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		<title>Habs</title>
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		<updated>2026-01-17T15:26:19Z</updated>

		<summary type="html">&lt;p&gt;76561198066654836: /* Civilian Modules */&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;&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; &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;&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;&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&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]].&lt;br /&gt;
&lt;br /&gt;
There is a soft limit on the number of {{icon|mining|bgcolor=DarkSlateGray}}mining bases you can have. Going over it will require paying extra {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|MC]] cost. This limit is raised by 3 with the {{icon|space}} [[Mission to the Moon]] tech and {{icon|space}} [[Mission to the Mercury]] tech. {{icon|space}} [[Mission to Mars]], {{icon|space}} [[Mission to the Asteroids]], {{icon|space}} [[Mission to Jupiter]], {{icon|space}} [[Mission to Saturn]], and {{icon|space}} [[Mission to the Outer Planets]] techs increases the limit by 6 each, for a maximum of 36 mines. This can then be raised further with every level of {{icon|space}} [[Future Tech: Space Science]]. &lt;br /&gt;
&lt;br /&gt;
Each additional mine beyond the initial limit has an escalating {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control (MC)]] cost, The total number of MC penalty is ((# of mines over the cap)^2)/2, rounded down except when n=1, where MC penalty is 1 rather than 0. &lt;br /&gt;
&lt;br /&gt;
So it goes as: 1 → 2 → 4 → 8 → 12 → 18 → 24 → 32...&amp;lt;br&amp;gt;&lt;br /&gt;
Which means per-mine cost sequence is: 1 → 1 → 2 → 4 → 4 → 6 → 6 → 8 → ...&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;
==== 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;
== 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;
* 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.&lt;br /&gt;
&lt;br /&gt;
When built on surface bases they house 2 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. They also upgrade to use the best armor researched that does not cost exotics, which greatly increases their armor. See [[Ship Armor List]] for details.&lt;br /&gt;
&lt;br /&gt;
When built on stations they house 2 anti-ship weapons: 1 laser battery (laser / arc laser / phaser) and 1 projectile battery (gun / rail / coil / plasma). In addition, they also house 1 point defense turret (40mm autocannon / laser / arc laser / phaser). Station defense modules have low armor, only 5 * tier, and this value cannot be increased. Stations with defense modules will take part in space battles. They upgrade automatically when new faction projects that unlock hull weapons are researched. They also upgrade to use the best armor researched that does not cost exotics, which greatly increases their health. See [[Ship Armor List]] for details.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Weapon Size !! 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;
| {{#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;
| {{#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;
| {{#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;
| 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;
| 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;
| 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;
| Climate Lab   &amp;lt;br&amp;gt;&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Climate Lab|true|true|true|true|list}}&lt;br /&gt;
| Climate Research Center  &amp;lt;br&amp;gt;&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Climate Research Center|true|true|true|true|list}}&lt;br /&gt;
| Climate Institute  &amp;lt;br&amp;gt;&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Climate 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;&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Listening Post|true|true|true|true|list}}&lt;br /&gt;
| Reconnaissance Array &amp;lt;br&amp;gt;&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Reconnaissance Array|true|true|true|true|list}}&lt;br /&gt;
| Argus Complex &amp;lt;br&amp;gt;&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>76561198066654836</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=11136</id>
		<title>Habs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=11136"/>
		<updated>2026-01-17T15:23:09Z</updated>

		<summary type="html">&lt;p&gt;76561198066654836: /* Science Modules */&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;&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; &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;&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;&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&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]].&lt;br /&gt;
&lt;br /&gt;
There is a soft limit on the number of {{icon|mining|bgcolor=DarkSlateGray}}mining bases you can have. Going over it will require paying extra {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|MC]] cost. This limit is raised by 3 with the {{icon|space}} [[Mission to the Moon]] tech and {{icon|space}} [[Mission to the Mercury]] tech. {{icon|space}} [[Mission to Mars]], {{icon|space}} [[Mission to the Asteroids]], {{icon|space}} [[Mission to Jupiter]], {{icon|space}} [[Mission to Saturn]], and {{icon|space}} [[Mission to the Outer Planets]] techs increases the limit by 6 each, for a maximum of 36 mines. This can then be raised further with every level of {{icon|space}} [[Future Tech: Space Science]]. &lt;br /&gt;
&lt;br /&gt;
Each additional mine beyond the initial limit has an escalating {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control (MC)]] cost, The total number of MC penalty is ((# of mines over the cap)^2)/2, rounded down except when n=1, where MC penalty is 1 rather than 0. &lt;br /&gt;
&lt;br /&gt;
So it goes as: 1 → 2 → 4 → 8 → 12 → 18 → 24 → 32...&amp;lt;br&amp;gt;&lt;br /&gt;
Which means per-mine cost sequence is: 1 → 1 → 2 → 4 → 4 → 6 → 6 → 8 → ...&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;
==== 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;
== 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;
* 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.&lt;br /&gt;
&lt;br /&gt;
When built on surface bases they house 2 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. They also upgrade to use the best armor researched that does not cost exotics, which greatly increases their armor. See [[Ship Armor List]] for details.&lt;br /&gt;
&lt;br /&gt;
When built on stations they house 2 anti-ship weapons: 1 laser battery (laser / arc laser / phaser) and 1 projectile battery (gun / rail / coil / plasma). In addition, they also house 1 point defense turret (40mm autocannon / laser / arc laser / phaser). Station defense modules have low armor, only 5 * tier, and this value cannot be increased. Stations with defense modules will take part in space battles. They upgrade automatically when new faction projects that unlock hull weapons are researched. They also upgrade to use the best armor researched that does not cost exotics, which greatly increases their health. See [[Ship Armor List]] for details.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Weapon Size !! 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;
