space Bodies]] that have a sufficiently thick atmosphere cannot be bombarded by:&lt;br /&gt;
* All [[Spaceships#Missiles|Missiles]]&lt;br /&gt;
* All [[Spaceships#Lasers|Laser Weapons]] that have wavelengths less than 380nm or more than 740nm. (This means infrared, ultraviolet, x-ray, and gamma lasers are blocked, whereas orange, green, and violet lasers are still allowed to bombard.)&lt;br /&gt;
&lt;br /&gt;
As of Version 0.4.90, only two bombardable [[Celestial Bodies|Space Bodies]] have such thick atmospheres: [[Earth]] and [[Titan]] (a moon of [[Saturn]]).&lt;br /&gt;
&lt;br /&gt;
===== Valid Earth Targets for Bombardment =====&lt;br /&gt;
&lt;br /&gt;
A nation is considered friendly to a faction if any of the following are true:&lt;br /&gt;
* The faction owns at least one control point in the nation.&lt;br /&gt;
* The nation is [[Foreign_Relations#Alliances|allied]] to another nation that the faction owns at least one control point in.&lt;br /&gt;
&lt;br /&gt;
A nation is considered hostile to a faction if any of the following are true:&lt;br /&gt;
* The nation is [[Foreign_Relations#Wars|at war]] with another nation that the faction owns at least one control point in.&lt;br /&gt;
* The faction is {{icon|submit}}[[The Servants]].&lt;br /&gt;
* The faction is the {{icon|alien}}[[Aliens]].&lt;br /&gt;
&lt;br /&gt;
Note this means the Servants can bombard anyone, but &#039;&#039;not&#039;&#039; that anyone can freely bombard the Servants. You have to declare war.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
All nations are also hostile to all factions if the [[Aliens#Alien_Administration|Alien Nation]] owns at least 90% of the [[Earth]]&#039;s [[Regions]].&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Valid Earth Targets for Bombardment&lt;br /&gt;
|-&lt;br /&gt;
! Target !! Conditions within Hostile Nations !! Conditions within Friendly Nations&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Alien_Xenoforming|Xenoflora]] || The Bombarding Faction can see it. &lt;br /&gt;
|&lt;br /&gt;
* The Bombarding Faction is not the {{icon|alien}}[[Aliens]].&lt;br /&gt;
* The Bombarding Faction can see it.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
[[Aliens#Alien_Facility|Alien Facility]] &lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
| colspan = 2 |&lt;br /&gt;
* The Bombarding Faction is not the {{icon|alien}}[[Aliens]] or {{icon|submit}}[[The Servants]].&lt;br /&gt;
* The Bombarding Faction can see it.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
[[Aliens#Alien_Assault_Carrier|UFO Landing]] &lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
| colspan = 2 |&lt;br /&gt;
* The Bombarding Faction is not the {{icon|alien}}[[Aliens]] or {{icon|submit}}[[The Servants]].&lt;br /&gt;
* The Bombarding Faction can see it.&lt;br /&gt;
|-&lt;br /&gt;
| [[Regions]]&lt;br /&gt;
| Always valid.&lt;br /&gt;
| Never valid.&lt;br /&gt;
|-&lt;br /&gt;
| Space Facilities&lt;br /&gt;
| Always valid.&lt;br /&gt;
| Never valid.&lt;br /&gt;
|-&lt;br /&gt;
| [[Terrestrial_Warfare#Armies|Armies]]&lt;br /&gt;
| &lt;br /&gt;
* The army is not controlled by the Bombarding Faction.&lt;br /&gt;
* If the Bombarding Faction is the {{icon|alien}}[[Aliens]] or {{icon|submit}}[[The Servants]], then the army is also not controlled by the other.&lt;br /&gt;
|&lt;br /&gt;
The army belongs to a nation that is [[Foreign_Relations#Wars|at war]] with the target nation.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;OR&#039;&#039;&#039;&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
The army is a [[Aliens#Megafauna|Megafauna]] and the Bombarding Faction is not the {{icon|alien}}[[Aliens]].&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that a nation can be both friendly and hostile to the same faction at the same time. But a bombardment target only needs to meet one side&#039;s conditions to be valid. For example, all regions are valid targets in a nation that is both friendly and hostile. On the other hand, if a nation is neither friendly nor hostile, then nothing within it can be bombarded.&lt;br /&gt;
&lt;br /&gt;
==== Bombardment Mechanics ====&lt;br /&gt;
&lt;br /&gt;
The Bombardment operation proceeds in rounds, once per orbit. Specifically, a round occurs every time the fleet reaches a specific position in orbit that is roughly over the target it is bombarding. Whenever a round occurs, all functional bombardment-capable weapons still possessed by the fleet and the target will shoot at each other in a randomized order, though weapons whose shooters have higher targeting and ECM bonuses are more likely to appear earlier in the order. Specifically, every weapon is assigned an initiative value that is equal to their Targeting Bonus + ECM Bonus + a random value between 0% and 100%, and then the weapons with higher initiative get to fire earlier in the round.&lt;br /&gt;
&lt;br /&gt;
When the fleet&#039;s weapons shoot:&lt;br /&gt;
* If the target is a [[Habs|Hab]], then a random hab module on the hab is selected to receive the shot, but the hab core can only be selected after everything else is destroyed.&lt;br /&gt;
* If the target is a [[Fleets|Fleet]], then a random [[Spaceships|spaceship]] in the target is selected to receive the shot.&lt;br /&gt;
&lt;br /&gt;
When the target&#039;s weapons shoot back:&lt;br /&gt;
* A random [[Spaceships|spaceship]] in the fleet is selected to receive the shot, with the random selection being weighted by the bombardment value of each [[Spaceships|spaceship]].&lt;br /&gt;
&lt;br /&gt;
Note: Landed fleets are basically sitting ducks: they are unable to shoot back and cannot activate any point defenses. If the target fleet is landed at a hab, then that hab can shoot back, but it cannot use its point defenses to protect the fleet.&lt;br /&gt;
&lt;br /&gt;
===== Missile Mechanics =====&lt;br /&gt;
&lt;br /&gt;
Per the aforementioned rules regarding lasers, missiles, and planetary bodies with atmospheres, [[Earth]] cannot be bombarded by standard [[Spaceships#Missiles|Missiles]]. The [[Spaceships#Missiles|Missiles]] that ARE bombardment-capable have nuclear, antimatter, or shaped nuclear warheads with absurdly high damage values. As such, the game does not look at missile damage values and instead handles them differently from standard ship-to-ship combat:&lt;br /&gt;
&lt;br /&gt;
;When the Target is a [[Habs|Hab]]:&lt;br /&gt;
:If any missile with a shaped nuclear warhead hits, then the randomly selected target hab module is destroyed in one hit.&lt;br /&gt;
:If any missile with a nuclear or antimatter warhead hits, then the &#039;&#039;&#039;&#039;&#039;entire hab&#039;&#039;&#039;&#039;&#039; is destroyed in one hit.&lt;br /&gt;
:Furthermore, shaped nuclear missiles have a 20% chance to hit even if they are shot by the hab&#039;s point defenses.&lt;br /&gt;
;When the Target is a Fleet:&lt;br /&gt;
:The &#039;&#039;&#039;&#039;&#039;entire fleet&#039;&#039;&#039;&#039;&#039; is destroyed in one hit.&lt;br /&gt;
&lt;br /&gt;
On the other hand, missiles are incredibly easy for the target&#039;s point defenses to shoot: each missile bay has an Anti-PD value of just 1. &lt;br /&gt;
&lt;br /&gt;
The chance that a projectile is shot by point defenses is equal to the Total PD value of the target divided by the Total Anti-PD value of the Bombarding Fleet&#039;s weapons. &lt;br /&gt;
&lt;br /&gt;
Ultimately. bombarding with missiles will often simply result in all missiles being destroyed by point defenses, if any exist (keeping in mind that, again, shaped nuclear missiles do have a 20% chance to hit even if shot by the hab&#039;s point defenses).&lt;br /&gt;
&lt;br /&gt;
===== Laser Mechanics =====&lt;br /&gt;
&lt;br /&gt;
[[Spaceships#Lasers|Laser Weapons]] function almost the same in bombardment as in real combat. The only notable difference is that [[Celestial Bodies|Space Bodies]] with thicker atmospheres apply a penalty to the laser&#039;s damage. Specifically, the laser damage is multiplied by:&lt;br /&gt;
* 1 for [[Celestial Bodies|Space Bodies]] with No Atmosphere.&lt;br /&gt;
* 0.99 for [[Celestial Bodies|Space Bodies]] with Trace Atmosphere.&lt;br /&gt;
* 0.95 for [[Celestial Bodies|Space Bodies]] with Thin Atmosphere.&lt;br /&gt;
* 0.8 for [[Celestial Bodies|Space Bodies]] with Standard Atmosphere.&lt;br /&gt;
&lt;br /&gt;
Note: Nothing on [[Earth]] has any armor. So the laser weapon&#039;s armor penetration has no effect whatsoever when bombarding targets on [[Earth]].&lt;br /&gt;
&lt;br /&gt;
For the defending side, each laser has a bombardment-altitude-dependent PD value that is calculated as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt;Estimated Damage at Range X = Damage / Armor Effectiveness at range X&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Estimated DPS at Range X = (Estimated Damage at Range X × 0.3 + Estimated Damage at 200km × 0.15 + Estimated Damage at 500km × 0.25 + Estimated Damage at 800km × 0.3) / Cooldown (s)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;PD Value at 200km = Estimated DPS at 200km × 30 × 2 if Target is a Hab&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;PD Value at 400km = (Estimated DPS at 200km + Estimated DPS at 400km) × 30 × 2 if Target is a Hab&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;PD Value at 600km = (Estimated DPS at 200km + Estimated DPS at 300km + Estimated DPS at 600km) × 30 × 2 if Target is a Hab&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The chance that each bombarding projectile is shot by the target&#039;s point defenses is equal to the target&#039;s Total PD Value divided by the Bombarding Fleet&#039;s Total Anti-PD value.&lt;br /&gt;
&lt;br /&gt;
===== Armor Mechanics =====&lt;br /&gt;
&lt;br /&gt;
Nothing on [[Earth]] has any armor.&lt;br /&gt;
&lt;br /&gt;
[[Spaceships]] naturally have whatever armor they normally have.&lt;br /&gt;
&lt;br /&gt;
For Ground [[Habs|Hab Modules]], their armor values are calculated as:&lt;br /&gt;
&amp;lt;pre&amp;gt;Hab Module Armor Value = Heat of Vaporization (MJ/kg) of Best Available Armor / 10 × Module Tier&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Combat Modules (Powered Marine Modules and Powered Defense Modules) have 4 times as much armor value.&lt;br /&gt;
&lt;br /&gt;
Critical Modules (Unpowered Marine Modules, Unpowered Defense Modules, Power Plants, and the Hab Core) have 2 times as much armor value.&lt;br /&gt;
&lt;br /&gt;
The best available armor for [[Habs]] owned by Human [[Factions]] is simply the best armor that the faction has researched, but excluding any armor that costs {{icon|exotics}}exotics.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
The best available armor for Alien [[Habs]] in the same [[Celestial Bodies|Space Body]] as their Wormhole is the Alien Exotic Armor, which has a Heat of Vaporization of 70 MJ/kg.&lt;br /&gt;
&lt;br /&gt;
The best available armor for all other Alien [[Habs]] is the Alien Diamondoid Armor, which has a Heat of Vaporization of 59.534 MJ/kg.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
===== Magnetic Gun Mechanics =====&lt;br /&gt;
&lt;br /&gt;
[[Spaceships#Magnetic_Weapons|Magnetic Weapons]] mechanics are the most complex: the game actually does several calculations, taking into account the target [[Celestial Bodies|Space Body&#039;s]] mass, radius, sphere of influence, and atmosphere. Both gravity and air resistance are modelled, to compute the surface impact velocity of the [[Spaceships#Magnetic_Weapons|Magnetic Weapons&#039;]] projectiles:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Distance to Space Body Core (m) = Space Body Mean Radius (m) + Bombardment Altitude (m)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Mean Orbital Speed (m/s)= (6.67384E-11m³/kg/s² × Space Body Mass (kg) / Distance to Space Body Core (m))^0.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Initial Projectile Velocity (m/s) = ((Muzzle Velocity (m/s))^2 + (Mean Orbital Speed (m/s))^2)^0.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Initial Projectile Kinetic Energy (J) = 0.5 × Warhead Mass (kg) × (Initial Projectile Velocity (m/s))^2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If Distance to Space Body Core (m) &amp;gt; Space Body Sphere of Influence Radius (m), then:&lt;br /&gt;
&amp;lt;pre&amp;gt;Initial Gravitational Acceleration (m/s²) = 0&amp;lt;/pre&amp;gt;&lt;br /&gt;
Otherwise:&lt;br /&gt;
&amp;lt;pre&amp;gt;Initial Gravitational Acceleration (m/s²) = 6.67384E-11m³/kg/s² × Space Body Mass (kg) / (Distance to Space Body Core (m))^2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Average Gravitational Acceleration (m/s²) = (Space Body Surface Gravity (m/s²) + Initial Gravitational Acceleration (m/s²))/2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Initial Projectile Gravitational Potential Energy (J) = Warhead Mass (kg) × Bombardment Altitude (m) × Average Gravitational Acceleration (m/s²)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Total Initial Projectile Energy (J) = Initial Projectile Kinetic Energy (J) + Initial Projectile Gravitational Potential Energy (J)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Base Surface Impact Velocity (m/s) = (2 × Total Initial Projectile Energy (J) / Warhead Mass (kg) ) ^ 0.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the [[Celestial Bodies|Space Body]] does not have at least a Thin Atmosphere, then this Base Surface Impact Velocity (m/s) is simply used as the Actual Surface Impact Velocity (m/s) for the projectiles fired by the [[Spaceships#Magnetic_Weapons|Magnetic Weapon]]. I.e., &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Actual Surface Impact Velocity (m/s) = Base Surface Impact Velocity (m/s)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Otherwise, the game proceeds to calculate air resistance:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Length of Projectile&#039;s Path Through Atmosphere (m) = Space Body Atmosphere Scale Height (m) × (Initial Projectile Velocity (m/s) / Muzzle Velocity (m/s))&amp;lt;/pre&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Energy Lost to Atmospheric Drag (J) = Space Body Atmosphere Surface Density (kg/m³) × Length of Projectile&#039;s Path Through Atmosphere (m) × 0.001m² × (Initial Projectile Velocity (m/s))^2&amp;lt;/pre&amp;gt; &lt;br /&gt;
&lt;br /&gt;
0.001m² seems to represent the projectile&#039;s cross-sectional area as it flies through the atmosphere.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Remaining Energy (J) = Max(0, Total Initial Projectile Energy (J) - Energy Lost to Atmospheric Drag (J))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Modified Surface Impact Velocity (m/s) = (2 × Remaining Energy (J) / Warhead Mass (kg)) ^ 0.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Terminal Velocity (m/s) = (2 × Warhead Mass (kg) × Space Body Surface Gravity (m/s²) / 4.0000003E-05m² / Space Body Atmosphere Surface Density (kg/m³))^0.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: 4.0000003E-05m² ≈ 0.001m² × 0.04, where 0.04 is the Drag Coefficient of a Streamlined Body flying through the atmosphere.&lt;br /&gt;
&lt;br /&gt;
If Base Surface Impact Velocity (m/s) &amp;gt; Terminal Velocity (m/s) then:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Actual Surface Impact Velocity (m/s) = Max(Terminal Velocity (m/s), Modified Surface Impact Velocity (m/s))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Otherwise:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Actual Surface Impact Velocity (m/s) = Min(Terminal Velocity (m/s), Modified Surface Impact Velocity (m/s))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Finally, now that the Actual Surface Impact Velocity (m/s) has been computed, it is easy to compute the kinetic energy of the impact:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Impact Energy (J) = 0.5 × Warhead Mass (kg) × (Actual Surface Impact Velocity (m/s))^2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In Terra Invicta, every 20MJ of energy is equal to 1 point of damage, so we have:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Projectile Damage = Impact Energy (J) / 20000000J&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Furthermore, every [[Spaceships#Magnetic_Weapons|Magnetic Weapon]] has a bombarding-altitude-dependent anti-PD value that is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Anti-PD value = Impact Energy (J) / 1000000MJ/J / Average Cooldown Between Shots (s)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The chance that an bombardier&#039;s attack gets shot by the target&#039;s point defenses is equal to the total PD value of the target divided by the total Anti-PD value of the bombarding fleet&#039;s weapons.&lt;br /&gt;
&lt;br /&gt;
But Projectile Damage is not simply used as is, because there is one last factor to consider: Chipping. Every weapon has a chipping %, and in normal combat, this % of the damage is done as chipping damage, while the rest is done as direct damage.&lt;br /&gt;
&lt;br /&gt;
For bombardment, the same rules apply unless the target is on earth. If the target is on earth, then the direct damage is instead calculated as the max of (direct damage, total damage / 2). Which in the base game is just the direct damage since magnetic weapons all have at most 35% chipping, but may be important for mods.&lt;br /&gt;
&lt;br /&gt;
===== Damage Conversion =====&lt;br /&gt;
&lt;br /&gt;
So far we have discussed how the damage of each attack is calculated. But this damage amount is in point of damage versus a ship. Depending on the bombardment target, the damage is handled very differently:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bombardment Target !! Effect of X Damage&lt;br /&gt;
|-&lt;br /&gt;
| An [[Terrestrial_Warfare#Armies|Army]] || Take X × Health % / 18000 / {{TV|miltech}} damage.&amp;lt;br&amp;gt;×2 if Army is in Combat.&amp;lt;br&amp;gt;×0.75 if Army&#039;s Faction has researched [[Army Dispersion Tactics]].&amp;lt;br&amp;gt;Capped at 0.1875% for [[Spaceships#Magnetic_Weapons|Magnetic Weapons]] and 0.125% for [[Spaceships#Lasers|Laser Weapons]].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;(Weapon Chip %) Chance:&amp;lt;br&amp;gt;Region takes X / 500000 [[Regions#Region_Damage|Damage]].&amp;lt;br&amp;gt;Capped at 0.001 [[Regions#Region_Damage|Damage]].&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
A [[Aliens#Megafauna|Megafauna Army]] &lt;br /&gt;
{{SpoilerBoxEnd}} &lt;br /&gt;
| Take X × Max(10%,Health %) / 18000 / {{TV|miltech}} damage.&amp;lt;br&amp;gt;×2 if Army is in Combat.&amp;lt;br&amp;gt;×0.75 if Army&#039;s Faction has researched [[Army Dispersion Tactics]].&amp;lt;br&amp;gt;Capped at 0.1875% for [[Spaceships#Magnetic_Weapons|Magnetic Weapons]] and 0.125% for [[Spaceships#Lasers|Laser Weapons]].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;(Weapon Chip %) Chance:&amp;lt;br&amp;gt;Region takes X / 500000 [[Regions#Region_Damage|Damage]].&amp;lt;br&amp;gt;Capped at 0.001 [[Regions#Region_Damage|Damage]].&lt;br /&gt;
|-&lt;br /&gt;
| A [[Regions|Region]] || Take X / 10000 [[Regions#Region_Damage|Damage]].&amp;lt;br&amp;gt;Capped at 0.05.&lt;br /&gt;
|-&lt;br /&gt;
| A {{icon|boost}}[[Nations#Boost|Boost]] Facility || (X / 10) Chance:&amp;lt;br&amp;gt;Remove X / 100 of the {{TV|boost}} Production.&amp;lt;br&amp;gt;Minimum: 1/10th of the {{TV|boost}} Production.&lt;br /&gt;
|-&lt;br /&gt;
| A {{icon|mc}}[[Nations#Mission_Control|Mission Control]] Facility || (X / 10) Chance:&amp;lt;br&amp;gt;Remove {{TV|mc|1}}.&lt;br /&gt;
|-&lt;br /&gt;
| A {{icon|sto defense}}[[Nations#Space_Defenses|Space Defense]] Facility || Min(0.05, X / 1000) Chance:&amp;lt;br&amp;gt;Destroy {{icon|sto defense}}[[Nations#Space_Defenses|Space Defense]] Facility.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
A [[Aliens#Alien_Assault_Carrier|UFO Landing]]&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
| Take X damage. Destroyed when total damage taken reaches 1200.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
An [[Aliens#Alien_Facility|Alien Facility]]&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
| Take X damage. Destroyed when total damage taken reaches 80.&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Alien_Xenoforming|Alien Xenoforming]]&lt;br /&gt;
| Remove Max(0.005, X / 100) Xenoflora Growth Levels.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;(Weapon Chip % × Xenoflora Growth Levels) Chance:&amp;lt;br&amp;gt;Region takes X / 500000 [[Regions#Region_Damage|Damage]].&amp;lt;br&amp;gt;Capped at 0.001 [[Regions#Region_Damage|Damage]].&lt;br /&gt;
|-&lt;br /&gt;
| A [[Habs|Hab Module]] &lt;br /&gt;
| Subtract Hab Module Armor&amp;lt;ref&amp;gt;Use Effective Armor for [[Spaceships#Lasers|Laser Weapons]].&amp;lt;/ref&amp;gt; from X&amp;lt;br&amp;gt;Multiply X by 0.75 if Hab&#039;s Faction has researched [[Hardened Hab Shelters]].&amp;lt;br&amp;gt;(1 - Hab Module Tier / X) Chance:&amp;lt;br&amp;gt;Destroy Hab Module.&lt;br /&gt;
|-&lt;br /&gt;
| A [[Spaceships|Spaceship]]&lt;br /&gt;
| Apply damage as if Target was hit in the Side.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Related Links =====&lt;br /&gt;
&lt;br /&gt;
See [[Laser Weapon List]] for information on the power of [[Spaceships#Lasers|Laser Weapons]], including the anti-bombardment lasers used by the defenses.&lt;br /&gt;
&lt;br /&gt;
See [[Ship Armor List]] for information on the armor of ground [[Habs|hab]] modules in bombardment.&lt;br /&gt;
&lt;br /&gt;
See [[Space Body List]] for a list of [[Celestial Bodies|Space Bodies]] and their stats.&lt;br /&gt;
&lt;br /&gt;
See [[Earth]] for a table of damage and anti-PD values for magnetic guns when bombarding the [[Earth]].&lt;br /&gt;
&lt;br /&gt;
== Space Combat ==&lt;br /&gt;
[[File:Combat UI.png|thumb|400px|Combat UI showing ship commands and fleet commands]]&lt;br /&gt;
When two fleets from enemy factions meet in an orbit, deep space, or at a station, a space battle begins. Players may elect to autoresolve combats.&lt;br /&gt;
&lt;br /&gt;
Stations with defensive modules will take part in battles; they will be considered disabled if those modules are destroyed.&lt;br /&gt;
&lt;br /&gt;
Very large space battles will have active and reinforcing ships. Reinforcing ships will join during combat at a later time to replace active ships when they are destroyed. You can adjust the maximum number of ships that can be active at any time during combat in the gameplay settings in the options menu. This is for performance reasons in very large battles.&lt;br /&gt;
&lt;br /&gt;
When a fleet or station is attacked, allied fleets of the defender in the same orbit and less than 1,000 kilometers away will be drawn into the battle and join the defending fleet.&lt;br /&gt;
&lt;br /&gt;
Before a battle begins, each fleet will select from one of three stances: Engage, Accept, or Evade. Fleets that are docked at habs or are unavailable for operations because of previous battles may only select the Accept option. Based on what each side picks the follwing will happen:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Choice !! Engage !! Accept !! Escape&lt;br /&gt;
|-&lt;br /&gt;
! Engage&lt;br /&gt;
| Combat || Combat || Pursuit&lt;br /&gt;
|-&lt;br /&gt;
! Accept&lt;br /&gt;
| Combat || No combat || No combat&lt;br /&gt;
|-&lt;br /&gt;
! Escape&lt;br /&gt;
| Pursuit || No combat || No combat&lt;br /&gt;
|}&lt;br /&gt;
If pursuit takes place both fleets will attempt to outpace the other with a combination of fleet acceleration and bid Delta-V. If the fleet that selected Engage moves faster the combat will take place.&lt;br /&gt;
&lt;br /&gt;
Once in combat, players plan maneuvers their ships by setting waypoints in 3D space. Ships will turn and thrust to reach their waypoints. Players may also rotate a ship&#039;s facing independent of its direction of travel to present certain weapons or armor facings to an enemy. Special maneuvers include persistent spins, rolls, and a padlocking-target command that keeps the ship&#039;s nose pointed at its primary target.&lt;br /&gt;
&lt;br /&gt;
Any damage that penetrates a ship&#039;s armor is applied to its internal systems. Weapons and other modules may be temporarily disabled or permanently destroyed, requiring repair at a hab with a shipyard. Damage control teams will also attempt to restore function to critical systems in combat.&lt;br /&gt;
&lt;br /&gt;
=== Fire Control ===&lt;br /&gt;
Weapons have one or more fire modes available to them. They can be set at the fleet, ship, or individual weapon level during combat.&lt;br /&gt;
&lt;br /&gt;
Ships may also designate an enemy ship or hab module as its primary target. The ship&#039;s weapons will favor that enemy over others. Missile weapons require a primary target to fire.&lt;br /&gt;
&lt;br /&gt;
Depending on their capabilities, weapons may also be set to only attack enemy ships, only fire defensively at incoming projectiles and missiles, or in &amp;quot;guardian&amp;quot; mode, firing first at threatening projectiles and then targeting enemy craft.&lt;br /&gt;
&lt;br /&gt;
Ships or the entire fleet can be set to the following fire postures:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Posture !! Offensive weaponry !! Guardian-capable weapons&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FocusFireCommand ON.png|25px]] Focus Fire || Attack only primary target || Attack only primary target&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO AttackCommand ON.png|25px]] Attack || Attack primary target if in range, otherwise nearest target || Attack primary target if in range, otherwise nearest target&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO BalancedCommand ON.png|25px]] Balanced || Attack primary target if in range, otherwise nearest target || Attack threatening projectiles if any, otherwise nearest target&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO DefensiveCommand ON.png|25px]] Defensive || Attack primary target if in range, otherwise nearest target || Attack only threatening projectiles&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FortifyCommand ON.png|25px]] Fortified || Preserve power and ammo || Attack only threatening projectiles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== ECM and Targeting ===&lt;br /&gt;
&lt;br /&gt;
The ECM Value of a [[Habs|hab]] module is always 0%.&lt;br /&gt;
&lt;br /&gt;
The ECM Value of a [[Spaceships|Spaceship]] is calculated as follows:&lt;br /&gt;
* If the ship systems are depowered, then it is simply 0%.&lt;br /&gt;
* If the weapon is alien and the ship&#039;s faction has not researched the [[Alien-Adapted_ECM]] project, then it is simply 0%.&lt;br /&gt;
* Otherwise, sum up all of the ECM bonuses given by:&lt;br /&gt;
** The ship&#039;s [[Spaceships#Utility_Modules|Utility Modules]]. (STO Fighters automatically have their faction&#039;s best researched ECM module built-in.)&lt;br /&gt;
** The ship&#039;s [[Spaceships#Officer|Officers]].&lt;br /&gt;
** The ship faction&#039;s [[Effect List|effects]].&lt;br /&gt;
** The ship&#039;s allied [[Habs|hab]] modules, if they are also present in this combat.&lt;br /&gt;
&lt;br /&gt;
The Targeting Bonus of a weapon on a [[Habs|hab]] module is calculated as the sum of:&lt;br /&gt;
* The hab module&#039;s fleet Targeting Bonus. Counts only itself, not other modules on the hab.&lt;br /&gt;
* The Targeting Bonus from the hab faction&#039;s [[Effect List|effects]]. (This is equal to the bonus from best Targeting Computer [[Spaceships#Utility_Modules|Utility Module]] that the faction has researched.)&lt;br /&gt;
&lt;br /&gt;
The Targeting Bonus of a weapon on a [[Spaceships|Spaceship]] is calculated as follows:&lt;br /&gt;
* If the ship systems are depowered, then it is -200%.&lt;br /&gt;
* Otherwise, sum up all of the Targeting bonuses and penalties given by:&lt;br /&gt;
** The ship&#039;s [[Spaceships#Utility_Modules|Utility Modules]]. (STO Fighters automatically have their faction&#039;s best researched Targeting Computer module built-in.)&lt;br /&gt;
** The ship&#039;s [[Spaceships#Officer|Officers]].&lt;br /&gt;
** The ship&#039;s allied [[Habs|hab]] modules, if they are also present in this combat.&lt;br /&gt;
** Penalty: Reduce by the missing health % of the ship&#039;s Fire Control [[Spaceships#Ship_Systems|system]].&lt;br /&gt;
** Penalty: Reduce by the missing health % of the ship&#039;s Sensors [[Spaceships#Ship_Systems|system]].&lt;br /&gt;
&lt;br /&gt;
==== Weapon Shutdown ====&lt;br /&gt;
&lt;br /&gt;
Whenever a weapon changes targets, there is a chance for it to be forcefully shut down for a random duration. The shutdown chance and duration are determined by the weapon&#039;s total targeting bonus versus the target&#039;s total ECM value. In addition, each [[Habs|hab]] module and [[Spaceships|Spaceship]] records the number of ECM defeats it has suffered against each target: whenever a weapon finishes its ECM forced shutdown duration, the number of ECM defeats against the target that shut it down increases by 1.&lt;br /&gt;
&lt;br /&gt;
The weapon shutdown chance and duration are then calculated as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt;Weapon Shutdown Chance = Target ECM Value × Min(1, Distance to Target / Weapon Range) - Weapon Targeting Bonus - 2% × ECM Defeats against Target&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If Weapon Shutdown Chance ≤ 100%, then:&lt;br /&gt;
&amp;lt;pre&amp;gt;Weapon Shutdown Duration (s) = Weapon Shutdown Chance × (Random value between 0 and 100 inclusive) × 5 × (2 if weapon is missile) / (1 + ECM Defeats against Target)&amp;lt;/pre&amp;gt;&lt;br /&gt;
Otherwise:&lt;br /&gt;
&amp;lt;pre&amp;gt;Weapon Shutdown Duration (s) = (100 × Weapon Shutdown Chance - (Random value between 0 and 100 inclusive)) × 5 × (2 if weapon is missile) / (1 + ECM Defeats against Target)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Missile Negation ====&lt;br /&gt;
&lt;br /&gt;
Whenever a non-AOE&amp;lt;ref&amp;gt;The AoE missile types are nuclear, shaped nuclear, and antimatter.&amp;lt;/ref&amp;gt; missile hits a target, there is a chance for it to be completely negated, doing no damage whatsoever. This chance is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Missile Negation Chance = Target ECM Value - Targeting Bonus of the Missile Bay of the Ship that fired the missile&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: If the ship that fired the missile has died, then the Targeting Bonus is set to 0%.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Power and Heat ===&lt;br /&gt;
&lt;br /&gt;
[[Spaceships]] must manage their power and heat carefully in combat: many [[Spaceships#Ship_Systems|ship systems]] and modules do not function without sufficient power, and overheating causes the ship to take internal damage. Extending the ship&#039;s [[Spaceships#Radiator|radiators]] generally prevents overheating, but extended [[Spaceships#Radiator|radiators]] are not protected by the ship&#039;s [[Spaceships#Armor]] and hits on the radiators can bleed damage into the ship&#039;s internals. &lt;br /&gt;
&lt;br /&gt;
For each ship:&lt;br /&gt;
&amp;lt;pre&amp;gt;Required Systems Power (GW) = 1.1 × (Crew × 0.000005GW + Ship Hull Construction Tier × 0.005GW + Sum of Utility Module Power Requirements (MW) × 0.001 GW/MW)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Required Weapons Power (GW) = Sum for Each Weapon that is NOT Self-Powered: Power Used Per Shot (GJ) / Min(Cooldown (s), Intra-Salvo Cooldown (s))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Required Propulsion Power (GW) = 0 if Drive is Self-Powered, otherwise: Drive Thrust (N) × Drive EV (km/s) × 0.5 × 0.000001(GW/KW) / Drive Efficiency&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition to the [[Spaceships#Battery|Battery]] module, each ship also has an auxiliary power storage:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Aux Power Capacity (GJ) = Required Systems Power (GW) * 1s + Sum for Each Weapon that is NOT Self-Powered: Power Used Per Shot (GJ)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Aux Power Storage naturally begins each battle completely full.&lt;br /&gt;
&lt;br /&gt;
Every 0.25 seconds, if the ship&#039;s [[Spaceships#Radiator|radiators]] are extended or extending or the ship&#039;s [[Spaceships#Heat_Sink|heat sinks]] are less than 98% full, then:&lt;br /&gt;
# The Aux Power refills (up to its capacity) by: &amp;lt;pre&amp;gt;0.25s × Power Coupling Health % × (Required Systems Power (GW) + Required Weapons Power (GW)) × Systems Reactor Health %&amp;lt;/pre&amp;gt;&lt;br /&gt;
# If the [[Spaceships#Drive|Drive]]&#039;s power generation mode matches the current state of the thrusters, then the Aux Power also refills (up to its capacity) by an additional: &amp;lt;pre&amp;gt;0.25s × Power Coupling Health % × Required Propulsion Power (GW) × Power Plant Health %&amp;lt;/pre&amp;gt;&lt;br /&gt;
# If the Aux power actually refilled at all in the previous steps, and the ship&#039;s [[Spaceships#Radiator|radiators]] are retracted, retracting, or dead, then the ship&#039;s heat increases by: &amp;lt;pre&amp;gt;Aux Power refilled × (1 - Power Plant efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
# The Aux Power is reduced by: &amp;lt;pre&amp;gt;0.25s × Required Systems Power (GW)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every second:&lt;br /&gt;
# If the ship&#039;s [[Spaceships#Radiator|radiators]] are retracted, retracting, or dead, then the ship&#039;s heat increases by: &amp;lt;pre&amp;gt;Required Systems Power (GW) × 1s × (1 - Power Plant efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
# If the ship has a [[Spaceships#Battery|Battery]] that is not at full capacity, then the ship attempts to transfer power from the Aux Power to the [[Spaceships#Battery|Battery]]. The amount of power transferred is the minimum of the following: &amp;lt;pre&amp;gt;Battery Capacity (GJ) × Battery Health % - Current Battery Power (GJ)&amp;lt;/pre&amp;gt; &amp;lt;pre&amp;gt;Current Aux Power (GJ) × Power Coupling Health %&amp;lt;/pre&amp;gt; &amp;lt;pre&amp;gt;Battery Recharge Rate (GJ)&amp;lt;/pre&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Whenever a ship [[Spaceships#Weapons|weapon]] fires, if the [[Spaceships#Weapons|weapon]] is not self-powered, then:&lt;br /&gt;
# The Aux Power is reduced by the weapon&#039;s power consumption per shot. Note: The weapon will not fire in the first place if the power consumption per shot is greater than the current Aux Power + [[Spaceships#Battery|Battery]] Power.&lt;br /&gt;
# If the ship&#039;s [[Spaceships#Radiator|radiators]] are retracted, retracting, or dead, then the ship&#039;s heat increases by the weapon&#039;s heat generation per shot.&lt;br /&gt;
&lt;br /&gt;
Whenever the Aux Power is reduced, if it is reduced below 0, then the underflow is drawn from the ship&#039;s [[Spaceships#Battery|Battery]] (if any exist). If the total power stored reaches 0, then the ship systems are depowered until the power stored increases. Having depowered systems has significant negative effects on the ship&#039;s [[Fleets#ECM_and_Targeting|ECM and Targeting]].&lt;br /&gt;
&lt;br /&gt;
Whenever the ship&#039;s [[Spaceships#Drive|Drive]] is thrusting, if the [[Spaceships#Drive|Drive]] is not open-cycle and the ship&#039;s [[Spaceships#Radiator|radiators]] are retracted, retracting, or dead, then the ship&#039;s heat increases by:&lt;br /&gt;
&amp;lt;pre&amp;gt;Thrust Duration (s) × Required Propulsion Power (GW) × (1 - Power Plant Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Whenever the ship&#039;s [[Spaceships#Radiator|radiators]] are extended or extending, the ship vents any stored heat at a rate of:&lt;br /&gt;
&amp;lt;pre&amp;gt;Radiator Health % × (Required Systems Power (GW) + Required Weapons Power (GW)) × (1 - Power Plant Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
If the [[Spaceships#Drive|Drive]] is not open-cycle, then the ship vents an additional:&lt;br /&gt;
&amp;lt;pre&amp;gt;Radiator Health % × Required Propulsion Power (GW) × (1 - Power Plant Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ship&#039;s total heat capacity can change as it takes damage: &amp;lt;pre&amp;gt;Current Total Heat Capacity (GJ) = Sum for each Heat Sink: Heat Sink Capacity (GJ) × Heat Sink Health %&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Whenever the ship&#039;s heat exceeds its current total heat capacity:&lt;br /&gt;
# If the ship&#039;s [[Spaceships#Radiator|radiators]] are retracted and not dead, then they automatically begin extending and the ship&#039;s heat is simply set to the current total heat capacity without any problems (since it gets vented out the extending radiator).&lt;br /&gt;
# Otherwise, the ship&#039;s heat is set to the current total heat capacity, and then the ship&#039;s core takes internal damage equal to: &amp;lt;pre&amp;gt;Excess Heat Removed (GJ) × 1000MJ/GJ / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mid-Combat Repairs ===&lt;br /&gt;
&lt;br /&gt;
Every 15 seconds, every damaged ship will attempt to repair its damage. The total repair power of a ship is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Hull Crew / 2 || Base Value.&lt;br /&gt;
|-&lt;br /&gt;
| +(Hull Crew / 4 + Repair Bay Crew × Repair Bay Health %) || For each Repair Bay [[Spaceships#Utility_Modules|Utility Module]].&lt;br /&gt;
|-&lt;br /&gt;
| ×0.10416667% || Base Multiplier.&lt;br /&gt;
|-&lt;br /&gt;
| ×Damage Control Health % || [[Spaceships#Ship_Systems|Damage Control System]] Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| ×1.5 || Project Research:&amp;lt;br&amp;gt;[[Project_RapidRepairingMaterials|Rapid Repairing Materials]]&lt;br /&gt;
|-&lt;br /&gt;
| ×1.5 || Project Research:&amp;lt;br&amp;gt;[[Project_DamageControlDrones|Damage Control Drones]]&lt;br /&gt;
|-&lt;br /&gt;
| ×1.05 || Possible Event Outcome:&amp;lt;br&amp;gt;[[Hab Breakthrough]]&lt;br /&gt;
|-&lt;br /&gt;
| ×(1 + 0.02 per Crew Chief Officer Rank + 0.1 per Damage Control Officer Rank) || [[Spaceships#Officer|Officer]] Bonuses&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This total repair power is divided up into repair groups of 4.5454547% repair power, plus a leftover repair group containing the remaining repair power. Each repair group is then assigned to repair a specific (damaged but still repairable) [[Spaceships#Ship_Systems|ship system]] or module, in the following priority ordering:&lt;br /&gt;
# Life Support Main&lt;br /&gt;
# Damage Control&lt;br /&gt;
# Bridge&lt;br /&gt;
# Drive Coupling&lt;br /&gt;
# Power Coupling&lt;br /&gt;
# Vector Thrusters&lt;br /&gt;
# Life Support Backup&lt;br /&gt;
# Fire Control&lt;br /&gt;
# Sensors&lt;br /&gt;
# Radiator&lt;br /&gt;
# Power Plant&lt;br /&gt;
# Drive&lt;br /&gt;
# Battery&lt;br /&gt;
# Hull Weapons&lt;br /&gt;
# Nose Weapons	&lt;br /&gt;
# Utility Modules&lt;br /&gt;
&lt;br /&gt;
Note: The Ship Armor, Nose Structure, Central Structure, Tail Structure, and Propellent can never be repaired in combat, and so are not part of this priority ordering.&lt;br /&gt;
&lt;br /&gt;
Note 2: Some Utility Modules can never be repaired by the ship (they need a dock). This includes all marine modules and all colony kit modules.  &lt;br /&gt;
&lt;br /&gt;
A part or system is usually repairable as long as it has not been completely destroyed (reached 0% Health). The following systems are repairable even if they are completely destroyed: &lt;br /&gt;
* Drive Coupling&lt;br /&gt;
* Fire Control&lt;br /&gt;
* Power Coupling&lt;br /&gt;
* Sensors&lt;br /&gt;
&lt;br /&gt;
The following systems repair 3.5 times as fast:&lt;br /&gt;
* Drive Coupling&lt;br /&gt;
* Power Coupling&lt;br /&gt;
* Sensors&lt;br /&gt;
&lt;br /&gt;
=== Post-Combat Repairs ===&lt;br /&gt;
&lt;br /&gt;
After combat ends, any ship system or part that can be repaired by [[Fleets#Mid-Combat Repairs|Mid-Combat Repairs]] is repaired until it cannot be repaired further (even if the Damage Control System is completely destroyed). Note that many [[Spaceships#Ship_Systems|ship systems]] cannot be repaired mid-combat, especially if they have been completely destroyed.&lt;br /&gt;
&lt;br /&gt;
But Post-Combat Repairs can fix some of these [[Spaceships#Ship_Systems|systems]], up to an extent:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2| [[Spaceships#Ship_Systems|Ship System]] !! colspan=2| Repairable up to % Health&lt;br /&gt;
|-&lt;br /&gt;
! Without Repair Bay !! With Repair Bay&lt;br /&gt;
|-&lt;br /&gt;
| Power Plant || 5% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Drive || 5% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Radiator || 5% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Vector Thrusters || 5% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Damage Control || 0% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Bridge || 0% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Life Support Main || 0% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Life Support Backup || 0% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Battery || 0% || 25%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
But any ship system that is repaired in this manner is henceforth capped at this health %, unable to be repaired further until the ship is [[Spaceships#Repairs|repaired]] at an actual [[Space Dock]], [[Shipyard]], or [[Spaceworks]].&lt;br /&gt;
&lt;br /&gt;
Note: Repair bays only affect the individual [[Spaceships]] they are on. Not the entire fleet.&lt;br /&gt;
&lt;br /&gt;
Note 2: Having multiple repair bays on one ship does not increase the repair cap.&lt;br /&gt;
&lt;br /&gt;
=== Salvage ===&lt;br /&gt;
&lt;br /&gt;
When any ship is destroyed in combat by any method other than an AoE missile, the winner of the combat&amp;lt;ref&amp;gt;Note that the winner of the combat does not have to be the destroyer of the ship, factions can in fact salvage their own ships that were destroyed in combat.&amp;lt;/ref&amp;gt; will gain a fraction of its resource cost as salvage, excluding any fuel costs. Notably, this resource cost is always calculated in terms of space resources ({{icon|water}}{{icon|volatiles}}{{icon|metals}}{{icon|nobles}}{{icon|fissiles}}{{icon|exotics}}{{icon|antimatter|bgcolor=DarkSlateGray}}), even if the ship was originally constructed using {{TV|boost}} and {{TV|money}}. &lt;br /&gt;
&lt;br /&gt;
Note: The winner of the combat must have at least one surviving ship to collect the salvage.&lt;br /&gt;
&lt;br /&gt;
The salvage fraction is calculated differently for each resource type:&lt;br /&gt;
* {{TV|water}} and {{TV|fissiles}} can never be salvaged.&lt;br /&gt;
* {{TV|volatiles}}, {{TV|metals}}, and {{TV|nobles}} have their salvage fraction set to a random value between 0% and 25%.&amp;lt;ref name=separaterolls&amp;gt;Every ship and every resource type is rolled separately and independently.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* {{TV|antimatter}} has only a 25% chance&amp;lt;ref name=separaterolls /&amp;gt; to be salvaged. But when it is salvaged, the fraction is set to 100%.&lt;br /&gt;
* {{TV|exotics}} have their salvage fraction set to a random value between 0% and 85%.&amp;lt;ref name=separaterolls /&amp;gt; This is then multiplied by 2, 1, ½, or ⅓ for Cinematic, Normal, Veteran, or Brutal [[Game_Options#Game_Difficulty|Campaign Difficulty]]. Then divided by the [[Game_Options#Alien_Progression_Rate|Alien Progression Rate]].&lt;br /&gt;
&lt;br /&gt;
Then the total salvage is multiplied by (20% + the fleet&#039;s Salvage Bonus). The Salvage Bonus of the fleet is calculated as 10% per Salvage Bay + 10% per Supply Officer Rank, with a soft cap at 25% and hard cap at 50%. Specifically, when the base Salvage bonus is over 25%:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Actual Salvage Bonus = 25% + 25% × (Base Salvage Bonus - 25%) / (Base Salvage Bonus + 175%)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198025456609</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Fleets&amp;diff=11733</id>
		<title>Fleets</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Fleets&amp;diff=11733"/>
		<updated>2026-05-27T15:07:55Z</updated>

		<summary type="html">&lt;p&gt;76561198025456609: /* Valid Earth Targets for Bombardment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{icon|fleet}}Fleets consist of one or more ships that are directed by one of the human factions or the aliens. Fleets conduct operations and fight in space battles.&lt;br /&gt;
&lt;br /&gt;
== Fleet Operations ==&lt;br /&gt;
Fleets may undertake various operations, typically only when they are in orbit and not in a transfer. They are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Operation !! width=60% | Effects !! Required components&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO TransferOperation on.png|40px]] Transfer&lt;br /&gt;
| Launch this fleet toward the selected orbit, station, or fleet.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO SplitFleetOperation on.png|40px]] Split Fleet&lt;br /&gt;
| Break off one or more ships into a separate fleet.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO MergeFleetOperation on.png|40px]] Merge Fleets&lt;br /&gt;
| Merge a nearby fleet into this one.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO MergeAllFleetOperation on.png|40px]] Merge All Fleets&lt;br /&gt;
| Merge all nearby fleets into this one.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO LandOnSurfaceOperation on.png|40px]] Land on Surface&lt;br /&gt;
| Set down at a friendly or undefended enemy base, or an unimproved hab site. Fleet must have sufficient acceleration to take off again, and access to enough Delta-V to reach an interface orbit.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO LaunchFromSurfaceOperation on.png|40px]] Launch&lt;br /&gt;
| Launch the fleet into an interface orbit of this space body. Requires the fleet has Delta-V greater than the body&#039;s escape velocity.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO UndockFromStationOperation on.png|40px]] Undock&lt;br /&gt;
| Undock from this station and assume a matching orbit.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO ScuttleShipsOperation on.png|40px]] Scuttle Ships&lt;br /&gt;
| Scuttle ships from this fleet. If docked at one of your shipyards, gain 25% of the ship&#039;s construction resources in your stockpile. If not docked at any hab, pay Boost to send any crew home that can&#039;t be absorbed by the rest of the fleet.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO ResupplyOperation on.png|40px]] Resupply&lt;br /&gt;
| Refuel and rearm ships in this fleet. Requires being docked at a hab with a supply depot or shipyard and a sufficient resource stockpile to cover at least a partial resupply. Ships with the capability to resupply from the local environment may do so for free.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO RepairFleetOperation on.png|40px]] Repair&lt;br /&gt;
| Repair damage and restore exhausted modules to ships in fleet.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO ResupplyAndRepairOperation on.png|40px]] Repair and Resupply&lt;br /&gt;
| Refuel, rearm, and repair all ships in this fleet.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO SetHomeportOperation on.png|40px]] Set Homeport&lt;br /&gt;
| Sets a home habitat for this fleet. A station, or an interface orbit above a base, will become the default destination for the fleet when initiating a trajectory when the fleet is not already docked there and no other space object is currently selected.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO ClearHomeportOperation on.png|40px]] Clear Homeport&lt;br /&gt;
| Clear this fleet&#039;s homeport.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO CancelFleetOperation on.png|40px]] Cancel&lt;br /&gt;
| Cancel the fleet&#039;s active operation.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO InterfleetRefuelOperation on.png|40px]] Share Propellant&lt;br /&gt;
| Transfer propellant between ships in this fleet to increase some ships&#039; Delta-V.&lt;br /&gt;
| Drive with the same propellant&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO BombardOperation Low on.png|40px]] Low-Level Bombardment&lt;br /&gt;
| Begin orbital bombardment against a surface target from 200km altitude. Requires being in an interface orbit. Defended locations will return fire. Earth-based space facilities and armies typically must be in a nation at war to be targeted. Targeting large civilian facilities is an atrocity.&lt;br /&gt;
| Weapons that can bombard&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO BombardOperation Med on.png|40px]] Mid-Level Bombardment&lt;br /&gt;
| Begin orbital bombardment against a surface target from 400km altitude. Requires being in an interface orbit. Defended locations will return fire. Earth-based space facilities and armies typically must be in a nation at war to be targeted. Targeting large civilian facilities is an atrocity.&lt;br /&gt;
| Weapons that can bombard&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO BombardOperation High on.png|40px]] High-Level Bombardment&lt;br /&gt;
| Begin orbital bombardment against a surface target from 600km altitude. Requires being in an interface orbit. Defended locations will return fire. Earth-based space facilities and armies typically must be in a nation at war to be targeted. Targeting large civilian facilities is an atrocity.&lt;br /&gt;
| Weapons that can bombard&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO DestroyHabOperation on.png|40px]] Destroy Hab&lt;br /&gt;
| Destroy the hab this fleet is docked at. Commits atrocities when destroying certain hab modules. We will recover salvage. Duration is 15 minutes multiplied by the sum of hab module tiers.&lt;br /&gt;
| Marine Assault Unit or Rangers&amp;lt;br&amp;gt;Weapons (stations only)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO AssaultHabOperation on.png|40px]] Assault Hab&lt;br /&gt;
| Assault and capture an enemy hab with our Marines. We can seize a station we have docked with, or an enemy base from an interface orbit above it. Habs with Marine defenses will be harder to capture.&lt;br /&gt;
| Marine Assault Unit or Rangers&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO SurveyPlanetFromFleetOperation on.png|40px]] Survey&lt;br /&gt;
| [[Solar System#Prospecting|Prospect]] mining sites on a planet, moon or asteroid. The fleet must be in an interface orbit of the space body to perform this operation.&lt;br /&gt;
| [[File:ICO MobileSpaceScienceLab.png|25px]] Mobile Space Science Lab&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundSolarPlatformOperation on.png|40px]] Found Platform (Solar)&lt;br /&gt;
| Found a platform with a solar collector and a construction module in the fleet&#039;s current orbit. Requires 2 free Mission Control. The solar collector must produce at least 10 power in the current orbit, enough to power up the construction module.&lt;br /&gt;
| [[File:ICO SolarPlatformKit.png|25px]] Solar Platform Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundFissionPlatformOperation on.png|40px]] Found Platform (Fission)&lt;br /&gt;
| Found a platform with a fission pile and a construction module in the fleet&#039;s current orbit. Requires 2 free Mission Control.&lt;br /&gt;
| [[File:ICO FissionPlatformKit.png|25px]] Fission Platform Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundFusionPlatformOperation on.png|40px]] Found Platform (Fusion)&lt;br /&gt;
| Found a platform with a fusion pile and a construction module in the fleet&#039;s current orbit. Requires 2 free Mission Control.&lt;br /&gt;
| [[File:ICO FusionPlatformKit.png|25px]] Fusion Platform Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundSolarOutpostOperation on.png|40px]] Found Outpost (Solar)&lt;br /&gt;
| Found an outpost with a fission pile and a construction module at a prospected base site. The fleet must be in an interface orbit or landed at the site to perform this operation. Requires 2 free Mission Control. The solar collector must produce at least 10 power at the target base site, enough to power up the construction module.&lt;br /&gt;
| [[File:ICO SolarOutpostKit.png|25px]] Solar Outpost Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundFissionOutpostOperation on.png|40px]] Found Outpost (Fission)&lt;br /&gt;
| Found an outpost with a fission pile and a construction module at a prospected base site. The fleet must be in an interface orbit or landed at the site to perform this operation. Requires 2 free Mission Control.&lt;br /&gt;
| [[File:ICO FissionOutpostKit.png|25px]] Fission Outpost Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundFusionOutpostOperation on.png|40px]] Found Outpost (Fusion)&lt;br /&gt;
| Found an outpost with a fusion pile and a construction module at a prospected base site.  The fleet must be in an interface orbit or landed at the site to perform this operation. Requires 2 free Mission Control.&lt;br /&gt;
| [[File:ICO FusionOutpostKit.png|25px]] Fusion Outpost Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundAutomatedSolarPlatformOperation on.png|40px]] Found Automated Supply Depot (Solar)&lt;br /&gt;
| Found an automated platform with an automated solar collector and an automated supply depot in the fleet&#039;s current orbit. Requires 1 free Mission Control. The automated solar collector must produce at least 3 power in the current orbit, enough to power up the automated supply depot.&lt;br /&gt;
| [[File:ICO AutomatedSolarPlatformKit.png|25px]] Automated Solar Platform Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundAutomatedFissionPlatformOperation on.png|40px]] Found Automated Supply Depot (Fission)&lt;br /&gt;
| Found an automated platform with an automated fission pile and an automated supply depot  in the fleet&#039;s current orbit. Requires 1 free Mission Control.&lt;br /&gt;
| [[File:ICO AutomatedFissionPlatformKit.png|25px]] Automated Fission Platform Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundAutomatedSolarOutpostOperation on.png|40px]] Found Automated Mining Outpost (Solar)&lt;br /&gt;
| Found an automated outpost with two automated solar collectors and an automated mining complex at a prospected base site. The fleet must be in an interface orbit or landed at the site to perform this operation. Requires 1 free Mission Control to deploy. The automated solar collectors must produce enough power at the target base site to power up the automated mining complex.&lt;br /&gt;
| [[File:ICO AutomatedSolarOutpostKit.png|25px]] Automated Solar Outpost Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundAutomatedFissionOutpostOperation on.png|40px]] Found Automated Mining Outpost (Fission)&lt;br /&gt;
| Found an automated outpost with two automated fission piles and an automated mining complex at a prospected base site. The fleet must be in an interface orbit or landed at the site to perform this operation. Requires 1 free Mission Control to deploy.&lt;br /&gt;
| [[File:ICO AutomatedFissionOutpostKit.png|25px]] Automated Fission Outpost Kit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Transfers ===&lt;br /&gt;
A transfer is the term for a {{icon|fleet}}fleet moving from one place to another while staying in space. Fleets may transfer to orbits, stations, or other fleets. A fleet needs enough {{icon|dv|bgcolor=DarkSlateGray}}delta-V to make a transfer, and longer transfer will require more delta-V. If the {{icon|acceleration}}cruise acceleration of a fleet is too low, they might be unable to make transfer to fast-moving objects. &lt;br /&gt;
&lt;br /&gt;
When initiating a transfer operation, a fleet will receive one or more trajectory options if it can reach its destination at all. If multiple trajectories are possible, the player may choose between trading off arrival time and Delta-V expenditure between them.&lt;br /&gt;
&lt;br /&gt;
Trajectories might be microthrust spirals, which are typical for fleets with low acceleration; impulse conics, for fleets with high acceleration but low Delta-V; or torch chords, for advanced fleets with both high acceleration and Delta-V.&lt;br /&gt;
&lt;br /&gt;
=== Assault Hab ===&lt;br /&gt;
&lt;br /&gt;
==== Valid Targets ====&lt;br /&gt;
&lt;br /&gt;
First, invalidate every [[Hab]] for which any of the following are true:&lt;br /&gt;
* The [[Hab]] is already currently undergoing an Assault Hab Operation.&lt;br /&gt;
* The [[Hab]] is owned by the Fleet&#039;s [[Faction]].&lt;br /&gt;
* The [[Hab]] is owned by the Fleet&#039;s [[Faction]]&#039;s permanent ally ({{icon|submit}}[[The Servants]] and {{icon|alien}}[[Aliens]] are the only permanent allies).&lt;br /&gt;
* The [[Hab]] is the Alien Primary Hab (Alien Base Alpha).&lt;br /&gt;
&lt;br /&gt;
A Fleet can perform an Assault Hab Operation on the following targets:&lt;br /&gt;
* If docked to a [[Hab]] that wasn&#039;t invalidated, then this [[Hab]] is the only valid target.&lt;br /&gt;
* If the fleet is landed on or in an interface orbit of a [[Space Body]], then the valid targets are all of the [[Space Body]]&#039;s [[Habs]] that weren&#039;t invalidated.&lt;br /&gt;
&lt;br /&gt;
Note: The Fleet needs to have marines in order to perform the Assault Hab Operation, but the marines do not necessarily have to be on the fleet itself, because the fleet uses all marines in nearby space assets (such as Barracks on habs) owned by the same faction.&lt;br /&gt;
&lt;br /&gt;
==== Success Chance ====&lt;br /&gt;
&lt;br /&gt;
Note: When starting the Assault Hab Operation, the game shows the success chance if the assault would happen immediately without any changes. But  Assault Hab Operations are not instantaneous, and circumstances can change. The actual success chance is calculated using only the circumstances at the moment that the Assault Hab Operation completes.&lt;br /&gt;
&lt;br /&gt;
The {{icon|marine}}Assault Combat Value of a [[Spaceship]] is calculated as follows:&lt;br /&gt;
# For each [[Spaceships#Utility_Modules|Utility Module]]: Add the {{icon|marine}}Assault Combat Value of the module × Module Health %&lt;br /&gt;
#* Some Utility Modules only provide Assault Combat Value when defending against an enemy assault.&lt;br /&gt;
#* If the Module Health % is less than 0.1%, it does not contribute anything.&lt;br /&gt;
# Add the {{icon|marine}}Assault Combat Value of any [[Spaceships#Officer|Officers]] on board.&lt;br /&gt;
&lt;br /&gt;
The {{icon|marine}}Assault Combat Value of a [[Hab]] is calculated as follows:&lt;br /&gt;
# For each active hab module: Add the {{icon|marine}}Assault Combat Value of the module&lt;br /&gt;
# If the Hab is a {{icon|base}}Base, then Add the Hab Tier.&lt;br /&gt;
# If the Hab is being {{MissionIcon|Advise}}[[Advise]]d, Multiply by (1 + 0.01 per {{TV|command}}).&lt;br /&gt;
#* Standard diminishing returns for multiple {{MissionIcon|Advise}}[[Advise|Advisors]].&lt;br /&gt;
&lt;br /&gt;
The total Attack Score of the Assault Hab Operation is calculated as follows:&lt;br /&gt;
# Add the {{icon|marine}}Assault Combat Value of every [[Spaceship]] in the Attacking fleet.&lt;br /&gt;
# If the Attacking fleet is docked at a [[Hab]] owned by the Attacking [[Faction]], then:&lt;br /&gt;
## Add the {{icon|marine}}Assault Combat Value of every [[Spaceship]] in every other fleet that is also owned by the Attacking [[Faction]] and docked to the same [[Hab]].&lt;br /&gt;
## If the Attacking [[Faction]] is not bankrupt on {{icon|mc}}MC, {{TV|boost}}, or {{icon|money}}Money, then Add the {{icon|marine}}Assault Combat Value of the [[Hab]].&lt;br /&gt;
# If the Attacking [[Faction]] is over its {{icon|mc}}MC cap and is not the {{icon|alien}}[[Aliens]], then Subtract the amount of overcap.&lt;br /&gt;
&lt;br /&gt;
The total Defense Score of the Assault Hab Operation is calculated as follows:&lt;br /&gt;
# Add the {{icon|marine}}Assault Combat Value of the Defending [[Hab]].&lt;br /&gt;
# If the Defending [[Faction]] is over its {{icon|mc}}MC cap and is not the {{icon|alien}}[[Aliens]], then Subtract the amount of overcap.&lt;br /&gt;
# If the Defending [[Faction]] is bankrupt on {{TV|boost}}, then Subtract the amount of {{TV|boost}} the Defending [[Faction]] is missing per Day.&lt;br /&gt;
#* This is the {{TV|boost}} Daily Upkeep - {{TV|boost}} Daily Income - {{TV|boost}} stockpiled&lt;br /&gt;
# If the Defending [[Faction]] is bankrupt on {{icon|money}}Money and &#039;&#039;&#039;negative&#039;&#039;&#039; Net {{icon|money}}Money Income, then Add the Net Monthly {{icon|money}}Money Income.&lt;br /&gt;
# Add the {{icon|marine}}Assault Combat Value of every [[Spaceship]] in every fleet that is owned by the Defending [[Faction]] and docked to the Defending [[Hab]].&lt;br /&gt;
# If the Defending [[Hab]] is not being decommissioned, then:&lt;br /&gt;
## For each [[Councilor]] owned by the Defending [[Faction]]: Add {{TV|command}} / 6.&lt;br /&gt;
## If the Defending [[Hab]] is a {{icon|base}}Base and the Attacking Fleet is in orbit, then for each hab defense module: Add Module Tier.&lt;br /&gt;
# For each [[Councilor]] using the {{MissionIcon|Protect}}[[Protect Target]] [[Mission]] on the Defending [[Hab]], add {{TV|command}}.&lt;br /&gt;
&lt;br /&gt;
The outcome of the Assault Hab Operation is determined by a standard [[Roll]], using the difference between the total Attack and Defense Scores.&lt;br /&gt;
&lt;br /&gt;
==== Post-Assault Damage ====&lt;br /&gt;
&lt;br /&gt;
Whenever an assault hab operation (or {{MissionIcon|Assault Enemy Space Asset}}[[Assault Enemy Space Asset]] mission) completes, marines on both sides may take damage depending on the outcome. This damage is determined as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Damage Taken for by each possible participant for each possible outcome.&lt;br /&gt;
|-&lt;br /&gt;
! !! Critical Failure !! Normal Failure !! Normal Success !! Critical Success &lt;br /&gt;
|-&lt;br /&gt;
| % Health Lost by each Marine Module on Attacking Fleets || 50% to 100% || 25% to 75% || 0% to 50% || 0% to 10%&lt;br /&gt;
|-&lt;br /&gt;
| % Health Lost by each Marine Module on Defending Fleets || 0% to 10% || 0% to 50% || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| % Chance for each Marine Officer on Attacking Fleets to Die || 50% || 5% || 0% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| % Chance for each Marine Officer on Defending Fleets to Die || 0% || 0% || 5% || 50%&lt;br /&gt;
|-&lt;br /&gt;
| % Chance for each Marine Module on Attacking Hab to be Destroyed || 50% / Module Tier || 10% / Module Tier || 0% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| % Chance for each Marine Module on Defending Hab to be Destroyed || 0% || 10% if Defender has negative {{icon|money}}Money or is over their {{icon|mc}}MC cap. || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Attacking Councilor || If not {{MissionIcon|Protect}}[[Protect Target|Protected]], Die. Otherwise, if target hab is not {{icon|alien}}[[Alien]], {{MissionIcon|Detain}}[[Detain]] for 5 turns || If not {{MissionIcon|Protect}}[[Protect Target|Protected]] and target hab is not {{icon|alien}}[[Alien]], {{MissionIcon|Detain}}[[Detain]] for 5 turns. || None || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Orbital Bombardment ===&lt;br /&gt;
&lt;br /&gt;
==== Bombardment Capability ====&lt;br /&gt;
&lt;br /&gt;
A fleet equipped with bombardment-capable weapons may conduct orbital bombardment against targets on the surface of a [[Celestial Bodies|Space Body]]. They must be in an interface orbit to launch attacks.&lt;br /&gt;
&lt;br /&gt;
Above Earth, valid targets include [[Nations#Armies|Armies]], space facilities, [[Regions]], and any [[Aliens|alien assets]] we have detected. On other space bodies, {{icon|base}}[[Habs|Bases]] and landed space fleets may be targeted.&lt;br /&gt;
&lt;br /&gt;
The weapons capable of bombardment are:&lt;br /&gt;
* All [[Spaceships#Lasers|Laser Weapons]] except for the dedicated point defense lasers that have no attack mode.&lt;br /&gt;
* All [[Spaceships#Magnetic_Weapons|Magnetic Weapons]].&lt;br /&gt;
* All [[Spaceships#Missiles|Missiles]] that have nuclear, antimatter, or shaped nuclear warheads.&lt;br /&gt;
&lt;br /&gt;
Furthermore, [[Celestial Bodies|Space Bodies]] that have a sufficiently thick atmosphere cannot be bombarded by:&lt;br /&gt;
* All [[Spaceships#Missiles|Missiles]]&lt;br /&gt;
* All [[Spaceships#Lasers|Laser Weapons]] that have wavelengths less than 380nm or more than 740nm. (This means infrared, ultraviolet, x-ray, and gamma lasers are blocked, whereas orange, green, and violet lasers are still allowed to bombard.)&lt;br /&gt;
&lt;br /&gt;
As of Version 0.4.90, only two bombardable [[Celestial Bodies|Space Bodies]] have such thick atmospheres: [[Earth]] and [[Titan]] (a moon of [[Saturn]]).&lt;br /&gt;
&lt;br /&gt;
===== Valid Earth Targets for Bombardment =====&lt;br /&gt;
&lt;br /&gt;
A nation is considered friendly to a faction if any of the following are true:&lt;br /&gt;
* The faction owns at least one control point in the nation.&lt;br /&gt;
* The nation is [[Foreign_Relations#Alliances|allied]] to another nation that the faction owns at least one control point in.&lt;br /&gt;
&lt;br /&gt;
A nation is considered hostile to a faction if any of the following are true:&lt;br /&gt;
* The nation is [[Foreign_Relations#Wars|at war]] with another nation that the faction owns at least one control point in.&lt;br /&gt;
* The faction is {{icon|submit}}[[The Servants]].&lt;br /&gt;
* The faction is the {{icon|alien}}[[Aliens]].&lt;br /&gt;
&lt;br /&gt;
Note this means the Servants can bombard anyone, but &#039;&#039;not&#039;&#039; that anyone can bombard the Servants.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
All nations are also hostile to all factions if the [[Aliens#Alien_Administration|Alien Nation]] owns at least 90% of the [[Earth]]&#039;s [[Regions]].&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Valid Earth Targets for Bombardment&lt;br /&gt;
|-&lt;br /&gt;
! Target !! Conditions within Hostile Nations !! Conditions within Friendly Nations&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Alien_Xenoforming|Xenoflora]] || The Bombarding Faction can see it. &lt;br /&gt;
|&lt;br /&gt;
* The Bombarding Faction is not the {{icon|alien}}[[Aliens]].&lt;br /&gt;
* The Bombarding Faction can see it.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
[[Aliens#Alien_Facility|Alien Facility]] &lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
| colspan = 2 |&lt;br /&gt;
* The Bombarding Faction is not the {{icon|alien}}[[Aliens]] or {{icon|submit}}[[The Servants]].&lt;br /&gt;
* The Bombarding Faction can see it.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
[[Aliens#Alien_Assault_Carrier|UFO Landing]] &lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
| colspan = 2 |&lt;br /&gt;
* The Bombarding Faction is not the {{icon|alien}}[[Aliens]] or {{icon|submit}}[[The Servants]].&lt;br /&gt;
* The Bombarding Faction can see it.&lt;br /&gt;
|-&lt;br /&gt;
| [[Regions]]&lt;br /&gt;
| Always valid.&lt;br /&gt;
| Never valid.&lt;br /&gt;
|-&lt;br /&gt;
| Space Facilities&lt;br /&gt;
| Always valid.&lt;br /&gt;
| Never valid.&lt;br /&gt;
|-&lt;br /&gt;
| [[Terrestrial_Warfare#Armies|Armies]]&lt;br /&gt;
| &lt;br /&gt;
* The army is not controlled by the Bombarding Faction.&lt;br /&gt;
* If the Bombarding Faction is the {{icon|alien}}[[Aliens]] or {{icon|submit}}[[The Servants]], then the army is also not controlled by the other.&lt;br /&gt;
|&lt;br /&gt;
The army belongs to a nation that is [[Foreign_Relations#Wars|at war]] with the target nation.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;OR&#039;&#039;&#039;&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
The army is a [[Aliens#Megafauna|Megafauna]] and the Bombarding Faction is not the {{icon|alien}}[[Aliens]].&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that a nation can be both friendly and hostile to the same faction at the same time. But a bombardment target only needs to meet one side&#039;s conditions to be valid. For example, all regions are valid targets in a nation that is both friendly and hostile. On the other hand, if a nation is neither friendly nor hostile, then nothing within it can be bombarded.&lt;br /&gt;
&lt;br /&gt;
==== Bombardment Mechanics ====&lt;br /&gt;
&lt;br /&gt;
The Bombardment operation proceeds in rounds, once per orbit. Specifically, a round occurs every time the fleet reaches a specific position in orbit that is roughly over the target it is bombarding. Whenever a round occurs, all functional bombardment-capable weapons still possessed by the fleet and the target will shoot at each other in a randomized order, though weapons whose shooters have higher targeting and ECM bonuses are more likely to appear earlier in the order. Specifically, every weapon is assigned an initiative value that is equal to their Targeting Bonus + ECM Bonus + a random value between 0% and 100%, and then the weapons with higher initiative get to fire earlier in the round.&lt;br /&gt;
&lt;br /&gt;
When the fleet&#039;s weapons shoot:&lt;br /&gt;
* If the target is a [[Habs|Hab]], then a random hab module on the hab is selected to receive the shot, but the hab core can only be selected after everything else is destroyed.&lt;br /&gt;
* If the target is a [[Fleets|Fleet]], then a random [[Spaceships|spaceship]] in the target is selected to receive the shot.&lt;br /&gt;
&lt;br /&gt;
When the target&#039;s weapons shoot back:&lt;br /&gt;
* A random [[Spaceships|spaceship]] in the fleet is selected to receive the shot, with the random selection being weighted by the bombardment value of each [[Spaceships|spaceship]].&lt;br /&gt;
&lt;br /&gt;
Note: Landed fleets are basically sitting ducks: they are unable to shoot back and cannot activate any point defenses. If the target fleet is landed at a hab, then that hab can shoot back, but it cannot use its point defenses to protect the fleet.&lt;br /&gt;
&lt;br /&gt;
===== Missile Mechanics =====&lt;br /&gt;
&lt;br /&gt;
Per the aforementioned rules regarding lasers, missiles, and planetary bodies with atmospheres, [[Earth]] cannot be bombarded by standard [[Spaceships#Missiles|Missiles]]. The [[Spaceships#Missiles|Missiles]] that ARE bombardment-capable have nuclear, antimatter, or shaped nuclear warheads with absurdly high damage values. As such, the game does not look at missile damage values and instead handles them differently from standard ship-to-ship combat:&lt;br /&gt;
&lt;br /&gt;
;When the Target is a [[Habs|Hab]]:&lt;br /&gt;
:If any missile with a shaped nuclear warhead hits, then the randomly selected target hab module is destroyed in one hit.&lt;br /&gt;
:If any missile with a nuclear or antimatter warhead hits, then the &#039;&#039;&#039;&#039;&#039;entire hab&#039;&#039;&#039;&#039;&#039; is destroyed in one hit.&lt;br /&gt;
:Furthermore, shaped nuclear missiles have a 20% chance to hit even if they are shot by the hab&#039;s point defenses.&lt;br /&gt;
;When the Target is a Fleet:&lt;br /&gt;
:The &#039;&#039;&#039;&#039;&#039;entire fleet&#039;&#039;&#039;&#039;&#039; is destroyed in one hit.&lt;br /&gt;
&lt;br /&gt;
On the other hand, missiles are incredibly easy for the target&#039;s point defenses to shoot: each missile bay has an Anti-PD value of just 1. &lt;br /&gt;
&lt;br /&gt;
The chance that a projectile is shot by point defenses is equal to the Total PD value of the target divided by the Total Anti-PD value of the Bombarding Fleet&#039;s weapons. &lt;br /&gt;
&lt;br /&gt;
Ultimately. bombarding with missiles will often simply result in all missiles being destroyed by point defenses, if any exist (keeping in mind that, again, shaped nuclear missiles do have a 20% chance to hit even if shot by the hab&#039;s point defenses).&lt;br /&gt;
&lt;br /&gt;
===== Laser Mechanics =====&lt;br /&gt;
&lt;br /&gt;
[[Spaceships#Lasers|Laser Weapons]] function almost the same in bombardment as in real combat. The only notable difference is that [[Celestial Bodies|Space Bodies]] with thicker atmospheres apply a penalty to the laser&#039;s damage. Specifically, the laser damage is multiplied by:&lt;br /&gt;
* 1 for [[Celestial Bodies|Space Bodies]] with No Atmosphere.&lt;br /&gt;
* 0.99 for [[Celestial Bodies|Space Bodies]] with Trace Atmosphere.&lt;br /&gt;
* 0.95 for [[Celestial Bodies|Space Bodies]] with Thin Atmosphere.&lt;br /&gt;
* 0.8 for [[Celestial Bodies|Space Bodies]] with Standard Atmosphere.&lt;br /&gt;
&lt;br /&gt;
Note: Nothing on [[Earth]] has any armor. So the laser weapon&#039;s armor penetration has no effect whatsoever when bombarding targets on [[Earth]].&lt;br /&gt;
&lt;br /&gt;
For the defending side, each laser has a bombardment-altitude-dependent PD value that is calculated as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt;Estimated Damage at Range X = Damage / Armor Effectiveness at range X&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Estimated DPS at Range X = (Estimated Damage at Range X × 0.3 + Estimated Damage at 200km × 0.15 + Estimated Damage at 500km × 0.25 + Estimated Damage at 800km × 0.3) / Cooldown (s)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;PD Value at 200km = Estimated DPS at 200km × 30 × 2 if Target is a Hab&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;PD Value at 400km = (Estimated DPS at 200km + Estimated DPS at 400km) × 30 × 2 if Target is a Hab&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;PD Value at 600km = (Estimated DPS at 200km + Estimated DPS at 300km + Estimated DPS at 600km) × 30 × 2 if Target is a Hab&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The chance that each bombarding projectile is shot by the target&#039;s point defenses is equal to the target&#039;s Total PD Value divided by the Bombarding Fleet&#039;s Total Anti-PD value.&lt;br /&gt;
&lt;br /&gt;
===== Armor Mechanics =====&lt;br /&gt;
&lt;br /&gt;
Nothing on [[Earth]] has any armor.&lt;br /&gt;
&lt;br /&gt;
[[Spaceships]] naturally have whatever armor they normally have.&lt;br /&gt;
&lt;br /&gt;
For Ground [[Habs|Hab Modules]], their armor values are calculated as:&lt;br /&gt;
&amp;lt;pre&amp;gt;Hab Module Armor Value = Heat of Vaporization (MJ/kg) of Best Available Armor / 10 × Module Tier&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Combat Modules (Powered Marine Modules and Powered Defense Modules) have 4 times as much armor value.&lt;br /&gt;
&lt;br /&gt;
Critical Modules (Unpowered Marine Modules, Unpowered Defense Modules, Power Plants, and the Hab Core) have 2 times as much armor value.&lt;br /&gt;
&lt;br /&gt;
The best available armor for [[Habs]] owned by Human [[Factions]] is simply the best armor that the faction has researched, but excluding any armor that costs {{icon|exotics}}exotics.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
The best available armor for Alien [[Habs]] in the same [[Celestial Bodies|Space Body]] as their Wormhole is the Alien Exotic Armor, which has a Heat of Vaporization of 70 MJ/kg.&lt;br /&gt;
&lt;br /&gt;
The best available armor for all other Alien [[Habs]] is the Alien Diamondoid Armor, which has a Heat of Vaporization of 59.534 MJ/kg.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
===== Magnetic Gun Mechanics =====&lt;br /&gt;
&lt;br /&gt;
[[Spaceships#Magnetic_Weapons|Magnetic Weapons]] mechanics are the most complex: the game actually does several calculations, taking into account the target [[Celestial Bodies|Space Body&#039;s]] mass, radius, sphere of influence, and atmosphere. Both gravity and air resistance are modelled, to compute the surface impact velocity of the [[Spaceships#Magnetic_Weapons|Magnetic Weapons&#039;]] projectiles:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Distance to Space Body Core (m) = Space Body Mean Radius (m) + Bombardment Altitude (m)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Mean Orbital Speed (m/s)= (6.67384E-11m³/kg/s² × Space Body Mass (kg) / Distance to Space Body Core (m))^0.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Initial Projectile Velocity (m/s) = ((Muzzle Velocity (m/s))^2 + (Mean Orbital Speed (m/s))^2)^0.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Initial Projectile Kinetic Energy (J) = 0.5 × Warhead Mass (kg) × (Initial Projectile Velocity (m/s))^2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If Distance to Space Body Core (m) &amp;gt; Space Body Sphere of Influence Radius (m), then:&lt;br /&gt;
&amp;lt;pre&amp;gt;Initial Gravitational Acceleration (m/s²) = 0&amp;lt;/pre&amp;gt;&lt;br /&gt;
Otherwise:&lt;br /&gt;
&amp;lt;pre&amp;gt;Initial Gravitational Acceleration (m/s²) = 6.67384E-11m³/kg/s² × Space Body Mass (kg) / (Distance to Space Body Core (m))^2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Average Gravitational Acceleration (m/s²) = (Space Body Surface Gravity (m/s²) + Initial Gravitational Acceleration (m/s²))/2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Initial Projectile Gravitational Potential Energy (J) = Warhead Mass (kg) × Bombardment Altitude (m) × Average Gravitational Acceleration (m/s²)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Total Initial Projectile Energy (J) = Initial Projectile Kinetic Energy (J) + Initial Projectile Gravitational Potential Energy (J)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Base Surface Impact Velocity (m/s) = (2 × Total Initial Projectile Energy (J) / Warhead Mass (kg) ) ^ 0.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the [[Celestial Bodies|Space Body]] does not have at least a Thin Atmosphere, then this Base Surface Impact Velocity (m/s) is simply used as the Actual Surface Impact Velocity (m/s) for the projectiles fired by the [[Spaceships#Magnetic_Weapons|Magnetic Weapon]]. I.e., &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Actual Surface Impact Velocity (m/s) = Base Surface Impact Velocity (m/s)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Otherwise, the game proceeds to calculate air resistance:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Length of Projectile&#039;s Path Through Atmosphere (m) = Space Body Atmosphere Scale Height (m) × (Initial Projectile Velocity (m/s) / Muzzle Velocity (m/s))&amp;lt;/pre&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Energy Lost to Atmospheric Drag (J) = Space Body Atmosphere Surface Density (kg/m³) × Length of Projectile&#039;s Path Through Atmosphere (m) × 0.001m² × (Initial Projectile Velocity (m/s))^2&amp;lt;/pre&amp;gt; &lt;br /&gt;
&lt;br /&gt;
0.001m² seems to represent the projectile&#039;s cross-sectional area as it flies through the atmosphere.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Remaining Energy (J) = Max(0, Total Initial Projectile Energy (J) - Energy Lost to Atmospheric Drag (J))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Modified Surface Impact Velocity (m/s) = (2 × Remaining Energy (J) / Warhead Mass (kg)) ^ 0.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Terminal Velocity (m/s) = (2 × Warhead Mass (kg) × Space Body Surface Gravity (m/s²) / 4.0000003E-05m² / Space Body Atmosphere Surface Density (kg/m³))^0.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: 4.0000003E-05m² ≈ 0.001m² × 0.04, where 0.04 is the Drag Coefficient of a Streamlined Body flying through the atmosphere.&lt;br /&gt;
&lt;br /&gt;
If Base Surface Impact Velocity (m/s) &amp;gt; Terminal Velocity (m/s) then:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Actual Surface Impact Velocity (m/s) = Max(Terminal Velocity (m/s), Modified Surface Impact Velocity (m/s))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Otherwise:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Actual Surface Impact Velocity (m/s) = Min(Terminal Velocity (m/s), Modified Surface Impact Velocity (m/s))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Finally, now that the Actual Surface Impact Velocity (m/s) has been computed, it is easy to compute the kinetic energy of the impact:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Impact Energy (J) = 0.5 × Warhead Mass (kg) × (Actual Surface Impact Velocity (m/s))^2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In Terra Invicta, every 20MJ of energy is equal to 1 point of damage, so we have:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Projectile Damage = Impact Energy (J) / 20000000J&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Furthermore, every [[Spaceships#Magnetic_Weapons|Magnetic Weapon]] has a bombarding-altitude-dependent anti-PD value that is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Anti-PD value = Impact Energy (J) / 1000000MJ/J / Average Cooldown Between Shots (s)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The chance that an bombardier&#039;s attack gets shot by the target&#039;s point defenses is equal to the total PD value of the target divided by the total Anti-PD value of the bombarding fleet&#039;s weapons.&lt;br /&gt;
&lt;br /&gt;
But Projectile Damage is not simply used as is, because there is one last factor to consider: Chipping. Every weapon has a chipping %, and in normal combat, this % of the damage is done as chipping damage, while the rest is done as direct damage.&lt;br /&gt;
&lt;br /&gt;
For bombardment, the same rules apply unless the target is on earth. If the target is on earth, then the direct damage is instead calculated as the max of (direct damage, total damage / 2). Which in the base game is just the direct damage since magnetic weapons all have at most 35% chipping, but may be important for mods.&lt;br /&gt;
&lt;br /&gt;
===== Damage Conversion =====&lt;br /&gt;
&lt;br /&gt;
So far we have discussed how the damage of each attack is calculated. But this damage amount is in point of damage versus a ship. Depending on the bombardment target, the damage is handled very differently:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bombardment Target !! Effect of X Damage&lt;br /&gt;
|-&lt;br /&gt;
| An [[Terrestrial_Warfare#Armies|Army]] || Take X × Health % / 18000 / {{TV|miltech}} damage.&amp;lt;br&amp;gt;×2 if Army is in Combat.&amp;lt;br&amp;gt;×0.75 if Army&#039;s Faction has researched [[Army Dispersion Tactics]].&amp;lt;br&amp;gt;Capped at 0.1875% for [[Spaceships#Magnetic_Weapons|Magnetic Weapons]] and 0.125% for [[Spaceships#Lasers|Laser Weapons]].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;(Weapon Chip %) Chance:&amp;lt;br&amp;gt;Region takes X / 500000 [[Regions#Region_Damage|Damage]].&amp;lt;br&amp;gt;Capped at 0.001 [[Regions#Region_Damage|Damage]].&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
A [[Aliens#Megafauna|Megafauna Army]] &lt;br /&gt;
{{SpoilerBoxEnd}} &lt;br /&gt;
| Take X × Max(10%,Health %) / 18000 / {{TV|miltech}} damage.&amp;lt;br&amp;gt;×2 if Army is in Combat.&amp;lt;br&amp;gt;×0.75 if Army&#039;s Faction has researched [[Army Dispersion Tactics]].&amp;lt;br&amp;gt;Capped at 0.1875% for [[Spaceships#Magnetic_Weapons|Magnetic Weapons]] and 0.125% for [[Spaceships#Lasers|Laser Weapons]].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;(Weapon Chip %) Chance:&amp;lt;br&amp;gt;Region takes X / 500000 [[Regions#Region_Damage|Damage]].&amp;lt;br&amp;gt;Capped at 0.001 [[Regions#Region_Damage|Damage]].&lt;br /&gt;
|-&lt;br /&gt;
| A [[Regions|Region]] || Take X / 10000 [[Regions#Region_Damage|Damage]].&amp;lt;br&amp;gt;Capped at 0.05.&lt;br /&gt;
|-&lt;br /&gt;
| A {{icon|boost}}[[Nations#Boost|Boost]] Facility || (X / 10) Chance:&amp;lt;br&amp;gt;Remove X / 100 of the {{TV|boost}} Production.&amp;lt;br&amp;gt;Minimum: 1/10th of the {{TV|boost}} Production.&lt;br /&gt;
|-&lt;br /&gt;
| A {{icon|mc}}[[Nations#Mission_Control|Mission Control]] Facility || (X / 10) Chance:&amp;lt;br&amp;gt;Remove {{TV|mc|1}}.&lt;br /&gt;
|-&lt;br /&gt;
| A {{icon|sto defense}}[[Nations#Space_Defenses|Space Defense]] Facility || Min(0.05, X / 1000) Chance:&amp;lt;br&amp;gt;Destroy {{icon|sto defense}}[[Nations#Space_Defenses|Space Defense]] Facility.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
A [[Aliens#Alien_Assault_Carrier|UFO Landing]]&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
| Take X damage. Destroyed when total damage taken reaches 1200.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
An [[Aliens#Alien_Facility|Alien Facility]]&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
| Take X damage. Destroyed when total damage taken reaches 80.&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Alien_Xenoforming|Alien Xenoforming]]&lt;br /&gt;
| Remove Max(0.005, X / 100) Xenoflora Growth Levels.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;(Weapon Chip % × Xenoflora Growth Levels) Chance:&amp;lt;br&amp;gt;Region takes X / 500000 [[Regions#Region_Damage|Damage]].&amp;lt;br&amp;gt;Capped at 0.001 [[Regions#Region_Damage|Damage]].&lt;br /&gt;
|-&lt;br /&gt;
| A [[Habs|Hab Module]] &lt;br /&gt;
| Subtract Hab Module Armor&amp;lt;ref&amp;gt;Use Effective Armor for [[Spaceships#Lasers|Laser Weapons]].&amp;lt;/ref&amp;gt; from X&amp;lt;br&amp;gt;Multiply X by 0.75 if Hab&#039;s Faction has researched [[Hardened Hab Shelters]].&amp;lt;br&amp;gt;(1 - Hab Module Tier / X) Chance:&amp;lt;br&amp;gt;Destroy Hab Module.&lt;br /&gt;
|-&lt;br /&gt;
| A [[Spaceships|Spaceship]]&lt;br /&gt;
| Apply damage as if Target was hit in the Side.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Related Links =====&lt;br /&gt;
&lt;br /&gt;
See [[Laser Weapon List]] for information on the power of [[Spaceships#Lasers|Laser Weapons]], including the anti-bombardment lasers used by the defenses.&lt;br /&gt;
&lt;br /&gt;
See [[Ship Armor List]] for information on the armor of ground [[Habs|hab]] modules in bombardment.&lt;br /&gt;
&lt;br /&gt;
See [[Space Body List]] for a list of [[Celestial Bodies|Space Bodies]] and their stats.&lt;br /&gt;
&lt;br /&gt;
See [[Earth]] for a table of damage and anti-PD values for magnetic guns when bombarding the [[Earth]].&lt;br /&gt;
&lt;br /&gt;
== Space Combat ==&lt;br /&gt;
[[File:Combat UI.png|thumb|400px|Combat UI showing ship commands and fleet commands]]&lt;br /&gt;
When two fleets from enemy factions meet in an orbit, deep space, or at a station, a space battle begins. Players may elect to autoresolve combats.&lt;br /&gt;
&lt;br /&gt;
Stations with defensive modules will take part in battles; they will be considered disabled if those modules are destroyed.&lt;br /&gt;
&lt;br /&gt;
Very large space battles will have active and reinforcing ships. Reinforcing ships will join during combat at a later time to replace active ships when they are destroyed. You can adjust the maximum number of ships that can be active at any time during combat in the gameplay settings in the options menu. This is for performance reasons in very large battles.&lt;br /&gt;
&lt;br /&gt;
When a fleet or station is attacked, allied fleets of the defender in the same orbit and less than 1,000 kilometers away will be drawn into the battle and join the defending fleet.&lt;br /&gt;
&lt;br /&gt;
Before a battle begins, each fleet will select from one of three stances: Engage, Accept, or Evade. Fleets that are docked at habs or are unavailable for operations because of previous battles may only select the Accept option. Based on what each side picks the follwing will happen:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Choice !! Engage !! Accept !! Escape&lt;br /&gt;
|-&lt;br /&gt;
! Engage&lt;br /&gt;
| Combat || Combat || Pursuit&lt;br /&gt;
|-&lt;br /&gt;
! Accept&lt;br /&gt;
| Combat || No combat || No combat&lt;br /&gt;
|-&lt;br /&gt;
! Escape&lt;br /&gt;
| Pursuit || No combat || No combat&lt;br /&gt;
|}&lt;br /&gt;
If pursuit takes place both fleets will attempt to outpace the other with a combination of fleet acceleration and bid Delta-V. If the fleet that selected Engage moves faster the combat will take place.&lt;br /&gt;
&lt;br /&gt;
Once in combat, players plan maneuvers their ships by setting waypoints in 3D space. Ships will turn and thrust to reach their waypoints. Players may also rotate a ship&#039;s facing independent of its direction of travel to present certain weapons or armor facings to an enemy. Special maneuvers include persistent spins, rolls, and a padlocking-target command that keeps the ship&#039;s nose pointed at its primary target.&lt;br /&gt;
&lt;br /&gt;
Any damage that penetrates a ship&#039;s armor is applied to its internal systems. Weapons and other modules may be temporarily disabled or permanently destroyed, requiring repair at a hab with a shipyard. Damage control teams will also attempt to restore function to critical systems in combat.&lt;br /&gt;
&lt;br /&gt;
=== Fire Control ===&lt;br /&gt;
Weapons have one or more fire modes available to them. They can be set at the fleet, ship, or individual weapon level during combat.&lt;br /&gt;
&lt;br /&gt;
Ships may also designate an enemy ship or hab module as its primary target. The ship&#039;s weapons will favor that enemy over others. Missile weapons require a primary target to fire.&lt;br /&gt;
&lt;br /&gt;
Depending on their capabilities, weapons may also be set to only attack enemy ships, only fire defensively at incoming projectiles and missiles, or in &amp;quot;guardian&amp;quot; mode, firing first at threatening projectiles and then targeting enemy craft.&lt;br /&gt;
&lt;br /&gt;
Ships or the entire fleet can be set to the following fire postures:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Posture !! Offensive weaponry !! Guardian-capable weapons&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FocusFireCommand ON.png|25px]] Focus Fire || Attack only primary target || Attack only primary target&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO AttackCommand ON.png|25px]] Attack || Attack primary target if in range, otherwise nearest target || Attack primary target if in range, otherwise nearest target&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO BalancedCommand ON.png|25px]] Balanced || Attack primary target if in range, otherwise nearest target || Attack threatening projectiles if any, otherwise nearest target&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO DefensiveCommand ON.png|25px]] Defensive || Attack primary target if in range, otherwise nearest target || Attack only threatening projectiles&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FortifyCommand ON.png|25px]] Fortified || Preserve power and ammo || Attack only threatening projectiles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== ECM and Targeting ===&lt;br /&gt;
&lt;br /&gt;
The ECM Value of a [[Habs|hab]] module is always 0%.&lt;br /&gt;
&lt;br /&gt;
The ECM Value of a [[Spaceships|Spaceship]] is calculated as follows:&lt;br /&gt;
* If the ship systems are depowered, then it is simply 0%.&lt;br /&gt;
* If the weapon is alien and the ship&#039;s faction has not researched the [[Alien-Adapted_ECM]] project, then it is simply 0%.&lt;br /&gt;
* Otherwise, sum up all of the ECM bonuses given by:&lt;br /&gt;
** The ship&#039;s [[Spaceships#Utility_Modules|Utility Modules]]. (STO Fighters automatically have their faction&#039;s best researched ECM module built-in.)&lt;br /&gt;
** The ship&#039;s [[Spaceships#Officer|Officers]].&lt;br /&gt;
** The ship faction&#039;s [[Effect List|effects]].&lt;br /&gt;
** The ship&#039;s allied [[Habs|hab]] modules, if they are also present in this combat.&lt;br /&gt;
&lt;br /&gt;
The Targeting Bonus of a weapon on a [[Habs|hab]] module is calculated as the sum of:&lt;br /&gt;
* The hab module&#039;s fleet Targeting Bonus. Counts only itself, not other modules on the hab.&lt;br /&gt;
* The Targeting Bonus from the hab faction&#039;s [[Effect List|effects]]. (This is equal to the bonus from best Targeting Computer [[Spaceships#Utility_Modules|Utility Module]] that the faction has researched.)&lt;br /&gt;
&lt;br /&gt;
The Targeting Bonus of a weapon on a [[Spaceships|Spaceship]] is calculated as follows:&lt;br /&gt;
* If the ship systems are depowered, then it is -200%.&lt;br /&gt;
* Otherwise, sum up all of the Targeting bonuses and penalties given by:&lt;br /&gt;
** The ship&#039;s [[Spaceships#Utility_Modules|Utility Modules]]. (STO Fighters automatically have their faction&#039;s best researched Targeting Computer module built-in.)&lt;br /&gt;
** The ship&#039;s [[Spaceships#Officer|Officers]].&lt;br /&gt;
** The ship&#039;s allied [[Habs|hab]] modules, if they are also present in this combat.&lt;br /&gt;
** Penalty: Reduce by the missing health % of the ship&#039;s Fire Control [[Spaceships#Ship_Systems|system]].&lt;br /&gt;
** Penalty: Reduce by the missing health % of the ship&#039;s Sensors [[Spaceships#Ship_Systems|system]].&lt;br /&gt;
&lt;br /&gt;
==== Weapon Shutdown ====&lt;br /&gt;
&lt;br /&gt;
Whenever a weapon changes targets, there is a chance for it to be forcefully shut down for a random duration. The shutdown chance and duration are determined by the weapon&#039;s total targeting bonus versus the target&#039;s total ECM value. In addition, each [[Habs|hab]] module and [[Spaceships|Spaceship]] records the number of ECM defeats it has suffered against each target: whenever a weapon finishes its ECM forced shutdown duration, the number of ECM defeats against the target that shut it down increases by 1.&lt;br /&gt;
&lt;br /&gt;
The weapon shutdown chance and duration are then calculated as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt;Weapon Shutdown Chance = Target ECM Value × Min(1, Distance to Target / Weapon Range) - Weapon Targeting Bonus - 2% × ECM Defeats against Target&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If Weapon Shutdown Chance ≤ 100%, then:&lt;br /&gt;
&amp;lt;pre&amp;gt;Weapon Shutdown Duration (s) = Weapon Shutdown Chance × (Random value between 0 and 100 inclusive) × 5 × (2 if weapon is missile) / (1 + ECM Defeats against Target)&amp;lt;/pre&amp;gt;&lt;br /&gt;
Otherwise:&lt;br /&gt;
&amp;lt;pre&amp;gt;Weapon Shutdown Duration (s) = (100 × Weapon Shutdown Chance - (Random value between 0 and 100 inclusive)) × 5 × (2 if weapon is missile) / (1 + ECM Defeats against Target)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Missile Negation ====&lt;br /&gt;
&lt;br /&gt;
Whenever a non-AOE&amp;lt;ref&amp;gt;The AoE missile types are nuclear, shaped nuclear, and antimatter.&amp;lt;/ref&amp;gt; missile hits a target, there is a chance for it to be completely negated, doing no damage whatsoever. This chance is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Missile Negation Chance = Target ECM Value - Targeting Bonus of the Missile Bay of the Ship that fired the missile&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: If the ship that fired the missile has died, then the Targeting Bonus is set to 0%.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Power and Heat ===&lt;br /&gt;
&lt;br /&gt;
[[Spaceships]] must manage their power and heat carefully in combat: many [[Spaceships#Ship_Systems|ship systems]] and modules do not function without sufficient power, and overheating causes the ship to take internal damage. Extending the ship&#039;s [[Spaceships#Radiator|radiators]] generally prevents overheating, but extended [[Spaceships#Radiator|radiators]] are not protected by the ship&#039;s [[Spaceships#Armor]] and hits on the radiators can bleed damage into the ship&#039;s internals. &lt;br /&gt;
&lt;br /&gt;
For each ship:&lt;br /&gt;
&amp;lt;pre&amp;gt;Required Systems Power (GW) = 1.1 × (Crew × 0.000005GW + Ship Hull Construction Tier × 0.005GW + Sum of Utility Module Power Requirements (MW) × 0.001 GW/MW)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Required Weapons Power (GW) = Sum for Each Weapon that is NOT Self-Powered: Power Used Per Shot (GJ) / Min(Cooldown (s), Intra-Salvo Cooldown (s))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Required Propulsion Power (GW) = 0 if Drive is Self-Powered, otherwise: Drive Thrust (N) × Drive EV (km/s) × 0.5 × 0.000001(GW/KW) / Drive Efficiency&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition to the [[Spaceships#Battery|Battery]] module, each ship also has an auxiliary power storage:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Aux Power Capacity (GJ) = Required Systems Power (GW) * 1s + Sum for Each Weapon that is NOT Self-Powered: Power Used Per Shot (GJ)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Aux Power Storage naturally begins each battle completely full.&lt;br /&gt;
&lt;br /&gt;
Every 0.25 seconds, if the ship&#039;s [[Spaceships#Radiator|radiators]] are extended or extending or the ship&#039;s [[Spaceships#Heat_Sink|heat sinks]] are less than 98% full, then:&lt;br /&gt;
# The Aux Power refills (up to its capacity) by: &amp;lt;pre&amp;gt;0.25s × Power Coupling Health % × (Required Systems Power (GW) + Required Weapons Power (GW)) × Systems Reactor Health %&amp;lt;/pre&amp;gt;&lt;br /&gt;
# If the [[Spaceships#Drive|Drive]]&#039;s power generation mode matches the current state of the thrusters, then the Aux Power also refills (up to its capacity) by an additional: &amp;lt;pre&amp;gt;0.25s × Power Coupling Health % × Required Propulsion Power (GW) × Power Plant Health %&amp;lt;/pre&amp;gt;&lt;br /&gt;
# If the Aux power actually refilled at all in the previous steps, and the ship&#039;s [[Spaceships#Radiator|radiators]] are retracted, retracting, or dead, then the ship&#039;s heat increases by: &amp;lt;pre&amp;gt;Aux Power refilled × (1 - Power Plant efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
# The Aux Power is reduced by: &amp;lt;pre&amp;gt;0.25s × Required Systems Power (GW)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every second:&lt;br /&gt;
# If the ship&#039;s [[Spaceships#Radiator|radiators]] are retracted, retracting, or dead, then the ship&#039;s heat increases by: &amp;lt;pre&amp;gt;Required Systems Power (GW) × 1s × (1 - Power Plant efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
# If the ship has a [[Spaceships#Battery|Battery]] that is not at full capacity, then the ship attempts to transfer power from the Aux Power to the [[Spaceships#Battery|Battery]]. The amount of power transferred is the minimum of the following: &amp;lt;pre&amp;gt;Battery Capacity (GJ) × Battery Health % - Current Battery Power (GJ)&amp;lt;/pre&amp;gt; &amp;lt;pre&amp;gt;Current Aux Power (GJ) × Power Coupling Health %&amp;lt;/pre&amp;gt; &amp;lt;pre&amp;gt;Battery Recharge Rate (GJ)&amp;lt;/pre&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Whenever a ship [[Spaceships#Weapons|weapon]] fires, if the [[Spaceships#Weapons|weapon]] is not self-powered, then:&lt;br /&gt;
# The Aux Power is reduced by the weapon&#039;s power consumption per shot. Note: The weapon will not fire in the first place if the power consumption per shot is greater than the current Aux Power + [[Spaceships#Battery|Battery]] Power.&lt;br /&gt;
# If the ship&#039;s [[Spaceships#Radiator|radiators]] are retracted, retracting, or dead, then the ship&#039;s heat increases by the weapon&#039;s heat generation per shot.&lt;br /&gt;
&lt;br /&gt;
Whenever the Aux Power is reduced, if it is reduced below 0, then the underflow is drawn from the ship&#039;s [[Spaceships#Battery|Battery]] (if any exist). If the total power stored reaches 0, then the ship systems are depowered until the power stored increases. Having depowered systems has significant negative effects on the ship&#039;s [[Fleets#ECM_and_Targeting|ECM and Targeting]].&lt;br /&gt;
&lt;br /&gt;
Whenever the ship&#039;s [[Spaceships#Drive|Drive]] is thrusting, if the [[Spaceships#Drive|Drive]] is not open-cycle and the ship&#039;s [[Spaceships#Radiator|radiators]] are retracted, retracting, or dead, then the ship&#039;s heat increases by:&lt;br /&gt;
&amp;lt;pre&amp;gt;Thrust Duration (s) × Required Propulsion Power (GW) × (1 - Power Plant Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Whenever the ship&#039;s [[Spaceships#Radiator|radiators]] are extended or extending, the ship vents any stored heat at a rate of:&lt;br /&gt;
&amp;lt;pre&amp;gt;Radiator Health % × (Required Systems Power (GW) + Required Weapons Power (GW)) × (1 - Power Plant Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
If the [[Spaceships#Drive|Drive]] is not open-cycle, then the ship vents an additional:&lt;br /&gt;
&amp;lt;pre&amp;gt;Radiator Health % × Required Propulsion Power (GW) × (1 - Power Plant Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ship&#039;s total heat capacity can change as it takes damage: &amp;lt;pre&amp;gt;Current Total Heat Capacity (GJ) = Sum for each Heat Sink: Heat Sink Capacity (GJ) × Heat Sink Health %&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Whenever the ship&#039;s heat exceeds its current total heat capacity:&lt;br /&gt;
# If the ship&#039;s [[Spaceships#Radiator|radiators]] are retracted and not dead, then they automatically begin extending and the ship&#039;s heat is simply set to the current total heat capacity without any problems (since it gets vented out the extending radiator).&lt;br /&gt;
# Otherwise, the ship&#039;s heat is set to the current total heat capacity, and then the ship&#039;s core takes internal damage equal to: &amp;lt;pre&amp;gt;Excess Heat Removed (GJ) × 1000MJ/GJ / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mid-Combat Repairs ===&lt;br /&gt;
&lt;br /&gt;
Every 15 seconds, every damaged ship will attempt to repair its damage. The total repair power of a ship is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Hull Crew / 2 || Base Value.&lt;br /&gt;
|-&lt;br /&gt;
| +(Hull Crew / 4 + Repair Bay Crew × Repair Bay Health %) || For each Repair Bay [[Spaceships#Utility_Modules|Utility Module]].&lt;br /&gt;
|-&lt;br /&gt;
| ×0.10416667% || Base Multiplier.&lt;br /&gt;
|-&lt;br /&gt;
| ×Damage Control Health % || [[Spaceships#Ship_Systems|Damage Control System]] Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| ×1.5 || Project Research:&amp;lt;br&amp;gt;[[Project_RapidRepairingMaterials|Rapid Repairing Materials]]&lt;br /&gt;
|-&lt;br /&gt;
| ×1.5 || Project Research:&amp;lt;br&amp;gt;[[Project_DamageControlDrones|Damage Control Drones]]&lt;br /&gt;
|-&lt;br /&gt;
| ×1.05 || Possible Event Outcome:&amp;lt;br&amp;gt;[[Hab Breakthrough]]&lt;br /&gt;
|-&lt;br /&gt;
| ×(1 + 0.02 per Crew Chief Officer Rank + 0.1 per Damage Control Officer Rank) || [[Spaceships#Officer|Officer]] Bonuses&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This total repair power is divided up into repair groups of 4.5454547% repair power, plus a leftover repair group containing the remaining repair power. Each repair group is then assigned to repair a specific (damaged but still repairable) [[Spaceships#Ship_Systems|ship system]] or module, in the following priority ordering:&lt;br /&gt;
# Life Support Main&lt;br /&gt;
# Damage Control&lt;br /&gt;
# Bridge&lt;br /&gt;
# Drive Coupling&lt;br /&gt;
# Power Coupling&lt;br /&gt;
# Vector Thrusters&lt;br /&gt;
# Life Support Backup&lt;br /&gt;
# Fire Control&lt;br /&gt;
# Sensors&lt;br /&gt;
# Radiator&lt;br /&gt;
# Power Plant&lt;br /&gt;
# Drive&lt;br /&gt;
# Battery&lt;br /&gt;
# Hull Weapons&lt;br /&gt;
# Nose Weapons	&lt;br /&gt;
# Utility Modules&lt;br /&gt;
&lt;br /&gt;
Note: The Ship Armor, Nose Structure, Central Structure, Tail Structure, and Propellent can never be repaired in combat, and so are not part of this priority ordering.&lt;br /&gt;
&lt;br /&gt;
Note 2: Some Utility Modules can never be repaired by the ship (they need a dock). This includes all marine modules and all colony kit modules.  &lt;br /&gt;
&lt;br /&gt;
A part or system is usually repairable as long as it has not been completely destroyed (reached 0% Health). The following systems are repairable even if they are completely destroyed: &lt;br /&gt;
* Drive Coupling&lt;br /&gt;
* Fire Control&lt;br /&gt;
* Power Coupling&lt;br /&gt;
* Sensors&lt;br /&gt;
&lt;br /&gt;
The following systems repair 3.5 times as fast:&lt;br /&gt;
* Drive Coupling&lt;br /&gt;
* Power Coupling&lt;br /&gt;
* Sensors&lt;br /&gt;
&lt;br /&gt;
=== Post-Combat Repairs ===&lt;br /&gt;
&lt;br /&gt;
After combat ends, any ship system or part that can be repaired by [[Fleets#Mid-Combat Repairs|Mid-Combat Repairs]] is repaired until it cannot be repaired further (even if the Damage Control System is completely destroyed). Note that many [[Spaceships#Ship_Systems|ship systems]] cannot be repaired mid-combat, especially if they have been completely destroyed.&lt;br /&gt;
&lt;br /&gt;
But Post-Combat Repairs can fix some of these [[Spaceships#Ship_Systems|systems]], up to an extent:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2| [[Spaceships#Ship_Systems|Ship System]] !! colspan=2| Repairable up to % Health&lt;br /&gt;
|-&lt;br /&gt;
! Without Repair Bay !! With Repair Bay&lt;br /&gt;
|-&lt;br /&gt;
| Power Plant || 5% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Drive || 5% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Radiator || 5% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Vector Thrusters || 5% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Damage Control || 0% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Bridge || 0% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Life Support Main || 0% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Life Support Backup || 0% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Battery || 0% || 25%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
But any ship system that is repaired in this manner is henceforth capped at this health %, unable to be repaired further until the ship is [[Spaceships#Repairs|repaired]] at an actual [[Space Dock]], [[Shipyard]], or [[Spaceworks]].&lt;br /&gt;
&lt;br /&gt;
Note: Repair bays only affect the individual [[Spaceships]] they are on. Not the entire fleet.&lt;br /&gt;
&lt;br /&gt;
Note 2: Having multiple repair bays on one ship does not increase the repair cap.&lt;br /&gt;
&lt;br /&gt;
=== Salvage ===&lt;br /&gt;
&lt;br /&gt;
When any ship is destroyed in combat by any method other than an AoE missile, the winner of the combat&amp;lt;ref&amp;gt;Note that the winner of the combat does not have to be the destroyer of the ship, factions can in fact salvage their own ships that were destroyed in combat.&amp;lt;/ref&amp;gt; will gain a fraction of its resource cost as salvage, excluding any fuel costs. Notably, this resource cost is always calculated in terms of space resources ({{icon|water}}{{icon|volatiles}}{{icon|metals}}{{icon|nobles}}{{icon|fissiles}}{{icon|exotics}}{{icon|antimatter|bgcolor=DarkSlateGray}}), even if the ship was originally constructed using {{TV|boost}} and {{TV|money}}. &lt;br /&gt;
&lt;br /&gt;
Note: The winner of the combat must have at least one surviving ship to collect the salvage.&lt;br /&gt;
&lt;br /&gt;
The salvage fraction is calculated differently for each resource type:&lt;br /&gt;
* {{TV|water}} and {{TV|fissiles}} can never be salvaged.&lt;br /&gt;
* {{TV|volatiles}}, {{TV|metals}}, and {{TV|nobles}} have their salvage fraction set to a random value between 0% and 25%.&amp;lt;ref name=separaterolls&amp;gt;Every ship and every resource type is rolled separately and independently.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* {{TV|antimatter}} has only a 25% chance&amp;lt;ref name=separaterolls /&amp;gt; to be salvaged. But when it is salvaged, the fraction is set to 100%.&lt;br /&gt;
* {{TV|exotics}} have their salvage fraction set to a random value between 0% and 85%.&amp;lt;ref name=separaterolls /&amp;gt; This is then multiplied by 2, 1, ½, or ⅓ for Cinematic, Normal, Veteran, or Brutal [[Game_Options#Game_Difficulty|Campaign Difficulty]]. Then divided by the [[Game_Options#Alien_Progression_Rate|Alien Progression Rate]].&lt;br /&gt;
&lt;br /&gt;
Then the total salvage is multiplied by (20% + the fleet&#039;s Salvage Bonus). The Salvage Bonus of the fleet is calculated as 10% per Salvage Bay + 10% per Supply Officer Rank, with a soft cap at 25% and hard cap at 50%. Specifically, when the base Salvage bonus is over 25%:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Actual Salvage Bonus = 25% + 25% × (Base Salvage Bonus - 25%) / (Base Salvage Bonus + 175%)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198025456609</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Nations&amp;diff=11730</id>
		<title>Nations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Nations&amp;diff=11730"/>
		<updated>2026-05-17T18:37:11Z</updated>

		<summary type="html">&lt;p&gt;76561198025456609: /* Space Defenses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;This page mainly discusses the game mechanics for nations. For a list of all nations in Terra Invicta, as well as their initial stats, see [[Nation List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Nations screen.png|thumb|320px|Nation Stats view]]&lt;br /&gt;
&lt;br /&gt;
Nations on Earth serve as battlegrounds for the aliens&#039; designs on Earth and are sites of both political and military conflict. Human factions, using councilors and armies, will compete to control nations in order to make use of their resources to fulfill their objectives.&lt;br /&gt;
&lt;br /&gt;
Most nations in Terra Invicta correspond to a single real-world Earth country, although in several cases adjacent groups of small nations are aggregated into a single nation so they have more relevance to the scale of the game, and any inter-nation issues within these fake aggregates generally take place below the scale of the simulation. Factions function as something like covert investors in nations, and with enough focus they can take control over the nation&#039;s economy and foreign policy.&lt;br /&gt;
&lt;br /&gt;
== National Stats ==&lt;br /&gt;
The prosperity and stability of Earth&#039;s nations, already tenuous in many places, has been thrown into doubt in light of the alien arrival. Different events throughout the game may alter the qualities of a nation significantly. These circumstances are tracked and made visible to the player, who can take various actions to modify them.&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:Gray;&amp;quot;&lt;br /&gt;
| colspan=2| || {{icon|pop}} || {{icon|gdppc}} || {{icon|ip}} || {{icon|economy}} || {{icon|welfare}} || {{icon|knowledge}} || {{icon|government priority}} || {{icon|unity}} || {{icon|oppression}} || {{icon|inequality}} || {{icon|cohesion}} || {{icon|unrest}} || {{icon|education}} || {{icon|democracy}} || {{icon|spoils}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|pop}} || [[Nations#Population|Population]]&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#006600;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|gdppc}} || [[Nations#Per_Capita_GDP|GDPPC]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|ip}} || [[Nations#Monthly_Investment_Points|IP]]&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|economy}} || Economy Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#006600;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#003300;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|welfare}} || Welfare Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|knowledge}} || Knowledge Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|government priority}} || Government Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|unity}} || Unity Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
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| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|oppression}} || Oppression Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|inequality}} || [[Nations#Inequality|Inequality]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#003300;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|cohesion}} || [[Nations#Cohesion|Cohesion]]&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
| style=&amp;quot;background-color:#003300;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
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| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
| {{icon|star}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|unrest}} || [[Nations#Unrest|Unrest]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|education}} || [[Nations#Education|Education]]&lt;br /&gt;
|&lt;br /&gt;
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| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|democracy}} || [[Nations#Government|Government]]&lt;br /&gt;
|&lt;br /&gt;
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| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|spoils}} || Spoils Priority&lt;br /&gt;
| style=&amp;quot;background-color:#110000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:#00cc00;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|research}} || [[Nations#Research|Research]]&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#006600;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| {{icon|star}}&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
| style=&amp;quot;background-color:#00cc00;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#003300;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|mc}} || [[Nations#Mission_Control|MC]]&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
* Each cell represents the effect of having higher amounts of the column stat on the row stat. &lt;br /&gt;
* Lighter background colors indicate stronger effects on the row stat.&lt;br /&gt;
* Empty cell indicates that the column stat has no direct effect on the row stat.&lt;br /&gt;
* {{icon|star}} indicates a complex relationship that may invert the effects of the column stat on the row stat at different threshold levels.&lt;br /&gt;
&lt;br /&gt;
===Population===&lt;br /&gt;
&lt;br /&gt;
Nations are composed of [[regions]] that each have {{TV|pop}} measured in millions. The total {{TV|pop}} of a nation is one of its most important stats, as {{TV|pop}} has significant effects on nearly all other stats, including but not limited to:&lt;br /&gt;
* {{TV|IP}}.&lt;br /&gt;
* {{icon|research|bgcolor=DarkSlateGray}}[[Nations#Research|Research output]].&lt;br /&gt;
* The maximum amount of {{icon|mc|bgcolor=DarkSlateGray}}[[Nations#Mission_Control|Mission Control Cap]] that can be built in each region.&lt;br /&gt;
* The maximum amount of {{TV|armies}} that the nation can build.&lt;br /&gt;
* {{TV|Cohesion}}.&lt;br /&gt;
* {{TV|influence}} income from [[Nations#Public_Opinion|public support]].&lt;br /&gt;
* {{icon|sustainability}}[[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Pollution output]] and pollution removal from the {{TV|environment}}.&lt;br /&gt;
&lt;br /&gt;
As a result, nations with larger {{TV|pop}} tend to have far greater long-term potential. On the other hand, nations with larger {{TV|pop}} are also slower to change their nation stats, because of the need to apply these changes to a larger number of people.&lt;br /&gt;
&lt;br /&gt;
====Population Scaling for Nation Stat Changes====&lt;br /&gt;
&lt;br /&gt;
The following nation stats are considered to apply to the entire population of the nation:&lt;br /&gt;
* {{TV|democracy}}&lt;br /&gt;
* {{TV|unrest}}&lt;br /&gt;
* {{TV|cohesion}}&lt;br /&gt;
* {{TV|inequality}}&lt;br /&gt;
* {{TV|gdppc}}&lt;br /&gt;
* {{TV|education}}&lt;br /&gt;
* {{TV|sustainability}}&lt;br /&gt;
&lt;br /&gt;
As a result, most changes to these stats are slowed down in nations with larger {{TV|pop}}. Specifically, the amount of change is divided by ({{TV|pop}} / 50 million) ^ 0.35.&lt;br /&gt;
&lt;br /&gt;
Notably, the base monthly {{TV|ip}} production of a nation is the product of ({{TV|gdppc}} in thousands) ^ 0.35 and ({{TV|pop}} in millions) ^ 0.35.&lt;br /&gt;
&lt;br /&gt;
Consequently, two nations with different {{TV|pop}} but otherwise identical stats would usually develop themselves at the same rate.&lt;br /&gt;
&lt;br /&gt;
====Population Growth====&lt;br /&gt;
&lt;br /&gt;
As of Version RC6, the game calculates the annual {{TV|pop}} growth of a region as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// PavonisInteractive.TerraInvicta.TIRegionState&lt;br /&gt;
public double annualPopulationGrowth&lt;br /&gt;
{&lt;br /&gt;
	get&lt;br /&gt;
	{&lt;br /&gt;
		double num = 4.49788037409348;&lt;br /&gt;
		return Mathd.Max(Mathd.Clamp(num + Mathd.Max(-num, -0.418190741 * (double)this.nation.education) + -0.0624798523403752 * (double)this.nation.cohesion + 9.80843732089162E-06 * (double)Mathf.Min(180000f, this.nation.perCapitaGDP) + -0.115739931206548 * (double)Mathf.Sqrt(Mathf.Abs(this.latitude)) + (double)(this.annualPopGrowthModifier * Mathf.Max(0f, (25f - TITimeState.CampaignDuration_years_Exact()) / 25f)) + (double)this.nation.template.popGrowthModifier - (double)(this.xenoforming.xenoformingLevel / 200f) - (double)(this.nuclearDetonations * 4), -10.0, 10.0) - (double)(Math.Max(0f, Mathf.Abs(GameStateManager.GlobalValues().temperatureAnomaly_C) - 8f) * ((this.template.environment == EnvironmentType.Beneficiary) ? 0.5f : ((this.template.environment == EnvironmentType.Vulnerable) ? 2f : 1f))), -100.0) * 0.01;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
WHAT THAT MEANS:&lt;br /&gt;
* Lower {{TV|education}} increases {{TV|pop}} growth by roughly 0.42% for each point of education below roughly 11, up to a maximum of roughly 4.08%.&lt;br /&gt;
* Higher {{TV|cohesion}} decreases {{TV|pop}} growth by roughly 0.06% for each point of cohesion, up to a maximum of roughly 0.62%.&lt;br /&gt;
* Higher {{TV|gdppc}} increases {{TV|pop}} growth by roughly 0.098% for every 10k GDP per capita, up to a maximum of roughly 1.77%.&lt;br /&gt;
* Distance from the equator decreases {{TV|pop}} growth by 0.115739931206548% multiplied by the square root of the absolute latitude of the region.&lt;br /&gt;
* Every nation and region has a {{TV|pop}} growth modifier, which is defined in plain text in [[TINationTemplate CSV|TINationTemplate.json]] and [[Region List|TIRegionTemplate.json]] in the game files. These values are simply added directly to the annual {{TV|pop}} growth. But the region {{TV|pop}} growth modifiers slowly fades away over time. After 25 years, they are completely removed.&lt;br /&gt;
* [[Aliens#Alien Xenoforming|Xenoflora]] decreases {{TV|pop}} growth by -1% per 200 levels of xenoflora growth. For reference, whenever xenoflora growth exceeds 100 levels, 50 levels are spent to spawn a [[Aliens#Megafauna|megafauna]].&lt;br /&gt;
* Nuclear fallout decreases {{TV|pop}} growth by 4% per layer of nuclear fallout. These can be removed through massive investments into the {{TV|environment}}.&lt;br /&gt;
&lt;br /&gt;
The above effects are summed up and then capped between -10% and +10% annual {{TV|pop}} growth.&lt;br /&gt;
&lt;br /&gt;
Then the effects of severe [[Climate Change]] are applied:&lt;br /&gt;
* For every degree of temperature anomaly above or below 8 degrees, population growth decreases by 1%.&lt;br /&gt;
* This effect is doubled for {{icon|ecologically vulnerable region|bgcolor=DarkSlateGray}}ecologically vulnerable regions.&lt;br /&gt;
* This effect is halved for {{icon|ecologically protected region}}ecologically protected regions.&lt;br /&gt;
&lt;br /&gt;
At the start of every month, the {{TV|pop}} of every region is changed to match its projected annual {{TV|pop}} growth rate. But a small amount of randomization between -0.0412% and +0.0412% is also added to this monthly {{TV|pop}} change.&lt;br /&gt;
&lt;br /&gt;
If the region population decreases, the nation&#039;s {{TV|education}} does too. If you lose more than 0.5 million {{TV|pop}} (no, it does not scale with total {{TV|pop}}), you get the maximum reduction of -0.005 {{TV|education}}. This can add up quickly in a large nation with many regions, each reducing the {{TV|education}} by a maximum of -0.005 every month.&lt;br /&gt;
&lt;br /&gt;
Note: This {{TV|education}} decrease is only applied by the automatic monthly {{TV|pop}} change. Loss of {{TV|pop}} from other sources such as [[Terrestrial_Warfare|war]] or [[Events|natural disasters]] has no effect on {{TV|education}}.&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s Government score measures the amount of democracy in a country, which represents things like civil liberties, popular selection of leaders, press freedoms, and rule of law via an independent judiciary. This impacts many things, including national stability and cohesion, research production, corruption, economic growth and the effectiveness of the military in controlling unrest. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 1.0.29.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* Each completion of the {{TV|government priority}} adds {{TV|democracy|0.001}} per {{TV|education}}.&lt;br /&gt;
* Each completion of the {{TV|oppression}} removes {{TV|democracy|0.0025}}.&lt;br /&gt;
* Each completion of the {{TV|spoils}} removes {{TV|democracy|0.0005}}.&lt;br /&gt;
* Every month, if the nation is at war, then remove {{TV|democracy|0.01}}.&lt;br /&gt;
* Every month, if the nation has less than 4 {{TV|cohesion}}, then there is a (1 - {{TV|cohesion}} / 4) chance to remove {{TV|democracy|0.01}}.&lt;br /&gt;
* Every month, if the nation and all of its neighbors are not at [[Foreign Relations#Wars|war]] and all of its neighbors have higher {{TV|democracy}} than the nation, then the nation gains {{TV|democracy|0.01}}.&lt;br /&gt;
&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
{{TV|democracy}} impacts {{TV|base cohesion}}:&lt;br /&gt;
* Low {{TV|democracy}} increases the {{TV|base cohesion}}.&lt;br /&gt;
* Middle {{TV|democracy}} lowers the {{TV|base cohesion}}.&lt;br /&gt;
* High {{TV|democracy}} draws the {{TV|base cohesion}} towards a central value of 5, and simultaneously increases {{icon|research}}[[Nations#Research|research production]]. &lt;br /&gt;
&lt;br /&gt;
Higher {{TV|democracy}} also lowers the {{TV|spoils}} requirement to keep the national [[Nations#Corruption|elites happy]] in order to avoid resetting of CPs by {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] and boosts [[Nations#Per_Capita_GDP|economic growth]]. &lt;br /&gt;
&lt;br /&gt;
Lower {{TV|democracy}} increases the effectiveness of the {{TV|oppression}} and armies at reducing {{TV|unrest}}. It also increases the {{TV|money}} output of the {{TV|spoils}}, and the [[Nations#Public_Support_Cap|Public Support Cap]].&lt;br /&gt;
&lt;br /&gt;
{{TV|democracy}} also has effects on [[Foreign Relations]] and [[Terrestrial Warfare]].&lt;br /&gt;
&lt;br /&gt;
{{TV|democracy}} ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! {{TV|democracy}} !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Totalitarian || 0-2&lt;br /&gt;
|-&lt;br /&gt;
| Authoritarian || 2-4&lt;br /&gt;
|-&lt;br /&gt;
| Anocracy || 4-6&lt;br /&gt;
|-&lt;br /&gt;
| Flawed Democracy || 6-8&lt;br /&gt;
|-&lt;br /&gt;
| Full Democracy || 8-10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Unrest ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The Unrest score represents violent resistance to the political, economic or cultural status quo in this nation. High unrest hampers the economy and may result in a coup or revolution, which will transfer or clear many or all of the nation&#039;s Control Points at once. Unrest is fed by low Cohesion and low quality of life (per-capita GDP). The Oppression priority, the Stabilize mission, and armies can reduce it, especially in non-democracies.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* {{TV|unrest}} decreases by 3 × (0.1 - {{TV|democracy}} / 100) whenever the {{TV|oppression}} is completed.&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
{{TV|unrest}} score ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{TV|unrest}} !! Score range &lt;br /&gt;
|-&lt;br /&gt;
| Peaceful || &amp;lt;1.5 &lt;br /&gt;
|-&lt;br /&gt;
| Subversion || &amp;lt;3 &lt;br /&gt;
|-&lt;br /&gt;
| Strife || &amp;lt;4.5&lt;br /&gt;
|-&lt;br /&gt;
| Insurgency || &amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
| Guerilla War || &amp;lt;7.5&lt;br /&gt;
|-&lt;br /&gt;
| Insurrection || &amp;lt;9&lt;br /&gt;
|-&lt;br /&gt;
| Civil War || ≥9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Base Unrest ====&lt;br /&gt;
&lt;br /&gt;
{{TV|unrest}} changes relatively quickly (0.25 per month, and even +1 per month if the nation has {{TV|cohesion|0}}) if it is not at its resting value. This {{TV|base unrest}} is calculated as:&lt;br /&gt;
* 10.5 &lt;br /&gt;
* -1 per {{TV|gdppc|10000}}.&lt;br /&gt;
* -1 per {{TV|cohesion}}.&lt;br /&gt;
* For each [[Foreign_Relations#Alliances|friendly]] non-[[Aliens#Megafauna|megafauna]] army in the nation:&lt;br /&gt;
** -0.5.&lt;br /&gt;
** Multiplied by the army health %.&lt;br /&gt;
** Multiplied by (10 - {{TV|democracy}}).&lt;br /&gt;
** Divided by (the number of [[Regions]] owned by the nation) ^ 0.65.&lt;br /&gt;
* +1.6 × Fraction of {{TV|pop}} living in [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]] × (10 - {{TV|democracy}})&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Human armies are not supposed to affect {{TV|base unrest}} if their home nation cannot afford to pay their army upkeep. (Specifically, if their home nation has {{TV|ip|0}} production.) But this is currently bugged and they continue to affect {{TV|base unrest}} anyway.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox|Alien-Related}}&lt;br /&gt;
For the [[Aliens#Alien_Administration|Alien Nation]], the {{TV|base unrest}} is further reduced by [[Aliens#Alien_Xenoforming|Xenoflora]]. Specifically, it is reduced by: (the average of the the Nation&#039;s [[Regions]]&#039; Xenoflora Growth Levels) / 20.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
It&#039;s generally better to reduce {{TV|base unrest}} instead of reducing {{TV|unrest}} with {{MissionIcon|Stabilize}}[[Stabilize Nation]] missions and the {{TV|oppression}}, otherwise it will grow back naturally and quickly.&lt;br /&gt;
&lt;br /&gt;
==== Notable Effects of Unrest ====&lt;br /&gt;
&lt;br /&gt;
* Every {{TV|unrest|0.1}} above 2 will remove {{TV|ip|1%}}, capping at {{TV|ip|80%}} at {{TV|unrest|10}}. &lt;br /&gt;
* The {{icon|research}}[[Nations#Research|Research]] produced by a Nation is multiplied by (1 - {{TV|unrest}}²/100). So it is multiplied by 100% at {{TV|unrest|0}}, whereas it is multiplied by 0% at {{TV|unrest|10}}.&lt;br /&gt;
&lt;br /&gt;
==== Coups and revolutions ====&lt;br /&gt;
&lt;br /&gt;
Naturally occurring coups and revolutions can happen at high levels of {{TV|unrest}}. The chances of coups and revolutions are checked every four days, with each nation assigned to one of the four days in the cycle. Revolutions are also checked whenever an {{MissionIcon|Unrest}}[[Increase Unrest]] Mission in the nation has a critical success, and on 10% of the normal successes. Revolutions will always occur if {{TV|unrest|&amp;gt;9.9}} when checked, but never otherwise. A naturally occurring coup will never happen if {{TV|democracy|≥8}} and {{TV|unrest|&amp;lt;8}}; otherwise the &amp;lt;code&amp;gt;daily chance of coup * 4&amp;lt;/code&amp;gt; is checked.&lt;br /&gt;
&lt;br /&gt;
The daily chance of coup is (({{TV|unrest}} * 2 - {{TV|cohesion}} - {{TV|democracy}}) / 10 + conditional elite unhappiness) / 6000, where the elites&#039; unhappiness is {{TV|corruption}} percent - {{TV|spoils}} percent, but is ignored if any of the following conditions are true:&lt;br /&gt;
* {{TV|corruption}} percent &amp;lt; {{TV|spoils}} percent.&lt;br /&gt;
* Some faction owns all the nation&#039;s control points and that faction has {{TV|public support|≥65%}}.&lt;br /&gt;
&lt;br /&gt;
So natural coups can be countered by lowering {{TV|unrest}} and increasing {{TV|cohesion}}, {{TV|democracy}} and {{TV|spoils}} (up to the {{TV|corruption}} level). The {{TV|spoils}} may often be ignored if the level of {{TV|unrest}} in a country is sufficiently low and the {{TV|cohesion}} and/or {{TV|democracy}} sufficiently high, even if the indicator appears red (but note that elite happiness or unhappiness will still be a modifying factor in the chance of targeted coups).&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
The [[Aliens#Alien_Administration|Alien Nation]] is immune to coups, even natural ones. But it can still be hit by revolutions.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
===== Effects of a Coup =====&lt;br /&gt;
&lt;br /&gt;
When a nation undergoes a coup for any reason, the following changes occur:&lt;br /&gt;
# The nation is removed from its [[Foreign Relations#Federations|federation]].&lt;br /&gt;
# All diplomatic cooldowns involving the nation are set to 0 days.&lt;br /&gt;
# All [[Nations#Control_Points|control points]] in the nation are emptied, except for those owned by the faction whose councilor performed the {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]], if any.&lt;br /&gt;
# The nation&#039;s {{TV|democracy}} is changed by a random amount between -2 and 1.&lt;br /&gt;
# The nation&#039;s {{TV|unrest}} is changed by a random amount between -3 and 0.&lt;br /&gt;
# The nation&#039;s {{TV|cohesion}} is changed by a random amount between -1 and 1.&lt;br /&gt;
# The nation&#039;s [[Nations#GDP|GDP]] is changed by a random amount between -10% and 0%.&lt;br /&gt;
# Distribute the control points of the nation to the [[Factions]] that raised the most {{TV|unrest}} through {{MissionIcon|Unrest}}[[Increase Unrest]] missions, starting with the leftmost control point and continuing up until and including the rightmost non-empty control point that is immediately to the right of an empty control point. If no such control point exists, then only distribute the 2 leftmost control points instead.&lt;br /&gt;
# If the {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] was performed by a councilor of some faction F, then:&lt;br /&gt;
#* If there are no empty control points in the nation, then give the one or two leftmost control points to F: one on normal success, two on critical success.&lt;br /&gt;
#* If there is exactly one empty control point in the nation and the {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] mission was a critical success and the nation has at least two control points, then give the two rightmost control points to F.&lt;br /&gt;
#* Otherwise, give the first empty control point in the nation to F, and if the {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] was a critical success, also give the control point immediately to the right of it to F.&lt;br /&gt;
# Empty out every control point that is to the right of an empty control point.&lt;br /&gt;
# If the Executive Control Point is no longer controlled by the same faction, then all of the nation&#039;s allies end their [[Foreign Relations#Alliances|alliances]], but the mutual diplomatic cooldowns are set to 0 days.&lt;br /&gt;
# Every councilor that is still planning to perform a {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] mission on the nation this turn aborts their pending {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] mission.&lt;br /&gt;
# Clear out all records of prior {{MissionIcon|Unrest}}[[Increase Unrest]] missions on the nation.&lt;br /&gt;
&lt;br /&gt;
Note: If any control point would be given to the {{icon|alien}}[[Aliens]]&#039; faction, then the control point is given to {{icon|submit}}[[The Servants]] faction instead.&lt;br /&gt;
&lt;br /&gt;
===== Effects of a Revolution =====&lt;br /&gt;
&lt;br /&gt;
When a human nation undergoes a revolution, the following changes occur:&lt;br /&gt;
# The nation is removed from its [[Foreign Relations#Federations|federation]].&lt;br /&gt;
# All diplomatic cooldowns involving the nation are set to 0 days.&lt;br /&gt;
# All [[Nations#Control_Points|control points]] in the nation are emptied.&lt;br /&gt;
# Each region of the nation takes a random amount of [[Regions#Region_Damage|damage]] from 0% to 25%, double for the {{icon|capital|bgcolor=DarkSlateGray}}capital region.&lt;br /&gt;
# Distribute the control points of the nation to the [[Factions]] that raised the most {{TV|unrest}} through {{MissionIcon|Unrest}}[[Increase Unrest]] missions, starting with the leftmost control point and continuing until either all control points have been distributed or there are not enough prior unrest missions to justify continuing to distribute the remaining control points.&lt;br /&gt;
# The nation&#039;s {{TV|unrest}} is changed by a semi-random amount between -6 and -3, where the likelihood of larger reductions is proportional to how much the nation&#039;s [[Nations#Public_Opinion|public opinion]] prefers the new control point owners over the old control point owners.&lt;br /&gt;
# The nation&#039;s {{TV|cohesion}} is changed by a semi-random amount between -3 and 3, where the likelihood of positive changes is proportional to how much the nation&#039;s [[Nations#Public_Opinion|public opinion]] prefers the new control point owners over the old control point owners.&lt;br /&gt;
# If the nation&#039;s {{TV|inequality}} is at least 2.5, then it is changed by a semi-random amount between -3 and 0, where the likelihood of larger reductions is proportional to how much {{TV|public support}} the new control point owners have compared to the old control point owners.&lt;br /&gt;
#* Note: This {{TV|inequality}} reduction only occurs if at least 1 year has passed since the last time that the nation experienced a coup, revolution, or regime change.&lt;br /&gt;
# The nation&#039;s {{TV|democracy}} is changed by a semi-random amount between -4.25 and 2.25, where the likelihood of positive changes is proportional to the average [[Factions#Human_Factions|Idealism]] of the new control point owners.&lt;br /&gt;
#* Note: {{TV|democracy}} cannot increase if less than 1 year has passed since the last time that the nation experienced a coup, revolution, or regime change.&lt;br /&gt;
# X% chance for the number of loose nukes to increase by 1, where X is the number of {{TV|nukes}} the nation had. But note that this doesn&#039;t actually reduce the number of {{TV|nukes}} the nation has.&lt;br /&gt;
# Clear out all records of prior {{MissionIcon|Unrest}}[[Increase Unrest]] missions on the nation.&lt;br /&gt;
# If the Executive Control Point is no longer controlled by the same faction, then all of the nation&#039;s allies end their [[Foreign Relations#Alliances|alliances]], but the mutual diplomatic cooldowns are set to 0 days.&lt;br /&gt;
&lt;br /&gt;
Note: If any control point would be given to the {{icon|alien}}[[Aliens]]&#039; faction, then the control point is given to {{icon|submit}}[[The Servants]] faction instead.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
For details on Revolutions in the [[Aliens#Alien_Administration|Alien Nation]], see [[Nations#Alien_Related]] instead.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
=== GDP ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s GDP, or Gross Domestic Product, is a measure of its annual economic output in U.S. dollars adjusted by purchasing power parity. The nation&#039;s GDP determines how many [[Nations#Control Points|Control Points]] a nation has, how many Investment Points it produces, and how difficult certain missions there are.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
==== Monthly Investment Points ====&lt;br /&gt;
&lt;br /&gt;
These represent the nation&#039;s economic surplus that can be distributed by factions with [[Nations#Control_Points|Control Points]] in the Priorities tab. The value is set by the nation&#039;s GDP and reduced by the number of [[Nations#Armies|Armies]] and [[Nations#Navies|Navies]] it fields and by high levels of {{TV|unrest}}.&lt;br /&gt;
* The base value is equal to &amp;lt;code&amp;gt;(GDP in billions)^0.35&amp;lt;/code&amp;gt;.&lt;br /&gt;
* {{TV|unrest}} removes {{TV|ip|1%}} for every {{TV|unrest|0.1}} above 2, capping at {{TV|ip|80%}} removed at {{TV|unrest|10}}.&lt;br /&gt;
* {{TV|navies}} remove {{TV|ip|0.5}} each.&lt;br /&gt;
* Idle {{TV|armies}} in their home regions remove {{TV|ip|0.5}} each.&lt;br /&gt;
* Other {{TV|armies}} remove {{TV|ip|1}} each.&lt;br /&gt;
&lt;br /&gt;
The overall formula is (GDP in billions)^0.35 × (1 - max({{TV|unrest}}-2, 0)/10) - 0.5 × ({{TV|navies}}) - 0.5 × (idle {{TV|armies}} at home) - (other {{TV|armies}}).&lt;br /&gt;
&lt;br /&gt;
The value can be significantly increased during a turn by assigning a [[Councilors|councilor]] to {{MissionIcon|Advise}}[[Advise]] the nation. The n-th advisor adds +(Advisor {{TV|administration}} / n)% to {{TV|ip}}.&lt;br /&gt;
&lt;br /&gt;
==== Per Capita GDP ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s per-capita GDP is its &#039;&#039;&#039;Gross Domestic Product&#039;&#039;&#039; divided by its population. It represents the economic conditions for the average citizen of this nation. Nations with low per-capita GDP will face higher unrest while the people&#039;s needs are not being met.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Putting investment points into the Economy priority can increase GDP. Conflict, population loss, and climate change are among the things that can cause it to decrease.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}, the {{TV|economy}} increases the {{TV|gdppc}} by:&lt;br /&gt;
* 3 (Base value), slightly increased by certain global Techs.&lt;br /&gt;
* +1.5 per {{icon|oil}}Oil Region&lt;br /&gt;
* +1.5 per {{icon|resource region}}Mining Region.&lt;br /&gt;
* +1.5 per {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic Region.&lt;br /&gt;
* +0.5 per {{TV|democracy}}.&lt;br /&gt;
* +1 per {{TV|education}}.&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
This means that for maximum GDP growth, you want higher {{TV|democracy}}, higher {{TV|education}}, as well as as many {{icon|core economic region|bgcolor=DarkSlateGray}}economic, {{icon|oil}}oil, and {{icon|resource region}}mining regions as possible.&lt;br /&gt;
&lt;br /&gt;
It must be noted that a significant economic growth in a nation may also carry negative consequences to the planet&#039;s climate stability. [[Climate Change]] has a negative effect on GDP that is increased by {{TV|inequality}}.&lt;br /&gt;
&lt;br /&gt;
====GDP Per Region====&lt;br /&gt;
&lt;br /&gt;
When distributing GDP to regions within a country, the game distributes them based on region {{TV|pop}} and economic modifiers. It pretends {{icon|colony|bgcolor=DarkSlateGray}}colony regions have 50% the people who actually live there, and that {{icon|oil}}core oil, {{icon|resource region}}core mining, and {{icon|core economic region|bgcolor=DarkSlateGray}}core economic regions have 125%, then distributes GDP evenly based on that modified population. This effectively means that regional GDP per capita is higher in core regions than in &amp;quot;regular&amp;quot; regions, and are lower in colonies. &lt;br /&gt;
&lt;br /&gt;
This affects the amount of {{TV|mc}} capacity that can be built in each region.&lt;br /&gt;
&lt;br /&gt;
For example, suppose there is a nation with 60 billion GDP, composed out of 2 regions:&lt;br /&gt;
* A {{icon|core economic region|bgcolor=DarkSlateGray}}core economic region with {{TV|pop|40 million}}.&lt;br /&gt;
* A {{icon|colony|bgcolor=DarkSlateGray}}colony region with {{TV|pop|20 million}}.&lt;br /&gt;
Then because of economic modifiers:&lt;br /&gt;
* The {{icon|core economic region|bgcolor=DarkSlateGray}}core economic region with {{TV|pop|40 million}} is treated as if it has {{TV|pop|50 million}}&lt;br /&gt;
* The {{icon|colony|bgcolor=DarkSlateGray}}colony region with {{TV|pop|20 million}} is treated as if it has {{TV|pop|10 million}}.&lt;br /&gt;
So the 60 billion GDP is divided up such that:&lt;br /&gt;
* The {{icon|core economic region|bgcolor=DarkSlateGray}}core economic region with {{TV|pop|40 million}} is given 50 billion GDP.&lt;br /&gt;
* The {{icon|colony|bgcolor=DarkSlateGray}}colony region with {{TV|pop|20 million}} is given 10 billion GDP.&lt;br /&gt;
&lt;br /&gt;
=== Education ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s {{TV|education}} value is scored based on the average years of schooling a citizen in this nation receives as well as the quality of {{TV|education}} there. Nations with higher {{TV|education}} scores produce more research and are more resistant to extreme propaganda but gain less cohesion from the Unity priority.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* Each completion of the {{TV|knowledge}} adds {{TV|education|0.005}}.&lt;br /&gt;
** Multiplied by 8.5 / {{TV|education}} if {{TV|education}} &amp;lt; 8.5.&lt;br /&gt;
** Multiplied by 12 / {{TV|education}} if {{TV|education}} &amp;gt; 12.&lt;br /&gt;
* After {{TV|democracy|10}} is reached, each completion of the {{TV|government priority}} also gives the same effects as a completion of the {{TV|knowledge}}.&lt;br /&gt;
* Each completion of the {{TV|unity}} removes {{TV|education|0.001}}.&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes]] for more detail.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! {{TV|education}} !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Limited || 1-5&lt;br /&gt;
|-&lt;br /&gt;
| Developing || 5-8&lt;br /&gt;
|-&lt;br /&gt;
| Advanced || 8+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{TV|education}} cannot be decreased below 1.&lt;br /&gt;
&lt;br /&gt;
{{TV|education}} is one of the largest factors influencing {{TV|national research}} output aside from {{TV|pop}}.&lt;br /&gt;
&lt;br /&gt;
==== Research ====&lt;br /&gt;
&lt;br /&gt;
As of Version RC6, the {{TV|national research}} output is calculated as:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// PavonisInteractive.TerraInvicta.TINationState&lt;br /&gt;
public float research_month&lt;br /&gt;
{&lt;br /&gt;
	get&lt;br /&gt;
	{&lt;br /&gt;
		float population_Millions = this.population_Millions;&lt;br /&gt;
		float perCapitaGDP = this.perCapitaGDP;&lt;br /&gt;
		return (population_Millions * ((perCapitaGDP &amp;lt;= 30000f) ? Mathf.Pow(this.perCapitaGDP / 15000f, 0.6f) : (1.5157166f + 0.90942997f * (Mathf.Log(this.perCapitaGDP / 15000f) - 0.6931472f))) * (this.education * Mathf.Min(this.education, 12f)) * Mathf.Pow(Mathf.Max(this.democracy, 1f), 0.16666667f) * 0.0075f + Mathf.Min(this.population / 5000f, (float)this.numControlPoints + this.education + this.democracy / 2f)) * (1.25f - Mathf.Abs(this.cohesion - 5f) / 10f) * (1f - this.unrest * this.unrest * 0.01f) * (1f + this.adviserScienceBonus);&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In other words:&lt;br /&gt;
&lt;br /&gt;
A) Base of Number of [[Nations#Control Points|Control Points]] + {{TV|education}} + {{TV|democracy}} / 2. Capped at {{TV|pop}} / 5000.&lt;br /&gt;
&lt;br /&gt;
B) {{TV|pop}} in millions.&lt;br /&gt;
&lt;br /&gt;
C) If the {{TV|gdppc}} is $30000 or lower, use the number ({{TV|gdppc}}/15000)^0.6.&lt;br /&gt;
&lt;br /&gt;
If the {{TV|gdppc}} is higher than $30000, use 1.5157166 + 0.90942997 × (ln({{TV|gdppc}}/15000) - 0.6931472) instead.&lt;br /&gt;
&lt;br /&gt;
note: 1.5157166 is approximate value of 2^0.6, 0.90942997 is approximation of 0.6 × 2^0.6, and 0.6931472 is about ln(2), so this is this is equivalent to 2^0.6 × (1 + 0.6 × ln({{icon|gdppc|bgcolor=DarkSlateGray}}GDPPC/30000))&lt;br /&gt;
&lt;br /&gt;
[[File:Research factor from GDPPC (v3).png|thumb|Research factor from GDPPC]]&lt;br /&gt;
&lt;br /&gt;
D) Scales by {{TV|education}} squared, then linearly at 12: {{TV|education}} × Min({{TV|education}}, 12)&lt;br /&gt;
&lt;br /&gt;
E) Scales by the sixth root of {{TV|democracy}}, with a floor of 1 at 1 {{TV|democracy}}: Max({{TV|democracy}}&amp;lt;sup&amp;gt;0.16666667&amp;lt;/sup&amp;gt;, 1) (maximum of ~1.4678).&lt;br /&gt;
&lt;br /&gt;
F) 75% efficient at 10 and 0 {{TV|cohesion}}, scales linearly to 125% at 5 {{TV|cohesion}}.&lt;br /&gt;
&lt;br /&gt;
G) 100% efficient at 0 {{TV|unrest}} and 0% efficient at 10 {{TV|unrest}}, scales with {{TV|unrest}} squared: 1-{{TV|unrest}}²/100&lt;br /&gt;
&lt;br /&gt;
H) n% per {{TV|science}} {{MissionIcon|Advise}}[[Advise|Advisor]] with diminishing return: 1% per {{TV|science}} of first {{MissionIcon|Advise}}[[Advise|Advisor]] + 0.5% per {{TV|science}} of second {{MissionIcon|Advise}}[[Advise|Advisor]] + 0.333333% from 3rd etc, always sorted by {{MissionIcon|Advise}}[[Advise|Advisor]] bonus, descending (best {{MissionIcon|Advise}}[[Advise|Advisor]] will count towards the first bonus).&lt;br /&gt;
&lt;br /&gt;
These elements are combined as following: (A + B × C × D × E x 0.0075) × F × G × H&lt;br /&gt;
&lt;br /&gt;
=== Mission Control ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Completing the Mission Control priority grants one Mission Control to the nation. New facilities will tend to go in regions that already have Mission Control facilities. A region&#039;s Mission Control maximum capacity is a function of the region&#039;s GDP and education.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
This is {{TV|mc}} that the nation is providing each month to be distributed to owners of its control points.&lt;br /&gt;
&lt;br /&gt;
Whenever the {{TV|mission control priority}} is completed, a random region in the nation is selected to gain {{TV|mc|1}}. This random selection is slightly weighted to favor {{icon|capital|bgcolor=DarkSlateGray}}capital and {{icon|core economic region|bgcolor=DarkSlateGray}}core economic regions over {{icon|colony|bgcolor=DarkSlateGray}}colony regions. It cannot select regions that are currently occupied by war enemies. It also cannot select any regions that have reached (or exceeded) their Maximum Mission Control.&lt;br /&gt;
&lt;br /&gt;
The Maximum Mission Control of a region is calculated as 1 + [[#GDP_Per_Region|Region GDP]] in billions / Max(200, 300 - 6 * {{TV|education}}), rounded down to the nearest integer. &lt;br /&gt;
&lt;br /&gt;
In practice, this formula is dominated by the region {{TV|pop}} and nation {{TV|gdppc}} factors, so players who wish to rapidly increase their nation&#039;s Maximum Mission Control should focus on the {{TV|economy}} over the {{TV|knowledge}}.&lt;br /&gt;
&lt;br /&gt;
=== Boost ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The Boost priority covers the construction of launch facilities for rockets and other surface-to-orbit craft, increasing the nation&#039;s total boost. The amount of boost created increases with proximity to the equator, and new facilities will tend to go in regions that are closer to the equator or already have launch facilities.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
This is {{TV|boost}} that the nation is providing each month to be distributed to owners of its control points.&lt;br /&gt;
&lt;br /&gt;
Whenever the {{TV|boost priority}} is completed, a random region in the nation is selected to increase its {{TV|boost}} production. This random selection is heavily weighted to favor the regions that already produce the most {{TV|boost}}, with a slight preference for regions that would gain more {{TV|boost}} production when selected. It also heavily prefers regions that are not currently occupied by war enemies.&lt;br /&gt;
&lt;br /&gt;
The amount of {{TV|boost}} production a region gains depends on the latitude of its Launch Facility. Specifically, the region&#039;s annual {{TV|boost}} production increases by 0.4 - (Launch Facility Latitude / 250). &lt;br /&gt;
&lt;br /&gt;
So the worst regions are Iceland and Arkhangelsk, whose Launch Facility Latitudes of 65 mean that each only gains {{TV|boost|0.14}} to annual production when selected. Whereas the best regions are the 26 regions with Launch Facilities that are practically on the Equator: each gains {{TV|boost|0.4}} to annual production when selected. See [[Region List]] for a full list of [[Regions]] and how much {{TV|boost}} each gains per {{TV|boost priority}} completion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Nations that are part of a [[Foreign Relations#Federations|Federation]] will share their {{TV|boost}} with all other [[Foreign Relations#Federations|Federation]] members. Larger nations will receive a much larger share of the [[Foreign Relations#Federations|Federation]]&#039;s total {{TV|boost}}, with each nation&#039;s share being proportional to (the number of its control points) ^ 3.&lt;br /&gt;
&lt;br /&gt;
=== Funding ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The Funding priority directs national resources into legitimate government and private efforts to support space programs and other goals for the owners of its control points. While not as profitable as the Spoils priority, it does no harm to the nation. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
This is {{TV|money}} that the nation is providing each month to be distributed to owners of its control points.&lt;br /&gt;
&lt;br /&gt;
Whenever the {{TV|funding}} is completed, the nation&#039;s annual funding grows by 10 + (the nation&#039;s GDP in billions)^0.25 / 2, rounded to the nearest integer. &lt;br /&gt;
&lt;br /&gt;
Notably, this is very similar to the formula used to determine how many control points a nation has. Thus in practice, the annual funding of a nation grows by 10 + the number of control points whenever the {{TV|funding}} is completed.&lt;br /&gt;
&lt;br /&gt;
The annual funding of a nation is capped at the nation&#039;s [[Nations#GDP|GDP]] in billions multiplied by 5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Nations that are part of a [[Foreign Relations#Federations|Federation]] will share their funding with all other [[Foreign Relations#Federations|Federation]] members. Larger nations will receive a much larger share of the [[Foreign Relations#Federations|Federation]]&#039;s total funding, with each nation&#039;s share being proportional to (the number of its control points) ^ 3.&lt;br /&gt;
&lt;br /&gt;
=== Miltech ===&lt;br /&gt;
A nation&#039;s Military Technology {{TV|miltech}} value represents the capability of the nation&#039;s armed forces. &lt;br /&gt;
&lt;br /&gt;
Each completion of the {{TV|military priority}} adds {{TV|miltech|0.00125}}. This is further increased for nations that are falling behind on {{TV|miltech}}. Specifically, the effect is multiplied by (best Human Nation&#039;s {{TV|miltech}}/ this nation&#039;s {{TV|miltech}}).&lt;br /&gt;
&lt;br /&gt;
Unification between two nations balances the {{TV|miltech}} between the two nations. {{{TV|miltech}} applies to both army strength, which changes together with national {{{TV|miltech}}, and regional defense power.&lt;br /&gt;
&lt;br /&gt;
{{TV|miltech}} ranges from 2 to infinity. The {{TV|miltech}} &#039;age&#039; also determines the visual appearance of armies.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! {{TV|miltech}} range&lt;br /&gt;
| 2-3 || 3-4 || 4-5 || 5-6 || 6-7 || 7-infinity&lt;br /&gt;
|-&lt;br /&gt;
! {{TV|miltech}} age&lt;br /&gt;
| &#039;&#039;&#039;Industrial Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech2.png|x55px]]&lt;br /&gt;
| &#039;&#039;&#039;Atomic Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech3.png|x55px]]&lt;br /&gt;
| &#039;&#039;&#039;Information Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech4.png|x55px]]&lt;br /&gt;
| &#039;&#039;&#039;Robotics Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech5.png|x55px]]&lt;br /&gt;
| &#039;&#039;&#039;Invasion Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech6.png|x55px]]&lt;br /&gt;
| &#039;&#039;&#039;Fusion Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech7.png|x55px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Initially the {{TV|miltech}} is capped at level 5, which can be increased by 0.5 with each of the following global research technologies:&lt;br /&gt;
* [[File:Tech info icon.png|24px]] [[Cybernetics]]&lt;br /&gt;
* [[File:Tech info icon.png|24px]] [[Applied Artificial Intelligence]]&lt;br /&gt;
* [[File:Tech material icon.png|24px]] [[Next-Generation Aerospace]]&lt;br /&gt;
* [[File:Tech material icon.png|24px]] [[Diamondoids]]&lt;br /&gt;
* [[File:Tech military icon.png|24px]] [[Terrestrial Military Science]]&lt;br /&gt;
* [[File:Tech military icon.png|24px]] [[Networked Global Defense]]&lt;br /&gt;
* [[File:Tech military icon.png|24px]] [[Coilguns]]&lt;br /&gt;
* [[File:Tech military icon.png|24px]] [[Trans-Interface Warfare]]&lt;br /&gt;
* [[File:Tech military icon.png|24px]] [[Future Tech: Military Science]]&lt;br /&gt;
&lt;br /&gt;
=== Armies ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Armies are powerful and expensive assets that belong to nations. Each army represents multiple divisions of troops, air support, and a logistics train sufficient for the unit to take and hold territory outside their home nation&#039;s borders.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Naval armies are supported by a combat and transport fleet, and are able to cross oceans if the nation&#039;s naval score exceeds that of its enemies.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Armies are bound to a particular control point in a nation; the owner of that control point commands the army&#039;s actions. Use of armies on foreign soil are subject the nation&#039;s relations; they may be stationed in allied nations and only enter the territory of hostile nations during war.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Each nation may have one army per region it controls; if a region joins another nation, any armies based in that region will belong to the new nation.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Nation UI Tooltip for Armies, Terra Invicta, 0.4.86.&lt;br /&gt;
&lt;br /&gt;
An army needs two things: {{TV|pop}} and land.&lt;br /&gt;
* Each army needs its own unique home region that is:&lt;br /&gt;
** Not shared by any other army.&lt;br /&gt;
** Not a {{icon|colony|bgcolor=DarkSlateGray}}colony region.&lt;br /&gt;
** Not occupied by enemy forces.&lt;br /&gt;
* Each army needs {{TV|pop|25 million}} in the nation.&lt;br /&gt;
** Except the first army of each nation gets a discount: it only needs {{TV|pop|5 million}}.&lt;br /&gt;
&lt;br /&gt;
Some nations do not begin with any military, and must first complete the {{TV|found military}} before they can use the {{TV|build army}} to build any armies.&lt;br /&gt;
&lt;br /&gt;
=== Navies ===&lt;br /&gt;
&lt;br /&gt;
A nation&#039;s naval score is calculated by the number of {{TV|navies}} it has attached to its {{TV|armies}} multiplied by the nation&#039;s {{TV|miltech}}.&lt;br /&gt;
&lt;br /&gt;
There are three possible navy states:&lt;br /&gt;
* &#039;&#039;&#039;No Navies:&#039;&#039;&#039; No army has any navy attached.&lt;br /&gt;
* &#039;&#039;&#039;Freedom of the Seas:&#039;&#039;&#039; At least one army has a navy attached and there are no enemies with a higher naval score.&lt;br /&gt;
* &#039;&#039;&#039;Blockaded:&#039;&#039;&#039; At least one army has a navy attached and there are enemies with a higher naval score.&lt;br /&gt;
&lt;br /&gt;
See [[Terrestrial_Warfare#Naval_Freedom]] for more details on how Blockades occur.&lt;br /&gt;
&lt;br /&gt;
{{TV|navies}} are built using the {{TV|build navy}}. The {{TV|build navy}} priority is only available for a nation when all of the following are true:&lt;br /&gt;
* The nation has completed the {{TV|found military}} (or started with it already complete).&lt;br /&gt;
* The nation has more {{TV|armies}} than {{TV|navies}}.&lt;br /&gt;
* The nation has at least one [[Regions|region]] that has at least [[Regions#World_Ocean_Access|seasonal ocean access]].&lt;br /&gt;
* One of the following is true:&lt;br /&gt;
** The nation has at least 4 [[Nations#Control_Points|control points]].&lt;br /&gt;
** The nation has 3 [[Nations#Control_Points|control points]] and at least {{TV|gdppc|40000}} and no {{TV|navies}}.&lt;br /&gt;
&lt;br /&gt;
=== Strategic Nuclear Barrages ===&lt;br /&gt;
The number of strategic nuclear barrages that may be launched from this nation. Each barrage will devastate a single region and cause massive environmental damage globally. Nuclear strikes are directed by the faction in control of the executive control point.&lt;br /&gt;
&lt;br /&gt;
Nuclear weapons can target any region belonging to current war enemies, or owned [[Regions]] with enemy forces present. Note that {{icon|sto defense}}[[Nations#Space_Defenses|advanced defenses]] will prevent any nuclear attack.&lt;br /&gt;
&lt;br /&gt;
=== Estimated Military Strength ===&lt;br /&gt;
&lt;br /&gt;
The estimated military strength of a nation X is calculated as the sum of the following:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Conditions !! Multipliers&lt;br /&gt;
|-&lt;br /&gt;
| Number of Regions of X || Not Fully Occupied || {{TV|miltech}} of X × 0.7&lt;br /&gt;
|-&lt;br /&gt;
| Number of [[Nations#Armies|Armies]] of X || Not Megafauna || {{TV|miltech}} of X × 3 × Average Remaining Health % of the Armies&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
For Alien Invader Armies, use their {{TV|miltech}} instead of the {{TV|miltech}} of the Alien Nation.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
|-&lt;br /&gt;
| Number of [[Nations#Navies|Navies]] of X || || 1&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|unrest}} Value of X || || -1&lt;br /&gt;
|-&lt;br /&gt;
| X has any {{icon|nuke}}[[Nations#Strategic_Nuclear_Barrages|Nukes]]? || || 100&lt;br /&gt;
|-&lt;br /&gt;
| Number {{icon|nuke}}[[Nations#Strategic_Nuclear_Barrages|Nukes]] of X || || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, at the start of the game, the nation of North Korea has {{TV|miltech|2.8}}, 1 region, {{TV|armies|1}}, {{TV|navies|0}}, {{TV|unrest|0}}, and {{TV|nuke|1}}. So its estimated military strength is the sum of:&lt;br /&gt;
* 1 Region × {{TV|miltech|2.8}} × 0.7 = 1.96&lt;br /&gt;
* {{TV|armies|1}} × {{TV|miltech|2.8}} × 3 × 100% = 8.4&lt;br /&gt;
* {{TV|navies|0}} × 1 = 0&lt;br /&gt;
* {{TV|unrest|0}} × -1 = 0&lt;br /&gt;
* 1 (has nukes) × 100 = 100&lt;br /&gt;
* {{TV|nuke|1}} × 5 = 5&lt;br /&gt;
So it has an estimated military strength of 115.36.&lt;br /&gt;
&lt;br /&gt;
The estimated military strength of a nation is important because when multiple nations fight on the same side of a [[Foreign_Relations#Wars|war]], the nation with the highest estimated military strength is chosen to be the leader of the war alliance. War leaders gain more benefits from war conquests and are the ones who decide whether to accept their enemies requests for peace. War leaders on opposite sides can also agree to completely end the war, regardless of the opinions of the other nations involved in the war.&lt;br /&gt;
&lt;br /&gt;
In addition, the estimated military strength of a nation is often used by the AI to determine their [[Foreign_Relations|international relations]]. The AI is naturally more wary about having bad relations with nations that have high estimated military strength.&lt;br /&gt;
&lt;br /&gt;
=== Space Defenses ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The Space Defenses priority constructs a surface-to-orbit weapons array in one region in the nation. More valuable and populous regions will be protected first. Space Defenses prevent alien landings and nuclear strikes on the region it is located in, and fire back at fleets conducting orbital bombardment against targets in the region. The cost varies with the size of the region being protected.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Nation UI Tooltip for Space Defenses, Terra Invicta, 0.4.86.&lt;br /&gt;
&lt;br /&gt;
Human Nations can build Space Defenses after [[Trans-Interface Warfare]] is researched.&lt;br /&gt;
&lt;br /&gt;
Space Defenses are built in the following order:&lt;br /&gt;
# The {{icon|capital|bgcolor=DarkSlateGray}}Capital region.&lt;br /&gt;
# The {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic regions, from highest {{TV|pop}} to lowest.&lt;br /&gt;
# The {{icon|oil|bgcolor=DarkSlateGray}}{{icon|resource region|bgcolor=DarkSlateGray}}Resource regions, from highest {{TV|pop}} to lowest.&lt;br /&gt;
# The Non-Colony regions, from highest {{TV|pop}} to lowest.&lt;br /&gt;
# The {{icon|colony|bgcolor=DarkSlateGray}}Colony Regions, from highest {{TV|pop}} to lowest.&lt;br /&gt;
&lt;br /&gt;
The amount of IP needed by the {{icon|space defenses}}Space Defenses priority to build Space Defenses in a region is calculated as 50 × Region Area / Median Region Area, but capped between 25 and 100. See [[Region List]] for a list of all regions and their areas.&lt;br /&gt;
&lt;br /&gt;
Space Defenses are armed with a giant 1-GJ, 3600-cm laser (this is bigger than the Alien T3 base defense laser). Color will be best available of IR or green, and type, of laser, arc laser or phaser.&lt;br /&gt;
&lt;br /&gt;
=== Exofighters ===&lt;br /&gt;
&lt;br /&gt;
Human nations can build {{icon|exofighter}}exofighters after [[Exoatmospheric Fighters]] is researched.&lt;br /&gt;
&lt;br /&gt;
Whenever the {{icon|build exofighter}}Build Exofighter priority is completed, a region in the nation is selected to increase its {{icon|exofighter}}exofighters by 1. The region is selected as follows:&lt;br /&gt;
* Exclude all regions that are at their Maximum {{icon|exofighter}}exofighters.&lt;br /&gt;
* If any remaining region has zero {{icon|exofighter}}exofighters, then pick the one with the highest {{icon|boost}}[[Nations#Boost|Boost]] production.&lt;br /&gt;
* Pick the one with the highest {{icon|boost}}[[Nations#Boost|Boost]] production divided by the number of {{icon|exofighter}}exofighters already in the region.&lt;br /&gt;
&lt;br /&gt;
The Maximum {{icon|exofighter}}exofighters of a region is calculated as:&lt;br /&gt;
* 0 if the Monthly {{icon|boost}}[[Nations#Boost|Boost]] Production is less than 1.&lt;br /&gt;
* Min(64, Monthly {{icon|boost}}[[Nations#Boost|Boost]] Production / 4), rounded up to the nearest integer.&lt;br /&gt;
&lt;br /&gt;
=== Cohesion ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s Cohesion represents the level of unity or conflict among the people of the nation. This includes cultural, ideological, ethnic and religious similarities and differences. High values describe a unified society that brooks little deviation or dissent. Middle values represent a diverse society that has both internal conflict and a healthy, creative counterculture. Middle-low values represent a high degree of political polarization, and the lowest values mean the nation&#039;s people are fragmented or even tribal. High values keep unrest in check and increase the nation&#039;s ability to resist occupation, while middle values provide a bonus to national research production, representing a robust (if messy) marketplace of ideas, low values will rapidly increase unrest. Cohesion is lowered by high inequality, anocracy, having lots of regions or a large population, destruction of armies, and a large difference between public opinion and the ideology of control point owners. Cohesion is increased by autocracy and the Unity priority, and by rivalries and wars when at least one nation involved is not a democracy. Having a high Democracy score pulls cohesion toward a middle value.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Nation UI Tooltip for Cohesion, Terra Invicta, 0.4.90.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* {{TV|cohesion}} changes by 0.01 towards the central value of 5 whenever the {{TV|knowledge}} is completed.&lt;br /&gt;
* Each completion of the {{TV|unity}} adds {{TV|cohesion|0.1}}.&lt;br /&gt;
** This is reduced by 0.005 per {{TV|education}}.&lt;br /&gt;
** This is reduced by 0.005 per {{TV|democracy}}.&lt;br /&gt;
** This cannot be reduced below 0.025.&lt;br /&gt;
* If {{TV|democracy}} &amp;gt; 5, then each completion of the {{TV|oppression}} removes {{TV|cohesion|0.025}} per {{TV|democracy}} over 5.&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
{{TV|cohesion}} moves by 0.1 per month towards {{TV|base cohesion}}. It can decrease faster, up to 0.25 per month towards its resting point, depending on {{TV|inequality}} (this acceleration occurs for {{TV|inequality}} values between 4 to 4.6). Specifically, when {{TV|base cohesion}} is lower than {{TV|cohesion}}, the {{TV|cohesion}} decrease per month is calculated as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt;Cohesion Decrease = Min( Max(0.1, (Inequality - 3) ^ 2 / 10), Min(0.25, Cohesion - Base Cohesion) )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is not affected by [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] and is rapid enough that it is usually better to move {{TV|base cohesion}} rather than trying to fight the tide. See [[Nations#Resting_Cohesion]] for details on how to achieve this.&lt;br /&gt;
&lt;br /&gt;
{{TV|cohesion}} is also commonly changed by [[Events]], and can be strongly affected by [[Foreign Relations#Declaring_Wars|War Declarations]] and the [[Terrestrial_Warfare#Army_Death|Destruction of armies]].&lt;br /&gt;
&lt;br /&gt;
{{TV|cohesion}} ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{TV|cohesion}} !! Score range &lt;br /&gt;
|-&lt;br /&gt;
| Fragmented || &amp;lt;1 &lt;br /&gt;
|-&lt;br /&gt;
| Fractured || &amp;lt;2&lt;br /&gt;
|-&lt;br /&gt;
| Sectarian || &amp;lt;3&lt;br /&gt;
|-&lt;br /&gt;
| Polarized || &amp;lt;4&lt;br /&gt;
|-&lt;br /&gt;
| Competitive || &amp;lt;5 &lt;br /&gt;
|-&lt;br /&gt;
| Diverse || &amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
| Integrated || &amp;lt;7&lt;br /&gt;
|-&lt;br /&gt;
| Homogenous || &amp;lt;8 &lt;br /&gt;
|-&lt;br /&gt;
| Dominated || &amp;lt;9&lt;br /&gt;
|-&lt;br /&gt;
| Hegemonic || &amp;lt;10&lt;br /&gt;
|-&lt;br /&gt;
| Monolithic || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Resting Cohesion ====&lt;br /&gt;
&lt;br /&gt;
{{TV|base cohesion}} depends on the following factors:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Factor || Conditions || [[File:ICO culture.png|25px]] Effect&lt;br /&gt;
|-&lt;br /&gt;
| Base || Always || 16&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{TV|inequality}}&lt;br /&gt;
| ≤ 4.75&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by Min(1, 0.5 + {{TV|education}}/20) × 2.25 × {{TV|inequality}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 4.75&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by Min(1, 0.5 + {{TV|education}}/20) × (3.25 × {{TV|inequality}} - 4.75)&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|gdppc}}&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by (1 - ({{TV|gdppc}} / Highest {{TV|gdppc}} in last 10 years)) × {{TV|inequality}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | {{TV|pop}}&lt;br /&gt;
| 1 [[Regions|Region]] in Nation&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by ({{TV|pop}} in millions)&amp;lt;sup&amp;gt;0.3&amp;lt;/sup&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;1 [[Regions|Region]] in Nation&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by ({{TV|pop}} in millions)&amp;lt;sup&amp;gt;0.2&amp;lt;/sup&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|pop}}Population Distribution&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 0.0025/km × {{TV|pop}}-weighted average distance from each [[Regions|Region]] to the nation&#039;s capital. Capped at 7.5 Reduction.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Foreign Relations#Wars|Wars]]&lt;br /&gt;
| &amp;lt;6 {{icon|democracy|bgcolor=DarkSlateGray}}&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by number of war enemies. Capped at 3.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;=6 {{icon|democracy|bgcolor=DarkSlateGray}}&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by number of war enemies that have &amp;lt;6 {{icon|democracy|bgcolor=DarkSlateGray}}. Capped at 3.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Peer [[Foreign Relations#Rivals|Rivals]]&lt;br /&gt;
| &amp;lt;6 {{icon|democracy|bgcolor=DarkSlateGray}}&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by 0.5 × Peer Rivals (at minimum 1 less Control Point). Capped at 3 - War {{TV|base cohesion}} Bonus.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;=6 {{icon|democracy|bgcolor=DarkSlateGray}}&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by 0.5 × Peer Rivals (at minimum 1 less Control Point) that have &amp;lt;6 {{icon|democracy|bgcolor=DarkSlateGray}}. Capped at 3 - War {{TV|base cohesion}} Bonus.&lt;br /&gt;
|-&lt;br /&gt;
| Public vs. Elite Ideology&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 2 × [[#Public_Opinion|Distance]] between Public Opinion vs Control Point owners.&lt;br /&gt;
|-&lt;br /&gt;
| Public Opinion Distribution&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow green.png|25px]][[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;Change&amp;lt;/span&amp;gt; by -6 × ([[#Public_Opinion|Standard Deviation]] of Public Opinion / Worst Possible Standard Deviation - 0.5).&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | {{TV|democracy}}&lt;br /&gt;
| ≤ 3.5&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by (3.5&amp;lt;sup&amp;gt;1.285&amp;lt;/sup&amp;gt; - {{TV|democracy}}&amp;lt;sup&amp;gt;1.285&amp;lt;/sup&amp;gt;) × ((10 - {{TV|unrest}}) / 10)&lt;br /&gt;
|-&lt;br /&gt;
| 3.5 &amp;lt; {{icon|democracy|bgcolor=DarkSlateGray}} ≤ 5 &lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 3 - 2 × (5 - {{TV|democracy}})&lt;br /&gt;
|-&lt;br /&gt;
| 5 &amp;lt; {{icon|democracy|bgcolor=DarkSlateGray}} ≤ 6.5 &lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 3 - 2 × ({{TV|democracy}} - 5)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 6.5&lt;br /&gt;
| [[File:ICO arrow green.png|25px]][[File:ICO arrow green down.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Stabilize&amp;lt;/span&amp;gt; (towards global value of 5) by 0.5 × ({{TV|democracy}} - 6.5)&lt;br /&gt;
|-&lt;br /&gt;
| Owning [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]]&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 1.6 × {{TV|democracy}} × Fraction of {{TV|pop}} living in [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In other words, {{TV|base cohesion}} is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;raised by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Low {{TV|democracy}} score, weaker when {{TV|unrest}} is high.&lt;br /&gt;
* War enemies that either have &amp;lt;6 {{TV|democracy}} or our nation has &amp;lt;6 {{TV|democracy}}. Capped at 3.&lt;br /&gt;
* Rivalries with nations no more than 1 control point smaller, that either have &amp;lt;6 {{TV|democracy}} or our nation has &amp;lt;6 {{TV|democracy}}. Capped at 3 - the amount already given by the War {{TV|base cohesion}} Bonus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;centered by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* High {{TV|democracy}} score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;changed by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Public Opinion [[#Public_Opinion|distribution]]. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;lowered by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Medium {{TV|democracy}} score.&lt;br /&gt;
* High {{TV|inequality}} score, stronger when {{TV|education}} is high.&lt;br /&gt;
* Loss of {{icon|gdppc|bgcolor=DarkSlateGray}}[[Nations#Per_Capita_GDP|GDP per Capita]] within the last 10 years.&lt;br /&gt;
* {{TV|pop}}, worse when the entire {{TV|pop}} is confined to just one [[Region]] because the nation has no other [[Regions]].&lt;br /&gt;
* Geographic {{icon|pop}}Population Distribution.&lt;br /&gt;
* Difference between [[#Public_Opinion|average public opinion]] and the [[Factions]] that own the control points.&lt;br /&gt;
* Fraction of {{TV|pop}} living in [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]], multiplied by {{TV|democracy}}.&lt;br /&gt;
&lt;br /&gt;
==== Notable Effects of Cohesion ====&lt;br /&gt;
&lt;br /&gt;
* The {{TV|base unrest}} of a Nation is reduced by its {{TV|cohesion}}.&lt;br /&gt;
* The {{icon|research}}[[Nations#Research|Research]] produced by a Nation is multiplied by (1.25 - |{{TV|cohesion}} - 5| / 10). So it is multiplied by 75% at {{TV|cohesion|0}} and at {{TV|cohesion|10}}, whereas it is multiplied by 125% at {{TV|cohesion|5}}.&lt;br /&gt;
* The [[Nations#Public_Support_Cap|Public Support Cap]] of a Nation is increased by its {{TV|cohesion}}.&lt;br /&gt;
* The [[Nations#Population_Growth|Population Growth]] of a Nation is decreased by its {{TV|cohesion}}.&lt;br /&gt;
&lt;br /&gt;
==== Underflowing Cohesion ====&lt;br /&gt;
&lt;br /&gt;
If {{TV|cohesion}} would ever be reduced below 0, then it &#039;&#039;&#039;underflows&#039;&#039;&#039;. This section discusses the effects of such an underflow.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* {{TV|democracy}} is reduced by &amp;lt;code&amp;gt;Min({{icon|cohesion|bgcolor=DarkSlateGray}}Cohesion Underflow Amount, Max({{icon|democracy|bgcolor=DarkSlateGray}}Government - 5,0)) / 2.&amp;lt;/code&amp;gt;&lt;br /&gt;
* {{TV|unrest}} is increased by &amp;lt;code&amp;gt;({{icon|cohesion|bgcolor=DarkSlateGray}}Cohesion Underflow Amount - Min({{icon|cohesion|bgcolor=DarkSlateGray}}Cohesion Underflow Amount, Max({{icon|democracy|bgcolor=DarkSlateGray}}Government - 5,0))) / 2.&amp;lt;/code&amp;gt;&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
=== Public Opinion ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The people of Earth all hold a particular viewpoint about the alien arrival. But people are malleable, and events and propaganda can sway them to a different point of view.&lt;br /&gt;
&lt;br /&gt;
These viewpoints track with the ideologies of each faction, along with an &amp;quot;undecided&amp;quot; viewpoint in the middle of all of them. Ideologies have a position relative to each other; when events have a chance to change someone&#039;s opinion, they will typically move to something nearby -- a Resistance supporter could see their views radicalize to those of Humanity First, or soften to being simply undecided, for example.&lt;br /&gt;
&lt;br /&gt;
Public support for your faction is a primary source of the influence resource. You will also receive bonuses on missions in nations where a large portion of the public is on your side.&lt;br /&gt;
&lt;br /&gt;
A potential mover of public opinion are atrocities committed by a faction. Atrocities are actions that cause mass death or suffering, and responsible factions suffer the loss of supporters as a result. Atrocities are cumulative; as a faction commits more, the public opinion penalty increases dramatically.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
Public support for a faction provides many benefits, including but not limited to:&lt;br /&gt;
; {{TV|influence}} Income&lt;br /&gt;
: For every one million supporters a faction possesses, their annual {{TV|influence}} income is increased by 0.5.&lt;br /&gt;
: This bonus applies even if the faction does not possess any of the nation&#039;s control points.&lt;br /&gt;
: With over 8 billion people on Earth, a faction with high public support around the globe could earn more than 200 {{TV|influence}} every month, just from their public support.&lt;br /&gt;
; Councilor [[Missions#Mission_Modifiers|Mission Support]]&lt;br /&gt;
: Most councilor missions that attempt to gain or maintain control of the nation have mission modifiers based on the nation&#039;s public opinion. Public support for a faction makes such missions significantly easier for them, and significantly harder against them.&lt;br /&gt;
: This is especially true in highly democratic nations.&lt;br /&gt;
: Specifically, the [[Missions#Mission_Modifiers|mission modifier]] has X points, where X = (10 + {{icon|democracy|bgcolor=DarkSlateGray}}Government) * public support fraction for the faction.&lt;br /&gt;
; Preventing [[Nations#Coups_and_revolutions|Organic Coups]]&lt;br /&gt;
: In very rare cases, high [[Nations#Corruption|Corruption]] in a nation can lead its elites to organically launch a [[Nations#Coups_and_revolutions|coup]] even without outside intervention, if they are not sufficiently appeased by investments into the {{icon|spoils}}Spoils priority.&lt;br /&gt;
: But high public support (&amp;gt;65%) for the faction that owns the nation automatically prevents such [[Nations#Coups_and_revolutions|organic coups]] from occurring.&lt;br /&gt;
; Post-Revolution Changes&lt;br /&gt;
: Whenever a [[Nations#Coups_and_revolutions|revolution]] occurs in a human nation, public support for the old control point owners is compared to public support for the new control point owners. If the new owners are significantly more popular with the public, the nation can experience large benefits: increased {{TV|cohesion}}, reduced {{TV|unrest}}, and reduced {{TV|inequality}}.&lt;br /&gt;
; {{TV|base cohesion}}&lt;br /&gt;
: Public opinion affects the {{TV|base cohesion}} of a nation in two ways.&lt;br /&gt;
: First, [[Factions]] that own a nation will find the nation to be significantly less cohesive when the public does not support them. This is represented as an X point penalty to the nation&#039;s {{TV|base cohesion}}, where X is twice the ideological distance between the average ideology of the factions that own the nation&#039;s control points and the population-weighted average ideology of the public. &lt;br /&gt;
: Note: ideological distance is calculated using good old pythagoras. &lt;br /&gt;
: Second, a public with wildly differing views is naturally far less cohesive than a public that bands together to support one ideology. This is represented as an X point penalty to the nation&#039;s {{TV|base cohesion}}, where X is calculated as follows:&lt;br /&gt;
: 1. Set X to be the public opinion&#039;s standard deviation.&lt;br /&gt;
: 2. Divide X by the worst possible standard deviation (this is when the two most different ideologies are each supported by exactly half the public).&lt;br /&gt;
: 3. Subtract 0.5 from X.&lt;br /&gt;
: 4. Multiply X by 6.&lt;br /&gt;
: Note: X can actually be negative, meaning that the {{TV|base cohesion}} can actually be increased by a highly unified public opinion.&lt;br /&gt;
&lt;br /&gt;
==== Changing Public Opinion ====&lt;br /&gt;
&lt;br /&gt;
A nation&#039;s public opinion can be changed by applying Propaganda to it. Each piece of propaganda is defined by two things: the &#039;&#039;&#039;faction ideology&#039;&#039;&#039; it is aimed at, and the &#039;&#039;&#039;strength&#039;&#039;&#039; of the propaganda. For example, a typical public campaign mission applies Propaganda for the councilor&#039;s faction, with a strength of roughly 10.&lt;br /&gt;
&lt;br /&gt;
===== How Propaganda Works =====&lt;br /&gt;
&lt;br /&gt;
[[File:Terra Invicta Ideology Map.JPG|thumb|320px|Faction Ideology Chart]]&lt;br /&gt;
&lt;br /&gt;
Whenever Propaganda of strength X for a faction F is applied on a nation, the {{TV|pop}} of the nation is split into roughly ({{TV|pop}} / 100) ^ 0.5 groups, where each group fully supports one ideology. Then for each group, a random value Y between 0 and 100 is rolled, and then:&lt;br /&gt;
* Nothing happens if any of the following are true:&lt;br /&gt;
** X &amp;gt;= 0 and the group already supports faction F. Because this is just preaching to the choir.&lt;br /&gt;
** X &amp;lt; 0 and the group does not support faction F.&lt;br /&gt;
** Y &amp;gt; X and Y &amp;gt; -X, indicating that the propaganda failed to convince the group.&lt;br /&gt;
* Otherwise:&lt;br /&gt;
** If X &amp;gt;= 0, then:&lt;br /&gt;
*** If X - Y &amp;gt; 10, the group&#039;s ideology moves towards F&#039;s ideology by 2 units, then moves to the closest matching ideology.&lt;br /&gt;
*** Otherwise, the group&#039;s ideology moves towards F&#039;s ideology by 1 unit, then moves to the closest matching ideology.&lt;br /&gt;
** If X &amp;lt; 0, then a completely random coordinate is selected from within a cube of length 2 that is centered on the group&#039;s original ideology, and then:&lt;br /&gt;
*** If (-X) - Y &amp;gt; 10, the group&#039;s ideology moves towards the coordinate by 2 units, then moves to the closest matching ideology.&lt;br /&gt;
*** Otherwise, the group&#039;s ideology moves towards the coordinate by 1 unit, then moves to the closest matching ideology.&lt;br /&gt;
&lt;br /&gt;
====== Public Support Cap ======&lt;br /&gt;
&lt;br /&gt;
Within each nation, the public support for any faction is capped at (90 - {{TV|democracy}} + {{TV|cohesion}})%. But this cap is implemented in a somewhat counter-intuitive manner: whenever a propaganda is about to be applied, the game will first check if any faction&#039;s public support has surpassed the cap. If so, then during the application of the propaganda, every attempt by a {{TV|pop}} group to move to the closest matching ideology will behave as if the capped faction&#039;s ideology does not exist.&lt;br /&gt;
&lt;br /&gt;
Consequently, once a faction goes over the public support cap, it can no longer gain public support from any kind of propaganda. But if a faction is below the public support cap, there is nothing preventing it from gaining enough public support from one propaganda application to far exceed the public support cap.&lt;br /&gt;
&lt;br /&gt;
===== Sources of Propaganda =====&lt;br /&gt;
&lt;br /&gt;
These include but are not limited to:&lt;br /&gt;
&lt;br /&gt;
====== A Successful Councilor [[Public Campaign]] ======&lt;br /&gt;
Applies propaganda for the councilor&#039;s faction with strength X, where X is calculated as: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Base Value.&lt;br /&gt;
|-&lt;br /&gt;
| ×2 || On critical success.&lt;br /&gt;
|-&lt;br /&gt;
| Up to +9 || Earth Interface Hab Module bonus &amp;lt;br&amp;gt; (Broadcast Outlets, Communications Hubs, and Media Centers.)&lt;br /&gt;
|-&lt;br /&gt;
| ×1.15 || Project Research: &amp;lt;br&amp;gt; [[Appeals to Hope Messaging]] &amp;lt;br&amp;gt; (Available to {{icon|resist}}[[The Resistance]], {{icon|escape}}[[Project Exodus]], and {{icon|cooperate}}[[The Academy]].)&lt;br /&gt;
|-&lt;br /&gt;
| ×1.25 || Project Research: &amp;lt;br&amp;gt; [[Appeals to Fear Messaging]] &amp;lt;br&amp;gt; (Available to {{icon|destroy}}[[Humanity First]], {{icon|exploit}}[[The Initiative]], {{icon|appease}}[[The Protectorate]], and {{icon|submit}}[[The Servants]].)&lt;br /&gt;
|-&lt;br /&gt;
| ×1.25 || Project Research:&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
[[Enslave the Masters]] &lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
(Available to {{icon|exploit}}[[The Initiative]].) &lt;br /&gt;
|- &lt;br /&gt;
| -3.5 to +3.5 || Random.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== A Unity Priority Completion ======&lt;br /&gt;
&lt;br /&gt;
Applies propaganda for each faction that owns any of the nation&#039;s control points. (Empty control points do not count.)&lt;br /&gt;
&lt;br /&gt;
Propaganda strength is 5 multiplied by the number of control points owned by the faction, but the Religion control point counts as 4 control points.&lt;br /&gt;
&lt;br /&gt;
Propaganda strength is also affected by [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]].&lt;br /&gt;
&lt;br /&gt;
Abandoned or {{MissionIcon|Crackdown}}[[Crackdown|Cracked]] control points do not count.&lt;br /&gt;
&lt;br /&gt;
Note: Ordering matters. The last faction to get propaganda applied on each unity completion would get more public support and influence income on average.&lt;br /&gt;
&lt;br /&gt;
The ordering here is determined by the control point ownership: the faction that owns the leftmost control point goes first, then the faction that owns the leftmost control point that isn&#039;t controlled by the previous faction, then the faction that owns the leftmost control point that isn&#039;t controlled by the previous factions, and so on. Thus when sharing nations with other factions, one should try to avoid owning the leftmost control points.&lt;br /&gt;
&lt;br /&gt;
====== A Spoils Priority Completion ======&lt;br /&gt;
Applies propaganda for each faction that owns any of the nation&#039;s control points.&lt;br /&gt;
&lt;br /&gt;
Propaganda strength is ({{TV|education}} + {{TV|democracy}}) multiplied by -0.125 multiplied by the fraction of the nation&#039;s control points owned by the faction.&lt;br /&gt;
&lt;br /&gt;
====== An Army Destroyed ======&lt;br /&gt;
&lt;br /&gt;
Applies propaganda for the faction that controlled the army on the home nation of the army.&lt;br /&gt;
&lt;br /&gt;
Propaganda strength is {{TV|democracy}} multiplied by -1.&lt;br /&gt;
&lt;br /&gt;
====== A Martyr Councilor Killed ======&lt;br /&gt;
&lt;br /&gt;
Applies propaganda for the councilor&#039;s faction on every nation.&lt;br /&gt;
&lt;br /&gt;
Propaganda strength is 35.&lt;br /&gt;
&lt;br /&gt;
====== An [[Factions#Atrocity|Atrocity]] Committed ======&lt;br /&gt;
&lt;br /&gt;
Applies propaganda with strength X for the faction responsible on every nation, where X is calculated as:&lt;br /&gt;
# Set X to the total number of atrocities committed by the faction, including the newest atrocity.&lt;br /&gt;
# Multiply X by -0.333.&lt;br /&gt;
# Divide X by 2 if [[Total War Framing]] has been researched. (Available to {{icon|destroy}}[[Humanity First]], {{icon|exploit}}[[The Initiative]], and {{icon|submit}}[[The Servants]].)&lt;br /&gt;
&lt;br /&gt;
====== [[Publicize Alien Threat]] Researched ======&lt;br /&gt;
&lt;br /&gt;
Applies propaganda with strength 10 for the faction responsible on every nation.&lt;br /&gt;
&lt;br /&gt;
Available to {{icon|destroy}}[[Humanity First]], {{icon|resist}}[[The Resistance]], and {{icon|escape}}[[Project Exodus]].&lt;br /&gt;
&lt;br /&gt;
=== Sustainability ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s Sustainability value represents its ability to prevent emissions of greenhouse gases into the atmosphere from the economic activity within its borders. It represents the offset from expected emissions of Carbon Dioxide, Methane, and Nitrous Oxide based on the nation&#039;s GDP, population, and presence of oil resource regions.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
In Terra Invicta, every nation has a {{TV|pollution multiplier}} that caps at 10. This {{TV|pollution multiplier}} multiplies:&lt;br /&gt;
* The amount of [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Greenhouse Gases]] that the nation passively produces each month.&lt;br /&gt;
* The amount of [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Greenhouse Gases]] that the nation produces whenever it completes the {{TV|spoils}}.&lt;br /&gt;
&lt;br /&gt;
Initially, nations cannot go below {{TV|pollution multiplier|0.3325}}. But researching all of the following technologies would reduce this minimum value down to the limit of 0:&lt;br /&gt;
* [[Arrival International Development]] reduces the minimum by 0.05.&lt;br /&gt;
* [[Designer Lifeforms]] reduces the minimum by 0.05.&lt;br /&gt;
* [[Integrated Earth-Space Economy]] reduces the minimum by 0.05.&lt;br /&gt;
* [[Clean Energy]] reduces the minimum by 0.1.&lt;br /&gt;
* [[Climate Change Mitigation]] reduces the minimum by 0.1.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}: &lt;br /&gt;
* Each completion of the {{TV|spoils}} adds {{TV|pollution multiplier|0.0005}}.&lt;br /&gt;
** This is further increased by 0.0005 per {{icon|oil}}Oil or {{icon|resource region}}Mining Region.&lt;br /&gt;
* Each completion of the {{TV|environment}} removes {{TV|pollution multiplier|0.005}}.&lt;br /&gt;
** Multiplied by {{TV|pollution multiplier}} / 2 if {{TV|pollution multiplier}} &amp;gt; 2.&lt;br /&gt;
** Multiplied by Max(0.25, {{TV|pollution multiplier}} / 0.5) if the {{TV|pollution multiplier}} &amp;lt; 0.5.&lt;br /&gt;
** Divided by the number of layers of nuclear fallout within the nation, if the nation has any layers of nuclear fallout.&lt;br /&gt;
 &lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: [[Regions#Region_Damage|Region damage]], such as from natural disasters and war, can rapidly increase a nation&#039;s Pollution Multiplier.&lt;br /&gt;
&lt;br /&gt;
A nation&#039;s {{TV|sustainability}}value is calculated as:&lt;br /&gt;
* 10 if {{TV|pollution multiplier}} = 0.&lt;br /&gt;
* 9.99+ if (1 / {{TV|pollution multiplier}}) &amp;gt; 9.99.&lt;br /&gt;
* 9.9+ if (1 / {{TV|pollution multiplier}}) &amp;gt; 9.9.&lt;br /&gt;
* 1 / {{TV|pollution multiplier}} otherwise.&lt;br /&gt;
&lt;br /&gt;
Once a nation reaches {{TV|sustainability|10}} ({{TV|pollution multiplier|0}}), the {{TV|environment}} will begin to remove [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Greenhouse Gases]] from the atmosphere. &lt;br /&gt;
&lt;br /&gt;
At this point, there is a significant change: the [[Nations#Population_Scaling_for_Nation_Stat_Changes |population scaling]] effect gets inverted. A larger {{TV|pop}} is now a boon: the amount of [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Greenhouse Gases]] removed whenever the {{TV|environment}} is completed is now multiplied by (the nation&#039;s {{TV|pop}} / 50 million) ^ 0.35.&lt;br /&gt;
&lt;br /&gt;
Hence, a player who wishes to fix the [[Climate_Change|Climate]] should aim to make the most populated nations reach {{TV|sustainability|10}}, and then heavily invest into the {{TV|environment}}.&lt;br /&gt;
&lt;br /&gt;
=== Inequality ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s Inequality score is a measure of how wealth and income is distributed in the nation. High values mean the nation doesn&#039;t have much of a middle class. Inequality grows by a little as a product of normal economic activity (the Economy Priority) or by a lot because of corruption (the Spoils Priority). Resource regions in a nation can contribute to inequality. High inequality reduces Cohesion as the nation divides into haves and have-nots. It is countered by use of the Welfare priority.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* Each completion of the {{TV|economy}} adds {{TV|inequality|0.00015}}.&lt;br /&gt;
** This is further increased by 0.0001 per Resource Region.&lt;br /&gt;
* Each completion of the {{TV|spoils}} adds {{TV|inequality|0.0025}}.&lt;br /&gt;
** This is further increased by 0.001 per Resource Region.&lt;br /&gt;
* Each completion of the {{TV|welfare}} removes {{TV|inequality|0.005}}.&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
Inequality score ranges from 1 to 9:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! {{TV|inequality}} !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Very Low || 1-2&lt;br /&gt;
|-&lt;br /&gt;
| Low || 2-3&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 3-4&lt;br /&gt;
|-&lt;br /&gt;
| High || 4-5&lt;br /&gt;
|-&lt;br /&gt;
| Very High || 5-6&lt;br /&gt;
|-&lt;br /&gt;
| Extreme || 6-9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Whenever a nation&#039;s {{TV|inequality}} would grow beyond 9, the excess amount is instead subtracted from {{TV|cohesion}} and added to {{TV|unrest}}.&lt;br /&gt;
&lt;br /&gt;
===Corruption===&lt;br /&gt;
&lt;br /&gt;
Corruption (shown in the {{TV|spoils}} tooltip) determines what percentage of the nation&#039;s {{TV|ip}} the elites want diverted to the {{TV|spoils}} (Note: Does not account for priority bonuses). If this is not done then {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]]s become easier to perform against the nation, to the point where they might even [[Nations#Coups_and_revolutions|naturally occur]] without any faction&#039;s involvement. Conversely, assigning more to the {{TV|spoils}} than the elites want will cause them to protect your nation from councilor {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] attempts.&lt;br /&gt;
&lt;br /&gt;
Corruption for human nations is calculated as follows:&lt;br /&gt;
* 50% base value.&lt;br /&gt;
* Decreased by 2.65515% for every point of {{TV|democracy}}.&lt;br /&gt;
* Decreased by 0.57342% for every point of {{TV|cohesion}}.&lt;br /&gt;
* Decreased by 0.824624% for every {{TV|gdppc|3000}}.&lt;br /&gt;
* Multiplied by 0.8 if the [[A Common Concern]] project has been researched. &lt;br /&gt;
** Note: Only available to {{icon|resist}}[[The Resistance]], {{icon|cooperate}}[[The Academy]], {{icon|escape}}[[Project Exodus]], and {{icon|submit}}[[The Servants]].&lt;br /&gt;
* Capped from below at 5%.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
The [[Aliens#Alien_Administration|Alien Administration]] always has 0% corruption.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Priorities ==&lt;br /&gt;
The settings in the Priorities tab control the distribution of {{TV|ip}}, which represent surplus economic capital generated by the nation.&lt;br /&gt;
&lt;br /&gt;
The owner of each [[Nations#Control_Points|control point]] may direct a share of {{TV|ip}} into any number of priorities, either by selecting a present in the dropdown menu or setting them directly by clicking a spot in the grid.&lt;br /&gt;
&lt;br /&gt;
{{TV|ip}} are distributed by setting weights (0,1,2 or 3) for each priority, and the amount of {{TV|ip}} going to a particular priority depends on the total number of weights set for a particular control point.&lt;br /&gt;
&lt;br /&gt;
{{TV|ip}} gradually fill buckets for each priority; once filled, the nation receives the effects of that priority, and in most cases it may be filled again.&lt;br /&gt;
&lt;br /&gt;
Some priorities will be highlighted red if they are considered critical to the nation.&lt;br /&gt;
&lt;br /&gt;
=== List of Priorities ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Priority !! {{TV|ip}} cost !! Requirements !! Effects !! [[Nations#Population_Scaling_for_Nation_Stat_Changes|Pop Scaled]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | [[File:ICO economy priority.png|50px]] Economy || rowspan=4 | 1 || rowspan=4 | None&lt;br /&gt;
| {{TV|gdppc}} [[File:ICO arrow green.png|24px]] by 3 + (1.5 per {{icon|resource region}}Mining Region) + (1.5 per {{icon|oil}}Oil Region) + (1.5 per {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic Region) + (0.5 per {{TV|democracy}}) + {{TV|education}} &lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|inequality}} [[File:ICO arrow red.png|24px]] by 0.00015 + 0.0001 per {{icon|resource region}}Mining Region + 0.0001 per {{icon|oil}}Oil Region || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Regions]] may be [[Regions#Improving_Regions|Improved]] into {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic, {{icon|resource region}}Mining or {{icon|oil}}Oil Regions after sufficient investment || No&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|metal}} and {{TV|nobles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | [[File:ICO welfare priority.png|50px]] Welfare || rowspan=2 | 1 || None&lt;br /&gt;
| {{TV|inequality}} [[File:ICO arrow green down.png|24px]] by 0.005 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Has {{icon|colony|bgcolor=DarkSlateGray}}Colony [[Regions]] || One {{icon|colony|bgcolor=DarkSlateGray}}Colony [[Regions|Region]] loses {{icon|colony|bgcolor=DarkSlateGray}}Colony status every 1000 completions || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | [[File:ICO environment priority.png|50px]] Environment || rowspan=3 | 1&lt;br /&gt;
| {{TV|sustainability|10}} || [[Climate_Change|Greenhouse Gases]] [[File:ICO arrow green down.png|24px]] || Inverted&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|sustainability|&amp;lt;10}}&lt;br /&gt;
| &lt;br /&gt;
[[Nations#Sustainability|Pollution Multiplier]] [[File:ICO arrow green down.png|24px]] by -0.005 / Max(1, total layers of Fallout)&lt;br /&gt;
* × [[Nations#Sustainability|Pollution Multiplier]] / 2 if the [[Nations#Sustainability|Pollution Multiplier]] &amp;gt; 2&lt;br /&gt;
* × Max(0.25, the [[Nations#Sustainability|Pollution Multiplier]] / 0.5) if the [[Nations#Sustainability|Pollution Multiplier]] &amp;lt; 0.5&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* {{icon|life}}[[Transform Phages]] researched&lt;br /&gt;
* At least one [[Regions|Region]] has {{icon|fallout}}Fallout &lt;br /&gt;
| One [[Regions|Region]] loses a layer of {{icon|fallout}}Fallout every 100 completions || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | [[File:ICO knowledge priority.png|50px]] Knowledge || rowspan=2 | 1 || rowspan=2 | None&lt;br /&gt;
| &lt;br /&gt;
{{TV|education}} [[File:ICO arrow green.png|24px]] by 0.005 &lt;br /&gt;
* × 8.5 / {{TV|education}} if {{TV|education}} &amp;lt; 8.5&lt;br /&gt;
* × 12 / {{TV|education}} if {{TV|education}} &amp;gt; 12&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|cohesion}} centered by 0.01 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | [[File:ICO government priority.png|50px]] Government || rowspan=3 | 1 || {{TV|democracy|&amp;lt;10}} || {{TV|democracy}} [[File:ICO arrow green.png|24px]] by 0.001 per {{TV|education}} || Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|democracy|10}} || Same as {{TV|knowledge}} || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Has [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]] || One [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions|Region]] loses [[Foreign_Relations#Hostile_Claims|Hostility]] every 200 completions (shared with {{TV|unity}}). || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | [[File:ICO unity priority.png|50px]] Unity || rowspan=4 | 2 || rowspan=3 | None&lt;br /&gt;
| &lt;br /&gt;
{{TV|cohesion}} [[File:ICO arrow green.png|24px]] by Max(0.025, 0.1 - 0.005 × {{TV|education}} - 0.005 × {{TV|democracy}})&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|education}} [[File:ICO arrow red down.png|24px]] by 0.001 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
For each faction that owns any control points: &amp;lt;br&amp;gt;&lt;br /&gt;
Apply [[Nations#Nations#Changing_Public_Opinion|Propaganda]] of strength 5 × number of control points owned by faction &amp;lt;br&amp;gt;&lt;br /&gt;
(Religion counts as 4 control points)&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Has [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]] || One [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions|Region]] loses [[Foreign_Relations#Hostile_Claims|Hostility]] every 200 completions (shared with {{TV|government priority}}). || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO military priority.png|50px]] Military || 1 || Found Military Completed in Nation || {{TV|miltech}} [[File:ICO arrow green.png|24px]] by 0.00125 / {{TV|miltech}} × Best Human Nation&#039;s {{TV|miltech}} || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | [[File:ICO oppression priority.png|50px]] Oppression || rowspan=3 | 1 || rowspan=2 | Found Military Completed in Nation&lt;br /&gt;
| {{TV|democracy}} [[File:ICO arrow red down.png|24px]] by 0.0025 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|unrest}} [[File:ICO arrow green down.png|24px]] by (0.1 - {{TV|democracy}} / 100) × 3 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Found Military Completed in Nation and &amp;gt;5 {{TV|democracy}} || {{TV|cohesion}} [[File:ICO arrow red down.png|24px]] by 0.025 × ({{TV|democracy}} - 5) || Yes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | [[File:ICO spoils priority.png|50px]] Spoils || rowspan=6 | 1 || rowspan=5 | None&lt;br /&gt;
| {{TV|inequality}} [[File:ICO arrow red.png|24px]] by 0.0025 + 0.0015 per {{icon|resource region}}Mining Region + 0.0015 per {{icon|oil}}Oil Region || Yes &lt;br /&gt;
|-&lt;br /&gt;
| {{TV|democracy}} [[File:ICO arrow red down.png|24px]] by 0.0005 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
For each faction that owns any control points: &amp;lt;br&amp;gt;&lt;br /&gt;
Apply [[Nations#Nations#Changing_Public_Opinion|Propaganda]] of strength - 0.125 × ({{TV|education}} + {{TV|democracy}}) × fraction of control points owned by faction&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[Nations#Sustainability|Pollution Multiplier]] [[File:ICO arrow red.png|24px]] by 0.0005 + 0.00075 per {{icon|resource region}}Mining Region + 0.00075 per {{icon|oil}}Oil Region || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Climate_Change|Greenhouse Gases]] [[File:ICO arrow red.png|24px]] || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Control Points Not Cracked&lt;br /&gt;
|&lt;br /&gt;
Each Faction&#039;s {{TV|money}} [[File:ICO arrow green.png|24px]] by (5 × Monthly {{TV|ip}} + 5 per {{icon|resource region}}Mining Region + 5 per {{icon|oil}}Oil Region + 2.5 × (10 - {{TV|democracy}})) × fraction of control points owned by faction &lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO funding priority.png|50px]] Funding || 1 || None || Annual {{TV|money}} Production [[File:ICO arrow green.png|24px]] by 10 + max(round(((GDP in billions)^0.18)/1.09),1) || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO_launchFacilities_Priority.png|50px]] Boost || 2 || Found Space Program Completed in Nation || Annual {{TV|boost}} Production [[File:ICO arrow green.png|24px]] by 0.4 - (Launch Facility Latitude / 250) || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO missionControl priority.png|50px]] Mission Control || 25 || Found Space Program Completed in [[Foreign Relations#Federations|Federation]] || {{icon|mc}}Mission Control [[File:ICO arrow green.png|24px]] by 1 || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO spaceflightProgram priority.png|50px]] Found Space Program || 50 || None || Annual {{TV|boost}} Production [[File:ICO arrow green.png|24px]] by 0.1 || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO found military priority.png|50px]] Found Military || 40 || None &lt;br /&gt;
|&lt;br /&gt;
Set {{TV|miltech}} to the Max of:&lt;br /&gt;
* 2&lt;br /&gt;
* Worst [[Foreign Relations#Federations|Federation]] Member&#039;s {{TV|miltech}} - 0.3&lt;br /&gt;
* Worst [[Foreign Relations#Alliances|Ally]]&#039;s {{TV|miltech}} - 0.3&lt;br /&gt;
* Worst Human Nation&#039;s {{TV|miltech}}&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | [[File:ICO buildArmy priority.png|50px]] Build Army || rowspan=2 | 60 || rowspan=2 | &lt;br /&gt;
* Found Military Completed in Nation &lt;br /&gt;
* &amp;gt;(5 + 25 × {{TV|Armies}}) {{TV|pop}} in Millions&lt;br /&gt;
* Has a non-colony Region without its own [[Nations#Armies|Army]]&lt;br /&gt;
| Builds an [[Nations#Armies|Army]] || No&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|metal}} and {{TV|nobles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | [[File:ICO buildNavy priority.png|50px]] Build Navy || rowspan=2 | 100 || rowspan=2 | &lt;br /&gt;
* Found Military Completed in Nation &lt;br /&gt;
* &amp;gt;4 Control Points, or 3 Control Points and {{TV|gdppc|&amp;gt;40000}}&lt;br /&gt;
* Has an [[Nations#Armies|Army]] without its own {{icon|navy}}[[Nations#Navies|Navy]]&lt;br /&gt;
| Attaches {{icon|navy}}[[Nations#Navies|Navy]] to an [[Nations#Armies|Army]] || No&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|metal}} and {{TV|nobles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | [[File:ICO develop atomic bomb priority.png|50px]] Develop Atomic Bomb || rowspan=4 |  80 || rowspan=4 | None || {{TV|nukes}} [[File:ICO arrow green.png|24px]] by 1 || No&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|fissiles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Climate_Change|Aerosols]] [[File:ICO arrow red.png|24px]] by 0.0000777ppm || No&lt;br /&gt;
|- &lt;br /&gt;
| Each Owning Faction Commits 1 [[Factions#Atrocity|Atrocity]] || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | [[File:ICO buildNuclearWeapons priority.png|50px]] Nuclear Weapons || rowspan=2 | 40 || rowspan=2 | Develop Atomic Bomb Completed in Nation || {{TV|nukes}} [[File:ICO arrow green.png|24px]] by 1 || No&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|fissiles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO buildSpaceDefenses priority.png|50px]] Space Defenses || 25 to 100 (scaled by region size) || {{icon|military}}[[Trans-Interface Warfare]] researched || Builds a {{icon|sto defense}}[[Nations#Space_Defenses|Space Defense Facility]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO buildSTOSquadron priority.png|50px]] Build Exofighter || 10 &lt;br /&gt;
| &lt;br /&gt;
* {{icon|military}}[[Exoatmospheric Fighters]] researched &lt;br /&gt;
* Has a Region not at [[Nations#Exofighters|Maximum Exofighters]]&lt;br /&gt;
|| Builds an {{icon|exofighter}}[[Nations#Exofighters|Exofighter]] || No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Diversity Bonus ===&lt;br /&gt;
&lt;br /&gt;
Each control point &#039;&#039;&#039;independently&#039;&#039;&#039;&amp;lt;ref&amp;gt;The priority settings for the other control points have no effect whatsoever on the diversity bonuses for this control point.&amp;lt;/ref&amp;gt; gains a small diversity bonus to each of its priorities based on how much it is personally investing into &#039;&#039;&#039;other&#039;&#039;&#039;&amp;lt;ref&amp;gt;A priority cannot give itself its own diversity bonus&amp;lt;/ref&amp;gt; nation building priorities. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Priority !! Diversity Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|economy}} || 50%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|welfare}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|environment}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|knowledge}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|government}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|unity}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|military priority}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each of these nation building priorities adds a diversity bonus of X% to all &#039;&#039;&#039;other&#039;&#039;&#039; priorities, where X% is calculated as its (Diversity Multiplier × Pips in the priority for this control point ÷ Total pips for this control point).&lt;br /&gt;
&lt;br /&gt;
For example, suppose a control point has 3 pips in the {{TV|economy}}, 1 pip in the {{TV|welfare}}, and 1 pip in the {{TV|spoils}}, for a total of 5 pips. Then:&lt;br /&gt;
* The {{TV|economy}} adds a diversity bonus of 50% × 3 ÷ 5 = 30%.&lt;br /&gt;
* The {{TV|welfare}} adds a diversity bonus of 20% × 1 ÷ 5 = 4%.&lt;br /&gt;
* The {{TV|spoils}} adds no diversity bonus, because it is not a nation building priority.&lt;br /&gt;
&lt;br /&gt;
Thus:&lt;br /&gt;
* The {{TV|economy}} receives a diversity bonus of 4% (because it cannot receive the 30% from itself).&lt;br /&gt;
* The {{TV|welfare}} receives a diversity bonus of 30% (because it cannot receive the 4% from itself).&lt;br /&gt;
* The {{TV|spoils}} receives a diversity bonus of 30% + 4% = 34%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: This diversity bonus is &#039;&#039;&#039;additive&#039;&#039;&#039; with other bonuses to nation priorities. Specifically, whenever a control point would put any {{TV|IP}} into any priority, the amount of {{TV|IP}} that is actually put into the priority is multiplied by:&lt;br /&gt;
&amp;lt;pre&amp;gt;100% + Priority Bonus from Orgs + Priority Bonus from Traits + Priority Bonus from Earth Interface Hab Modules + Priority Bonus received from Diversity + Priority Bonus from Projects + Priority Bonus from Federation + Priority Bonus from Mining Regions &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Direct Investment ===&lt;br /&gt;
Direct Investment allows a faction to purchase {{TV|ip}} in a certain priority with {{TV|money}}, {{TV|influence}}, and/or {{TV|ops}}. The number of {{TV|ip}} that may be purchased each calendar year in any nation is capped at 12 × ({{TV|pop}} in Millions × 48.75) ^ 0.175 × ([[Nations#GDP|GDP]] in Billions)^0.175, rounded to the nearest integer. Each priority type is affected by a number of distinct cost multipliers, shown at the bottom of this section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Base Direct Investment Costs for each Nation Priority&lt;br /&gt;
|-&lt;br /&gt;
! Priority !! {{TV|money}} Cost !! {{TV|influence}} Cost !! {{TV|ops}} Cost&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|economy}} || {{TV|gdppc}} Increase Per Completion × {{TV|pop}} in Millions / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 25 || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|welfare}} || 360000 / 67 × {{TV|inequality}} Decrease Per Completion × {{TV|pop}} in Millions / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 100 || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|environment}} || 150000 × [[Nations#Sustainability|Pollution Multiplier]] Decrease Per Completion × ({{TV|pop}} / 50 million) ^ 0.35 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 100 || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|knowledge}} || 625 / 41 × {{TV|pop}} in Millions / ({{TV|pop}} / 50 million) ^ 0.35 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 100 || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|government}} || 150000 × {{TV|democracy}} Increase Per Completion × ({{TV|pop}} / 50 million) ^ 0.35 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 300 || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|unity}} || 400 × ({{TV|pop}} / 50 million) ^ 0.35 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 300 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|oppression}} || 0 || 50 × Max(1, {{TV|democracy}}) × Required {{icon|ip|bgcolor=DarkSlateGray}}IP / ({{TV|pop}} / 50 million) ^ 0.35 || 30 / (1 + Min(2, {{TV|miltech}} / 10))&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|funding}} || 0 || 5 × {{icon|funding}}[[Nations#Funding|Funding]] Increase Per Completion / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|found space program}} || 2800 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 2500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|boost priority}} || 1250 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 100 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|mission control priority}} || 2500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 800 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|found military}} || 2000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 2000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 1500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|military priority}} || 250 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 250 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 30 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|build army}} || 10000 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 3000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 2000 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|build navy}} || 1200 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 3000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 1500 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|develop atomic bomb}} || 30000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 3000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 300 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|nuclear weapons}} || 5000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 1500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 150 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|space defenses}} || 2500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 800 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 600 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|build exofighter}} || 1000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 200 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 150 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&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;
|+ Direct Investment Cost Multipliers&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Conditions !! {{TV|money}} Cost Multiplier !! {{TV|influence}} Cost Multiplier !! {{TV|ops}} Cost Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| [[Nations#Corruption|Corruption]] || None || 1.2 + [[Nations#Corruption|Corruption]] × 0.9 || 1 + [[Nations#Corruption|Corruption]] × 0.75 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Technology|Projects]] || Researched || 1 - 0.15 for [[Transnational Investments]] - 0.15 for [[Adaptive FDI Modeling]] || 1 - 0.25 for [[Strategic Lobbying]] - 0.25 for [[Regulatory Capture]] || 1&lt;br /&gt;
|-&lt;br /&gt;
| Recently Conquered || Within 365.25 days &amp;lt;br&amp;gt; Not {{TV|oppression}}&amp;lt;br&amp;gt; Not {{TV|funding}} || 1 || 0.5 || 1&lt;br /&gt;
|- &lt;br /&gt;
| Nation Ownership || Not Cracked || 1 || 1 - 0.5 × Fraction of Control Points Owned || 1 &lt;br /&gt;
|-&lt;br /&gt;
| {{TV|cp}} Cost || Not Alien Nation &amp;lt;br&amp;gt; Not {{TV|funding}} || 1 || 0.1 × Single Control Point {{TV|cp}} Cost || 1  &lt;br /&gt;
|- &lt;br /&gt;
| National Priority Bonuses || Not from [[Foreign Relations#Federations|Federation]] &amp;lt;br&amp;gt; Not from [[Nations#Diversity_Bonus|Diversity]] || 1 / (1 + Bonus) || 1 / (1 + Bonus) || 1 / (1 + Bonus)&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign Relations#Federations|Federation]] Bonus || {{TV|economy}} Only || 1 / (1 + Bonus) || 1 / (1 + Bonus) || 1 / (1 + Bonus)&lt;br /&gt;
|-&lt;br /&gt;
| Nation {{icon|resource region}}Mining Regions || {{TV|build army}} and {{TV|build navy}} Only || 1 / (1 + 0.05 per {{icon|resource region}}Mining Region) || 1 / (1 + 0.05 per {{icon|resource region}}Mining Region) || 1 / (1 + 0.05 per {{icon|resource region}}Mining Region)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Elites ===&lt;br /&gt;
&lt;br /&gt;
Each nation requires a certain percentage of {{TV|ip}} to be put into the {{TV|spoils}}. Failing to provide enough {{TV|ip}} into {{TV|spoils}}, shown by the priority becoming red, increases the chance of a [[Nations#Coups_and_revolutions|coup]]. See [[Nations#Corruption]] for details on how this percentage is calculated.&lt;br /&gt;
&lt;br /&gt;
== Control Points ==&lt;br /&gt;
&lt;br /&gt;
Control Points represent key nodes of political and economic power in a nation. &lt;br /&gt;
&lt;br /&gt;
The faction that owns a control point has loyal followers in positions of authority. Control points grant their faction a portion of the nation&#039;s critical [[Resources|resources]], control over the nation&#039;s [[Nations#Armies|armies]], and the ability to direct [[Nations#Priorities|investment priorities]].&lt;br /&gt;
&lt;br /&gt;
The {{TV|research}}, {{TV|boost}}, {{TV|mc}} and {{TV|money}} (from funding and spoils) produced by the nation is divided up equally among all of its control points. Control points that have sustained a {{MissionIcon|Crackdown}}[[Crackdown]] or are abandoned still get their share, but the owning faction does not receive it.&lt;br /&gt;
&lt;br /&gt;
If there are [[Nations#Armies|Armies]] controlled by the nation, owning a control point may also grant you direct control of said [[Nations#Armies|Armies]]. Control Points with [[Nations#Armies|Armies]] attached to them are shown with the {{TVS|army}} symbol. If there is more than one [[Nations#Armies|Army]] attached to a control point then the number of attached [[Nations#Armies|Armies]] is shown over the symbol. &lt;br /&gt;
&lt;br /&gt;
Certain powerful policies, such as joining and leaving [[Foreign Relations#Federations|federations]] and [[Foreign Relations#Peaceful_Unification|merging nations]], require Consolidated control of the executive, which means the executive faction either gained control of the nation through violent means such as [[Foreign Relations#War_Conquest|war]] or [[Nations#Coups_and_revolutions|revolution]], or must have held continuous control of the executive control point for 180 days.&lt;br /&gt;
&lt;br /&gt;
=== Number of Control Points ===&lt;br /&gt;
&lt;br /&gt;
The number of control points is based on the nation&#039;s [[Nations#GDP|GDP]], specifically:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Number of Control Points = max(1,min(round(((GDP in billions)^0.18)/1.09),6))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! GDP (Bn) !! Control Points&lt;br /&gt;
|-&lt;br /&gt;
| 0-15.4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 15.4-263 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 263-1701 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 1701-6869 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 6869-20944 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 20944+ || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Whenever a nation&#039;s GDP grows to the point where it would gain a new control point, the new control point is added to the left and assigned to the same faction that controls the executive control point.&lt;br /&gt;
&lt;br /&gt;
Whenever a nation&#039;s GDP shrinks to the point where it would lose a control point, the leftmost control point is removed.&lt;br /&gt;
&lt;br /&gt;
=== Cost of Control Points ===&lt;br /&gt;
&lt;br /&gt;
The {{TV|cp}} cost of a control point is also based on the nation&#039;s [[Nations#GDP|GDP]], specifically:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Total Cost of Control Points = (GDP in billions) ^ 0.6 / 2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This total {{TV|cp}} cost is divided up evenly among all the control points of the nation.&lt;br /&gt;
&lt;br /&gt;
Control points that have sustained a {{MissionIcon|Crackdown}}[[Crackdown]] or are abandoned do not cost any {{TV|cp}}.&lt;br /&gt;
&lt;br /&gt;
When a faction exceeds their {{TV|cp}}, they suffer the following penalties:&lt;br /&gt;
* Certain [[Missions]] against the faction gain a bonus attack mission modifier of {{TV|cp}} overcap / 3. These [[Missions]] are:&lt;br /&gt;
** {{MissionIcon|Crackdown}}[[Crackdown]]&lt;br /&gt;
** {{MissionIcon|Purge}}[[Purge]]&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
** {{MissionIcon|Enthrall Elites}}[[Enthrall Elites]]&lt;br /&gt;
** {{MissionIcon|Dominate}}[[Dominate Nation]]&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
* The faction&#039;s annual {{TV|influence}} income decreases by {{TV|cp}} overcap ^ 2.&lt;br /&gt;
&lt;br /&gt;
=== Taking Control Points ===&lt;br /&gt;
&lt;br /&gt;
To gain control over a neutral Control Point, one usually performs a successful {{MissionIcon|Control Nation}}[[Control Nation]] mission with one of their [[Councilors]]. Under normal circumstances, in nations with more than one Control Point, the executive Control Point can only be controlled if you already have a Control Point in a nation and it is the last Control Point to be taken. If every nation has all of their Control Points controlled by [[Factions]], then the {{MissionIcon|Control Nation}}[[Control Nation]] mission becomes unavailable. In that case you would need to perform a successful {{MissionIcon|Purge}}[[Purge]] mission on an enemy Control Point.&lt;br /&gt;
&lt;br /&gt;
To increase {{MissionIcon|Purge}}[[Purge]] success chances, it is recommended to conduct {{MissionIcon|Crackdown}}[[Crackdown]] on these Control Points first. Another alternative to Control Nation is {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]]. It can either be performed with your councilor or happen naturally. See [[Nations#Effects_of_a_Coup]] for the effects of a coup, including the distribution of control points when a coup occurs. {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] has a higher success chance in nations with high {{TV|unrest}}, so {{MissionIcon|Unrest}}[[Increase Unrest]] missions can be very helpful.&lt;br /&gt;
&lt;br /&gt;
One more alternative is to simply use [[Foreign Relations#Wars|war]]. When armies [[Foreign Relations#War_Conquest|conquer]] a nation&#039;s {{icon|capital|bgcolor=DarkSlateGray}}capital region, all control points in the nation switch owners to whichever [[Factions|faction]] [[Foreign Relations#War_Conquest|conquered]] them.&lt;br /&gt;
&lt;br /&gt;
=== Control Point Types ===&lt;br /&gt;
&lt;br /&gt;
Control points come in a variety of types. Their type depends on the national {{TV|democracy}} and other conditions, and provides a related bonus for the faction controlling it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Control Point Types for Human Nations, the conditions under which they appear, and what benefits they give to their Faction.&lt;br /&gt;
|-&lt;br /&gt;
! Position (from the Right) !! Conditions !! Control Point Type !! Benefits&lt;br /&gt;
|-&lt;br /&gt;
| 1st || None || Executive || &lt;br /&gt;
* Allows {{MissionIcon|Set National Policy}}[[Set National Policy]] missions.&lt;br /&gt;
* Allows setting Nation [[Foreign Relations#Alliances|allies]] and [[Foreign Relations#Rivals|rivals]].&lt;br /&gt;
* Gives full control of Nation&#039;s {{TV|nukes}}.&lt;br /&gt;
* Gives full control of Nation&#039;s {{TV|exofighters}}.&lt;br /&gt;
* Gives full control of Nation&#039;s choices in response to [[Events]].&lt;br /&gt;
* Gives full control of Nation&#039;s choices in response to incoming requests for [[Foreign Relations#Declaring_Wars|joining wars]], [[Foreign Relations#Proposing_Alliances|allying]], and [[Foreign Relations#Joining_Federations|federating]].&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | 2nd || ≥5 {{TV|democracy}} || Legislature ||&lt;br /&gt;
* If Faction also owns the Executive, then +3 Bonus Defense against all {{MissionIcon|Purge}}[[Purge]] and {{MissionIcon|Dominate}}[[Dominate Nation]] Missions targeting the Executive.&lt;br /&gt;
* Otherwise, the faction gains +3 Bonus Attack on its {{MissionIcon|Purge}}[[Purge]] Missions targeting the Executive.&lt;br /&gt;
|-&lt;br /&gt;
| ≥6 {{TV|education}} and ≥7 {{TV|cohesion}} || Party || &lt;br /&gt;
* +3 Bonus Defense against all {{MissionIcon|Purge}}[[Purge]] and {{MissionIcon|Dominate}}[[Dominate Nation]] Missions targeting each non-Executive control point owned by the Faction.&lt;br /&gt;
* +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Purge}}[[Purge]] Missions targeting each non-Executive control point.&lt;br /&gt;
|-&lt;br /&gt;
| ≥6 {{TV|education}} and &amp;lt;7 {{TV|cohesion}} || Oligarchs ||&lt;br /&gt;
* If Faction also owns the Executive, then +3 Bonus Defense against all other factions&#039; {{MissionIcon|Coup d&#039;Etat}}[[Coup]] Missions targeting the Nation.&lt;br /&gt;
* +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Coup d&#039;Etat}}[[Coup]] Missions targeting the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| Else || Aristocracy || +20% Nation {{icon|spoils}}Spoils Money Output for Faction.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | 3rd || &amp;lt;5 {{TV|democracy}} || Security Apparatus || &lt;br /&gt;
* +3 Bonus Defense against all {{MissionIcon|Extract}}[[Extract Councilor]] Missions targeting councilors that are detained by the Faction within the Nation.&lt;br /&gt;
* +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Assassinate}}[[Assassinate]], {{MissionIcon|Crackdown}}[[Crackdown]], {{MissionIcon|Detain}}[[Detain]], and {{MissionIcon|Extract}}[[Extract Councilor]] Missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| ≥7 {{TV|education}} || Mass Media || +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Public Campaign}}[[Public Campaign]] and {{MissionIcon|Dominate}}[[Dominate Nation]] missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| Else || Religion || +15 [[Nations#Changing_Public_Opinion|Propaganda Strength]] for {{icon|unity}}Unity Priority&#039;s Propaganda for Faction. (Affected by [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]].)&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | 4th || &amp;lt;4 {{TV|democracy}} || National Industries || &lt;br /&gt;
* +3 Bonus Defense against all {{MissionIcon|Hostile Takeover}}[[Hostile Takeover]] Missions targeting [[Orgs]] owned by the Faction within the Nation.&lt;br /&gt;
* +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Hostile Takeover}}[[Hostile Takeover]] Missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;3.5 {{TV|inequality}} and &amp;gt;10000 {{TV|gdppc}} and &amp;gt;7 {{TV|education}} || Trade Unions || [[Orgs]] based in the same nation cost 20% less {{TV|influence}} for Faction to purchase.&lt;br /&gt;
|-&lt;br /&gt;
| Else || Corporations || [[Orgs]] based in the same nation cost 20% less {{TV|money}} for Faction to purchase.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | 5th || &amp;gt;6 {{TV|cohesion}} || Bureaucracy || +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Control Nation}}[[Control Nation]] missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;3 {{TV|cohesion}} || Regional Authorities || +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Stabilize}}[[Stabilize Nation]] missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;1 {{TV|cohesion}} or &amp;lt;7 {{TV|unrest}} || Identity Blocs || +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Unrest}}[[Increase Unrest]] missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| Else || Warlords || +6 Bonus Attack on the Faction&#039;s {{MissionIcon|Unrest}}[[Increase Unrest]] missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | 6th || &amp;gt;9 {{TV|democracy}} and &amp;gt;9 {{TV|education}} || Knowledge Sector || +5% {{icon|research}}[[Nations#Research|Nation Research]] Output for Faction.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;6 {{TV|cohesion}} and Nation has a [[Foreign Relations#Rivals|rival]] or [[Foreign Relations#Wars|war enemy]] which has at least the same number of control points. || Defense Sector || Faction&#039;s {{TV|armies}} that belong to this Nation gain +0.005 [[Terrestrial_Warfare#Army_Healing|daily heal rate]].&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;6 {{TV|democracy}} and &amp;gt;7 {{TV|education}} || Financial Sector || +5% Nation {{icon|funding}}Funding Money Output for Faction.&lt;br /&gt;
|-&lt;br /&gt;
| Nation has at least 1 {{icon|oil}}Oil or {{icon|resource region}}Mining Region || Extractive Sector || Nation {{icon|spoils}}Spoils Money Output for Faction increased by 2 × Number of {{icon|oil}}Oil or {{icon|resource region}}Mining Regions × Number of Control Points owned by Faction in Nation. Not affected by Aristocracy bonus.&lt;br /&gt;
|-&lt;br /&gt;
| Else || Agricultural Sector || Nothing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
The [[Aliens#Alien_Administration|Alien Nation]] does not have any special control point types or bonuses. Though naturally the [[Aliens]] still receive all of the benefits that an Executive Control Point grants.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;br /&gt;
[[Category: Major Articles]]&lt;br /&gt;
[[Category: Nations]]&lt;/div&gt;</summary>
		<author><name>76561198025456609</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Nations&amp;diff=11729</id>
		<title>Nations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Nations&amp;diff=11729"/>
		<updated>2026-05-17T18:33:37Z</updated>