| {{#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;
| {{#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;
| {{#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;
| 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;
| 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;
| 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;
| Climate Lab   &amp;lt;br&amp;gt;&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Climate Lab|true|true|true|true|list}}&lt;br /&gt;
| Climate Research Center  &amp;lt;br&amp;gt;&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Climate Research Center|true|true|true|true|list}}&lt;br /&gt;
| Climate Institute  &amp;lt;br&amp;gt;&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Climate 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;
| 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;
| 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;&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Listening Post|true|true|true|true|list}}&lt;br /&gt;
| Reconnaissance Array &amp;lt;br&amp;gt;&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Reconnaissance Array|true|true|true|true|list}}&lt;br /&gt;
| Argus Complex &amp;lt;br&amp;gt;&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Argus Complex|true|true|true|true|list}}&lt;br /&gt;
|-&lt;br /&gt;
| Climate Lab   &amp;lt;br&amp;gt;&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Climate Lab|true|true|true|true|list}}&lt;br /&gt;
| Climate Research Center  &amp;lt;br&amp;gt;&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Climate Research Center|true|true|true|true|list}}&lt;br /&gt;
| Climate Institute  &amp;lt;br&amp;gt;&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Climate Institute|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>76561198066654836</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=10914</id>
		<title>Habs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=10914"/>
		<updated>2026-01-07T13:13:06Z</updated>

		<summary type="html">&lt;p&gt;76561198066654836: /* 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;&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; &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;&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;&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&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]].&lt;br /&gt;
&lt;br /&gt;
There is a soft limit on the number of {{icon|mining|bgcolor=DarkSlateGray}}mining bases you can have. Going over it will require paying extra {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|MC]] cost. This limit is raised by 3 with the {{icon|space}} [[Mission to the Moon]] tech and {{icon|space}} [[Mission to the Mercury]] tech. {{icon|space}} [[Mission to Mars]], {{icon|space}} [[Mission to the Asteroids]], {{icon|space}} [[Mission to Jupiter]], {{icon|space}} [[Mission to Saturn]], and {{icon|space}} [[Mission to the Outer Planets]] techs increases the limit by 6 each, for a maximum of 36 mines. This can then be raised further with every level of {{icon|space}} [[Future Tech: Space Science]]. &lt;br /&gt;
&lt;br /&gt;
Each additional mine beyond the initial limit has an escalating {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control (MC)]] cost, The total number of MC penalty is ((# of mines over the cap)^2)/2, rounded down except when n=1, where MC penalty is 1 rather than 0. &lt;br /&gt;
&lt;br /&gt;
So it goes as: 1 → 2 → 4 → 8 → 12 → 18 → 24 → 32...&amp;lt;br&amp;gt;&lt;br /&gt;
Which means per-mine cost sequence is: 1 → 1 → 2 → 4 → 4 → 6 → 6 → 8 → ...&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;
==== 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;
== 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;
* 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.&lt;br /&gt;
&lt;br /&gt;
When built on surface bases they house 2 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. They also upgrade to use the best armor researched that does not cost exotics, which greatly increases their armor. See [[Ship Armor List]] for details.&lt;br /&gt;
&lt;br /&gt;
When built on stations they house 2 anti-ship weapons: 1 laser battery (laser / arc laser / phaser) and 1 projectile battery (gun / rail / coil / plasma). In addition, they also house 1 point defense turret (40mm autocannon / laser / arc laser / phaser). Station defense modules have low armor, only 5 * tier, and this value cannot be increased. Stations with defense modules will take part in space battles. They upgrade automatically when new faction projects that unlock hull weapons are researched. They also upgrade to use the best armor researched that does not cost exotics, which greatly increases their health. See [[Ship Armor List]] for details.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Weapon Size !! 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;
| {{#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;
| {{#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;
| {{#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;
| 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;
| 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;
| 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;
| 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;&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Listening Post|true|true|true|true|list}}&lt;br /&gt;
| Reconnaissance Array &amp;lt;br&amp;gt;&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Reconnaissance Array|true|true|true|true|list}}&lt;br /&gt;
| Argus Complex &amp;lt;br&amp;gt;&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Argus Complex|true|true|true|true|list}}&lt;br /&gt;
|-&lt;br /&gt;
| Climate Lab   &amp;lt;br&amp;gt;&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Climate Lab|true|true|true|true|list}}&lt;br /&gt;
| Climate Research Center  &amp;lt;br&amp;gt;&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Climate Research Center|true|true|true|true|list}}&lt;br /&gt;
| Climate Institute  &amp;lt;br&amp;gt;&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Climate Institute|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>76561198066654836</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=10913</id>
		<title>Habs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=10913"/>
		<updated>2026-01-07T13:10:59Z</updated>

		<summary type="html">&lt;p&gt;76561198066654836: /* Administration Modules */&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;&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; &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;&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;&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;
=== 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]].&lt;br /&gt;
&lt;br /&gt;
There is a soft limit on the number of {{icon|mining|bgcolor=DarkSlateGray}}mining bases you can have. Going over it will require paying extra {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|MC]] cost. This limit is raised by 3 with the {{icon|space}} [[Mission to the Moon]] tech and {{icon|space}} [[Mission to the Mercury]] tech. {{icon|space}} [[Mission to Mars]], {{icon|space}} [[Mission to the Asteroids]], {{icon|space}} [[Mission to Jupiter]], {{icon|space}} [[Mission to Saturn]], and {{icon|space}} [[Mission to the Outer Planets]] techs increases the limit by 6 each, for a maximum of 36 mines. This can then be raised further with every level of {{icon|space}} [[Future Tech: Space Science]]. &lt;br /&gt;
&lt;br /&gt;
Each additional mine beyond the initial limit has an escalating {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control (MC)]] cost, The total number of MC penalty is ((# of mines over the cap)^2)/2, rounded down except when n=1, where MC penalty is 1 rather than 0. &lt;br /&gt;
&lt;br /&gt;
So it goes as: 1 → 2 → 4 → 8 → 12 → 18 → 24 → 32...&amp;lt;br&amp;gt;&lt;br /&gt;
Which means per-mine cost sequence is: 1 → 1 → 2 → 4 → 4 → 6 → 6 → 8 → ...&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;
==== 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;
== 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;
* 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.&lt;br /&gt;
&lt;br /&gt;
When built on surface bases they house 2 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. They also upgrade to use the best armor researched that does not cost exotics, which greatly increases their armor. See [[Ship Armor List]] for details.&lt;br /&gt;
&lt;br /&gt;
When built on stations they house 2 anti-ship weapons: 1 laser battery (laser / arc laser / phaser) and 1 projectile battery (gun / rail / coil / plasma). In addition, they also house 1 point defense turret (40mm autocannon / laser / arc laser / phaser). Station defense modules have low armor, only 5 * tier, and this value cannot be increased. Stations with defense modules will take part in space battles. They upgrade automatically when new faction projects that unlock hull weapons are researched. They also upgrade to use the best armor researched that does not cost exotics, which greatly increases their health. See [[Ship Armor List]] for details.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Weapon Size !! 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;
| {{#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;
| {{#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;
| {{#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;
| 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;
| 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;
| 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;
| 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;&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Listening Post|true|true|true|true|list}}&lt;br /&gt;
| Reconnaissance Array &amp;lt;br&amp;gt;&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Reconnaissance Array|true|true|true|true|list}}&lt;br /&gt;
| Argus Complex &amp;lt;br&amp;gt;&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Argus Complex|true|true|true|true|list}}&lt;br /&gt;
|-&lt;br /&gt;
| Climate Lab   &amp;lt;br&amp;gt;&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Climate Lab|true|true|true|true|list}}&lt;br /&gt;
| Climate Research Center  &amp;lt;br&amp;gt;&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Climate Research Center|true|true|true|true|list}}&lt;br /&gt;
| Climate Institute  &amp;lt;br&amp;gt;&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Climate Institute|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>76561198066654836</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=10912</id>
		<title>Habs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=10912"/>
		<updated>2026-01-07T13:05:15Z</updated>

		<summary type="html">&lt;p&gt;76561198066654836: /* 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;&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; &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;&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;&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;
=== 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]].&lt;br /&gt;
&lt;br /&gt;
There is a soft limit on the number of {{icon|mining|bgcolor=DarkSlateGray}}mining bases you can have. Going over it will require paying extra {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|MC]] cost. This limit is raised by 3 with the {{icon|space}} [[Mission to the Moon]] tech and {{icon|space}} [[Mission to the Mercury]] tech. {{icon|space}} [[Mission to Mars]], {{icon|space}} [[Mission to the Asteroids]], {{icon|space}} [[Mission to Jupiter]], {{icon|space}} [[Mission to Saturn]], and {{icon|space}} [[Mission to the Outer Planets]] techs increases the limit by 6 each, for a maximum of 36 mines. This can then be raised further with every level of {{icon|space}} [[Future Tech: Space Science]]. &lt;br /&gt;
&lt;br /&gt;
Each additional mine beyond the initial limit has an escalating {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control (MC)]] cost, The total number of MC penalty is ((# of mines over the cap)^2)/2, rounded down except when n=1, where MC penalty is 1 rather than 0. &lt;br /&gt;
&lt;br /&gt;
So it goes as: 1 → 2 → 4 → 8 → 12 → 18 → 24 → 32...&amp;lt;br&amp;gt;&lt;br /&gt;
Which means per-mine cost sequence is: 1 → 1 → 2 → 4 → 4 → 6 → 6 → 8 → ...&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;
==== 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;
== 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;
* 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.&lt;br /&gt;
&lt;br /&gt;
When built on surface bases they house 2 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. They also upgrade to use the best armor researched that does not cost exotics, which greatly increases their armor. See [[Ship Armor List]] for details.&lt;br /&gt;
&lt;br /&gt;
When built on stations they house 2 anti-ship weapons: 1 laser battery (laser / arc laser / phaser) and 1 projectile battery (gun / rail / coil / plasma). In addition, they also house 1 point defense turret (40mm autocannon / laser / arc laser / phaser). Station defense modules have low armor, only 5 * tier, and this value cannot be increased. Stations with defense modules will take part in space battles. They upgrade automatically when new faction projects that unlock hull weapons are researched. They also upgrade to use the best armor researched that does not cost exotics, which greatly increases their health. See [[Ship Armor List]] for details.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Weapon Size !! 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;