		<summary type="html">&lt;p&gt;76561198025456609: /* Space Defenses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;This page mainly discusses the game mechanics for nations. For a list of all nations in Terra Invicta, as well as their initial stats, see [[Nation List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Nations screen.png|thumb|320px|Nation Stats view]]&lt;br /&gt;
&lt;br /&gt;
Nations on Earth serve as battlegrounds for the aliens&#039; designs on Earth and are sites of both political and military conflict. Human factions, using councilors and armies, will compete to control nations in order to make use of their resources to fulfill their objectives.&lt;br /&gt;
&lt;br /&gt;
Most nations in Terra Invicta correspond to a single real-world Earth country, although in several cases adjacent groups of small nations are aggregated into a single nation so they have more relevance to the scale of the game, and any inter-nation issues within these fake aggregates generally take place below the scale of the simulation. Factions function as something like covert investors in nations, and with enough focus they can take control over the nation&#039;s economy and foreign policy.&lt;br /&gt;
&lt;br /&gt;
== National Stats ==&lt;br /&gt;
The prosperity and stability of Earth&#039;s nations, already tenuous in many places, has been thrown into doubt in light of the alien arrival. Different events throughout the game may alter the qualities of a nation significantly. These circumstances are tracked and made visible to the player, who can take various actions to modify them.&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:Gray;&amp;quot;&lt;br /&gt;
| colspan=2| || {{icon|pop}} || {{icon|gdppc}} || {{icon|ip}} || {{icon|economy}} || {{icon|welfare}} || {{icon|knowledge}} || {{icon|government priority}} || {{icon|unity}} || {{icon|oppression}} || {{icon|inequality}} || {{icon|cohesion}} || {{icon|unrest}} || {{icon|education}} || {{icon|democracy}} || {{icon|spoils}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|pop}} || [[Nations#Population|Population]]&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#006600;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
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| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|gdppc}} || [[Nations#Per_Capita_GDP|GDPPC]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|ip}} || [[Nations#Monthly_Investment_Points|IP]]&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|economy}} || Economy Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#006600;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#003300;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|welfare}} || Welfare Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|knowledge}} || Knowledge Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|government priority}} || Government Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|unity}} || Unity Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|oppression}} || Oppression Priority&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|inequality}} || [[Nations#Inequality|Inequality]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#003300;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|cohesion}} || [[Nations#Cohesion|Cohesion]]&lt;br /&gt;
| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
| style=&amp;quot;background-color:#003300;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
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| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
| {{icon|star}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|unrest}} || [[Nations#Unrest|Unrest]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|education}} || [[Nations#Education|Education]]&lt;br /&gt;
|&lt;br /&gt;
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| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|democracy}} || [[Nations#Government|Government]]&lt;br /&gt;
|&lt;br /&gt;
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| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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| style=&amp;quot;background-color:#330000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|spoils}} || Spoils Priority&lt;br /&gt;
| style=&amp;quot;background-color:#110000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background-color:#00cc00;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| style=&amp;quot;background-color:#660000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|research}} || [[Nations#Research|Research]]&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#006600;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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| {{icon|star}}&lt;br /&gt;
| style=&amp;quot;background-color:#990000;&amp;quot; | {{icon|redarrowdown}}&lt;br /&gt;
| style=&amp;quot;background-color:#00cc00;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#003300;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:Gray;&amp;quot; | {{icon|mc}} || [[Nations#Mission_Control|MC]]&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
| style=&amp;quot;background-color:#009900;&amp;quot; | {{icon|greenarrowup}}&lt;br /&gt;
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|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Each cell represents the effect of having higher amounts of the column stat on the row stat. &lt;br /&gt;
* Lighter background colors indicate stronger effects on the row stat.&lt;br /&gt;
* Empty cell indicates that the column stat has no direct effect on the row stat.&lt;br /&gt;
* {{icon|star}} indicates a complex relationship that may invert the effects of the column stat on the row stat at different threshold levels.&lt;br /&gt;
&lt;br /&gt;
===Population===&lt;br /&gt;
&lt;br /&gt;
Nations are composed of [[regions]] that each have {{TV|pop}} measured in millions. The total {{TV|pop}} of a nation is one of its most important stats, as {{TV|pop}} has significant effects on nearly all other stats, including but not limited to:&lt;br /&gt;
* {{TV|IP}}.&lt;br /&gt;
* {{icon|research|bgcolor=DarkSlateGray}}[[Nations#Research|Research output]].&lt;br /&gt;
* The maximum amount of {{icon|mc|bgcolor=DarkSlateGray}}[[Nations#Mission_Control|Mission Control Cap]] that can be built in each region.&lt;br /&gt;
* The maximum amount of {{TV|armies}} that the nation can build.&lt;br /&gt;
* {{TV|Cohesion}}.&lt;br /&gt;
* {{TV|influence}} income from [[Nations#Public_Opinion|public support]].&lt;br /&gt;
* {{icon|sustainability}}[[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Pollution output]] and pollution removal from the {{TV|environment}}.&lt;br /&gt;
&lt;br /&gt;
As a result, nations with larger {{TV|pop}} tend to have far greater long-term potential. On the other hand, nations with larger {{TV|pop}} are also slower to change their nation stats, because of the need to apply these changes to a larger number of people.&lt;br /&gt;
&lt;br /&gt;
====Population Scaling for Nation Stat Changes====&lt;br /&gt;
&lt;br /&gt;
The following nation stats are considered to apply to the entire population of the nation:&lt;br /&gt;
* {{TV|democracy}}&lt;br /&gt;
* {{TV|unrest}}&lt;br /&gt;
* {{TV|cohesion}}&lt;br /&gt;
* {{TV|inequality}}&lt;br /&gt;
* {{TV|gdppc}}&lt;br /&gt;
* {{TV|education}}&lt;br /&gt;
* {{TV|sustainability}}&lt;br /&gt;
&lt;br /&gt;
As a result, most changes to these stats are slowed down in nations with larger {{TV|pop}}. Specifically, the amount of change is divided by ({{TV|pop}} / 50 million) ^ 0.35.&lt;br /&gt;
&lt;br /&gt;
Notably, the base monthly {{TV|ip}} production of a nation is the product of ({{TV|gdppc}} in thousands) ^ 0.35 and ({{TV|pop}} in millions) ^ 0.35.&lt;br /&gt;
&lt;br /&gt;
Consequently, two nations with different {{TV|pop}} but otherwise identical stats would usually develop themselves at the same rate.&lt;br /&gt;
&lt;br /&gt;
====Population Growth====&lt;br /&gt;
&lt;br /&gt;
As of Version RC6, the game calculates the annual {{TV|pop}} growth of a region as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// PavonisInteractive.TerraInvicta.TIRegionState&lt;br /&gt;
public double annualPopulationGrowth&lt;br /&gt;
{&lt;br /&gt;
	get&lt;br /&gt;
	{&lt;br /&gt;
		double num = 4.49788037409348;&lt;br /&gt;
		return Mathd.Max(Mathd.Clamp(num + Mathd.Max(-num, -0.418190741 * (double)this.nation.education) + -0.0624798523403752 * (double)this.nation.cohesion + 9.80843732089162E-06 * (double)Mathf.Min(180000f, this.nation.perCapitaGDP) + -0.115739931206548 * (double)Mathf.Sqrt(Mathf.Abs(this.latitude)) + (double)(this.annualPopGrowthModifier * Mathf.Max(0f, (25f - TITimeState.CampaignDuration_years_Exact()) / 25f)) + (double)this.nation.template.popGrowthModifier - (double)(this.xenoforming.xenoformingLevel / 200f) - (double)(this.nuclearDetonations * 4), -10.0, 10.0) - (double)(Math.Max(0f, Mathf.Abs(GameStateManager.GlobalValues().temperatureAnomaly_C) - 8f) * ((this.template.environment == EnvironmentType.Beneficiary) ? 0.5f : ((this.template.environment == EnvironmentType.Vulnerable) ? 2f : 1f))), -100.0) * 0.01;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
WHAT THAT MEANS:&lt;br /&gt;
* Lower {{TV|education}} increases {{TV|pop}} growth by roughly 0.42% for each point of education below roughly 11, up to a maximum of roughly 4.08%.&lt;br /&gt;
* Higher {{TV|cohesion}} decreases {{TV|pop}} growth by roughly 0.06% for each point of cohesion, up to a maximum of roughly 0.62%.&lt;br /&gt;
* Higher {{TV|gdppc}} increases {{TV|pop}} growth by roughly 0.098% for every 10k GDP per capita, up to a maximum of roughly 1.77%.&lt;br /&gt;
* Distance from the equator decreases {{TV|pop}} growth by 0.115739931206548% multiplied by the square root of the absolute latitude of the region.&lt;br /&gt;
* Every nation and region has a {{TV|pop}} growth modifier, which is defined in plain text in [[TINationTemplate CSV|TINationTemplate.json]] and [[Region List|TIRegionTemplate.json]] in the game files. These values are simply added directly to the annual {{TV|pop}} growth. But the region {{TV|pop}} growth modifiers slowly fades away over time. After 25 years, they are completely removed.&lt;br /&gt;
* [[Aliens#Alien Xenoforming|Xenoflora]] decreases {{TV|pop}} growth by -1% per 200 levels of xenoflora growth. For reference, whenever xenoflora growth exceeds 100 levels, 50 levels are spent to spawn a [[Aliens#Megafauna|megafauna]].&lt;br /&gt;
* Nuclear fallout decreases {{TV|pop}} growth by 4% per layer of nuclear fallout. These can be removed through massive investments into the {{TV|environment}}.&lt;br /&gt;
&lt;br /&gt;
The above effects are summed up and then capped between -10% and +10% annual {{TV|pop}} growth.&lt;br /&gt;
&lt;br /&gt;
Then the effects of severe [[Climate Change]] are applied:&lt;br /&gt;
* For every degree of temperature anomaly above or below 8 degrees, population growth decreases by 1%.&lt;br /&gt;
* This effect is doubled for {{icon|ecologically vulnerable region|bgcolor=DarkSlateGray}}ecologically vulnerable regions.&lt;br /&gt;
* This effect is halved for {{icon|ecologically protected region}}ecologically protected regions.&lt;br /&gt;
&lt;br /&gt;
At the start of every month, the {{TV|pop}} of every region is changed to match its projected annual {{TV|pop}} growth rate. But a small amount of randomization between -0.0412% and +0.0412% is also added to this monthly {{TV|pop}} change.&lt;br /&gt;
&lt;br /&gt;
If the region population decreases, the nation&#039;s {{TV|education}} does too. If you lose more than 0.5 million {{TV|pop}} (no, it does not scale with total {{TV|pop}}), you get the maximum reduction of -0.005 {{TV|education}}. This can add up quickly in a large nation with many regions, each reducing the {{TV|education}} by a maximum of -0.005 every month.&lt;br /&gt;
&lt;br /&gt;
Note: This {{TV|education}} decrease is only applied by the automatic monthly {{TV|pop}} change. Loss of {{TV|pop}} from other sources such as [[Terrestrial_Warfare|war]] or [[Events|natural disasters]] has no effect on {{TV|education}}.&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s Government score measures the amount of democracy in a country, which represents things like civil liberties, popular selection of leaders, press freedoms, and rule of law via an independent judiciary. This impacts many things, including national stability and cohesion, research production, corruption, economic growth and the effectiveness of the military in controlling unrest. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 1.0.29.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* Each completion of the {{TV|government priority}} adds {{TV|democracy|0.001}} per {{TV|education}}.&lt;br /&gt;
* Each completion of the {{TV|oppression}} removes {{TV|democracy|0.0025}}.&lt;br /&gt;
* Each completion of the {{TV|spoils}} removes {{TV|democracy|0.0005}}.&lt;br /&gt;
* Every month, if the nation is at war, then remove {{TV|democracy|0.01}}.&lt;br /&gt;
* Every month, if the nation has less than 4 {{TV|cohesion}}, then there is a (1 - {{TV|cohesion}} / 4) chance to remove {{TV|democracy|0.01}}.&lt;br /&gt;
* Every month, if the nation and all of its neighbors are not at [[Foreign Relations#Wars|war]] and all of its neighbors have higher {{TV|democracy}} than the nation, then the nation gains {{TV|democracy|0.01}}.&lt;br /&gt;
&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
{{TV|democracy}} impacts {{TV|base cohesion}}:&lt;br /&gt;
* Low {{TV|democracy}} increases the {{TV|base cohesion}}.&lt;br /&gt;
* Middle {{TV|democracy}} lowers the {{TV|base cohesion}}.&lt;br /&gt;
* High {{TV|democracy}} draws the {{TV|base cohesion}} towards a central value of 5, and simultaneously increases {{icon|research}}[[Nations#Research|research production]]. &lt;br /&gt;
&lt;br /&gt;
Higher {{TV|democracy}} also lowers the {{TV|spoils}} requirement to keep the national [[Nations#Corruption|elites happy]] in order to avoid resetting of CPs by {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] and boosts [[Nations#Per_Capita_GDP|economic growth]]. &lt;br /&gt;
&lt;br /&gt;
Lower {{TV|democracy}} increases the effectiveness of the {{TV|oppression}} and armies at reducing {{TV|unrest}}. It also increases the {{TV|money}} output of the {{TV|spoils}}, and the [[Nations#Public_Support_Cap|Public Support Cap]].&lt;br /&gt;
&lt;br /&gt;
{{TV|democracy}} also has effects on [[Foreign Relations]] and [[Terrestrial Warfare]].&lt;br /&gt;
&lt;br /&gt;
{{TV|democracy}} ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! {{TV|democracy}} !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Totalitarian || 0-2&lt;br /&gt;
|-&lt;br /&gt;
| Authoritarian || 2-4&lt;br /&gt;
|-&lt;br /&gt;
| Anocracy || 4-6&lt;br /&gt;
|-&lt;br /&gt;
| Flawed Democracy || 6-8&lt;br /&gt;
|-&lt;br /&gt;
| Full Democracy || 8-10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Unrest ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The Unrest score represents violent resistance to the political, economic or cultural status quo in this nation. High unrest hampers the economy and may result in a coup or revolution, which will transfer or clear many or all of the nation&#039;s Control Points at once. Unrest is fed by low Cohesion and low quality of life (per-capita GDP). The Oppression priority, the Stabilize mission, and armies can reduce it, especially in non-democracies.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* {{TV|unrest}} decreases by 3 × (0.1 - {{TV|democracy}} / 100) whenever the {{TV|oppression}} is completed.&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
{{TV|unrest}} score ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{TV|unrest}} !! Score range &lt;br /&gt;
|-&lt;br /&gt;
| Peaceful || &amp;lt;1.5 &lt;br /&gt;
|-&lt;br /&gt;
| Subversion || &amp;lt;3 &lt;br /&gt;
|-&lt;br /&gt;
| Strife || &amp;lt;4.5&lt;br /&gt;
|-&lt;br /&gt;
| Insurgency || &amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
| Guerilla War || &amp;lt;7.5&lt;br /&gt;
|-&lt;br /&gt;
| Insurrection || &amp;lt;9&lt;br /&gt;
|-&lt;br /&gt;
| Civil War || ≥9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Base Unrest ====&lt;br /&gt;
&lt;br /&gt;
{{TV|unrest}} changes relatively quickly (0.25 per month, and even +1 per month if the nation has {{TV|cohesion|0}}) if it is not at its resting value. This {{TV|base unrest}} is calculated as:&lt;br /&gt;
* 10.5 &lt;br /&gt;
* -1 per {{TV|gdppc|10000}}.&lt;br /&gt;
* -1 per {{TV|cohesion}}.&lt;br /&gt;
* For each [[Foreign_Relations#Alliances|friendly]] non-[[Aliens#Megafauna|megafauna]] army in the nation:&lt;br /&gt;
** -0.5.&lt;br /&gt;
** Multiplied by the army health %.&lt;br /&gt;
** Multiplied by (10 - {{TV|democracy}}).&lt;br /&gt;
** Divided by (the number of [[Regions]] owned by the nation) ^ 0.65.&lt;br /&gt;
* +1.6 × Fraction of {{TV|pop}} living in [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]] × (10 - {{TV|democracy}})&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Human armies are not supposed to affect {{TV|base unrest}} if their home nation cannot afford to pay their army upkeep. (Specifically, if their home nation has {{TV|ip|0}} production.) But this is currently bugged and they continue to affect {{TV|base unrest}} anyway.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox|Alien-Related}}&lt;br /&gt;
For the [[Aliens#Alien_Administration|Alien Nation]], the {{TV|base unrest}} is further reduced by [[Aliens#Alien_Xenoforming|Xenoflora]]. Specifically, it is reduced by: (the average of the the Nation&#039;s [[Regions]]&#039; Xenoflora Growth Levels) / 20.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
It&#039;s generally better to reduce {{TV|base unrest}} instead of reducing {{TV|unrest}} with {{MissionIcon|Stabilize}}[[Stabilize Nation]] missions and the {{TV|oppression}}, otherwise it will grow back naturally and quickly.&lt;br /&gt;
&lt;br /&gt;
==== Notable Effects of Unrest ====&lt;br /&gt;
&lt;br /&gt;
* Every {{TV|unrest|0.1}} above 2 will remove {{TV|ip|1%}}, capping at {{TV|ip|80%}} at {{TV|unrest|10}}. &lt;br /&gt;
* The {{icon|research}}[[Nations#Research|Research]] produced by a Nation is multiplied by (1 - {{TV|unrest}}²/100). So it is multiplied by 100% at {{TV|unrest|0}}, whereas it is multiplied by 0% at {{TV|unrest|10}}.&lt;br /&gt;
&lt;br /&gt;
==== Coups and revolutions ====&lt;br /&gt;
&lt;br /&gt;
Naturally occurring coups and revolutions can happen at high levels of {{TV|unrest}}. The chances of coups and revolutions are checked every four days, with each nation assigned to one of the four days in the cycle. Revolutions are also checked whenever an {{MissionIcon|Unrest}}[[Increase Unrest]] Mission in the nation has a critical success, and on 10% of the normal successes. Revolutions will always occur if {{TV|unrest|&amp;gt;9.9}} when checked, but never otherwise. A naturally occurring coup will never happen if {{TV|democracy|≥8}} and {{TV|unrest|&amp;lt;8}}; otherwise the &amp;lt;code&amp;gt;daily chance of coup * 4&amp;lt;/code&amp;gt; is checked.&lt;br /&gt;
&lt;br /&gt;
The daily chance of coup is (({{TV|unrest}} * 2 - {{TV|cohesion}} - {{TV|democracy}}) / 10 + conditional elite unhappiness) / 6000, where the elites&#039; unhappiness is {{TV|corruption}} percent - {{TV|spoils}} percent, but is ignored if any of the following conditions are true:&lt;br /&gt;
* {{TV|corruption}} percent &amp;lt; {{TV|spoils}} percent.&lt;br /&gt;
* Some faction owns all the nation&#039;s control points and that faction has {{TV|public support|≥65%}}.&lt;br /&gt;
&lt;br /&gt;
So natural coups can be countered by lowering {{TV|unrest}} and increasing {{TV|cohesion}}, {{TV|democracy}} and {{TV|spoils}} (up to the {{TV|corruption}} level). The {{TV|spoils}} may often be ignored if the level of {{TV|unrest}} in a country is sufficiently low and the {{TV|cohesion}} and/or {{TV|democracy}} sufficiently high, even if the indicator appears red (but note that elite happiness or unhappiness will still be a modifying factor in the chance of targeted coups).&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
The [[Aliens#Alien_Administration|Alien Nation]] is immune to coups, even natural ones. But it can still be hit by revolutions.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
===== Effects of a Coup =====&lt;br /&gt;
&lt;br /&gt;
When a nation undergoes a coup for any reason, the following changes occur:&lt;br /&gt;
# The nation is removed from its [[Foreign Relations#Federations|federation]].&lt;br /&gt;
# All diplomatic cooldowns involving the nation are set to 0 days.&lt;br /&gt;
# All [[Nations#Control_Points|control points]] in the nation are emptied, except for those owned by the faction whose councilor performed the {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]], if any.&lt;br /&gt;
# The nation&#039;s {{TV|democracy}} is changed by a random amount between -2 and 1.&lt;br /&gt;
# The nation&#039;s {{TV|unrest}} is changed by a random amount between -3 and 0.&lt;br /&gt;
# The nation&#039;s {{TV|cohesion}} is changed by a random amount between -1 and 1.&lt;br /&gt;
# The nation&#039;s [[Nations#GDP|GDP]] is changed by a random amount between -10% and 0%.&lt;br /&gt;
# Distribute the control points of the nation to the [[Factions]] that raised the most {{TV|unrest}} through {{MissionIcon|Unrest}}[[Increase Unrest]] missions, starting with the leftmost control point and continuing up until and including the rightmost non-empty control point that is immediately to the right of an empty control point. If no such control point exists, then only distribute the 2 leftmost control points instead.&lt;br /&gt;
# If the {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] was performed by a councilor of some faction F, then:&lt;br /&gt;
#* If there are no empty control points in the nation, then give the one or two leftmost control points to F: one on normal success, two on critical success.&lt;br /&gt;
#* If there is exactly one empty control point in the nation and the {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] mission was a critical success and the nation has at least two control points, then give the two rightmost control points to F.&lt;br /&gt;
#* Otherwise, give the first empty control point in the nation to F, and if the {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] was a critical success, also give the control point immediately to the right of it to F.&lt;br /&gt;
# Empty out every control point that is to the right of an empty control point.&lt;br /&gt;
# If the Executive Control Point is no longer controlled by the same faction, then all of the nation&#039;s allies end their [[Foreign Relations#Alliances|alliances]], but the mutual diplomatic cooldowns are set to 0 days.&lt;br /&gt;
# Every councilor that is still planning to perform a {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] mission on the nation this turn aborts their pending {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] mission.&lt;br /&gt;
# Clear out all records of prior {{MissionIcon|Unrest}}[[Increase Unrest]] missions on the nation.&lt;br /&gt;
&lt;br /&gt;
Note: If any control point would be given to the {{icon|alien}}[[Aliens]]&#039; faction, then the control point is given to {{icon|submit}}[[The Servants]] faction instead.&lt;br /&gt;
&lt;br /&gt;
===== Effects of a Revolution =====&lt;br /&gt;
&lt;br /&gt;
When a human nation undergoes a revolution, the following changes occur:&lt;br /&gt;
# The nation is removed from its [[Foreign Relations#Federations|federation]].&lt;br /&gt;
# All diplomatic cooldowns involving the nation are set to 0 days.&lt;br /&gt;
# All [[Nations#Control_Points|control points]] in the nation are emptied.&lt;br /&gt;
# Each region of the nation takes a random amount of [[Regions#Region_Damage|damage]] from 0% to 25%, double for the {{icon|capital|bgcolor=DarkSlateGray}}capital region.&lt;br /&gt;
# Distribute the control points of the nation to the [[Factions]] that raised the most {{TV|unrest}} through {{MissionIcon|Unrest}}[[Increase Unrest]] missions, starting with the leftmost control point and continuing until either all control points have been distributed or there are not enough prior unrest missions to justify continuing to distribute the remaining control points.&lt;br /&gt;
# The nation&#039;s {{TV|unrest}} is changed by a semi-random amount between -6 and -3, where the likelihood of larger reductions is proportional to how much the nation&#039;s [[Nations#Public_Opinion|public opinion]] prefers the new control point owners over the old control point owners.&lt;br /&gt;
# The nation&#039;s {{TV|cohesion}} is changed by a semi-random amount between -3 and 3, where the likelihood of positive changes is proportional to how much the nation&#039;s [[Nations#Public_Opinion|public opinion]] prefers the new control point owners over the old control point owners.&lt;br /&gt;
# If the nation&#039;s {{TV|inequality}} is at least 2.5, then it is changed by a semi-random amount between -3 and 0, where the likelihood of larger reductions is proportional to how much {{TV|public support}} the new control point owners have compared to the old control point owners.&lt;br /&gt;
#* Note: This {{TV|inequality}} reduction only occurs if at least 1 year has passed since the last time that the nation experienced a coup, revolution, or regime change.&lt;br /&gt;
# The nation&#039;s {{TV|democracy}} is changed by a semi-random amount between -4.25 and 2.25, where the likelihood of positive changes is proportional to the average [[Factions#Human_Factions|Idealism]] of the new control point owners.&lt;br /&gt;
#* Note: {{TV|democracy}} cannot increase if less than 1 year has passed since the last time that the nation experienced a coup, revolution, or regime change.&lt;br /&gt;
# X% chance for the number of loose nukes to increase by 1, where X is the number of {{TV|nukes}} the nation had. But note that this doesn&#039;t actually reduce the number of {{TV|nukes}} the nation has.&lt;br /&gt;
# Clear out all records of prior {{MissionIcon|Unrest}}[[Increase Unrest]] missions on the nation.&lt;br /&gt;
# If the Executive Control Point is no longer controlled by the same faction, then all of the nation&#039;s allies end their [[Foreign Relations#Alliances|alliances]], but the mutual diplomatic cooldowns are set to 0 days.&lt;br /&gt;
&lt;br /&gt;
Note: If any control point would be given to the {{icon|alien}}[[Aliens]]&#039; faction, then the control point is given to {{icon|submit}}[[The Servants]] faction instead.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
For details on Revolutions in the [[Aliens#Alien_Administration|Alien Nation]], see [[Nations#Alien_Related]] instead.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
=== GDP ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s GDP, or Gross Domestic Product, is a measure of its annual economic output in U.S. dollars adjusted by purchasing power parity. The nation&#039;s GDP determines how many [[Nations#Control Points|Control Points]] a nation has, how many Investment Points it produces, and how difficult certain missions there are.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
==== Monthly Investment Points ====&lt;br /&gt;
&lt;br /&gt;
These represent the nation&#039;s economic surplus that can be distributed by factions with [[Nations#Control_Points|Control Points]] in the Priorities tab. The value is set by the nation&#039;s GDP and reduced by the number of [[Nations#Armies|Armies]] and [[Nations#Navies|Navies]] it fields and by high levels of {{TV|unrest}}.&lt;br /&gt;
* The base value is equal to &amp;lt;code&amp;gt;(GDP in billions)^0.35&amp;lt;/code&amp;gt;.&lt;br /&gt;
* {{TV|unrest}} removes {{TV|ip|1%}} for every {{TV|unrest|0.1}} above 2, capping at {{TV|ip|80%}} removed at {{TV|unrest|10}}.&lt;br /&gt;
* {{TV|navies}} remove {{TV|ip|0.5}} each.&lt;br /&gt;
* Idle {{TV|armies}} in their home regions remove {{TV|ip|0.5}} each.&lt;br /&gt;
* Other {{TV|armies}} remove {{TV|ip|1}} each.&lt;br /&gt;
&lt;br /&gt;
The overall formula is (GDP in billions)^0.35 × (1 - max({{TV|unrest}}-2, 0)/10) - 0.5 × ({{TV|navies}}) - 0.5 × (idle {{TV|armies}} at home) - (other {{TV|armies}}).&lt;br /&gt;
&lt;br /&gt;
The value can be significantly increased during a turn by assigning a [[Councilors|councilor]] to {{MissionIcon|Advise}}[[Advise]] the nation. The n-th advisor adds +(Advisor {{TV|administration}} / n)% to {{TV|ip}}.&lt;br /&gt;
&lt;br /&gt;
==== Per Capita GDP ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s per-capita GDP is its &#039;&#039;&#039;Gross Domestic Product&#039;&#039;&#039; divided by its population. It represents the economic conditions for the average citizen of this nation. Nations with low per-capita GDP will face higher unrest while the people&#039;s needs are not being met.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Putting investment points into the Economy priority can increase GDP. Conflict, population loss, and climate change are among the things that can cause it to decrease.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}, the {{TV|economy}} increases the {{TV|gdppc}} by:&lt;br /&gt;
* 3 (Base value), slightly increased by certain global Techs.&lt;br /&gt;
* +1.5 per {{icon|oil}}Oil Region&lt;br /&gt;
* +1.5 per {{icon|resource region}}Mining Region.&lt;br /&gt;
* +1.5 per {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic Region.&lt;br /&gt;
* +0.5 per {{TV|democracy}}.&lt;br /&gt;
* +1 per {{TV|education}}.&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
This means that for maximum GDP growth, you want higher {{TV|democracy}}, higher {{TV|education}}, as well as as many {{icon|core economic region|bgcolor=DarkSlateGray}}economic, {{icon|oil}}oil, and {{icon|resource region}}mining regions as possible.&lt;br /&gt;
&lt;br /&gt;
It must be noted that a significant economic growth in a nation may also carry negative consequences to the planet&#039;s climate stability. [[Climate Change]] has a negative effect on GDP that is increased by {{TV|inequality}}.&lt;br /&gt;
&lt;br /&gt;
====GDP Per Region====&lt;br /&gt;
&lt;br /&gt;
When distributing GDP to regions within a country, the game distributes them based on region {{TV|pop}} and economic modifiers. It pretends {{icon|colony|bgcolor=DarkSlateGray}}colony regions have 50% the people who actually live there, and that {{icon|oil}}core oil, {{icon|resource region}}core mining, and {{icon|core economic region|bgcolor=DarkSlateGray}}core economic regions have 125%, then distributes GDP evenly based on that modified population. This effectively means that regional GDP per capita is higher in core regions than in &amp;quot;regular&amp;quot; regions, and are lower in colonies. &lt;br /&gt;
&lt;br /&gt;
This affects the amount of {{TV|mc}} capacity that can be built in each region.&lt;br /&gt;
&lt;br /&gt;
For example, suppose there is a nation with 60 billion GDP, composed out of 2 regions:&lt;br /&gt;
* A {{icon|core economic region|bgcolor=DarkSlateGray}}core economic region with {{TV|pop|40 million}}.&lt;br /&gt;
* A {{icon|colony|bgcolor=DarkSlateGray}}colony region with {{TV|pop|20 million}}.&lt;br /&gt;
Then because of economic modifiers:&lt;br /&gt;
* The {{icon|core economic region|bgcolor=DarkSlateGray}}core economic region with {{TV|pop|40 million}} is treated as if it has {{TV|pop|50 million}}&lt;br /&gt;
* The {{icon|colony|bgcolor=DarkSlateGray}}colony region with {{TV|pop|20 million}} is treated as if it has {{TV|pop|10 million}}.&lt;br /&gt;
So the 60 billion GDP is divided up such that:&lt;br /&gt;
* The {{icon|core economic region|bgcolor=DarkSlateGray}}core economic region with {{TV|pop|40 million}} is given 50 billion GDP.&lt;br /&gt;
* The {{icon|colony|bgcolor=DarkSlateGray}}colony region with {{TV|pop|20 million}} is given 10 billion GDP.&lt;br /&gt;
&lt;br /&gt;
=== Education ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s {{TV|education}} value is scored based on the average years of schooling a citizen in this nation receives as well as the quality of {{TV|education}} there. Nations with higher {{TV|education}} scores produce more research and are more resistant to extreme propaganda but gain less cohesion from the Unity priority.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* Each completion of the {{TV|knowledge}} adds {{TV|education|0.005}}.&lt;br /&gt;
** Multiplied by 8.5 / {{TV|education}} if {{TV|education}} &amp;lt; 8.5.&lt;br /&gt;
** Multiplied by 12 / {{TV|education}} if {{TV|education}} &amp;gt; 12.&lt;br /&gt;
* After {{TV|democracy|10}} is reached, each completion of the {{TV|government priority}} also gives the same effects as a completion of the {{TV|knowledge}}.&lt;br /&gt;
* Each completion of the {{TV|unity}} removes {{TV|education|0.001}}.&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes]] for more detail.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! {{TV|education}} !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Limited || 1-5&lt;br /&gt;
|-&lt;br /&gt;
| Developing || 5-8&lt;br /&gt;
|-&lt;br /&gt;
| Advanced || 8+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{TV|education}} cannot be decreased below 1.&lt;br /&gt;
&lt;br /&gt;
{{TV|education}} is one of the largest factors influencing {{TV|national research}} output aside from {{TV|pop}}.&lt;br /&gt;
&lt;br /&gt;
==== Research ====&lt;br /&gt;
&lt;br /&gt;
As of Version RC6, the {{TV|national research}} output is calculated as:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// PavonisInteractive.TerraInvicta.TINationState&lt;br /&gt;
public float research_month&lt;br /&gt;
{&lt;br /&gt;
	get&lt;br /&gt;
	{&lt;br /&gt;
		float population_Millions = this.population_Millions;&lt;br /&gt;
		float perCapitaGDP = this.perCapitaGDP;&lt;br /&gt;
		return (population_Millions * ((perCapitaGDP &amp;lt;= 30000f) ? Mathf.Pow(this.perCapitaGDP / 15000f, 0.6f) : (1.5157166f + 0.90942997f * (Mathf.Log(this.perCapitaGDP / 15000f) - 0.6931472f))) * (this.education * Mathf.Min(this.education, 12f)) * Mathf.Pow(Mathf.Max(this.democracy, 1f), 0.16666667f) * 0.0075f + Mathf.Min(this.population / 5000f, (float)this.numControlPoints + this.education + this.democracy / 2f)) * (1.25f - Mathf.Abs(this.cohesion - 5f) / 10f) * (1f - this.unrest * this.unrest * 0.01f) * (1f + this.adviserScienceBonus);&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In other words:&lt;br /&gt;
&lt;br /&gt;
A) Base of Number of [[Nations#Control Points|Control Points]] + {{TV|education}} + {{TV|democracy}} / 2. Capped at {{TV|pop}} / 5000.&lt;br /&gt;
&lt;br /&gt;
B) {{TV|pop}} in millions.&lt;br /&gt;
&lt;br /&gt;
C) If the {{TV|gdppc}} is $30000 or lower, use the number ({{TV|gdppc}}/15000)^0.6.&lt;br /&gt;
&lt;br /&gt;
If the {{TV|gdppc}} is higher than $30000, use 1.5157166 + 0.90942997 × (ln({{TV|gdppc}}/15000) - 0.6931472) instead.&lt;br /&gt;
&lt;br /&gt;
note: 1.5157166 is approximate value of 2^0.6, 0.90942997 is approximation of 0.6 × 2^0.6, and 0.6931472 is about ln(2), so this is this is equivalent to 2^0.6 × (1 + 0.6 × ln({{icon|gdppc|bgcolor=DarkSlateGray}}GDPPC/30000))&lt;br /&gt;
&lt;br /&gt;
[[File:Research factor from GDPPC (v3).png|thumb|Research factor from GDPPC]]&lt;br /&gt;
&lt;br /&gt;
D) Scales by {{TV|education}} squared, then linearly at 12: {{TV|education}} × Min({{TV|education}}, 12)&lt;br /&gt;
&lt;br /&gt;
E) Scales by the sixth root of {{TV|democracy}}, with a floor of 1 at 1 {{TV|democracy}}: Max({{TV|democracy}}&amp;lt;sup&amp;gt;0.16666667&amp;lt;/sup&amp;gt;, 1) (maximum of ~1.4678).&lt;br /&gt;
&lt;br /&gt;
F) 75% efficient at 10 and 0 {{TV|cohesion}}, scales linearly to 125% at 5 {{TV|cohesion}}.&lt;br /&gt;
&lt;br /&gt;
G) 100% efficient at 0 {{TV|unrest}} and 0% efficient at 10 {{TV|unrest}}, scales with {{TV|unrest}} squared: 1-{{TV|unrest}}²/100&lt;br /&gt;
&lt;br /&gt;
H) n% per {{TV|science}} {{MissionIcon|Advise}}[[Advise|Advisor]] with diminishing return: 1% per {{TV|science}} of first {{MissionIcon|Advise}}[[Advise|Advisor]] + 0.5% per {{TV|science}} of second {{MissionIcon|Advise}}[[Advise|Advisor]] + 0.333333% from 3rd etc, always sorted by {{MissionIcon|Advise}}[[Advise|Advisor]] bonus, descending (best {{MissionIcon|Advise}}[[Advise|Advisor]] will count towards the first bonus).&lt;br /&gt;
&lt;br /&gt;
These elements are combined as following: (A + B × C × D × E x 0.0075) × F × G × H&lt;br /&gt;
&lt;br /&gt;
=== Mission Control ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Completing the Mission Control priority grants one Mission Control to the nation. New facilities will tend to go in regions that already have Mission Control facilities. A region&#039;s Mission Control maximum capacity is a function of the region&#039;s GDP and education.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
This is {{TV|mc}} that the nation is providing each month to be distributed to owners of its control points.&lt;br /&gt;
&lt;br /&gt;
Whenever the {{TV|mission control priority}} is completed, a random region in the nation is selected to gain {{TV|mc|1}}. This random selection is slightly weighted to favor {{icon|capital|bgcolor=DarkSlateGray}}capital and {{icon|core economic region|bgcolor=DarkSlateGray}}core economic regions over {{icon|colony|bgcolor=DarkSlateGray}}colony regions. It cannot select regions that are currently occupied by war enemies. It also cannot select any regions that have reached (or exceeded) their Maximum Mission Control.&lt;br /&gt;
&lt;br /&gt;
The Maximum Mission Control of a region is calculated as 1 + [[#GDP_Per_Region|Region GDP]] in billions / Max(200, 300 - 6 * {{TV|education}}), rounded down to the nearest integer. &lt;br /&gt;
&lt;br /&gt;
In practice, this formula is dominated by the region {{TV|pop}} and nation {{TV|gdppc}} factors, so players who wish to rapidly increase their nation&#039;s Maximum Mission Control should focus on the {{TV|economy}} over the {{TV|knowledge}}.&lt;br /&gt;
&lt;br /&gt;
=== Boost ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The Boost priority covers the construction of launch facilities for rockets and other surface-to-orbit craft, increasing the nation&#039;s total boost. The amount of boost created increases with proximity to the equator, and new facilities will tend to go in regions that are closer to the equator or already have launch facilities.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
This is {{TV|boost}} that the nation is providing each month to be distributed to owners of its control points.&lt;br /&gt;
&lt;br /&gt;
Whenever the {{TV|boost priority}} is completed, a random region in the nation is selected to increase its {{TV|boost}} production. This random selection is heavily weighted to favor the regions that already produce the most {{TV|boost}}, with a slight preference for regions that would gain more {{TV|boost}} production when selected. It also heavily prefers regions that are not currently occupied by war enemies.&lt;br /&gt;
&lt;br /&gt;
The amount of {{TV|boost}} production a region gains depends on the latitude of its Launch Facility. Specifically, the region&#039;s annual {{TV|boost}} production increases by 0.4 - (Launch Facility Latitude / 250). &lt;br /&gt;
&lt;br /&gt;
So the worst regions are Iceland and Arkhangelsk, whose Launch Facility Latitudes of 65 mean that each only gains {{TV|boost|0.14}} to annual production when selected. Whereas the best regions are the 26 regions with Launch Facilities that are practically on the Equator: each gains {{TV|boost|0.4}} to annual production when selected. See [[Region List]] for a full list of [[Regions]] and how much {{TV|boost}} each gains per {{TV|boost priority}} completion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Nations that are part of a [[Foreign Relations#Federations|Federation]] will share their {{TV|boost}} with all other [[Foreign Relations#Federations|Federation]] members. Larger nations will receive a much larger share of the [[Foreign Relations#Federations|Federation]]&#039;s total {{TV|boost}}, with each nation&#039;s share being proportional to (the number of its control points) ^ 3.&lt;br /&gt;
&lt;br /&gt;
=== Funding ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The Funding priority directs national resources into legitimate government and private efforts to support space programs and other goals for the owners of its control points. While not as profitable as the Spoils priority, it does no harm to the nation. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
This is {{TV|money}} that the nation is providing each month to be distributed to owners of its control points.&lt;br /&gt;
&lt;br /&gt;
Whenever the {{TV|funding}} is completed, the nation&#039;s annual funding grows by 10 + (the nation&#039;s GDP in billions)^0.25 / 2, rounded to the nearest integer. &lt;br /&gt;
&lt;br /&gt;
Notably, this is very similar to the formula used to determine how many control points a nation has. Thus in practice, the annual funding of a nation grows by 10 + the number of control points whenever the {{TV|funding}} is completed.&lt;br /&gt;
&lt;br /&gt;
The annual funding of a nation is capped at the nation&#039;s [[Nations#GDP|GDP]] in billions multiplied by 5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Nations that are part of a [[Foreign Relations#Federations|Federation]] will share their funding with all other [[Foreign Relations#Federations|Federation]] members. Larger nations will receive a much larger share of the [[Foreign Relations#Federations|Federation]]&#039;s total funding, with each nation&#039;s share being proportional to (the number of its control points) ^ 3.&lt;br /&gt;
&lt;br /&gt;
=== Miltech ===&lt;br /&gt;
A nation&#039;s Military Technology {{TV|miltech}} value represents the capability of the nation&#039;s armed forces. &lt;br /&gt;
&lt;br /&gt;
Each completion of the {{TV|military priority}} adds {{TV|miltech|0.00125}}. This is further increased for nations that are falling behind on {{TV|miltech}}. Specifically, the effect is multiplied by (best Human Nation&#039;s {{TV|miltech}}/ this nation&#039;s {{TV|miltech}}).&lt;br /&gt;
&lt;br /&gt;
Unification between two nations balances the {{TV|miltech}} between the two nations. {{{TV|miltech}} applies to both army strength, which changes together with national {{{TV|miltech}}, and regional defense power.&lt;br /&gt;
&lt;br /&gt;
{{TV|miltech}} ranges from 2 to infinity. The {{TV|miltech}} &#039;age&#039; also determines the visual appearance of armies.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! {{TV|miltech}} range&lt;br /&gt;
| 2-3 || 3-4 || 4-5 || 5-6 || 6-7 || 7-infinity&lt;br /&gt;
|-&lt;br /&gt;
! {{TV|miltech}} age&lt;br /&gt;
| &#039;&#039;&#039;Industrial Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech2.png|x55px]]&lt;br /&gt;
| &#039;&#039;&#039;Atomic Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech3.png|x55px]]&lt;br /&gt;
| &#039;&#039;&#039;Information Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech4.png|x55px]]&lt;br /&gt;
| &#039;&#039;&#039;Robotics Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech5.png|x55px]]&lt;br /&gt;
| &#039;&#039;&#039;Invasion Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech6.png|x55px]]&lt;br /&gt;
| &#039;&#039;&#039;Fusion Age&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Army Tech7.png|x55px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Initially the {{TV|miltech}} is capped at level 5, which can be increased by 0.5 with each of the following global research technologies:&lt;br /&gt;
* [[File:Tech info icon.png|24px]] [[Cybernetics]]&lt;br /&gt;
* [[File:Tech info icon.png|24px]] [[Applied Artificial Intelligence]]&lt;br /&gt;
* [[File:Tech material icon.png|24px]] [[Next-Generation Aerospace]]&lt;br /&gt;
* [[File:Tech material icon.png|24px]] [[Diamondoids]]&lt;br /&gt;
* [[File:Tech military icon.png|24px]] [[Terrestrial Military Science]]&lt;br /&gt;
* [[File:Tech military icon.png|24px]] [[Networked Global Defense]]&lt;br /&gt;
* [[File:Tech military icon.png|24px]] [[Coilguns]]&lt;br /&gt;
* [[File:Tech military icon.png|24px]] [[Trans-Interface Warfare]]&lt;br /&gt;
* [[File:Tech military icon.png|24px]] [[Future Tech: Military Science]]&lt;br /&gt;
&lt;br /&gt;
=== Armies ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Armies are powerful and expensive assets that belong to nations. Each army represents multiple divisions of troops, air support, and a logistics train sufficient for the unit to take and hold territory outside their home nation&#039;s borders.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Naval armies are supported by a combat and transport fleet, and are able to cross oceans if the nation&#039;s naval score exceeds that of its enemies.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Armies are bound to a particular control point in a nation; the owner of that control point commands the army&#039;s actions. Use of armies on foreign soil are subject the nation&#039;s relations; they may be stationed in allied nations and only enter the territory of hostile nations during war.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Each nation may have one army per region it controls; if a region joins another nation, any armies based in that region will belong to the new nation.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Nation UI Tooltip for Armies, Terra Invicta, 0.4.86.&lt;br /&gt;
&lt;br /&gt;
An army needs two things: {{TV|pop}} and land.&lt;br /&gt;
* Each army needs its own unique home region that is:&lt;br /&gt;
** Not shared by any other army.&lt;br /&gt;
** Not a {{icon|colony|bgcolor=DarkSlateGray}}colony region.&lt;br /&gt;
** Not occupied by enemy forces.&lt;br /&gt;
* Each army needs {{TV|pop|25 million}} in the nation.&lt;br /&gt;
** Except the first army of each nation gets a discount: it only needs {{TV|pop|5 million}}.&lt;br /&gt;
&lt;br /&gt;
Some nations do not begin with any military, and must first complete the {{TV|found military}} before they can use the {{TV|build army}} to build any armies.&lt;br /&gt;
&lt;br /&gt;
=== Navies ===&lt;br /&gt;
&lt;br /&gt;
A nation&#039;s naval score is calculated by the number of {{TV|navies}} it has attached to its {{TV|armies}} multiplied by the nation&#039;s {{TV|miltech}}.&lt;br /&gt;
&lt;br /&gt;
There are three possible navy states:&lt;br /&gt;
* &#039;&#039;&#039;No Navies:&#039;&#039;&#039; No army has any navy attached.&lt;br /&gt;
* &#039;&#039;&#039;Freedom of the Seas:&#039;&#039;&#039; At least one army has a navy attached and there are no enemies with a higher naval score.&lt;br /&gt;
* &#039;&#039;&#039;Blockaded:&#039;&#039;&#039; At least one army has a navy attached and there are enemies with a higher naval score.&lt;br /&gt;
&lt;br /&gt;
See [[Terrestrial_Warfare#Naval_Freedom]] for more details on how Blockades occur.&lt;br /&gt;
&lt;br /&gt;
{{TV|navies}} are built using the {{TV|build navy}}. The {{TV|build navy}} priority is only available for a nation when all of the following are true:&lt;br /&gt;
* The nation has completed the {{TV|found military}} (or started with it already complete).&lt;br /&gt;
* The nation has more {{TV|armies}} than {{TV|navies}}.&lt;br /&gt;
* The nation has at least one [[Regions|region]] that has at least [[Regions#World_Ocean_Access|seasonal ocean access]].&lt;br /&gt;
* One of the following is true:&lt;br /&gt;
** The nation has at least 4 [[Nations#Control_Points|control points]].&lt;br /&gt;
** The nation has 3 [[Nations#Control_Points|control points]] and at least {{TV|gdppc|40000}} and no {{TV|navies}}.&lt;br /&gt;
&lt;br /&gt;
=== Strategic Nuclear Barrages ===&lt;br /&gt;
The number of strategic nuclear barrages that may be launched from this nation. Each barrage will devastate a single region and cause massive environmental damage globally. Nuclear strikes are directed by the faction in control of the executive control point.&lt;br /&gt;
&lt;br /&gt;
Nuclear weapons can target any region belonging to current war enemies, or owned [[Regions]] with enemy forces present. Note that {{icon|sto defense}}[[Nations#Space_Defenses|advanced defenses]] will prevent any nuclear attack.&lt;br /&gt;
&lt;br /&gt;
=== Estimated Military Strength ===&lt;br /&gt;
&lt;br /&gt;
The estimated military strength of a nation X is calculated as the sum of the following:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Conditions !! Multipliers&lt;br /&gt;
|-&lt;br /&gt;
| Number of Regions of X || Not Fully Occupied || {{TV|miltech}} of X × 0.7&lt;br /&gt;
|-&lt;br /&gt;
| Number of [[Nations#Armies|Armies]] of X || Not Megafauna || {{TV|miltech}} of X × 3 × Average Remaining Health % of the Armies&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
For Alien Invader Armies, use their {{TV|miltech}} instead of the {{TV|miltech}} of the Alien Nation.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
|-&lt;br /&gt;
| Number of [[Nations#Navies|Navies]] of X || || 1&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|unrest}} Value of X || || -1&lt;br /&gt;
|-&lt;br /&gt;
| X has any {{icon|nuke}}[[Nations#Strategic_Nuclear_Barrages|Nukes]]? || || 100&lt;br /&gt;
|-&lt;br /&gt;
| Number {{icon|nuke}}[[Nations#Strategic_Nuclear_Barrages|Nukes]] of X || || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, at the start of the game, the nation of North Korea has {{TV|miltech|2.8}}, 1 region, {{TV|armies|1}}, {{TV|navies|0}}, {{TV|unrest|0}}, and {{TV|nuke|1}}. So its estimated military strength is the sum of:&lt;br /&gt;
* 1 Region × {{TV|miltech|2.8}} × 0.7 = 1.96&lt;br /&gt;
* {{TV|armies|1}} × {{TV|miltech|2.8}} × 3 × 100% = 8.4&lt;br /&gt;
* {{TV|navies|0}} × 1 = 0&lt;br /&gt;
* {{TV|unrest|0}} × -1 = 0&lt;br /&gt;
* 1 (has nukes) × 100 = 100&lt;br /&gt;
* {{TV|nuke|1}} × 5 = 5&lt;br /&gt;
So it has an estimated military strength of 115.36.&lt;br /&gt;
&lt;br /&gt;
The estimated military strength of a nation is important because when multiple nations fight on the same side of a [[Foreign_Relations#Wars|war]], the nation with the highest estimated military strength is chosen to be the leader of the war alliance. War leaders gain more benefits from war conquests and are the ones who decide whether to accept their enemies requests for peace. War leaders on opposite sides can also agree to completely end the war, regardless of the opinions of the other nations involved in the war.&lt;br /&gt;
&lt;br /&gt;
In addition, the estimated military strength of a nation is often used by the AI to determine their [[Foreign_Relations|international relations]]. The AI is naturally more wary about having bad relations with nations that have high estimated military strength.&lt;br /&gt;
&lt;br /&gt;
=== Space Defenses ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The Space Defenses priority constructs a surface-to-orbit weapons array in one region in the nation. More valuable and populous regions will be protected first. Space Defenses prevent alien landings and nuclear strikes on the region it is located in, and fire back at fleets conducting orbital bombardment against targets in the region. The cost varies with the size of the region being protected.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Nation UI Tooltip for Space Defenses, Terra Invicta, 0.4.86.&lt;br /&gt;
&lt;br /&gt;
Human Nations can build Space Defenses after [[Trans-Interface Warfare]] is researched.&lt;br /&gt;
&lt;br /&gt;
Space Defenses are built in the following order:&lt;br /&gt;
# The {{icon|capital|bgcolor=DarkSlateGray}}Capital region.&lt;br /&gt;
# The {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic regions, from highest {{TV|pop}} to lowest.&lt;br /&gt;
# The {{icon|oil|bgcolor=DarkSlateGray}}{{icon|resource region|bgcolor=DarkSlateGray}}Resource regions, from highest {{TV|pop}} to lowest.&lt;br /&gt;
# The Non-Colony regions, from highest {{TV|pop}} to lowest.&lt;br /&gt;
# The {{icon|colony|bgcolor=DarkSlateGray}}Colony Regions, from highest {{TV|pop}} to lowest.&lt;br /&gt;
&lt;br /&gt;
The amount of IP needed by the {{icon|space defenses}}Space Defenses priority to build Space Defenses in a region is calculated as 50 × Region Area / Median Region Area, but capped between 25 and 100. See [[Region List]] for a list of all regions and their areas.&lt;br /&gt;
&lt;br /&gt;
Space Defenses are armed with a giant 1-GJ, 3600-cm laser (this is bigger than the Alien T3 base defense laser). Color will be best available of IR or green, and type, laser, arc laser or phaser.&lt;br /&gt;
&lt;br /&gt;
=== Exofighters ===&lt;br /&gt;
&lt;br /&gt;
Human nations can build {{icon|exofighter}}exofighters after [[Exoatmospheric Fighters]] is researched.&lt;br /&gt;
&lt;br /&gt;
Whenever the {{icon|build exofighter}}Build Exofighter priority is completed, a region in the nation is selected to increase its {{icon|exofighter}}exofighters by 1. The region is selected as follows:&lt;br /&gt;
* Exclude all regions that are at their Maximum {{icon|exofighter}}exofighters.&lt;br /&gt;
* If any remaining region has zero {{icon|exofighter}}exofighters, then pick the one with the highest {{icon|boost}}[[Nations#Boost|Boost]] production.&lt;br /&gt;
* Pick the one with the highest {{icon|boost}}[[Nations#Boost|Boost]] production divided by the number of {{icon|exofighter}}exofighters already in the region.&lt;br /&gt;
&lt;br /&gt;
The Maximum {{icon|exofighter}}exofighters of a region is calculated as:&lt;br /&gt;
* 0 if the Monthly {{icon|boost}}[[Nations#Boost|Boost]] Production is less than 1.&lt;br /&gt;
* Min(64, Monthly {{icon|boost}}[[Nations#Boost|Boost]] Production / 4), rounded up to the nearest integer.&lt;br /&gt;
&lt;br /&gt;
=== Cohesion ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s Cohesion represents the level of unity or conflict among the people of the nation. This includes cultural, ideological, ethnic and religious similarities and differences. High values describe a unified society that brooks little deviation or dissent. Middle values represent a diverse society that has both internal conflict and a healthy, creative counterculture. Middle-low values represent a high degree of political polarization, and the lowest values mean the nation&#039;s people are fragmented or even tribal. High values keep unrest in check and increase the nation&#039;s ability to resist occupation, while middle values provide a bonus to national research production, representing a robust (if messy) marketplace of ideas, low values will rapidly increase unrest. Cohesion is lowered by high inequality, anocracy, having lots of regions or a large population, destruction of armies, and a large difference between public opinion and the ideology of control point owners. Cohesion is increased by autocracy and the Unity priority, and by rivalries and wars when at least one nation involved is not a democracy. Having a high Democracy score pulls cohesion toward a middle value.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Nation UI Tooltip for Cohesion, Terra Invicta, 0.4.90.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* {{TV|cohesion}} changes by 0.01 towards the central value of 5 whenever the {{TV|knowledge}} is completed.&lt;br /&gt;
* Each completion of the {{TV|unity}} adds {{TV|cohesion|0.1}}.&lt;br /&gt;
** This is reduced by 0.005 per {{TV|education}}.&lt;br /&gt;
** This is reduced by 0.005 per {{TV|democracy}}.&lt;br /&gt;
** This cannot be reduced below 0.025.&lt;br /&gt;
* If {{TV|democracy}} &amp;gt; 5, then each completion of the {{TV|oppression}} removes {{TV|cohesion|0.025}} per {{TV|democracy}} over 5.&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
{{TV|cohesion}} moves by 0.1 per month towards {{TV|base cohesion}}. It can decrease faster, up to 0.25 per month towards its resting point, depending on {{TV|inequality}} (this acceleration occurs for {{TV|inequality}} values between 4 to 4.6). Specifically, when {{TV|base cohesion}} is lower than {{TV|cohesion}}, the {{TV|cohesion}} decrease per month is calculated as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt;Cohesion Decrease = Min( Max(0.1, (Inequality - 3) ^ 2 / 10), Min(0.25, Cohesion - Base Cohesion) )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is not affected by [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] and is rapid enough that it is usually better to move {{TV|base cohesion}} rather than trying to fight the tide. See [[Nations#Resting_Cohesion]] for details on how to achieve this.&lt;br /&gt;
&lt;br /&gt;
{{TV|cohesion}} is also commonly changed by [[Events]], and can be strongly affected by [[Foreign Relations#Declaring_Wars|War Declarations]] and the [[Terrestrial_Warfare#Army_Death|Destruction of armies]].&lt;br /&gt;
&lt;br /&gt;
{{TV|cohesion}} ranges from 0 to 10:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{TV|cohesion}} !! Score range &lt;br /&gt;
|-&lt;br /&gt;
| Fragmented || &amp;lt;1 &lt;br /&gt;
|-&lt;br /&gt;
| Fractured || &amp;lt;2&lt;br /&gt;
|-&lt;br /&gt;
| Sectarian || &amp;lt;3&lt;br /&gt;
|-&lt;br /&gt;
| Polarized || &amp;lt;4&lt;br /&gt;
|-&lt;br /&gt;
| Competitive || &amp;lt;5 &lt;br /&gt;
|-&lt;br /&gt;
| Diverse || &amp;lt;6&lt;br /&gt;
|-&lt;br /&gt;
| Integrated || &amp;lt;7&lt;br /&gt;
|-&lt;br /&gt;
| Homogenous || &amp;lt;8 &lt;br /&gt;
|-&lt;br /&gt;
| Dominated || &amp;lt;9&lt;br /&gt;
|-&lt;br /&gt;
| Hegemonic || &amp;lt;10&lt;br /&gt;
|-&lt;br /&gt;
| Monolithic || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Resting Cohesion ====&lt;br /&gt;
&lt;br /&gt;
{{TV|base cohesion}} depends on the following factors:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Factor || Conditions || [[File:ICO culture.png|25px]] Effect&lt;br /&gt;
|-&lt;br /&gt;
| Base || Always || 16&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{TV|inequality}}&lt;br /&gt;
| ≤ 4.75&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by Min(1, 0.5 + {{TV|education}}/20) × 2.25 × {{TV|inequality}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 4.75&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by Min(1, 0.5 + {{TV|education}}/20) × (3.25 × {{TV|inequality}} - 4.75)&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|gdppc}}&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by (1 - ({{TV|gdppc}} / Highest {{TV|gdppc}} in last 10 years)) × {{TV|inequality}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | {{TV|pop}}&lt;br /&gt;
| 1 [[Regions|Region]] in Nation&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by ({{TV|pop}} in millions)&amp;lt;sup&amp;gt;0.3&amp;lt;/sup&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;1 [[Regions|Region]] in Nation&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by ({{TV|pop}} in millions)&amp;lt;sup&amp;gt;0.2&amp;lt;/sup&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|pop}}Population Distribution&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 0.0025/km × {{TV|pop}}-weighted average distance from each [[Regions|Region]] to the nation&#039;s capital. Capped at 7.5 Reduction.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Foreign Relations#Wars|Wars]]&lt;br /&gt;
| &amp;lt;6 {{icon|democracy|bgcolor=DarkSlateGray}}&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by number of war enemies. Capped at 3.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;=6 {{icon|democracy|bgcolor=DarkSlateGray}}&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by number of war enemies that have &amp;lt;6 {{icon|democracy|bgcolor=DarkSlateGray}}. Capped at 3.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Peer [[Foreign Relations#Rivals|Rivals]]&lt;br /&gt;
| &amp;lt;6 {{icon|democracy|bgcolor=DarkSlateGray}}&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by 0.5 × Peer Rivals (at minimum 1 less Control Point). Capped at 3 - War {{TV|base cohesion}} Bonus.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;=6 {{icon|democracy|bgcolor=DarkSlateGray}}&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by 0.5 × Peer Rivals (at minimum 1 less Control Point) that have &amp;lt;6 {{icon|democracy|bgcolor=DarkSlateGray}}. Capped at 3 - War {{TV|base cohesion}} Bonus.&lt;br /&gt;
|-&lt;br /&gt;
| Public vs. Elite Ideology&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 2 × [[#Public_Opinion|Distance]] between Public Opinion vs Control Point owners.&lt;br /&gt;
|-&lt;br /&gt;
| Public Opinion Distribution&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow green.png|25px]][[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;Change&amp;lt;/span&amp;gt; by -6 × ([[#Public_Opinion|Standard Deviation]] of Public Opinion / Worst Possible Standard Deviation - 0.5).&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | {{TV|democracy}}&lt;br /&gt;
| ≤ 3.5&lt;br /&gt;
| [[File:ICO arrow green.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Increase&amp;lt;/span&amp;gt; by (3.5&amp;lt;sup&amp;gt;1.285&amp;lt;/sup&amp;gt; - {{TV|democracy}}&amp;lt;sup&amp;gt;1.285&amp;lt;/sup&amp;gt;) × ((10 - {{TV|unrest}}) / 10)&lt;br /&gt;
|-&lt;br /&gt;
| 3.5 &amp;lt; {{icon|democracy|bgcolor=DarkSlateGray}} ≤ 5 &lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 3 - 2 × (5 - {{TV|democracy}})&lt;br /&gt;
|-&lt;br /&gt;
| 5 &amp;lt; {{icon|democracy|bgcolor=DarkSlateGray}} ≤ 6.5 &lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 3 - 2 × ({{TV|democracy}} - 5)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 6.5&lt;br /&gt;
| [[File:ICO arrow green.png|25px]][[File:ICO arrow green down.png|25px]]&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Stabilize&amp;lt;/span&amp;gt; (towards global value of 5) by 0.5 × ({{TV|democracy}} - 6.5)&lt;br /&gt;
|-&lt;br /&gt;
| Owning [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]]&lt;br /&gt;
| Always&lt;br /&gt;
| [[File:ICO arrow red down.png|25px]]&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Reduce&amp;lt;/span&amp;gt; by 1.6 × {{TV|democracy}} × Fraction of {{TV|pop}} living in [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In other words, {{TV|base cohesion}} is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;raised by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Low {{TV|democracy}} score, weaker when {{TV|unrest}} is high.&lt;br /&gt;
* War enemies that either have &amp;lt;6 {{TV|democracy}} or our nation has &amp;lt;6 {{TV|democracy}}. Capped at 3.&lt;br /&gt;
* Rivalries with nations no more than 1 control point smaller, that either have &amp;lt;6 {{TV|democracy}} or our nation has &amp;lt;6 {{TV|democracy}}. Capped at 3 - the amount already given by the War {{TV|base cohesion}} Bonus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;centered by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* High {{TV|democracy}} score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;changed by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Public Opinion [[#Public_Opinion|distribution]]. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;lowered by:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Medium {{TV|democracy}} score.&lt;br /&gt;
* High {{TV|inequality}} score, stronger when {{TV|education}} is high.&lt;br /&gt;
* Loss of {{icon|gdppc|bgcolor=DarkSlateGray}}[[Nations#Per_Capita_GDP|GDP per Capita]] within the last 10 years.&lt;br /&gt;
* {{TV|pop}}, worse when the entire {{TV|pop}} is confined to just one [[Region]] because the nation has no other [[Regions]].&lt;br /&gt;
* Geographic {{icon|pop}}Population Distribution.&lt;br /&gt;
* Difference between [[#Public_Opinion|average public opinion]] and the [[Factions]] that own the control points.&lt;br /&gt;
* Fraction of {{TV|pop}} living in [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]], multiplied by {{TV|democracy}}.&lt;br /&gt;
&lt;br /&gt;
==== Notable Effects of Cohesion ====&lt;br /&gt;
&lt;br /&gt;
* The {{TV|base unrest}} of a Nation is reduced by its {{TV|cohesion}}.&lt;br /&gt;
* The {{icon|research}}[[Nations#Research|Research]] produced by a Nation is multiplied by (1.25 - |{{TV|cohesion}} - 5| / 10). So it is multiplied by 75% at {{TV|cohesion|0}} and at {{TV|cohesion|10}}, whereas it is multiplied by 125% at {{TV|cohesion|5}}.&lt;br /&gt;
* The [[Nations#Public_Support_Cap|Public Support Cap]] of a Nation is increased by its {{TV|cohesion}}.&lt;br /&gt;
* The [[Nations#Population_Growth|Population Growth]] of a Nation is decreased by its {{TV|cohesion}}.&lt;br /&gt;
&lt;br /&gt;
==== Underflowing Cohesion ====&lt;br /&gt;
&lt;br /&gt;
If {{TV|cohesion}} would ever be reduced below 0, then it &#039;&#039;&#039;underflows&#039;&#039;&#039;. This section discusses the effects of such an underflow.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* {{TV|democracy}} is reduced by &amp;lt;code&amp;gt;Min({{icon|cohesion|bgcolor=DarkSlateGray}}Cohesion Underflow Amount, Max({{icon|democracy|bgcolor=DarkSlateGray}}Government - 5,0)) / 2.&amp;lt;/code&amp;gt;&lt;br /&gt;
* {{TV|unrest}} is increased by &amp;lt;code&amp;gt;({{icon|cohesion|bgcolor=DarkSlateGray}}Cohesion Underflow Amount - Min({{icon|cohesion|bgcolor=DarkSlateGray}}Cohesion Underflow Amount, Max({{icon|democracy|bgcolor=DarkSlateGray}}Government - 5,0))) / 2.&amp;lt;/code&amp;gt;&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
=== Public Opinion ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The people of Earth all hold a particular viewpoint about the alien arrival. But people are malleable, and events and propaganda can sway them to a different point of view.&lt;br /&gt;
&lt;br /&gt;
These viewpoints track with the ideologies of each faction, along with an &amp;quot;undecided&amp;quot; viewpoint in the middle of all of them. Ideologies have a position relative to each other; when events have a chance to change someone&#039;s opinion, they will typically move to something nearby -- a Resistance supporter could see their views radicalize to those of Humanity First, or soften to being simply undecided, for example.&lt;br /&gt;
&lt;br /&gt;
Public support for your faction is a primary source of the influence resource. You will also receive bonuses on missions in nations where a large portion of the public is on your side.&lt;br /&gt;
&lt;br /&gt;
A potential mover of public opinion are atrocities committed by a faction. Atrocities are actions that cause mass death or suffering, and responsible factions suffer the loss of supporters as a result. Atrocities are cumulative; as a faction commits more, the public opinion penalty increases dramatically.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
Public support for a faction provides many benefits, including but not limited to:&lt;br /&gt;
; {{TV|influence}} Income&lt;br /&gt;
: For every one million supporters a faction possesses, their annual {{TV|influence}} income is increased by 0.5.&lt;br /&gt;
: This bonus applies even if the faction does not possess any of the nation&#039;s control points.&lt;br /&gt;
: With over 8 billion people on Earth, a faction with high public support around the globe could earn more than 200 {{TV|influence}} every month, just from their public support.&lt;br /&gt;
; Councilor [[Missions#Mission_Modifiers|Mission Support]]&lt;br /&gt;
: Most councilor missions that attempt to gain or maintain control of the nation have mission modifiers based on the nation&#039;s public opinion. Public support for a faction makes such missions significantly easier for them, and significantly harder against them.&lt;br /&gt;
: This is especially true in highly democratic nations.&lt;br /&gt;
: Specifically, the [[Missions#Mission_Modifiers|mission modifier]] has X points, where X = (10 + {{icon|democracy|bgcolor=DarkSlateGray}}Government) * public support fraction for the faction.&lt;br /&gt;
; Preventing [[Nations#Coups_and_revolutions|Organic Coups]]&lt;br /&gt;
: In very rare cases, high [[Nations#Corruption|Corruption]] in a nation can lead its elites to organically launch a [[Nations#Coups_and_revolutions|coup]] even without outside intervention, if they are not sufficiently appeased by investments into the {{icon|spoils}}Spoils priority.&lt;br /&gt;
: But high public support (&amp;gt;65%) for the faction that owns the nation automatically prevents such [[Nations#Coups_and_revolutions|organic coups]] from occurring.&lt;br /&gt;
; Post-Revolution Changes&lt;br /&gt;
: Whenever a [[Nations#Coups_and_revolutions|revolution]] occurs in a human nation, public support for the old control point owners is compared to public support for the new control point owners. If the new owners are significantly more popular with the public, the nation can experience large benefits: increased {{TV|cohesion}}, reduced {{TV|unrest}}, and reduced {{TV|inequality}}.&lt;br /&gt;
; {{TV|base cohesion}}&lt;br /&gt;
: Public opinion affects the {{TV|base cohesion}} of a nation in two ways.&lt;br /&gt;
: First, [[Factions]] that own a nation will find the nation to be significantly less cohesive when the public does not support them. This is represented as an X point penalty to the nation&#039;s {{TV|base cohesion}}, where X is twice the ideological distance between the average ideology of the factions that own the nation&#039;s control points and the population-weighted average ideology of the public. &lt;br /&gt;
: Note: ideological distance is calculated using good old pythagoras. &lt;br /&gt;
: Second, a public with wildly differing views is naturally far less cohesive than a public that bands together to support one ideology. This is represented as an X point penalty to the nation&#039;s {{TV|base cohesion}}, where X is calculated as follows:&lt;br /&gt;
: 1. Set X to be the public opinion&#039;s standard deviation.&lt;br /&gt;
: 2. Divide X by the worst possible standard deviation (this is when the two most different ideologies are each supported by exactly half the public).&lt;br /&gt;
: 3. Subtract 0.5 from X.&lt;br /&gt;
: 4. Multiply X by 6.&lt;br /&gt;
: Note: X can actually be negative, meaning that the {{TV|base cohesion}} can actually be increased by a highly unified public opinion.&lt;br /&gt;
&lt;br /&gt;
==== Changing Public Opinion ====&lt;br /&gt;
&lt;br /&gt;
A nation&#039;s public opinion can be changed by applying Propaganda to it. Each piece of propaganda is defined by two things: the &#039;&#039;&#039;faction ideology&#039;&#039;&#039; it is aimed at, and the &#039;&#039;&#039;strength&#039;&#039;&#039; of the propaganda. For example, a typical public campaign mission applies Propaganda for the councilor&#039;s faction, with a strength of roughly 10.&lt;br /&gt;
&lt;br /&gt;
===== How Propaganda Works =====&lt;br /&gt;
&lt;br /&gt;
[[File:Terra Invicta Ideology Map.JPG|thumb|320px|Faction Ideology Chart]]&lt;br /&gt;
&lt;br /&gt;
Whenever Propaganda of strength X for a faction F is applied on a nation, the {{TV|pop}} of the nation is split into roughly ({{TV|pop}} / 100) ^ 0.5 groups, where each group fully supports one ideology. Then for each group, a random value Y between 0 and 100 is rolled, and then:&lt;br /&gt;
* Nothing happens if any of the following are true:&lt;br /&gt;
** X &amp;gt;= 0 and the group already supports faction F. Because this is just preaching to the choir.&lt;br /&gt;
** X &amp;lt; 0 and the group does not support faction F.&lt;br /&gt;
** Y &amp;gt; X and Y &amp;gt; -X, indicating that the propaganda failed to convince the group.&lt;br /&gt;
* Otherwise:&lt;br /&gt;
** If X &amp;gt;= 0, then:&lt;br /&gt;
*** If X - Y &amp;gt; 10, the group&#039;s ideology moves towards F&#039;s ideology by 2 units, then moves to the closest matching ideology.&lt;br /&gt;
*** Otherwise, the group&#039;s ideology moves towards F&#039;s ideology by 1 unit, then moves to the closest matching ideology.&lt;br /&gt;
** If X &amp;lt; 0, then a completely random coordinate is selected from within a cube of length 2 that is centered on the group&#039;s original ideology, and then:&lt;br /&gt;
*** If (-X) - Y &amp;gt; 10, the group&#039;s ideology moves towards the coordinate by 2 units, then moves to the closest matching ideology.&lt;br /&gt;
*** Otherwise, the group&#039;s ideology moves towards the coordinate by 1 unit, then moves to the closest matching ideology.&lt;br /&gt;
&lt;br /&gt;
====== Public Support Cap ======&lt;br /&gt;
&lt;br /&gt;
Within each nation, the public support for any faction is capped at (90 - {{TV|democracy}} + {{TV|cohesion}})%. But this cap is implemented in a somewhat counter-intuitive manner: whenever a propaganda is about to be applied, the game will first check if any faction&#039;s public support has surpassed the cap. If so, then during the application of the propaganda, every attempt by a {{TV|pop}} group to move to the closest matching ideology will behave as if the capped faction&#039;s ideology does not exist.&lt;br /&gt;
&lt;br /&gt;
Consequently, once a faction goes over the public support cap, it can no longer gain public support from any kind of propaganda. But if a faction is below the public support cap, there is nothing preventing it from gaining enough public support from one propaganda application to far exceed the public support cap.&lt;br /&gt;
&lt;br /&gt;
===== Sources of Propaganda =====&lt;br /&gt;
&lt;br /&gt;
These include but are not limited to:&lt;br /&gt;
&lt;br /&gt;
====== A Successful Councilor [[Public Campaign]] ======&lt;br /&gt;
Applies propaganda for the councilor&#039;s faction with strength X, where X is calculated as: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Base Value.&lt;br /&gt;
|-&lt;br /&gt;
| ×2 || On critical success.&lt;br /&gt;
|-&lt;br /&gt;
| Up to +9 || Earth Interface Hab Module bonus &amp;lt;br&amp;gt; (Broadcast Outlets, Communications Hubs, and Media Centers.)&lt;br /&gt;
|-&lt;br /&gt;
| ×1.15 || Project Research: &amp;lt;br&amp;gt; [[Appeals to Hope Messaging]] &amp;lt;br&amp;gt; (Available to {{icon|resist}}[[The Resistance]], {{icon|escape}}[[Project Exodus]], and {{icon|cooperate}}[[The Academy]].)&lt;br /&gt;
|-&lt;br /&gt;
| ×1.25 || Project Research: &amp;lt;br&amp;gt; [[Appeals to Fear Messaging]] &amp;lt;br&amp;gt; (Available to {{icon|destroy}}[[Humanity First]], {{icon|exploit}}[[The Initiative]], {{icon|appease}}[[The Protectorate]], and {{icon|submit}}[[The Servants]].)&lt;br /&gt;
|-&lt;br /&gt;
| ×1.25 || Project Research:&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
[[Enslave the Masters]] &lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
(Available to {{icon|exploit}}[[The Initiative]].) &lt;br /&gt;
|- &lt;br /&gt;
| -3.5 to +3.5 || Random.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== A Unity Priority Completion ======&lt;br /&gt;
&lt;br /&gt;
Applies propaganda for each faction that owns any of the nation&#039;s control points. (Empty control points do not count.)&lt;br /&gt;
&lt;br /&gt;
Propaganda strength is 5 multiplied by the number of control points owned by the faction, but the Religion control point counts as 4 control points.&lt;br /&gt;
&lt;br /&gt;
Propaganda strength is also affected by [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]].&lt;br /&gt;
&lt;br /&gt;
Abandoned or {{MissionIcon|Crackdown}}[[Crackdown|Cracked]] control points do not count.&lt;br /&gt;
&lt;br /&gt;
Note: Ordering matters. The last faction to get propaganda applied on each unity completion would get more public support and influence income on average.&lt;br /&gt;
&lt;br /&gt;
The ordering here is determined by the control point ownership: the faction that owns the leftmost control point goes first, then the faction that owns the leftmost control point that isn&#039;t controlled by the previous faction, then the faction that owns the leftmost control point that isn&#039;t controlled by the previous factions, and so on. Thus when sharing nations with other factions, one should try to avoid owning the leftmost control points.&lt;br /&gt;
&lt;br /&gt;
====== A Spoils Priority Completion ======&lt;br /&gt;
Applies propaganda for each faction that owns any of the nation&#039;s control points.&lt;br /&gt;
&lt;br /&gt;
Propaganda strength is ({{TV|education}} + {{TV|democracy}}) multiplied by -0.125 multiplied by the fraction of the nation&#039;s control points owned by the faction.&lt;br /&gt;
&lt;br /&gt;
====== An Army Destroyed ======&lt;br /&gt;
&lt;br /&gt;
Applies propaganda for the faction that controlled the army on the home nation of the army.&lt;br /&gt;
&lt;br /&gt;
Propaganda strength is {{TV|democracy}} multiplied by -1.&lt;br /&gt;
&lt;br /&gt;
====== A Martyr Councilor Killed ======&lt;br /&gt;
&lt;br /&gt;
Applies propaganda for the councilor&#039;s faction on every nation.&lt;br /&gt;
&lt;br /&gt;
Propaganda strength is 35.&lt;br /&gt;
&lt;br /&gt;
====== An [[Factions#Atrocity|Atrocity]] Committed ======&lt;br /&gt;
&lt;br /&gt;
Applies propaganda with strength X for the faction responsible on every nation, where X is calculated as:&lt;br /&gt;
# Set X to the total number of atrocities committed by the faction, including the newest atrocity.&lt;br /&gt;
# Multiply X by -0.333.&lt;br /&gt;
# Divide X by 2 if [[Total War Framing]] has been researched. (Available to {{icon|destroy}}[[Humanity First]], {{icon|exploit}}[[The Initiative]], and {{icon|submit}}[[The Servants]].)&lt;br /&gt;
&lt;br /&gt;
====== [[Publicize Alien Threat]] Researched ======&lt;br /&gt;
&lt;br /&gt;
Applies propaganda with strength 10 for the faction responsible on every nation.&lt;br /&gt;
&lt;br /&gt;
Available to {{icon|destroy}}[[Humanity First]], {{icon|resist}}[[The Resistance]], and {{icon|escape}}[[Project Exodus]].&lt;br /&gt;
&lt;br /&gt;
=== Sustainability ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s Sustainability value represents its ability to prevent emissions of greenhouse gases into the atmosphere from the economic activity within its borders. It represents the offset from expected emissions of Carbon Dioxide, Methane, and Nitrous Oxide based on the nation&#039;s GDP, population, and presence of oil resource regions.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
In Terra Invicta, every nation has a {{TV|pollution multiplier}} that caps at 10. This {{TV|pollution multiplier}} multiplies:&lt;br /&gt;
* The amount of [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Greenhouse Gases]] that the nation passively produces each month.&lt;br /&gt;
* The amount of [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Greenhouse Gases]] that the nation produces whenever it completes the {{TV|spoils}}.&lt;br /&gt;
&lt;br /&gt;
Initially, nations cannot go below {{TV|pollution multiplier|0.3325}}. But researching all of the following technologies would reduce this minimum value down to the limit of 0:&lt;br /&gt;
* [[Arrival International Development]] reduces the minimum by 0.05.&lt;br /&gt;
* [[Designer Lifeforms]] reduces the minimum by 0.05.&lt;br /&gt;
* [[Integrated Earth-Space Economy]] reduces the minimum by 0.05.&lt;br /&gt;
* [[Clean Energy]] reduces the minimum by 0.1.&lt;br /&gt;
* [[Climate Change Mitigation]] reduces the minimum by 0.1.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}: &lt;br /&gt;
* Each completion of the {{TV|spoils}} adds {{TV|pollution multiplier|0.0005}}.&lt;br /&gt;
** This is further increased by 0.0005 per {{icon|oil}}Oil or {{icon|resource region}}Mining Region.&lt;br /&gt;
* Each completion of the {{TV|environment}} removes {{TV|pollution multiplier|0.005}}.&lt;br /&gt;
** Multiplied by {{TV|pollution multiplier}} / 2 if {{TV|pollution multiplier}} &amp;gt; 2.&lt;br /&gt;
** Multiplied by Max(0.25, {{TV|pollution multiplier}} / 0.5) if the {{TV|pollution multiplier}} &amp;lt; 0.5.&lt;br /&gt;
** Divided by the number of layers of nuclear fallout within the nation, if the nation has any layers of nuclear fallout.&lt;br /&gt;
 &lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: [[Regions#Region_Damage|Region damage]], such as from natural disasters and war, can rapidly increase a nation&#039;s Pollution Multiplier.&lt;br /&gt;
&lt;br /&gt;
A nation&#039;s {{TV|sustainability}}value is calculated as:&lt;br /&gt;
* 10 if {{TV|pollution multiplier}} = 0.&lt;br /&gt;
* 9.99+ if (1 / {{TV|pollution multiplier}}) &amp;gt; 9.99.&lt;br /&gt;
* 9.9+ if (1 / {{TV|pollution multiplier}}) &amp;gt; 9.9.&lt;br /&gt;
* 1 / {{TV|pollution multiplier}} otherwise.&lt;br /&gt;
&lt;br /&gt;
Once a nation reaches {{TV|sustainability|10}} ({{TV|pollution multiplier|0}}), the {{TV|environment}} will begin to remove [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Greenhouse Gases]] from the atmosphere. &lt;br /&gt;
&lt;br /&gt;
At this point, there is a significant change: the [[Nations#Population_Scaling_for_Nation_Stat_Changes |population scaling]] effect gets inverted. A larger {{TV|pop}} is now a boon: the amount of [[Climate_Change#Greenhouse_Gas_(GHG)_Sources|Greenhouse Gases]] removed whenever the {{TV|environment}} is completed is now multiplied by (the nation&#039;s {{TV|pop}} / 50 million) ^ 0.35.&lt;br /&gt;
&lt;br /&gt;
Hence, a player who wishes to fix the [[Climate_Change|Climate]] should aim to make the most populated nations reach {{TV|sustainability|10}}, and then heavily invest into the {{TV|environment}}.&lt;br /&gt;
&lt;br /&gt;
=== Inequality ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A nation&#039;s Inequality score is a measure of how wealth and income is distributed in the nation. High values mean the nation doesn&#039;t have much of a middle class. Inequality grows by a little as a product of normal economic activity (the Economy Priority) or by a lot because of corruption (the Spoils Priority). Resource regions in a nation can contribute to inequality. High inequality reduces Cohesion as the nation divides into haves and have-nots. It is countered by use of the Welfare priority.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Terra Invicta Codex, 0.4.85.&lt;br /&gt;
&lt;br /&gt;
In a nation with {{TV|pop|50 million}}:&lt;br /&gt;
* Each completion of the {{TV|economy}} adds {{TV|inequality|0.00015}}.&lt;br /&gt;
** This is further increased by 0.0001 per Resource Region.&lt;br /&gt;
* Each completion of the {{TV|spoils}} adds {{TV|inequality|0.0025}}.&lt;br /&gt;
** This is further increased by 0.001 per Resource Region.&lt;br /&gt;
* Each completion of the {{TV|welfare}} removes {{TV|inequality|0.005}}.&lt;br /&gt;
In nations with smaller or larger {{TV|pop}}, these changes are sped up or slowed down. See [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] for more detail.&lt;br /&gt;
&lt;br /&gt;
Inequality score ranges from 1 to 9:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! {{TV|inequality}} !! Score range&lt;br /&gt;
|-&lt;br /&gt;
| Very Low || 1-2&lt;br /&gt;
|-&lt;br /&gt;
| Low || 2-3&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 3-4&lt;br /&gt;
|-&lt;br /&gt;
| High || 4-5&lt;br /&gt;
|-&lt;br /&gt;
| Very High || 5-6&lt;br /&gt;
|-&lt;br /&gt;
| Extreme || 6-9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Whenever a nation&#039;s {{TV|inequality}} would grow beyond 9, the excess amount is instead subtracted from {{TV|cohesion}} and added to {{TV|unrest}}.&lt;br /&gt;
&lt;br /&gt;
===Corruption===&lt;br /&gt;
&lt;br /&gt;
Corruption (shown in the {{TV|spoils}} tooltip) determines what percentage of the nation&#039;s {{TV|ip}} the elites want diverted to the {{TV|spoils}} (Note: Does not account for priority bonuses). If this is not done then {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]]s become easier to perform against the nation, to the point where they might even [[Nations#Coups_and_revolutions|naturally occur]] without any faction&#039;s involvement. Conversely, assigning more to the {{TV|spoils}} than the elites want will cause them to protect your nation from councilor {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] attempts.&lt;br /&gt;
&lt;br /&gt;
Corruption for human nations is calculated as follows:&lt;br /&gt;
* 50% base value.&lt;br /&gt;
* Decreased by 2.65515% for every point of {{TV|democracy}}.&lt;br /&gt;
* Decreased by 0.57342% for every point of {{TV|cohesion}}.&lt;br /&gt;
* Decreased by 0.824624% for every {{TV|gdppc|3000}}.&lt;br /&gt;
* Multiplied by 0.8 if the [[A Common Concern]] project has been researched. &lt;br /&gt;
** Note: Only available to {{icon|resist}}[[The Resistance]], {{icon|cooperate}}[[The Academy]], {{icon|escape}}[[Project Exodus]], and {{icon|submit}}[[The Servants]].&lt;br /&gt;
* Capped from below at 5%.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
The [[Aliens#Alien_Administration|Alien Administration]] always has 0% corruption.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
== Priorities ==&lt;br /&gt;
The settings in the Priorities tab control the distribution of {{TV|ip}}, which represent surplus economic capital generated by the nation.&lt;br /&gt;
&lt;br /&gt;
The owner of each [[Nations#Control_Points|control point]] may direct a share of {{TV|ip}} into any number of priorities, either by selecting a present in the dropdown menu or setting them directly by clicking a spot in the grid.&lt;br /&gt;
&lt;br /&gt;
{{TV|ip}} are distributed by setting weights (0,1,2 or 3) for each priority, and the amount of {{TV|ip}} going to a particular priority depends on the total number of weights set for a particular control point.&lt;br /&gt;
&lt;br /&gt;
{{TV|ip}} gradually fill buckets for each priority; once filled, the nation receives the effects of that priority, and in most cases it may be filled again.&lt;br /&gt;
&lt;br /&gt;
Some priorities will be highlighted red if they are considered critical to the nation.&lt;br /&gt;
&lt;br /&gt;
=== List of Priorities ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Priority !! {{TV|ip}} cost !! Requirements !! Effects !! [[Nations#Population_Scaling_for_Nation_Stat_Changes|Pop Scaled]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | [[File:ICO economy priority.png|50px]] Economy || rowspan=4 | 1 || rowspan=4 | None&lt;br /&gt;
| {{TV|gdppc}} [[File:ICO arrow green.png|24px]] by 3 + (1.5 per {{icon|resource region}}Mining Region) + (1.5 per {{icon|oil}}Oil Region) + (1.5 per {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic Region) + (0.5 per {{TV|democracy}}) + {{TV|education}} &lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|inequality}} [[File:ICO arrow red.png|24px]] by 0.00015 + 0.0001 per {{icon|resource region}}Mining Region + 0.0001 per {{icon|oil}}Oil Region || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Regions]] may be [[Regions#Improving_Regions|Improved]] into {{icon|core economic region|bgcolor=DarkSlateGray}}Core Economic, {{icon|resource region}}Mining or {{icon|oil}}Oil Regions after sufficient investment || No&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|metal}} and {{TV|nobles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | [[File:ICO welfare priority.png|50px]] Welfare || rowspan=2 | 1 || None&lt;br /&gt;
| {{TV|inequality}} [[File:ICO arrow green down.png|24px]] by 0.005 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Has {{icon|colony|bgcolor=DarkSlateGray}}Colony [[Regions]] || One {{icon|colony|bgcolor=DarkSlateGray}}Colony [[Regions|Region]] loses {{icon|colony|bgcolor=DarkSlateGray}}Colony status every 1000 completions || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | [[File:ICO environment priority.png|50px]] Environment || rowspan=3 | 1&lt;br /&gt;
| {{TV|sustainability|10}} || [[Climate_Change|Greenhouse Gases]] [[File:ICO arrow green down.png|24px]] || Inverted&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|sustainability|&amp;lt;10}}&lt;br /&gt;
| &lt;br /&gt;
[[Nations#Sustainability|Pollution Multiplier]] [[File:ICO arrow green down.png|24px]] by -0.005 / Max(1, total layers of Fallout)&lt;br /&gt;
* × [[Nations#Sustainability|Pollution Multiplier]] / 2 if the [[Nations#Sustainability|Pollution Multiplier]] &amp;gt; 2&lt;br /&gt;
* × Max(0.25, the [[Nations#Sustainability|Pollution Multiplier]] / 0.5) if the [[Nations#Sustainability|Pollution Multiplier]] &amp;lt; 0.5&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* {{icon|life}}[[Transform Phages]] researched&lt;br /&gt;
* At least one [[Regions|Region]] has {{icon|fallout}}Fallout &lt;br /&gt;
| One [[Regions|Region]] loses a layer of {{icon|fallout}}Fallout every 100 completions || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | [[File:ICO knowledge priority.png|50px]] Knowledge || rowspan=2 | 1 || rowspan=2 | None&lt;br /&gt;
| &lt;br /&gt;
{{TV|education}} [[File:ICO arrow green.png|24px]] by 0.005 &lt;br /&gt;
* × 8.5 / {{TV|education}} if {{TV|education}} &amp;lt; 8.5&lt;br /&gt;
* × 12 / {{TV|education}} if {{TV|education}} &amp;gt; 12&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|cohesion}} centered by 0.01 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | [[File:ICO government priority.png|50px]] Government || rowspan=3 | 1 || {{TV|democracy|&amp;lt;10}} || {{TV|democracy}} [[File:ICO arrow green.png|24px]] by 0.001 per {{TV|education}} || Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|democracy|10}} || Same as {{TV|knowledge}} || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Has [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]] || One [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions|Region]] loses [[Foreign_Relations#Hostile_Claims|Hostility]] every 200 completions (shared with {{TV|unity}}). || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | [[File:ICO unity priority.png|50px]] Unity || rowspan=4 | 2 || rowspan=3 | None&lt;br /&gt;
| &lt;br /&gt;
{{TV|cohesion}} [[File:ICO arrow green.png|24px]] by Max(0.025, 0.1 - 0.005 × {{TV|education}} - 0.005 × {{TV|democracy}})&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|education}} [[File:ICO arrow red down.png|24px]] by 0.001 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
For each faction that owns any control points: &amp;lt;br&amp;gt;&lt;br /&gt;
Apply [[Nations#Nations#Changing_Public_Opinion|Propaganda]] of strength 5 × number of control points owned by faction &amp;lt;br&amp;gt;&lt;br /&gt;
(Religion counts as 4 control points)&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Has [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions]] || One [[Foreign_Relations#Hostile_Claims|Hostile]] [[Regions|Region]] loses [[Foreign_Relations#Hostile_Claims|Hostility]] every 200 completions (shared with {{TV|government priority}}). || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO military priority.png|50px]] Military || 1 || Found Military Completed in Nation || {{TV|miltech}} [[File:ICO arrow green.png|24px]] by 0.00125 / {{TV|miltech}} × Best Human Nation&#039;s {{TV|miltech}} || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | [[File:ICO oppression priority.png|50px]] Oppression || rowspan=3 | 1 || rowspan=2 | Found Military Completed in Nation&lt;br /&gt;
| {{TV|democracy}} [[File:ICO arrow red down.png|24px]] by 0.0025 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|unrest}} [[File:ICO arrow green down.png|24px]] by (0.1 - {{TV|democracy}} / 100) × 3 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Found Military Completed in Nation and &amp;gt;5 {{TV|democracy}} || {{TV|cohesion}} [[File:ICO arrow red down.png|24px]] by 0.025 × ({{TV|democracy}} - 5) || Yes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | [[File:ICO spoils priority.png|50px]] Spoils || rowspan=6 | 1 || rowspan=5 | None&lt;br /&gt;
| {{TV|inequality}} [[File:ICO arrow red.png|24px]] by 0.0025 + 0.0015 per {{icon|resource region}}Mining Region + 0.0015 per {{icon|oil}}Oil Region || Yes &lt;br /&gt;
|-&lt;br /&gt;
| {{TV|democracy}} [[File:ICO arrow red down.png|24px]] by 0.0005 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
For each faction that owns any control points: &amp;lt;br&amp;gt;&lt;br /&gt;
Apply [[Nations#Nations#Changing_Public_Opinion|Propaganda]] of strength - 0.125 × ({{TV|education}} + {{TV|democracy}}) × fraction of control points owned by faction&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[Nations#Sustainability|Pollution Multiplier]] [[File:ICO arrow red.png|24px]] by 0.0005 + 0.00075 per {{icon|resource region}}Mining Region + 0.00075 per {{icon|oil}}Oil Region || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Climate_Change|Greenhouse Gases]] [[File:ICO arrow red.png|24px]] || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Control Points Not Cracked&lt;br /&gt;
|&lt;br /&gt;
Each Faction&#039;s {{TV|money}} [[File:ICO arrow green.png|24px]] by (5 × Monthly {{TV|ip}} + 5 per {{icon|resource region}}Mining Region + 5 per {{icon|oil}}Oil Region + 2.5 × (10 - {{TV|democracy}})) × fraction of control points owned by faction &lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO funding priority.png|50px]] Funding || 1 || None || Annual {{TV|money}} Production [[File:ICO arrow green.png|24px]] by 10 + max(round(((GDP in billions)^0.18)/1.09),1) || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO_launchFacilities_Priority.png|50px]] Boost || 2 || Found Space Program Completed in Nation || Annual {{TV|boost}} Production [[File:ICO arrow green.png|24px]] by 0.4 - (Launch Facility Latitude / 250) || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO missionControl priority.png|50px]] Mission Control || 25 || Found Space Program Completed in [[Foreign Relations#Federations|Federation]] || {{icon|mc}}Mission Control [[File:ICO arrow green.png|24px]] by 1 || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO spaceflightProgram priority.png|50px]] Found Space Program || 50 || None || Annual {{TV|boost}} Production [[File:ICO arrow green.png|24px]] by 0.1 || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO found military priority.png|50px]] Found Military || 40 || None &lt;br /&gt;
|&lt;br /&gt;
Set {{TV|miltech}} to the Max of:&lt;br /&gt;
* 2&lt;br /&gt;
* Worst [[Foreign Relations#Federations|Federation]] Member&#039;s {{TV|miltech}} - 0.3&lt;br /&gt;
* Worst [[Foreign Relations#Alliances|Ally]]&#039;s {{TV|miltech}} - 0.3&lt;br /&gt;
* Worst Human Nation&#039;s {{TV|miltech}}&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | [[File:ICO buildArmy priority.png|50px]] Build Army || rowspan=2 | 60 || rowspan=2 | &lt;br /&gt;
* Found Military Completed in Nation &lt;br /&gt;
* &amp;gt;(5 + 25 × {{TV|Armies}}) {{TV|pop}} in Millions&lt;br /&gt;
* Has a non-colony Region without its own [[Nations#Armies|Army]]&lt;br /&gt;
| Builds an [[Nations#Armies|Army]] || No&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|metal}} and {{TV|nobles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | [[File:ICO buildNavy priority.png|50px]] Build Navy || rowspan=2 | 100 || rowspan=2 | &lt;br /&gt;
* Found Military Completed in Nation &lt;br /&gt;
* &amp;gt;4 Control Points, or 3 Control Points and {{TV|gdppc|&amp;gt;40000}}&lt;br /&gt;
* Has an [[Nations#Armies|Army]] without its own {{icon|navy}}[[Nations#Navies|Navy]]&lt;br /&gt;
| Attaches {{icon|navy}}[[Nations#Navies|Navy]] to an [[Nations#Armies|Army]] || No&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|metal}} and {{TV|nobles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | [[File:ICO develop atomic bomb priority.png|50px]] Develop Atomic Bomb || rowspan=4 |  80 || rowspan=4 | None || {{TV|nukes}} [[File:ICO arrow green.png|24px]] by 1 || No&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|fissiles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Climate_Change|Aerosols]] [[File:ICO arrow red.png|24px]] by 0.0000777ppm || No&lt;br /&gt;
|- &lt;br /&gt;
| Each Owning Faction Commits 1 [[Factions#Atrocity|Atrocity]] || No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | [[File:ICO buildNuclearWeapons priority.png|50px]] Nuclear Weapons || rowspan=2 | 40 || rowspan=2 | Develop Atomic Bomb Completed in Nation || {{TV|nukes}} [[File:ICO arrow green.png|24px]] by 1 || No&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|fissiles}} [[Resources#Buying_and_Selling_Space_Resources|Market Prices]] [[File:ICO arrow green.png|24px]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO buildSpaceDefenses priority.png|50px]] Space Defenses || 25 to 100 (scaled by region size) || {{icon|military}}[[Trans-Interface Warfare]] researched || Builds a {{icon|sto defense}}[[Nations#Space_Defenses|Space Defense Facility]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO buildSTOSquadron priority.png|50px]] Build Exofighter || 10 &lt;br /&gt;
| &lt;br /&gt;
* {{icon|military}}[[Exoatmospheric Fighters]] researched &lt;br /&gt;
* Has a Region not at [[Nations#Exofighters|Maximum Exofighters]]&lt;br /&gt;
|| Builds an {{icon|exofighter}}[[Nations#Exofighters|Exofighter]] || No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Diversity Bonus ===&lt;br /&gt;
&lt;br /&gt;
Each control point &#039;&#039;&#039;independently&#039;&#039;&#039;&amp;lt;ref&amp;gt;The priority settings for the other control points have no effect whatsoever on the diversity bonuses for this control point.&amp;lt;/ref&amp;gt; gains a small diversity bonus to each of its priorities based on how much it is personally investing into &#039;&#039;&#039;other&#039;&#039;&#039;&amp;lt;ref&amp;gt;A priority cannot give itself its own diversity bonus&amp;lt;/ref&amp;gt; nation building priorities. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Priority !! Diversity Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|economy}} || 50%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|welfare}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|environment}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|knowledge}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|government}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|unity}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|military priority}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each of these nation building priorities adds a diversity bonus of X% to all &#039;&#039;&#039;other&#039;&#039;&#039; priorities, where X% is calculated as its (Diversity Multiplier × Pips in the priority for this control point ÷ Total pips for this control point).&lt;br /&gt;
&lt;br /&gt;
For example, suppose a control point has 3 pips in the {{TV|economy}}, 1 pip in the {{TV|welfare}}, and 1 pip in the {{TV|spoils}}, for a total of 5 pips. Then:&lt;br /&gt;
* The {{TV|economy}} adds a diversity bonus of 50% × 3 ÷ 5 = 30%.&lt;br /&gt;
* The {{TV|welfare}} adds a diversity bonus of 20% × 1 ÷ 5 = 4%.&lt;br /&gt;
* The {{TV|spoils}} adds no diversity bonus, because it is not a nation building priority.&lt;br /&gt;
&lt;br /&gt;
Thus:&lt;br /&gt;
* The {{TV|economy}} receives a diversity bonus of 4% (because it cannot receive the 30% from itself).&lt;br /&gt;
* The {{TV|welfare}} receives a diversity bonus of 30% (because it cannot receive the 4% from itself).&lt;br /&gt;
* The {{TV|spoils}} receives a diversity bonus of 30% + 4% = 34%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: This diversity bonus is &#039;&#039;&#039;additive&#039;&#039;&#039; with other bonuses to nation priorities. Specifically, whenever a control point would put any {{TV|IP}} into any priority, the amount of {{TV|IP}} that is actually put into the priority is multiplied by:&lt;br /&gt;
&amp;lt;pre&amp;gt;100% + Priority Bonus from Orgs + Priority Bonus from Traits + Priority Bonus from Earth Interface Hab Modules + Priority Bonus received from Diversity + Priority Bonus from Projects + Priority Bonus from Federation + Priority Bonus from Mining Regions &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Direct Investment ===&lt;br /&gt;
Direct Investment allows a faction to purchase {{TV|ip}} in a certain priority with {{TV|money}}, {{TV|influence}}, and/or {{TV|ops}}. The number of {{TV|ip}} that may be purchased each calendar year in any nation is capped at 12 × ({{TV|pop}} in Millions × 48.75) ^ 0.175 × ([[Nations#GDP|GDP]] in Billions)^0.175, rounded to the nearest integer. Each priority type is affected by a number of distinct cost multipliers, shown at the bottom of this section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Base Direct Investment Costs for each Nation Priority&lt;br /&gt;
|-&lt;br /&gt;
! Priority !! {{TV|money}} Cost !! {{TV|influence}} Cost !! {{TV|ops}} Cost&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|economy}} || {{TV|gdppc}} Increase Per Completion × {{TV|pop}} in Millions / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 25 || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|welfare}} || 360000 / 67 × {{TV|inequality}} Decrease Per Completion × {{TV|pop}} in Millions / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 100 || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|environment}} || 150000 × [[Nations#Sustainability|Pollution Multiplier]] Decrease Per Completion × ({{TV|pop}} / 50 million) ^ 0.35 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 100 || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|knowledge}} || 625 / 41 × {{TV|pop}} in Millions / ({{TV|pop}} / 50 million) ^ 0.35 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 100 || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|government}} || 150000 × {{TV|democracy}} Increase Per Completion × ({{TV|pop}} / 50 million) ^ 0.35 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 300 || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|unity}} || 400 × ({{TV|pop}} / 50 million) ^ 0.35 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 300 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|oppression}} || 0 || 50 × Max(1, {{TV|democracy}}) × Required {{icon|ip|bgcolor=DarkSlateGray}}IP / ({{TV|pop}} / 50 million) ^ 0.35 || 30 / (1 + Min(2, {{TV|miltech}} / 10))&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|funding}} || 0 || 5 × {{icon|funding}}[[Nations#Funding|Funding]] Increase Per Completion / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|found space program}} || 2800 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 2500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|boost priority}} || 1250 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 100 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|mission control priority}} || 2500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 800 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 0&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|found military}} || 2000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 2000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 1500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|military priority}} || 250 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 250 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 30 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|build army}} || 10000 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 3000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 2000 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|-&lt;br /&gt;
| {{TV|build navy}} || 1200 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 3000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 1500 × {{TV|miltech}} / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|develop atomic bomb}} || 30000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 3000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 300 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|nuclear weapons}} || 5000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 1500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 150 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|space defenses}} || 2500 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 800 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 600 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&lt;br /&gt;
|- &lt;br /&gt;
| {{TV|build exofighter}} || 1000 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 200 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP || 150 / Required {{icon|ip|bgcolor=DarkSlateGray}}IP&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;
|+ Direct Investment Cost Multipliers&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Conditions !! {{TV|money}} Cost Multiplier !! {{TV|influence}} Cost Multiplier !! {{TV|ops}} Cost Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| [[Nations#Corruption|Corruption]] || None || 1.2 + [[Nations#Corruption|Corruption]] × 0.9 || 1 + [[Nations#Corruption|Corruption]] × 0.75 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Technology|Projects]] || Researched || 1 - 0.15 for [[Transnational Investments]] - 0.15 for [[Adaptive FDI Modeling]] || 1 - 0.25 for [[Strategic Lobbying]] - 0.25 for [[Regulatory Capture]] || 1&lt;br /&gt;
|-&lt;br /&gt;
| Recently Conquered || Within 365.25 days &amp;lt;br&amp;gt; Not {{TV|oppression}}&amp;lt;br&amp;gt; Not {{TV|funding}} || 1 || 0.5 || 1&lt;br /&gt;
|- &lt;br /&gt;
| Nation Ownership || Not Cracked || 1 || 1 - 0.5 × Fraction of Control Points Owned || 1 &lt;br /&gt;
|-&lt;br /&gt;
| {{TV|cp}} Cost || Not Alien Nation &amp;lt;br&amp;gt; Not {{TV|funding}} || 1 || 0.1 × Single Control Point {{TV|cp}} Cost || 1  &lt;br /&gt;
|- &lt;br /&gt;
| National Priority Bonuses || Not from [[Foreign Relations#Federations|Federation]] &amp;lt;br&amp;gt; Not from [[Nations#Diversity_Bonus|Diversity]] || 1 / (1 + Bonus) || 1 / (1 + Bonus) || 1 / (1 + Bonus)&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign Relations#Federations|Federation]] Bonus || {{TV|economy}} Only || 1 / (1 + Bonus) || 1 / (1 + Bonus) || 1 / (1 + Bonus)&lt;br /&gt;
|-&lt;br /&gt;
| Nation {{icon|resource region}}Mining Regions || {{TV|build army}} and {{TV|build navy}} Only || 1 / (1 + 0.05 per {{icon|resource region}}Mining Region) || 1 / (1 + 0.05 per {{icon|resource region}}Mining Region) || 1 / (1 + 0.05 per {{icon|resource region}}Mining Region)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Elites ===&lt;br /&gt;
&lt;br /&gt;
Each nation requires a certain percentage of {{TV|ip}} to be put into the {{TV|spoils}}. Failing to provide enough {{TV|ip}} into {{TV|spoils}}, shown by the priority becoming red, increases the chance of a [[Nations#Coups_and_revolutions|coup]]. See [[Nations#Corruption]] for details on how this percentage is calculated.&lt;br /&gt;
&lt;br /&gt;
== Control Points ==&lt;br /&gt;
&lt;br /&gt;
Control Points represent key nodes of political and economic power in a nation. &lt;br /&gt;
&lt;br /&gt;
The faction that owns a control point has loyal followers in positions of authority. Control points grant their faction a portion of the nation&#039;s critical [[Resources|resources]], control over the nation&#039;s [[Nations#Armies|armies]], and the ability to direct [[Nations#Priorities|investment priorities]].&lt;br /&gt;
&lt;br /&gt;
The {{TV|research}}, {{TV|boost}}, {{TV|mc}} and {{TV|money}} (from funding and spoils) produced by the nation is divided up equally among all of its control points. Control points that have sustained a {{MissionIcon|Crackdown}}[[Crackdown]] or are abandoned still get their share, but the owning faction does not receive it.&lt;br /&gt;
&lt;br /&gt;
If there are [[Nations#Armies|Armies]] controlled by the nation, owning a control point may also grant you direct control of said [[Nations#Armies|Armies]]. Control Points with [[Nations#Armies|Armies]] attached to them are shown with the {{TVS|army}} symbol. If there is more than one [[Nations#Armies|Army]] attached to a control point then the number of attached [[Nations#Armies|Armies]] is shown over the symbol. &lt;br /&gt;
&lt;br /&gt;
Certain powerful policies, such as joining and leaving [[Foreign Relations#Federations|federations]] and [[Foreign Relations#Peaceful_Unification|merging nations]], require Consolidated control of the executive, which means the executive faction either gained control of the nation through violent means such as [[Foreign Relations#War_Conquest|war]] or [[Nations#Coups_and_revolutions|revolution]], or must have held continuous control of the executive control point for 180 days.&lt;br /&gt;
&lt;br /&gt;
=== Number of Control Points ===&lt;br /&gt;
&lt;br /&gt;
The number of control points is based on the nation&#039;s [[Nations#GDP|GDP]], specifically:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Number of Control Points = max(1,min(round(((GDP in billions)^0.18)/1.09),6))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! GDP (Bn) !! Control Points&lt;br /&gt;
|-&lt;br /&gt;
| 0-15.4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 15.4-263 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 263-1701 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 1701-6869 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 6869-20944 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 20944+ || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Whenever a nation&#039;s GDP grows to the point where it would gain a new control point, the new control point is added to the left and assigned to the same faction that controls the executive control point.&lt;br /&gt;
&lt;br /&gt;
Whenever a nation&#039;s GDP shrinks to the point where it would lose a control point, the leftmost control point is removed.&lt;br /&gt;
&lt;br /&gt;
=== Cost of Control Points ===&lt;br /&gt;
&lt;br /&gt;
The {{TV|cp}} cost of a control point is also based on the nation&#039;s [[Nations#GDP|GDP]], specifically:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Total Cost of Control Points = (GDP in billions) ^ 0.6 / 2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This total {{TV|cp}} cost is divided up evenly among all the control points of the nation.&lt;br /&gt;
&lt;br /&gt;
Control points that have sustained a {{MissionIcon|Crackdown}}[[Crackdown]] or are abandoned do not cost any {{TV|cp}}.&lt;br /&gt;
&lt;br /&gt;
When a faction exceeds their {{TV|cp}}, they suffer the following penalties:&lt;br /&gt;
* Certain [[Missions]] against the faction gain a bonus attack mission modifier of {{TV|cp}} overcap / 3. These [[Missions]] are:&lt;br /&gt;
** {{MissionIcon|Crackdown}}[[Crackdown]]&lt;br /&gt;
** {{MissionIcon|Purge}}[[Purge]]&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
** {{MissionIcon|Enthrall Elites}}[[Enthrall Elites]]&lt;br /&gt;
** {{MissionIcon|Dominate}}[[Dominate Nation]]&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
* The faction&#039;s annual {{TV|influence}} income decreases by {{TV|cp}} overcap ^ 2.&lt;br /&gt;
&lt;br /&gt;
=== Taking Control Points ===&lt;br /&gt;
&lt;br /&gt;
To gain control over a neutral Control Point, one usually performs a successful {{MissionIcon|Control Nation}}[[Control Nation]] mission with one of their [[Councilors]]. Under normal circumstances, in nations with more than one Control Point, the executive Control Point can only be controlled if you already have a Control Point in a nation and it is the last Control Point to be taken. If every nation has all of their Control Points controlled by [[Factions]], then the {{MissionIcon|Control Nation}}[[Control Nation]] mission becomes unavailable. In that case you would need to perform a successful {{MissionIcon|Purge}}[[Purge]] mission on an enemy Control Point.&lt;br /&gt;
&lt;br /&gt;
To increase {{MissionIcon|Purge}}[[Purge]] success chances, it is recommended to conduct {{MissionIcon|Crackdown}}[[Crackdown]] on these Control Points first. Another alternative to Control Nation is {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]]. It can either be performed with your councilor or happen naturally. See [[Nations#Effects_of_a_Coup]] for the effects of a coup, including the distribution of control points when a coup occurs. {{MissionIcon|Coup d&#039;Etat}}[[Coup d&#039;Etat]] has a higher success chance in nations with high {{TV|unrest}}, so {{MissionIcon|Unrest}}[[Increase Unrest]] missions can be very helpful.&lt;br /&gt;
&lt;br /&gt;
One more alternative is to simply use [[Foreign Relations#Wars|war]]. When armies [[Foreign Relations#War_Conquest|conquer]] a nation&#039;s {{icon|capital|bgcolor=DarkSlateGray}}capital region, all control points in the nation switch owners to whichever [[Factions|faction]] [[Foreign Relations#War_Conquest|conquered]] them.&lt;br /&gt;
&lt;br /&gt;
=== Control Point Types ===&lt;br /&gt;
&lt;br /&gt;
Control points come in a variety of types. Their type depends on the national {{TV|democracy}} and other conditions, and provides a related bonus for the faction controlling it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Control Point Types for Human Nations, the conditions under which they appear, and what benefits they give to their Faction.&lt;br /&gt;
|-&lt;br /&gt;
! Position (from the Right) !! Conditions !! Control Point Type !! Benefits&lt;br /&gt;
|-&lt;br /&gt;
| 1st || None || Executive || &lt;br /&gt;
* Allows {{MissionIcon|Set National Policy}}[[Set National Policy]] missions.&lt;br /&gt;
* Allows setting Nation [[Foreign Relations#Alliances|allies]] and [[Foreign Relations#Rivals|rivals]].&lt;br /&gt;
* Gives full control of Nation&#039;s {{TV|nukes}}.&lt;br /&gt;
* Gives full control of Nation&#039;s {{TV|exofighters}}.&lt;br /&gt;
* Gives full control of Nation&#039;s choices in response to [[Events]].&lt;br /&gt;
* Gives full control of Nation&#039;s choices in response to incoming requests for [[Foreign Relations#Declaring_Wars|joining wars]], [[Foreign Relations#Proposing_Alliances|allying]], and [[Foreign Relations#Joining_Federations|federating]].&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | 2nd || ≥5 {{TV|democracy}} || Legislature ||&lt;br /&gt;
* If Faction also owns the Executive, then +3 Bonus Defense against all {{MissionIcon|Purge}}[[Purge]] and {{MissionIcon|Dominate}}[[Dominate Nation]] Missions targeting the Executive.&lt;br /&gt;
* Otherwise, the faction gains +3 Bonus Attack on its {{MissionIcon|Purge}}[[Purge]] Missions targeting the Executive.&lt;br /&gt;
|-&lt;br /&gt;
| ≥6 {{TV|education}} and ≥7 {{TV|cohesion}} || Party || &lt;br /&gt;
* +3 Bonus Defense against all {{MissionIcon|Purge}}[[Purge]] and {{MissionIcon|Dominate}}[[Dominate Nation]] Missions targeting each non-Executive control point owned by the Faction.&lt;br /&gt;
* +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Purge}}[[Purge]] Missions targeting each non-Executive control point.&lt;br /&gt;
|-&lt;br /&gt;
| ≥6 {{TV|education}} and &amp;lt;7 {{TV|cohesion}} || Oligarchs ||&lt;br /&gt;
* If Faction also owns the Executive, then +3 Bonus Defense against all other factions&#039; {{MissionIcon|Coup d&#039;Etat}}[[Coup]] Missions targeting the Nation.&lt;br /&gt;
* +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Coup d&#039;Etat}}[[Coup]] Missions targeting the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| Else || Aristocracy || +20% Nation {{icon|spoils}}Spoils Money Output for Faction.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | 3rd || &amp;lt;5 {{TV|democracy}} || Security Apparatus || &lt;br /&gt;
* +3 Bonus Defense against all {{MissionIcon|Extract}}[[Extract Councilor]] Missions targeting councilors that are detained by the Faction within the Nation.&lt;br /&gt;
* +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Assassinate}}[[Assassinate]], {{MissionIcon|Crackdown}}[[Crackdown]], {{MissionIcon|Detain}}[[Detain]], and {{MissionIcon|Extract}}[[Extract Councilor]] Missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| ≥7 {{TV|education}} || Mass Media || +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Public Campaign}}[[Public Campaign]] and {{MissionIcon|Dominate}}[[Dominate Nation]] missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| Else || Religion || +15 [[Nations#Changing_Public_Opinion|Propaganda Strength]] for {{icon|unity}}Unity Priority&#039;s Propaganda for Faction. (Affected by [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]].)&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | 4th || &amp;lt;4 {{TV|democracy}} || National Industries || &lt;br /&gt;
* +3 Bonus Defense against all {{MissionIcon|Hostile Takeover}}[[Hostile Takeover]] Missions targeting [[Orgs]] owned by the Faction within the Nation.&lt;br /&gt;
* +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Hostile Takeover}}[[Hostile Takeover]] Missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;3.5 {{TV|inequality}} and &amp;gt;10000 {{TV|gdppc}} and &amp;gt;7 {{TV|education}} || Trade Unions || [[Orgs]] based in the same nation cost 20% less {{TV|influence}} for Faction to purchase.&lt;br /&gt;
|-&lt;br /&gt;
| Else || Corporations || [[Orgs]] based in the same nation cost 20% less {{TV|money}} for Faction to purchase.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | 5th || &amp;gt;6 {{TV|cohesion}} || Bureaucracy || +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Control Nation}}[[Control Nation]] missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;3 {{TV|cohesion}} || Regional Authorities || +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Stabilize}}[[Stabilize Nation]] missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;1 {{TV|cohesion}} or &amp;lt;7 {{TV|unrest}} || Identity Blocs || +3 Bonus Attack on the Faction&#039;s {{MissionIcon|Unrest}}[[Increase Unrest]] missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| Else || Warlords || +6 Bonus Attack on the Faction&#039;s {{MissionIcon|Unrest}}[[Increase Unrest]] missions within the Nation.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | 6th || &amp;gt;9 {{TV|democracy}} and &amp;gt;9 {{TV|education}} || Knowledge Sector || +5% {{icon|research}}[[Nations#Research|Nation Research]] Output for Faction.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;6 {{TV|cohesion}} and Nation has a [[Foreign Relations#Rivals|rival]] or [[Foreign Relations#Wars|war enemy]] which has at least the same number of control points. || Defense Sector || Faction&#039;s {{TV|armies}} that belong to this Nation gain +0.005 [[Terrestrial_Warfare#Army_Healing|daily heal rate]].&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;6 {{TV|democracy}} and &amp;gt;7 {{TV|education}} || Financial Sector || +5% Nation {{icon|funding}}Funding Money Output for Faction.&lt;br /&gt;
|-&lt;br /&gt;
| Nation has at least 1 {{icon|oil}}Oil or {{icon|resource region}}Mining Region || Extractive Sector || Nation {{icon|spoils}}Spoils Money Output for Faction increased by 2 × Number of {{icon|oil}}Oil or {{icon|resource region}}Mining Regions × Number of Control Points owned by Faction in Nation. Not affected by Aristocracy bonus.&lt;br /&gt;
|-&lt;br /&gt;
| Else || Agricultural Sector || Nothing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
The [[Aliens#Alien_Administration|Alien Nation]] does not have any special control point types or bonuses. Though naturally the [[Aliens]] still receive all of the benefits that an Executive Control Point grants.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;br /&gt;
[[Category: Major Articles]]&lt;br /&gt;
[[Category: Nations]]&lt;/div&gt;</summary>
		<author><name>76561198025456609</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Drive_List&amp;diff=11727</id>
		<title>Drive List</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Drive_List&amp;diff=11727"/>
		<updated>2026-05-12T17:25:07Z</updated>