| {{#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;
| {{#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;
| {{#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 !! 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|false|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|false|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|false|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;
| 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;
| 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;
| 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;
| 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;&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Listening Post|true|true|true|true|list}}&lt;br /&gt;
| Reconnaissance Array &amp;lt;br&amp;gt;&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Reconnaissance Array|true|true|true|true|list}}&lt;br /&gt;
| Argus Complex &amp;lt;br&amp;gt;&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Argus Complex|true|true|true|true|list}}&lt;br /&gt;
|-&lt;br /&gt;
| Climate Lab   &amp;lt;br&amp;gt;&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Climate Lab|true|true|true|true|list}}&lt;br /&gt;
| Climate Research Center  &amp;lt;br&amp;gt;&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Climate Research Center|true|true|true|true|list}}&lt;br /&gt;
| Climate Institute  &amp;lt;br&amp;gt;&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Climate Institute|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>76561198066654836</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=10911</id>
		<title>Habs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=10911"/>
		<updated>2026-01-07T13:03:28Z</updated>

		<summary type="html">&lt;p&gt;76561198066654836: /* Civilian Modules */&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 T3 AutomatedSolarMirror.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;
=== 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]].&lt;br /&gt;
&lt;br /&gt;
There is a soft limit on the number of {{icon|mining|bgcolor=DarkSlateGray}}mining bases you can have. Going over it will require paying extra {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|MC]] cost. This limit is raised by 3 with the {{icon|space}} [[Mission to the Moon]] tech and {{icon|space}} [[Mission to the Mercury]] tech. {{icon|space}} [[Mission to Mars]], {{icon|space}} [[Mission to the Asteroids]], {{icon|space}} [[Mission to Jupiter]], {{icon|space}} [[Mission to Saturn]], and {{icon|space}} [[Mission to the Outer Planets]] techs increases the limit by 6 each, for a maximum of 36 mines. This can then be raised further with every level of {{icon|space}} [[Future Tech: Space Science]]. &lt;br /&gt;
&lt;br /&gt;
Each additional mine beyond the initial limit has an escalating {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control (MC)]] cost, The total number of MC penalty is ((# of mines over the cap)^2)/2, rounded down except when n=1, where MC penalty is 1 rather than 0. &lt;br /&gt;
&lt;br /&gt;
So it goes as: 1 → 2 → 4 → 8 → 12 → 18 → 24 → 32...&amp;lt;br&amp;gt;&lt;br /&gt;
Which means per-mine cost sequence is: 1 → 1 → 2 → 4 → 4 → 6 → 6 → 8 → ...&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;
==== 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;
== 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;
* 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.&lt;br /&gt;
&lt;br /&gt;
When built on surface bases they house 2 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. They also upgrade to use the best armor researched that does not cost exotics, which greatly increases their armor. See [[Ship Armor List]] for details.&lt;br /&gt;
&lt;br /&gt;
When built on stations they house 2 anti-ship weapons: 1 laser battery (laser / arc laser / phaser) and 1 projectile battery (gun / rail / coil / plasma). In addition, they also house 1 point defense turret (40mm autocannon / laser / arc laser / phaser). Station defense modules have low armor, only 5 * tier, and this value cannot be increased. Stations with defense modules will take part in space battles. They upgrade automatically when new faction projects that unlock hull weapons are researched. They also upgrade to use the best armor researched that does not cost exotics, which greatly increases their health. See [[Ship Armor List]] for details.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Weapon Size !! 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;
| {{#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;
| {{#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;
| {{#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 !! 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|false|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|false|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|false|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;
| 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;
| 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;
| 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;
| 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;&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Listening Post|true|true|true|true|list}}&lt;br /&gt;
| Reconnaissance Array &amp;lt;br&amp;gt;&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Reconnaissance Array|true|true|true|true|list}}&lt;br /&gt;
| Argus Complex &amp;lt;br&amp;gt;&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Argus Complex|true|true|true|true|list}}&lt;br /&gt;
|-&lt;br /&gt;
| Climate Lab   &amp;lt;br&amp;gt;&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Climate Lab|true|true|true|true|list}}&lt;br /&gt;
| Climate Research Center  &amp;lt;br&amp;gt;&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Climate Research Center|true|true|true|true|list}}&lt;br /&gt;
| Climate Institute  &amp;lt;br&amp;gt;&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Climate Institute|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>76561198066654836</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=10179</id>
		<title>Habs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=10179"/>
		<updated>2025-12-23T17:23:28Z</updated>