		<summary type="html">&lt;p&gt;76561198025456609: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;This page presents a list of all space ship drives in Terra Invicta, as well as their stats. For a discussion of the game mechanics for space ships see [[Spaceships]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Performance Charts ==&lt;br /&gt;
&lt;br /&gt;
- [[Help:Gameplay_Guides/Drive_Guide|Cruise acceleration vs ∆V]] for different amounts of payload&lt;br /&gt;
&lt;br /&gt;
== Table of Drives ==&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Thrust shown is for x1 Thrusters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Basic View=&lt;br /&gt;
{{#invoke:DriveLister|ListBasicDrives}}&lt;br /&gt;
|-|Detailed View=&lt;br /&gt;
{{#invoke:DriveLister|ListDetailedDrives}}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sources ==&lt;br /&gt;
This table is computed using data from:&lt;br /&gt;
* [[TIDriveTemplate CSV]]&lt;br /&gt;
* [[TIDriveTemplate EN]]&lt;br /&gt;
* [[TIPowerPlantTemplate EN]]&lt;br /&gt;
* [[TIProjectTemplate EN]]&lt;br /&gt;
&lt;br /&gt;
{{Templates_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198025456609</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Frequently_Asked_Questions&amp;diff=11726</id>
		<title>Frequently Asked Questions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Frequently_Asked_Questions&amp;diff=11726"/>
		<updated>2026-05-12T17:06:41Z</updated>

		<summary type="html">&lt;p&gt;76561198025456609: /* What drives should I get first? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page should contain &#039;&#039;&#039;no spoilers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Space Warfare ==&lt;br /&gt;
&lt;br /&gt;
=== What drives should I get first? ===&lt;br /&gt;
&lt;br /&gt;
TI has &#039;&#039;&#039;many&#039;&#039;&#039; drive options. Some are generally good, some are generally useless, and some are situational. But for your first game when you don&#039;t know what&#039;s going on, here&#039;s a few default early choices:&lt;br /&gt;
&lt;br /&gt;
* You can shoot down a surveillance destroyer with the Nova chemical rocket and 1-2 kps.&lt;br /&gt;
* For defending a planet, you want 6-10 kps and as much cruise acceleration as you can manage. Target early options are Orion, Pegasus, or Burner. Helicon will serve, but is a bit slow.&lt;br /&gt;
* For getting a ship to Mercury or the asteroid belt, you want 30+ kps and cruise acceleration of &#039;&#039;&#039;at least&#039;&#039;&#039; 1-2 milli-g. Decent early options are Helicon, Advanced VASIMR, or Grid.&lt;br /&gt;
&lt;br /&gt;
Helpful charts showing drive performance (cruise acceleration vs ∆V) can be found here: [[Help:Gameplay Guides/Drive Guide]].&lt;br /&gt;
&lt;br /&gt;
== Managing Nations ==&lt;br /&gt;
&lt;br /&gt;
=== Why can&#039;t I Federate/Unify/Declare War? ===&lt;br /&gt;
&lt;br /&gt;
[[File:Ti relations.jpg|frameless|right|Mouseover flags on the relations tab]]&lt;br /&gt;
* These are actions performed via the Set Policy mission, which always requires active (&#039;&#039;not-cracked-down&#039;&#039;) control of the executive in the nation where you want to act.&lt;br /&gt;
* If you have control, view the nation detail window. Go to the Relations tab and mouseover the flag of the target nation. It will show all the possible Policy actions and the complete list of requirements for each; the ones marked FAIL are preventing you from taking action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How do I take a control point in China from a rival?===&lt;br /&gt;
* You&#039;re going to &#039;&#039;&#039;need&#039;&#039;&#039; councilors with maxed 25 INV and 25 ESP, &#039;&#039;&#039;and&#039;&#039;&#039; a war chest of {{TV|ops}}.&lt;br /&gt;
* You also need a maxed 25 PER councilor, or at least the willingness to spend a lot of cash on Public Campaign. &lt;br /&gt;
* Get [[File: ICO projects.png|24px|alt=Project]]Sanctioned Investigations (+3 Crackdown), if it&#039;s available. &lt;br /&gt;
* Get a spy in their faction and investigate a few additional councilors.&lt;br /&gt;
* Campaign your popularity up as high as it will go -- ideally, over 70%.&lt;br /&gt;
** If this is difficult because they are spending a ton on Unity, have a nation declare war on China. This should shift their priorities.&lt;br /&gt;
* Ideally, take control of as many &#039;&#039;&#039;non-rival&#039;&#039;&#039; neighbor nations as you can. &lt;br /&gt;
* Ideally, wait until shortly &#039;&#039;before&#039;&#039; their Defend protection expires. They cannot refresh Defend if they have no councilors. (But it can be a crapshoot to get the timing right, here. Defend will be one of their highest priorities if they have &#039;&#039;any&#039;&#039; councilors left.)&lt;br /&gt;
* Ideally, target the Security Apparatus control point first. Its bonuses will be helpful for future purges.&lt;br /&gt;
* When it&#039;s go time, go to the Councilors tab and tell your spy to resign. Turn a new spy and simultaneously Assassinate or Detain as many additional councilors as you can. The idea is to push them as far over their control cap as possible, while also reducing their total council Adminstration score as much as possible. These both either help you or hurt them when you attempt Crack Down.&lt;br /&gt;
* Be prepared to have to try more than once before the dice roll in your favor. Good luck.&lt;br /&gt;
&lt;br /&gt;
=== How do I democratize an authoritarian nation? ===&lt;br /&gt;
Most efficiently:&lt;br /&gt;
* Stay authoritarian while you work Education up to 12 and GDP per capital up to $50-60k&lt;br /&gt;
** Work on these at the same time, 3 pips in Knowledge and 1 pip in Economy, to take advantage of the diverstity bonus.&lt;br /&gt;
** Increases in Education feed back into improved effectiveness of the Economy priority. Increases in GDP feed back into more IP to spend on fixing the nation.&lt;br /&gt;
** GDPpc is important to prevent unrest once you take away the stability effects of authoritarianism. It&#039;s more important in large nations, which are harder to keep stable.&lt;br /&gt;
* After Education 12, switch to working on Government.&lt;br /&gt;
** Focus hard to do this quickly, because the Anocracy range (Govt 4-6) is generally bad.&lt;br /&gt;
&lt;br /&gt;
=== How do I fix China&#039;s Government? ===&lt;br /&gt;
* If Taiwan hasn&#039;t been reunified yet: Research [[File: ICO projects.png|24px|alt=Project]] [[Liberating Mainland China]]. Unify the People&#039;s Republic &#039;&#039;&#039;into&#039;&#039;&#039; Taiwan, creating the Republic of China. The meganation keeps Taiwan&#039;s government score, instantly democratizing a billion people.&lt;br /&gt;
** One thing to be aware of: this creates Republic of China with a capital at Shanghai. The [[File: ICO projects.png|24px|alt=Project]][[Pan-Asian Combine]] only applies to the People&#039;s Republic with capital at Beijing, so you won&#039;t be able to build that mega-nation if you start from democratic Taiwan.&lt;br /&gt;
** You can dance around this by releasing the People&#039;s Republic  from democratic Republic of China, then re-unifying Republic of China into the now-democratic nation with capital at Beijing. &lt;br /&gt;
* If Taiwan &#039;&#039;&#039;has&#039;&#039;&#039; been reunified: This is much harder. It&#039;s too late to just re-release Taiwan, and in any case Taiwan&#039;s democratic government has been destroyed, but grinding the government score for giant China all the way up through Anocracy is a giant waste of resources. &lt;br /&gt;
** &#039;&#039;Option 1:&#039;&#039; Leave China as an autocracy and work with it. This is probably most sensible plan, but if you have an ambition to democratize China, there are other things you can do.&lt;br /&gt;
** &#039;&#039;Option 2:&#039;&#039; &#039;&#039;&#039;If&#039;&#039;&#039; [[File: ICO projects.png|24px|alt=Project]] [[Liberating Mainland China]] has already been unlocked and is in your available projects list, research it. &lt;br /&gt;
*** Now liberate Taiwan/Republic of China to its capital at Shanghai. [[#How_do_I_democratize_an_authoritarian_nation?|Democratize]] this 1-region, 4-cp nation while the rest of China builds GDP, MC and boost and/or runs spoils.&lt;br /&gt;
*** When Republic of China is sufficiently democratic, unify the rest of China into it.&lt;br /&gt;
*** LMC will only unlock if the nation of Taiwan exists on Earth. And Taiwan is a weird nation that thinks its capital is in Shanghai but &#039;&#039;lacks a claim on it&#039;&#039; at game start, so you can&#039;t release Taiwan from China until you research LMC to give it that claim.&lt;br /&gt;
** &#039;&#039;Option 3:&#039;&#039; With [[File: ICO projects.png|24px|alt=Project]][[End of China]], liberate Shanghai as Huanan. [[#How_do_I_democratize_an_authoritarian_nation?|Democratize]] this 1-region, 4-cp nation while the rest of China builds GDP, MC and boost and/or runs spoils. &lt;br /&gt;
*** It will take a few years, but when you get there, start liberating more of China and unifying into Huanan -- it ends up being possible to unify about half of China into a huge democratic nation based in Shanghai.&lt;br /&gt;
** &#039;&#039;Option 4:&#039;&#039; With [[File: ICO projects.png|24px|alt=Project]][[End of China]], start liberating as much of China as you possibly can. Use the liberated nations to demand territory from the PRC until Beijing rules as small a rump as possible. This is to reduce the amount of CAP you have to dedicate to the years-long project.&lt;br /&gt;
*** You can keep or abandon the liberated parts as you feel like, either building MC and boost, or using the time and CAP to control a different big nation while what&#039;s left of China democratizes. You probably won&#039;t have enough CAP to control all of fragmented China so you&#039;ll have to give up at least some of it.&lt;br /&gt;
*** When you think it&#039;s finally democratic enough, re-assemble China into the PRC, research [[File: ICO projects.png|24px|alt=Project]][[Pan-Asian Combine]], and collect the rest of east Asia.&lt;/div&gt;</summary>
		<author><name>76561198025456609</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Help:Gameplay_Guides/Drive_Guide&amp;diff=11725</id>
		<title>Help:Gameplay Guides/Drive Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Help:Gameplay_Guides/Drive_Guide&amp;diff=11725"/>
		<updated>2026-05-12T17:03:03Z</updated>

		<summary type="html">&lt;p&gt;76561198025456609: fixed file links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Drive charts for game version 1.0.32&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Dv_cruise_ca3_1.png|Cruise accel vs ∆V, 3 kT payload, early tech&lt;br /&gt;
dv_cruise_ca3_2.png|Cruise accel vs ∆V, 3 kT payload, mid tech&lt;br /&gt;
dv_cruise_ca3_3.png|Cruise accel vs ∆V, 3 kT payload, late tech&lt;br /&gt;
dv_cruise_ca10_2.png|Cruise accel vs ∆V, 10 kT payload, mid tech&lt;br /&gt;
dv_cruise_ca10_3.png|Cruise accel vs ∆V, 10 kT payload, late tech&lt;br /&gt;
dv_cruise_ca30_3.png|Cruise accel vs ∆V, 30 kT payload, late tech&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198025456609</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:Dv_cruise_ca30_3.png&amp;diff=11724</id>
		<title>File:Dv cruise ca30 3.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:Dv_cruise_ca30_3.png&amp;diff=11724"/>
		<updated>2026-05-12T17:02:48Z</updated>

		<summary type="html">&lt;p&gt;76561198025456609: Cruise accel vs ∆V, 30 kT hull+payload, late tech, 60 tanks, unlimited RP&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Cruise accel vs ∆V, 30 kT hull+payload, late tech, 60 tanks, unlimited RP&lt;/div&gt;</summary>
		<author><name>76561198025456609</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:Dv_cruise_ca10_3.png&amp;diff=11723</id>
		<title>File:Dv cruise ca10 3.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:Dv_cruise_ca10_3.png&amp;diff=11723"/>
		<updated>2026-05-12T17:01:30Z</updated>

		<summary type="html">&lt;p&gt;76561198025456609: Cruise acceleration vs ∆V, 10 kT hull+payload, late tech, 24 tanks, unlimited powertrain RP&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Cruise acceleration vs ∆V, 10 kT hull+payload, late tech, 24 tanks, unlimited powertrain RP&lt;/div&gt;</summary>
		<author><name>76561198025456609</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:Dv_cruise_ca10_2.png&amp;diff=11722</id>
		<title>File:Dv cruise ca10 2.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:Dv_cruise_ca10_2.png&amp;diff=11722"/>
		<updated>2026-05-12T16:58:04Z</updated>

		<summary type="html">&lt;p&gt;76561198025456609: Cruise acceleration vs ∆V, 10 kT hull+payload, mid tech, 24 tanks, powertrain RP (weighted) &amp;lt; 400k&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Cruise acceleration vs ∆V, 10 kT hull+payload, mid tech, 24 tanks, powertrain RP (weighted) &amp;lt; 400k&lt;/div&gt;</summary>
		<author><name>76561198025456609</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:Dv_cruise_ca3_3.png&amp;diff=11721</id>
		<title>File:Dv cruise ca3 3.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:Dv_cruise_ca3_3.png&amp;diff=11721"/>
		<updated>2026-05-12T16:57:12Z</updated>

		<summary type="html">&lt;p&gt;76561198025456609: Cruise acceleration vs ∆V, 3 kT hull+payload, late tech, 16 tanks, unlimited powertrain RP&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Cruise acceleration vs ∆V, 3 kT hull+payload, late tech, 16 tanks, unlimited powertrain RP&lt;/div&gt;</summary>
		<author><name>76561198025456609</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:Dv_cruise_ca3_2.png&amp;diff=11720</id>
		<title>File:Dv cruise ca3 2.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:Dv_cruise_ca3_2.png&amp;diff=11720"/>
		<updated>2026-05-12T16:56:10Z</updated>

		<summary type="html">&lt;p&gt;76561198025456609: Cruise acceleration vs ∆V, 3 kT hull+payload, mid tech, 16 tanks, powertrain RP (weighted) &amp;lt; 400k&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Cruise acceleration vs ∆V, 3 kT hull+payload, mid tech, 16 tanks, powertrain RP (weighted) &amp;lt; 400k&lt;/div&gt;</summary>
		<author><name>76561198025456609</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:Dv_cruise_ca3_1.png&amp;diff=11719</id>
		<title>File:Dv cruise ca3 1.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:Dv_cruise_ca3_1.png&amp;diff=11719"/>
		<updated>2026-05-12T16:55:23Z</updated>

		<summary type="html">&lt;p&gt;76561198025456609: Cruise acceleration vs ∆V, 3 kT hull+payload, early tech, 16 tanks, powertrain RP (weighted) &amp;lt; 40k&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Cruise acceleration vs ∆V, 3 kT hull+payload, early tech, 16 tanks, powertrain RP (weighted) &amp;lt; 40k&lt;/div&gt;</summary>
		<author><name>76561198025456609</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Help:Gameplay_Guides/Drive_Guide&amp;diff=11718</id>
		<title>Help:Gameplay Guides/Drive Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Help:Gameplay_Guides/Drive_Guide&amp;diff=11718"/>
		<updated>2026-05-12T16:50:54Z</updated>

		<summary type="html">&lt;p&gt;76561198025456609: Starting with basic drive charts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Drive charts for game version 1.0.32&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
dv_cruise_ca3_1.png|Cruise accel vs ∆V, 3 kT payload, early tech&lt;br /&gt;
dv_cruise_ca3_2.png|Cruise accel vs ∆V, 3 kT payload, mid tech&lt;br /&gt;
dv_cruise_ca3_3.png|Cruise accel vs ∆V, 3 kT payload, late tech&lt;br /&gt;
dv_cruise_ca10_2.png|Cruise accel vs ∆V, 10 kT payload, mid tech&lt;br /&gt;
dv_cruise_ca10_3.png|Cruise accel vs ∆V, 10 kT payload, late tech&lt;br /&gt;
dv_cruise_ca30_3.png|Cruise accel vs ∆V, 30 kT payload, late tech&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198025456609</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Help:Gameplay_Guides&amp;diff=11717</id>
		<title>Help:Gameplay Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Help:Gameplay_Guides&amp;diff=11717"/>
		<updated>2026-05-12T16:46:54Z</updated>

		<summary type="html">&lt;p&gt;76561198025456609: /* Ship Design */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== Gameplay Guides ==&lt;br /&gt;
Here you can find links to a variety of gameplay guides for Terra Invicta.&lt;br /&gt;
&lt;br /&gt;
=== Basics ===&lt;br /&gt;
*[[/Beginner&#039;s Guide]]&lt;br /&gt;
&lt;br /&gt;
=== Strategy &amp;amp; Tactics ===&lt;br /&gt;
&lt;br /&gt;
==== Political Layer ====&lt;br /&gt;
*[[/Opening Strategies Comparison]]&lt;br /&gt;
&lt;br /&gt;
==== Space Layer ====&lt;br /&gt;
*[[/Example Hab Designs]]&lt;br /&gt;
*[[/Combat Doctrines for various stages of the game]]&lt;br /&gt;
&lt;br /&gt;
===== Ship Design =====&lt;br /&gt;
*[[/Drive Guide]]&lt;br /&gt;
*[[/Armor Guide]]&lt;br /&gt;
&lt;br /&gt;
==== Tactical Combat ====&lt;br /&gt;
&lt;br /&gt;
=== Discord Guide Links ===&lt;br /&gt;
*[https://discord.com/channels/462769550841348126/1348109606538313758 Early Game Tech Guide -- Securing Space]&lt;br /&gt;
*[https://discord.com/channels/462769550841348126/1219327631149891678 [0.4&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; Worthwhile drives]&lt;br /&gt;
*[https://discord.com/channels/462769550841348126/1326385261638193223 [0.4.60&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; Combat Doctrines for various stages of the game and ship designs for them]&lt;br /&gt;
*[https://discord.com/channels/462769550841348126/1347907257123475572 Tech Tree Priorities]&lt;br /&gt;
&lt;br /&gt;
== Older Guides ==&lt;br /&gt;
&#039;&#039;The following references guides that were added in 2022 and have not yet been verified on this wiki against the latest release of Terra Invicta.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Basics ===&lt;br /&gt;
A general step-b-y-step gameplay guide &amp;quot;[[/How to defeat Alien invasion in ten easy steps]]&amp;quot; has been written by Reddit user QuestionableCounsel.&lt;br /&gt;
&lt;br /&gt;
Reddit user Pruppelippelupp has analyzed data relating to various country statistics such as unrest, cohesion, science, GDP per capita, etc. https://www.reddit.com/r/TerraInvicta/comments/xxk9sv/i_decompiled_the_game_and_looked_at_the_math/&lt;br /&gt;
&lt;br /&gt;
==== Ship Design ====&lt;br /&gt;
Reddit user CrimsonLionDC has created a spreadsheet which includes all ship components with detailed specifications such as drive efficiency, cooling type and technology prerequisites.&lt;br /&gt;
https://www.reddit.com/r/TerraInvicta/comments/y32akq/updated_ship_drives_chart_with_all_ship_parts_and/&lt;br /&gt;
&lt;br /&gt;
Reddit user Barleyman has updated CrimsonLion&#039;s guide to include missile salvo changes in patch 0.3.30 as well as adding details on weapon DPS, firing tempo, projectile weight, particle beam damage drop-off and so on. https://www.reddit.com/r/TerraInvicta/comments/yrx1up/ship_drives_chart_with_heat_sink_calculator_and/&lt;br /&gt;
&lt;br /&gt;
Elouda has created a chart of all the engines in game. The X-axis of the chart shows exhaust velocity of the drive. In TI this directly translates to the efficiency or range of the ship. Engines with high EV have more dV all things being equal. Y axis shows the thrust, this is how fast the ship can accelerate. This is especially important in battle, but very low thrust engines take very long time to transit as well. For example, real life ion drive has very high efficiency, meaning it can go far for the same fuel but at the same time the thrust is tiny so accelerating takes days or weeks. https://steamcommunity.com/sharedfiles/filedetails/?id=2868559848&lt;br /&gt;
&lt;br /&gt;
Reddit user Citronsaft has created a guide on how weapons and armour interact including how armour chipping damage works. https://www.reddit.com/r/TerraInvicta/comments/y7ueun/armor_mechanics_101/&lt;br /&gt;
&lt;br /&gt;
[[Category: Help Pages]]&lt;br /&gt;
[[Category: Gameplay Guides]]&lt;/div&gt;</summary>
		<author><name>76561198025456609</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Frequently_Asked_Questions&amp;diff=11716</id>
		<title>Frequently Asked Questions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Frequently_Asked_Questions&amp;diff=11716"/>
		<updated>2026-05-08T14:34:45Z</updated>

		<summary type="html">&lt;p&gt;76561198025456609: /* Why can&amp;#039;t I Federate/Unify/Declare War? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page should contain &#039;&#039;&#039;no spoilers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Space Warfare ==&lt;br /&gt;
&lt;br /&gt;
=== What drives should I get first? ===&lt;br /&gt;
&lt;br /&gt;
TI has &#039;&#039;&#039;many&#039;&#039;&#039; drive options. Some are generally good, some are generally useless, and some are situational. But for your first game when you don&#039;t know what&#039;s going on, here&#039;s a few default early choices:&lt;br /&gt;
&lt;br /&gt;
* You can shoot down a surveillance destroyer with the Nova chemical rocket and 1-2 kps.&lt;br /&gt;
* For defending a planet, you want 6-10 kps and as much cruise acceleration as you can manage. Target early options are Orion, Pegasus, or Burner. Helicon will serve, but is a bit slow.&lt;br /&gt;
* For getting a ship to Mercury or the asteroid belt, you want 30+ kps and cruise acceleration of &#039;&#039;&#039;at least&#039;&#039;&#039; 1-2 milli-g. Decent early options are Helicon, Advanced VASIMR, or Grid.&lt;br /&gt;
&lt;br /&gt;
== Managing Nations ==&lt;br /&gt;
&lt;br /&gt;
=== Why can&#039;t I Federate/Unify/Declare War? ===&lt;br /&gt;
&lt;br /&gt;
[[File:Ti relations.jpg|frameless|right|Mouseover flags on the relations tab]]&lt;br /&gt;
* These are actions performed via the Set Policy mission, which always requires active (&#039;&#039;not-cracked-down&#039;&#039;) control of the executive in the nation where you want to act.&lt;br /&gt;
* If you have control, view the nation detail window. Go to the Relations tab and mouseover the flag of the target nation. It will show all the possible Policy actions and the complete list of requirements for each; the ones marked FAIL are preventing you from taking action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How do I take a control point in China from a rival?===&lt;br /&gt;
* You&#039;re going to &#039;&#039;&#039;need&#039;&#039;&#039; councilors with maxed 25 INV and 25 ESP, &#039;&#039;&#039;and&#039;&#039;&#039; a war chest of {{TV|ops}}.&lt;br /&gt;
* You also need a maxed 25 PER councilor, or at least the willingness to spend a lot of cash on Public Campaign. &lt;br /&gt;
* Get [[File: ICO projects.png|24px|alt=Project]]Sanctioned Investigations (+3 Crackdown), if it&#039;s available. &lt;br /&gt;
* Get a spy in their faction and investigate a few additional councilors.&lt;br /&gt;
* Campaign your popularity up as high as it will go -- ideally, over 70%.&lt;br /&gt;
** If this is difficult because they are spending a ton on Unity, have a nation declare war on China. This should shift their priorities.&lt;br /&gt;
* Ideally, take control of as many &#039;&#039;&#039;non-rival&#039;&#039;&#039; neighbor nations as you can. &lt;br /&gt;
* Ideally, wait until shortly &#039;&#039;before&#039;&#039; their Defend protection expires. They cannot refresh Defend if they have no councilors. (But it can be a crapshoot to get the timing right, here. Defend will be one of their highest priorities if they have &#039;&#039;any&#039;&#039; councilors left.)&lt;br /&gt;
* Ideally, target the Security Apparatus control point first. Its bonuses will be helpful for future purges.&lt;br /&gt;
* When it&#039;s go time, go to the Councilors tab and tell your spy to resign. Turn a new spy and simultaneously Assassinate or Detain as many additional councilors as you can. The idea is to push them as far over their control cap as possible, while also reducing their total council Adminstration score as much as possible. These both either help you or hurt them when you attempt Crack Down.&lt;br /&gt;
* Be prepared to have to try more than once before the dice roll in your favor. Good luck.&lt;br /&gt;
&lt;br /&gt;
=== How do I democratize an authoritarian nation? ===&lt;br /&gt;
Most efficiently:&lt;br /&gt;
* Stay authoritarian while you work Education up to 12 and GDP per capital up to $50-60k&lt;br /&gt;
** Work on these at the same time, 3 pips in Knowledge and 1 pip in Economy, to take advantage of the diverstity bonus.&lt;br /&gt;
** Increases in Education feed back into improved effectiveness of the Economy priority. Increases in GDP feed back into more IP to spend on fixing the nation.&lt;br /&gt;
** GDPpc is important to prevent unrest once you take away the stability effects of authoritarianism. It&#039;s more important in large nations, which are harder to keep stable.&lt;br /&gt;
* After Education 12, switch to working on Government.&lt;br /&gt;
** Focus hard to do this quickly, because the Anocracy range (Govt 4-6) is generally bad.&lt;br /&gt;
&lt;br /&gt;
=== How do I fix China&#039;s Government? ===&lt;br /&gt;
* If Taiwan hasn&#039;t been reunified yet: Research [[File: ICO projects.png|24px|alt=Project]] [[Liberating Mainland China]]. Unify the People&#039;s Republic &#039;&#039;&#039;into&#039;&#039;&#039; Taiwan, creating the Republic of China. The meganation keeps Taiwan&#039;s government score, instantly democratizing a billion people.&lt;br /&gt;
** One thing to be aware of: this creates Republic of China with a capital at Shanghai. The [[File: ICO projects.png|24px|alt=Project]][[Pan-Asian Combine]] only applies to the People&#039;s Republic with capital at Beijing, so you won&#039;t be able to build that mega-nation if you start from democratic Taiwan.&lt;br /&gt;
** You can dance around this by releasing the People&#039;s Republic  from democratic Republic of China, then re-unifying Republic of China into the now-democratic nation with capital at Beijing. &lt;br /&gt;
* If Taiwan &#039;&#039;&#039;has&#039;&#039;&#039; been reunified: This is much harder. It&#039;s too late to just re-release Taiwan, and in any case Taiwan&#039;s democratic government has been destroyed, but grinding the government score for giant China all the way up through Anocracy is a giant waste of resources. &lt;br /&gt;
** &#039;&#039;Option 1:&#039;&#039; Leave China as an autocracy and work with it. This is probably most sensible plan, but if you have an ambition to democratize China, there are other things you can do.&lt;br /&gt;
** &#039;&#039;Option 2:&#039;&#039; &#039;&#039;&#039;If&#039;&#039;&#039; [[File: ICO projects.png|24px|alt=Project]] [[Liberating Mainland China]] has already been unlocked and is in your available projects list, research it. &lt;br /&gt;
*** Now liberate Taiwan/Republic of China to its capital at Shanghai. [[#How_do_I_democratize_an_authoritarian_nation?|Democratize]] this 1-region, 4-cp nation while the rest of China builds GDP, MC and boost and/or runs spoils.&lt;br /&gt;
*** When Republic of China is sufficiently democratic, unify the rest of China into it.&lt;br /&gt;
*** LMC will only unlock if the nation of Taiwan exists on Earth. And Taiwan is a weird nation that thinks its capital is in Shanghai but &#039;&#039;lacks a claim on it&#039;&#039; at game start, so you can&#039;t release Taiwan from China until you research LMC to give it that claim.&lt;br /&gt;
** &#039;&#039;Option 3:&#039;&#039; With [[File: ICO projects.png|24px|alt=Project]][[End of China]], liberate Shanghai as Huanan. [[#How_do_I_democratize_an_authoritarian_nation?|Democratize]] this 1-region, 4-cp nation while the rest of China builds GDP, MC and boost and/or runs spoils. &lt;br /&gt;
*** It will take a few years, but when you get there, start liberating more of China and unifying into Huanan -- it ends up being possible to unify about half of China into a huge democratic nation based in Shanghai.&lt;br /&gt;
** &#039;&#039;Option 4:&#039;&#039; With [[File: ICO projects.png|24px|alt=Project]][[End of China]], start liberating as much of China as you possibly can. Use the liberated nations to demand territory from the PRC until Beijing rules as small a rump as possible. This is to reduce the amount of CAP you have to dedicate to the years-long project.&lt;br /&gt;
*** You can keep or abandon the liberated parts as you feel like, either building MC and boost, or using the time and CAP to control a different big nation while what&#039;s left of China democratizes. You probably won&#039;t have enough CAP to control all of fragmented China so you&#039;ll have to give up at least some of it.&lt;br /&gt;
*** When you think it&#039;s finally democratic enough, re-assemble China into the PRC, research [[File: ICO projects.png|24px|alt=Project]][[Pan-Asian Combine]], and collect the rest of east Asia.&lt;/div&gt;</summary>
		<author><name>76561198025456609</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Frequently_Asked_Questions&amp;diff=11715</id>
		<title>Frequently Asked Questions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Frequently_Asked_Questions&amp;diff=11715"/>
		<updated>2026-05-08T14:33:38Z</updated>

		<summary type="html">&lt;p&gt;76561198025456609: /* Why can&amp;#039;t I Federate/Unify/Declare War? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page should contain &#039;&#039;&#039;no spoilers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Space Warfare ==&lt;br /&gt;
&lt;br /&gt;
=== What drives should I get first? ===&lt;br /&gt;
&lt;br /&gt;
TI has &#039;&#039;&#039;many&#039;&#039;&#039; drive options. Some are generally good, some are generally useless, and some are situational. But for your first game when you don&#039;t know what&#039;s going on, here&#039;s a few default early choices:&lt;br /&gt;
&lt;br /&gt;
* You can shoot down a surveillance destroyer with the Nova chemical rocket and 1-2 kps.&lt;br /&gt;
* For defending a planet, you want 6-10 kps and as much cruise acceleration as you can manage. Target early options are Orion, Pegasus, or Burner. Helicon will serve, but is a bit slow.&lt;br /&gt;
* For getting a ship to Mercury or the asteroid belt, you want 30+ kps and cruise acceleration of &#039;&#039;&#039;at least&#039;&#039;&#039; 1-2 milli-g. Decent early options are Helicon, Advanced VASIMR, or Grid.&lt;br /&gt;
&lt;br /&gt;
== Managing Nations ==&lt;br /&gt;
&lt;br /&gt;
=== Why can&#039;t I Federate/Unify/Declare War? ===&lt;br /&gt;
&lt;br /&gt;
[[File:Ti relations.jpg|frameless|right|Mouseover flags on the relations tab]]&lt;br /&gt;
* These are actions performed via the Set Policy mission, which always requires active (&#039;&#039;not-cracked-down&#039;&#039;) control of the executive in the nation where you want to act.&lt;br /&gt;
* If you have control, view the nation detail window. Go to the Relations tab and mouseover the flag of the target nation. It will show all the possible Policy actions and the complete list of requirements for each; the ones marked FAIL are preventing you from taking action.&lt;br /&gt;
&lt;br /&gt;
=== How do I take a control point in China from a rival?===&lt;br /&gt;
* You&#039;re going to &#039;&#039;&#039;need&#039;&#039;&#039; councilors with maxed 25 INV and 25 ESP, &#039;&#039;&#039;and&#039;&#039;&#039; a war chest of {{TV|ops}}.&lt;br /&gt;
* You also need a maxed 25 PER councilor, or at least the willingness to spend a lot of cash on Public Campaign. &lt;br /&gt;
* Get [[File: ICO projects.png|24px|alt=Project]]Sanctioned Investigations (+3 Crackdown), if it&#039;s available. &lt;br /&gt;
* Get a spy in their faction and investigate a few additional councilors.&lt;br /&gt;
* Campaign your popularity up as high as it will go -- ideally, over 70%.&lt;br /&gt;
** If this is difficult because they are spending a ton on Unity, have a nation declare war on China. This should shift their priorities.&lt;br /&gt;
* Ideally, take control of as many &#039;&#039;&#039;non-rival&#039;&#039;&#039; neighbor nations as you can. &lt;br /&gt;
* Ideally, wait until shortly &#039;&#039;before&#039;&#039; their Defend protection expires. They cannot refresh Defend if they have no councilors. (But it can be a crapshoot to get the timing right, here. Defend will be one of their highest priorities if they have &#039;&#039;any&#039;&#039; councilors left.)&lt;br /&gt;
* Ideally, target the Security Apparatus control point first. Its bonuses will be helpful for future purges.&lt;br /&gt;
* When it&#039;s go time, go to the Councilors tab and tell your spy to resign. Turn a new spy and simultaneously Assassinate or Detain as many additional councilors as you can. The idea is to push them as far over their control cap as possible, while also reducing their total council Adminstration score as much as possible. These both either help you or hurt them when you attempt Crack Down.&lt;br /&gt;
* Be prepared to have to try more than once before the dice roll in your favor. Good luck.&lt;br /&gt;
&lt;br /&gt;
=== How do I democratize an authoritarian nation? ===&lt;br /&gt;
Most efficiently:&lt;br /&gt;
* Stay authoritarian while you work Education up to 12 and GDP per capital up to $50-60k&lt;br /&gt;
** Work on these at the same time, 3 pips in Knowledge and 1 pip in Economy, to take advantage of the diverstity bonus.&lt;br /&gt;
** Increases in Education feed back into improved effectiveness of the Economy priority. Increases in GDP feed back into more IP to spend on fixing the nation.&lt;br /&gt;
** GDPpc is important to prevent unrest once you take away the stability effects of authoritarianism. It&#039;s more important in large nations, which are harder to keep stable.&lt;br /&gt;
* After Education 12, switch to working on Government.&lt;br /&gt;
** Focus hard to do this quickly, because the Anocracy range (Govt 4-6) is generally bad.&lt;br /&gt;
&lt;br /&gt;
=== How do I fix China&#039;s Government? ===&lt;br /&gt;
* If Taiwan hasn&#039;t been reunified yet: Research [[File: ICO projects.png|24px|alt=Project]] [[Liberating Mainland China]]. Unify the People&#039;s Republic &#039;&#039;&#039;into&#039;&#039;&#039; Taiwan, creating the Republic of China. The meganation keeps Taiwan&#039;s government score, instantly democratizing a billion people.&lt;br /&gt;
** One thing to be aware of: this creates Republic of China with a capital at Shanghai. The [[File: ICO projects.png|24px|alt=Project]][[Pan-Asian Combine]] only applies to the People&#039;s Republic with capital at Beijing, so you won&#039;t be able to build that mega-nation if you start from democratic Taiwan.&lt;br /&gt;
** You can dance around this by releasing the People&#039;s Republic  from democratic Republic of China, then re-unifying Republic of China into the now-democratic nation with capital at Beijing. &lt;br /&gt;
* If Taiwan &#039;&#039;&#039;has&#039;&#039;&#039; been reunified: This is much harder. It&#039;s too late to just re-release Taiwan, and in any case Taiwan&#039;s democratic government has been destroyed, but grinding the government score for giant China all the way up through Anocracy is a giant waste of resources. &lt;br /&gt;
** &#039;&#039;Option 1:&#039;&#039; Leave China as an autocracy and work with it. This is probably most sensible plan, but if you have an ambition to democratize China, there are other things you can do.&lt;br /&gt;
** &#039;&#039;Option 2:&#039;&#039; &#039;&#039;&#039;If&#039;&#039;&#039; [[File: ICO projects.png|24px|alt=Project]] [[Liberating Mainland China]] has already been unlocked and is in your available projects list, research it. &lt;br /&gt;
*** Now liberate Taiwan/Republic of China to its capital at Shanghai. [[#How_do_I_democratize_an_authoritarian_nation?|Democratize]] this 1-region, 4-cp nation while the rest of China builds GDP, MC and boost and/or runs spoils.&lt;br /&gt;
*** When Republic of China is sufficiently democratic, unify the rest of China into it.&lt;br /&gt;
*** LMC will only unlock if the nation of Taiwan exists on Earth. And Taiwan is a weird nation that thinks its capital is in Shanghai but &#039;&#039;lacks a claim on it&#039;&#039; at game start, so you can&#039;t release Taiwan from China until you research LMC to give it that claim.&lt;br /&gt;
** &#039;&#039;Option 3:&#039;&#039; With [[File: ICO projects.png|24px|alt=Project]][[End of China]], liberate Shanghai as Huanan. [[#How_do_I_democratize_an_authoritarian_nation?|Democratize]] this 1-region, 4-cp nation while the rest of China builds GDP, MC and boost and/or runs spoils. &lt;br /&gt;
*** It will take a few years, but when you get there, start liberating more of China and unifying into Huanan -- it ends up being possible to unify about half of China into a huge democratic nation based in Shanghai.&lt;br /&gt;
** &#039;&#039;Option 4:&#039;&#039; With [[File: ICO projects.png|24px|alt=Project]][[End of China]], start liberating as much of China as you possibly can. Use the liberated nations to demand territory from the PRC until Beijing rules as small a rump as possible. This is to reduce the amount of CAP you have to dedicate to the years-long project.&lt;br /&gt;
*** You can keep or abandon the liberated parts as you feel like, either building MC and boost, or using the time and CAP to control a different big nation while what&#039;s left of China democratizes. You probably won&#039;t have enough CAP to control all of fragmented China so you&#039;ll have to give up at least some of it.&lt;br /&gt;
*** When you think it&#039;s finally democratic enough, re-assemble China into the PRC, research [[File: ICO projects.png|24px|alt=Project]][[Pan-Asian Combine]], and collect the rest of east Asia.&lt;/div&gt;</summary>
		<author><name>76561198025456609</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=11714</id>
		<title>Spaceships</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=11714"/>
		<updated>2026-05-07T19:37:58Z</updated>

		<summary type="html">&lt;p&gt;76561198025456609: /* Armor Penetration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ship designing.png|thumb|400px|Ship designing]]&lt;br /&gt;
All the covert machinations on Earth and industrialization efforts in space are the path for [[Factions]] to build [[Fleets]] of ships to protect and advance their interests. Once the [[Factions]] research the early-game [[Orbital Shipbuilding]] [[Technology]], and the follow-on [[Space Dock]] project for their [[Habs]], they can build interplanetary spacecraft.&lt;br /&gt;
&lt;br /&gt;
With the right modules, ships can prospect [[Celestial Bodies]], found [[Habs|habitats]], increase {{TV|space}}, and [[Fleets#Orbital_Bombardment|Bombard]] surface targets. But the primary role for most ships is combat. &lt;br /&gt;
&lt;br /&gt;
At any time, you can design ships out of the modules you&#039;ve developed. Once you have a shipyard, you can build the ships themselves out of your space resources and, if necessary, {{TV|boost}} and {{TV|money}}.&lt;br /&gt;
&lt;br /&gt;
Individual ships are constructed at [[Habs]] at a space dock, shipyard, or spaceworks module. Ships may be built out of a mix of resources mined in space and material boosted from Earth. When construction is complete, ships are deployed docked at the [[Habs|hab]] that built them.&lt;br /&gt;
&lt;br /&gt;
To save a ship design, it must have a drive, power plant, radiators, battery, armor materials (even with zero thickness), at least one propellant tank, and an assigned role. Specialty designs like colony ships must also have a utility module that allows them to perform the role&#039;s function.&lt;br /&gt;
&lt;br /&gt;
== Ship Performance ==&lt;br /&gt;
Ships have the following characteristics that need to be tracked:&lt;br /&gt;
* &#039;&#039;&#039;Construction Cost:&#039;&#039;&#039; Resources required to build the ship. {{TV|boost}} and {{TV|money}} can be substituted for any resource that is lacking. This may increase build time as materials are delivered from Earth.&lt;br /&gt;
* &#039;&#039;&#039;Construction Time:&#039;&#039;&#039; How long it will take to build the ship once all required materials are at the shipyard. Larger shipyards reduce build time.&lt;br /&gt;
* &#039;&#039;&#039;Crew:&#039;&#039;&#039; How many personnel will serve aboard the ship. Each crew needs life support and various supplies, which increases the mass of ship by 4 tons.&lt;br /&gt;
* {{icon|acceleration}}&#039;&#039;&#039;Cruise Acceleration:&#039;&#039;&#039; The acceleration used in the strategy layer, including for intercepting fleets on transfer trajectories. Higher cruise accelerations allow ships to take more direct trajectories to their destinations and be less affected by gravity wells. &lt;br /&gt;
** Ships with less than ~2 mg cruise acceleration will be forced to take particularly slow spiralling trajectories out of Earth&#039;s gravity well.&lt;br /&gt;
** Humans are limited to a max of 2.0 g at the start. This cap can be raised to 3.0 g with projects.&lt;br /&gt;
* {{icon|dv|bgcolor=DarkSlateGray}}&#039;&#039;&#039;Cruise Delta-V&#039;&#039;&#039; The most important number for determining where the ship can go and how fast it can get there. More propellant increases ∆V. More mass on the ship decreases it. (Note that propellant has mass, so there are rapidly diminishing returns to just adding more prop. This is known as the tyranny of the rocket equation.)&lt;br /&gt;
** Ships with ~4 kps ∆V can intercept and return to a friendly station in similar close orbits around the same planet (but note that the ISS and Tiangong orbits are considerably more difficult to reach than most, because of the plane change required).&lt;br /&gt;
** Ships need ~8 kps ∆V to efficiently reach the Moon from a low Earth orbit. &lt;br /&gt;
** Ships need ~30 kps ∆V to be able to reliably perform interplanetary transfers in the inner Solar System.&lt;br /&gt;
** Ships with more than 60 kps will be able to perform more extreme transfers such as direct transits from Mercury to Saturn.&lt;br /&gt;
* &#039;&#039;&#039;Combat Acceleration:&#039;&#039;&#039; The acceleration used on the tactical combat screen, and for lifting off the surface of planetary bodies. Most drives are capable of at least some amount of higher acceleration for short periods, typically for combat situations, calculated as &amp;lt;code&amp;gt;cruise_accel * combat_thrust_multiplier&amp;lt;/code&amp;gt;. &lt;br /&gt;
** In Realistic combat (the Cinematic Combat Movement option is turned off), this extra thrust is recognized to be inefficient and requires the ship to spend more propellant (by a formula too complicated to usefully summarize). &lt;br /&gt;
** Fission pulse drives, such as the Orion, are exempted from this penalty, even on Realistic.&lt;br /&gt;
** Humans are limited to a max of 3.0 g at the start. This cap can be raised to 5.0 g with projects.&lt;br /&gt;
* &#039;&#039;&#039;Heat Sink Capacity:&#039;&#039;&#039; Heat sinks serve as a temporary substitute for a ship&#039;s heat management while its vulnerable radiators are retracted in combat. Higher values allow the ship to fight longer without extending its radiators.&lt;br /&gt;
* &#039;&#039;&#039;Battery Capacity:&#039;&#039;&#039; The ship&#039;s batteries store power from its power plant for use by most weapon systems when the power plant is unavailable. More advanced batteries are able to recharge during combat. (Since v1.0, every ship gets power capacity sufficient for most purposes installed by default, so additional batteries are typically unnecessary.)&lt;br /&gt;
* {{icon|combat value|bgcolor=DarkSlateGray}}&#039;&#039;&#039;Space Combat Value:&#039;&#039;&#039; Every ship has a Space Combat Value calculated from its weapons, drives, available ∆V, and other factors. This value mostly only represents how the non-player factions evaluate the ship, but does also eventually become relevant for the victory condition of several factions.&lt;br /&gt;
* &#039;&#039;&#039;Support:&#039;&#039;&#039; The {{TV|mc}} and {{TV|money}} upkeep of supporting the ship. If support costs go unpaid the ship will be more vulnerable to other faction&#039;s attempts to seize the ship and rebellion and malfunction events may occur.&lt;br /&gt;
* &#039;&#039;&#039;Turn Rate:&#039;&#039;&#039; How quickly the ship can rotate in combat. This value is dependent on the length and mass of the ship; shorter and lighter ships will generally turn faster.&lt;br /&gt;
* &#039;&#039;&#039;Wet Mass:&#039;&#039;&#039; Wet Mass is the total mass of the ship when fully loaded with propellant. Mass influences the ship&#039;s maneuverability. Higher mass decreases acceleration, Delta-V, and turn rate. Hovering over it shows a breakdown with the origin of all Wet Mass. (&#039;&#039;&#039;Dry mass&#039;&#039;&#039; is the ship&#039;s mass with empty prop tanks.)&lt;br /&gt;
&lt;br /&gt;
== Hull ==&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship hulls. For a more detailled list of all space ship hulls in Terra Invicta, as well as their stats, see [[Ship Hull List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Designing a ship begins with selecting a ship hull. The type of hull determines the following key properties of the ship:&lt;br /&gt;
* The number of [[File:Select Nose Hard Point.png|25px]] nose hard points.&lt;br /&gt;
* The number of [[File:Select Hull Hard Point.png|25px]] hull hard points.&lt;br /&gt;
* The number of [[File:Select Utility.png|25px]] utility hard points.&lt;br /&gt;
* The length of the ship.&lt;br /&gt;
* The width of the ship.&lt;br /&gt;
* The structural integrity of the ship.&lt;br /&gt;
* The base construction time for the ship.&lt;br /&gt;
* The construction tier of the ship.&lt;br /&gt;
* The maximum number of officers on the ship.&lt;br /&gt;
* The {{TV|mc}} and {{TV|money}} upkeep of the ship.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Certain officer types can bypass the officer limit.&lt;br /&gt;
* Shipbuilding times are calculated without any shipbuilding speed bonuses or shipbuilding [[Game_Options#Customize_Campaign|game customizations]].&lt;br /&gt;
* Rough Armor Cost Multipliers are not quite accurate because Armor costs per point actually increase with each additional point of side armor. See [[Spaceships#Armor]] for details.&lt;br /&gt;
&lt;br /&gt;
{{#invoke:ShipHullLister|ListSpecific|detailed=false|alien=false}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;While most of the above properties are self-explanatory, the length, width, construction tier, and structural integrity of the ship also have significant impacts on the following game mechanics. See [[Ship Hull List]] for more details.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Role ==&lt;br /&gt;
Each ship has a role, which informs the game on whether the ship is a combatant or noncombatant, what range it should engage in during combat and how much propellant will it want. The role affects the autodesigner behavior and where the ship is placed in a combat formation.&lt;br /&gt;
* Ships with Long strategic range will emphasize propellant for interplanetary operations&lt;br /&gt;
* Ships with Short strategic range will limit propellant mass in favor of maneuverability&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
! Role !! Strategic Range !! Preferred Combat Engagement Range !! Other&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Troop Carrier&#039;&#039;&#039; || Long || Noncombatant || Must carry a Marine module&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Explorer&#039;&#039;&#039; || Long || Noncombatant || Must carry a prospector module&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Inner System Colony Ship&#039;&#039;&#039; || Long || Noncombatant || Must carry a hab kit module&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Outer System Colony Ship&#039;&#039;&#039; || Long || Noncombatant || Must carry a nuclear-powered hab kit module&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Transport&#039;&#039;&#039; || Long || Noncombatant ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Penetrator&#039;&#039;&#039; || Long || Short ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Protector&#039;&#039;&#039; || Long || Short || Will emphasize point defense&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Interdictor&#039;&#039;&#039; || Long || Medium ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Intruder&#039;&#039;&#039; || Long || Long ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bomber&#039;&#039;&#039; || Long || Long || Will emphasize bombardment-capable weapons&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strike&#039;&#039;&#039; || Medium || Short ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Space Superiority&#039;&#039;&#039; || Medium || Medium&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Standoff&#039;&#039;&#039; || Medium || Long ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Interceptor&#039;&#039;&#039; || Short || Short ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Patrol&#039;&#039;&#039; || Short || Medium ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defender&#039;&#039;&#039; || Short || Long ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Officer ==&lt;br /&gt;
&lt;br /&gt;
Completing specific actions with a ship can cause Ship Officers to spawn or promote:&lt;br /&gt;
&lt;br /&gt;
{{#invoke:OfficerLister|ListOfficers}}&lt;br /&gt;
&lt;br /&gt;
All Officer spawn and promotion chances are multiplied by (1 + Project Bonuses) × (1 + First Officer Bonus).&lt;br /&gt;
&lt;br /&gt;
The Project Bonuses are:&lt;br /&gt;
* +0.5 for [[Space Force Basic Training]].&lt;br /&gt;
* +1 for [[Space Navy Academies]].&lt;br /&gt;
* +1 for [[Fleet Officer Schoolhouses]].&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* A tunable drive is a drive with a combat thrust multiplier greater than 1.&lt;br /&gt;
* Every ship hull has a maximum number of officers it can have. Some officers bypass this limit.&lt;br /&gt;
&lt;br /&gt;
== Ship Systems ==&lt;br /&gt;
&lt;br /&gt;
In Terra Invicta, every space ship consists of the following ship systems:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Ship System !! rowspan=2 | Health !! rowspan=2 | Function !! colspan=4 | Hit Weight Within:&lt;br /&gt;
|-&lt;br /&gt;
! Nose !! Left/Right !! Tail !! Core&lt;br /&gt;
|-&lt;br /&gt;
! Nose Structure&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Survival&amp;lt;ref name=survival&amp;gt;If the Nose Structure, Central Structure, and Tail Structure are all destroyed, then the ship immediately explodes.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Central Structure&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Survival&amp;lt;ref name=survival&amp;gt;If the Nose Structure, Central Structure, and Tail Structure are all destroyed, then the ship immediately explodes.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Tail Structure&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Survival&amp;lt;ref name=survival&amp;gt;If the Nose Structure, Central Structure, and Tail Structure are all destroyed, then the ship immediately explodes.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Bridge&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Allows Setting Waypoints&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Fire Control&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Allows Weapons to Fire • Health % Divides Weapon Cooldowns • Targeting Bonus reduced by Missing Health %&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Systems Reactor&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Auxiliary Power Charge Rate&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Power Coupling&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Total Power Charge Rate&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Drive Coupling&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Drive Thrust&lt;br /&gt;
| 0&lt;br /&gt;
| 0.5&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Vector Thrusters&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Angular Acceleration&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Life Support Main&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Nothing (in Combat)&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Life Support Backup&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Nothing (in Combat)&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Damage Control&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Mid-Combat Repair Speed&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Propellant&lt;br /&gt;
| Fuel (tons) / 100&lt;br /&gt;
| Is the Fuel&lt;br /&gt;
| 0&lt;br /&gt;
| Fuel Tanks / 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Sensors&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Targeting Bonus reduced by Missing Health %&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Nose Weapons&lt;br /&gt;
| Chosen Nose Weapons&#039; Health&lt;br /&gt;
| Chosen Nose Weapons&#039; Functions&lt;br /&gt;
| Non-Empty Nose Slots&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Hull Weapons&lt;br /&gt;
| Chosen Hull Weapons&#039; Health&lt;br /&gt;
| Chosen Hull Weapons&#039; Functions&lt;br /&gt;
| 0&lt;br /&gt;
| Non-Empty Hull Slots&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Utility Modules&lt;br /&gt;
| Chosen Utility Modules&#039; Health&lt;br /&gt;
| Chosen Utility Modules&#039; Functions&lt;br /&gt;
| 0&lt;br /&gt;
| Non-Empty Non-Invulnerable Utility Slots&amp;lt;ref name=Invulnerable&amp;gt; As of Version 0.4.90, there are two invulnerable utility modules: Component Armor and Vector Thrusters.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| Non-Empty Non-Invulnerable Utility Slots&amp;lt;ref name=Invulnerable&amp;gt; As of Version 0.4.90, there are two invulnerable utility modules: Component Armor and Vector Thrusters.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
! Radiators&lt;br /&gt;
| 3&lt;br /&gt;
| Allows Heat Vent • Health % Multiplies Heat Loss Rate for Heat Sinks&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Power Plant&lt;br /&gt;
| 3&lt;br /&gt;
| Allows Rotating and Rolling • Allows Setting Waypoints • Health % Multiplies Drive Thrust • Health % Multiplies Angular Acceleration • Health % Multiplies Max Power Plant Output for Battery Recharge Rate&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Drive&lt;br /&gt;
| 3 × Thrusters&lt;br /&gt;
| Health % Multiplies Drive Thrust&lt;br /&gt;
| 0&lt;br /&gt;
| Thrusters&lt;br /&gt;
| Thrusters&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Battery&lt;br /&gt;
| Chosen Battery&#039;s Health&lt;br /&gt;
| Health % Multiplies Energy Capacity&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Damage and Hit Weights ===&lt;br /&gt;
&lt;br /&gt;
The internal volume of a ship is divided into 5 areas: Nose, Left, Right, Tail, Core. Whenever damage is applied to one of these areas, the damage is applied to a randomly picked ship system. The chance that a ship system gets picked is equal to (its Hit Weight / Total Hit Weight) for that area of the ship.&lt;br /&gt;
&lt;br /&gt;
When an attack gets through armor (see [[#Armor]] below), an internal system is picked at random from the struck Area and damage is applied to it. If the system is destroyed before it absorbs all the inflicted damage, then another system is picked and damage is applied to it. Most damage types are subject to &#039;&#039;&#039;overpenetration&#039;&#039;&#039;, in which case only a random number of systems (usually between 3 and 7) can be picked (on a random &amp;quot;straight&amp;quot; path through the ship), before any remaining excess damage flies off into space.&lt;br /&gt;
&lt;br /&gt;
For instance, if the ship is hit in the nose starts by damaging a random system in the Nose area, selected by hit weight. Then if damage remains to be distributed, it might stay in the Nose, or move on to one of the Core, Left, or Right areas; the chance to stay in the current area is based on the weapon&#039;s armor chip fraction. (Higher chip percentage == more likely to hit more targets in the same area.) After the area is picked, a random system is selected and damage is applied. If more damage remains, it again might stay in the current area, or might move on to a system in the next area. If any damage is left unapplied when it leaves the Tail, it passes out of the ship, chipping the Tail armor on its way out.&lt;br /&gt;
&lt;br /&gt;
This damage diffusion matters. A weapon with low diffusion (low chip%), such as lasers, almost always moves on from a ship area as soon as possible, damaging only a single system in the area before moving on. Weapons with high diffusion such as kinetics and missiles can stick around in a ship area and damage a random number of systems before moving on, and so are less likely to waste any of their damage potential.&lt;br /&gt;
&lt;br /&gt;
The exceptions (&#039;&#039;not&#039;&#039; subject to overpenetration) are anything that does explosive damage, nuclear damage, or shred damage. Which includes all explosive, nuclear, shaped nuclear, and antimatter [[#Missiles|missiles]]. These will continue destroying ship systems until their damage potential is exhausted.&lt;br /&gt;
&lt;br /&gt;
In most cases damage is applied in sequence to systems and is not divided or shared. One exception is sensors, which receive slight damage from most hits.&lt;br /&gt;
&lt;br /&gt;
== Ship Components ==&lt;br /&gt;
Note: Every component comes with additional crews, but the mass and resource cost from crews is not shown in the tables below.&lt;br /&gt;
&lt;br /&gt;
=== Drive ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship drives. For a list of all space ship drives in Terra Invicta, as well as their stats, see [[Drive List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Drives expel propellant from the tail of the ship to make the ship go places. Drives come in a variety of forms, but are rated by two common values: thrust and exhaust velocity. High-thrust drives can achieve higher velocities more quickly, and high-exhaust velocity drives use less propellant to do so. Together these values determine the power required by the ship&#039;s power plant. Adding 100-ton propellant tanks to the ship increases the ship&#039;s Delta-V, or how much it can change its speed.&lt;br /&gt;
&lt;br /&gt;
Delta-V is the main factor that determines interplanetary travel times. Thrust determines combat capabilities of the ship, however having too little thrust can starve your ability to spend all the dv ship has, and therefore slow down its transits.&lt;br /&gt;
&lt;br /&gt;
Note: Many drives require a certain class of power plant to function, and in some cases, a lower-tech power plant of the correct class may not be able to produce enough power to support an advanced drive.&lt;br /&gt;
&lt;br /&gt;
[[File:cruise_thrust_chart@2.6x.png|550px|Cruise trust and ejection velocity for each drive of the game]][[File:combat_thrust_chart@2.6x.png|550px|Combat trust and ejection velocity for each drive of the game]]&lt;br /&gt;
&lt;br /&gt;
==== Propellant ====&lt;br /&gt;
Each ship must have one or more 100-ton propellant tanks. The number of propellant tanks determines the ship&#039;s Delta-V value. There is no hard limit to the number that can be placed on a ship. However, each tank of propellant adds mass to the ship, which reduces its acceleration and gives exponentially diminishing returns for delta-V. The resources used to make propellant is determined by the drive.&lt;br /&gt;
&lt;br /&gt;
If the drive uses He3 fuel and the faction has an active [[Helium-3 Mine]], then all {{icon|fissile}} costs for propellent are replaced by an equivalent amount of {{icon|water}}.&lt;br /&gt;
&lt;br /&gt;
=== Power Plant ===&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship power plants. For a list of all space ship power plants in Terra Invicta, as well as their stats, see [[Power Plant List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A ship&#039;s power plant provides energy to both the ship&#039;s drive and other ship systems. The mass of the power plant scales with the greater of the power requirement of the drive or the ship&#039;s systems. The power plant also produces waste heat that must be stored in heat sinks or expelled by radiators.&lt;br /&gt;
&lt;br /&gt;
Note: Many drives require a certain class of power plant to function, and in some cases, a lower-tech power plant of the correct class may not be able to produce enough power to support an advanced drive.&lt;br /&gt;
&lt;br /&gt;
=== Radiator ===&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship radiators. For a list of all space ship radiators in Terra Invicta, as well as their stats, see [[Radiator List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When extended or extending, the ship&#039;s radiators vent the heat generated by various ship systems and modules.&lt;br /&gt;
&lt;br /&gt;
However, non-retracted radiators are highly vulnerable in combat. When a ship takes hit while the radiator is not retracted, the radiator has a chance to get hit directly and destroyed, regardless of the ship&#039;s armor configuration. In fact, the damage taken by the radiator can even bleed through to damage the ship&#039;s internals (but this bleed through is capped at the radiator&#039;s health of just 3). &lt;br /&gt;
&lt;br /&gt;
Radiators can be retracted if the ship has heat sinks in one or more utility slots. But radiators will automatically begin extending when the heat sinks are filled up. See [[Fleets#Power_and_Heat]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Battery ===&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship batteries. For a list of all space ship batteries in Terra Invicta, as well as their stats, see [[Battery List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every ship has a built-in power storage, so a ship battery is not necessary, but does provide additional power storage. See [[Fleets#Power_and_Heat]] for details. Better batteries may have a larger capacity or a faster recharge rate.&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship armors. For a list of all space ship armors in Terra Invicta, as well as their stats, see [[Ship Armor List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Damage that is applied to a spaceship can be divided into three categories:&lt;br /&gt;
* Direct Damage focuses on damaging the ship&#039;s internal components.&lt;br /&gt;
* Chip Damage focuses on damaging the armor volume.&lt;br /&gt;
* Shred Damage focuses on damaging the armor value.&lt;br /&gt;
&lt;br /&gt;
Most attacks apply their damage as a mix of direct and chip damage, with two notable exceptions:&lt;br /&gt;
* [[Spaceships#Particle_Weapons|Particle beams]] only apply direct damage. &lt;br /&gt;
* Nuclear [[Spaceships#Missiles|missiles]] also apply shred damage.&lt;br /&gt;
&lt;br /&gt;
When the ship armor is fully intact on the facing that receives the incoming attack:&lt;br /&gt;
* Direct damage is reduced by the armor value: 1 point of damage (20MJ of energy) is blocked by 1 point of armor. Any remaining direct damage is then applied to the ship&#039;s internal components.&lt;br /&gt;
** Direct damage from [[Spaceships#Particle_Weapons|Particle beams]] and [[Spaceships#Lasers|Laser weapons]] have different interactions with armor value that are discussed in their own sections.&lt;br /&gt;
* Chip damage reduces the armor volume: 1 point of damage removes 1m³ of armor.&lt;br /&gt;
* Shred damage reduces the armor value: 1 point of damage removes 1 point of armor.&lt;br /&gt;
&lt;br /&gt;
Damaged armor does not function as well:&lt;br /&gt;
* Armor points removed by shred damage will no longer block any direct damage.&lt;br /&gt;
* Armor volume removed by chip damage gives incoming attacks a chance for a through-armor-critical, which causes the incoming attack to behave as if the ship has no armor at all. The chance for a through-armor-critical is simply the volume of armor removed divided by the total volume of armor that the facing originally had.&lt;br /&gt;
&lt;br /&gt;
When the ship has no armor at all on the facing that receives the incoming attack:&lt;br /&gt;
* All Chip and Shred damage is added to the Direct damage and is applied directly to the ship&#039;s internal components.&lt;br /&gt;
&lt;br /&gt;
Armor is typically the heaviest (and most expensive) part of a ship. High tech armors are usually much more effective at blocking direct damage, leading to significantly lower mass (and cost) per point of armor. Note that a point of lateral armor is much more massive than nose and tail armor, because it has a greater surface area to cover. The exact ratio depends on the hull used, but side armor will typically be 10-35x heavier per point than nose/tail armor. As of 0.4.90, the armor formulas are as follows:&lt;br /&gt;
* Armor Plate Thickness (m) = 20 (MJ) / Armor Heat of Vaporization (MJ / kg) / Armor Density (kg / m³) / 0.005 (m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
* Nose Armor Thickness (m) = Plate Thickness (m) × Points of Nose Armor&lt;br /&gt;
* Tail Armor Thickness (m) = Plate Thickness (m) × Points of Tail Armor&lt;br /&gt;
* Side Armor Thickness (m) = Plate Thickness (m) × Points of Side Armor&lt;br /&gt;
* Nose Armor Volume (m³) = Nose Armor Thickness (m) × 3.1415927 × (Hull Width (m) / 2 + Side Armor Thickness (m)) ^ 2&lt;br /&gt;
* Tail Armor Volume (m³) = Tail Armor Thickness (m) × 3.1415927 × (Hull Width (m) / 2 + Side Armor Thickness (m)) ^ 2&lt;br /&gt;
* Side Armor Volume (m³) = 3.1415927 × Hull Length (m) × ((Hull Width (m) / 2 + Side Armor Thickness (m)) ^ 2 - (Hull Width (m) / 2) ^ 2)&lt;br /&gt;
&lt;br /&gt;
These volumes are then multiplied by the following [[Game_Options#Customize_Campaign|game customization]] ship scaling modifiers:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Armor Volume Multipliers&lt;br /&gt;
|-&lt;br /&gt;
! !! Cinematic !! Realistic&lt;br /&gt;
|-&lt;br /&gt;
| Nose/Tail || 1 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Side || 0.75 || 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Armor Mass (kg) of each facing is then simply the Armor Volume (m³) of the facing multiplied by Armor Density (kg / m³).&lt;br /&gt;
&lt;br /&gt;
More detailed information on armor and damage calculation can be found in the article [[Guide Armor|Guide Armor]].&lt;br /&gt;
&lt;br /&gt;
==== Raw Code ====&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox|Code}}&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
		// Token: 0x06004573 RID: 17779 RVA: 0x001C28BC File Offset: 0x001C0ABC&lt;br /&gt;
		public float AbsorbAndApplyArmorDamage(TIShipWeaponTemplate attackingWeapon, ArmorFacing facing, float range_km, float damageAmount, float chippingAmount, DamageType damageType, float angle, TIFactionState attackingFaction, out float internalDamageAssessedHere, out float appliedRadiationDamage, int shreddingAmount = 0)&lt;br /&gt;
		{&lt;br /&gt;
			ModuleDataEntry partToDamage = this.GetPartToDamage(ShipSystem.Radiators, false);&lt;br /&gt;
			internalDamageAssessedHere = 0f;&lt;br /&gt;
			appliedRadiationDamage = 0f;&lt;br /&gt;
			TISpaceFleetState fleet = this.fleet;&lt;br /&gt;
			bool flag = fleet != null &amp;amp;&amp;amp; fleet.bombarding;&lt;br /&gt;
			if ((this.radiatorsExtended || this.radiatorsExtending || this.radiatorsRetracting) &amp;amp;&amp;amp; (!flag || !this.canEverRetractRadiators) &amp;amp;&amp;amp; !this.PartDestroyed(partToDamage) &amp;amp;&amp;amp; attackingWeapon != null &amp;amp;&amp;amp; UnityEngine.Random.value * 100f &amp;lt; (float)this.template.radiatorTemplate.vulnerability * ((this.radiatorsExtending || this.radiatorsRetracting) ? 0.5f : 1f))&lt;br /&gt;
			{&lt;br /&gt;
				float num = damageAmount + chippingAmount;&lt;br /&gt;
				if ((attackingWeapon == null || attackingWeapon.isParticleWeapon) &amp;amp;&amp;amp; ((attackingWeapon != null) ? attackingWeapon.ref_particleWeapon : null) != null)&lt;br /&gt;
				{&lt;br /&gt;
					num *= attackingWeapon.ref_particleWeapon.heatFraction;&lt;br /&gt;
					damageAmount -= num;&lt;br /&gt;
				}&lt;br /&gt;
				else&lt;br /&gt;
				{&lt;br /&gt;
					damageAmount = num * attackingWeapon.chipping(range_km);&lt;br /&gt;
				}&lt;br /&gt;
				float num2;&lt;br /&gt;
				this.ApplyDamageToPart(partToDamage, damageAmount, out num2);&lt;br /&gt;
				internalDamageAssessedHere += num2;&lt;br /&gt;
				this.spaceCombatValueDataDirty = true;&lt;br /&gt;
				if (shreddingAmount == 0 &amp;amp;&amp;amp; !attackingWeapon.isParticleWeapon &amp;amp;&amp;amp; (facing == ArmorFacing.Nose || facing == ArmorFacing.Tail || UnityEngine.Random.value &amp;lt; 0.25f))&lt;br /&gt;
				{&lt;br /&gt;
					return num2;&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			if (facing == ArmorFacing.Tail &amp;amp;&amp;amp; 180f - Mathf.Abs(angle) &amp;lt; 5f &amp;amp;&amp;amp; UnityEngine.Random.value &amp;lt; 0.25f)&lt;br /&gt;
			{&lt;br /&gt;
				float num3;&lt;br /&gt;
				this.ApplyDamageToPart(this.GetPartToDamage(ShipSystem.Drive, false), damageAmount, out num3);&lt;br /&gt;
				internalDamageAssessedHere += num3;&lt;br /&gt;
			}&lt;br /&gt;
			if (shreddingAmount &amp;gt; 0)&lt;br /&gt;
			{&lt;br /&gt;
				float num4;&lt;br /&gt;
				this.ApplyDamageToSystem(ShipSystem.Sensors, 0.5f, out num4);&lt;br /&gt;
				internalDamageAssessedHere += num4;&lt;br /&gt;
			}&lt;br /&gt;
			else if (attackingWeapon != null &amp;amp;&amp;amp; attackingWeapon.isBeamWeapon &amp;amp;&amp;amp; UnityEngine.Random.value &amp;lt; this.GetSystemFunction(ShipSystem.Sensors) * 0.1f)&lt;br /&gt;
			{&lt;br /&gt;
				float num5;&lt;br /&gt;
				this.ApplyDamageToSystem(ShipSystem.Sensors, UnityEngine.Random.value * 0.1f, out num5);&lt;br /&gt;
				internalDamageAssessedHere += num5;&lt;br /&gt;
			}&lt;br /&gt;
			else if (UnityEngine.Random.value &amp;lt; this.GetSystemFunction(ShipSystem.Sensors) * 0.01f)&lt;br /&gt;
			{&lt;br /&gt;
				float num6;&lt;br /&gt;
				this.ApplyDamageToSystem(ShipSystem.Sensors, UnityEngine.Random.value * 0.1f, out num6);&lt;br /&gt;
				internalDamageAssessedHere += num6;&lt;br /&gt;
			}&lt;br /&gt;
			TIShipArmorTemplate armorTemplate = TISpaceShipState.ArmorData.GetArmorTemplate(this, facing);&lt;br /&gt;
			int num7 = 0;&lt;br /&gt;
			int num8 = 1;&lt;br /&gt;
			bool flag2 = attackingWeapon != null &amp;amp;&amp;amp; attackingWeapon.isMissileWeapon &amp;amp;&amp;amp; attackingWeapon.ref_missileWeapon.warheadClass == WarheadClass.Fragmentation;&lt;br /&gt;
			if (flag2)&lt;br /&gt;
			{&lt;br /&gt;
				num8 = Mathf.RoundToInt(attackingWeapon.ref_missileWeapon.warheadMass_kg / 5f);&lt;br /&gt;
			}&lt;br /&gt;
			bool flag3 = false;&lt;br /&gt;
			float num9 = (float)num8;&lt;br /&gt;
			float num10 = 0f;&lt;br /&gt;
			for (int i = 0; i &amp;lt; num8; i++)&lt;br /&gt;
			{&lt;br /&gt;
				if (UnityEngine.Random.value &amp;lt; this.armor[facing].chippedPct)&lt;br /&gt;
				{&lt;br /&gt;
					num7++;&lt;br /&gt;
					flag3 = true;&lt;br /&gt;
					if (num8 == 1)&lt;br /&gt;
					{&lt;br /&gt;
						damageAmount += chippingAmount;&lt;br /&gt;
					}&lt;br /&gt;
					else&lt;br /&gt;
					{&lt;br /&gt;
						num10 += chippingAmount / (float)num8;&lt;br /&gt;
					}&lt;br /&gt;
					num9 -= 1f;&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			chippingAmount *= num9 / (float)num8;&lt;br /&gt;
			if (chippingAmount &amp;gt; 0f)&lt;br /&gt;
			{&lt;br /&gt;
				float armorFacingVolume_m = TISpaceShipState.ArmorData.GetArmorFacingVolume_m3(this, facing);&lt;br /&gt;
				if (armorFacingVolume_m &amp;gt; 0f &amp;amp;&amp;amp; this.armor[facing].chippedPct &amp;lt; 1f &amp;amp;&amp;amp; this.armor[facing].armorValue &amp;gt; 0)&lt;br /&gt;
				{&lt;br /&gt;
					chippingAmount *= armorTemplate.GetSpecialtyModifiers(ArmorSpecialty.ChippingResistance);&lt;br /&gt;
					float chip = chippingAmount / armorFacingVolume_m;&lt;br /&gt;
					chippingAmount = this.armor[facing].ChipArmor(chip);&lt;br /&gt;
					if (this.armor[facing].chippedPct &amp;gt;= 1f)&lt;br /&gt;
					{&lt;br /&gt;
						flag3 = true;&lt;br /&gt;
						num7 = (flag2 ? num8 : 1);&lt;br /&gt;
					}&lt;br /&gt;
				}&lt;br /&gt;
				else&lt;br /&gt;
				{&lt;br /&gt;
					damageAmount += chippingAmount;&lt;br /&gt;
					chippingAmount = 0f;&lt;br /&gt;
					flag3 = true;&lt;br /&gt;
					num7 = (flag2 ? num8 : 1);&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			float num11 = 0f;&lt;br /&gt;
			if (shreddingAmount &amp;gt; 0)&lt;br /&gt;
			{&lt;br /&gt;
				this.spaceCombatValueDataDirty = true;&lt;br /&gt;
				damageAmount = (float)this.armor[facing].ShredArmor(shreddingAmount);&lt;br /&gt;
				if (this.armor[facing].armorValue &amp;lt;= 0)&lt;br /&gt;
				{&lt;br /&gt;
					flag3 = true;&lt;br /&gt;
					num7 = (flag2 ? num8 : 1);&lt;br /&gt;
				}&lt;br /&gt;
				else&lt;br /&gt;
				{&lt;br /&gt;
					num11 = (float)shreddingAmount * this.armor[facing].chippedPct;&lt;br /&gt;
					if (num11 &amp;gt; 0f)&lt;br /&gt;
					{&lt;br /&gt;
						flag3 = true;&lt;br /&gt;
						num7 = (flag2 ? num8 : 1);&lt;br /&gt;
					}&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			float num12 = (float)this.armor[facing].armorValue;&lt;br /&gt;
			if (attackingWeapon != null &amp;amp;&amp;amp; !flag3 &amp;amp;&amp;amp; num12 &amp;gt; 0f &amp;amp;&amp;amp; this.armor[facing].chippedPct &amp;lt; 1f)&lt;br /&gt;
			{&lt;br /&gt;
				if (!TIGlobalValuesState.Customizations.cinematicCombatRealismScale)&lt;br /&gt;
				{&lt;br /&gt;
					if (facing != ArmorFacing.Right)&lt;br /&gt;
					{&lt;br /&gt;
						if (facing == ArmorFacing.Left)&lt;br /&gt;
						{&lt;br /&gt;
							num12 /= Mathf.Cos(0.017453292f * Mathf.Abs(-90f - angle));&lt;br /&gt;
						}&lt;br /&gt;
					}&lt;br /&gt;
					else&lt;br /&gt;
					{&lt;br /&gt;
						num12 /= Mathf.Cos(0.017453292f * Mathf.Abs(90f - angle));&lt;br /&gt;
					}&lt;br /&gt;
				}&lt;br /&gt;
				if (attackingWeapon.weaponClass == WeaponClass.Laser)&lt;br /&gt;
				{&lt;br /&gt;
					num12 = attackingWeapon.ref_laserWeapon.ModifyArmorValueForLaserShot(range_km, num12);&lt;br /&gt;
					damageAmount *= armorTemplate.GetSpecialtyModifiers(ArmorSpecialty.LaserResistance);&lt;br /&gt;
				}&lt;br /&gt;
				if (damageType == DamageType.Kinetic)&lt;br /&gt;
				{&lt;br /&gt;
					damageAmount *= armorTemplate.GetSpecialtyModifiers(ArmorSpecialty.KineticsResistance);&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			damageAmount += TIEffectsState.SumEffectsModifiers(Context.DamageReductionAgainstAllShips, this.faction, damageAmount, null);&lt;br /&gt;
			if (attackingFaction != null &amp;amp;&amp;amp; attackingFaction.IsAlienFaction)&lt;br /&gt;
			{&lt;br /&gt;
				damageAmount += TIEffectsState.SumEffectsModifiers(Context.DamageReductionAgainstAlienShips, this.faction, damageAmount, null);&lt;br /&gt;
			}&lt;br /&gt;
			if (flag3)&lt;br /&gt;
			{&lt;br /&gt;
				this.spaceCombatValueDataDirty = true;&lt;br /&gt;
				if (flag2)&lt;br /&gt;
				{&lt;br /&gt;
					this.spaceCombatValueDataDirty = true;&lt;br /&gt;
					float num13 = (float)num7 / (float)num8;&lt;br /&gt;
					float num14 = num13 * damageAmount + num10;&lt;br /&gt;
					if (num9 &amp;gt; 0f)&lt;br /&gt;
					{&lt;br /&gt;
						float num15 = (1f - num13) * damageAmount / num9 - num12;&lt;br /&gt;
						if (num15 &amp;gt; 0f)&lt;br /&gt;
						{&lt;br /&gt;
							num14 += num15 * num9;&lt;br /&gt;
						}&lt;br /&gt;
					}&lt;br /&gt;
					return Mathf.Max(0f, num14);&lt;br /&gt;
				}&lt;br /&gt;
				if (num11 &amp;gt; 0f)&lt;br /&gt;
				{&lt;br /&gt;
					return num11;&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			else if (flag2)&lt;br /&gt;
			{&lt;br /&gt;
				float num16 = damageAmount / num9 - num12;&lt;br /&gt;
				damageAmount = 0f;&lt;br /&gt;
				if (num16 &amp;gt; 0f)&lt;br /&gt;
				{&lt;br /&gt;
					damageAmount += num16 * num9;&lt;br /&gt;
					this.spaceCombatValueDataDirty = true;&lt;br /&gt;
				}&lt;br /&gt;
				return damageAmount;&lt;br /&gt;
			}&lt;br /&gt;
			if (damageType == DamageType.ParticleBeam &amp;amp;&amp;amp; attackingWeapon != null)&lt;br /&gt;
			{&lt;br /&gt;
				float num17 = damageAmount * attackingWeapon.ref_particleWeapon.heatFraction;&lt;br /&gt;
				float num18 = damageAmount * attackingWeapon.ref_particleWeapon.xRayFraction;&lt;br /&gt;
				float num19 = damageAmount * attackingWeapon.ref_particleWeapon.baryonFraction;&lt;br /&gt;
				if (!flag3)&lt;br /&gt;
				{&lt;br /&gt;
					num18 = Mathf.Max(0f, num18 * Mathf.Min(0.0625f, Mathf.Pow(0.5f, armorTemplate.armor_section_thickness_m((float)this.armor[facing].armorValue) * 100f / armorTemplate.xRayHalfValue_cm)));&lt;br /&gt;
					num19 = Mathf.Max(0f, num19 * Mathf.Min(0.0625f, Mathf.Pow(0.5f, armorTemplate.armor_section_thickness_m((float)this.armor[facing].armorValue) * 100f / armorTemplate.baryonicHalfValue_cm)));&lt;br /&gt;
				}&lt;br /&gt;
				num18 += this.SumOfficerEffectsModifiers(OfficerEffectType.RadiationDamageReduction, num18);&lt;br /&gt;
				num19 += this.SumOfficerEffectsModifiers(OfficerEffectType.RadiationDamageReduction, num19);&lt;br /&gt;
				appliedRadiationDamage = this.ApplyInternalRadiationDamage(num18, num19, facing, facing, angle, Mathf.Min(1f, attackingWeapon.ref_particleWeapon.SpotSurfaceArea_m2(range_km) / this.GetCrossSectionalArea_m2(angle)));&lt;br /&gt;
				internalDamageAssessedHere += appliedRadiationDamage;&lt;br /&gt;
				damageAmount = num17;&lt;br /&gt;
			}&lt;br /&gt;
			float num20 = 0f;&lt;br /&gt;
			if (damageAmount &amp;gt; 0f)&lt;br /&gt;
			{&lt;br /&gt;
				num20 = Mathf.Max(0f, damageAmount + (flag3 ? chippingAmount : 0f) - (flag3 ? 0f : num12));&lt;br /&gt;
			}&lt;br /&gt;
			if (num20 &amp;gt; 0f || internalDamageAssessedHere &amp;gt; 0f)&lt;br /&gt;
			{&lt;br /&gt;
				this.spaceCombatValueDataDirty = true;&lt;br /&gt;
			}&lt;br /&gt;
			return num20;&lt;br /&gt;
		}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
=== Utility Modules ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section is obsolete. For a list of all utility modules in Terra Invicta, as well as their stats, see [[Utility Module List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ObsoleteBox}}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Utility Module !! Mass (tons) !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Mobile Space Science Lab || 200 || {{icon|space}}+5% Space Science Research&amp;lt;br&amp;gt;Can prospect space bodies from interface orbits&lt;br /&gt;
|-&lt;br /&gt;
| Repair Bay || 700 || Improves [[Fleets#Mid-Combat_Repairs|mid-]] and [[Fleets#Post-Combat_Repairs|post-combat repairs]].&lt;br /&gt;
|-&lt;br /&gt;
| Salvage Bay || 1000 || Collects more [[Fleets#Salvage|Salvage]] after Winning Combats.&lt;br /&gt;
|-&lt;br /&gt;
| Vector Thrusters || 20 || Significantly increases the ship&#039;s turning speed.&lt;br /&gt;
|-&lt;br /&gt;
| Flag Bridge || 90 || Reduces the fleet&#039;s {{icon|mc}}Mission Control upkeep. (Does not stack with other Flag Bridges.)&lt;br /&gt;
|-&lt;br /&gt;
| Component Armor || 500 || -25% Internal Damage during combat&lt;br /&gt;
|-&lt;br /&gt;
| Armor Strut || 500 || Increase the amount of armor each facing on ship can carry by 100%.&lt;br /&gt;
|-&lt;br /&gt;
| Marine Assault Unit || 200 || Enables the Assault Hab fleet operation {{icon|marine}}(assault value 4)&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Marine Assault Unit || 200 || Enables the Assault Hab fleet operation {{icon|marine}}(assault value 6)&lt;br /&gt;
|-&lt;br /&gt;
| Elite Marine Assault Unit || 200 || Enables the Assault Hab fleet operation {{icon|marine}}(assault value 8)&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|destroy}}Spartans || rowspan=3 | 200 || rowspan=3 | Enables the Assault Hab fleet operation {{icon|marine}}(assault value 10)&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|resist}}Rangers&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|submit}}Immortals&lt;br /&gt;
|-&lt;br /&gt;
| Laser Engine || 25 || +10MJ laser weapon power&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Laser Engine || 50 || +20MJ laser weapon power&lt;br /&gt;
|-&lt;br /&gt;
| Cyclotron || 50 || +20MJ particle beam power&lt;br /&gt;
|-&lt;br /&gt;
| Magazine || 100 || Projectile weapons gain +50% ammo. Mass increases accordingly.&lt;br /&gt;
|-&lt;br /&gt;
| ECM || 10 || 20% chance force an enemy weapon into cooldown when this ship is targeted. &lt;br /&gt;
|-&lt;br /&gt;
| ECM Mark II || 10 || 40% chance force an enemy weapon into cooldown when this ship is targeted. &lt;br /&gt;
|-&lt;br /&gt;
| ECM Mark III || 10 || 60% chance force an enemy weapon into cooldown when this ship is targeted. &lt;br /&gt;
|-&lt;br /&gt;
| Targeting Computer|| 10 || Improve a ship&#039;s roll to overcome enemy ECM and damage to sensors by 10%.&lt;br /&gt;
|-&lt;br /&gt;
| Targeting Computer Mark II || 10 || Improve a ship&#039;s roll to overcome enemy ECM and damage to sensors by 30%.&lt;br /&gt;
|-&lt;br /&gt;
| Targeting Computer Mark III || 10 || Improve a ship&#039;s roll to overcome enemy ECM and damage to sensors by 50%.&lt;br /&gt;
|}&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
==== Drive Enhancement Module ====&lt;br /&gt;
&lt;br /&gt;
{{ObsoleteBox}}&lt;br /&gt;
Drive Enhancement Modules requires a certain type of Drive to be used.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Utility Module !! Mass (tons) !! Ship Requirements !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Muon Spiker || 40 || Nuclear Fusion Drive || +10% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Neutronium Spiker || 40 || Nuclear Fission Drive || +20% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Spiker || 40 || Nuclear Drive || +30% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Liquid Hydrogen Containment || 5 || Hydrogen Propellant || +20% Exhaust Velocity&lt;br /&gt;
|-&lt;br /&gt;
| Slush Hydrogen Tankage || 10 || Hydrogen Propellant || +35% Exhaust Velocity&lt;br /&gt;
|-&lt;br /&gt;
| Hydron Trap || 20 || Hydrogen Propellant || +50% Exhaust Velocity&lt;br /&gt;
|-&lt;br /&gt;
| ISRU Module || 40 || || Can replenish Propellant at unimproved hab sites that produce raw materials used in ship&#039;s propellant&lt;br /&gt;
|-&lt;br /&gt;
| Remass Scoop || 40 || || Can replenish Propellant in interface orbits of Jovian planets if the ship uses 100% hydrogen or &#039;anything&#039; as propellant.&amp;lt;br&amp;gt;No aerobraking damage({{icon|warning}}aerobraking is not implemented yet)&lt;br /&gt;
|}&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
==== Heat Sink ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship heat sinks. For a list of all space ship heat sinks in Terra Invicta, as well as their stats, see [[Heat Sink List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Heat sinks are important modules for combat ship so they may avoid exposing their vulnerable radiators to enemy fire. See [[Fleets#Power_and_Heat]] for details.&lt;br /&gt;
&lt;br /&gt;
==== Kit ====&lt;br /&gt;
&lt;br /&gt;
Kits allow creation of a small hab with a construction module. Can be replenished by repairing the ship at a dock or shipyard.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Kit !! Mass (tons) !! Constructed Modules&lt;br /&gt;
|-&lt;br /&gt;
| Solar Platform || 200 || Platform Core, Construction Module, Solar Collector&lt;br /&gt;
|-&lt;br /&gt;
| Solar Outpost || 200 || Outpost Core, Construction Module, Solar Collector&lt;br /&gt;
|-&lt;br /&gt;
| Fission Platform || 250 || Platform Core, Construction Module, Fission Pile&lt;br /&gt;
|-&lt;br /&gt;
| Fission Outpost || 300 || Outpost Core, Construction Module, Fission Pile&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Platform || 250 || Platform Core, Construction Module, Fusion Pile&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Outpost || 300 || Outpost Core, Construction Module, Fusion Pile&lt;br /&gt;
|-&lt;br /&gt;
| Automated Solar Platform || 250 || Automated Platform Core, Automated Supply Depot, Automated Solar Collector&lt;br /&gt;
|-&lt;br /&gt;
| Automated Solar Outpost || 1200 || Automated Outpost Core, Automated Mining Complex, Automated Solar Collector, Automated Solar Collector&lt;br /&gt;
|-&lt;br /&gt;
| Automated Fission Platform || 300 || Automated Platform Core, Automated Supply Depot, Automated Fission Pile&lt;br /&gt;
|-&lt;br /&gt;
| Automated Fission Outpost || 1800 || Automated Outpost Core, Automated Mining Complex, Automated Fission Pile, Automated Fission Pile&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Using the kit only &#039;&#039;begins&#039;&#039; local construction of the hab and the modules. So you still have to wait 180 days for a Construction Module to be built.&lt;br /&gt;
&lt;br /&gt;
Solar Kits are only usable if the installed Solar Collector(s) can produce enough power for other modules. So Solar Platform Kits cannot be used if the location is too far away from the sun. But Solar Outpost Kits can be used on locations far away from the sun, if the hab site gets enough solar power from Solar Mirror bonus.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
Weapons systems are either mounted on the ship&#039;s nose or on the hull. Nose weapons are typically more powerful than hull weapons of a similar size, but they have a limited field of fire. Hull weapons can fire in any direction around the ship.  Weapons also come in various sizes; larger weapon systems are generally more powerful but will take up multiple weapon slots.&lt;br /&gt;
&lt;br /&gt;
==== Fire Modes ====&lt;br /&gt;
Certain weapons may only be used offensively against enemy ships and hab modules; others may only be used defensively to shoot down incoming projectiles and missiles, and still others can be used against both types of targets. The default firing mode can be set in the ship designer, as well as changed in the middle of combat. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Weapon Fire Modes&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | &amp;lt;big&amp;gt;Standard Fire Modes&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Fire Mode !! Targeting Priority&amp;lt;ref&amp;gt;Will attempt to shoot at the first item in the list that is in range. Will never shoot at anything that is not in the list.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Focus Fire &lt;br /&gt;
| &lt;br /&gt;
# Primary Target.&lt;br /&gt;
|-&lt;br /&gt;
| Attack &lt;br /&gt;
| &lt;br /&gt;
# Primary Target.&lt;br /&gt;
# Nearest enemy ship or hab module that is in range.&lt;br /&gt;
|-&lt;br /&gt;
| Defense &lt;br /&gt;
|&lt;br /&gt;
# Nearest enemy projectile that is in range and not already saturated.&amp;lt;ref name=saturated&amp;gt;Non-beam defense weapons will let all allies know they have fired at an enemy projectile so other defense weapons don&#039;t waste their shots on that projectile.&amp;lt;/ref&amp;gt;&lt;br /&gt;
# Nearest enemy projectile that is in range.&lt;br /&gt;
|-&lt;br /&gt;
| Guardian &lt;br /&gt;
|&lt;br /&gt;
# Nearest enemy projectile that is in range and not already saturated.&amp;lt;ref name=saturated /&amp;gt;&lt;br /&gt;
# Nearest enemy projectile that is in range.&lt;br /&gt;
# Primary Target.&lt;br /&gt;
# Nearest enemy ship or hab module that is in range.&lt;br /&gt;
|-&lt;br /&gt;
| Idle&lt;br /&gt;
| Never fires.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | &amp;lt;big&amp;gt;Special Fire Modes&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Fire Mode !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Salvo&lt;br /&gt;
| Special mode for Missile Weapons. &lt;br /&gt;
&lt;br /&gt;
Identical to the Focus Fire mode, but automatically switches to Idle mode after firing 1/4 of the missile weapon&#039;s total ammo.&lt;br /&gt;
|-&lt;br /&gt;
| Bracket&lt;br /&gt;
| Special mode for non-beam Weapons. &lt;br /&gt;
&lt;br /&gt;
Identical to the Attack mode, but when the target is an enemy ship, will attempt to shoot at possible locations for the enemy ship to move into.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Targeting Range and Defense Range ====&lt;br /&gt;
&lt;br /&gt;
All weapons have a targeting range, and can only fire at targets within that range. But notably, weapons take into account the relative velocity of the target, as well as the expected amount of time that their projectiles will take to arrive, to effectively fire at the future location of a target when it would be in range. &lt;br /&gt;
&lt;br /&gt;
For example, the 10-inch Cannon has 250km targeting range and 1.4 km/s muzzle velocity. So it takes 250km/1.4km/s = ~178.5s for a bullet fired by the weapon to reach the maximum range. This means the 10-inch Cannon will attempt to fire at targets ~178.5s before they enter the 250km range. So&lt;br /&gt;
if an enemy ship is approaching head-on at a relative velocity of 1 km/s, then the 10-inch Cannon will fire at it ~178.5s before it arrives in range:  when it is still 250km + ~178.5s × 1km/s = ~428.5km away. &lt;br /&gt;
&lt;br /&gt;
When targeting an enemy projectile instead of a ship or [[Habs|hab]], weapons use a defense range that is computed as follows:&lt;br /&gt;
# Set the defense range to the targeting range.&lt;br /&gt;
# If the weapon has an attack mode, then apply a penalty to the defense range:&lt;br /&gt;
#* Divide by 3 for Energy weapons ([[Spaceships#Lasers|Lasers]], [[Spaceships#Particle_Weapons|Particles]], and [[Spaceships#Plasma_Weapons|Plasma]]), but cannot go below 200km.&lt;br /&gt;
#* Divide by 2 for Gun weapons ([[Spaceships#Guns|Naval Guns]] and [[Spaceships#Magnetic_Weapons|Magnetic Weapons]]), but cannot go below 200km.&lt;br /&gt;
#* No penalty for [[Spaceships#Missiles|Missile]] weapons.&lt;br /&gt;
# Add a bonus to the defense range for the mount:&lt;br /&gt;
#* On Cinematic Combat Scaling:&lt;br /&gt;
#** Add the Ship Hull Length × 100 for ship mounted weapons.&lt;br /&gt;
#** Add 5km for [[Habs|hab]] mounted weapons.&lt;br /&gt;
#* On Realistic Combat Scaling:&lt;br /&gt;
#** Add the Ship Hull Length × 10 for ship mounted weapons.&lt;br /&gt;
#** Add 0.5km for [[Habs|hab]] mounted weapons.&lt;br /&gt;
&lt;br /&gt;
==== Cooldown and Salvos ====&lt;br /&gt;
&lt;br /&gt;
All weapons have a cooldown, and some weapons fire in salvos. If a weapon does not have a salvo listed, it will fire once every time the cooldown timer is up. If a weapon has a salvo listed of X shots over Y seconds, that means it will fire one shot every Y / (X-1) seconds X number of times, and then will go on its cooldown, after which it will fire another salvo. &lt;br /&gt;
&lt;br /&gt;
For example, the Light Railgun Battery Mk1 has a cooldown of 30s and does not have a salvo listed; once in range, it will fire one shot every 30 seconds. The Light Coilgun Battery Mk1 has a salvo of 3 shots over 20 seconds and a cooldown of 40 seconds; once in range, it will fire one shot, wait 10 seconds, fire a second shot, wait 10 seconds, fire a third shot, and then will go on cooldown for 40 seconds. So it effectively fires 3 times per minute.&lt;br /&gt;
&lt;br /&gt;
Weapons can be classified in certain general types:&lt;br /&gt;
* (Naval) Guns: Use magazines, high ammo capacity. Cannot bombard. Low damage. Short range. Cheap.&lt;br /&gt;
* Missiles: Use magazines, low ammo capacity. Limited bombard. High damage. Will chase the target. Very susceptible to point defense. Only available as hull weapons.&lt;br /&gt;
* Magnetic Weapons: Use magazines, high ammo capacity. High damage, moderate accuracy. Susceptible to point defense. Can bombard.&lt;br /&gt;
* Plasma Weapons: Use magazines. Cannot be targeted by point defense. Cannot bombard. Medium damage, high accuracy. Only available in large sizes.&lt;br /&gt;
* Lasers: Use energy. Limited bombard. Never miss. More effective at close range.&lt;br /&gt;
* Particle Weapons: Use energy. Cannot bombard. High damage. Never miss. Short range.&lt;br /&gt;
&lt;br /&gt;
More detailed information on damage dealt by different weapons depending on enemy armor can be found in the article [[Guide Armor|Guide Armor]].&lt;br /&gt;
&lt;br /&gt;
==== Guns ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship naval guns. For a list of all space ship naval guns in Terra Invicta, as well as their stats, see [[Naval Gun List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Guns are chemical slugthrowers with performance characteristics similar to modern naval weaponry. They are low-tech and cheap, but due to low range and low muzzle velocity will have a hard time hitting anything at range. They are quickly outclassed by magnetic weapons.&lt;br /&gt;
&lt;br /&gt;
The damage done by a naval gun projectile is simply its impact kinetic energy / 20MJ. Specifically: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notably, naval guns do not produce any waste heat. Therefore they can keep firing even when the ship no longer has any ability to handle waste heat, such as when the radiators are destroyed and the heat sinks are filled.&lt;br /&gt;
&lt;br /&gt;
Naval guns also do not consume any power. Therefore they can keep firing even when the ship no longer has any ability to generate power, such as when the power plant is destroyed and the batteries are empty.&lt;br /&gt;
&lt;br /&gt;
Naval guns cannot be used to bombard.&lt;br /&gt;
&lt;br /&gt;
Naval gun projectiles can be hit by point defenses and will be destroyed in one hit. But point defenses usually ignore autocannon bullets simply because they are so weak as to not be worth shooting at.&lt;br /&gt;
&lt;br /&gt;
==== Magnetic Weapons ====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship magnetic guns. For a list of all space ship magnetic guns in Terra Invicta, as well as their stats, see [[Magnetic Gun List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Magnetic weapons include railguns and coilguns that fire high-speed projectiles that do significant damage but can be shot down by point defense.  Due to low muzzle velocity, railguns and siege coilguns may have a difficult time hitting targets at range; non-siege coilguns have a significantly higher muzzle velocity and are more difficult to dodge.  All magnetic weapons are capable of bombardment.&lt;br /&gt;
&lt;br /&gt;
The damage done by a magnetic gun projectile is simply its impact kinetic energy / 20MJ. Specifically: &lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The power consumed per shot is calculated similarly, but uses the ammo mass instead of the warhead mass, and takes into account the weapon&#039;s Efficiency. Specifically:&lt;br /&gt;
&amp;lt;pre&amp;gt;Power Consumed (GJ) = ½ × Ammo Mass (kg) × (Muzzle Velocity (m/s))² / Efficiency / 1e9 (J/GJ)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.&lt;br /&gt;
&lt;br /&gt;
Magnetic weapon projectiles can be hit by point defenses, but may need multiple hits to be destroyed. Specifically, the point defenses must do (Warhead Mass / 10kg) damage to destroy the projectile.&lt;br /&gt;
&lt;br /&gt;
==== Missiles ====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship missiles. For a list of all space ship missiles in Terra Invicta, as well as their stats, see [[Missile List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Missile weapons (which include both missiles and torpedoes) do high damage and will chase the enemy, but are very susceptible to being shot down by point defense and are constrained by small magazines.  Missiles will fire offensively only if an enemy ship or hab module has been set as a target. &lt;br /&gt;
&lt;br /&gt;
Missiles and torpedoes can have different classes of warheads, which significantly impact their behavior:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Warhead Class !! Total Damage !! Chip % !! Can Bombard !! Is AoE !! Kinetic Damage?&amp;lt;ref&amp;gt;Adamantane Armor has 25% resistance to Kinetic Damage. Kinetic Damage can also over penetrate, meaning the damage goes out the other end of the ship before it is fully applied.&amp;lt;/ref&amp;gt; !! Other Notable Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fragmentation || rowspan=2| ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ || 50% || rowspan=3 | No || rowspan=3| No || rowspan=2| Yes || On contact, splits into 5kg warheads that independently interact with armor. (But still acts as one attack in all other aspects.)&lt;br /&gt;
|-&lt;br /&gt;
| Penetrator || 60% || None&lt;br /&gt;
|-&lt;br /&gt;
| Explosive || Payload Damage + 0.1 × ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ || 80% || rowspan=4|No || None&lt;br /&gt;
|-&lt;br /&gt;
| Nuclear || rowspan=3 | Payload Damage || 100% || rowspan=3 | Not through Atmosphere || rowspan=2| Spherical AoE || rowspan=3 | Also applies Shred Damage.&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter || 25% &lt;br /&gt;
|-&lt;br /&gt;
| Shaped Nuclear || 100% || Cone AoE &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notably, missiles do not produce any waste heat. Therefore they can keep firing even when the ship no longer has any ability to handle waste heat, such as when the radiators are destroyed and the heat sinks are filled.&lt;br /&gt;
&lt;br /&gt;
Missiles also do not consume any power. Therefore they can keep firing even when the ship no longer has any ability to generate power, such as when the power plant is destroyed and the batteries are empty.&lt;br /&gt;
&lt;br /&gt;
Missile projectiles can be hit by point defenses and will be destroyed in one hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lasers ====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship laser weapons. For a list of all laser weapons in Terra Invicta, as well as their stats, see [[Laser Weapon List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Laser weapons do not miss and are excellent at targeting enemy projectiles.  However, laser weapons have difficulty penetrating armor unless they are at close range.  Laser weapons for non-alien ships come in three different wavelengths: Infrared, Visible (Green), and Ultraviolet, from least powerful to most powerful.  Additionally, laser weapons use one of three different beam types: Standard, Arc, and Phaser, from least powerful to most powerful.  Each laser battery and cannon size comes in nine different configurations, corresponding to all the possible combinations of wavelength and beam type.  The more powerful the wavelength and beam type, the better the laser is at penetrating armor.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = Shot Power (MJ) / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Power Consumed (GJ) = Shot Power (MJ) / Efficiency / 1000 (MJ/GJ)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Laser Engine [[Spaceships#Utility_Modules|Utility Modules]] increase the shot power of lasers, increasing both damage and power consumption.&lt;br /&gt;
* Power Consumption is divided by 20 when targeting [[Spaceships#Missiles|Missile]] or [[Spaceships#Guns|Naval Gun]] Projectiles.&lt;br /&gt;
* The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.&lt;br /&gt;
&lt;br /&gt;
Notably, laser weapons do not consume ammo, and so can be fired an unlimited number of times.&lt;br /&gt;
&lt;br /&gt;
All ship lasers can be used to bombard, but only visible light lasers (orange, green, violet) can bombard through atmosphere.&lt;br /&gt;
&lt;br /&gt;
All human ship laser weapons have 1 hp, regardless of size. All alien ship laser weapons have 2 hp, regardless of size. For comparison, most other ship weapons and modules have (3 × hard points) hp. So lasers are both literally and figuratively glass cannons. &lt;br /&gt;
&lt;br /&gt;
Except for a few particularly powerful alien lasers, all lasers can serve as point defenses that shoot down incoming enemy projectiles.&lt;br /&gt;
&lt;br /&gt;
===== Armor Penetration =====&lt;br /&gt;
&lt;br /&gt;
When a laser weapon shoots an armored target, the effective armor of the target is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Effective Armor = Base Armor ^ 1.5 × Armor Effectiveness&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Armor Effectiveness = Spot Area (m²) / 0.005 (m²)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Spot Area (m²) = 0.7853982 × (Spot Diameter (m) )²&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Spot Diameter (m) = Distance to Target (km) × Spot Diameter Precise Factor (m/km)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Spot Diameter Precise Factor (m/km) = (1000 / Mirror Diameter (m)) × ((1.22 × Wavelength (m) × Beam Quality)² + (2 * Jitter * Mirror Diameter (m) )²) ^ 0.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When combined:&lt;br /&gt;
&amp;lt;pre&amp;gt;Effective Armor = Base Armor ^ 1.5 × 0.7853982 / 0.005 (m²) × (Distance to Target (m) × ((1.22 × Wavelength (m) × Beam Quality)² + (2 * Jitter * Mirror Diameter (m) )²) ^ 0.5 / Mirror Diameter (m) )² &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since armor works by subtracting its value from incoming damage, and RNG can randomize incoming damage by up to ±20%, we can re-arrange the formula to get the amount of armor needed to fully block a laser:&lt;br /&gt;
&amp;lt;pre&amp;gt;Armor = (Laser Damage × 1.2 / (0.7853982 / 0.005 (m²) × (Distance to Target (m) × ((1.22 × Wavelength (m) × Beam Quality)² + (2 * Jitter * Mirror Diameter (m) )²) ^ 0.5 / Mirror Diameter (m) )² ) ) ^ (1/1.5)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Armor vs laser.png|frameless|alt=Math rendered in a possibly more readable style|Armor vs Laser math]]&lt;br /&gt;
&lt;br /&gt;
===== Range =====&lt;br /&gt;
&lt;br /&gt;
Notably, laser weapons actually refuse to fire at targets unless they have sufficient armor penetration and damage. So weaker lasers may have less actual range than their stated targeting range. Specifically:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Anti-Ship Effective Range (km) = Range where (Laser Damage / Armor Effectiveness &amp;gt; 1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Anti-Kinetic Effective Range (km) = Range where (Laser Damage / Armor Effectiveness &amp;gt; 0.5)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Anti-Missile Effective Range (km) = Range where (Laser Damage / Armor Effectiveness &amp;gt; 0.15)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Anti-Poorly-Armored-Ship Effective Range (km) = Range where (Laser Damage / Armor Effectiveness &amp;gt; 0.25)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Poorly-Armored ship means the targeted part of the ship either has 0 armor or has over 20% of its armor chipped.&lt;br /&gt;
&lt;br /&gt;
So a laser weapon will only fire at the target if the target is within both its Targeting Range and its Effective Range. Use the [[Spaceships#Targeting_Range_and_Defense_Range|Defense Range]] instead of Targeting Range for enemy projectiles.&lt;br /&gt;
&lt;br /&gt;
An important consequence of this is that the weaker lasers, such as Point Defense Phaser Turrets, can gain significant amounts of range from anything that buffs laser damage, such as:&lt;br /&gt;
* Laser Engines&lt;br /&gt;
* Directed Energy Officers&lt;br /&gt;
* Intelligence Officers&lt;br /&gt;
* Commanding Officers&lt;br /&gt;
* [[Precision Focusing Software]] Project&lt;br /&gt;
&lt;br /&gt;
===== Chipping =====&lt;br /&gt;
&lt;br /&gt;
Unlike other weapons, the % of a laser&#039;s damage that goes towards chipping is dynamically calculated based on its armor penetration. Specifically:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Chip % = Armor Effectiveness / 1000, capped at 0.25&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This means that the chip damage dealt by lasers is actually inversely proportional to their ability to penetrate armor, giving low tech lasers an advantage. Nevertheless, chip damage dealt by lasers is usually negligible, so this advantage is rarely worth it.&lt;br /&gt;
&lt;br /&gt;
==== Particle Weapons====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship particle weapons. For a list of all particle weapons in Terra Invicta, as well as their stats, see [[Particle Weapon List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Particle weapons do not miss and are excellent at targeting enemy projectiles. They also have unique interactions with armor that always allows some damage to penetrate into the ship internals, though the resulting damage may be extremely small and only good for temporarily disabling certain internal components. However, particle weapons do no damage at all to armor, and have low overall damage. &lt;br /&gt;
&lt;br /&gt;
Charged particle weapons can only target enemy missiles. Neutral particle weapons can target all enemy projectiles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = Shot Power (MJ) / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The damage of a particle beam can decrease with distance from the target ship. This is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Actual Damage Points = Base Damage Points × Min(1, Target Area (m²) / Beam Area (m²)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Target Area (m²) = 3.1415927 × Target Ship Length × Target Ship Width / 2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Beam Area (m²) = 3.1415927 × (Beam Radius (m) )^2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the particle beam fires neutral particles, then:&lt;br /&gt;
&amp;lt;pre&amp;gt;Beam Radius (m) = Emittance (m) × Distance to Target (m) / 1000000 / Lens Radius (cm) × 100 (cm/m)&amp;lt;/pre&amp;gt;&lt;br /&gt;
Otherwise:&lt;br /&gt;
&amp;lt;pre&amp;gt;Beam Radius (m) = Lens Radius (cm) / 100 (cm/m) × 2 ^ (Distance to Target (km) / Doubling Range (km) )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As of Version 0.4.90, apart from Electron Beam weapons, all particle beam weapons have Beam Area less than the Target Area of even a gunship, even at their maximum range. So in practice the damage of a particle beam does not actually decrease with distance from the target ship unless it is an electron beam.&lt;br /&gt;
&lt;br /&gt;
Particle weapons do no chip damage. Instead, the damage of a particle beam is split into 3 parts: Heat, X-rays, and Baryons. Heat damage behaves in the standard manner: the armor value of the target is subtracted from it, and any leftover damage is applied to the ship internals. Heat damage is also the damage that is used when calculating the effects of shooting enemy kinetic projectiles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Power Consumed (GJ) = Shot Power (MJ) / Efficiency / 1000 (MJ/GJ)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.&lt;br /&gt;
&lt;br /&gt;
Notably, particle weapons do not consume ammo, and so can be fired an unlimited number of times.&lt;br /&gt;
&lt;br /&gt;
===== Armor Interactions =====&lt;br /&gt;
&lt;br /&gt;
Heat damage has the standard armor interactions of other weapons. In contrast, X-rays and Baryons are considered radiation damage and have a completely different interaction with armor. Specifically, radiation damage is reduced by armor via &amp;quot;Half-Values&amp;quot;. one half value cuts damage in half. two half values cut damage in half twice, for 1/4.&lt;br /&gt;
&lt;br /&gt;
All ships have a baseline of 4 half-values (1/16). armor up to the point where it reaches those 4 half-values does nothing. after that it replaces the baseline half-values with its own half-values.&lt;br /&gt;
&lt;br /&gt;
The half value is measured in armor thickness. Every type of armor has one half-value thickness for x-rays and one half-value thickness for baryons. See [[Ship Armor List]] for details.&lt;br /&gt;
&lt;br /&gt;
As of Version 0.4.90, apart from Boron Carbide Armor, all armors have significantly smaller half-values for x-rays than for baryons. Baryon damage is additionally multiplied by 5. Thus in practice, most radiation damage is done via baryons instead of X-rays. Notably:&lt;br /&gt;
* (Both Human and Alien) Adamantane Armor needs about 120 points of armor to reach 4 half-values for Baryons.&lt;br /&gt;
* (Both Human and Alien) Exotic Armor needs about 18.5 points of armor to reach 4 half-values for Baryons.&lt;br /&gt;
&lt;br /&gt;
Notably, although armor can significantly reduce radiation damage, it can never reduce it all the way to zero. So there is always some leftover radiation damage that is then directly dealt to the ship internals, with the hit location being calculated in the same way as with lasers. &lt;br /&gt;
&lt;br /&gt;
Damaged ship parts and systems either stop working or work at reduced effectiveness, but can be [[Fleets#Mid-Combat_Repairs|repaired over time]]. For example, damaged weapons cannot fire until fully repaired. Lasers have especially low health, making them good targets for particle beams. Once a weapon is entirely destroyed it can only be repaired in a shipyard.&lt;br /&gt;
&lt;br /&gt;
===== Radiation effects =====&lt;br /&gt;
&lt;br /&gt;
Radiation damage is processed differently from other internal ship damage: notably, it cannot damage &amp;quot;hard&amp;quot; systems or modules. This includes ship structure, heat sinks, spikers, hydrogen tankage, magazines, cyclotrons, and other utility modules that have the &#039;RadHardened&#039; property. The heat-damage part of particle weapon effects can still damage these items, but not the x-ray or baryonic parts. (And since the Spinal Neutron Lance causes 0 heat damage, it cannot destroy a ship under any circumstances.)&lt;br /&gt;
&lt;br /&gt;
===== Critical hits =====&lt;br /&gt;
&lt;br /&gt;
On a critical hit (TAC), particle beams bypass all amor effects but are otherwise processed as usual. Baryon and x-ray components are applied as radiation damage with their usual multipliers, and the heat component is applied as standard internal damage.&lt;br /&gt;
&lt;br /&gt;
==== Plasma Weapons ====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship plasma weapons. For a list of all space ship plasma weapons in Terra Invicta, as well as their stats, see [[Plasma Weapon List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Plasma weapons fire high-speed, low mass projectiles that cannot be targeted by enemy point defense but also cannot act as point defense. While their damage is not as high as some of the larger and more advanced magnetic weapons, the high muzzle velocity of plasma weapons make them significantly more likely to hit their target.  Plasma weapons cannot bombard.&lt;br /&gt;
&lt;br /&gt;
Strangely, the damage done by a plasma weapon projectile is simply its impact kinetic energy / 20MJ, but applied as thermal damage instead of kinetic damage (so armors with special kinetic resistance do not apply that resistance to plasma). Specifically: &lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The power consumed per shot is calculated similarly, but adds charging energy, and takes into account the weapon&#039;s Efficiency. Specifically:&lt;br /&gt;
&amp;lt;pre&amp;gt;Power Consumed (GJ) = Charging Energy (GJ) / Efficiency + ½ × Warhead Mass (kg) * (Muzzle Velocity (m/s))² / Efficiency / 1e9 (J/GJ) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.&lt;br /&gt;
&lt;br /&gt;
Notably, although plasma weapons do consume ammo and have a finite magazine size, this ammo weighs nothing and costs nothing to resupply.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
Ships can be constructed at ship construction modules ([[Space Dock]], [[Shipyard]], [[Spaceworks]]). The construction time is calculated as follows:&lt;br /&gt;
* If the ship hull Construction Tier is greater than the ship construction module Tier, then: &lt;br /&gt;
&amp;lt;pre&amp;gt;Construction Time (days) = Base Construction Time (days) × 1.5 ^ Tier Gap&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If the ship hull Construction Tier is equal to the ship construction module Tier, then: &lt;br /&gt;
&amp;lt;pre&amp;gt;Construction Time (days) = Base Construction Time (days)&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If the ship hull Construction Tier is less than the ship construction module Tier, then: &lt;br /&gt;
&amp;lt;pre&amp;gt;Construction Time (days) = Base Construction Time (days) × Ship Construction Module Construction Time Modifier ^ Tier Gap&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This construction time is then divided by (100% + Ship Building Speed Bonus).&lt;br /&gt;
&lt;br /&gt;
See [[Ship Hull List]] for a list of all ship hulls and their construction times at each ship construction module.&lt;br /&gt;
&lt;br /&gt;
=== Probes ===&lt;br /&gt;
Probes can be launched from any hab construction modules. Depending on where the hab is located, this can decrease the resources needed to launch a probe, or the time it takes to reach its destination.&lt;br /&gt;
&lt;br /&gt;
== Resupply ==&lt;br /&gt;
&lt;br /&gt;
Ships can be resupplied at habs with ship construction modules ([[Space Dock]], [[Shipyard]], [[Spaceworks]]) and/or [[Supply Depot]] modules.&lt;br /&gt;
&lt;br /&gt;
The base resupply duration is 0.005 days per fuel tank + 0.025 days per 50 ammo.&lt;br /&gt;
&lt;br /&gt;
The resupply duration is divided by the sum of ship construction module tiers on the hab, with each [[Supply Depot]] module counting as an additional tier 2 [[Shipyard]]. It is also reduced by the Supply Officer if the ship has one.&lt;br /&gt;
&lt;br /&gt;
(Note: As of Version 0.4.90, there may be a bug that causes fuel tanks to take twice as long to refuel and not receive any of the resupply speed bonuses, taking 0.01 days per fuel tank.)&lt;br /&gt;
&lt;br /&gt;
=== ISRU ===&lt;br /&gt;
&lt;br /&gt;
Ships with an ISRU module&amp;lt;ref name=refuel&amp;gt;Ships cannot share a refueling module with other ships. Every ship that wants to refuel needs to have its own refueling module.&amp;lt;/ref&amp;gt; can refuel from hab sites they are landed on. These hab sites do not need to have a hab built on them. The refuel duration is calculated as follows:&lt;br /&gt;
* If the propellent type is &#039;&#039;&#039;Anything&#039;&#039;&#039;, then the Refuel Duration = Fuel needed (tons) / Hab Site Total Daily Output&amp;lt;ref name=output&amp;gt;The Daily Output of a Hab Site is its base value as seen in the prospecting tab, without any mining bonuses applied.&amp;lt;/ref&amp;gt; (units) / 10 (tons / unit) / 3.&lt;br /&gt;
* Otherwise, the refuel duration is the maximum out of:&lt;br /&gt;
** {{TV|water}} Fuel needed (tons) / Hab Site {{TV|water}} Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
** {{TV|volatiles}} Fuel needed (tons) / Hab Site {{TV|volatiles}} Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
** {{TV|metals}} Fuel needed (tons) / Hab Site {{TV|metals}} Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
** {{TV|nobles}} Fuel needed (tons) / Hab Site {{TV|nobles}} Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
** {{TV|fissiles}} Fuel needed (tons) / Hab Site {{TV|fissiles}} Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
&lt;br /&gt;
Note: The refuel duration is capped at 90 days. If it would take longer than that, then the ship is only partially refueled by as much as can be done within 90 days.&lt;br /&gt;
&lt;br /&gt;
There are two main advantages to refueling using ISRU modules:&lt;br /&gt;
* The refuel cost is free. &lt;br /&gt;
* Every ship refuels &#039;&#039;in parallel&#039;&#039;, meaning the total time needed for an entire fleet to refuel is simply the time taken by the ship that takes the longest to refuel.&lt;br /&gt;
&lt;br /&gt;
Note: The following drives come with free ISRU capabilities, and can refuel this way without needing an actual ISRU module:&lt;br /&gt;
{{#invoke:DriveLister|ListRestrictedDrives|Match,freeISRU,true}}&lt;br /&gt;
&lt;br /&gt;
=== Remass Scoop ===&lt;br /&gt;
&lt;br /&gt;
Ships with a Remass Scoop&amp;lt;ref name=refuel /&amp;gt; can refuel from the atmospheres of Gas Giant planets when the ship is in interface orbit around that planet. But only if one of the following is true:&lt;br /&gt;
* The propellent type is &#039;&#039;&#039;Anything&#039;&#039;&#039;.&lt;br /&gt;
* The propellent type is &#039;&#039;&#039;Hydrogen&#039;&#039;&#039; and only consists of {{TV|water}} and/or {{TV|volatiles}}.&lt;br /&gt;
&lt;br /&gt;
Note: {{TV|fissiles}} costs can be converted into {{TV|water}} costs for drives that use Helium-3, if the faction has an active He3 mine. This conversion effectively allows the Remass Scoop to also refuel {{TV|fissiles}} in these cases.&lt;br /&gt;
&lt;br /&gt;
The Refuel Duration (days) = Fuel needed (tons) / 1000.&lt;br /&gt;
&lt;br /&gt;
Note: The refuel duration has a minimum of 10 days. If it would be shorter than that, then it is set to 10 days.&lt;br /&gt;
&lt;br /&gt;
There are two main advantages to refueling using Remass Scoops:&lt;br /&gt;
* The refuel cost is free. &lt;br /&gt;
* Every ship refuels &#039;&#039;in parallel&#039;&#039;, meaning the total time needed for an entire fleet to refuel is simply the time taken by the ship that takes the longest to refuel.&lt;br /&gt;
&lt;br /&gt;
See [[Drive List]] for a list of drives, which also notes which drives can use remass scoops.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Repairs ==&lt;br /&gt;
&lt;br /&gt;
Ships can be repaired at habs with ship construction modules ([[Space Dock]], [[Shipyard]], [[Spaceworks]]). The Repair Cost and Duration for each Ship System, Part, or Armor Facing is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ship System, Part, or Armor Facing !! Repair Duration (days) !! Repair Cost&lt;br /&gt;
|-&lt;br /&gt;
! Nose Structure&lt;br /&gt;
| rowspan=3 | Missing Health % × Hull Construction Time / 10&lt;br /&gt;
| rowspan=3 | Missing Health % × Hull Construction Cost / 10&lt;br /&gt;
|-&lt;br /&gt;
! Central Structure&lt;br /&gt;
|-&lt;br /&gt;
! Tail Structure&lt;br /&gt;
|-&lt;br /&gt;
! Fire Control&lt;br /&gt;
| rowspan=2 | Missing Health % × Hull Construction Tier &lt;br /&gt;
| rowspan=2 | Missing Health % × Hull Construction Cost / 200&lt;br /&gt;
|- &lt;br /&gt;
! Damage Control&lt;br /&gt;
|-&lt;br /&gt;
! Life Support Main&lt;br /&gt;
| rowspan=2 | Missing Health % × Hull Construction Tier / 2&lt;br /&gt;
| rowspan=2 | Missing Health % × Hull Construction {{TV|volatiles}} Cost / 20&lt;br /&gt;
|- &lt;br /&gt;
! Life Support Backup&lt;br /&gt;
|- &lt;br /&gt;
! Power Coupling&lt;br /&gt;
| rowspan=4 | Missing Health % × Hull Construction Tier / 2&lt;br /&gt;
| rowspan=4 | {{TV|metals|0.1}}&lt;br /&gt;
|- &lt;br /&gt;
! Drive Coupling&lt;br /&gt;
|- &lt;br /&gt;
! Vector Thrusters&lt;br /&gt;
|- &lt;br /&gt;
! Sensors&lt;br /&gt;
|-&lt;br /&gt;
! System Reactor&lt;br /&gt;
| Missing Health % × 2 &lt;br /&gt;
| Missing Health % × Hypothetical cost of Power Plant if it has 100% Efficiency and only has to supply the systems and weapons.&lt;br /&gt;
|-&lt;br /&gt;
! Bridge&lt;br /&gt;
| Missing Health % × Hull Construction Tier × 2&lt;br /&gt;
| Missing Health % × Hull Construction Cost / 100&lt;br /&gt;
|- &lt;br /&gt;
! Nose Weapon&lt;br /&gt;
| rowspan=7 | Missing Health % × 2 &lt;br /&gt;
| rowspan=7 | Missing Health % × Module Cost / 4&lt;br /&gt;
|- &lt;br /&gt;
! Hull Weapon&lt;br /&gt;
|- &lt;br /&gt;
! Utility Module&lt;br /&gt;
|- &lt;br /&gt;
! Radiator&lt;br /&gt;
|- &lt;br /&gt;
! Power Plant&lt;br /&gt;
|- &lt;br /&gt;
! Drive&lt;br /&gt;
|- &lt;br /&gt;
! Battery&lt;br /&gt;
|-&lt;br /&gt;
! Nose Armor&lt;br /&gt;
| rowspan=4 | Shred %  + Chip % &lt;br /&gt;
| rowspan=4 | (Shred %  + Chip %  / 4) × Armor Cost &lt;br /&gt;
|-&lt;br /&gt;
! Left Armor&lt;br /&gt;
|-&lt;br /&gt;
! Right Armor&lt;br /&gt;
|-&lt;br /&gt;
! Tail Armor&lt;br /&gt;
|-&lt;br /&gt;
! Propellant&lt;br /&gt;
| colspan=2 | Not actually repairable, &amp;quot;destroyed&amp;quot; fuel tanks are functionally no different from empty fuel tanks and are just simply replaced in a resupply operation.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The repair duration is divided by the sum of ship construction module tiers on the hab. It is also reduced by the Engineering Officer if the ship has one.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* Side armor is split into Left and Right armor, but each has to pay repairs as if it is the whole side armor. Which means repairing side armor is effectively twice as expensive as repairing nose or tail armor.&lt;br /&gt;
* Certain utility modules may have 4 times the repair costs (so they cost as much to repair as to build).&lt;br /&gt;
&lt;br /&gt;
=== Interrupting repairs ===&lt;br /&gt;
&lt;br /&gt;
* If you are repairing a single ship and interrupt/cancel the repair before it&#039;s finished, all progress is lost.&lt;br /&gt;
* If you are repairing a fleet with several ships and interrupt it, if there has been enough progress it may complete one or more ships that can be fully repaired, and lose the remainder.&lt;br /&gt;
* If additional space docks finish building at the station while repairs are ongoing, the game does not recalculate the repair completion date. So in some cases it can be preferable to cancel an incomplete repair and restart it using new facilities.&lt;br /&gt;
&lt;br /&gt;
== Refits ==&lt;br /&gt;
&lt;br /&gt;
Factions may refit ships at ship construction modules ([[Space Dock]], [[Shipyard]], [[Spaceworks]]). Refitting is generally limited to replacing parts of a similar type. The refit rules are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Conditions !! Added Refit Duration (in % of hull construction time)&lt;br /&gt;
|-&lt;br /&gt;
| [[Ship Hull List|Ship Hull]] Type || colspan=2 | Cannot be changed.&lt;br /&gt;
|-&lt;br /&gt;
| [[Ship Armor List|Ship Armor]] || Can be changed freely. || 5% for each slot (nose, side, tail) changed.&lt;br /&gt;
|-&lt;br /&gt;
| [[Power Plant List|Power Plant]] || Only to a Power Plant of the same Type. Power Plant Types are:&lt;br /&gt;
* Fuel Cell&lt;br /&gt;
* Solid Core Fission&lt;br /&gt;
* Molten Salt Core Fission&lt;br /&gt;
* Liquid Core Fission&lt;br /&gt;
* Gas Core Fission&lt;br /&gt;
* Electrostatic Confinement Fusion&lt;br /&gt;
* Mirrored Magnetic Confinement Fusion&lt;br /&gt;
* Toroid Magnetic Confinement Fusion&lt;br /&gt;
* Hybrid Confinement Fusion&lt;br /&gt;
* Z Pinch Fusion&lt;br /&gt;
* Inertial Confinement Fusion&lt;br /&gt;
* Hybrid Confinement Fusion&lt;br /&gt;
* Antimatter Plasma Core&lt;br /&gt;
* Antimatter Beam Core&lt;br /&gt;
| 25%&lt;br /&gt;
|-&lt;br /&gt;
| [[Drive List|Drive]] || Only to a Drive of the same Classification Type, required Power Plant Type, and Propellent Type. The Classification Types are:&lt;br /&gt;
* Chemical &lt;br /&gt;
* Electrothermal &lt;br /&gt;
* Electrostatic &lt;br /&gt;
* Electromagnetic &lt;br /&gt;
* Fission_Thermal &lt;br /&gt;
* NuclearSaltWater &lt;br /&gt;
* Fission_Pulse &lt;br /&gt;
* Fusion_Thermal &lt;br /&gt;
* Antimatter &lt;br /&gt;
The Required Power Plant Types are the same as the Power Plant Types, but with the addition of &amp;quot;Any Power Plant&amp;quot;.&lt;br /&gt;
The Propellent Types are:&lt;br /&gt;
* ReactionProducts &lt;br /&gt;
* Hydrogen &lt;br /&gt;
* Anything &lt;br /&gt;
* Water &lt;br /&gt;
* NobleGases &lt;br /&gt;
* Volatiles &lt;br /&gt;
* Metals&lt;br /&gt;
| 25% (0% if only Thruster Count changed.)&lt;br /&gt;
|-&lt;br /&gt;
| [[Radiator List|Radiator]] || Can be changed freely. || 5%&lt;br /&gt;
|-&lt;br /&gt;
| [[Heat Sink List|Heat Sinks]] || Cannot reduce number, but can freely change or add more. || 5% for each Changed or Added.&lt;br /&gt;
|-&lt;br /&gt;
| [[Battery List|Batteries]] || Cannot reduce number, but can freely change or add more. || 5% for each Changed or Added.&lt;br /&gt;
|-&lt;br /&gt;
| General Utility Modules:&lt;br /&gt;
* Mobile Space Science Labs&lt;br /&gt;
* Repair Bays&lt;br /&gt;
* Marines&lt;br /&gt;
* Laser Engines&lt;br /&gt;
* Magazines&lt;br /&gt;
* Colony Kits&lt;br /&gt;
* Cyclotrons&lt;br /&gt;
| Cannot reduce number, but can freely interchange or add more. || 5% for each Changed or Added.&lt;br /&gt;
|-&lt;br /&gt;
| Unchangeable Utility Modules:&lt;br /&gt;
* ISRU&lt;br /&gt;
* Remass Scoop&lt;br /&gt;
* Component Armor&lt;br /&gt;
* Salvage Bay&lt;br /&gt;
* Armor Struts&lt;br /&gt;
* Vector Thrusters&lt;br /&gt;
* Flag Bridge&lt;br /&gt;
| Cannot reduce number or interchange. But can add any that weren&#039;t in the old design. || 5% for each Added.&lt;br /&gt;
|-&lt;br /&gt;
| Spikers:&lt;br /&gt;
* Muon&lt;br /&gt;
* Neutronium&lt;br /&gt;
* Antimatter &lt;br /&gt;
| Cannot reduce number, but can freely interchange or add one if there was none. || 5% if changed or added.&lt;br /&gt;
|-&lt;br /&gt;
| Hydrogen Storage:&lt;br /&gt;
* Liquid Hydrogen Containment&lt;br /&gt;
* Slush Hydrogen Tankage&lt;br /&gt;
* Hydron Trap&lt;br /&gt;
| Cannot reduce number, but can freely interchange or add one if there was none. || 5% if changed or added.&lt;br /&gt;
|-&lt;br /&gt;
| Electronic Countermeasures || Cannot reduce number, but can freely interchange or add one if there was none. || 5% if changed or added.&lt;br /&gt;
|-&lt;br /&gt;
| Targeting Computer || Cannot reduce number, but can freely interchange or add one if there was none. || 5% if changed or added.&lt;br /&gt;
|-&lt;br /&gt;
| Weapons || Cannot add or remove, but can freely move around and change as long as the Mount and Type do not change. Weapon Mounts are:&lt;br /&gt;
* 1-Hull&lt;br /&gt;
* 2-Hull&lt;br /&gt;
* 4-Hull&lt;br /&gt;
* 1-Nose&lt;br /&gt;
* 2-Nose&lt;br /&gt;
* 3-Nose&lt;br /&gt;
* 4-Nose&lt;br /&gt;
Weapon Types are:&lt;br /&gt;
* [[Naval Gun List|Naval Guns]]&lt;br /&gt;
* [[Laser Weapon List|Lasers]]&lt;br /&gt;
* [[Particle Weapon List|Particle Beams]]&lt;br /&gt;
* [[Magnetic Gun List|Magnetic Guns]]&lt;br /&gt;
* [[Plasma Weapon List|Plasma]]&lt;br /&gt;
* [[Missile List|Missiles]]&lt;br /&gt;
| 5% for each changed, but moving around is free.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: If the total refit duration (in % of hull construction time) exceeds 75%, then it is just set to 75%.&lt;br /&gt;
&lt;br /&gt;
== Scuttle ==&lt;br /&gt;
&lt;br /&gt;
Since ships cost {{TV|mc}} and {{TV|money}} to upkeep, there are many situations where a ship may no longer be wanted. In these cases, these unwanted ships can be scuttled to destroy them.&lt;br /&gt;
&lt;br /&gt;
If this scuttling happens at a ship construction module ([[Space Dock]], [[Shipyard]], [[Spaceworks]]), then the faction regains 25% of the space resource costs of the ship, excluding any fuel costs. Notably, this resource cost is always calculated in terms of space resources ({{icon|water}}{{icon|volatiles}}{{icon|metals}}{{icon|nobles}}{{icon|fissiles}}{{icon|exotics}}{{icon|antimatter|bgcolor=DarkSlateGray}}), even if the ship was originally constructed using {{TV|boost}} and {{TV|money}}.&lt;br /&gt;
&lt;br /&gt;
Otherwise, the faction does not gain any resources from scuttling the ship. Instead, they may even have to pay {{TV|boost}} to evacuate the ship crew from the ship. If the ship&#039;s location is in an Earth Interface Orbit&amp;lt;ref&amp;gt;The Earth Interface Orbits are Tiangong Orbit, ISS Orbit, Low Earth Orbit 1, and Low Earth Orbit 2.&amp;lt;/ref&amp;gt;, then the cost to evacuate the ship crew is free. Otherwise, the {{TV|boost}} cost is equivalent to moving 0.1 tons of mass per ship crew from Earth to the ship&#039;s location. &lt;br /&gt;
&lt;br /&gt;
If the scuttled ship is part of a larger fleet, then the {{TV|boost}} cost will be reduced by moving crew from the ship onto other ships in the fleet. Each remaining ship in the fleet can receive up to 25% more crew than it originally has. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional information ==&lt;br /&gt;
Various &amp;quot;[[Guides]]&amp;quot; are available that detail among other things ship module performance and functions.&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198025456609</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:Armor_vs_laser.png&amp;diff=11713</id>
		<title>File:Armor vs laser.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:Armor_vs_laser.png&amp;diff=11713"/>
		<updated>2026-05-07T19:36:54Z</updated>

		<summary type="html">&lt;p&gt;76561198025456609: Math for armor to fully block a laser hit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Math for armor to fully block a laser hit&lt;/div&gt;</summary>
		<author><name>76561198025456609</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=11712</id>
		<title>Spaceships</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=11712"/>
		<updated>2026-05-07T19:35:37Z</updated>

		<summary type="html">&lt;p&gt;76561198025456609: /* Armor Penetration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ship designing.png|thumb|400px|Ship designing]]&lt;br /&gt;
All the covert machinations on Earth and industrialization efforts in space are the path for [[Factions]] to build [[Fleets]] of ships to protect and advance their interests. Once the [[Factions]] research the early-game [[Orbital Shipbuilding]] [[Technology]], and the follow-on [[Space Dock]] project for their [[Habs]], they can build interplanetary spacecraft.&lt;br /&gt;
&lt;br /&gt;
With the right modules, ships can prospect [[Celestial Bodies]], found [[Habs|habitats]], increase {{TV|space}}, and [[Fleets#Orbital_Bombardment|Bombard]] surface targets. But the primary role for most ships is combat. &lt;br /&gt;
&lt;br /&gt;
At any time, you can design ships out of the modules you&#039;ve developed. Once you have a shipyard, you can build the ships themselves out of your space resources and, if necessary, {{TV|boost}} and {{TV|money}}.&lt;br /&gt;
&lt;br /&gt;
Individual ships are constructed at [[Habs]] at a space dock, shipyard, or spaceworks module. Ships may be built out of a mix of resources mined in space and material boosted from Earth. When construction is complete, ships are deployed docked at the [[Habs|hab]] that built them.&lt;br /&gt;
&lt;br /&gt;
To save a ship design, it must have a drive, power plant, radiators, battery, armor materials (even with zero thickness), at least one propellant tank, and an assigned role. Specialty designs like colony ships must also have a utility module that allows them to perform the role&#039;s function.&lt;br /&gt;
&lt;br /&gt;
== Ship Performance ==&lt;br /&gt;
Ships have the following characteristics that need to be tracked:&lt;br /&gt;
* &#039;&#039;&#039;Construction Cost:&#039;&#039;&#039; Resources required to build the ship. {{TV|boost}} and {{TV|money}} can be substituted for any resource that is lacking. This may increase build time as materials are delivered from Earth.&lt;br /&gt;
* &#039;&#039;&#039;Construction Time:&#039;&#039;&#039; How long it will take to build the ship once all required materials are at the shipyard. Larger shipyards reduce build time.&lt;br /&gt;
* &#039;&#039;&#039;Crew:&#039;&#039;&#039; How many personnel will serve aboard the ship. Each crew needs life support and various supplies, which increases the mass of ship by 4 tons.&lt;br /&gt;
* {{icon|acceleration}}&#039;&#039;&#039;Cruise Acceleration:&#039;&#039;&#039; The acceleration used in the strategy layer, including for intercepting fleets on transfer trajectories. Higher cruise accelerations allow ships to take more direct trajectories to their destinations and be less affected by gravity wells. &lt;br /&gt;
** Ships with less than ~2 mg cruise acceleration will be forced to take particularly slow spiralling trajectories out of Earth&#039;s gravity well.&lt;br /&gt;
** Humans are limited to a max of 2.0 g at the start. This cap can be raised to 3.0 g with projects.&lt;br /&gt;
* {{icon|dv|bgcolor=DarkSlateGray}}&#039;&#039;&#039;Cruise Delta-V&#039;&#039;&#039; The most important number for determining where the ship can go and how fast it can get there. More propellant increases ∆V. More mass on the ship decreases it. (Note that propellant has mass, so there are rapidly diminishing returns to just adding more prop. This is known as the tyranny of the rocket equation.)&lt;br /&gt;
** Ships with ~4 kps ∆V can intercept and return to a friendly station in similar close orbits around the same planet (but note that the ISS and Tiangong orbits are considerably more difficult to reach than most, because of the plane change required).&lt;br /&gt;
** Ships need ~8 kps ∆V to efficiently reach the Moon from a low Earth orbit. &lt;br /&gt;
** Ships need ~30 kps ∆V to be able to reliably perform interplanetary transfers in the inner Solar System.&lt;br /&gt;
** Ships with more than 60 kps will be able to perform more extreme transfers such as direct transits from Mercury to Saturn.&lt;br /&gt;
* &#039;&#039;&#039;Combat Acceleration:&#039;&#039;&#039; The acceleration used on the tactical combat screen, and for lifting off the surface of planetary bodies. Most drives are capable of at least some amount of higher acceleration for short periods, typically for combat situations, calculated as &amp;lt;code&amp;gt;cruise_accel * combat_thrust_multiplier&amp;lt;/code&amp;gt;. &lt;br /&gt;
** In Realistic combat (the Cinematic Combat Movement option is turned off), this extra thrust is recognized to be inefficient and requires the ship to spend more propellant (by a formula too complicated to usefully summarize). &lt;br /&gt;
** Fission pulse drives, such as the Orion, are exempted from this penalty, even on Realistic.&lt;br /&gt;
** Humans are limited to a max of 3.0 g at the start. This cap can be raised to 5.0 g with projects.&lt;br /&gt;
* &#039;&#039;&#039;Heat Sink Capacity:&#039;&#039;&#039; Heat sinks serve as a temporary substitute for a ship&#039;s heat management while its vulnerable radiators are retracted in combat. Higher values allow the ship to fight longer without extending its radiators.&lt;br /&gt;
* &#039;&#039;&#039;Battery Capacity:&#039;&#039;&#039; The ship&#039;s batteries store power from its power plant for use by most weapon systems when the power plant is unavailable. More advanced batteries are able to recharge during combat. (Since v1.0, every ship gets power capacity sufficient for most purposes installed by default, so additional batteries are typically unnecessary.)&lt;br /&gt;
* {{icon|combat value|bgcolor=DarkSlateGray}}&#039;&#039;&#039;Space Combat Value:&#039;&#039;&#039; Every ship has a Space Combat Value calculated from its weapons, drives, available ∆V, and other factors. This value mostly only represents how the non-player factions evaluate the ship, but does also eventually become relevant for the victory condition of several factions.&lt;br /&gt;
* &#039;&#039;&#039;Support:&#039;&#039;&#039; The {{TV|mc}} and {{TV|money}} upkeep of supporting the ship. If support costs go unpaid the ship will be more vulnerable to other faction&#039;s attempts to seize the ship and rebellion and malfunction events may occur.&lt;br /&gt;
* &#039;&#039;&#039;Turn Rate:&#039;&#039;&#039; How quickly the ship can rotate in combat. This value is dependent on the length and mass of the ship; shorter and lighter ships will generally turn faster.&lt;br /&gt;
* &#039;&#039;&#039;Wet Mass:&#039;&#039;&#039; Wet Mass is the total mass of the ship when fully loaded with propellant. Mass influences the ship&#039;s maneuverability. Higher mass decreases acceleration, Delta-V, and turn rate. Hovering over it shows a breakdown with the origin of all Wet Mass. (&#039;&#039;&#039;Dry mass&#039;&#039;&#039; is the ship&#039;s mass with empty prop tanks.)&lt;br /&gt;
&lt;br /&gt;
== Hull ==&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship hulls. For a more detailled list of all space ship hulls in Terra Invicta, as well as their stats, see [[Ship Hull List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Designing a ship begins with selecting a ship hull. The type of hull determines the following key properties of the ship:&lt;br /&gt;
* The number of [[File:Select Nose Hard Point.png|25px]] nose hard points.&lt;br /&gt;
* The number of [[File:Select Hull Hard Point.png|25px]] hull hard points.&lt;br /&gt;
* The number of [[File:Select Utility.png|25px]] utility hard points.&lt;br /&gt;
* The length of the ship.&lt;br /&gt;
* The width of the ship.&lt;br /&gt;
* The structural integrity of the ship.&lt;br /&gt;
* The base construction time for the ship.&lt;br /&gt;
* The construction tier of the ship.&lt;br /&gt;
* The maximum number of officers on the ship.&lt;br /&gt;
* The {{TV|mc}} and {{TV|money}} upkeep of the ship.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Certain officer types can bypass the officer limit.&lt;br /&gt;
* Shipbuilding times are calculated without any shipbuilding speed bonuses or shipbuilding [[Game_Options#Customize_Campaign|game customizations]].&lt;br /&gt;
* Rough Armor Cost Multipliers are not quite accurate because Armor costs per point actually increase with each additional point of side armor. See [[Spaceships#Armor]] for details.&lt;br /&gt;
&lt;br /&gt;
{{#invoke:ShipHullLister|ListSpecific|detailed=false|alien=false}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;While most of the above properties are self-explanatory, the length, width, construction tier, and structural integrity of the ship also have significant impacts on the following game mechanics. See [[Ship Hull List]] for more details.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Role ==&lt;br /&gt;
Each ship has a role, which informs the game on whether the ship is a combatant or noncombatant, what range it should engage in during combat and how much propellant will it want. The role affects the autodesigner behavior and where the ship is placed in a combat formation.&lt;br /&gt;
* Ships with Long strategic range will emphasize propellant for interplanetary operations&lt;br /&gt;
* Ships with Short strategic range will limit propellant mass in favor of maneuverability&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
! Role !! Strategic Range !! Preferred Combat Engagement Range !! Other&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Troop Carrier&#039;&#039;&#039; || Long || Noncombatant || Must carry a Marine module&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Explorer&#039;&#039;&#039; || Long || Noncombatant || Must carry a prospector module&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Inner System Colony Ship&#039;&#039;&#039; || Long || Noncombatant || Must carry a hab kit module&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Outer System Colony Ship&#039;&#039;&#039; || Long || Noncombatant || Must carry a nuclear-powered hab kit module&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Transport&#039;&#039;&#039; || Long || Noncombatant ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Penetrator&#039;&#039;&#039; || Long || Short ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Protector&#039;&#039;&#039; || Long || Short || Will emphasize point defense&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Interdictor&#039;&#039;&#039; || Long || Medium ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Intruder&#039;&#039;&#039; || Long || Long ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bomber&#039;&#039;&#039; || Long || Long || Will emphasize bombardment-capable weapons&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strike&#039;&#039;&#039; || Medium || Short ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Space Superiority&#039;&#039;&#039; || Medium || Medium&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Standoff&#039;&#039;&#039; || Medium || Long ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Interceptor&#039;&#039;&#039; || Short || Short ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Patrol&#039;&#039;&#039; || Short || Medium ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defender&#039;&#039;&#039; || Short || Long ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Officer ==&lt;br /&gt;
&lt;br /&gt;
Completing specific actions with a ship can cause Ship Officers to spawn or promote:&lt;br /&gt;
&lt;br /&gt;
{{#invoke:OfficerLister|ListOfficers}}&lt;br /&gt;
&lt;br /&gt;
All Officer spawn and promotion chances are multiplied by (1 + Project Bonuses) × (1 + First Officer Bonus).&lt;br /&gt;
&lt;br /&gt;
The Project Bonuses are:&lt;br /&gt;
* +0.5 for [[Space Force Basic Training]].&lt;br /&gt;
* +1 for [[Space Navy Academies]].&lt;br /&gt;
* +1 for [[Fleet Officer Schoolhouses]].&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* A tunable drive is a drive with a combat thrust multiplier greater than 1.&lt;br /&gt;
* Every ship hull has a maximum number of officers it can have. Some officers bypass this limit.&lt;br /&gt;
&lt;br /&gt;
== Ship Systems ==&lt;br /&gt;
&lt;br /&gt;
In Terra Invicta, every space ship consists of the following ship systems:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Ship System !! rowspan=2 | Health !! rowspan=2 | Function !! colspan=4 | Hit Weight Within:&lt;br /&gt;
|-&lt;br /&gt;
! Nose !! Left/Right !! Tail !! Core&lt;br /&gt;
|-&lt;br /&gt;
! Nose Structure&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Survival&amp;lt;ref name=survival&amp;gt;If the Nose Structure, Central Structure, and Tail Structure are all destroyed, then the ship immediately explodes.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Central Structure&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Survival&amp;lt;ref name=survival&amp;gt;If the Nose Structure, Central Structure, and Tail Structure are all destroyed, then the ship immediately explodes.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Tail Structure&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Survival&amp;lt;ref name=survival&amp;gt;If the Nose Structure, Central Structure, and Tail Structure are all destroyed, then the ship immediately explodes.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Bridge&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Allows Setting Waypoints&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Fire Control&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Allows Weapons to Fire • Health % Divides Weapon Cooldowns • Targeting Bonus reduced by Missing Health %&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Systems Reactor&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Auxiliary Power Charge Rate&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Power Coupling&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Total Power Charge Rate&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Drive Coupling&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Drive Thrust&lt;br /&gt;
| 0&lt;br /&gt;
| 0.5&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Vector Thrusters&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Angular Acceleration&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Life Support Main&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Nothing (in Combat)&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Life Support Backup&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Nothing (in Combat)&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Damage Control&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Mid-Combat Repair Speed&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Propellant&lt;br /&gt;
| Fuel (tons) / 100&lt;br /&gt;
| Is the Fuel&lt;br /&gt;
| 0&lt;br /&gt;
| Fuel Tanks / 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Sensors&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Targeting Bonus reduced by Missing Health %&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Nose Weapons&lt;br /&gt;
| Chosen Nose Weapons&#039; Health&lt;br /&gt;
| Chosen Nose Weapons&#039; Functions&lt;br /&gt;
| Non-Empty Nose Slots&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Hull Weapons&lt;br /&gt;
| Chosen Hull Weapons&#039; Health&lt;br /&gt;
| Chosen Hull Weapons&#039; Functions&lt;br /&gt;
| 0&lt;br /&gt;
| Non-Empty Hull Slots&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Utility Modules&lt;br /&gt;
| Chosen Utility Modules&#039; Health&lt;br /&gt;
| Chosen Utility Modules&#039; Functions&lt;br /&gt;
| 0&lt;br /&gt;
| Non-Empty Non-Invulnerable Utility Slots&amp;lt;ref name=Invulnerable&amp;gt; As of Version 0.4.90, there are two invulnerable utility modules: Component Armor and Vector Thrusters.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| Non-Empty Non-Invulnerable Utility Slots&amp;lt;ref name=Invulnerable&amp;gt; As of Version 0.4.90, there are two invulnerable utility modules: Component Armor and Vector Thrusters.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
! Radiators&lt;br /&gt;
| 3&lt;br /&gt;
| Allows Heat Vent • Health % Multiplies Heat Loss Rate for Heat Sinks&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Power Plant&lt;br /&gt;
| 3&lt;br /&gt;
| Allows Rotating and Rolling • Allows Setting Waypoints • Health % Multiplies Drive Thrust • Health % Multiplies Angular Acceleration • Health % Multiplies Max Power Plant Output for Battery Recharge Rate&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Drive&lt;br /&gt;
| 3 × Thrusters&lt;br /&gt;
| Health % Multiplies Drive Thrust&lt;br /&gt;
| 0&lt;br /&gt;
| Thrusters&lt;br /&gt;
| Thrusters&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Battery&lt;br /&gt;
| Chosen Battery&#039;s Health&lt;br /&gt;
| Health % Multiplies Energy Capacity&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Damage and Hit Weights ===&lt;br /&gt;
&lt;br /&gt;
The internal volume of a ship is divided into 5 areas: Nose, Left, Right, Tail, Core. Whenever damage is applied to one of these areas, the damage is applied to a randomly picked ship system. The chance that a ship system gets picked is equal to (its Hit Weight / Total Hit Weight) for that area of the ship.&lt;br /&gt;
&lt;br /&gt;
When an attack gets through armor (see [[#Armor]] below), an internal system is picked at random from the struck Area and damage is applied to it. If the system is destroyed before it absorbs all the inflicted damage, then another system is picked and damage is applied to it. Most damage types are subject to &#039;&#039;&#039;overpenetration&#039;&#039;&#039;, in which case only a random number of systems (usually between 3 and 7) can be picked (on a random &amp;quot;straight&amp;quot; path through the ship), before any remaining excess damage flies off into space.&lt;br /&gt;
&lt;br /&gt;
For instance, if the ship is hit in the nose starts by damaging a random system in the Nose area, selected by hit weight. Then if damage remains to be distributed, it might stay in the Nose, or move on to one of the Core, Left, or Right areas; the chance to stay in the current area is based on the weapon&#039;s armor chip fraction. (Higher chip percentage == more likely to hit more targets in the same area.) After the area is picked, a random system is selected and damage is applied. If more damage remains, it again might stay in the current area, or might move on to a system in the next area. If any damage is left unapplied when it leaves the Tail, it passes out of the ship, chipping the Tail armor on its way out.&lt;br /&gt;
&lt;br /&gt;
This damage diffusion matters. A weapon with low diffusion (low chip%), such as lasers, almost always moves on from a ship area as soon as possible, damaging only a single system in the area before moving on. Weapons with high diffusion such as kinetics and missiles can stick around in a ship area and damage a random number of systems before moving on, and so are less likely to waste any of their damage potential.&lt;br /&gt;
&lt;br /&gt;
The exceptions (&#039;&#039;not&#039;&#039; subject to overpenetration) are anything that does explosive damage, nuclear damage, or shred damage. Which includes all explosive, nuclear, shaped nuclear, and antimatter [[#Missiles|missiles]]. These will continue destroying ship systems until their damage potential is exhausted.&lt;br /&gt;
&lt;br /&gt;
In most cases damage is applied in sequence to systems and is not divided or shared. One exception is sensors, which receive slight damage from most hits.&lt;br /&gt;
&lt;br /&gt;
== Ship Components ==&lt;br /&gt;
Note: Every component comes with additional crews, but the mass and resource cost from crews is not shown in the tables below.&lt;br /&gt;
&lt;br /&gt;
=== Drive ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship drives. For a list of all space ship drives in Terra Invicta, as well as their stats, see [[Drive List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Drives expel propellant from the tail of the ship to make the ship go places. Drives come in a variety of forms, but are rated by two common values: thrust and exhaust velocity. High-thrust drives can achieve higher velocities more quickly, and high-exhaust velocity drives use less propellant to do so. Together these values determine the power required by the ship&#039;s power plant. Adding 100-ton propellant tanks to the ship increases the ship&#039;s Delta-V, or how much it can change its speed.&lt;br /&gt;
&lt;br /&gt;
Delta-V is the main factor that determines interplanetary travel times. Thrust determines combat capabilities of the ship, however having too little thrust can starve your ability to spend all the dv ship has, and therefore slow down its transits.&lt;br /&gt;
&lt;br /&gt;
Note: Many drives require a certain class of power plant to function, and in some cases, a lower-tech power plant of the correct class may not be able to produce enough power to support an advanced drive.&lt;br /&gt;
&lt;br /&gt;
[[File:cruise_thrust_chart@2.6x.png|550px|Cruise trust and ejection velocity for each drive of the game]][[File:combat_thrust_chart@2.6x.png|550px|Combat trust and ejection velocity for each drive of the game]]&lt;br /&gt;
&lt;br /&gt;
==== Propellant ====&lt;br /&gt;
Each ship must have one or more 100-ton propellant tanks. The number of propellant tanks determines the ship&#039;s Delta-V value. There is no hard limit to the number that can be placed on a ship. However, each tank of propellant adds mass to the ship, which reduces its acceleration and gives exponentially diminishing returns for delta-V. The resources used to make propellant is determined by the drive.&lt;br /&gt;
&lt;br /&gt;
If the drive uses He3 fuel and the faction has an active [[Helium-3 Mine]], then all {{icon|fissile}} costs for propellent are replaced by an equivalent amount of {{icon|water}}.&lt;br /&gt;
&lt;br /&gt;
=== Power Plant ===&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship power plants. For a list of all space ship power plants in Terra Invicta, as well as their stats, see [[Power Plant List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A ship&#039;s power plant provides energy to both the ship&#039;s drive and other ship systems. The mass of the power plant scales with the greater of the power requirement of the drive or the ship&#039;s systems. The power plant also produces waste heat that must be stored in heat sinks or expelled by radiators.&lt;br /&gt;
&lt;br /&gt;
Note: Many drives require a certain class of power plant to function, and in some cases, a lower-tech power plant of the correct class may not be able to produce enough power to support an advanced drive.&lt;br /&gt;
&lt;br /&gt;
=== Radiator ===&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship radiators. For a list of all space ship radiators in Terra Invicta, as well as their stats, see [[Radiator List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When extended or extending, the ship&#039;s radiators vent the heat generated by various ship systems and modules.&lt;br /&gt;
&lt;br /&gt;
However, non-retracted radiators are highly vulnerable in combat. When a ship takes hit while the radiator is not retracted, the radiator has a chance to get hit directly and destroyed, regardless of the ship&#039;s armor configuration. In fact, the damage taken by the radiator can even bleed through to damage the ship&#039;s internals (but this bleed through is capped at the radiator&#039;s health of just 3). &lt;br /&gt;
&lt;br /&gt;
Radiators can be retracted if the ship has heat sinks in one or more utility slots. But radiators will automatically begin extending when the heat sinks are filled up. See [[Fleets#Power_and_Heat]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Battery ===&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship batteries. For a list of all space ship batteries in Terra Invicta, as well as their stats, see [[Battery List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every ship has a built-in power storage, so a ship battery is not necessary, but does provide additional power storage. See [[Fleets#Power_and_Heat]] for details. Better batteries may have a larger capacity or a faster recharge rate.&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship armors. For a list of all space ship armors in Terra Invicta, as well as their stats, see [[Ship Armor List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Damage that is applied to a spaceship can be divided into three categories:&lt;br /&gt;
* Direct Damage focuses on damaging the ship&#039;s internal components.&lt;br /&gt;
* Chip Damage focuses on damaging the armor volume.&lt;br /&gt;
* Shred Damage focuses on damaging the armor value.&lt;br /&gt;
&lt;br /&gt;
Most attacks apply their damage as a mix of direct and chip damage, with two notable exceptions:&lt;br /&gt;
* [[Spaceships#Particle_Weapons|Particle beams]] only apply direct damage. &lt;br /&gt;
* Nuclear [[Spaceships#Missiles|missiles]] also apply shred damage.&lt;br /&gt;
&lt;br /&gt;
When the ship armor is fully intact on the facing that receives the incoming attack:&lt;br /&gt;
* Direct damage is reduced by the armor value: 1 point of damage (20MJ of energy) is blocked by 1 point of armor. Any remaining direct damage is then applied to the ship&#039;s internal components.&lt;br /&gt;
** Direct damage from [[Spaceships#Particle_Weapons|Particle beams]] and [[Spaceships#Lasers|Laser weapons]] have different interactions with armor value that are discussed in their own sections.&lt;br /&gt;
* Chip damage reduces the armor volume: 1 point of damage removes 1m³ of armor.&lt;br /&gt;
* Shred damage reduces the armor value: 1 point of damage removes 1 point of armor.&lt;br /&gt;
&lt;br /&gt;
Damaged armor does not function as well:&lt;br /&gt;
* Armor points removed by shred damage will no longer block any direct damage.&lt;br /&gt;
* Armor volume removed by chip damage gives incoming attacks a chance for a through-armor-critical, which causes the incoming attack to behave as if the ship has no armor at all. The chance for a through-armor-critical is simply the volume of armor removed divided by the total volume of armor that the facing originally had.&lt;br /&gt;
&lt;br /&gt;
When the ship has no armor at all on the facing that receives the incoming attack:&lt;br /&gt;
* All Chip and Shred damage is added to the Direct damage and is applied directly to the ship&#039;s internal components.&lt;br /&gt;
&lt;br /&gt;
Armor is typically the heaviest (and most expensive) part of a ship. High tech armors are usually much more effective at blocking direct damage, leading to significantly lower mass (and cost) per point of armor. Note that a point of lateral armor is much more massive than nose and tail armor, because it has a greater surface area to cover. The exact ratio depends on the hull used, but side armor will typically be 10-35x heavier per point than nose/tail armor. As of 0.4.90, the armor formulas are as follows:&lt;br /&gt;
* Armor Plate Thickness (m) = 20 (MJ) / Armor Heat of Vaporization (MJ / kg) / Armor Density (kg / m³) / 0.005 (m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
* Nose Armor Thickness (m) = Plate Thickness (m) × Points of Nose Armor&lt;br /&gt;
* Tail Armor Thickness (m) = Plate Thickness (m) × Points of Tail Armor&lt;br /&gt;
* Side Armor Thickness (m) = Plate Thickness (m) × Points of Side Armor&lt;br /&gt;
* Nose Armor Volume (m³) = Nose Armor Thickness (m) × 3.1415927 × (Hull Width (m) / 2 + Side Armor Thickness (m)) ^ 2&lt;br /&gt;
* Tail Armor Volume (m³) = Tail Armor Thickness (m) × 3.1415927 × (Hull Width (m) / 2 + Side Armor Thickness (m)) ^ 2&lt;br /&gt;
* Side Armor Volume (m³) = 3.1415927 × Hull Length (m) × ((Hull Width (m) / 2 + Side Armor Thickness (m)) ^ 2 - (Hull Width (m) / 2) ^ 2)&lt;br /&gt;
&lt;br /&gt;
These volumes are then multiplied by the following [[Game_Options#Customize_Campaign|game customization]] ship scaling modifiers:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Armor Volume Multipliers&lt;br /&gt;
|-&lt;br /&gt;
! !! Cinematic !! Realistic&lt;br /&gt;
|-&lt;br /&gt;
| Nose/Tail || 1 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Side || 0.75 || 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Armor Mass (kg) of each facing is then simply the Armor Volume (m³) of the facing multiplied by Armor Density (kg / m³).&lt;br /&gt;
&lt;br /&gt;
More detailed information on armor and damage calculation can be found in the article [[Guide Armor|Guide Armor]].&lt;br /&gt;
&lt;br /&gt;
==== Raw Code ====&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox|Code}}&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
		// Token: 0x06004573 RID: 17779 RVA: 0x001C28BC File Offset: 0x001C0ABC&lt;br /&gt;
		public float AbsorbAndApplyArmorDamage(TIShipWeaponTemplate attackingWeapon, ArmorFacing facing, float range_km, float damageAmount, float chippingAmount, DamageType damageType, float angle, TIFactionState attackingFaction, out float internalDamageAssessedHere, out float appliedRadiationDamage, int shreddingAmount = 0)&lt;br /&gt;
		{&lt;br /&gt;
			ModuleDataEntry partToDamage = this.GetPartToDamage(ShipSystem.Radiators, false);&lt;br /&gt;
			internalDamageAssessedHere = 0f;&lt;br /&gt;
			appliedRadiationDamage = 0f;&lt;br /&gt;
			TISpaceFleetState fleet = this.fleet;&lt;br /&gt;
			bool flag = fleet != null &amp;amp;&amp;amp; fleet.bombarding;&lt;br /&gt;
			if ((this.radiatorsExtended || this.radiatorsExtending || this.radiatorsRetracting) &amp;amp;&amp;amp; (!flag || !this.canEverRetractRadiators) &amp;amp;&amp;amp; !this.PartDestroyed(partToDamage) &amp;amp;&amp;amp; attackingWeapon != null &amp;amp;&amp;amp; UnityEngine.Random.value * 100f &amp;lt; (float)this.template.radiatorTemplate.vulnerability * ((this.radiatorsExtending || this.radiatorsRetracting) ? 0.5f : 1f))&lt;br /&gt;
			{&lt;br /&gt;
				float num = damageAmount + chippingAmount;&lt;br /&gt;
				if ((attackingWeapon == null || attackingWeapon.isParticleWeapon) &amp;amp;&amp;amp; ((attackingWeapon != null) ? attackingWeapon.ref_particleWeapon : null) != null)&lt;br /&gt;
				{&lt;br /&gt;
					num *= attackingWeapon.ref_particleWeapon.heatFraction;&lt;br /&gt;
					damageAmount -= num;&lt;br /&gt;
				}&lt;br /&gt;
				else&lt;br /&gt;
				{&lt;br /&gt;
					damageAmount = num * attackingWeapon.chipping(range_km);&lt;br /&gt;
				}&lt;br /&gt;
				float num2;&lt;br /&gt;
				this.ApplyDamageToPart(partToDamage, damageAmount, out num2);&lt;br /&gt;
				internalDamageAssessedHere += num2;&lt;br /&gt;
				this.spaceCombatValueDataDirty = true;&lt;br /&gt;
				if (shreddingAmount == 0 &amp;amp;&amp;amp; !attackingWeapon.isParticleWeapon &amp;amp;&amp;amp; (facing == ArmorFacing.Nose || facing == ArmorFacing.Tail || UnityEngine.Random.value &amp;lt; 0.25f))&lt;br /&gt;
				{&lt;br /&gt;
					return num2;&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			if (facing == ArmorFacing.Tail &amp;amp;&amp;amp; 180f - Mathf.Abs(angle) &amp;lt; 5f &amp;amp;&amp;amp; UnityEngine.Random.value &amp;lt; 0.25f)&lt;br /&gt;
			{&lt;br /&gt;
				float num3;&lt;br /&gt;
				this.ApplyDamageToPart(this.GetPartToDamage(ShipSystem.Drive, false), damageAmount, out num3);&lt;br /&gt;
				internalDamageAssessedHere += num3;&lt;br /&gt;
			}&lt;br /&gt;
			if (shreddingAmount &amp;gt; 0)&lt;br /&gt;
			{&lt;br /&gt;
				float num4;&lt;br /&gt;
				this.ApplyDamageToSystem(ShipSystem.Sensors, 0.5f, out num4);&lt;br /&gt;
				internalDamageAssessedHere += num4;&lt;br /&gt;
			}&lt;br /&gt;
			else if (attackingWeapon != null &amp;amp;&amp;amp; attackingWeapon.isBeamWeapon &amp;amp;&amp;amp; UnityEngine.Random.value &amp;lt; this.GetSystemFunction(ShipSystem.Sensors) * 0.1f)&lt;br /&gt;
			{&lt;br /&gt;
				float num5;&lt;br /&gt;
				this.ApplyDamageToSystem(ShipSystem.Sensors, UnityEngine.Random.value * 0.1f, out num5);&lt;br /&gt;
				internalDamageAssessedHere += num5;&lt;br /&gt;
			}&lt;br /&gt;
			else if (UnityEngine.Random.value &amp;lt; this.GetSystemFunction(ShipSystem.Sensors) * 0.01f)&lt;br /&gt;
			{&lt;br /&gt;
				float num6;&lt;br /&gt;
				this.ApplyDamageToSystem(ShipSystem.Sensors, UnityEngine.Random.value * 0.1f, out num6);&lt;br /&gt;
				internalDamageAssessedHere += num6;&lt;br /&gt;
			}&lt;br /&gt;
			TIShipArmorTemplate armorTemplate = TISpaceShipState.ArmorData.GetArmorTemplate(this, facing);&lt;br /&gt;
			int num7 = 0;&lt;br /&gt;
			int num8 = 1;&lt;br /&gt;
			bool flag2 = attackingWeapon != null &amp;amp;&amp;amp; attackingWeapon.isMissileWeapon &amp;amp;&amp;amp; attackingWeapon.ref_missileWeapon.warheadClass == WarheadClass.Fragmentation;&lt;br /&gt;
			if (flag2)&lt;br /&gt;
			{&lt;br /&gt;
				num8 = Mathf.RoundToInt(attackingWeapon.ref_missileWeapon.warheadMass_kg / 5f);&lt;br /&gt;
			}&lt;br /&gt;
			bool flag3 = false;&lt;br /&gt;
			float num9 = (float)num8;&lt;br /&gt;
			float num10 = 0f;&lt;br /&gt;
			for (int i = 0; i &amp;lt; num8; i++)&lt;br /&gt;
			{&lt;br /&gt;
				if (UnityEngine.Random.value &amp;lt; this.armor[facing].chippedPct)&lt;br /&gt;
				{&lt;br /&gt;
					num7++;&lt;br /&gt;
					flag3 = true;&lt;br /&gt;
					if (num8 == 1)&lt;br /&gt;
					{&lt;br /&gt;
						damageAmount += chippingAmount;&lt;br /&gt;
					}&lt;br /&gt;
					else&lt;br /&gt;
					{&lt;br /&gt;
						num10 += chippingAmount / (float)num8;&lt;br /&gt;
					}&lt;br /&gt;
					num9 -= 1f;&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			chippingAmount *= num9 / (float)num8;&lt;br /&gt;
			if (chippingAmount &amp;gt; 0f)&lt;br /&gt;
			{&lt;br /&gt;
				float armorFacingVolume_m = TISpaceShipState.ArmorData.GetArmorFacingVolume_m3(this, facing);&lt;br /&gt;
				if (armorFacingVolume_m &amp;gt; 0f &amp;amp;&amp;amp; this.armor[facing].chippedPct &amp;lt; 1f &amp;amp;&amp;amp; this.armor[facing].armorValue &amp;gt; 0)&lt;br /&gt;
				{&lt;br /&gt;
					chippingAmount *= armorTemplate.GetSpecialtyModifiers(ArmorSpecialty.ChippingResistance);&lt;br /&gt;
					float chip = chippingAmount / armorFacingVolume_m;&lt;br /&gt;
					chippingAmount = this.armor[facing].ChipArmor(chip);&lt;br /&gt;
					if (this.armor[facing].chippedPct &amp;gt;= 1f)&lt;br /&gt;
					{&lt;br /&gt;
						flag3 = true;&lt;br /&gt;
						num7 = (flag2 ? num8 : 1);&lt;br /&gt;
					}&lt;br /&gt;
				}&lt;br /&gt;
				else&lt;br /&gt;
				{&lt;br /&gt;
					damageAmount += chippingAmount;&lt;br /&gt;
					chippingAmount = 0f;&lt;br /&gt;
					flag3 = true;&lt;br /&gt;
					num7 = (flag2 ? num8 : 1);&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			float num11 = 0f;&lt;br /&gt;
			if (shreddingAmount &amp;gt; 0)&lt;br /&gt;
			{&lt;br /&gt;
				this.spaceCombatValueDataDirty = true;&lt;br /&gt;
				damageAmount = (float)this.armor[facing].ShredArmor(shreddingAmount);&lt;br /&gt;
				if (this.armor[facing].armorValue &amp;lt;= 0)&lt;br /&gt;
				{&lt;br /&gt;
					flag3 = true;&lt;br /&gt;
					num7 = (flag2 ? num8 : 1);&lt;br /&gt;
				}&lt;br /&gt;
				else&lt;br /&gt;
				{&lt;br /&gt;
					num11 = (float)shreddingAmount * this.armor[facing].chippedPct;&lt;br /&gt;
					if (num11 &amp;gt; 0f)&lt;br /&gt;
					{&lt;br /&gt;
						flag3 = true;&lt;br /&gt;
						num7 = (flag2 ? num8 : 1);&lt;br /&gt;
					}&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			float num12 = (float)this.armor[facing].armorValue;&lt;br /&gt;
			if (attackingWeapon != null &amp;amp;&amp;amp; !flag3 &amp;amp;&amp;amp; num12 &amp;gt; 0f &amp;amp;&amp;amp; this.armor[facing].chippedPct &amp;lt; 1f)&lt;br /&gt;
			{&lt;br /&gt;
				if (!TIGlobalValuesState.Customizations.cinematicCombatRealismScale)&lt;br /&gt;
				{&lt;br /&gt;
					if (facing != ArmorFacing.Right)&lt;br /&gt;
					{&lt;br /&gt;
						if (facing == ArmorFacing.Left)&lt;br /&gt;
						{&lt;br /&gt;
							num12 /= Mathf.Cos(0.017453292f * Mathf.Abs(-90f - angle));&lt;br /&gt;
						}&lt;br /&gt;
					}&lt;br /&gt;
					else&lt;br /&gt;
					{&lt;br /&gt;
						num12 /= Mathf.Cos(0.017453292f * Mathf.Abs(90f - angle));&lt;br /&gt;
					}&lt;br /&gt;
				}&lt;br /&gt;
				if (attackingWeapon.weaponClass == WeaponClass.Laser)&lt;br /&gt;
				{&lt;br /&gt;
					num12 = attackingWeapon.ref_laserWeapon.ModifyArmorValueForLaserShot(range_km, num12);&lt;br /&gt;
					damageAmount *= armorTemplate.GetSpecialtyModifiers(ArmorSpecialty.LaserResistance);&lt;br /&gt;
				}&lt;br /&gt;
				if (damageType == DamageType.Kinetic)&lt;br /&gt;
				{&lt;br /&gt;
					damageAmount *= armorTemplate.GetSpecialtyModifiers(ArmorSpecialty.KineticsResistance);&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			damageAmount += TIEffectsState.SumEffectsModifiers(Context.DamageReductionAgainstAllShips, this.faction, damageAmount, null);&lt;br /&gt;
			if (attackingFaction != null &amp;amp;&amp;amp; attackingFaction.IsAlienFaction)&lt;br /&gt;
			{&lt;br /&gt;
				damageAmount += TIEffectsState.SumEffectsModifiers(Context.DamageReductionAgainstAlienShips, this.faction, damageAmount, null);&lt;br /&gt;
			}&lt;br /&gt;
			if (flag3)&lt;br /&gt;
			{&lt;br /&gt;
				this.spaceCombatValueDataDirty = true;&lt;br /&gt;
				if (flag2)&lt;br /&gt;
				{&lt;br /&gt;
					this.spaceCombatValueDataDirty = true;&lt;br /&gt;
					float num13 = (float)num7 / (float)num8;&lt;br /&gt;
					float num14 = num13 * damageAmount + num10;&lt;br /&gt;
					if (num9 &amp;gt; 0f)&lt;br /&gt;
					{&lt;br /&gt;
						float num15 = (1f - num13) * damageAmount / num9 - num12;&lt;br /&gt;
						if (num15 &amp;gt; 0f)&lt;br /&gt;
						{&lt;br /&gt;
							num14 += num15 * num9;&lt;br /&gt;
						}&lt;br /&gt;
					}&lt;br /&gt;
					return Mathf.Max(0f, num14);&lt;br /&gt;
				}&lt;br /&gt;
				if (num11 &amp;gt; 0f)&lt;br /&gt;
				{&lt;br /&gt;
					return num11;&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			else if (flag2)&lt;br /&gt;
			{&lt;br /&gt;
				float num16 = damageAmount / num9 - num12;&lt;br /&gt;
				damageAmount = 0f;&lt;br /&gt;
				if (num16 &amp;gt; 0f)&lt;br /&gt;
				{&lt;br /&gt;
					damageAmount += num16 * num9;&lt;br /&gt;
					this.spaceCombatValueDataDirty = true;&lt;br /&gt;
				}&lt;br /&gt;
				return damageAmount;&lt;br /&gt;
			}&lt;br /&gt;
			if (damageType == DamageType.ParticleBeam &amp;amp;&amp;amp; attackingWeapon != null)&lt;br /&gt;
			{&lt;br /&gt;
				float num17 = damageAmount * attackingWeapon.ref_particleWeapon.heatFraction;&lt;br /&gt;
				float num18 = damageAmount * attackingWeapon.ref_particleWeapon.xRayFraction;&lt;br /&gt;
				float num19 = damageAmount * attackingWeapon.ref_particleWeapon.baryonFraction;&lt;br /&gt;
				if (!flag3)&lt;br /&gt;
				{&lt;br /&gt;
					num18 = Mathf.Max(0f, num18 * Mathf.Min(0.0625f, Mathf.Pow(0.5f, armorTemplate.armor_section_thickness_m((float)this.armor[facing].armorValue) * 100f / armorTemplate.xRayHalfValue_cm)));&lt;br /&gt;
					num19 = Mathf.Max(0f, num19 * Mathf.Min(0.0625f, Mathf.Pow(0.5f, armorTemplate.armor_section_thickness_m((float)this.armor[facing].armorValue) * 100f / armorTemplate.baryonicHalfValue_cm)));&lt;br /&gt;
				}&lt;br /&gt;
				num18 += this.SumOfficerEffectsModifiers(OfficerEffectType.RadiationDamageReduction, num18);&lt;br /&gt;
				num19 += this.SumOfficerEffectsModifiers(OfficerEffectType.RadiationDamageReduction, num19);&lt;br /&gt;
				appliedRadiationDamage = this.ApplyInternalRadiationDamage(num18, num19, facing, facing, angle, Mathf.Min(1f, attackingWeapon.ref_particleWeapon.SpotSurfaceArea_m2(range_km) / this.GetCrossSectionalArea_m2(angle)));&lt;br /&gt;
				internalDamageAssessedHere += appliedRadiationDamage;&lt;br /&gt;
				damageAmount = num17;&lt;br /&gt;
			}&lt;br /&gt;
			float num20 = 0f;&lt;br /&gt;
			if (damageAmount &amp;gt; 0f)&lt;br /&gt;
			{&lt;br /&gt;
				num20 = Mathf.Max(0f, damageAmount + (flag3 ? chippingAmount : 0f) - (flag3 ? 0f : num12));&lt;br /&gt;
			}&lt;br /&gt;
			if (num20 &amp;gt; 0f || internalDamageAssessedHere &amp;gt; 0f)&lt;br /&gt;
			{&lt;br /&gt;
				this.spaceCombatValueDataDirty = true;&lt;br /&gt;
			}&lt;br /&gt;
			return num20;&lt;br /&gt;
		}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
=== Utility Modules ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section is obsolete. For a list of all utility modules in Terra Invicta, as well as their stats, see [[Utility Module List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ObsoleteBox}}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Utility Module !! Mass (tons) !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Mobile Space Science Lab || 200 || {{icon|space}}+5% Space Science Research&amp;lt;br&amp;gt;Can prospect space bodies from interface orbits&lt;br /&gt;
|-&lt;br /&gt;
| Repair Bay || 700 || Improves [[Fleets#Mid-Combat_Repairs|mid-]] and [[Fleets#Post-Combat_Repairs|post-combat repairs]].&lt;br /&gt;
|-&lt;br /&gt;
| Salvage Bay || 1000 || Collects more [[Fleets#Salvage|Salvage]] after Winning Combats.&lt;br /&gt;
|-&lt;br /&gt;
| Vector Thrusters || 20 || Significantly increases the ship&#039;s turning speed.&lt;br /&gt;
|-&lt;br /&gt;
| Flag Bridge || 90 || Reduces the fleet&#039;s {{icon|mc}}Mission Control upkeep. (Does not stack with other Flag Bridges.)&lt;br /&gt;
|-&lt;br /&gt;
| Component Armor || 500 || -25% Internal Damage during combat&lt;br /&gt;
|-&lt;br /&gt;
| Armor Strut || 500 || Increase the amount of armor each facing on ship can carry by 100%.&lt;br /&gt;
|-&lt;br /&gt;
| Marine Assault Unit || 200 || Enables the Assault Hab fleet operation {{icon|marine}}(assault value 4)&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Marine Assault Unit || 200 || Enables the Assault Hab fleet operation {{icon|marine}}(assault value 6)&lt;br /&gt;
|-&lt;br /&gt;
| Elite Marine Assault Unit || 200 || Enables the Assault Hab fleet operation {{icon|marine}}(assault value 8)&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|destroy}}Spartans || rowspan=3 | 200 || rowspan=3 | Enables the Assault Hab fleet operation {{icon|marine}}(assault value 10)&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|resist}}Rangers&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|submit}}Immortals&lt;br /&gt;
|-&lt;br /&gt;
| Laser Engine || 25 || +10MJ laser weapon power&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Laser Engine || 50 || +20MJ laser weapon power&lt;br /&gt;
|-&lt;br /&gt;
| Cyclotron || 50 || +20MJ particle beam power&lt;br /&gt;
|-&lt;br /&gt;
| Magazine || 100 || Projectile weapons gain +50% ammo. Mass increases accordingly.&lt;br /&gt;
|-&lt;br /&gt;
| ECM || 10 || 20% chance force an enemy weapon into cooldown when this ship is targeted. &lt;br /&gt;
|-&lt;br /&gt;
| ECM Mark II || 10 || 40% chance force an enemy weapon into cooldown when this ship is targeted. &lt;br /&gt;
|-&lt;br /&gt;
| ECM Mark III || 10 || 60% chance force an enemy weapon into cooldown when this ship is targeted. &lt;br /&gt;
|-&lt;br /&gt;
| Targeting Computer|| 10 || Improve a ship&#039;s roll to overcome enemy ECM and damage to sensors by 10%.&lt;br /&gt;
|-&lt;br /&gt;
| Targeting Computer Mark II || 10 || Improve a ship&#039;s roll to overcome enemy ECM and damage to sensors by 30%.&lt;br /&gt;
|-&lt;br /&gt;
| Targeting Computer Mark III || 10 || Improve a ship&#039;s roll to overcome enemy ECM and damage to sensors by 50%.&lt;br /&gt;
|}&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
==== Drive Enhancement Module ====&lt;br /&gt;
&lt;br /&gt;
{{ObsoleteBox}}&lt;br /&gt;
Drive Enhancement Modules requires a certain type of Drive to be used.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Utility Module !! Mass (tons) !! Ship Requirements !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Muon Spiker || 40 || Nuclear Fusion Drive || +10% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Neutronium Spiker || 40 || Nuclear Fission Drive || +20% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Spiker || 40 || Nuclear Drive || +30% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Liquid Hydrogen Containment || 5 || Hydrogen Propellant || +20% Exhaust Velocity&lt;br /&gt;
|-&lt;br /&gt;
| Slush Hydrogen Tankage || 10 || Hydrogen Propellant || +35% Exhaust Velocity&lt;br /&gt;
|-&lt;br /&gt;
| Hydron Trap || 20 || Hydrogen Propellant || +50% Exhaust Velocity&lt;br /&gt;
|-&lt;br /&gt;
| ISRU Module || 40 || || Can replenish Propellant at unimproved hab sites that produce raw materials used in ship&#039;s propellant&lt;br /&gt;
|-&lt;br /&gt;
| Remass Scoop || 40 || || Can replenish Propellant in interface orbits of Jovian planets if the ship uses 100% hydrogen or &#039;anything&#039; as propellant.&amp;lt;br&amp;gt;No aerobraking damage({{icon|warning}}aerobraking is not implemented yet)&lt;br /&gt;
|}&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
==== Heat Sink ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship heat sinks. For a list of all space ship heat sinks in Terra Invicta, as well as their stats, see [[Heat Sink List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Heat sinks are important modules for combat ship so they may avoid exposing their vulnerable radiators to enemy fire. See [[Fleets#Power_and_Heat]] for details.&lt;br /&gt;
&lt;br /&gt;
==== Kit ====&lt;br /&gt;
&lt;br /&gt;
Kits allow creation of a small hab with a construction module. Can be replenished by repairing the ship at a dock or shipyard.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Kit !! Mass (tons) !! Constructed Modules&lt;br /&gt;
|-&lt;br /&gt;
| Solar Platform || 200 || Platform Core, Construction Module, Solar Collector&lt;br /&gt;
|-&lt;br /&gt;
| Solar Outpost || 200 || Outpost Core, Construction Module, Solar Collector&lt;br /&gt;
|-&lt;br /&gt;
| Fission Platform || 250 || Platform Core, Construction Module, Fission Pile&lt;br /&gt;
|-&lt;br /&gt;
| Fission Outpost || 300 || Outpost Core, Construction Module, Fission Pile&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Platform || 250 || Platform Core, Construction Module, Fusion Pile&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Outpost || 300 || Outpost Core, Construction Module, Fusion Pile&lt;br /&gt;
|-&lt;br /&gt;
| Automated Solar Platform || 250 || Automated Platform Core, Automated Supply Depot, Automated Solar Collector&lt;br /&gt;
|-&lt;br /&gt;
| Automated Solar Outpost || 1200 || Automated Outpost Core, Automated Mining Complex, Automated Solar Collector, Automated Solar Collector&lt;br /&gt;
|-&lt;br /&gt;
| Automated Fission Platform || 300 || Automated Platform Core, Automated Supply Depot, Automated Fission Pile&lt;br /&gt;
|-&lt;br /&gt;
| Automated Fission Outpost || 1800 || Automated Outpost Core, Automated Mining Complex, Automated Fission Pile, Automated Fission Pile&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Using the kit only &#039;&#039;begins&#039;&#039; local construction of the hab and the modules. So you still have to wait 180 days for a Construction Module to be built.&lt;br /&gt;
&lt;br /&gt;
Solar Kits are only usable if the installed Solar Collector(s) can produce enough power for other modules. So Solar Platform Kits cannot be used if the location is too far away from the sun. But Solar Outpost Kits can be used on locations far away from the sun, if the hab site gets enough solar power from Solar Mirror bonus.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
Weapons systems are either mounted on the ship&#039;s nose or on the hull. Nose weapons are typically more powerful than hull weapons of a similar size, but they have a limited field of fire. Hull weapons can fire in any direction around the ship.  Weapons also come in various sizes; larger weapon systems are generally more powerful but will take up multiple weapon slots.&lt;br /&gt;
&lt;br /&gt;
==== Fire Modes ====&lt;br /&gt;
Certain weapons may only be used offensively against enemy ships and hab modules; others may only be used defensively to shoot down incoming projectiles and missiles, and still others can be used against both types of targets. The default firing mode can be set in the ship designer, as well as changed in the middle of combat. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Weapon Fire Modes&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | &amp;lt;big&amp;gt;Standard Fire Modes&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Fire Mode !! Targeting Priority&amp;lt;ref&amp;gt;Will attempt to shoot at the first item in the list that is in range. Will never shoot at anything that is not in the list.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Focus Fire &lt;br /&gt;
| &lt;br /&gt;
# Primary Target.&lt;br /&gt;
|-&lt;br /&gt;
| Attack &lt;br /&gt;
| &lt;br /&gt;
# Primary Target.&lt;br /&gt;
# Nearest enemy ship or hab module that is in range.&lt;br /&gt;
|-&lt;br /&gt;
| Defense &lt;br /&gt;
|&lt;br /&gt;
# Nearest enemy projectile that is in range and not already saturated.&amp;lt;ref name=saturated&amp;gt;Non-beam defense weapons will let all allies know they have fired at an enemy projectile so other defense weapons don&#039;t waste their shots on that projectile.&amp;lt;/ref&amp;gt;&lt;br /&gt;
# Nearest enemy projectile that is in range.&lt;br /&gt;
|-&lt;br /&gt;
| Guardian &lt;br /&gt;
|&lt;br /&gt;
# Nearest enemy projectile that is in range and not already saturated.&amp;lt;ref name=saturated /&amp;gt;&lt;br /&gt;
# Nearest enemy projectile that is in range.&lt;br /&gt;
# Primary Target.&lt;br /&gt;
# Nearest enemy ship or hab module that is in range.&lt;br /&gt;
|-&lt;br /&gt;
| Idle&lt;br /&gt;
| Never fires.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | &amp;lt;big&amp;gt;Special Fire Modes&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Fire Mode !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Salvo&lt;br /&gt;
| Special mode for Missile Weapons. &lt;br /&gt;
&lt;br /&gt;
Identical to the Focus Fire mode, but automatically switches to Idle mode after firing 1/4 of the missile weapon&#039;s total ammo.&lt;br /&gt;
|-&lt;br /&gt;
| Bracket&lt;br /&gt;
| Special mode for non-beam Weapons. &lt;br /&gt;
&lt;br /&gt;
Identical to the Attack mode, but when the target is an enemy ship, will attempt to shoot at possible locations for the enemy ship to move into.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Targeting Range and Defense Range ====&lt;br /&gt;
&lt;br /&gt;
All weapons have a targeting range, and can only fire at targets within that range. But notably, weapons take into account the relative velocity of the target, as well as the expected amount of time that their projectiles will take to arrive, to effectively fire at the future location of a target when it would be in range. &lt;br /&gt;
&lt;br /&gt;
For example, the 10-inch Cannon has 250km targeting range and 1.4 km/s muzzle velocity. So it takes 250km/1.4km/s = ~178.5s for a bullet fired by the weapon to reach the maximum range. This means the 10-inch Cannon will attempt to fire at targets ~178.5s before they enter the 250km range. So&lt;br /&gt;
if an enemy ship is approaching head-on at a relative velocity of 1 km/s, then the 10-inch Cannon will fire at it ~178.5s before it arrives in range:  when it is still 250km + ~178.5s × 1km/s = ~428.5km away. &lt;br /&gt;
&lt;br /&gt;
When targeting an enemy projectile instead of a ship or [[Habs|hab]], weapons use a defense range that is computed as follows:&lt;br /&gt;
# Set the defense range to the targeting range.&lt;br /&gt;
# If the weapon has an attack mode, then apply a penalty to the defense range:&lt;br /&gt;
#* Divide by 3 for Energy weapons ([[Spaceships#Lasers|Lasers]], [[Spaceships#Particle_Weapons|Particles]], and [[Spaceships#Plasma_Weapons|Plasma]]), but cannot go below 200km.&lt;br /&gt;
#* Divide by 2 for Gun weapons ([[Spaceships#Guns|Naval Guns]] and [[Spaceships#Magnetic_Weapons|Magnetic Weapons]]), but cannot go below 200km.&lt;br /&gt;
#* No penalty for [[Spaceships#Missiles|Missile]] weapons.&lt;br /&gt;
# Add a bonus to the defense range for the mount:&lt;br /&gt;
#* On Cinematic Combat Scaling:&lt;br /&gt;
#** Add the Ship Hull Length × 100 for ship mounted weapons.&lt;br /&gt;
#** Add 5km for [[Habs|hab]] mounted weapons.&lt;br /&gt;
#* On Realistic Combat Scaling:&lt;br /&gt;
#** Add the Ship Hull Length × 10 for ship mounted weapons.&lt;br /&gt;
#** Add 0.5km for [[Habs|hab]] mounted weapons.&lt;br /&gt;
&lt;br /&gt;
==== Cooldown and Salvos ====&lt;br /&gt;
&lt;br /&gt;
All weapons have a cooldown, and some weapons fire in salvos. If a weapon does not have a salvo listed, it will fire once every time the cooldown timer is up. If a weapon has a salvo listed of X shots over Y seconds, that means it will fire one shot every Y / (X-1) seconds X number of times, and then will go on its cooldown, after which it will fire another salvo. &lt;br /&gt;
&lt;br /&gt;
For example, the Light Railgun Battery Mk1 has a cooldown of 30s and does not have a salvo listed; once in range, it will fire one shot every 30 seconds. The Light Coilgun Battery Mk1 has a salvo of 3 shots over 20 seconds and a cooldown of 40 seconds; once in range, it will fire one shot, wait 10 seconds, fire a second shot, wait 10 seconds, fire a third shot, and then will go on cooldown for 40 seconds. So it effectively fires 3 times per minute.&lt;br /&gt;
&lt;br /&gt;
Weapons can be classified in certain general types:&lt;br /&gt;
* (Naval) Guns: Use magazines, high ammo capacity. Cannot bombard. Low damage. Short range. Cheap.&lt;br /&gt;
* Missiles: Use magazines, low ammo capacity. Limited bombard. High damage. Will chase the target. Very susceptible to point defense. Only available as hull weapons.&lt;br /&gt;
* Magnetic Weapons: Use magazines, high ammo capacity. High damage, moderate accuracy. Susceptible to point defense. Can bombard.&lt;br /&gt;
* Plasma Weapons: Use magazines. Cannot be targeted by point defense. Cannot bombard. Medium damage, high accuracy. Only available in large sizes.&lt;br /&gt;
* Lasers: Use energy. Limited bombard. Never miss. More effective at close range.&lt;br /&gt;
* Particle Weapons: Use energy. Cannot bombard. High damage. Never miss. Short range.&lt;br /&gt;
&lt;br /&gt;
More detailed information on damage dealt by different weapons depending on enemy armor can be found in the article [[Guide Armor|Guide Armor]].&lt;br /&gt;
&lt;br /&gt;
==== Guns ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship naval guns. For a list of all space ship naval guns in Terra Invicta, as well as their stats, see [[Naval Gun List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Guns are chemical slugthrowers with performance characteristics similar to modern naval weaponry. They are low-tech and cheap, but due to low range and low muzzle velocity will have a hard time hitting anything at range. They are quickly outclassed by magnetic weapons.&lt;br /&gt;
&lt;br /&gt;
The damage done by a naval gun projectile is simply its impact kinetic energy / 20MJ. Specifically: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notably, naval guns do not produce any waste heat. Therefore they can keep firing even when the ship no longer has any ability to handle waste heat, such as when the radiators are destroyed and the heat sinks are filled.&lt;br /&gt;
&lt;br /&gt;
Naval guns also do not consume any power. Therefore they can keep firing even when the ship no longer has any ability to generate power, such as when the power plant is destroyed and the batteries are empty.&lt;br /&gt;
&lt;br /&gt;
Naval guns cannot be used to bombard.&lt;br /&gt;
&lt;br /&gt;
Naval gun projectiles can be hit by point defenses and will be destroyed in one hit. But point defenses usually ignore autocannon bullets simply because they are so weak as to not be worth shooting at.&lt;br /&gt;
&lt;br /&gt;
==== Magnetic Weapons ====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship magnetic guns. For a list of all space ship magnetic guns in Terra Invicta, as well as their stats, see [[Magnetic Gun List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Magnetic weapons include railguns and coilguns that fire high-speed projectiles that do significant damage but can be shot down by point defense.  Due to low muzzle velocity, railguns and siege coilguns may have a difficult time hitting targets at range; non-siege coilguns have a significantly higher muzzle velocity and are more difficult to dodge.  All magnetic weapons are capable of bombardment.&lt;br /&gt;
&lt;br /&gt;
The damage done by a magnetic gun projectile is simply its impact kinetic energy / 20MJ. Specifically: &lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The power consumed per shot is calculated similarly, but uses the ammo mass instead of the warhead mass, and takes into account the weapon&#039;s Efficiency. Specifically:&lt;br /&gt;
&amp;lt;pre&amp;gt;Power Consumed (GJ) = ½ × Ammo Mass (kg) × (Muzzle Velocity (m/s))² / Efficiency / 1e9 (J/GJ)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.&lt;br /&gt;
&lt;br /&gt;
Magnetic weapon projectiles can be hit by point defenses, but may need multiple hits to be destroyed. Specifically, the point defenses must do (Warhead Mass / 10kg) damage to destroy the projectile.&lt;br /&gt;
&lt;br /&gt;
==== Missiles ====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship missiles. For a list of all space ship missiles in Terra Invicta, as well as their stats, see [[Missile List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Missile weapons (which include both missiles and torpedoes) do high damage and will chase the enemy, but are very susceptible to being shot down by point defense and are constrained by small magazines.  Missiles will fire offensively only if an enemy ship or hab module has been set as a target. &lt;br /&gt;
&lt;br /&gt;
Missiles and torpedoes can have different classes of warheads, which significantly impact their behavior:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Warhead Class !! Total Damage !! Chip % !! Can Bombard !! Is AoE !! Kinetic Damage?&amp;lt;ref&amp;gt;Adamantane Armor has 25% resistance to Kinetic Damage. Kinetic Damage can also over penetrate, meaning the damage goes out the other end of the ship before it is fully applied.&amp;lt;/ref&amp;gt; !! Other Notable Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fragmentation || rowspan=2| ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ || 50% || rowspan=3 | No || rowspan=3| No || rowspan=2| Yes || On contact, splits into 5kg warheads that independently interact with armor. (But still acts as one attack in all other aspects.)&lt;br /&gt;
|-&lt;br /&gt;
| Penetrator || 60% || None&lt;br /&gt;
|-&lt;br /&gt;
| Explosive || Payload Damage + 0.1 × ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ || 80% || rowspan=4|No || None&lt;br /&gt;
|-&lt;br /&gt;
| Nuclear || rowspan=3 | Payload Damage || 100% || rowspan=3 | Not through Atmosphere || rowspan=2| Spherical AoE || rowspan=3 | Also applies Shred Damage.&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter || 25% &lt;br /&gt;
|-&lt;br /&gt;
| Shaped Nuclear || 100% || Cone AoE &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notably, missiles do not produce any waste heat. Therefore they can keep firing even when the ship no longer has any ability to handle waste heat, such as when the radiators are destroyed and the heat sinks are filled.&lt;br /&gt;
&lt;br /&gt;
Missiles also do not consume any power. Therefore they can keep firing even when the ship no longer has any ability to generate power, such as when the power plant is destroyed and the batteries are empty.&lt;br /&gt;
&lt;br /&gt;
Missile projectiles can be hit by point defenses and will be destroyed in one hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lasers ====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship laser weapons. For a list of all laser weapons in Terra Invicta, as well as their stats, see [[Laser Weapon List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Laser weapons do not miss and are excellent at targeting enemy projectiles.  However, laser weapons have difficulty penetrating armor unless they are at close range.  Laser weapons for non-alien ships come in three different wavelengths: Infrared, Visible (Green), and Ultraviolet, from least powerful to most powerful.  Additionally, laser weapons use one of three different beam types: Standard, Arc, and Phaser, from least powerful to most powerful.  Each laser battery and cannon size comes in nine different configurations, corresponding to all the possible combinations of wavelength and beam type.  The more powerful the wavelength and beam type, the better the laser is at penetrating armor.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = Shot Power (MJ) / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Power Consumed (GJ) = Shot Power (MJ) / Efficiency / 1000 (MJ/GJ)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Laser Engine [[Spaceships#Utility_Modules|Utility Modules]] increase the shot power of lasers, increasing both damage and power consumption.&lt;br /&gt;
* Power Consumption is divided by 20 when targeting [[Spaceships#Missiles|Missile]] or [[Spaceships#Guns|Naval Gun]] Projectiles.&lt;br /&gt;
* The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.&lt;br /&gt;
&lt;br /&gt;
Notably, laser weapons do not consume ammo, and so can be fired an unlimited number of times.&lt;br /&gt;
&lt;br /&gt;
All ship lasers can be used to bombard, but only visible light lasers (orange, green, violet) can bombard through atmosphere.&lt;br /&gt;
&lt;br /&gt;
All human ship laser weapons have 1 hp, regardless of size. All alien ship laser weapons have 2 hp, regardless of size. For comparison, most other ship weapons and modules have (3 × hard points) hp. So lasers are both literally and figuratively glass cannons. &lt;br /&gt;
&lt;br /&gt;
Except for a few particularly powerful alien lasers, all lasers can serve as point defenses that shoot down incoming enemy projectiles.&lt;br /&gt;
&lt;br /&gt;
===== Armor Penetration =====&lt;br /&gt;
&lt;br /&gt;
When a laser weapon shoots an armored target, the effective armor of the target is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Effective Armor = Base Armor ^ 1.5 × Armor Effectiveness&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Armor Effectiveness = Spot Area (m²) / 0.005 (m²)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Spot Area (m²) = 0.7853982 × (Spot Diameter (m) )²&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Spot Diameter (m) = Distance to Target (km) × Spot Diameter Precise Factor (m/km)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Spot Diameter Precise Factor (m/km) = (1000 / Mirror Diameter (m)) × ((1.22 × Wavelength (m) × Beam Quality)² + (2 * Jitter * Mirror Diameter (m) )²) ^ 0.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When combined:&lt;br /&gt;
&amp;lt;pre&amp;gt;Effective Armor = Base Armor ^ 1.5 × 0.7853982 / 0.005 (m²) × (Distance to Target (m) × ((1.22 × Wavelength (m) × Beam Quality)² + (2 * Jitter * Mirror Diameter (m) )²) ^ 0.5 / Mirror Diameter (m) )² &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since armor works by subtracting its value from incoming damage, and RNG can randomize incoming damage by up to ±20%, we can re-arrange the formula to get the amount of armor needed to fully block a laser:&lt;br /&gt;
&amp;lt;pre&amp;gt;Armor = (Laser Damage × 1.2 / (0.7853982 / 0.005 (m²) × (Distance to Target (m) × ((1.22 × Wavelength (m) × Beam Quality)² + (2 * Jitter * Mirror Diameter (m) )²) ^ 0.5 / Mirror Diameter (m) )² ) ) ^ (1/1.5)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:armor_vs_laser.png|frameless|alt=Math rendered in a possibly more readable style|Armor vs Laser math]]&lt;br /&gt;
&lt;br /&gt;
===== Range =====&lt;br /&gt;
&lt;br /&gt;
Notably, laser weapons actually refuse to fire at targets unless they have sufficient armor penetration and damage. So weaker lasers may have less actual range than their stated targeting range. Specifically:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Anti-Ship Effective Range (km) = Range where (Laser Damage / Armor Effectiveness &amp;gt; 1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Anti-Kinetic Effective Range (km) = Range where (Laser Damage / Armor Effectiveness &amp;gt; 0.5)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Anti-Missile Effective Range (km) = Range where (Laser Damage / Armor Effectiveness &amp;gt; 0.15)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Anti-Poorly-Armored-Ship Effective Range (km) = Range where (Laser Damage / Armor Effectiveness &amp;gt; 0.25)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Poorly-Armored ship means the targeted part of the ship either has 0 armor or has over 20% of its armor chipped.&lt;br /&gt;
&lt;br /&gt;
So a laser weapon will only fire at the target if the target is within both its Targeting Range and its Effective Range. Use the [[Spaceships#Targeting_Range_and_Defense_Range|Defense Range]] instead of Targeting Range for enemy projectiles.&lt;br /&gt;
&lt;br /&gt;
An important consequence of this is that the weaker lasers, such as Point Defense Phaser Turrets, can gain significant amounts of range from anything that buffs laser damage, such as:&lt;br /&gt;
* Laser Engines&lt;br /&gt;
* Directed Energy Officers&lt;br /&gt;
* Intelligence Officers&lt;br /&gt;
* Commanding Officers&lt;br /&gt;
* [[Precision Focusing Software]] Project&lt;br /&gt;
&lt;br /&gt;
===== Chipping =====&lt;br /&gt;
&lt;br /&gt;
Unlike other weapons, the % of a laser&#039;s damage that goes towards chipping is dynamically calculated based on its armor penetration. Specifically:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Chip % = Armor Effectiveness / 1000, capped at 0.25&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This means that the chip damage dealt by lasers is actually inversely proportional to their ability to penetrate armor, giving low tech lasers an advantage. Nevertheless, chip damage dealt by lasers is usually negligible, so this advantage is rarely worth it.&lt;br /&gt;
&lt;br /&gt;
==== Particle Weapons====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship particle weapons. For a list of all particle weapons in Terra Invicta, as well as their stats, see [[Particle Weapon List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Particle weapons do not miss and are excellent at targeting enemy projectiles. They also have unique interactions with armor that always allows some damage to penetrate into the ship internals, though the resulting damage may be extremely small and only good for temporarily disabling certain internal components. However, particle weapons do no damage at all to armor, and have low overall damage. &lt;br /&gt;
&lt;br /&gt;
Charged particle weapons can only target enemy missiles. Neutral particle weapons can target all enemy projectiles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = Shot Power (MJ) / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The damage of a particle beam can decrease with distance from the target ship. This is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Actual Damage Points = Base Damage Points × Min(1, Target Area (m²) / Beam Area (m²)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Target Area (m²) = 3.1415927 × Target Ship Length × Target Ship Width / 2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Beam Area (m²) = 3.1415927 × (Beam Radius (m) )^2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the particle beam fires neutral particles, then:&lt;br /&gt;
&amp;lt;pre&amp;gt;Beam Radius (m) = Emittance (m) × Distance to Target (m) / 1000000 / Lens Radius (cm) × 100 (cm/m)&amp;lt;/pre&amp;gt;&lt;br /&gt;
Otherwise:&lt;br /&gt;
&amp;lt;pre&amp;gt;Beam Radius (m) = Lens Radius (cm) / 100 (cm/m) × 2 ^ (Distance to Target (km) / Doubling Range (km) )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As of Version 0.4.90, apart from Electron Beam weapons, all particle beam weapons have Beam Area less than the Target Area of even a gunship, even at their maximum range. So in practice the damage of a particle beam does not actually decrease with distance from the target ship unless it is an electron beam.&lt;br /&gt;
&lt;br /&gt;
Particle weapons do no chip damage. Instead, the damage of a particle beam is split into 3 parts: Heat, X-rays, and Baryons. Heat damage behaves in the standard manner: the armor value of the target is subtracted from it, and any leftover damage is applied to the ship internals. Heat damage is also the damage that is used when calculating the effects of shooting enemy kinetic projectiles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Power Consumed (GJ) = Shot Power (MJ) / Efficiency / 1000 (MJ/GJ)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.&lt;br /&gt;
&lt;br /&gt;
Notably, particle weapons do not consume ammo, and so can be fired an unlimited number of times.&lt;br /&gt;
&lt;br /&gt;
===== Armor Interactions =====&lt;br /&gt;
&lt;br /&gt;
Heat damage has the standard armor interactions of other weapons. In contrast, X-rays and Baryons are considered radiation damage and have a completely different interaction with armor. Specifically, radiation damage is reduced by armor via &amp;quot;Half-Values&amp;quot;. one half value cuts damage in half. two half values cut damage in half twice, for 1/4.&lt;br /&gt;
&lt;br /&gt;
All ships have a baseline of 4 half-values (1/16). armor up to the point where it reaches those 4 half-values does nothing. after that it replaces the baseline half-values with its own half-values.&lt;br /&gt;
&lt;br /&gt;
The half value is measured in armor thickness. Every type of armor has one half-value thickness for x-rays and one half-value thickness for baryons. See [[Ship Armor List]] for details.&lt;br /&gt;
&lt;br /&gt;
As of Version 0.4.90, apart from Boron Carbide Armor, all armors have significantly smaller half-values for x-rays than for baryons. Baryon damage is additionally multiplied by 5. Thus in practice, most radiation damage is done via baryons instead of X-rays. Notably:&lt;br /&gt;
* (Both Human and Alien) Adamantane Armor needs about 120 points of armor to reach 4 half-values for Baryons.&lt;br /&gt;
* (Both Human and Alien) Exotic Armor needs about 18.5 points of armor to reach 4 half-values for Baryons.&lt;br /&gt;
&lt;br /&gt;
Notably, although armor can significantly reduce radiation damage, it can never reduce it all the way to zero. So there is always some leftover radiation damage that is then directly dealt to the ship internals, with the hit location being calculated in the same way as with lasers. &lt;br /&gt;
&lt;br /&gt;
Damaged ship parts and systems either stop working or work at reduced effectiveness, but can be [[Fleets#Mid-Combat_Repairs|repaired over time]]. For example, damaged weapons cannot fire until fully repaired. Lasers have especially low health, making them good targets for particle beams. Once a weapon is entirely destroyed it can only be repaired in a shipyard.&lt;br /&gt;
&lt;br /&gt;
===== Radiation effects =====&lt;br /&gt;
&lt;br /&gt;
Radiation damage is processed differently from other internal ship damage: notably, it cannot damage &amp;quot;hard&amp;quot; systems or modules. This includes ship structure, heat sinks, spikers, hydrogen tankage, magazines, cyclotrons, and other utility modules that have the &#039;RadHardened&#039; property. The heat-damage part of particle weapon effects can still damage these items, but not the x-ray or baryonic parts. (And since the Spinal Neutron Lance causes 0 heat damage, it cannot destroy a ship under any circumstances.)&lt;br /&gt;
&lt;br /&gt;
===== Critical hits =====&lt;br /&gt;
&lt;br /&gt;
On a critical hit (TAC), particle beams bypass all amor effects but are otherwise processed as usual. Baryon and x-ray components are applied as radiation damage with their usual multipliers, and the heat component is applied as standard internal damage.&lt;br /&gt;
&lt;br /&gt;
==== Plasma Weapons ====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship plasma weapons. For a list of all space ship plasma weapons in Terra Invicta, as well as their stats, see [[Plasma Weapon List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Plasma weapons fire high-speed, low mass projectiles that cannot be targeted by enemy point defense but also cannot act as point defense. While their damage is not as high as some of the larger and more advanced magnetic weapons, the high muzzle velocity of plasma weapons make them significantly more likely to hit their target.  Plasma weapons cannot bombard.&lt;br /&gt;
&lt;br /&gt;
Strangely, the damage done by a plasma weapon projectile is simply its impact kinetic energy / 20MJ, but applied as thermal damage instead of kinetic damage (so armors with special kinetic resistance do not apply that resistance to plasma). Specifically: &lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The power consumed per shot is calculated similarly, but adds charging energy, and takes into account the weapon&#039;s Efficiency. Specifically:&lt;br /&gt;
&amp;lt;pre&amp;gt;Power Consumed (GJ) = Charging Energy (GJ) / Efficiency + ½ × Warhead Mass (kg) * (Muzzle Velocity (m/s))² / Efficiency / 1e9 (J/GJ) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.&lt;br /&gt;
&lt;br /&gt;
Notably, although plasma weapons do consume ammo and have a finite magazine size, this ammo weighs nothing and costs nothing to resupply.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
Ships can be constructed at ship construction modules ([[Space Dock]], [[Shipyard]], [[Spaceworks]]). The construction time is calculated as follows:&lt;br /&gt;
* If the ship hull Construction Tier is greater than the ship construction module Tier, then: &lt;br /&gt;
&amp;lt;pre&amp;gt;Construction Time (days) = Base Construction Time (days) × 1.5 ^ Tier Gap&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If the ship hull Construction Tier is equal to the ship construction module Tier, then: &lt;br /&gt;
&amp;lt;pre&amp;gt;Construction Time (days) = Base Construction Time (days)&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If the ship hull Construction Tier is less than the ship construction module Tier, then: &lt;br /&gt;
&amp;lt;pre&amp;gt;Construction Time (days) = Base Construction Time (days) × Ship Construction Module Construction Time Modifier ^ Tier Gap&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This construction time is then divided by (100% + Ship Building Speed Bonus).&lt;br /&gt;
&lt;br /&gt;
See [[Ship Hull List]] for a list of all ship hulls and their construction times at each ship construction module.&lt;br /&gt;
&lt;br /&gt;
=== Probes ===&lt;br /&gt;
Probes can be launched from any hab construction modules. Depending on where the hab is located, this can decrease the resources needed to launch a probe, or the time it takes to reach its destination.&lt;br /&gt;
&lt;br /&gt;
== Resupply ==&lt;br /&gt;
&lt;br /&gt;
Ships can be resupplied at habs with ship construction modules ([[Space Dock]], [[Shipyard]], [[Spaceworks]]) and/or [[Supply Depot]] modules.&lt;br /&gt;
&lt;br /&gt;
The base resupply duration is 0.005 days per fuel tank + 0.025 days per 50 ammo.&lt;br /&gt;
&lt;br /&gt;
The resupply duration is divided by the sum of ship construction module tiers on the hab, with each [[Supply Depot]] module counting as an additional tier 2 [[Shipyard]]. It is also reduced by the Supply Officer if the ship has one.&lt;br /&gt;
&lt;br /&gt;
(Note: As of Version 0.4.90, there may be a bug that causes fuel tanks to take twice as long to refuel and not receive any of the resupply speed bonuses, taking 0.01 days per fuel tank.)&lt;br /&gt;
&lt;br /&gt;
=== ISRU ===&lt;br /&gt;
&lt;br /&gt;
Ships with an ISRU module&amp;lt;ref name=refuel&amp;gt;Ships cannot share a refueling module with other ships. Every ship that wants to refuel needs to have its own refueling module.&amp;lt;/ref&amp;gt; can refuel from hab sites they are landed on. These hab sites do not need to have a hab built on them. The refuel duration is calculated as follows:&lt;br /&gt;
* If the propellent type is &#039;&#039;&#039;Anything&#039;&#039;&#039;, then the Refuel Duration = Fuel needed (tons) / Hab Site Total Daily Output&amp;lt;ref name=output&amp;gt;The Daily Output of a Hab Site is its base value as seen in the prospecting tab, without any mining bonuses applied.&amp;lt;/ref&amp;gt; (units) / 10 (tons / unit) / 3.&lt;br /&gt;
* Otherwise, the refuel duration is the maximum out of:&lt;br /&gt;
** {{TV|water}} Fuel needed (tons) / Hab Site {{TV|water}} Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
** {{TV|volatiles}} Fuel needed (tons) / Hab Site {{TV|volatiles}} Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
** {{TV|metals}} Fuel needed (tons) / Hab Site {{TV|metals}} Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
** {{TV|nobles}} Fuel needed (tons) / Hab Site {{TV|nobles}} Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
** {{TV|fissiles}} Fuel needed (tons) / Hab Site {{TV|fissiles}} Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
&lt;br /&gt;
Note: The refuel duration is capped at 90 days. If it would take longer than that, then the ship is only partially refueled by as much as can be done within 90 days.&lt;br /&gt;
&lt;br /&gt;
There are two main advantages to refueling using ISRU modules:&lt;br /&gt;
* The refuel cost is free. &lt;br /&gt;
* Every ship refuels &#039;&#039;in parallel&#039;&#039;, meaning the total time needed for an entire fleet to refuel is simply the time taken by the ship that takes the longest to refuel.&lt;br /&gt;
&lt;br /&gt;
Note: The following drives come with free ISRU capabilities, and can refuel this way without needing an actual ISRU module:&lt;br /&gt;
{{#invoke:DriveLister|ListRestrictedDrives|Match,freeISRU,true}}&lt;br /&gt;
&lt;br /&gt;
=== Remass Scoop ===&lt;br /&gt;
&lt;br /&gt;
Ships with a Remass Scoop&amp;lt;ref name=refuel /&amp;gt; can refuel from the atmospheres of Gas Giant planets when the ship is in interface orbit around that planet. But only if one of the following is true:&lt;br /&gt;
* The propellent type is &#039;&#039;&#039;Anything&#039;&#039;&#039;.&lt;br /&gt;
* The propellent type is &#039;&#039;&#039;Hydrogen&#039;&#039;&#039; and only consists of {{TV|water}} and/or {{TV|volatiles}}.&lt;br /&gt;
&lt;br /&gt;
Note: {{TV|fissiles}} costs can be converted into {{TV|water}} costs for drives that use Helium-3, if the faction has an active He3 mine. This conversion effectively allows the Remass Scoop to also refuel {{TV|fissiles}} in these cases.&lt;br /&gt;
&lt;br /&gt;
The Refuel Duration (days) = Fuel needed (tons) / 1000.&lt;br /&gt;
&lt;br /&gt;
Note: The refuel duration has a minimum of 10 days. If it would be shorter than that, then it is set to 10 days.&lt;br /&gt;
&lt;br /&gt;
There are two main advantages to refueling using Remass Scoops:&lt;br /&gt;
* The refuel cost is free. &lt;br /&gt;
* Every ship refuels &#039;&#039;in parallel&#039;&#039;, meaning the total time needed for an entire fleet to refuel is simply the time taken by the ship that takes the longest to refuel.&lt;br /&gt;
&lt;br /&gt;
See [[Drive List]] for a list of drives, which also notes which drives can use remass scoops.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Repairs ==&lt;br /&gt;
&lt;br /&gt;
Ships can be repaired at habs with ship construction modules ([[Space Dock]], [[Shipyard]], [[Spaceworks]]). The Repair Cost and Duration for each Ship System, Part, or Armor Facing is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ship System, Part, or Armor Facing !! Repair Duration (days) !! Repair Cost&lt;br /&gt;
|-&lt;br /&gt;
! Nose Structure&lt;br /&gt;
| rowspan=3 | Missing Health % × Hull Construction Time / 10&lt;br /&gt;
| rowspan=3 | Missing Health % × Hull Construction Cost / 10&lt;br /&gt;
|-&lt;br /&gt;
! Central Structure&lt;br /&gt;
|-&lt;br /&gt;
! Tail Structure&lt;br /&gt;
|-&lt;br /&gt;
! Fire Control&lt;br /&gt;
| rowspan=2 | Missing Health % × Hull Construction Tier &lt;br /&gt;
| rowspan=2 | Missing Health % × Hull Construction Cost / 200&lt;br /&gt;
|- &lt;br /&gt;
! Damage Control&lt;br /&gt;
|-&lt;br /&gt;
! Life Support Main&lt;br /&gt;
| rowspan=2 | Missing Health % × Hull Construction Tier / 2&lt;br /&gt;
| rowspan=2 | Missing Health % × Hull Construction {{TV|volatiles}} Cost / 20&lt;br /&gt;
|- &lt;br /&gt;
! Life Support Backup&lt;br /&gt;
|- &lt;br /&gt;
! Power Coupling&lt;br /&gt;
| rowspan=4 | Missing Health % × Hull Construction Tier / 2&lt;br /&gt;
| rowspan=4 | {{TV|metals|0.1}}&lt;br /&gt;
|- &lt;br /&gt;
! Drive Coupling&lt;br /&gt;
|- &lt;br /&gt;
! Vector Thrusters&lt;br /&gt;
|- &lt;br /&gt;
! Sensors&lt;br /&gt;
|-&lt;br /&gt;
! System Reactor&lt;br /&gt;
| Missing Health % × 2 &lt;br /&gt;
| Missing Health % × Hypothetical cost of Power Plant if it has 100% Efficiency and only has to supply the systems and weapons.&lt;br /&gt;
|-&lt;br /&gt;
! Bridge&lt;br /&gt;
| Missing Health % × Hull Construction Tier × 2&lt;br /&gt;
| Missing Health % × Hull Construction Cost / 100&lt;br /&gt;
|- &lt;br /&gt;
! Nose Weapon&lt;br /&gt;
| rowspan=7 | Missing Health % × 2 &lt;br /&gt;
| rowspan=7 | Missing Health % × Module Cost / 4&lt;br /&gt;
|- &lt;br /&gt;
! Hull Weapon&lt;br /&gt;
|- &lt;br /&gt;
! Utility Module&lt;br /&gt;
|- &lt;br /&gt;
! Radiator&lt;br /&gt;
|- &lt;br /&gt;
! Power Plant&lt;br /&gt;
|- &lt;br /&gt;
! Drive&lt;br /&gt;
|- &lt;br /&gt;
! Battery&lt;br /&gt;
|-&lt;br /&gt;
! Nose Armor&lt;br /&gt;
| rowspan=4 | Shred %  + Chip % &lt;br /&gt;
| rowspan=4 | (Shred %  + Chip %  / 4) × Armor Cost &lt;br /&gt;
|-&lt;br /&gt;
! Left Armor&lt;br /&gt;
|-&lt;br /&gt;
! Right Armor&lt;br /&gt;
|-&lt;br /&gt;
! Tail Armor&lt;br /&gt;
|-&lt;br /&gt;
! Propellant&lt;br /&gt;
| colspan=2 | Not actually repairable, &amp;quot;destroyed&amp;quot; fuel tanks are functionally no different from empty fuel tanks and are just simply replaced in a resupply operation.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The repair duration is divided by the sum of ship construction module tiers on the hab. It is also reduced by the Engineering Officer if the ship has one.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* Side armor is split into Left and Right armor, but each has to pay repairs as if it is the whole side armor. Which means repairing side armor is effectively twice as expensive as repairing nose or tail armor.&lt;br /&gt;
* Certain utility modules may have 4 times the repair costs (so they cost as much to repair as to build).&lt;br /&gt;
&lt;br /&gt;
=== Interrupting repairs ===&lt;br /&gt;
&lt;br /&gt;
* If you are repairing a single ship and interrupt/cancel the repair before it&#039;s finished, all progress is lost.&lt;br /&gt;
* If you are repairing a fleet with several ships and interrupt it, if there has been enough progress it may complete one or more ships that can be fully repaired, and lose the remainder.&lt;br /&gt;
* If additional space docks finish building at the station while repairs are ongoing, the game does not recalculate the repair completion date. So in some cases it can be preferable to cancel an incomplete repair and restart it using new facilities.&lt;br /&gt;
&lt;br /&gt;
== Refits ==&lt;br /&gt;
&lt;br /&gt;
Factions may refit ships at ship construction modules ([[Space Dock]], [[Shipyard]], [[Spaceworks]]). Refitting is generally limited to replacing parts of a similar type. The refit rules are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Conditions !! Added Refit Duration (in % of hull construction time)&lt;br /&gt;
|-&lt;br /&gt;
| [[Ship Hull List|Ship Hull]] Type || colspan=2 | Cannot be changed.&lt;br /&gt;
|-&lt;br /&gt;
| [[Ship Armor List|Ship Armor]] || Can be changed freely. || 5% for each slot (nose, side, tail) changed.&lt;br /&gt;
|-&lt;br /&gt;
| [[Power Plant List|Power Plant]] || Only to a Power Plant of the same Type. Power Plant Types are:&lt;br /&gt;
* Fuel Cell&lt;br /&gt;
* Solid Core Fission&lt;br /&gt;
* Molten Salt Core Fission&lt;br /&gt;
* Liquid Core Fission&lt;br /&gt;
* Gas Core Fission&lt;br /&gt;
* Electrostatic Confinement Fusion&lt;br /&gt;
* Mirrored Magnetic Confinement Fusion&lt;br /&gt;
* Toroid Magnetic Confinement Fusion&lt;br /&gt;
* Hybrid Confinement Fusion&lt;br /&gt;
* Z Pinch Fusion&lt;br /&gt;
* Inertial Confinement Fusion&lt;br /&gt;
* Hybrid Confinement Fusion&lt;br /&gt;
* Antimatter Plasma Core&lt;br /&gt;
* Antimatter Beam Core&lt;br /&gt;
| 25%&lt;br /&gt;
|-&lt;br /&gt;
| [[Drive List|Drive]] || Only to a Drive of the same Classification Type, required Power Plant Type, and Propellent Type. The Classification Types are:&lt;br /&gt;
* Chemical &lt;br /&gt;
* Electrothermal &lt;br /&gt;
* Electrostatic &lt;br /&gt;
* Electromagnetic &lt;br /&gt;
* Fission_Thermal &lt;br /&gt;
* NuclearSaltWater &lt;br /&gt;
* Fission_Pulse &lt;br /&gt;
* Fusion_Thermal &lt;br /&gt;
* Antimatter &lt;br /&gt;
The Required Power Plant Types are the same as the Power Plant Types, but with the addition of &amp;quot;Any Power Plant&amp;quot;.&lt;br /&gt;
The Propellent Types are:&lt;br /&gt;
* ReactionProducts &lt;br /&gt;
* Hydrogen &lt;br /&gt;
* Anything &lt;br /&gt;
* Water &lt;br /&gt;
* NobleGases &lt;br /&gt;
* Volatiles &lt;br /&gt;
* Metals&lt;br /&gt;
| 25% (0% if only Thruster Count changed.)&lt;br /&gt;
|-&lt;br /&gt;
| [[Radiator List|Radiator]] || Can be changed freely. || 5%&lt;br /&gt;
|-&lt;br /&gt;
| [[Heat Sink List|Heat Sinks]] || Cannot reduce number, but can freely change or add more. || 5% for each Changed or Added.&lt;br /&gt;
|-&lt;br /&gt;
| [[Battery List|Batteries]] || Cannot reduce number, but can freely change or add more. || 5% for each Changed or Added.&lt;br /&gt;
|-&lt;br /&gt;
| General Utility Modules:&lt;br /&gt;
* Mobile Space Science Labs&lt;br /&gt;
* Repair Bays&lt;br /&gt;
* Marines&lt;br /&gt;
* Laser Engines&lt;br /&gt;
* Magazines&lt;br /&gt;
* Colony Kits&lt;br /&gt;
* Cyclotrons&lt;br /&gt;
| Cannot reduce number, but can freely interchange or add more. || 5% for each Changed or Added.&lt;br /&gt;
|-&lt;br /&gt;
| Unchangeable Utility Modules:&lt;br /&gt;
* ISRU&lt;br /&gt;
* Remass Scoop&lt;br /&gt;
* Component Armor&lt;br /&gt;
* Salvage Bay&lt;br /&gt;
* Armor Struts&lt;br /&gt;
* Vector Thrusters&lt;br /&gt;
* Flag Bridge&lt;br /&gt;
| Cannot reduce number or interchange. But can add any that weren&#039;t in the old design. || 5% for each Added.&lt;br /&gt;
|-&lt;br /&gt;
| Spikers:&lt;br /&gt;
* Muon&lt;br /&gt;
* Neutronium&lt;br /&gt;
* Antimatter &lt;br /&gt;
| Cannot reduce number, but can freely interchange or add one if there was none. || 5% if changed or added.&lt;br /&gt;
|-&lt;br /&gt;
| Hydrogen Storage:&lt;br /&gt;
* Liquid Hydrogen Containment&lt;br /&gt;
* Slush Hydrogen Tankage&lt;br /&gt;
* Hydron Trap&lt;br /&gt;
| Cannot reduce number, but can freely interchange or add one if there was none. || 5% if changed or added.&lt;br /&gt;
|-&lt;br /&gt;
| Electronic Countermeasures || Cannot reduce number, but can freely interchange or add one if there was none. || 5% if changed or added.&lt;br /&gt;
|-&lt;br /&gt;
| Targeting Computer || Cannot reduce number, but can freely interchange or add one if there was none. || 5% if changed or added.&lt;br /&gt;
|-&lt;br /&gt;
| Weapons || Cannot add or remove, but can freely move around and change as long as the Mount and Type do not change. Weapon Mounts are:&lt;br /&gt;
* 1-Hull&lt;br /&gt;
* 2-Hull&lt;br /&gt;
* 4-Hull&lt;br /&gt;
* 1-Nose&lt;br /&gt;
* 2-Nose&lt;br /&gt;
* 3-Nose&lt;br /&gt;
* 4-Nose&lt;br /&gt;
Weapon Types are:&lt;br /&gt;
* [[Naval Gun List|Naval Guns]]&lt;br /&gt;
* [[Laser Weapon List|Lasers]]&lt;br /&gt;
* [[Particle Weapon List|Particle Beams]]&lt;br /&gt;
* [[Magnetic Gun List|Magnetic Guns]]&lt;br /&gt;
* [[Plasma Weapon List|Plasma]]&lt;br /&gt;
* [[Missile List|Missiles]]&lt;br /&gt;
| 5% for each changed, but moving around is free.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: If the total refit duration (in % of hull construction time) exceeds 75%, then it is just set to 75%.&lt;br /&gt;
&lt;br /&gt;
== Scuttle ==&lt;br /&gt;
&lt;br /&gt;
Since ships cost {{TV|mc}} and {{TV|money}} to upkeep, there are many situations where a ship may no longer be wanted. In these cases, these unwanted ships can be scuttled to destroy them.&lt;br /&gt;
&lt;br /&gt;
If this scuttling happens at a ship construction module ([[Space Dock]], [[Shipyard]], [[Spaceworks]]), then the faction regains 25% of the space resource costs of the ship, excluding any fuel costs. Notably, this resource cost is always calculated in terms of space resources ({{icon|water}}{{icon|volatiles}}{{icon|metals}}{{icon|nobles}}{{icon|fissiles}}{{icon|exotics}}{{icon|antimatter|bgcolor=DarkSlateGray}}), even if the ship was originally constructed using {{TV|boost}} and {{TV|money}}.&lt;br /&gt;
&lt;br /&gt;
Otherwise, the faction does not gain any resources from scuttling the ship. Instead, they may even have to pay {{TV|boost}} to evacuate the ship crew from the ship. If the ship&#039;s location is in an Earth Interface Orbit&amp;lt;ref&amp;gt;The Earth Interface Orbits are Tiangong Orbit, ISS Orbit, Low Earth Orbit 1, and Low Earth Orbit 2.&amp;lt;/ref&amp;gt;, then the cost to evacuate the ship crew is free. Otherwise, the {{TV|boost}} cost is equivalent to moving 0.1 tons of mass per ship crew from Earth to the ship&#039;s location. &lt;br /&gt;
&lt;br /&gt;
If the scuttled ship is part of a larger fleet, then the {{TV|boost}} cost will be reduced by moving crew from the ship onto other ships in the fleet. Each remaining ship in the fleet can receive up to 25% more crew than it originally has. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional information ==&lt;br /&gt;
Various &amp;quot;[[Guides]]&amp;quot; are available that detail among other things ship module performance and functions.&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198025456609</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Frequently_Asked_Questions&amp;diff=11711</id>
		<title>Frequently Asked Questions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Frequently_Asked_Questions&amp;diff=11711"/>
		<updated>2026-05-07T16:22:29Z</updated>

		<summary type="html">&lt;p&gt;76561198025456609: /* How do I fix China&amp;#039;s Government? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page should contain &#039;&#039;&#039;no spoilers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Space Warfare ==&lt;br /&gt;
&lt;br /&gt;
=== What drives should I get first? ===&lt;br /&gt;
&lt;br /&gt;
TI has &#039;&#039;&#039;many&#039;&#039;&#039; drive options. Some are generally good, some are generally useless, and some are situational. But for your first game when you don&#039;t know what&#039;s going on, here&#039;s a few default early choices:&lt;br /&gt;
&lt;br /&gt;
* You can shoot down a surveillance destroyer with the Nova chemical rocket and 1-2 kps.&lt;br /&gt;
* For defending a planet, you want 6-10 kps and as much cruise acceleration as you can manage. Target early options are Orion, Pegasus, or Burner. Helicon will serve, but is a bit slow.&lt;br /&gt;
* For getting a ship to Mercury or the asteroid belt, you want 30+ kps and cruise acceleration of &#039;&#039;&#039;at least&#039;&#039;&#039; 1-2 milli-g. Decent early options are Helicon, Advanced VASIMR, or Grid.&lt;br /&gt;
&lt;br /&gt;
== Managing Nations ==&lt;br /&gt;
&lt;br /&gt;
=== Why can&#039;t I Federate/Unify/Declare War? ===&lt;br /&gt;
&lt;br /&gt;
[[File:Ti relations.jpg|frameless|right|Mouseover flags on the relations tab]]&lt;br /&gt;
* View the nation where you want to Set the Policy. Go to the Relations tab and mouseover the flag of the target nation. It will show all the possible Policy actions and the complete list of requirements for each; the ones marked FAIL are preventing you from taking action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How do I take a control point in China from a rival?===&lt;br /&gt;
* You&#039;re going to &#039;&#039;&#039;need&#039;&#039;&#039; councilors with maxed 25 INV and 25 ESP, &#039;&#039;&#039;and&#039;&#039;&#039; a war chest of {{TV|ops}}.&lt;br /&gt;
* You also need a maxed 25 PER councilor, or at least the willingness to spend a lot of cash on Public Campaign. &lt;br /&gt;
* Get [[File: ICO projects.png|24px|alt=Project]]Sanctioned Investigations (+3 Crackdown), if it&#039;s available. &lt;br /&gt;
* Get a spy in their faction and investigate a few additional councilors.&lt;br /&gt;
* Campaign your popularity up as high as it will go -- ideally, over 70%.&lt;br /&gt;
** If this is difficult because they are spending a ton on Unity, have a nation declare war on China. This should shift their priorities.&lt;br /&gt;
* Ideally, take control of as many &#039;&#039;&#039;non-rival&#039;&#039;&#039; neighbor nations as you can. &lt;br /&gt;
* Ideally, wait until shortly &#039;&#039;before&#039;&#039; their Defend protection expires. They cannot refresh Defend if they have no councilors. (But it can be a crapshoot to get the timing right, here. Defend will be one of their highest priorities if they have &#039;&#039;any&#039;&#039; councilors left.)&lt;br /&gt;
* Ideally, target the Security Apparatus control point first. Its bonuses will be helpful for future purges.&lt;br /&gt;
* When it&#039;s go time, go to the Councilors tab and tell your spy to resign. Turn a new spy and simultaneously Assassinate or Detain as many additional councilors as you can. The idea is to push them as far over their control cap as possible, while also reducing their total council Adminstration score as much as possible. These both either help you or hurt them when you attempt Crack Down.&lt;br /&gt;
* Be prepared to have to try more than once before the dice roll in your favor. Good luck.&lt;br /&gt;
&lt;br /&gt;
=== How do I democratize an authoritarian nation? ===&lt;br /&gt;
Most efficiently:&lt;br /&gt;
* Stay authoritarian while you work Education up to 12 and GDP per capital up to $50-60k&lt;br /&gt;
** Work on these at the same time, 3 pips in Knowledge and 1 pip in Economy, to take advantage of the diverstity bonus.&lt;br /&gt;
** Increases in Education feed back into improved effectiveness of the Economy priority. Increases in GDP feed back into more IP to spend on fixing the nation.&lt;br /&gt;
** GDPpc is important to prevent unrest once you take away the stability effects of authoritarianism. It&#039;s more important in large nations, which are harder to keep stable.&lt;br /&gt;
* After Education 12, switch to working on Government.&lt;br /&gt;
** Focus hard to do this quickly, because the Anocracy range (Govt 4-6) is generally bad.&lt;br /&gt;
&lt;br /&gt;
=== How do I fix China&#039;s Government? ===&lt;br /&gt;
* If Taiwan hasn&#039;t been reunified yet: Research [[File: ICO projects.png|24px|alt=Project]] [[Liberating Mainland China]]. Unify the People&#039;s Republic &#039;&#039;&#039;into&#039;&#039;&#039; Taiwan, creating the Republic of China. The meganation keeps Taiwan&#039;s government score, instantly democratizing a billion people.&lt;br /&gt;
** One thing to be aware of: this creates Republic of China with a capital at Shanghai. The [[File: ICO projects.png|24px|alt=Project]][[Pan-Asian Combine]] only applies to the People&#039;s Republic with capital at Beijing, so you won&#039;t be able to build that mega-nation if you start from democratic Taiwan.&lt;br /&gt;
** You can dance around this by releasing the People&#039;s Republic  from democratic Republic of China, then re-unifying Republic of China into the now-democratic nation with capital at Beijing. &lt;br /&gt;
* If Taiwan &#039;&#039;&#039;has&#039;&#039;&#039; been reunified: This is much harder. It&#039;s too late to just re-release Taiwan, and in any case Taiwan&#039;s democratic government has been destroyed, but grinding the government score for giant China all the way up through Anocracy is a giant waste of resources. &lt;br /&gt;
** &#039;&#039;Option 1:&#039;&#039; Leave China as an autocracy and work with it. This is probably most sensible plan, but if you have an ambition to democratize China, there are other things you can do.&lt;br /&gt;
** &#039;&#039;Option 2:&#039;&#039; &#039;&#039;&#039;If&#039;&#039;&#039; [[File: ICO projects.png|24px|alt=Project]] [[Liberating Mainland China]] has already been unlocked and is in your available projects list, research it. &lt;br /&gt;
*** Now liberate Taiwan/Republic of China to its capital at Shanghai. [[#How_do_I_democratize_an_authoritarian_nation?|Democratize]] this 1-region, 4-cp nation while the rest of China builds GDP, MC and boost and/or runs spoils.&lt;br /&gt;
*** When Republic of China is sufficiently democratic, unify the rest of China into it.&lt;br /&gt;
*** LMC will only unlock if the nation of Taiwan exists on Earth. And Taiwan is a weird nation that thinks its capital is in Shanghai but &#039;&#039;lacks a claim on it&#039;&#039; at game start, so you can&#039;t release Taiwan from China until you research LMC to give it that claim.&lt;br /&gt;
** &#039;&#039;Option 3:&#039;&#039; With [[File: ICO projects.png|24px|alt=Project]][[End of China]], liberate Shanghai as Huanan. [[#How_do_I_democratize_an_authoritarian_nation?|Democratize]] this 1-region, 4-cp nation while the rest of China builds GDP, MC and boost and/or runs spoils. &lt;br /&gt;
*** It will take a few years, but when you get there, start liberating more of China and unifying into Huanan -- it ends up being possible to unify about half of China into a huge democratic nation based in Shanghai.&lt;br /&gt;
** &#039;&#039;Option 4:&#039;&#039; With [[File: ICO projects.png|24px|alt=Project]][[End of China]], start liberating as much of China as you possibly can. Use the liberated nations to demand territory from the PRC until Beijing rules as small a rump as possible. This is to reduce the amount of CAP you have to dedicate to the years-long project.&lt;br /&gt;
*** You can keep or abandon the liberated parts as you feel like, either building MC and boost, or using the time and CAP to control a different big nation while what&#039;s left of China democratizes. You probably won&#039;t have enough CAP to control all of fragmented China so you&#039;ll have to give up at least some of it.&lt;br /&gt;
*** When you think it&#039;s finally democratic enough, re-assemble China into the PRC, research [[File: ICO projects.png|24px|alt=Project]][[Pan-Asian Combine]], and collect the rest of east Asia.&lt;/div&gt;</summary>
		<author><name>76561198025456609</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Frequently_Asked_Questions&amp;diff=11710</id>
		<title>Frequently Asked Questions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Frequently_Asked_Questions&amp;diff=11710"/>
		<updated>2026-05-07T16:21:47Z</updated>

		<summary type="html">&lt;p&gt;76561198025456609: /* How do I fix China&amp;#039;s Government? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page should contain &#039;&#039;&#039;no spoilers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Space Warfare ==&lt;br /&gt;
&lt;br /&gt;
=== What drives should I get first? ===&lt;br /&gt;
&lt;br /&gt;
TI has &#039;&#039;&#039;many&#039;&#039;&#039; drive options. Some are generally good, some are generally useless, and some are situational. But for your first game when you don&#039;t know what&#039;s going on, here&#039;s a few default early choices:&lt;br /&gt;
&lt;br /&gt;
* You can shoot down a surveillance destroyer with the Nova chemical rocket and 1-2 kps.&lt;br /&gt;
* For defending a planet, you want 6-10 kps and as much cruise acceleration as you can manage. Target early options are Orion, Pegasus, or Burner. Helicon will serve, but is a bit slow.&lt;br /&gt;
* For getting a ship to Mercury or the asteroid belt, you want 30+ kps and cruise acceleration of &#039;&#039;&#039;at least&#039;&#039;&#039; 1-2 milli-g. Decent early options are Helicon, Advanced VASIMR, or Grid.&lt;br /&gt;
&lt;br /&gt;
== Managing Nations ==&lt;br /&gt;
&lt;br /&gt;
=== Why can&#039;t I Federate/Unify/Declare War? ===&lt;br /&gt;
&lt;br /&gt;
[[File:Ti relations.jpg|frameless|right|Mouseover flags on the relations tab]]&lt;br /&gt;
* View the nation where you want to Set the Policy. Go to the Relations tab and mouseover the flag of the target nation. It will show all the possible Policy actions and the complete list of requirements for each; the ones marked FAIL are preventing you from taking action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How do I take a control point in China from a rival?===&lt;br /&gt;
* You&#039;re going to &#039;&#039;&#039;need&#039;&#039;&#039; councilors with maxed 25 INV and 25 ESP, &#039;&#039;&#039;and&#039;&#039;&#039; a war chest of {{TV|ops}}.&lt;br /&gt;
* You also need a maxed 25 PER councilor, or at least the willingness to spend a lot of cash on Public Campaign. &lt;br /&gt;
* Get [[File: ICO projects.png|24px|alt=Project]]Sanctioned Investigations (+3 Crackdown), if it&#039;s available. &lt;br /&gt;
* Get a spy in their faction and investigate a few additional councilors.&lt;br /&gt;
* Campaign your popularity up as high as it will go -- ideally, over 70%.&lt;br /&gt;
** If this is difficult because they are spending a ton on Unity, have a nation declare war on China. This should shift their priorities.&lt;br /&gt;
* Ideally, take control of as many &#039;&#039;&#039;non-rival&#039;&#039;&#039; neighbor nations as you can. &lt;br /&gt;
* Ideally, wait until shortly &#039;&#039;before&#039;&#039; their Defend protection expires. They cannot refresh Defend if they have no councilors. (But it can be a crapshoot to get the timing right, here. Defend will be one of their highest priorities if they have &#039;&#039;any&#039;&#039; councilors left.)&lt;br /&gt;
* Ideally, target the Security Apparatus control point first. Its bonuses will be helpful for future purges.&lt;br /&gt;
* When it&#039;s go time, go to the Councilors tab and tell your spy to resign. Turn a new spy and simultaneously Assassinate or Detain as many additional councilors as you can. The idea is to push them as far over their control cap as possible, while also reducing their total council Adminstration score as much as possible. These both either help you or hurt them when you attempt Crack Down.&lt;br /&gt;
* Be prepared to have to try more than once before the dice roll in your favor. Good luck.&lt;br /&gt;
&lt;br /&gt;
=== How do I democratize an authoritarian nation? ===&lt;br /&gt;
Most efficiently:&lt;br /&gt;
* Stay authoritarian while you work Education up to 12 and GDP per capital up to $50-60k&lt;br /&gt;
** Work on these at the same time, 3 pips in Knowledge and 1 pip in Economy, to take advantage of the diverstity bonus.&lt;br /&gt;
** Increases in Education feed back into improved effectiveness of the Economy priority. Increases in GDP feed back into more IP to spend on fixing the nation.&lt;br /&gt;
** GDPpc is important to prevent unrest once you take away the stability effects of authoritarianism. It&#039;s more important in large nations, which are harder to keep stable.&lt;br /&gt;
* After Education 12, switch to working on Government.&lt;br /&gt;
** Focus hard to do this quickly, because the Anocracy range (Govt 4-6) is generally bad.&lt;br /&gt;
&lt;br /&gt;
=== How do I fix China&#039;s Government? ===&lt;br /&gt;
* If Taiwan hasn&#039;t been reunified yet: Research [[File: ICO projects.png|24px|alt=Project]] [[Liberating Mainland China]]. Unify the People&#039;s Republic &#039;&#039;&#039;into&#039;&#039;&#039; Taiwan, creating the Republic of China. The meganation keeps Taiwan&#039;s government score, instantly democratizing a billion people.&lt;br /&gt;
** One thing to be aware of: this creates Republic of China with a capital at Shanghai. The [[File: ICO projects.png|24px|alt=Project]][[Pan-Asian Combine]] only applies to the People&#039;s Republic with capital at Beijing, so you won&#039;t be able to build that mega-nation if you start from democratic Taiwan.&lt;br /&gt;
** You can dance around this by releasing the People&#039;s Republic  from democratic Republic of China, then re-unifying Republic of China into the now-democratic nation with capital at Beijing. &lt;br /&gt;
* If Taiwan &#039;&#039;&#039;has&#039;&#039;&#039; been reunified: This is much harder. It&#039;s too late to just re-release Taiwan, but grinding the government score for giant China all the way up through Anocracy is a giant waste of resources. &lt;br /&gt;
** &#039;&#039;Option 1:&#039;&#039; Leave China as an autocracy and work with it. This is probably most sensible plan, but if you have an ambition to democratize China, there are other things you can do.&lt;br /&gt;
** &#039;&#039;Option 2:&#039;&#039; &#039;&#039;&#039;If&#039;&#039;&#039; [[File: ICO projects.png|24px|alt=Project]] [[Liberating Mainland China]] has already been unlocked and is in your available projects list, research it. &lt;br /&gt;
*** Now liberate Taiwan/Republic of China to its capital at Shanghai. [[#How_do_I_democratize_an_authoritarian_nation?|Democratize]] this 1-region, 4-cp nation while the rest of China builds GDP, MC and boost and/or runs spoils.&lt;br /&gt;
*** When Republic of China is sufficiently democratic, unify the rest of China into it.&lt;br /&gt;
*** LMC will only unlock if the nation of Taiwan exists on Earth. And Taiwan is a weird nation that thinks its capital is in Shanghai but &#039;&#039;lacks a claim on it&#039;&#039; at game start, so you can&#039;t release Taiwan from China until you research LMC to give it that claim.&lt;br /&gt;
** &#039;&#039;Option 3:&#039;&#039; With [[File: ICO projects.png|24px|alt=Project]][[End of China]], liberate Shanghai as Huanan. [[#How_do_I_democratize_an_authoritarian_nation?|Democratize]] this 1-region, 4-cp nation while the rest of China builds GDP, MC and boost and/or runs spoils. &lt;br /&gt;
*** It will take a few years, but when you get there, start liberating more of China and unifying into Huanan -- it ends up being possible to unify about half of China into a huge democratic nation based in Shanghai.&lt;br /&gt;
** &#039;&#039;Option 4:&#039;&#039; With [[File: ICO projects.png|24px|alt=Project]][[End of China]], start liberating as much of China as you possibly can. Use the liberated nations to demand territory from the PRC until Beijing rules as small a rump as possible. This is to reduce the amount of CAP you have to dedicate to the years-long project.&lt;br /&gt;
*** You can keep or abandon the liberated parts as you feel like, either building MC and boost, or using the time and CAP to control a different big nation while what&#039;s left of China democratizes. You probably won&#039;t have enough CAP to control all of fragmented China so you&#039;ll have to give up at least some of it.&lt;br /&gt;
*** When you think it&#039;s finally democratic enough, re-assemble China into the PRC, research [[File: ICO projects.png|24px|alt=Project]][[Pan-Asian Combine]], and collect the rest of east Asia.&lt;/div&gt;</summary>
		<author><name>76561198025456609</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Frequently_Asked_Questions&amp;diff=11709</id>
		<title>Frequently Asked Questions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Frequently_Asked_Questions&amp;diff=11709"/>
		<updated>2026-05-07T16:20:17Z</updated>

		<summary type="html">&lt;p&gt;76561198025456609: /* How do I democratize an authoritarian nation? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page should contain &#039;&#039;&#039;no spoilers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Space Warfare ==&lt;br /&gt;
&lt;br /&gt;
=== What drives should I get first? ===&lt;br /&gt;
&lt;br /&gt;
TI has &#039;&#039;&#039;many&#039;&#039;&#039; drive options. Some are generally good, some are generally useless, and some are situational. But for your first game when you don&#039;t know what&#039;s going on, here&#039;s a few default early choices:&lt;br /&gt;
&lt;br /&gt;
* You can shoot down a surveillance destroyer with the Nova chemical rocket and 1-2 kps.&lt;br /&gt;
* For defending a planet, you want 6-10 kps and as much cruise acceleration as you can manage. Target early options are Orion, Pegasus, or Burner. Helicon will serve, but is a bit slow.&lt;br /&gt;
* For getting a ship to Mercury or the asteroid belt, you want 30+ kps and cruise acceleration of &#039;&#039;&#039;at least&#039;&#039;&#039; 1-2 milli-g. Decent early options are Helicon, Advanced VASIMR, or Grid.&lt;br /&gt;
&lt;br /&gt;
== Managing Nations ==&lt;br /&gt;
&lt;br /&gt;
=== Why can&#039;t I Federate/Unify/Declare War? ===&lt;br /&gt;
&lt;br /&gt;
[[File:Ti relations.jpg|frameless|right|Mouseover flags on the relations tab]]&lt;br /&gt;
* View the nation where you want to Set the Policy. Go to the Relations tab and mouseover the flag of the target nation. It will show all the possible Policy actions and the complete list of requirements for each; the ones marked FAIL are preventing you from taking action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How do I take a control point in China from a rival?===&lt;br /&gt;
* You&#039;re going to &#039;&#039;&#039;need&#039;&#039;&#039; councilors with maxed 25 INV and 25 ESP, &#039;&#039;&#039;and&#039;&#039;&#039; a war chest of {{TV|ops}}.&lt;br /&gt;
* You also need a maxed 25 PER councilor, or at least the willingness to spend a lot of cash on Public Campaign. &lt;br /&gt;
* Get [[File: ICO projects.png|24px|alt=Project]]Sanctioned Investigations (+3 Crackdown), if it&#039;s available. &lt;br /&gt;
* Get a spy in their faction and investigate a few additional councilors.&lt;br /&gt;
* Campaign your popularity up as high as it will go -- ideally, over 70%.&lt;br /&gt;
** If this is difficult because they are spending a ton on Unity, have a nation declare war on China. This should shift their priorities.&lt;br /&gt;
* Ideally, take control of as many &#039;&#039;&#039;non-rival&#039;&#039;&#039; neighbor nations as you can. &lt;br /&gt;
* Ideally, wait until shortly &#039;&#039;before&#039;&#039; their Defend protection expires. They cannot refresh Defend if they have no councilors. (But it can be a crapshoot to get the timing right, here. Defend will be one of their highest priorities if they have &#039;&#039;any&#039;&#039; councilors left.)&lt;br /&gt;
* Ideally, target the Security Apparatus control point first. Its bonuses will be helpful for future purges.&lt;br /&gt;
* When it&#039;s go time, go to the Councilors tab and tell your spy to resign. Turn a new spy and simultaneously Assassinate or Detain as many additional councilors as you can. The idea is to push them as far over their control cap as possible, while also reducing their total council Adminstration score as much as possible. These both either help you or hurt them when you attempt Crack Down.&lt;br /&gt;
* Be prepared to have to try more than once before the dice roll in your favor. Good luck.&lt;br /&gt;
&lt;br /&gt;
=== How do I democratize an authoritarian nation? ===&lt;br /&gt;
Most efficiently:&lt;br /&gt;
* Stay authoritarian while you work Education up to 12 and GDP per capital up to $50-60k&lt;br /&gt;
** Work on these at the same time, 3 pips in Knowledge and 1 pip in Economy, to take advantage of the diverstity bonus.&lt;br /&gt;
** Increases in Education feed back into improved effectiveness of the Economy priority. Increases in GDP feed back into more IP to spend on fixing the nation.&lt;br /&gt;
** GDPpc is important to prevent unrest once you take away the stability effects of authoritarianism. It&#039;s more important in large nations, which are harder to keep stable.&lt;br /&gt;
* After Education 12, switch to working on Government.&lt;br /&gt;
** Focus hard to do this quickly, because the Anocracy range (Govt 4-6) is generally bad.&lt;br /&gt;
&lt;br /&gt;
=== How do I fix China&#039;s Government? ===&lt;br /&gt;
* If Taiwan hasn&#039;t been reunified yet: Research [[File: ICO projects.png|24px|alt=Project]] [[Liberating Mainland China]]. Unify the People&#039;s Republic &#039;&#039;&#039;into&#039;&#039;&#039; Taiwan, creating the Republic of China. The meganation keeps Taiwan&#039;s government score, instantly democratizing a billion people.&lt;br /&gt;
** One thing to be aware of: this creates Republic of China with a capital at Shanghai. The [[File: ICO projects.png|24px|alt=Project]][[Pan-Asian Combine]] only applies to the People&#039;s Republic with capital at Beijing, so you won&#039;t be able to build that mega-nation if you start from democratic Taiwan.&lt;br /&gt;
** You can dance around this by releasing the People&#039;s Republic  from democratic Republic of China, then re-unifying Republic of China into the now-democratic nation with capital at Beijing. &lt;br /&gt;
* If Taiwan &#039;&#039;&#039;has&#039;&#039;&#039; been reunified: This is much harder. It&#039;s too late to re-release Taiwan, since it&#039;s a weird nation that thinks its capital is in Shanghai but doesn&#039;t have a claim on Shanghai at game start. (And even if you do, Taiwan&#039;s democratic government has been destroyed and doesn&#039;t just come back if you liberate Taipei.) But grinding the government score for giant China all the way up through Anocracy is a giant waste of resources. &lt;br /&gt;
** &#039;&#039;Option 1:&#039;&#039; Leave China as an autocracy and work with it. This is probably most sensible plan, but if you have an ambition to democratize China, there are other things you can do.&lt;br /&gt;
** &#039;&#039;Option 2:&#039;&#039; &#039;&#039;&#039;If&#039;&#039;&#039; [[File: ICO projects.png|24px|alt=Project]] [[Liberating Mainland China]] has already been unlocked and is in your available projects list, research it. &lt;br /&gt;
*** Now liberate Taiwan/Republic of China to its capital at Shanghai. [[#How_do_I_democratize_an_authoritarian_nation?|Democratize]] this 1-region, 4-cp nation while the rest of China builds GDP, MC and boost and/or runs spoils.&lt;br /&gt;
*** When Republic of China is sufficiently democratic, unify the rest of China into it.&lt;br /&gt;
*** LMC will only unlock if the nation of Taiwan exists on Earth. And Taiwan is a weird nation that thinks its capital is in Shanghai but &#039;&#039;lacks a claim on it&#039;&#039; at game start, so you can&#039;t release Taiwan from China until you research LMC to give it that claim.&lt;br /&gt;
** &#039;&#039;Option 3:&#039;&#039; With [[File: ICO projects.png|24px|alt=Project]][[End of China]], liberate Shanghai as Huanan. [[#How_do_I_democratize_an_authoritarian_nation?|Democratize]] this 1-region, 4-cp nation while the rest of China builds GDP, MC and boost and/or runs spoils. &lt;br /&gt;
*** It will take a few years, but when you get there, start liberating more of China and unifying into Huanan -- it ends up being possible to unify about half of China into a huge democratic nation based in Shanghai.&lt;br /&gt;
** &#039;&#039;Option 4:&#039;&#039; With [[File: ICO projects.png|24px|alt=Project]][[End of China]], start liberating as much of China as you possibly can. Use the liberated nations to demand territory from the PRC until Beijing rules as small a rump as possible. This is to reduce the amount of CAP you have to dedicate to the years-long project.&lt;br /&gt;
*** You can keep or abandon the liberated parts as you feel like, either building MC and boost, or using the time and CAP to control a different big nation while what&#039;s left of China democratizes. You probably won&#039;t have enough CAP to control all of fragmented China so you&#039;ll have to give up at least some of it.&lt;br /&gt;
*** When you think it&#039;s finally democratic enough, re-assemble China into the PRC, research [[File: ICO projects.png|24px|alt=Project]][[Pan-Asian Combine]], and collect the rest of east Asia.&lt;/div&gt;</summary>
		<author><name>76561198025456609</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Frequently_Asked_Questions&amp;diff=11708</id>
		<title>Frequently Asked Questions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Frequently_Asked_Questions&amp;diff=11708"/>
		<updated>2026-05-07T16:18:25Z</updated>

		<summary type="html">&lt;p&gt;76561198025456609: /* How do I fix China&amp;#039;s Government? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page should contain &#039;&#039;&#039;no spoilers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Space Warfare ==&lt;br /&gt;
&lt;br /&gt;
=== What drives should I get first? ===&lt;br /&gt;
&lt;br /&gt;
TI has &#039;&#039;&#039;many&#039;&#039;&#039; drive options. Some are generally good, some are generally useless, and some are situational. But for your first game when you don&#039;t know what&#039;s going on, here&#039;s a few default early choices:&lt;br /&gt;
&lt;br /&gt;
* You can shoot down a surveillance destroyer with the Nova chemical rocket and 1-2 kps.&lt;br /&gt;
* For defending a planet, you want 6-10 kps and as much cruise acceleration as you can manage. Target early options are Orion, Pegasus, or Burner. Helicon will serve, but is a bit slow.&lt;br /&gt;
* For getting a ship to Mercury or the asteroid belt, you want 30+ kps and cruise acceleration of &#039;&#039;&#039;at least&#039;&#039;&#039; 1-2 milli-g. Decent early options are Helicon, Advanced VASIMR, or Grid.&lt;br /&gt;
&lt;br /&gt;
== Managing Nations ==&lt;br /&gt;
&lt;br /&gt;
=== Why can&#039;t I Federate/Unify/Declare War? ===&lt;br /&gt;
&lt;br /&gt;
[[File:Ti relations.jpg|frameless|right|Mouseover flags on the relations tab]]&lt;br /&gt;
* View the nation where you want to Set the Policy. Go to the Relations tab and mouseover the flag of the target nation. It will show all the possible Policy actions and the complete list of requirements for each; the ones marked FAIL are preventing you from taking action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How do I take a control point in China from a rival?===&lt;br /&gt;
* You&#039;re going to &#039;&#039;&#039;need&#039;&#039;&#039; councilors with maxed 25 INV and 25 ESP, &#039;&#039;&#039;and&#039;&#039;&#039; a war chest of {{TV|ops}}.&lt;br /&gt;
* You also need a maxed 25 PER councilor, or at least the willingness to spend a lot of cash on Public Campaign. &lt;br /&gt;
* Get [[File: ICO projects.png|24px|alt=Project]]Sanctioned Investigations (+3 Crackdown), if it&#039;s available. &lt;br /&gt;
* Get a spy in their faction and investigate a few additional councilors.&lt;br /&gt;
* Campaign your popularity up as high as it will go -- ideally, over 70%.&lt;br /&gt;
** If this is difficult because they are spending a ton on Unity, have a nation declare war on China. This should shift their priorities.&lt;br /&gt;
* Ideally, take control of as many &#039;&#039;&#039;non-rival&#039;&#039;&#039; neighbor nations as you can. &lt;br /&gt;
* Ideally, wait until shortly &#039;&#039;before&#039;&#039; their Defend protection expires. They cannot refresh Defend if they have no councilors. (But it can be a crapshoot to get the timing right, here. Defend will be one of their highest priorities if they have &#039;&#039;any&#039;&#039; councilors left.)&lt;br /&gt;
* Ideally, target the Security Apparatus control point first. Its bonuses will be helpful for future purges.&lt;br /&gt;
* When it&#039;s go time, go to the Councilors tab and tell your spy to resign. Turn a new spy and simultaneously Assassinate or Detain as many additional councilors as you can. The idea is to push them as far over their control cap as possible, while also reducing their total council Adminstration score as much as possible. These both either help you or hurt them when you attempt Crack Down.&lt;br /&gt;
* Be prepared to have to try more than once before the dice roll in your favor. Good luck.&lt;br /&gt;
&lt;br /&gt;
=== How do I democratize an authoritarian nation? ===&lt;br /&gt;
Most efficiently:&lt;br /&gt;
* Stay authoritarian while you work Education up to 12 and GDP per capital up to $50-60k&lt;br /&gt;
** Work on these at the same time, 3 pips in Knowledge and 1 pip in Economy, to take advantage of the diverstity bonus.&lt;br /&gt;
** Increases in Education feed back into improved effectiveness of the Economy priority.&lt;br /&gt;
** GDPpc is important to prevent unrest once you take away the stability effects of authoritarianism. It&#039;s more important in large nations, which are harder to keep stable.&lt;br /&gt;
* After Education 12, switch to working on Government.&lt;br /&gt;
** Focus hard to do this quickly, because the Anocracy range (Govt 4-6) is generally bad.&lt;br /&gt;
&lt;br /&gt;
=== How do I fix China&#039;s Government? ===&lt;br /&gt;
* If Taiwan hasn&#039;t been reunified yet: Research [[File: ICO projects.png|24px|alt=Project]] [[Liberating Mainland China]]. Unify the People&#039;s Republic &#039;&#039;&#039;into&#039;&#039;&#039; Taiwan, creating the Republic of China. The meganation keeps Taiwan&#039;s government score, instantly democratizing a billion people.&lt;br /&gt;
** One thing to be aware of: this creates Republic of China with a capital at Shanghai. The [[File: ICO projects.png|24px|alt=Project]][[Pan-Asian Combine]] only applies to the People&#039;s Republic with capital at Beijing, so you won&#039;t be able to build that mega-nation if you start from democratic Taiwan.&lt;br /&gt;
** You can dance around this by releasing the People&#039;s Republic  from democratic Republic of China, then re-unifying Republic of China into the now-democratic nation with capital at Beijing. &lt;br /&gt;
* If Taiwan &#039;&#039;&#039;has&#039;&#039;&#039; been reunified: This is much harder. It&#039;s too late to re-release Taiwan, since it&#039;s a weird nation that thinks its capital is in Shanghai but doesn&#039;t have a claim on Shanghai at game start. (And even if you do, Taiwan&#039;s democratic government has been destroyed and doesn&#039;t just come back if you liberate Taipei.) But grinding the government score for giant China all the way up through Anocracy is a giant waste of resources. &lt;br /&gt;
** &#039;&#039;Option 1:&#039;&#039; Leave China as an autocracy and work with it. This is probably most sensible plan, but if you have an ambition to democratize China, there are other things you can do.&lt;br /&gt;
** &#039;&#039;Option 2:&#039;&#039; &#039;&#039;&#039;If&#039;&#039;&#039; [[File: ICO projects.png|24px|alt=Project]] [[Liberating Mainland China]] has already been unlocked and is in your available projects list, research it. &lt;br /&gt;
*** Now liberate Taiwan/Republic of China to its capital at Shanghai. [[#How_do_I_democratize_an_authoritarian_nation?|Democratize]] this 1-region, 4-cp nation while the rest of China builds GDP, MC and boost and/or runs spoils.&lt;br /&gt;
*** When Republic of China is sufficiently democratic, unify the rest of China into it.&lt;br /&gt;
*** LMC will only unlock if the nation of Taiwan exists on Earth. And Taiwan is a weird nation that thinks its capital is in Shanghai but &#039;&#039;lacks a claim on it&#039;&#039; at game start, so you can&#039;t release Taiwan from China until you research LMC to give it that claim.&lt;br /&gt;
** &#039;&#039;Option 3:&#039;&#039; With [[File: ICO projects.png|24px|alt=Project]][[End of China]], liberate Shanghai as Huanan. [[#How_do_I_democratize_an_authoritarian_nation?|Democratize]] this 1-region, 4-cp nation while the rest of China builds GDP, MC and boost and/or runs spoils. &lt;br /&gt;
*** It will take a few years, but when you get there, start liberating more of China and unifying into Huanan -- it ends up being possible to unify about half of China into a huge democratic nation based in Shanghai.&lt;br /&gt;
** &#039;&#039;Option 4:&#039;&#039; With [[File: ICO projects.png|24px|alt=Project]][[End of China]], start liberating as much of China as you possibly can. Use the liberated nations to demand territory from the PRC until Beijing rules as small a rump as possible. This is to reduce the amount of CAP you have to dedicate to the years-long project.&lt;br /&gt;
*** You can keep or abandon the liberated parts as you feel like, either building MC and boost, or using the time and CAP to control a different big nation while what&#039;s left of China democratizes. You probably won&#039;t have enough CAP to control all of fragmented China so you&#039;ll have to give up at least some of it.&lt;br /&gt;
*** When you think it&#039;s finally democratic enough, re-assemble China into the PRC, research [[File: ICO projects.png|24px|alt=Project]][[Pan-Asian Combine]], and collect the rest of east Asia.&lt;/div&gt;</summary>
		<author><name>76561198025456609</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Frequently_Asked_Questions&amp;diff=11707</id>
		<title>Frequently Asked Questions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Frequently_Asked_Questions&amp;diff=11707"/>
		<updated>2026-05-07T16:17:32Z</updated>

		<summary type="html">&lt;p&gt;76561198025456609: /* How do I fix China&amp;#039;s Government? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page should contain &#039;&#039;&#039;no spoilers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Space Warfare ==&lt;br /&gt;
&lt;br /&gt;
=== What drives should I get first? ===&lt;br /&gt;
&lt;br /&gt;
TI has &#039;&#039;&#039;many&#039;&#039;&#039; drive options. Some are generally good, some are generally useless, and some are situational. But for your first game when you don&#039;t know what&#039;s going on, here&#039;s a few default early choices:&lt;br /&gt;
&lt;br /&gt;
* You can shoot down a surveillance destroyer with the Nova chemical rocket and 1-2 kps.&lt;br /&gt;
* For defending a planet, you want 6-10 kps and as much cruise acceleration as you can manage. Target early options are Orion, Pegasus, or Burner. Helicon will serve, but is a bit slow.&lt;br /&gt;
* For getting a ship to Mercury or the asteroid belt, you want 30+ kps and cruise acceleration of &#039;&#039;&#039;at least&#039;&#039;&#039; 1-2 milli-g. Decent early options are Helicon, Advanced VASIMR, or Grid.&lt;br /&gt;
&lt;br /&gt;
== Managing Nations ==&lt;br /&gt;
&lt;br /&gt;
=== Why can&#039;t I Federate/Unify/Declare War? ===&lt;br /&gt;
&lt;br /&gt;
[[File:Ti relations.jpg|frameless|right|Mouseover flags on the relations tab]]&lt;br /&gt;
* View the nation where you want to Set the Policy. Go to the Relations tab and mouseover the flag of the target nation. It will show all the possible Policy actions and the complete list of requirements for each; the ones marked FAIL are preventing you from taking action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How do I take a control point in China from a rival?===&lt;br /&gt;
* You&#039;re going to &#039;&#039;&#039;need&#039;&#039;&#039; councilors with maxed 25 INV and 25 ESP, &#039;&#039;&#039;and&#039;&#039;&#039; a war chest of {{TV|ops}}.&lt;br /&gt;
* You also need a maxed 25 PER councilor, or at least the willingness to spend a lot of cash on Public Campaign. &lt;br /&gt;
* Get [[File: ICO projects.png|24px|alt=Project]]Sanctioned Investigations (+3 Crackdown), if it&#039;s available. &lt;br /&gt;
* Get a spy in their faction and investigate a few additional councilors.&lt;br /&gt;
* Campaign your popularity up as high as it will go -- ideally, over 70%.&lt;br /&gt;
** If this is difficult because they are spending a ton on Unity, have a nation declare war on China. This should shift their priorities.&lt;br /&gt;
* Ideally, take control of as many &#039;&#039;&#039;non-rival&#039;&#039;&#039; neighbor nations as you can. &lt;br /&gt;
* Ideally, wait until shortly &#039;&#039;before&#039;&#039; their Defend protection expires. They cannot refresh Defend if they have no councilors. (But it can be a crapshoot to get the timing right, here. Defend will be one of their highest priorities if they have &#039;&#039;any&#039;&#039; councilors left.)&lt;br /&gt;
* Ideally, target the Security Apparatus control point first. Its bonuses will be helpful for future purges.&lt;br /&gt;
* When it&#039;s go time, go to the Councilors tab and tell your spy to resign. Turn a new spy and simultaneously Assassinate or Detain as many additional councilors as you can. The idea is to push them as far over their control cap as possible, while also reducing their total council Adminstration score as much as possible. These both either help you or hurt them when you attempt Crack Down.&lt;br /&gt;
* Be prepared to have to try more than once before the dice roll in your favor. Good luck.&lt;br /&gt;
&lt;br /&gt;
=== How do I democratize an authoritarian nation? ===&lt;br /&gt;
Most efficiently:&lt;br /&gt;
* Stay authoritarian while you work Education up to 12 and GDP per capital up to $50-60k&lt;br /&gt;
** Work on these at the same time, 3 pips in Knowledge and 1 pip in Economy, to take advantage of the diverstity bonus.&lt;br /&gt;
** Increases in Education feed back into improved effectiveness of the Economy priority.&lt;br /&gt;
** GDPpc is important to prevent unrest once you take away the stability effects of authoritarianism. It&#039;s more important in large nations, which are harder to keep stable.&lt;br /&gt;
* After Education 12, switch to working on Government.&lt;br /&gt;
** Focus hard to do this quickly, because the Anocracy range (Govt 4-6) is generally bad.&lt;br /&gt;
&lt;br /&gt;
=== How do I fix China&#039;s Government? ===&lt;br /&gt;
* If Taiwan hasn&#039;t been reunified yet: Research [[File: ICO projects.png|24px|alt=Project]] [[Liberating Mainland China]]. Unify the People&#039;s Republic &#039;&#039;&#039;into&#039;&#039;&#039; Taiwan, creating the Republic of China. The meganation keeps Taiwan&#039;s government score, instantly democratizing a billion people.&lt;br /&gt;
** One thing to be aware of: this creates Republic of China with a capital at Shanghai. The [[File: ICO projects.png|24px|alt=Project]][[Pan-Asian Combine]] only applies to the People&#039;s Republic with capital at Beijing, so you won&#039;t be able to build that mega-nation if you start from democratic Taiwan.&lt;br /&gt;
** You can dance around this by releasing the People&#039;s Republic  from democratic Republic of China, then re-unifying Republic of China into the now-democratic nation with capital at Beijing. &lt;br /&gt;
* If Taiwan &#039;&#039;&#039;has&#039;&#039;&#039; been reunified: This is much harder. It&#039;s too late to re-release Taiwan, since it&#039;s a weird nation that thinks its capital is in Shanghai but doesn&#039;t have a claim on Shanghai at game start. (And even if you do, Taiwan&#039;s democratic government has been destroyed and doesn&#039;t just come back if you liberate Taipei.) But grinding the government score for giant China all the way up through Anocracy is a giant waste of resources. &lt;br /&gt;
** &#039;&#039;Option 1:&#039;&#039; Leave China as an autocracy and work with it. This is probably most sensible plan, but if you have an ambition to democratize China, there are other things you can do.&lt;br /&gt;
** &#039;&#039;Option 2:&#039;&#039; &#039;&#039;&#039;If&#039;&#039;&#039; [[File: ICO projects.png|24px|alt=Project]] [[Liberating Mainland China]] has already been unlocked and is in your available projects list, research it. &lt;br /&gt;
*** Now liberate Taiwan/Republic of China to its capital at Shanghai. [[#How_do_I_democratize_an_authoritarian_nation?|Democratize]] this 1-region, 4-cp nation while the rest of China builds GDP, MC and boost and/or runs spoils.&lt;br /&gt;
*** When Republic of China is sufficiently democratic, unify the rest of China into it.&lt;br /&gt;
*** LMC will only unlock if the nation of Taiwan exists on Earth. And Taiwan is a weird nation that thinks its capital is in Shanghai but &#039;&#039;lacks a claim on it&#039;&#039; at game start, so you can&#039;t release Taiwan from China until you research LMC to give it that claim.&lt;br /&gt;
** Option 2: With [[File: ICO projects.png|24px|alt=Project]][[End of China]], liberate Shanghai as Huanan. [[#How_do_I_democratize_an_authoritarian_nation?|Democratize]] this 1-region, 4-cp nation while the rest of China builds GDP, MC and boost and/or runs spoils. &lt;br /&gt;
*** It will take a few years, but when you get there, start liberating more of China and unifying into Huanan -- it ends up being possible to unify about half of China into a huge democratic nation based in Shanghai.&lt;br /&gt;
** Option 3: With [[File: ICO projects.png|24px|alt=Project]][[End of China]], start liberating as much of China as you possibly can. Use the liberated nations to demand territory from the PRC until Beijing rules as small a rump as possible. This is to reduce the amount of CAP you have to dedicate to the years-long project.&lt;br /&gt;
*** You can keep or abandon the liberated parts as you feel like, either building MC and boost, or using the time and CAP to control a different big nation while what&#039;s left of China democratizes. You probably won&#039;t have enough CAP to control all of fragmented China so you&#039;ll have to give up at least some of it.&lt;br /&gt;
*** When you think it&#039;s finally democratic enough, re-assemble China into the PRC, research [[File: ICO projects.png|24px|alt=Project]][[Pan-Asian Combine]], and collect the rest of east Asia.&lt;/div&gt;</summary>
		<author><name>76561198025456609</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Frequently_Asked_Questions&amp;diff=11706</id>
		<title>Frequently Asked Questions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Frequently_Asked_Questions&amp;diff=11706"/>
		<updated>2026-05-07T16:06:44Z</updated>

		<summary type="html">&lt;p&gt;76561198025456609: /* How do I fix China&amp;#039;s Government? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page should contain &#039;&#039;&#039;no spoilers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Space Warfare ==&lt;br /&gt;
&lt;br /&gt;
=== What drives should I get first? ===&lt;br /&gt;
&lt;br /&gt;
TI has &#039;&#039;&#039;many&#039;&#039;&#039; drive options. Some are generally good, some are generally useless, and some are situational. But for your first game when you don&#039;t know what&#039;s going on, here&#039;s a few default early choices:&lt;br /&gt;
&lt;br /&gt;
* You can shoot down a surveillance destroyer with the Nova chemical rocket and 1-2 kps.&lt;br /&gt;
* For defending a planet, you want 6-10 kps and as much cruise acceleration as you can manage. Target early options are Orion, Pegasus, or Burner. Helicon will serve, but is a bit slow.&lt;br /&gt;
* For getting a ship to Mercury or the asteroid belt, you want 30+ kps and cruise acceleration of &#039;&#039;&#039;at least&#039;&#039;&#039; 1-2 milli-g. Decent early options are Helicon, Advanced VASIMR, or Grid.&lt;br /&gt;
&lt;br /&gt;
== Managing Nations ==&lt;br /&gt;
&lt;br /&gt;
=== Why can&#039;t I Federate/Unify/Declare War? ===&lt;br /&gt;
&lt;br /&gt;
[[File:Ti relations.jpg|frameless|right|Mouseover flags on the relations tab]]&lt;br /&gt;
* View the nation where you want to Set the Policy. Go to the Relations tab and mouseover the flag of the target nation. It will show all the possible Policy actions and the complete list of requirements for each; the ones marked FAIL are preventing you from taking action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How do I take a control point in China from a rival?===&lt;br /&gt;
* You&#039;re going to &#039;&#039;&#039;need&#039;&#039;&#039; councilors with maxed 25 INV and 25 ESP, &#039;&#039;&#039;and&#039;&#039;&#039; a war chest of {{TV|ops}}.&lt;br /&gt;
* You also need a maxed 25 PER councilor, or at least the willingness to spend a lot of cash on Public Campaign. &lt;br /&gt;
* Get [[File: ICO projects.png|24px|alt=Project]]Sanctioned Investigations (+3 Crackdown), if it&#039;s available. &lt;br /&gt;
* Get a spy in their faction and investigate a few additional councilors.&lt;br /&gt;
* Campaign your popularity up as high as it will go -- ideally, over 70%.&lt;br /&gt;
** If this is difficult because they are spending a ton on Unity, have a nation declare war on China. This should shift their priorities.&lt;br /&gt;
* Ideally, take control of as many &#039;&#039;&#039;non-rival&#039;&#039;&#039; neighbor nations as you can. &lt;br /&gt;
* Ideally, wait until shortly &#039;&#039;before&#039;&#039; their Defend protection expires. They cannot refresh Defend if they have no councilors. (But it can be a crapshoot to get the timing right, here. Defend will be one of their highest priorities if they have &#039;&#039;any&#039;&#039; councilors left.)&lt;br /&gt;
* Ideally, target the Security Apparatus control point first. Its bonuses will be helpful for future purges.&lt;br /&gt;
* When it&#039;s go time, go to the Councilors tab and tell your spy to resign. Turn a new spy and simultaneously Assassinate or Detain as many additional councilors as you can. The idea is to push them as far over their control cap as possible, while also reducing their total council Adminstration score as much as possible. These both either help you or hurt them when you attempt Crack Down.&lt;br /&gt;
* Be prepared to have to try more than once before the dice roll in your favor. Good luck.&lt;br /&gt;
&lt;br /&gt;
=== How do I democratize an authoritarian nation? ===&lt;br /&gt;
Most efficiently:&lt;br /&gt;
* Stay authoritarian while you work Education up to 12 and GDP per capital up to $50-60k&lt;br /&gt;
** Work on these at the same time, 3 pips in Knowledge and 1 pip in Economy, to take advantage of the diverstity bonus.&lt;br /&gt;
** Increases in Education feed back into improved effectiveness of the Economy priority.&lt;br /&gt;
** GDPpc is important to prevent unrest once you take away the stability effects of authoritarianism. It&#039;s more important in large nations, which are harder to keep stable.&lt;br /&gt;
* After Education 12, switch to working on Government.&lt;br /&gt;
** Focus hard to do this quickly, because the Anocracy range (Govt 4-6) is generally bad.&lt;br /&gt;
&lt;br /&gt;
=== How do I fix China&#039;s Government? ===&lt;br /&gt;
* If Taiwan hasn&#039;t been reunified yet: Research [[File: ICO projects.png|24px|alt=Project]] [[Liberating Mainland China]]. Unify the People&#039;s Republic &#039;&#039;&#039;into&#039;&#039;&#039; Taiwan, creating the Republic of China. The meganation keeps Taiwan&#039;s government score, instantly democratizing a billion people.&lt;br /&gt;
** One thing to be aware of: this creates Republic of China with a capital at Shanghai. The [[File: ICO projects.png|24px|alt=Project]][[Pan-Asian Combine]] only applies to the People&#039;s Republic with capital at Beijing, so you won&#039;t be able to build that mega-nation if you start from democratic Taiwan.&lt;br /&gt;
* If Taiwan &#039;&#039;&#039;has&#039;&#039;&#039; been reunified: This is much harder. It&#039;s too late to re-release Taiwan, since it&#039;s a weird nation that thinks its capital is in Shanghai but doesn&#039;t have a claim on Shanghai at game start. (And even if you do, Taiwan&#039;s democratic government has been destroyed and doesn&#039;t just come back if you liberate Taipei.) But grinding the government score for giant China all the way up through Anocracy is a giant waste of resources. &lt;br /&gt;
** Option 1: Leave China as an autocracy and work with it. This is probably most sensible plan, but if you have an ambition to democratize China, there are other things you can do. &lt;br /&gt;
** Option 2: With [[File: ICO projects.png|24px|alt=Project]][[End of China]], liberate Shanghai as Huanan. [[#How_do_I_democratize_an_authoritarian_nation?|Democratize]] this 1-region, 4-cp nation while the rest of China builds GDP, MC and boost and/or runs spoils. &lt;br /&gt;
*** It will take a few years, but when you get there, start liberating more of China and unifying into Huanan -- it ends up being possible to unify about half of China into a huge democratic nation based in Shanghai.&lt;br /&gt;
** Option 3: With [[File: ICO projects.png|24px|alt=Project]][[End of China]], start liberating as much of China as you possibly can. Use the liberated nations to demand territory from the PRC until Beijing rules as small a rump as possible. This is to reduce the amount of CAP you have to dedicate to the years-long project.&lt;br /&gt;
*** You can keep or abandon the liberated parts as you feel like, either building MC and boost, or using the time and CAP to control a different big nation while what&#039;s left of China democratizes. You probably won&#039;t have enough CAP to control all of fragmented China so you&#039;ll have to give up at least some of it.&lt;br /&gt;
*** When you think it&#039;s finally democratic enough, re-assemble China into the PRC, research [[File: ICO projects.png|24px|alt=Project]][[Pan-Asian Combine]], and collect the rest of east Asia.&lt;/div&gt;</summary>
		<author><name>76561198025456609</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Frequently_Asked_Questions&amp;diff=11705</id>
		<title>Frequently Asked Questions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Frequently_Asked_Questions&amp;diff=11705"/>
		<updated>2026-05-07T16:05:59Z</updated>

		<summary type="html">&lt;p&gt;76561198025456609: /* How do I fix China&amp;#039;s Government? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page should contain &#039;&#039;&#039;no spoilers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Space Warfare ==&lt;br /&gt;
&lt;br /&gt;
=== What drives should I get first? ===&lt;br /&gt;
&lt;br /&gt;
TI has &#039;&#039;&#039;many&#039;&#039;&#039; drive options. Some are generally good, some are generally useless, and some are situational. But for your first game when you don&#039;t know what&#039;s going on, here&#039;s a few default early choices:&lt;br /&gt;
&lt;br /&gt;
* You can shoot down a surveillance destroyer with the Nova chemical rocket and 1-2 kps.&lt;br /&gt;
* For defending a planet, you want 6-10 kps and as much cruise acceleration as you can manage. Target early options are Orion, Pegasus, or Burner. Helicon will serve, but is a bit slow.&lt;br /&gt;
* For getting a ship to Mercury or the asteroid belt, you want 30+ kps and cruise acceleration of &#039;&#039;&#039;at least&#039;&#039;&#039; 1-2 milli-g. Decent early options are Helicon, Advanced VASIMR, or Grid.&lt;br /&gt;
&lt;br /&gt;
== Managing Nations ==&lt;br /&gt;
&lt;br /&gt;
=== Why can&#039;t I Federate/Unify/Declare War? ===&lt;br /&gt;
&lt;br /&gt;
[[File:Ti relations.jpg|frameless|right|Mouseover flags on the relations tab]]&lt;br /&gt;
* View the nation where you want to Set the Policy. Go to the Relations tab and mouseover the flag of the target nation. It will show all the possible Policy actions and the complete list of requirements for each; the ones marked FAIL are preventing you from taking action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How do I take a control point in China from a rival?===&lt;br /&gt;
* You&#039;re going to &#039;&#039;&#039;need&#039;&#039;&#039; councilors with maxed 25 INV and 25 ESP, &#039;&#039;&#039;and&#039;&#039;&#039; a war chest of {{TV|ops}}.&lt;br /&gt;
* You also need a maxed 25 PER councilor, or at least the willingness to spend a lot of cash on Public Campaign. &lt;br /&gt;
* Get [[File: ICO projects.png|24px|alt=Project]]Sanctioned Investigations (+3 Crackdown), if it&#039;s available. &lt;br /&gt;
* Get a spy in their faction and investigate a few additional councilors.&lt;br /&gt;
* Campaign your popularity up as high as it will go -- ideally, over 70%.&lt;br /&gt;
** If this is difficult because they are spending a ton on Unity, have a nation declare war on China. This should shift their priorities.&lt;br /&gt;
* Ideally, take control of as many &#039;&#039;&#039;non-rival&#039;&#039;&#039; neighbor nations as you can. &lt;br /&gt;
* Ideally, wait until shortly &#039;&#039;before&#039;&#039; their Defend protection expires. They cannot refresh Defend if they have no councilors. (But it can be a crapshoot to get the timing right, here. Defend will be one of their highest priorities if they have &#039;&#039;any&#039;&#039; councilors left.)&lt;br /&gt;
* Ideally, target the Security Apparatus control point first. Its bonuses will be helpful for future purges.&lt;br /&gt;
* When it&#039;s go time, go to the Councilors tab and tell your spy to resign. Turn a new spy and simultaneously Assassinate or Detain as many additional councilors as you can. The idea is to push them as far over their control cap as possible, while also reducing their total council Adminstration score as much as possible. These both either help you or hurt them when you attempt Crack Down.&lt;br /&gt;
* Be prepared to have to try more than once before the dice roll in your favor. Good luck.&lt;br /&gt;
&lt;br /&gt;
=== How do I democratize an authoritarian nation? ===&lt;br /&gt;
Most efficiently:&lt;br /&gt;
* Stay authoritarian while you work Education up to 12 and GDP per capital up to $50-60k&lt;br /&gt;
** Work on these at the same time, 3 pips in Knowledge and 1 pip in Economy, to take advantage of the diverstity bonus.&lt;br /&gt;
** Increases in Education feed back into improved effectiveness of the Economy priority.&lt;br /&gt;
** GDPpc is important to prevent unrest once you take away the stability effects of authoritarianism. It&#039;s more important in large nations, which are harder to keep stable.&lt;br /&gt;
* After Education 12, switch to working on Government.&lt;br /&gt;
** Focus hard to do this quickly, because the Anocracy range (Govt 4-6) is generally bad.&lt;br /&gt;
&lt;br /&gt;
=== How do I fix China&#039;s Government? ===&lt;br /&gt;
* If Taiwan hasn&#039;t been reunified yet: Research [[File: ICO projects.png|24px|alt=Project]] [[Liberating Mainland China]]. Unify the People&#039;s Republic &#039;&#039;&#039;into&#039;&#039;&#039; Taiwan, creating the Republic of China. The meganation keeps Taiwan&#039;s government score, instantly democratizing a billion people.&lt;br /&gt;
** One thing to be aware of: this creates Republic of China with a capital at Shanghai. The [[File: ICO projects.png|24px|alt=Project]][[Pan-Asian Combine]] only applies to the People&#039;s Republic with capital at Beijing, so you won&#039;t be able to build that mega-nation if you start from democratic Taiwan.&lt;br /&gt;
* If Taiwan &#039;&#039;&#039;has&#039;&#039;&#039; been reunified: This is much harder. It&#039;s too late to re-release Taiwan, since it&#039;s a weird nation that thinks its capital is in Shanghai but doesn&#039;t have a claim on Shanghai at game start. (And even if you do, Taiwan&#039;s democratic government has been destroyed and doesn&#039;t just come back if you liberate Taipei.) But grinding the government score for giant China all the way up through Anocracy is a giant waste of resources. &lt;br /&gt;
** Option 1: Leave China as an autocracy and work with it. This is probably most sensible plan, but if you have an ambition to democratize China, there are other things you can do. &lt;br /&gt;
** Option 2: With [[File: ICO projects.png|24px|alt=Project]][[End of China]], liberate Shanghai as Huanan. [[#How_do_I_democratize_an_authoritarian_nation?|Democratize]] this 1-region, 4-cp nation while the rest of China builds MC and boost and runs spoils. &lt;br /&gt;
*** It will take a few years, but when you get there, start liberating more of China and unifying into Huanan -- it ends up being possible to unify about half of China into a huge democratic nation based in Shanghai.&lt;br /&gt;
** Option 3: With [[File: ICO projects.png|24px|alt=Project]][[End of China]], start liberating as much of China as you possibly can. Use the liberated nations to demand territory from the PRC until Beijing rules as small a rump as possible. This is to reduce the amount of CAP you have to dedicate to the years-long project.&lt;br /&gt;
*** You can keep or abandon the liberated parts as you feel like, either building MC and boost, or using the time and CAP to control a different big nation while what&#039;s left of China democratizes. You probably won&#039;t have enough CAP to control all of fragmented China so you&#039;ll have to give up at least some of it.&lt;br /&gt;
*** When you think it&#039;s finally democratic enough, re-assemble China into the PRC, research [[File: ICO projects.png|24px|alt=Project]][[Pan-Asian Combine]], and collect the rest of east Asia.&lt;/div&gt;</summary>
		<author><name>76561198025456609</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Frequently_Asked_Questions&amp;diff=11704</id>
		<title>Frequently Asked Questions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Frequently_Asked_Questions&amp;diff=11704"/>
		<updated>2026-05-07T16:04:25Z</updated>

		<summary type="html">&lt;p&gt;76561198025456609: /* Managing Nations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page should contain &#039;&#039;&#039;no spoilers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Space Warfare ==&lt;br /&gt;
&lt;br /&gt;
=== What drives should I get first? ===&lt;br /&gt;
&lt;br /&gt;
TI has &#039;&#039;&#039;many&#039;&#039;&#039; drive options. Some are generally good, some are generally useless, and some are situational. But for your first game when you don&#039;t know what&#039;s going on, here&#039;s a few default early choices:&lt;br /&gt;
&lt;br /&gt;
* You can shoot down a surveillance destroyer with the Nova chemical rocket and 1-2 kps.&lt;br /&gt;
* For defending a planet, you want 6-10 kps and as much cruise acceleration as you can manage. Target early options are Orion, Pegasus, or Burner. Helicon will serve, but is a bit slow.&lt;br /&gt;
* For getting a ship to Mercury or the asteroid belt, you want 30+ kps and cruise acceleration of &#039;&#039;&#039;at least&#039;&#039;&#039; 1-2 milli-g. Decent early options are Helicon, Advanced VASIMR, or Grid.&lt;br /&gt;
&lt;br /&gt;
== Managing Nations ==&lt;br /&gt;
&lt;br /&gt;
=== Why can&#039;t I Federate/Unify/Declare War? ===&lt;br /&gt;
&lt;br /&gt;
[[File:Ti relations.jpg|frameless|right|Mouseover flags on the relations tab]]&lt;br /&gt;
* View the nation where you want to Set the Policy. Go to the Relations tab and mouseover the flag of the target nation. It will show all the possible Policy actions and the complete list of requirements for each; the ones marked FAIL are preventing you from taking action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How do I take a control point in China from a rival?===&lt;br /&gt;
* You&#039;re going to &#039;&#039;&#039;need&#039;&#039;&#039; councilors with maxed 25 INV and 25 ESP, &#039;&#039;&#039;and&#039;&#039;&#039; a war chest of {{TV|ops}}.&lt;br /&gt;
* You also need a maxed 25 PER councilor, or at least the willingness to spend a lot of cash on Public Campaign. &lt;br /&gt;
* Get [[File: ICO projects.png|24px|alt=Project]]Sanctioned Investigations (+3 Crackdown), if it&#039;s available. &lt;br /&gt;
* Get a spy in their faction and investigate a few additional councilors.&lt;br /&gt;
* Campaign your popularity up as high as it will go -- ideally, over 70%.&lt;br /&gt;
** If this is difficult because they are spending a ton on Unity, have a nation declare war on China. This should shift their priorities.&lt;br /&gt;
* Ideally, take control of as many &#039;&#039;&#039;non-rival&#039;&#039;&#039; neighbor nations as you can. &lt;br /&gt;
* Ideally, wait until shortly &#039;&#039;before&#039;&#039; their Defend protection expires. They cannot refresh Defend if they have no councilors. (But it can be a crapshoot to get the timing right, here. Defend will be one of their highest priorities if they have &#039;&#039;any&#039;&#039; councilors left.)&lt;br /&gt;
* Ideally, target the Security Apparatus control point first. Its bonuses will be helpful for future purges.&lt;br /&gt;
* When it&#039;s go time, go to the Councilors tab and tell your spy to resign. Turn a new spy and simultaneously Assassinate or Detain as many additional councilors as you can. The idea is to push them as far over their control cap as possible, while also reducing their total council Adminstration score as much as possible. These both either help you or hurt them when you attempt Crack Down.&lt;br /&gt;
* Be prepared to have to try more than once before the dice roll in your favor. Good luck.&lt;br /&gt;
&lt;br /&gt;
=== How do I democratize an authoritarian nation? ===&lt;br /&gt;
Most efficiently:&lt;br /&gt;
* Stay authoritarian while you work Education up to 12 and GDP per capital up to $50-60k&lt;br /&gt;
** Work on these at the same time, 3 pips in Knowledge and 1 pip in Economy, to take advantage of the diverstity bonus.&lt;br /&gt;
** Increases in Education feed back into improved effectiveness of the Economy priority.&lt;br /&gt;
** GDPpc is important to prevent unrest once you take away the stability effects of authoritarianism. It&#039;s more important in large nations, which are harder to keep stable.&lt;br /&gt;
* After Education 12, switch to working on Government.&lt;br /&gt;
** Focus hard to do this quickly, because the Anocracy range (Govt 4-6) is generally bad.&lt;br /&gt;
&lt;br /&gt;
=== How do I fix China&#039;s Government? ===&lt;br /&gt;
* If Taiwan hasn&#039;t been reunified yet: Research [[File: ICO projects.png|24px|alt=Project]] [[Liberating Mainland China]]. Unify the People&#039;s Republic &#039;&#039;&#039;into&#039;&#039;&#039; Taiwan, creating the Republic of China. The meganation keeps Taiwan&#039;s government score, instantly democratizing a billion people.&lt;br /&gt;
** One thing to be aware of: this creates Republic of China with a capital at Shanghai. The [[File: ICO projects.png|24px|alt=Project]][[Pan-Asian Combine]] only applies to the People&#039;s Republic with capital at Beijing, so you won&#039;t be able to build that mega-nation if you start from democratic Taiwan.&lt;br /&gt;
* If Taiwan &#039;&#039;&#039;has&#039;&#039;&#039; been reunified: This is much harder. It&#039;s too late to re-release Taiwan, since it&#039;s a weird nation that thinks its capital is in Shanghai but doesn&#039;t have a claim on Shanghai at game start. (And even if you do, Taiwan&#039;s democratic government has been destroyed and doesn&#039;t just come back if you liberate Taipei.) But grinding the government score for giant China all the way up through Anocracy is a giant waste of resources. &lt;br /&gt;
** Option 1: Leave China as an autocracy and work with it. This is probably most sensible plan, but if you have an ambition to democratize China, there are other things you can do. &lt;br /&gt;
** Option 2: With [[File: ICO projects.png|24px|alt=Project]][[End of China]], liberate Shanghai as Huanan. Grind up the government score of this 1-region, 4-cp nation while the rest of China builds MC and boost and runs spoils. &lt;br /&gt;
*** It will take a few years, but when you get there, start liberating more of China and unifying into Huanan -- it ends up being possible to unify about half of China into a huge democratic nation based in Shanghai.&lt;br /&gt;
** Option 3: With [[File: ICO projects.png|24px|alt=Project]][[End of China]], start liberating as much of China as you possibly can. Use the liberated nations to demand territory from the PRC until Beijing rules as small a rump as possible. This is to reduce the amount of CAP you have to dedicate to the years-long project.&lt;br /&gt;
*** You can keep or abandon the liberated parts as you feel like, either building MC and boost, or using the time and CAP to control a different big nation while what&#039;s left of China democratizes. You probably won&#039;t have enough CAP to control all of fragmented China so you&#039;ll have to give up at least some of it.&lt;br /&gt;
*** When you think it&#039;s finally democratic enough, re-assemble China into the PRC, research [[File: ICO projects.png|24px|alt=Project]][[Pan-Asian Combine]], and collect the rest of east Asia.&lt;/div&gt;</summary>
		<author><name>76561198025456609</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Technology&amp;diff=11703</id>
		<title>Technology</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Technology&amp;diff=11703"/>
		<updated>2026-05-06T21:07:05Z</updated>

		<summary type="html">&lt;p&gt;76561198025456609: /* Future Social Science claims */&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;
=== Org Unlocks ===&lt;br /&gt;
&lt;br /&gt;
Many randomized orgs (see [[Org_List/Random]] for a list) require a specific global tech to be researched before they can start spawning. Furthermore, whenever a global tech is researched, the game immediately spawns 24 copies of each randomized org that is unlocked by the global tech, and directly puts 1 copy into each faction&#039;s [[Orgs#Markets|org market]] unless the org is banned for that faction.&lt;br /&gt;
&lt;br /&gt;
This effectively means that for a short period of time after researching a global tech, it becomes very easy to find the randomized orgs that are unlocked by the global tech.&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 40% to [[Magnetic Nozzles]] and 0% to [[High-Temperature Superconductors]], that averages to a +20% bonus, and your chance to unlock [[Dusty Plasma Drive]] is 42% + 20% = 62%. &lt;br /&gt;
&lt;br /&gt;
If you do unlock it, it goes into your waiting pool. This particular project has a 0% base chance to become immediately available. But your {{TV|science|60}} adds +12% to the chance, and your contribution to [[Magnetic Nozzles]] and [[High-Temperature Superconductors]] adds another +20%, for a total chance of 32%. 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;
=== Sabotaging Projects ===&lt;br /&gt;
&lt;br /&gt;
Some councilors may &amp;quot;sabotage&amp;quot; the ongoing research projects of other human factions via the {{MissionIcon|Sabotage Project}}[[Sabotage Project]] mission. Each faction&#039;s research into each project may be sabotaged by at most one {{MissionIcon|Sabotage Project}}[[Sabotage Project]] mission. Notably, this means that if there are 3 factions A, B, and C, and B has already successfully performed a {{MissionIcon|Sabotage Project}}[[Sabotage Project]] mission on a project of A, then C cannot perform another {{MissionIcon|Sabotage Project}}[[Sabotage Project]] mission on that same project of A.&lt;br /&gt;
&lt;br /&gt;
Whenever a project is sabotaged by the {{MissionIcon|Sabotage Project}}[[Sabotage Project]] mission, it loses half of the {{TV|research}} invested into it, capped at a maximum loss of {{TV|research|5000}}. &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 sabotage all ongoing projects, with no restrictions on how many times a project can be sabotaged or how much {{TV|research}} it can remove. See [[Habs#Capturing_Habs]] for details.&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;
=== Categories ===&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;
=== Engineering Projects ===&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;
=== The values reported in game ===&lt;br /&gt;
&lt;br /&gt;
* The base amount is reported on the Monthly Ledger tab of the Council screen (sometimes also called &amp;quot;ledger science&amp;quot;).&lt;br /&gt;
** The amount reported for each councilor is the sum {{TV|research}} from each [[Trait]] plus the flat {{TV|research}} income from all their orgs, plus a bonus of 1% × their {{TV|science}} attribute.&lt;br /&gt;
** This amount &#039;&#039;does&#039;&#039; include the effect of Advising councilors, so it goes up during mission phases once the Advise mission triggers, and down again during the Assignment phase.&lt;br /&gt;
* In the top bar of main screen, reported {{TV|research}} is the base amount + the distribution bonus (5% per different category currently being worked on).&lt;br /&gt;
** This amount &#039;&#039;does&#039;&#039; include the effect of Advising councilors, so it goes up during mission phases once the Advise mission triggers, and down again during the Assignment phase.&lt;br /&gt;
** Re-calculation of the distribution bonus lags changes made to your actual research distributions, and so may not be accurate if you&#039;ve recently changed projects.&lt;br /&gt;
* On the Research &amp;amp; Development screen, daily contribution values are reported just above the pip boxes. These are possibly averaged over past contributions? not clear, may be buggy (as of 1.0.29)?&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;
{{ObsoleteBox}}&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;
{{SpoilerBoxEnd}}&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 (or the {{TV|xenology}} 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;
=== Future Social Science claims ===&lt;br /&gt;
&lt;br /&gt;
* A non-hostile  claim is generated for exactly one nation whose executive is held by the research leader. &lt;br /&gt;
* The claim is generated for an adjacent territory that is not already claimed. &amp;quot;Adjacent&amp;quot; can be confirmed in the tooltip in the Regions tab of the nation detail window. It includes bridges and tunnels constructed for &amp;quot;peaceful use only&amp;quot;.&lt;br /&gt;
* If there is no eligible territory by the above rules, a non-adjacent claim is generated for a nation held by the research leader, to a random territory anywhere on the planet.&lt;br /&gt;
&lt;br /&gt;
This means it is possible to guide the claim to be generated by leaving a buffer zone around your nations, of regions they claim but have not taken control of.&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>76561198025456609</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Technology&amp;diff=11702</id>
		<title>Technology</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Technology&amp;diff=11702"/>
		<updated>2026-05-06T21:06:33Z</updated>

		<summary type="html">&lt;p&gt;76561198025456609: /* Future Tech */&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;
=== Org Unlocks ===&lt;br /&gt;
&lt;br /&gt;
Many randomized orgs (see [[Org_List/Random]] for a list) require a specific global tech to be researched before they can start spawning. Furthermore, whenever a global tech is researched, the game immediately spawns 24 copies of each randomized org that is unlocked by the global tech, and directly puts 1 copy into each faction&#039;s [[Orgs#Markets|org market]] unless the org is banned for that faction.&lt;br /&gt;
&lt;br /&gt;
This effectively means that for a short period of time after researching a global tech, it becomes very easy to find the randomized orgs that are unlocked by the global tech.&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 40% to [[Magnetic Nozzles]] and 0% to [[High-Temperature Superconductors]], that averages to a +20% bonus, and your chance to unlock [[Dusty Plasma Drive]] is 42% + 20% = 62%. &lt;br /&gt;
&lt;br /&gt;
If you do unlock it, it goes into your waiting pool. This particular project has a 0% base chance to become immediately available. But your {{TV|science|60}} adds +12% to the chance, and your contribution to [[Magnetic Nozzles]] and [[High-Temperature Superconductors]] adds another +20%, for a total chance of 32%. 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;
=== Sabotaging Projects ===&lt;br /&gt;
&lt;br /&gt;
Some councilors may &amp;quot;sabotage&amp;quot; the ongoing research projects of other human factions via the {{MissionIcon|Sabotage Project}}[[Sabotage Project]] mission. Each faction&#039;s research into each project may be sabotaged by at most one {{MissionIcon|Sabotage Project}}[[Sabotage Project]] mission. Notably, this means that if there are 3 factions A, B, and C, and B has already successfully performed a {{MissionIcon|Sabotage Project}}[[Sabotage Project]] mission on a project of A, then C cannot perform another {{MissionIcon|Sabotage Project}}[[Sabotage Project]] mission on that same project of A.&lt;br /&gt;
&lt;br /&gt;
Whenever a project is sabotaged by the {{MissionIcon|Sabotage Project}}[[Sabotage Project]] mission, it loses half of the {{TV|research}} invested into it, capped at a maximum loss of {{TV|research|5000}}. &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 sabotage all ongoing projects, with no restrictions on how many times a project can be sabotaged or how much {{TV|research}} it can remove. See [[Habs#Capturing_Habs]] for details.&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;
=== Categories ===&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;
=== Engineering Projects ===&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;
=== The values reported in game ===&lt;br /&gt;
&lt;br /&gt;
* The base amount is reported on the Monthly Ledger tab of the Council screen (sometimes also called &amp;quot;ledger science&amp;quot;).&lt;br /&gt;
** The amount reported for each councilor is the sum {{TV|research}} from each [[Trait]] plus the flat {{TV|research}} income from all their orgs, plus a bonus of 1% × their {{TV|science}} attribute.&lt;br /&gt;
** This amount &#039;&#039;does&#039;&#039; include the effect of Advising councilors, so it goes up during mission phases once the Advise mission triggers, and down again during the Assignment phase.&lt;br /&gt;
* In the top bar of main screen, reported {{TV|research}} is the base amount + the distribution bonus (5% per different category currently being worked on).&lt;br /&gt;
** This amount &#039;&#039;does&#039;&#039; include the effect of Advising councilors, so it goes up during mission phases once the Advise mission triggers, and down again during the Assignment phase.&lt;br /&gt;
** Re-calculation of the distribution bonus lags changes made to your actual research distributions, and so may not be accurate if you&#039;ve recently changed projects.&lt;br /&gt;
* On the Research &amp;amp; Development screen, daily contribution values are reported just above the pip boxes. These are possibly averaged over past contributions? not clear, may be buggy (as of 1.0.29)?&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;
{{ObsoleteBox}}&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;
{{SpoilerBoxEnd}}&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 (or the {{TV|xenology}} 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;
=== Future Social Science claims ===&lt;br /&gt;
&lt;br /&gt;
* A non-hostile  claim is generated for exactly one nation whose executive is held by the research leader. &lt;br /&gt;
* The claim is generated for an adjacent territory that is not already claimed. &amp;quot;Adjacent&amp;quot; can be confirmed in the tooltip in the Regions tab of the nation detail window. It includes bridges and tunnels constructed for &amp;quot;peaceful purposes only&amp;quot;.&lt;br /&gt;
* If there is no eligible territory by the above rules, a non-adjacent claim is generated for a nation held by the research leader, to a random territory anywhere on the planet.&lt;br /&gt;
&lt;br /&gt;
This means it is possible to guide the claim to be generated by leaving a buffer zone around your nations, of regions they claim but have not taken control of.&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>76561198025456609</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=11677</id>
		<title>Habs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=11677"/>
		<updated>2026-04-15T02:27:49Z</updated>

		<summary type="html">&lt;p&gt;76561198025456609: /* Solar mirrors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;This page discusses the game mechanics for habs. For a list of all hab modules in Terra Invicta, as well as their stats, see [[Hab Module List]] instead. For planning out your habs, see [[Hab Planner]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Habitats, or habs, are space-based facilities operated by [[Factions]]. They are composed of modules. All modules have a core module; the size of the core determines the size of the hab. The size of the hab determines both how many modules you can have (4, 12 or 20, plus the core), and the maximum size of each module.&lt;br /&gt;
&lt;br /&gt;
Habs may be founded in three ways. One is to launch the core module from [[Earth]], using {{TV|boost}}. This can take a lot of time if the location is far from the homeworld. A second is to develop and build kits that [[Spaceships|ships]] can deploy when they arrive in an orbit or land on a space body. A third is to found habs from other habs in the same planetary system that have a construction module.&lt;br /&gt;
&lt;br /&gt;
Habs may be assaulted and captured by Marines from ships, although building barracks modules helps defend it. A [[Councilors|councilor]] with a high {{TV|command}} attribute leading an assault mission gives it a much greater chance of success.&lt;br /&gt;
&lt;br /&gt;
Habs, like [[Fleets]], belong directly to a [[Factions|faction]]. Your hab may be nominally operating under NASA or the United Nations, but what matters is that its people are really working for {{icon|cooperate}}[[The Academy]], {{icon|resist}}[[The Resistance]], {{icon|escape}}[[Project Exodus]], etc.&lt;br /&gt;
&lt;br /&gt;
Habs have a support cost drawn from space resources. If those are insufficient, then {{TV|boost}} is used. And if you are out of both, or have insufficient {{TV|mc}}, your hab is much more likely to suffer accidents, and be much more willing to switch allegiance to another faction.&lt;br /&gt;
&lt;br /&gt;
== Life Support ==&lt;br /&gt;
&lt;br /&gt;
Each human at a hab requires {{TV|water|0.35}}, {{TV|volatiles|0.35}}, and {{TV|money|0.1}} &#039;&#039;per year&#039;&#039;. This is approximately {{TV|water|0.029}}, {{TV|volatiles|0.029}}, and {{TV|money|0.008}} &#039;&#039;per month&#039;&#039;. Agricultural modules cover {{icon|water}} and {{icon|volatiles}} upkeeps for a certain number of crew in the hab.&lt;br /&gt;
&lt;br /&gt;
== Radiation Shielding ==&lt;br /&gt;
Some locations have {{icon|radiation|bgcolor=DarkSlateGray}}dangerous levels of natural radiation, and modules built in the location needs extra {{TV|metals}} to protect crew and equipment from radiation. For example, every location on Mercury has {{icon|radiation|bgcolor=DarkSlateGray}}2x radiation modifier, which means the total mass of a module becomes double the amount of normal value and the difference is paid with {{TV|metals}}. For example, a {{TV|tons|200}} module becomes {{TV|tons|400}} module on Mercury, and that {{TV|tons|200}} of difference means an additional {{TV|metals|20}} cost.&lt;br /&gt;
&lt;br /&gt;
== Construction Modifiers ==&lt;br /&gt;
&lt;br /&gt;
Each hab module has a base construction time, measured in days. But the actual construction time can be modified in multiple ways:&lt;br /&gt;
* If the hab module is an upgrade of a previously built hab module in the same hab module slot, then the construction time (and resource costs) are multiplied by 2/3.&lt;br /&gt;
* If the hab contains one or more active modules that modify the construction time, then their bonuses are applied as follows:&lt;br /&gt;
*# Sort the list of such modules in ascending order by their construction time modifier.&lt;br /&gt;
*# For the i-th module in the list, multiply the construction time by (1 - (1 - construction time modifier) / i²).&lt;br /&gt;
* If the hab module requires materials to be {{icon|boost}}boosted from [[Earth]], then add the time needed for the materials to travel from [[Earth]] to the hab.&lt;br /&gt;
&lt;br /&gt;
== Stations ==&lt;br /&gt;
[[File:Orbital.JPG|thumb|320px|Station]]&lt;br /&gt;
{{icon|station}}Stations are built in an orbit. You can build various modules on them to get benefits, and some modules have additional benefits if the station is in one of the Earth&#039;s interface orbits.&lt;br /&gt;
&lt;br /&gt;
When the game starts there are two existing tier 1 stations, each with a unique orbit around Earth: The International Space Station (controlled by the Academy), with two Solar Collectors and one Space Science Lab, and Tiangong Station (controlled by Project Exodus), with no modules beyond the core. Those two factions start with innate {{icon|boost}}boost income to support the upkeep of those staion.&lt;br /&gt;
&lt;br /&gt;
A hostile fleet may board or destroy the station. But if the station has defense module(s), the hostile fleet should fight a battle first and destroy the defense module(s). When destroying undefended station, it takes 15 minutes per each tier of the module to destroy a module.&lt;br /&gt;
&lt;br /&gt;
Stations use the following core modules. They require the council engineering project with the same name to be constructed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module&lt;br /&gt;
! Tier&lt;br /&gt;
!Build Cost &lt;br /&gt;
! Monthly Upkeep&amp;lt;ref name=crew&amp;gt;Does not include crew upkeep. Each crew consumes 0.35{{icon|water}} and 0.35{{icon|volatiles}} per year. Human crew also consume 0.1{{icon|money}} per year.&amp;lt;/ref&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Platform Core&amp;lt;br&amp;gt;[[File:Station T1 PlatformCore.png|80px]]&lt;br /&gt;
| 1 &lt;br /&gt;
|&lt;br /&gt;
{{#invoke:HabModuleLister|GetModuleTableRow|Platform Core|true|true|false|false}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Orbital Core&amp;lt;br&amp;gt;[[File:Station T2 OrbitalCore.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
{{#invoke:HabModuleLister|GetModuleTableRow|Orbital Core|true|true|false|false}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Ring Core&amp;lt;br&amp;gt;[[File:Station T3 RingCore.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
{{#invoke:HabModuleLister|GetModuleTableRow|Ring Core|true|true|false|false}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Automated Platform Core&amp;lt;br&amp;gt;[[File:Station T1 PlatformCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
{{#invoke:HabModuleLister|GetModuleTableRow|Automated Platform Core|true|true|false|false}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Particle Colliders ===&lt;br /&gt;
Particle Colliders are used to produce {{TV|antimatter}}. They also produce Energy Research but once the bonus goes above 50% it suffers diminishing returns.&lt;br /&gt;
&lt;br /&gt;
Colliders can only be built in orbit.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Build Cost !! Monthly Upkeep !! Monthly Income !! Special rule&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Particle Collider&amp;lt;br&amp;gt;[[File:Station T1 Particle Collider.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
{{#invoke:HabModuleLister|GetModuleTableRow|Particle Collider|true|true|true|true}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Atomsmasher&amp;lt;br&amp;gt;[[File:Station T2 Atomsmasher.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
{{#invoke:HabModuleLister|GetModuleTableRow|Atomsmasher|true|true|true|true}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Supercollider&amp;lt;br&amp;gt;[[File:Station T3 Supercollider.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
{{#invoke:HabModuleLister|GetModuleTableRow|Supercollider|true|true|true|true}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Antimatter Capture ===&lt;br /&gt;
Antimatter capture modules can only be constructed in orbits that have {{TV|antimatter}}. Only one antimatter capture module can operate in each antimatter orbit, regardless of faction.&lt;br /&gt;
&lt;br /&gt;
The amount of natural antimatter production is so small that it is in practice useless. For example, medium earth orbit has 33a monthly output, which is 0.000000000000000033 units of antimatter per month with the 100% efficient Antimatter Farm doing the harvesting. The largest antimatter value in the solar system is &lt;br /&gt;
medium Saturn orbit at 2p, which is 0.000000000002.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Build Cost !! Monthly Upkeep !! Monthly Income !! Special Rule&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Antimatter Trap&amp;lt;br&amp;gt;[[File:Station T1 AntimatterTrap.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Antimatter Trap|true|true|true|true}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Antimatter Harvester&amp;lt;br&amp;gt;[[File:Station T2 AntimatterHarvester.png|80px]] &lt;br /&gt;
| 2&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Antimatter Harvester|true|true|true|true}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Antimatter Farm&amp;lt;br&amp;gt;[[File:Station T3 AntimatterFarm.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Antimatter Farm|true|true|true|true}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Solar mirrors ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Build Cost* !! Monthly Upkeep !! Special Rule&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Solar Mirror&amp;lt;br&amp;gt;[[File:Station_T1_SolarMirror.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Solar Mirror|true|true|false|true}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Solar Mirror Array&amp;lt;br&amp;gt;[[File:Station_T2_SolarMirrorArray.png|80px]] &lt;br /&gt;
| 2&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Solar Mirror Array|true|true|false|true}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Soletta&amp;lt;br&amp;gt;[[File:Station_T3_Soletta.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Soletta|true|true|false|true}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Automated Solar Mirror&amp;lt;br&amp;gt;[[File:Station_T1_SolarMirror.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Automated Solar Mirror|true|true|false|true}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Build cost scales with distance to the sun to model the fact that the mirrors need to be larger to collect the same amount of light. (Multiply all material costs by the distance in AU squared, so at Mars the multiplier is 2.3 and at Jupiter it&#039;s 27.)&lt;br /&gt;
&lt;br /&gt;
=== Campaign Modules ===&lt;br /&gt;
Campaign Modules are tier 3 modules that can only be constructed by certain factions once certain campaign objectives have been completed. Constructing it will allow the faction to complete its final objective.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Build Cost !! Monthly Upkeep !! Special Rule !! Faction&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Sentinel Complex&amp;lt;br&amp;gt;[[File:Station T3 SentinelComplex.png|80px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Sentinel Complex|true|true|false|true}}&lt;br /&gt;
| [[File:FAC AppeaseCouncil 128.png|40px]] The Protectorate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Interstellar Launch Facility&amp;lt;br&amp;gt;[[File:Station T3 InterstellarLaunchingLaser.png|80px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Interstellar Launching Laser|true|true|false|true}}&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|40px]] Project Exodus&lt;br /&gt;
|}&lt;br /&gt;
The Deep Space Telesope is a campaign tier 2 module only available to the [[File:FAC EscapeCouncil 128.png|24px]] Project Exodus faction for its objectives. Its stats are comparable to the Space Science Research Center module.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Build Cost !! Monthly Upkeep !! Monthly Income !! Special Rule !! Faction&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Deep Space Telescope &amp;lt;br&amp;gt;[[File:DeepSpaceTelescope .png|80px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Deep Space Telescope|true|true|true|true}}&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|40px]] Project Exodus&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bases ==&lt;br /&gt;
[[File:HabDesigner.JPG|thumb|320px|Base]]&lt;br /&gt;
{{icon|base}}Bases are built at a hab site. A hab site should be surveyed first to build a base. Surveying can be done with a prospector probe or a ship with science module.&lt;br /&gt;
&lt;br /&gt;
Bases use the following core modules. They require the council engineering project with the same name to be constructed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module&lt;br /&gt;
! Tier&lt;br /&gt;
!Build Cost &lt;br /&gt;
! Monthly Upkeep&amp;lt;ref name=crew&amp;gt;Does not include crew upkeep. Each crew consumes 0.35{{icon|water}} and 0.35{{icon|volatiles}} per year. Human crew also consume 0.1{{icon|money}} per year.&amp;lt;/ref&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Outpost Core&amp;lt;br&amp;gt;[[File:Base T1 OutpostCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
|  1 {{icon|volatiles}} 1 {{icon|metal}} 30 Days  &lt;br /&gt;
| 2 {{icon|mc}} 3 {{icon|money}} 5 Crew&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Settlement Core&amp;lt;br&amp;gt;[[File:Base T2 SettlementCore.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
|  5 {{icon|volatiles}} 5 {{icon|metal}} 60 Days  &lt;br /&gt;
| 3 {{icon|mc}} 10 {{icon|money}} 25 Crew&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Colony Core&amp;lt;br&amp;gt;[[File:Base T3 ColonyCore.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
|  40 {{icon|volatiles}} 40 {{icon|metal}} 90 Days  &lt;br /&gt;
| 4 {{icon|mc}} 20 {{icon|money}} 125 Crew&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Automated Outpost Core&amp;lt;br&amp;gt;[[File:Base T1 OutpostCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 0.8 {{icon|volatiles}} 1 {{icon|metal}} 0.2 {{icon|nobles}} 30 Days &lt;br /&gt;
| 1 {{icon|mc}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mining Complexes ===&lt;br /&gt;
Each base will have a Mining Deposit Access Point above the Core Module. Only Mining Complex modules can be constructed on it, which will produce the resources of the hab site. Its construction cost and power consumption are modified by [[Habs#Mining_modifier|mining modifier]]. It may incur additional {{TV|mc}} cost depending on the [[Habs#Mine_Limit|Mine Limit]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Build Cost !! Monthly Upkeep !! Monthly Income&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Outpost Mining Complex&amp;lt;br&amp;gt;[[File:Base T1 OutpostMiningComplex.png|170px]]&lt;br /&gt;
| 1&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Outpost Mining Complex|true|true|true|false}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Settlement Mining Complex&amp;lt;br&amp;gt;[[File:Base T2 SettlementMiningComplex.png|170px]]&lt;br /&gt;
| 2&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Settlement Mining Complex|true|true|true|false}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Colony Mining Complex&amp;lt;br&amp;gt;[[File:Base T3 ColonyMiningComplex.png|170px]]&lt;br /&gt;
| 3&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Colony Mining Complex|true|true|true|false}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Automated Mining Complex&amp;lt;br&amp;gt;[[File:Base T1 OutpostMiningComplex.png|170px]]&lt;br /&gt;
| 1&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Automated Mining Complex|true|true|true|false}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Mining modifier ====&lt;br /&gt;
This modifier is applied to the mining module&#039;s [[Resources#Space_Resources|space resource]] build cost and {{TV|power consumption}} on respective celestial body. For example, the modifier for [[Mars]] is roughly 0.9342. So an Outpost Mining Complex that normally costs {{TVS|water|2.5}} {{TVS|volatiles|2.5}} {{TVS|metals|19.75}} {{TVS|nobles|0.25}} and {{TVS|power consumption|10}} instead costs roughly {{TVS|water|2.34}} {{TVS|volatiles|2.34}} {{TVS|metals|18.45}} {{TVS|nobles|0.23}} and {{TVS|power consumption|9}}.&lt;br /&gt;
&lt;br /&gt;
This modifier is applied before the [[Habs#Radiation_Shielding|radiation]] penalty multiplier to the hab module&#039;s total mass, and so they are in a sense, multiplicative. For example, the modifier for [[Mercury]] is roughly 1.9641, and the Radiation penalty is {{icon|radiation|bgcolor=DarkSlateGray}}2×. A Colony Mining Complex normally costs {{TVS|water|100}} {{TVS|volatiles|100}} {{TVS|metals|790}} {{TVS|nobles|10}} and {{TVS|power consumption|200}}. Applying the mining modifier changes this to roughly {{TVS|water|196.41}} {{TVS|volatiles|196.41}} {{TVS|metals|1551.64}} {{TVS|nobles|19.64}} and {{TVS|power consumption|393}}. This means the mass of the Colony Mining Complex changes from the original {{TVS|tons|10000}} to {{TVS|tons|19641}} after the mining modifier. Applying the {{icon|radiation|bgcolor=DarkSlateGray}}2× Radiation penalty to this mass of {{TVS|tons|19641}} results in a total mass of {{TVS|tons|39282}}, with all this additional mass being paid for by an additional {{TV|metals|1964.1}}. So the total costs of the Colony Mining Complex on [[Mercury]] is roughly {{TVS|water|196.41}} {{TVS|volatiles|196.41}} {{TVS|metals|3515.74}} {{TVS|nobles|19.64}} and {{TVS|power consumption|393}}.&lt;br /&gt;
&lt;br /&gt;
Mining modifier is increased by several factors, which are: escape velocity of the celestial body, atmosphere of the celestial body, escape velocity from the planet it&#039;s orbiting at the body&#039;s orbit (if the celestial body is a moon), escape velocity from the sun at its orbit (does not count if luna), and the distance from the Sun to the celestial body.&lt;br /&gt;
&lt;br /&gt;
The table below shows mining modifiers on notable celestial bodies.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Celestial Body !! Mining Modifier&lt;br /&gt;
|-&lt;br /&gt;
| Luna&lt;br /&gt;
| 0.5077&lt;br /&gt;
|-&lt;br /&gt;
| Mars&lt;br /&gt;
| 0.9342&lt;br /&gt;
|-&lt;br /&gt;
| Ceres&lt;br /&gt;
| 0.7699&lt;br /&gt;
|-&lt;br /&gt;
| Mercury&lt;br /&gt;
| 1.9641&lt;br /&gt;
|-&lt;br /&gt;
| Callisto&lt;br /&gt;
| 0.9123&lt;br /&gt;
|-&lt;br /&gt;
| Io&lt;br /&gt;
| 1.4960&lt;br /&gt;
|-&lt;br /&gt;
| Titan&lt;br /&gt;
| 0.8865&lt;br /&gt;
|-&lt;br /&gt;
| Pluto&lt;br /&gt;
| 1.5029&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Mine Limit ====&lt;br /&gt;
&lt;br /&gt;
Every human [[Factions|faction]] has a mine limit, beyond which any additional mines will incur additional {{TV|mc}} costs. This mine limit is initially 0, but can be increased by the following:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Source !! Mine Limit Increase&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|space}}[[Mission to the Moon]] || 3&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|space}}[[Mission to Mercury]] || 3&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|space}}[[Mission to Mars]] || 6&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|space}}[[Mission to the Asteroids]] || 6&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|space}}[[Mission to Jupiter]] || 6&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|space}}[[Mission to Saturn]] || 6&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|space}}[[Mission to the Outer Planets]] || 6&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|space}}[[Future Tech: Space Science]] || 1&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|materials}}{{icon|projects}}[[Project_GoldRush|Gold Rush]]&amp;lt;br&amp;gt;({{icon|escape}}[[Project Exodus]] only.) || 6&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
So before [[Technology#Future_Tech|Future Tech]] is reached, human [[Factions]] have a mine limit of up to 36, except for {{icon|escape}}[[Project Exodus]] which gets 42.&lt;br /&gt;
&lt;br /&gt;
When a faction has more mines than their limit, the total {{TV|mc}} cost penalty they have to pay is calculated as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt;Max(1, Floor(Excess mines ^ 2 / 2))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2| Excess Mines !! colspan=2| {{TVS|mc}} penalty &lt;br /&gt;
|-&lt;br /&gt;
! Of new mine !! Total&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 2 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 4 || 8&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 4 || 12&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 6 || 18&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 6 || 24&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 8 || 32&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 8 || 40&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 10 || 50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
Most hab modules consume power. You must build sufficient power-generating modules to accommodate your other modules. Modules may be turned off to reduce power consumption, although certain modules must remain on if there is power to support them in the hab.&lt;br /&gt;
&lt;br /&gt;
Hab modules are added to habs either by shipping them from Earth using boost or building them out of space materials. Some modules have upgrade paths to larger versions; upgrading a module in this way is done at a discount.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! width=1% | Module&lt;br /&gt;
! Effects&lt;br /&gt;
! width=1% | Module&lt;br /&gt;
! Effects&lt;br /&gt;
! width=1% | Module&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Supply Depot*&amp;lt;br&amp;gt;[[File:Station T1 SupplyDepot.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Supply Depot|true|true|true|true|list}}&lt;br /&gt;
| colspan=4 align=center | cannot be upgraded&lt;br /&gt;
|-&lt;br /&gt;
| Space Dock&amp;lt;br&amp;gt;[[File:Station T1 ConstructionModule.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Space Dock|true|true|true|true|list}}&lt;br /&gt;
| Shipyard&amp;lt;br&amp;gt;[[File:Station T2 Shipyard.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Shipyard|true|true|true|true|list}}&lt;br /&gt;
| Spaceworks&amp;lt;br&amp;gt;[[File:Station T3 Spaceworks.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Spaceworks|true|true|true|true|list}}&lt;br /&gt;
|-&lt;br /&gt;
| Construction Module&amp;lt;br&amp;gt;[[File:Station T1 SpaceDock.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Construction Module|true|true|true|true|list}}&lt;br /&gt;
| Nanofactory&amp;lt;br&amp;gt;[[File:Station T2 Nanofactory.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Nanofactory|true|true|true|true|list}}&lt;br /&gt;
| Nanofacturing Complex&amp;lt;br&amp;gt;[[File:Station T3 NanofacturingComplex.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Nanofacturing Complex|true|true|true|true|list}}&lt;br /&gt;
|-&lt;br /&gt;
| Quarters&amp;lt;br&amp;gt;[[File:Station T1 Quarters.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Quarters|true|true|true|true|list}}&lt;br /&gt;
| Residential Module&amp;lt;br&amp;gt;[[File:Station T2 ResidentialModule.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Residential Module|true|true|true|true|list}}&lt;br /&gt;
| Civilian Complex&amp;lt;br&amp;gt;[[File:Station T3 CivilianComplex.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Civilian Complex|true|true|true|true|list}}&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponics Bay&amp;lt;br&amp;gt;[[File:Station T1 HydroponicsBay.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Hydroponics Bay|true|true|true|true|list}}&lt;br /&gt;
| Farm&amp;lt;br&amp;gt;[[File:Station T2 Farm.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Farm|true|true|true|true|list}}&lt;br /&gt;
| Agriculture Complex&amp;lt;br&amp;gt;[[File:Station T3 AgricultureComplex.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Agriculture Complex|true|true|true|true|list}}&lt;br /&gt;
|-&lt;br /&gt;
| Marine Platoon Barracks&amp;lt;br&amp;gt;[[File:Station T1 MarinePlatoonBarracks.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Marine Platoon Barracks|true|true|true|true|list}}&lt;br /&gt;
| Marine Company Barracks&amp;lt;br&amp;gt;[[File:Station T2 MarineCompanyBarracks.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Marine Company Barracks|true|true|true|true|list}}&lt;br /&gt;
| Marine Battalion Barracks&amp;lt;br&amp;gt;[[File:Station T3 MarineBattalionBarracks.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Marine Battalion Barracks|true|true|true|true|list}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Skunkworks&amp;lt;br&amp;gt;[[File:Station T2 SkunkWorks.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Skunkworks|true|true|true|true|list}}&lt;br /&gt;
| Foundry&amp;lt;br&amp;gt;[[File:Station T3 Foundry.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Foundry|true|true|true|true|list}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Research Campus&amp;lt;br&amp;gt;[[File:Station T2 ResearchCampus.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Research Campus|true|true|true|true|list}}&lt;br /&gt;
| Research University&amp;lt;br&amp;gt;[[File:Station T3 ResearchUniversity.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Research University|true|true|true|true|list}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Operations Center&amp;lt;br&amp;gt;[[File:Station T2 OperationsCenter.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Operations Center|true|true|true|true|list}}&lt;br /&gt;
| Command Center&amp;lt;br&amp;gt;[[File:Station T3 CommandCenter.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Command Center|true|true|true|true|list}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 align=center | built from tier 3&lt;br /&gt;
| Helium-3 Mine&amp;lt;br&amp;gt;[[File:Station_T3_Helium-3Mine.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Helium-3 Mine|true|true|true|true|list}}&lt;br /&gt;
|}&lt;br /&gt;
* exist in an automated version.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Power Modules ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pile*&amp;lt;br&amp;gt;[[File:Station T1 FissionPile.png|120px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Fission Pile|true|true|true|true|list}}&lt;br /&gt;
| Fission Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 FissionReactorArray.png|120px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Fission Reactor Array|true|true|true|true|list}}&lt;br /&gt;
| Fission Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 FissionReactorFarm.png|120px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Fission Reactor Farm|true|true|true|true|list}}&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Fission Pile&amp;lt;br&amp;gt;[[File:Station T1 HeavyFissionPile.png|120px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Heavy Fission Pile|true|true|true|true|list}}&lt;br /&gt;
| Heavy Fission Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 HeavyFissionReactorArray.png|120px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Heavy Fission Reactor Array|true|true|true|true|list}}&lt;br /&gt;
| Heavy Fission Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 HeavyFissionReactorFarm.png|120px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Heavy Fission Reactor Farm|true|true|true|true|list}}&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pile&amp;lt;br&amp;gt;[[File:Station T1 FusionPile.png|120px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Fusion Pile|true|true|true|true|list}}&lt;br /&gt;
| Fusion Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 FusionReactorArray.png|120px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Fusion Reactor Array|true|true|true|true|list}}&lt;br /&gt;
| Fusion Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 FusionReactorFarm.png|120px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Fusion Reactor Farm|true|true|true|true|list}}&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Fusion Pile&amp;lt;br&amp;gt;[[File:Station T1 HeavyFusionPile.png|120px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Heavy Fusion Pile|true|true|true|true|list}}&lt;br /&gt;
| Heavy Fusion Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 HeavyFusionReactorArray.png|120px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Heavy Fusion Reactor Array|true|true|true|true|list}}&lt;br /&gt;
| Heavy Fusion Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 TerawattFusionReactor.png|120px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Heavy Fusion Reactor Farm|true|true|true|true|list}}&lt;br /&gt;
|-&lt;br /&gt;
| Solar Collector*&amp;lt;br&amp;gt;[[File:Station T1 SolarCollector.png|120px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Solar Collector|true|true|true|true|list}}&lt;br /&gt;
| Solar Array&amp;lt;br&amp;gt;[[File:Station T2 SolarArray.png|120px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Solar Array|true|true|true|true|list}}&lt;br /&gt;
| Solar Farm&amp;lt;br&amp;gt;[[File:Station T3 SolarFarm.png|120px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Solar Farm|true|true|true|true|list}}&lt;br /&gt;
|}&lt;br /&gt;
* exist in an automated version.&lt;br /&gt;
&lt;br /&gt;
Power Modules produce {{icon|power|bgcolor=DarkSlateGray}}Power to the hab. Solar power modules have different output defending on the solar power module multiplier of the location which represent how much solar power it received from the Sun on average. Here is a list of the solar power multiplier for different locations in the solar system.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Location &lt;br /&gt;
! Solar Multiplier &lt;br /&gt;
! Power T1 &lt;br /&gt;
! Power T2 &lt;br /&gt;
! Power T3&lt;br /&gt;
|-&lt;br /&gt;
| Mercury Surface || 334% || 67 || 267 || 801&lt;br /&gt;
|-&lt;br /&gt;
| Mercury Low orbit || 604% || 121 || 483 || 1449&lt;br /&gt;
|-&lt;br /&gt;
| Mercury High orbit || 641% || 128 || 513 || 1538&lt;br /&gt;
|-&lt;br /&gt;
| Venus Low orbit || 173% || 35 || 138 || 415&lt;br /&gt;
|-&lt;br /&gt;
| Venus High orbit || 190% || 38 || 152 || 456&lt;br /&gt;
|-&lt;br /&gt;
| Earth Low orbit || 76% || 15 || 61 || 182&lt;br /&gt;
|-&lt;br /&gt;
| Earth High orbit || 98% || 19 || 78 || 234&lt;br /&gt;
|-&lt;br /&gt;
| Luna Surface || 50% || 10 || 40 || 120&lt;br /&gt;
|-&lt;br /&gt;
| Luna Low Orbit || 78% || 16 || 62 || 187&lt;br /&gt;
|-&lt;br /&gt;
| Luna High Orbit || 98% || 20 || 78 || 235&lt;br /&gt;
|-&lt;br /&gt;
| Mars Surface || 16% || 3 || 13|| 39&lt;br /&gt;
|-&lt;br /&gt;
| Mars Low orbit || 33% || 7 || 27 || 80&lt;br /&gt;
|-&lt;br /&gt;
| Mars High orbit || 43% || 9 || 34 || 102&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Defense Modules ===&lt;br /&gt;
Defense modules house weapons to defend habs and prevent enemy Assault Hab fleet operations. Higher tier defense modules house larger weapons and have better defenses.&lt;br /&gt;
&lt;br /&gt;
Despite sharing names and graphics, ground-based and space-based defense modules function very differently.&lt;br /&gt;
&lt;br /&gt;
When built on &#039;&#039;&#039;surface bases&#039;&#039;&#039; they house special massive surface-to-orbit laser cannons and will fire at fleets that begin bombardment. They upgrade automatically when one of those global techs are researched: {{icon|energy}}Arc lasers, {{icon|energy}}Phased-Array Lasers, {{icon|military}}Visible Combat Lasers, {{icon|military}}Ultraviolet Combat Lasers. See [[Laser Weapon List#Non-Ship Lasers]] for details on these laser cannons. They also upgrade to use the best armor researched that does not cost {{TV|exotics}}, which greatly increases their armor. See [[Ship Armor List]] for details.&lt;br /&gt;
&lt;br /&gt;
Surface defense modules will defend against [[Fleets#Orbital_Bombardment|orbital bombardment]].&lt;br /&gt;
&lt;br /&gt;
When built on &#039;&#039;&#039;stations&#039;&#039;&#039; they house the following weapons, depending on their tier: &lt;br /&gt;
* A 1/2/4-hull slot laser weapon&lt;br /&gt;
* A 1/2/4-hull slot kinetic weapon&lt;br /&gt;
* A 1-hull slot point defense weapon&lt;br /&gt;
* A 4-hull slot plasma weapon (Battlestations only)&lt;br /&gt;
These automatically upgrade when new faction projects that develop hull weapons are researched, selecting whatever option gives the highest combat rating. If no compatible weapon is found, then the weapon slot usually defaults to some kind of naval gun. Station defense modules have unchippable but low armor, only 5 * tier, and this value cannot be increased. Their HP is determined from your best armor researched that does not cost {{TV|exotics}}, and also automatically upgrades when you complete a relevant project. See [[Ship Armor List]] for details.&lt;br /&gt;
&lt;br /&gt;
Stations with defense modules will take part in space battles. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Weapon Size !! Armor Value !! Build Cost !! Monthly Upkeep !! Special rule&lt;br /&gt;
|-&lt;br /&gt;
| Point Defense Array&amp;lt;br&amp;gt;[[File:Station T1 PointDefenseArray.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| Small&lt;br /&gt;
| 5&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Point Defense Array|true|true|false|true|table}}&lt;br /&gt;
|-&lt;br /&gt;
| Layered Defense Array&amp;lt;br&amp;gt;[[File:Station T2 LayeredDefenseArray.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| Medium&lt;br /&gt;
| 10&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Layered Defense Array|true|true|false|true|table}}&lt;br /&gt;
|-&lt;br /&gt;
| Battlestations&amp;lt;br&amp;gt;[[File:Station T3 Battlestations.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| Large&lt;br /&gt;
| 15&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Battlestations|true|true|false|true|table}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Administration Modules ===&lt;br /&gt;
Administration modules help with faction management. Each hab may only have one administration module.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Build Cost !! Monthly Upkeep !! Monthly Income !! Special rule&lt;br /&gt;
|-&lt;br /&gt;
| Administration Node &amp;lt;br&amp;gt;[[File:AdministrationNode.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Administration Node|true|true|true|true|table}}&lt;br /&gt;
|-&lt;br /&gt;
| Administration Tower&amp;lt;br&amp;gt;[[File:Station T2 AdministrationTower.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Administration Tower|true|true|true|true|table}}&lt;br /&gt;
|-&lt;br /&gt;
| Administration Complex&amp;lt;br&amp;gt;[[File:Station T3 AdministrationComplex.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Administration Complex|true|true|true|true|table}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Science Modules ===&lt;br /&gt;
Science Modules produce Research in a certain field and have additinal effects if built in Earth interface orbit. Once the research bonus goes above 50% it suffers diminishing returns.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! width=1% | Module&lt;br /&gt;
! Effects&lt;br /&gt;
! width=1% | Module&lt;br /&gt;
! Effects&lt;br /&gt;
! width=1% | Module&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Climate Lab   &amp;lt;br&amp;gt;[[File:Station_T1_ClimateLab.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Climate Lab|true|true|true|true|list}}&lt;br /&gt;
| Climate Research Center  &amp;lt;br&amp;gt;[[File:Station T2 ClimateResearchCenter.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Climate Research Center|true|true|true|true|list}}&lt;br /&gt;
| Climate Institute  &amp;lt;br&amp;gt;[[File:Station T3 ClimateInstitute.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Climate Institute|true|true|true|true|list}}&lt;br /&gt;
|-&lt;br /&gt;
| Energy Lab&amp;lt;br&amp;gt;[[File:Station T1 EnergyLab.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Energy Lab|true|true|true|true|list}}&lt;br /&gt;
| Energy Research Center&amp;lt;br&amp;gt;[[File:Station T2 EnergyResearchCenter.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Energy Research Center|true|true|true|true|list}}&lt;br /&gt;
| Energy Institute&amp;lt;br&amp;gt;[[File:Station T3 EnergyInstitute.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Energy Institute|true|true|true|true|list}}&lt;br /&gt;
|-&lt;br /&gt;
| Information Science Lab&amp;lt;br&amp;gt;[[File:Station T1 InformationScienceLab.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Information Science Lab|true|true|true|true|list}}&lt;br /&gt;
| Information Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 InformationScienceResearchCenter.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Information Science Research Center|true|true|true|true|list}}&lt;br /&gt;
| Information Science Institute&amp;lt;br&amp;gt;[[File:Station T3 InformationScienceInstitute.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Information Science Institute|true|true|true|true|list}}&lt;br /&gt;
|-&lt;br /&gt;
| Life Science Lab&amp;lt;br&amp;gt;[[File:Station T1 LifeScienceLab.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Life Science Lab|true|true|true|true|list}}&lt;br /&gt;
| Life Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 LifeScienceResearchCenter.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Life Science Research Center|true|true|true|true|list}}&lt;br /&gt;
| Life Science Institute&amp;lt;br&amp;gt;[[File:Station T3 LifeScienceInstitute.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Life Science Institute|true|true|true|true|list}}&lt;br /&gt;
|-&lt;br /&gt;
| Materials Lab&amp;lt;br&amp;gt;[[File:Station T1 MaterialsLab.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Materials Lab|true|true|true|true|list}}&lt;br /&gt;
| Materials Research Center&amp;lt;br&amp;gt;[[File:Station T2 MaterialsResearchCenter.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Materials Research Center|true|true|true|true|list}}&lt;br /&gt;
| Materials Institute&amp;lt;br&amp;gt;[[File:Station T3 MaterialsInstitute.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Materials Institute|true|true|true|true|list}}&lt;br /&gt;
|-&lt;br /&gt;
| Military Science Lab&amp;lt;br&amp;gt;[[File:Station T1 MilitaryScienceLab.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Military Science Lab|true|true|true|true|list}}&lt;br /&gt;
| Military Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 MilitaryScienceResearchCenter.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Military Science Research Center|true|true|true|true|list}}&lt;br /&gt;
| Military Science Institute&amp;lt;br&amp;gt;[[File:Station T3 MilitaryScienceInstitute.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Military Science Institute|true|true|true|true|list}}&lt;br /&gt;
|-&lt;br /&gt;
| Social Science Lab&amp;lt;br&amp;gt;[[File:Station T1 SocialScienceLab.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Social Science Lab|true|true|true|true|list}}&lt;br /&gt;
| Social Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 SocialScienceResearchCenter.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Social Science Research Center|true|true|true|true|list}}&lt;br /&gt;
| Social Science Institute&amp;lt;br&amp;gt;[[File:Station T3 SocialScienceInstitute.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Social Science Institute|true|true|true|true|list}}&lt;br /&gt;
|-&lt;br /&gt;
| Space Science Lab&amp;lt;br&amp;gt;[[File:Station T1 SpaceScienceLab.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Space Science Lab|true|true|true|true|list}}&lt;br /&gt;
| Space Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 SpaceScienceResearchCenter.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Space Science Research Center|true|true|true|true|list}}&lt;br /&gt;
| Space Science Institute&amp;lt;br&amp;gt;[[File:Station T3 SpaceScienceInstitute.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Space Science Institute|true|true|true|true|list}}&lt;br /&gt;
|-&lt;br /&gt;
| Xenology Lab&amp;lt;br&amp;gt;[[File:Station T1 XenologyLab.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Xenology Lab|true|true|true|true|list}}&lt;br /&gt;
| Xenoscience Research Center&amp;lt;br&amp;gt;[[File:Station T2 XenoscienceResearchCenter.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Xenoscience Research Center|true|true|true|true|list}}&lt;br /&gt;
| Xenoscience Institute&amp;lt;br&amp;gt;[[File:Station T3 XenoscienceInstitute.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Xenoscience Institute|true|true|true|true|list}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Civilian Modules ===&lt;br /&gt;
Civilian Modules must be constructed either in stations in Earth or Luna orbit or on bases on celestial bodies with enough population. They cannot be build in irradiated locations.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! width=1% | Module&lt;br /&gt;
! Effects&lt;br /&gt;
! width=1% | Module&lt;br /&gt;
! Effects&lt;br /&gt;
! width=1% | Module&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Tourist Berth&amp;lt;br&amp;gt;[[File:Station T1 TouristBerth.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Tourist Berth|true|true|true|true|list}}&lt;br /&gt;
| Space Hotel&amp;lt;br&amp;gt;[[File:Station T2 SpaceHotel.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Space Hotel|true|true|true|true|list}}&lt;br /&gt;
| Space Resort&amp;lt;br&amp;gt;[[File:Station T3 SpaceResort.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Space Resort|true|true|true|true|list}}&lt;br /&gt;
|-&lt;br /&gt;
| Broadcast Outlet&amp;lt;br&amp;gt;[[File:Station T1 BroadcastOutlet.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Broadcast Outlet|true|true|true|true|list}}&lt;br /&gt;
| Communications Hub&amp;lt;br&amp;gt;[[File:Station T2 CommunicationsHub.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Communications Hub|true|true|true|true|list}}&lt;br /&gt;
| Media Center&amp;lt;br&amp;gt;[[File:Station T3 MediaCenter.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Media Center|true|true|true|true|list}}&lt;br /&gt;
|-&lt;br /&gt;
| Listening Post  &amp;lt;br&amp;gt;[[File:Station_T1_ListeningPost.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Listening Post|true|true|true|true|list}}&lt;br /&gt;
| Reconnaissance Array &amp;lt;br&amp;gt;[[File:Station_T2_ReconnaissanceArray.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Reconnaissance Array|true|true|true|true|list}}&lt;br /&gt;
| Argus Complex &amp;lt;br&amp;gt;[[File:Station_T3_ArgusComplex.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Argus Complex|true|true|true|true|list}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Medical Center&amp;lt;br&amp;gt;[[File:Station T2 OrbitalHospital.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Medical Center|true|true|true|true|list}}&lt;br /&gt;
| Space Hospital&amp;lt;br&amp;gt;[[File:Station T3 GeriatricsFacility.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Space Hospital|true|true|true|true|list}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Finding the UI ==&lt;br /&gt;
Once you have the prerequisites of a Hab space station, deselect (click x) on any agents. Zoom out until the borders and icons on Earth aren&#039;t shown. Then click on Earth, it will zoom in a bit and a small icon of a space station with a + will appear at the bottom where commands normally are.&lt;br /&gt;
&lt;br /&gt;
== Capturing Habs ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Different Hab Capture Methods and Success Level&lt;br /&gt;
|-&lt;br /&gt;
! Success Level !! Capture Method !! Can Happen to Alien Habs?&lt;br /&gt;
|-&lt;br /&gt;
| -1 || Normal Success on a Marine Assault. || Yes &lt;br /&gt;
|-&lt;br /&gt;
| 0 || Critical Success on a Marine Assault. || Yes&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Normal Success on a Councilor Assault Enemy Space Asset mission. || Yes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | 2 || Normal Success on a Councilor Control Space Asset mission. || No&lt;br /&gt;
|-&lt;br /&gt;
| Hab defects to faction in a random event. || No&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Critical Success on a Councilor Assault Enemy Space Asset mission. || Yes&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Critical Success on a Councilor Control Space Asset mission. || No&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Hab traded to faction. || No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Rewards and Penalties for Capturing a Human Hab&lt;br /&gt;
|-&lt;br /&gt;
! Reward or Penalty Category !! Reward Amount !! Valid Success Levels &lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Reveal all Target Councilors to Capturing Faction || All &lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Release every {{MissionIcon|Detain}}[[Detain]]ed Councilor of every Faction on Hab || All &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Gain Intel on Target Faction || 2 × Hab Tier || -1 &lt;br /&gt;
|-&lt;br /&gt;
| 5 × Hab Tier || 0 &lt;br /&gt;
|-&lt;br /&gt;
| 10 × Hab Tier || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 15 × Hab Tier || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 20 × Hab Tier || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 30 × Hab Tier || 4 &lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Destroy All Story Modules || All &lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Destroy All Marine Modules || -1, 0, 1, 3 &lt;br /&gt;
|-&lt;br /&gt;
| Destroy Other Non-Core Modules || 10% Chance × (4 - Success Level) Each || -1, 0, 1, 3 &lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Project Research of Target Faction || Success Level × 3 Months of Hab Research {{icon|research|bgcolor=transparent|size=20px}} Output || 1, 2, 3, 4 &lt;br /&gt;
|-&lt;br /&gt;
| Capturing Faction Gains Bonus Research {{icon|research|bgcolor=transparent|size=20px}} || Amount Sabotaged from Target Faction || 1, 2, 3, 4 &lt;br /&gt;
|- &lt;br /&gt;
| Apply {{MissionIcon|Defend Interests}}[[Defend Interests]] on Hab || Duration: Success Level × 1.5 Months || 2, 4 &lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | If Hab produces Research {{icon|research|bgcolor=transparent|size=20px}}, then instantly complete a random Project that Capturing Faction can Steal from Target Faction || 2, 3, 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See [[Aliens#Alien_Habs]] for the rewards given when capturing an alien hab.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Major Articles]]&lt;/div&gt;</summary>
		<author><name>76561198025456609</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=11676</id>
		<title>Habs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=11676"/>
		<updated>2026-04-15T02:25:42Z</updated>