		<summary type="html">&lt;p&gt;76561198066654836: /* 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.&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 {{icon|boost}}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 {{icon|command}}[[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 {{icon|boost}}Boost is used. And if you are out of both, or have insufficient {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control]](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 {{icon|water|bgcolor=transparent}}0.35 water, {{icon|volatiles|bgcolor=transparent}}0.35 volatiles, and {{icon|money|bgcolor=transparent}}0.1 money &#039;&#039;per year&#039;&#039;. This is approximately 0.029 water, 0.029 volatiles, and 0.008 money &#039;&#039;per month&#039;&#039;. Agricultural module covers {{icon|water}} and {{icon|volatiles}} upkeep of certain number of crews 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 {{icon|metal}}base 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 base metals. e. g. 200t module becomes 400t module on Mercury, and 200t difference means additional {{icon|metal}}20 base metal 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 {{icon|antimatter|bgcolor=DarkSlateGray}}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 {{icon|antimatter|bgcolor=DarkSlateGray}}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 T3 AutomatedSolarMirror.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;
=== 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]].&lt;br /&gt;
&lt;br /&gt;
There is a soft limit on the number of {{icon|mining|bgcolor=DarkSlateGray}}mining bases you can have. Going over it will require paying extra {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|MC]] cost. This limit is raised by 3 with the {{icon|space}} [[Mission to the Moon]] tech and {{icon|space}} [[Mission to the Mercury]] tech. {{icon|space}} [[Mission to Mars]], {{icon|space}} [[Mission to the Asteroids]], {{icon|space}} [[Mission to Jupiter]], {{icon|space}} [[Mission to Saturn]], and {{icon|space}} [[Mission to the Outer Planets]] techs increases the limit by 6 each, for a maximum of 36 mines. This can then be raised further with every level of {{icon|space}} [[Future Tech: Space Science]]. &lt;br /&gt;
&lt;br /&gt;
Each additional mine beyond the initial limit has an escalating {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control (MC)]] cost, The total number of MC penalty is ((# of mines over the cap)^2)/2, rounded down except when n=1, where MC penalty is 1 rather than 0. &lt;br /&gt;
&lt;br /&gt;
So it goes as: 1 → 2 → 4 → 8 → 12 → 18 → 24 → 32...&amp;lt;br&amp;gt;&lt;br /&gt;
Which means per-mine cost sequence is: 1 → 1 → 2 → 4 → 4 → 6 → 6 → 8 → ...&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;
==== Mining modifier ====&lt;br /&gt;
This modifier is applied to the mining module&#039;s build cost and {{icon|power consumption}}power maintenance on respective celestial body. For example, on Mars the build cost of every ressources will be multiplied by 0.9342. This is multiplicative with radiation penalty, so on Mercury the build cost of every ressources will be multiplied by 1.9641 * 2 = 3.9282. Radiation does not affect power cost of the module, so the power consumption of Colony Mining Complex on Mercury is 200 * 1.9641 = 392.82, rounded up to 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;
== 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;
* 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.&lt;br /&gt;
&lt;br /&gt;
When built on surface bases they house 2 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. They also upgrade to use the best armor researched that does not cost exotics, which greatly increases their armor. See [[Ship Armor List]] for details.&lt;br /&gt;
&lt;br /&gt;
When built on stations they house 2 anti-ship weapons: 1 laser battery (laser / arc laser / phaser) and 1 projectile battery (gun / rail / coil / plasma). In addition, they also house 1 point defense turret (40mm autocannon / laser / arc laser / phaser). Station defense modules have low armor, only 5 * tier, and this value cannot be increased. Stations with defense modules will take part in space battles. They upgrade automatically when new faction projects that unlock hull weapons are researched. They also upgrade to use the best armor researched that does not cost exotics, which greatly increases their health. See [[Ship Armor List]] for details.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Weapon Size !! 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;
| {{#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;
| {{#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;
| {{#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 !! 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|false|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|false|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|false|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;
| 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;
| 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;
| 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;
| 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;
| 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>76561198066654836</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=10178</id>
		<title>Habs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=10178"/>
		<updated>2025-12-23T17:22:12Z</updated>

		<summary type="html">&lt;p&gt;76561198066654836: /* Power Modules */&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.&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 {{icon|boost}}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 {{icon|command}}[[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 {{icon|boost}}Boost is used. And if you are out of both, or have insufficient {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control]](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 {{icon|water|bgcolor=transparent}}0.35 water, {{icon|volatiles|bgcolor=transparent}}0.35 volatiles, and {{icon|money|bgcolor=transparent}}0.1 money &#039;&#039;per year&#039;&#039;. This is approximately 0.029 water, 0.029 volatiles, and 0.008 money &#039;&#039;per month&#039;&#039;. Agricultural module covers {{icon|water}} and {{icon|volatiles}} upkeep of certain number of crews 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 {{icon|metal}}base 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 base metals. e. g. 200t module becomes 400t module on Mercury, and 200t difference means additional {{icon|metal}}20 base metal 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 {{icon|antimatter|bgcolor=DarkSlateGray}}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 {{icon|antimatter|bgcolor=DarkSlateGray}}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 T3 AutomatedSolarMirror.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Automated Solar Mirror|true|true|false|true}}&lt;br /&gt;
|}&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]].&lt;br /&gt;
&lt;br /&gt;
There is a soft limit on the number of {{icon|mining|bgcolor=DarkSlateGray}}mining bases you can have. Going over it will require paying extra {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|MC]] cost. This limit is raised by 3 with the {{icon|space}} [[Mission to the Moon]] tech and {{icon|space}} [[Mission to the Mercury]] tech. {{icon|space}} [[Mission to Mars]], {{icon|space}} [[Mission to the Asteroids]], {{icon|space}} [[Mission to Jupiter]], {{icon|space}} [[Mission to Saturn]], and {{icon|space}} [[Mission to the Outer Planets]] techs increases the limit by 6 each, for a maximum of 36 mines. This can then be raised further with every level of {{icon|space}} [[Future Tech: Space Science]]. &lt;br /&gt;