		<summary type="html">&lt;p&gt;76561198025456609: /* Solar mirrors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;This page discusses the game mechanics for habs. For a list of all hab modules in Terra Invicta, as well as their stats, see [[Hab Module List]] instead. For planning out your habs, see [[Hab Planner]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Habitats, or habs, are space-based facilities operated by [[Factions]]. They are composed of modules. All modules have a core module; the size of the core determines the size of the hab. The size of the hab determines both how many modules you can have (4, 12 or 20, plus the core), and the maximum size of each module.&lt;br /&gt;
&lt;br /&gt;
Habs may be founded in three ways. One is to launch the core module from [[Earth]], using {{TV|boost}}. This can take a lot of time if the location is far from the homeworld. A second is to develop and build kits that [[Spaceships|ships]] can deploy when they arrive in an orbit or land on a space body. A third is to found habs from other habs in the same planetary system that have a construction module.&lt;br /&gt;
&lt;br /&gt;
Habs may be assaulted and captured by Marines from ships, although building barracks modules helps defend it. A [[Councilors|councilor]] with a high {{TV|command}} attribute leading an assault mission gives it a much greater chance of success.&lt;br /&gt;
&lt;br /&gt;
Habs, like [[Fleets]], belong directly to a [[Factions|faction]]. Your hab may be nominally operating under NASA or the United Nations, but what matters is that its people are really working for {{icon|cooperate}}[[The Academy]], {{icon|resist}}[[The Resistance]], {{icon|escape}}[[Project Exodus]], etc.&lt;br /&gt;
&lt;br /&gt;
Habs have a support cost drawn from space resources. If those are insufficient, then {{TV|boost}} is used. And if you are out of both, or have insufficient {{TV|mc}}, your hab is much more likely to suffer accidents, and be much more willing to switch allegiance to another faction.&lt;br /&gt;
&lt;br /&gt;
== Life Support ==&lt;br /&gt;
&lt;br /&gt;
Each human at a hab requires {{TV|water|0.35}}, {{TV|volatiles|0.35}}, and {{TV|money|0.1}} &#039;&#039;per year&#039;&#039;. This is approximately {{TV|water|0.029}}, {{TV|volatiles|0.029}}, and {{TV|money|0.008}} &#039;&#039;per month&#039;&#039;. Agricultural modules cover {{icon|water}} and {{icon|volatiles}} upkeeps for a certain number of crew in the hab.&lt;br /&gt;
&lt;br /&gt;
== Radiation Shielding ==&lt;br /&gt;
Some locations have {{icon|radiation|bgcolor=DarkSlateGray}}dangerous levels of natural radiation, and modules built in the location needs extra {{TV|metals}} to protect crew and equipment from radiation. For example, every location on Mercury has {{icon|radiation|bgcolor=DarkSlateGray}}2x radiation modifier, which means the total mass of a module becomes double the amount of normal value and the difference is paid with {{TV|metals}}. For example, a {{TV|tons|200}} module becomes {{TV|tons|400}} module on Mercury, and that {{TV|tons|200}} of difference means an additional {{TV|metals|20}} cost.&lt;br /&gt;
&lt;br /&gt;
== Construction Modifiers ==&lt;br /&gt;
&lt;br /&gt;
Each hab module has a base construction time, measured in days. But the actual construction time can be modified in multiple ways:&lt;br /&gt;
* If the hab module is an upgrade of a previously built hab module in the same hab module slot, then the construction time (and resource costs) are multiplied by 2/3.&lt;br /&gt;
* If the hab contains one or more active modules that modify the construction time, then their bonuses are applied as follows:&lt;br /&gt;
*# Sort the list of such modules in ascending order by their construction time modifier.&lt;br /&gt;
*# For the i-th module in the list, multiply the construction time by (1 - (1 - construction time modifier) / i²).&lt;br /&gt;
* If the hab module requires materials to be {{icon|boost}}boosted from [[Earth]], then add the time needed for the materials to travel from [[Earth]] to the hab.&lt;br /&gt;
&lt;br /&gt;
== Stations ==&lt;br /&gt;
[[File:Orbital.JPG|thumb|320px|Station]]&lt;br /&gt;
{{icon|station}}Stations are built in an orbit. You can build various modules on them to get benefits, and some modules have additional benefits if the station is in one of the Earth&#039;s interface orbits.&lt;br /&gt;
&lt;br /&gt;
When the game starts there are two existing tier 1 stations, each with a unique orbit around Earth: The International Space Station (controlled by the Academy), with two Solar Collectors and one Space Science Lab, and Tiangong Station (controlled by Project Exodus), with no modules beyond the core. Those two factions start with innate {{icon|boost}}boost income to support the upkeep of those staion.&lt;br /&gt;
&lt;br /&gt;
A hostile fleet may board or destroy the station. But if the station has defense module(s), the hostile fleet should fight a battle first and destroy the defense module(s). When destroying undefended station, it takes 15 minutes per each tier of the module to destroy a module.&lt;br /&gt;
&lt;br /&gt;
Stations use the following core modules. They require the council engineering project with the same name to be constructed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module&lt;br /&gt;
! Tier&lt;br /&gt;
!Build Cost &lt;br /&gt;
! Monthly Upkeep&amp;lt;ref name=crew&amp;gt;Does not include crew upkeep. Each crew consumes 0.35{{icon|water}} and 0.35{{icon|volatiles}} per year. Human crew also consume 0.1{{icon|money}} per year.&amp;lt;/ref&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Platform Core&amp;lt;br&amp;gt;[[File:Station T1 PlatformCore.png|80px]]&lt;br /&gt;
| 1 &lt;br /&gt;
|&lt;br /&gt;
{{#invoke:HabModuleLister|GetModuleTableRow|Platform Core|true|true|false|false}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Orbital Core&amp;lt;br&amp;gt;[[File:Station T2 OrbitalCore.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
{{#invoke:HabModuleLister|GetModuleTableRow|Orbital Core|true|true|false|false}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Ring Core&amp;lt;br&amp;gt;[[File:Station T3 RingCore.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
{{#invoke:HabModuleLister|GetModuleTableRow|Ring Core|true|true|false|false}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Automated Platform Core&amp;lt;br&amp;gt;[[File:Station T1 PlatformCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
{{#invoke:HabModuleLister|GetModuleTableRow|Automated Platform Core|true|true|false|false}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Particle Colliders ===&lt;br /&gt;
Particle Colliders are used to produce {{TV|antimatter}}. They also produce Energy Research but once the bonus goes above 50% it suffers diminishing returns.&lt;br /&gt;
&lt;br /&gt;
Colliders can only be built in orbit.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Build Cost !! Monthly Upkeep !! Monthly Income !! Special rule&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Particle Collider&amp;lt;br&amp;gt;[[File:Station T1 Particle Collider.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
{{#invoke:HabModuleLister|GetModuleTableRow|Particle Collider|true|true|true|true}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Atomsmasher&amp;lt;br&amp;gt;[[File:Station T2 Atomsmasher.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
{{#invoke:HabModuleLister|GetModuleTableRow|Atomsmasher|true|true|true|true}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Supercollider&amp;lt;br&amp;gt;[[File:Station T3 Supercollider.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
{{#invoke:HabModuleLister|GetModuleTableRow|Supercollider|true|true|true|true}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Antimatter Capture ===&lt;br /&gt;
Antimatter capture modules can only be constructed in orbits that have {{TV|antimatter}}. Only one antimatter capture module can operate in each antimatter orbit, regardless of faction.&lt;br /&gt;
&lt;br /&gt;
The amount of natural antimatter production is so small that it is in practice useless. For example, medium earth orbit has 33a monthly output, which is 0.000000000000000033 units of antimatter per month with the 100% efficient Antimatter Farm doing the harvesting. The largest antimatter value in the solar system is &lt;br /&gt;
medium Saturn orbit at 2p, which is 0.000000000002.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Build Cost !! Monthly Upkeep !! Monthly Income !! Special Rule&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Antimatter Trap&amp;lt;br&amp;gt;[[File:Station T1 AntimatterTrap.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Antimatter Trap|true|true|true|true}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Antimatter Harvester&amp;lt;br&amp;gt;[[File:Station T2 AntimatterHarvester.png|80px]] &lt;br /&gt;
| 2&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Antimatter Harvester|true|true|true|true}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Antimatter Farm&amp;lt;br&amp;gt;[[File:Station T3 AntimatterFarm.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Antimatter Farm|true|true|true|true}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Solar mirrors ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Build Cost* !! Monthly Upkeep !! Special Rule&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Solar Mirror&amp;lt;br&amp;gt;[[File:Station_T1_SolarMirror.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Solar Mirror|true|true|false|true}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Solar Mirror Array&amp;lt;br&amp;gt;[[File:Station_T2_SolarMirrorArray.png|80px]] &lt;br /&gt;
| 2&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Solar Mirror Array|true|true|false|true}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Soletta&amp;lt;br&amp;gt;[[File:Station_T3_Soletta.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Soletta|true|true|false|true}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Automated Solar Mirror&amp;lt;br&amp;gt;[[File:Station_T1_SolarMirror.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Automated Solar Mirror|true|true|false|true}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Build cost scales with distance to the sun to model the fact that the mirrors need to be larger to collect the same amount of light. (Multiply all material costs by the distance in AU squared.)&lt;br /&gt;
&lt;br /&gt;
=== Campaign Modules ===&lt;br /&gt;
Campaign Modules are tier 3 modules that can only be constructed by certain factions once certain campaign objectives have been completed. Constructing it will allow the faction to complete its final objective.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Build Cost !! Monthly Upkeep !! Special Rule !! Faction&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Sentinel Complex&amp;lt;br&amp;gt;[[File:Station T3 SentinelComplex.png|80px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Sentinel Complex|true|true|false|true}}&lt;br /&gt;
| [[File:FAC AppeaseCouncil 128.png|40px]] The Protectorate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Interstellar Launch Facility&amp;lt;br&amp;gt;[[File:Station T3 InterstellarLaunchingLaser.png|80px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Interstellar Launching Laser|true|true|false|true}}&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|40px]] Project Exodus&lt;br /&gt;
|}&lt;br /&gt;
The Deep Space Telesope is a campaign tier 2 module only available to the [[File:FAC EscapeCouncil 128.png|24px]] Project Exodus faction for its objectives. Its stats are comparable to the Space Science Research Center module.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Build Cost !! Monthly Upkeep !! Monthly Income !! Special Rule !! Faction&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Deep Space Telescope &amp;lt;br&amp;gt;[[File:DeepSpaceTelescope .png|80px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Deep Space Telescope|true|true|true|true}}&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|40px]] Project Exodus&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bases ==&lt;br /&gt;
[[File:HabDesigner.JPG|thumb|320px|Base]]&lt;br /&gt;
{{icon|base}}Bases are built at a hab site. A hab site should be surveyed first to build a base. Surveying can be done with a prospector probe or a ship with science module.&lt;br /&gt;
&lt;br /&gt;
Bases use the following core modules. They require the council engineering project with the same name to be constructed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module&lt;br /&gt;
! Tier&lt;br /&gt;
!Build Cost &lt;br /&gt;
! Monthly Upkeep&amp;lt;ref name=crew&amp;gt;Does not include crew upkeep. Each crew consumes 0.35{{icon|water}} and 0.35{{icon|volatiles}} per year. Human crew also consume 0.1{{icon|money}} per year.&amp;lt;/ref&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Outpost Core&amp;lt;br&amp;gt;[[File:Base T1 OutpostCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
|  1 {{icon|volatiles}} 1 {{icon|metal}} 30 Days  &lt;br /&gt;
| 2 {{icon|mc}} 3 {{icon|money}} 5 Crew&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Settlement Core&amp;lt;br&amp;gt;[[File:Base T2 SettlementCore.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
|  5 {{icon|volatiles}} 5 {{icon|metal}} 60 Days  &lt;br /&gt;
| 3 {{icon|mc}} 10 {{icon|money}} 25 Crew&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Colony Core&amp;lt;br&amp;gt;[[File:Base T3 ColonyCore.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
|  40 {{icon|volatiles}} 40 {{icon|metal}} 90 Days  &lt;br /&gt;
| 4 {{icon|mc}} 20 {{icon|money}} 125 Crew&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Automated Outpost Core&amp;lt;br&amp;gt;[[File:Base T1 OutpostCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 0.8 {{icon|volatiles}} 1 {{icon|metal}} 0.2 {{icon|nobles}} 30 Days &lt;br /&gt;
| 1 {{icon|mc}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mining Complexes ===&lt;br /&gt;
Each base will have a Mining Deposit Access Point above the Core Module. Only Mining Complex modules can be constructed on it, which will produce the resources of the hab site. Its construction cost and power consumption are modified by [[Habs#Mining_modifier|mining modifier]]. It may incur additional {{TV|mc}} cost depending on the [[Habs#Mine_Limit|Mine Limit]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Build Cost !! Monthly Upkeep !! Monthly Income&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Outpost Mining Complex&amp;lt;br&amp;gt;[[File:Base T1 OutpostMiningComplex.png|170px]]&lt;br /&gt;
| 1&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Outpost Mining Complex|true|true|true|false}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Settlement Mining Complex&amp;lt;br&amp;gt;[[File:Base T2 SettlementMiningComplex.png|170px]]&lt;br /&gt;
| 2&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Settlement Mining Complex|true|true|true|false}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Colony Mining Complex&amp;lt;br&amp;gt;[[File:Base T3 ColonyMiningComplex.png|170px]]&lt;br /&gt;
| 3&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Colony Mining Complex|true|true|true|false}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Automated Mining Complex&amp;lt;br&amp;gt;[[File:Base T1 OutpostMiningComplex.png|170px]]&lt;br /&gt;
| 1&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Automated Mining Complex|true|true|true|false}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Mining modifier ====&lt;br /&gt;
This modifier is applied to the mining module&#039;s [[Resources#Space_Resources|space resource]] build cost and {{TV|power consumption}} on respective celestial body. For example, the modifier for [[Mars]] is roughly 0.9342. So an Outpost Mining Complex that normally costs {{TVS|water|2.5}} {{TVS|volatiles|2.5}} {{TVS|metals|19.75}} {{TVS|nobles|0.25}} and {{TVS|power consumption|10}} instead costs roughly {{TVS|water|2.34}} {{TVS|volatiles|2.34}} {{TVS|metals|18.45}} {{TVS|nobles|0.23}} and {{TVS|power consumption|9}}.&lt;br /&gt;
&lt;br /&gt;
This modifier is applied before the [[Habs#Radiation_Shielding|radiation]] penalty multiplier to the hab module&#039;s total mass, and so they are in a sense, multiplicative. For example, the modifier for [[Mercury]] is roughly 1.9641, and the Radiation penalty is {{icon|radiation|bgcolor=DarkSlateGray}}2×. A Colony Mining Complex normally costs {{TVS|water|100}} {{TVS|volatiles|100}} {{TVS|metals|790}} {{TVS|nobles|10}} and {{TVS|power consumption|200}}. Applying the mining modifier changes this to roughly {{TVS|water|196.41}} {{TVS|volatiles|196.41}} {{TVS|metals|1551.64}} {{TVS|nobles|19.64}} and {{TVS|power consumption|393}}. This means the mass of the Colony Mining Complex changes from the original {{TVS|tons|10000}} to {{TVS|tons|19641}} after the mining modifier. Applying the {{icon|radiation|bgcolor=DarkSlateGray}}2× Radiation penalty to this mass of {{TVS|tons|19641}} results in a total mass of {{TVS|tons|39282}}, with all this additional mass being paid for by an additional {{TV|metals|1964.1}}. So the total costs of the Colony Mining Complex on [[Mercury]] is roughly {{TVS|water|196.41}} {{TVS|volatiles|196.41}} {{TVS|metals|3515.74}} {{TVS|nobles|19.64}} and {{TVS|power consumption|393}}.&lt;br /&gt;
&lt;br /&gt;
Mining modifier is increased by several factors, which are: escape velocity of the celestial body, atmosphere of the celestial body, escape velocity from the planet it&#039;s orbiting at the body&#039;s orbit (if the celestial body is a moon), escape velocity from the sun at its orbit (does not count if luna), and the distance from the Sun to the celestial body.&lt;br /&gt;
&lt;br /&gt;
The table below shows mining modifiers on notable celestial bodies.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Celestial Body !! Mining Modifier&lt;br /&gt;
|-&lt;br /&gt;
| Luna&lt;br /&gt;
| 0.5077&lt;br /&gt;
|-&lt;br /&gt;
| Mars&lt;br /&gt;
| 0.9342&lt;br /&gt;
|-&lt;br /&gt;
| Ceres&lt;br /&gt;
| 0.7699&lt;br /&gt;
|-&lt;br /&gt;
| Mercury&lt;br /&gt;
| 1.9641&lt;br /&gt;
|-&lt;br /&gt;
| Callisto&lt;br /&gt;
| 0.9123&lt;br /&gt;
|-&lt;br /&gt;
| Io&lt;br /&gt;
| 1.4960&lt;br /&gt;
|-&lt;br /&gt;
| Titan&lt;br /&gt;
| 0.8865&lt;br /&gt;
|-&lt;br /&gt;
| Pluto&lt;br /&gt;
| 1.5029&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Mine Limit ====&lt;br /&gt;
&lt;br /&gt;
Every human [[Factions|faction]] has a mine limit, beyond which any additional mines will incur additional {{TV|mc}} costs. This mine limit is initially 0, but can be increased by the following:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Source !! Mine Limit Increase&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|space}}[[Mission to the Moon]] || 3&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|space}}[[Mission to Mercury]] || 3&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|space}}[[Mission to Mars]] || 6&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|space}}[[Mission to the Asteroids]] || 6&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|space}}[[Mission to Jupiter]] || 6&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|space}}[[Mission to Saturn]] || 6&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|space}}[[Mission to the Outer Planets]] || 6&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|space}}[[Future Tech: Space Science]] || 1&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|materials}}{{icon|projects}}[[Project_GoldRush|Gold Rush]]&amp;lt;br&amp;gt;({{icon|escape}}[[Project Exodus]] only.) || 6&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
So before [[Technology#Future_Tech|Future Tech]] is reached, human [[Factions]] have a mine limit of up to 36, except for {{icon|escape}}[[Project Exodus]] which gets 42.&lt;br /&gt;
&lt;br /&gt;
When a faction has more mines than their limit, the total {{TV|mc}} cost penalty they have to pay is calculated as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt;Max(1, Floor(Excess mines ^ 2 / 2))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2| Excess Mines !! colspan=2| {{TVS|mc}} penalty &lt;br /&gt;
|-&lt;br /&gt;
! Of new mine !! Total&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 2 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 4 || 8&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 4 || 12&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 6 || 18&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 6 || 24&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 8 || 32&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 8 || 40&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 10 || 50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
Most hab modules consume power. You must build sufficient power-generating modules to accommodate your other modules. Modules may be turned off to reduce power consumption, although certain modules must remain on if there is power to support them in the hab.&lt;br /&gt;
&lt;br /&gt;
Hab modules are added to habs either by shipping them from Earth using boost or building them out of space materials. Some modules have upgrade paths to larger versions; upgrading a module in this way is done at a discount.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! width=1% | Module&lt;br /&gt;
! Effects&lt;br /&gt;
! width=1% | Module&lt;br /&gt;
! Effects&lt;br /&gt;
! width=1% | Module&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Supply Depot*&amp;lt;br&amp;gt;[[File:Station T1 SupplyDepot.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Supply Depot|true|true|true|true|list}}&lt;br /&gt;
| colspan=4 align=center | cannot be upgraded&lt;br /&gt;
|-&lt;br /&gt;
| Space Dock&amp;lt;br&amp;gt;[[File:Station T1 ConstructionModule.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Space Dock|true|true|true|true|list}}&lt;br /&gt;
| Shipyard&amp;lt;br&amp;gt;[[File:Station T2 Shipyard.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Shipyard|true|true|true|true|list}}&lt;br /&gt;
| Spaceworks&amp;lt;br&amp;gt;[[File:Station T3 Spaceworks.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Spaceworks|true|true|true|true|list}}&lt;br /&gt;
|-&lt;br /&gt;
| Construction Module&amp;lt;br&amp;gt;[[File:Station T1 SpaceDock.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Construction Module|true|true|true|true|list}}&lt;br /&gt;
| Nanofactory&amp;lt;br&amp;gt;[[File:Station T2 Nanofactory.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Nanofactory|true|true|true|true|list}}&lt;br /&gt;
| Nanofacturing Complex&amp;lt;br&amp;gt;[[File:Station T3 NanofacturingComplex.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Nanofacturing Complex|true|true|true|true|list}}&lt;br /&gt;
|-&lt;br /&gt;
| Quarters&amp;lt;br&amp;gt;[[File:Station T1 Quarters.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Quarters|true|true|true|true|list}}&lt;br /&gt;
| Residential Module&amp;lt;br&amp;gt;[[File:Station T2 ResidentialModule.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Residential Module|true|true|true|true|list}}&lt;br /&gt;
| Civilian Complex&amp;lt;br&amp;gt;[[File:Station T3 CivilianComplex.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Civilian Complex|true|true|true|true|list}}&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponics Bay&amp;lt;br&amp;gt;[[File:Station T1 HydroponicsBay.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Hydroponics Bay|true|true|true|true|list}}&lt;br /&gt;
| Farm&amp;lt;br&amp;gt;[[File:Station T2 Farm.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Farm|true|true|true|true|list}}&lt;br /&gt;
| Agriculture Complex&amp;lt;br&amp;gt;[[File:Station T3 AgricultureComplex.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Agriculture Complex|true|true|true|true|list}}&lt;br /&gt;
|-&lt;br /&gt;
| Marine Platoon Barracks&amp;lt;br&amp;gt;[[File:Station T1 MarinePlatoonBarracks.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Marine Platoon Barracks|true|true|true|true|list}}&lt;br /&gt;
| Marine Company Barracks&amp;lt;br&amp;gt;[[File:Station T2 MarineCompanyBarracks.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Marine Company Barracks|true|true|true|true|list}}&lt;br /&gt;
| Marine Battalion Barracks&amp;lt;br&amp;gt;[[File:Station T3 MarineBattalionBarracks.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Marine Battalion Barracks|true|true|true|true|list}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Skunkworks&amp;lt;br&amp;gt;[[File:Station T2 SkunkWorks.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Skunkworks|true|true|true|true|list}}&lt;br /&gt;
| Foundry&amp;lt;br&amp;gt;[[File:Station T3 Foundry.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Foundry|true|true|true|true|list}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Research Campus&amp;lt;br&amp;gt;[[File:Station T2 ResearchCampus.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Research Campus|true|true|true|true|list}}&lt;br /&gt;
| Research University&amp;lt;br&amp;gt;[[File:Station T3 ResearchUniversity.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Research University|true|true|true|true|list}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Operations Center&amp;lt;br&amp;gt;[[File:Station T2 OperationsCenter.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Operations Center|true|true|true|true|list}}&lt;br /&gt;
| Command Center&amp;lt;br&amp;gt;[[File:Station T3 CommandCenter.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Command Center|true|true|true|true|list}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 align=center | built from tier 3&lt;br /&gt;
| Helium-3 Mine&amp;lt;br&amp;gt;[[File:Station_T3_Helium-3Mine.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Helium-3 Mine|true|true|true|true|list}}&lt;br /&gt;
|}&lt;br /&gt;
* exist in an automated version.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Power Modules ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pile*&amp;lt;br&amp;gt;[[File:Station T1 FissionPile.png|120px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Fission Pile|true|true|true|true|list}}&lt;br /&gt;
| Fission Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 FissionReactorArray.png|120px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Fission Reactor Array|true|true|true|true|list}}&lt;br /&gt;
| Fission Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 FissionReactorFarm.png|120px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Fission Reactor Farm|true|true|true|true|list}}&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Fission Pile&amp;lt;br&amp;gt;[[File:Station T1 HeavyFissionPile.png|120px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Heavy Fission Pile|true|true|true|true|list}}&lt;br /&gt;
| Heavy Fission Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 HeavyFissionReactorArray.png|120px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Heavy Fission Reactor Array|true|true|true|true|list}}&lt;br /&gt;
| Heavy Fission Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 HeavyFissionReactorFarm.png|120px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Heavy Fission Reactor Farm|true|true|true|true|list}}&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pile&amp;lt;br&amp;gt;[[File:Station T1 FusionPile.png|120px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Fusion Pile|true|true|true|true|list}}&lt;br /&gt;
| Fusion Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 FusionReactorArray.png|120px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Fusion Reactor Array|true|true|true|true|list}}&lt;br /&gt;
| Fusion Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 FusionReactorFarm.png|120px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Fusion Reactor Farm|true|true|true|true|list}}&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Fusion Pile&amp;lt;br&amp;gt;[[File:Station T1 HeavyFusionPile.png|120px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Heavy Fusion Pile|true|true|true|true|list}}&lt;br /&gt;
| Heavy Fusion Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 HeavyFusionReactorArray.png|120px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Heavy Fusion Reactor Array|true|true|true|true|list}}&lt;br /&gt;
| Heavy Fusion Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 TerawattFusionReactor.png|120px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Heavy Fusion Reactor Farm|true|true|true|true|list}}&lt;br /&gt;
|-&lt;br /&gt;
| Solar Collector*&amp;lt;br&amp;gt;[[File:Station T1 SolarCollector.png|120px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Solar Collector|true|true|true|true|list}}&lt;br /&gt;
| Solar Array&amp;lt;br&amp;gt;[[File:Station T2 SolarArray.png|120px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Solar Array|true|true|true|true|list}}&lt;br /&gt;
| Solar Farm&amp;lt;br&amp;gt;[[File:Station T3 SolarFarm.png|120px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Solar Farm|true|true|true|true|list}}&lt;br /&gt;
|}&lt;br /&gt;
* exist in an automated version.&lt;br /&gt;
&lt;br /&gt;
Power Modules produce {{icon|power|bgcolor=DarkSlateGray}}Power to the hab. Solar power modules have different output defending on the solar power module multiplier of the location which represent how much solar power it received from the Sun on average. Here is a list of the solar power multiplier for different locations in the solar system.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Location &lt;br /&gt;
! Solar Multiplier &lt;br /&gt;
! Power T1 &lt;br /&gt;
! Power T2 &lt;br /&gt;
! Power T3&lt;br /&gt;
|-&lt;br /&gt;
| Mercury Surface || 334% || 67 || 267 || 801&lt;br /&gt;
|-&lt;br /&gt;
| Mercury Low orbit || 604% || 121 || 483 || 1449&lt;br /&gt;
|-&lt;br /&gt;
| Mercury High orbit || 641% || 128 || 513 || 1538&lt;br /&gt;
|-&lt;br /&gt;
| Venus Low orbit || 173% || 35 || 138 || 415&lt;br /&gt;
|-&lt;br /&gt;
| Venus High orbit || 190% || 38 || 152 || 456&lt;br /&gt;
|-&lt;br /&gt;
| Earth Low orbit || 76% || 15 || 61 || 182&lt;br /&gt;
|-&lt;br /&gt;
| Earth High orbit || 98% || 19 || 78 || 234&lt;br /&gt;
|-&lt;br /&gt;
| Luna Surface || 50% || 10 || 40 || 120&lt;br /&gt;
|-&lt;br /&gt;
| Luna Low Orbit || 78% || 16 || 62 || 187&lt;br /&gt;
|-&lt;br /&gt;
| Luna High Orbit || 98% || 20 || 78 || 235&lt;br /&gt;
|-&lt;br /&gt;
| Mars Surface || 16% || 3 || 13|| 39&lt;br /&gt;
|-&lt;br /&gt;
| Mars Low orbit || 33% || 7 || 27 || 80&lt;br /&gt;
|-&lt;br /&gt;
| Mars High orbit || 43% || 9 || 34 || 102&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Defense Modules ===&lt;br /&gt;
Defense modules house weapons to defend habs and prevent enemy Assault Hab fleet operations. Higher tier defense modules house larger weapons and have better defenses.&lt;br /&gt;
&lt;br /&gt;
Despite sharing names and graphics, ground-based and space-based defense modules function very differently.&lt;br /&gt;
&lt;br /&gt;
When built on &#039;&#039;&#039;surface bases&#039;&#039;&#039; they house special massive surface-to-orbit laser cannons and will fire at fleets that begin bombardment. They upgrade automatically when one of those global techs are researched: {{icon|energy}}Arc lasers, {{icon|energy}}Phased-Array Lasers, {{icon|military}}Visible Combat Lasers, {{icon|military}}Ultraviolet Combat Lasers. See [[Laser Weapon List#Non-Ship Lasers]] for details on these laser cannons. They also upgrade to use the best armor researched that does not cost {{TV|exotics}}, which greatly increases their armor. See [[Ship Armor List]] for details.&lt;br /&gt;
&lt;br /&gt;
Surface defense modules will defend against [[Fleets#Orbital_Bombardment|orbital bombardment]].&lt;br /&gt;
&lt;br /&gt;
When built on &#039;&#039;&#039;stations&#039;&#039;&#039; they house the following weapons, depending on their tier: &lt;br /&gt;
* A 1/2/4-hull slot laser weapon&lt;br /&gt;
* A 1/2/4-hull slot kinetic weapon&lt;br /&gt;
* A 1-hull slot point defense weapon&lt;br /&gt;
* A 4-hull slot plasma weapon (Battlestations only)&lt;br /&gt;
These automatically upgrade when new faction projects that develop hull weapons are researched, selecting whatever option gives the highest combat rating. If no compatible weapon is found, then the weapon slot usually defaults to some kind of naval gun. Station defense modules have unchippable but low armor, only 5 * tier, and this value cannot be increased. Their HP is determined from your best armor researched that does not cost {{TV|exotics}}, and also automatically upgrades when you complete a relevant project. See [[Ship Armor List]] for details.&lt;br /&gt;
&lt;br /&gt;
Stations with defense modules will take part in space battles. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Weapon Size !! Armor Value !! Build Cost !! Monthly Upkeep !! Special rule&lt;br /&gt;
|-&lt;br /&gt;
| Point Defense Array&amp;lt;br&amp;gt;[[File:Station T1 PointDefenseArray.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| Small&lt;br /&gt;
| 5&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Point Defense Array|true|true|false|true|table}}&lt;br /&gt;
|-&lt;br /&gt;
| Layered Defense Array&amp;lt;br&amp;gt;[[File:Station T2 LayeredDefenseArray.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| Medium&lt;br /&gt;
| 10&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Layered Defense Array|true|true|false|true|table}}&lt;br /&gt;
|-&lt;br /&gt;
| Battlestations&amp;lt;br&amp;gt;[[File:Station T3 Battlestations.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| Large&lt;br /&gt;
| 15&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Battlestations|true|true|false|true|table}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Administration Modules ===&lt;br /&gt;
Administration modules help with faction management. Each hab may only have one administration module.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Build Cost !! Monthly Upkeep !! Monthly Income !! Special rule&lt;br /&gt;
|-&lt;br /&gt;
| Administration Node &amp;lt;br&amp;gt;[[File:AdministrationNode.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Administration Node|true|true|true|true|table}}&lt;br /&gt;
|-&lt;br /&gt;
| Administration Tower&amp;lt;br&amp;gt;[[File:Station T2 AdministrationTower.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Administration Tower|true|true|true|true|table}}&lt;br /&gt;
|-&lt;br /&gt;
| Administration Complex&amp;lt;br&amp;gt;[[File:Station T3 AdministrationComplex.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Administration Complex|true|true|true|true|table}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Science Modules ===&lt;br /&gt;
Science Modules produce Research in a certain field and have additinal effects if built in Earth interface orbit. Once the research bonus goes above 50% it suffers diminishing returns.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! width=1% | Module&lt;br /&gt;
! Effects&lt;br /&gt;
! width=1% | Module&lt;br /&gt;
! Effects&lt;br /&gt;
! width=1% | Module&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Climate Lab   &amp;lt;br&amp;gt;[[File:Station_T1_ClimateLab.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Climate Lab|true|true|true|true|list}}&lt;br /&gt;
| Climate Research Center  &amp;lt;br&amp;gt;[[File:Station T2 ClimateResearchCenter.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Climate Research Center|true|true|true|true|list}}&lt;br /&gt;
| Climate Institute  &amp;lt;br&amp;gt;[[File:Station T3 ClimateInstitute.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Climate Institute|true|true|true|true|list}}&lt;br /&gt;
|-&lt;br /&gt;
| Energy Lab&amp;lt;br&amp;gt;[[File:Station T1 EnergyLab.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Energy Lab|true|true|true|true|list}}&lt;br /&gt;
| Energy Research Center&amp;lt;br&amp;gt;[[File:Station T2 EnergyResearchCenter.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Energy Research Center|true|true|true|true|list}}&lt;br /&gt;
| Energy Institute&amp;lt;br&amp;gt;[[File:Station T3 EnergyInstitute.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Energy Institute|true|true|true|true|list}}&lt;br /&gt;
|-&lt;br /&gt;
| Information Science Lab&amp;lt;br&amp;gt;[[File:Station T1 InformationScienceLab.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Information Science Lab|true|true|true|true|list}}&lt;br /&gt;
| Information Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 InformationScienceResearchCenter.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Information Science Research Center|true|true|true|true|list}}&lt;br /&gt;
| Information Science Institute&amp;lt;br&amp;gt;[[File:Station T3 InformationScienceInstitute.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Information Science Institute|true|true|true|true|list}}&lt;br /&gt;
|-&lt;br /&gt;
| Life Science Lab&amp;lt;br&amp;gt;[[File:Station T1 LifeScienceLab.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Life Science Lab|true|true|true|true|list}}&lt;br /&gt;
| Life Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 LifeScienceResearchCenter.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Life Science Research Center|true|true|true|true|list}}&lt;br /&gt;
| Life Science Institute&amp;lt;br&amp;gt;[[File:Station T3 LifeScienceInstitute.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Life Science Institute|true|true|true|true|list}}&lt;br /&gt;
|-&lt;br /&gt;
| Materials Lab&amp;lt;br&amp;gt;[[File:Station T1 MaterialsLab.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Materials Lab|true|true|true|true|list}}&lt;br /&gt;
| Materials Research Center&amp;lt;br&amp;gt;[[File:Station T2 MaterialsResearchCenter.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Materials Research Center|true|true|true|true|list}}&lt;br /&gt;
| Materials Institute&amp;lt;br&amp;gt;[[File:Station T3 MaterialsInstitute.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Materials Institute|true|true|true|true|list}}&lt;br /&gt;
|-&lt;br /&gt;
| Military Science Lab&amp;lt;br&amp;gt;[[File:Station T1 MilitaryScienceLab.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Military Science Lab|true|true|true|true|list}}&lt;br /&gt;
| Military Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 MilitaryScienceResearchCenter.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Military Science Research Center|true|true|true|true|list}}&lt;br /&gt;
| Military Science Institute&amp;lt;br&amp;gt;[[File:Station T3 MilitaryScienceInstitute.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Military Science Institute|true|true|true|true|list}}&lt;br /&gt;
|-&lt;br /&gt;
| Social Science Lab&amp;lt;br&amp;gt;[[File:Station T1 SocialScienceLab.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Social Science Lab|true|true|true|true|list}}&lt;br /&gt;
| Social Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 SocialScienceResearchCenter.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Social Science Research Center|true|true|true|true|list}}&lt;br /&gt;
| Social Science Institute&amp;lt;br&amp;gt;[[File:Station T3 SocialScienceInstitute.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Social Science Institute|true|true|true|true|list}}&lt;br /&gt;
|-&lt;br /&gt;
| Space Science Lab&amp;lt;br&amp;gt;[[File:Station T1 SpaceScienceLab.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Space Science Lab|true|true|true|true|list}}&lt;br /&gt;
| Space Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 SpaceScienceResearchCenter.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Space Science Research Center|true|true|true|true|list}}&lt;br /&gt;
| Space Science Institute&amp;lt;br&amp;gt;[[File:Station T3 SpaceScienceInstitute.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Space Science Institute|true|true|true|true|list}}&lt;br /&gt;
|-&lt;br /&gt;
| Xenology Lab&amp;lt;br&amp;gt;[[File:Station T1 XenologyLab.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Xenology Lab|true|true|true|true|list}}&lt;br /&gt;
| Xenoscience Research Center&amp;lt;br&amp;gt;[[File:Station T2 XenoscienceResearchCenter.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Xenoscience Research Center|true|true|true|true|list}}&lt;br /&gt;
| Xenoscience Institute&amp;lt;br&amp;gt;[[File:Station T3 XenoscienceInstitute.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Xenoscience Institute|true|true|true|true|list}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Civilian Modules ===&lt;br /&gt;
Civilian Modules must be constructed either in stations in Earth or Luna orbit or on bases on celestial bodies with enough population. They cannot be build in irradiated locations.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! width=1% | Module&lt;br /&gt;
! Effects&lt;br /&gt;
! width=1% | Module&lt;br /&gt;
! Effects&lt;br /&gt;
! width=1% | Module&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Tourist Berth&amp;lt;br&amp;gt;[[File:Station T1 TouristBerth.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Tourist Berth|true|true|true|true|list}}&lt;br /&gt;
| Space Hotel&amp;lt;br&amp;gt;[[File:Station T2 SpaceHotel.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Space Hotel|true|true|true|true|list}}&lt;br /&gt;
| Space Resort&amp;lt;br&amp;gt;[[File:Station T3 SpaceResort.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Space Resort|true|true|true|true|list}}&lt;br /&gt;
|-&lt;br /&gt;
| Broadcast Outlet&amp;lt;br&amp;gt;[[File:Station T1 BroadcastOutlet.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Broadcast Outlet|true|true|true|true|list}}&lt;br /&gt;
| Communications Hub&amp;lt;br&amp;gt;[[File:Station T2 CommunicationsHub.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Communications Hub|true|true|true|true|list}}&lt;br /&gt;
| Media Center&amp;lt;br&amp;gt;[[File:Station T3 MediaCenter.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Media Center|true|true|true|true|list}}&lt;br /&gt;
|-&lt;br /&gt;
| Listening Post  &amp;lt;br&amp;gt;[[File:Station_T1_ListeningPost.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Listening Post|true|true|true|true|list}}&lt;br /&gt;
| Reconnaissance Array &amp;lt;br&amp;gt;[[File:Station_T2_ReconnaissanceArray.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Reconnaissance Array|true|true|true|true|list}}&lt;br /&gt;
| Argus Complex &amp;lt;br&amp;gt;[[File:Station_T3_ArgusComplex.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Argus Complex|true|true|true|true|list}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Medical Center&amp;lt;br&amp;gt;[[File:Station T2 OrbitalHospital.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Medical Center|true|true|true|true|list}}&lt;br /&gt;
| Space Hospital&amp;lt;br&amp;gt;[[File:Station T3 GeriatricsFacility.png|100px]]&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Space Hospital|true|true|true|true|list}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Finding the UI ==&lt;br /&gt;
Once you have the prerequisites of a Hab space station, deselect (click x) on any agents. Zoom out until the borders and icons on Earth aren&#039;t shown. Then click on Earth, it will zoom in a bit and a small icon of a space station with a + will appear at the bottom where commands normally are.&lt;br /&gt;
&lt;br /&gt;
== Capturing Habs ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Different Hab Capture Methods and Success Level&lt;br /&gt;
|-&lt;br /&gt;
! Success Level !! Capture Method !! Can Happen to Alien Habs?&lt;br /&gt;
|-&lt;br /&gt;
| -1 || Normal Success on a Marine Assault. || Yes &lt;br /&gt;
|-&lt;br /&gt;
| 0 || Critical Success on a Marine Assault. || Yes&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Normal Success on a Councilor Assault Enemy Space Asset mission. || Yes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | 2 || Normal Success on a Councilor Control Space Asset mission. || No&lt;br /&gt;
|-&lt;br /&gt;
| Hab defects to faction in a random event. || No&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Critical Success on a Councilor Assault Enemy Space Asset mission. || Yes&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Critical Success on a Councilor Control Space Asset mission. || No&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Hab traded to faction. || No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Rewards and Penalties for Capturing a Human Hab&lt;br /&gt;
|-&lt;br /&gt;
! Reward or Penalty Category !! Reward Amount !! Valid Success Levels &lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Reveal all Target Councilors to Capturing Faction || All &lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Release every {{MissionIcon|Detain}}[[Detain]]ed Councilor of every Faction on Hab || All &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | Gain Intel on Target Faction || 2 × Hab Tier || -1 &lt;br /&gt;
|-&lt;br /&gt;
| 5 × Hab Tier || 0 &lt;br /&gt;
|-&lt;br /&gt;
| 10 × Hab Tier || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 15 × Hab Tier || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 20 × Hab Tier || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 30 × Hab Tier || 4 &lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Destroy All Story Modules || All &lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Destroy All Marine Modules || -1, 0, 1, 3 &lt;br /&gt;
|-&lt;br /&gt;
| Destroy Other Non-Core Modules || 10% Chance × (4 - Success Level) Each || -1, 0, 1, 3 &lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Project Research of Target Faction || Success Level × 3 Months of Hab Research {{icon|research|bgcolor=transparent|size=20px}} Output || 1, 2, 3, 4 &lt;br /&gt;
|-&lt;br /&gt;
| Capturing Faction Gains Bonus Research {{icon|research|bgcolor=transparent|size=20px}} || Amount Sabotaged from Target Faction || 1, 2, 3, 4 &lt;br /&gt;
|- &lt;br /&gt;
| Apply {{MissionIcon|Defend Interests}}[[Defend Interests]] on Hab || Duration: Success Level × 1.5 Months || 2, 4 &lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | If Hab produces Research {{icon|research|bgcolor=transparent|size=20px}}, then instantly complete a random Project that Capturing Faction can Steal from Target Faction || 2, 3, 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See [[Aliens#Alien_Habs]] for the rewards given when capturing an alien hab.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Major Articles]]&lt;/div&gt;</summary>
		<author><name>76561198025456609</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=11675</id>
		<title>Spaceships</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=11675"/>
		<updated>2026-04-12T21:28:00Z</updated>

		<summary type="html">&lt;p&gt;76561198025456609: /* Interrupting repairs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ship designing.png|thumb|400px|Ship designing]]&lt;br /&gt;
All the covert machinations on Earth and industrialization efforts in space are the path for [[Factions]] to build [[Fleets]] of ships to protect and advance their interests. Once the [[Factions]] research the early-game [[Orbital Shipbuilding]] [[Technology]], and the follow-on [[Space Dock]] project for their [[Habs]], they can build interplanetary spacecraft.&lt;br /&gt;
&lt;br /&gt;
With the right modules, ships can prospect [[Celestial Bodies]], found [[Habs|habitats]], increase {{TV|space}}, and [[Fleets#Orbital_Bombardment|Bombard]] surface targets. But the primary role for most ships is combat. &lt;br /&gt;
&lt;br /&gt;
At any time, you can design ships out of the modules you&#039;ve developed. Once you have a shipyard, you can build the ships themselves out of your space resources and, if necessary, {{TV|boost}} and {{TV|money}}.&lt;br /&gt;
&lt;br /&gt;
Individual ships are constructed at [[Habs]] at a space dock, shipyard, or spaceworks module. Ships may be built out of a mix of resources mined in space and material boosted from Earth. When construction is complete, ships are deployed docked at the [[Habs|hab]] that built them.&lt;br /&gt;
&lt;br /&gt;
To save a ship design, it must have a drive, power plant, radiators, battery, armor materials (even with zero thickness), at least one propellant tank, and an assigned role. Specialty designs like colony ships must also have a utility module that allows them to perform the role&#039;s function.&lt;br /&gt;
&lt;br /&gt;
== Ship Performance ==&lt;br /&gt;
Ships have the following characteristics that need to be tracked:&lt;br /&gt;
* &#039;&#039;&#039;Construction Cost:&#039;&#039;&#039; Resources required to build the ship. {{TV|boost}} and {{TV|money}} can be substituted for any resource that is lacking. This may increase build time as materials are delivered from Earth.&lt;br /&gt;
* &#039;&#039;&#039;Construction Time:&#039;&#039;&#039; How long it will take to build the ship once all required materials are at the shipyard. Larger shipyards reduce build time.&lt;br /&gt;
* &#039;&#039;&#039;Crew:&#039;&#039;&#039; How many personnel will serve aboard the ship. Each crew needs life support and various supplies, which increases the mass of ship by 4 tons.&lt;br /&gt;
* {{icon|acceleration}}&#039;&#039;&#039;Cruise Acceleration:&#039;&#039;&#039; The acceleration used in the strategy layer, including for intercepting fleets on transfer trajectories. Higher cruise accelerations allow ships to take more direct trajectories to their destinations and be less affected by gravity wells. &lt;br /&gt;
** Ships with less than ~2 mg cruise acceleration will be forced to take particularly slow spiralling trajectories out of Earth&#039;s gravity well.&lt;br /&gt;
** Humans are limited to a max of 2.0 g at the start. This cap can be raised to 3.0 g with projects.&lt;br /&gt;
* {{icon|dv|bgcolor=DarkSlateGray}}&#039;&#039;&#039;Cruise Delta-V&#039;&#039;&#039; The most important number for determining where the ship can go and how fast it can get there. More propellant increases ∆V. More mass on the ship decreases it. (Note that propellant has mass, so there are rapidly diminishing returns to just adding more prop. This is known as the tyranny of the rocket equation.)&lt;br /&gt;
** Ships with ~4 kps ∆V can intercept and return to a friendly station in similar close orbits around the same planet (but note that the ISS and Tiangong orbits are considerably more difficult to reach than most, because of the plane change required).&lt;br /&gt;
** Ships need ~8 kps ∆V to efficiently reach the Moon from a low Earth orbit. &lt;br /&gt;
** Ships need ~30 kps ∆V to be able to reliably perform interplanetary transfers in the inner Solar System.&lt;br /&gt;
** Ships with more than 60 kps will be able to perform more extreme transfers such as direct transits from Mercury to Saturn.&lt;br /&gt;
* &#039;&#039;&#039;Combat Acceleration:&#039;&#039;&#039; The acceleration used on the tactical combat screen, and for lifting off the surface of planetary bodies. Most drives are capable of at least some amount of higher acceleration for short periods, typically for combat situations, calculated as &amp;lt;code&amp;gt;cruise_accel * combat_thrust_multiplier&amp;lt;/code&amp;gt;. &lt;br /&gt;
** In Realistic combat (the Cinematic Combat Movement option is turned off), this extra thrust is recognized to be inefficient and requires the ship to spend more propellant (by a formula too complicated to usefully summarize). &lt;br /&gt;
** Fission pulse drives, such as the Orion, are exempted from this penalty, even on Realistic.&lt;br /&gt;
** Humans are limited to a max of 3.0 g at the start. This cap can be raised to 5.0 g with projects.&lt;br /&gt;
* &#039;&#039;&#039;Heat Sink Capacity:&#039;&#039;&#039; Heat sinks serve as a temporary substitute for a ship&#039;s heat management while its vulnerable radiators are retracted in combat. Higher values allow the ship to fight longer without extending its radiators.&lt;br /&gt;
* &#039;&#039;&#039;Battery Capacity:&#039;&#039;&#039; The ship&#039;s batteries store power from its power plant for use by most weapon systems when the power plant is unavailable. More advanced batteries are able to recharge during combat. (Since v1.0, every ship gets power capacity sufficient for most purposes installed by default, so additional batteries are typically unnecessary.)&lt;br /&gt;
* {{icon|combat value|bgcolor=DarkSlateGray}}&#039;&#039;&#039;Space Combat Value:&#039;&#039;&#039; Every ship has a Space Combat Value calculated from its weapons, drives, available ∆V, and other factors. This value mostly only represents how the non-player factions evaluate the ship, but does also eventually become relevant for the victory condition of several factions.&lt;br /&gt;
* &#039;&#039;&#039;Support:&#039;&#039;&#039; The {{TV|mc}} and {{TV|money}} upkeep of supporting the ship. If support costs go unpaid the ship will be more vulnerable to other faction&#039;s attempts to seize the ship and rebellion and malfunction events may occur.&lt;br /&gt;
* &#039;&#039;&#039;Turn Rate:&#039;&#039;&#039; How quickly the ship can rotate in combat. This value is dependent on the length and mass of the ship; shorter and lighter ships will generally turn faster.&lt;br /&gt;
* &#039;&#039;&#039;Wet Mass:&#039;&#039;&#039; Wet Mass is the total mass of the ship when fully loaded with propellant. Mass influences the ship&#039;s maneuverability. Higher mass decreases acceleration, Delta-V, and turn rate. Hovering over it shows a breakdown with the origin of all Wet Mass. (&#039;&#039;&#039;Dry mass&#039;&#039;&#039; is the ship&#039;s mass with empty prop tanks.)&lt;br /&gt;
&lt;br /&gt;
== Hull ==&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship hulls. For a more detailled list of all space ship hulls in Terra Invicta, as well as their stats, see [[Ship Hull List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Designing a ship begins with selecting a ship hull. The type of hull determines the following key properties of the ship:&lt;br /&gt;
* The number of [[File:Select Nose Hard Point.png|25px]] nose hard points.&lt;br /&gt;
* The number of [[File:Select Hull Hard Point.png|25px]] hull hard points.&lt;br /&gt;
* The number of [[File:Select Utility.png|25px]] utility hard points.&lt;br /&gt;
* The length of the ship.&lt;br /&gt;
* The width of the ship.&lt;br /&gt;
* The structural integrity of the ship.&lt;br /&gt;
* The base construction time for the ship.&lt;br /&gt;
* The construction tier of the ship.&lt;br /&gt;
* The maximum number of officers on the ship.&lt;br /&gt;
* The {{TV|mc}} and {{TV|money}} upkeep of the ship.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Certain officer types can bypass the officer limit.&lt;br /&gt;
* Shipbuilding times are calculated without any shipbuilding speed bonuses or shipbuilding [[Game_Options#Customize_Campaign|game customizations]].&lt;br /&gt;
* Rough Armor Cost Multipliers are not quite accurate because Armor costs per point actually increase with each additional point of side armor. See [[Spaceships#Armor]] for details.&lt;br /&gt;
&lt;br /&gt;
{{#invoke:ShipHullLister|ListSpecific|detailed=false|alien=false}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;While most of the above properties are self-explanatory, the length, width, construction tier, and structural integrity of the ship also have significant impacts on the following game mechanics. See [[Ship Hull List]] for more details.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Role ==&lt;br /&gt;
Each ship has a role, which informs the game on whether the ship is a combatant or noncombatant, what range it should engage in during combat and how much propellant will it want. The role affects the autodesigner behavior and where the ship is placed in a combat formation.&lt;br /&gt;
* Ships with Long strategic range will emphasize propellant for interplanetary operations&lt;br /&gt;
* Ships with Short strategic range will limit propellant mass in favor of maneuverability&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
! Role !! Strategic Range !! Preferred Combat Engagement Range !! Other&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Troop Carrier&#039;&#039;&#039; || Long || Noncombatant || Must carry a Marine module&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Explorer&#039;&#039;&#039; || Long || Noncombatant || Must carry a prospector module&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Inner System Colony Ship&#039;&#039;&#039; || Long || Noncombatant || Must carry a hab kit module&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Outer System Colony Ship&#039;&#039;&#039; || Long || Noncombatant || Must carry a nuclear-powered hab kit module&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Transport&#039;&#039;&#039; || Long || Noncombatant ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Penetrator&#039;&#039;&#039; || Long || Short ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Protector&#039;&#039;&#039; || Long || Short || Will emphasize point defense&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Interdictor&#039;&#039;&#039; || Long || Medium ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Intruder&#039;&#039;&#039; || Long || Long ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bomber&#039;&#039;&#039; || Long || Long || Will emphasize bombardment-capable weapons&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strike&#039;&#039;&#039; || Medium || Short ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Space Superiority&#039;&#039;&#039; || Medium || Medium&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Standoff&#039;&#039;&#039; || Medium || Long ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Interceptor&#039;&#039;&#039; || Short || Short ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Patrol&#039;&#039;&#039; || Short || Medium ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defender&#039;&#039;&#039; || Short || Long ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Officer ==&lt;br /&gt;
&lt;br /&gt;
Completing specific actions with a ship can cause Ship Officers to spawn or promote:&lt;br /&gt;
&lt;br /&gt;
{{#invoke:OfficerLister|ListOfficers}}&lt;br /&gt;
&lt;br /&gt;
All Officer spawn and promotion chances are multiplied by (1 + Project Bonuses) × (1 + First Officer Bonus).&lt;br /&gt;
&lt;br /&gt;
The Project Bonuses are:&lt;br /&gt;
* +0.5 for [[Space Force Basic Training]].&lt;br /&gt;
* +1 for [[Space Navy Academies]].&lt;br /&gt;
* +1 for [[Fleet Officer Schoolhouses]].&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* A tunable drive is a drive with a combat thrust multiplier greater than 1.&lt;br /&gt;
* Every ship hull has a maximum number of officers it can have. Some officers bypass this limit.&lt;br /&gt;
&lt;br /&gt;
== Ship Systems ==&lt;br /&gt;
&lt;br /&gt;
In Terra Invicta, every space ship consists of the following ship systems:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Ship System !! rowspan=2 | Health !! rowspan=2 | Function !! colspan=4 | Hit Weight Within:&lt;br /&gt;
|-&lt;br /&gt;
! Nose !! Left/Right !! Tail !! Core&lt;br /&gt;
|-&lt;br /&gt;
! Nose Structure&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Survival&amp;lt;ref name=survival&amp;gt;If the Nose Structure, Central Structure, and Tail Structure are all destroyed, then the ship immediately explodes.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Central Structure&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Survival&amp;lt;ref name=survival&amp;gt;If the Nose Structure, Central Structure, and Tail Structure are all destroyed, then the ship immediately explodes.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Tail Structure&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Survival&amp;lt;ref name=survival&amp;gt;If the Nose Structure, Central Structure, and Tail Structure are all destroyed, then the ship immediately explodes.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Bridge&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Allows Setting Waypoints&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Fire Control&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Allows Weapons to Fire • Health % Divides Weapon Cooldowns • Targeting Bonus reduced by Missing Health %&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Systems Reactor&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Auxiliary Power Charge Rate&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Power Coupling&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Total Power Charge Rate&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Drive Coupling&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Drive Thrust&lt;br /&gt;
| 0&lt;br /&gt;
| 0.5&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Vector Thrusters&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Angular Acceleration&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Life Support Main&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Nothing (in Combat)&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Life Support Backup&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Nothing (in Combat)&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Damage Control&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Mid-Combat Repair Speed&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Propellant&lt;br /&gt;
| Fuel (tons) / 100&lt;br /&gt;
| Is the Fuel&lt;br /&gt;
| 0&lt;br /&gt;
| Fuel Tanks / 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Sensors&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Targeting Bonus reduced by Missing Health %&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Nose Weapons&lt;br /&gt;
| Chosen Nose Weapons&#039; Health&lt;br /&gt;
| Chosen Nose Weapons&#039; Functions&lt;br /&gt;
| Non-Empty Nose Slots&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Hull Weapons&lt;br /&gt;
| Chosen Hull Weapons&#039; Health&lt;br /&gt;
| Chosen Hull Weapons&#039; Functions&lt;br /&gt;
| 0&lt;br /&gt;
| Non-Empty Hull Slots&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Utility Modules&lt;br /&gt;
| Chosen Utility Modules&#039; Health&lt;br /&gt;
| Chosen Utility Modules&#039; Functions&lt;br /&gt;
| 0&lt;br /&gt;
| Non-Empty Non-Invulnerable Utility Slots&amp;lt;ref name=Invulnerable&amp;gt; As of Version 0.4.90, there are two invulnerable utility modules: Component Armor and Vector Thrusters.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| Non-Empty Non-Invulnerable Utility Slots&amp;lt;ref name=Invulnerable&amp;gt; As of Version 0.4.90, there are two invulnerable utility modules: Component Armor and Vector Thrusters.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
! Radiators&lt;br /&gt;
| 3&lt;br /&gt;
| Allows Heat Vent • Health % Multiplies Heat Loss Rate for Heat Sinks&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Power Plant&lt;br /&gt;
| 3&lt;br /&gt;
| Allows Rotating and Rolling • Allows Setting Waypoints • Health % Multiplies Drive Thrust • Health % Multiplies Angular Acceleration • Health % Multiplies Max Power Plant Output for Battery Recharge Rate&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Drive&lt;br /&gt;
| 3 × Thrusters&lt;br /&gt;
| Health % Multiplies Drive Thrust&lt;br /&gt;
| 0&lt;br /&gt;
| Thrusters&lt;br /&gt;
| Thrusters&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Battery&lt;br /&gt;
| Chosen Battery&#039;s Health&lt;br /&gt;
| Health % Multiplies Energy Capacity&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Damage and Hit Weights ===&lt;br /&gt;
&lt;br /&gt;
The internal volume of a ship is divided into 5 areas: Nose, Left, Right, Tail, Core. Whenever damage is applied to one of these areas, the damage is applied to a randomly picked ship system. The chance that a ship system gets picked is equal to (its Hit Weight / Total Hit Weight) for that area of the ship.&lt;br /&gt;
&lt;br /&gt;
When an attack gets through armor (see [[#Armor]] below), an internal system is picked at random from the struck Area and damage is applied to it. If the system is destroyed before it absorbs all the inflicted damage, then another system is picked and damage is applied to it. Most damage types are subject to &#039;&#039;&#039;overpenetration&#039;&#039;&#039;, in which case only a random number of systems (usually between 3 and 7) can be picked (on a random &amp;quot;straight&amp;quot; path through the ship), before any remaining excess damage flies off into space.&lt;br /&gt;
&lt;br /&gt;
For instance, if the ship is hit in the nose starts by damaging a random system in the Nose area, selected by hit weight. Then if damage remains to be distributed, it might stay in the Nose, or move on to one of the Core, Left, or Right areas; the chance to stay in the current area is based on the weapon&#039;s armor chip fraction. (Higher chip percentage == more likely to hit more targets in the same area.) After the area is picked, a random system is selected and damage is applied. If more damage remains, it again might stay in the current area, or might move on to a system in the next area. If any damage is left unapplied when it leaves the Tail, it passes out of the ship, chipping the Tail armor on its way out.&lt;br /&gt;
&lt;br /&gt;
This damage diffusion matters. A weapon with low diffusion (low chip%), such as lasers, almost always moves on from a ship area as soon as possible, damaging only a single system in the area before moving on. Weapons with high diffusion such as kinetics and missiles can stick around in a ship area and damage a random number of systems before moving on, and so are less likely to waste any of their damage potential.&lt;br /&gt;
&lt;br /&gt;
The exceptions (&#039;&#039;not&#039;&#039; subject to overpenetration) are anything that does explosive damage, nuclear damage, or shred damage. Which includes all explosive, nuclear, shaped nuclear, and antimatter [[#Missiles|missiles]]. These will continue destroying ship systems until their damage potential is exhausted.&lt;br /&gt;
&lt;br /&gt;
In most cases damage is applied in sequence to systems and is not divided or shared. One exception is sensors, which receive slight damage from most hits.&lt;br /&gt;
&lt;br /&gt;
== Ship Components ==&lt;br /&gt;
Note: Every component comes with additional crews, but the mass and resource cost from crews is not shown in the tables below.&lt;br /&gt;
&lt;br /&gt;
=== Drive ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship drives. For a list of all space ship drives in Terra Invicta, as well as their stats, see [[Drive List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Drives expel propellant from the tail of the ship to make the ship go places. Drives come in a variety of forms, but are rated by two common values: thrust and exhaust velocity. High-thrust drives can achieve higher velocities more quickly, and high-exhaust velocity drives use less propellant to do so. Together these values determine the power required by the ship&#039;s power plant. Adding 100-ton propellant tanks to the ship increases the ship&#039;s Delta-V, or how much it can change its speed.&lt;br /&gt;
&lt;br /&gt;
Delta-V is the main factor that determines interplanetary travel times. Thrust determines combat capabilities of the ship, however having too little thrust can starve your ability to spend all the dv ship has, and therefore slow down its transits.&lt;br /&gt;
&lt;br /&gt;
Note: Many drives require a certain class of power plant to function, and in some cases, a lower-tech power plant of the correct class may not be able to produce enough power to support an advanced drive.&lt;br /&gt;
&lt;br /&gt;
[[File:cruise_thrust_chart@2.6x.png|550px|Cruise trust and ejection velocity for each drive of the game]][[File:combat_thrust_chart@2.6x.png|550px|Combat trust and ejection velocity for each drive of the game]]&lt;br /&gt;
&lt;br /&gt;
==== Propellant ====&lt;br /&gt;
Each ship must have one or more 100-ton propellant tanks. The number of propellant tanks determines the ship&#039;s Delta-V value. There is no hard limit to the number that can be placed on a ship. However, each tank of propellant adds mass to the ship, which reduces its acceleration and gives exponentially diminishing returns for delta-V. The resources used to make propellant is determined by the drive.&lt;br /&gt;
&lt;br /&gt;
If the drive uses He3 fuel and the faction has an active [[Helium-3 Mine]], then all {{icon|fissile}} costs for propellent are replaced by an equivalent amount of {{icon|water}}.&lt;br /&gt;
&lt;br /&gt;
=== Power Plant ===&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship power plants. For a list of all space ship power plants in Terra Invicta, as well as their stats, see [[Power Plant List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A ship&#039;s power plant provides energy to both the ship&#039;s drive and other ship systems. The mass of the power plant scales with the greater of the power requirement of the drive or the ship&#039;s systems. The power plant also produces waste heat that must be stored in heat sinks or expelled by radiators.&lt;br /&gt;
&lt;br /&gt;
Note: Many drives require a certain class of power plant to function, and in some cases, a lower-tech power plant of the correct class may not be able to produce enough power to support an advanced drive.&lt;br /&gt;
&lt;br /&gt;
=== Radiator ===&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship radiators. For a list of all space ship radiators in Terra Invicta, as well as their stats, see [[Radiator List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When extended or extending, the ship&#039;s radiators vent the heat generated by various ship systems and modules.&lt;br /&gt;
&lt;br /&gt;
However, non-retracted radiators are highly vulnerable in combat. When a ship takes hit while the radiator is not retracted, the radiator has a chance to get hit directly and destroyed, regardless of the ship&#039;s armor configuration. In fact, the damage taken by the radiator can even bleed through to damage the ship&#039;s internals (but this bleed through is capped at the radiator&#039;s health of just 3). &lt;br /&gt;
&lt;br /&gt;
Radiators can be retracted if the ship has heat sinks in one or more utility slots. But radiators will automatically begin extending when the heat sinks are filled up. See [[Fleets#Power_and_Heat]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Battery ===&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship batteries. For a list of all space ship batteries in Terra Invicta, as well as their stats, see [[Battery List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every ship has a built-in power storage, so a ship battery is not necessary, but does provide additional power storage. See [[Fleets#Power_and_Heat]] for details. Better batteries may have a larger capacity or a faster recharge rate.&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship armors. For a list of all space ship armors in Terra Invicta, as well as their stats, see [[Ship Armor List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Damage that is applied to a spaceship can be divided into three categories:&lt;br /&gt;
* Direct Damage focuses on damaging the ship&#039;s internal components.&lt;br /&gt;
* Chip Damage focuses on damaging the armor volume.&lt;br /&gt;
* Shred Damage focuses on damaging the armor value.&lt;br /&gt;
&lt;br /&gt;
Most attacks apply their damage as a mix of direct and chip damage, with two notable exceptions:&lt;br /&gt;
* [[Spaceships#Particle_Weapons|Particle beams]] only apply direct damage. &lt;br /&gt;
* Nuclear [[Spaceships#Missiles|missiles]] also apply shred damage.&lt;br /&gt;
&lt;br /&gt;
When the ship armor is fully intact on the facing that receives the incoming attack:&lt;br /&gt;
* Direct damage is reduced by the armor value: 1 point of damage (20MJ of energy) is blocked by 1 point of armor. Any remaining direct damage is then applied to the ship&#039;s internal components.&lt;br /&gt;
** Direct damage from [[Spaceships#Particle_Weapons|Particle beams]] and [[Spaceships#Lasers|Laser weapons]] have different interactions with armor value that are discussed in their own sections.&lt;br /&gt;
* Chip damage reduces the armor volume: 1 point of damage removes 1m³ of armor.&lt;br /&gt;
* Shred damage reduces the armor value: 1 point of damage removes 1 point of armor.&lt;br /&gt;
&lt;br /&gt;
Damaged armor does not function as well:&lt;br /&gt;
* Armor points removed by shred damage will no longer block any direct damage.&lt;br /&gt;
* Armor volume removed by chip damage gives incoming attacks a chance for a through-armor-critical, which causes the incoming attack to behave as if the ship has no armor at all. The chance for a through-armor-critical is simply the volume of armor removed divided by the total volume of armor that the facing originally had.&lt;br /&gt;
&lt;br /&gt;
When the ship has no armor at all on the facing that receives the incoming attack:&lt;br /&gt;
* All Chip and Shred damage is added to the Direct damage and is applied directly to the ship&#039;s internal components.&lt;br /&gt;
&lt;br /&gt;
Armor is typically the heaviest (and most expensive) part of a ship. High tech armors are usually much more effective at blocking direct damage, leading to significantly lower mass (and cost) per point of armor. Note that a point of lateral armor is much more massive than nose and tail armor, because it has a greater surface area to cover. The exact ratio depends on the hull used, but side armor will typically be 10-35x heavier per point than nose/tail armor. As of 0.4.90, the armor formulas are as follows:&lt;br /&gt;
* Armor Plate Thickness (m) = 20 (MJ) / Armor Heat of Vaporization (MJ / kg) / Armor Density (kg / m³) / 0.005 (m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
* Nose Armor Thickness (m) = Plate Thickness (m) × Points of Nose Armor&lt;br /&gt;
* Tail Armor Thickness (m) = Plate Thickness (m) × Points of Tail Armor&lt;br /&gt;
* Side Armor Thickness (m) = Plate Thickness (m) × Points of Side Armor&lt;br /&gt;
* Nose Armor Volume (m³) = Nose Armor Thickness (m) × 3.1415927 × (Hull Width (m) / 2 + Side Armor Thickness (m)) ^ 2&lt;br /&gt;
* Tail Armor Volume (m³) = Tail Armor Thickness (m) × 3.1415927 × (Hull Width (m) / 2 + Side Armor Thickness (m)) ^ 2&lt;br /&gt;
* Side Armor Volume (m³) = 3.1415927 × Hull Length (m) × ((Hull Width (m) / 2 + Side Armor Thickness (m)) ^ 2 - (Hull Width (m) / 2) ^ 2)&lt;br /&gt;
&lt;br /&gt;
These volumes are then multiplied by the following [[Game_Options#Customize_Campaign|game customization]] ship scaling modifiers:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Armor Volume Multipliers&lt;br /&gt;
|-&lt;br /&gt;
! !! Cinematic !! Realistic&lt;br /&gt;
|-&lt;br /&gt;
| Nose/Tail || 1 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Side || 0.75 || 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Armor Mass (kg) of each facing is then simply the Armor Volume (m³) of the facing multiplied by Armor Density (kg / m³).&lt;br /&gt;
&lt;br /&gt;
More detailed information on armor and damage calculation can be found in the article [[Guide Armor|Guide Armor]].&lt;br /&gt;
&lt;br /&gt;
==== Raw Code ====&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox|Code}}&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
		// Token: 0x06004573 RID: 17779 RVA: 0x001C28BC File Offset: 0x001C0ABC&lt;br /&gt;
		public float AbsorbAndApplyArmorDamage(TIShipWeaponTemplate attackingWeapon, ArmorFacing facing, float range_km, float damageAmount, float chippingAmount, DamageType damageType, float angle, TIFactionState attackingFaction, out float internalDamageAssessedHere, out float appliedRadiationDamage, int shreddingAmount = 0)&lt;br /&gt;
		{&lt;br /&gt;
			ModuleDataEntry partToDamage = this.GetPartToDamage(ShipSystem.Radiators, false);&lt;br /&gt;
			internalDamageAssessedHere = 0f;&lt;br /&gt;
			appliedRadiationDamage = 0f;&lt;br /&gt;
			TISpaceFleetState fleet = this.fleet;&lt;br /&gt;
			bool flag = fleet != null &amp;amp;&amp;amp; fleet.bombarding;&lt;br /&gt;
			if ((this.radiatorsExtended || this.radiatorsExtending || this.radiatorsRetracting) &amp;amp;&amp;amp; (!flag || !this.canEverRetractRadiators) &amp;amp;&amp;amp; !this.PartDestroyed(partToDamage) &amp;amp;&amp;amp; attackingWeapon != null &amp;amp;&amp;amp; UnityEngine.Random.value * 100f &amp;lt; (float)this.template.radiatorTemplate.vulnerability * ((this.radiatorsExtending || this.radiatorsRetracting) ? 0.5f : 1f))&lt;br /&gt;
			{&lt;br /&gt;
				float num = damageAmount + chippingAmount;&lt;br /&gt;
				if ((attackingWeapon == null || attackingWeapon.isParticleWeapon) &amp;amp;&amp;amp; ((attackingWeapon != null) ? attackingWeapon.ref_particleWeapon : null) != null)&lt;br /&gt;
				{&lt;br /&gt;
					num *= attackingWeapon.ref_particleWeapon.heatFraction;&lt;br /&gt;
					damageAmount -= num;&lt;br /&gt;
				}&lt;br /&gt;
				else&lt;br /&gt;
				{&lt;br /&gt;
					damageAmount = num * attackingWeapon.chipping(range_km);&lt;br /&gt;
				}&lt;br /&gt;
				float num2;&lt;br /&gt;
				this.ApplyDamageToPart(partToDamage, damageAmount, out num2);&lt;br /&gt;
				internalDamageAssessedHere += num2;&lt;br /&gt;
				this.spaceCombatValueDataDirty = true;&lt;br /&gt;
				if (shreddingAmount == 0 &amp;amp;&amp;amp; !attackingWeapon.isParticleWeapon &amp;amp;&amp;amp; (facing == ArmorFacing.Nose || facing == ArmorFacing.Tail || UnityEngine.Random.value &amp;lt; 0.25f))&lt;br /&gt;
				{&lt;br /&gt;
					return num2;&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			if (facing == ArmorFacing.Tail &amp;amp;&amp;amp; 180f - Mathf.Abs(angle) &amp;lt; 5f &amp;amp;&amp;amp; UnityEngine.Random.value &amp;lt; 0.25f)&lt;br /&gt;
			{&lt;br /&gt;
				float num3;&lt;br /&gt;
				this.ApplyDamageToPart(this.GetPartToDamage(ShipSystem.Drive, false), damageAmount, out num3);&lt;br /&gt;
				internalDamageAssessedHere += num3;&lt;br /&gt;
			}&lt;br /&gt;
			if (shreddingAmount &amp;gt; 0)&lt;br /&gt;
			{&lt;br /&gt;
				float num4;&lt;br /&gt;
				this.ApplyDamageToSystem(ShipSystem.Sensors, 0.5f, out num4);&lt;br /&gt;
				internalDamageAssessedHere += num4;&lt;br /&gt;
			}&lt;br /&gt;
			else if (attackingWeapon != null &amp;amp;&amp;amp; attackingWeapon.isBeamWeapon &amp;amp;&amp;amp; UnityEngine.Random.value &amp;lt; this.GetSystemFunction(ShipSystem.Sensors) * 0.1f)&lt;br /&gt;
			{&lt;br /&gt;
				float num5;&lt;br /&gt;
				this.ApplyDamageToSystem(ShipSystem.Sensors, UnityEngine.Random.value * 0.1f, out num5);&lt;br /&gt;
				internalDamageAssessedHere += num5;&lt;br /&gt;
			}&lt;br /&gt;
			else if (UnityEngine.Random.value &amp;lt; this.GetSystemFunction(ShipSystem.Sensors) * 0.01f)&lt;br /&gt;
			{&lt;br /&gt;
				float num6;&lt;br /&gt;
				this.ApplyDamageToSystem(ShipSystem.Sensors, UnityEngine.Random.value * 0.1f, out num6);&lt;br /&gt;
				internalDamageAssessedHere += num6;&lt;br /&gt;
			}&lt;br /&gt;
			TIShipArmorTemplate armorTemplate = TISpaceShipState.ArmorData.GetArmorTemplate(this, facing);&lt;br /&gt;
			int num7 = 0;&lt;br /&gt;
			int num8 = 1;&lt;br /&gt;
			bool flag2 = attackingWeapon != null &amp;amp;&amp;amp; attackingWeapon.isMissileWeapon &amp;amp;&amp;amp; attackingWeapon.ref_missileWeapon.warheadClass == WarheadClass.Fragmentation;&lt;br /&gt;
			if (flag2)&lt;br /&gt;
			{&lt;br /&gt;
				num8 = Mathf.RoundToInt(attackingWeapon.ref_missileWeapon.warheadMass_kg / 5f);&lt;br /&gt;
			}&lt;br /&gt;
			bool flag3 = false;&lt;br /&gt;
			float num9 = (float)num8;&lt;br /&gt;
			float num10 = 0f;&lt;br /&gt;
			for (int i = 0; i &amp;lt; num8; i++)&lt;br /&gt;
			{&lt;br /&gt;
				if (UnityEngine.Random.value &amp;lt; this.armor[facing].chippedPct)&lt;br /&gt;
				{&lt;br /&gt;
					num7++;&lt;br /&gt;
					flag3 = true;&lt;br /&gt;
					if (num8 == 1)&lt;br /&gt;
					{&lt;br /&gt;
						damageAmount += chippingAmount;&lt;br /&gt;
					}&lt;br /&gt;
					else&lt;br /&gt;
					{&lt;br /&gt;
						num10 += chippingAmount / (float)num8;&lt;br /&gt;
					}&lt;br /&gt;
					num9 -= 1f;&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			chippingAmount *= num9 / (float)num8;&lt;br /&gt;
			if (chippingAmount &amp;gt; 0f)&lt;br /&gt;
			{&lt;br /&gt;
				float armorFacingVolume_m = TISpaceShipState.ArmorData.GetArmorFacingVolume_m3(this, facing);&lt;br /&gt;
				if (armorFacingVolume_m &amp;gt; 0f &amp;amp;&amp;amp; this.armor[facing].chippedPct &amp;lt; 1f &amp;amp;&amp;amp; this.armor[facing].armorValue &amp;gt; 0)&lt;br /&gt;
				{&lt;br /&gt;
					chippingAmount *= armorTemplate.GetSpecialtyModifiers(ArmorSpecialty.ChippingResistance);&lt;br /&gt;
					float chip = chippingAmount / armorFacingVolume_m;&lt;br /&gt;
					chippingAmount = this.armor[facing].ChipArmor(chip);&lt;br /&gt;
					if (this.armor[facing].chippedPct &amp;gt;= 1f)&lt;br /&gt;
					{&lt;br /&gt;
						flag3 = true;&lt;br /&gt;
						num7 = (flag2 ? num8 : 1);&lt;br /&gt;
					}&lt;br /&gt;
				}&lt;br /&gt;
				else&lt;br /&gt;
				{&lt;br /&gt;
					damageAmount += chippingAmount;&lt;br /&gt;
					chippingAmount = 0f;&lt;br /&gt;
					flag3 = true;&lt;br /&gt;
					num7 = (flag2 ? num8 : 1);&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			float num11 = 0f;&lt;br /&gt;
			if (shreddingAmount &amp;gt; 0)&lt;br /&gt;
			{&lt;br /&gt;
				this.spaceCombatValueDataDirty = true;&lt;br /&gt;
				damageAmount = (float)this.armor[facing].ShredArmor(shreddingAmount);&lt;br /&gt;
				if (this.armor[facing].armorValue &amp;lt;= 0)&lt;br /&gt;
				{&lt;br /&gt;
					flag3 = true;&lt;br /&gt;
					num7 = (flag2 ? num8 : 1);&lt;br /&gt;
				}&lt;br /&gt;
				else&lt;br /&gt;
				{&lt;br /&gt;
					num11 = (float)shreddingAmount * this.armor[facing].chippedPct;&lt;br /&gt;
					if (num11 &amp;gt; 0f)&lt;br /&gt;
					{&lt;br /&gt;
						flag3 = true;&lt;br /&gt;
						num7 = (flag2 ? num8 : 1);&lt;br /&gt;
					}&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			float num12 = (float)this.armor[facing].armorValue;&lt;br /&gt;
			if (attackingWeapon != null &amp;amp;&amp;amp; !flag3 &amp;amp;&amp;amp; num12 &amp;gt; 0f &amp;amp;&amp;amp; this.armor[facing].chippedPct &amp;lt; 1f)&lt;br /&gt;
			{&lt;br /&gt;
				if (!TIGlobalValuesState.Customizations.cinematicCombatRealismScale)&lt;br /&gt;
				{&lt;br /&gt;
					if (facing != ArmorFacing.Right)&lt;br /&gt;
					{&lt;br /&gt;
						if (facing == ArmorFacing.Left)&lt;br /&gt;
						{&lt;br /&gt;
							num12 /= Mathf.Cos(0.017453292f * Mathf.Abs(-90f - angle));&lt;br /&gt;
						}&lt;br /&gt;
					}&lt;br /&gt;
					else&lt;br /&gt;
					{&lt;br /&gt;
						num12 /= Mathf.Cos(0.017453292f * Mathf.Abs(90f - angle));&lt;br /&gt;
					}&lt;br /&gt;
				}&lt;br /&gt;
				if (attackingWeapon.weaponClass == WeaponClass.Laser)&lt;br /&gt;
				{&lt;br /&gt;
					num12 = attackingWeapon.ref_laserWeapon.ModifyArmorValueForLaserShot(range_km, num12);&lt;br /&gt;
					damageAmount *= armorTemplate.GetSpecialtyModifiers(ArmorSpecialty.LaserResistance);&lt;br /&gt;
				}&lt;br /&gt;
				if (damageType == DamageType.Kinetic)&lt;br /&gt;
				{&lt;br /&gt;
					damageAmount *= armorTemplate.GetSpecialtyModifiers(ArmorSpecialty.KineticsResistance);&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			damageAmount += TIEffectsState.SumEffectsModifiers(Context.DamageReductionAgainstAllShips, this.faction, damageAmount, null);&lt;br /&gt;
			if (attackingFaction != null &amp;amp;&amp;amp; attackingFaction.IsAlienFaction)&lt;br /&gt;
			{&lt;br /&gt;
				damageAmount += TIEffectsState.SumEffectsModifiers(Context.DamageReductionAgainstAlienShips, this.faction, damageAmount, null);&lt;br /&gt;
			}&lt;br /&gt;
			if (flag3)&lt;br /&gt;
			{&lt;br /&gt;
				this.spaceCombatValueDataDirty = true;&lt;br /&gt;
				if (flag2)&lt;br /&gt;
				{&lt;br /&gt;
					this.spaceCombatValueDataDirty = true;&lt;br /&gt;
					float num13 = (float)num7 / (float)num8;&lt;br /&gt;
					float num14 = num13 * damageAmount + num10;&lt;br /&gt;
					if (num9 &amp;gt; 0f)&lt;br /&gt;
					{&lt;br /&gt;
						float num15 = (1f - num13) * damageAmount / num9 - num12;&lt;br /&gt;
						if (num15 &amp;gt; 0f)&lt;br /&gt;
						{&lt;br /&gt;
							num14 += num15 * num9;&lt;br /&gt;
						}&lt;br /&gt;
					}&lt;br /&gt;
					return Mathf.Max(0f, num14);&lt;br /&gt;
				}&lt;br /&gt;
				if (num11 &amp;gt; 0f)&lt;br /&gt;
				{&lt;br /&gt;
					return num11;&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			else if (flag2)&lt;br /&gt;
			{&lt;br /&gt;
				float num16 = damageAmount / num9 - num12;&lt;br /&gt;
				damageAmount = 0f;&lt;br /&gt;
				if (num16 &amp;gt; 0f)&lt;br /&gt;
				{&lt;br /&gt;
					damageAmount += num16 * num9;&lt;br /&gt;
					this.spaceCombatValueDataDirty = true;&lt;br /&gt;
				}&lt;br /&gt;
				return damageAmount;&lt;br /&gt;
			}&lt;br /&gt;
			if (damageType == DamageType.ParticleBeam &amp;amp;&amp;amp; attackingWeapon != null)&lt;br /&gt;
			{&lt;br /&gt;
				float num17 = damageAmount * attackingWeapon.ref_particleWeapon.heatFraction;&lt;br /&gt;
				float num18 = damageAmount * attackingWeapon.ref_particleWeapon.xRayFraction;&lt;br /&gt;
				float num19 = damageAmount * attackingWeapon.ref_particleWeapon.baryonFraction;&lt;br /&gt;
				if (!flag3)&lt;br /&gt;
				{&lt;br /&gt;
					num18 = Mathf.Max(0f, num18 * Mathf.Min(0.0625f, Mathf.Pow(0.5f, armorTemplate.armor_section_thickness_m((float)this.armor[facing].armorValue) * 100f / armorTemplate.xRayHalfValue_cm)));&lt;br /&gt;
					num19 = Mathf.Max(0f, num19 * Mathf.Min(0.0625f, Mathf.Pow(0.5f, armorTemplate.armor_section_thickness_m((float)this.armor[facing].armorValue) * 100f / armorTemplate.baryonicHalfValue_cm)));&lt;br /&gt;
				}&lt;br /&gt;
				num18 += this.SumOfficerEffectsModifiers(OfficerEffectType.RadiationDamageReduction, num18);&lt;br /&gt;
				num19 += this.SumOfficerEffectsModifiers(OfficerEffectType.RadiationDamageReduction, num19);&lt;br /&gt;
				appliedRadiationDamage = this.ApplyInternalRadiationDamage(num18, num19, facing, facing, angle, Mathf.Min(1f, attackingWeapon.ref_particleWeapon.SpotSurfaceArea_m2(range_km) / this.GetCrossSectionalArea_m2(angle)));&lt;br /&gt;
				internalDamageAssessedHere += appliedRadiationDamage;&lt;br /&gt;
				damageAmount = num17;&lt;br /&gt;
			}&lt;br /&gt;
			float num20 = 0f;&lt;br /&gt;
			if (damageAmount &amp;gt; 0f)&lt;br /&gt;
			{&lt;br /&gt;
				num20 = Mathf.Max(0f, damageAmount + (flag3 ? chippingAmount : 0f) - (flag3 ? 0f : num12));&lt;br /&gt;
			}&lt;br /&gt;
			if (num20 &amp;gt; 0f || internalDamageAssessedHere &amp;gt; 0f)&lt;br /&gt;
			{&lt;br /&gt;
				this.spaceCombatValueDataDirty = true;&lt;br /&gt;
			}&lt;br /&gt;
			return num20;&lt;br /&gt;
		}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
=== Utility Modules ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section is obsolete. For a list of all utility modules in Terra Invicta, as well as their stats, see [[Utility Module List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ObsoleteBox}}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Utility Module !! Mass (tons) !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Mobile Space Science Lab || 200 || {{icon|space}}+5% Space Science Research&amp;lt;br&amp;gt;Can prospect space bodies from interface orbits&lt;br /&gt;
|-&lt;br /&gt;
| Repair Bay || 700 || Improves [[Fleets#Mid-Combat_Repairs|mid-]] and [[Fleets#Post-Combat_Repairs|post-combat repairs]].&lt;br /&gt;
|-&lt;br /&gt;
| Salvage Bay || 1000 || Collects more [[Fleets#Salvage|Salvage]] after Winning Combats.&lt;br /&gt;
|-&lt;br /&gt;
| Vector Thrusters || 20 || Significantly increases the ship&#039;s turning speed.&lt;br /&gt;
|-&lt;br /&gt;
| Flag Bridge || 90 || Reduces the fleet&#039;s {{icon|mc}}Mission Control upkeep. (Does not stack with other Flag Bridges.)&lt;br /&gt;
|-&lt;br /&gt;
| Component Armor || 500 || -25% Internal Damage during combat&lt;br /&gt;
|-&lt;br /&gt;
| Armor Strut || 500 || Increase the amount of armor each facing on ship can carry by 100%.&lt;br /&gt;
|-&lt;br /&gt;
| Marine Assault Unit || 200 || Enables the Assault Hab fleet operation {{icon|marine}}(assault value 4)&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Marine Assault Unit || 200 || Enables the Assault Hab fleet operation {{icon|marine}}(assault value 6)&lt;br /&gt;
|-&lt;br /&gt;
| Elite Marine Assault Unit || 200 || Enables the Assault Hab fleet operation {{icon|marine}}(assault value 8)&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|destroy}}Spartans || rowspan=3 | 200 || rowspan=3 | Enables the Assault Hab fleet operation {{icon|marine}}(assault value 10)&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|resist}}Rangers&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|submit}}Immortals&lt;br /&gt;
|-&lt;br /&gt;
| Laser Engine || 25 || +10MJ laser weapon power&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Laser Engine || 50 || +20MJ laser weapon power&lt;br /&gt;
|-&lt;br /&gt;
| Cyclotron || 50 || +20MJ particle beam power&lt;br /&gt;
|-&lt;br /&gt;
| Magazine || 100 || Projectile weapons gain +50% ammo. Mass increases accordingly.&lt;br /&gt;
|-&lt;br /&gt;
| ECM || 10 || 20% chance force an enemy weapon into cooldown when this ship is targeted. &lt;br /&gt;
|-&lt;br /&gt;
| ECM Mark II || 10 || 40% chance force an enemy weapon into cooldown when this ship is targeted. &lt;br /&gt;
|-&lt;br /&gt;
| ECM Mark III || 10 || 60% chance force an enemy weapon into cooldown when this ship is targeted. &lt;br /&gt;
|-&lt;br /&gt;
| Targeting Computer|| 10 || Improve a ship&#039;s roll to overcome enemy ECM and damage to sensors by 10%.&lt;br /&gt;
|-&lt;br /&gt;
| Targeting Computer Mark II || 10 || Improve a ship&#039;s roll to overcome enemy ECM and damage to sensors by 30%.&lt;br /&gt;
|-&lt;br /&gt;
| Targeting Computer Mark III || 10 || Improve a ship&#039;s roll to overcome enemy ECM and damage to sensors by 50%.&lt;br /&gt;
|}&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
==== Drive Enhancement Module ====&lt;br /&gt;
&lt;br /&gt;
{{ObsoleteBox}}&lt;br /&gt;
Drive Enhancement Modules requires a certain type of Drive to be used.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Utility Module !! Mass (tons) !! Ship Requirements !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Muon Spiker || 40 || Nuclear Fusion Drive || +10% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Neutronium Spiker || 40 || Nuclear Fission Drive || +20% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Spiker || 40 || Nuclear Drive || +30% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Liquid Hydrogen Containment || 5 || Hydrogen Propellant || +20% Exhaust Velocity&lt;br /&gt;
|-&lt;br /&gt;
| Slush Hydrogen Tankage || 10 || Hydrogen Propellant || +35% Exhaust Velocity&lt;br /&gt;
|-&lt;br /&gt;
| Hydron Trap || 20 || Hydrogen Propellant || +50% Exhaust Velocity&lt;br /&gt;
|-&lt;br /&gt;
| ISRU Module || 40 || || Can replenish Propellant at unimproved hab sites that produce raw materials used in ship&#039;s propellant&lt;br /&gt;
|-&lt;br /&gt;
| Remass Scoop || 40 || || Can replenish Propellant in interface orbits of Jovian planets if the ship uses 100% hydrogen or &#039;anything&#039; as propellant.&amp;lt;br&amp;gt;No aerobraking damage({{icon|warning}}aerobraking is not implemented yet)&lt;br /&gt;
|}&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
==== Heat Sink ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship heat sinks. For a list of all space ship heat sinks in Terra Invicta, as well as their stats, see [[Heat Sink List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Heat sinks are important modules for combat ship so they may avoid exposing their vulnerable radiators to enemy fire. See [[Fleets#Power_and_Heat]] for details.&lt;br /&gt;
&lt;br /&gt;
==== Kit ====&lt;br /&gt;
&lt;br /&gt;
Kits allow creation of a small hab with a construction module. Can be replenished by repairing the ship at a dock or shipyard.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Kit !! Mass (tons) !! Constructed Modules&lt;br /&gt;
|-&lt;br /&gt;
| Solar Platform || 200 || Platform Core, Construction Module, Solar Collector&lt;br /&gt;
|-&lt;br /&gt;
| Solar Outpost || 200 || Outpost Core, Construction Module, Solar Collector&lt;br /&gt;
|-&lt;br /&gt;
| Fission Platform || 250 || Platform Core, Construction Module, Fission Pile&lt;br /&gt;
|-&lt;br /&gt;
| Fission Outpost || 300 || Outpost Core, Construction Module, Fission Pile&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Platform || 250 || Platform Core, Construction Module, Fusion Pile&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Outpost || 300 || Outpost Core, Construction Module, Fusion Pile&lt;br /&gt;
|-&lt;br /&gt;
| Automated Solar Platform || 250 || Automated Platform Core, Automated Supply Depot, Automated Solar Collector&lt;br /&gt;
|-&lt;br /&gt;
| Automated Solar Outpost || 1200 || Automated Outpost Core, Automated Mining Complex, Automated Solar Collector, Automated Solar Collector&lt;br /&gt;
|-&lt;br /&gt;
| Automated Fission Platform || 300 || Automated Platform Core, Automated Supply Depot, Automated Fission Pile&lt;br /&gt;
|-&lt;br /&gt;
| Automated Fission Outpost || 1800 || Automated Outpost Core, Automated Mining Complex, Automated Fission Pile, Automated Fission Pile&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Using the kit only &#039;&#039;begins&#039;&#039; local construction of the hab and the modules. So you still have to wait 180 days for a Construction Module to be built.&lt;br /&gt;
&lt;br /&gt;
Solar Kits are only usable if the installed Solar Collector(s) can produce enough power for other modules. So Solar Platform Kits cannot be used if the location is too far away from the sun. But Solar Outpost Kits can be used on locations far away from the sun, if the hab site gets enough solar power from Solar Mirror bonus.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
Weapons systems are either mounted on the ship&#039;s nose or on the hull. Nose weapons are typically more powerful than hull weapons of a similar size, but they have a limited field of fire. Hull weapons can fire in any direction around the ship.  Weapons also come in various sizes; larger weapon systems are generally more powerful but will take up multiple weapon slots.&lt;br /&gt;
&lt;br /&gt;
==== Fire Modes ====&lt;br /&gt;
Certain weapons may only be used offensively against enemy ships and hab modules; others may only be used defensively to shoot down incoming projectiles and missiles, and still others can be used against both types of targets. The default firing mode can be set in the ship designer, as well as changed in the middle of combat. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Weapon Fire Modes&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | &amp;lt;big&amp;gt;Standard Fire Modes&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Fire Mode !! Targeting Priority&amp;lt;ref&amp;gt;Will attempt to shoot at the first item in the list that is in range. Will never shoot at anything that is not in the list.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Focus Fire &lt;br /&gt;
| &lt;br /&gt;
# Primary Target.&lt;br /&gt;
|-&lt;br /&gt;
| Attack &lt;br /&gt;
| &lt;br /&gt;
# Primary Target.&lt;br /&gt;
# Nearest enemy ship or hab module that is in range.&lt;br /&gt;
|-&lt;br /&gt;
| Defense &lt;br /&gt;
|&lt;br /&gt;
# Nearest enemy projectile that is in range and not already saturated.&amp;lt;ref name=saturated&amp;gt;Non-beam defense weapons will let all allies know they have fired at an enemy projectile so other defense weapons don&#039;t waste their shots on that projectile.&amp;lt;/ref&amp;gt;&lt;br /&gt;
# Nearest enemy projectile that is in range.&lt;br /&gt;
|-&lt;br /&gt;
| Guardian &lt;br /&gt;
|&lt;br /&gt;
# Nearest enemy projectile that is in range and not already saturated.&amp;lt;ref name=saturated /&amp;gt;&lt;br /&gt;
# Nearest enemy projectile that is in range.&lt;br /&gt;
# Primary Target.&lt;br /&gt;
# Nearest enemy ship or hab module that is in range.&lt;br /&gt;
|-&lt;br /&gt;
| Idle&lt;br /&gt;
| Never fires.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | &amp;lt;big&amp;gt;Special Fire Modes&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Fire Mode !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Salvo&lt;br /&gt;
| Special mode for Missile Weapons. &lt;br /&gt;
&lt;br /&gt;
Identical to the Focus Fire mode, but automatically switches to Idle mode after firing 1/4 of the missile weapon&#039;s total ammo.&lt;br /&gt;
|-&lt;br /&gt;
| Bracket&lt;br /&gt;
| Special mode for non-beam Weapons. &lt;br /&gt;
&lt;br /&gt;
Identical to the Attack mode, but when the target is an enemy ship, will attempt to shoot at possible locations for the enemy ship to move into.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Targeting Range and Defense Range ====&lt;br /&gt;
&lt;br /&gt;
All weapons have a targeting range, and can only fire at targets within that range. But notably, weapons take into account the relative velocity of the target, as well as the expected amount of time that their projectiles will take to arrive, to effectively fire at the future location of a target when it would be in range. &lt;br /&gt;
&lt;br /&gt;
For example, the 10-inch Cannon has 250km targeting range and 1.4 km/s muzzle velocity. So it takes 250km/1.4km/s = ~178.5s for a bullet fired by the weapon to reach the maximum range. This means the 10-inch Cannon will attempt to fire at targets ~178.5s before they enter the 250km range. So&lt;br /&gt;
if an enemy ship is approaching head-on at a relative velocity of 1 km/s, then the 10-inch Cannon will fire at it ~178.5s before it arrives in range:  when it is still 250km + ~178.5s × 1km/s = ~428.5km away. &lt;br /&gt;
&lt;br /&gt;
When targeting an enemy projectile instead of a ship or [[Habs|hab]], weapons use a defense range that is computed as follows:&lt;br /&gt;
# Set the defense range to the targeting range.&lt;br /&gt;
# If the weapon has an attack mode, then apply a penalty to the defense range:&lt;br /&gt;
#* Divide by 3 for Energy weapons ([[Spaceships#Lasers|Lasers]], [[Spaceships#Particle_Weapons|Particles]], and [[Spaceships#Plasma_Weapons|Plasma]]), but cannot go below 200km.&lt;br /&gt;
#* Divide by 2 for Gun weapons ([[Spaceships#Guns|Naval Guns]] and [[Spaceships#Magnetic_Weapons|Magnetic Weapons]]), but cannot go below 200km.&lt;br /&gt;
#* No penalty for [[Spaceships#Missiles|Missile]] weapons.&lt;br /&gt;
# Add a bonus to the defense range for the mount:&lt;br /&gt;
#* On Cinematic Combat Scaling:&lt;br /&gt;
#** Add the Ship Hull Length × 100 for ship mounted weapons.&lt;br /&gt;
#** Add 5km for [[Habs|hab]] mounted weapons.&lt;br /&gt;
#* On Realistic Combat Scaling:&lt;br /&gt;
#** Add the Ship Hull Length × 10 for ship mounted weapons.&lt;br /&gt;
#** Add 0.5km for [[Habs|hab]] mounted weapons.&lt;br /&gt;
&lt;br /&gt;
==== Cooldown and Salvos ====&lt;br /&gt;
&lt;br /&gt;
All weapons have a cooldown, and some weapons fire in salvos. If a weapon does not have a salvo listed, it will fire once every time the cooldown timer is up. If a weapon has a salvo listed of X shots over Y seconds, that means it will fire one shot every Y / (X-1) seconds X number of times, and then will go on its cooldown, after which it will fire another salvo. &lt;br /&gt;
&lt;br /&gt;
For example, the Light Railgun Battery Mk1 has a cooldown of 30s and does not have a salvo listed; once in range, it will fire one shot every 30 seconds. The Light Coilgun Battery Mk1 has a salvo of 3 shots over 20 seconds and a cooldown of 40 seconds; once in range, it will fire one shot, wait 10 seconds, fire a second shot, wait 10 seconds, fire a third shot, and then will go on cooldown for 40 seconds. So it effectively fires 3 times per minute.&lt;br /&gt;
&lt;br /&gt;
Weapons can be classified in certain general types:&lt;br /&gt;
* (Naval) Guns: Use magazines, high ammo capacity. Cannot bombard. Low damage. Short range. Cheap.&lt;br /&gt;
* Missiles: Use magazines, low ammo capacity. Limited bombard. High damage. Will chase the target. Very susceptible to point defense. Only available as hull weapons.&lt;br /&gt;
* Magnetic Weapons: Use magazines, high ammo capacity. High damage, moderate accuracy. Susceptible to point defense. Can bombard.&lt;br /&gt;
* Plasma Weapons: Use magazines. Cannot be targeted by point defense. Cannot bombard. Medium damage, high accuracy. Only available in large sizes.&lt;br /&gt;
* Lasers: Use energy. Limited bombard. Never miss. More effective at close range.&lt;br /&gt;
* Particle Weapons: Use energy. Cannot bombard. High damage. Never miss. Short range.&lt;br /&gt;
&lt;br /&gt;
More detailed information on damage dealt by different weapons depending on enemy armor can be found in the article [[Guide Armor|Guide Armor]].&lt;br /&gt;
&lt;br /&gt;
==== Guns ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship naval guns. For a list of all space ship naval guns in Terra Invicta, as well as their stats, see [[Naval Gun List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Guns are chemical slugthrowers with performance characteristics similar to modern naval weaponry. They are low-tech and cheap, but due to low range and low muzzle velocity will have a hard time hitting anything at range. They are quickly outclassed by magnetic weapons.&lt;br /&gt;
&lt;br /&gt;
The damage done by a naval gun projectile is simply its impact kinetic energy / 20MJ. Specifically: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notably, naval guns do not produce any waste heat. Therefore they can keep firing even when the ship no longer has any ability to handle waste heat, such as when the radiators are destroyed and the heat sinks are filled.&lt;br /&gt;
&lt;br /&gt;
Naval guns also do not consume any power. Therefore they can keep firing even when the ship no longer has any ability to generate power, such as when the power plant is destroyed and the batteries are empty.&lt;br /&gt;
&lt;br /&gt;
Naval guns cannot be used to bombard.&lt;br /&gt;
&lt;br /&gt;
Naval gun projectiles can be hit by point defenses and will be destroyed in one hit. But point defenses usually ignore autocannon bullets simply because they are so weak as to not be worth shooting at.&lt;br /&gt;
&lt;br /&gt;
==== Magnetic Weapons ====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship magnetic guns. For a list of all space ship magnetic guns in Terra Invicta, as well as their stats, see [[Magnetic Gun List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Magnetic weapons include railguns and coilguns that fire high-speed projectiles that do significant damage but can be shot down by point defense.  Due to low muzzle velocity, railguns and siege coilguns may have a difficult time hitting targets at range; non-siege coilguns have a significantly higher muzzle velocity and are more difficult to dodge.  All magnetic weapons are capable of bombardment.&lt;br /&gt;
&lt;br /&gt;
The damage done by a magnetic gun projectile is simply its impact kinetic energy / 20MJ. Specifically: &lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The power consumed per shot is calculated similarly, but uses the ammo mass instead of the warhead mass, and takes into account the weapon&#039;s Efficiency. Specifically:&lt;br /&gt;
&amp;lt;pre&amp;gt;Power Consumed (GJ) = ½ × Ammo Mass (kg) × (Muzzle Velocity (m/s))² / Efficiency / 1e9 (J/GJ)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.&lt;br /&gt;
&lt;br /&gt;
Magnetic weapon projectiles can be hit by point defenses, but may need multiple hits to be destroyed. Specifically, the point defenses must do (Warhead Mass / 10kg) damage to destroy the projectile.&lt;br /&gt;
&lt;br /&gt;
==== Missiles ====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship missiles. For a list of all space ship missiles in Terra Invicta, as well as their stats, see [[Missile List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Missile weapons (which include both missiles and torpedoes) do high damage and will chase the enemy, but are very susceptible to being shot down by point defense and are constrained by small magazines.  Missiles will fire offensively only if an enemy ship or hab module has been set as a target. &lt;br /&gt;
&lt;br /&gt;
Missiles and torpedoes can have different classes of warheads, which significantly impact their behavior:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Warhead Class !! Total Damage !! Chip % !! Can Bombard !! Is AoE !! Kinetic Damage?&amp;lt;ref&amp;gt;Adamantane Armor has 25% resistance to Kinetic Damage. Kinetic Damage can also over penetrate, meaning the damage goes out the other end of the ship before it is fully applied.&amp;lt;/ref&amp;gt; !! Other Notable Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fragmentation || rowspan=2| ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ || 50% || rowspan=3 | No || rowspan=3| No || rowspan=2| Yes || On contact, splits into 5kg warheads that independently interact with armor. (But still acts as one attack in all other aspects.)&lt;br /&gt;
|-&lt;br /&gt;
| Penetrator || 60% || None&lt;br /&gt;
|-&lt;br /&gt;
| Explosive || Payload Damage + 0.1 × ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ || 80% || rowspan=4|No || None&lt;br /&gt;
|-&lt;br /&gt;
| Nuclear || rowspan=3 | Payload Damage || 100% || rowspan=3 | Not through Atmosphere || rowspan=2| Spherical AoE || rowspan=3 | Also applies Shred Damage.&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter || 25% &lt;br /&gt;
|-&lt;br /&gt;
| Shaped Nuclear || 100% || Cone AoE &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notably, missiles do not produce any waste heat. Therefore they can keep firing even when the ship no longer has any ability to handle waste heat, such as when the radiators are destroyed and the heat sinks are filled.&lt;br /&gt;
&lt;br /&gt;
Missiles also do not consume any power. Therefore they can keep firing even when the ship no longer has any ability to generate power, such as when the power plant is destroyed and the batteries are empty.&lt;br /&gt;
&lt;br /&gt;
Missile projectiles can be hit by point defenses and will be destroyed in one hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lasers ====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship laser weapons. For a list of all laser weapons in Terra Invicta, as well as their stats, see [[Laser Weapon List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Laser weapons do not miss and are excellent at targeting enemy projectiles.  However, laser weapons have difficulty penetrating armor unless they are at close range.  Laser weapons for non-alien ships come in three different wavelengths: Infrared, Visible (Green), and Ultraviolet, from least powerful to most powerful.  Additionally, laser weapons use one of three different beam types: Standard, Arc, and Phaser, from least powerful to most powerful.  Each laser battery and cannon size comes in nine different configurations, corresponding to all the possible combinations of wavelength and beam type.  The more powerful the wavelength and beam type, the better the laser is at penetrating armor.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = Shot Power (MJ) / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Power Consumed (GJ) = Shot Power (MJ) / Efficiency / 1000 (MJ/GJ)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Laser Engine [[Spaceships#Utility_Modules|Utility Modules]] increase the shot power of lasers, increasing both damage and power consumption.&lt;br /&gt;
* Power Consumption is divided by 20 when targeting [[Spaceships#Missiles|Missile]] or [[Spaceships#Guns|Naval Gun]] Projectiles.&lt;br /&gt;
* The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.&lt;br /&gt;
&lt;br /&gt;
Notably, laser weapons do not consume ammo, and so can be fired an unlimited number of times.&lt;br /&gt;
&lt;br /&gt;
All ship lasers can be used to bombard, but only visible light lasers (orange, green, violet) can bombard through atmosphere.&lt;br /&gt;
&lt;br /&gt;
All human ship laser weapons have 1 hp, regardless of size. All alien ship laser weapons have 2 hp, regardless of size. For comparison, most other ship weapons and modules have (3 × hard points) hp. So lasers are both literally and figuratively glass cannons. &lt;br /&gt;
&lt;br /&gt;
Except for a few particularly powerful alien lasers, all lasers can serve as point defenses that shoot down incoming enemy projectiles.&lt;br /&gt;
&lt;br /&gt;
===== Armor Penetration =====&lt;br /&gt;
&lt;br /&gt;
When a laser weapon shoots an armored target, the effective armor of the target is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Effective Armor = Base Armor ^ 1.5 × Armor Effectiveness&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Armor Effectiveness = Spot Area (m²) / 0.005 (m²)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Spot Area (m²) = 0.7853982 × (Spot Diameter (m) )²&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Spot Diameter (m) = Distance to Target (km) × Spot Diameter Precise Factor (m/km)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Spot Diameter Precise Factor (m/km) = (1000 / Mirror Diameter (m)) × ((1.22 × Wavelength (m) × Beam Quality)² + (2 * Jitter * Mirror Diameter (m) )²) ^ 0.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When combined:&lt;br /&gt;
&amp;lt;pre&amp;gt;Effective Armor = Base Armor ^ 1.5 × 0.7853982 / 0.005 (m²) × (Distance to Target (m) × ((1.22 × Wavelength (m) × Beam Quality)² + (2 * Jitter * Mirror Diameter (m) )²) ^ 0.5 / Mirror Diameter (m) )² &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since armor works by subtracting its value from incoming damage, and RNG can randomize incoming damage by up to ±20%, we can re-arrange the formula to get the amount of armor needed to fully block a laser:&lt;br /&gt;
&amp;lt;pre&amp;gt;Armor = (Laser Damage × 1.2 / (0.7853982 / 0.005 (m²) × (Distance to Target (m) × ((1.22 × Wavelength (m) × Beam Quality)² + (2 * Jitter * Mirror Diameter (m) )²) ^ 0.5 / Mirror Diameter (m) )² ) ) ^ (1/1.5)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Range =====&lt;br /&gt;
&lt;br /&gt;
Notably, laser weapons actually refuse to fire at targets unless they have sufficient armor penetration and damage. So weaker lasers may have less actual range than their stated targeting range. Specifically:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Anti-Ship Effective Range (km) = Range where (Laser Damage / Armor Effectiveness &amp;gt; 1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Anti-Kinetic Effective Range (km) = Range where (Laser Damage / Armor Effectiveness &amp;gt; 0.5)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Anti-Missile Effective Range (km) = Range where (Laser Damage / Armor Effectiveness &amp;gt; 0.15)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Anti-Poorly-Armored-Ship Effective Range (km) = Range where (Laser Damage / Armor Effectiveness &amp;gt; 0.25)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Poorly-Armored ship means the targeted part of the ship either has 0 armor or has over 20% of its armor chipped.&lt;br /&gt;
&lt;br /&gt;
So a laser weapon will only fire at the target if the target is within both its Targeting Range and its Effective Range. Use the [[Spaceships#Targeting_Range_and_Defense_Range|Defense Range]] instead of Targeting Range for enemy projectiles.&lt;br /&gt;
&lt;br /&gt;
An important consequence of this is that the weaker lasers, such as Point Defense Phaser Turrets, can gain significant amounts of range from anything that buffs laser damage, such as:&lt;br /&gt;
* Laser Engines&lt;br /&gt;
* Directed Energy Officers&lt;br /&gt;
* Intelligence Officers&lt;br /&gt;
* Commanding Officers&lt;br /&gt;
* [[Precision Focusing Software]] Project&lt;br /&gt;
&lt;br /&gt;
===== Chipping =====&lt;br /&gt;
&lt;br /&gt;
Unlike other weapons, the % of a laser&#039;s damage that goes towards chipping is dynamically calculated based on its armor penetration. Specifically:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Chip % = Armor Effectiveness / 1000, capped at 0.25&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This means that the chip damage dealt by lasers is actually inversely proportional to their ability to penetrate armor, giving low tech lasers an advantage. Nevertheless, chip damage dealt by lasers is usually negligible, so this advantage is rarely worth it.&lt;br /&gt;
&lt;br /&gt;
==== Particle Weapons====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship particle weapons. For a list of all particle weapons in Terra Invicta, as well as their stats, see [[Particle Weapon List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Particle weapons do not miss and are excellent at targeting enemy projectiles. They also have unique interactions with armor that always allows some damage to penetrate into the ship internals, though the resulting damage may be extremely small and only good for temporarily disabling certain internal components. However, particle weapons do no damage at all to armor, and have low overall damage. &lt;br /&gt;
&lt;br /&gt;
Charged particle weapons can only target enemy missiles. Neutral particle weapons can target all enemy projectiles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = Shot Power (MJ) / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The damage of a particle beam can decrease with distance from the target ship. This is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Actual Damage Points = Base Damage Points × Min(1, Target Area (m²) / Beam Area (m²)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Target Area (m²) = 3.1415927 × Target Ship Length × Target Ship Width / 2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Beam Area (m²) = 3.1415927 × (Beam Radius (m) )^2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the particle beam fires neutral particles, then:&lt;br /&gt;
&amp;lt;pre&amp;gt;Beam Radius (m) = Emittance (m) × Distance to Target (m) / 1000000 / Lens Radius (cm) × 100 (cm/m)&amp;lt;/pre&amp;gt;&lt;br /&gt;
Otherwise:&lt;br /&gt;
&amp;lt;pre&amp;gt;Beam Radius (m) = Lens Radius (cm) / 100 (cm/m) × 2 ^ (Distance to Target (km) / Doubling Range (km) )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As of Version 0.4.90, apart from Electron Beam weapons, all particle beam weapons have Beam Area less than the Target Area of even a gunship, even at their maximum range. So in practice the damage of a particle beam does not actually decrease with distance from the target ship unless it is an electron beam.&lt;br /&gt;
&lt;br /&gt;
Particle weapons do no chip damage. Instead, the damage of a particle beam is split into 3 parts: Heat, X-rays, and Baryons. Heat damage behaves in the standard manner: the armor value of the target is subtracted from it, and any leftover damage is applied to the ship internals. Heat damage is also the damage that is used when calculating the effects of shooting enemy kinetic projectiles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Power Consumed (GJ) = Shot Power (MJ) / Efficiency / 1000 (MJ/GJ)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.&lt;br /&gt;
&lt;br /&gt;
Notably, particle weapons do not consume ammo, and so can be fired an unlimited number of times.&lt;br /&gt;
&lt;br /&gt;
===== Armor Interactions =====&lt;br /&gt;
&lt;br /&gt;
Heat damage has the standard armor interactions of other weapons. In contrast, X-rays and Baryons are considered radiation damage and have a completely different interaction with armor. Specifically, radiation damage is reduced by armor via &amp;quot;Half-Values&amp;quot;. one half value cuts damage in half. two half values cut damage in half twice, for 1/4.&lt;br /&gt;
&lt;br /&gt;
All ships have a baseline of 4 half-values (1/16). armor up to the point where it reaches those 4 half-values does nothing. after that it replaces the baseline half-values with its own half-values.&lt;br /&gt;
&lt;br /&gt;
The half value is measured in armor thickness. Every type of armor has one half-value thickness for x-rays and one half-value thickness for baryons. See [[Ship Armor List]] for details.&lt;br /&gt;
&lt;br /&gt;
As of Version 0.4.90, apart from Boron Carbide Armor, all armors have significantly smaller half-values for x-rays than for baryons. Baryon damage is additionally multiplied by 5. Thus in practice, most radiation damage is done via baryons instead of X-rays. Notably:&lt;br /&gt;
* (Both Human and Alien) Adamantane Armor needs about 120 points of armor to reach 4 half-values for Baryons.&lt;br /&gt;
* (Both Human and Alien) Exotic Armor needs about 18.5 points of armor to reach 4 half-values for Baryons.&lt;br /&gt;
&lt;br /&gt;
Notably, although armor can significantly reduce radiation damage, it can never reduce it all the way to zero. So there is always some leftover radiation damage that is then directly dealt to the ship internals, with the hit location being calculated in the same way as with lasers. &lt;br /&gt;
&lt;br /&gt;
Damaged ship parts and systems either stop working or work at reduced effectiveness, but can be [[Fleets#Mid-Combat_Repairs|repaired over time]]. For example, damaged weapons cannot fire until fully repaired. Lasers have especially low health, making them good targets for particle beams. Once a weapon is entirely destroyed it can only be repaired in a shipyard.&lt;br /&gt;
&lt;br /&gt;
===== Radiation effects =====&lt;br /&gt;
&lt;br /&gt;
Radiation damage is processed differently from other internal ship damage: notably, it cannot damage &amp;quot;hard&amp;quot; systems or modules. This includes ship structure, heat sinks, spikers, hydrogen tankage, magazines, cyclotrons, and other utility modules that have the &#039;RadHardened&#039; property. The heat-damage part of particle weapon effects can still damage these items, but not the x-ray or baryonic parts. (And since the Spinal Neutron Lance causes 0 heat damage, it cannot destroy a ship under any circumstances.)&lt;br /&gt;
&lt;br /&gt;
===== Critical hits =====&lt;br /&gt;
&lt;br /&gt;
On a critical hit (TAC), particle beams bypass all amor effects but are otherwise processed as usual. Baryon and x-ray components are applied as radiation damage with their usual multipliers, and the heat component is applied as standard internal damage.&lt;br /&gt;
&lt;br /&gt;
==== Plasma Weapons ====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship plasma weapons. For a list of all space ship plasma weapons in Terra Invicta, as well as their stats, see [[Plasma Weapon List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Plasma weapons fire high-speed, low mass projectiles that cannot be targeted by enemy point defense but also cannot act as point defense. While their damage is not as high as some of the larger and more advanced magnetic weapons, the high muzzle velocity of plasma weapons make them significantly more likely to hit their target.  Plasma weapons cannot bombard.&lt;br /&gt;
&lt;br /&gt;
Strangely, the damage done by a plasma weapon projectile is simply its impact kinetic energy / 20MJ, but applied as thermal damage instead of kinetic damage (so armors with special kinetic resistance do not apply that resistance to plasma). Specifically: &lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The power consumed per shot is calculated similarly, but adds charging energy, and takes into account the weapon&#039;s Efficiency. Specifically:&lt;br /&gt;
&amp;lt;pre&amp;gt;Power Consumed (GJ) = Charging Energy (GJ) / Efficiency + ½ × Warhead Mass (kg) * (Muzzle Velocity (m/s))² / Efficiency / 1e9 (J/GJ) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.&lt;br /&gt;
&lt;br /&gt;
Notably, although plasma weapons do consume ammo and have a finite magazine size, this ammo weighs nothing and costs nothing to resupply.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
Ships can be constructed at ship construction modules ([[Space Dock]], [[Shipyard]], [[Spaceworks]]). The construction time is calculated as follows:&lt;br /&gt;
* If the ship hull Construction Tier is greater than the ship construction module Tier, then: &lt;br /&gt;
&amp;lt;pre&amp;gt;Construction Time (days) = Base Construction Time (days) × 1.5 ^ Tier Gap&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If the ship hull Construction Tier is equal to the ship construction module Tier, then: &lt;br /&gt;
&amp;lt;pre&amp;gt;Construction Time (days) = Base Construction Time (days)&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If the ship hull Construction Tier is less than the ship construction module Tier, then: &lt;br /&gt;
&amp;lt;pre&amp;gt;Construction Time (days) = Base Construction Time (days) × Ship Construction Module Construction Time Modifier ^ Tier Gap&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This construction time is then divided by (100% + Ship Building Speed Bonus).&lt;br /&gt;
&lt;br /&gt;
See [[Ship Hull List]] for a list of all ship hulls and their construction times at each ship construction module.&lt;br /&gt;
&lt;br /&gt;
=== Probes ===&lt;br /&gt;
Probes can be launched from any hab construction modules. Depending on where the hab is located, this can decrease the resources needed to launch a probe, or the time it takes to reach its destination.&lt;br /&gt;
&lt;br /&gt;
== Resupply ==&lt;br /&gt;
&lt;br /&gt;
Ships can be resupplied at habs with ship construction modules ([[Space Dock]], [[Shipyard]], [[Spaceworks]]) and/or [[Supply Depot]] modules.&lt;br /&gt;
&lt;br /&gt;
The base resupply duration is 0.005 days per fuel tank + 0.025 days per 50 ammo.&lt;br /&gt;
&lt;br /&gt;
The resupply duration is divided by the sum of ship construction module tiers on the hab, with each [[Supply Depot]] module counting as an additional tier 2 [[Shipyard]]. It is also reduced by the Supply Officer if the ship has one.&lt;br /&gt;
&lt;br /&gt;
(Note: As of Version 0.4.90, there may be a bug that causes fuel tanks to take twice as long to refuel and not receive any of the resupply speed bonuses, taking 0.01 days per fuel tank.)&lt;br /&gt;
&lt;br /&gt;
=== ISRU ===&lt;br /&gt;
&lt;br /&gt;
Ships with an ISRU module&amp;lt;ref name=refuel&amp;gt;Ships cannot share a refueling module with other ships. Every ship that wants to refuel needs to have its own refueling module.&amp;lt;/ref&amp;gt; can refuel from hab sites they are landed on. These hab sites do not need to have a hab built on them. The refuel duration is calculated as follows:&lt;br /&gt;
* If the propellent type is &#039;&#039;&#039;Anything&#039;&#039;&#039;, then the Refuel Duration = Fuel needed (tons) / Hab Site Total Daily Output&amp;lt;ref name=output&amp;gt;The Daily Output of a Hab Site is its base value as seen in the prospecting tab, without any mining bonuses applied.&amp;lt;/ref&amp;gt; (units) / 10 (tons / unit) / 3.&lt;br /&gt;
* Otherwise, the refuel duration is the maximum out of:&lt;br /&gt;
** {{TV|water}} Fuel needed (tons) / Hab Site {{TV|water}} Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
** {{TV|volatiles}} Fuel needed (tons) / Hab Site {{TV|volatiles}} Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
** {{TV|metals}} Fuel needed (tons) / Hab Site {{TV|metals}} Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
** {{TV|nobles}} Fuel needed (tons) / Hab Site {{TV|nobles}} Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
** {{TV|fissiles}} Fuel needed (tons) / Hab Site {{TV|fissiles}} Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
&lt;br /&gt;
Note: The refuel duration is capped at 90 days. If it would take longer than that, then the ship is only partially refueled by as much as can be done within 90 days.&lt;br /&gt;
&lt;br /&gt;
There are two main advantages to refueling using ISRU modules:&lt;br /&gt;
* The refuel cost is free. &lt;br /&gt;
* Every ship refuels &#039;&#039;in parallel&#039;&#039;, meaning the total time needed for an entire fleet to refuel is simply the time taken by the ship that takes the longest to refuel.&lt;br /&gt;
&lt;br /&gt;
Note: The following drives come with free ISRU capabilities, and can refuel this way without needing an actual ISRU module:&lt;br /&gt;
{{#invoke:DriveLister|ListRestrictedDrives|Match,freeISRU,true}}&lt;br /&gt;
&lt;br /&gt;
=== Remass Scoop ===&lt;br /&gt;
&lt;br /&gt;
Ships with a Remass Scoop&amp;lt;ref name=refuel /&amp;gt; can refuel from the atmospheres of Gas Giant planets when the ship is in interface orbit around that planet. But only if one of the following is true:&lt;br /&gt;
* The propellent type is &#039;&#039;&#039;Anything&#039;&#039;&#039;.&lt;br /&gt;
* The propellent type is &#039;&#039;&#039;Hydrogen&#039;&#039;&#039; and only consists of {{TV|water}} and/or {{TV|volatiles}}.&lt;br /&gt;
&lt;br /&gt;
Note: {{TV|fissiles}} costs can be converted into {{TV|water}} costs for drives that use Helium-3, if the faction has an active He3 mine. This conversion effectively allows the Remass Scoop to also refuel {{TV|fissiles}} in these cases.&lt;br /&gt;
&lt;br /&gt;
The Refuel Duration (days) = Fuel needed (tons) / 1000.&lt;br /&gt;
&lt;br /&gt;
Note: The refuel duration has a minimum of 10 days. If it would be shorter than that, then it is set to 10 days.&lt;br /&gt;
&lt;br /&gt;
There are two main advantages to refueling using Remass Scoops:&lt;br /&gt;
* The refuel cost is free. &lt;br /&gt;
* Every ship refuels &#039;&#039;in parallel&#039;&#039;, meaning the total time needed for an entire fleet to refuel is simply the time taken by the ship that takes the longest to refuel.&lt;br /&gt;
&lt;br /&gt;
See [[Drive List]] for a list of drives, which also notes which drives can use remass scoops.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Repairs ==&lt;br /&gt;
&lt;br /&gt;
Ships can be repaired at habs with ship construction modules ([[Space Dock]], [[Shipyard]], [[Spaceworks]]). The Repair Cost and Duration for each Ship System, Part, or Armor Facing is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ship System, Part, or Armor Facing !! Repair Duration (days) !! Repair Cost&lt;br /&gt;
|-&lt;br /&gt;
! Nose Structure&lt;br /&gt;
| rowspan=3 | Missing Health % × Hull Construction Time / 10&lt;br /&gt;
| rowspan=3 | Missing Health % × Hull Construction Cost / 10&lt;br /&gt;
|-&lt;br /&gt;
! Central Structure&lt;br /&gt;
|-&lt;br /&gt;
! Tail Structure&lt;br /&gt;
|-&lt;br /&gt;
! Fire Control&lt;br /&gt;
| rowspan=2 | Missing Health % × Hull Construction Tier &lt;br /&gt;
| rowspan=2 | Missing Health % × Hull Construction Cost / 200&lt;br /&gt;
|- &lt;br /&gt;
! Damage Control&lt;br /&gt;
|-&lt;br /&gt;
! Life Support Main&lt;br /&gt;
| rowspan=2 | Missing Health % × Hull Construction Tier / 2&lt;br /&gt;
| rowspan=2 | Missing Health % × Hull Construction {{TV|volatiles}} Cost / 20&lt;br /&gt;
|- &lt;br /&gt;
! Life Support Backup&lt;br /&gt;
|- &lt;br /&gt;
! Power Coupling&lt;br /&gt;
| rowspan=4 | Missing Health % × Hull Construction Tier / 2&lt;br /&gt;
| rowspan=4 | {{TV|metals|0.1}}&lt;br /&gt;
|- &lt;br /&gt;
! Drive Coupling&lt;br /&gt;
|- &lt;br /&gt;
! Vector Thrusters&lt;br /&gt;
|- &lt;br /&gt;
! Sensors&lt;br /&gt;
|-&lt;br /&gt;
! System Reactor&lt;br /&gt;
| Missing Health % × 2 &lt;br /&gt;
| Missing Health % × Hypothetical cost of Power Plant if it has 100% Efficiency and only has to supply the systems and weapons.&lt;br /&gt;
|-&lt;br /&gt;
! Bridge&lt;br /&gt;
| Missing Health % × Hull Construction Tier × 2&lt;br /&gt;
| Missing Health % × Hull Construction Cost / 100&lt;br /&gt;
|- &lt;br /&gt;
! Nose Weapon&lt;br /&gt;
| rowspan=7 | Missing Health % × 2 &lt;br /&gt;
| rowspan=7 | Missing Health % × Module Cost / 4&lt;br /&gt;
|- &lt;br /&gt;
! Hull Weapon&lt;br /&gt;
|- &lt;br /&gt;
! Utility Module&lt;br /&gt;
|- &lt;br /&gt;
! Radiator&lt;br /&gt;
|- &lt;br /&gt;
! Power Plant&lt;br /&gt;
|- &lt;br /&gt;
! Drive&lt;br /&gt;
|- &lt;br /&gt;
! Battery&lt;br /&gt;
|-&lt;br /&gt;
! Nose Armor&lt;br /&gt;
| rowspan=4 | Shred %  + Chip % &lt;br /&gt;
| rowspan=4 | (Shred %  + Chip %  / 4) × Armor Cost &lt;br /&gt;
|-&lt;br /&gt;
! Left Armor&lt;br /&gt;
|-&lt;br /&gt;
! Right Armor&lt;br /&gt;
|-&lt;br /&gt;
! Tail Armor&lt;br /&gt;
|-&lt;br /&gt;
! Propellant&lt;br /&gt;
| colspan=2 | Not actually repairable, &amp;quot;destroyed&amp;quot; fuel tanks are functionally no different from empty fuel tanks and are just simply replaced in a resupply operation.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The repair duration is divided by the sum of ship construction module tiers on the hab. It is also reduced by the Engineering Officer if the ship has one.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* Side armor is split into Left and Right armor, but each has to pay repairs as if it is the whole side armor. Which means repairing side armor is effectively twice as expensive as repairing nose or tail armor.&lt;br /&gt;
* Certain utility modules may have 4 times the repair costs (so they cost as much to repair as to build).&lt;br /&gt;
&lt;br /&gt;
=== Interrupting repairs ===&lt;br /&gt;
&lt;br /&gt;
* If you are repairing a single ship and interrupt/cancel the repair before it&#039;s finished, all progress is lost.&lt;br /&gt;
* If you are repairing a fleet with several ships and interrupt it, if there has been enough progress it may complete one or more ships that can be fully repaired, and lose the remainder.&lt;br /&gt;
* If additional space docks finish building at the station while repairs are ongoing, the game does not recalculate the repair completion date. So in some cases it can be preferable to cancel an incomplete repair and restart it using new facilities.&lt;br /&gt;
&lt;br /&gt;
== Refits ==&lt;br /&gt;
&lt;br /&gt;
Factions may refit ships at ship construction modules ([[Space Dock]], [[Shipyard]], [[Spaceworks]]). Refitting is generally limited to replacing parts of a similar type. The refit rules are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Conditions !! Added Refit Duration (in % of hull construction time)&lt;br /&gt;
|-&lt;br /&gt;
| [[Ship Hull List|Ship Hull]] Type || colspan=2 | Cannot be changed.&lt;br /&gt;
|-&lt;br /&gt;
| [[Ship Armor List|Ship Armor]] || Can be changed freely. || 5% for each slot (nose, side, tail) changed.&lt;br /&gt;
|-&lt;br /&gt;
| [[Power Plant List|Power Plant]] || Only to a Power Plant of the same Type. Power Plant Types are:&lt;br /&gt;
* Fuel Cell&lt;br /&gt;
* Solid Core Fission&lt;br /&gt;
* Molten Salt Core Fission&lt;br /&gt;
* Liquid Core Fission&lt;br /&gt;
* Gas Core Fission&lt;br /&gt;
* Electrostatic Confinement Fusion&lt;br /&gt;
* Mirrored Magnetic Confinement Fusion&lt;br /&gt;
* Toroid Magnetic Confinement Fusion&lt;br /&gt;
* Hybrid Confinement Fusion&lt;br /&gt;
* Z Pinch Fusion&lt;br /&gt;
* Inertial Confinement Fusion&lt;br /&gt;
* Hybrid Confinement Fusion&lt;br /&gt;
* Antimatter Plasma Core&lt;br /&gt;
* Antimatter Beam Core&lt;br /&gt;
| 25%&lt;br /&gt;
|-&lt;br /&gt;
| [[Drive List|Drive]] || Only to a Drive of the same Classification Type, required Power Plant Type, and Propellent Type. The Classification Types are:&lt;br /&gt;
* Chemical &lt;br /&gt;
* Electrothermal &lt;br /&gt;
* Electrostatic &lt;br /&gt;
* Electromagnetic &lt;br /&gt;
* Fission_Thermal &lt;br /&gt;
* NuclearSaltWater &lt;br /&gt;
* Fission_Pulse &lt;br /&gt;
* Fusion_Thermal &lt;br /&gt;
* Antimatter &lt;br /&gt;
The Required Power Plant Types are the same as the Power Plant Types, but with the addition of &amp;quot;Any Power Plant&amp;quot;.&lt;br /&gt;
The Propellent Types are:&lt;br /&gt;
* ReactionProducts &lt;br /&gt;
* Hydrogen &lt;br /&gt;
* Anything &lt;br /&gt;
* Water &lt;br /&gt;
* NobleGases &lt;br /&gt;
* Volatiles &lt;br /&gt;
* Metals&lt;br /&gt;
| 25% (0% if only Thruster Count changed.)&lt;br /&gt;
|-&lt;br /&gt;
| [[Radiator List|Radiator]] || Can be changed freely. || 5%&lt;br /&gt;
|-&lt;br /&gt;
| [[Heat Sink List|Heat Sinks]] || Cannot reduce number, but can freely change or add more. || 5% for each Changed or Added.&lt;br /&gt;
|-&lt;br /&gt;
| [[Battery List|Batteries]] || Cannot reduce number, but can freely change or add more. || 5% for each Changed or Added.&lt;br /&gt;
|-&lt;br /&gt;
| General Utility Modules:&lt;br /&gt;
* Mobile Space Science Labs&lt;br /&gt;
* Repair Bays&lt;br /&gt;
* Marines&lt;br /&gt;
* Laser Engines&lt;br /&gt;
* Magazines&lt;br /&gt;
* Colony Kits&lt;br /&gt;
* Cyclotrons&lt;br /&gt;
| Cannot reduce number, but can freely interchange or add more. || 5% for each Changed or Added.&lt;br /&gt;
|-&lt;br /&gt;
| Unchangeable Utility Modules:&lt;br /&gt;
* ISRU&lt;br /&gt;
* Remass Scoop&lt;br /&gt;
* Component Armor&lt;br /&gt;
* Salvage Bay&lt;br /&gt;
* Armor Struts&lt;br /&gt;
* Vector Thrusters&lt;br /&gt;
* Flag Bridge&lt;br /&gt;
| Cannot reduce number or interchange. But can add any that weren&#039;t in the old design. || 5% for each Added.&lt;br /&gt;
|-&lt;br /&gt;
| Spikers:&lt;br /&gt;
* Muon&lt;br /&gt;
* Neutronium&lt;br /&gt;
* Antimatter &lt;br /&gt;
| Cannot reduce number, but can freely interchange or add one if there was none. || 5% if changed or added.&lt;br /&gt;
|-&lt;br /&gt;
| Hydrogen Storage:&lt;br /&gt;
* Liquid Hydrogen Containment&lt;br /&gt;
* Slush Hydrogen Tankage&lt;br /&gt;
* Hydron Trap&lt;br /&gt;
| Cannot reduce number, but can freely interchange or add one if there was none. || 5% if changed or added.&lt;br /&gt;
|-&lt;br /&gt;
| Electronic Countermeasures || Cannot reduce number, but can freely interchange or add one if there was none. || 5% if changed or added.&lt;br /&gt;
|-&lt;br /&gt;
| Targeting Computer || Cannot reduce number, but can freely interchange or add one if there was none. || 5% if changed or added.&lt;br /&gt;
|-&lt;br /&gt;
| Weapons || Cannot add or remove, but can freely move around and change as long as the Mount and Type do not change. Weapon Mounts are:&lt;br /&gt;
* 1-Hull&lt;br /&gt;
* 2-Hull&lt;br /&gt;
* 4-Hull&lt;br /&gt;
* 1-Nose&lt;br /&gt;
* 2-Nose&lt;br /&gt;
* 3-Nose&lt;br /&gt;
* 4-Nose&lt;br /&gt;
Weapon Types are:&lt;br /&gt;
* [[Naval Gun List|Naval Guns]]&lt;br /&gt;
* [[Laser Weapon List|Lasers]]&lt;br /&gt;
* [[Particle Weapon List|Particle Beams]]&lt;br /&gt;
* [[Magnetic Gun List|Magnetic Guns]]&lt;br /&gt;
* [[Plasma Weapon List|Plasma]]&lt;br /&gt;
* [[Missile List|Missiles]]&lt;br /&gt;
| 5% for each changed, but moving around is free.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: If the total refit duration (in % of hull construction time) exceeds 75%, then it is just set to 75%.&lt;br /&gt;
&lt;br /&gt;
== Scuttle ==&lt;br /&gt;
&lt;br /&gt;
Since ships cost {{TV|mc}} and {{TV|money}} to upkeep, there are many situations where a ship may no longer be wanted. In these cases, these unwanted ships can be scuttled to destroy them.&lt;br /&gt;
&lt;br /&gt;
If this scuttling happens at a ship construction module ([[Space Dock]], [[Shipyard]], [[Spaceworks]]), then the faction regains 25% of the space resource costs of the ship, excluding any fuel costs. Notably, this resource cost is always calculated in terms of space resources ({{icon|water}}{{icon|volatiles}}{{icon|metals}}{{icon|nobles}}{{icon|fissiles}}{{icon|exotics}}{{icon|antimatter|bgcolor=DarkSlateGray}}), even if the ship was originally constructed using {{TV|boost}} and {{TV|money}}.&lt;br /&gt;
&lt;br /&gt;
Otherwise, the faction does not gain any resources from scuttling the ship. Instead, they may even have to pay {{TV|boost}} to evacuate the ship crew from the ship. If the ship&#039;s location is in an Earth Interface Orbit&amp;lt;ref&amp;gt;The Earth Interface Orbits are Tiangong Orbit, ISS Orbit, Low Earth Orbit 1, and Low Earth Orbit 2.&amp;lt;/ref&amp;gt;, then the cost to evacuate the ship crew is free. Otherwise, the {{TV|boost}} cost is equivalent to moving 0.1 tons of mass per ship crew from Earth to the ship&#039;s location. &lt;br /&gt;
&lt;br /&gt;
If the scuttled ship is part of a larger fleet, then the {{TV|boost}} cost will be reduced by moving crew from the ship onto other ships in the fleet. Each remaining ship in the fleet can receive up to 25% more crew than it originally has. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional information ==&lt;br /&gt;
Various &amp;quot;[[Guides]]&amp;quot; are available that detail among other things ship module performance and functions.&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198025456609</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=11674</id>
		<title>Spaceships</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=11674"/>
		<updated>2026-04-12T21:20:12Z</updated>

		<summary type="html">&lt;p&gt;76561198025456609: /* Repairs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ship designing.png|thumb|400px|Ship designing]]&lt;br /&gt;
All the covert machinations on Earth and industrialization efforts in space are the path for [[Factions]] to build [[Fleets]] of ships to protect and advance their interests. Once the [[Factions]] research the early-game [[Orbital Shipbuilding]] [[Technology]], and the follow-on [[Space Dock]] project for their [[Habs]], they can build interplanetary spacecraft.&lt;br /&gt;
&lt;br /&gt;
With the right modules, ships can prospect [[Celestial Bodies]], found [[Habs|habitats]], increase {{TV|space}}, and [[Fleets#Orbital_Bombardment|Bombard]] surface targets. But the primary role for most ships is combat. &lt;br /&gt;
&lt;br /&gt;
At any time, you can design ships out of the modules you&#039;ve developed. Once you have a shipyard, you can build the ships themselves out of your space resources and, if necessary, {{TV|boost}} and {{TV|money}}.&lt;br /&gt;
&lt;br /&gt;
Individual ships are constructed at [[Habs]] at a space dock, shipyard, or spaceworks module. Ships may be built out of a mix of resources mined in space and material boosted from Earth. When construction is complete, ships are deployed docked at the [[Habs|hab]] that built them.&lt;br /&gt;
&lt;br /&gt;
To save a ship design, it must have a drive, power plant, radiators, battery, armor materials (even with zero thickness), at least one propellant tank, and an assigned role. Specialty designs like colony ships must also have a utility module that allows them to perform the role&#039;s function.&lt;br /&gt;
&lt;br /&gt;
== Ship Performance ==&lt;br /&gt;
Ships have the following characteristics that need to be tracked:&lt;br /&gt;
* &#039;&#039;&#039;Construction Cost:&#039;&#039;&#039; Resources required to build the ship. {{TV|boost}} and {{TV|money}} can be substituted for any resource that is lacking. This may increase build time as materials are delivered from Earth.&lt;br /&gt;
* &#039;&#039;&#039;Construction Time:&#039;&#039;&#039; How long it will take to build the ship once all required materials are at the shipyard. Larger shipyards reduce build time.&lt;br /&gt;
* &#039;&#039;&#039;Crew:&#039;&#039;&#039; How many personnel will serve aboard the ship. Each crew needs life support and various supplies, which increases the mass of ship by 4 tons.&lt;br /&gt;
* {{icon|acceleration}}&#039;&#039;&#039;Cruise Acceleration:&#039;&#039;&#039; The acceleration used in the strategy layer, including for intercepting fleets on transfer trajectories. Higher cruise accelerations allow ships to take more direct trajectories to their destinations and be less affected by gravity wells. &lt;br /&gt;
** Ships with less than ~2 mg cruise acceleration will be forced to take particularly slow spiralling trajectories out of Earth&#039;s gravity well.&lt;br /&gt;
** Humans are limited to a max of 2.0 g at the start. This cap can be raised to 3.0 g with projects.&lt;br /&gt;
* {{icon|dv|bgcolor=DarkSlateGray}}&#039;&#039;&#039;Cruise Delta-V&#039;&#039;&#039; The most important number for determining where the ship can go and how fast it can get there. More propellant increases ∆V. More mass on the ship decreases it. (Note that propellant has mass, so there are rapidly diminishing returns to just adding more prop. This is known as the tyranny of the rocket equation.)&lt;br /&gt;
** Ships with ~4 kps ∆V can intercept and return to a friendly station in similar close orbits around the same planet (but note that the ISS and Tiangong orbits are considerably more difficult to reach than most, because of the plane change required).&lt;br /&gt;
** Ships need ~8 kps ∆V to efficiently reach the Moon from a low Earth orbit. &lt;br /&gt;
** Ships need ~30 kps ∆V to be able to reliably perform interplanetary transfers in the inner Solar System.&lt;br /&gt;
** Ships with more than 60 kps will be able to perform more extreme transfers such as direct transits from Mercury to Saturn.&lt;br /&gt;
* &#039;&#039;&#039;Combat Acceleration:&#039;&#039;&#039; The acceleration used on the tactical combat screen, and for lifting off the surface of planetary bodies. Most drives are capable of at least some amount of higher acceleration for short periods, typically for combat situations, calculated as &amp;lt;code&amp;gt;cruise_accel * combat_thrust_multiplier&amp;lt;/code&amp;gt;. &lt;br /&gt;
** In Realistic combat (the Cinematic Combat Movement option is turned off), this extra thrust is recognized to be inefficient and requires the ship to spend more propellant (by a formula too complicated to usefully summarize). &lt;br /&gt;
** Fission pulse drives, such as the Orion, are exempted from this penalty, even on Realistic.&lt;br /&gt;
** Humans are limited to a max of 3.0 g at the start. This cap can be raised to 5.0 g with projects.&lt;br /&gt;
* &#039;&#039;&#039;Heat Sink Capacity:&#039;&#039;&#039; Heat sinks serve as a temporary substitute for a ship&#039;s heat management while its vulnerable radiators are retracted in combat. Higher values allow the ship to fight longer without extending its radiators.&lt;br /&gt;
* &#039;&#039;&#039;Battery Capacity:&#039;&#039;&#039; The ship&#039;s batteries store power from its power plant for use by most weapon systems when the power plant is unavailable. More advanced batteries are able to recharge during combat. (Since v1.0, every ship gets power capacity sufficient for most purposes installed by default, so additional batteries are typically unnecessary.)&lt;br /&gt;
* {{icon|combat value|bgcolor=DarkSlateGray}}&#039;&#039;&#039;Space Combat Value:&#039;&#039;&#039; Every ship has a Space Combat Value calculated from its weapons, drives, available ∆V, and other factors. This value mostly only represents how the non-player factions evaluate the ship, but does also eventually become relevant for the victory condition of several factions.&lt;br /&gt;
* &#039;&#039;&#039;Support:&#039;&#039;&#039; The {{TV|mc}} and {{TV|money}} upkeep of supporting the ship. If support costs go unpaid the ship will be more vulnerable to other faction&#039;s attempts to seize the ship and rebellion and malfunction events may occur.&lt;br /&gt;
* &#039;&#039;&#039;Turn Rate:&#039;&#039;&#039; How quickly the ship can rotate in combat. This value is dependent on the length and mass of the ship; shorter and lighter ships will generally turn faster.&lt;br /&gt;
* &#039;&#039;&#039;Wet Mass:&#039;&#039;&#039; Wet Mass is the total mass of the ship when fully loaded with propellant. Mass influences the ship&#039;s maneuverability. Higher mass decreases acceleration, Delta-V, and turn rate. Hovering over it shows a breakdown with the origin of all Wet Mass. (&#039;&#039;&#039;Dry mass&#039;&#039;&#039; is the ship&#039;s mass with empty prop tanks.)&lt;br /&gt;
&lt;br /&gt;
== Hull ==&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship hulls. For a more detailled list of all space ship hulls in Terra Invicta, as well as their stats, see [[Ship Hull List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Designing a ship begins with selecting a ship hull. The type of hull determines the following key properties of the ship:&lt;br /&gt;
* The number of [[File:Select Nose Hard Point.png|25px]] nose hard points.&lt;br /&gt;
* The number of [[File:Select Hull Hard Point.png|25px]] hull hard points.&lt;br /&gt;
* The number of [[File:Select Utility.png|25px]] utility hard points.&lt;br /&gt;
* The length of the ship.&lt;br /&gt;
* The width of the ship.&lt;br /&gt;
* The structural integrity of the ship.&lt;br /&gt;
* The base construction time for the ship.&lt;br /&gt;
* The construction tier of the ship.&lt;br /&gt;
* The maximum number of officers on the ship.&lt;br /&gt;
* The {{TV|mc}} and {{TV|money}} upkeep of the ship.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Certain officer types can bypass the officer limit.&lt;br /&gt;
* Shipbuilding times are calculated without any shipbuilding speed bonuses or shipbuilding [[Game_Options#Customize_Campaign|game customizations]].&lt;br /&gt;
* Rough Armor Cost Multipliers are not quite accurate because Armor costs per point actually increase with each additional point of side armor. See [[Spaceships#Armor]] for details.&lt;br /&gt;
&lt;br /&gt;
{{#invoke:ShipHullLister|ListSpecific|detailed=false|alien=false}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;While most of the above properties are self-explanatory, the length, width, construction tier, and structural integrity of the ship also have significant impacts on the following game mechanics. See [[Ship Hull List]] for more details.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Role ==&lt;br /&gt;
Each ship has a role, which informs the game on whether the ship is a combatant or noncombatant, what range it should engage in during combat and how much propellant will it want. The role affects the autodesigner behavior and where the ship is placed in a combat formation.&lt;br /&gt;
* Ships with Long strategic range will emphasize propellant for interplanetary operations&lt;br /&gt;
* Ships with Short strategic range will limit propellant mass in favor of maneuverability&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
! Role !! Strategic Range !! Preferred Combat Engagement Range !! Other&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Troop Carrier&#039;&#039;&#039; || Long || Noncombatant || Must carry a Marine module&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Explorer&#039;&#039;&#039; || Long || Noncombatant || Must carry a prospector module&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Inner System Colony Ship&#039;&#039;&#039; || Long || Noncombatant || Must carry a hab kit module&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Outer System Colony Ship&#039;&#039;&#039; || Long || Noncombatant || Must carry a nuclear-powered hab kit module&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Transport&#039;&#039;&#039; || Long || Noncombatant ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Penetrator&#039;&#039;&#039; || Long || Short ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Protector&#039;&#039;&#039; || Long || Short || Will emphasize point defense&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Interdictor&#039;&#039;&#039; || Long || Medium ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Intruder&#039;&#039;&#039; || Long || Long ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bomber&#039;&#039;&#039; || Long || Long || Will emphasize bombardment-capable weapons&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strike&#039;&#039;&#039; || Medium || Short ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Space Superiority&#039;&#039;&#039; || Medium || Medium&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Standoff&#039;&#039;&#039; || Medium || Long ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Interceptor&#039;&#039;&#039; || Short || Short ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Patrol&#039;&#039;&#039; || Short || Medium ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defender&#039;&#039;&#039; || Short || Long ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Officer ==&lt;br /&gt;
&lt;br /&gt;
Completing specific actions with a ship can cause Ship Officers to spawn or promote:&lt;br /&gt;
&lt;br /&gt;
{{#invoke:OfficerLister|ListOfficers}}&lt;br /&gt;
&lt;br /&gt;
All Officer spawn and promotion chances are multiplied by (1 + Project Bonuses) × (1 + First Officer Bonus).&lt;br /&gt;
&lt;br /&gt;
The Project Bonuses are:&lt;br /&gt;
* +0.5 for [[Space Force Basic Training]].&lt;br /&gt;
* +1 for [[Space Navy Academies]].&lt;br /&gt;
* +1 for [[Fleet Officer Schoolhouses]].&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* A tunable drive is a drive with a combat thrust multiplier greater than 1.&lt;br /&gt;
* Every ship hull has a maximum number of officers it can have. Some officers bypass this limit.&lt;br /&gt;
&lt;br /&gt;
== Ship Systems ==&lt;br /&gt;
&lt;br /&gt;
In Terra Invicta, every space ship consists of the following ship systems:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Ship System !! rowspan=2 | Health !! rowspan=2 | Function !! colspan=4 | Hit Weight Within:&lt;br /&gt;
|-&lt;br /&gt;
! Nose !! Left/Right !! Tail !! Core&lt;br /&gt;
|-&lt;br /&gt;
! Nose Structure&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Survival&amp;lt;ref name=survival&amp;gt;If the Nose Structure, Central Structure, and Tail Structure are all destroyed, then the ship immediately explodes.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Central Structure&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Survival&amp;lt;ref name=survival&amp;gt;If the Nose Structure, Central Structure, and Tail Structure are all destroyed, then the ship immediately explodes.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Tail Structure&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Survival&amp;lt;ref name=survival&amp;gt;If the Nose Structure, Central Structure, and Tail Structure are all destroyed, then the ship immediately explodes.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Bridge&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Allows Setting Waypoints&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Fire Control&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Allows Weapons to Fire • Health % Divides Weapon Cooldowns • Targeting Bonus reduced by Missing Health %&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Systems Reactor&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Auxiliary Power Charge Rate&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Power Coupling&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Total Power Charge Rate&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Drive Coupling&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Drive Thrust&lt;br /&gt;
| 0&lt;br /&gt;
| 0.5&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Vector Thrusters&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Angular Acceleration&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Life Support Main&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Nothing (in Combat)&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Life Support Backup&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Nothing (in Combat)&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Damage Control&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Mid-Combat Repair Speed&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Propellant&lt;br /&gt;
| Fuel (tons) / 100&lt;br /&gt;
| Is the Fuel&lt;br /&gt;
| 0&lt;br /&gt;
| Fuel Tanks / 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Sensors&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Targeting Bonus reduced by Missing Health %&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Nose Weapons&lt;br /&gt;
| Chosen Nose Weapons&#039; Health&lt;br /&gt;
| Chosen Nose Weapons&#039; Functions&lt;br /&gt;
| Non-Empty Nose Slots&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Hull Weapons&lt;br /&gt;
| Chosen Hull Weapons&#039; Health&lt;br /&gt;
| Chosen Hull Weapons&#039; Functions&lt;br /&gt;
| 0&lt;br /&gt;
| Non-Empty Hull Slots&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Utility Modules&lt;br /&gt;
| Chosen Utility Modules&#039; Health&lt;br /&gt;
| Chosen Utility Modules&#039; Functions&lt;br /&gt;
| 0&lt;br /&gt;
| Non-Empty Non-Invulnerable Utility Slots&amp;lt;ref name=Invulnerable&amp;gt; As of Version 0.4.90, there are two invulnerable utility modules: Component Armor and Vector Thrusters.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| Non-Empty Non-Invulnerable Utility Slots&amp;lt;ref name=Invulnerable&amp;gt; As of Version 0.4.90, there are two invulnerable utility modules: Component Armor and Vector Thrusters.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
! Radiators&lt;br /&gt;
| 3&lt;br /&gt;
| Allows Heat Vent • Health % Multiplies Heat Loss Rate for Heat Sinks&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Power Plant&lt;br /&gt;
| 3&lt;br /&gt;
| Allows Rotating and Rolling • Allows Setting Waypoints • Health % Multiplies Drive Thrust • Health % Multiplies Angular Acceleration • Health % Multiplies Max Power Plant Output for Battery Recharge Rate&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Drive&lt;br /&gt;
| 3 × Thrusters&lt;br /&gt;
| Health % Multiplies Drive Thrust&lt;br /&gt;
| 0&lt;br /&gt;
| Thrusters&lt;br /&gt;
| Thrusters&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Battery&lt;br /&gt;
| Chosen Battery&#039;s Health&lt;br /&gt;
| Health % Multiplies Energy Capacity&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Damage and Hit Weights ===&lt;br /&gt;
&lt;br /&gt;
The internal volume of a ship is divided into 5 areas: Nose, Left, Right, Tail, Core. Whenever damage is applied to one of these areas, the damage is applied to a randomly picked ship system. The chance that a ship system gets picked is equal to (its Hit Weight / Total Hit Weight) for that area of the ship.&lt;br /&gt;
&lt;br /&gt;
When an attack gets through armor (see [[#Armor]] below), an internal system is picked at random from the struck Area and damage is applied to it. If the system is destroyed before it absorbs all the inflicted damage, then another system is picked and damage is applied to it. Most damage types are subject to &#039;&#039;&#039;overpenetration&#039;&#039;&#039;, in which case only a random number of systems (usually between 3 and 7) can be picked (on a random &amp;quot;straight&amp;quot; path through the ship), before any remaining excess damage flies off into space.&lt;br /&gt;
&lt;br /&gt;
For instance, if the ship is hit in the nose starts by damaging a random system in the Nose area, selected by hit weight. Then if damage remains to be distributed, it might stay in the Nose, or move on to one of the Core, Left, or Right areas; the chance to stay in the current area is based on the weapon&#039;s armor chip fraction. (Higher chip percentage == more likely to hit more targets in the same area.) After the area is picked, a random system is selected and damage is applied. If more damage remains, it again might stay in the current area, or might move on to a system in the next area. If any damage is left unapplied when it leaves the Tail, it passes out of the ship, chipping the Tail armor on its way out.&lt;br /&gt;
&lt;br /&gt;
This damage diffusion matters. A weapon with low diffusion (low chip%), such as lasers, almost always moves on from a ship area as soon as possible, damaging only a single system in the area before moving on. Weapons with high diffusion such as kinetics and missiles can stick around in a ship area and damage a random number of systems before moving on, and so are less likely to waste any of their damage potential.&lt;br /&gt;
&lt;br /&gt;
The exceptions (&#039;&#039;not&#039;&#039; subject to overpenetration) are anything that does explosive damage, nuclear damage, or shred damage. Which includes all explosive, nuclear, shaped nuclear, and antimatter [[#Missiles|missiles]]. These will continue destroying ship systems until their damage potential is exhausted.&lt;br /&gt;
&lt;br /&gt;
In most cases damage is applied in sequence to systems and is not divided or shared. One exception is sensors, which receive slight damage from most hits.&lt;br /&gt;
&lt;br /&gt;
== Ship Components ==&lt;br /&gt;
Note: Every component comes with additional crews, but the mass and resource cost from crews is not shown in the tables below.&lt;br /&gt;
&lt;br /&gt;
=== Drive ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship drives. For a list of all space ship drives in Terra Invicta, as well as their stats, see [[Drive List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Drives expel propellant from the tail of the ship to make the ship go places. Drives come in a variety of forms, but are rated by two common values: thrust and exhaust velocity. High-thrust drives can achieve higher velocities more quickly, and high-exhaust velocity drives use less propellant to do so. Together these values determine the power required by the ship&#039;s power plant. Adding 100-ton propellant tanks to the ship increases the ship&#039;s Delta-V, or how much it can change its speed.&lt;br /&gt;
&lt;br /&gt;
Delta-V is the main factor that determines interplanetary travel times. Thrust determines combat capabilities of the ship, however having too little thrust can starve your ability to spend all the dv ship has, and therefore slow down its transits.&lt;br /&gt;
&lt;br /&gt;
Note: Many drives require a certain class of power plant to function, and in some cases, a lower-tech power plant of the correct class may not be able to produce enough power to support an advanced drive.&lt;br /&gt;
&lt;br /&gt;
[[File:cruise_thrust_chart@2.6x.png|550px|Cruise trust and ejection velocity for each drive of the game]][[File:combat_thrust_chart@2.6x.png|550px|Combat trust and ejection velocity for each drive of the game]]&lt;br /&gt;
&lt;br /&gt;
==== Propellant ====&lt;br /&gt;
Each ship must have one or more 100-ton propellant tanks. The number of propellant tanks determines the ship&#039;s Delta-V value. There is no hard limit to the number that can be placed on a ship. However, each tank of propellant adds mass to the ship, which reduces its acceleration and gives exponentially diminishing returns for delta-V. The resources used to make propellant is determined by the drive.&lt;br /&gt;
&lt;br /&gt;
If the drive uses He3 fuel and the faction has an active [[Helium-3 Mine]], then all {{icon|fissile}} costs for propellent are replaced by an equivalent amount of {{icon|water}}.&lt;br /&gt;
&lt;br /&gt;
=== Power Plant ===&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship power plants. For a list of all space ship power plants in Terra Invicta, as well as their stats, see [[Power Plant List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A ship&#039;s power plant provides energy to both the ship&#039;s drive and other ship systems. The mass of the power plant scales with the greater of the power requirement of the drive or the ship&#039;s systems. The power plant also produces waste heat that must be stored in heat sinks or expelled by radiators.&lt;br /&gt;
&lt;br /&gt;
Note: Many drives require a certain class of power plant to function, and in some cases, a lower-tech power plant of the correct class may not be able to produce enough power to support an advanced drive.&lt;br /&gt;
&lt;br /&gt;
=== Radiator ===&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship radiators. For a list of all space ship radiators in Terra Invicta, as well as their stats, see [[Radiator List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When extended or extending, the ship&#039;s radiators vent the heat generated by various ship systems and modules.&lt;br /&gt;
&lt;br /&gt;
However, non-retracted radiators are highly vulnerable in combat. When a ship takes hit while the radiator is not retracted, the radiator has a chance to get hit directly and destroyed, regardless of the ship&#039;s armor configuration. In fact, the damage taken by the radiator can even bleed through to damage the ship&#039;s internals (but this bleed through is capped at the radiator&#039;s health of just 3). &lt;br /&gt;
&lt;br /&gt;
Radiators can be retracted if the ship has heat sinks in one or more utility slots. But radiators will automatically begin extending when the heat sinks are filled up. See [[Fleets#Power_and_Heat]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Battery ===&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship batteries. For a list of all space ship batteries in Terra Invicta, as well as their stats, see [[Battery List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every ship has a built-in power storage, so a ship battery is not necessary, but does provide additional power storage. See [[Fleets#Power_and_Heat]] for details. Better batteries may have a larger capacity or a faster recharge rate.&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship armors. For a list of all space ship armors in Terra Invicta, as well as their stats, see [[Ship Armor List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Damage that is applied to a spaceship can be divided into three categories:&lt;br /&gt;
* Direct Damage focuses on damaging the ship&#039;s internal components.&lt;br /&gt;
* Chip Damage focuses on damaging the armor volume.&lt;br /&gt;
* Shred Damage focuses on damaging the armor value.&lt;br /&gt;
&lt;br /&gt;
Most attacks apply their damage as a mix of direct and chip damage, with two notable exceptions:&lt;br /&gt;
* [[Spaceships#Particle_Weapons|Particle beams]] only apply direct damage. &lt;br /&gt;
* Nuclear [[Spaceships#Missiles|missiles]] also apply shred damage.&lt;br /&gt;
&lt;br /&gt;
When the ship armor is fully intact on the facing that receives the incoming attack:&lt;br /&gt;
* Direct damage is reduced by the armor value: 1 point of damage (20MJ of energy) is blocked by 1 point of armor. Any remaining direct damage is then applied to the ship&#039;s internal components.&lt;br /&gt;
** Direct damage from [[Spaceships#Particle_Weapons|Particle beams]] and [[Spaceships#Lasers|Laser weapons]] have different interactions with armor value that are discussed in their own sections.&lt;br /&gt;
* Chip damage reduces the armor volume: 1 point of damage removes 1m³ of armor.&lt;br /&gt;
* Shred damage reduces the armor value: 1 point of damage removes 1 point of armor.&lt;br /&gt;
&lt;br /&gt;
Damaged armor does not function as well:&lt;br /&gt;
* Armor points removed by shred damage will no longer block any direct damage.&lt;br /&gt;
* Armor volume removed by chip damage gives incoming attacks a chance for a through-armor-critical, which causes the incoming attack to behave as if the ship has no armor at all. The chance for a through-armor-critical is simply the volume of armor removed divided by the total volume of armor that the facing originally had.&lt;br /&gt;
&lt;br /&gt;
When the ship has no armor at all on the facing that receives the incoming attack:&lt;br /&gt;
* All Chip and Shred damage is added to the Direct damage and is applied directly to the ship&#039;s internal components.&lt;br /&gt;
&lt;br /&gt;
Armor is typically the heaviest (and most expensive) part of a ship. High tech armors are usually much more effective at blocking direct damage, leading to significantly lower mass (and cost) per point of armor. Note that a point of lateral armor is much more massive than nose and tail armor, because it has a greater surface area to cover. The exact ratio depends on the hull used, but side armor will typically be 10-35x heavier per point than nose/tail armor. As of 0.4.90, the armor formulas are as follows:&lt;br /&gt;
* Armor Plate Thickness (m) = 20 (MJ) / Armor Heat of Vaporization (MJ / kg) / Armor Density (kg / m³) / 0.005 (m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
* Nose Armor Thickness (m) = Plate Thickness (m) × Points of Nose Armor&lt;br /&gt;
* Tail Armor Thickness (m) = Plate Thickness (m) × Points of Tail Armor&lt;br /&gt;
* Side Armor Thickness (m) = Plate Thickness (m) × Points of Side Armor&lt;br /&gt;
* Nose Armor Volume (m³) = Nose Armor Thickness (m) × 3.1415927 × (Hull Width (m) / 2 + Side Armor Thickness (m)) ^ 2&lt;br /&gt;
* Tail Armor Volume (m³) = Tail Armor Thickness (m) × 3.1415927 × (Hull Width (m) / 2 + Side Armor Thickness (m)) ^ 2&lt;br /&gt;
* Side Armor Volume (m³) = 3.1415927 × Hull Length (m) × ((Hull Width (m) / 2 + Side Armor Thickness (m)) ^ 2 - (Hull Width (m) / 2) ^ 2)&lt;br /&gt;
&lt;br /&gt;
These volumes are then multiplied by the following [[Game_Options#Customize_Campaign|game customization]] ship scaling modifiers:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Armor Volume Multipliers&lt;br /&gt;
|-&lt;br /&gt;
! !! Cinematic !! Realistic&lt;br /&gt;
|-&lt;br /&gt;
| Nose/Tail || 1 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Side || 0.75 || 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Armor Mass (kg) of each facing is then simply the Armor Volume (m³) of the facing multiplied by Armor Density (kg / m³).&lt;br /&gt;
&lt;br /&gt;
More detailed information on armor and damage calculation can be found in the article [[Guide Armor|Guide Armor]].&lt;br /&gt;
&lt;br /&gt;
==== Raw Code ====&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox|Code}}&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
		// Token: 0x06004573 RID: 17779 RVA: 0x001C28BC File Offset: 0x001C0ABC&lt;br /&gt;
		public float AbsorbAndApplyArmorDamage(TIShipWeaponTemplate attackingWeapon, ArmorFacing facing, float range_km, float damageAmount, float chippingAmount, DamageType damageType, float angle, TIFactionState attackingFaction, out float internalDamageAssessedHere, out float appliedRadiationDamage, int shreddingAmount = 0)&lt;br /&gt;
		{&lt;br /&gt;
			ModuleDataEntry partToDamage = this.GetPartToDamage(ShipSystem.Radiators, false);&lt;br /&gt;
			internalDamageAssessedHere = 0f;&lt;br /&gt;
			appliedRadiationDamage = 0f;&lt;br /&gt;
			TISpaceFleetState fleet = this.fleet;&lt;br /&gt;
			bool flag = fleet != null &amp;amp;&amp;amp; fleet.bombarding;&lt;br /&gt;
			if ((this.radiatorsExtended || this.radiatorsExtending || this.radiatorsRetracting) &amp;amp;&amp;amp; (!flag || !this.canEverRetractRadiators) &amp;amp;&amp;amp; !this.PartDestroyed(partToDamage) &amp;amp;&amp;amp; attackingWeapon != null &amp;amp;&amp;amp; UnityEngine.Random.value * 100f &amp;lt; (float)this.template.radiatorTemplate.vulnerability * ((this.radiatorsExtending || this.radiatorsRetracting) ? 0.5f : 1f))&lt;br /&gt;
			{&lt;br /&gt;
				float num = damageAmount + chippingAmount;&lt;br /&gt;
				if ((attackingWeapon == null || attackingWeapon.isParticleWeapon) &amp;amp;&amp;amp; ((attackingWeapon != null) ? attackingWeapon.ref_particleWeapon : null) != null)&lt;br /&gt;
				{&lt;br /&gt;
					num *= attackingWeapon.ref_particleWeapon.heatFraction;&lt;br /&gt;
					damageAmount -= num;&lt;br /&gt;
				}&lt;br /&gt;
				else&lt;br /&gt;
				{&lt;br /&gt;
					damageAmount = num * attackingWeapon.chipping(range_km);&lt;br /&gt;
				}&lt;br /&gt;
				float num2;&lt;br /&gt;
				this.ApplyDamageToPart(partToDamage, damageAmount, out num2);&lt;br /&gt;
				internalDamageAssessedHere += num2;&lt;br /&gt;
				this.spaceCombatValueDataDirty = true;&lt;br /&gt;
				if (shreddingAmount == 0 &amp;amp;&amp;amp; !attackingWeapon.isParticleWeapon &amp;amp;&amp;amp; (facing == ArmorFacing.Nose || facing == ArmorFacing.Tail || UnityEngine.Random.value &amp;lt; 0.25f))&lt;br /&gt;
				{&lt;br /&gt;
					return num2;&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			if (facing == ArmorFacing.Tail &amp;amp;&amp;amp; 180f - Mathf.Abs(angle) &amp;lt; 5f &amp;amp;&amp;amp; UnityEngine.Random.value &amp;lt; 0.25f)&lt;br /&gt;
			{&lt;br /&gt;
				float num3;&lt;br /&gt;
				this.ApplyDamageToPart(this.GetPartToDamage(ShipSystem.Drive, false), damageAmount, out num3);&lt;br /&gt;
				internalDamageAssessedHere += num3;&lt;br /&gt;
			}&lt;br /&gt;
			if (shreddingAmount &amp;gt; 0)&lt;br /&gt;
			{&lt;br /&gt;
				float num4;&lt;br /&gt;
				this.ApplyDamageToSystem(ShipSystem.Sensors, 0.5f, out num4);&lt;br /&gt;
				internalDamageAssessedHere += num4;&lt;br /&gt;
			}&lt;br /&gt;
			else if (attackingWeapon != null &amp;amp;&amp;amp; attackingWeapon.isBeamWeapon &amp;amp;&amp;amp; UnityEngine.Random.value &amp;lt; this.GetSystemFunction(ShipSystem.Sensors) * 0.1f)&lt;br /&gt;
			{&lt;br /&gt;
				float num5;&lt;br /&gt;
				this.ApplyDamageToSystem(ShipSystem.Sensors, UnityEngine.Random.value * 0.1f, out num5);&lt;br /&gt;
				internalDamageAssessedHere += num5;&lt;br /&gt;
			}&lt;br /&gt;
			else if (UnityEngine.Random.value &amp;lt; this.GetSystemFunction(ShipSystem.Sensors) * 0.01f)&lt;br /&gt;
			{&lt;br /&gt;
				float num6;&lt;br /&gt;
				this.ApplyDamageToSystem(ShipSystem.Sensors, UnityEngine.Random.value * 0.1f, out num6);&lt;br /&gt;
				internalDamageAssessedHere += num6;&lt;br /&gt;
			}&lt;br /&gt;
			TIShipArmorTemplate armorTemplate = TISpaceShipState.ArmorData.GetArmorTemplate(this, facing);&lt;br /&gt;
			int num7 = 0;&lt;br /&gt;
			int num8 = 1;&lt;br /&gt;
			bool flag2 = attackingWeapon != null &amp;amp;&amp;amp; attackingWeapon.isMissileWeapon &amp;amp;&amp;amp; attackingWeapon.ref_missileWeapon.warheadClass == WarheadClass.Fragmentation;&lt;br /&gt;
			if (flag2)&lt;br /&gt;
			{&lt;br /&gt;
				num8 = Mathf.RoundToInt(attackingWeapon.ref_missileWeapon.warheadMass_kg / 5f);&lt;br /&gt;
			}&lt;br /&gt;
			bool flag3 = false;&lt;br /&gt;
			float num9 = (float)num8;&lt;br /&gt;
			float num10 = 0f;&lt;br /&gt;
			for (int i = 0; i &amp;lt; num8; i++)&lt;br /&gt;
			{&lt;br /&gt;
				if (UnityEngine.Random.value &amp;lt; this.armor[facing].chippedPct)&lt;br /&gt;
				{&lt;br /&gt;
					num7++;&lt;br /&gt;
					flag3 = true;&lt;br /&gt;
					if (num8 == 1)&lt;br /&gt;
					{&lt;br /&gt;
						damageAmount += chippingAmount;&lt;br /&gt;
					}&lt;br /&gt;
					else&lt;br /&gt;
					{&lt;br /&gt;
						num10 += chippingAmount / (float)num8;&lt;br /&gt;
					}&lt;br /&gt;
					num9 -= 1f;&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			chippingAmount *= num9 / (float)num8;&lt;br /&gt;
			if (chippingAmount &amp;gt; 0f)&lt;br /&gt;
			{&lt;br /&gt;
				float armorFacingVolume_m = TISpaceShipState.ArmorData.GetArmorFacingVolume_m3(this, facing);&lt;br /&gt;
				if (armorFacingVolume_m &amp;gt; 0f &amp;amp;&amp;amp; this.armor[facing].chippedPct &amp;lt; 1f &amp;amp;&amp;amp; this.armor[facing].armorValue &amp;gt; 0)&lt;br /&gt;
				{&lt;br /&gt;
					chippingAmount *= armorTemplate.GetSpecialtyModifiers(ArmorSpecialty.ChippingResistance);&lt;br /&gt;
					float chip = chippingAmount / armorFacingVolume_m;&lt;br /&gt;
					chippingAmount = this.armor[facing].ChipArmor(chip);&lt;br /&gt;
					if (this.armor[facing].chippedPct &amp;gt;= 1f)&lt;br /&gt;
					{&lt;br /&gt;
						flag3 = true;&lt;br /&gt;
						num7 = (flag2 ? num8 : 1);&lt;br /&gt;
					}&lt;br /&gt;
				}&lt;br /&gt;
				else&lt;br /&gt;
				{&lt;br /&gt;
					damageAmount += chippingAmount;&lt;br /&gt;
					chippingAmount = 0f;&lt;br /&gt;
					flag3 = true;&lt;br /&gt;
					num7 = (flag2 ? num8 : 1);&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			float num11 = 0f;&lt;br /&gt;
			if (shreddingAmount &amp;gt; 0)&lt;br /&gt;
			{&lt;br /&gt;
				this.spaceCombatValueDataDirty = true;&lt;br /&gt;
				damageAmount = (float)this.armor[facing].ShredArmor(shreddingAmount);&lt;br /&gt;
				if (this.armor[facing].armorValue &amp;lt;= 0)&lt;br /&gt;
				{&lt;br /&gt;
					flag3 = true;&lt;br /&gt;
					num7 = (flag2 ? num8 : 1);&lt;br /&gt;
				}&lt;br /&gt;
				else&lt;br /&gt;
				{&lt;br /&gt;
					num11 = (float)shreddingAmount * this.armor[facing].chippedPct;&lt;br /&gt;
					if (num11 &amp;gt; 0f)&lt;br /&gt;
					{&lt;br /&gt;
						flag3 = true;&lt;br /&gt;
						num7 = (flag2 ? num8 : 1);&lt;br /&gt;
					}&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			float num12 = (float)this.armor[facing].armorValue;&lt;br /&gt;
			if (attackingWeapon != null &amp;amp;&amp;amp; !flag3 &amp;amp;&amp;amp; num12 &amp;gt; 0f &amp;amp;&amp;amp; this.armor[facing].chippedPct &amp;lt; 1f)&lt;br /&gt;
			{&lt;br /&gt;
				if (!TIGlobalValuesState.Customizations.cinematicCombatRealismScale)&lt;br /&gt;
				{&lt;br /&gt;
					if (facing != ArmorFacing.Right)&lt;br /&gt;
					{&lt;br /&gt;
						if (facing == ArmorFacing.Left)&lt;br /&gt;
						{&lt;br /&gt;
							num12 /= Mathf.Cos(0.017453292f * Mathf.Abs(-90f - angle));&lt;br /&gt;
						}&lt;br /&gt;
					}&lt;br /&gt;
					else&lt;br /&gt;
					{&lt;br /&gt;
						num12 /= Mathf.Cos(0.017453292f * Mathf.Abs(90f - angle));&lt;br /&gt;
					}&lt;br /&gt;
				}&lt;br /&gt;
				if (attackingWeapon.weaponClass == WeaponClass.Laser)&lt;br /&gt;
				{&lt;br /&gt;
					num12 = attackingWeapon.ref_laserWeapon.ModifyArmorValueForLaserShot(range_km, num12);&lt;br /&gt;
					damageAmount *= armorTemplate.GetSpecialtyModifiers(ArmorSpecialty.LaserResistance);&lt;br /&gt;
				}&lt;br /&gt;
				if (damageType == DamageType.Kinetic)&lt;br /&gt;
				{&lt;br /&gt;
					damageAmount *= armorTemplate.GetSpecialtyModifiers(ArmorSpecialty.KineticsResistance);&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			damageAmount += TIEffectsState.SumEffectsModifiers(Context.DamageReductionAgainstAllShips, this.faction, damageAmount, null);&lt;br /&gt;
			if (attackingFaction != null &amp;amp;&amp;amp; attackingFaction.IsAlienFaction)&lt;br /&gt;
			{&lt;br /&gt;
				damageAmount += TIEffectsState.SumEffectsModifiers(Context.DamageReductionAgainstAlienShips, this.faction, damageAmount, null);&lt;br /&gt;
			}&lt;br /&gt;
			if (flag3)&lt;br /&gt;
			{&lt;br /&gt;
				this.spaceCombatValueDataDirty = true;&lt;br /&gt;
				if (flag2)&lt;br /&gt;
				{&lt;br /&gt;
					this.spaceCombatValueDataDirty = true;&lt;br /&gt;
					float num13 = (float)num7 / (float)num8;&lt;br /&gt;
					float num14 = num13 * damageAmount + num10;&lt;br /&gt;
					if (num9 &amp;gt; 0f)&lt;br /&gt;
					{&lt;br /&gt;
						float num15 = (1f - num13) * damageAmount / num9 - num12;&lt;br /&gt;
						if (num15 &amp;gt; 0f)&lt;br /&gt;
						{&lt;br /&gt;
							num14 += num15 * num9;&lt;br /&gt;
						}&lt;br /&gt;
					}&lt;br /&gt;
					return Mathf.Max(0f, num14);&lt;br /&gt;
				}&lt;br /&gt;
				if (num11 &amp;gt; 0f)&lt;br /&gt;
				{&lt;br /&gt;
					return num11;&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			else if (flag2)&lt;br /&gt;
			{&lt;br /&gt;
				float num16 = damageAmount / num9 - num12;&lt;br /&gt;
				damageAmount = 0f;&lt;br /&gt;
				if (num16 &amp;gt; 0f)&lt;br /&gt;
				{&lt;br /&gt;
					damageAmount += num16 * num9;&lt;br /&gt;
					this.spaceCombatValueDataDirty = true;&lt;br /&gt;
				}&lt;br /&gt;
				return damageAmount;&lt;br /&gt;
			}&lt;br /&gt;
			if (damageType == DamageType.ParticleBeam &amp;amp;&amp;amp; attackingWeapon != null)&lt;br /&gt;
			{&lt;br /&gt;
				float num17 = damageAmount * attackingWeapon.ref_particleWeapon.heatFraction;&lt;br /&gt;
				float num18 = damageAmount * attackingWeapon.ref_particleWeapon.xRayFraction;&lt;br /&gt;
				float num19 = damageAmount * attackingWeapon.ref_particleWeapon.baryonFraction;&lt;br /&gt;
				if (!flag3)&lt;br /&gt;
				{&lt;br /&gt;
					num18 = Mathf.Max(0f, num18 * Mathf.Min(0.0625f, Mathf.Pow(0.5f, armorTemplate.armor_section_thickness_m((float)this.armor[facing].armorValue) * 100f / armorTemplate.xRayHalfValue_cm)));&lt;br /&gt;
					num19 = Mathf.Max(0f, num19 * Mathf.Min(0.0625f, Mathf.Pow(0.5f, armorTemplate.armor_section_thickness_m((float)this.armor[facing].armorValue) * 100f / armorTemplate.baryonicHalfValue_cm)));&lt;br /&gt;
				}&lt;br /&gt;
				num18 += this.SumOfficerEffectsModifiers(OfficerEffectType.RadiationDamageReduction, num18);&lt;br /&gt;
				num19 += this.SumOfficerEffectsModifiers(OfficerEffectType.RadiationDamageReduction, num19);&lt;br /&gt;
				appliedRadiationDamage = this.ApplyInternalRadiationDamage(num18, num19, facing, facing, angle, Mathf.Min(1f, attackingWeapon.ref_particleWeapon.SpotSurfaceArea_m2(range_km) / this.GetCrossSectionalArea_m2(angle)));&lt;br /&gt;
				internalDamageAssessedHere += appliedRadiationDamage;&lt;br /&gt;
				damageAmount = num17;&lt;br /&gt;
			}&lt;br /&gt;
			float num20 = 0f;&lt;br /&gt;
			if (damageAmount &amp;gt; 0f)&lt;br /&gt;
			{&lt;br /&gt;
				num20 = Mathf.Max(0f, damageAmount + (flag3 ? chippingAmount : 0f) - (flag3 ? 0f : num12));&lt;br /&gt;
			}&lt;br /&gt;
			if (num20 &amp;gt; 0f || internalDamageAssessedHere &amp;gt; 0f)&lt;br /&gt;
			{&lt;br /&gt;
				this.spaceCombatValueDataDirty = true;&lt;br /&gt;
			}&lt;br /&gt;
			return num20;&lt;br /&gt;
		}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
=== Utility Modules ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section is obsolete. For a list of all utility modules in Terra Invicta, as well as their stats, see [[Utility Module List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ObsoleteBox}}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Utility Module !! Mass (tons) !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Mobile Space Science Lab || 200 || {{icon|space}}+5% Space Science Research&amp;lt;br&amp;gt;Can prospect space bodies from interface orbits&lt;br /&gt;
|-&lt;br /&gt;
| Repair Bay || 700 || Improves [[Fleets#Mid-Combat_Repairs|mid-]] and [[Fleets#Post-Combat_Repairs|post-combat repairs]].&lt;br /&gt;
|-&lt;br /&gt;
| Salvage Bay || 1000 || Collects more [[Fleets#Salvage|Salvage]] after Winning Combats.&lt;br /&gt;
|-&lt;br /&gt;
| Vector Thrusters || 20 || Significantly increases the ship&#039;s turning speed.&lt;br /&gt;
|-&lt;br /&gt;
| Flag Bridge || 90 || Reduces the fleet&#039;s {{icon|mc}}Mission Control upkeep. (Does not stack with other Flag Bridges.)&lt;br /&gt;
|-&lt;br /&gt;
| Component Armor || 500 || -25% Internal Damage during combat&lt;br /&gt;
|-&lt;br /&gt;
| Armor Strut || 500 || Increase the amount of armor each facing on ship can carry by 100%.&lt;br /&gt;
|-&lt;br /&gt;
| Marine Assault Unit || 200 || Enables the Assault Hab fleet operation {{icon|marine}}(assault value 4)&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Marine Assault Unit || 200 || Enables the Assault Hab fleet operation {{icon|marine}}(assault value 6)&lt;br /&gt;
|-&lt;br /&gt;
| Elite Marine Assault Unit || 200 || Enables the Assault Hab fleet operation {{icon|marine}}(assault value 8)&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|destroy}}Spartans || rowspan=3 | 200 || rowspan=3 | Enables the Assault Hab fleet operation {{icon|marine}}(assault value 10)&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|resist}}Rangers&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|submit}}Immortals&lt;br /&gt;
|-&lt;br /&gt;
| Laser Engine || 25 || +10MJ laser weapon power&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Laser Engine || 50 || +20MJ laser weapon power&lt;br /&gt;
|-&lt;br /&gt;
| Cyclotron || 50 || +20MJ particle beam power&lt;br /&gt;
|-&lt;br /&gt;
| Magazine || 100 || Projectile weapons gain +50% ammo. Mass increases accordingly.&lt;br /&gt;
|-&lt;br /&gt;
| ECM || 10 || 20% chance force an enemy weapon into cooldown when this ship is targeted. &lt;br /&gt;
|-&lt;br /&gt;
| ECM Mark II || 10 || 40% chance force an enemy weapon into cooldown when this ship is targeted. &lt;br /&gt;
|-&lt;br /&gt;
| ECM Mark III || 10 || 60% chance force an enemy weapon into cooldown when this ship is targeted. &lt;br /&gt;
|-&lt;br /&gt;
| Targeting Computer|| 10 || Improve a ship&#039;s roll to overcome enemy ECM and damage to sensors by 10%.&lt;br /&gt;
|-&lt;br /&gt;
| Targeting Computer Mark II || 10 || Improve a ship&#039;s roll to overcome enemy ECM and damage to sensors by 30%.&lt;br /&gt;
|-&lt;br /&gt;
| Targeting Computer Mark III || 10 || Improve a ship&#039;s roll to overcome enemy ECM and damage to sensors by 50%.&lt;br /&gt;
|}&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
==== Drive Enhancement Module ====&lt;br /&gt;
&lt;br /&gt;
{{ObsoleteBox}}&lt;br /&gt;
Drive Enhancement Modules requires a certain type of Drive to be used.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Utility Module !! Mass (tons) !! Ship Requirements !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Muon Spiker || 40 || Nuclear Fusion Drive || +10% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Neutronium Spiker || 40 || Nuclear Fission Drive || +20% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Spiker || 40 || Nuclear Drive || +30% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Liquid Hydrogen Containment || 5 || Hydrogen Propellant || +20% Exhaust Velocity&lt;br /&gt;
|-&lt;br /&gt;
| Slush Hydrogen Tankage || 10 || Hydrogen Propellant || +35% Exhaust Velocity&lt;br /&gt;
|-&lt;br /&gt;
| Hydron Trap || 20 || Hydrogen Propellant || +50% Exhaust Velocity&lt;br /&gt;
|-&lt;br /&gt;
| ISRU Module || 40 || || Can replenish Propellant at unimproved hab sites that produce raw materials used in ship&#039;s propellant&lt;br /&gt;
|-&lt;br /&gt;
| Remass Scoop || 40 || || Can replenish Propellant in interface orbits of Jovian planets if the ship uses 100% hydrogen or &#039;anything&#039; as propellant.&amp;lt;br&amp;gt;No aerobraking damage({{icon|warning}}aerobraking is not implemented yet)&lt;br /&gt;
|}&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
==== Heat Sink ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship heat sinks. For a list of all space ship heat sinks in Terra Invicta, as well as their stats, see [[Heat Sink List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Heat sinks are important modules for combat ship so they may avoid exposing their vulnerable radiators to enemy fire. See [[Fleets#Power_and_Heat]] for details.&lt;br /&gt;
&lt;br /&gt;
==== Kit ====&lt;br /&gt;
&lt;br /&gt;
Kits allow creation of a small hab with a construction module. Can be replenished by repairing the ship at a dock or shipyard.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Kit !! Mass (tons) !! Constructed Modules&lt;br /&gt;
|-&lt;br /&gt;
| Solar Platform || 200 || Platform Core, Construction Module, Solar Collector&lt;br /&gt;
|-&lt;br /&gt;
| Solar Outpost || 200 || Outpost Core, Construction Module, Solar Collector&lt;br /&gt;
|-&lt;br /&gt;
| Fission Platform || 250 || Platform Core, Construction Module, Fission Pile&lt;br /&gt;
|-&lt;br /&gt;
| Fission Outpost || 300 || Outpost Core, Construction Module, Fission Pile&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Platform || 250 || Platform Core, Construction Module, Fusion Pile&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Outpost || 300 || Outpost Core, Construction Module, Fusion Pile&lt;br /&gt;
|-&lt;br /&gt;
| Automated Solar Platform || 250 || Automated Platform Core, Automated Supply Depot, Automated Solar Collector&lt;br /&gt;
|-&lt;br /&gt;
| Automated Solar Outpost || 1200 || Automated Outpost Core, Automated Mining Complex, Automated Solar Collector, Automated Solar Collector&lt;br /&gt;
|-&lt;br /&gt;
| Automated Fission Platform || 300 || Automated Platform Core, Automated Supply Depot, Automated Fission Pile&lt;br /&gt;
|-&lt;br /&gt;
| Automated Fission Outpost || 1800 || Automated Outpost Core, Automated Mining Complex, Automated Fission Pile, Automated Fission Pile&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Using the kit only &#039;&#039;begins&#039;&#039; local construction of the hab and the modules. So you still have to wait 180 days for a Construction Module to be built.&lt;br /&gt;
&lt;br /&gt;
Solar Kits are only usable if the installed Solar Collector(s) can produce enough power for other modules. So Solar Platform Kits cannot be used if the location is too far away from the sun. But Solar Outpost Kits can be used on locations far away from the sun, if the hab site gets enough solar power from Solar Mirror bonus.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
Weapons systems are either mounted on the ship&#039;s nose or on the hull. Nose weapons are typically more powerful than hull weapons of a similar size, but they have a limited field of fire. Hull weapons can fire in any direction around the ship.  Weapons also come in various sizes; larger weapon systems are generally more powerful but will take up multiple weapon slots.&lt;br /&gt;
&lt;br /&gt;
==== Fire Modes ====&lt;br /&gt;
Certain weapons may only be used offensively against enemy ships and hab modules; others may only be used defensively to shoot down incoming projectiles and missiles, and still others can be used against both types of targets. The default firing mode can be set in the ship designer, as well as changed in the middle of combat. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Weapon Fire Modes&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | &amp;lt;big&amp;gt;Standard Fire Modes&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Fire Mode !! Targeting Priority&amp;lt;ref&amp;gt;Will attempt to shoot at the first item in the list that is in range. Will never shoot at anything that is not in the list.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Focus Fire &lt;br /&gt;
| &lt;br /&gt;
# Primary Target.&lt;br /&gt;
|-&lt;br /&gt;
| Attack &lt;br /&gt;
| &lt;br /&gt;
# Primary Target.&lt;br /&gt;
# Nearest enemy ship or hab module that is in range.&lt;br /&gt;
|-&lt;br /&gt;
| Defense &lt;br /&gt;
|&lt;br /&gt;
# Nearest enemy projectile that is in range and not already saturated.&amp;lt;ref name=saturated&amp;gt;Non-beam defense weapons will let all allies know they have fired at an enemy projectile so other defense weapons don&#039;t waste their shots on that projectile.&amp;lt;/ref&amp;gt;&lt;br /&gt;
# Nearest enemy projectile that is in range.&lt;br /&gt;
|-&lt;br /&gt;
| Guardian &lt;br /&gt;
|&lt;br /&gt;
# Nearest enemy projectile that is in range and not already saturated.&amp;lt;ref name=saturated /&amp;gt;&lt;br /&gt;
# Nearest enemy projectile that is in range.&lt;br /&gt;
# Primary Target.&lt;br /&gt;
# Nearest enemy ship or hab module that is in range.&lt;br /&gt;
|-&lt;br /&gt;
| Idle&lt;br /&gt;
| Never fires.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | &amp;lt;big&amp;gt;Special Fire Modes&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Fire Mode !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Salvo&lt;br /&gt;
| Special mode for Missile Weapons. &lt;br /&gt;
&lt;br /&gt;
Identical to the Focus Fire mode, but automatically switches to Idle mode after firing 1/4 of the missile weapon&#039;s total ammo.&lt;br /&gt;
|-&lt;br /&gt;
| Bracket&lt;br /&gt;
| Special mode for non-beam Weapons. &lt;br /&gt;
&lt;br /&gt;
Identical to the Attack mode, but when the target is an enemy ship, will attempt to shoot at possible locations for the enemy ship to move into.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Targeting Range and Defense Range ====&lt;br /&gt;
&lt;br /&gt;
All weapons have a targeting range, and can only fire at targets within that range. But notably, weapons take into account the relative velocity of the target, as well as the expected amount of time that their projectiles will take to arrive, to effectively fire at the future location of a target when it would be in range. &lt;br /&gt;
&lt;br /&gt;
For example, the 10-inch Cannon has 250km targeting range and 1.4 km/s muzzle velocity. So it takes 250km/1.4km/s = ~178.5s for a bullet fired by the weapon to reach the maximum range. This means the 10-inch Cannon will attempt to fire at targets ~178.5s before they enter the 250km range. So&lt;br /&gt;
if an enemy ship is approaching head-on at a relative velocity of 1 km/s, then the 10-inch Cannon will fire at it ~178.5s before it arrives in range:  when it is still 250km + ~178.5s × 1km/s = ~428.5km away. &lt;br /&gt;
&lt;br /&gt;
When targeting an enemy projectile instead of a ship or [[Habs|hab]], weapons use a defense range that is computed as follows:&lt;br /&gt;
# Set the defense range to the targeting range.&lt;br /&gt;
# If the weapon has an attack mode, then apply a penalty to the defense range:&lt;br /&gt;
#* Divide by 3 for Energy weapons ([[Spaceships#Lasers|Lasers]], [[Spaceships#Particle_Weapons|Particles]], and [[Spaceships#Plasma_Weapons|Plasma]]), but cannot go below 200km.&lt;br /&gt;
#* Divide by 2 for Gun weapons ([[Spaceships#Guns|Naval Guns]] and [[Spaceships#Magnetic_Weapons|Magnetic Weapons]]), but cannot go below 200km.&lt;br /&gt;
#* No penalty for [[Spaceships#Missiles|Missile]] weapons.&lt;br /&gt;
# Add a bonus to the defense range for the mount:&lt;br /&gt;
#* On Cinematic Combat Scaling:&lt;br /&gt;
#** Add the Ship Hull Length × 100 for ship mounted weapons.&lt;br /&gt;
#** Add 5km for [[Habs|hab]] mounted weapons.&lt;br /&gt;
#* On Realistic Combat Scaling:&lt;br /&gt;
#** Add the Ship Hull Length × 10 for ship mounted weapons.&lt;br /&gt;
#** Add 0.5km for [[Habs|hab]] mounted weapons.&lt;br /&gt;
&lt;br /&gt;
==== Cooldown and Salvos ====&lt;br /&gt;
&lt;br /&gt;
All weapons have a cooldown, and some weapons fire in salvos. If a weapon does not have a salvo listed, it will fire once every time the cooldown timer is up. If a weapon has a salvo listed of X shots over Y seconds, that means it will fire one shot every Y / (X-1) seconds X number of times, and then will go on its cooldown, after which it will fire another salvo. &lt;br /&gt;
&lt;br /&gt;
For example, the Light Railgun Battery Mk1 has a cooldown of 30s and does not have a salvo listed; once in range, it will fire one shot every 30 seconds. The Light Coilgun Battery Mk1 has a salvo of 3 shots over 20 seconds and a cooldown of 40 seconds; once in range, it will fire one shot, wait 10 seconds, fire a second shot, wait 10 seconds, fire a third shot, and then will go on cooldown for 40 seconds. So it effectively fires 3 times per minute.&lt;br /&gt;
&lt;br /&gt;
Weapons can be classified in certain general types:&lt;br /&gt;
* (Naval) Guns: Use magazines, high ammo capacity. Cannot bombard. Low damage. Short range. Cheap.&lt;br /&gt;
* Missiles: Use magazines, low ammo capacity. Limited bombard. High damage. Will chase the target. Very susceptible to point defense. Only available as hull weapons.&lt;br /&gt;
* Magnetic Weapons: Use magazines, high ammo capacity. High damage, moderate accuracy. Susceptible to point defense. Can bombard.&lt;br /&gt;
* Plasma Weapons: Use magazines. Cannot be targeted by point defense. Cannot bombard. Medium damage, high accuracy. Only available in large sizes.&lt;br /&gt;
* Lasers: Use energy. Limited bombard. Never miss. More effective at close range.&lt;br /&gt;
* Particle Weapons: Use energy. Cannot bombard. High damage. Never miss. Short range.&lt;br /&gt;
&lt;br /&gt;
More detailed information on damage dealt by different weapons depending on enemy armor can be found in the article [[Guide Armor|Guide Armor]].&lt;br /&gt;
&lt;br /&gt;
==== Guns ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship naval guns. For a list of all space ship naval guns in Terra Invicta, as well as their stats, see [[Naval Gun List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Guns are chemical slugthrowers with performance characteristics similar to modern naval weaponry. They are low-tech and cheap, but due to low range and low muzzle velocity will have a hard time hitting anything at range. They are quickly outclassed by magnetic weapons.&lt;br /&gt;
&lt;br /&gt;
The damage done by a naval gun projectile is simply its impact kinetic energy / 20MJ. Specifically: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notably, naval guns do not produce any waste heat. Therefore they can keep firing even when the ship no longer has any ability to handle waste heat, such as when the radiators are destroyed and the heat sinks are filled.&lt;br /&gt;
&lt;br /&gt;
Naval guns also do not consume any power. Therefore they can keep firing even when the ship no longer has any ability to generate power, such as when the power plant is destroyed and the batteries are empty.&lt;br /&gt;
&lt;br /&gt;
Naval guns cannot be used to bombard.&lt;br /&gt;
&lt;br /&gt;
Naval gun projectiles can be hit by point defenses and will be destroyed in one hit. But point defenses usually ignore autocannon bullets simply because they are so weak as to not be worth shooting at.&lt;br /&gt;
&lt;br /&gt;
==== Magnetic Weapons ====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship magnetic guns. For a list of all space ship magnetic guns in Terra Invicta, as well as their stats, see [[Magnetic Gun List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Magnetic weapons include railguns and coilguns that fire high-speed projectiles that do significant damage but can be shot down by point defense.  Due to low muzzle velocity, railguns and siege coilguns may have a difficult time hitting targets at range; non-siege coilguns have a significantly higher muzzle velocity and are more difficult to dodge.  All magnetic weapons are capable of bombardment.&lt;br /&gt;
&lt;br /&gt;
The damage done by a magnetic gun projectile is simply its impact kinetic energy / 20MJ. Specifically: &lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The power consumed per shot is calculated similarly, but uses the ammo mass instead of the warhead mass, and takes into account the weapon&#039;s Efficiency. Specifically:&lt;br /&gt;
&amp;lt;pre&amp;gt;Power Consumed (GJ) = ½ × Ammo Mass (kg) × (Muzzle Velocity (m/s))² / Efficiency / 1e9 (J/GJ)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.&lt;br /&gt;
&lt;br /&gt;
Magnetic weapon projectiles can be hit by point defenses, but may need multiple hits to be destroyed. Specifically, the point defenses must do (Warhead Mass / 10kg) damage to destroy the projectile.&lt;br /&gt;
&lt;br /&gt;
==== Missiles ====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship missiles. For a list of all space ship missiles in Terra Invicta, as well as their stats, see [[Missile List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Missile weapons (which include both missiles and torpedoes) do high damage and will chase the enemy, but are very susceptible to being shot down by point defense and are constrained by small magazines.  Missiles will fire offensively only if an enemy ship or hab module has been set as a target. &lt;br /&gt;
&lt;br /&gt;
Missiles and torpedoes can have different classes of warheads, which significantly impact their behavior:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Warhead Class !! Total Damage !! Chip % !! Can Bombard !! Is AoE !! Kinetic Damage?&amp;lt;ref&amp;gt;Adamantane Armor has 25% resistance to Kinetic Damage. Kinetic Damage can also over penetrate, meaning the damage goes out the other end of the ship before it is fully applied.&amp;lt;/ref&amp;gt; !! Other Notable Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fragmentation || rowspan=2| ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ || 50% || rowspan=3 | No || rowspan=3| No || rowspan=2| Yes || On contact, splits into 5kg warheads that independently interact with armor. (But still acts as one attack in all other aspects.)&lt;br /&gt;
|-&lt;br /&gt;
| Penetrator || 60% || None&lt;br /&gt;
|-&lt;br /&gt;
| Explosive || Payload Damage + 0.1 × ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ || 80% || rowspan=4|No || None&lt;br /&gt;
|-&lt;br /&gt;
| Nuclear || rowspan=3 | Payload Damage || 100% || rowspan=3 | Not through Atmosphere || rowspan=2| Spherical AoE || rowspan=3 | Also applies Shred Damage.&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter || 25% &lt;br /&gt;
|-&lt;br /&gt;
| Shaped Nuclear || 100% || Cone AoE &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notably, missiles do not produce any waste heat. Therefore they can keep firing even when the ship no longer has any ability to handle waste heat, such as when the radiators are destroyed and the heat sinks are filled.&lt;br /&gt;
&lt;br /&gt;
Missiles also do not consume any power. Therefore they can keep firing even when the ship no longer has any ability to generate power, such as when the power plant is destroyed and the batteries are empty.&lt;br /&gt;
&lt;br /&gt;
Missile projectiles can be hit by point defenses and will be destroyed in one hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lasers ====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship laser weapons. For a list of all laser weapons in Terra Invicta, as well as their stats, see [[Laser Weapon List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Laser weapons do not miss and are excellent at targeting enemy projectiles.  However, laser weapons have difficulty penetrating armor unless they are at close range.  Laser weapons for non-alien ships come in three different wavelengths: Infrared, Visible (Green), and Ultraviolet, from least powerful to most powerful.  Additionally, laser weapons use one of three different beam types: Standard, Arc, and Phaser, from least powerful to most powerful.  Each laser battery and cannon size comes in nine different configurations, corresponding to all the possible combinations of wavelength and beam type.  The more powerful the wavelength and beam type, the better the laser is at penetrating armor.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = Shot Power (MJ) / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Power Consumed (GJ) = Shot Power (MJ) / Efficiency / 1000 (MJ/GJ)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Laser Engine [[Spaceships#Utility_Modules|Utility Modules]] increase the shot power of lasers, increasing both damage and power consumption.&lt;br /&gt;
* Power Consumption is divided by 20 when targeting [[Spaceships#Missiles|Missile]] or [[Spaceships#Guns|Naval Gun]] Projectiles.&lt;br /&gt;
* The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.&lt;br /&gt;
&lt;br /&gt;
Notably, laser weapons do not consume ammo, and so can be fired an unlimited number of times.&lt;br /&gt;
&lt;br /&gt;
All ship lasers can be used to bombard, but only visible light lasers (orange, green, violet) can bombard through atmosphere.&lt;br /&gt;
&lt;br /&gt;
All human ship laser weapons have 1 hp, regardless of size. All alien ship laser weapons have 2 hp, regardless of size. For comparison, most other ship weapons and modules have (3 × hard points) hp. So lasers are both literally and figuratively glass cannons. &lt;br /&gt;
&lt;br /&gt;
Except for a few particularly powerful alien lasers, all lasers can serve as point defenses that shoot down incoming enemy projectiles.&lt;br /&gt;
&lt;br /&gt;
===== Armor Penetration =====&lt;br /&gt;
&lt;br /&gt;
When a laser weapon shoots an armored target, the effective armor of the target is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Effective Armor = Base Armor ^ 1.5 × Armor Effectiveness&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Armor Effectiveness = Spot Area (m²) / 0.005 (m²)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Spot Area (m²) = 0.7853982 × (Spot Diameter (m) )²&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Spot Diameter (m) = Distance to Target (km) × Spot Diameter Precise Factor (m/km)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Spot Diameter Precise Factor (m/km) = (1000 / Mirror Diameter (m)) × ((1.22 × Wavelength (m) × Beam Quality)² + (2 * Jitter * Mirror Diameter (m) )²) ^ 0.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When combined:&lt;br /&gt;
&amp;lt;pre&amp;gt;Effective Armor = Base Armor ^ 1.5 × 0.7853982 / 0.005 (m²) × (Distance to Target (m) × ((1.22 × Wavelength (m) × Beam Quality)² + (2 * Jitter * Mirror Diameter (m) )²) ^ 0.5 / Mirror Diameter (m) )² &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since armor works by subtracting its value from incoming damage, and RNG can randomize incoming damage by up to ±20%, we can re-arrange the formula to get the amount of armor needed to fully block a laser:&lt;br /&gt;
&amp;lt;pre&amp;gt;Armor = (Laser Damage × 1.2 / (0.7853982 / 0.005 (m²) × (Distance to Target (m) × ((1.22 × Wavelength (m) × Beam Quality)² + (2 * Jitter * Mirror Diameter (m) )²) ^ 0.5 / Mirror Diameter (m) )² ) ) ^ (1/1.5)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Range =====&lt;br /&gt;
&lt;br /&gt;
Notably, laser weapons actually refuse to fire at targets unless they have sufficient armor penetration and damage. So weaker lasers may have less actual range than their stated targeting range. Specifically:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Anti-Ship Effective Range (km) = Range where (Laser Damage / Armor Effectiveness &amp;gt; 1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Anti-Kinetic Effective Range (km) = Range where (Laser Damage / Armor Effectiveness &amp;gt; 0.5)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Anti-Missile Effective Range (km) = Range where (Laser Damage / Armor Effectiveness &amp;gt; 0.15)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Anti-Poorly-Armored-Ship Effective Range (km) = Range where (Laser Damage / Armor Effectiveness &amp;gt; 0.25)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Poorly-Armored ship means the targeted part of the ship either has 0 armor or has over 20% of its armor chipped.&lt;br /&gt;
&lt;br /&gt;
So a laser weapon will only fire at the target if the target is within both its Targeting Range and its Effective Range. Use the [[Spaceships#Targeting_Range_and_Defense_Range|Defense Range]] instead of Targeting Range for enemy projectiles.&lt;br /&gt;
&lt;br /&gt;
An important consequence of this is that the weaker lasers, such as Point Defense Phaser Turrets, can gain significant amounts of range from anything that buffs laser damage, such as:&lt;br /&gt;
* Laser Engines&lt;br /&gt;
* Directed Energy Officers&lt;br /&gt;
* Intelligence Officers&lt;br /&gt;
* Commanding Officers&lt;br /&gt;
* [[Precision Focusing Software]] Project&lt;br /&gt;
&lt;br /&gt;
===== Chipping =====&lt;br /&gt;
&lt;br /&gt;
Unlike other weapons, the % of a laser&#039;s damage that goes towards chipping is dynamically calculated based on its armor penetration. Specifically:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Chip % = Armor Effectiveness / 1000, capped at 0.25&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This means that the chip damage dealt by lasers is actually inversely proportional to their ability to penetrate armor, giving low tech lasers an advantage. Nevertheless, chip damage dealt by lasers is usually negligible, so this advantage is rarely worth it.&lt;br /&gt;
&lt;br /&gt;
==== Particle Weapons====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship particle weapons. For a list of all particle weapons in Terra Invicta, as well as their stats, see [[Particle Weapon List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Particle weapons do not miss and are excellent at targeting enemy projectiles. They also have unique interactions with armor that always allows some damage to penetrate into the ship internals, though the resulting damage may be extremely small and only good for temporarily disabling certain internal components. However, particle weapons do no damage at all to armor, and have low overall damage. &lt;br /&gt;
&lt;br /&gt;
Charged particle weapons can only target enemy missiles. Neutral particle weapons can target all enemy projectiles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = Shot Power (MJ) / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The damage of a particle beam can decrease with distance from the target ship. This is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Actual Damage Points = Base Damage Points × Min(1, Target Area (m²) / Beam Area (m²)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Target Area (m²) = 3.1415927 × Target Ship Length × Target Ship Width / 2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Beam Area (m²) = 3.1415927 × (Beam Radius (m) )^2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the particle beam fires neutral particles, then:&lt;br /&gt;
&amp;lt;pre&amp;gt;Beam Radius (m) = Emittance (m) × Distance to Target (m) / 1000000 / Lens Radius (cm) × 100 (cm/m)&amp;lt;/pre&amp;gt;&lt;br /&gt;
Otherwise:&lt;br /&gt;
&amp;lt;pre&amp;gt;Beam Radius (m) = Lens Radius (cm) / 100 (cm/m) × 2 ^ (Distance to Target (km) / Doubling Range (km) )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As of Version 0.4.90, apart from Electron Beam weapons, all particle beam weapons have Beam Area less than the Target Area of even a gunship, even at their maximum range. So in practice the damage of a particle beam does not actually decrease with distance from the target ship unless it is an electron beam.&lt;br /&gt;
&lt;br /&gt;
Particle weapons do no chip damage. Instead, the damage of a particle beam is split into 3 parts: Heat, X-rays, and Baryons. Heat damage behaves in the standard manner: the armor value of the target is subtracted from it, and any leftover damage is applied to the ship internals. Heat damage is also the damage that is used when calculating the effects of shooting enemy kinetic projectiles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Power Consumed (GJ) = Shot Power (MJ) / Efficiency / 1000 (MJ/GJ)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.&lt;br /&gt;
&lt;br /&gt;
Notably, particle weapons do not consume ammo, and so can be fired an unlimited number of times.&lt;br /&gt;
&lt;br /&gt;
===== Armor Interactions =====&lt;br /&gt;
&lt;br /&gt;
Heat damage has the standard armor interactions of other weapons. In contrast, X-rays and Baryons are considered radiation damage and have a completely different interaction with armor. Specifically, radiation damage is reduced by armor via &amp;quot;Half-Values&amp;quot;. one half value cuts damage in half. two half values cut damage in half twice, for 1/4.&lt;br /&gt;
&lt;br /&gt;
All ships have a baseline of 4 half-values (1/16). armor up to the point where it reaches those 4 half-values does nothing. after that it replaces the baseline half-values with its own half-values.&lt;br /&gt;
&lt;br /&gt;
The half value is measured in armor thickness. Every type of armor has one half-value thickness for x-rays and one half-value thickness for baryons. See [[Ship Armor List]] for details.&lt;br /&gt;
&lt;br /&gt;
As of Version 0.4.90, apart from Boron Carbide Armor, all armors have significantly smaller half-values for x-rays than for baryons. Baryon damage is additionally multiplied by 5. Thus in practice, most radiation damage is done via baryons instead of X-rays. Notably:&lt;br /&gt;
* (Both Human and Alien) Adamantane Armor needs about 120 points of armor to reach 4 half-values for Baryons.&lt;br /&gt;
* (Both Human and Alien) Exotic Armor needs about 18.5 points of armor to reach 4 half-values for Baryons.&lt;br /&gt;
&lt;br /&gt;
Notably, although armor can significantly reduce radiation damage, it can never reduce it all the way to zero. So there is always some leftover radiation damage that is then directly dealt to the ship internals, with the hit location being calculated in the same way as with lasers. &lt;br /&gt;
&lt;br /&gt;
Damaged ship parts and systems either stop working or work at reduced effectiveness, but can be [[Fleets#Mid-Combat_Repairs|repaired over time]]. For example, damaged weapons cannot fire until fully repaired. Lasers have especially low health, making them good targets for particle beams. Once a weapon is entirely destroyed it can only be repaired in a shipyard.&lt;br /&gt;
&lt;br /&gt;
===== Radiation effects =====&lt;br /&gt;
&lt;br /&gt;
Radiation damage is processed differently from other internal ship damage: notably, it cannot damage &amp;quot;hard&amp;quot; systems or modules. This includes ship structure, heat sinks, spikers, hydrogen tankage, magazines, cyclotrons, and other utility modules that have the &#039;RadHardened&#039; property. The heat-damage part of particle weapon effects can still damage these items, but not the x-ray or baryonic parts. (And since the Spinal Neutron Lance causes 0 heat damage, it cannot destroy a ship under any circumstances.)&lt;br /&gt;
&lt;br /&gt;
===== Critical hits =====&lt;br /&gt;
&lt;br /&gt;
On a critical hit (TAC), particle beams bypass all amor effects but are otherwise processed as usual. Baryon and x-ray components are applied as radiation damage with their usual multipliers, and the heat component is applied as standard internal damage.&lt;br /&gt;
&lt;br /&gt;
==== Plasma Weapons ====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship plasma weapons. For a list of all space ship plasma weapons in Terra Invicta, as well as their stats, see [[Plasma Weapon List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Plasma weapons fire high-speed, low mass projectiles that cannot be targeted by enemy point defense but also cannot act as point defense. While their damage is not as high as some of the larger and more advanced magnetic weapons, the high muzzle velocity of plasma weapons make them significantly more likely to hit their target.  Plasma weapons cannot bombard.&lt;br /&gt;
&lt;br /&gt;
Strangely, the damage done by a plasma weapon projectile is simply its impact kinetic energy / 20MJ, but applied as thermal damage instead of kinetic damage (so armors with special kinetic resistance do not apply that resistance to plasma). Specifically: &lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The power consumed per shot is calculated similarly, but adds charging energy, and takes into account the weapon&#039;s Efficiency. Specifically:&lt;br /&gt;
&amp;lt;pre&amp;gt;Power Consumed (GJ) = Charging Energy (GJ) / Efficiency + ½ × Warhead Mass (kg) * (Muzzle Velocity (m/s))² / Efficiency / 1e9 (J/GJ) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.&lt;br /&gt;
&lt;br /&gt;
Notably, although plasma weapons do consume ammo and have a finite magazine size, this ammo weighs nothing and costs nothing to resupply.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
Ships can be constructed at ship construction modules ([[Space Dock]], [[Shipyard]], [[Spaceworks]]). The construction time is calculated as follows:&lt;br /&gt;
* If the ship hull Construction Tier is greater than the ship construction module Tier, then: &lt;br /&gt;
&amp;lt;pre&amp;gt;Construction Time (days) = Base Construction Time (days) × 1.5 ^ Tier Gap&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If the ship hull Construction Tier is equal to the ship construction module Tier, then: &lt;br /&gt;
&amp;lt;pre&amp;gt;Construction Time (days) = Base Construction Time (days)&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If the ship hull Construction Tier is less than the ship construction module Tier, then: &lt;br /&gt;
&amp;lt;pre&amp;gt;Construction Time (days) = Base Construction Time (days) × Ship Construction Module Construction Time Modifier ^ Tier Gap&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This construction time is then divided by (100% + Ship Building Speed Bonus).&lt;br /&gt;
&lt;br /&gt;
See [[Ship Hull List]] for a list of all ship hulls and their construction times at each ship construction module.&lt;br /&gt;
&lt;br /&gt;
=== Probes ===&lt;br /&gt;
Probes can be launched from any hab construction modules. Depending on where the hab is located, this can decrease the resources needed to launch a probe, or the time it takes to reach its destination.&lt;br /&gt;
&lt;br /&gt;
== Resupply ==&lt;br /&gt;
&lt;br /&gt;
Ships can be resupplied at habs with ship construction modules ([[Space Dock]], [[Shipyard]], [[Spaceworks]]) and/or [[Supply Depot]] modules.&lt;br /&gt;
&lt;br /&gt;
The base resupply duration is 0.005 days per fuel tank + 0.025 days per 50 ammo.&lt;br /&gt;
&lt;br /&gt;
The resupply duration is divided by the sum of ship construction module tiers on the hab, with each [[Supply Depot]] module counting as an additional tier 2 [[Shipyard]]. It is also reduced by the Supply Officer if the ship has one.&lt;br /&gt;
&lt;br /&gt;
(Note: As of Version 0.4.90, there may be a bug that causes fuel tanks to take twice as long to refuel and not receive any of the resupply speed bonuses, taking 0.01 days per fuel tank.)&lt;br /&gt;
&lt;br /&gt;
=== ISRU ===&lt;br /&gt;
&lt;br /&gt;
Ships with an ISRU module&amp;lt;ref name=refuel&amp;gt;Ships cannot share a refueling module with other ships. Every ship that wants to refuel needs to have its own refueling module.&amp;lt;/ref&amp;gt; can refuel from hab sites they are landed on. These hab sites do not need to have a hab built on them. The refuel duration is calculated as follows:&lt;br /&gt;
* If the propellent type is &#039;&#039;&#039;Anything&#039;&#039;&#039;, then the Refuel Duration = Fuel needed (tons) / Hab Site Total Daily Output&amp;lt;ref name=output&amp;gt;The Daily Output of a Hab Site is its base value as seen in the prospecting tab, without any mining bonuses applied.&amp;lt;/ref&amp;gt; (units) / 10 (tons / unit) / 3.&lt;br /&gt;
* Otherwise, the refuel duration is the maximum out of:&lt;br /&gt;
** {{TV|water}} Fuel needed (tons) / Hab Site {{TV|water}} Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
** {{TV|volatiles}} Fuel needed (tons) / Hab Site {{TV|volatiles}} Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
** {{TV|metals}} Fuel needed (tons) / Hab Site {{TV|metals}} Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
** {{TV|nobles}} Fuel needed (tons) / Hab Site {{TV|nobles}} Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
** {{TV|fissiles}} Fuel needed (tons) / Hab Site {{TV|fissiles}} Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
&lt;br /&gt;
Note: The refuel duration is capped at 90 days. If it would take longer than that, then the ship is only partially refueled by as much as can be done within 90 days.&lt;br /&gt;
&lt;br /&gt;
There are two main advantages to refueling using ISRU modules:&lt;br /&gt;
* The refuel cost is free. &lt;br /&gt;
* Every ship refuels &#039;&#039;in parallel&#039;&#039;, meaning the total time needed for an entire fleet to refuel is simply the time taken by the ship that takes the longest to refuel.&lt;br /&gt;
&lt;br /&gt;
Note: The following drives come with free ISRU capabilities, and can refuel this way without needing an actual ISRU module:&lt;br /&gt;
{{#invoke:DriveLister|ListRestrictedDrives|Match,freeISRU,true}}&lt;br /&gt;
&lt;br /&gt;
=== Remass Scoop ===&lt;br /&gt;
&lt;br /&gt;
Ships with a Remass Scoop&amp;lt;ref name=refuel /&amp;gt; can refuel from the atmospheres of Gas Giant planets when the ship is in interface orbit around that planet. But only if one of the following is true:&lt;br /&gt;
* The propellent type is &#039;&#039;&#039;Anything&#039;&#039;&#039;.&lt;br /&gt;
* The propellent type is &#039;&#039;&#039;Hydrogen&#039;&#039;&#039; and only consists of {{TV|water}} and/or {{TV|volatiles}}.&lt;br /&gt;
&lt;br /&gt;
Note: {{TV|fissiles}} costs can be converted into {{TV|water}} costs for drives that use Helium-3, if the faction has an active He3 mine. This conversion effectively allows the Remass Scoop to also refuel {{TV|fissiles}} in these cases.&lt;br /&gt;
&lt;br /&gt;
The Refuel Duration (days) = Fuel needed (tons) / 1000.&lt;br /&gt;
&lt;br /&gt;
Note: The refuel duration has a minimum of 10 days. If it would be shorter than that, then it is set to 10 days.&lt;br /&gt;
&lt;br /&gt;
There are two main advantages to refueling using Remass Scoops:&lt;br /&gt;
* The refuel cost is free. &lt;br /&gt;
* Every ship refuels &#039;&#039;in parallel&#039;&#039;, meaning the total time needed for an entire fleet to refuel is simply the time taken by the ship that takes the longest to refuel.&lt;br /&gt;
&lt;br /&gt;
See [[Drive List]] for a list of drives, which also notes which drives can use remass scoops.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Repairs ==&lt;br /&gt;
&lt;br /&gt;
Ships can be repaired at habs with ship construction modules ([[Space Dock]], [[Shipyard]], [[Spaceworks]]). The Repair Cost and Duration for each Ship System, Part, or Armor Facing is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ship System, Part, or Armor Facing !! Repair Duration (days) !! Repair Cost&lt;br /&gt;
|-&lt;br /&gt;
! Nose Structure&lt;br /&gt;
| rowspan=3 | Missing Health % × Hull Construction Time / 10&lt;br /&gt;
| rowspan=3 | Missing Health % × Hull Construction Cost / 10&lt;br /&gt;
|-&lt;br /&gt;
! Central Structure&lt;br /&gt;
|-&lt;br /&gt;
! Tail Structure&lt;br /&gt;
|-&lt;br /&gt;
! Fire Control&lt;br /&gt;
| rowspan=2 | Missing Health % × Hull Construction Tier &lt;br /&gt;
| rowspan=2 | Missing Health % × Hull Construction Cost / 200&lt;br /&gt;
|- &lt;br /&gt;
! Damage Control&lt;br /&gt;
|-&lt;br /&gt;
! Life Support Main&lt;br /&gt;
| rowspan=2 | Missing Health % × Hull Construction Tier / 2&lt;br /&gt;
| rowspan=2 | Missing Health % × Hull Construction {{TV|volatiles}} Cost / 20&lt;br /&gt;
|- &lt;br /&gt;
! Life Support Backup&lt;br /&gt;
|- &lt;br /&gt;
! Power Coupling&lt;br /&gt;
| rowspan=4 | Missing Health % × Hull Construction Tier / 2&lt;br /&gt;
| rowspan=4 | {{TV|metals|0.1}}&lt;br /&gt;
|- &lt;br /&gt;
! Drive Coupling&lt;br /&gt;
|- &lt;br /&gt;
! Vector Thrusters&lt;br /&gt;
|- &lt;br /&gt;
! Sensors&lt;br /&gt;
|-&lt;br /&gt;
! System Reactor&lt;br /&gt;
| Missing Health % × 2 &lt;br /&gt;
| Missing Health % × Hypothetical cost of Power Plant if it has 100% Efficiency and only has to supply the systems and weapons.&lt;br /&gt;
|-&lt;br /&gt;
! Bridge&lt;br /&gt;
| Missing Health % × Hull Construction Tier × 2&lt;br /&gt;
| Missing Health % × Hull Construction Cost / 100&lt;br /&gt;
|- &lt;br /&gt;
! Nose Weapon&lt;br /&gt;
| rowspan=7 | Missing Health % × 2 &lt;br /&gt;
| rowspan=7 | Missing Health % × Module Cost / 4&lt;br /&gt;
|- &lt;br /&gt;
! Hull Weapon&lt;br /&gt;
|- &lt;br /&gt;
! Utility Module&lt;br /&gt;
|- &lt;br /&gt;
! Radiator&lt;br /&gt;
|- &lt;br /&gt;
! Power Plant&lt;br /&gt;
|- &lt;br /&gt;
! Drive&lt;br /&gt;
|- &lt;br /&gt;
! Battery&lt;br /&gt;
|-&lt;br /&gt;
! Nose Armor&lt;br /&gt;
| rowspan=4 | Shred %  + Chip % &lt;br /&gt;
| rowspan=4 | (Shred %  + Chip %  / 4) × Armor Cost &lt;br /&gt;
|-&lt;br /&gt;
! Left Armor&lt;br /&gt;
|-&lt;br /&gt;
! Right Armor&lt;br /&gt;
|-&lt;br /&gt;
! Tail Armor&lt;br /&gt;
|-&lt;br /&gt;
! Propellant&lt;br /&gt;
| colspan=2 | Not actually repairable, &amp;quot;destroyed&amp;quot; fuel tanks are functionally no different from empty fuel tanks and are just simply replaced in a resupply operation.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The repair duration is divided by the sum of ship construction module tiers on the hab. It is also reduced by the Engineering Officer if the ship has one.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* Side armor is split into Left and Right armor, but each has to pay repairs as if it is the whole side armor. Which means repairing side armor is effectively twice as expensive as repairing nose or tail armor.&lt;br /&gt;
* Certain utility modules may have 4 times the repair costs (so they cost as much to repair as to build).&lt;br /&gt;
&lt;br /&gt;
=== Interrupting repairs ===&lt;br /&gt;
&lt;br /&gt;
* If you are repairing a single ship and interrupt/cancel the repair before it&#039;s finished, all progress is lost.&lt;br /&gt;
* If you are repairing a fleet with several ships and interrupt it, if there has been enough progress it may complete one or more ships that can be fully repaired, and lose the remainder.&lt;br /&gt;
&lt;br /&gt;
== Refits ==&lt;br /&gt;
&lt;br /&gt;
Factions may refit ships at ship construction modules ([[Space Dock]], [[Shipyard]], [[Spaceworks]]). Refitting is generally limited to replacing parts of a similar type. The refit rules are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Conditions !! Added Refit Duration (in % of hull construction time)&lt;br /&gt;
|-&lt;br /&gt;
| [[Ship Hull List|Ship Hull]] Type || colspan=2 | Cannot be changed.&lt;br /&gt;
|-&lt;br /&gt;
| [[Ship Armor List|Ship Armor]] || Can be changed freely. || 5% for each slot (nose, side, tail) changed.&lt;br /&gt;
|-&lt;br /&gt;
| [[Power Plant List|Power Plant]] || Only to a Power Plant of the same Type. Power Plant Types are:&lt;br /&gt;
* Fuel Cell&lt;br /&gt;
* Solid Core Fission&lt;br /&gt;
* Molten Salt Core Fission&lt;br /&gt;
* Liquid Core Fission&lt;br /&gt;
* Gas Core Fission&lt;br /&gt;
* Electrostatic Confinement Fusion&lt;br /&gt;
* Mirrored Magnetic Confinement Fusion&lt;br /&gt;
* Toroid Magnetic Confinement Fusion&lt;br /&gt;
* Hybrid Confinement Fusion&lt;br /&gt;
* Z Pinch Fusion&lt;br /&gt;
* Inertial Confinement Fusion&lt;br /&gt;
* Hybrid Confinement Fusion&lt;br /&gt;
* Antimatter Plasma Core&lt;br /&gt;
* Antimatter Beam Core&lt;br /&gt;
| 25%&lt;br /&gt;
|-&lt;br /&gt;
| [[Drive List|Drive]] || Only to a Drive of the same Classification Type, required Power Plant Type, and Propellent Type. The Classification Types are:&lt;br /&gt;
* Chemical &lt;br /&gt;
* Electrothermal &lt;br /&gt;
* Electrostatic &lt;br /&gt;
* Electromagnetic &lt;br /&gt;
* Fission_Thermal &lt;br /&gt;
* NuclearSaltWater &lt;br /&gt;
* Fission_Pulse &lt;br /&gt;
* Fusion_Thermal &lt;br /&gt;
* Antimatter &lt;br /&gt;
The Required Power Plant Types are the same as the Power Plant Types, but with the addition of &amp;quot;Any Power Plant&amp;quot;.&lt;br /&gt;
The Propellent Types are:&lt;br /&gt;
* ReactionProducts &lt;br /&gt;
* Hydrogen &lt;br /&gt;
* Anything &lt;br /&gt;
* Water &lt;br /&gt;
* NobleGases &lt;br /&gt;
* Volatiles &lt;br /&gt;
* Metals&lt;br /&gt;
| 25% (0% if only Thruster Count changed.)&lt;br /&gt;
|-&lt;br /&gt;
| [[Radiator List|Radiator]] || Can be changed freely. || 5%&lt;br /&gt;
|-&lt;br /&gt;
| [[Heat Sink List|Heat Sinks]] || Cannot reduce number, but can freely change or add more. || 5% for each Changed or Added.&lt;br /&gt;
|-&lt;br /&gt;
| [[Battery List|Batteries]] || Cannot reduce number, but can freely change or add more. || 5% for each Changed or Added.&lt;br /&gt;
|-&lt;br /&gt;
| General Utility Modules:&lt;br /&gt;
* Mobile Space Science Labs&lt;br /&gt;
* Repair Bays&lt;br /&gt;
* Marines&lt;br /&gt;
* Laser Engines&lt;br /&gt;
* Magazines&lt;br /&gt;
* Colony Kits&lt;br /&gt;
* Cyclotrons&lt;br /&gt;
| Cannot reduce number, but can freely interchange or add more. || 5% for each Changed or Added.&lt;br /&gt;
|-&lt;br /&gt;
| Unchangeable Utility Modules:&lt;br /&gt;
* ISRU&lt;br /&gt;
* Remass Scoop&lt;br /&gt;
* Component Armor&lt;br /&gt;
* Salvage Bay&lt;br /&gt;
* Armor Struts&lt;br /&gt;
* Vector Thrusters&lt;br /&gt;
* Flag Bridge&lt;br /&gt;
| Cannot reduce number or interchange. But can add any that weren&#039;t in the old design. || 5% for each Added.&lt;br /&gt;
|-&lt;br /&gt;
| Spikers:&lt;br /&gt;
* Muon&lt;br /&gt;
* Neutronium&lt;br /&gt;
* Antimatter &lt;br /&gt;
| Cannot reduce number, but can freely interchange or add one if there was none. || 5% if changed or added.&lt;br /&gt;
|-&lt;br /&gt;
| Hydrogen Storage:&lt;br /&gt;
* Liquid Hydrogen Containment&lt;br /&gt;
* Slush Hydrogen Tankage&lt;br /&gt;
* Hydron Trap&lt;br /&gt;
| Cannot reduce number, but can freely interchange or add one if there was none. || 5% if changed or added.&lt;br /&gt;
|-&lt;br /&gt;
| Electronic Countermeasures || Cannot reduce number, but can freely interchange or add one if there was none. || 5% if changed or added.&lt;br /&gt;
|-&lt;br /&gt;
| Targeting Computer || Cannot reduce number, but can freely interchange or add one if there was none. || 5% if changed or added.&lt;br /&gt;
|-&lt;br /&gt;
| Weapons || Cannot add or remove, but can freely move around and change as long as the Mount and Type do not change. Weapon Mounts are:&lt;br /&gt;
* 1-Hull&lt;br /&gt;
* 2-Hull&lt;br /&gt;
* 4-Hull&lt;br /&gt;
* 1-Nose&lt;br /&gt;
* 2-Nose&lt;br /&gt;
* 3-Nose&lt;br /&gt;
* 4-Nose&lt;br /&gt;
Weapon Types are:&lt;br /&gt;
* [[Naval Gun List|Naval Guns]]&lt;br /&gt;
* [[Laser Weapon List|Lasers]]&lt;br /&gt;
* [[Particle Weapon List|Particle Beams]]&lt;br /&gt;
* [[Magnetic Gun List|Magnetic Guns]]&lt;br /&gt;
* [[Plasma Weapon List|Plasma]]&lt;br /&gt;
* [[Missile List|Missiles]]&lt;br /&gt;
| 5% for each changed, but moving around is free.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: If the total refit duration (in % of hull construction time) exceeds 75%, then it is just set to 75%.&lt;br /&gt;
&lt;br /&gt;
== Scuttle ==&lt;br /&gt;
&lt;br /&gt;
Since ships cost {{TV|mc}} and {{TV|money}} to upkeep, there are many situations where a ship may no longer be wanted. In these cases, these unwanted ships can be scuttled to destroy them.&lt;br /&gt;
&lt;br /&gt;
If this scuttling happens at a ship construction module ([[Space Dock]], [[Shipyard]], [[Spaceworks]]), then the faction regains 25% of the space resource costs of the ship, excluding any fuel costs. Notably, this resource cost is always calculated in terms of space resources ({{icon|water}}{{icon|volatiles}}{{icon|metals}}{{icon|nobles}}{{icon|fissiles}}{{icon|exotics}}{{icon|antimatter|bgcolor=DarkSlateGray}}), even if the ship was originally constructed using {{TV|boost}} and {{TV|money}}.&lt;br /&gt;
&lt;br /&gt;
Otherwise, the faction does not gain any resources from scuttling the ship. Instead, they may even have to pay {{TV|boost}} to evacuate the ship crew from the ship. If the ship&#039;s location is in an Earth Interface Orbit&amp;lt;ref&amp;gt;The Earth Interface Orbits are Tiangong Orbit, ISS Orbit, Low Earth Orbit 1, and Low Earth Orbit 2.&amp;lt;/ref&amp;gt;, then the cost to evacuate the ship crew is free. Otherwise, the {{TV|boost}} cost is equivalent to moving 0.1 tons of mass per ship crew from Earth to the ship&#039;s location. &lt;br /&gt;
&lt;br /&gt;
If the scuttled ship is part of a larger fleet, then the {{TV|boost}} cost will be reduced by moving crew from the ship onto other ships in the fleet. Each remaining ship in the fleet can receive up to 25% more crew than it originally has. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional information ==&lt;br /&gt;
Various &amp;quot;[[Guides]]&amp;quot; are available that detail among other things ship module performance and functions.&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198025456609</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Fleets&amp;diff=11673</id>
		<title>Fleets</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Fleets&amp;diff=11673"/>
		<updated>2026-04-12T21:04:11Z</updated>

		<summary type="html">&lt;p&gt;76561198025456609: /* Post-Combat Repairs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{icon|fleet}}Fleets consist of one or more ships that are directed by one of the human factions or the aliens. Fleets conduct operations and fight in space battles.&lt;br /&gt;
&lt;br /&gt;
== Fleet Operations ==&lt;br /&gt;
Fleets may undertake various operations, typically only when they are in orbit and not in a transfer. They are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Operation !! width=60% | Effects !! Required components&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO TransferOperation on.png|40px]] Transfer&lt;br /&gt;
| Launch this fleet toward the selected orbit, station, or fleet.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO SplitFleetOperation on.png|40px]] Split Fleet&lt;br /&gt;
| Break off one or more ships into a separate fleet.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO MergeFleetOperation on.png|40px]] Merge Fleets&lt;br /&gt;
| Merge a nearby fleet into this one.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO MergeAllFleetOperation on.png|40px]] Merge All Fleets&lt;br /&gt;
| Merge all nearby fleets into this one.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO LandOnSurfaceOperation on.png|40px]] Land on Surface&lt;br /&gt;
| Set down at a friendly or undefended enemy base, or an unimproved hab site. Fleet must have sufficient acceleration to take off again, and access to enough Delta-V to reach an interface orbit.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO LaunchFromSurfaceOperation on.png|40px]] Launch&lt;br /&gt;
| Launch the fleet into an interface orbit of this space body. Requires the fleet has Delta-V greater than the body&#039;s escape velocity.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO UndockFromStationOperation on.png|40px]] Undock&lt;br /&gt;
| Undock from this station and assume a matching orbit.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO ScuttleShipsOperation on.png|40px]] Scuttle Ships&lt;br /&gt;
| Scuttle ships from this fleet. If docked at one of your shipyards, gain 25% of the ship&#039;s construction resources in your stockpile. If not docked at any hab, pay Boost to send any crew home that can&#039;t be absorbed by the rest of the fleet.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO ResupplyOperation on.png|40px]] Resupply&lt;br /&gt;
| Refuel and rearm ships in this fleet. Requires being docked at a hab with a supply depot or shipyard and a sufficient resource stockpile to cover at least a partial resupply. Ships with the capability to resupply from the local environment may do so for free.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO RepairFleetOperation on.png|40px]] Repair&lt;br /&gt;
| Repair damage and restore exhausted modules to ships in fleet.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO ResupplyAndRepairOperation on.png|40px]] Repair and Resupply&lt;br /&gt;
| Refuel, rearm, and repair all ships in this fleet.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO SetHomeportOperation on.png|40px]] Set Homeport&lt;br /&gt;
| Sets a home habitat for this fleet. A station, or an interface orbit above a base, will become the default destination for the fleet when initiating a trajectory when the fleet is not already docked there and no other space object is currently selected.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO ClearHomeportOperation on.png|40px]] Clear Homeport&lt;br /&gt;
| Clear this fleet&#039;s homeport.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO CancelFleetOperation on.png|40px]] Cancel&lt;br /&gt;
| Cancel the fleet&#039;s active operation.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO InterfleetRefuelOperation on.png|40px]] Share Propellant&lt;br /&gt;
| Transfer propellant between ships in this fleet to increase some ships&#039; Delta-V.&lt;br /&gt;
| Drive with the same propellant&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO BombardOperation Low on.png|40px]] Low-Level Bombardment&lt;br /&gt;
| Begin orbital bombardment against a surface target from 200km altitude. Requires being in an interface orbit. Defended locations will return fire. Earth-based space facilities and armies typically must be in a nation at war to be targeted. Targeting large civilian facilities is an atrocity.&lt;br /&gt;
| Weapons that can bombard&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO BombardOperation Med on.png|40px]] Mid-Level Bombardment&lt;br /&gt;
| Begin orbital bombardment against a surface target from 400km altitude. Requires being in an interface orbit. Defended locations will return fire. Earth-based space facilities and armies typically must be in a nation at war to be targeted. Targeting large civilian facilities is an atrocity.&lt;br /&gt;
| Weapons that can bombard&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO BombardOperation High on.png|40px]] High-Level Bombardment&lt;br /&gt;
| Begin orbital bombardment against a surface target from 600km altitude. Requires being in an interface orbit. Defended locations will return fire. Earth-based space facilities and armies typically must be in a nation at war to be targeted. Targeting large civilian facilities is an atrocity.&lt;br /&gt;
| Weapons that can bombard&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO DestroyHabOperation on.png|40px]] Destroy Hab&lt;br /&gt;
| Destroy the hab this fleet is docked at. Commits atrocities when destroying certain hab modules. We will recover salvage. Duration is 15 minutes multiplied by the sum of hab module tiers.&lt;br /&gt;
| Marine Assault Unit or Rangers&amp;lt;br&amp;gt;Weapons (stations only)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO AssaultHabOperation on.png|40px]] Assault Hab&lt;br /&gt;
| Assault and capture an enemy hab with our Marines. We can seize a station we have docked with, or an enemy base from an interface orbit above it. Habs with Marine defenses will be harder to capture.&lt;br /&gt;
| Marine Assault Unit or Rangers&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO SurveyPlanetFromFleetOperation on.png|40px]] Survey&lt;br /&gt;
| [[Solar System#Prospecting|Prospect]] mining sites on a planet, moon or asteroid. The fleet must be in an interface orbit of the space body to perform this operation.&lt;br /&gt;
| [[File:ICO MobileSpaceScienceLab.png|25px]] Mobile Space Science Lab&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundSolarPlatformOperation on.png|40px]] Found Platform (Solar)&lt;br /&gt;
| Found a platform with a solar collector and a construction module in the fleet&#039;s current orbit. Requires 2 free Mission Control. The solar collector must produce at least 10 power in the current orbit, enough to power up the construction module.&lt;br /&gt;
| [[File:ICO SolarPlatformKit.png|25px]] Solar Platform Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundFissionPlatformOperation on.png|40px]] Found Platform (Fission)&lt;br /&gt;
| Found a platform with a fission pile and a construction module in the fleet&#039;s current orbit. Requires 2 free Mission Control.&lt;br /&gt;
| [[File:ICO FissionPlatformKit.png|25px]] Fission Platform Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundFusionPlatformOperation on.png|40px]] Found Platform (Fusion)&lt;br /&gt;
| Found a platform with a fusion pile and a construction module in the fleet&#039;s current orbit. Requires 2 free Mission Control.&lt;br /&gt;
| [[File:ICO FusionPlatformKit.png|25px]] Fusion Platform Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundSolarOutpostOperation on.png|40px]] Found Outpost (Solar)&lt;br /&gt;
| Found an outpost with a fission pile and a construction module at a prospected base site. The fleet must be in an interface orbit or landed at the site to perform this operation. Requires 2 free Mission Control. The solar collector must produce at least 10 power at the target base site, enough to power up the construction module.&lt;br /&gt;
| [[File:ICO SolarOutpostKit.png|25px]] Solar Outpost Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundFissionOutpostOperation on.png|40px]] Found Outpost (Fission)&lt;br /&gt;
| Found an outpost with a fission pile and a construction module at a prospected base site. The fleet must be in an interface orbit or landed at the site to perform this operation. Requires 2 free Mission Control.&lt;br /&gt;
| [[File:ICO FissionOutpostKit.png|25px]] Fission Outpost Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundFusionOutpostOperation on.png|40px]] Found Outpost (Fusion)&lt;br /&gt;
| Found an outpost with a fusion pile and a construction module at a prospected base site.  The fleet must be in an interface orbit or landed at the site to perform this operation. Requires 2 free Mission Control.&lt;br /&gt;
| [[File:ICO FusionOutpostKit.png|25px]] Fusion Outpost Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundAutomatedSolarPlatformOperation on.png|40px]] Found Automated Supply Depot (Solar)&lt;br /&gt;
| Found an automated platform with an automated solar collector and an automated supply depot in the fleet&#039;s current orbit. Requires 1 free Mission Control. The automated solar collector must produce at least 3 power in the current orbit, enough to power up the automated supply depot.&lt;br /&gt;
| [[File:ICO AutomatedSolarPlatformKit.png|25px]] Automated Solar Platform Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundAutomatedFissionPlatformOperation on.png|40px]] Found Automated Supply Depot (Fission)&lt;br /&gt;
| Found an automated platform with an automated fission pile and an automated supply depot  in the fleet&#039;s current orbit. Requires 1 free Mission Control.&lt;br /&gt;
| [[File:ICO AutomatedFissionPlatformKit.png|25px]] Automated Fission Platform Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundAutomatedSolarOutpostOperation on.png|40px]] Found Automated Mining Outpost (Solar)&lt;br /&gt;
| Found an automated outpost with two automated solar collectors and an automated mining complex at a prospected base site. The fleet must be in an interface orbit or landed at the site to perform this operation. Requires 1 free Mission Control to deploy. The automated solar collectors must produce enough power at the target base site to power up the automated mining complex.&lt;br /&gt;
| [[File:ICO AutomatedSolarOutpostKit.png|25px]] Automated Solar Outpost Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundAutomatedFissionOutpostOperation on.png|40px]] Found Automated Mining Outpost (Fission)&lt;br /&gt;
| Found an automated outpost with two automated fission piles and an automated mining complex at a prospected base site. The fleet must be in an interface orbit or landed at the site to perform this operation. Requires 1 free Mission Control to deploy.&lt;br /&gt;
| [[File:ICO AutomatedFissionOutpostKit.png|25px]] Automated Fission Outpost Kit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Transfers ===&lt;br /&gt;
A transfer is the term for a {{icon|fleet}}fleet moving from one place to another while staying in space. Fleets may transfer to orbits, stations, or other fleets. A fleet needs enough {{icon|dv|bgcolor=DarkSlateGray}}delta-V to make a transfer, and longer transfer will require more delta-V. If the {{icon|acceleration}}cruise acceleration of a fleet is too low, they might be unable to make transfer to fast-moving objects. &lt;br /&gt;
&lt;br /&gt;
When initiating a transfer operation, a fleet will receive one or more trajectory options if it can reach its destination at all. If multiple trajectories are possible, the player may choose between trading off arrival time and Delta-V expenditure between them.&lt;br /&gt;
&lt;br /&gt;
Trajectories might be microthrust spirals, which are typical for fleets with low acceleration; impulse conics, for fleets with high acceleration but low Delta-V; or torch chords, for advanced fleets with both high acceleration and Delta-V.&lt;br /&gt;
&lt;br /&gt;
=== Assault Hab ===&lt;br /&gt;
&lt;br /&gt;
==== Valid Targets ====&lt;br /&gt;
&lt;br /&gt;
First, invalidate every [[Hab]] for which any of the following are true:&lt;br /&gt;
* The [[Hab]] is already currently undergoing an Assault Hab Operation.&lt;br /&gt;
* The [[Hab]] is owned by the Fleet&#039;s [[Faction]].&lt;br /&gt;
* The [[Hab]] is owned by the Fleet&#039;s [[Faction]]&#039;s permanent ally ({{icon|submit}}[[The Servants]] and {{icon|alien}}[[Aliens]] are the only permanent allies).&lt;br /&gt;
* The [[Hab]] is the Alien Primary Hab (Alien Base Alpha).&lt;br /&gt;
&lt;br /&gt;
A Fleet can perform an Assault Hab Operation on the following targets:&lt;br /&gt;
* If docked to a [[Hab]] that wasn&#039;t invalidated, then this [[Hab]] is the only valid target.&lt;br /&gt;
* If the fleet is landed on or in an interface orbit of a [[Space Body]], then the valid targets are all of the [[Space Body]]&#039;s [[Habs]] that weren&#039;t invalidated.&lt;br /&gt;
&lt;br /&gt;
Note: The Fleet needs to have marines in order to perform the Assault Hab Operation, but the marines do not necessarily have to be on the fleet itself, because the fleet uses all marines in nearby space assets (such as Barracks on habs) owned by the same faction.&lt;br /&gt;
&lt;br /&gt;
==== Success Chance ====&lt;br /&gt;
&lt;br /&gt;
Note: When starting the Assault Hab Operation, the game shows the success chance if the assault would happen immediately without any changes. But  Assault Hab Operations are not instantaneous, and circumstances can change. The actual success chance is calculated using only the circumstances at the moment that the Assault Hab Operation completes.&lt;br /&gt;
&lt;br /&gt;
The {{icon|marine}}Assault Combat Value of a [[Spaceship]] is calculated as follows:&lt;br /&gt;
# For each [[Spaceships#Utility_Modules|Utility Module]]: Add the {{icon|marine}}Assault Combat Value of the module × Module Health %&lt;br /&gt;
#* Some Utility Modules only provide Assault Combat Value when defending against an enemy assault.&lt;br /&gt;
#* If the Module Health % is less than 0.1%, it does not contribute anything.&lt;br /&gt;
# Add the {{icon|marine}}Assault Combat Value of any [[Spaceships#Officer|Officers]] on board.&lt;br /&gt;
&lt;br /&gt;
The {{icon|marine}}Assault Combat Value of a [[Hab]] is calculated as follows:&lt;br /&gt;
# For each active hab module: Add the {{icon|marine}}Assault Combat Value of the module&lt;br /&gt;
# If the Hab is a {{icon|base}}Base, then Add the Hab Tier.&lt;br /&gt;
# If the Hab is being {{MissionIcon|Advise}}[[Advise]]d, Multiply by (1 + 0.01 per {{TV|command}}).&lt;br /&gt;
#* Standard diminishing returns for multiple {{MissionIcon|Advise}}[[Advise|Advisors]].&lt;br /&gt;
&lt;br /&gt;
The total Attack Score of the Assault Hab Operation is calculated as follows:&lt;br /&gt;
# Add the {{icon|marine}}Assault Combat Value of every [[Spaceship]] in the Attacking fleet.&lt;br /&gt;
# If the Attacking fleet is docked at a [[Hab]] owned by the Attacking [[Faction]], then:&lt;br /&gt;
## Add the {{icon|marine}}Assault Combat Value of every [[Spaceship]] in every other fleet that is also owned by the Attacking [[Faction]] and docked to the same [[Hab]].&lt;br /&gt;
## If the Attacking [[Faction]] is not bankrupt on {{icon|mc}}MC, {{TV|boost}}, or {{icon|money}}Money, then Add the {{icon|marine}}Assault Combat Value of the [[Hab]].&lt;br /&gt;
# If the Attacking [[Faction]] is over its {{icon|mc}}MC cap and is not the {{icon|alien}}[[Aliens]], then Subtract the amount of overcap.&lt;br /&gt;
&lt;br /&gt;
The total Defense Score of the Assault Hab Operation is calculated as follows:&lt;br /&gt;
# Add the {{icon|marine}}Assault Combat Value of the Defending [[Hab]].&lt;br /&gt;
# If the Defending [[Faction]] is over its {{icon|mc}}MC cap and is not the {{icon|alien}}[[Aliens]], then Subtract the amount of overcap.&lt;br /&gt;
# If the Defending [[Faction]] is bankrupt on {{TV|boost}}, then Subtract the amount of {{TV|boost}} the Defending [[Faction]] is missing per Day.&lt;br /&gt;
#* This is the {{TV|boost}} Daily Upkeep - {{TV|boost}} Daily Income - {{TV|boost}} stockpiled&lt;br /&gt;
# If the Defending [[Faction]] is bankrupt on {{icon|money}}Money and &#039;&#039;&#039;negative&#039;&#039;&#039; Net {{icon|money}}Money Income, then Add the Net Monthly {{icon|money}}Money Income.&lt;br /&gt;
# Add the {{icon|marine}}Assault Combat Value of every [[Spaceship]] in every fleet that is owned by the Defending [[Faction]] and docked to the Defending [[Hab]].&lt;br /&gt;
# If the Defending [[Hab]] is not being decommissioned, then:&lt;br /&gt;
## For each [[Councilor]] owned by the Defending [[Faction]]: Add {{TV|command}} / 6.&lt;br /&gt;
## If the Defending [[Hab]] is a {{icon|base}}Base and the Attacking Fleet is in orbit, then for each hab defense module: Add Module Tier.&lt;br /&gt;
# For each [[Councilor]] using the {{MissionIcon|Protect}}[[Protect Target]] [[Mission]] on the Defending [[Hab]], add {{TV|command}}.&lt;br /&gt;
&lt;br /&gt;
The outcome of the Assault Hab Operation is determined by a standard [[Roll]], using the difference between the total Attack and Defense Scores.&lt;br /&gt;
&lt;br /&gt;
==== Post-Assault Damage ====&lt;br /&gt;
&lt;br /&gt;
Whenever an assault hab operation (or {{MissionIcon|Assault Enemy Space Asset}}[[Assault Enemy Space Asset]] mission) completes, marines on both sides may take damage depending on the outcome. This damage is determined as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Damage Taken for by each possible participant for each possible outcome.&lt;br /&gt;
|-&lt;br /&gt;
! !! Critical Failure !! Normal Failure !! Normal Success !! Critical Success &lt;br /&gt;
|-&lt;br /&gt;
| % Health Lost by each Marine Module on Attacking Fleets || 50% to 100% || 25% to 75% || 0% to 50% || 0% to 10%&lt;br /&gt;
|-&lt;br /&gt;
| % Health Lost by each Marine Module on Defending Fleets || 0% to 10% || 0% to 50% || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| % Chance for each Marine Officer on Attacking Fleets to Die || 50% || 5% || 0% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| % Chance for each Marine Officer on Defending Fleets to Die || 0% || 0% || 5% || 50%&lt;br /&gt;
|-&lt;br /&gt;
| % Chance for each Marine Module on Attacking Hab to be Destroyed || 50% / Module Tier || 10% / Module Tier || 0% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| % Chance for each Marine Module on Defending Hab to be Destroyed || 0% || 10% if Defender has negative {{icon|money}}Money or is over their {{icon|mc}}MC cap. || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Attacking Councilor || If not {{MissionIcon|Protect}}[[Protect Target|Protected]], Die. Otherwise, if target hab is not {{icon|alien}}[[Alien]], {{MissionIcon|Detain}}[[Detain]] for 5 turns || If not {{MissionIcon|Protect}}[[Protect Target|Protected]] and target hab is not {{icon|alien}}[[Alien]], {{MissionIcon|Detain}}[[Detain]] for 5 turns. || None || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Orbital Bombardment ===&lt;br /&gt;
&lt;br /&gt;
==== Bombardment Capability ====&lt;br /&gt;
&lt;br /&gt;
A fleet equipped with bombardment-capable weapons may conduct orbital bombardment against targets on the surface of a [[Celestial Bodies|Space Body]]. They must be in an interface orbit to launch attacks.&lt;br /&gt;
&lt;br /&gt;
Above Earth, valid targets include [[Nations#Armies|Armies]], space facilities, [[Regions]], and any [[Aliens|alien assets]] we have detected. On other space bodies, {{icon|base}}[[Habs|Bases]] and landed space fleets may be targeted.&lt;br /&gt;
&lt;br /&gt;
The weapons capable of bombardment are:&lt;br /&gt;
* All [[Spaceships#Lasers|Laser Weapons]] except for the dedicated point defense lasers that have no attack mode.&lt;br /&gt;
* All [[Spaceships#Magnetic_Weapons|Magnetic Weapons]].&lt;br /&gt;
* All [[Spaceships#Missiles|Missiles]] that have nuclear, antimatter, or shaped nuclear warheads.&lt;br /&gt;
&lt;br /&gt;
Furthermore, [[Celestial Bodies|Space Bodies]] that have a sufficiently thick atmosphere cannot be bombarded by:&lt;br /&gt;
* All [[Spaceships#Missiles|Missiles]]&lt;br /&gt;
* All [[Spaceships#Lasers|Laser Weapons]] that have wavelengths less than 380nm or more than 740nm. (This means infrared, ultraviolet, x-ray, and gamma lasers are blocked, whereas orange, green, and violet lasers are still allowed to bombard.)&lt;br /&gt;
&lt;br /&gt;
As of Version 0.4.90, only two bombardable [[Celestial Bodies|Space Bodies]] have such thick atmospheres: [[Earth]] and [[Titan]] (a moon of [[Saturn]]).&lt;br /&gt;
&lt;br /&gt;
===== Valid Earth Targets for Bombardment =====&lt;br /&gt;
&lt;br /&gt;
A nation is considered friendly to a faction if any of the following are true:&lt;br /&gt;
* The faction owns at least one control point in the nation.&lt;br /&gt;
* The nation is [[Foreign_Relations#Alliances|allied]] to another nation that the faction owns at least one control point in.&lt;br /&gt;
&lt;br /&gt;
A nation is considered hostile to a faction if any of the following are true:&lt;br /&gt;
* The nation is [[Foreign_Relations#Wars|at war]] with another nation that the faction owns at least one control point in.&lt;br /&gt;
* The faction is {{icon|submit}}[[The Servants]].&lt;br /&gt;
* The faction is the {{icon|alien}}[[Aliens]].&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
All nations are also hostile to all factions if the [[Aliens#Alien_Administration|Alien Nation]] owns at least 90% of the [[Earth]]&#039;s [[Regions]].&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Valid Earth Targets for Bombardment&lt;br /&gt;
|-&lt;br /&gt;
! Target !! Conditions within Hostile Nations !! Conditions within Friendly Nations&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Alien_Xenoforming|Xenoflora]] || The Bombarding Faction can see it. &lt;br /&gt;
|&lt;br /&gt;
* The Bombarding Faction is not the {{icon|alien}}[[Aliens]].&lt;br /&gt;
* The Bombarding Faction can see it.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
[[Aliens#Alien_Facility|Alien Facility]] &lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
| colspan = 2 |&lt;br /&gt;
* The Bombarding Faction is not the {{icon|alien}}[[Aliens]] or {{icon|submit}}[[The Servants]].&lt;br /&gt;
* The Bombarding Faction can see it.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
[[Aliens#Alien_Assault_Carrier|UFO Landing]] &lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
| colspan = 2 |&lt;br /&gt;
* The Bombarding Faction is not the {{icon|alien}}[[Aliens]] or {{icon|submit}}[[The Servants]].&lt;br /&gt;
* The Bombarding Faction can see it.&lt;br /&gt;
|-&lt;br /&gt;
| [[Regions]]&lt;br /&gt;
| Always valid.&lt;br /&gt;
| Never valid.&lt;br /&gt;
|-&lt;br /&gt;
| Space Facilities&lt;br /&gt;
| Always valid.&lt;br /&gt;
| Never valid.&lt;br /&gt;
|-&lt;br /&gt;
| [[Terrestrial_Warfare#Armies|Armies]]&lt;br /&gt;
| &lt;br /&gt;
* The army is not controlled by the Bombarding Faction.&lt;br /&gt;
* If the Bombarding Faction is the {{icon|alien}}[[Aliens]] or {{icon|submit}}[[The Servants]], then the army is also not controlled by the other.&lt;br /&gt;
|&lt;br /&gt;
The army belongs to a nation that is [[Foreign_Relations#Wars|at war]] with the target nation.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;OR&#039;&#039;&#039;&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
The army is a [[Aliens#Megafauna|Megafauna]] and the Bombarding Faction is not the {{icon|alien}}[[Aliens]].&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that a nation can be both friendly and hostile to the same faction at the same time. But a bombardment target only needs to meet one side&#039;s conditions to be valid. For example, all regions are valid targets in a nation that is both friendly and hostile. On the other hand, if a nation is neither friendly nor hostile, then nothing within it can be bombarded.&lt;br /&gt;
&lt;br /&gt;
==== Bombardment Mechanics ====&lt;br /&gt;
&lt;br /&gt;
The Bombardment operation proceeds in rounds, once per orbit. Specifically, a round occurs every time the fleet reaches a specific position in orbit that is roughly over the target it is bombarding. Whenever a round occurs, all functional bombardment-capable weapons still possessed by the fleet and the target will shoot at each other in a randomized order, though weapons whose shooters have higher targeting and ECM bonuses are more likely to appear earlier in the order. Specifically, every weapon is assigned an initiative value that is equal to their Targeting Bonus + ECM Bonus + a random value between 0% and 100%, and then the weapons with higher initiative get to fire earlier in the round.&lt;br /&gt;
&lt;br /&gt;
When the fleet&#039;s weapons shoot:&lt;br /&gt;
* If the target is a [[Habs|Hab]], then a random hab module on the hab is selected to receive the shot, but the hab core can only be selected after everything else is destroyed.&lt;br /&gt;
* If the target is a [[Fleets|Fleet]], then a random [[Spaceships|spaceship]] in the target is selected to receive the shot.&lt;br /&gt;
&lt;br /&gt;
When the target&#039;s weapons shoot back:&lt;br /&gt;
* A random [[Spaceships|spaceship]] in the fleet is selected to receive the shot, with the random selection being weighted by the bombardment value of each [[Spaceships|spaceship]].&lt;br /&gt;
&lt;br /&gt;
Note: Landed fleets are basically sitting ducks: they are unable to shoot back and cannot activate any point defenses. If the target fleet is landed at a hab, then that hab can shoot back, but it cannot use its point defenses to protect the fleet.&lt;br /&gt;
&lt;br /&gt;
===== Missile Mechanics =====&lt;br /&gt;
&lt;br /&gt;
Per the aforementioned rules regarding lasers, missiles, and planetary bodies with atmospheres, [[Earth]] cannot be bombarded by standard [[Spaceships#Missiles|Missiles]]. The [[Spaceships#Missiles|Missiles]] that ARE bombardment-capable have nuclear, antimatter, or shaped nuclear warheads with absurdly high damage values. As such, the game does not look at missile damage values and instead handles them differently from standard ship-to-ship combat:&lt;br /&gt;
&lt;br /&gt;
;When the Target is a [[Habs|Hab]]:&lt;br /&gt;
:If any missile with a shaped nuclear warhead hits, then the randomly selected target hab module is destroyed in one hit.&lt;br /&gt;
:If any missile with a nuclear or antimatter warhead hits, then the &#039;&#039;&#039;&#039;&#039;entire hab&#039;&#039;&#039;&#039;&#039; is destroyed in one hit.&lt;br /&gt;
:Furthermore, shaped nuclear missiles have a 20% chance to hit even if they are shot by the hab&#039;s point defenses.&lt;br /&gt;
;When the Target is a Fleet:&lt;br /&gt;
:The &#039;&#039;&#039;&#039;&#039;entire fleet&#039;&#039;&#039;&#039;&#039; is destroyed in one hit.&lt;br /&gt;
&lt;br /&gt;
On the other hand, missiles are incredibly easy for the target&#039;s point defenses to shoot: each missile bay has an Anti-PD value of just 1. &lt;br /&gt;
&lt;br /&gt;
The chance that a projectile is shot by point defenses is equal to the Total PD value of the target divided by the Total Anti-PD value of the Bombarding Fleet&#039;s weapons. &lt;br /&gt;
&lt;br /&gt;
Ultimately. bombarding with missiles will often simply result in all missiles being destroyed by point defenses, if any exist (keeping in mind that, again, shaped nuclear missiles do have a 20% chance to hit even if shot by the hab&#039;s point defenses).&lt;br /&gt;
&lt;br /&gt;
===== Laser Mechanics =====&lt;br /&gt;
&lt;br /&gt;
[[Spaceships#Lasers|Laser Weapons]] function almost the same in bombardment as in real combat. The only notable difference is that [[Celestial Bodies|Space Bodies]] with thicker atmospheres apply a penalty to the laser&#039;s damage. Specifically, the laser damage is multiplied by:&lt;br /&gt;
* 1 for [[Celestial Bodies|Space Bodies]] with No Atmosphere.&lt;br /&gt;
* 0.99 for [[Celestial Bodies|Space Bodies]] with Trace Atmosphere.&lt;br /&gt;
* 0.95 for [[Celestial Bodies|Space Bodies]] with Thin Atmosphere.&lt;br /&gt;
* 0.8 for [[Celestial Bodies|Space Bodies]] with Standard Atmosphere.&lt;br /&gt;
&lt;br /&gt;
Note: Nothing on [[Earth]] has any armor. So the laser weapon&#039;s armor penetration has no effect whatsoever when bombarding targets on [[Earth]].&lt;br /&gt;
&lt;br /&gt;
For the defending side, each laser has a bombardment-altitude-dependent PD value that is calculated as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt;Estimated Damage at Range X = Damage / Armor Effectiveness at range X&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Estimated DPS at Range X = (Estimated Damage at Range X × 0.3 + Estimated Damage at 200km × 0.15 + Estimated Damage at 500km × 0.25 + Estimated Damage at 800km × 0.3) / Cooldown (s)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;PD Value at 200km = Estimated DPS at 200km × 30 × 2 if Target is a Hab&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;PD Value at 400km = (Estimated DPS at 200km + Estimated DPS at 400km) × 30 × 2 if Target is a Hab&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;PD Value at 600km = (Estimated DPS at 200km + Estimated DPS at 300km + Estimated DPS at 600km) × 30 × 2 if Target is a Hab&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The chance that each bombarding projectile is shot by the target&#039;s point defenses is equal to the target&#039;s Total PD Value divided by the Bombarding Fleet&#039;s Total Anti-PD value.&lt;br /&gt;
&lt;br /&gt;
===== Armor Mechanics =====&lt;br /&gt;
&lt;br /&gt;
Nothing on [[Earth]] has any armor.&lt;br /&gt;
&lt;br /&gt;
[[Spaceships]] naturally have whatever armor they normally have.&lt;br /&gt;
&lt;br /&gt;
For Ground [[Habs|Hab Modules]], their armor values are calculated as:&lt;br /&gt;
&amp;lt;pre&amp;gt;Hab Module Armor Value = Heat of Vaporization (MJ/kg) of Best Available Armor / 10 × Module Tier&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Combat Modules (Powered Marine Modules and Powered Defense Modules) have 4 times as much armor value.&lt;br /&gt;
&lt;br /&gt;
Critical Modules (Unpowered Marine Modules, Unpowered Defense Modules, Power Plants, and the Hab Core) have 2 times as much armor value.&lt;br /&gt;
&lt;br /&gt;
The best available armor for [[Habs]] owned by Human [[Factions]] is simply the best armor that the faction has researched, but excluding any armor that costs {{icon|exotics}}exotics.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
The best available armor for Alien [[Habs]] in the same [[Celestial Bodies|Space Body]] as their Wormhole is the Alien Exotic Armor, which has a Heat of Vaporization of 70 MJ/kg.&lt;br /&gt;
&lt;br /&gt;
The best available armor for all other Alien [[Habs]] is the Alien Diamondoid Armor, which has a Heat of Vaporization of 59.534 MJ/kg.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
===== Magnetic Gun Mechanics =====&lt;br /&gt;
&lt;br /&gt;
[[Spaceships#Magnetic_Weapons|Magnetic Weapons]] mechanics are the most complex: the game actually does several calculations, taking into account the target [[Celestial Bodies|Space Body&#039;s]] mass, radius, sphere of influence, and atmosphere. Both gravity and air resistance are modelled, to compute the surface impact velocity of the [[Spaceships#Magnetic_Weapons|Magnetic Weapons&#039;]] projectiles:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Distance to Space Body Core (m) = Space Body Mean Radius (m) + Bombardment Altitude (m)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Mean Orbital Speed (m/s)= (6.67384E-11m³/kg/s² × Space Body Mass (kg) / Distance to Space Body Core (m))^0.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Initial Projectile Velocity (m/s) = ((Muzzle Velocity (m/s))^2 + (Mean Orbital Speed (m/s))^2)^0.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Initial Projectile Kinetic Energy (J) = 0.5 × Warhead Mass (kg) × (Initial Projectile Velocity (m/s))^2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If Distance to Space Body Core (m) &amp;gt; Space Body Sphere of Influence Radius (m), then:&lt;br /&gt;
&amp;lt;pre&amp;gt;Initial Gravitational Acceleration (m/s²) = 0&amp;lt;/pre&amp;gt;&lt;br /&gt;
Otherwise:&lt;br /&gt;
&amp;lt;pre&amp;gt;Initial Gravitational Acceleration (m/s²) = 6.67384E-11m³/kg/s² × Space Body Mass (kg) / (Distance to Space Body Core (m))^2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Average Gravitational Acceleration (m/s²) = (Space Body Surface Gravity (m/s²) + Initial Gravitational Acceleration (m/s²))/2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Initial Projectile Gravitational Potential Energy (J) = Warhead Mass (kg) × Bombardment Altitude (m) × Average Gravitational Acceleration (m/s²)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Total Initial Projectile Energy (J) = Initial Projectile Kinetic Energy (J) + Initial Projectile Gravitational Potential Energy (J)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Base Surface Impact Velocity (m/s) = (2 × Total Initial Projectile Energy (J) / Warhead Mass (kg) ) ^ 0.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the [[Celestial Bodies|Space Body]] does not have at least a Thin Atmosphere, then this Base Surface Impact Velocity (m/s) is simply used as the Actual Surface Impact Velocity (m/s) for the projectiles fired by the [[Spaceships#Magnetic_Weapons|Magnetic Weapon]]. I.e., &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Actual Surface Impact Velocity (m/s) = Base Surface Impact Velocity (m/s)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Otherwise, the game proceeds to calculate air resistance:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Length of Projectile&#039;s Path Through Atmosphere (m) = Space Body Atmosphere Scale Height (m) × (Initial Projectile Velocity (m/s) / Muzzle Velocity (m/s))&amp;lt;/pre&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Energy Lost to Atmospheric Drag (J) = Space Body Atmosphere Surface Density (kg/m³) × Length of Projectile&#039;s Path Through Atmosphere (m) × 0.001m² × (Initial Projectile Velocity (m/s))^2&amp;lt;/pre&amp;gt; &lt;br /&gt;
&lt;br /&gt;
0.001m² seems to represent the projectile&#039;s cross-sectional area as it flies through the atmosphere.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Remaining Energy (J) = Max(0, Total Initial Projectile Energy (J) - Energy Lost to Atmospheric Drag (J))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Modified Surface Impact Velocity (m/s) = (2 × Remaining Energy (J) / Warhead Mass (kg)) ^ 0.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Terminal Velocity (m/s) = (2 × Warhead Mass (kg) × Space Body Surface Gravity (m/s²) / 4.0000003E-05m² / Space Body Atmosphere Surface Density (kg/m³))^0.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: 4.0000003E-05m² ≈ 0.001m² × 0.04, where 0.04 is the Drag Coefficient of a Streamlined Body flying through the atmosphere.&lt;br /&gt;
&lt;br /&gt;
If Base Surface Impact Velocity (m/s) &amp;gt; Terminal Velocity (m/s) then:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Actual Surface Impact Velocity (m/s) = Max(Terminal Velocity (m/s), Modified Surface Impact Velocity (m/s))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Otherwise:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Actual Surface Impact Velocity (m/s) = Min(Terminal Velocity (m/s), Modified Surface Impact Velocity (m/s))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Finally, now that the Actual Surface Impact Velocity (m/s) has been computed, it is easy to compute the kinetic energy of the impact:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Impact Energy (J) = 0.5 × Warhead Mass (kg) × (Actual Surface Impact Velocity (m/s))^2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In Terra Invicta, every 20MJ of energy is equal to 1 point of damage, so we have:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Projectile Damage = Impact Energy (J) / 20000000J&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Furthermore, every [[Spaceships#Magnetic_Weapons|Magnetic Weapon]] has a bombarding-altitude-dependent anti-PD value that is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Anti-PD value = Impact Energy (J) / 1000000MJ/J / Average Cooldown Between Shots (s)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The chance that an bombardier&#039;s attack gets shot by the target&#039;s point defenses is equal to the total PD value of the target divided by the total Anti-PD value of the bombarding fleet&#039;s weapons.&lt;br /&gt;
&lt;br /&gt;
But Projectile Damage is not simply used as is, because there is one last factor to consider: Chipping. Every weapon has a chipping %, and in normal combat, this % of the damage is done as chipping damage, while the rest is done as direct damage.&lt;br /&gt;
&lt;br /&gt;
For bombardment, the same rules apply unless the target is on earth. If the target is on earth, then the direct damage is instead calculated as the max of (direct damage, total damage / 2). Which in the base game is just the direct damage since magnetic weapons all have at most 35% chipping, but may be important for mods.&lt;br /&gt;
&lt;br /&gt;
===== Damage Conversion =====&lt;br /&gt;
&lt;br /&gt;
So far we have discussed how the damage of each attack is calculated. But this damage amount is in point of damage versus a ship. Depending on the bombardment target, the damage is handled very differently:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bombardment Target !! Effect of X Damage&lt;br /&gt;
|-&lt;br /&gt;
| An [[Terrestrial_Warfare#Armies|Army]] || Take X × Health % / 18000 / {{TV|miltech}} damage.&amp;lt;br&amp;gt;×2 if Army is in Combat.&amp;lt;br&amp;gt;×0.75 if Army&#039;s Faction has researched [[Army Dispersion Tactics]].&amp;lt;br&amp;gt;Capped at 0.1875% for [[Spaceships#Magnetic_Weapons|Magnetic Weapons]] and 0.125% for [[Spaceships#Lasers|Laser Weapons]].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;(Weapon Chip %) Chance:&amp;lt;br&amp;gt;Region takes X / 500000 [[Regions#Region_Damage|Damage]].&amp;lt;br&amp;gt;Capped at 0.001 [[Regions#Region_Damage|Damage]].&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
A [[Aliens#Megafauna|Megafauna Army]] &lt;br /&gt;
{{SpoilerBoxEnd}} &lt;br /&gt;
| Take X × Max(10%,Health %) / 18000 / {{TV|miltech}} damage.&amp;lt;br&amp;gt;×2 if Army is in Combat.&amp;lt;br&amp;gt;×0.75 if Army&#039;s Faction has researched [[Army Dispersion Tactics]].&amp;lt;br&amp;gt;Capped at 0.1875% for [[Spaceships#Magnetic_Weapons|Magnetic Weapons]] and 0.125% for [[Spaceships#Lasers|Laser Weapons]].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;(Weapon Chip %) Chance:&amp;lt;br&amp;gt;Region takes X / 500000 [[Regions#Region_Damage|Damage]].&amp;lt;br&amp;gt;Capped at 0.001 [[Regions#Region_Damage|Damage]].&lt;br /&gt;
|-&lt;br /&gt;
| A [[Regions|Region]] || Take X / 10000 [[Regions#Region_Damage|Damage]].&amp;lt;br&amp;gt;Capped at 0.05.&lt;br /&gt;
|-&lt;br /&gt;
| A {{icon|boost}}[[Nations#Boost|Boost]] Facility || (X / 10) Chance:&amp;lt;br&amp;gt;Remove X / 100 of the {{TV|boost}} Production.&amp;lt;br&amp;gt;Minimum: 1/10th of the {{TV|boost}} Production.&lt;br /&gt;
|-&lt;br /&gt;
| A {{icon|mc}}[[Nations#Mission_Control|Mission Control]] Facility || (X / 10) Chance:&amp;lt;br&amp;gt;Remove {{TV|mc|1}}.&lt;br /&gt;
|-&lt;br /&gt;
| A {{icon|sto defense}}[[Nations#Space_Defenses|Space Defense]] Facility || Min(0.05, X / 1000) Chance:&amp;lt;br&amp;gt;Destroy {{icon|sto defense}}[[Nations#Space_Defenses|Space Defense]] Facility.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
A [[Aliens#Alien_Assault_Carrier|UFO Landing]]&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
| Take X damage. Destroyed when total damage taken reaches 1200.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
An [[Aliens#Alien_Facility|Alien Facility]]&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
| Take X damage. Destroyed when total damage taken reaches 80.&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Alien_Xenoforming|Alien Xenoforming]]&lt;br /&gt;
| Remove Max(0.005, X / 100) Xenoflora Growth Levels.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;(Weapon Chip % × Xenoflora Growth Levels) Chance:&amp;lt;br&amp;gt;Region takes X / 500000 [[Regions#Region_Damage|Damage]].&amp;lt;br&amp;gt;Capped at 0.001 [[Regions#Region_Damage|Damage]].&lt;br /&gt;
|-&lt;br /&gt;
| A [[Habs|Hab Module]] &lt;br /&gt;
| Subtract Hab Module Armor&amp;lt;ref&amp;gt;Use Effective Armor for [[Spaceships#Lasers|Laser Weapons]].&amp;lt;/ref&amp;gt; from X&amp;lt;br&amp;gt;Multiply X by 0.75 if Hab&#039;s Faction has researched [[Hardened Hab Shelters]].&amp;lt;br&amp;gt;(1 - Hab Module Tier / X) Chance:&amp;lt;br&amp;gt;Destroy Hab Module.&lt;br /&gt;
|-&lt;br /&gt;
| A [[Spaceships|Spaceship]]&lt;br /&gt;
| Apply damage as if Target was hit in the Side.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Related Links =====&lt;br /&gt;
&lt;br /&gt;
See [[Laser Weapon List]] for information on the power of [[Spaceships#Lasers|Laser Weapons]], including the anti-bombardment lasers used by the defenses.&lt;br /&gt;
&lt;br /&gt;
See [[Ship Armor List]] for information on the armor of ground [[Habs|hab]] modules in bombardment.&lt;br /&gt;
&lt;br /&gt;
See [[Space Body List]] for a list of [[Celestial Bodies|Space Bodies]] and their stats.&lt;br /&gt;
&lt;br /&gt;
See [[Earth]] for a table of damage and anti-PD values for magnetic guns when bombarding the [[Earth]].&lt;br /&gt;
&lt;br /&gt;
== Space Combat ==&lt;br /&gt;
[[File:Combat UI.png|thumb|400px|Combat UI showing ship commands and fleet commands]]&lt;br /&gt;
When two fleets from enemy factions meet in an orbit, deep space, or at a station, a space battle begins. Players may elect to autoresolve combats.&lt;br /&gt;
&lt;br /&gt;
Stations with defensive modules will take part in battles; they will be considered disabled if those modules are destroyed.&lt;br /&gt;
&lt;br /&gt;
Very large space battles will have active and reinforcing ships. Reinforcing ships will join during combat at a later time to replace active ships when they are destroyed. You can adjust the maximum number of ships that can be active at any time during combat in the gameplay settings in the options menu. This is for performance reasons in very large battles.&lt;br /&gt;
&lt;br /&gt;
When a fleet or station is attacked, allied fleets of the defender in the same orbit and less than 1,000 kilometers away will be drawn into the battle and join the defending fleet.&lt;br /&gt;
&lt;br /&gt;
Before a battle begins, each fleet will select from one of three stances: Engage, Accept, or Evade. Fleets that are docked at habs or are unavailable for operations because of previous battles may only select the Accept option. Based on what each side picks the follwing will happen:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Choice !! Engage !! Accept !! Escape&lt;br /&gt;
|-&lt;br /&gt;
! Engage&lt;br /&gt;
| Combat || Combat || Pursuit&lt;br /&gt;
|-&lt;br /&gt;
! Accept&lt;br /&gt;
| Combat || No combat || No combat&lt;br /&gt;
|-&lt;br /&gt;
! Escape&lt;br /&gt;
| Pursuit || No combat || No combat&lt;br /&gt;
|}&lt;br /&gt;
If pursuit takes place both fleets will attempt to outpace the other with a combination of fleet acceleration and bid Delta-V. If the fleet that selected Engage moves faster the combat will take place.&lt;br /&gt;
&lt;br /&gt;
Once in combat, players plan maneuvers their ships by setting waypoints in 3D space. Ships will turn and thrust to reach their waypoints. Players may also rotate a ship&#039;s facing independent of its direction of travel to present certain weapons or armor facings to an enemy. Special maneuvers include persistent spins, rolls, and a padlocking-target command that keeps the ship&#039;s nose pointed at its primary target.&lt;br /&gt;
&lt;br /&gt;
Any damage that penetrates a ship&#039;s armor is applied to its internal systems. Weapons and other modules may be temporarily disabled or permanently destroyed, requiring repair at a hab with a shipyard. Damage control teams will also attempt to restore function to critical systems in combat.&lt;br /&gt;
&lt;br /&gt;
=== Fire Control ===&lt;br /&gt;
Weapons have one or more fire modes available to them. They can be set at the fleet, ship, or individual weapon level during combat.&lt;br /&gt;
&lt;br /&gt;
Ships may also designate an enemy ship or hab module as its primary target. The ship&#039;s weapons will favor that enemy over others. Missile weapons require a primary target to fire.&lt;br /&gt;
&lt;br /&gt;
Depending on their capabilities, weapons may also be set to only attack enemy ships, only fire defensively at incoming projectiles and missiles, or in &amp;quot;guardian&amp;quot; mode, firing first at threatening projectiles and then targeting enemy craft.&lt;br /&gt;
&lt;br /&gt;
Ships or the entire fleet can be set to the following fire postures:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Posture !! Offensive weaponry !! Guardian-capable weapons&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FocusFireCommand ON.png|25px]] Focus Fire || Attack only primary target || Attack only primary target&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO AttackCommand ON.png|25px]] Attack || Attack primary target if in range, otherwise nearest target || Attack primary target if in range, otherwise nearest target&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO BalancedCommand ON.png|25px]] Balanced || Attack primary target if in range, otherwise nearest target || Attack threatening projectiles if any, otherwise nearest target&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO DefensiveCommand ON.png|25px]] Defensive || Attack primary target if in range, otherwise nearest target || Attack only threatening projectiles&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FortifyCommand ON.png|25px]] Fortified || Preserve power and ammo || Attack only threatening projectiles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== ECM and Targeting ===&lt;br /&gt;
&lt;br /&gt;
The ECM Value of a [[Habs|hab]] module is always 0%.&lt;br /&gt;
&lt;br /&gt;
The ECM Value of a [[Spaceships|Spaceship]] is calculated as follows:&lt;br /&gt;
* If the ship systems are depowered, then it is simply 0%.&lt;br /&gt;
* If the weapon is alien and the ship&#039;s faction has not researched the [[Alien-Adapted_ECM]] project, then it is simply 0%.&lt;br /&gt;
* Otherwise, sum up all of the ECM bonuses given by:&lt;br /&gt;
** The ship&#039;s [[Spaceships#Utility_Modules|Utility Modules]]. (STO Fighters automatically have their faction&#039;s best researched ECM module built-in.)&lt;br /&gt;
** The ship&#039;s [[Spaceships#Officer|Officers]].&lt;br /&gt;
** The ship faction&#039;s [[Effect List|effects]].&lt;br /&gt;
** The ship&#039;s allied [[Habs|hab]] modules, if they are also present in this combat.&lt;br /&gt;
&lt;br /&gt;
The Targeting Bonus of a weapon on a [[Habs|hab]] module is calculated as the sum of:&lt;br /&gt;
* The hab module&#039;s fleet Targeting Bonus. Counts only itself, not other modules on the hab.&lt;br /&gt;
* The Targeting Bonus from the hab faction&#039;s [[Effect List|effects]]. (This is equal to the bonus from best Targeting Computer [[Spaceships#Utility_Modules|Utility Module]] that the faction has researched.)&lt;br /&gt;
&lt;br /&gt;
The Targeting Bonus of a weapon on a [[Spaceships|Spaceship]] is calculated as follows:&lt;br /&gt;
* If the ship systems are depowered, then it is -200%.&lt;br /&gt;
* Otherwise, sum up all of the Targeting bonuses and penalties given by:&lt;br /&gt;
** The ship&#039;s [[Spaceships#Utility_Modules|Utility Modules]]. (STO Fighters automatically have their faction&#039;s best researched Targeting Computer module built-in.)&lt;br /&gt;
** The ship&#039;s [[Spaceships#Officer|Officers]].&lt;br /&gt;
** The ship&#039;s allied [[Habs|hab]] modules, if they are also present in this combat.&lt;br /&gt;
** Penalty: Reduce by the missing health % of the ship&#039;s Fire Control [[Spaceships#Ship_Systems|system]].&lt;br /&gt;
** Penalty: Reduce by the missing health % of the ship&#039;s Sensors [[Spaceships#Ship_Systems|system]].&lt;br /&gt;
&lt;br /&gt;
==== Weapon Shutdown ====&lt;br /&gt;
&lt;br /&gt;
Whenever a weapon changes targets, there is a chance for it to be forcefully shut down for a random duration. The shutdown chance and duration are determined by the weapon&#039;s total targeting bonus versus the target&#039;s total ECM value. In addition, each [[Habs|hab]] module and [[Spaceships|Spaceship]] records the number of ECM defeats it has suffered against each target: whenever a weapon finishes its ECM forced shutdown duration, the number of ECM defeats against the target that shut it down increases by 1.&lt;br /&gt;
&lt;br /&gt;
The weapon shutdown chance and duration are then calculated as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt;Weapon Shutdown Chance = Target ECM Value × Min(1, Distance to Target / Weapon Range) - Weapon Targeting Bonus - 2% × ECM Defeats against Target&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If Weapon Shutdown Chance ≤ 100%, then:&lt;br /&gt;
&amp;lt;pre&amp;gt;Weapon Shutdown Duration (s) = Weapon Shutdown Chance × (Random value between 0 and 100 inclusive) × 5 × (2 if weapon is missile) / (1 + ECM Defeats against Target)&amp;lt;/pre&amp;gt;&lt;br /&gt;
Otherwise:&lt;br /&gt;
&amp;lt;pre&amp;gt;Weapon Shutdown Duration (s) = (100 × Weapon Shutdown Chance - (Random value between 0 and 100 inclusive)) × 5 × (2 if weapon is missile) / (1 + ECM Defeats against Target)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Missile Negation ====&lt;br /&gt;
&lt;br /&gt;
Whenever a non-AOE&amp;lt;ref&amp;gt;The AoE missile types are nuclear, shaped nuclear, and antimatter.&amp;lt;/ref&amp;gt; missile hits a target, there is a chance for it to be completely negated, doing no damage whatsoever. This chance is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Missile Negation Chance = Target ECM Value - Targeting Bonus of the Missile Bay of the Ship that fired the missile&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: If the ship that fired the missile has died, then the Targeting Bonus is set to 0%.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Power and Heat ===&lt;br /&gt;
&lt;br /&gt;
[[Spaceships]] must manage their power and heat carefully in combat: many [[Spaceships#Ship_Systems|ship systems]] and modules do not function without sufficient power, and overheating causes the ship to take internal damage. Extending the ship&#039;s [[Spaceships#Radiator|radiators]] generally prevents overheating, but extended [[Spaceships#Radiator|radiators]] are not protected by the ship&#039;s [[Spaceships#Armor]] and hits on the radiators can bleed damage into the ship&#039;s internals. &lt;br /&gt;
&lt;br /&gt;
For each ship:&lt;br /&gt;
&amp;lt;pre&amp;gt;Required Systems Power (GW) = 1.1 × (Crew × 0.000005GW + Ship Hull Construction Tier × 0.005GW + Sum of Utility Module Power Requirements (MW) × 0.001 GW/MW)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Required Weapons Power (GW) = Sum for Each Weapon that is NOT Self-Powered: Power Used Per Shot (GJ) / Min(Cooldown (s), Intra-Salvo Cooldown (s))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Required Propulsion Power (GW) = 0 if Drive is Self-Powered, otherwise: Drive Thrust (N) × Drive EV (km/s) × 0.5 × 0.000001(GW/KW) / Drive Efficiency&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition to the [[Spaceships#Battery|Battery]] module, each ship also has an auxiliary power storage:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Aux Power Capacity (GJ) = Required Systems Power (GW) * 1s + Sum for Each Weapon that is NOT Self-Powered: Power Used Per Shot (GJ)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Aux Power Storage naturally begins each battle completely full.&lt;br /&gt;
&lt;br /&gt;
Every 0.25 seconds, if the ship&#039;s [[Spaceships#Radiator|radiators]] are extended or extending or the ship&#039;s [[Spaceships#Heat_Sink|heat sinks]] are less than 98% full, then:&lt;br /&gt;
# The Aux Power refills (up to its capacity) by: &amp;lt;pre&amp;gt;0.25s × Power Coupling Health % × (Required Systems Power (GW) + Required Weapons Power (GW)) × Systems Reactor Health %&amp;lt;/pre&amp;gt;&lt;br /&gt;
# If the [[Spaceships#Drive|Drive]]&#039;s power generation mode matches the current state of the thrusters, then the Aux Power also refills (up to its capacity) by an additional: &amp;lt;pre&amp;gt;0.25s × Power Coupling Health % × Required Propulsion Power (GW) × Power Plant Health %&amp;lt;/pre&amp;gt;&lt;br /&gt;
# If the Aux power actually refilled at all in the previous steps, and the ship&#039;s [[Spaceships#Radiator|radiators]] are retracted, retracting, or dead, then the ship&#039;s heat increases by: &amp;lt;pre&amp;gt;Aux Power refilled × (1 - Power Plant efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
# The Aux Power is reduced by: &amp;lt;pre&amp;gt;0.25s × Required Systems Power (GW)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every second:&lt;br /&gt;
# If the ship&#039;s [[Spaceships#Radiator|radiators]] are retracted, retracting, or dead, then the ship&#039;s heat increases by: &amp;lt;pre&amp;gt;Required Systems Power (GW) × 1s × (1 - Power Plant efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
# If the ship has a [[Spaceships#Battery|Battery]] that is not at full capacity, then the ship attempts to transfer power from the Aux Power to the [[Spaceships#Battery|Battery]]. The amount of power transferred is the minimum of the following: &amp;lt;pre&amp;gt;Battery Capacity (GJ) × Battery Health % - Current Battery Power (GJ)&amp;lt;/pre&amp;gt; &amp;lt;pre&amp;gt;Current Aux Power (GJ) × Power Coupling Health %&amp;lt;/pre&amp;gt; &amp;lt;pre&amp;gt;Battery Recharge Rate (GJ)&amp;lt;/pre&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Whenever a ship [[Spaceships#Weapons|weapon]] fires, if the [[Spaceships#Weapons|weapon]] is not self-powered, then:&lt;br /&gt;
# The Aux Power is reduced by the weapon&#039;s power consumption per shot. Note: The weapon will not fire in the first place if the power consumption per shot is greater than the current Aux Power + [[Spaceships#Battery|Battery]] Power.&lt;br /&gt;
# If the ship&#039;s [[Spaceships#Radiator|radiators]] are retracted, retracting, or dead, then the ship&#039;s heat increases by the weapon&#039;s heat generation per shot.&lt;br /&gt;
&lt;br /&gt;
Whenever the Aux Power is reduced, if it is reduced below 0, then the underflow is drawn from the ship&#039;s [[Spaceships#Battery|Battery]] (if any exist). If the total power stored reaches 0, then the ship systems are depowered until the power stored increases. Having depowered systems has significant negative effects on the ship&#039;s [[Fleets#ECM_and_Targeting|ECM and Targeting]].&lt;br /&gt;
&lt;br /&gt;
Whenever the ship&#039;s [[Spaceships#Drive|Drive]] is thrusting, if the [[Spaceships#Drive|Drive]] is not open-cycle and the ship&#039;s [[Spaceships#Radiator|radiators]] are retracted, retracting, or dead, then the ship&#039;s heat increases by:&lt;br /&gt;
&amp;lt;pre&amp;gt;Thrust Duration (s) × Required Propulsion Power (GW) × (1 - Power Plant Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Whenever the ship&#039;s [[Spaceships#Radiator|radiators]] are extended or extending, the ship vents any stored heat at a rate of:&lt;br /&gt;
&amp;lt;pre&amp;gt;Radiator Health % × (Required Systems Power (GW) + Required Weapons Power (GW)) × (1 - Power Plant Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
If the [[Spaceships#Drive|Drive]] is not open-cycle, then the ship vents an additional:&lt;br /&gt;
&amp;lt;pre&amp;gt;Radiator Health % × Required Propulsion Power (GW) × (1 - Power Plant Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ship&#039;s total heat capacity can change as it takes damage: &amp;lt;pre&amp;gt;Current Total Heat Capacity (GJ) = Sum for each Heat Sink: Heat Sink Capacity (GJ) × Heat Sink Health %&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Whenever the ship&#039;s heat exceeds its current total heat capacity:&lt;br /&gt;
# If the ship&#039;s [[Spaceships#Radiator|radiators]] are retracted and not dead, then they automatically begin extending and the ship&#039;s heat is simply set to the current total heat capacity without any problems (since it gets vented out the extending radiator).&lt;br /&gt;
# Otherwise, the ship&#039;s heat is set to the current total heat capacity, and then the ship&#039;s core takes internal damage equal to: &amp;lt;pre&amp;gt;Excess Heat Removed (GJ) × 1000MJ/GJ / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mid-Combat Repairs ===&lt;br /&gt;
&lt;br /&gt;
Every 15 seconds, every damaged ship will attempt to repair its damage. The total repair power of a ship is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Hull Crew / 2 || Base Value.&lt;br /&gt;
|-&lt;br /&gt;
| +(Hull Crew / 4 + Repair Bay Crew × Repair Bay Health %) || For each Repair Bay [[Spaceships#Utility_Modules|Utility Module]].&lt;br /&gt;
|-&lt;br /&gt;
| ×0.10416667% || Base Multiplier.&lt;br /&gt;
|-&lt;br /&gt;
| ×Damage Control Health % || [[Spaceships#Ship_Systems|Damage Control System]] Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| ×1.5 || Project Research:&amp;lt;br&amp;gt;[[Project_RapidRepairingMaterials|Rapid Repairing Materials]]&lt;br /&gt;
|-&lt;br /&gt;
| ×1.5 || Project Research:&amp;lt;br&amp;gt;[[Project_DamageControlDrones|Damage Control Drones]]&lt;br /&gt;
|-&lt;br /&gt;
| ×1.05 || Possible Event Outcome:&amp;lt;br&amp;gt;[[Hab Breakthrough]]&lt;br /&gt;
|-&lt;br /&gt;
| ×(1 + 0.02 per Crew Chief Officer Rank + 0.1 per Damage Control Officer Rank) || [[Spaceships#Officer|Officer]] Bonuses&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This total repair power is divided up into repair groups of 4.5454547% repair power, plus a leftover repair group containing the remaining repair power. Each repair group is then assigned to repair a specific (damaged but still repairable) [[Spaceships#Ship_Systems|ship system]] or module, in the following priority ordering:&lt;br /&gt;
# Life Support Main&lt;br /&gt;
# Damage Control&lt;br /&gt;
# Bridge&lt;br /&gt;
# Drive Coupling&lt;br /&gt;
# Power Coupling&lt;br /&gt;
# Vector Thrusters&lt;br /&gt;
# Life Support Backup&lt;br /&gt;
# Fire Control&lt;br /&gt;
# Sensors&lt;br /&gt;
# Radiator&lt;br /&gt;
# Power Plant&lt;br /&gt;
# Drive&lt;br /&gt;
# Battery&lt;br /&gt;
# Hull Weapons&lt;br /&gt;
# Nose Weapons	&lt;br /&gt;
# Utility Modules&lt;br /&gt;
&lt;br /&gt;
Note: The Ship Armor, Nose Structure, Central Structure, Tail Structure, and Propellent can never be repaired in combat, and so are not part of this priority ordering.&lt;br /&gt;
&lt;br /&gt;
Note 2: Some Utility Modules can never be repaired by the ship (they need a dock). This includes all marine modules and all colony kit modules.  &lt;br /&gt;
&lt;br /&gt;
A part or system is usually repairable as long as it has not been completely destroyed (reached 0% Health). The following systems are repairable even if they are completely destroyed: &lt;br /&gt;
* Drive Coupling&lt;br /&gt;
* Fire Control&lt;br /&gt;
* Power Coupling&lt;br /&gt;
* Sensors&lt;br /&gt;
&lt;br /&gt;
The following systems repair 3.5 times as fast:&lt;br /&gt;
* Drive Coupling&lt;br /&gt;
* Power Coupling&lt;br /&gt;
* Sensors&lt;br /&gt;
&lt;br /&gt;
=== Post-Combat Repairs ===&lt;br /&gt;
&lt;br /&gt;
After combat ends, any ship system or part that can be repaired by [[Fleets#Mid-Combat Repairs|Mid-Combat Repairs]] is repaired until it cannot be repaired further (even if the Damage Control System is completely destroyed). Note that many [[Spaceships#Ship_Systems|ship systems]] cannot be repaired mid-combat, especially if they have been completely destroyed.&lt;br /&gt;
&lt;br /&gt;
But Post-Combat Repairs can fix some of these [[Spaceships#Ship_Systems|systems]], up to an extent:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2| [[Spaceships#Ship_Systems|Ship System]] !! colspan=2| Repairable up to % Health&lt;br /&gt;
|-&lt;br /&gt;
! Without Repair Bay !! With Repair Bay&lt;br /&gt;
|-&lt;br /&gt;
| Power Plant || 5% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Drive || 5% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Radiator || 5% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Vector Thrusters || 5% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Damage Control || 0% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Bridge || 0% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Life Support Main || 0% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Life Support Backup || 0% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Battery || 0% || 25%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
But any ship system that is repaired in this manner is henceforth capped at this health %, unable to be repaired further until the ship is [[Spaceships#Repairs|repaired]] at an actual [[Space Dock]], [[Shipyard]], or [[Spaceworks]].&lt;br /&gt;
&lt;br /&gt;
Note: Repair bays only affect the individual [[Spaceships]] they are on. Not the entire fleet.&lt;br /&gt;
&lt;br /&gt;
Note 2: Having multiple repair bays on one ship does not increase the repair cap.&lt;br /&gt;
&lt;br /&gt;
=== Salvage ===&lt;br /&gt;
&lt;br /&gt;
When any ship is destroyed in combat by any method other than an AoE missile, the winner of the combat&amp;lt;ref&amp;gt;Note that the winner of the combat does not have to be the destroyer of the ship, factions can in fact salvage their own ships that were destroyed in combat.&amp;lt;/ref&amp;gt; will gain a fraction of its resource cost as salvage, excluding any fuel costs. Notably, this resource cost is always calculated in terms of space resources ({{icon|water}}{{icon|volatiles}}{{icon|metals}}{{icon|nobles}}{{icon|fissiles}}{{icon|exotics}}{{icon|antimatter|bgcolor=DarkSlateGray}}), even if the ship was originally constructed using {{TV|boost}} and {{TV|money}}. &lt;br /&gt;
&lt;br /&gt;
Note: The winner of the combat must have at least one surviving ship to collect the salvage.&lt;br /&gt;
&lt;br /&gt;
The salvage fraction is calculated differently for each resource type:&lt;br /&gt;
* {{TV|water}} and {{TV|fissiles}} can never be salvaged.&lt;br /&gt;
* {{TV|volatiles}}, {{TV|metals}}, and {{TV|nobles}} have their salvage fraction set to a random value between 0% and 25%.&amp;lt;ref name=separaterolls&amp;gt;Every ship and every resource type is rolled separately and independently.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* {{TV|antimatter}} has only a 25% chance&amp;lt;ref name=separaterolls /&amp;gt; to be salvaged. But when it is salvaged, the fraction is set to 100%.&lt;br /&gt;
* {{TV|exotics}} have their salvage fraction set to a random value between 0% and 85%.&amp;lt;ref name=separaterolls /&amp;gt; This is then multiplied by 2, 1, ½, or ⅓ for Cinematic, Normal, Veteran, or Brutal [[Game_Options#Game_Difficulty|Campaign Difficulty]]. Then divided by the [[Game_Options#Alien_Progression_Rate|Alien Progression Rate]].&lt;br /&gt;
&lt;br /&gt;
Then the total salvage is multiplied by (20% + the fleet&#039;s Salvage Bonus). The Salvage Bonus of the fleet is calculated as 10% per Salvage Bay + 10% per Supply Officer Rank, with a soft cap at 25% and hard cap at 50%. Specifically, when the base Salvage bonus is over 25%:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Actual Salvage Bonus = 25% + 25% × (Base Salvage Bonus - 25%) / (Base Salvage Bonus + 175%)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198025456609</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Foreign_Relations&amp;diff=11636</id>
		<title>Foreign Relations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Foreign_Relations&amp;diff=11636"/>
		<updated>2026-03-29T01:53:14Z</updated>