&lt;br /&gt;
Each additional mine beyond the initial limit has an escalating {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control (MC)]] cost, The total number of MC penalty is ((# of mines over the cap)^2)/2, rounded down except when n=1, where MC penalty is 1 rather than 0. &lt;br /&gt;
&lt;br /&gt;
So it goes as: 1 → 2 → 4 → 8 → 12 → 18 → 24 → 32...&amp;lt;br&amp;gt;&lt;br /&gt;
Which means per-mine cost sequence is: 1 → 1 → 2 → 4 → 4 → 6 → 6 → 8 → ...&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;
==== Mining modifier ====&lt;br /&gt;
This modifier is applied to the mining module&#039;s build cost and {{icon|power consumption}}power maintenance on respective celestial body. For example, on Mars the build cost of every ressources will be multiplied by 0.9342. This is multiplicative with radiation penalty, so on Mercury the build cost of every ressources will be multiplied by 1.9641 * 2 = 3.9282. Radiation does not affect power cost of the module, so the power consumption of Colony Mining Complex on Mercury is 200 * 1.9641 = 392.82, rounded up to 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;
== 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;
* 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.&lt;br /&gt;
&lt;br /&gt;
When built on surface bases they house 2 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. They also upgrade to use the best armor researched that does not cost exotics, which greatly increases their armor. See [[Ship Armor List]] for details.&lt;br /&gt;
&lt;br /&gt;
When built on stations they house 2 anti-ship weapons: 1 laser battery (laser / arc laser / phaser) and 1 projectile battery (gun / rail / coil / plasma). In addition, they also house 1 point defense turret (40mm autocannon / laser / arc laser / phaser). Station defense modules have low armor, only 5 * tier, and this value cannot be increased. Stations with defense modules will take part in space battles. They upgrade automatically when new faction projects that unlock hull weapons are researched. They also upgrade to use the best armor researched that does not cost exotics, which greatly increases their health. See [[Ship Armor List]] for details.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Weapon Size !! 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;
| {{#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;
| {{#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;
| {{#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 !! 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|false|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|false|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|false|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;
| 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;
| 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;
| 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;
| 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;
| 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>76561198066654836</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=10177</id>
		<title>Habs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=10177"/>
		<updated>2025-12-23T17:21:41Z</updated>

		<summary type="html">&lt;p&gt;76561198066654836: /* Modules */&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.&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 {{icon|boost}}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 {{icon|command}}[[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 {{icon|boost}}Boost is used. And if you are out of both, or have insufficient {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control]](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 {{icon|water|bgcolor=transparent}}0.35 water, {{icon|volatiles|bgcolor=transparent}}0.35 volatiles, and {{icon|money|bgcolor=transparent}}0.1 money &#039;&#039;per year&#039;&#039;. This is approximately 0.029 water, 0.029 volatiles, and 0.008 money &#039;&#039;per month&#039;&#039;. Agricultural module covers {{icon|water}} and {{icon|volatiles}} upkeep of certain number of crews 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 {{icon|metal}}base 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 base metals. e. g. 200t module becomes 400t module on Mercury, and 200t difference means additional {{icon|metal}}20 base metal 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 {{icon|antimatter|bgcolor=DarkSlateGray}}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 {{icon|antimatter|bgcolor=DarkSlateGray}}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 T3 AutomatedSolarMirror.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Automated Solar Mirror|true|true|false|true}}&lt;br /&gt;
|}&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]].&lt;br /&gt;
&lt;br /&gt;
There is a soft limit on the number of {{icon|mining|bgcolor=DarkSlateGray}}mining bases you can have. Going over it will require paying extra {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|MC]] cost. This limit is raised by 3 with the {{icon|space}} [[Mission to the Moon]] tech and {{icon|space}} [[Mission to the Mercury]] tech. {{icon|space}} [[Mission to Mars]], {{icon|space}} [[Mission to the Asteroids]], {{icon|space}} [[Mission to Jupiter]], {{icon|space}} [[Mission to Saturn]], and {{icon|space}} [[Mission to the Outer Planets]] techs increases the limit by 6 each, for a maximum of 36 mines. This can then be raised further with every level of {{icon|space}} [[Future Tech: Space Science]]. &lt;br /&gt;
&lt;br /&gt;
Each additional mine beyond the initial limit has an escalating {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control (MC)]] cost, The total number of MC penalty is ((# of mines over the cap)^2)/2, rounded down except when n=1, where MC penalty is 1 rather than 0. &lt;br /&gt;
&lt;br /&gt;
So it goes as: 1 → 2 → 4 → 8 → 12 → 18 → 24 → 32...&amp;lt;br&amp;gt;&lt;br /&gt;
Which means per-mine cost sequence is: 1 → 1 → 2 → 4 → 4 → 6 → 6 → 8 → ...&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;
==== Mining modifier ====&lt;br /&gt;
This modifier is applied to the mining module&#039;s build cost and {{icon|power consumption}}power maintenance on respective celestial body. For example, on Mars the build cost of every ressources will be multiplied by 0.9342. This is multiplicative with radiation penalty, so on Mercury the build cost of every ressources will be multiplied by 1.9641 * 2 = 3.9282. Radiation does not affect power cost of the module, so the power consumption of Colony Mining Complex on Mercury is 200 * 1.9641 = 392.82, rounded up to 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;
== 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;
* 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;
Fission pile and Solar Collector 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.&lt;br /&gt;