		<summary type="html">&lt;p&gt;76561198025456609: /* Peaceful Unification */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;This page covers diplomatic actions available to Nations. For interactions between the global [[Factions]], see [[Diplomacy]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Foreign relations encompass all actions a [[Nations|Nation]] may take to advance its political interests or of the [[Factions|Faction]] controlling it, ranging from peaceful diplomacy to open warfare.&lt;br /&gt;
== Policies ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Policies are actions the executive faction of a nation can take to dramatically alter the course of the nation. A councilor can use the Set Policy mission to enact policies.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Policies, Terra Invicta Codex, 0.4.90.&lt;br /&gt;
&lt;br /&gt;
In order for a [[Factions|faction]] to enact a policy in a [[Nations|nation]], they must own the executive [[Nations#Control_Points|control point]], it must not be disabled, and they must use a [[Councilors|councilor]] to perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] mission in the nation. Many policies require consolidated executive control. Many policies require another nation to agree.&lt;br /&gt;
&lt;br /&gt;
This section loosely summarizes the list of policies, and gives links to sections that discuss the more complex policies in more detail.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Policy !! Needs Consolidated Exec? !! Can be Rejected? !! Ignores Diplomatic Cooldown? !! Main Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Declaring_Wars|Declare War]] || No || No || Yes || Allows [[Terrestrial_Warfare]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Joining_Wars|Join War]] || No || No || Yes || Allows [[Terrestrial_Warfare]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Seeking_Peace|Seek Peace]] || No || Yes || Yes || Ends the [[Foreign_Relations#Wars|war]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Grant_Independence|Grant Independence]] to a New Nation || Yes || No || Yes || Release [[Regions]] to form their own [[Nations|Nation]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Granting_Independence|Grant Independence]] to a [[Foreign_Relations#Breakaway_Nations|Breakaway Nation]] || Yes || No || Yes || The [[Foreign_Relations#Breakaway_Nations|Breakaway Nation]] is no longer a [[Foreign_Relations#Breakaway_Nations|Breakaway]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Declaring_Independence|Declare Independence]] || No || No || Yes || Nation is no longer a [[Foreign_Relations#Breakaway_Nations|Breakaway]] and former parent nation [[Foreign_Relations#Declaring_Wars|declares war]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Demand_Territory|Demand Territory]] || Yes || Yes || No || Nation receives target [[Regions|Region]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Leaving_Federations|Leave Federation]] || Yes || No || Yes || Leaves the [[Foreign_Relations#Federations|Federation]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Joining_Federations|Federation]] || Yes || Yes || No || [[Foreign_Relations#Federations|Federates]] with Target.&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreign_Relations#Peaceful_Unification|Unification]] || Yes || Yes || No || Merge [[Nations]].&lt;br /&gt;
|-&lt;br /&gt;
| Disband Army || Yes || No || Yes || Disbands a human [[Nations#Armies|army]] that is:&lt;br /&gt;
* Owned by the [[Nations|Nation]].&lt;br /&gt;
* Owned by the [[Factions|Faction]] that owns the executive control point of the Nation.&lt;br /&gt;
* Not in an enemy [[Regions|region]].&lt;br /&gt;
|-&lt;br /&gt;
| Disband Warheads || Yes || No || Yes &lt;br /&gt;
| Remove up to {{TV|nukes|5}} from the nation. If the last {{TV|nuke}} is removed also cancel all progress on the {{TV|nuclear weapons}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Policies tab of the Nation intel window shows the available national policies. Here one can also find the diplomatic cooldown periods for countries, with whom certain diplomatic actions may become available after the timer expires. &lt;br /&gt;
&lt;br /&gt;
This is also where a player can choose to abandon their [[Nations#Control_Points|control points]] in the nation, which does not require a {{MissionIcon|Set National Policy}}[[Set National Policy]] mission or any {{TV|influence}} cost.&lt;br /&gt;
&lt;br /&gt;
== Gaining Regions ==&lt;br /&gt;
&lt;br /&gt;
One of the fastest ways to improve a nation is to simply gain control over more [[Regions]], taking them from whatever nations previously controlled these [[Regions]]. However, Terra Invicta takes place in an era where it is no longer acceptable for nations to arbitrarily expand their territories through mere military might.&lt;br /&gt;
&lt;br /&gt;
=== Claims ===&lt;br /&gt;
&lt;br /&gt;
Instead, a nation can only take a region if it has a &#039;&#039;&#039;claim&#039;&#039;&#039; on it. This claim represents a sufficient set of justifications (typically via a combination of historical, ethnic, geographical, and other factors) that the nation can use to argue that its control over a region is acceptable.&lt;br /&gt;
&lt;br /&gt;
Notably, the set of claims that a nation has can grow throughout the course of a campaign. There are several social science projects that add new claims and even new nations. Additional claims can also be acquired via [[Foreign_Relations#Peaceful_Unification|peaceful unifications]].&lt;br /&gt;
&lt;br /&gt;
For a list of all claims, see [[Claim List]], [[2026 Claim List]], or [[2070 Claim List]].&lt;br /&gt;
&lt;br /&gt;
==== Hostile Claims ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The people of this region generally do not wish to be a part of this nation. This causes lower cohesion rest states in democracies and higher unrest rest states in authoritarian states. After the region is annexed, sufficient investment in the Government or Unity priorities can remove this status.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Nation UI Tooltip for Hostile Claims, Terra Invicta, Version RC6.&lt;br /&gt;
&lt;br /&gt;
Claims can be hostile for two reasons:&lt;br /&gt;
* Historical: Because of certain historical events, the claim is simply innately hostile. Some of these historically hostile claims simply begin this way, but these hostile claims can also be generated in various ways, such as when acquiring new claims via [[Foreign_Relations#Peaceful_Unification|peaceful unifications]].&lt;br /&gt;
* Democratic: If the claiming nation&#039;s {{TV|democracy}} is at least 1.5 points lower than the region&#039;s current nation&#039;s {{TV|democracy}} score, then the claim becomes hostile.&lt;br /&gt;
&lt;br /&gt;
Claims that are hostile are typically more difficult to annex, and even after annexing, they give penalties to {{TV|base cohesion}} and/or {{TV|base unrest}} that is proportional to the fraction of the nation&#039;s {{TV|pop}} that currently lives in a hostile region.&lt;br /&gt;
&lt;br /&gt;
Specifically, the penalties are:&lt;br /&gt;
&amp;lt;pre&amp;gt;Base Cohesion Penalty = -1.6 × Hostile Population Fraction × Government&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Base Unrest Penalty = 1.6 × Hostile Population Fraction × (10 - Government)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After a hostile claim is annexed, the claim can be made non-hostile after sufficient investment in the {{TV|government priority}} or the {{TV|unity}}. Specifically, every 200 completions of either priority (added together) will make one hostile claim on an already annexed region into a non-hostile claim. If there are multiple candidates, then one is selected as follows:&lt;br /&gt;
# Remove all candidates that are not adjacent to any non-hostile region that also belongs to the nation, unless this would remove all candidates.&lt;br /&gt;
# Pick the candidate with the highest {{TV|pop}}.&lt;br /&gt;
&lt;br /&gt;
Note: In this context, adjacency includes even connections that are only open to friendly {{TV|armies}}.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox|Alien-Related}}&lt;br /&gt;
The [[Aliens#Alien_Administration|Alien Nation]] always has a non-hostile claim on every region of earth.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
=== Methods for Transferring Regions ===&lt;br /&gt;
&lt;br /&gt;
The following subsections discuss each of the possible methods by which a nation can gain control over more regions.&lt;br /&gt;
&lt;br /&gt;
==== Grant Independence ====&lt;br /&gt;
&lt;br /&gt;
Once a faction has consolidated executive control over a nation X, it may perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] councilor mission in the {{icon|capital|bgcolor=DarkSlateGray}}capital region of X to grant independence to a human nation Y with no regions if the following are true:&lt;br /&gt;
* Y has a claim on its desired {{icon|capital|bgcolor=DarkSlateGray}}capital region.&lt;br /&gt;
* The desired {{icon|capital|bgcolor=DarkSlateGray}}capital region of Y is not currently the {{icon|capital|bgcolor=DarkSlateGray}}capital region of X.&lt;br /&gt;
* X currently controls the desired {{icon|capital|bgcolor=DarkSlateGray}}capital region of Y.&lt;br /&gt;
&lt;br /&gt;
When this national policy is passed, the desired {{icon|capital|bgcolor=DarkSlateGray}}capital region of Y will be transferred from X to Y. In addition, the following effects also occur after the region is transferred:&lt;br /&gt;
# If X has {{icon|found military}}founded a military, then Y also {{icon|found military}}founds a military, if it hadn&#039;t already.&lt;br /&gt;
# If X has a complete {{icon|found space program}}spaceflight program, then Y also completes a {{icon|found space program}}spaceflight program, if it hadn&#039;t already.&lt;br /&gt;
# The {{TV|democracy}} and {{TV|cohesion}} of Y is set to those of X.&lt;br /&gt;
# The public opinion of Y is randomized via repeated applications of [[Nations#Changing_Public_Opinion|Propaganda]] towards random ideological coordinates. The strength and number applied decreases with the {{TV|cohesion}} of Y, with 10 {{TV|cohesion}} having no randomization at all.&lt;br /&gt;
# If X has less than 5 {{TV|cohesion}}, then reduce {{TV|unrest}} in X by (0 to 3) × Fraction of Population that X gave to Y.&lt;br /&gt;
# If X has less than 5 {{TV|cohesion}}, then reduce {{TV|unrest}} in Y by 0 to 3.&lt;br /&gt;
# Increase {{TV|cohesion}} in X by (0 to 2) × Fraction of Population that X gave to Y.&lt;br /&gt;
# Increase {{TV|cohesion}} in Y by 1 to 3.&lt;br /&gt;
# Every rival of X also becomes a rival of Y.&lt;br /&gt;
# Every ally of X also becomes an ally of Y.&lt;br /&gt;
# X and Y become allies.&lt;br /&gt;
# X and Y are put on a diplomatic cooldown of 180 days with each other.&lt;br /&gt;
&lt;br /&gt;
Note: It is also possible to grant independence to [[Foreign_Relations#Breakaway_Nations|Breakaway]] nations, but no regions are transferred when this happens, so that is not discussed in this subsection. That is instead discussed in [[Foreign_Relations#Granting_Independence]].&lt;br /&gt;
&lt;br /&gt;
==== Cede Territory ====&lt;br /&gt;
&lt;br /&gt;
This mechanic has been removed. It has been replaced by the Demand Territory policy.&lt;br /&gt;
&lt;br /&gt;
{{ObsoleteBox}}&lt;br /&gt;
Once a faction has consolidated executive control over a nation X, it may perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] councilor mission in the capital region of X to cede territory to a human nation Y if the following are true:&lt;br /&gt;
* Either Y is not a rival of X, or X and Y can improve their relations (they are not on a diplomatic cooldown).&lt;br /&gt;
* Y has a claim on a region controlled by X that is not currently the capital region of X.&lt;br /&gt;
&lt;br /&gt;
When this national policy is passed, every non-capital region of X that Y has a claim on will be transferred to Y. In addition, X and Y will be put on a diplomatic cooldown of 90 days.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
==== Demand Territory ====&lt;br /&gt;
&lt;br /&gt;
Once a faction has consolidated executive control over a [[Nations|nation]] X, it may perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] [[Councilors|councilor]] [[Missions|mission]] in the capital region of X to demand a [[Regions|region]] R from another nation Y if the following are true:&lt;br /&gt;
* X has a non-hostile [[Foreign_Relations#Claims|claim]] on R.&lt;br /&gt;
* R is not the {{icon|capital}}capital region of Y.&lt;br /&gt;
* The executive of Y is empty or the [[Factions|faction]] that owns this executive has consolidated executive control.&lt;br /&gt;
* Y is not in any [[Foreign_Relations#Wars|war]].&lt;br /&gt;
* X and Y can improve their relations (they are not on a diplomatic cooldown).&lt;br /&gt;
* X and Y are either not [[Foreign_Relations#Rivals|Rivals]] or can [[Foreign_Relations#Ending_Rivalries|end their rivalry]]. &lt;br /&gt;
** This means neither can be a [[Foreign_Relations#Breakaway_Nations|breakaway]] of the other. Because breakaway nations are permanently [[Foreign_Relations#Rivals|Rivals]] with their parent.&lt;br /&gt;
&lt;br /&gt;
When this national policy is passed:&lt;br /&gt;
* The region R is transferred from Y to X.&lt;br /&gt;
* If X and Y were [[Foreign_Relations#Rivals|Rivals]], then they [[Foreign_Relations#Ending_Rivalries|end their rivalry]].&lt;br /&gt;
* X and Y are put on a diplomatic cooldown of 90 days.&lt;br /&gt;
&lt;br /&gt;
==== Peaceful Unification ====&lt;br /&gt;
&lt;br /&gt;
Once a faction has consolidated executive control over a nation X, it may perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] councilor mission in the capital region of X to peacefully unify with (absorb) a human nation Y if one of the following sets of conditions are true:&lt;br /&gt;
#&lt;br /&gt;
#* X and Y are in the same [[Foreign_Relations#Federations|Federation]]. &amp;lt;br&amp;gt; &#039;&#039;&#039;Note&#039;&#039;&#039;: X does not need to be the federation leader or have the federation named after it.&lt;br /&gt;
#* X has a non-hostile claim on the desired capital region of Y.&lt;br /&gt;
#* X and Y can improve their relations (they are not on a diplomatic cooldown).&lt;br /&gt;
#* The faction has consolidated executive control over Y.&lt;br /&gt;
#* The faction owns all control points of Y.&lt;br /&gt;
#&lt;br /&gt;
#* Y is a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of X.&lt;br /&gt;
#* X is not at war with Y.&lt;br /&gt;
#* The faction owns all control points of Y.&lt;br /&gt;
#&lt;br /&gt;
#* X is a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of Y.&lt;br /&gt;
#* X is not at war with Y.&lt;br /&gt;
#* The faction owns all control points of X.&lt;br /&gt;
#* The faction owns the executive control point of Y.&lt;br /&gt;
&lt;br /&gt;
The third case functions pretty much identically to the second case, except that the faction is setting the policy in the other nation. &lt;br /&gt;
&lt;br /&gt;
In the first two cases, when this national policy is passed, every region of Y will be transferred to X. In addition, the following effects also occur after the regions are transferred:&lt;br /&gt;
# If X has completed a nuclear weapons program, then all of Y&#039;s {{TV|nukes}} are given to X. Otherwise the {{TV|nukes}} of Y simply disappear.&lt;br /&gt;
# If neither X nor Y have completed a nuclear weapons program, then 50% of Y&#039;s {{TV|develop atomic bomb}} progress is added to X&#039;s {{TV|develop atomic bomb}} progress, but the total sum is capped at {{TV|ip|1}} less than the cost of the {{TV|develop atomic bomb}}. &lt;br /&gt;
# If Y has completed a spaceflight program but X has not, then X completes a spaceflight program.&lt;br /&gt;
# If neither X nor Y have completed a spaceflight program, then 50% of Y&#039;s {{TV|found space program}} progress is added to X&#039;s {{TV|found space program}} progress, but the total sum is capped at {{TV|ip|1}} less than the cost of the {{TV|found space program}}. &lt;br /&gt;
# If Y has founded a military but X has not, then X founds a military.&lt;br /&gt;
# If neither X nor Y have founded a military, then 50% of Y&#039;s {{TV|found military}} progress is added to X&#039;s {{TV|found military}} progress, but the total sum is capped at {{TV|ip|1}} less than the cost of the {{TV|found military}}. &lt;br /&gt;
# For each other national priority, 50% of Y&#039;s priority progress is added to X&#039;s priority progress.&lt;br /&gt;
# All of Y&#039;s [[Nations#Funding|Funding]] is transferred to X.&lt;br /&gt;
# If the {{TV|democracy}} of X is less than (the {{TV|democracy}} of Y - 1), then the {{TV|unrest}} of X is increased by (the difference in their {{TV|democracy}} / 2), but capped at 9.8 total {{TV|unrest}}.&lt;br /&gt;
# If Y had any [[Foreign_Relations#Breakaway_Nations|Breakaway]] nations, then they are all peacefully granted independence from Y.&lt;br /&gt;
&lt;br /&gt;
See [[Peaceful Unification List]] and [[Full Unification List]] for a more detailed analysis of how each nation can increase its claims through peaceful unifications.&lt;br /&gt;
&lt;br /&gt;
==== Daily Check for Secession to Non-Extant Nations ====&lt;br /&gt;
&lt;br /&gt;
Every day at 10:30am, every human nation Y that currently does not have any regions will attempt to create itself by breaking away from the nation X that controls the desired capital region of Y. But this attempt only succeeds if all of the following conditions are true:&lt;br /&gt;
* X has at most {{TV|cohesion|3}}.&lt;br /&gt;
* X has at least {{TV|unrest|6}}.&lt;br /&gt;
* The desired capital region of Y is not the current capital region of X.&lt;br /&gt;
* A P% chance roll is passed, where P is calculated as follows:&lt;br /&gt;
*# Set P to (the {{TV|unrest}} of X / 2 - the {{TV|cohesion}} of X / 4 - the {{TV|democracy}} of X).&lt;br /&gt;
*# If X&#039;s claim on the region is [[Foreign_Relations#Hostile_Claims|hostile]], then multiply P by 3.&lt;br /&gt;
*# If there are {{TV|armies}} in the desired capital region of Y and X has less than {{TV|democracy|8}}, then divide P by 20 × the number of {{TV|armies}} in the desired capital region of Y.&lt;br /&gt;
*# Divide P by 75.&lt;br /&gt;
&lt;br /&gt;
If the attempt succeeds, then the desired capital region of Y is transferred from X to Y. Furthermore, for each non-capital region of X that is non-[[Foreign_Relations#Hostile_Claims|hostile]] claimed by Y and has no {{TV|armies}}, there is a Q% chance that the region will also be transferred to Y, where Q is (the {{TV|unrest}} of X × 6 - the {{TV|cohesion}} of X × 3 - the {{TV|democracy}} of X × 3).&lt;br /&gt;
&lt;br /&gt;
In addition, the following effects also occur after the regions are transferred:&lt;br /&gt;
# The {{TV|democracy}} and {{TV|cohesion}} of Y is set to those of X.&lt;br /&gt;
# The armies of Y are disbanded.&lt;br /&gt;
# Y becomes a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of X if X is not a [[Foreign_Relations#Breakaway_Nations|Breakaway]] of another nation.&lt;br /&gt;
# All of Y&#039;s control points are given to whichever faction raised the most unrest in X.&lt;br /&gt;
# Increase {{TV|cohesion}} in Y by 0 to 3.&lt;br /&gt;
# Set {{TV|unrest}} in Y to a random value between 0 and 4 inclusive.&lt;br /&gt;
# Increase {{TV|democracy}} in Y by (-2 to 0 + the Education of Y / 2.25).&lt;br /&gt;
# Reduce {{TV|miltech}} in Y by 0 to 0.5.&lt;br /&gt;
# Increase {{TV|inequality}} in Y by -1 to 1.&lt;br /&gt;
# Reduce {{TV|unrest}} in X by (0 to 6) × Fraction of Population that X gave to Y.&lt;br /&gt;
# Increase {{TV|cohesion}} in X by (1 to 3) × Fraction of Population that X gave to Y.&lt;br /&gt;
# X and Y become rivals if either the {{TV|democracy}} of X is less than 7 or some faction raised unrest in X.&lt;br /&gt;
&lt;br /&gt;
==== Periodic Check for Secession to Neighboring Nations ====&lt;br /&gt;
&lt;br /&gt;
Every 4 days at 10:30am, every human nation X will check if it should undergo a revolution or an organic coup. If not, then each non-capital region R of X will make an attempt to secede for each adjacent non-[[Foreign_Relations#Alliances|allied]] nation Y that has a non-[[Foreign_Relations#Hostile_Claims|hostile]] claim on R. But R&#039;s attempt to secede to Y only succeeds if all of the following conditions are true:&lt;br /&gt;
* X has at most {{TV|cohesion|3}}.&lt;br /&gt;
* X has at least {{TV|unrest|6}}.&lt;br /&gt;
* If Y is the [[Aliens#Alien_Administration|Alien Nation]], then {{icon|submit}}[[The Servants]] have at least 50% public support in X.&lt;br /&gt;
* A P% chance roll is passed, where P is calculated as follows:&lt;br /&gt;
*# Set P to (the {{TV|unrest}} of X - the {{TV|cohesion}} of X / 2 - the {{TV|democracy}} of X).&lt;br /&gt;
*# If X&#039;s claim on R is [[Foreign_Relations#Hostile_Claims|hostile]], then multiply P by 3.&lt;br /&gt;
*# If there are {{TV|armies}} in R and X has less than {{TV|democracy|8}}, then divide P by 20 × the number of {{TV|armies}} in R.&lt;br /&gt;
*# Divide P by 75.&lt;br /&gt;
*# If Y is the [[Aliens#Alien_Administration|Alien Nation]] and R has at least 50 [[Aliens#Alien_Xenoforming|Xenoflora Growth Levels]], then add (the [[Aliens#Alien_Xenoforming|Xenoflora Growth Levels]] in R / 100) to P.&lt;br /&gt;
&lt;br /&gt;
If the attempt succeeds, then the region R is transferred from X to Y. In addition, the following effects also occur:&lt;br /&gt;
* Increase {{TV|cohesion}} in Y by 0 to 2.&lt;br /&gt;
* Reduce {{TV|unrest}} in X by (0 to 6) × Fraction of Population that X gave to Y.&lt;br /&gt;
* Increase {{TV|cohesion}} in X by (1 to 3) × Fraction of Population that X gave to Y.&lt;br /&gt;
* X and Y become [[Foreign_Relations#Rivals|rivals]] if either the {{TV|democracy}} of X is less than 7 or some faction raised unrest in X via {{MissionIcon|Unrest}}[[Increase Unrest]] missions.&lt;br /&gt;
&lt;br /&gt;
Note: If a region has multiple different nations that it can secede to, then it will make an attempt for each one of them in descending order of {{TV|democracy}}.&lt;br /&gt;
&lt;br /&gt;
==== Post-Unrest Secession Check ====&lt;br /&gt;
&lt;br /&gt;
Every time a councilor from a faction F successfully performs an {{MissionIcon|Unrest}}[[Increase Unrest]] mission on a non-capital region R of a nation X, each human nation Y that currently does not have any regions and whose desired capital region is R will attempt to create itself by breaking away from X. This applies even if Y&#039;s claim on R is [[Foreign_Relations#Hostile_Claims|hostile]]. This attempt has a P% chance to succeed, where P is calculated as follows:&lt;br /&gt;
# Set P to 1000.&lt;br /&gt;
# If the mission was a critical success, then multiply P by 10.&lt;br /&gt;
# Divide P by the number of mission phases per month.&lt;br /&gt;
# If F has researched [[Freedom Fighters]], then multiply P by 1.5.&lt;br /&gt;
# If F researched a project that gave Y its claim on R, then multiply P by 3.&lt;br /&gt;
# Multiply P by (the {{TV|unrest}} of X - the {{TV|cohesion}} of X / 2).&lt;br /&gt;
# Subtract the {{TV|democracy}} of X from P.&lt;br /&gt;
# If X&#039;s claim on R is [[Foreign_Relations#Hostile_Claims|hostile]], then multiply P by 3.&lt;br /&gt;
# If there are armies in R and the {{TV|democracy}} of X is less than 8, then divide P by 20 × the number of armies in R.&lt;br /&gt;
# Divide P by 300.&lt;br /&gt;
&lt;br /&gt;
If the attempt succeeds, then the region R is transferred from X to Y. Furthermore, for each non-capital region of X that is non-[[Foreign_Relations#Hostile_Claims|hostile]] claimed by Y and has no armies, there is a Q% chance that the region will also be transferred to Y, where Q is calculated as follows:&lt;br /&gt;
# Set Q to 1000.&lt;br /&gt;
# If the mission was a critical success, then multiply Q by 10.&lt;br /&gt;
# If F has researched [[Freedom Fighters]], then multiply Q by 1.5.&lt;br /&gt;
# Divide Q by the number of mission phases per month.&lt;br /&gt;
# If F researched a project that gave Y its claim on R, then multiply Q by 3.&lt;br /&gt;
# Multiply Q by (the {{TV|unrest}} of X × 2 - the {{TV|cohesion}} of X - the {{TV|democracy}} of X).&lt;br /&gt;
# If X&#039;s claim on this region is [[Foreign_Relations#Hostile_Claims|hostile]], then set Q to 100.&lt;br /&gt;
&lt;br /&gt;
In addition, the following effects also occur:&lt;br /&gt;
* Y becomes a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of X if X is not a [[Foreign_Relations#Breakaway_Nations|Breakaway]] of another nation.&lt;br /&gt;
* All of Y&#039;s control points are given to faction F.&lt;br /&gt;
* Increase {{TV|cohesion}} in Y by 0 to 3.&lt;br /&gt;
* Set {{TV|unrest}} in Y to a random value between 0 and 4 inclusive.&lt;br /&gt;
* Increase {{TV|democracy}} in Y by (-2 to 0 + the {{TV|education}} of Y / 2.25).&lt;br /&gt;
* Reduce {{TV|miltech}} in Y by 0 to 0.5.&lt;br /&gt;
* Increase {{TV|inequality}} in Y by -1 to 1.&lt;br /&gt;
* Reduce {{TV|unrest}} in X by (0 to 6) × Fraction of Population that X gave to Y.&lt;br /&gt;
* Increase {{TV|cohesion}} in X by (1 to 3) × Fraction of Population that X gave to Y.&lt;br /&gt;
* X and Y become [[Foreign_Relations#Rivals|rivals]].&lt;br /&gt;
&lt;br /&gt;
==== War Annexation ====&lt;br /&gt;
&lt;br /&gt;
A human Army can perform an [[Annex Region]] operation on a region R owned by a nation X if:&lt;br /&gt;
* The army is not in battle.&lt;br /&gt;
* The army has at least 80% health remaining.&lt;br /&gt;
* Region R is not already being annexed by a different army.&lt;br /&gt;
* The army&#039;s home nation is [[Foreign_Relations#Wars|at war]] with X.&lt;br /&gt;
* R is not the capital {{icon|capital|bgcolor=DarkSlateGray}} region of X.&lt;br /&gt;
* R is fully occupied by a war alliance that includes the home nation of the army.&lt;br /&gt;
* One of the following is true:&lt;br /&gt;
** The home nation of the army has a (possibly [[Foreign_Relations#Hostile_Claims|hostile]]) claim on R.&lt;br /&gt;
** There is a human nation Y that currently does not have any regions and whose desired {{icon|capital|bgcolor=DarkSlateGray}}capital region is R.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Starting the [[Annex Region]] operation will usually result in the nation X (or a war ally) launching a nuke at the army, if they have any.&lt;br /&gt;
&lt;br /&gt;
The duration of the [[Annex Region]] operation is D days, where D is calculated as follows:&lt;br /&gt;
# Set D to (the {{TV|pop}} of R / the average {{TV|pop}} per region at the start of the game) ^ 0.75.&lt;br /&gt;
# Add (the area of R in km^2 / the median area of a region in km^2) ^ 0.5 to D.&lt;br /&gt;
# Multiply D by 45.&lt;br /&gt;
# If R is {{icon|rugged}}rugged, then multiply D by 1.25.&lt;br /&gt;
# Cap D between 45 and 270.&lt;br /&gt;
# Multiply D by the {{TV|miltech}} of X.&lt;br /&gt;
# Divide D by the {{TV|miltech}} of the army&#039;s home nation.&lt;br /&gt;
&lt;br /&gt;
If the home nation of the army has a claim on R, then the only thing that happens when the [[Annex Region]] operation completes is:&lt;br /&gt;
# Every human army whose home region is R is disbanded.&lt;br /&gt;
# R is transferred from X to the army&#039;s home nation.&lt;br /&gt;
&lt;br /&gt;
Otherwise, when the [[Annex Region]] operation completes, R is transferred to the human nation Y that currently does not have any regions and whose desired {{icon|capital|bgcolor=DarkSlateGray}}capital region is R. In addition, the following effects also occur:&lt;br /&gt;
* Y and the home nation of the annexing army become [[Foreign_Relations#Alliances|allies]].&lt;br /&gt;
* Y becomes a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of X if X is not a [[Foreign_Relations#Breakaway_Nations|Breakaway]] of another nation.&lt;br /&gt;
* All of Y&#039;s control points are given to the faction that owns the army that did the [[Annex Region]] operation. &lt;br /&gt;
* Increase {{TV|cohesion}} in Y by 0 to 3.&lt;br /&gt;
* Set {{TV|unrest}} in Y to a random value between 0 and 4 inclusive.&lt;br /&gt;
* Increase {{TV|democracy}} in Y by (-2 to 0 + the {{TV|Education}} of Y / 2.25).&lt;br /&gt;
* Reduce {{TV|miltech}} in Y by 0 to 0.5.&lt;br /&gt;
* Increase {{TV|inequality}} in Y by -1 to 1.&lt;br /&gt;
* Reduce {{TV|unrest}} in X by (0 to 6) × Fraction of {{TV|pop}} that X gave to Y.&lt;br /&gt;
* Increase {{TV|cohesion}} in X by (1 to 3) × Fraction of {{TV|pop}} that X gave to Y.&lt;br /&gt;
* X and Y become [[Foreign_Relations#Rivals|rivals]] if either the {{TV|democracy}} of X is less than 7 or some faction raised unrest in X.&lt;br /&gt;
* X [[Foreign_Relations#Declaring_Wars|declares war]] on Y, if able.&lt;br /&gt;
&lt;br /&gt;
==== War Conquest ====&lt;br /&gt;
&lt;br /&gt;
When an army completes the occupation of the {{icon|capital|bgcolor=DarkSlateGray}}capital region of a human nation X, the game first checks which of the war alliances against X contributed the most to the occupation of the capital region of X. This war alliance is considered the occupying alliance, and the nation that leads this war alliance is considered the lead occupier.&lt;br /&gt;
&lt;br /&gt;
The list of nations in the occupying alliance is then sorted such that:&lt;br /&gt;
* The Lead Occupier is set to go first.&lt;br /&gt;
* The other nations are sorted in descending order by how much they contributed to the occupation of the {{icon|capital|bgcolor=DarkSlateGray}}capital region of X.&lt;br /&gt;
* Nations that contributed the same amount are sorted in descending order by their [[Nations#Estimated_Military_Strength|Estimated Military Strength]].&lt;br /&gt;
&lt;br /&gt;
Then, one by one, each nation Y in the ordering will grab every remaining region R of X that Y has a claim on (even if it is [[Foreign_Relations#Hostile_Claims|hostile]]): every human army whose home region is R is disbanded, and then R is transferred from X to Y. &lt;br /&gt;
&lt;br /&gt;
In the end, if X has no remaining regions, then the now zero-region X is [[Foreign_Relations#Peaceful_Unification|unified]] into the nation that took the capital region of X.&lt;br /&gt;
&lt;br /&gt;
Otherwise, if X has any remaining regions, then the control points of X are given to the human faction that owns the executive control point of the lead occupier. If no such human faction exists, then the control points of X are given to a faction F that is determined as follows:&lt;br /&gt;
# Each human faction starts with a score of 0.&lt;br /&gt;
# Look at the set of all human-faction-owned armies whose home nations were at war with X and are still within the remaining regions of X. For each such army:&lt;br /&gt;
## Look at its home nation&#039;s {{TV|miltech}}, add in the Miltech bonuses from Councilors doing [[Advise]] missions on the home nation and from military habs in earth interface orbit. &lt;br /&gt;
## Multiply the total Miltech by the remaining health % of the army.&lt;br /&gt;
## Add this value to the score of the human faction that owns this army.&lt;br /&gt;
# If no such army exists, then the faction F is the undecided faction, and the control points of X are simply emptied out.&lt;br /&gt;
# Otherwise, the human faction with the highest score is chosen to be the faction F that takes over the control points of X.&lt;br /&gt;
&lt;br /&gt;
In addition, the following effects are applied:&lt;br /&gt;
# X is removed from all wars that it is involved in.&lt;br /&gt;
# X ends all alliances with nations that are at war with the lead occupier.&lt;br /&gt;
# X ends all rivalries with all members of the occupying alliance and all allies of the lead occupier.&lt;br /&gt;
# X initiates an alliance with all members of the occupying alliance.&lt;br /&gt;
# If any member of the occupying alliance is a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of X, it is peacefully granted independence from X.&lt;br /&gt;
# The {{TV|unrest}} of X is increased by some amount U, calculated as follows:&lt;br /&gt;
## Set U to be the fraction of the remaining regions of X that were fully occupied when the capital region of X was conquered.&lt;br /&gt;
## Multiply U by -6.&lt;br /&gt;
## Add (4 + the number of remaining armies of X) to U.&lt;br /&gt;
## If the faction F that takes over the control points of X has researched [[Psyops]], then subtract 3 from U.&lt;br /&gt;
## If the faction F that takes over the control points of X has researched [[Networked Psyops]], then subtract 3 from U.&lt;br /&gt;
## If the faction that owned the executive control point of X before F took over has researched [[Guerrilla Warfare]], then add 3 to U.&lt;br /&gt;
## If U is positive, then:&lt;br /&gt;
##* If F is a human faction that owns the executive control point of the lead occupier, then multiply U by (1 - public support fraction for F in X).&lt;br /&gt;
##* Otherwise, multiply U by (1 - public support fraction for (the most popular human faction in the lead occupier) in X).&lt;br /&gt;
## If F is a human faction, then subtract (0.25 × number of times F raised unrest in X) from U.&lt;br /&gt;
## Add a random value between -1 and 1 inclusive to U.&lt;br /&gt;
# The {{TV|cohesion}} of X is decreased by 0 to 3.&lt;br /&gt;
# The {{TV|democracy}} of X is decreased by 0 to 0.5.&lt;br /&gt;
# If the {{TV|democracy}} of X is still at least 5 and the {{TV|democracy}} of the lead occupier is less than the {{TV|democracy}} of X, then the {{TV|democracy}} of X is decreased by 25% to 75% of the difference between their {{TV|democracy}} scores.&lt;br /&gt;
# All records of which factions raised unrest in X are deleted.&lt;br /&gt;
&lt;br /&gt;
==== Alien Related ====&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox|Alien Related}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Conquering Non-Capital Regions for the [[Aliens#Alien_Administration|Alien Nation]]&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When an army whose home nation is the [[Aliens#Alien_Administration|Alien Nation]] completes the occupation of a non-capital region R of a human nation X, the region R is simply transferred from X to the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
&lt;br /&gt;
If this results in the creation of the [[Aliens#Alien_Administration|Alien Nation]], then it can trigger a [[Diplomacy#Alien_Specific|massive shift in inter-faction relationships]], as humanity recognizes the growing threat that is now in their midst.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Conquering Regions from the [[Aliens#Alien_Administration|Alien Nation]] when it has more than one Region&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When an army completes the occupation of a region R of the [[Aliens#Alien_Administration|Alien Nation]] such that R is not the only region of the [[Aliens#Alien_Administration|Alien Nation]], the region R will be transferred from the [[Aliens#Alien_Administration|Alien Nation]] to a human nation Y that has a claim on R.&lt;br /&gt;
&lt;br /&gt;
To determine which human nation Y should receive R, the game first checks which of the war alliances against the [[Aliens#Alien_Administration|Alien Nation]] contributed the most to the occupation of R. This war alliance is considered the occupying alliance, and the nation that leads this war alliance is considered the lead occupier.&lt;br /&gt;
&lt;br /&gt;
Each nation in the occupying alliance is then sorted in descending order by how much they contributed to the occupation of R, except the lead occupier is set to go first even if it didn&#039;t contribute anything.&lt;br /&gt;
&lt;br /&gt;
The first nation in this ordering that has a claim on R is chosen as the human nation Y that region R is transferred to. &lt;br /&gt;
&lt;br /&gt;
If no such nation exists, then a second ordering is created, consisting of every ally of the lead occupier, sorted in descending order by their [[Nations#Estimated_Military_Strength|estimated military strength]].&lt;br /&gt;
&lt;br /&gt;
The first nation in this ordering that has a claim on R is chosen as the human nation Y that region R is transferred to. &lt;br /&gt;
&lt;br /&gt;
If no such nation exists, then the game creates a list of every human nation:&lt;br /&gt;
* that has a claim on R.&lt;br /&gt;
* whose last capital region is R.&lt;br /&gt;
Then a random one is chosen as the human nation Y that region R is transferred to. &lt;br /&gt;
&lt;br /&gt;
If no such nation exists, then the game creates a list of every human nation:&lt;br /&gt;
* that has a claim on R.&lt;br /&gt;
* that is adjacent to R.&lt;br /&gt;
* whose executive control point is owned by some human faction.&lt;br /&gt;
* whose executive control point is owned by the same faction that owns the executive control point of the lead occupier. &lt;br /&gt;
Then a random one is chosen as the human nation Y that region R is transferred to. &lt;br /&gt;
&lt;br /&gt;
If no such nation exists, then the game creates a list of every human nation:&lt;br /&gt;
* that has a claim on R.&lt;br /&gt;
* that is adjacent to R.&lt;br /&gt;
Then a random one is chosen as the human nation Y that region R is transferred to. &lt;br /&gt;
&lt;br /&gt;
If no such nation exists, then the game creates a list of every human nation:&lt;br /&gt;
* that has a claim on R.&lt;br /&gt;
* whose executive control point is owned by some human faction.&lt;br /&gt;
* whose executive control point is owned by the same faction that owns the executive control point of the lead occupier. &lt;br /&gt;
Then a random one is chosen as the human nation Y that region R is transferred to. &lt;br /&gt;
&lt;br /&gt;
If no such nation exists, then the game creates a list of every human nation:&lt;br /&gt;
* that has a claim on R.&lt;br /&gt;
Then a random one is chosen as the human nation Y that region R is transferred to. &lt;br /&gt;
&lt;br /&gt;
Note that this time, the nation is guaranteed to exist, since every region in the game is claimed by at least one human nation.&lt;br /&gt;
&lt;br /&gt;
In addition to transferring the region R from the [[Aliens#Alien_Administration|Alien Nation]] to Y, the following effects occur:&lt;br /&gt;
* If Y has no regions other than R, then the lead occupier and all allies of the lead occupier that are also at war with the [[Aliens#Alien_Administration|Alien Nation]] make an alliance with Y.&lt;br /&gt;
* If Y has no regions other than R, then the control points of Y are given to the human faction that owns the executive control point of the lead occupier. If no such human faction exists, then the control points of Y are simply emptied out.&lt;br /&gt;
* If Y has no regions other than R, then the [[Aliens#Alien_Administration|Alien Nation]] declares war on Y.&lt;br /&gt;
&lt;br /&gt;
If R was the capital region of the [[Aliens#Alien_Administration|Alien Nation]] before it was transferred to Y, then the following additional effects occur:&lt;br /&gt;
* The faction that owns the army that occupied R:&lt;br /&gt;
** Has a 10% chance to complete the [[Access Alien Tech]] milestone.&lt;br /&gt;
** Has a 2% chance to complete the [[Access Hydra Corpus]] milestone.&lt;br /&gt;
** Has a 2% chance to complete the [[Access Live Salamander]] milestone.&lt;br /&gt;
*** If it fails that 2% chance, then it has a 5% chance to complete the [[Access Salamander Corpus]] milestone.&lt;br /&gt;
** Has a 10% chance to complete the [[Access War Dog Corpus]] milestone.&lt;br /&gt;
* {{TV|unrest}} in the [[Aliens#Alien_Administration|Alien Nation]] is increased by 1.&lt;br /&gt;
* A special [[Foreign_Relations#Post-Unrest_Secession_Check|Post-Unrest Secession Check]] is performed for every remaining region in the [[Aliens#Alien_Administration|Alien Nation]] except for its new capital region. This check is special in the following ways:&lt;br /&gt;
** The responsible faction F is the faction that owns the army that occupied R.&lt;br /&gt;
** The first three steps of computing P are replaced by setting P to 10000 × the {{TV|unrest}} in the [[Aliens#Alien_Administration|Alien Nation]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Conquering the Last Region from the [[Aliens#Alien_Administration|Alien Nation]]&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When an army completes the occupation of the last region R of the [[Aliens#Alien_Administration|Alien Nation]], the game first checks which of the war alliances against the [[Aliens#Alien_Administration|Alien Nation]] contributed the most to the occupation of R. This war alliance is considered the occupying alliance, and the nation that leads this war alliance is considered the lead occupier.&lt;br /&gt;
&lt;br /&gt;
Each nation in the occupying alliance is then sorted in descending order by how much they contributed to the occupation of R, except the lead occupier is set to go first even if it didn&#039;t contribute anything.&lt;br /&gt;
&lt;br /&gt;
Every human army whose home region is R is disbanded, and then R is transferred from the [[Aliens#Alien_Administration|Alien Nation]] to the first nation in the ordering that has a claim on R, if any exist.&lt;br /&gt;
&lt;br /&gt;
Then the [[Aliens#Alien_Administration|Alien Nation]] is &#039;&#039;&#039;overthrown&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Causing Revolutions in the [[Aliens#Alien_Administration|Alien Nation]] &amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each nation is [[Nations#Coups_and_revolutions|periodically]] checked for whether it should undergo a revolution.&lt;br /&gt;
&lt;br /&gt;
When a revolution occurs in the [[Aliens#Alien_Administration|Alien Nation]], the following steps occur:&lt;br /&gt;
# The Public Support factor is calculated as the fraction of the public that supports [[The Protectorate]] + 2 × the fraction of the public that supports {{icon|submit}}[[The Servants]] in the [[Aliens#Alien_Administration|Alien Nation]]. &lt;br /&gt;
#: Note: If [[The Protectorate]] does not exist due to custom campaign settings, the Public Support factor is calculated as 3 × the fraction of the public that supports {{icon|submit}}[[The Servants]] in the [[Aliens#Alien_Administration|Alien Nation]]. &lt;br /&gt;
# {{TV|unrest}} in the [[Aliens#Alien_Administration|Alien Nation]] decreases by (the Public Support factor × (0.8 to 1.2) + 2), capped between 3 and 6.&lt;br /&gt;
# {{TV|cohesion}} in the [[Aliens#Alien_Administration|Alien Nation]] increases by (the Public Support factor × (0.8 to 1.2)), capped at 3.&lt;br /&gt;
# If {{TV|inequality}} in the [[Aliens#Alien_Administration|Alien Nation]] is more than 2.5, then {{TV|inequality}} in the [[Aliens#Alien_Administration|Alien Nation]] decreases by (the Public Support factor × (0.8 to 1.2) × ({{TV|inequality}} / 2.5 - 1)), capped at 3.&lt;br /&gt;
# The [[Aliens#Alien_Administration|Alien Nation]] is &#039;&#039;&#039;overthrown&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Overthrowing the [[Aliens#Alien_Administration|Alien Nation]] &amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the [[Aliens#Alien_Administration|Alien Nation]] is overthrown, the following steps occur:&lt;br /&gt;
# For each remaining region R in the [[Aliens#Alien_Administration|Alien Nation]]:&lt;br /&gt;
## R takes a random amount of damage between 0% and 25%, multiplied by 2 if R is the capital region.&lt;br /&gt;
## If there is any human nation whose last capital region is R, then a random one is selected and marked to receive R. Otherwise:&lt;br /&gt;
### Let Y be a random human nation that has a claim on R, but each human nation whose executive control point is owned by [[The Academy]], [[The Protectorate]], or {{icon|submit}}[[The Servants]] is 1/100 times as likely to be picked as Y.&lt;br /&gt;
### If R is the capital region of the [[Aliens#Alien_Administration|Alien Nation]] or a 50% chance roll succeeds, then mark Y to receive R.&lt;br /&gt;
# For each human nation Y that is marked to receive regions from the [[Aliens#Alien_Administration|Alien Nation]]:&lt;br /&gt;
## If Y has no regions and the [[Aliens#Alien_Administration|Alien Nation]] was overthrown by a conquering alliance in war, then Y initiates an alliance with every member of the conquering alliance.&lt;br /&gt;
## Transfer all regions that Y is marked to receive from the [[Aliens#Alien_Administration|Alien Nation]] to Y.&lt;br /&gt;
## If the [[Aliens#Alien_Administration|Alien Nation]] was overthrown by a revolution, then assign the control points of Y to the factions that raised the most unrest in the [[Aliens#Alien_Administration|Alien Nation]], in exactly the same way as a revolution in a human nation would assign control points to unrest-raising factions.&lt;br /&gt;
## If the [[Aliens#Alien_Administration|Alien Nation]] was overthrown by a revolution, then {{TV|unrest}} in Y is decreased by 5.&lt;br /&gt;
## If the [[Aliens#Alien_Administration|Alien Nation]] was overthrown by a conquering alliance in war, then assign all control points of Y to the faction that owns the executive control point of the lead occupier.&lt;br /&gt;
# The [[Aliens]] gain 80 hate divided up among the human factions responsible for overthrowing it. Factions with greater responsibility receive a larger share of the 80 hate.&lt;br /&gt;
# If the [[Aliens#Alien_Administration|Alien Nation]] still has remaining regions, then {{TV|unrest}} in the [[Aliens#Alien_Administration|Alien Nation]] is decreased by (the number of regions transferred away from the [[Aliens#Alien_Administration|Alien Nation]]), capped between 5 and 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
=== Effects of Transferring Regions ===&lt;br /&gt;
&lt;br /&gt;
Whenever a region R is transferred from a nation X to a nation Y by any method, the following steps occur:&lt;br /&gt;
# The [[Nations#GDP_Per_Region|region GDP]] of R is removed from X.&lt;br /&gt;
# If R is the {{icon|capital region|bgcolor=DarkSlateGray}}capital region of X and X has other regions, then the {{icon|capital region|bgcolor=DarkSlateGray}}capital of X moves to one of its remaining regions (whichever has the most {{TV|pop}}).&lt;br /&gt;
# The region R is removed from X. (This removes the {{TV|pop}} of R from X.)&lt;br /&gt;
# The {{TV|miltech}} of nation Y is set to the weighted average of the {{icon|miltech}}[[Nations#Miltech|Miltechs]] of X and Y, where the weight of:&lt;br /&gt;
#* X is the sum of:&lt;br /&gt;
#** 1 &lt;br /&gt;
#** +1 if there is a human {{icon|army}}[[Nations#Armies|army]] whose home region is R &lt;br /&gt;
#** +1 if that human {{icon|army}}[[Nations#Armies|army]] has a {{icon|navy}}[[Nations#Navies|navy]] attached.&lt;br /&gt;
#* Y is the sum of:&lt;br /&gt;
#** The number of [[Regions]] owned by Y (excluding R) × 2&lt;br /&gt;
#** The number of {{icon|army}}[[Nations#Armies|armies]] owned by Y&lt;br /&gt;
#** The number of {{icon|navy}}[[Nations#Navies|navies]] owned by Y.&lt;br /&gt;
# The region R is added to Y. (This adds the {{TV|pop}} of R to Y.)&lt;br /&gt;
# If R was a {{icon|colony|bgcolor=DarkSlateGray}}colony region or a {{icon|resource region}}mining region (note: not an {{icon|oil}}oil region), then the {{TV|inequality}} of X decreases by 0.25 while the {{TV|inequality}} of Y increases by 0.25. Both of these {{TV|inequality}} changes are affected by the [[Nations#Population_Scaling_for_Nation_Stat_Changes|Population Scaling]] of their respective nations. &lt;br /&gt;
# If R is the desired {{icon|capital region|bgcolor=DarkSlateGray}}capital region of Y, then the {{icon|capital region|bgcolor=DarkSlateGray}}capital of Y moves to R.&lt;br /&gt;
# The GDP that was removed from X earlier is now added to Y.&lt;br /&gt;
# The [[Nations#Sustainability|Pollution Multiplier]] of Y is set to the weighted average of the [[Nations#Sustainability|Pollution Multipliers]] of X and Y, where the weight of:&lt;br /&gt;
#* X is the GDP added to Y divided by the total GDP of Y including the addition.&lt;br /&gt;
#* Y is (1 - the weight of X).&lt;br /&gt;
# The {{TV|education}} of Y is set to the weighted average of the {{icon|education}}[[Nations#Education|Educations]] of X and Y, where the weight of:&lt;br /&gt;
#* X is the {{TV|pop}} of R divided by the total {{TV|pop}} of Y including R&#039;s added {{TV|pop}}.&lt;br /&gt;
#* Y is (1 - the weight of X).&lt;br /&gt;
# The {{TV|unrest}} of Y is set to the weighted average of the {{icon|unrest|bgcolor=DarkSlateGray}}[[Nations#Unrest|Unrests]] of X and Y, where the weight of:&lt;br /&gt;
#* X is the {{TV|pop}} of R divided by the total {{TV|pop}} of Y including R&#039;s added {{TV|pop}}.&lt;br /&gt;
#* Y is (1 - the weight of X).&lt;br /&gt;
# The {{TV|cohesion}} of Y is set to the weighted average of the {{icon|cohesion|bgcolor=DarkSlateGray}}[[Nations#Cohesion|Cohesions]] of X and Y, where the weight of:&lt;br /&gt;
#* X is the {{TV|pop}} of R divided by the total {{TV|pop}} of Y including R&#039;s added {{TV|pop}}.&lt;br /&gt;
#* Y is (1 - the weight of X).&lt;br /&gt;
# The {{TV|cohesion}} of Y is reduced by 0.25. Note: If cohesion is reduced below zero, {{icon|democracy|bgcolor=DarkSlateGray}}Government and {{icon|unrest|bgcolor=DarkSlateGray}}Unrest values are changed. See [[Nations#Underflowing_Cohesion|Underflowing Cohesion]] for details.&lt;br /&gt;
# The {{TV|inequality}} of Y is set to the weighted average of the {{icon|inequality|bgcolor=DarkSlateGray}}[[Nations#Inequality|Inequalities]] of X and Y, where the weight of:&lt;br /&gt;
#* X is the {{TV|pop}} of R divided by the total {{TV|pop}} of Y including R&#039;s added {{TV|pop}}.&lt;br /&gt;
#* Y is (1 - the weight of X).&lt;br /&gt;
# The [[Nations#Public_Opinion|Public Opinion]] of Y is set to the weighted average of the [[Nations#Public_Opinion|Public Opinions]] of X and Y, where the weight of:&lt;br /&gt;
#* X is the {{TV|pop}} of R divided by the total {{TV|pop}} of Y including R&#039;s added {{TV|pop}}.&lt;br /&gt;
#* Y is (1 - the weight of X).&lt;br /&gt;
# The human [[Nations#Armies|army]] whose home region is R (if any) is assigned to one of Y&#039;s control points.&lt;br /&gt;
# If the region R has {{icon|sto defense}}[[Nations#Space_Defenses|Space Defenses]] but the nation Y cannot build {{icon|sto defense}}[[Nations#Space_Defenses|Space Defenses]], then the {{icon|sto defense}}[[Nations#Space_Defenses|Space Defenses]] of R are removed.&lt;br /&gt;
&lt;br /&gt;
Whenever a set of regions are transferred from X to Y, the game simply transfers each region sequentially. After which, the following effects are applied:&lt;br /&gt;
* If Y did not have any regions before the set of transfers, then all {{icon|colony|bgcolor=DarkSlateGray}}colony regions transferred to Y are decolonized.&lt;br /&gt;
* Otherwise, the game records the {{TV|gdppc}} of Y before the set of transfers.&lt;br /&gt;
** For each {{icon|colony|bgcolor=DarkSlateGray}}colony region R that is transferred from X to Y, if the {{icon|gdppc|bgcolor=DarkSlateGray}}[[Nations#GDP_Per_Region|region GDPPC]] that R had before the transfer is higher than (0.667 × this recorded {{icon|gdppc|bgcolor=DarkSlateGray}}GDPPC value), then R is decolonized.&lt;br /&gt;
** For each non-{{icon|colony|bgcolor=DarkSlateGray}}colony region R that is transferred from X to Y, if R was originally a {{icon|colony|bgcolor=DarkSlateGray}}colony region of Y at the start of the game, R did not get decolonized by the {{TV|welfare}}, and the {{icon|gdppc|bgcolor=DarkSlateGray}}[[Nations#GDP_Per_Region|region GDPPC]] that R had before the transfer is lower than (0.667 × this recorded {{icon|gdppc|bgcolor=DarkSlateGray}}GDPPC value × 1.25 if R is a resource region), then R is recolonized.&lt;br /&gt;
* Y gains a claim on every region transferred to Y.&lt;br /&gt;
** If Y did not previously have a claim on this region, then the new claim is [[Foreign_Relations#Hostile_Claims|hostile]].&lt;br /&gt;
* If Y had any regions before the set of transfers, and X had more than 1.5 more {{TV|democracy}} than Y, then Y&#039;s claim on every transferred region becomes [[Foreign_Relations#Hostile_Claims|hostile]].&lt;br /&gt;
* X&#039;s claim on every transferred region becomes non-[[Foreign_Relations#Hostile_Claims|hostile]].&lt;br /&gt;
* If X no longer has any regions after the set of transfers, then:&lt;br /&gt;
** All contributions by X to region occupations are removed.&lt;br /&gt;
** X is removed from all [[Foreign_Relations#Wars|wars]] it is involved in.&lt;br /&gt;
** All [[Foreign_Relations#Alliances|alliances]] and [[Foreign_Relations#Rivals|rivalries]] with X are ended.&lt;br /&gt;
** All [[Foreign_Relations#Breakaway_Nations|Breakaway]] nations of X are peacefully granted independence.&lt;br /&gt;
** X is removed from its [[Foreign_Relations#Federations|federation]], if it was in one.&lt;br /&gt;
** All records of which [[Factions]] raised unrest in X are deleted.&lt;br /&gt;
** All diplomatic cooldowns with X are removed.&lt;br /&gt;
&lt;br /&gt;
== Diplomatic Relations ==&lt;br /&gt;
&lt;br /&gt;
[[File:Relations tab.png|thumb|320px|Relations view&amp;lt;br&amp;gt;Nation flags in the list of allies and rivals can be mouseover-ed to bring up a tooltip with details on possible policy actions and their requirements.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The Relations tab describes the relationships between this nation and other nations.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Allies are nations that will support this nation when attacked, and may hold a policy vote to join in a war started by this nation. Allies may host one another&#039;s armies, as well.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Rivals are nations with which this nation may go to war.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Changes in relations between nations are accomplished by policy votes, which may be initiated by a councilor or by the nation itself.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Nation UI Tooltip for Relations, Terra Invicta, 0.4.90.&lt;br /&gt;
&lt;br /&gt;
Relations between a pair of nations can be in one of four states, which are from best to worst:&lt;br /&gt;
# Ally&lt;br /&gt;
# Neutral&lt;br /&gt;
# Rival&lt;br /&gt;
# War&lt;br /&gt;
&lt;br /&gt;
A pair of nations can also be federated, which forces the ally relation between them.&lt;br /&gt;
&lt;br /&gt;
A pair of nations can also have one be a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of the other, which forces the rival relation between them.&lt;br /&gt;
&lt;br /&gt;
Changes in relations often trigger diplomatic cooldowns between nations that must be waited out before relations between them can be improved. &lt;br /&gt;
&lt;br /&gt;
The faction responsible for the change in relation can reduce the diplomatic cooldown duration by researching the [[Corridor Diplomacy]], [[Common Cause]], and [[United Effort|Crisis Diplomacy]] projects, which each multiply the duration by 0.8, compounding. If the faction responsible is the {{icon|alien}}[[Aliens]], the diplomatic cooldown duration is multiplied by 0.25.&lt;br /&gt;
&lt;br /&gt;
=== Alliances ===&lt;br /&gt;
&lt;br /&gt;
==== Effects ====&lt;br /&gt;
&lt;br /&gt;
* Being allied is one of the requirements for [[Foreign_Relations#Federations|Federating]].&lt;br /&gt;
* Certain councilor missions become [[Missions#Mission_Modifiers|easier to perform]] in allied nations.&lt;br /&gt;
* War-capable allies can join, deter, or prevent [[Foreign_Relations#Declaring_Wars|wars]].&lt;br /&gt;
&lt;br /&gt;
==== Proposing Alliances ====&lt;br /&gt;
&lt;br /&gt;
Any nation X can propose an alliance with any other nation Y if all of the following conditions are true:&lt;br /&gt;
* Y has at least one region.&lt;br /&gt;
* X and Y are not at war.&lt;br /&gt;
* X and Y are not rivals.&lt;br /&gt;
* X and Y are not already allies.&lt;br /&gt;
* X and Y are not on diplomatic cooldown.&lt;br /&gt;
* X is not allied to any [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of Y.&lt;br /&gt;
* Y is not allied to any [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of X.&lt;br /&gt;
* X is not allied to a nation that Y is a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of.&lt;br /&gt;
* Y is not allied to a nation that X is a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of.&lt;br /&gt;
* One of the following is true:&lt;br /&gt;
** X has more than 2 control points.&lt;br /&gt;
** Y has more than 2 control points.&lt;br /&gt;
** X has a claim on some region of Y.&lt;br /&gt;
** Y has a claim on some region of X.&lt;br /&gt;
** X and Y are adjacent.&lt;br /&gt;
** X has a navy.&lt;br /&gt;
** Y has a navy.&lt;br /&gt;
&lt;br /&gt;
The faction that controls the executive control point of X has to pay {{TV|influence|10}} to propose an alliance with Y, but does not need to use a [[Councilors|councilor]] to do so.&lt;br /&gt;
&lt;br /&gt;
The faction that controls the executive control point of Y gets to decide whether to accept or reject the proposal:&lt;br /&gt;
* If the proposal is rejected, then X and Y are put on a diplomatic cooldown of 60 days.&lt;br /&gt;
* If the proposal is accepted, then X and Y are allied, and are put on a diplomatic cooldown of 90 days.&lt;br /&gt;
&lt;br /&gt;
==== Ending Alliances ====&lt;br /&gt;
&lt;br /&gt;
Any nation X can end an alliance with any other nation Y if all of the following conditions are true:&lt;br /&gt;
* X and Y are allies.&lt;br /&gt;
* X and Y are not in the same [[Foreign_Relations#Federations|federation]].&lt;br /&gt;
&lt;br /&gt;
The faction that controls the executive control point of X has to pay {{TV|influence|10}} to end an alliance with Y, but does not need to use a [[Councilors|councilor]] to do so.&lt;br /&gt;
&lt;br /&gt;
This ending of an alliance cannot be rejected by anyone.&lt;br /&gt;
&lt;br /&gt;
X and Y are put on a diplomatic cooldown of 90 days after X ends its alliance with Y.&lt;br /&gt;
&lt;br /&gt;
=== Rivals ===&lt;br /&gt;
&lt;br /&gt;
==== Effects ====&lt;br /&gt;
&lt;br /&gt;
* Being rivals is one of the requirements for [[Foreign_Relations#Declaring_Wars|Declaring War]].&lt;br /&gt;
* Certain councilor missions become [[Missions#Mission_Modifiers|harder to perform]] in rival nations.&lt;br /&gt;
* May increase {{TV|base cohesion}}.&lt;br /&gt;
&lt;br /&gt;
==== Initiating Rivalries ====&lt;br /&gt;
&lt;br /&gt;
Any nation X can initiate a rivalry with any other nation Y if all of the following conditions are true:&lt;br /&gt;
* Y has at least one region.&lt;br /&gt;
* X and Y are not at war.&lt;br /&gt;
* X and Y are not already rivals.&lt;br /&gt;
* X and Y are not allies.&lt;br /&gt;
* One of the following is true:&lt;br /&gt;
** X has more than 2 control points.&lt;br /&gt;
** Y has more than 2 control points.&lt;br /&gt;
** X has a claim on some region of Y.&lt;br /&gt;
** X and Y are adjacent.&lt;br /&gt;
** X has a navy.&lt;br /&gt;
&lt;br /&gt;
The faction that controls the executive control point of X has to pay {{TV|influence|10}} to initiate a rivalry with Y, but does not need to use a councilor to do so.&lt;br /&gt;
&lt;br /&gt;
This initiation of a rivalry cannot be rejected by anyone.&lt;br /&gt;
&lt;br /&gt;
X and Y are put on a diplomatic cooldown of 90 days after X initiates a rivalry with Y.&lt;br /&gt;
&lt;br /&gt;
==== Ending Rivalries ====&lt;br /&gt;
&lt;br /&gt;
Any nation X can propose ending a rivalry with any other nation Y if all of the following conditions are true:&lt;br /&gt;
* X and Y are rivals.&lt;br /&gt;
* X and Y are not at war.&lt;br /&gt;
* X is not a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of Y.&lt;br /&gt;
* Y is not a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of X.&lt;br /&gt;
* Y is not allied to a nation that X is a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of. (Not Mirrored??)&lt;br /&gt;
* Y is not allied to a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation of X. (Not Mirrored??)&lt;br /&gt;
&lt;br /&gt;
The faction that controls the executive control point of X has to pay {{TV|influence|10}} to propose ending a rivalry with Y, but does not need to use a councilor to do so.&lt;br /&gt;
&lt;br /&gt;
The faction that controls the executive control point of Y gets to decide whether to accept or reject the proposal:&lt;br /&gt;
* If the proposal is rejected, then X and Y are put on a diplomatic cooldown of 60 days.&lt;br /&gt;
* If the proposal is accepted, then X and Y end their rivalry, and are put on a diplomatic cooldown of 90 days.&lt;br /&gt;
&lt;br /&gt;
=== Breakaway Nations ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
■■■■■ is a de facto autonomous state whose nationhood is not recognized by the nation that claims its territory, ■■■■■. It is in a permanent rivalry with that nation. It will function as an independent nation with some limitations: it cannot declare or join wars, or join federations. It may declare independence, ending its breakaway status but allowing the parent nation to declare war. Allies will have the option to participate in the war. Any allies of this nation will also enter into a rivalry with the parent nation.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Nation UI Tooltip for Breakaway Nations, Terra Invicta, 0.4.90.&lt;br /&gt;
&lt;br /&gt;
When the game starts there are four &#039;&#039;&#039;breakaway nations&#039;&#039;&#039; - [[TWN|Taiwan]], [[PAL|Palestine]], [[YMS|South Yemen]], and [[SOL|Somaliland]]. Additional breakaway nations can be created via secession movements, liberations in wars, and peaceful unifications into non-democratic nations.&lt;br /&gt;
&lt;br /&gt;
==== Granting Independence ====&lt;br /&gt;
&lt;br /&gt;
Any nation X can grant independence to any nation Y that is a breakaway nation of X.&lt;br /&gt;
&lt;br /&gt;
The faction that has consolidated executive control of X must send a councilor to perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] mission in X to grant independence to Y.&lt;br /&gt;
&lt;br /&gt;
This granting of independence cannot be rejected by anyone.&lt;br /&gt;
&lt;br /&gt;
When X grants independence to Y, Y will no longer be a Breakaway Nation of X, and X and Y will end their [[Foreign_Relations#Rivals|rivalry]].&lt;br /&gt;
&lt;br /&gt;
==== Declaring Independence ====&lt;br /&gt;
&lt;br /&gt;
Any breakaway nation X can declare independence from its parent nation Y.&lt;br /&gt;
&lt;br /&gt;
The faction that owns the executive control point of X must send a councilor to perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] mission in X to declare independence from Y.&lt;br /&gt;
&lt;br /&gt;
This declaration of independence cannot be rejected by anyone.&lt;br /&gt;
&lt;br /&gt;
When X declares independence from Y, X will no longer be a breakaway nation of Y, and Y will be automatically forced to [[Foreign_Relations#Declaring_Wars|declare war]] on X.&lt;br /&gt;
&lt;br /&gt;
=== Federations ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Federations are groupings of closely aligned nations that are pledged to provide mutual defense and share space program funding and boost. Members also receive a bonus to investments in the Economy priority. They are led by the member nation with the most significant international ambitions (claims).&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;To join a federation, a nation must have claims on its territory by at least one of the federation&#039;s member nations, be allied with one of the members, and has secured normalized relations with all other members.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Nations may apply to join a federation using the Set Policy mission; the lead nation will approve or disapprove the request. The lead nation may also invite qualifying nations to join.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
~ Nation UI Tooltip for Federations, Terra Invicta, 0.4.90.&lt;br /&gt;
&lt;br /&gt;
==== Effects ====&lt;br /&gt;
&lt;br /&gt;
* Being part of the same federation is one of the requirements for a [[Foreign_Relations#Peaceful_Unification|peaceful unification]].&lt;br /&gt;
* Federation members are all forcefully [[Foreign_Relations#Alliances|allied]] to one another.&lt;br /&gt;
* Federation members share {{icon|boost}}[[Nations#Boost|Boost]] and {{icon|funding}}[[Nations#Funding|Funding]]: each member&#039;s share is proportional to (the number of its control points) ^ 3.&lt;br /&gt;
* Federation members can build {{icon|mc}}[[Nations#Mission_Contro|Mission Control]] if any member has completed a [[Nations#List_of_Priorities|Spaceflight Program]].&lt;br /&gt;
* Certain councilor missions become [[Missions#Mission_Modifiers|easier to perform]] in other federation members.&lt;br /&gt;
* Federation members receive an {{TV|economy}} bonus of (total GDP of other federation members in billions ^ 0.25 / 2)%, rounded to the nearest 1%. This also affects the cost of  [[Nations#Direct_Investment|Direct Investments]] into the {{TV|economy}}.&lt;br /&gt;
&lt;br /&gt;
==== Joining Federations ====&lt;br /&gt;
&lt;br /&gt;
Any nation X can propose joining in federation with any other nation Y if all of the following conditions are true:&lt;br /&gt;
* X has at least one region.&lt;br /&gt;
* X is not a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation.&lt;br /&gt;
* X is not in a federation or X is the leader of its federation.&lt;br /&gt;
* Y has at least one region.&lt;br /&gt;
* Y is not a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation.&lt;br /&gt;
* Y is not in a federation or Y is the leader of its federation.&lt;br /&gt;
*: &#039;&#039;Note: If Y is not the leader of its federation, X can still federate with Y, but it has to ask the leader of Y&#039;s federation, not Y.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If X is not in a federation but Y is the leader of a federation F, then:&lt;br /&gt;
** Some member of F is [[Foreign_Relations#Alliances|allied]] with X and not on diplomatic cooldown with X.&lt;br /&gt;
** No member of F has a rivalry with X.&lt;br /&gt;
** No member of F is at war with X.&lt;br /&gt;
** Some member of F has a claim on some region of X, or X has a claim on some region of some member of F.&lt;br /&gt;
** Every member of F that is not already [[Foreign_Relations#Alliances|alli]]ed with X is able to propose an [[Foreign_Relations#Alliances|alli]]ance with X.&lt;br /&gt;
&lt;br /&gt;
* If X is not in a federation and Y is not in a federation, then: &lt;br /&gt;
** X and Y are [[Foreign_Relations#Alliances|alli]]es.&lt;br /&gt;
** X has a claim on some region of Y or Y has a claim on some region of X.&lt;br /&gt;
** X and Y are not on diplomatic cooldown.&lt;br /&gt;
** Some faction has consolidated executive control of Y.&lt;br /&gt;
&lt;br /&gt;
* If X is the leader of a federation F, then: &lt;br /&gt;
** Y is not in a federation.&lt;br /&gt;
** Some faction has consolidated executive control of Y.&lt;br /&gt;
** Some member of F is [[Foreign_Relations#Alliances|alli]]ed with Y and not on diplomatic cooldown with Y.&lt;br /&gt;
** No member of F has a rivalry with Y.&lt;br /&gt;
** No member of F is at war with Y.&lt;br /&gt;
** Some member of F has a claim on some region of Y, or Y has a claim on some region of some member of F.&lt;br /&gt;
** Every member of F that is not already [[Foreign_Relations#Alliances|alli]]ed with Y is able to propose an [[Foreign_Relations#Alliances|alli]]ance with Y.&lt;br /&gt;
&lt;br /&gt;
The faction that has consolidated executive control of X must send a councilor to perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] mission in X to propose joining in federation with Y.&lt;br /&gt;
&lt;br /&gt;
The faction that controls the executive control point of Y gets to decide whether to accept or reject the proposal:&lt;br /&gt;
* If the proposal is rejected, then X and Y are put on a diplomatic cooldown of 60 days.&lt;br /&gt;
* If the proposal is accepted, then X and Y are federated, and are put on a diplomatic cooldown of 360 days. Furthermore:&lt;br /&gt;
** If X joined a federation that Y was the leader of, then X is [[Foreign_Relations#Alliances|alli]]ed to and put on a diplomatic cooldown of 360 days with all other federation members.&lt;br /&gt;
** If Y joined a federation that X was the leader of, then Y is [[Foreign_Relations#Alliances|alli]]ed to and put on a diplomatic cooldown of 360 days with all other federation members.&lt;br /&gt;
&lt;br /&gt;
==== Leaving Federations ====&lt;br /&gt;
&lt;br /&gt;
Any nation X can leave a federation F if all of the following conditions are true:&lt;br /&gt;
* X has at least one region.&lt;br /&gt;
* X is in the federation F.&lt;br /&gt;
* X is not the leader of F.&lt;br /&gt;
&lt;br /&gt;
The faction that has consolidated executive control of X must send a councilor to perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] mission in X to leave the federation F.&lt;br /&gt;
&lt;br /&gt;
This leaving of a federation can be rejected by the federation leader if that leader has less than 4 {{icon|democracy}}[[Nations#Government|Government]].&lt;br /&gt;
&lt;br /&gt;
X is put on a diplomatic cooldown of 720 days with all other members of F after X leaves F.&lt;br /&gt;
&lt;br /&gt;
==== Examples of Federations ====&lt;br /&gt;
&lt;br /&gt;
2022 scenario start:&lt;br /&gt;
* {{Icon|RUSU|size=50px}} &#039;&#039;&#039;Eurasian Union:&#039;&#039;&#039; [[RUS|Russia]] (leader), [[ARM|Armenia]], [[BLR|Belarus]], [[KAZ|Kazakhstan]], [[KGZ|Kyrgyzstan]].&lt;br /&gt;
* {{Icon|EUAU|size=50px}} &#039;&#039;&#039;European Union:&#039;&#039;&#039; [[EUA|France]] (leader), [[ALP|Austria]], [[BGM|Belgium-Luxembourg]], [[BUL|Bulgaria]], [[CRS|Croatia]], [[CZE|Czechia]], [[DEN|Denmark]], [[EST|Estonia]]. [[FIN|Finland]], [[DEU|Germany]], [[GRE|Greece]], [[HUN|Hungary]], [[IRL|Ireland]], [[ITA|Italy]], [[LVA|Latvia]], [[LTU|Lithuania]], [[NET|Netherlands]], [[POL|Poland]], [[PRT|Portugal]], [[ROM|Romania]], [[SCA|Sweden]], [[SLO|Slovakia]], [[SLV|Slovenia]], [[ESP|Spain]].&lt;br /&gt;
&lt;br /&gt;
2070 scenario start:&lt;br /&gt;
* {{Icon|EUAU|size=50px}} &#039;&#039;&#039;European Union:&#039;&#039;&#039; [[2070 EUA|European Union]] (leader), [[2070 SCA|Nordic Federation]], [[2070 SLO|Slovakia]].&lt;br /&gt;
* {{Icon|PAL|size=50px}} &#039;&#039;&#039;Palestinian Federation&#039;&#039;&#039; [[2070 PAL|Palestine]] (leader), [[2070 JOR|Jordan]].&lt;br /&gt;
* {{Icon|AUSU|size=50px}} &#039;&#039;&#039;Republic of the Southern Cross&#039;&#039;&#039; [[2070 AUS|Australia]] (leader), [[2070 NZL|New Zealand]].&lt;br /&gt;
&lt;br /&gt;
When a federation or unification is created, it will have the name and flag of its initial nation. However, certain nations will create federations or unifications with unique names and flags.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! New Federation / Nation !! Founding nation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag African Union.png|50px]] African Union || [[File:Flag Ethiopia.png|50px]] Ethiopia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Guatemala.png|50px]] Central American Confederation || [[File:Flag Guatemala.png|50px]] Guatemala&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Kazakhstan.png|50px]] Central Asian Union || [[File:Flag Kazakhstan.png|50px]] Kazakhstan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Czechia.png|50px]] Czechoslovakia || [[File:Flag Czechia.png|50px]] Czechia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag East African Federation.png|50px]] East African Federation || [[File:Flag Tanzania.png|50px]] Tanzania&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Eurasian Union.png|50px]] Eurasian Union || [[File:Flag Russia.png|50px]] Russia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag European Union.png|50px]] European Union || [[File:Flag France.png|50px]] France&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Germany.png|50px]] Germany || [[File:Flag Germany.png|50px]] Germany&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Colombia.png|50px]] Gran Colombia || [[File:Flag Colombia.png|50px]] Colombia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag UnitedBantuNation.png|50px]] Great Bantu Free State || [[File:Flag Angola.png|50px]] Angola&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Indonesia.png|50px]] Indonesia || [[File:Flag Indonesia.png|50px]] Indonesia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Nigeria.png|50px]] Nigerian Confederation || [[File:Flag Nigeria.png|50px]] Nigeria&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag UnitedNordicStates.png|50px]] Nordic Federation || [[File:Flag Sweden.png|50px]] Sweden&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Japan.png|50px]] Pacific Defense League || [[File:Flag Japan.png|50px]] Japan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag PanAsian Cooperative.png|50px]] Pan-Asian Combine || [[File:Flag China.png|50px]] China&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 30px;&amp;quot;&lt;br /&gt;
! New Federation / Nation !! Founding nation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag North Korea.png|50px]] People&#039;s Republic of Korea || [[File:Flag North Korea.png|50px]] North Korea&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Peru.png|50px]] Peruvian Confederation || [[File:Flag Peru.png|50px]] Peru&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Taiwan.png|50px]] Republic of China || [[File:Flag Taiwan.png|50px]] Taiwan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South Korea.png|50px]] Republic of Korea || [[File:Flag South Korea.png|50px]] South Korea&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Republic Of The Southern Cross.png|50px]] Republic of the Southern Cross || [[File:Flag Australia.png|50px]] Australia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Slavic Commonwealth.png|50px]] Slavic Commonwealth || [[File:Flag Poland.png|50px]] Poland&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag South American Union.png|50px]] South American Union || [[File:Flag Bolivia.png|50px]] Bolivia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Southeast Asian Alliance.png|50px]] Southeast Asian Alliance || [[File:Flag Thailand.png|50px]] Thailand&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Tamazgha.png|50px]] Tamazgha || [[File:Flag Algeria.png|50px]] Algeria&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Turkestan.png|50px]] Turkestan || [[File:Flag Turkey.png|50px]] Turkey&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Arab League.png|50px]] United Arab League || [[File:Flag Egypt.png|50px]] Egypt&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United Kingdom.png|50px]] United Kingdom || [[File:Flag England.png|50px]] England&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Malaysia.png|50px]] United Malay Nation || [[File:Flag Malaysia.png|50px]] Malaysia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag United States of NorthAmerica.png|50px]] United States of North America || [[File:Flag United States.png|50px]] United States of America&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flag Yugoslavia.png|50px]] Yugoslavia || [[File:Flag Serbia.png|50px]] Southern Balkan States&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(work in progress, contributions are welcome)&lt;br /&gt;
&lt;br /&gt;
=== Wars ===&lt;br /&gt;
&lt;br /&gt;
A nation is considered war-capable if it is not a [[Foreign_Relations#Breakaway_Nations|Breakaway]] nation and it has an army or a nuke.&lt;br /&gt;
&lt;br /&gt;
==== Effects ====&lt;br /&gt;
&lt;br /&gt;
* Allows [[Terrestrial_Warfare]].&lt;br /&gt;
* Increases {{TV|base cohesion}}.&lt;br /&gt;
* Slowly decreases {{TV|democracy}}.&lt;br /&gt;
&lt;br /&gt;
==== Declaring Wars ====&lt;br /&gt;
&lt;br /&gt;
Any war-capable nation X can declare war on any other nation Y if all of the following conditions are true:&lt;br /&gt;
* X and Y are [[Foreign_Relations#Rivals|rivals]].&lt;br /&gt;
* There is no war-capable nation that is [[Foreign_Relations#Alliances|allied]] to both X and Y.&lt;br /&gt;
* Y would be an accessible war enemy.&lt;br /&gt;
&lt;br /&gt;
The faction that owns the executive control point of X must send a [[Councilors|councilor]] to perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] mission in X to declare war on Y.&lt;br /&gt;
&lt;br /&gt;
This declaration of war cannot be rejected by anyone.&lt;br /&gt;
&lt;br /&gt;
When X declares war on Y, the following steps occur:&lt;br /&gt;
# If it has been less than 90 days since X and Y became rivals, then the {{TV|cohesion}} of X decreases by 0.5 × (1 - days since X and Y became rivals / 90) × the {{TV|democracy}} of X.&lt;br /&gt;
# X gains {{TV|cohesion|1}} if all of the following conditions are true:&lt;br /&gt;
#* X did not lose any {{TV|cohesion}} in the previous step.&lt;br /&gt;
#* X was at peace.&lt;br /&gt;
#* The {{TV|unrest}} of X is less than 8.&lt;br /&gt;
#* The {{TV|cohesion}} of X is more than 2.&lt;br /&gt;
#* Either the {{TV|democracy}} of X is less than 7 or the {{TV|democracy}} of Y is less than 7.&lt;br /&gt;
# Y gains {{TV|cohesion|3}} if all of the following conditions are true:&lt;br /&gt;
#* The {{TV|unrest}} of Y is less than 8.&lt;br /&gt;
#* The {{TV|cohesion}} of Y is more than 2.&lt;br /&gt;
# Each war-capable nation that is [[Foreign_Relations#Alliances|allied]] to Y is forced to join the war on the side of Y and gains {{TV|cohesion|1}} if all of the following conditions are true:&lt;br /&gt;
#* The {{TV|unrest}} of the nation is less than 8.&lt;br /&gt;
#* The {{TV|cohesion}} of the nation is more than 2.&lt;br /&gt;
# Each war-capable nation that is [[Foreign_Relations#Alliances|allied]] to X and not [[Foreign_Relations#Alliances|allied]] to anyone on the side of Y is asked if it wants to join the war on the side of X.&lt;br /&gt;
#* The faction that owns the executive control point of the nation gets to decide whether to join. Saying yes is equivalent to performing the [[Foreign_Relations#Joining_Wars|Join War]] policy.&lt;br /&gt;
# The faction that owns the executive control point of Y gains (3 × the number of control points Y has) hate for the faction that owns the executive control point of X.&lt;br /&gt;
# Every nation that joined this war is put on a diplomatic cooldown of 90 days with all nations on the other side of the war.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}} &lt;br /&gt;
If either X or Y is the [[Aliens#Alien_Administration|Alien Administration]], then the first step is skipped.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
==== Joining Wars ====&lt;br /&gt;
&lt;br /&gt;
Any war-capable nation X can join any side S of any ongoing war W if all of the following conditions are true:&lt;br /&gt;
* X is [[Foreign_Relations#Alliances|allied]] to at least one member on side S of the war W.&lt;br /&gt;
* X is not [[Foreign_Relations#Alliances|allied]] to any member on the side of the war W that is not S.&lt;br /&gt;
&lt;br /&gt;
The faction that owns the executive control point of X must send a councilor to perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] mission in X to join war W.&lt;br /&gt;
&lt;br /&gt;
This joining of war cannot be rejected by anyone.&lt;br /&gt;
&lt;br /&gt;
X is put on a diplomatic cooldown of 90 days with every nation on the other side of war W after X joins war W.&lt;br /&gt;
&lt;br /&gt;
If X was not previously at war, and X joined the attacking side of the war, then X gains {{TV|cohesion|0.5}}.&lt;br /&gt;
&lt;br /&gt;
==== Seeking Peace ====&lt;br /&gt;
&lt;br /&gt;
Any nation X can seek peace from any war W it is part of.&lt;br /&gt;
&lt;br /&gt;
The faction that owns the executive control point of X must send a [[Councilors|councilor]] to perform a {{MissionIcon|Set National Policy}}[[Set National Policy]] mission in X to seek peace from war W.&lt;br /&gt;
&lt;br /&gt;
The faction that controls the executive control point of the lead nation Y of the other side of the war gets to decide whether to accept or reject:&lt;br /&gt;
* If rejected, then X and Y are put on a diplomatic cooldown of 60 days.&lt;br /&gt;
* If accepted, then:&lt;br /&gt;
** If X was the leader of its side of the war W, then the war W is ended:&lt;br /&gt;
*** Every nation involved in the war W is removed from the war.&lt;br /&gt;
*** Every nation involved in the war W returns to [[Foreign_Relations#Rivals|rival]] relations with every nation on the other side of the war W, and is put on a diplomatic cooldown of 90 days with them.&lt;br /&gt;
** Otherwise, X is removed from the war W and returns to [[Foreign_Relations#Rivals|rival]] relations with every nation on the other side of the war W, and is put on a diplomatic cooldown of 90 days with them.&lt;br /&gt;
&lt;br /&gt;
Note: Seeking Peace can result in {{TV|cohesion}} penalties for any nations that gained {{TV|cohesion}} from the war.&lt;br /&gt;
&lt;br /&gt;
==== Other Sources ====&lt;br /&gt;
&lt;br /&gt;
Wars can be started through various other means:&lt;br /&gt;
&lt;br /&gt;
; Declaring Independence&lt;br /&gt;
&lt;br /&gt;
See [[Foreign_Relations#Declaring_Independence]].&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
&lt;br /&gt;
; Assaulting Alien Assets with Armies&lt;br /&gt;
&lt;br /&gt;
If the [[Aliens#Alien_Administration|Alien Nation]] has at least one region, then using an army to begin an assault on an [[Aliens#Alien_Facility|Alien Facility]] or [[Aliens#Alien_Assault_Carrier|Landed UFO]] will automatically force the [[Aliens#Alien_Administration|Alien Nation]] to [[Foreign_Relations#Declaring_Wars|declare war]] on the army&#039;s home nation.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198025456609</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Frequently_Asked_Questions&amp;diff=11634</id>
		<title>Frequently Asked Questions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Frequently_Asked_Questions&amp;diff=11634"/>
		<updated>2026-03-27T14:39:16Z</updated>

		<summary type="html">&lt;p&gt;76561198025456609: /* How do I take a control point in China from a rival? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page should contain &#039;&#039;&#039;no spoilers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Space Warfare ==&lt;br /&gt;
&lt;br /&gt;
=== What drives should I get first? ===&lt;br /&gt;
&lt;br /&gt;
TI has &#039;&#039;&#039;many&#039;&#039;&#039; drive options. Some are generally good, some are generally useless, and some are situational. But for your first game when you don&#039;t know what&#039;s going on, here&#039;s a few default early choices:&lt;br /&gt;
&lt;br /&gt;
* You can shoot down a surveillance destroyer with the Nova chemical rocket and 1-2 kps.&lt;br /&gt;
* For defending a planet, you want 6-10 kps and as much cruise acceleration as you can manage. Target early options are Orion, Pegasus, or Burner. Helicon will serve, but is a bit slow.&lt;br /&gt;
* For getting a ship to Mercury or the asteroid belt, you want 30+ kps and cruise acceleration of &#039;&#039;&#039;at least&#039;&#039;&#039; 1-2 milli-g. Decent early options are Helicon, Advanced VASIMR, or Grid.&lt;br /&gt;
&lt;br /&gt;
== Managing Nations ==&lt;br /&gt;
&lt;br /&gt;
=== Why can&#039;t I Federate/Unify/Declare War? ===&lt;br /&gt;
&lt;br /&gt;
[[File:Ti relations.jpg|frameless|right|Mouseover flags on the relations tab]]&lt;br /&gt;
* View the nation where you want to Set the Policy. Go to the Relations tab and mouseover the flag of the target nation. It will show all the possible Policy actions and the complete list of requirements for each; the ones marked FAIL are preventing you from taking action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How do I take a control point in China from a rival?===&lt;br /&gt;
* You&#039;re going to &#039;&#039;&#039;need&#039;&#039;&#039; councilors with maxed 25 INV and 25 ESP, &#039;&#039;&#039;and&#039;&#039;&#039; a war chest of {{TV|ops}}.&lt;br /&gt;
* You also need a maxed 25 PER councilor, or at least the willingness to spend a lot of cash on Public Campaign. &lt;br /&gt;
* Get [[File: ICO projects.png|24px|alt=Project]]Sanctioned Investigations (+3 Crackdown), if it&#039;s available. &lt;br /&gt;
* Get a spy in their faction and investigate a few additional councilors.&lt;br /&gt;
* Campaign your popularity up as high as it will go -- ideally, over 70%.&lt;br /&gt;
** If this is difficult because they are spending a ton on Unity, have a nation declare war on China. This should shift their priorities.&lt;br /&gt;
* Ideally, take control of as many &#039;&#039;&#039;non-rival&#039;&#039;&#039; neighbor nations as you can. &lt;br /&gt;
* Ideally, wait until shortly &#039;&#039;before&#039;&#039; their Defend protection expires. They cannot refresh Defend if they have no councilors. (But it can be a crapshoot to get the timing right, here. Defend will be one of their highest priorities if they have &#039;&#039;any&#039;&#039; councilors left.)&lt;br /&gt;
* Ideally, target the Security Apparatus control point first. Its bonuses will be helpful for future purges.&lt;br /&gt;
* When it&#039;s go time, go to the Councilors tab and tell your spy to resign. Turn a new spy and simultaneously Assassinate or Detain as many additional councilors as you can. The idea is to push them as far over their control cap as possible, while also reducing their total council Adminstration score as much as possible. These both either help you or hurt them when you attempt Crack Down.&lt;br /&gt;
* Be prepared to have to try more than once before the dice roll in your favor. Good luck.&lt;br /&gt;
&lt;br /&gt;
=== How do I fix China&#039;s Government? ===&lt;br /&gt;
* If Taiwan hasn&#039;t been reunified yet: Research [[File: ICO projects.png|24px|alt=Project]] [[Liberating Mainland China]]. Unify the People&#039;s Republic &#039;&#039;&#039;into&#039;&#039;&#039; Taiwan, creating the Republic of China. The meganation keeps Taiwan&#039;s government score, instantly democratizing a billion people.&lt;br /&gt;
** One thing to be aware of: this creates Republic of China with a capital at Shanghai. The [[File: ICO projects.png|24px|alt=Project]][[Pan-Asian Combine]] only applies to the People&#039;s Republic with capital at Beijing, so you won&#039;t be able to build that mega-nation if you start from democratic Taiwan.&lt;br /&gt;
* If Taiwan &#039;&#039;&#039;has&#039;&#039;&#039; been reunified: This is much harder. It&#039;s too late to re-release Taiwan, since it&#039;s a weird nation that thinks its capital is in Shanghai but doesn&#039;t have a claim on Shanghai at game start. (And even if you do, Taiwan&#039;s democratic government has been destroyed and doesn&#039;t just come back if you liberate Taipei.) But grinding the government score for giant China all the way up through Anocracy is a giant waste of resources. &lt;br /&gt;
** Option 1: Leave China as an autocracy and work with it. This is probably most sensible plan, but if you have an ambition to democratize China, there are other things you can do. &lt;br /&gt;
** Option 2: With [[File: ICO projects.png|24px|alt=Project]][[End of China]], liberate Shanghai as Huanan. Grind up the government score of this 1-region, 4-cp nation while the rest of China builds MC and boost and runs spoils. &lt;br /&gt;
*** It will take a few years, but when you get there, start liberating more of China and unifying into Huanan -- it ends up being possible to unify about half of China into a huge democratic nation based in Shanghai.&lt;br /&gt;
** Option 3: With [[File: ICO projects.png|24px|alt=Project]][[End of China]], start liberating as much of China as you possibly can. Use the liberated nations to demand territory from the PRC until Beijing rules as small a rump as possible. This is to reduce the amount of CAP you have to dedicate to the years-long project.&lt;br /&gt;
*** You can keep or abandon the liberated parts as you feel like, either building MC and boost, or using the time and CAP to control a different big nation while what&#039;s left of China democratizes. You probably won&#039;t have enough CAP to control all of fragmented China so you&#039;ll have to give up at least some of it.&lt;br /&gt;
*** When you think it&#039;s finally democratic enough, re-assemble China into the PRC, research [[File: ICO projects.png|24px|alt=Project]][[Pan-Asian Combine]], and collect the rest of east Asia.&lt;/div&gt;</summary>
		<author><name>76561198025456609</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Frequently_Asked_Questions&amp;diff=11633</id>
		<title>Frequently Asked Questions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Frequently_Asked_Questions&amp;diff=11633"/>
		<updated>2026-03-27T14:37:48Z</updated>

		<summary type="html">&lt;p&gt;76561198025456609: /* How do I take a control point in China from a rival? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page should contain &#039;&#039;&#039;no spoilers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Space Warfare ==&lt;br /&gt;
&lt;br /&gt;
=== What drives should I get first? ===&lt;br /&gt;
&lt;br /&gt;
TI has &#039;&#039;&#039;many&#039;&#039;&#039; drive options. Some are generally good, some are generally useless, and some are situational. But for your first game when you don&#039;t know what&#039;s going on, here&#039;s a few default early choices:&lt;br /&gt;
&lt;br /&gt;
* You can shoot down a surveillance destroyer with the Nova chemical rocket and 1-2 kps.&lt;br /&gt;
* For defending a planet, you want 6-10 kps and as much cruise acceleration as you can manage. Target early options are Orion, Pegasus, or Burner. Helicon will serve, but is a bit slow.&lt;br /&gt;
* For getting a ship to Mercury or the asteroid belt, you want 30+ kps and cruise acceleration of &#039;&#039;&#039;at least&#039;&#039;&#039; 1-2 milli-g. Decent early options are Helicon, Advanced VASIMR, or Grid.&lt;br /&gt;
&lt;br /&gt;
== Managing Nations ==&lt;br /&gt;
&lt;br /&gt;
=== Why can&#039;t I Federate/Unify/Declare War? ===&lt;br /&gt;
&lt;br /&gt;
[[File:Ti relations.jpg|frameless|right|Mouseover flags on the relations tab]]&lt;br /&gt;
* View the nation where you want to Set the Policy. Go to the Relations tab and mouseover the flag of the target nation. It will show all the possible Policy actions and the complete list of requirements for each; the ones marked FAIL are preventing you from taking action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How do I take a control point in China from a rival?===&lt;br /&gt;
* You&#039;re going to &#039;&#039;&#039;need&#039;&#039;&#039; councilors with maxed 25 INV and 25 ESP, &#039;&#039;&#039;and&#039;&#039;&#039; a war chest of {{TV|ops}}.&lt;br /&gt;
* You also need a maxed 25 PER councilor, or at least the willingness to spend a lot of cash on Public Campaign. &lt;br /&gt;
* Get [[File: ICO projects.png|24px|alt=Project]]Sanctioned Investigations, if it&#039;s available. &lt;br /&gt;
* Get a spy in their faction and investigate a few additional councilors.&lt;br /&gt;
* Campaign your popularity up as high as it will go -- ideally, over 70%.&lt;br /&gt;
** If this is difficult because they are spending a ton on Unity, have a nation declare war on China. This should shift their priorities.&lt;br /&gt;
* Ideally, take control of as many &#039;&#039;&#039;non-rival&#039;&#039;&#039; neighbor nations as you can. &lt;br /&gt;
* Ideally, wait until shortly &#039;&#039;before&#039;&#039; their Defend protection expires. They cannot refresh Defend if they have no councilors. (But it can be a crapshoot to get the timing right, here. Defend will be one of their highest priorities if they have &#039;&#039;any&#039;&#039; councilors left.)&lt;br /&gt;
* Ideally, target the Security Apparatus control point first. Its bonuses will be helpful for future purges.&lt;br /&gt;
* When it&#039;s go time, go to the Councilors tab and tell your spy to resign. Turn a new spy and simultaneously Assassinate or Detain as many additional councilors as you can. The idea is to push them as far over their control cap as possible, while also reducing their total council Adminstration score as much as possible. These both either help you or hurt them when you attempt Crack Down.&lt;br /&gt;
* Be prepared to have to try more than once before the dice roll in your favor. Good luck.&lt;br /&gt;
&lt;br /&gt;
=== How do I fix China&#039;s Government? ===&lt;br /&gt;
* If Taiwan hasn&#039;t been reunified yet: Research [[File: ICO projects.png|24px|alt=Project]] [[Liberating Mainland China]]. Unify the People&#039;s Republic &#039;&#039;&#039;into&#039;&#039;&#039; Taiwan, creating the Republic of China. The meganation keeps Taiwan&#039;s government score, instantly democratizing a billion people.&lt;br /&gt;
** One thing to be aware of: this creates Republic of China with a capital at Shanghai. The [[File: ICO projects.png|24px|alt=Project]][[Pan-Asian Combine]] only applies to the People&#039;s Republic with capital at Beijing, so you won&#039;t be able to build that mega-nation if you start from democratic Taiwan.&lt;br /&gt;
* If Taiwan &#039;&#039;&#039;has&#039;&#039;&#039; been reunified: This is much harder. It&#039;s too late to re-release Taiwan, since it&#039;s a weird nation that thinks its capital is in Shanghai but doesn&#039;t have a claim on Shanghai at game start. (And even if you do, Taiwan&#039;s democratic government has been destroyed and doesn&#039;t just come back if you liberate Taipei.) But grinding the government score for giant China all the way up through Anocracy is a giant waste of resources. &lt;br /&gt;
** Option 1: Leave China as an autocracy and work with it. This is probably most sensible plan, but if you have an ambition to democratize China, there are other things you can do. &lt;br /&gt;
** Option 2: With [[File: ICO projects.png|24px|alt=Project]][[End of China]], liberate Shanghai as Huanan. Grind up the government score of this 1-region, 4-cp nation while the rest of China builds MC and boost and runs spoils. &lt;br /&gt;
*** It will take a few years, but when you get there, start liberating more of China and unifying into Huanan -- it ends up being possible to unify about half of China into a huge democratic nation based in Shanghai.&lt;br /&gt;
** Option 3: With [[File: ICO projects.png|24px|alt=Project]][[End of China]], start liberating as much of China as you possibly can. Use the liberated nations to demand territory from the PRC until Beijing rules as small a rump as possible. This is to reduce the amount of CAP you have to dedicate to the years-long project.&lt;br /&gt;
*** You can keep or abandon the liberated parts as you feel like, either building MC and boost, or using the time and CAP to control a different big nation while what&#039;s left of China democratizes. You probably won&#039;t have enough CAP to control all of fragmented China so you&#039;ll have to give up at least some of it.&lt;br /&gt;
*** When you think it&#039;s finally democratic enough, re-assemble China into the PRC, research [[File: ICO projects.png|24px|alt=Project]][[Pan-Asian Combine]], and collect the rest of east Asia.&lt;/div&gt;</summary>
		<author><name>76561198025456609</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Frequently_Asked_Questions&amp;diff=11632</id>
		<title>Frequently Asked Questions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Frequently_Asked_Questions&amp;diff=11632"/>
		<updated>2026-03-26T18:49:38Z</updated>

		<summary type="html">&lt;p&gt;76561198025456609: /* How do I fix China&amp;#039;s Government? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page should contain &#039;&#039;&#039;no spoilers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Space Warfare ==&lt;br /&gt;
&lt;br /&gt;
=== What drives should I get first? ===&lt;br /&gt;
&lt;br /&gt;
TI has &#039;&#039;&#039;many&#039;&#039;&#039; drive options. Some are generally good, some are generally useless, and some are situational. But for your first game when you don&#039;t know what&#039;s going on, here&#039;s a few default early choices:&lt;br /&gt;
&lt;br /&gt;
* You can shoot down a surveillance destroyer with the Nova chemical rocket and 1-2 kps.&lt;br /&gt;
* For defending a planet, you want 6-10 kps and as much cruise acceleration as you can manage. Target early options are Orion, Pegasus, or Burner. Helicon will serve, but is a bit slow.&lt;br /&gt;
* For getting a ship to Mercury or the asteroid belt, you want 30+ kps and cruise acceleration of &#039;&#039;&#039;at least&#039;&#039;&#039; 1-2 milli-g. Decent early options are Helicon, Advanced VASIMR, or Grid.&lt;br /&gt;
&lt;br /&gt;
== Managing Nations ==&lt;br /&gt;
&lt;br /&gt;
=== Why can&#039;t I Federate/Unify/Declare War? ===&lt;br /&gt;
&lt;br /&gt;
[[File:Ti relations.jpg|frameless|right|Mouseover flags on the relations tab]]&lt;br /&gt;
* View the nation where you want to Set the Policy. Go to the Relations tab and mouseover the flag of the target nation. It will show all the possible Policy actions and the complete list of requirements for each; the ones marked FAIL are preventing you from taking action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How do I take a control point in China from a rival?===&lt;br /&gt;
* You&#039;re going to &#039;&#039;&#039;need&#039;&#039;&#039; councilors with maxed 25 INV and 25 ESP, &#039;&#039;&#039;and&#039;&#039;&#039; a war chest of {{TV|ops}}.&lt;br /&gt;
* You also need a maxed 25 PER councilor, or at least the willingness to spend a lot of cash on Public Campaign. &lt;br /&gt;
* Get [[File: ICO projects.png|24px|alt=Project]]Sanctioned Investigations, if it&#039;s available. &lt;br /&gt;
* Get a spy in their faction and investigate a few additional councilors.&lt;br /&gt;
* Campaign your popularity up as high as it will go -- ideally, over 70%.&lt;br /&gt;
* Ideally, take control of as many &#039;&#039;&#039;non-rival&#039;&#039;&#039; neighbor nations as you can. &lt;br /&gt;
* Ideally, wait until shortly &#039;&#039;before&#039;&#039; their Defend protection expires. They cannot refresh Defend if they have no councilors. (But it can be a crapshoot to get the timing right, here. Defend will be one of their highest priorities if they have &#039;&#039;any&#039;&#039; councilors left.)&lt;br /&gt;
* Ideally, target the Security Apparatus control point first. Its bonuses will be helpful for future purges.&lt;br /&gt;
* When it&#039;s go time, go to the Councilors tab and tell your spy to resign. Turn a new spy and simultaneously Assassinate or Detain as many additional councilors as you can. The idea is to push them as far over their control cap as possible, while also reducing their total council Adminstration score as much as possible. These both either help you or hurt them when you attempt Crack Down.&lt;br /&gt;
* Be prepared to have to try more than once before the dice roll in your favor. Good luck.&lt;br /&gt;
&lt;br /&gt;
=== How do I fix China&#039;s Government? ===&lt;br /&gt;
* If Taiwan hasn&#039;t been reunified yet: Research [[File: ICO projects.png|24px|alt=Project]] [[Liberating Mainland China]]. Unify the People&#039;s Republic &#039;&#039;&#039;into&#039;&#039;&#039; Taiwan, creating the Republic of China. The meganation keeps Taiwan&#039;s government score, instantly democratizing a billion people.&lt;br /&gt;
** One thing to be aware of: this creates Republic of China with a capital at Shanghai. The [[File: ICO projects.png|24px|alt=Project]][[Pan-Asian Combine]] only applies to the People&#039;s Republic with capital at Beijing, so you won&#039;t be able to build that mega-nation if you start from democratic Taiwan.&lt;br /&gt;
* If Taiwan &#039;&#039;&#039;has&#039;&#039;&#039; been reunified: This is much harder. It&#039;s too late to re-release Taiwan, since it&#039;s a weird nation that thinks its capital is in Shanghai but doesn&#039;t have a claim on Shanghai at game start. (And even if you do, Taiwan&#039;s democratic government has been destroyed and doesn&#039;t just come back if you liberate Taipei.) But grinding the government score for giant China all the way up through Anocracy is a giant waste of resources. &lt;br /&gt;
** Option 1: Leave China as an autocracy and work with it. This is probably most sensible plan, but if you have an ambition to democratize China, there are other things you can do. &lt;br /&gt;
** Option 2: With [[File: ICO projects.png|24px|alt=Project]][[End of China]], liberate Shanghai as Huanan. Grind up the government score of this 1-region, 4-cp nation while the rest of China builds MC and boost and runs spoils. &lt;br /&gt;
*** It will take a few years, but when you get there, start liberating more of China and unifying into Huanan -- it ends up being possible to unify about half of China into a huge democratic nation based in Shanghai.&lt;br /&gt;
** Option 3: With [[File: ICO projects.png|24px|alt=Project]][[End of China]], start liberating as much of China as you possibly can. Use the liberated nations to demand territory from the PRC until Beijing rules as small a rump as possible. This is to reduce the amount of CAP you have to dedicate to the years-long project.&lt;br /&gt;
*** You can keep or abandon the liberated parts as you feel like, either building MC and boost, or using the time and CAP to control a different big nation while what&#039;s left of China democratizes. You probably won&#039;t have enough CAP to control all of fragmented China so you&#039;ll have to give up at least some of it.&lt;br /&gt;
*** When you think it&#039;s finally democratic enough, re-assemble China into the PRC, research [[File: ICO projects.png|24px|alt=Project]][[Pan-Asian Combine]], and collect the rest of east Asia.&lt;/div&gt;</summary>
		<author><name>76561198025456609</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=FAQ&amp;diff=11631</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=FAQ&amp;diff=11631"/>
		<updated>2026-03-26T14:10:37Z</updated>

		<summary type="html">&lt;p&gt;76561198025456609: Redirected page to Frequently Asked Questions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Frequently Asked Questions]]&lt;/div&gt;</summary>
		<author><name>76561198025456609</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Frequently_Asked_Questions&amp;diff=11630</id>
		<title>Frequently Asked Questions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Frequently_Asked_Questions&amp;diff=11630"/>
		<updated>2026-03-26T14:07:33Z</updated>

		<summary type="html">&lt;p&gt;76561198025456609: /* How do I take a control point in China from a rival? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page should contain &#039;&#039;&#039;no spoilers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Space Warfare ==&lt;br /&gt;
&lt;br /&gt;
=== What drives should I get first? ===&lt;br /&gt;
&lt;br /&gt;
TI has &#039;&#039;&#039;many&#039;&#039;&#039; drive options. Some are generally good, some are generally useless, and some are situational. But for your first game when you don&#039;t know what&#039;s going on, here&#039;s a few default early choices:&lt;br /&gt;
&lt;br /&gt;
* You can shoot down a surveillance destroyer with the Nova chemical rocket and 1-2 kps.&lt;br /&gt;
* For defending a planet, you want 6-10 kps and as much cruise acceleration as you can manage. Target early options are Orion, Pegasus, or Burner. Helicon will serve, but is a bit slow.&lt;br /&gt;
* For getting a ship to Mercury or the asteroid belt, you want 30+ kps and cruise acceleration of &#039;&#039;&#039;at least&#039;&#039;&#039; 1-2 milli-g. Decent early options are Helicon, Advanced VASIMR, or Grid.&lt;br /&gt;
&lt;br /&gt;
== Managing Nations ==&lt;br /&gt;
&lt;br /&gt;
=== Why can&#039;t I Federate/Unify/Declare War? ===&lt;br /&gt;
&lt;br /&gt;
[[File:Ti relations.jpg|frameless|right|Mouseover flags on the relations tab]]&lt;br /&gt;
* View the nation where you want to Set the Policy. Go to the Relations tab and mouseover the flag of the target nation. It will show all the possible Policy actions and the complete list of requirements for each; the ones marked FAIL are preventing you from taking action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How do I take a control point in China from a rival?===&lt;br /&gt;
* You&#039;re going to &#039;&#039;&#039;need&#039;&#039;&#039; councilors with maxed 25 INV and 25 ESP, &#039;&#039;&#039;and&#039;&#039;&#039; a war chest of {{TV|ops}}.&lt;br /&gt;
* You also need a maxed 25 PER councilor, or at least the willingness to spend a lot of cash on Public Campaign. &lt;br /&gt;
* Get [[File: ICO projects.png|24px|alt=Project]]Sanctioned Investigations, if it&#039;s available. &lt;br /&gt;
* Get a spy in their faction and investigate a few additional councilors.&lt;br /&gt;
* Campaign your popularity up as high as it will go -- ideally, over 70%.&lt;br /&gt;
* Ideally, take control of as many &#039;&#039;&#039;non-rival&#039;&#039;&#039; neighbor nations as you can. &lt;br /&gt;
* Ideally, wait until shortly &#039;&#039;before&#039;&#039; their Defend protection expires. They cannot refresh Defend if they have no councilors. (But it can be a crapshoot to get the timing right, here. Defend will be one of their highest priorities if they have &#039;&#039;any&#039;&#039; councilors left.)&lt;br /&gt;
* Ideally, target the Security Apparatus control point first. Its bonuses will be helpful for future purges.&lt;br /&gt;
* When it&#039;s go time, go to the Councilors tab and tell your spy to resign. Turn a new spy and simultaneously Assassinate or Detain as many additional councilors as you can. The idea is to push them as far over their control cap as possible, while also reducing their total council Adminstration score as much as possible. These both either help you or hurt them when you attempt Crack Down.&lt;br /&gt;
* Be prepared to have to try more than once before the dice roll in your favor. Good luck.&lt;br /&gt;
&lt;br /&gt;
=== How do I fix China&#039;s Government? ===&lt;br /&gt;
* If Taiwan hasn&#039;t been reunified yet: Research [[File: ICO projects.png|24px|alt=Project]] [[Liberating Mainland China]]. Unify the People&#039;s Republic &#039;&#039;&#039;into&#039;&#039;&#039; Taiwan, creating the Republic of China. The meganation keeps Taiwan&#039;s government score, instantly democratizing a billion people.&lt;br /&gt;
* If Taiwan &#039;&#039;&#039;has&#039;&#039;&#039; been reunified: This is much harder. It&#039;s too late to re-release Taiwan, since it&#039;s a weird nation that thinks its capital is in Shanghai but doesn&#039;t have a claim on Shanghai at game start. (And even if you do, Taiwan&#039;s democratic government has been destroyed and doesn&#039;t just come back if you liberate Taipei.) But grinding the government score for giant China all the way up through Anocracy is a giant waste of resources. &lt;br /&gt;
** Have you unlocked [[Liberating Mainland China]] yet? If it&#039;s at least in your list of projects you could work on &#039;&#039;right now&#039;&#039;, you&#039;re okay. But if the project hasn&#039;t popped for you yet and Taiwan no longer exists on the map, unfortunately you&#039;re done. It won&#039;t ever become available if it isn&#039;t yet.&lt;br /&gt;
** Research [[Liberating Mainland China]]&lt;br /&gt;
** Release Shanghai as a one-region nation, Republic of China.&lt;br /&gt;
*** Be warned, Shanghai even by itself is a large nation (4 control points, costing around 60 CAP). Don&#039;t expect fixing China to be easy or cheap. &lt;br /&gt;
** Use Shanghai&#039;s 16 IP to grind up through Anocracy, while the rest of China remains productive. This will take years.&lt;br /&gt;
** When Shanghai is finally democratic, unify the rest of China &#039;&#039;&#039;into&#039;&#039;&#039; Republic of China. The direction is important! Both options will be possible, and you need to ensure the unified nation is Republic of China.&lt;/div&gt;</summary>
		<author><name>76561198025456609</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Frequently_Asked_Questions&amp;diff=11629</id>
		<title>Frequently Asked Questions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Frequently_Asked_Questions&amp;diff=11629"/>
		<updated>2026-03-26T14:03:20Z</updated>

		<summary type="html">&lt;p&gt;76561198025456609: /* How do I take a control point in China from a rival? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page should contain &#039;&#039;&#039;no spoilers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Space Warfare ==&lt;br /&gt;
&lt;br /&gt;
=== What drives should I get first? ===&lt;br /&gt;
&lt;br /&gt;
TI has &#039;&#039;&#039;many&#039;&#039;&#039; drive options. Some are generally good, some are generally useless, and some are situational. But for your first game when you don&#039;t know what&#039;s going on, here&#039;s a few default early choices:&lt;br /&gt;
&lt;br /&gt;
* You can shoot down a surveillance destroyer with the Nova chemical rocket and 1-2 kps.&lt;br /&gt;
* For defending a planet, you want 6-10 kps and as much cruise acceleration as you can manage. Target early options are Orion, Pegasus, or Burner. Helicon will serve, but is a bit slow.&lt;br /&gt;
* For getting a ship to Mercury or the asteroid belt, you want 30+ kps and cruise acceleration of &#039;&#039;&#039;at least&#039;&#039;&#039; 1-2 milli-g. Decent early options are Helicon, Advanced VASIMR, or Grid.&lt;br /&gt;
&lt;br /&gt;
== Managing Nations ==&lt;br /&gt;
&lt;br /&gt;
=== Why can&#039;t I Federate/Unify/Declare War? ===&lt;br /&gt;
&lt;br /&gt;
[[File:Ti relations.jpg|frameless|right|Mouseover flags on the relations tab]]&lt;br /&gt;
* View the nation where you want to Set the Policy. Go to the Relations tab and mouseover the flag of the target nation. It will show all the possible Policy actions and the complete list of requirements for each; the ones marked FAIL are preventing you from taking action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How do I take a control point in China from a rival?===&lt;br /&gt;
* You&#039;re going to ‘’’need’’’ councilors with maxed 25 INV and 25 ESP, ‘’’and’’’ a war chest of {{TV|ops}}.&lt;br /&gt;
* You also need a maxed 25 PER councilor, or at least the willingness to spend a lot of cash on Public Campaign. &lt;br /&gt;
* Get [[File: ICO projects.png|24px|alt=Project]]Sanctioned Investigations, if it&#039;s available. &lt;br /&gt;
* Get a spy in their faction and investigate a few additional councilors.&lt;br /&gt;
* Campaign your popularity up as high as it will go -- ideally, over 70%.&lt;br /&gt;
* Ideally, take control of as many ‘’non-rival’’ neighbor nations as you can. &lt;br /&gt;
* Ideally, wait until shortly &#039;&#039;before&#039;&#039; their Defend protection expires.&lt;br /&gt;
* Ideally, target the Security Apparatus control point first. Its bonuses will be helpful for future purges.&lt;br /&gt;
* When it&#039;s go time, go to the Councilors tab and tell your spy to resign. Turn a new spy and simultaneously Assassinate or Detain as many additional councilors as you can. The idea is to push them as far over their control cap as possible, while also reducing their total council Adminstration score as much as possible. These both either help you or hurt them when you attempt Crack Down.&lt;br /&gt;
* Be prepared to have to try more than once before the dice roll in your favor. Good luck.&lt;br /&gt;
&lt;br /&gt;
=== How do I fix China&#039;s Government? ===&lt;br /&gt;
* If Taiwan hasn&#039;t been reunified yet: Research [[File: ICO projects.png|24px|alt=Project]] [[Liberating Mainland China]]. Unify the People&#039;s Republic &#039;&#039;&#039;into&#039;&#039;&#039; Taiwan, creating the Republic of China. The meganation keeps Taiwan&#039;s government score, instantly democratizing a billion people.&lt;br /&gt;
* If Taiwan &#039;&#039;&#039;has&#039;&#039;&#039; been reunified: This is much harder. It&#039;s too late to re-release Taiwan, since it&#039;s a weird nation that thinks its capital is in Shanghai but doesn&#039;t have a claim on Shanghai at game start. (And even if you do, Taiwan&#039;s democratic government has been destroyed and doesn&#039;t just come back if you liberate Taipei.) But grinding the government score for giant China all the way up through Anocracy is a giant waste of resources. &lt;br /&gt;
** Have you unlocked [[Liberating Mainland China]] yet? If it&#039;s at least in your list of projects you could work on &#039;&#039;right now&#039;&#039;, you&#039;re okay. But if the project hasn&#039;t popped for you yet and Taiwan no longer exists on the map, unfortunately you&#039;re done. It won&#039;t ever become available if it isn&#039;t yet.&lt;br /&gt;
** Research [[Liberating Mainland China]]&lt;br /&gt;
** Release Shanghai as a one-region nation, Republic of China.&lt;br /&gt;
*** Be warned, Shanghai even by itself is a large nation (4 control points, costing around 60 CAP). Don&#039;t expect fixing China to be easy or cheap. &lt;br /&gt;
** Use Shanghai&#039;s 16 IP to grind up through Anocracy, while the rest of China remains productive. This will take years.&lt;br /&gt;
** When Shanghai is finally democratic, unify the rest of China &#039;&#039;&#039;into&#039;&#039;&#039; Republic of China. The direction is important! Both options will be possible, and you need to ensure the unified nation is Republic of China.&lt;/div&gt;</summary>
		<author><name>76561198025456609</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Frequently_Asked_Questions&amp;diff=11628</id>
		<title>Frequently Asked Questions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Frequently_Asked_Questions&amp;diff=11628"/>
		<updated>2026-03-26T14:01:29Z</updated>

		<summary type="html">&lt;p&gt;76561198025456609: /* How do I take a control point in China from a rival? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page should contain &#039;&#039;&#039;no spoilers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Space Warfare ==&lt;br /&gt;
&lt;br /&gt;
=== What drives should I get first? ===&lt;br /&gt;
&lt;br /&gt;
TI has &#039;&#039;&#039;many&#039;&#039;&#039; drive options. Some are generally good, some are generally useless, and some are situational. But for your first game when you don&#039;t know what&#039;s going on, here&#039;s a few default early choices:&lt;br /&gt;
&lt;br /&gt;
* You can shoot down a surveillance destroyer with the Nova chemical rocket and 1-2 kps.&lt;br /&gt;
* For defending a planet, you want 6-10 kps and as much cruise acceleration as you can manage. Target early options are Orion, Pegasus, or Burner. Helicon will serve, but is a bit slow.&lt;br /&gt;
* For getting a ship to Mercury or the asteroid belt, you want 30+ kps and cruise acceleration of &#039;&#039;&#039;at least&#039;&#039;&#039; 1-2 milli-g. Decent early options are Helicon, Advanced VASIMR, or Grid.&lt;br /&gt;
&lt;br /&gt;
== Managing Nations ==&lt;br /&gt;
&lt;br /&gt;
=== Why can&#039;t I Federate/Unify/Declare War? ===&lt;br /&gt;
&lt;br /&gt;
[[File:Ti relations.jpg|frameless|right|Mouseover flags on the relations tab]]&lt;br /&gt;
* View the nation where you want to Set the Policy. Go to the Relations tab and mouseover the flag of the target nation. It will show all the possible Policy actions and the complete list of requirements for each; the ones marked FAIL are preventing you from taking action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How do I take a control point in China from a rival?===&lt;br /&gt;
* You&#039;re going to ‘’’need’’’ councilors with maxed 25 INV and 25 ESP, ‘’’and’’’ a war chest of {{TV|ops}}.&lt;br /&gt;
* You also need a maxed 25 PER councilor, or at least the willingness to spend a lot of cash on Public Campaign. &lt;br /&gt;
* Get [[File: ICO projects.png|24px|alt=Project]]Sanctioned Investigations, if it&#039;s available. &lt;br /&gt;
* Get a spy in their faction and investigate a few additional councilors.&lt;br /&gt;
* Campaign your popularity up as high as it will go -- ideally, over 70%.&lt;br /&gt;
* Ideally, wait until shortly &#039;&#039;before&#039;&#039; their Defend protection expires.&lt;br /&gt;
* Ideally, target the Security Apparatus control point first. Its bonuses will be helpful for future purges.&lt;br /&gt;
* When it&#039;s go time, go to the Councilors tab and tell your spy to resign. Turn a new spy and simultaneously Assassinate or Detain as many additional councilors as you can. The idea is to push them as far over their control cap as possible, while also reducing their total council Adminstration score as much as possible. These both either help you or hurt them when you attempt Crack Down.&lt;br /&gt;
* Be prepared to have to try more than once before the dice roll in your favor. Good luck.&lt;br /&gt;
&lt;br /&gt;
=== How do I fix China&#039;s Government? ===&lt;br /&gt;
* If Taiwan hasn&#039;t been reunified yet: Research [[File: ICO projects.png|24px|alt=Project]] [[Liberating Mainland China]]. Unify the People&#039;s Republic &#039;&#039;&#039;into&#039;&#039;&#039; Taiwan, creating the Republic of China. The meganation keeps Taiwan&#039;s government score, instantly democratizing a billion people.&lt;br /&gt;
* If Taiwan &#039;&#039;&#039;has&#039;&#039;&#039; been reunified: This is much harder. It&#039;s too late to re-release Taiwan, since it&#039;s a weird nation that thinks its capital is in Shanghai but doesn&#039;t have a claim on Shanghai at game start. (And even if you do, Taiwan&#039;s democratic government has been destroyed and doesn&#039;t just come back if you liberate Taipei.) But grinding the government score for giant China all the way up through Anocracy is a giant waste of resources. &lt;br /&gt;
** Have you unlocked [[Liberating Mainland China]] yet? If it&#039;s at least in your list of projects you could work on &#039;&#039;right now&#039;&#039;, you&#039;re okay. But if the project hasn&#039;t popped for you yet and Taiwan no longer exists on the map, unfortunately you&#039;re done. It won&#039;t ever become available if it isn&#039;t yet.&lt;br /&gt;
** Research [[Liberating Mainland China]]&lt;br /&gt;
** Release Shanghai as a one-region nation, Republic of China.&lt;br /&gt;
*** Be warned, Shanghai even by itself is a large nation (4 control points, costing around 60 CAP). Don&#039;t expect fixing China to be easy or cheap. &lt;br /&gt;
** Use Shanghai&#039;s 16 IP to grind up through Anocracy, while the rest of China remains productive. This will take years.&lt;br /&gt;
** When Shanghai is finally democratic, unify the rest of China &#039;&#039;&#039;into&#039;&#039;&#039; Republic of China. The direction is important! Both options will be possible, and you need to ensure the unified nation is Republic of China.&lt;/div&gt;</summary>
		<author><name>76561198025456609</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Celestial_Bodies&amp;diff=11627</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=11627"/>
		<updated>2026-03-25T01:19:36Z</updated>

		<summary type="html">&lt;p&gt;76561198025456609: /* 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. 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;
&#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 [[Solar System#Prospecting|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]] ({{TV|water}}, {{TV|volatiles}}, {{TV|metals}}, {{TV|nobles}}, and {{TV|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 {{TV|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 {{TV|water}} and {{TV|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 {{TV|metals}}, {{TV|nobles}}, and {{TV|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 {{TV|nobles}}, there is one final modification:&lt;br /&gt;
# Let M be the {{TV|metals}} output value, and N be the {{TV|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 {{TV|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>76561198025456609</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Fleets&amp;diff=11626</id>
		<title>Fleets</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Fleets&amp;diff=11626"/>
		<updated>2026-03-25T01:16:15Z</updated>

		<summary type="html">&lt;p&gt;76561198025456609: /* Fleet Operations */ link to prospecting rules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{icon|fleet}}Fleets consist of one or more ships that are directed by one of the human factions or the aliens. Fleets conduct operations and fight in space battles.&lt;br /&gt;
&lt;br /&gt;
== Fleet Operations ==&lt;br /&gt;
Fleets may undertake various operations, typically only when they are in orbit and not in a transfer. They are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Operation !! width=60% | Effects !! Required components&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO TransferOperation on.png|40px]] Transfer&lt;br /&gt;
| Launch this fleet toward the selected orbit, station, or fleet.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO SplitFleetOperation on.png|40px]] Split Fleet&lt;br /&gt;
| Break off one or more ships into a separate fleet.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO MergeFleetOperation on.png|40px]] Merge Fleets&lt;br /&gt;
| Merge a nearby fleet into this one.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO MergeAllFleetOperation on.png|40px]] Merge All Fleets&lt;br /&gt;
| Merge all nearby fleets into this one.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO LandOnSurfaceOperation on.png|40px]] Land on Surface&lt;br /&gt;
| Set down at a friendly or undefended enemy base, or an unimproved hab site. Fleet must have sufficient acceleration to take off again, and access to enough Delta-V to reach an interface orbit.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO LaunchFromSurfaceOperation on.png|40px]] Launch&lt;br /&gt;
| Launch the fleet into an interface orbit of this space body. Requires the fleet has Delta-V greater than the body&#039;s escape velocity.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO UndockFromStationOperation on.png|40px]] Undock&lt;br /&gt;
| Undock from this station and assume a matching orbit.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO ScuttleShipsOperation on.png|40px]] Scuttle Ships&lt;br /&gt;
| Scuttle ships from this fleet. If docked at one of your shipyards, gain 25% of the ship&#039;s construction resources in your stockpile. If not docked at any hab, pay Boost to send any crew home that can&#039;t be absorbed by the rest of the fleet.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO ResupplyOperation on.png|40px]] Resupply&lt;br /&gt;
| Refuel and rearm ships in this fleet. Requires being docked at a hab with a supply depot or shipyard and a sufficient resource stockpile to cover at least a partial resupply. Ships with the capability to resupply from the local environment may do so for free.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO RepairFleetOperation on.png|40px]] Repair&lt;br /&gt;
| Repair damage and restore exhausted modules to ships in fleet.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO ResupplyAndRepairOperation on.png|40px]] Repair and Resupply&lt;br /&gt;
| Refuel, rearm, and repair all ships in this fleet.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO SetHomeportOperation on.png|40px]] Set Homeport&lt;br /&gt;
| Sets a home habitat for this fleet. A station, or an interface orbit above a base, will become the default destination for the fleet when initiating a trajectory when the fleet is not already docked there and no other space object is currently selected.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO ClearHomeportOperation on.png|40px]] Clear Homeport&lt;br /&gt;
| Clear this fleet&#039;s homeport.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO CancelFleetOperation on.png|40px]] Cancel&lt;br /&gt;
| Cancel the fleet&#039;s active operation.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO InterfleetRefuelOperation on.png|40px]] Share Propellant&lt;br /&gt;
| Transfer propellant between ships in this fleet to increase some ships&#039; Delta-V.&lt;br /&gt;
| Drive with the same propellant&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO BombardOperation Low on.png|40px]] Low-Level Bombardment&lt;br /&gt;
| Begin orbital bombardment against a surface target from 200km altitude. Requires being in an interface orbit. Defended locations will return fire. Earth-based space facilities and armies typically must be in a nation at war to be targeted. Targeting large civilian facilities is an atrocity.&lt;br /&gt;
| Weapons that can bombard&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO BombardOperation Med on.png|40px]] Mid-Level Bombardment&lt;br /&gt;
| Begin orbital bombardment against a surface target from 400km altitude. Requires being in an interface orbit. Defended locations will return fire. Earth-based space facilities and armies typically must be in a nation at war to be targeted. Targeting large civilian facilities is an atrocity.&lt;br /&gt;
| Weapons that can bombard&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO BombardOperation High on.png|40px]] High-Level Bombardment&lt;br /&gt;
| Begin orbital bombardment against a surface target from 600km altitude. Requires being in an interface orbit. Defended locations will return fire. Earth-based space facilities and armies typically must be in a nation at war to be targeted. Targeting large civilian facilities is an atrocity.&lt;br /&gt;
| Weapons that can bombard&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO DestroyHabOperation on.png|40px]] Destroy Hab&lt;br /&gt;
| Destroy the hab this fleet is docked at. Commits atrocities when destroying certain hab modules. We will recover salvage. Duration is 15 minutes multiplied by the sum of hab module tiers.&lt;br /&gt;
| Marine Assault Unit or Rangers&amp;lt;br&amp;gt;Weapons (stations only)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO AssaultHabOperation on.png|40px]] Assault Hab&lt;br /&gt;
| Assault and capture an enemy hab with our Marines. We can seize a station we have docked with, or an enemy base from an interface orbit above it. Habs with Marine defenses will be harder to capture.&lt;br /&gt;
| Marine Assault Unit or Rangers&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO SurveyPlanetFromFleetOperation on.png|40px]] Survey&lt;br /&gt;
| [[Solar System#Prospecting|Prospect]] mining sites on a planet, moon or asteroid. The fleet must be in an interface orbit of the space body to perform this operation.&lt;br /&gt;
| [[File:ICO MobileSpaceScienceLab.png|25px]] Mobile Space Science Lab&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundSolarPlatformOperation on.png|40px]] Found Platform (Solar)&lt;br /&gt;
| Found a platform with a solar collector and a construction module in the fleet&#039;s current orbit. Requires 2 free Mission Control. The solar collector must produce at least 10 power in the current orbit, enough to power up the construction module.&lt;br /&gt;
| [[File:ICO SolarPlatformKit.png|25px]] Solar Platform Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundFissionPlatformOperation on.png|40px]] Found Platform (Fission)&lt;br /&gt;
| Found a platform with a fission pile and a construction module in the fleet&#039;s current orbit. Requires 2 free Mission Control.&lt;br /&gt;
| [[File:ICO FissionPlatformKit.png|25px]] Fission Platform Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundFusionPlatformOperation on.png|40px]] Found Platform (Fusion)&lt;br /&gt;
| Found a platform with a fusion pile and a construction module in the fleet&#039;s current orbit. Requires 2 free Mission Control.&lt;br /&gt;
| [[File:ICO FusionPlatformKit.png|25px]] Fusion Platform Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundSolarOutpostOperation on.png|40px]] Found Outpost (Solar)&lt;br /&gt;
| Found an outpost with a fission pile and a construction module at a prospected base site. The fleet must be in an interface orbit or landed at the site to perform this operation. Requires 2 free Mission Control. The solar collector must produce at least 10 power at the target base site, enough to power up the construction module.&lt;br /&gt;
| [[File:ICO SolarOutpostKit.png|25px]] Solar Outpost Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundFissionOutpostOperation on.png|40px]] Found Outpost (Fission)&lt;br /&gt;
| Found an outpost with a fission pile and a construction module at a prospected base site. The fleet must be in an interface orbit or landed at the site to perform this operation. Requires 2 free Mission Control.&lt;br /&gt;
| [[File:ICO FissionOutpostKit.png|25px]] Fission Outpost Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundFusionOutpostOperation on.png|40px]] Found Outpost (Fusion)&lt;br /&gt;
| Found an outpost with a fusion pile and a construction module at a prospected base site.  The fleet must be in an interface orbit or landed at the site to perform this operation. Requires 2 free Mission Control.&lt;br /&gt;
| [[File:ICO FusionOutpostKit.png|25px]] Fusion Outpost Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundAutomatedSolarPlatformOperation on.png|40px]] Found Automated Supply Depot (Solar)&lt;br /&gt;
| Found an automated platform with an automated solar collector and an automated supply depot in the fleet&#039;s current orbit. Requires 1 free Mission Control. The automated solar collector must produce at least 3 power in the current orbit, enough to power up the automated supply depot.&lt;br /&gt;
| [[File:ICO AutomatedSolarPlatformKit.png|25px]] Automated Solar Platform Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundAutomatedFissionPlatformOperation on.png|40px]] Found Automated Supply Depot (Fission)&lt;br /&gt;
| Found an automated platform with an automated fission pile and an automated supply depot  in the fleet&#039;s current orbit. Requires 1 free Mission Control.&lt;br /&gt;
| [[File:ICO AutomatedFissionPlatformKit.png|25px]] Automated Fission Platform Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundAutomatedSolarOutpostOperation on.png|40px]] Found Automated Mining Outpost (Solar)&lt;br /&gt;
| Found an automated outpost with two automated solar collectors and an automated mining complex at a prospected base site. The fleet must be in an interface orbit or landed at the site to perform this operation. Requires 1 free Mission Control to deploy. The automated solar collectors must produce enough power at the target base site to power up the automated mining complex.&lt;br /&gt;
| [[File:ICO AutomatedSolarOutpostKit.png|25px]] Automated Solar Outpost Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundAutomatedFissionOutpostOperation on.png|40px]] Found Automated Mining Outpost (Fission)&lt;br /&gt;
| Found an automated outpost with two automated fission piles and an automated mining complex at a prospected base site. The fleet must be in an interface orbit or landed at the site to perform this operation. Requires 1 free Mission Control to deploy.&lt;br /&gt;
| [[File:ICO AutomatedFissionOutpostKit.png|25px]] Automated Fission Outpost Kit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Transfers ===&lt;br /&gt;
A transfer is the term for a {{icon|fleet}}fleet moving from one place to another while staying in space. Fleets may transfer to orbits, stations, or other fleets. A fleet needs enough {{icon|dv|bgcolor=DarkSlateGray}}delta-V to make a transfer, and longer transfer will require more delta-V. If the {{icon|acceleration}}cruise acceleration of a fleet is too low, they might be unable to make transfer to fast-moving objects. &lt;br /&gt;
&lt;br /&gt;
When initiating a transfer operation, a fleet will receive one or more trajectory options if it can reach its destination at all. If multiple trajectories are possible, the player may choose between trading off arrival time and Delta-V expenditure between them.&lt;br /&gt;
&lt;br /&gt;
Trajectories might be microthrust spirals, which are typical for fleets with low acceleration; impulse conics, for fleets with high acceleration but low Delta-V; or torch chords, for advanced fleets with both high acceleration and Delta-V.&lt;br /&gt;
&lt;br /&gt;
=== Assault Hab ===&lt;br /&gt;
&lt;br /&gt;
==== Valid Targets ====&lt;br /&gt;
&lt;br /&gt;
First, invalidate every [[Hab]] for which any of the following are true:&lt;br /&gt;
* The [[Hab]] is already currently undergoing an Assault Hab Operation.&lt;br /&gt;
* The [[Hab]] is owned by the Fleet&#039;s [[Faction]].&lt;br /&gt;
* The [[Hab]] is owned by the Fleet&#039;s [[Faction]]&#039;s permanent ally ({{icon|submit}}[[The Servants]] and {{icon|alien}}[[Aliens]] are the only permanent allies).&lt;br /&gt;
* The [[Hab]] is the Alien Primary Hab (Alien Base Alpha).&lt;br /&gt;
&lt;br /&gt;
A Fleet can perform an Assault Hab Operation on the following targets:&lt;br /&gt;
* If docked to a [[Hab]] that wasn&#039;t invalidated, then this [[Hab]] is the only valid target.&lt;br /&gt;
* If the fleet is landed on or in an interface orbit of a [[Space Body]], then the valid targets are all of the [[Space Body]]&#039;s [[Habs]] that weren&#039;t invalidated.&lt;br /&gt;
&lt;br /&gt;
Note: The Fleet needs to have marines in order to perform the Assault Hab Operation, but the marines do not necessarily have to be on the fleet itself, because the fleet uses all marines in nearby space assets (such as Barracks on habs) owned by the same faction.&lt;br /&gt;
&lt;br /&gt;
==== Success Chance ====&lt;br /&gt;
&lt;br /&gt;
Note: When starting the Assault Hab Operation, the game shows the success chance if the assault would happen immediately without any changes. But  Assault Hab Operations are not instantaneous, and circumstances can change. The actual success chance is calculated using only the circumstances at the moment that the Assault Hab Operation completes.&lt;br /&gt;
&lt;br /&gt;
The {{icon|marine}}Assault Combat Value of a [[Spaceship]] is calculated as follows:&lt;br /&gt;
# For each [[Spaceships#Utility_Modules|Utility Module]]: Add the {{icon|marine}}Assault Combat Value of the module × Module Health %&lt;br /&gt;
#* Some Utility Modules only provide Assault Combat Value when defending against an enemy assault.&lt;br /&gt;
#* If the Module Health % is less than 0.1%, it does not contribute anything.&lt;br /&gt;
# Add the {{icon|marine}}Assault Combat Value of any [[Spaceships#Officer|Officers]] on board.&lt;br /&gt;
&lt;br /&gt;
The {{icon|marine}}Assault Combat Value of a [[Hab]] is calculated as follows:&lt;br /&gt;
# For each active hab module: Add the {{icon|marine}}Assault Combat Value of the module&lt;br /&gt;
# If the Hab is a {{icon|base}}Base, then Add the Hab Tier.&lt;br /&gt;
# If the Hab is being {{MissionIcon|Advise}}[[Advise]]d, Multiply by (1 + 0.01 per {{TV|command}}).&lt;br /&gt;
#* Standard diminishing returns for multiple {{MissionIcon|Advise}}[[Advise|Advisors]].&lt;br /&gt;
&lt;br /&gt;
The total Attack Score of the Assault Hab Operation is calculated as follows:&lt;br /&gt;
# Add the {{icon|marine}}Assault Combat Value of every [[Spaceship]] in the Attacking fleet.&lt;br /&gt;
# If the Attacking fleet is docked at a [[Hab]] owned by the Attacking [[Faction]], then:&lt;br /&gt;
## Add the {{icon|marine}}Assault Combat Value of every [[Spaceship]] in every other fleet that is also owned by the Attacking [[Faction]] and docked to the same [[Hab]].&lt;br /&gt;
## If the Attacking [[Faction]] is not bankrupt on {{icon|mc}}MC, {{TV|boost}}, or {{icon|money}}Money, then Add the {{icon|marine}}Assault Combat Value of the [[Hab]].&lt;br /&gt;
# If the Attacking [[Faction]] is over its {{icon|mc}}MC cap and is not the {{icon|alien}}[[Aliens]], then Subtract the amount of overcap.&lt;br /&gt;
&lt;br /&gt;
The total Defense Score of the Assault Hab Operation is calculated as follows:&lt;br /&gt;
# Add the {{icon|marine}}Assault Combat Value of the Defending [[Hab]].&lt;br /&gt;
# If the Defending [[Faction]] is over its {{icon|mc}}MC cap and is not the {{icon|alien}}[[Aliens]], then Subtract the amount of overcap.&lt;br /&gt;
# If the Defending [[Faction]] is bankrupt on {{TV|boost}}, then Subtract the amount of {{TV|boost}} the Defending [[Faction]] is missing per Day.&lt;br /&gt;
#* This is the {{TV|boost}} Daily Upkeep - {{TV|boost}} Daily Income - {{TV|boost}} stockpiled&lt;br /&gt;
# If the Defending [[Faction]] is bankrupt on {{icon|money}}Money and &#039;&#039;&#039;negative&#039;&#039;&#039; Net {{icon|money}}Money Income, then Add the Net Monthly {{icon|money}}Money Income.&lt;br /&gt;
# Add the {{icon|marine}}Assault Combat Value of every [[Spaceship]] in every fleet that is owned by the Defending [[Faction]] and docked to the Defending [[Hab]].&lt;br /&gt;
# If the Defending [[Hab]] is not being decommissioned, then:&lt;br /&gt;
## For each [[Councilor]] owned by the Defending [[Faction]]: Add {{TV|command}} / 6.&lt;br /&gt;
## If the Defending [[Hab]] is a {{icon|base}}Base and the Attacking Fleet is in orbit, then for each hab defense module: Add Module Tier.&lt;br /&gt;
# For each [[Councilor]] using the {{MissionIcon|Protect}}[[Protect Target]] [[Mission]] on the Defending [[Hab]], add {{TV|command}}.&lt;br /&gt;
&lt;br /&gt;
The outcome of the Assault Hab Operation is determined by a standard [[Roll]], using the difference between the total Attack and Defense Scores.&lt;br /&gt;
&lt;br /&gt;
==== Post-Assault Damage ====&lt;br /&gt;
&lt;br /&gt;
Whenever an assault hab operation (or {{MissionIcon|Assault Enemy Space Asset}}[[Assault Enemy Space Asset]] mission) completes, marines on both sides may take damage depending on the outcome. This damage is determined as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Damage Taken for by each possible participant for each possible outcome.&lt;br /&gt;
|-&lt;br /&gt;
! !! Critical Failure !! Normal Failure !! Normal Success !! Critical Success &lt;br /&gt;
|-&lt;br /&gt;
| % Health Lost by each Marine Module on Attacking Fleets || 50% to 100% || 25% to 75% || 0% to 50% || 0% to 10%&lt;br /&gt;
|-&lt;br /&gt;
| % Health Lost by each Marine Module on Defending Fleets || 0% to 10% || 0% to 50% || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| % Chance for each Marine Officer on Attacking Fleets to Die || 50% || 5% || 0% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| % Chance for each Marine Officer on Defending Fleets to Die || 0% || 0% || 5% || 50%&lt;br /&gt;
|-&lt;br /&gt;
| % Chance for each Marine Module on Attacking Hab to be Destroyed || 50% / Module Tier || 10% / Module Tier || 0% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| % Chance for each Marine Module on Defending Hab to be Destroyed || 0% || 10% if Defender has negative {{icon|money}}Money or is over their {{icon|mc}}MC cap. || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Attacking Councilor || If not {{MissionIcon|Protect}}[[Protect Target|Protected]], Die. Otherwise, if target hab is not {{icon|alien}}[[Alien]], {{MissionIcon|Detain}}[[Detain]] for 5 turns || If not {{MissionIcon|Protect}}[[Protect Target|Protected]] and target hab is not {{icon|alien}}[[Alien]], {{MissionIcon|Detain}}[[Detain]] for 5 turns. || None || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Orbital Bombardment ===&lt;br /&gt;
&lt;br /&gt;
==== Bombardment Capability ====&lt;br /&gt;
&lt;br /&gt;
A fleet equipped with bombardment-capable weapons may conduct orbital bombardment against targets on the surface of a [[Celestial Bodies|Space Body]]. They must be in an interface orbit to launch attacks.&lt;br /&gt;
&lt;br /&gt;
Above Earth, valid targets include [[Nations#Armies|Armies]], space facilities, [[Regions]], and any [[Aliens|alien assets]] we have detected. On other space bodies, {{icon|base}}[[Habs|Bases]] and landed space fleets may be targeted.&lt;br /&gt;
&lt;br /&gt;
The weapons capable of bombardment are:&lt;br /&gt;
* All [[Spaceships#Lasers|Laser Weapons]] except for the dedicated point defense lasers that have no attack mode.&lt;br /&gt;
* All [[Spaceships#Magnetic_Weapons|Magnetic Weapons]].&lt;br /&gt;
* All [[Spaceships#Missiles|Missiles]] that have nuclear, antimatter, or shaped nuclear warheads.&lt;br /&gt;
&lt;br /&gt;
Furthermore, [[Celestial Bodies|Space Bodies]] that have a sufficiently thick atmosphere cannot be bombarded by:&lt;br /&gt;
* All [[Spaceships#Missiles|Missiles]]&lt;br /&gt;
* All [[Spaceships#Lasers|Laser Weapons]] that have wavelengths less than 380nm or more than 740nm. (This means infrared, ultraviolet, x-ray, and gamma lasers are blocked, whereas orange, green, and violet lasers are still allowed to bombard.)&lt;br /&gt;
&lt;br /&gt;
As of Version 0.4.90, only two bombardable [[Celestial Bodies|Space Bodies]] have such thick atmospheres: [[Earth]] and [[Titan]] (a moon of [[Saturn]]).&lt;br /&gt;
&lt;br /&gt;
===== Valid Earth Targets for Bombardment =====&lt;br /&gt;
&lt;br /&gt;
A nation is considered friendly to a faction if any of the following are true:&lt;br /&gt;
* The faction owns at least one control point in the nation.&lt;br /&gt;
* The nation is [[Foreign_Relations#Alliances|allied]] to another nation that the faction owns at least one control point in.&lt;br /&gt;
&lt;br /&gt;
A nation is considered hostile to a faction if any of the following are true:&lt;br /&gt;
* The nation is [[Foreign_Relations#Wars|at war]] with another nation that the faction owns at least one control point in.&lt;br /&gt;
* The faction is {{icon|submit}}[[The Servants]].&lt;br /&gt;
* The faction is the {{icon|alien}}[[Aliens]].&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
All nations are also hostile to all factions if the [[Aliens#Alien_Administration|Alien Nation]] owns at least 90% of the [[Earth]]&#039;s [[Regions]].&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Valid Earth Targets for Bombardment&lt;br /&gt;
|-&lt;br /&gt;
! Target !! Conditions within Hostile Nations !! Conditions within Friendly Nations&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Alien_Xenoforming|Xenoflora]] || The Bombarding Faction can see it. &lt;br /&gt;
|&lt;br /&gt;
* The Bombarding Faction is not the {{icon|alien}}[[Aliens]].&lt;br /&gt;
* The Bombarding Faction can see it.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
[[Aliens#Alien_Facility|Alien Facility]] &lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
| colspan = 2 |&lt;br /&gt;
* The Bombarding Faction is not the {{icon|alien}}[[Aliens]] or {{icon|submit}}[[The Servants]].&lt;br /&gt;
* The Bombarding Faction can see it.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
[[Aliens#Alien_Assault_Carrier|UFO Landing]] &lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
| colspan = 2 |&lt;br /&gt;
* The Bombarding Faction is not the {{icon|alien}}[[Aliens]] or {{icon|submit}}[[The Servants]].&lt;br /&gt;
* The Bombarding Faction can see it.&lt;br /&gt;
|-&lt;br /&gt;
| [[Regions]]&lt;br /&gt;
| Always valid.&lt;br /&gt;
| Never valid.&lt;br /&gt;
|-&lt;br /&gt;
| Space Facilities&lt;br /&gt;
| Always valid.&lt;br /&gt;
| Never valid.&lt;br /&gt;
|-&lt;br /&gt;
| [[Terrestrial_Warfare#Armies|Armies]]&lt;br /&gt;
| &lt;br /&gt;
* The army is not controlled by the Bombarding Faction.&lt;br /&gt;
* If the Bombarding Faction is the {{icon|alien}}[[Aliens]] or {{icon|submit}}[[The Servants]], then the army is also not controlled by the other.&lt;br /&gt;
|&lt;br /&gt;
The army belongs to a nation that is [[Foreign_Relations#Wars|at war]] with the target nation.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;OR&#039;&#039;&#039;&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
The army is a [[Aliens#Megafauna|Megafauna]] and the Bombarding Faction is not the {{icon|alien}}[[Aliens]].&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that a nation can be both friendly and hostile to the same faction at the same time. But a bombardment target only needs to meet one side&#039;s conditions to be valid. For example, all regions are valid targets in a nation that is both friendly and hostile. On the other hand, if a nation is neither friendly nor hostile, then nothing within it can be bombarded.&lt;br /&gt;
&lt;br /&gt;
==== Bombardment Mechanics ====&lt;br /&gt;
&lt;br /&gt;
The Bombardment operation proceeds in rounds, once per orbit. Specifically, a round occurs every time the fleet reaches a specific position in orbit that is roughly over the target it is bombarding. Whenever a round occurs, all functional bombardment-capable weapons still possessed by the fleet and the target will shoot at each other in a randomized order, though weapons whose shooters have higher targeting and ECM bonuses are more likely to appear earlier in the order. Specifically, every weapon is assigned an initiative value that is equal to their Targeting Bonus + ECM Bonus + a random value between 0% and 100%, and then the weapons with higher initiative get to fire earlier in the round.&lt;br /&gt;
&lt;br /&gt;
When the fleet&#039;s weapons shoot:&lt;br /&gt;
* If the target is a [[Habs|Hab]], then a random hab module on the hab is selected to receive the shot, but the hab core can only be selected after everything else is destroyed.&lt;br /&gt;
* If the target is a [[Fleets|Fleet]], then a random [[Spaceships|spaceship]] in the target is selected to receive the shot.&lt;br /&gt;
&lt;br /&gt;
When the target&#039;s weapons shoot back:&lt;br /&gt;
* A random [[Spaceships|spaceship]] in the fleet is selected to receive the shot, with the random selection being weighted by the bombardment value of each [[Spaceships|spaceship]].&lt;br /&gt;
&lt;br /&gt;
Note: Landed fleets are basically sitting ducks: they are unable to shoot back and cannot activate any point defenses. If the target fleet is landed at a hab, then that hab can shoot back, but it cannot use its point defenses to protect the fleet.&lt;br /&gt;
&lt;br /&gt;
===== Missile Mechanics =====&lt;br /&gt;
&lt;br /&gt;
Per the aforementioned rules regarding lasers, missiles, and planetary bodies with atmospheres, [[Earth]] cannot be bombarded by standard [[Spaceships#Missiles|Missiles]]. The [[Spaceships#Missiles|Missiles]] that ARE bombardment-capable have nuclear, antimatter, or shaped nuclear warheads with absurdly high damage values. As such, the game does not look at missile damage values and instead handles them differently from standard ship-to-ship combat:&lt;br /&gt;
&lt;br /&gt;
;When the Target is a [[Habs|Hab]]:&lt;br /&gt;
:If any missile with a shaped nuclear warhead hits, then the randomly selected target hab module is destroyed in one hit.&lt;br /&gt;
:If any missile with a nuclear or antimatter warhead hits, then the &#039;&#039;&#039;&#039;&#039;entire hab&#039;&#039;&#039;&#039;&#039; is destroyed in one hit.&lt;br /&gt;
:Furthermore, shaped nuclear missiles have a 20% chance to hit even if they are shot by the hab&#039;s point defenses.&lt;br /&gt;
;When the Target is a Fleet:&lt;br /&gt;
:The &#039;&#039;&#039;&#039;&#039;entire fleet&#039;&#039;&#039;&#039;&#039; is destroyed in one hit.&lt;br /&gt;
&lt;br /&gt;
On the other hand, missiles are incredibly easy for the target&#039;s point defenses to shoot: each missile bay has an Anti-PD value of just 1. &lt;br /&gt;
&lt;br /&gt;
The chance that a projectile is shot by point defenses is equal to the Total PD value of the target divided by the Total Anti-PD value of the Bombarding Fleet&#039;s weapons. &lt;br /&gt;
&lt;br /&gt;
Ultimately. bombarding with missiles will often simply result in all missiles being destroyed by point defenses, if any exist (keeping in mind that, again, shaped nuclear missiles do have a 20% chance to hit even if shot by the hab&#039;s point defenses).&lt;br /&gt;
&lt;br /&gt;
===== Laser Mechanics =====&lt;br /&gt;
&lt;br /&gt;
[[Spaceships#Lasers|Laser Weapons]] function almost the same in bombardment as in real combat. The only notable difference is that [[Celestial Bodies|Space Bodies]] with thicker atmospheres apply a penalty to the laser&#039;s damage. Specifically, the laser damage is multiplied by:&lt;br /&gt;
* 1 for [[Celestial Bodies|Space Bodies]] with No Atmosphere.&lt;br /&gt;
* 0.99 for [[Celestial Bodies|Space Bodies]] with Trace Atmosphere.&lt;br /&gt;
* 0.95 for [[Celestial Bodies|Space Bodies]] with Thin Atmosphere.&lt;br /&gt;
* 0.8 for [[Celestial Bodies|Space Bodies]] with Standard Atmosphere.&lt;br /&gt;
&lt;br /&gt;
Note: Nothing on [[Earth]] has any armor. So the laser weapon&#039;s armor penetration has no effect whatsoever when bombarding targets on [[Earth]].&lt;br /&gt;
&lt;br /&gt;
For the defending side, each laser has a bombardment-altitude-dependent PD value that is calculated as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt;Estimated Damage at Range X = Damage / Armor Effectiveness at range X&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Estimated DPS at Range X = (Estimated Damage at Range X × 0.3 + Estimated Damage at 200km × 0.15 + Estimated Damage at 500km × 0.25 + Estimated Damage at 800km × 0.3) / Cooldown (s)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;PD Value at 200km = Estimated DPS at 200km × 30 × 2 if Target is a Hab&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;PD Value at 400km = (Estimated DPS at 200km + Estimated DPS at 400km) × 30 × 2 if Target is a Hab&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;PD Value at 600km = (Estimated DPS at 200km + Estimated DPS at 300km + Estimated DPS at 600km) × 30 × 2 if Target is a Hab&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The chance that each bombarding projectile is shot by the target&#039;s point defenses is equal to the target&#039;s Total PD Value divided by the Bombarding Fleet&#039;s Total Anti-PD value.&lt;br /&gt;
&lt;br /&gt;
===== Armor Mechanics =====&lt;br /&gt;
&lt;br /&gt;
Nothing on [[Earth]] has any armor.&lt;br /&gt;
&lt;br /&gt;
[[Spaceships]] naturally have whatever armor they normally have.&lt;br /&gt;
&lt;br /&gt;
For Ground [[Habs|Hab Modules]], their armor values are calculated as:&lt;br /&gt;
&amp;lt;pre&amp;gt;Hab Module Armor Value = Heat of Vaporization (MJ/kg) of Best Available Armor / 10 × Module Tier&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Combat Modules (Powered Marine Modules and Powered Defense Modules) have 4 times as much armor value.&lt;br /&gt;
&lt;br /&gt;
Critical Modules (Unpowered Marine Modules, Unpowered Defense Modules, Power Plants, and the Hab Core) have 2 times as much armor value.&lt;br /&gt;
&lt;br /&gt;
The best available armor for [[Habs]] owned by Human [[Factions]] is simply the best armor that the faction has researched, but excluding any armor that costs {{icon|exotics}}exotics.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
The best available armor for Alien [[Habs]] in the same [[Celestial Bodies|Space Body]] as their Wormhole is the Alien Exotic Armor, which has a Heat of Vaporization of 70 MJ/kg.&lt;br /&gt;
&lt;br /&gt;
The best available armor for all other Alien [[Habs]] is the Alien Diamondoid Armor, which has a Heat of Vaporization of 59.534 MJ/kg.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
===== Magnetic Gun Mechanics =====&lt;br /&gt;
&lt;br /&gt;
[[Spaceships#Magnetic_Weapons|Magnetic Weapons]] mechanics are the most complex: the game actually does several calculations, taking into account the target [[Celestial Bodies|Space Body&#039;s]] mass, radius, sphere of influence, and atmosphere. Both gravity and air resistance are modelled, to compute the surface impact velocity of the [[Spaceships#Magnetic_Weapons|Magnetic Weapons&#039;]] projectiles:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Distance to Space Body Core (m) = Space Body Mean Radius (m) + Bombardment Altitude (m)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Mean Orbital Speed (m/s)= (6.67384E-11m³/kg/s² × Space Body Mass (kg) / Distance to Space Body Core (m))^0.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Initial Projectile Velocity (m/s) = ((Muzzle Velocity (m/s))^2 + (Mean Orbital Speed (m/s))^2)^0.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Initial Projectile Kinetic Energy (J) = 0.5 × Warhead Mass (kg) × (Initial Projectile Velocity (m/s))^2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If Distance to Space Body Core (m) &amp;gt; Space Body Sphere of Influence Radius (m), then:&lt;br /&gt;
&amp;lt;pre&amp;gt;Initial Gravitational Acceleration (m/s²) = 0&amp;lt;/pre&amp;gt;&lt;br /&gt;
Otherwise:&lt;br /&gt;
&amp;lt;pre&amp;gt;Initial Gravitational Acceleration (m/s²) = 6.67384E-11m³/kg/s² × Space Body Mass (kg) / (Distance to Space Body Core (m))^2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Average Gravitational Acceleration (m/s²) = (Space Body Surface Gravity (m/s²) + Initial Gravitational Acceleration (m/s²))/2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Initial Projectile Gravitational Potential Energy (J) = Warhead Mass (kg) × Bombardment Altitude (m) × Average Gravitational Acceleration (m/s²)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Total Initial Projectile Energy (J) = Initial Projectile Kinetic Energy (J) + Initial Projectile Gravitational Potential Energy (J)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Base Surface Impact Velocity (m/s) = (2 × Total Initial Projectile Energy (J) / Warhead Mass (kg) ) ^ 0.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the [[Celestial Bodies|Space Body]] does not have at least a Thin Atmosphere, then this Base Surface Impact Velocity (m/s) is simply used as the Actual Surface Impact Velocity (m/s) for the projectiles fired by the [[Spaceships#Magnetic_Weapons|Magnetic Weapon]]. I.e., &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Actual Surface Impact Velocity (m/s) = Base Surface Impact Velocity (m/s)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Otherwise, the game proceeds to calculate air resistance:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Length of Projectile&#039;s Path Through Atmosphere (m) = Space Body Atmosphere Scale Height (m) × (Initial Projectile Velocity (m/s) / Muzzle Velocity (m/s))&amp;lt;/pre&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Energy Lost to Atmospheric Drag (J) = Space Body Atmosphere Surface Density (kg/m³) × Length of Projectile&#039;s Path Through Atmosphere (m) × 0.001m² × (Initial Projectile Velocity (m/s))^2&amp;lt;/pre&amp;gt; &lt;br /&gt;
&lt;br /&gt;
0.001m² seems to represent the projectile&#039;s cross-sectional area as it flies through the atmosphere.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Remaining Energy (J) = Max(0, Total Initial Projectile Energy (J) - Energy Lost to Atmospheric Drag (J))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Modified Surface Impact Velocity (m/s) = (2 × Remaining Energy (J) / Warhead Mass (kg)) ^ 0.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Terminal Velocity (m/s) = (2 × Warhead Mass (kg) × Space Body Surface Gravity (m/s²) / 4.0000003E-05m² / Space Body Atmosphere Surface Density (kg/m³))^0.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: 4.0000003E-05m² ≈ 0.001m² × 0.04, where 0.04 is the Drag Coefficient of a Streamlined Body flying through the atmosphere.&lt;br /&gt;
&lt;br /&gt;
If Base Surface Impact Velocity (m/s) &amp;gt; Terminal Velocity (m/s) then:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Actual Surface Impact Velocity (m/s) = Max(Terminal Velocity (m/s), Modified Surface Impact Velocity (m/s))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Otherwise:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Actual Surface Impact Velocity (m/s) = Min(Terminal Velocity (m/s), Modified Surface Impact Velocity (m/s))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Finally, now that the Actual Surface Impact Velocity (m/s) has been computed, it is easy to compute the kinetic energy of the impact:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Impact Energy (J) = 0.5 × Warhead Mass (kg) × (Actual Surface Impact Velocity (m/s))^2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In Terra Invicta, every 20MJ of energy is equal to 1 point of damage, so we have:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Projectile Damage = Impact Energy (J) / 20000000J&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Furthermore, every [[Spaceships#Magnetic_Weapons|Magnetic Weapon]] has a bombarding-altitude-dependent anti-PD value that is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Anti-PD value = Impact Energy (J) / 1000000MJ/J / Average Cooldown Between Shots (s)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The chance that an bombardier&#039;s attack gets shot by the target&#039;s point defenses is equal to the total PD value of the target divided by the total Anti-PD value of the bombarding fleet&#039;s weapons.&lt;br /&gt;
&lt;br /&gt;
But Projectile Damage is not simply used as is, because there is one last factor to consider: Chipping. Every weapon has a chipping %, and in normal combat, this % of the damage is done as chipping damage, while the rest is done as direct damage.&lt;br /&gt;
&lt;br /&gt;
For bombardment, the same rules apply unless the target is on earth. If the target is on earth, then the direct damage is instead calculated as the max of (direct damage, total damage / 2). Which in the base game is just the direct damage since magnetic weapons all have at most 35% chipping, but may be important for mods.&lt;br /&gt;
&lt;br /&gt;
===== Damage Conversion =====&lt;br /&gt;
&lt;br /&gt;
So far we have discussed how the damage of each attack is calculated. But this damage amount is in point of damage versus a ship. Depending on the bombardment target, the damage is handled very differently:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bombardment Target !! Effect of X Damage&lt;br /&gt;
|-&lt;br /&gt;
| An [[Terrestrial_Warfare#Armies|Army]] || Take X × Health % / 18000 / {{TV|miltech}} damage.&amp;lt;br&amp;gt;×2 if Army is in Combat.&amp;lt;br&amp;gt;×0.75 if Army&#039;s Faction has researched [[Army Dispersion Tactics]].&amp;lt;br&amp;gt;Capped at 0.1875% for [[Spaceships#Magnetic_Weapons|Magnetic Weapons]] and 0.125% for [[Spaceships#Lasers|Laser Weapons]].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;(Weapon Chip %) Chance:&amp;lt;br&amp;gt;Region takes X / 500000 [[Regions#Region_Damage|Damage]].&amp;lt;br&amp;gt;Capped at 0.001 [[Regions#Region_Damage|Damage]].&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
A [[Aliens#Megafauna|Megafauna Army]] &lt;br /&gt;
{{SpoilerBoxEnd}} &lt;br /&gt;
| Take X × Max(10%,Health %) / 18000 / {{TV|miltech}} damage.&amp;lt;br&amp;gt;×2 if Army is in Combat.&amp;lt;br&amp;gt;×0.75 if Army&#039;s Faction has researched [[Army Dispersion Tactics]].&amp;lt;br&amp;gt;Capped at 0.1875% for [[Spaceships#Magnetic_Weapons|Magnetic Weapons]] and 0.125% for [[Spaceships#Lasers|Laser Weapons]].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;(Weapon Chip %) Chance:&amp;lt;br&amp;gt;Region takes X / 500000 [[Regions#Region_Damage|Damage]].&amp;lt;br&amp;gt;Capped at 0.001 [[Regions#Region_Damage|Damage]].&lt;br /&gt;
|-&lt;br /&gt;
| A [[Regions|Region]] || Take X / 10000 [[Regions#Region_Damage|Damage]].&amp;lt;br&amp;gt;Capped at 0.05.&lt;br /&gt;
|-&lt;br /&gt;
| A {{icon|boost}}[[Nations#Boost|Boost]] Facility || (X / 10) Chance:&amp;lt;br&amp;gt;Remove X / 100 of the {{TV|boost}} Production.&amp;lt;br&amp;gt;Minimum: 1/10th of the {{TV|boost}} Production.&lt;br /&gt;
|-&lt;br /&gt;
| A {{icon|mc}}[[Nations#Mission_Control|Mission Control]] Facility || (X / 10) Chance:&amp;lt;br&amp;gt;Remove {{TV|mc|1}}.&lt;br /&gt;
|-&lt;br /&gt;
| A {{icon|sto defense}}[[Nations#Space_Defenses|Space Defense]] Facility || Min(0.05, X / 1000) Chance:&amp;lt;br&amp;gt;Destroy {{icon|sto defense}}[[Nations#Space_Defenses|Space Defense]] Facility.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
A [[Aliens#Alien_Assault_Carrier|UFO Landing]]&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
| Take X damage. Destroyed when total damage taken reaches 1200.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
An [[Aliens#Alien_Facility|Alien Facility]]&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
| Take X damage. Destroyed when total damage taken reaches 80.&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Alien_Xenoforming|Alien Xenoforming]]&lt;br /&gt;
| Remove Max(0.005, X / 100) Xenoflora Growth Levels.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;(Weapon Chip % × Xenoflora Growth Levels) Chance:&amp;lt;br&amp;gt;Region takes X / 500000 [[Regions#Region_Damage|Damage]].&amp;lt;br&amp;gt;Capped at 0.001 [[Regions#Region_Damage|Damage]].&lt;br /&gt;
|-&lt;br /&gt;
| A [[Habs|Hab Module]] &lt;br /&gt;
| Subtract Hab Module Armor&amp;lt;ref&amp;gt;Use Effective Armor for [[Spaceships#Lasers|Laser Weapons]].&amp;lt;/ref&amp;gt; from X&amp;lt;br&amp;gt;Multiply X by 0.75 if Hab&#039;s Faction has researched [[Hardened Hab Shelters]].&amp;lt;br&amp;gt;(1 - Hab Module Tier / X) Chance:&amp;lt;br&amp;gt;Destroy Hab Module.&lt;br /&gt;
|-&lt;br /&gt;
| A [[Spaceships|Spaceship]]&lt;br /&gt;
| Apply damage as if Target was hit in the Side.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Related Links =====&lt;br /&gt;
&lt;br /&gt;
See [[Laser Weapon List]] for information on the power of [[Spaceships#Lasers|Laser Weapons]], including the anti-bombardment lasers used by the defenses.&lt;br /&gt;
&lt;br /&gt;
See [[Ship Armor List]] for information on the armor of ground [[Habs|hab]] modules in bombardment.&lt;br /&gt;
&lt;br /&gt;
See [[Space Body List]] for a list of [[Celestial Bodies|Space Bodies]] and their stats.&lt;br /&gt;
&lt;br /&gt;
See [[Earth]] for a table of damage and anti-PD values for magnetic guns when bombarding the [[Earth]].&lt;br /&gt;
&lt;br /&gt;
== Space Combat ==&lt;br /&gt;
[[File:Combat UI.png|thumb|400px|Combat UI showing ship commands and fleet commands]]&lt;br /&gt;
When two fleets from enemy factions meet in an orbit, deep space, or at a station, a space battle begins. Players may elect to autoresolve combats.&lt;br /&gt;
&lt;br /&gt;
Stations with defensive modules will take part in battles; they will be considered disabled if those modules are destroyed.&lt;br /&gt;
&lt;br /&gt;
Very large space battles will have active and reinforcing ships. Reinforcing ships will join during combat at a later time to replace active ships when they are destroyed. You can adjust the maximum number of ships that can be active at any time during combat in the gameplay settings in the options menu. This is for performance reasons in very large battles.&lt;br /&gt;
&lt;br /&gt;
When a fleet or station is attacked, allied fleets of the defender in the same orbit and less than 1,000 kilometers away will be drawn into the battle and join the defending fleet.&lt;br /&gt;
&lt;br /&gt;
Before a battle begins, each fleet will select from one of three stances: Engage, Accept, or Evade. Fleets that are docked at habs or are unavailable for operations because of previous battles may only select the Accept option. Based on what each side picks the follwing will happen:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Choice !! Engage !! Accept !! Escape&lt;br /&gt;
|-&lt;br /&gt;
! Engage&lt;br /&gt;
| Combat || Combat || Pursuit&lt;br /&gt;
|-&lt;br /&gt;
! Accept&lt;br /&gt;
| Combat || No combat || No combat&lt;br /&gt;
|-&lt;br /&gt;
! Escape&lt;br /&gt;
| Pursuit || No combat || No combat&lt;br /&gt;
|}&lt;br /&gt;
If pursuit takes place both fleets will attempt to outpace the other with a combination of fleet acceleration and bid Delta-V. If the fleet that selected Engage moves faster the combat will take place.&lt;br /&gt;
&lt;br /&gt;
Once in combat, players plan maneuvers their ships by setting waypoints in 3D space. Ships will turn and thrust to reach their waypoints. Players may also rotate a ship&#039;s facing independent of its direction of travel to present certain weapons or armor facings to an enemy. Special maneuvers include persistent spins, rolls, and a padlocking-target command that keeps the ship&#039;s nose pointed at its primary target.&lt;br /&gt;
&lt;br /&gt;
Any damage that penetrates a ship&#039;s armor is applied to its internal systems. Weapons and other modules may be temporarily disabled or permanently destroyed, requiring repair at a hab with a shipyard. Damage control teams will also attempt to restore function to critical systems in combat.&lt;br /&gt;
&lt;br /&gt;
=== Fire Control ===&lt;br /&gt;
Weapons have one or more fire modes available to them. They can be set at the fleet, ship, or individual weapon level during combat.&lt;br /&gt;
&lt;br /&gt;
Ships may also designate an enemy ship or hab module as its primary target. The ship&#039;s weapons will favor that enemy over others. Missile weapons require a primary target to fire.&lt;br /&gt;
&lt;br /&gt;
Depending on their capabilities, weapons may also be set to only attack enemy ships, only fire defensively at incoming projectiles and missiles, or in &amp;quot;guardian&amp;quot; mode, firing first at threatening projectiles and then targeting enemy craft.&lt;br /&gt;
&lt;br /&gt;
Ships or the entire fleet can be set to the following fire postures:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Posture !! Offensive weaponry !! Guardian-capable weapons&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FocusFireCommand ON.png|25px]] Focus Fire || Attack only primary target || Attack only primary target&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO AttackCommand ON.png|25px]] Attack || Attack primary target if in range, otherwise nearest target || Attack primary target if in range, otherwise nearest target&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO BalancedCommand ON.png|25px]] Balanced || Attack primary target if in range, otherwise nearest target || Attack threatening projectiles if any, otherwise nearest target&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO DefensiveCommand ON.png|25px]] Defensive || Attack primary target if in range, otherwise nearest target || Attack only threatening projectiles&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FortifyCommand ON.png|25px]] Fortified || Preserve power and ammo || Attack only threatening projectiles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== ECM and Targeting ===&lt;br /&gt;
&lt;br /&gt;
The ECM Value of a [[Habs|hab]] module is always 0%.&lt;br /&gt;
&lt;br /&gt;
The ECM Value of a [[Spaceships|Spaceship]] is calculated as follows:&lt;br /&gt;
* If the ship systems are depowered, then it is simply 0%.&lt;br /&gt;
* If the weapon is alien and the ship&#039;s faction has not researched the [[Alien-Adapted_ECM]] project, then it is simply 0%.&lt;br /&gt;
* Otherwise, sum up all of the ECM bonuses given by:&lt;br /&gt;
** The ship&#039;s [[Spaceships#Utility_Modules|Utility Modules]]. (STO Fighters automatically have their faction&#039;s best researched ECM module built-in.)&lt;br /&gt;
** The ship&#039;s [[Spaceships#Officer|Officers]].&lt;br /&gt;
** The ship faction&#039;s [[Effect List|effects]].&lt;br /&gt;
** The ship&#039;s allied [[Habs|hab]] modules, if they are also present in this combat.&lt;br /&gt;
&lt;br /&gt;
The Targeting Bonus of a weapon on a [[Habs|hab]] module is calculated as the sum of:&lt;br /&gt;
* The hab module&#039;s fleet Targeting Bonus. Counts only itself, not other modules on the hab.&lt;br /&gt;
* The Targeting Bonus from the hab faction&#039;s [[Effect List|effects]]. (This is equal to the bonus from best Targeting Computer [[Spaceships#Utility_Modules|Utility Module]] that the faction has researched.)&lt;br /&gt;
&lt;br /&gt;
The Targeting Bonus of a weapon on a [[Spaceships|Spaceship]] is calculated as follows:&lt;br /&gt;
* If the ship systems are depowered, then it is -200%.&lt;br /&gt;
* Otherwise, sum up all of the Targeting bonuses and penalties given by:&lt;br /&gt;
** The ship&#039;s [[Spaceships#Utility_Modules|Utility Modules]]. (STO Fighters automatically have their faction&#039;s best researched Targeting Computer module built-in.)&lt;br /&gt;
** The ship&#039;s [[Spaceships#Officer|Officers]].&lt;br /&gt;
** The ship&#039;s allied [[Habs|hab]] modules, if they are also present in this combat.&lt;br /&gt;
** Penalty: Reduce by the missing health % of the ship&#039;s Fire Control [[Spaceships#Ship_Systems|system]].&lt;br /&gt;
** Penalty: Reduce by the missing health % of the ship&#039;s Sensors [[Spaceships#Ship_Systems|system]].&lt;br /&gt;
&lt;br /&gt;
==== Weapon Shutdown ====&lt;br /&gt;
&lt;br /&gt;
Whenever a weapon changes targets, there is a chance for it to be forcefully shut down for a random duration. The shutdown chance and duration are determined by the weapon&#039;s total targeting bonus versus the target&#039;s total ECM value. In addition, each [[Habs|hab]] module and [[Spaceships|Spaceship]] records the number of ECM defeats it has suffered against each target: whenever a weapon finishes its ECM forced shutdown duration, the number of ECM defeats against the target that shut it down increases by 1.&lt;br /&gt;
&lt;br /&gt;
The weapon shutdown chance and duration are then calculated as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt;Weapon Shutdown Chance = Target ECM Value × Min(1, Distance to Target / Weapon Range) - Weapon Targeting Bonus - 2% × ECM Defeats against Target&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If Weapon Shutdown Chance ≤ 100%, then:&lt;br /&gt;
&amp;lt;pre&amp;gt;Weapon Shutdown Duration (s) = Weapon Shutdown Chance × (Random value between 0 and 100 inclusive) × 5 × (2 if weapon is missile) / (1 + ECM Defeats against Target)&amp;lt;/pre&amp;gt;&lt;br /&gt;
Otherwise:&lt;br /&gt;
&amp;lt;pre&amp;gt;Weapon Shutdown Duration (s) = (100 × Weapon Shutdown Chance - (Random value between 0 and 100 inclusive)) × 5 × (2 if weapon is missile) / (1 + ECM Defeats against Target)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Missile Negation ====&lt;br /&gt;
&lt;br /&gt;
Whenever a non-AOE&amp;lt;ref&amp;gt;The AoE missile types are nuclear, shaped nuclear, and antimatter.&amp;lt;/ref&amp;gt; missile hits a target, there is a chance for it to be completely negated, doing no damage whatsoever. This chance is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Missile Negation Chance = Target ECM Value - Targeting Bonus of the Missile Bay of the Ship that fired the missile&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: If the ship that fired the missile has died, then the Targeting Bonus is set to 0%.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Power and Heat ===&lt;br /&gt;
&lt;br /&gt;
[[Spaceships]] must manage their power and heat carefully in combat: many [[Spaceships#Ship_Systems|ship systems]] and modules do not function without sufficient power, and overheating causes the ship to take internal damage. Extending the ship&#039;s [[Spaceships#Radiator|radiators]] generally prevents overheating, but extended [[Spaceships#Radiator|radiators]] are not protected by the ship&#039;s [[Spaceships#Armor]] and hits on the radiators can bleed damage into the ship&#039;s internals. &lt;br /&gt;
&lt;br /&gt;
For each ship:&lt;br /&gt;
&amp;lt;pre&amp;gt;Required Systems Power (GW) = 1.1 × (Crew × 0.000005GW + Ship Hull Construction Tier × 0.005GW + Sum of Utility Module Power Requirements (MW) × 0.001 GW/MW)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Required Weapons Power (GW) = Sum for Each Weapon that is NOT Self-Powered: Power Used Per Shot (GJ) / Min(Cooldown (s), Intra-Salvo Cooldown (s))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Required Propulsion Power (GW) = 0 if Drive is Self-Powered, otherwise: Drive Thrust (N) × Drive EV (km/s) × 0.5 × 0.000001(GW/KW) / Drive Efficiency&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition to the [[Spaceships#Battery|Battery]] module, each ship also has an auxiliary power storage:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Aux Power Capacity (GJ) = Required Systems Power (GW) * 1s + Sum for Each Weapon that is NOT Self-Powered: Power Used Per Shot (GJ)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Aux Power Storage naturally begins each battle completely full.&lt;br /&gt;
&lt;br /&gt;
Every 0.25 seconds, if the ship&#039;s [[Spaceships#Radiator|radiators]] are extended or extending or the ship&#039;s [[Spaceships#Heat_Sink|heat sinks]] are less than 98% full, then:&lt;br /&gt;
# The Aux Power refills (up to its capacity) by: &amp;lt;pre&amp;gt;0.25s × Power Coupling Health % × (Required Systems Power (GW) + Required Weapons Power (GW)) × Systems Reactor Health %&amp;lt;/pre&amp;gt;&lt;br /&gt;
# If the [[Spaceships#Drive|Drive]]&#039;s power generation mode matches the current state of the thrusters, then the Aux Power also refills (up to its capacity) by an additional: &amp;lt;pre&amp;gt;0.25s × Power Coupling Health % × Required Propulsion Power (GW) × Power Plant Health %&amp;lt;/pre&amp;gt;&lt;br /&gt;
# If the Aux power actually refilled at all in the previous steps, and the ship&#039;s [[Spaceships#Radiator|radiators]] are retracted, retracting, or dead, then the ship&#039;s heat increases by: &amp;lt;pre&amp;gt;Aux Power refilled × (1 - Power Plant efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
# The Aux Power is reduced by: &amp;lt;pre&amp;gt;0.25s × Required Systems Power (GW)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every second:&lt;br /&gt;
# If the ship&#039;s [[Spaceships#Radiator|radiators]] are retracted, retracting, or dead, then the ship&#039;s heat increases by: &amp;lt;pre&amp;gt;Required Systems Power (GW) × 1s × (1 - Power Plant efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
# If the ship has a [[Spaceships#Battery|Battery]] that is not at full capacity, then the ship attempts to transfer power from the Aux Power to the [[Spaceships#Battery|Battery]]. The amount of power transferred is the minimum of the following: &amp;lt;pre&amp;gt;Battery Capacity (GJ) × Battery Health % - Current Battery Power (GJ)&amp;lt;/pre&amp;gt; &amp;lt;pre&amp;gt;Current Aux Power (GJ) × Power Coupling Health %&amp;lt;/pre&amp;gt; &amp;lt;pre&amp;gt;Battery Recharge Rate (GJ)&amp;lt;/pre&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Whenever a ship [[Spaceships#Weapons|weapon]] fires, if the [[Spaceships#Weapons|weapon]] is not self-powered, then:&lt;br /&gt;
# The Aux Power is reduced by the weapon&#039;s power consumption per shot. Note: The weapon will not fire in the first place if the power consumption per shot is greater than the current Aux Power + [[Spaceships#Battery|Battery]] Power.&lt;br /&gt;
# If the ship&#039;s [[Spaceships#Radiator|radiators]] are retracted, retracting, or dead, then the ship&#039;s heat increases by the weapon&#039;s heat generation per shot.&lt;br /&gt;
&lt;br /&gt;
Whenever the Aux Power is reduced, if it is reduced below 0, then the underflow is drawn from the ship&#039;s [[Spaceships#Battery|Battery]] (if any exist). If the total power stored reaches 0, then the ship systems are depowered until the power stored increases. Having depowered systems has significant negative effects on the ship&#039;s [[Fleets#ECM_and_Targeting|ECM and Targeting]].&lt;br /&gt;
&lt;br /&gt;
Whenever the ship&#039;s [[Spaceships#Drive|Drive]] is thrusting, if the [[Spaceships#Drive|Drive]] is not open-cycle and the ship&#039;s [[Spaceships#Radiator|radiators]] are retracted, retracting, or dead, then the ship&#039;s heat increases by:&lt;br /&gt;
&amp;lt;pre&amp;gt;Thrust Duration (s) × Required Propulsion Power (GW) × (1 - Power Plant Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Whenever the ship&#039;s [[Spaceships#Radiator|radiators]] are extended or extending, the ship vents any stored heat at a rate of:&lt;br /&gt;
&amp;lt;pre&amp;gt;Radiator Health % × (Required Systems Power (GW) + Required Weapons Power (GW)) × (1 - Power Plant Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
If the [[Spaceships#Drive|Drive]] is not open-cycle, then the ship vents an additional:&lt;br /&gt;
&amp;lt;pre&amp;gt;Radiator Health % × Required Propulsion Power (GW) × (1 - Power Plant Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ship&#039;s total heat capacity can change as it takes damage: &amp;lt;pre&amp;gt;Current Total Heat Capacity (GJ) = Sum for each Heat Sink: Heat Sink Capacity (GJ) × Heat Sink Health %&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Whenever the ship&#039;s heat exceeds its current total heat capacity:&lt;br /&gt;
# If the ship&#039;s [[Spaceships#Radiator|radiators]] are retracted and not dead, then they automatically begin extending and the ship&#039;s heat is simply set to the current total heat capacity without any problems (since it gets vented out the extending radiator).&lt;br /&gt;
# Otherwise, the ship&#039;s heat is set to the current total heat capacity, and then the ship&#039;s core takes internal damage equal to: &amp;lt;pre&amp;gt;Excess Heat Removed (GJ) × 1000MJ/GJ / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mid-Combat Repairs ===&lt;br /&gt;
&lt;br /&gt;
Every 15 seconds, every damaged ship will attempt to repair its damage. The total repair power of a ship is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Hull Crew / 2 || Base Value.&lt;br /&gt;
|-&lt;br /&gt;
| +(Hull Crew / 4 + Repair Bay Crew × Repair Bay Health %) || For each Repair Bay [[Spaceships#Utility_Modules|Utility Module]].&lt;br /&gt;
|-&lt;br /&gt;
| ×0.10416667% || Base Multiplier.&lt;br /&gt;
|-&lt;br /&gt;
| ×Damage Control Health % || [[Spaceships#Ship_Systems|Damage Control System]] Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| ×1.5 || Project Research:&amp;lt;br&amp;gt;[[Project_RapidRepairingMaterials|Rapid Repairing Materials]]&lt;br /&gt;
|-&lt;br /&gt;
| ×1.5 || Project Research:&amp;lt;br&amp;gt;[[Project_DamageControlDrones|Damage Control Drones]]&lt;br /&gt;
|-&lt;br /&gt;
| ×1.05 || Possible Event Outcome:&amp;lt;br&amp;gt;[[Hab Breakthrough]]&lt;br /&gt;
|-&lt;br /&gt;
| ×(1 + 0.02 per Crew Chief Officer Rank + 0.1 per Damage Control Officer Rank) || [[Spaceships#Officer|Officer]] Bonuses&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This total repair power is divided up into repair groups of 4.5454547% repair power, plus a leftover repair group containing the remaining repair power. Each repair group is then assigned to repair a specific (damaged but still repairable) [[Spaceships#Ship_Systems|ship system]] or module, in the following priority ordering:&lt;br /&gt;
# Life Support Main&lt;br /&gt;
# Damage Control&lt;br /&gt;
# Bridge&lt;br /&gt;
# Drive Coupling&lt;br /&gt;
# Power Coupling&lt;br /&gt;
# Vector Thrusters&lt;br /&gt;
# Life Support Backup&lt;br /&gt;
# Fire Control&lt;br /&gt;
# Sensors&lt;br /&gt;
# Radiator&lt;br /&gt;
# Power Plant&lt;br /&gt;
# Drive&lt;br /&gt;
# Battery&lt;br /&gt;
# Hull Weapons&lt;br /&gt;
# Nose Weapons	&lt;br /&gt;
# Utility Modules&lt;br /&gt;
&lt;br /&gt;
Note: The Ship Armor, Nose Structure, Central Structure, Tail Structure, and Propellent can never be repaired in combat, and so are not part of this priority ordering.&lt;br /&gt;
&lt;br /&gt;
Note 2: Some Utility Modules can never be repaired by the ship (they need a dock). This includes all marine modules and all colony kit modules.  &lt;br /&gt;
&lt;br /&gt;
A part or system is usually repairable as long as it has not been completely destroyed (reached 0% Health). The following systems are repairable even if they are completely destroyed: &lt;br /&gt;
* Drive Coupling&lt;br /&gt;
* Fire Control&lt;br /&gt;
* Power Coupling&lt;br /&gt;
* Sensors&lt;br /&gt;
&lt;br /&gt;
The following systems repair 3.5 times as fast:&lt;br /&gt;
* Drive Coupling&lt;br /&gt;
* Power Coupling&lt;br /&gt;
* Sensors&lt;br /&gt;
&lt;br /&gt;
=== Post-Combat Repairs ===&lt;br /&gt;
&lt;br /&gt;
After combat ends, any ship system or part that can be repaired by [[Fleets#Mid-Combat Repairs|Mid-Combat Repairs]] is repaired until it cannot be repaired further (even if the Damage Control System is completely destroyed). Note that many [[Spaceships#Ship_Systems|ship systems]] cannot be repaired mid-combat, especially if they have been completely destroyed.&lt;br /&gt;
&lt;br /&gt;
But Post-Combat Repairs can fix some of these [[Spaceships#Ship_Systems|systems]], up to an extent:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2| [[Spaceships#Ship_Systems|Ship System]] !! colspan=2| Repairable up to % Health&lt;br /&gt;
|-&lt;br /&gt;
! Without Repair Bay !! With Repair Bay&lt;br /&gt;
|-&lt;br /&gt;
| Power Plant || 5% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Drive || 5% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Radiator || 5% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Vector Thrusters || 5% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Damage Control || 0% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Bridge || 0% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Life Support Main || 0% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Life Support Backup || 0% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Battery || 0% || 25%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
But any ship system that is repaired in this manner is henceforth capped at this health %, unable to be repaired further until the ship is repaired at an actual [[Space Dock]], [[Shipyard]], or [[Spaceworks]].&lt;br /&gt;
&lt;br /&gt;
Note: Repair bays only affect the individual [[Spaceships]] they are on. Not the entire fleet.&lt;br /&gt;
&lt;br /&gt;
Note 2: Having multiple repair bays on one ship does not increase the repair cap.&lt;br /&gt;
&lt;br /&gt;
=== Salvage ===&lt;br /&gt;
&lt;br /&gt;
When any ship is destroyed in combat by any method other than an AoE missile, the winner of the combat&amp;lt;ref&amp;gt;Note that the winner of the combat does not have to be the destroyer of the ship, factions can in fact salvage their own ships that were destroyed in combat.&amp;lt;/ref&amp;gt; will gain a fraction of its resource cost as salvage, excluding any fuel costs. Notably, this resource cost is always calculated in terms of space resources ({{icon|water}}{{icon|volatiles}}{{icon|metals}}{{icon|nobles}}{{icon|fissiles}}{{icon|exotics}}{{icon|antimatter|bgcolor=DarkSlateGray}}), even if the ship was originally constructed using {{TV|boost}} and {{TV|money}}. &lt;br /&gt;
&lt;br /&gt;
Note: The winner of the combat must have at least one surviving ship to collect the salvage.&lt;br /&gt;
&lt;br /&gt;
The salvage fraction is calculated differently for each resource type:&lt;br /&gt;
* {{TV|water}} and {{TV|fissiles}} can never be salvaged.&lt;br /&gt;
* {{TV|volatiles}}, {{TV|metals}}, and {{TV|nobles}} have their salvage fraction set to a random value between 0% and 25%.&amp;lt;ref name=separaterolls&amp;gt;Every ship and every resource type is rolled separately and independently.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* {{TV|antimatter}} has only a 25% chance&amp;lt;ref name=separaterolls /&amp;gt; to be salvaged. But when it is salvaged, the fraction is set to 100%.&lt;br /&gt;
* {{TV|exotics}} have their salvage fraction set to a random value between 0% and 85%.&amp;lt;ref name=separaterolls /&amp;gt; This is then multiplied by 2, 1, ½, or ⅓ for Cinematic, Normal, Veteran, or Brutal [[Game_Options#Game_Difficulty|Campaign Difficulty]]. Then divided by the [[Game_Options#Alien_Progression_Rate|Alien Progression Rate]].&lt;br /&gt;
&lt;br /&gt;
Then the total salvage is multiplied by (20% + the fleet&#039;s Salvage Bonus). The Salvage Bonus of the fleet is calculated as 10% per Salvage Bay + 10% per Supply Officer Rank, with a soft cap at 25% and hard cap at 50%. Specifically, when the base Salvage bonus is over 25%:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Actual Salvage Bonus = 25% + 25% × (Base Salvage Bonus - 25%) / (Base Salvage Bonus + 175%)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198025456609</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Solar_System&amp;diff=11625</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=11625"/>
		<updated>2026-03-25T01:02:17Z</updated>

		<summary type="html">&lt;p&gt;76561198025456609: /* Prospecting */  duration&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 extremely 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 applicable &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;
For a fleet to perform prospecting, it must contain at least one ship with the [[Mobile Space Science Lab]] module, and execute the [[Survey]] operation. This action takes 28 days, divided by the number of ships having lab modules. Multiple lab modules on a single ship do not affect the time.&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>76561198025456609</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Particle_Weapon_List&amp;diff=11624</id>
		<title>Particle Weapon List</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Particle_Weapon_List&amp;diff=11624"/>
		<updated>2026-03-22T23:18:21Z</updated>

		<summary type="html">&lt;p&gt;76561198025456609: /* Table of Particle Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;This page presents a list of all particle weapons in Terra Invicta, as well as their stats. For a discussion of the game mechanics for space ships see [[Spaceships]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Table of Particle Weapons == &lt;br /&gt;
Notes:&lt;br /&gt;
* The displayed mass and resource costs includes the mass or cost of the crew. Each crew adds 4 tons of mass in the form of {{TV|water|0.2}} and {{TV|volatiles|0.2}}.&lt;br /&gt;
* Estimated Baryon Damage is how much Baryon damage would be done to an unarmored ship (ie, &amp;lt;code&amp;gt;base_dmg * baryon_frac * 1/16 * 5&amp;lt;/code&amp;gt;), because in practice, most ships do not have anywhere near enough armor to even affect the incoming baryon damage in any way -- the main exception being ships that have {{icon|exotics}}Exotic armors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Basic View=&lt;br /&gt;
{{#tag:tabber&lt;br /&gt;
| Human = {{#invoke:ParticleWeaponLister|ListSpecific|detailed=false|alien=false}} &lt;br /&gt;
{{!}}-{{!}} Alien = {{#invoke:ParticleWeaponLister|ListSpecific|detailed=false|alien=true}} &lt;br /&gt;
}}&lt;br /&gt;
|-|Detailed View=&lt;br /&gt;
{{#tag:tabber&lt;br /&gt;
| Human = {{#invoke:ParticleWeaponLister|ListSpecific|detailed=true|alien=false}} &lt;br /&gt;
{{!}}-{{!}} Alien = {{#invoke:ParticleWeaponLister|ListSpecific|detailed=true|alien=true}} &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sources ==&lt;br /&gt;
This table is computed using data from:&lt;br /&gt;
* [[TIParticleWeaponTemplate CSV]] &lt;br /&gt;
* [[TIParticleWeaponTemplate EN]] &lt;br /&gt;
* [[TIProjectTemplate EN]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Templates_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198025456609</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Particle_Weapon_List&amp;diff=11623</id>
		<title>Particle Weapon List</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Particle_Weapon_List&amp;diff=11623"/>
		<updated>2026-03-22T23:16:38Z</updated>

		<summary type="html">&lt;p&gt;76561198025456609: /* Table of Particle Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;This page presents a list of all particle weapons in Terra Invicta, as well as their stats. For a discussion of the game mechanics for space ships see [[Spaceships]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Table of Particle Weapons == &lt;br /&gt;
Notes:&lt;br /&gt;
* The displayed mass and resource costs includes the mass or cost of the crew. Each crew adds 4 tons of mass in the form of {{TV|water|0.2}} and {{TV|volatiles|0.2}}.&lt;br /&gt;
* Estimated Baryon Damage is how much Baryon damage would be done to an unarmored ship (ie, &amp;lt;code&amp;gt;base_dmg * 1/16 * 5&amp;lt;/code&amp;gt;), because in practice, most ships do not have anywhere near enough armor to even affect the incoming baryon damage in any way -- the main exception being ships that have {{icon|exotics}}Exotic armors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Basic View=&lt;br /&gt;
{{#tag:tabber&lt;br /&gt;
| Human = {{#invoke:ParticleWeaponLister|ListSpecific|detailed=false|alien=false}} &lt;br /&gt;
{{!}}-{{!}} Alien = {{#invoke:ParticleWeaponLister|ListSpecific|detailed=false|alien=true}} &lt;br /&gt;
}}&lt;br /&gt;
|-|Detailed View=&lt;br /&gt;
{{#tag:tabber&lt;br /&gt;
| Human = {{#invoke:ParticleWeaponLister|ListSpecific|detailed=true|alien=false}} &lt;br /&gt;
{{!}}-{{!}} Alien = {{#invoke:ParticleWeaponLister|ListSpecific|detailed=true|alien=true}} &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sources ==&lt;br /&gt;
This table is computed using data from:&lt;br /&gt;
* [[TIParticleWeaponTemplate CSV]] &lt;br /&gt;
* [[TIParticleWeaponTemplate EN]] &lt;br /&gt;
* [[TIProjectTemplate EN]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Templates_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198025456609</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=11622</id>
		<title>Spaceships</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=11622"/>
		<updated>2026-03-22T23:07:06Z</updated>

		<summary type="html">&lt;p&gt;76561198025456609: /* Radiation effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ship designing.png|thumb|400px|Ship designing]]&lt;br /&gt;
All the covert machinations on Earth and industrialization efforts in space are the path for [[Factions]] to build [[Fleets]] of ships to protect and advance their interests. Once the [[Factions]] research the early-game [[Orbital Shipbuilding]] [[Technology]], and the follow-on [[Space Dock]] project for their [[Habs]], they can build interplanetary spacecraft.&lt;br /&gt;
&lt;br /&gt;
With the right modules, ships can prospect [[Celestial Bodies]], found [[Habs|habitats]], increase {{TV|space}}, and [[Fleets#Orbital_Bombardment|Bombard]] surface targets. But the primary role for most ships is combat. &lt;br /&gt;
&lt;br /&gt;
At any time, you can design ships out of the modules you&#039;ve developed. Once you have a shipyard, you can build the ships themselves out of your space resources and, if necessary, {{TV|boost}} and {{TV|money}}.&lt;br /&gt;
&lt;br /&gt;
Individual ships are constructed at [[Habs]] at a space dock, shipyard, or spaceworks module. Ships may be built out of a mix of resources mined in space and material boosted from Earth. When construction is complete, ships are deployed docked at the [[Habs|hab]] that built them.&lt;br /&gt;
&lt;br /&gt;
To save a ship design, it must have a drive, power plant, radiators, battery, armor materials (even with zero thickness), at least one propellant tank, and an assigned role. Specialty designs like colony ships must also have a utility module that allows them to perform the role&#039;s function.&lt;br /&gt;
&lt;br /&gt;
== Ship Performance ==&lt;br /&gt;
Ships have the following characteristics that need to be tracked:&lt;br /&gt;
* &#039;&#039;&#039;Construction Cost:&#039;&#039;&#039; Resources required to build the ship. {{TV|boost}} and {{TV|money}} can be substituted for any resource that is lacking. This may increase build time as materials are delivered from Earth.&lt;br /&gt;
* &#039;&#039;&#039;Construction Time:&#039;&#039;&#039; How long it will take to build the ship once all required materials are at the shipyard. Larger shipyards reduce build time.&lt;br /&gt;
* &#039;&#039;&#039;Crew:&#039;&#039;&#039; How many personnel will serve aboard the ship. Each crew needs life support and various supplies, which increases the mass of ship by 4 tons.&lt;br /&gt;
* {{icon|acceleration}}&#039;&#039;&#039;Cruise Acceleration:&#039;&#039;&#039; The acceleration used in the strategy layer, including for intercepting fleets on transfer trajectories. Higher cruise accelerations allow ships to take more direct trajectories to their destinations and be less affected by gravity wells. &lt;br /&gt;
** Ships with less than ~2 mg cruise acceleration will be forced to take particularly slow spiralling trajectories out of Earth&#039;s gravity well.&lt;br /&gt;
** Humans are limited to a max of 2.0 g at the start. This cap can be raised to 3.0 g with projects.&lt;br /&gt;
* {{icon|dv|bgcolor=DarkSlateGray}}&#039;&#039;&#039;Cruise Delta-V&#039;&#039;&#039; The most important number for determining where the ship can go and how fast it can get there. More propellant increases ∆V. More mass on the ship decreases it. (Note that propellant has mass, so there are rapidly diminishing returns to just adding more prop. This is known as the tyranny of the rocket equation.)&lt;br /&gt;
** Ships with ~4 kps ∆V can intercept and return to a friendly station in similar close orbits around the same planet (but note that the ISS and Tiangong orbits are considerably more difficult to reach than most, because of the plane change required).&lt;br /&gt;
** Ships need ~8 kps ∆V to efficiently reach the Moon from a low Earth orbit. &lt;br /&gt;
** Ships need ~30 kps ∆V to be able to reliably perform interplanetary transfers in the inner Solar System.&lt;br /&gt;
** Ships with more than 60 kps will be able to perform more extreme transfers such as direct transits from Mercury to Saturn.&lt;br /&gt;
* &#039;&#039;&#039;Combat Acceleration:&#039;&#039;&#039; The acceleration used on the tactical combat screen, and for lifting off the surface of planetary bodies. Most drives are capable of at least some amount of higher acceleration for short periods, typically for combat situations, calculated as &amp;lt;code&amp;gt;cruise_accel * combat_thrust_multiplier&amp;lt;/code&amp;gt;. &lt;br /&gt;
** In Realistic combat (the Cinematic Combat Movement option is turned off), this extra thrust is recognized to be inefficient and requires the ship to spend more propellant (by a formula too complicated to usefully summarize). &lt;br /&gt;
** Fission pulse drives, such as the Orion, are exempted from this penalty, even on Realistic.&lt;br /&gt;
** Humans are limited to a max of 3.0 g at the start. This cap can be raised to 5.0 g with projects.&lt;br /&gt;
* &#039;&#039;&#039;Heat Sink Capacity:&#039;&#039;&#039; Heat sinks serve as a temporary substitute for a ship&#039;s heat management while its vulnerable radiators are retracted in combat. Higher values allow the ship to fight longer without extending its radiators.&lt;br /&gt;
* &#039;&#039;&#039;Battery Capacity:&#039;&#039;&#039; The ship&#039;s batteries store power from its power plant for use by most weapon systems when the power plant is unavailable. More advanced batteries are able to recharge during combat. (Since v1.0, every ship gets power capacity sufficient for most purposes installed by default, so additional batteries are typically unnecessary.)&lt;br /&gt;
* {{icon|combat value|bgcolor=DarkSlateGray}}&#039;&#039;&#039;Space Combat Value:&#039;&#039;&#039; Every ship has a Space Combat Value calculated from its weapons, drives, available ∆V, and other factors. This value mostly only represents how the non-player factions evaluate the ship, but does also eventually become relevant for the victory condition of several factions.&lt;br /&gt;
* &#039;&#039;&#039;Support:&#039;&#039;&#039; The {{TV|mc}} and {{TV|money}} upkeep of supporting the ship. If support costs go unpaid the ship will be more vulnerable to other faction&#039;s attempts to seize the ship and rebellion and malfunction events may occur.&lt;br /&gt;
* &#039;&#039;&#039;Turn Rate:&#039;&#039;&#039; How quickly the ship can rotate in combat. This value is dependent on the length and mass of the ship; shorter and lighter ships will generally turn faster.&lt;br /&gt;
* &#039;&#039;&#039;Wet Mass:&#039;&#039;&#039; Wet Mass is the total mass of the ship when fully loaded with propellant. Mass influences the ship&#039;s maneuverability. Higher mass decreases acceleration, Delta-V, and turn rate. Hovering over it shows a breakdown with the origin of all Wet Mass. (&#039;&#039;&#039;Dry mass&#039;&#039;&#039; is the ship&#039;s mass with empty prop tanks.)&lt;br /&gt;
&lt;br /&gt;
== Hull ==&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship hulls. For a more detailled list of all space ship hulls in Terra Invicta, as well as their stats, see [[Ship Hull List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Designing a ship begins with selecting a ship hull. The type of hull determines the following key properties of the ship:&lt;br /&gt;
* The number of [[File:Select Nose Hard Point.png|25px]] nose hard points.&lt;br /&gt;
* The number of [[File:Select Hull Hard Point.png|25px]] hull hard points.&lt;br /&gt;
* The number of [[File:Select Utility.png|25px]] utility hard points.&lt;br /&gt;
* The length of the ship.&lt;br /&gt;
* The width of the ship.&lt;br /&gt;
* The structural integrity of the ship.&lt;br /&gt;
* The base construction time for the ship.&lt;br /&gt;
* The construction tier of the ship.&lt;br /&gt;
* The maximum number of officers on the ship.&lt;br /&gt;
* The {{TV|mc}} and {{TV|money}} upkeep of the ship.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Certain officer types can bypass the officer limit.&lt;br /&gt;
* Shipbuilding times are calculated without any shipbuilding speed bonuses or shipbuilding [[Game_Options#Customize_Campaign|game customizations]].&lt;br /&gt;
* Rough Armor Cost Multipliers are not quite accurate because Armor costs per point actually increase with each additional point of side armor. See [[Spaceships#Armor]] for details.&lt;br /&gt;
&lt;br /&gt;
{{#invoke:ShipHullLister|ListSpecific|detailed=false|alien=false}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;While most of the above properties are self-explanatory, the length, width, construction tier, and structural integrity of the ship also have significant impacts on the following game mechanics. See [[Ship Hull List]] for more details.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Role ==&lt;br /&gt;
Each ship has a role, which informs the game on whether the ship is a combatant or noncombatant, what range it should engage in during combat and how much propellant will it want. The role affects the autodesigner behavior and where the ship is placed in a combat formation.&lt;br /&gt;
* Ships with Long strategic range will emphasize propellant for interplanetary operations&lt;br /&gt;
* Ships with Short strategic range will limit propellant mass in favor of maneuverability&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
! Role !! Strategic Range !! Preferred Combat Engagement Range !! Other&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Troop Carrier&#039;&#039;&#039; || Long || Noncombatant || Must carry a Marine module&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Explorer&#039;&#039;&#039; || Long || Noncombatant || Must carry a prospector module&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Inner System Colony Ship&#039;&#039;&#039; || Long || Noncombatant || Must carry a hab kit module&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Outer System Colony Ship&#039;&#039;&#039; || Long || Noncombatant || Must carry a nuclear-powered hab kit module&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Transport&#039;&#039;&#039; || Long || Noncombatant ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Penetrator&#039;&#039;&#039; || Long || Short ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Protector&#039;&#039;&#039; || Long || Short || Will emphasize point defense&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Interdictor&#039;&#039;&#039; || Long || Medium ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Intruder&#039;&#039;&#039; || Long || Long ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bomber&#039;&#039;&#039; || Long || Long || Will emphasize bombardment-capable weapons&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strike&#039;&#039;&#039; || Medium || Short ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Space Superiority&#039;&#039;&#039; || Medium || Medium&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Standoff&#039;&#039;&#039; || Medium || Long ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Interceptor&#039;&#039;&#039; || Short || Short ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Patrol&#039;&#039;&#039; || Short || Medium ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defender&#039;&#039;&#039; || Short || Long ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Officer ==&lt;br /&gt;
&lt;br /&gt;
Completing specific actions with a ship can cause Ship Officers to spawn or promote:&lt;br /&gt;
&lt;br /&gt;
{{#invoke:OfficerLister|ListOfficers}}&lt;br /&gt;
&lt;br /&gt;
All Officer spawn and promotion chances are multiplied by (1 + Project Bonuses) × (1 + First Officer Bonus).&lt;br /&gt;
&lt;br /&gt;
The Project Bonuses are:&lt;br /&gt;
* +0.5 for [[Space Force Basic Training]].&lt;br /&gt;
* +1 for [[Space Navy Academies]].&lt;br /&gt;
* +1 for [[Fleet Officer Schoolhouses]].&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* A tunable drive is a drive with a combat thrust multiplier greater than 1.&lt;br /&gt;
* Every ship hull has a maximum number of officers it can have. Some officers bypass this limit.&lt;br /&gt;
&lt;br /&gt;
== Ship Systems ==&lt;br /&gt;
&lt;br /&gt;
In Terra Invicta, every space ship consists of the following ship systems:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Ship System !! rowspan=2 | Health !! rowspan=2 | Function !! colspan=4 | Hit Weight Within:&lt;br /&gt;
|-&lt;br /&gt;
! Nose !! Left/Right !! Tail !! Core&lt;br /&gt;
|-&lt;br /&gt;
! Nose Structure&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Survival&amp;lt;ref name=survival&amp;gt;If the Nose Structure, Central Structure, and Tail Structure are all destroyed, then the ship immediately explodes.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Central Structure&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Survival&amp;lt;ref name=survival&amp;gt;If the Nose Structure, Central Structure, and Tail Structure are all destroyed, then the ship immediately explodes.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Tail Structure&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Survival&amp;lt;ref name=survival&amp;gt;If the Nose Structure, Central Structure, and Tail Structure are all destroyed, then the ship immediately explodes.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Bridge&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Allows Setting Waypoints&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Fire Control&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Allows Weapons to Fire • Health % Divides Weapon Cooldowns • Targeting Bonus reduced by Missing Health %&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Systems Reactor&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Auxiliary Power Charge Rate&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Power Coupling&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Total Power Charge Rate&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Drive Coupling&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Drive Thrust&lt;br /&gt;
| 0&lt;br /&gt;
| 0.5&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Vector Thrusters&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Angular Acceleration&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Life Support Main&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Nothing (in Combat)&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Life Support Backup&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Nothing (in Combat)&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Damage Control&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Mid-Combat Repair Speed&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Propellant&lt;br /&gt;
| Fuel (tons) / 100&lt;br /&gt;
| Is the Fuel&lt;br /&gt;
| 0&lt;br /&gt;
| Fuel Tanks / 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Sensors&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Targeting Bonus reduced by Missing Health %&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Nose Weapons&lt;br /&gt;
| Chosen Nose Weapons&#039; Health&lt;br /&gt;
| Chosen Nose Weapons&#039; Functions&lt;br /&gt;
| Non-Empty Nose Slots&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Hull Weapons&lt;br /&gt;
| Chosen Hull Weapons&#039; Health&lt;br /&gt;
| Chosen Hull Weapons&#039; Functions&lt;br /&gt;
| 0&lt;br /&gt;
| Non-Empty Hull Slots&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Utility Modules&lt;br /&gt;
| Chosen Utility Modules&#039; Health&lt;br /&gt;
| Chosen Utility Modules&#039; Functions&lt;br /&gt;
| 0&lt;br /&gt;
| Non-Empty Non-Invulnerable Utility Slots&amp;lt;ref name=Invulnerable&amp;gt; As of Version 0.4.90, there are two invulnerable utility modules: Component Armor and Vector Thrusters.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| Non-Empty Non-Invulnerable Utility Slots&amp;lt;ref name=Invulnerable&amp;gt; As of Version 0.4.90, there are two invulnerable utility modules: Component Armor and Vector Thrusters.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
! Radiators&lt;br /&gt;
| 3&lt;br /&gt;
| Allows Heat Vent • Health % Multiplies Heat Loss Rate for Heat Sinks&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Power Plant&lt;br /&gt;
| 3&lt;br /&gt;
| Allows Rotating and Rolling • Allows Setting Waypoints • Health % Multiplies Drive Thrust • Health % Multiplies Angular Acceleration • Health % Multiplies Max Power Plant Output for Battery Recharge Rate&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Drive&lt;br /&gt;
| 3 × Thrusters&lt;br /&gt;
| Health % Multiplies Drive Thrust&lt;br /&gt;
| 0&lt;br /&gt;
| Thrusters&lt;br /&gt;
| Thrusters&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Battery&lt;br /&gt;
| Chosen Battery&#039;s Health&lt;br /&gt;
| Health % Multiplies Energy Capacity&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Damage and Hit Weights ===&lt;br /&gt;
&lt;br /&gt;
The internal volume of a ship is divided into 5 areas: Nose, Left, Right, Tail, Core. Whenever damage is applied to one of these areas, the damage is applied to a randomly picked ship system. The chance that a ship system gets picked is equal to (its Hit Weight / Total Hit Weight) for that area of the ship.&lt;br /&gt;
&lt;br /&gt;
When an attack gets through armor (see [[#Armor]] below), an internal system is picked at random from the struck Area and damage is applied to it. If the system is destroyed before it absorbs all the inflicted damage, then another system is picked and damage is applied to it. Most damage types are subject to &#039;&#039;&#039;overpenetration&#039;&#039;&#039;, in which case only a random number of systems (usually between 3 and 7) can be picked (on a random &amp;quot;straight&amp;quot; path through the ship), before any remaining excess damage flies off into space.&lt;br /&gt;
&lt;br /&gt;
For instance, if the ship is hit in the nose starts by damaging a random system in the Nose area, selected by hit weight. Then if damage remains to be distributed, it might stay in the Nose, or move on to one of the Core, Left, or Right areas; the chance to stay in the current area is based on the weapon&#039;s armor chip fraction. (Higher chip percentage == more likely to hit more targets in the same area.) After the area is picked, a random system is selected and damage is applied. If more damage remains, it again might stay in the current area, or might move on to a system in the next area. If any damage is left unapplied when it leaves the Tail, it passes out of the ship, chipping the Tail armor on its way out.&lt;br /&gt;
&lt;br /&gt;
This damage diffusion matters. A weapon with low diffusion (low chip%), such as lasers, almost always moves on from a ship area as soon as possible, damaging only a single system in the area before moving on. Weapons with high diffusion such as kinetics and missiles can stick around in a ship area and damage a random number of systems before moving on, and so are less likely to waste any of their damage potential.&lt;br /&gt;
&lt;br /&gt;
The exceptions (&#039;&#039;not&#039;&#039; subject to overpenetration) are anything that does explosive damage, nuclear damage, or shred damage. Which includes all explosive, nuclear, shaped nuclear, and antimatter [[#Missiles|missiles]]. These will continue destroying ship systems until their damage potential is exhausted.&lt;br /&gt;
&lt;br /&gt;
In most cases damage is applied in sequence to systems and is not divided or shared. One exception is sensors, which receive slight damage from most hits.&lt;br /&gt;
&lt;br /&gt;
== Ship Components ==&lt;br /&gt;
Note: Every component comes with additional crews, but the mass and resource cost from crews is not shown in the tables below.&lt;br /&gt;
&lt;br /&gt;
=== Drive ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship drives. For a list of all space ship drives in Terra Invicta, as well as their stats, see [[Drive List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Drives expel propellant from the tail of the ship to make the ship go places. Drives come in a variety of forms, but are rated by two common values: thrust and exhaust velocity. High-thrust drives can achieve higher velocities more quickly, and high-exhaust velocity drives use less propellant to do so. Together these values determine the power required by the ship&#039;s power plant. Adding 100-ton propellant tanks to the ship increases the ship&#039;s Delta-V, or how much it can change its speed.&lt;br /&gt;
&lt;br /&gt;
Delta-V is the main factor that determines interplanetary travel times. Thrust determines combat capabilities of the ship, however having too little thrust can starve your ability to spend all the dv ship has, and therefore slow down its transits.&lt;br /&gt;
&lt;br /&gt;
Note: Many drives require a certain class of power plant to function, and in some cases, a lower-tech power plant of the correct class may not be able to produce enough power to support an advanced drive.&lt;br /&gt;
&lt;br /&gt;
[[File:cruise_thrust_chart@2.6x.png|550px|Cruise trust and ejection velocity for each drive of the game]][[File:combat_thrust_chart@2.6x.png|550px|Combat trust and ejection velocity for each drive of the game]]&lt;br /&gt;
&lt;br /&gt;
==== Propellant ====&lt;br /&gt;
Each ship must have one or more 100-ton propellant tanks. The number of propellant tanks determines the ship&#039;s Delta-V value. There is no hard limit to the number that can be placed on a ship. However, each tank of propellant adds mass to the ship, which reduces its acceleration and gives exponentially diminishing returns for delta-V. The resources used to make propellant is determined by the drive.&lt;br /&gt;
&lt;br /&gt;
If the drive uses He3 fuel and the faction has an active [[Helium-3 Mine]], then all {{icon|fissile}} costs for propellent are replaced by an equivalent amount of {{icon|water}}.&lt;br /&gt;
&lt;br /&gt;
=== Power Plant ===&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship power plants. For a list of all space ship power plants in Terra Invicta, as well as their stats, see [[Power Plant List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A ship&#039;s power plant provides energy to both the ship&#039;s drive and other ship systems. The mass of the power plant scales with the greater of the power requirement of the drive or the ship&#039;s systems. The power plant also produces waste heat that must be stored in heat sinks or expelled by radiators.&lt;br /&gt;
&lt;br /&gt;
Note: Many drives require a certain class of power plant to function, and in some cases, a lower-tech power plant of the correct class may not be able to produce enough power to support an advanced drive.&lt;br /&gt;
&lt;br /&gt;
=== Radiator ===&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship radiators. For a list of all space ship radiators in Terra Invicta, as well as their stats, see [[Radiator List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When extended or extending, the ship&#039;s radiators vent the heat generated by various ship systems and modules.&lt;br /&gt;
&lt;br /&gt;
However, non-retracted radiators are highly vulnerable in combat. When a ship takes hit while the radiator is not retracted, the radiator has a chance to get hit directly and destroyed, regardless of the ship&#039;s armor configuration. In fact, the damage taken by the radiator can even bleed through to damage the ship&#039;s internals (but this bleed through is capped at the radiator&#039;s health of just 3). &lt;br /&gt;
&lt;br /&gt;
Radiators can be retracted if the ship has heat sinks in one or more utility slots. But radiators will automatically begin extending when the heat sinks are filled up. See [[Fleets#Power_and_Heat]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Battery ===&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship batteries. For a list of all space ship batteries in Terra Invicta, as well as their stats, see [[Battery List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every ship has a built-in power storage, so a ship battery is not necessary, but does provide additional power storage. See [[Fleets#Power_and_Heat]] for details. Better batteries may have a larger capacity or a faster recharge rate.&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship armors. For a list of all space ship armors in Terra Invicta, as well as their stats, see [[Ship Armor List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Damage that is applied to a spaceship can be divided into three categories:&lt;br /&gt;
* Direct Damage focuses on damaging the ship&#039;s internal components.&lt;br /&gt;
* Chip Damage focuses on damaging the armor volume.&lt;br /&gt;
* Shred Damage focuses on damaging the armor value.&lt;br /&gt;
&lt;br /&gt;
Most attacks apply their damage as a mix of direct and chip damage, with two notable exceptions:&lt;br /&gt;
* [[Spaceships#Particle_Weapons|Particle beams]] only apply direct damage. &lt;br /&gt;
* Nuclear [[Spaceships#Missiles|missiles]] also apply shred damage.&lt;br /&gt;
&lt;br /&gt;
When the ship armor is fully intact on the facing that receives the incoming attack:&lt;br /&gt;
* Direct damage is reduced by the armor value: 1 point of damage (20MJ of energy) is blocked by 1 point of armor. Any remaining direct damage is then applied to the ship&#039;s internal components.&lt;br /&gt;
** Direct damage from [[Spaceships#Particle_Weapons|Particle beams]] and [[Spaceships#Lasers|Laser weapons]] have different interactions with armor value that are discussed in their own sections.&lt;br /&gt;
* Chip damage reduces the armor volume: 1 point of damage removes 1m³ of armor.&lt;br /&gt;
* Shred damage reduces the armor value: 1 point of damage removes 1 point of armor.&lt;br /&gt;
&lt;br /&gt;
Damaged armor does not function as well:&lt;br /&gt;
* Armor points removed by shred damage will no longer block any direct damage.&lt;br /&gt;
* Armor volume removed by chip damage gives incoming attacks a chance for a through-armor-critical, which causes the incoming attack to behave as if the ship has no armor at all. The chance for a through-armor-critical is simply the volume of armor removed divided by the total volume of armor that the facing originally had.&lt;br /&gt;
&lt;br /&gt;
When the ship has no armor at all on the facing that receives the incoming attack:&lt;br /&gt;
* All Chip and Shred damage is added to the Direct damage and is applied directly to the ship&#039;s internal components.&lt;br /&gt;
&lt;br /&gt;
Armor is typically the heaviest (and most expensive) part of a ship. High tech armors are usually much more effective at blocking direct damage, leading to significantly lower mass (and cost) per point of armor. Note that a point of lateral armor is much more massive than nose and tail armor, because it has a greater surface area to cover. The exact ratio depends on the hull used, but side armor will typically be 10-35x heavier per point than nose/tail armor. As of 0.4.90, the armor formulas are as follows:&lt;br /&gt;
* Armor Plate Thickness (m) = 20 (MJ) / Armor Heat of Vaporization (MJ / kg) / Armor Density (kg / m³) / 0.005 (m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
* Nose Armor Thickness (m) = Plate Thickness (m) × Points of Nose Armor&lt;br /&gt;
* Tail Armor Thickness (m) = Plate Thickness (m) × Points of Tail Armor&lt;br /&gt;
* Side Armor Thickness (m) = Plate Thickness (m) × Points of Side Armor&lt;br /&gt;
* Nose Armor Volume (m³) = Nose Armor Thickness (m) × 3.1415927 × (Hull Width (m) / 2 + Side Armor Thickness (m)) ^ 2&lt;br /&gt;
* Tail Armor Volume (m³) = Tail Armor Thickness (m) × 3.1415927 × (Hull Width (m) / 2 + Side Armor Thickness (m)) ^ 2&lt;br /&gt;
* Side Armor Volume (m³) = 3.1415927 × Hull Length (m) × ((Hull Width (m) / 2 + Side Armor Thickness (m)) ^ 2 - (Hull Width (m) / 2) ^ 2)&lt;br /&gt;
&lt;br /&gt;
These volumes are then multiplied by the following [[Game_Options#Customize_Campaign|game customization]] ship scaling modifiers:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Armor Volume Multipliers&lt;br /&gt;
|-&lt;br /&gt;
! !! Cinematic !! Realistic&lt;br /&gt;
|-&lt;br /&gt;
| Nose/Tail || 1 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Side || 0.75 || 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Armor Mass (kg) of each facing is then simply the Armor Volume (m³) of the facing multiplied by Armor Density (kg / m³).&lt;br /&gt;
&lt;br /&gt;
More detailed information on armor and damage calculation can be found in the article [[Guide Armor|Guide Armor]].&lt;br /&gt;
&lt;br /&gt;
==== Raw Code ====&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox|Code}}&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
		// Token: 0x06004573 RID: 17779 RVA: 0x001C28BC File Offset: 0x001C0ABC&lt;br /&gt;
		public float AbsorbAndApplyArmorDamage(TIShipWeaponTemplate attackingWeapon, ArmorFacing facing, float range_km, float damageAmount, float chippingAmount, DamageType damageType, float angle, TIFactionState attackingFaction, out float internalDamageAssessedHere, out float appliedRadiationDamage, int shreddingAmount = 0)&lt;br /&gt;
		{&lt;br /&gt;
			ModuleDataEntry partToDamage = this.GetPartToDamage(ShipSystem.Radiators, false);&lt;br /&gt;
			internalDamageAssessedHere = 0f;&lt;br /&gt;
			appliedRadiationDamage = 0f;&lt;br /&gt;
			TISpaceFleetState fleet = this.fleet;&lt;br /&gt;
			bool flag = fleet != null &amp;amp;&amp;amp; fleet.bombarding;&lt;br /&gt;
			if ((this.radiatorsExtended || this.radiatorsExtending || this.radiatorsRetracting) &amp;amp;&amp;amp; (!flag || !this.canEverRetractRadiators) &amp;amp;&amp;amp; !this.PartDestroyed(partToDamage) &amp;amp;&amp;amp; attackingWeapon != null &amp;amp;&amp;amp; UnityEngine.Random.value * 100f &amp;lt; (float)this.template.radiatorTemplate.vulnerability * ((this.radiatorsExtending || this.radiatorsRetracting) ? 0.5f : 1f))&lt;br /&gt;
			{&lt;br /&gt;
				float num = damageAmount + chippingAmount;&lt;br /&gt;
				if ((attackingWeapon == null || attackingWeapon.isParticleWeapon) &amp;amp;&amp;amp; ((attackingWeapon != null) ? attackingWeapon.ref_particleWeapon : null) != null)&lt;br /&gt;
				{&lt;br /&gt;
					num *= attackingWeapon.ref_particleWeapon.heatFraction;&lt;br /&gt;
					damageAmount -= num;&lt;br /&gt;
				}&lt;br /&gt;
				else&lt;br /&gt;
				{&lt;br /&gt;
					damageAmount = num * attackingWeapon.chipping(range_km);&lt;br /&gt;
				}&lt;br /&gt;
				float num2;&lt;br /&gt;
				this.ApplyDamageToPart(partToDamage, damageAmount, out num2);&lt;br /&gt;
				internalDamageAssessedHere += num2;&lt;br /&gt;
				this.spaceCombatValueDataDirty = true;&lt;br /&gt;
				if (shreddingAmount == 0 &amp;amp;&amp;amp; !attackingWeapon.isParticleWeapon &amp;amp;&amp;amp; (facing == ArmorFacing.Nose || facing == ArmorFacing.Tail || UnityEngine.Random.value &amp;lt; 0.25f))&lt;br /&gt;
				{&lt;br /&gt;
					return num2;&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			if (facing == ArmorFacing.Tail &amp;amp;&amp;amp; 180f - Mathf.Abs(angle) &amp;lt; 5f &amp;amp;&amp;amp; UnityEngine.Random.value &amp;lt; 0.25f)&lt;br /&gt;
			{&lt;br /&gt;
				float num3;&lt;br /&gt;
				this.ApplyDamageToPart(this.GetPartToDamage(ShipSystem.Drive, false), damageAmount, out num3);&lt;br /&gt;
				internalDamageAssessedHere += num3;&lt;br /&gt;
			}&lt;br /&gt;
			if (shreddingAmount &amp;gt; 0)&lt;br /&gt;
			{&lt;br /&gt;
				float num4;&lt;br /&gt;
				this.ApplyDamageToSystem(ShipSystem.Sensors, 0.5f, out num4);&lt;br /&gt;
				internalDamageAssessedHere += num4;&lt;br /&gt;
			}&lt;br /&gt;
			else if (attackingWeapon != null &amp;amp;&amp;amp; attackingWeapon.isBeamWeapon &amp;amp;&amp;amp; UnityEngine.Random.value &amp;lt; this.GetSystemFunction(ShipSystem.Sensors) * 0.1f)&lt;br /&gt;
			{&lt;br /&gt;
				float num5;&lt;br /&gt;
				this.ApplyDamageToSystem(ShipSystem.Sensors, UnityEngine.Random.value * 0.1f, out num5);&lt;br /&gt;
				internalDamageAssessedHere += num5;&lt;br /&gt;
			}&lt;br /&gt;
			else if (UnityEngine.Random.value &amp;lt; this.GetSystemFunction(ShipSystem.Sensors) * 0.01f)&lt;br /&gt;
			{&lt;br /&gt;
				float num6;&lt;br /&gt;
				this.ApplyDamageToSystem(ShipSystem.Sensors, UnityEngine.Random.value * 0.1f, out num6);&lt;br /&gt;
				internalDamageAssessedHere += num6;&lt;br /&gt;
			}&lt;br /&gt;
			TIShipArmorTemplate armorTemplate = TISpaceShipState.ArmorData.GetArmorTemplate(this, facing);&lt;br /&gt;
			int num7 = 0;&lt;br /&gt;
			int num8 = 1;&lt;br /&gt;
			bool flag2 = attackingWeapon != null &amp;amp;&amp;amp; attackingWeapon.isMissileWeapon &amp;amp;&amp;amp; attackingWeapon.ref_missileWeapon.warheadClass == WarheadClass.Fragmentation;&lt;br /&gt;
			if (flag2)&lt;br /&gt;
			{&lt;br /&gt;
				num8 = Mathf.RoundToInt(attackingWeapon.ref_missileWeapon.warheadMass_kg / 5f);&lt;br /&gt;
			}&lt;br /&gt;
			bool flag3 = false;&lt;br /&gt;
			float num9 = (float)num8;&lt;br /&gt;
			float num10 = 0f;&lt;br /&gt;
			for (int i = 0; i &amp;lt; num8; i++)&lt;br /&gt;
			{&lt;br /&gt;
				if (UnityEngine.Random.value &amp;lt; this.armor[facing].chippedPct)&lt;br /&gt;
				{&lt;br /&gt;
					num7++;&lt;br /&gt;
					flag3 = true;&lt;br /&gt;
					if (num8 == 1)&lt;br /&gt;
					{&lt;br /&gt;
						damageAmount += chippingAmount;&lt;br /&gt;
					}&lt;br /&gt;
					else&lt;br /&gt;
					{&lt;br /&gt;
						num10 += chippingAmount / (float)num8;&lt;br /&gt;
					}&lt;br /&gt;
					num9 -= 1f;&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			chippingAmount *= num9 / (float)num8;&lt;br /&gt;
			if (chippingAmount &amp;gt; 0f)&lt;br /&gt;
			{&lt;br /&gt;
				float armorFacingVolume_m = TISpaceShipState.ArmorData.GetArmorFacingVolume_m3(this, facing);&lt;br /&gt;
				if (armorFacingVolume_m &amp;gt; 0f &amp;amp;&amp;amp; this.armor[facing].chippedPct &amp;lt; 1f &amp;amp;&amp;amp; this.armor[facing].armorValue &amp;gt; 0)&lt;br /&gt;
				{&lt;br /&gt;
					chippingAmount *= armorTemplate.GetSpecialtyModifiers(ArmorSpecialty.ChippingResistance);&lt;br /&gt;
					float chip = chippingAmount / armorFacingVolume_m;&lt;br /&gt;
					chippingAmount = this.armor[facing].ChipArmor(chip);&lt;br /&gt;
					if (this.armor[facing].chippedPct &amp;gt;= 1f)&lt;br /&gt;
					{&lt;br /&gt;
						flag3 = true;&lt;br /&gt;
						num7 = (flag2 ? num8 : 1);&lt;br /&gt;
					}&lt;br /&gt;
				}&lt;br /&gt;
				else&lt;br /&gt;
				{&lt;br /&gt;
					damageAmount += chippingAmount;&lt;br /&gt;
					chippingAmount = 0f;&lt;br /&gt;
					flag3 = true;&lt;br /&gt;
					num7 = (flag2 ? num8 : 1);&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			float num11 = 0f;&lt;br /&gt;
			if (shreddingAmount &amp;gt; 0)&lt;br /&gt;
			{&lt;br /&gt;
				this.spaceCombatValueDataDirty = true;&lt;br /&gt;
				damageAmount = (float)this.armor[facing].ShredArmor(shreddingAmount);&lt;br /&gt;
				if (this.armor[facing].armorValue &amp;lt;= 0)&lt;br /&gt;
				{&lt;br /&gt;
					flag3 = true;&lt;br /&gt;
					num7 = (flag2 ? num8 : 1);&lt;br /&gt;
				}&lt;br /&gt;
				else&lt;br /&gt;
				{&lt;br /&gt;
					num11 = (float)shreddingAmount * this.armor[facing].chippedPct;&lt;br /&gt;
					if (num11 &amp;gt; 0f)&lt;br /&gt;
					{&lt;br /&gt;
						flag3 = true;&lt;br /&gt;
						num7 = (flag2 ? num8 : 1);&lt;br /&gt;
					}&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			float num12 = (float)this.armor[facing].armorValue;&lt;br /&gt;
			if (attackingWeapon != null &amp;amp;&amp;amp; !flag3 &amp;amp;&amp;amp; num12 &amp;gt; 0f &amp;amp;&amp;amp; this.armor[facing].chippedPct &amp;lt; 1f)&lt;br /&gt;
			{&lt;br /&gt;
				if (!TIGlobalValuesState.Customizations.cinematicCombatRealismScale)&lt;br /&gt;
				{&lt;br /&gt;
					if (facing != ArmorFacing.Right)&lt;br /&gt;
					{&lt;br /&gt;
						if (facing == ArmorFacing.Left)&lt;br /&gt;
						{&lt;br /&gt;
							num12 /= Mathf.Cos(0.017453292f * Mathf.Abs(-90f - angle));&lt;br /&gt;
						}&lt;br /&gt;
					}&lt;br /&gt;
					else&lt;br /&gt;
					{&lt;br /&gt;
						num12 /= Mathf.Cos(0.017453292f * Mathf.Abs(90f - angle));&lt;br /&gt;
					}&lt;br /&gt;
				}&lt;br /&gt;
				if (attackingWeapon.weaponClass == WeaponClass.Laser)&lt;br /&gt;
				{&lt;br /&gt;
					num12 = attackingWeapon.ref_laserWeapon.ModifyArmorValueForLaserShot(range_km, num12);&lt;br /&gt;
					damageAmount *= armorTemplate.GetSpecialtyModifiers(ArmorSpecialty.LaserResistance);&lt;br /&gt;
				}&lt;br /&gt;
				if (damageType == DamageType.Kinetic)&lt;br /&gt;
				{&lt;br /&gt;
					damageAmount *= armorTemplate.GetSpecialtyModifiers(ArmorSpecialty.KineticsResistance);&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			damageAmount += TIEffectsState.SumEffectsModifiers(Context.DamageReductionAgainstAllShips, this.faction, damageAmount, null);&lt;br /&gt;
			if (attackingFaction != null &amp;amp;&amp;amp; attackingFaction.IsAlienFaction)&lt;br /&gt;
			{&lt;br /&gt;
				damageAmount += TIEffectsState.SumEffectsModifiers(Context.DamageReductionAgainstAlienShips, this.faction, damageAmount, null);&lt;br /&gt;
			}&lt;br /&gt;
			if (flag3)&lt;br /&gt;
			{&lt;br /&gt;
				this.spaceCombatValueDataDirty = true;&lt;br /&gt;
				if (flag2)&lt;br /&gt;
				{&lt;br /&gt;
					this.spaceCombatValueDataDirty = true;&lt;br /&gt;
					float num13 = (float)num7 / (float)num8;&lt;br /&gt;
					float num14 = num13 * damageAmount + num10;&lt;br /&gt;
					if (num9 &amp;gt; 0f)&lt;br /&gt;
					{&lt;br /&gt;
						float num15 = (1f - num13) * damageAmount / num9 - num12;&lt;br /&gt;
						if (num15 &amp;gt; 0f)&lt;br /&gt;
						{&lt;br /&gt;
							num14 += num15 * num9;&lt;br /&gt;
						}&lt;br /&gt;
					}&lt;br /&gt;
					return Mathf.Max(0f, num14);&lt;br /&gt;
				}&lt;br /&gt;
				if (num11 &amp;gt; 0f)&lt;br /&gt;
				{&lt;br /&gt;
					return num11;&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			else if (flag2)&lt;br /&gt;
			{&lt;br /&gt;
				float num16 = damageAmount / num9 - num12;&lt;br /&gt;
				damageAmount = 0f;&lt;br /&gt;
				if (num16 &amp;gt; 0f)&lt;br /&gt;
				{&lt;br /&gt;
					damageAmount += num16 * num9;&lt;br /&gt;
					this.spaceCombatValueDataDirty = true;&lt;br /&gt;
				}&lt;br /&gt;
				return damageAmount;&lt;br /&gt;
			}&lt;br /&gt;
			if (damageType == DamageType.ParticleBeam &amp;amp;&amp;amp; attackingWeapon != null)&lt;br /&gt;
			{&lt;br /&gt;
				float num17 = damageAmount * attackingWeapon.ref_particleWeapon.heatFraction;&lt;br /&gt;
				float num18 = damageAmount * attackingWeapon.ref_particleWeapon.xRayFraction;&lt;br /&gt;
				float num19 = damageAmount * attackingWeapon.ref_particleWeapon.baryonFraction;&lt;br /&gt;
				if (!flag3)&lt;br /&gt;
				{&lt;br /&gt;
					num18 = Mathf.Max(0f, num18 * Mathf.Min(0.0625f, Mathf.Pow(0.5f, armorTemplate.armor_section_thickness_m((float)this.armor[facing].armorValue) * 100f / armorTemplate.xRayHalfValue_cm)));&lt;br /&gt;
					num19 = Mathf.Max(0f, num19 * Mathf.Min(0.0625f, Mathf.Pow(0.5f, armorTemplate.armor_section_thickness_m((float)this.armor[facing].armorValue) * 100f / armorTemplate.baryonicHalfValue_cm)));&lt;br /&gt;
				}&lt;br /&gt;
				num18 += this.SumOfficerEffectsModifiers(OfficerEffectType.RadiationDamageReduction, num18);&lt;br /&gt;
				num19 += this.SumOfficerEffectsModifiers(OfficerEffectType.RadiationDamageReduction, num19);&lt;br /&gt;
				appliedRadiationDamage = this.ApplyInternalRadiationDamage(num18, num19, facing, facing, angle, Mathf.Min(1f, attackingWeapon.ref_particleWeapon.SpotSurfaceArea_m2(range_km) / this.GetCrossSectionalArea_m2(angle)));&lt;br /&gt;
				internalDamageAssessedHere += appliedRadiationDamage;&lt;br /&gt;
				damageAmount = num17;&lt;br /&gt;
			}&lt;br /&gt;
			float num20 = 0f;&lt;br /&gt;
			if (damageAmount &amp;gt; 0f)&lt;br /&gt;
			{&lt;br /&gt;
				num20 = Mathf.Max(0f, damageAmount + (flag3 ? chippingAmount : 0f) - (flag3 ? 0f : num12));&lt;br /&gt;
			}&lt;br /&gt;
			if (num20 &amp;gt; 0f || internalDamageAssessedHere &amp;gt; 0f)&lt;br /&gt;
			{&lt;br /&gt;
				this.spaceCombatValueDataDirty = true;&lt;br /&gt;
			}&lt;br /&gt;
			return num20;&lt;br /&gt;
		}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
=== Utility Modules ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section is obsolete. For a list of all utility modules in Terra Invicta, as well as their stats, see [[Utility Module List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ObsoleteBox}}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Utility Module !! Mass (tons) !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Mobile Space Science Lab || 200 || {{icon|space}}+5% Space Science Research&amp;lt;br&amp;gt;Can prospect space bodies from interface orbits&lt;br /&gt;
|-&lt;br /&gt;
| Repair Bay || 700 || Improves [[Fleets#Mid-Combat_Repairs|mid-]] and [[Fleets#Post-Combat_Repairs|post-combat repairs]].&lt;br /&gt;
|-&lt;br /&gt;
| Salvage Bay || 1000 || Collects more [[Fleets#Salvage|Salvage]] after Winning Combats.&lt;br /&gt;
|-&lt;br /&gt;
| Vector Thrusters || 20 || Significantly increases the ship&#039;s turning speed.&lt;br /&gt;
|-&lt;br /&gt;
| Flag Bridge || 90 || Reduces the fleet&#039;s {{icon|mc}}Mission Control upkeep. (Does not stack with other Flag Bridges.)&lt;br /&gt;
|-&lt;br /&gt;
| Component Armor || 500 || -25% Internal Damage during combat&lt;br /&gt;
|-&lt;br /&gt;
| Armor Strut || 500 || Increase the amount of armor each facing on ship can carry by 100%.&lt;br /&gt;
|-&lt;br /&gt;
| Marine Assault Unit || 200 || Enables the Assault Hab fleet operation {{icon|marine}}(assault value 4)&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Marine Assault Unit || 200 || Enables the Assault Hab fleet operation {{icon|marine}}(assault value 6)&lt;br /&gt;
|-&lt;br /&gt;
| Elite Marine Assault Unit || 200 || Enables the Assault Hab fleet operation {{icon|marine}}(assault value 8)&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|destroy}}Spartans || rowspan=3 | 200 || rowspan=3 | Enables the Assault Hab fleet operation {{icon|marine}}(assault value 10)&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|resist}}Rangers&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|submit}}Immortals&lt;br /&gt;
|-&lt;br /&gt;
| Laser Engine || 25 || +10MJ laser weapon power&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Laser Engine || 50 || +20MJ laser weapon power&lt;br /&gt;
|-&lt;br /&gt;
| Cyclotron || 50 || +20MJ particle beam power&lt;br /&gt;
|-&lt;br /&gt;
| Magazine || 100 || Projectile weapons gain +50% ammo. Mass increases accordingly.&lt;br /&gt;
|-&lt;br /&gt;
| ECM || 10 || 20% chance force an enemy weapon into cooldown when this ship is targeted. &lt;br /&gt;
|-&lt;br /&gt;
| ECM Mark II || 10 || 40% chance force an enemy weapon into cooldown when this ship is targeted. &lt;br /&gt;
|-&lt;br /&gt;
| ECM Mark III || 10 || 60% chance force an enemy weapon into cooldown when this ship is targeted. &lt;br /&gt;
|-&lt;br /&gt;
| Targeting Computer|| 10 || Improve a ship&#039;s roll to overcome enemy ECM and damage to sensors by 10%.&lt;br /&gt;
|-&lt;br /&gt;
| Targeting Computer Mark II || 10 || Improve a ship&#039;s roll to overcome enemy ECM and damage to sensors by 30%.&lt;br /&gt;
|-&lt;br /&gt;
| Targeting Computer Mark III || 10 || Improve a ship&#039;s roll to overcome enemy ECM and damage to sensors by 50%.&lt;br /&gt;
|}&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
==== Drive Enhancement Module ====&lt;br /&gt;
&lt;br /&gt;
{{ObsoleteBox}}&lt;br /&gt;
Drive Enhancement Modules requires a certain type of Drive to be used.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Utility Module !! Mass (tons) !! Ship Requirements !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Muon Spiker || 40 || Nuclear Fusion Drive || +10% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Neutronium Spiker || 40 || Nuclear Fission Drive || +20% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Spiker || 40 || Nuclear Drive || +30% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Liquid Hydrogen Containment || 5 || Hydrogen Propellant || +20% Exhaust Velocity&lt;br /&gt;
|-&lt;br /&gt;
| Slush Hydrogen Tankage || 10 || Hydrogen Propellant || +35% Exhaust Velocity&lt;br /&gt;
|-&lt;br /&gt;
| Hydron Trap || 20 || Hydrogen Propellant || +50% Exhaust Velocity&lt;br /&gt;
|-&lt;br /&gt;
| ISRU Module || 40 || || Can replenish Propellant at unimproved hab sites that produce raw materials used in ship&#039;s propellant&lt;br /&gt;
|-&lt;br /&gt;
| Remass Scoop || 40 || || Can replenish Propellant in interface orbits of Jovian planets if the ship uses 100% hydrogen or &#039;anything&#039; as propellant.&amp;lt;br&amp;gt;No aerobraking damage({{icon|warning}}aerobraking is not implemented yet)&lt;br /&gt;
|}&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
==== Heat Sink ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship heat sinks. For a list of all space ship heat sinks in Terra Invicta, as well as their stats, see [[Heat Sink List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Heat sinks are important modules for combat ship so they may avoid exposing their vulnerable radiators to enemy fire. See [[Fleets#Power_and_Heat]] for details.&lt;br /&gt;
&lt;br /&gt;
==== Kit ====&lt;br /&gt;
&lt;br /&gt;
Kits allow creation of a small hab with a construction module. Can be replenished by repairing the ship at a dock or shipyard.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Kit !! Mass (tons) !! Constructed Modules&lt;br /&gt;
|-&lt;br /&gt;
| Solar Platform || 200 || Platform Core, Construction Module, Solar Collector&lt;br /&gt;
|-&lt;br /&gt;
| Solar Outpost || 200 || Outpost Core, Construction Module, Solar Collector&lt;br /&gt;
|-&lt;br /&gt;
| Fission Platform || 250 || Platform Core, Construction Module, Fission Pile&lt;br /&gt;
|-&lt;br /&gt;
| Fission Outpost || 300 || Outpost Core, Construction Module, Fission Pile&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Platform || 250 || Platform Core, Construction Module, Fusion Pile&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Outpost || 300 || Outpost Core, Construction Module, Fusion Pile&lt;br /&gt;
|-&lt;br /&gt;
| Automated Solar Platform || 250 || Automated Platform Core, Automated Supply Depot, Automated Solar Collector&lt;br /&gt;
|-&lt;br /&gt;
| Automated Solar Outpost || 1200 || Automated Outpost Core, Automated Mining Complex, Automated Solar Collector, Automated Solar Collector&lt;br /&gt;
|-&lt;br /&gt;
| Automated Fission Platform || 300 || Automated Platform Core, Automated Supply Depot, Automated Fission Pile&lt;br /&gt;
|-&lt;br /&gt;
| Automated Fission Outpost || 1800 || Automated Outpost Core, Automated Mining Complex, Automated Fission Pile, Automated Fission Pile&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Using the kit only &#039;&#039;begins&#039;&#039; local construction of the hab and the modules. So you still have to wait 180 days for a Construction Module to be built.&lt;br /&gt;
&lt;br /&gt;
Solar Kits are only usable if the installed Solar Collector(s) can produce enough power for other modules. So Solar Platform Kits cannot be used if the location is too far away from the sun. But Solar Outpost Kits can be used on locations far away from the sun, if the hab site gets enough solar power from Solar Mirror bonus.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
Weapons systems are either mounted on the ship&#039;s nose or on the hull. Nose weapons are typically more powerful than hull weapons of a similar size, but they have a limited field of fire. Hull weapons can fire in any direction around the ship.  Weapons also come in various sizes; larger weapon systems are generally more powerful but will take up multiple weapon slots.&lt;br /&gt;
&lt;br /&gt;
==== Fire Modes ====&lt;br /&gt;
Certain weapons may only be used offensively against enemy ships and hab modules; others may only be used defensively to shoot down incoming projectiles and missiles, and still others can be used against both types of targets. The default firing mode can be set in the ship designer, as well as changed in the middle of combat. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Weapon Fire Modes&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | &amp;lt;big&amp;gt;Standard Fire Modes&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Fire Mode !! Targeting Priority&amp;lt;ref&amp;gt;Will attempt to shoot at the first item in the list that is in range. Will never shoot at anything that is not in the list.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Focus Fire &lt;br /&gt;
| &lt;br /&gt;
# Primary Target.&lt;br /&gt;
|-&lt;br /&gt;
| Attack &lt;br /&gt;
| &lt;br /&gt;
# Primary Target.&lt;br /&gt;
# Nearest enemy ship or hab module that is in range.&lt;br /&gt;
|-&lt;br /&gt;
| Defense &lt;br /&gt;
|&lt;br /&gt;
# Nearest enemy projectile that is in range and not already saturated.&amp;lt;ref name=saturated&amp;gt;Non-beam defense weapons will let all allies know they have fired at an enemy projectile so other defense weapons don&#039;t waste their shots on that projectile.&amp;lt;/ref&amp;gt;&lt;br /&gt;
# Nearest enemy projectile that is in range.&lt;br /&gt;
|-&lt;br /&gt;
| Guardian &lt;br /&gt;
|&lt;br /&gt;
# Nearest enemy projectile that is in range and not already saturated.&amp;lt;ref name=saturated /&amp;gt;&lt;br /&gt;
# Nearest enemy projectile that is in range.&lt;br /&gt;
# Primary Target.&lt;br /&gt;
# Nearest enemy ship or hab module that is in range.&lt;br /&gt;
|-&lt;br /&gt;
| Idle&lt;br /&gt;
| Never fires.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | &amp;lt;big&amp;gt;Special Fire Modes&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Fire Mode !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Salvo&lt;br /&gt;
| Special mode for Missile Weapons. &lt;br /&gt;
&lt;br /&gt;
Identical to the Focus Fire mode, but automatically switches to Idle mode after firing 1/4 of the missile weapon&#039;s total ammo.&lt;br /&gt;
|-&lt;br /&gt;
| Bracket&lt;br /&gt;
| Special mode for non-beam Weapons. &lt;br /&gt;
&lt;br /&gt;
Identical to the Attack mode, but when the target is an enemy ship, will attempt to shoot at possible locations for the enemy ship to move into.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Targeting Range and Defense Range ====&lt;br /&gt;
&lt;br /&gt;
All weapons have a targeting range, and can only fire at targets within that range. But notably, weapons take into account the relative velocity of the target, as well as the expected amount of time that their projectiles will take to arrive, to effectively fire at the future location of a target when it would be in range. &lt;br /&gt;
&lt;br /&gt;
For example, the 10-inch Cannon has 250km targeting range and 1.4 km/s muzzle velocity. So it takes 250km/1.4km/s = ~178.5s for a bullet fired by the weapon to reach the maximum range. This means the 10-inch Cannon will attempt to fire at targets ~178.5s before they enter the 250km range. So&lt;br /&gt;
if an enemy ship is approaching head-on at a relative velocity of 1 km/s, then the 10-inch Cannon will fire at it ~178.5s before it arrives in range:  when it is still 250km + ~178.5s × 1km/s = ~428.5km away. &lt;br /&gt;
&lt;br /&gt;
When targeting an enemy projectile instead of a ship or [[Habs|hab]], weapons use a defense range that is computed as follows:&lt;br /&gt;
# Set the defense range to the targeting range.&lt;br /&gt;
# If the weapon has an attack mode, then apply a penalty to the defense range:&lt;br /&gt;
#* Divide by 3 for Energy weapons ([[Spaceships#Lasers|Lasers]], [[Spaceships#Particle_Weapons|Particles]], and [[Spaceships#Plasma_Weapons|Plasma]]), but cannot go below 200km.&lt;br /&gt;
#* Divide by 2 for Gun weapons ([[Spaceships#Guns|Naval Guns]] and [[Spaceships#Magnetic_Weapons|Magnetic Weapons]]), but cannot go below 200km.&lt;br /&gt;
#* No penalty for [[Spaceships#Missiles|Missile]] weapons.&lt;br /&gt;
# Add a bonus to the defense range for the mount:&lt;br /&gt;
#* On Cinematic Combat Scaling:&lt;br /&gt;
#** Add the Ship Hull Length × 100 for ship mounted weapons.&lt;br /&gt;
#** Add 5km for [[Habs|hab]] mounted weapons.&lt;br /&gt;
#* On Realistic Combat Scaling:&lt;br /&gt;
#** Add the Ship Hull Length × 10 for ship mounted weapons.&lt;br /&gt;
#** Add 0.5km for [[Habs|hab]] mounted weapons.&lt;br /&gt;
&lt;br /&gt;
==== Cooldown and Salvos ====&lt;br /&gt;
&lt;br /&gt;
All weapons have a cooldown, and some weapons fire in salvos. If a weapon does not have a salvo listed, it will fire once every time the cooldown timer is up. If a weapon has a salvo listed of X shots over Y seconds, that means it will fire one shot every Y / (X-1) seconds X number of times, and then will go on its cooldown, after which it will fire another salvo. &lt;br /&gt;
&lt;br /&gt;
For example, the Light Railgun Battery Mk1 has a cooldown of 30s and does not have a salvo listed; once in range, it will fire one shot every 30 seconds. The Light Coilgun Battery Mk1 has a salvo of 3 shots over 20 seconds and a cooldown of 40 seconds; once in range, it will fire one shot, wait 10 seconds, fire a second shot, wait 10 seconds, fire a third shot, and then will go on cooldown for 40 seconds. So it effectively fires 3 times per minute.&lt;br /&gt;
&lt;br /&gt;
Weapons can be classified in certain general types:&lt;br /&gt;
* (Naval) Guns: Use magazines, high ammo capacity. Cannot bombard. Low damage. Short range. Cheap.&lt;br /&gt;
* Missiles: Use magazines, low ammo capacity. Limited bombard. High damage. Will chase the target. Very susceptible to point defense. Only available as hull weapons.&lt;br /&gt;
* Magnetic Weapons: Use magazines, high ammo capacity. High damage, moderate accuracy. Susceptible to point defense. Can bombard.&lt;br /&gt;
* Plasma Weapons: Use magazines. Cannot be targeted by point defense. Cannot bombard. Medium damage, high accuracy. Only available in large sizes.&lt;br /&gt;
* Lasers: Use energy. Limited bombard. Never miss. More effective at close range.&lt;br /&gt;
* Particle Weapons: Use energy. Cannot bombard. High damage. Never miss. Short range.&lt;br /&gt;
&lt;br /&gt;
More detailed information on damage dealt by different weapons depending on enemy armor can be found in the article [[Guide Armor|Guide Armor]].&lt;br /&gt;
&lt;br /&gt;
==== Guns ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship naval guns. For a list of all space ship naval guns in Terra Invicta, as well as their stats, see [[Naval Gun List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Guns are chemical slugthrowers with performance characteristics similar to modern naval weaponry. They are low-tech and cheap, but due to low range and low muzzle velocity will have a hard time hitting anything at range. They are quickly outclassed by magnetic weapons.&lt;br /&gt;
&lt;br /&gt;
The damage done by a naval gun projectile is simply its impact kinetic energy / 20MJ. Specifically: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notably, naval guns do not produce any waste heat. Therefore they can keep firing even when the ship no longer has any ability to handle waste heat, such as when the radiators are destroyed and the heat sinks are filled.&lt;br /&gt;
&lt;br /&gt;
Naval guns also do not consume any power. Therefore they can keep firing even when the ship no longer has any ability to generate power, such as when the power plant is destroyed and the batteries are empty.&lt;br /&gt;
&lt;br /&gt;
Naval guns cannot be used to bombard.&lt;br /&gt;
&lt;br /&gt;
Naval gun projectiles can be hit by point defenses and will be destroyed in one hit. But point defenses usually ignore autocannon bullets simply because they are so weak as to not be worth shooting at.&lt;br /&gt;
&lt;br /&gt;
==== Magnetic Weapons ====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship magnetic guns. For a list of all space ship magnetic guns in Terra Invicta, as well as their stats, see [[Magnetic Gun List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Magnetic weapons include railguns and coilguns that fire high-speed projectiles that do significant damage but can be shot down by point defense.  Due to low muzzle velocity, railguns and siege coilguns may have a difficult time hitting targets at range; non-siege coilguns have a significantly higher muzzle velocity and are more difficult to dodge.  All magnetic weapons are capable of bombardment.&lt;br /&gt;
&lt;br /&gt;
The damage done by a magnetic gun projectile is simply its impact kinetic energy / 20MJ. Specifically: &lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The power consumed per shot is calculated similarly, but uses the ammo mass instead of the warhead mass, and takes into account the weapon&#039;s Efficiency. Specifically:&lt;br /&gt;
&amp;lt;pre&amp;gt;Power Consumed (GJ) = ½ × Ammo Mass (kg) × (Muzzle Velocity (m/s))² / Efficiency / 1e9 (J/GJ)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.&lt;br /&gt;
&lt;br /&gt;
Magnetic weapon projectiles can be hit by point defenses, but may need multiple hits to be destroyed. Specifically, the point defenses must do (Warhead Mass / 10kg) damage to destroy the projectile.&lt;br /&gt;
&lt;br /&gt;
==== Missiles ====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship missiles. For a list of all space ship missiles in Terra Invicta, as well as their stats, see [[Missile List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Missile weapons (which include both missiles and torpedoes) do high damage and will chase the enemy, but are very susceptible to being shot down by point defense and are constrained by small magazines.  Missiles will fire offensively only if an enemy ship or hab module has been set as a target. &lt;br /&gt;
&lt;br /&gt;
Missiles and torpedoes can have different classes of warheads, which significantly impact their behavior:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Warhead Class !! Total Damage !! Chip % !! Can Bombard !! Is AoE !! Kinetic Damage?&amp;lt;ref&amp;gt;Adamantane Armor has 25% resistance to Kinetic Damage. Kinetic Damage can also over penetrate, meaning the damage goes out the other end of the ship before it is fully applied.&amp;lt;/ref&amp;gt; !! Other Notable Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fragmentation || rowspan=2| ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ || 50% || rowspan=3 | No || rowspan=3| No || rowspan=2| Yes || On contact, splits into 5kg warheads that independently interact with armor. (But still acts as one attack in all other aspects.)&lt;br /&gt;
|-&lt;br /&gt;
| Penetrator || 60% || None&lt;br /&gt;
|-&lt;br /&gt;
| Explosive || Payload Damage + 0.1 × ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ || 80% || rowspan=4|No || None&lt;br /&gt;
|-&lt;br /&gt;
| Nuclear || rowspan=3 | Payload Damage || 100% || rowspan=3 | Not through Atmosphere || rowspan=2| Spherical AoE || rowspan=3 | Also applies Shred Damage.&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter || 25% &lt;br /&gt;
|-&lt;br /&gt;
| Shaped Nuclear || 100% || Cone AoE &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notably, missiles do not produce any waste heat. Therefore they can keep firing even when the ship no longer has any ability to handle waste heat, such as when the radiators are destroyed and the heat sinks are filled.&lt;br /&gt;
&lt;br /&gt;
Missiles also do not consume any power. Therefore they can keep firing even when the ship no longer has any ability to generate power, such as when the power plant is destroyed and the batteries are empty.&lt;br /&gt;
&lt;br /&gt;
Missile projectiles can be hit by point defenses and will be destroyed in one hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lasers ====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship laser weapons. For a list of all laser weapons in Terra Invicta, as well as their stats, see [[Laser Weapon List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Laser weapons do not miss and are excellent at targeting enemy projectiles.  However, laser weapons have difficulty penetrating armor unless they are at close range.  Laser weapons for non-alien ships come in three different wavelengths: Infrared, Visible (Green), and Ultraviolet, from least powerful to most powerful.  Additionally, laser weapons use one of three different beam types: Standard, Arc, and Phaser, from least powerful to most powerful.  Each laser battery and cannon size comes in nine different configurations, corresponding to all the possible combinations of wavelength and beam type.  The more powerful the wavelength and beam type, the better the laser is at penetrating armor.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = Shot Power (MJ) / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Power Consumed (GJ) = Shot Power (MJ) / Efficiency / 1000 (MJ/GJ)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Laser Engine [[Spaceships#Utility_Modules|Utility Modules]] increase the shot power of lasers, increasing both damage and power consumption.&lt;br /&gt;
* Power Consumption is divided by 20 when targeting [[Spaceships#Missiles|Missile]] or [[Spaceships#Guns|Naval Gun]] Projectiles.&lt;br /&gt;
* The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.&lt;br /&gt;
&lt;br /&gt;
Notably, laser weapons do not consume ammo, and so can be fired an unlimited number of times.&lt;br /&gt;
&lt;br /&gt;
All ship lasers can be used to bombard, but only visible light lasers (orange, green, violet) can bombard through atmosphere.&lt;br /&gt;
&lt;br /&gt;
All human ship laser weapons have 1 hp, regardless of size. All alien ship laser weapons have 2 hp, regardless of size. For comparison, most other ship weapons and modules have (3 × hard points) hp. So lasers are both literally and figuratively glass cannons. &lt;br /&gt;
&lt;br /&gt;
Except for a few particularly powerful alien lasers, all lasers can serve as point defenses that shoot down incoming enemy projectiles.&lt;br /&gt;
&lt;br /&gt;
===== Armor Penetration =====&lt;br /&gt;
&lt;br /&gt;
When a laser weapon shoots an armored target, the effective armor of the target is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Effective Armor = Base Armor ^ 1.5 × Armor Effectiveness&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Armor Effectiveness = Spot Area (m²) / 0.005 (m²)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Spot Area (m²) = 0.7853982 × (Spot Diameter (m) )²&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Spot Diameter (m) = Distance to Target (km) × Spot Diameter Precise Factor (m/km)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Spot Diameter Precise Factor (m/km) = (1000 / Mirror Diameter (m)) × ((1.22 × Wavelength (m) × Beam Quality)² + (2 * Jitter * Mirror Diameter (m) )²) ^ 0.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When combined:&lt;br /&gt;
&amp;lt;pre&amp;gt;Effective Armor = Base Armor ^ 1.5 × 0.7853982 / 0.005 (m²) × (Distance to Target (m) × ((1.22 × Wavelength (m) × Beam Quality)² + (2 * Jitter * Mirror Diameter (m) )²) ^ 0.5 / Mirror Diameter (m) )² &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since armor works by subtracting its value from incoming damage, and RNG can randomize incoming damage by up to ±20%, we can re-arrange the formula to get the amount of armor needed to fully block a laser:&lt;br /&gt;
&amp;lt;pre&amp;gt;Armor = (Laser Damage × 1.2 / (0.7853982 / 0.005 (m²) × (Distance to Target (m) × ((1.22 × Wavelength (m) × Beam Quality)² + (2 * Jitter * Mirror Diameter (m) )²) ^ 0.5 / Mirror Diameter (m) )² ) ) ^ (1/1.5)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Range =====&lt;br /&gt;
&lt;br /&gt;
Notably, laser weapons actually refuse to fire at targets unless they have sufficient armor penetration and damage. So weaker lasers may have less actual range than their stated targeting range. Specifically:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Anti-Ship Effective Range (km) = Range where (Laser Damage / Armor Effectiveness &amp;gt; 1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Anti-Kinetic Effective Range (km) = Range where (Laser Damage / Armor Effectiveness &amp;gt; 0.5)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Anti-Missile Effective Range (km) = Range where (Laser Damage / Armor Effectiveness &amp;gt; 0.15)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Anti-Poorly-Armored-Ship Effective Range (km) = Range where (Laser Damage / Armor Effectiveness &amp;gt; 0.25)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Poorly-Armored ship means the targeted part of the ship either has 0 armor or has over 20% of its armor chipped.&lt;br /&gt;
&lt;br /&gt;
So a laser weapon will only fire at the target if the target is within both its Targeting Range and its Effective Range. Use the [[Spaceships#Targeting_Range_and_Defense_Range|Defense Range]] instead of Targeting Range for enemy projectiles.&lt;br /&gt;
&lt;br /&gt;
An important consequence of this is that the weaker lasers, such as Point Defense Phaser Turrets, can gain significant amounts of range from anything that buffs laser damage, such as:&lt;br /&gt;
* Laser Engines&lt;br /&gt;
* Directed Energy Officers&lt;br /&gt;
* Intelligence Officers&lt;br /&gt;
* Commanding Officers&lt;br /&gt;
* [[Precision Focusing Software]] Project&lt;br /&gt;
&lt;br /&gt;
===== Chipping =====&lt;br /&gt;
&lt;br /&gt;
Unlike other weapons, the % of a laser&#039;s damage that goes towards chipping is dynamically calculated based on its armor penetration. Specifically:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Chip % = Armor Effectiveness / 1000, capped at 0.25&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This means that the chip damage dealt by lasers is actually inversely proportional to their ability to penetrate armor, giving low tech lasers an advantage. Nevertheless, chip damage dealt by lasers is usually negligible, so this advantage is rarely worth it.&lt;br /&gt;
&lt;br /&gt;
==== Particle Weapons====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship particle weapons. For a list of all particle weapons in Terra Invicta, as well as their stats, see [[Particle Weapon List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Particle weapons do not miss and are excellent at targeting enemy projectiles. They also have unique interactions with armor that always allows some damage to penetrate into the ship internals, though the resulting damage may be extremely small and only good for temporarily disabling certain internal components. However, particle weapons do no damage at all to armor, and have low overall damage. &lt;br /&gt;
&lt;br /&gt;
Charged particle weapons can only target enemy missiles. Neutral particle weapons can target all enemy projectiles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = Shot Power (MJ) / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The damage of a particle beam can decrease with distance from the target ship. This is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Actual Damage Points = Base Damage Points × Min(1, Target Area (m²) / Beam Area (m²)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Target Area (m²) = 3.1415927 × Target Ship Length × Target Ship Width / 2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Beam Area (m²) = 3.1415927 × (Beam Radius (m) )^2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the particle beam fires neutral particles, then:&lt;br /&gt;
&amp;lt;pre&amp;gt;Beam Radius (m) = Emittance (m) × Distance to Target (m) / 1000000 / Lens Radius (cm) × 100 (cm/m)&amp;lt;/pre&amp;gt;&lt;br /&gt;
Otherwise:&lt;br /&gt;
&amp;lt;pre&amp;gt;Beam Radius (m) = Lens Radius (cm) / 100 (cm/m) × 2 ^ (Distance to Target (km) / Doubling Range (km) )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As of Version 0.4.90, apart from Electron Beam weapons, all particle beam weapons have Beam Area less than the Target Area of even a gunship, even at their maximum range. So in practice the damage of a particle beam does not actually decrease with distance from the target ship unless it is an electron beam.&lt;br /&gt;
&lt;br /&gt;
Particle weapons do no chip damage. Instead, the damage of a particle beam is split into 3 parts: Heat, X-rays, and Baryons. Heat damage behaves in the standard manner: the armor value of the target is subtracted from it, and any leftover damage is applied to the ship internals. Heat damage is also the damage that is used when calculating the effects of shooting enemy kinetic projectiles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Power Consumed (GJ) = Shot Power (MJ) / Efficiency / 1000 (MJ/GJ)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.&lt;br /&gt;
&lt;br /&gt;
Notably, particle weapons do not consume ammo, and so can be fired an unlimited number of times.&lt;br /&gt;
&lt;br /&gt;
===== Armor Interactions =====&lt;br /&gt;
&lt;br /&gt;
Heat damage has the standard armor interactions of other weapons. In contrast, X-rays and Baryons are considered radiation damage and have a completely different interaction with armor. Specifically, radiation damage is reduced by armor via &amp;quot;Half-Values&amp;quot;. one half value cuts damage in half. two half values cut damage in half twice, for 1/4.&lt;br /&gt;
&lt;br /&gt;
All ships have a baseline of 4 half-values (1/16). armor up to the point where it reaches those 4 half-values does nothing. after that it replaces the baseline half-values with its own half-values.&lt;br /&gt;
&lt;br /&gt;
The half value is measured in armor thickness. Every type of armor has one half-value thickness for x-rays and one half-value thickness for baryons. See [[Ship Armor List]] for details.&lt;br /&gt;
&lt;br /&gt;
As of Version 0.4.90, apart from Boron Carbide Armor, all armors have significantly smaller half-values for x-rays than for baryons. Baryon damage is additionally multiplied by 5. Thus in practice, most radiation damage is done via baryons instead of X-rays. Notably:&lt;br /&gt;
* (Both Human and Alien) Adamantane Armor needs about 120 points of armor to reach 4 half-values for Baryons.&lt;br /&gt;
* (Both Human and Alien) Exotic Armor needs about 18.5 points of armor to reach 4 half-values for Baryons.&lt;br /&gt;
&lt;br /&gt;
Notably, although armor can significantly reduce radiation damage, it can never reduce it all the way to zero. So there is always some leftover radiation damage that is then directly dealt to the ship internals, with the hit location being calculated in the same way as with lasers. &lt;br /&gt;
&lt;br /&gt;
Damaged ship parts and systems either stop working or work at reduced effectiveness, but can be [[Fleets#Mid-Combat_Repairs|repaired over time]]. For example, damaged weapons cannot fire until fully repaired. Lasers have especially low health, making them good targets for particle beams. Once a weapon is entirely destroyed it can only be repaired in a shipyard.&lt;br /&gt;
&lt;br /&gt;
===== Radiation effects =====&lt;br /&gt;
&lt;br /&gt;
Radiation damage is processed differently from other internal ship damage: notably, it cannot damage &amp;quot;hard&amp;quot; systems or modules. This includes ship structure, heat sinks, spikers, hydrogen tankage, magazines, cyclotrons, and other utility modules that have the &#039;RadHardened&#039; property. The heat-damage part of particle weapon effects can still damage these items, but not the x-ray or baryonic parts. (And since the Spinal Neutron Lance causes 0 heat damage, it cannot destroy a ship under any circumstances.)&lt;br /&gt;
&lt;br /&gt;
===== Critical hits =====&lt;br /&gt;
&lt;br /&gt;
On a critical hit (TAC), particle beams bypass all amor effects but are otherwise processed as usual. Baryon and x-ray components are applied as radiation damage with their usual multipliers, and the heat component is applied as standard internal damage.&lt;br /&gt;
&lt;br /&gt;
==== Plasma Weapons ====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship plasma weapons. For a list of all space ship plasma weapons in Terra Invicta, as well as their stats, see [[Plasma Weapon List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Plasma weapons fire high-speed, low mass projectiles that cannot be targeted by enemy point defense but also cannot act as point defense. While their damage is not as high as some of the larger and more advanced magnetic weapons, the high muzzle velocity of plasma weapons make them significantly more likely to hit their target.  Plasma weapons cannot bombard.&lt;br /&gt;
&lt;br /&gt;
Strangely, the damage done by a plasma weapon projectile is simply its impact kinetic energy / 20MJ, but applied as thermal damage instead of kinetic damage (so armors with special kinetic resistance do not apply that resistance to plasma). Specifically: &lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The power consumed per shot is calculated similarly, but adds charging energy, and takes into account the weapon&#039;s Efficiency. Specifically:&lt;br /&gt;
&amp;lt;pre&amp;gt;Power Consumed (GJ) = Charging Energy (GJ) / Efficiency + ½ × Warhead Mass (kg) * (Muzzle Velocity (m/s))² / Efficiency / 1e9 (J/GJ) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.&lt;br /&gt;
&lt;br /&gt;
Notably, although plasma weapons do consume ammo and have a finite magazine size, this ammo weighs nothing and costs nothing to resupply.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
Ships can be constructed at ship construction modules ([[Space Dock]], [[Shipyard]], [[Spaceworks]]). The construction time is calculated as follows:&lt;br /&gt;
* If the ship hull Construction Tier is greater than the ship construction module Tier, then: &lt;br /&gt;
&amp;lt;pre&amp;gt;Construction Time (days) = Base Construction Time (days) × 1.5 ^ Tier Gap&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If the ship hull Construction Tier is equal to the ship construction module Tier, then: &lt;br /&gt;
&amp;lt;pre&amp;gt;Construction Time (days) = Base Construction Time (days)&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If the ship hull Construction Tier is less than the ship construction module Tier, then: &lt;br /&gt;
&amp;lt;pre&amp;gt;Construction Time (days) = Base Construction Time (days) × Ship Construction Module Construction Time Modifier ^ Tier Gap&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This construction time is then divided by (100% + Ship Building Speed Bonus).&lt;br /&gt;
&lt;br /&gt;
See [[Ship Hull List]] for a list of all ship hulls and their construction times at each ship construction module.&lt;br /&gt;
&lt;br /&gt;
=== Probes ===&lt;br /&gt;
Probes can be launched from any hab construction modules. Depending on where the hab is located, this can decrease the resources needed to launch a probe, or the time it takes to reach its destination.&lt;br /&gt;
&lt;br /&gt;
== Resupply ==&lt;br /&gt;
&lt;br /&gt;
Ships can be resupplied at habs with ship construction modules ([[Space Dock]], [[Shipyard]], [[Spaceworks]]) and/or [[Supply Depot]] modules.&lt;br /&gt;
&lt;br /&gt;
The base resupply duration is 0.005 days per fuel tank + 0.025 days per 50 ammo.&lt;br /&gt;
&lt;br /&gt;
The resupply duration is divided by the sum of ship construction module tiers on the hab, with each [[Supply Depot]] module counting as an additional tier 2 [[Shipyard]]. It is also reduced by the Supply Officer if the ship has one.&lt;br /&gt;
&lt;br /&gt;
(Note: As of Version 0.4.90, there may be a bug that causes fuel tanks to take twice as long to refuel and not receive any of the resupply speed bonuses, taking 0.01 days per fuel tank.)&lt;br /&gt;
&lt;br /&gt;
=== ISRU ===&lt;br /&gt;
&lt;br /&gt;
Ships with an ISRU module&amp;lt;ref name=refuel&amp;gt;Ships cannot share a refueling module with other ships. Every ship that wants to refuel needs to have its own refueling module.&amp;lt;/ref&amp;gt; can refuel from hab sites they are landed on. These hab sites do not need to have a hab built on them. The refuel duration is calculated as follows:&lt;br /&gt;
* If the propellent type is &#039;&#039;&#039;Anything&#039;&#039;&#039;, then the Refuel Duration = Fuel needed (tons) / Hab Site Total Daily Output&amp;lt;ref name=output&amp;gt;The Daily Output of a Hab Site is its base value as seen in the prospecting tab, without any mining bonuses applied.&amp;lt;/ref&amp;gt; (units) / 10 (tons / unit) / 3.&lt;br /&gt;
* Otherwise, the refuel duration is the maximum out of:&lt;br /&gt;
** {{TV|water}} Fuel needed (tons) / Hab Site {{TV|water}} Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
** {{TV|volatiles}} Fuel needed (tons) / Hab Site {{TV|volatiles}} Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
** {{TV|metals}} Fuel needed (tons) / Hab Site {{TV|metals}} Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
** {{TV|nobles}} Fuel needed (tons) / Hab Site {{TV|nobles}} Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
** {{TV|fissiles}} Fuel needed (tons) / Hab Site {{TV|fissiles}} Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
&lt;br /&gt;
Note: The refuel duration is capped at 90 days. If it would take longer than that, then the ship is only partially refueled by as much as can be done within 90 days.&lt;br /&gt;
&lt;br /&gt;
There are two main advantages to refueling using ISRU modules:&lt;br /&gt;
* The refuel cost is free. &lt;br /&gt;
* Every ship refuels &#039;&#039;in parallel&#039;&#039;, meaning the total time needed for an entire fleet to refuel is simply the time taken by the ship that takes the longest to refuel.&lt;br /&gt;
&lt;br /&gt;
Note: The following drives come with free ISRU capabilities, and can refuel this way without needing an actual ISRU module:&lt;br /&gt;
{{#invoke:DriveLister|ListRestrictedDrives|Match,freeISRU,true}}&lt;br /&gt;
&lt;br /&gt;
=== Remass Scoop ===&lt;br /&gt;
&lt;br /&gt;
Ships with a Remass Scoop&amp;lt;ref name=refuel /&amp;gt; can refuel from the atmospheres of Gas Giant planets when the ship is in interface orbit around that planet. But only if one of the following is true:&lt;br /&gt;
* The propellent type is &#039;&#039;&#039;Anything&#039;&#039;&#039;.&lt;br /&gt;
* The propellent type is &#039;&#039;&#039;Hydrogen&#039;&#039;&#039; and only consists of {{TV|water}} and/or {{TV|volatiles}}.&lt;br /&gt;
&lt;br /&gt;
Note: {{TV|fissiles}} costs can be converted into {{TV|water}} costs for drives that use Helium-3, if the faction has an active He3 mine. This conversion effectively allows the Remass Scoop to also refuel {{TV|fissiles}} in these cases.&lt;br /&gt;
&lt;br /&gt;
The Refuel Duration (days) = Fuel needed (tons) / 1000.&lt;br /&gt;
&lt;br /&gt;
Note: The refuel duration has a minimum of 10 days. If it would be shorter than that, then it is set to 10 days.&lt;br /&gt;
&lt;br /&gt;
There are two main advantages to refueling using Remass Scoops:&lt;br /&gt;
* The refuel cost is free. &lt;br /&gt;
* Every ship refuels &#039;&#039;in parallel&#039;&#039;, meaning the total time needed for an entire fleet to refuel is simply the time taken by the ship that takes the longest to refuel.&lt;br /&gt;
&lt;br /&gt;
See [[Drive List]] for a list of drives, which also notes which drives can use remass scoops.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Repairs ==&lt;br /&gt;
&lt;br /&gt;
Ships can be repaired at habs with ship construction modules ([[Space Dock]], [[Shipyard]], [[Spaceworks]]). The Repair Cost and Duration for each Ship System, Part, or Armor Facing is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ship System, Part, or Armor Facing !! Repair Duration (days) !! Repair Cost&lt;br /&gt;
|-&lt;br /&gt;
! Nose Structure&lt;br /&gt;
| rowspan=3 | Missing Health % × Hull Construction Time / 10&lt;br /&gt;
| rowspan=3 | Missing Health % × Hull Construction Cost / 10&lt;br /&gt;
|-&lt;br /&gt;
! Central Structure&lt;br /&gt;
|-&lt;br /&gt;
! Tail Structure&lt;br /&gt;
|-&lt;br /&gt;
! Fire Control&lt;br /&gt;
| rowspan=2 | Missing Health % × Hull Construction Tier &lt;br /&gt;
| rowspan=2 | Missing Health % × Hull Construction Cost / 200&lt;br /&gt;
|- &lt;br /&gt;
! Damage Control&lt;br /&gt;
|-&lt;br /&gt;
! Life Support Main&lt;br /&gt;
| rowspan=2 | Missing Health % × Hull Construction Tier / 2&lt;br /&gt;
| rowspan=2 | Missing Health % × Hull Construction {{TV|volatiles}} Cost / 20&lt;br /&gt;
|- &lt;br /&gt;
! Life Support Backup&lt;br /&gt;
|- &lt;br /&gt;
! Power Coupling&lt;br /&gt;
| rowspan=4 | Missing Health % × Hull Construction Tier / 2&lt;br /&gt;
| rowspan=4 | {{TV|metals|0.1}}&lt;br /&gt;
|- &lt;br /&gt;
! Drive Coupling&lt;br /&gt;
|- &lt;br /&gt;
! Vector Thrusters&lt;br /&gt;
|- &lt;br /&gt;
! Sensors&lt;br /&gt;
|-&lt;br /&gt;
! System Reactor&lt;br /&gt;
| Missing Health % × 2 &lt;br /&gt;
| Missing Health % × Hypothetical cost of Power Plant if it has 100% Efficiency and only has to supply the systems and weapons.&lt;br /&gt;
|-&lt;br /&gt;
! Bridge&lt;br /&gt;
| Missing Health % × Hull Construction Tier × 2&lt;br /&gt;
| Missing Health % × Hull Construction Cost / 100&lt;br /&gt;
|- &lt;br /&gt;
! Nose Weapon&lt;br /&gt;
| rowspan=7 | Missing Health % × 2 &lt;br /&gt;
| rowspan=7 | Missing Health % × Module Cost / 4&lt;br /&gt;
|- &lt;br /&gt;
! Hull Weapon&lt;br /&gt;
|- &lt;br /&gt;
! Utility Module&lt;br /&gt;
|- &lt;br /&gt;
! Radiator&lt;br /&gt;
|- &lt;br /&gt;
! Power Plant&lt;br /&gt;
|- &lt;br /&gt;
! Drive&lt;br /&gt;
|- &lt;br /&gt;
! Battery&lt;br /&gt;
|-&lt;br /&gt;
! Nose Armor&lt;br /&gt;
| rowspan=4 | Shred %  + Chip % &lt;br /&gt;
| rowspan=4 | (Shred %  + Chip %  / 4) × Armor Cost &lt;br /&gt;
|-&lt;br /&gt;
! Left Armor&lt;br /&gt;
|-&lt;br /&gt;
! Right Armor&lt;br /&gt;
|-&lt;br /&gt;
! Tail Armor&lt;br /&gt;
|-&lt;br /&gt;
! Propellant&lt;br /&gt;
| colspan=2 | Not actually repairable, &amp;quot;destroyed&amp;quot; fuel tanks are functionally no different from empty fuel tanks and are just simply replaced in a resupply operation.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The repair duration is divided by the sum of ship construction module tiers on the hab. It is also reduced by the Engineering Officer if the ship has one.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* Side armor is split into Left and Right armor, but each has to pay repairs as if it is the whole side armor. Which means repairing side armor is effectively twice as expensive as repairing nose or tail armor.&lt;br /&gt;
* Certain utility modules may have 4 times the repair costs (so they cost as much to repair as to build).&lt;br /&gt;
&lt;br /&gt;
== Refits ==&lt;br /&gt;
&lt;br /&gt;
Factions may refit ships at ship construction modules ([[Space Dock]], [[Shipyard]], [[Spaceworks]]). Refitting is generally limited to replacing parts of a similar type. The refit rules are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Conditions !! Added Refit Duration (in % of hull construction time)&lt;br /&gt;
|-&lt;br /&gt;
| [[Ship Hull List|Ship Hull]] Type || colspan=2 | Cannot be changed.&lt;br /&gt;
|-&lt;br /&gt;
| [[Ship Armor List|Ship Armor]] || Can be changed freely. || 5% for each slot (nose, side, tail) changed.&lt;br /&gt;
|-&lt;br /&gt;
| [[Power Plant List|Power Plant]] || Only to a Power Plant of the same Type. Power Plant Types are:&lt;br /&gt;
* Fuel Cell&lt;br /&gt;
* Solid Core Fission&lt;br /&gt;
* Molten Salt Core Fission&lt;br /&gt;
* Liquid Core Fission&lt;br /&gt;
* Gas Core Fission&lt;br /&gt;
* Electrostatic Confinement Fusion&lt;br /&gt;
* Mirrored Magnetic Confinement Fusion&lt;br /&gt;
* Toroid Magnetic Confinement Fusion&lt;br /&gt;
* Hybrid Confinement Fusion&lt;br /&gt;
* Z Pinch Fusion&lt;br /&gt;
* Inertial Confinement Fusion&lt;br /&gt;
* Hybrid Confinement Fusion&lt;br /&gt;
* Antimatter Plasma Core&lt;br /&gt;
* Antimatter Beam Core&lt;br /&gt;
| 25%&lt;br /&gt;
|-&lt;br /&gt;
| [[Drive List|Drive]] || Only to a Drive of the same Classification Type, required Power Plant Type, and Propellent Type. The Classification Types are:&lt;br /&gt;
* Chemical &lt;br /&gt;
* Electrothermal &lt;br /&gt;
* Electrostatic &lt;br /&gt;
* Electromagnetic &lt;br /&gt;
* Fission_Thermal &lt;br /&gt;
* NuclearSaltWater &lt;br /&gt;
* Fission_Pulse &lt;br /&gt;
* Fusion_Thermal &lt;br /&gt;
* Antimatter &lt;br /&gt;
The Required Power Plant Types are the same as the Power Plant Types, but with the addition of &amp;quot;Any Power Plant&amp;quot;.&lt;br /&gt;
The Propellent Types are:&lt;br /&gt;
* ReactionProducts &lt;br /&gt;
* Hydrogen &lt;br /&gt;
* Anything &lt;br /&gt;
* Water &lt;br /&gt;
* NobleGases &lt;br /&gt;
* Volatiles &lt;br /&gt;
* Metals&lt;br /&gt;
| 25% (0% if only Thruster Count changed.)&lt;br /&gt;
|-&lt;br /&gt;
| [[Radiator List|Radiator]] || Can be changed freely. || 5%&lt;br /&gt;
|-&lt;br /&gt;
| [[Heat Sink List|Heat Sinks]] || Cannot reduce number, but can freely change or add more. || 5% for each Changed or Added.&lt;br /&gt;
|-&lt;br /&gt;
| [[Battery List|Batteries]] || Cannot reduce number, but can freely change or add more. || 5% for each Changed or Added.&lt;br /&gt;
|-&lt;br /&gt;
| General Utility Modules:&lt;br /&gt;
* Mobile Space Science Labs&lt;br /&gt;
* Repair Bays&lt;br /&gt;
* Marines&lt;br /&gt;
* Laser Engines&lt;br /&gt;
* Magazines&lt;br /&gt;
* Colony Kits&lt;br /&gt;
* Cyclotrons&lt;br /&gt;
| Cannot reduce number, but can freely interchange or add more. || 5% for each Changed or Added.&lt;br /&gt;
|-&lt;br /&gt;
| Unchangeable Utility Modules:&lt;br /&gt;
* ISRU&lt;br /&gt;
* Remass Scoop&lt;br /&gt;
* Component Armor&lt;br /&gt;
* Salvage Bay&lt;br /&gt;
* Armor Struts&lt;br /&gt;
* Vector Thrusters&lt;br /&gt;
* Flag Bridge&lt;br /&gt;
| Cannot reduce number or interchange. But can add any that weren&#039;t in the old design. || 5% for each Added.&lt;br /&gt;
|-&lt;br /&gt;
| Spikers:&lt;br /&gt;
* Muon&lt;br /&gt;
* Neutronium&lt;br /&gt;
* Antimatter &lt;br /&gt;
| Cannot reduce number, but can freely interchange or add one if there was none. || 5% if changed or added.&lt;br /&gt;
|-&lt;br /&gt;
| Hydrogen Storage:&lt;br /&gt;
* Liquid Hydrogen Containment&lt;br /&gt;
* Slush Hydrogen Tankage&lt;br /&gt;
* Hydron Trap&lt;br /&gt;
| Cannot reduce number, but can freely interchange or add one if there was none. || 5% if changed or added.&lt;br /&gt;
|-&lt;br /&gt;
| Electronic Countermeasures || Cannot reduce number, but can freely interchange or add one if there was none. || 5% if changed or added.&lt;br /&gt;
|-&lt;br /&gt;
| Targeting Computer || Cannot reduce number, but can freely interchange or add one if there was none. || 5% if changed or added.&lt;br /&gt;
|-&lt;br /&gt;
| Weapons || Cannot add or remove, but can freely move around and change as long as the Mount and Type do not change. Weapon Mounts are:&lt;br /&gt;
* 1-Hull&lt;br /&gt;
* 2-Hull&lt;br /&gt;
* 4-Hull&lt;br /&gt;
* 1-Nose&lt;br /&gt;
* 2-Nose&lt;br /&gt;
* 3-Nose&lt;br /&gt;
* 4-Nose&lt;br /&gt;
Weapon Types are:&lt;br /&gt;
* [[Naval Gun List|Naval Guns]]&lt;br /&gt;
* [[Laser Weapon List|Lasers]]&lt;br /&gt;
* [[Particle Weapon List|Particle Beams]]&lt;br /&gt;
* [[Magnetic Gun List|Magnetic Guns]]&lt;br /&gt;
* [[Plasma Weapon List|Plasma]]&lt;br /&gt;
* [[Missile List|Missiles]]&lt;br /&gt;
| 5% for each changed, but moving around is free.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: If the total refit duration (in % of hull construction time) exceeds 75%, then it is just set to 75%.&lt;br /&gt;
&lt;br /&gt;
== Scuttle ==&lt;br /&gt;
&lt;br /&gt;
Since ships cost {{TV|mc}} and {{TV|money}} to upkeep, there are many situations where a ship may no longer be wanted. In these cases, these unwanted ships can be scuttled to destroy them.&lt;br /&gt;
&lt;br /&gt;
If this scuttling happens at a ship construction module ([[Space Dock]], [[Shipyard]], [[Spaceworks]]), then the faction regains 25% of the space resource costs of the ship, excluding any fuel costs. Notably, this resource cost is always calculated in terms of space resources ({{icon|water}}{{icon|volatiles}}{{icon|metals}}{{icon|nobles}}{{icon|fissiles}}{{icon|exotics}}{{icon|antimatter|bgcolor=DarkSlateGray}}), even if the ship was originally constructed using {{TV|boost}} and {{TV|money}}.&lt;br /&gt;
&lt;br /&gt;
Otherwise, the faction does not gain any resources from scuttling the ship. Instead, they may even have to pay {{TV|boost}} to evacuate the ship crew from the ship. If the ship&#039;s location is in an Earth Interface Orbit&amp;lt;ref&amp;gt;The Earth Interface Orbits are Tiangong Orbit, ISS Orbit, Low Earth Orbit 1, and Low Earth Orbit 2.&amp;lt;/ref&amp;gt;, then the cost to evacuate the ship crew is free. Otherwise, the {{TV|boost}} cost is equivalent to moving 0.1 tons of mass per ship crew from Earth to the ship&#039;s location. &lt;br /&gt;
&lt;br /&gt;
If the scuttled ship is part of a larger fleet, then the {{TV|boost}} cost will be reduced by moving crew from the ship onto other ships in the fleet. Each remaining ship in the fleet can receive up to 25% more crew than it originally has. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional information ==&lt;br /&gt;
Various &amp;quot;[[Guides]]&amp;quot; are available that detail among other things ship module performance and functions.&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198025456609</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=11621</id>
		<title>Spaceships</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=11621"/>
		<updated>2026-03-22T22:57:05Z</updated>

		<summary type="html">&lt;p&gt;76561198025456609: /* Critical hits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ship designing.png|thumb|400px|Ship designing]]&lt;br /&gt;
All the covert machinations on Earth and industrialization efforts in space are the path for [[Factions]] to build [[Fleets]] of ships to protect and advance their interests. Once the [[Factions]] research the early-game [[Orbital Shipbuilding]] [[Technology]], and the follow-on [[Space Dock]] project for their [[Habs]], they can build interplanetary spacecraft.&lt;br /&gt;
&lt;br /&gt;
With the right modules, ships can prospect [[Celestial Bodies]], found [[Habs|habitats]], increase {{TV|space}}, and [[Fleets#Orbital_Bombardment|Bombard]] surface targets. But the primary role for most ships is combat. &lt;br /&gt;
&lt;br /&gt;
At any time, you can design ships out of the modules you&#039;ve developed. Once you have a shipyard, you can build the ships themselves out of your space resources and, if necessary, {{TV|boost}} and {{TV|money}}.&lt;br /&gt;
&lt;br /&gt;
Individual ships are constructed at [[Habs]] at a space dock, shipyard, or spaceworks module. Ships may be built out of a mix of resources mined in space and material boosted from Earth. When construction is complete, ships are deployed docked at the [[Habs|hab]] that built them.&lt;br /&gt;
&lt;br /&gt;
To save a ship design, it must have a drive, power plant, radiators, battery, armor materials (even with zero thickness), at least one propellant tank, and an assigned role. Specialty designs like colony ships must also have a utility module that allows them to perform the role&#039;s function.&lt;br /&gt;
&lt;br /&gt;
== Ship Performance ==&lt;br /&gt;
Ships have the following characteristics that need to be tracked:&lt;br /&gt;
* &#039;&#039;&#039;Construction Cost:&#039;&#039;&#039; Resources required to build the ship. {{TV|boost}} and {{TV|money}} can be substituted for any resource that is lacking. This may increase build time as materials are delivered from Earth.&lt;br /&gt;
* &#039;&#039;&#039;Construction Time:&#039;&#039;&#039; How long it will take to build the ship once all required materials are at the shipyard. Larger shipyards reduce build time.&lt;br /&gt;
* &#039;&#039;&#039;Crew:&#039;&#039;&#039; How many personnel will serve aboard the ship. Each crew needs life support and various supplies, which increases the mass of ship by 4 tons.&lt;br /&gt;
* {{icon|acceleration}}&#039;&#039;&#039;Cruise Acceleration:&#039;&#039;&#039; The acceleration used in the strategy layer, including for intercepting fleets on transfer trajectories. Higher cruise accelerations allow ships to take more direct trajectories to their destinations and be less affected by gravity wells. &lt;br /&gt;
** Ships with less than ~2 mg cruise acceleration will be forced to take particularly slow spiralling trajectories out of Earth&#039;s gravity well.&lt;br /&gt;
** Humans are limited to a max of 2.0 g at the start. This cap can be raised to 3.0 g with projects.&lt;br /&gt;
* {{icon|dv|bgcolor=DarkSlateGray}}&#039;&#039;&#039;Cruise Delta-V&#039;&#039;&#039; The most important number for determining where the ship can go and how fast it can get there. More propellant increases ∆V. More mass on the ship decreases it. (Note that propellant has mass, so there are rapidly diminishing returns to just adding more prop. This is known as the tyranny of the rocket equation.)&lt;br /&gt;
** Ships with ~4 kps ∆V can intercept and return to a friendly station in similar close orbits around the same planet (but note that the ISS and Tiangong orbits are considerably more difficult to reach than most, because of the plane change required).&lt;br /&gt;
** Ships need ~8 kps ∆V to efficiently reach the Moon from a low Earth orbit. &lt;br /&gt;
** Ships need ~30 kps ∆V to be able to reliably perform interplanetary transfers in the inner Solar System.&lt;br /&gt;
** Ships with more than 60 kps will be able to perform more extreme transfers such as direct transits from Mercury to Saturn.&lt;br /&gt;
* &#039;&#039;&#039;Combat Acceleration:&#039;&#039;&#039; The acceleration used on the tactical combat screen, and for lifting off the surface of planetary bodies. Most drives are capable of at least some amount of higher acceleration for short periods, typically for combat situations, calculated as &amp;lt;code&amp;gt;cruise_accel * combat_thrust_multiplier&amp;lt;/code&amp;gt;. &lt;br /&gt;
** In Realistic combat (the Cinematic Combat Movement option is turned off), this extra thrust is recognized to be inefficient and requires the ship to spend more propellant (by a formula too complicated to usefully summarize). &lt;br /&gt;
** Fission pulse drives, such as the Orion, are exempted from this penalty, even on Realistic.&lt;br /&gt;
** Humans are limited to a max of 3.0 g at the start. This cap can be raised to 5.0 g with projects.&lt;br /&gt;
* &#039;&#039;&#039;Heat Sink Capacity:&#039;&#039;&#039; Heat sinks serve as a temporary substitute for a ship&#039;s heat management while its vulnerable radiators are retracted in combat. Higher values allow the ship to fight longer without extending its radiators.&lt;br /&gt;
* &#039;&#039;&#039;Battery Capacity:&#039;&#039;&#039; The ship&#039;s batteries store power from its power plant for use by most weapon systems when the power plant is unavailable. More advanced batteries are able to recharge during combat. (Since v1.0, every ship gets power capacity sufficient for most purposes installed by default, so additional batteries are typically unnecessary.)&lt;br /&gt;
* {{icon|combat value|bgcolor=DarkSlateGray}}&#039;&#039;&#039;Space Combat Value:&#039;&#039;&#039; Every ship has a Space Combat Value calculated from its weapons, drives, available ∆V, and other factors. This value mostly only represents how the non-player factions evaluate the ship, but does also eventually become relevant for the victory condition of several factions.&lt;br /&gt;
* &#039;&#039;&#039;Support:&#039;&#039;&#039; The {{TV|mc}} and {{TV|money}} upkeep of supporting the ship. If support costs go unpaid the ship will be more vulnerable to other faction&#039;s attempts to seize the ship and rebellion and malfunction events may occur.&lt;br /&gt;
* &#039;&#039;&#039;Turn Rate:&#039;&#039;&#039; How quickly the ship can rotate in combat. This value is dependent on the length and mass of the ship; shorter and lighter ships will generally turn faster.&lt;br /&gt;
* &#039;&#039;&#039;Wet Mass:&#039;&#039;&#039; Wet Mass is the total mass of the ship when fully loaded with propellant. Mass influences the ship&#039;s maneuverability. Higher mass decreases acceleration, Delta-V, and turn rate. Hovering over it shows a breakdown with the origin of all Wet Mass. (&#039;&#039;&#039;Dry mass&#039;&#039;&#039; is the ship&#039;s mass with empty prop tanks.)&lt;br /&gt;
&lt;br /&gt;
== Hull ==&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship hulls. For a more detailled list of all space ship hulls in Terra Invicta, as well as their stats, see [[Ship Hull List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Designing a ship begins with selecting a ship hull. The type of hull determines the following key properties of the ship:&lt;br /&gt;
* The number of [[File:Select Nose Hard Point.png|25px]] nose hard points.&lt;br /&gt;
* The number of [[File:Select Hull Hard Point.png|25px]] hull hard points.&lt;br /&gt;
* The number of [[File:Select Utility.png|25px]] utility hard points.&lt;br /&gt;
* The length of the ship.&lt;br /&gt;
* The width of the ship.&lt;br /&gt;
* The structural integrity of the ship.&lt;br /&gt;
* The base construction time for the ship.&lt;br /&gt;
* The construction tier of the ship.&lt;br /&gt;
* The maximum number of officers on the ship.&lt;br /&gt;
* The {{TV|mc}} and {{TV|money}} upkeep of the ship.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Certain officer types can bypass the officer limit.&lt;br /&gt;
* Shipbuilding times are calculated without any shipbuilding speed bonuses or shipbuilding [[Game_Options#Customize_Campaign|game customizations]].&lt;br /&gt;
* Rough Armor Cost Multipliers are not quite accurate because Armor costs per point actually increase with each additional point of side armor. See [[Spaceships#Armor]] for details.&lt;br /&gt;
&lt;br /&gt;
{{#invoke:ShipHullLister|ListSpecific|detailed=false|alien=false}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;While most of the above properties are self-explanatory, the length, width, construction tier, and structural integrity of the ship also have significant impacts on the following game mechanics. See [[Ship Hull List]] for more details.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Role ==&lt;br /&gt;
Each ship has a role, which informs the game on whether the ship is a combatant or noncombatant, what range it should engage in during combat and how much propellant will it want. The role affects the autodesigner behavior and where the ship is placed in a combat formation.&lt;br /&gt;
* Ships with Long strategic range will emphasize propellant for interplanetary operations&lt;br /&gt;
* Ships with Short strategic range will limit propellant mass in favor of maneuverability&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
! Role !! Strategic Range !! Preferred Combat Engagement Range !! Other&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Troop Carrier&#039;&#039;&#039; || Long || Noncombatant || Must carry a Marine module&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Explorer&#039;&#039;&#039; || Long || Noncombatant || Must carry a prospector module&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Inner System Colony Ship&#039;&#039;&#039; || Long || Noncombatant || Must carry a hab kit module&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Outer System Colony Ship&#039;&#039;&#039; || Long || Noncombatant || Must carry a nuclear-powered hab kit module&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Transport&#039;&#039;&#039; || Long || Noncombatant ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Penetrator&#039;&#039;&#039; || Long || Short ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Protector&#039;&#039;&#039; || Long || Short || Will emphasize point defense&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Interdictor&#039;&#039;&#039; || Long || Medium ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Intruder&#039;&#039;&#039; || Long || Long ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bomber&#039;&#039;&#039; || Long || Long || Will emphasize bombardment-capable weapons&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strike&#039;&#039;&#039; || Medium || Short ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Space Superiority&#039;&#039;&#039; || Medium || Medium&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Standoff&#039;&#039;&#039; || Medium || Long ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Interceptor&#039;&#039;&#039; || Short || Short ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Patrol&#039;&#039;&#039; || Short || Medium ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defender&#039;&#039;&#039; || Short || Long ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Officer ==&lt;br /&gt;
&lt;br /&gt;
Completing specific actions with a ship can cause Ship Officers to spawn or promote:&lt;br /&gt;
&lt;br /&gt;
{{#invoke:OfficerLister|ListOfficers}}&lt;br /&gt;
&lt;br /&gt;
All Officer spawn and promotion chances are multiplied by (1 + Project Bonuses) × (1 + First Officer Bonus).&lt;br /&gt;
&lt;br /&gt;
The Project Bonuses are:&lt;br /&gt;
* +0.5 for [[Space Force Basic Training]].&lt;br /&gt;
* +1 for [[Space Navy Academies]].&lt;br /&gt;
* +1 for [[Fleet Officer Schoolhouses]].&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* A tunable drive is a drive with a combat thrust multiplier greater than 1.&lt;br /&gt;
* Every ship hull has a maximum number of officers it can have. Some officers bypass this limit.&lt;br /&gt;
&lt;br /&gt;
== Ship Systems ==&lt;br /&gt;
&lt;br /&gt;
In Terra Invicta, every space ship consists of the following ship systems:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Ship System !! rowspan=2 | Health !! rowspan=2 | Function !! colspan=4 | Hit Weight Within:&lt;br /&gt;
|-&lt;br /&gt;
! Nose !! Left/Right !! Tail !! Core&lt;br /&gt;
|-&lt;br /&gt;
! Nose Structure&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Survival&amp;lt;ref name=survival&amp;gt;If the Nose Structure, Central Structure, and Tail Structure are all destroyed, then the ship immediately explodes.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Central Structure&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Survival&amp;lt;ref name=survival&amp;gt;If the Nose Structure, Central Structure, and Tail Structure are all destroyed, then the ship immediately explodes.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Tail Structure&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Survival&amp;lt;ref name=survival&amp;gt;If the Nose Structure, Central Structure, and Tail Structure are all destroyed, then the ship immediately explodes.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Bridge&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Allows Setting Waypoints&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Fire Control&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Allows Weapons to Fire • Health % Divides Weapon Cooldowns • Targeting Bonus reduced by Missing Health %&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Systems Reactor&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Auxiliary Power Charge Rate&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Power Coupling&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Total Power Charge Rate&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Drive Coupling&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Drive Thrust&lt;br /&gt;
| 0&lt;br /&gt;
| 0.5&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Vector Thrusters&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Angular Acceleration&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Life Support Main&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Nothing (in Combat)&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Life Support Backup&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Nothing (in Combat)&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Damage Control&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Mid-Combat Repair Speed&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Propellant&lt;br /&gt;
| Fuel (tons) / 100&lt;br /&gt;
| Is the Fuel&lt;br /&gt;
| 0&lt;br /&gt;
| Fuel Tanks / 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Sensors&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Targeting Bonus reduced by Missing Health %&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Nose Weapons&lt;br /&gt;
| Chosen Nose Weapons&#039; Health&lt;br /&gt;
| Chosen Nose Weapons&#039; Functions&lt;br /&gt;
| Non-Empty Nose Slots&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Hull Weapons&lt;br /&gt;
| Chosen Hull Weapons&#039; Health&lt;br /&gt;
| Chosen Hull Weapons&#039; Functions&lt;br /&gt;
| 0&lt;br /&gt;
| Non-Empty Hull Slots&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Utility Modules&lt;br /&gt;
| Chosen Utility Modules&#039; Health&lt;br /&gt;
| Chosen Utility Modules&#039; Functions&lt;br /&gt;
| 0&lt;br /&gt;
| Non-Empty Non-Invulnerable Utility Slots&amp;lt;ref name=Invulnerable&amp;gt; As of Version 0.4.90, there are two invulnerable utility modules: Component Armor and Vector Thrusters.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| Non-Empty Non-Invulnerable Utility Slots&amp;lt;ref name=Invulnerable&amp;gt; As of Version 0.4.90, there are two invulnerable utility modules: Component Armor and Vector Thrusters.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
! Radiators&lt;br /&gt;
| 3&lt;br /&gt;
| Allows Heat Vent • Health % Multiplies Heat Loss Rate for Heat Sinks&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Power Plant&lt;br /&gt;
| 3&lt;br /&gt;
| Allows Rotating and Rolling • Allows Setting Waypoints • Health % Multiplies Drive Thrust • Health % Multiplies Angular Acceleration • Health % Multiplies Max Power Plant Output for Battery Recharge Rate&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Drive&lt;br /&gt;
| 3 × Thrusters&lt;br /&gt;
| Health % Multiplies Drive Thrust&lt;br /&gt;
| 0&lt;br /&gt;
| Thrusters&lt;br /&gt;
| Thrusters&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Battery&lt;br /&gt;
| Chosen Battery&#039;s Health&lt;br /&gt;
| Health % Multiplies Energy Capacity&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Damage and Hit Weights ===&lt;br /&gt;
&lt;br /&gt;
The internal volume of a ship is divided into 5 areas: Nose, Left, Right, Tail, Core. Whenever damage is applied to one of these areas, the damage is applied to a randomly picked ship system. The chance that a ship system gets picked is equal to (its Hit Weight / Total Hit Weight) for that area of the ship.&lt;br /&gt;
&lt;br /&gt;
When an attack gets through armor (see [[#Armor]] below), an internal system is picked at random from the struck Area and damage is applied to it. If the system is destroyed before it absorbs all the inflicted damage, then another system is picked and damage is applied to it. Most damage types are subject to &#039;&#039;&#039;overpenetration&#039;&#039;&#039;, in which case only a random number of systems (usually between 3 and 7) can be picked (on a random &amp;quot;straight&amp;quot; path through the ship), before any remaining excess damage flies off into space.&lt;br /&gt;
&lt;br /&gt;
For instance, if the ship is hit in the nose starts by damaging a random system in the Nose area, selected by hit weight. Then if damage remains to be distributed, it might stay in the Nose, or move on to one of the Core, Left, or Right areas; the chance to stay in the current area is based on the weapon&#039;s armor chip fraction. (Higher chip percentage == more likely to hit more targets in the same area.) After the area is picked, a random system is selected and damage is applied. If more damage remains, it again might stay in the current area, or might move on to a system in the next area. If any damage is left unapplied when it leaves the Tail, it passes out of the ship, chipping the Tail armor on its way out.&lt;br /&gt;
&lt;br /&gt;
This damage diffusion matters. A weapon with low diffusion (low chip%), such as lasers, almost always moves on from a ship area as soon as possible, damaging only a single system in the area before moving on. Weapons with high diffusion such as kinetics and missiles can stick around in a ship area and damage a random number of systems before moving on, and so are less likely to waste any of their damage potential.&lt;br /&gt;
&lt;br /&gt;
The exceptions (&#039;&#039;not&#039;&#039; subject to overpenetration) are anything that does explosive damage, nuclear damage, or shred damage. Which includes all explosive, nuclear, shaped nuclear, and antimatter [[#Missiles|missiles]]. These will continue destroying ship systems until their damage potential is exhausted.&lt;br /&gt;
&lt;br /&gt;
In most cases damage is applied in sequence to systems and is not divided or shared. One exception is sensors, which receive slight damage from most hits.&lt;br /&gt;
&lt;br /&gt;
== Ship Components ==&lt;br /&gt;
Note: Every component comes with additional crews, but the mass and resource cost from crews is not shown in the tables below.&lt;br /&gt;
&lt;br /&gt;
=== Drive ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship drives. For a list of all space ship drives in Terra Invicta, as well as their stats, see [[Drive List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Drives expel propellant from the tail of the ship to make the ship go places. Drives come in a variety of forms, but are rated by two common values: thrust and exhaust velocity. High-thrust drives can achieve higher velocities more quickly, and high-exhaust velocity drives use less propellant to do so. Together these values determine the power required by the ship&#039;s power plant. Adding 100-ton propellant tanks to the ship increases the ship&#039;s Delta-V, or how much it can change its speed.&lt;br /&gt;
&lt;br /&gt;
Delta-V is the main factor that determines interplanetary travel times. Thrust determines combat capabilities of the ship, however having too little thrust can starve your ability to spend all the dv ship has, and therefore slow down its transits.&lt;br /&gt;
&lt;br /&gt;
Note: Many drives require a certain class of power plant to function, and in some cases, a lower-tech power plant of the correct class may not be able to produce enough power to support an advanced drive.&lt;br /&gt;
&lt;br /&gt;
[[File:cruise_thrust_chart@2.6x.png|550px|Cruise trust and ejection velocity for each drive of the game]][[File:combat_thrust_chart@2.6x.png|550px|Combat trust and ejection velocity for each drive of the game]]&lt;br /&gt;
&lt;br /&gt;
==== Propellant ====&lt;br /&gt;
Each ship must have one or more 100-ton propellant tanks. The number of propellant tanks determines the ship&#039;s Delta-V value. There is no hard limit to the number that can be placed on a ship. However, each tank of propellant adds mass to the ship, which reduces its acceleration and gives exponentially diminishing returns for delta-V. The resources used to make propellant is determined by the drive.&lt;br /&gt;
&lt;br /&gt;
If the drive uses He3 fuel and the faction has an active [[Helium-3 Mine]], then all {{icon|fissile}} costs for propellent are replaced by an equivalent amount of {{icon|water}}.&lt;br /&gt;
&lt;br /&gt;
=== Power Plant ===&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship power plants. For a list of all space ship power plants in Terra Invicta, as well as their stats, see [[Power Plant List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A ship&#039;s power plant provides energy to both the ship&#039;s drive and other ship systems. The mass of the power plant scales with the greater of the power requirement of the drive or the ship&#039;s systems. The power plant also produces waste heat that must be stored in heat sinks or expelled by radiators.&lt;br /&gt;
&lt;br /&gt;
Note: Many drives require a certain class of power plant to function, and in some cases, a lower-tech power plant of the correct class may not be able to produce enough power to support an advanced drive.&lt;br /&gt;
&lt;br /&gt;
=== Radiator ===&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship radiators. For a list of all space ship radiators in Terra Invicta, as well as their stats, see [[Radiator List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When extended or extending, the ship&#039;s radiators vent the heat generated by various ship systems and modules.&lt;br /&gt;
&lt;br /&gt;
However, non-retracted radiators are highly vulnerable in combat. When a ship takes hit while the radiator is not retracted, the radiator has a chance to get hit directly and destroyed, regardless of the ship&#039;s armor configuration. In fact, the damage taken by the radiator can even bleed through to damage the ship&#039;s internals (but this bleed through is capped at the radiator&#039;s health of just 3). &lt;br /&gt;
&lt;br /&gt;
Radiators can be retracted if the ship has heat sinks in one or more utility slots. But radiators will automatically begin extending when the heat sinks are filled up. See [[Fleets#Power_and_Heat]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Battery ===&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship batteries. For a list of all space ship batteries in Terra Invicta, as well as their stats, see [[Battery List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every ship has a built-in power storage, so a ship battery is not necessary, but does provide additional power storage. See [[Fleets#Power_and_Heat]] for details. Better batteries may have a larger capacity or a faster recharge rate.&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship armors. For a list of all space ship armors in Terra Invicta, as well as their stats, see [[Ship Armor List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Damage that is applied to a spaceship can be divided into three categories:&lt;br /&gt;
* Direct Damage focuses on damaging the ship&#039;s internal components.&lt;br /&gt;
* Chip Damage focuses on damaging the armor volume.&lt;br /&gt;
* Shred Damage focuses on damaging the armor value.&lt;br /&gt;
&lt;br /&gt;
Most attacks apply their damage as a mix of direct and chip damage, with two notable exceptions:&lt;br /&gt;
* [[Spaceships#Particle_Weapons|Particle beams]] only apply direct damage. &lt;br /&gt;
* Nuclear [[Spaceships#Missiles|missiles]] also apply shred damage.&lt;br /&gt;
&lt;br /&gt;
When the ship armor is fully intact on the facing that receives the incoming attack:&lt;br /&gt;
* Direct damage is reduced by the armor value: 1 point of damage (20MJ of energy) is blocked by 1 point of armor. Any remaining direct damage is then applied to the ship&#039;s internal components.&lt;br /&gt;
** Direct damage from [[Spaceships#Particle_Weapons|Particle beams]] and [[Spaceships#Lasers|Laser weapons]] have different interactions with armor value that are discussed in their own sections.&lt;br /&gt;
* Chip damage reduces the armor volume: 1 point of damage removes 1m³ of armor.&lt;br /&gt;
* Shred damage reduces the armor value: 1 point of damage removes 1 point of armor.&lt;br /&gt;
&lt;br /&gt;
Damaged armor does not function as well:&lt;br /&gt;
* Armor points removed by shred damage will no longer block any direct damage.&lt;br /&gt;
* Armor volume removed by chip damage gives incoming attacks a chance for a through-armor-critical, which causes the incoming attack to behave as if the ship has no armor at all. The chance for a through-armor-critical is simply the volume of armor removed divided by the total volume of armor that the facing originally had.&lt;br /&gt;
&lt;br /&gt;
When the ship has no armor at all on the facing that receives the incoming attack:&lt;br /&gt;
* All Chip and Shred damage is added to the Direct damage and is applied directly to the ship&#039;s internal components.&lt;br /&gt;
&lt;br /&gt;
Armor is typically the heaviest (and most expensive) part of a ship. High tech armors are usually much more effective at blocking direct damage, leading to significantly lower mass (and cost) per point of armor. Note that a point of lateral armor is much more massive than nose and tail armor, because it has a greater surface area to cover. The exact ratio depends on the hull used, but side armor will typically be 10-35x heavier per point than nose/tail armor. As of 0.4.90, the armor formulas are as follows:&lt;br /&gt;
* Armor Plate Thickness (m) = 20 (MJ) / Armor Heat of Vaporization (MJ / kg) / Armor Density (kg / m³) / 0.005 (m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
* Nose Armor Thickness (m) = Plate Thickness (m) × Points of Nose Armor&lt;br /&gt;
* Tail Armor Thickness (m) = Plate Thickness (m) × Points of Tail Armor&lt;br /&gt;
* Side Armor Thickness (m) = Plate Thickness (m) × Points of Side Armor&lt;br /&gt;
* Nose Armor Volume (m³) = Nose Armor Thickness (m) × 3.1415927 × (Hull Width (m) / 2 + Side Armor Thickness (m)) ^ 2&lt;br /&gt;
* Tail Armor Volume (m³) = Tail Armor Thickness (m) × 3.1415927 × (Hull Width (m) / 2 + Side Armor Thickness (m)) ^ 2&lt;br /&gt;
* Side Armor Volume (m³) = 3.1415927 × Hull Length (m) × ((Hull Width (m) / 2 + Side Armor Thickness (m)) ^ 2 - (Hull Width (m) / 2) ^ 2)&lt;br /&gt;
&lt;br /&gt;
These volumes are then multiplied by the following [[Game_Options#Customize_Campaign|game customization]] ship scaling modifiers:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Armor Volume Multipliers&lt;br /&gt;
|-&lt;br /&gt;
! !! Cinematic !! Realistic&lt;br /&gt;
|-&lt;br /&gt;
| Nose/Tail || 1 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Side || 0.75 || 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Armor Mass (kg) of each facing is then simply the Armor Volume (m³) of the facing multiplied by Armor Density (kg / m³).&lt;br /&gt;
&lt;br /&gt;
More detailed information on armor and damage calculation can be found in the article [[Guide Armor|Guide Armor]].&lt;br /&gt;
&lt;br /&gt;
==== Raw Code ====&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox|Code}}&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
		// Token: 0x06004573 RID: 17779 RVA: 0x001C28BC File Offset: 0x001C0ABC&lt;br /&gt;
		public float AbsorbAndApplyArmorDamage(TIShipWeaponTemplate attackingWeapon, ArmorFacing facing, float range_km, float damageAmount, float chippingAmount, DamageType damageType, float angle, TIFactionState attackingFaction, out float internalDamageAssessedHere, out float appliedRadiationDamage, int shreddingAmount = 0)&lt;br /&gt;
		{&lt;br /&gt;
			ModuleDataEntry partToDamage = this.GetPartToDamage(ShipSystem.Radiators, false);&lt;br /&gt;
			internalDamageAssessedHere = 0f;&lt;br /&gt;
			appliedRadiationDamage = 0f;&lt;br /&gt;
			TISpaceFleetState fleet = this.fleet;&lt;br /&gt;
			bool flag = fleet != null &amp;amp;&amp;amp; fleet.bombarding;&lt;br /&gt;
			if ((this.radiatorsExtended || this.radiatorsExtending || this.radiatorsRetracting) &amp;amp;&amp;amp; (!flag || !this.canEverRetractRadiators) &amp;amp;&amp;amp; !this.PartDestroyed(partToDamage) &amp;amp;&amp;amp; attackingWeapon != null &amp;amp;&amp;amp; UnityEngine.Random.value * 100f &amp;lt; (float)this.template.radiatorTemplate.vulnerability * ((this.radiatorsExtending || this.radiatorsRetracting) ? 0.5f : 1f))&lt;br /&gt;
			{&lt;br /&gt;
				float num = damageAmount + chippingAmount;&lt;br /&gt;
				if ((attackingWeapon == null || attackingWeapon.isParticleWeapon) &amp;amp;&amp;amp; ((attackingWeapon != null) ? attackingWeapon.ref_particleWeapon : null) != null)&lt;br /&gt;
				{&lt;br /&gt;
					num *= attackingWeapon.ref_particleWeapon.heatFraction;&lt;br /&gt;
					damageAmount -= num;&lt;br /&gt;
				}&lt;br /&gt;
				else&lt;br /&gt;
				{&lt;br /&gt;
					damageAmount = num * attackingWeapon.chipping(range_km);&lt;br /&gt;
				}&lt;br /&gt;
				float num2;&lt;br /&gt;
				this.ApplyDamageToPart(partToDamage, damageAmount, out num2);&lt;br /&gt;
				internalDamageAssessedHere += num2;&lt;br /&gt;
				this.spaceCombatValueDataDirty = true;&lt;br /&gt;
				if (shreddingAmount == 0 &amp;amp;&amp;amp; !attackingWeapon.isParticleWeapon &amp;amp;&amp;amp; (facing == ArmorFacing.Nose || facing == ArmorFacing.Tail || UnityEngine.Random.value &amp;lt; 0.25f))&lt;br /&gt;
				{&lt;br /&gt;
					return num2;&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			if (facing == ArmorFacing.Tail &amp;amp;&amp;amp; 180f - Mathf.Abs(angle) &amp;lt; 5f &amp;amp;&amp;amp; UnityEngine.Random.value &amp;lt; 0.25f)&lt;br /&gt;
			{&lt;br /&gt;
				float num3;&lt;br /&gt;
				this.ApplyDamageToPart(this.GetPartToDamage(ShipSystem.Drive, false), damageAmount, out num3);&lt;br /&gt;
				internalDamageAssessedHere += num3;&lt;br /&gt;
			}&lt;br /&gt;
			if (shreddingAmount &amp;gt; 0)&lt;br /&gt;
			{&lt;br /&gt;
				float num4;&lt;br /&gt;
				this.ApplyDamageToSystem(ShipSystem.Sensors, 0.5f, out num4);&lt;br /&gt;
				internalDamageAssessedHere += num4;&lt;br /&gt;
			}&lt;br /&gt;
			else if (attackingWeapon != null &amp;amp;&amp;amp; attackingWeapon.isBeamWeapon &amp;amp;&amp;amp; UnityEngine.Random.value &amp;lt; this.GetSystemFunction(ShipSystem.Sensors) * 0.1f)&lt;br /&gt;
			{&lt;br /&gt;
				float num5;&lt;br /&gt;
				this.ApplyDamageToSystem(ShipSystem.Sensors, UnityEngine.Random.value * 0.1f, out num5);&lt;br /&gt;
				internalDamageAssessedHere += num5;&lt;br /&gt;
			}&lt;br /&gt;
			else if (UnityEngine.Random.value &amp;lt; this.GetSystemFunction(ShipSystem.Sensors) * 0.01f)&lt;br /&gt;
			{&lt;br /&gt;
				float num6;&lt;br /&gt;
				this.ApplyDamageToSystem(ShipSystem.Sensors, UnityEngine.Random.value * 0.1f, out num6);&lt;br /&gt;
				internalDamageAssessedHere += num6;&lt;br /&gt;
			}&lt;br /&gt;
			TIShipArmorTemplate armorTemplate = TISpaceShipState.ArmorData.GetArmorTemplate(this, facing);&lt;br /&gt;
			int num7 = 0;&lt;br /&gt;
			int num8 = 1;&lt;br /&gt;
			bool flag2 = attackingWeapon != null &amp;amp;&amp;amp; attackingWeapon.isMissileWeapon &amp;amp;&amp;amp; attackingWeapon.ref_missileWeapon.warheadClass == WarheadClass.Fragmentation;&lt;br /&gt;
			if (flag2)&lt;br /&gt;
			{&lt;br /&gt;
				num8 = Mathf.RoundToInt(attackingWeapon.ref_missileWeapon.warheadMass_kg / 5f);&lt;br /&gt;
			}&lt;br /&gt;
			bool flag3 = false;&lt;br /&gt;
			float num9 = (float)num8;&lt;br /&gt;
			float num10 = 0f;&lt;br /&gt;
			for (int i = 0; i &amp;lt; num8; i++)&lt;br /&gt;
			{&lt;br /&gt;
				if (UnityEngine.Random.value &amp;lt; this.armor[facing].chippedPct)&lt;br /&gt;
				{&lt;br /&gt;
					num7++;&lt;br /&gt;
					flag3 = true;&lt;br /&gt;
					if (num8 == 1)&lt;br /&gt;
					{&lt;br /&gt;
						damageAmount += chippingAmount;&lt;br /&gt;
					}&lt;br /&gt;
					else&lt;br /&gt;
					{&lt;br /&gt;
						num10 += chippingAmount / (float)num8;&lt;br /&gt;
					}&lt;br /&gt;
					num9 -= 1f;&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			chippingAmount *= num9 / (float)num8;&lt;br /&gt;
			if (chippingAmount &amp;gt; 0f)&lt;br /&gt;
			{&lt;br /&gt;
				float armorFacingVolume_m = TISpaceShipState.ArmorData.GetArmorFacingVolume_m3(this, facing);&lt;br /&gt;
				if (armorFacingVolume_m &amp;gt; 0f &amp;amp;&amp;amp; this.armor[facing].chippedPct &amp;lt; 1f &amp;amp;&amp;amp; this.armor[facing].armorValue &amp;gt; 0)&lt;br /&gt;
				{&lt;br /&gt;
					chippingAmount *= armorTemplate.GetSpecialtyModifiers(ArmorSpecialty.ChippingResistance);&lt;br /&gt;
					float chip = chippingAmount / armorFacingVolume_m;&lt;br /&gt;
					chippingAmount = this.armor[facing].ChipArmor(chip);&lt;br /&gt;
					if (this.armor[facing].chippedPct &amp;gt;= 1f)&lt;br /&gt;
					{&lt;br /&gt;
						flag3 = true;&lt;br /&gt;
						num7 = (flag2 ? num8 : 1);&lt;br /&gt;
					}&lt;br /&gt;
				}&lt;br /&gt;
				else&lt;br /&gt;
				{&lt;br /&gt;
					damageAmount += chippingAmount;&lt;br /&gt;
					chippingAmount = 0f;&lt;br /&gt;
					flag3 = true;&lt;br /&gt;
					num7 = (flag2 ? num8 : 1);&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			float num11 = 0f;&lt;br /&gt;
			if (shreddingAmount &amp;gt; 0)&lt;br /&gt;
			{&lt;br /&gt;
				this.spaceCombatValueDataDirty = true;&lt;br /&gt;
				damageAmount = (float)this.armor[facing].ShredArmor(shreddingAmount);&lt;br /&gt;
				if (this.armor[facing].armorValue &amp;lt;= 0)&lt;br /&gt;
				{&lt;br /&gt;
					flag3 = true;&lt;br /&gt;
					num7 = (flag2 ? num8 : 1);&lt;br /&gt;
				}&lt;br /&gt;
				else&lt;br /&gt;
				{&lt;br /&gt;
					num11 = (float)shreddingAmount * this.armor[facing].chippedPct;&lt;br /&gt;
					if (num11 &amp;gt; 0f)&lt;br /&gt;
					{&lt;br /&gt;
						flag3 = true;&lt;br /&gt;
						num7 = (flag2 ? num8 : 1);&lt;br /&gt;
					}&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			float num12 = (float)this.armor[facing].armorValue;&lt;br /&gt;
			if (attackingWeapon != null &amp;amp;&amp;amp; !flag3 &amp;amp;&amp;amp; num12 &amp;gt; 0f &amp;amp;&amp;amp; this.armor[facing].chippedPct &amp;lt; 1f)&lt;br /&gt;
			{&lt;br /&gt;
				if (!TIGlobalValuesState.Customizations.cinematicCombatRealismScale)&lt;br /&gt;
				{&lt;br /&gt;
					if (facing != ArmorFacing.Right)&lt;br /&gt;
					{&lt;br /&gt;
						if (facing == ArmorFacing.Left)&lt;br /&gt;
						{&lt;br /&gt;
							num12 /= Mathf.Cos(0.017453292f * Mathf.Abs(-90f - angle));&lt;br /&gt;
						}&lt;br /&gt;
					}&lt;br /&gt;
					else&lt;br /&gt;
					{&lt;br /&gt;
						num12 /= Mathf.Cos(0.017453292f * Mathf.Abs(90f - angle));&lt;br /&gt;
					}&lt;br /&gt;
				}&lt;br /&gt;
				if (attackingWeapon.weaponClass == WeaponClass.Laser)&lt;br /&gt;
				{&lt;br /&gt;
					num12 = attackingWeapon.ref_laserWeapon.ModifyArmorValueForLaserShot(range_km, num12);&lt;br /&gt;
					damageAmount *= armorTemplate.GetSpecialtyModifiers(ArmorSpecialty.LaserResistance);&lt;br /&gt;
				}&lt;br /&gt;
				if (damageType == DamageType.Kinetic)&lt;br /&gt;
				{&lt;br /&gt;
					damageAmount *= armorTemplate.GetSpecialtyModifiers(ArmorSpecialty.KineticsResistance);&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			damageAmount += TIEffectsState.SumEffectsModifiers(Context.DamageReductionAgainstAllShips, this.faction, damageAmount, null);&lt;br /&gt;
			if (attackingFaction != null &amp;amp;&amp;amp; attackingFaction.IsAlienFaction)&lt;br /&gt;
			{&lt;br /&gt;
				damageAmount += TIEffectsState.SumEffectsModifiers(Context.DamageReductionAgainstAlienShips, this.faction, damageAmount, null);&lt;br /&gt;
			}&lt;br /&gt;
			if (flag3)&lt;br /&gt;
			{&lt;br /&gt;
				this.spaceCombatValueDataDirty = true;&lt;br /&gt;
				if (flag2)&lt;br /&gt;
				{&lt;br /&gt;
					this.spaceCombatValueDataDirty = true;&lt;br /&gt;
					float num13 = (float)num7 / (float)num8;&lt;br /&gt;
					float num14 = num13 * damageAmount + num10;&lt;br /&gt;
					if (num9 &amp;gt; 0f)&lt;br /&gt;
					{&lt;br /&gt;
						float num15 = (1f - num13) * damageAmount / num9 - num12;&lt;br /&gt;
						if (num15 &amp;gt; 0f)&lt;br /&gt;
						{&lt;br /&gt;
							num14 += num15 * num9;&lt;br /&gt;
						}&lt;br /&gt;
					}&lt;br /&gt;
					return Mathf.Max(0f, num14);&lt;br /&gt;
				}&lt;br /&gt;
				if (num11 &amp;gt; 0f)&lt;br /&gt;
				{&lt;br /&gt;
					return num11;&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			else if (flag2)&lt;br /&gt;
			{&lt;br /&gt;
				float num16 = damageAmount / num9 - num12;&lt;br /&gt;
				damageAmount = 0f;&lt;br /&gt;
				if (num16 &amp;gt; 0f)&lt;br /&gt;
				{&lt;br /&gt;
					damageAmount += num16 * num9;&lt;br /&gt;
					this.spaceCombatValueDataDirty = true;&lt;br /&gt;
				}&lt;br /&gt;
				return damageAmount;&lt;br /&gt;
			}&lt;br /&gt;
			if (damageType == DamageType.ParticleBeam &amp;amp;&amp;amp; attackingWeapon != null)&lt;br /&gt;
			{&lt;br /&gt;
				float num17 = damageAmount * attackingWeapon.ref_particleWeapon.heatFraction;&lt;br /&gt;
				float num18 = damageAmount * attackingWeapon.ref_particleWeapon.xRayFraction;&lt;br /&gt;
				float num19 = damageAmount * attackingWeapon.ref_particleWeapon.baryonFraction;&lt;br /&gt;
				if (!flag3)&lt;br /&gt;
				{&lt;br /&gt;
					num18 = Mathf.Max(0f, num18 * Mathf.Min(0.0625f, Mathf.Pow(0.5f, armorTemplate.armor_section_thickness_m((float)this.armor[facing].armorValue) * 100f / armorTemplate.xRayHalfValue_cm)));&lt;br /&gt;
					num19 = Mathf.Max(0f, num19 * Mathf.Min(0.0625f, Mathf.Pow(0.5f, armorTemplate.armor_section_thickness_m((float)this.armor[facing].armorValue) * 100f / armorTemplate.baryonicHalfValue_cm)));&lt;br /&gt;
				}&lt;br /&gt;
				num18 += this.SumOfficerEffectsModifiers(OfficerEffectType.RadiationDamageReduction, num18);&lt;br /&gt;
				num19 += this.SumOfficerEffectsModifiers(OfficerEffectType.RadiationDamageReduction, num19);&lt;br /&gt;
				appliedRadiationDamage = this.ApplyInternalRadiationDamage(num18, num19, facing, facing, angle, Mathf.Min(1f, attackingWeapon.ref_particleWeapon.SpotSurfaceArea_m2(range_km) / this.GetCrossSectionalArea_m2(angle)));&lt;br /&gt;
				internalDamageAssessedHere += appliedRadiationDamage;&lt;br /&gt;
				damageAmount = num17;&lt;br /&gt;
			}&lt;br /&gt;
			float num20 = 0f;&lt;br /&gt;
			if (damageAmount &amp;gt; 0f)&lt;br /&gt;
			{&lt;br /&gt;
				num20 = Mathf.Max(0f, damageAmount + (flag3 ? chippingAmount : 0f) - (flag3 ? 0f : num12));&lt;br /&gt;
			}&lt;br /&gt;
			if (num20 &amp;gt; 0f || internalDamageAssessedHere &amp;gt; 0f)&lt;br /&gt;
			{&lt;br /&gt;
				this.spaceCombatValueDataDirty = true;&lt;br /&gt;
			}&lt;br /&gt;
			return num20;&lt;br /&gt;
		}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
=== Utility Modules ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section is obsolete. For a list of all utility modules in Terra Invicta, as well as their stats, see [[Utility Module List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ObsoleteBox}}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Utility Module !! Mass (tons) !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Mobile Space Science Lab || 200 || {{icon|space}}+5% Space Science Research&amp;lt;br&amp;gt;Can prospect space bodies from interface orbits&lt;br /&gt;
|-&lt;br /&gt;
| Repair Bay || 700 || Improves [[Fleets#Mid-Combat_Repairs|mid-]] and [[Fleets#Post-Combat_Repairs|post-combat repairs]].&lt;br /&gt;
|-&lt;br /&gt;
| Salvage Bay || 1000 || Collects more [[Fleets#Salvage|Salvage]] after Winning Combats.&lt;br /&gt;
|-&lt;br /&gt;
| Vector Thrusters || 20 || Significantly increases the ship&#039;s turning speed.&lt;br /&gt;
|-&lt;br /&gt;
| Flag Bridge || 90 || Reduces the fleet&#039;s {{icon|mc}}Mission Control upkeep. (Does not stack with other Flag Bridges.)&lt;br /&gt;
|-&lt;br /&gt;
| Component Armor || 500 || -25% Internal Damage during combat&lt;br /&gt;
|-&lt;br /&gt;
| Armor Strut || 500 || Increase the amount of armor each facing on ship can carry by 100%.&lt;br /&gt;
|-&lt;br /&gt;
| Marine Assault Unit || 200 || Enables the Assault Hab fleet operation {{icon|marine}}(assault value 4)&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Marine Assault Unit || 200 || Enables the Assault Hab fleet operation {{icon|marine}}(assault value 6)&lt;br /&gt;
|-&lt;br /&gt;
| Elite Marine Assault Unit || 200 || Enables the Assault Hab fleet operation {{icon|marine}}(assault value 8)&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|destroy}}Spartans || rowspan=3 | 200 || rowspan=3 | Enables the Assault Hab fleet operation {{icon|marine}}(assault value 10)&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|resist}}Rangers&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|submit}}Immortals&lt;br /&gt;
|-&lt;br /&gt;
| Laser Engine || 25 || +10MJ laser weapon power&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Laser Engine || 50 || +20MJ laser weapon power&lt;br /&gt;
|-&lt;br /&gt;
| Cyclotron || 50 || +20MJ particle beam power&lt;br /&gt;
|-&lt;br /&gt;
| Magazine || 100 || Projectile weapons gain +50% ammo. Mass increases accordingly.&lt;br /&gt;
|-&lt;br /&gt;
| ECM || 10 || 20% chance force an enemy weapon into cooldown when this ship is targeted. &lt;br /&gt;
|-&lt;br /&gt;
| ECM Mark II || 10 || 40% chance force an enemy weapon into cooldown when this ship is targeted. &lt;br /&gt;
|-&lt;br /&gt;
| ECM Mark III || 10 || 60% chance force an enemy weapon into cooldown when this ship is targeted. &lt;br /&gt;
|-&lt;br /&gt;
| Targeting Computer|| 10 || Improve a ship&#039;s roll to overcome enemy ECM and damage to sensors by 10%.&lt;br /&gt;
|-&lt;br /&gt;
| Targeting Computer Mark II || 10 || Improve a ship&#039;s roll to overcome enemy ECM and damage to sensors by 30%.&lt;br /&gt;
|-&lt;br /&gt;
| Targeting Computer Mark III || 10 || Improve a ship&#039;s roll to overcome enemy ECM and damage to sensors by 50%.&lt;br /&gt;
|}&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
==== Drive Enhancement Module ====&lt;br /&gt;
&lt;br /&gt;
{{ObsoleteBox}}&lt;br /&gt;
Drive Enhancement Modules requires a certain type of Drive to be used.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Utility Module !! Mass (tons) !! Ship Requirements !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Muon Spiker || 40 || Nuclear Fusion Drive || +10% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Neutronium Spiker || 40 || Nuclear Fission Drive || +20% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Spiker || 40 || Nuclear Drive || +30% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Liquid Hydrogen Containment || 5 || Hydrogen Propellant || +20% Exhaust Velocity&lt;br /&gt;
|-&lt;br /&gt;
| Slush Hydrogen Tankage || 10 || Hydrogen Propellant || +35% Exhaust Velocity&lt;br /&gt;
|-&lt;br /&gt;
| Hydron Trap || 20 || Hydrogen Propellant || +50% Exhaust Velocity&lt;br /&gt;
|-&lt;br /&gt;
| ISRU Module || 40 || || Can replenish Propellant at unimproved hab sites that produce raw materials used in ship&#039;s propellant&lt;br /&gt;
|-&lt;br /&gt;
| Remass Scoop || 40 || || Can replenish Propellant in interface orbits of Jovian planets if the ship uses 100% hydrogen or &#039;anything&#039; as propellant.&amp;lt;br&amp;gt;No aerobraking damage({{icon|warning}}aerobraking is not implemented yet)&lt;br /&gt;
|}&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
==== Heat Sink ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship heat sinks. For a list of all space ship heat sinks in Terra Invicta, as well as their stats, see [[Heat Sink List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Heat sinks are important modules for combat ship so they may avoid exposing their vulnerable radiators to enemy fire. See [[Fleets#Power_and_Heat]] for details.&lt;br /&gt;
&lt;br /&gt;
==== Kit ====&lt;br /&gt;
&lt;br /&gt;
Kits allow creation of a small hab with a construction module. Can be replenished by repairing the ship at a dock or shipyard.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Kit !! Mass (tons) !! Constructed Modules&lt;br /&gt;
|-&lt;br /&gt;
| Solar Platform || 200 || Platform Core, Construction Module, Solar Collector&lt;br /&gt;
|-&lt;br /&gt;
| Solar Outpost || 200 || Outpost Core, Construction Module, Solar Collector&lt;br /&gt;
|-&lt;br /&gt;
| Fission Platform || 250 || Platform Core, Construction Module, Fission Pile&lt;br /&gt;
|-&lt;br /&gt;
| Fission Outpost || 300 || Outpost Core, Construction Module, Fission Pile&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Platform || 250 || Platform Core, Construction Module, Fusion Pile&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Outpost || 300 || Outpost Core, Construction Module, Fusion Pile&lt;br /&gt;
|-&lt;br /&gt;
| Automated Solar Platform || 250 || Automated Platform Core, Automated Supply Depot, Automated Solar Collector&lt;br /&gt;
|-&lt;br /&gt;
| Automated Solar Outpost || 1200 || Automated Outpost Core, Automated Mining Complex, Automated Solar Collector, Automated Solar Collector&lt;br /&gt;
|-&lt;br /&gt;
| Automated Fission Platform || 300 || Automated Platform Core, Automated Supply Depot, Automated Fission Pile&lt;br /&gt;
|-&lt;br /&gt;
| Automated Fission Outpost || 1800 || Automated Outpost Core, Automated Mining Complex, Automated Fission Pile, Automated Fission Pile&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Using the kit only &#039;&#039;begins&#039;&#039; local construction of the hab and the modules. So you still have to wait 180 days for a Construction Module to be built.&lt;br /&gt;
&lt;br /&gt;
Solar Kits are only usable if the installed Solar Collector(s) can produce enough power for other modules. So Solar Platform Kits cannot be used if the location is too far away from the sun. But Solar Outpost Kits can be used on locations far away from the sun, if the hab site gets enough solar power from Solar Mirror bonus.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
Weapons systems are either mounted on the ship&#039;s nose or on the hull. Nose weapons are typically more powerful than hull weapons of a similar size, but they have a limited field of fire. Hull weapons can fire in any direction around the ship.  Weapons also come in various sizes; larger weapon systems are generally more powerful but will take up multiple weapon slots.&lt;br /&gt;
&lt;br /&gt;
==== Fire Modes ====&lt;br /&gt;
Certain weapons may only be used offensively against enemy ships and hab modules; others may only be used defensively to shoot down incoming projectiles and missiles, and still others can be used against both types of targets. The default firing mode can be set in the ship designer, as well as changed in the middle of combat. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Weapon Fire Modes&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | &amp;lt;big&amp;gt;Standard Fire Modes&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Fire Mode !! Targeting Priority&amp;lt;ref&amp;gt;Will attempt to shoot at the first item in the list that is in range. Will never shoot at anything that is not in the list.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Focus Fire &lt;br /&gt;
| &lt;br /&gt;
# Primary Target.&lt;br /&gt;
|-&lt;br /&gt;
| Attack &lt;br /&gt;
| &lt;br /&gt;
# Primary Target.&lt;br /&gt;
# Nearest enemy ship or hab module that is in range.&lt;br /&gt;
|-&lt;br /&gt;
| Defense &lt;br /&gt;
|&lt;br /&gt;
# Nearest enemy projectile that is in range and not already saturated.&amp;lt;ref name=saturated&amp;gt;Non-beam defense weapons will let all allies know they have fired at an enemy projectile so other defense weapons don&#039;t waste their shots on that projectile.&amp;lt;/ref&amp;gt;&lt;br /&gt;
# Nearest enemy projectile that is in range.&lt;br /&gt;
|-&lt;br /&gt;
| Guardian &lt;br /&gt;
|&lt;br /&gt;
# Nearest enemy projectile that is in range and not already saturated.&amp;lt;ref name=saturated /&amp;gt;&lt;br /&gt;
# Nearest enemy projectile that is in range.&lt;br /&gt;
# Primary Target.&lt;br /&gt;
# Nearest enemy ship or hab module that is in range.&lt;br /&gt;
|-&lt;br /&gt;
| Idle&lt;br /&gt;
| Never fires.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | &amp;lt;big&amp;gt;Special Fire Modes&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Fire Mode !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Salvo&lt;br /&gt;
| Special mode for Missile Weapons. &lt;br /&gt;
&lt;br /&gt;
Identical to the Focus Fire mode, but automatically switches to Idle mode after firing 1/4 of the missile weapon&#039;s total ammo.&lt;br /&gt;
|-&lt;br /&gt;
| Bracket&lt;br /&gt;
| Special mode for non-beam Weapons. &lt;br /&gt;
&lt;br /&gt;
Identical to the Attack mode, but when the target is an enemy ship, will attempt to shoot at possible locations for the enemy ship to move into.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Targeting Range and Defense Range ====&lt;br /&gt;
&lt;br /&gt;
All weapons have a targeting range, and can only fire at targets within that range. But notably, weapons take into account the relative velocity of the target, as well as the expected amount of time that their projectiles will take to arrive, to effectively fire at the future location of a target when it would be in range. &lt;br /&gt;
&lt;br /&gt;
For example, the 10-inch Cannon has 250km targeting range and 1.4 km/s muzzle velocity. So it takes 250km/1.4km/s = ~178.5s for a bullet fired by the weapon to reach the maximum range. This means the 10-inch Cannon will attempt to fire at targets ~178.5s before they enter the 250km range. So&lt;br /&gt;
if an enemy ship is approaching head-on at a relative velocity of 1 km/s, then the 10-inch Cannon will fire at it ~178.5s before it arrives in range:  when it is still 250km + ~178.5s × 1km/s = ~428.5km away. &lt;br /&gt;
&lt;br /&gt;
When targeting an enemy projectile instead of a ship or [[Habs|hab]], weapons use a defense range that is computed as follows:&lt;br /&gt;
# Set the defense range to the targeting range.&lt;br /&gt;
# If the weapon has an attack mode, then apply a penalty to the defense range:&lt;br /&gt;
#* Divide by 3 for Energy weapons ([[Spaceships#Lasers|Lasers]], [[Spaceships#Particle_Weapons|Particles]], and [[Spaceships#Plasma_Weapons|Plasma]]), but cannot go below 200km.&lt;br /&gt;
#* Divide by 2 for Gun weapons ([[Spaceships#Guns|Naval Guns]] and [[Spaceships#Magnetic_Weapons|Magnetic Weapons]]), but cannot go below 200km.&lt;br /&gt;
#* No penalty for [[Spaceships#Missiles|Missile]] weapons.&lt;br /&gt;
# Add a bonus to the defense range for the mount:&lt;br /&gt;
#* On Cinematic Combat Scaling:&lt;br /&gt;
#** Add the Ship Hull Length × 100 for ship mounted weapons.&lt;br /&gt;
#** Add 5km for [[Habs|hab]] mounted weapons.&lt;br /&gt;
#* On Realistic Combat Scaling:&lt;br /&gt;
#** Add the Ship Hull Length × 10 for ship mounted weapons.&lt;br /&gt;
#** Add 0.5km for [[Habs|hab]] mounted weapons.&lt;br /&gt;
&lt;br /&gt;
==== Cooldown and Salvos ====&lt;br /&gt;
&lt;br /&gt;
All weapons have a cooldown, and some weapons fire in salvos. If a weapon does not have a salvo listed, it will fire once every time the cooldown timer is up. If a weapon has a salvo listed of X shots over Y seconds, that means it will fire one shot every Y / (X-1) seconds X number of times, and then will go on its cooldown, after which it will fire another salvo. &lt;br /&gt;
&lt;br /&gt;
For example, the Light Railgun Battery Mk1 has a cooldown of 30s and does not have a salvo listed; once in range, it will fire one shot every 30 seconds. The Light Coilgun Battery Mk1 has a salvo of 3 shots over 20 seconds and a cooldown of 40 seconds; once in range, it will fire one shot, wait 10 seconds, fire a second shot, wait 10 seconds, fire a third shot, and then will go on cooldown for 40 seconds. So it effectively fires 3 times per minute.&lt;br /&gt;
&lt;br /&gt;
Weapons can be classified in certain general types:&lt;br /&gt;
* (Naval) Guns: Use magazines, high ammo capacity. Cannot bombard. Low damage. Short range. Cheap.&lt;br /&gt;
* Missiles: Use magazines, low ammo capacity. Limited bombard. High damage. Will chase the target. Very susceptible to point defense. Only available as hull weapons.&lt;br /&gt;
* Magnetic Weapons: Use magazines, high ammo capacity. High damage, moderate accuracy. Susceptible to point defense. Can bombard.&lt;br /&gt;
* Plasma Weapons: Use magazines. Cannot be targeted by point defense. Cannot bombard. Medium damage, high accuracy. Only available in large sizes.&lt;br /&gt;
* Lasers: Use energy. Limited bombard. Never miss. More effective at close range.&lt;br /&gt;
* Particle Weapons: Use energy. Cannot bombard. High damage. Never miss. Short range.&lt;br /&gt;
&lt;br /&gt;
More detailed information on damage dealt by different weapons depending on enemy armor can be found in the article [[Guide Armor|Guide Armor]].&lt;br /&gt;
&lt;br /&gt;
==== Guns ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship naval guns. For a list of all space ship naval guns in Terra Invicta, as well as their stats, see [[Naval Gun List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Guns are chemical slugthrowers with performance characteristics similar to modern naval weaponry. They are low-tech and cheap, but due to low range and low muzzle velocity will have a hard time hitting anything at range. They are quickly outclassed by magnetic weapons.&lt;br /&gt;
&lt;br /&gt;
The damage done by a naval gun projectile is simply its impact kinetic energy / 20MJ. Specifically: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notably, naval guns do not produce any waste heat. Therefore they can keep firing even when the ship no longer has any ability to handle waste heat, such as when the radiators are destroyed and the heat sinks are filled.&lt;br /&gt;
&lt;br /&gt;
Naval guns also do not consume any power. Therefore they can keep firing even when the ship no longer has any ability to generate power, such as when the power plant is destroyed and the batteries are empty.&lt;br /&gt;
&lt;br /&gt;
Naval guns cannot be used to bombard.&lt;br /&gt;
&lt;br /&gt;
Naval gun projectiles can be hit by point defenses and will be destroyed in one hit. But point defenses usually ignore autocannon bullets simply because they are so weak as to not be worth shooting at.&lt;br /&gt;
&lt;br /&gt;
==== Magnetic Weapons ====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship magnetic guns. For a list of all space ship magnetic guns in Terra Invicta, as well as their stats, see [[Magnetic Gun List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Magnetic weapons include railguns and coilguns that fire high-speed projectiles that do significant damage but can be shot down by point defense.  Due to low muzzle velocity, railguns and siege coilguns may have a difficult time hitting targets at range; non-siege coilguns have a significantly higher muzzle velocity and are more difficult to dodge.  All magnetic weapons are capable of bombardment.&lt;br /&gt;
&lt;br /&gt;
The damage done by a magnetic gun projectile is simply its impact kinetic energy / 20MJ. Specifically: &lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The power consumed per shot is calculated similarly, but uses the ammo mass instead of the warhead mass, and takes into account the weapon&#039;s Efficiency. Specifically:&lt;br /&gt;
&amp;lt;pre&amp;gt;Power Consumed (GJ) = ½ × Ammo Mass (kg) × (Muzzle Velocity (m/s))² / Efficiency / 1e9 (J/GJ)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.&lt;br /&gt;
&lt;br /&gt;
Magnetic weapon projectiles can be hit by point defenses, but may need multiple hits to be destroyed. Specifically, the point defenses must do (Warhead Mass / 10kg) damage to destroy the projectile.&lt;br /&gt;
&lt;br /&gt;
==== Missiles ====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship missiles. For a list of all space ship missiles in Terra Invicta, as well as their stats, see [[Missile List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Missile weapons (which include both missiles and torpedoes) do high damage and will chase the enemy, but are very susceptible to being shot down by point defense and are constrained by small magazines.  Missiles will fire offensively only if an enemy ship or hab module has been set as a target. &lt;br /&gt;
&lt;br /&gt;
Missiles and torpedoes can have different classes of warheads, which significantly impact their behavior:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Warhead Class !! Total Damage !! Chip % !! Can Bombard !! Is AoE !! Kinetic Damage?&amp;lt;ref&amp;gt;Adamantane Armor has 25% resistance to Kinetic Damage. Kinetic Damage can also over penetrate, meaning the damage goes out the other end of the ship before it is fully applied.&amp;lt;/ref&amp;gt; !! Other Notable Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fragmentation || rowspan=2| ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ || 50% || rowspan=3 | No || rowspan=3| No || rowspan=2| Yes || On contact, splits into 5kg warheads that independently interact with armor. (But still acts as one attack in all other aspects.)&lt;br /&gt;
|-&lt;br /&gt;
| Penetrator || 60% || None&lt;br /&gt;
|-&lt;br /&gt;
| Explosive || Payload Damage + 0.1 × ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ || 80% || rowspan=4|No || None&lt;br /&gt;
|-&lt;br /&gt;
| Nuclear || rowspan=3 | Payload Damage || 100% || rowspan=3 | Not through Atmosphere || rowspan=2| Spherical AoE || rowspan=3 | Also applies Shred Damage.&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter || 25% &lt;br /&gt;
|-&lt;br /&gt;
| Shaped Nuclear || 100% || Cone AoE &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notably, missiles do not produce any waste heat. Therefore they can keep firing even when the ship no longer has any ability to handle waste heat, such as when the radiators are destroyed and the heat sinks are filled.&lt;br /&gt;
&lt;br /&gt;
Missiles also do not consume any power. Therefore they can keep firing even when the ship no longer has any ability to generate power, such as when the power plant is destroyed and the batteries are empty.&lt;br /&gt;
&lt;br /&gt;
Missile projectiles can be hit by point defenses and will be destroyed in one hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lasers ====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship laser weapons. For a list of all laser weapons in Terra Invicta, as well as their stats, see [[Laser Weapon List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Laser weapons do not miss and are excellent at targeting enemy projectiles.  However, laser weapons have difficulty penetrating armor unless they are at close range.  Laser weapons for non-alien ships come in three different wavelengths: Infrared, Visible (Green), and Ultraviolet, from least powerful to most powerful.  Additionally, laser weapons use one of three different beam types: Standard, Arc, and Phaser, from least powerful to most powerful.  Each laser battery and cannon size comes in nine different configurations, corresponding to all the possible combinations of wavelength and beam type.  The more powerful the wavelength and beam type, the better the laser is at penetrating armor.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = Shot Power (MJ) / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Power Consumed (GJ) = Shot Power (MJ) / Efficiency / 1000 (MJ/GJ)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Laser Engine [[Spaceships#Utility_Modules|Utility Modules]] increase the shot power of lasers, increasing both damage and power consumption.&lt;br /&gt;
* Power Consumption is divided by 20 when targeting [[Spaceships#Missiles|Missile]] or [[Spaceships#Guns|Naval Gun]] Projectiles.&lt;br /&gt;
* The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.&lt;br /&gt;
&lt;br /&gt;
Notably, laser weapons do not consume ammo, and so can be fired an unlimited number of times.&lt;br /&gt;
&lt;br /&gt;
All ship lasers can be used to bombard, but only visible light lasers (orange, green, violet) can bombard through atmosphere.&lt;br /&gt;
&lt;br /&gt;
All human ship laser weapons have 1 hp, regardless of size. All alien ship laser weapons have 2 hp, regardless of size. For comparison, most other ship weapons and modules have (3 × hard points) hp. So lasers are both literally and figuratively glass cannons. &lt;br /&gt;
&lt;br /&gt;
Except for a few particularly powerful alien lasers, all lasers can serve as point defenses that shoot down incoming enemy projectiles.&lt;br /&gt;
&lt;br /&gt;
===== Armor Penetration =====&lt;br /&gt;
&lt;br /&gt;
When a laser weapon shoots an armored target, the effective armor of the target is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Effective Armor = Base Armor ^ 1.5 × Armor Effectiveness&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Armor Effectiveness = Spot Area (m²) / 0.005 (m²)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Spot Area (m²) = 0.7853982 × (Spot Diameter (m) )²&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Spot Diameter (m) = Distance to Target (km) × Spot Diameter Precise Factor (m/km)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Spot Diameter Precise Factor (m/km) = (1000 / Mirror Diameter (m)) × ((1.22 × Wavelength (m) × Beam Quality)² + (2 * Jitter * Mirror Diameter (m) )²) ^ 0.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When combined:&lt;br /&gt;
&amp;lt;pre&amp;gt;Effective Armor = Base Armor ^ 1.5 × 0.7853982 / 0.005 (m²) × (Distance to Target (m) × ((1.22 × Wavelength (m) × Beam Quality)² + (2 * Jitter * Mirror Diameter (m) )²) ^ 0.5 / Mirror Diameter (m) )² &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since armor works by subtracting its value from incoming damage, and RNG can randomize incoming damage by up to ±20%, we can re-arrange the formula to get the amount of armor needed to fully block a laser:&lt;br /&gt;
&amp;lt;pre&amp;gt;Armor = (Laser Damage × 1.2 / (0.7853982 / 0.005 (m²) × (Distance to Target (m) × ((1.22 × Wavelength (m) × Beam Quality)² + (2 * Jitter * Mirror Diameter (m) )²) ^ 0.5 / Mirror Diameter (m) )² ) ) ^ (1/1.5)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Range =====&lt;br /&gt;
&lt;br /&gt;
Notably, laser weapons actually refuse to fire at targets unless they have sufficient armor penetration and damage. So weaker lasers may have less actual range than their stated targeting range. Specifically:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Anti-Ship Effective Range (km) = Range where (Laser Damage / Armor Effectiveness &amp;gt; 1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Anti-Kinetic Effective Range (km) = Range where (Laser Damage / Armor Effectiveness &amp;gt; 0.5)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Anti-Missile Effective Range (km) = Range where (Laser Damage / Armor Effectiveness &amp;gt; 0.15)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Anti-Poorly-Armored-Ship Effective Range (km) = Range where (Laser Damage / Armor Effectiveness &amp;gt; 0.25)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Poorly-Armored ship means the targeted part of the ship either has 0 armor or has over 20% of its armor chipped.&lt;br /&gt;
&lt;br /&gt;
So a laser weapon will only fire at the target if the target is within both its Targeting Range and its Effective Range. Use the [[Spaceships#Targeting_Range_and_Defense_Range|Defense Range]] instead of Targeting Range for enemy projectiles.&lt;br /&gt;
&lt;br /&gt;
An important consequence of this is that the weaker lasers, such as Point Defense Phaser Turrets, can gain significant amounts of range from anything that buffs laser damage, such as:&lt;br /&gt;
* Laser Engines&lt;br /&gt;
* Directed Energy Officers&lt;br /&gt;
* Intelligence Officers&lt;br /&gt;
* Commanding Officers&lt;br /&gt;
* [[Precision Focusing Software]] Project&lt;br /&gt;
&lt;br /&gt;
===== Chipping =====&lt;br /&gt;
&lt;br /&gt;
Unlike other weapons, the % of a laser&#039;s damage that goes towards chipping is dynamically calculated based on its armor penetration. Specifically:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Chip % = Armor Effectiveness / 1000, capped at 0.25&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This means that the chip damage dealt by lasers is actually inversely proportional to their ability to penetrate armor, giving low tech lasers an advantage. Nevertheless, chip damage dealt by lasers is usually negligible, so this advantage is rarely worth it.&lt;br /&gt;
&lt;br /&gt;
==== Particle Weapons====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship particle weapons. For a list of all particle weapons in Terra Invicta, as well as their stats, see [[Particle Weapon List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Particle weapons do not miss and are excellent at targeting enemy projectiles. They also have unique interactions with armor that always allows some damage to penetrate into the ship internals, though the resulting damage may be extremely small and only good for temporarily disabling certain internal components. However, particle weapons do no damage at all to armor, and have low overall damage. &lt;br /&gt;
&lt;br /&gt;
Charged particle weapons can only target enemy missiles. Neutral particle weapons can target all enemy projectiles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = Shot Power (MJ) / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The damage of a particle beam can decrease with distance from the target ship. This is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Actual Damage Points = Base Damage Points × Min(1, Target Area (m²) / Beam Area (m²)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Target Area (m²) = 3.1415927 × Target Ship Length × Target Ship Width / 2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Beam Area (m²) = 3.1415927 × (Beam Radius (m) )^2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the particle beam fires neutral particles, then:&lt;br /&gt;
&amp;lt;pre&amp;gt;Beam Radius (m) = Emittance (m) × Distance to Target (m) / 1000000 / Lens Radius (cm) × 100 (cm/m)&amp;lt;/pre&amp;gt;&lt;br /&gt;
Otherwise:&lt;br /&gt;
&amp;lt;pre&amp;gt;Beam Radius (m) = Lens Radius (cm) / 100 (cm/m) × 2 ^ (Distance to Target (km) / Doubling Range (km) )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As of Version 0.4.90, apart from Electron Beam weapons, all particle beam weapons have Beam Area less than the Target Area of even a gunship, even at their maximum range. So in practice the damage of a particle beam does not actually decrease with distance from the target ship unless it is an electron beam.&lt;br /&gt;
&lt;br /&gt;
Particle weapons do no chip damage. Instead, the damage of a particle beam is split into 3 parts: Heat, X-rays, and Baryons. Heat damage behaves in the standard manner: the armor value of the target is subtracted from it, and any leftover damage is applied to the ship internals. Heat damage is also the damage that is used when calculating the effects of shooting enemy kinetic projectiles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Power Consumed (GJ) = Shot Power (MJ) / Efficiency / 1000 (MJ/GJ)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.&lt;br /&gt;
&lt;br /&gt;
Notably, particle weapons do not consume ammo, and so can be fired an unlimited number of times.&lt;br /&gt;
&lt;br /&gt;
===== Armor Interactions =====&lt;br /&gt;
&lt;br /&gt;
Heat damage has the standard armor interactions of other weapons. In contrast, X-rays and Baryons are considered radiation damage and have a completely different interaction with armor. Specifically, radiation damage is reduced by armor via &amp;quot;Half-Values&amp;quot;. one half value cuts damage in half. two half values cut damage in half twice, for 1/4.&lt;br /&gt;
&lt;br /&gt;
All ships have a baseline of 4 half-values (1/16). armor up to the point where it reaches those 4 half-values does nothing. after that it replaces the baseline half-values with its own half-values.&lt;br /&gt;
&lt;br /&gt;
The half value is measured in armor thickness. Every type of armor has one half-value thickness for x-rays and one half-value thickness for baryons. See [[Ship Armor List]] for details.&lt;br /&gt;
&lt;br /&gt;
As of Version 0.4.90, apart from Boron Carbide Armor, all armors have significantly smaller half-values for x-rays than for baryons. Baryon damage is additionally multiplied by 5. Thus in practice, most radiation damage is done via baryons instead of X-rays. Notably:&lt;br /&gt;
* (Both Human and Alien) Adamantane Armor needs about 120 points of armor to reach 4 half-values for Baryons.&lt;br /&gt;
* (Both Human and Alien) Exotic Armor needs about 18.5 points of armor to reach 4 half-values for Baryons.&lt;br /&gt;
&lt;br /&gt;
Notably, although armor can significantly reduce radiation damage, it can never reduce it all the way to zero. So there is always some leftover radiation damage that is then directly dealt to the ship internals, with the hit location being calculated in the same way as with lasers. &lt;br /&gt;
&lt;br /&gt;
Damaged ship parts and systems either stop working or work at reduced effectiveness, but can be [[Fleets#Mid-Combat_Repairs|repaired over time]]. For example, damaged weapons cannot fire until fully repaired. Lasers have especially low health, making them good targets for particle beams. Once a weapon is entirely destroyed it can only be repaired in a shipyard.&lt;br /&gt;
&lt;br /&gt;
===== Critical hits =====&lt;br /&gt;
&lt;br /&gt;
On a critical hit (TAC), particle beams bypass all amor effects but are otherwise processed as usual. Baryon and x-ray components are applied as radiation damage with their usual multipliers, and the heat component is applied as standard internal damage.&lt;br /&gt;
&lt;br /&gt;
==== Plasma Weapons ====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship plasma weapons. For a list of all space ship plasma weapons in Terra Invicta, as well as their stats, see [[Plasma Weapon List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Plasma weapons fire high-speed, low mass projectiles that cannot be targeted by enemy point defense but also cannot act as point defense. While their damage is not as high as some of the larger and more advanced magnetic weapons, the high muzzle velocity of plasma weapons make them significantly more likely to hit their target.  Plasma weapons cannot bombard.&lt;br /&gt;
&lt;br /&gt;
Strangely, the damage done by a plasma weapon projectile is simply its impact kinetic energy / 20MJ, but applied as thermal damage instead of kinetic damage (so armors with special kinetic resistance do not apply that resistance to plasma). Specifically: &lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The power consumed per shot is calculated similarly, but adds charging energy, and takes into account the weapon&#039;s Efficiency. Specifically:&lt;br /&gt;
&amp;lt;pre&amp;gt;Power Consumed (GJ) = Charging Energy (GJ) / Efficiency + ½ × Warhead Mass (kg) * (Muzzle Velocity (m/s))² / Efficiency / 1e9 (J/GJ) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.&lt;br /&gt;
&lt;br /&gt;
Notably, although plasma weapons do consume ammo and have a finite magazine size, this ammo weighs nothing and costs nothing to resupply.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
Ships can be constructed at ship construction modules ([[Space Dock]], [[Shipyard]], [[Spaceworks]]). The construction time is calculated as follows:&lt;br /&gt;
* If the ship hull Construction Tier is greater than the ship construction module Tier, then: &lt;br /&gt;
&amp;lt;pre&amp;gt;Construction Time (days) = Base Construction Time (days) × 1.5 ^ Tier Gap&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If the ship hull Construction Tier is equal to the ship construction module Tier, then: &lt;br /&gt;
&amp;lt;pre&amp;gt;Construction Time (days) = Base Construction Time (days)&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If the ship hull Construction Tier is less than the ship construction module Tier, then: &lt;br /&gt;
&amp;lt;pre&amp;gt;Construction Time (days) = Base Construction Time (days) × Ship Construction Module Construction Time Modifier ^ Tier Gap&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This construction time is then divided by (100% + Ship Building Speed Bonus).&lt;br /&gt;
&lt;br /&gt;
See [[Ship Hull List]] for a list of all ship hulls and their construction times at each ship construction module.&lt;br /&gt;
&lt;br /&gt;
=== Probes ===&lt;br /&gt;
Probes can be launched from any hab construction modules. Depending on where the hab is located, this can decrease the resources needed to launch a probe, or the time it takes to reach its destination.&lt;br /&gt;
&lt;br /&gt;
== Resupply ==&lt;br /&gt;
&lt;br /&gt;
Ships can be resupplied at habs with ship construction modules ([[Space Dock]], [[Shipyard]], [[Spaceworks]]) and/or [[Supply Depot]] modules.&lt;br /&gt;
&lt;br /&gt;
The base resupply duration is 0.005 days per fuel tank + 0.025 days per 50 ammo.&lt;br /&gt;
&lt;br /&gt;
The resupply duration is divided by the sum of ship construction module tiers on the hab, with each [[Supply Depot]] module counting as an additional tier 2 [[Shipyard]]. It is also reduced by the Supply Officer if the ship has one.&lt;br /&gt;
&lt;br /&gt;
(Note: As of Version 0.4.90, there may be a bug that causes fuel tanks to take twice as long to refuel and not receive any of the resupply speed bonuses, taking 0.01 days per fuel tank.)&lt;br /&gt;
&lt;br /&gt;
=== ISRU ===&lt;br /&gt;
&lt;br /&gt;
Ships with an ISRU module&amp;lt;ref name=refuel&amp;gt;Ships cannot share a refueling module with other ships. Every ship that wants to refuel needs to have its own refueling module.&amp;lt;/ref&amp;gt; can refuel from hab sites they are landed on. These hab sites do not need to have a hab built on them. The refuel duration is calculated as follows:&lt;br /&gt;
* If the propellent type is &#039;&#039;&#039;Anything&#039;&#039;&#039;, then the Refuel Duration = Fuel needed (tons) / Hab Site Total Daily Output&amp;lt;ref name=output&amp;gt;The Daily Output of a Hab Site is its base value as seen in the prospecting tab, without any mining bonuses applied.&amp;lt;/ref&amp;gt; (units) / 10 (tons / unit) / 3.&lt;br /&gt;
* Otherwise, the refuel duration is the maximum out of:&lt;br /&gt;
** {{TV|water}} Fuel needed (tons) / Hab Site {{TV|water}} Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
** {{TV|volatiles}} Fuel needed (tons) / Hab Site {{TV|volatiles}} Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
** {{TV|metals}} Fuel needed (tons) / Hab Site {{TV|metals}} Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
** {{TV|nobles}} Fuel needed (tons) / Hab Site {{TV|nobles}} Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
** {{TV|fissiles}} Fuel needed (tons) / Hab Site {{TV|fissiles}} Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
&lt;br /&gt;
Note: The refuel duration is capped at 90 days. If it would take longer than that, then the ship is only partially refueled by as much as can be done within 90 days.&lt;br /&gt;
&lt;br /&gt;
There are two main advantages to refueling using ISRU modules:&lt;br /&gt;
* The refuel cost is free. &lt;br /&gt;
* Every ship refuels &#039;&#039;in parallel&#039;&#039;, meaning the total time needed for an entire fleet to refuel is simply the time taken by the ship that takes the longest to refuel.&lt;br /&gt;
&lt;br /&gt;
Note: The following drives come with free ISRU capabilities, and can refuel this way without needing an actual ISRU module:&lt;br /&gt;
{{#invoke:DriveLister|ListRestrictedDrives|Match,freeISRU,true}}&lt;br /&gt;
&lt;br /&gt;
=== Remass Scoop ===&lt;br /&gt;
&lt;br /&gt;
Ships with a Remass Scoop&amp;lt;ref name=refuel /&amp;gt; can refuel from the atmospheres of Gas Giant planets when the ship is in interface orbit around that planet. But only if one of the following is true:&lt;br /&gt;
* The propellent type is &#039;&#039;&#039;Anything&#039;&#039;&#039;.&lt;br /&gt;
* The propellent type is &#039;&#039;&#039;Hydrogen&#039;&#039;&#039; and only consists of {{TV|water}} and/or {{TV|volatiles}}.&lt;br /&gt;
&lt;br /&gt;
Note: {{TV|fissiles}} costs can be converted into {{TV|water}} costs for drives that use Helium-3, if the faction has an active He3 mine. This conversion effectively allows the Remass Scoop to also refuel {{TV|fissiles}} in these cases.&lt;br /&gt;
&lt;br /&gt;
The Refuel Duration (days) = Fuel needed (tons) / 1000.&lt;br /&gt;
&lt;br /&gt;
Note: The refuel duration has a minimum of 10 days. If it would be shorter than that, then it is set to 10 days.&lt;br /&gt;
&lt;br /&gt;
There are two main advantages to refueling using Remass Scoops:&lt;br /&gt;
* The refuel cost is free. &lt;br /&gt;
* Every ship refuels &#039;&#039;in parallel&#039;&#039;, meaning the total time needed for an entire fleet to refuel is simply the time taken by the ship that takes the longest to refuel.&lt;br /&gt;
&lt;br /&gt;
See [[Drive List]] for a list of drives, which also notes which drives can use remass scoops.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Repairs ==&lt;br /&gt;
&lt;br /&gt;
Ships can be repaired at habs with ship construction modules ([[Space Dock]], [[Shipyard]], [[Spaceworks]]). The Repair Cost and Duration for each Ship System, Part, or Armor Facing is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ship System, Part, or Armor Facing !! Repair Duration (days) !! Repair Cost&lt;br /&gt;
|-&lt;br /&gt;
! Nose Structure&lt;br /&gt;
| rowspan=3 | Missing Health % × Hull Construction Time / 10&lt;br /&gt;
| rowspan=3 | Missing Health % × Hull Construction Cost / 10&lt;br /&gt;
|-&lt;br /&gt;
! Central Structure&lt;br /&gt;
|-&lt;br /&gt;
! Tail Structure&lt;br /&gt;
|-&lt;br /&gt;
! Fire Control&lt;br /&gt;
| rowspan=2 | Missing Health % × Hull Construction Tier &lt;br /&gt;
| rowspan=2 | Missing Health % × Hull Construction Cost / 200&lt;br /&gt;
|- &lt;br /&gt;
! Damage Control&lt;br /&gt;
|-&lt;br /&gt;
! Life Support Main&lt;br /&gt;
| rowspan=2 | Missing Health % × Hull Construction Tier / 2&lt;br /&gt;
| rowspan=2 | Missing Health % × Hull Construction {{TV|volatiles}} Cost / 20&lt;br /&gt;
|- &lt;br /&gt;
! Life Support Backup&lt;br /&gt;
|- &lt;br /&gt;
! Power Coupling&lt;br /&gt;
| rowspan=4 | Missing Health % × Hull Construction Tier / 2&lt;br /&gt;
| rowspan=4 | {{TV|metals|0.1}}&lt;br /&gt;
|- &lt;br /&gt;
! Drive Coupling&lt;br /&gt;
|- &lt;br /&gt;
! Vector Thrusters&lt;br /&gt;
|- &lt;br /&gt;
! Sensors&lt;br /&gt;
|-&lt;br /&gt;
! System Reactor&lt;br /&gt;
| Missing Health % × 2 &lt;br /&gt;
| Missing Health % × Hypothetical cost of Power Plant if it has 100% Efficiency and only has to supply the systems and weapons.&lt;br /&gt;
|-&lt;br /&gt;
! Bridge&lt;br /&gt;
| Missing Health % × Hull Construction Tier × 2&lt;br /&gt;
| Missing Health % × Hull Construction Cost / 100&lt;br /&gt;
|- &lt;br /&gt;
! Nose Weapon&lt;br /&gt;
| rowspan=7 | Missing Health % × 2 &lt;br /&gt;
| rowspan=7 | Missing Health % × Module Cost / 4&lt;br /&gt;
|- &lt;br /&gt;
! Hull Weapon&lt;br /&gt;
|- &lt;br /&gt;
! Utility Module&lt;br /&gt;
|- &lt;br /&gt;
! Radiator&lt;br /&gt;
|- &lt;br /&gt;
! Power Plant&lt;br /&gt;
|- &lt;br /&gt;
! Drive&lt;br /&gt;
|- &lt;br /&gt;
! Battery&lt;br /&gt;
|-&lt;br /&gt;
! Nose Armor&lt;br /&gt;
| rowspan=4 | Shred %  + Chip % &lt;br /&gt;
| rowspan=4 | (Shred %  + Chip %  / 4) × Armor Cost &lt;br /&gt;
|-&lt;br /&gt;
! Left Armor&lt;br /&gt;
|-&lt;br /&gt;
! Right Armor&lt;br /&gt;
|-&lt;br /&gt;
! Tail Armor&lt;br /&gt;
|-&lt;br /&gt;
! Propellant&lt;br /&gt;
| colspan=2 | Not actually repairable, &amp;quot;destroyed&amp;quot; fuel tanks are functionally no different from empty fuel tanks and are just simply replaced in a resupply operation.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The repair duration is divided by the sum of ship construction module tiers on the hab. It is also reduced by the Engineering Officer if the ship has one.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* Side armor is split into Left and Right armor, but each has to pay repairs as if it is the whole side armor. Which means repairing side armor is effectively twice as expensive as repairing nose or tail armor.&lt;br /&gt;
* Certain utility modules may have 4 times the repair costs (so they cost as much to repair as to build).&lt;br /&gt;
&lt;br /&gt;
== Refits ==&lt;br /&gt;
&lt;br /&gt;
Factions may refit ships at ship construction modules ([[Space Dock]], [[Shipyard]], [[Spaceworks]]). Refitting is generally limited to replacing parts of a similar type. The refit rules are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Conditions !! Added Refit Duration (in % of hull construction time)&lt;br /&gt;
|-&lt;br /&gt;
| [[Ship Hull List|Ship Hull]] Type || colspan=2 | Cannot be changed.&lt;br /&gt;
|-&lt;br /&gt;
| [[Ship Armor List|Ship Armor]] || Can be changed freely. || 5% for each slot (nose, side, tail) changed.&lt;br /&gt;
|-&lt;br /&gt;
| [[Power Plant List|Power Plant]] || Only to a Power Plant of the same Type. Power Plant Types are:&lt;br /&gt;
* Fuel Cell&lt;br /&gt;
* Solid Core Fission&lt;br /&gt;
* Molten Salt Core Fission&lt;br /&gt;
* Liquid Core Fission&lt;br /&gt;
* Gas Core Fission&lt;br /&gt;
* Electrostatic Confinement Fusion&lt;br /&gt;
* Mirrored Magnetic Confinement Fusion&lt;br /&gt;
* Toroid Magnetic Confinement Fusion&lt;br /&gt;
* Hybrid Confinement Fusion&lt;br /&gt;
* Z Pinch Fusion&lt;br /&gt;
* Inertial Confinement Fusion&lt;br /&gt;
* Hybrid Confinement Fusion&lt;br /&gt;
* Antimatter Plasma Core&lt;br /&gt;
* Antimatter Beam Core&lt;br /&gt;
| 25%&lt;br /&gt;
|-&lt;br /&gt;
| [[Drive List|Drive]] || Only to a Drive of the same Classification Type, required Power Plant Type, and Propellent Type. The Classification Types are:&lt;br /&gt;
* Chemical &lt;br /&gt;
* Electrothermal &lt;br /&gt;
* Electrostatic &lt;br /&gt;
* Electromagnetic &lt;br /&gt;
* Fission_Thermal &lt;br /&gt;
* NuclearSaltWater &lt;br /&gt;
* Fission_Pulse &lt;br /&gt;
* Fusion_Thermal &lt;br /&gt;
* Antimatter &lt;br /&gt;
The Required Power Plant Types are the same as the Power Plant Types, but with the addition of &amp;quot;Any Power Plant&amp;quot;.&lt;br /&gt;
The Propellent Types are:&lt;br /&gt;
* ReactionProducts &lt;br /&gt;
* Hydrogen &lt;br /&gt;
* Anything &lt;br /&gt;
* Water &lt;br /&gt;
* NobleGases &lt;br /&gt;
* Volatiles &lt;br /&gt;
* Metals&lt;br /&gt;
| 25% (0% if only Thruster Count changed.)&lt;br /&gt;
|-&lt;br /&gt;
| [[Radiator List|Radiator]] || Can be changed freely. || 5%&lt;br /&gt;
|-&lt;br /&gt;
| [[Heat Sink List|Heat Sinks]] || Cannot reduce number, but can freely change or add more. || 5% for each Changed or Added.&lt;br /&gt;
|-&lt;br /&gt;
| [[Battery List|Batteries]] || Cannot reduce number, but can freely change or add more. || 5% for each Changed or Added.&lt;br /&gt;
|-&lt;br /&gt;
| General Utility Modules:&lt;br /&gt;
* Mobile Space Science Labs&lt;br /&gt;
* Repair Bays&lt;br /&gt;
* Marines&lt;br /&gt;
* Laser Engines&lt;br /&gt;
* Magazines&lt;br /&gt;
* Colony Kits&lt;br /&gt;
* Cyclotrons&lt;br /&gt;
| Cannot reduce number, but can freely interchange or add more. || 5% for each Changed or Added.&lt;br /&gt;
|-&lt;br /&gt;
| Unchangeable Utility Modules:&lt;br /&gt;
* ISRU&lt;br /&gt;
* Remass Scoop&lt;br /&gt;
* Component Armor&lt;br /&gt;
* Salvage Bay&lt;br /&gt;
* Armor Struts&lt;br /&gt;
* Vector Thrusters&lt;br /&gt;
* Flag Bridge&lt;br /&gt;
| Cannot reduce number or interchange. But can add any that weren&#039;t in the old design. || 5% for each Added.&lt;br /&gt;
|-&lt;br /&gt;
| Spikers:&lt;br /&gt;
* Muon&lt;br /&gt;
* Neutronium&lt;br /&gt;
* Antimatter &lt;br /&gt;
| Cannot reduce number, but can freely interchange or add one if there was none. || 5% if changed or added.&lt;br /&gt;
|-&lt;br /&gt;
| Hydrogen Storage:&lt;br /&gt;
* Liquid Hydrogen Containment&lt;br /&gt;
* Slush Hydrogen Tankage&lt;br /&gt;
* Hydron Trap&lt;br /&gt;
| Cannot reduce number, but can freely interchange or add one if there was none. || 5% if changed or added.&lt;br /&gt;
|-&lt;br /&gt;
| Electronic Countermeasures || Cannot reduce number, but can freely interchange or add one if there was none. || 5% if changed or added.&lt;br /&gt;
|-&lt;br /&gt;
| Targeting Computer || Cannot reduce number, but can freely interchange or add one if there was none. || 5% if changed or added.&lt;br /&gt;
|-&lt;br /&gt;
| Weapons || Cannot add or remove, but can freely move around and change as long as the Mount and Type do not change. Weapon Mounts are:&lt;br /&gt;
* 1-Hull&lt;br /&gt;
* 2-Hull&lt;br /&gt;
* 4-Hull&lt;br /&gt;
* 1-Nose&lt;br /&gt;
* 2-Nose&lt;br /&gt;
* 3-Nose&lt;br /&gt;
* 4-Nose&lt;br /&gt;
Weapon Types are:&lt;br /&gt;
* [[Naval Gun List|Naval Guns]]&lt;br /&gt;
* [[Laser Weapon List|Lasers]]&lt;br /&gt;
* [[Particle Weapon List|Particle Beams]]&lt;br /&gt;
* [[Magnetic Gun List|Magnetic Guns]]&lt;br /&gt;
* [[Plasma Weapon List|Plasma]]&lt;br /&gt;
* [[Missile List|Missiles]]&lt;br /&gt;
| 5% for each changed, but moving around is free.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: If the total refit duration (in % of hull construction time) exceeds 75%, then it is just set to 75%.&lt;br /&gt;
&lt;br /&gt;
== Scuttle ==&lt;br /&gt;
&lt;br /&gt;
Since ships cost {{TV|mc}} and {{TV|money}} to upkeep, there are many situations where a ship may no longer be wanted. In these cases, these unwanted ships can be scuttled to destroy them.&lt;br /&gt;
&lt;br /&gt;
If this scuttling happens at a ship construction module ([[Space Dock]], [[Shipyard]], [[Spaceworks]]), then the faction regains 25% of the space resource costs of the ship, excluding any fuel costs. Notably, this resource cost is always calculated in terms of space resources ({{icon|water}}{{icon|volatiles}}{{icon|metals}}{{icon|nobles}}{{icon|fissiles}}{{icon|exotics}}{{icon|antimatter|bgcolor=DarkSlateGray}}), even if the ship was originally constructed using {{TV|boost}} and {{TV|money}}.&lt;br /&gt;
&lt;br /&gt;
Otherwise, the faction does not gain any resources from scuttling the ship. Instead, they may even have to pay {{TV|boost}} to evacuate the ship crew from the ship. If the ship&#039;s location is in an Earth Interface Orbit&amp;lt;ref&amp;gt;The Earth Interface Orbits are Tiangong Orbit, ISS Orbit, Low Earth Orbit 1, and Low Earth Orbit 2.&amp;lt;/ref&amp;gt;, then the cost to evacuate the ship crew is free. Otherwise, the {{TV|boost}} cost is equivalent to moving 0.1 tons of mass per ship crew from Earth to the ship&#039;s location. &lt;br /&gt;
&lt;br /&gt;
If the scuttled ship is part of a larger fleet, then the {{TV|boost}} cost will be reduced by moving crew from the ship onto other ships in the fleet. Each remaining ship in the fleet can receive up to 25% more crew than it originally has. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional information ==&lt;br /&gt;
Various &amp;quot;[[Guides]]&amp;quot; are available that detail among other things ship module performance and functions.&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198025456609</name></author>
	</entry>
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