&lt;br /&gt;
When built on surface bases they house 2 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. They also upgrade to use the best armor researched that does not cost exotics, which greatly increases their armor. See [[Ship Armor List]] for details.&lt;br /&gt;
&lt;br /&gt;
When built on stations they house 2 anti-ship weapons: 1 laser battery (laser / arc laser / phaser) and 1 projectile battery (gun / rail / coil / plasma). In addition, they also house 1 point defense turret (40mm autocannon / laser / arc laser / phaser). Station defense modules have low armor, only 5 * tier, and this value cannot be increased. Stations with defense modules will take part in space battles. They upgrade automatically when new faction projects that unlock hull weapons are researched. They also upgrade to use the best armor researched that does not cost exotics, which greatly increases their health. See [[Ship Armor List]] for details.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Weapon Size !! 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;
| {{#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;
| {{#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;
| {{#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 !! 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|false|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|false|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|false|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;
| 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;
| 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;
| 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;
| 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;
| 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>76561198066654836</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=10176</id>
		<title>Habs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=10176"/>
		<updated>2025-12-23T17:18:25Z</updated>

		<summary type="html">&lt;p&gt;76561198066654836: /* Modules */&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.&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 {{icon|boost}}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 {{icon|command}}[[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 {{icon|boost}}Boost is used. And if you are out of both, or have insufficient {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control]](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 {{icon|water|bgcolor=transparent}}0.35 water, {{icon|volatiles|bgcolor=transparent}}0.35 volatiles, and {{icon|money|bgcolor=transparent}}0.1 money &#039;&#039;per year&#039;&#039;. This is approximately 0.029 water, 0.029 volatiles, and 0.008 money &#039;&#039;per month&#039;&#039;. Agricultural module covers {{icon|water}} and {{icon|volatiles}} upkeep of certain number of crews 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 {{icon|metal}}base 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 base metals. e. g. 200t module becomes 400t module on Mercury, and 200t difference means additional {{icon|metal}}20 base metal 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 {{icon|antimatter|bgcolor=DarkSlateGray}}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 {{icon|antimatter|bgcolor=DarkSlateGray}}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 T3 AutomatedSolarMirror.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Automated Solar Mirror|true|true|false|true}}&lt;br /&gt;
|}&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]].&lt;br /&gt;
&lt;br /&gt;
There is a soft limit on the number of {{icon|mining|bgcolor=DarkSlateGray}}mining bases you can have. Going over it will require paying extra {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|MC]] cost. This limit is raised by 3 with the {{icon|space}} [[Mission to the Moon]] tech and {{icon|space}} [[Mission to the Mercury]] tech. {{icon|space}} [[Mission to Mars]], {{icon|space}} [[Mission to the Asteroids]], {{icon|space}} [[Mission to Jupiter]], {{icon|space}} [[Mission to Saturn]], and {{icon|space}} [[Mission to the Outer Planets]] techs increases the limit by 6 each, for a maximum of 36 mines. This can then be raised further with every level of {{icon|space}} [[Future Tech: Space Science]]. &lt;br /&gt;
&lt;br /&gt;
Each additional mine beyond the initial limit has an escalating {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control (MC)]] cost, The total number of MC penalty is ((# of mines over the cap)^2)/2, rounded down except when n=1, where MC penalty is 1 rather than 0. &lt;br /&gt;
&lt;br /&gt;
So it goes as: 1 → 2 → 4 → 8 → 12 → 18 → 24 → 32...&amp;lt;br&amp;gt;&lt;br /&gt;
Which means per-mine cost sequence is: 1 → 1 → 2 → 4 → 4 → 6 → 6 → 8 → ...&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;
==== Mining modifier ====&lt;br /&gt;
This modifier is applied to the mining module&#039;s build cost and {{icon|power consumption}}power maintenance on respective celestial body. For example, on Mars the build cost of every ressources will be multiplied by 0.9342. This is multiplicative with radiation penalty, so on Mercury the build cost of every ressources will be multiplied by 1.9641 * 2 = 3.9282. Radiation does not affect power cost of the module, so the power consumption of Colony Mining Complex on Mercury is 200 * 1.9641 = 392.82, rounded up to 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;
== 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;
Supply depot exist in an automated version.&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;
&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;
Fission pile and Solar Collector 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.&lt;br /&gt;
&lt;br /&gt;
When built on surface bases they house 2 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. They also upgrade to use the best armor researched that does not cost exotics, which greatly increases their armor. See [[Ship Armor List]] for details.&lt;br /&gt;
&lt;br /&gt;
When built on stations they house 2 anti-ship weapons: 1 laser battery (laser / arc laser / phaser) and 1 projectile battery (gun / rail / coil / plasma). In addition, they also house 1 point defense turret (40mm autocannon / laser / arc laser / phaser). Station defense modules have low armor, only 5 * tier, and this value cannot be increased. Stations with defense modules will take part in space battles. They upgrade automatically when new faction projects that unlock hull weapons are researched. They also upgrade to use the best armor researched that does not cost exotics, which greatly increases their health. See [[Ship Armor List]] for details.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Weapon Size !! 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;
| {{#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;
| {{#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;
| {{#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 !! 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|false|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|false|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|false|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;
| 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;
| 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;
| 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;
| 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;
| 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>76561198066654836</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=10175</id>
		<title>Habs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=10175"/>
		<updated>2025-12-23T17:17:15Z</updated>

		<summary type="html">&lt;p&gt;76561198066654836: /* Modules */&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.&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 {{icon|boost}}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 {{icon|command}}[[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 {{icon|boost}}Boost is used. And if you are out of both, or have insufficient {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control]](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 {{icon|water|bgcolor=transparent}}0.35 water, {{icon|volatiles|bgcolor=transparent}}0.35 volatiles, and {{icon|money|bgcolor=transparent}}0.1 money &#039;&#039;per year&#039;&#039;. This is approximately 0.029 water, 0.029 volatiles, and 0.008 money &#039;&#039;per month&#039;&#039;. Agricultural module covers {{icon|water}} and {{icon|volatiles}} upkeep of certain number of crews 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 {{icon|metal}}base 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 base metals. e. g. 200t module becomes 400t module on Mercury, and 200t difference means additional {{icon|metal}}20 base metal 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 {{icon|antimatter|bgcolor=DarkSlateGray}}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 {{icon|antimatter|bgcolor=DarkSlateGray}}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 T3 AutomatedSolarMirror.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Automated Solar Mirror|true|true|false|true}}&lt;br /&gt;
|}&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]].&lt;br /&gt;
&lt;br /&gt;
There is a soft limit on the number of {{icon|mining|bgcolor=DarkSlateGray}}mining bases you can have. Going over it will require paying extra {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|MC]] cost. This limit is raised by 3 with the {{icon|space}} [[Mission to the Moon]] tech and {{icon|space}} [[Mission to the Mercury]] tech. {{icon|space}} [[Mission to Mars]], {{icon|space}} [[Mission to the Asteroids]], {{icon|space}} [[Mission to Jupiter]], {{icon|space}} [[Mission to Saturn]], and {{icon|space}} [[Mission to the Outer Planets]] techs increases the limit by 6 each, for a maximum of 36 mines. This can then be raised further with every level of {{icon|space}} [[Future Tech: Space Science]]. &lt;br /&gt;
&lt;br /&gt;
Each additional mine beyond the initial limit has an escalating {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control (MC)]] cost, The total number of MC penalty is ((# of mines over the cap)^2)/2, rounded down except when n=1, where MC penalty is 1 rather than 0. &lt;br /&gt;
&lt;br /&gt;
So it goes as: 1 → 2 → 4 → 8 → 12 → 18 → 24 → 32...&amp;lt;br&amp;gt;&lt;br /&gt;
Which means per-mine cost sequence is: 1 → 1 → 2 → 4 → 4 → 6 → 6 → 8 → ...&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;
==== Mining modifier ====&lt;br /&gt;
This modifier is applied to the mining module&#039;s build cost and {{icon|power consumption}}power maintenance on respective celestial body. For example, on Mars the build cost of every ressources will be multiplied by 0.9342. This is multiplicative with radiation penalty, so on Mercury the build cost of every ressources will be multiplied by 1.9641 * 2 = 3.9282. Radiation does not affect power cost of the module, so the power consumption of Colony Mining Complex on Mercury is 200 * 1.9641 = 392.82, rounded up to 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;
== 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;
{| 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;
&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;
Fission pile and Solar Collector 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.&lt;br /&gt;
&lt;br /&gt;
When built on surface bases they house 2 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. They also upgrade to use the best armor researched that does not cost exotics, which greatly increases their armor. See [[Ship Armor List]] for details.&lt;br /&gt;
&lt;br /&gt;
When built on stations they house 2 anti-ship weapons: 1 laser battery (laser / arc laser / phaser) and 1 projectile battery (gun / rail / coil / plasma). In addition, they also house 1 point defense turret (40mm autocannon / laser / arc laser / phaser). Station defense modules have low armor, only 5 * tier, and this value cannot be increased. Stations with defense modules will take part in space battles. They upgrade automatically when new faction projects that unlock hull weapons are researched. They also upgrade to use the best armor researched that does not cost exotics, which greatly increases their health. See [[Ship Armor List]] for details.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Weapon Size !! 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;
| {{#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;
| {{#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;
| {{#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 !! 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|false|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|false|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|false|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;
| 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;
| 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;
| 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;
| 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;
| 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>76561198066654836</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=10174</id>
		<title>Habs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=10174"/>
		<updated>2025-12-23T17:16:46Z</updated>

		<summary type="html">&lt;p&gt;76561198066654836: /* Power Modules */&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.&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 {{icon|boost}}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 {{icon|command}}[[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 {{icon|boost}}Boost is used. And if you are out of both, or have insufficient {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control]](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 {{icon|water|bgcolor=transparent}}0.35 water, {{icon|volatiles|bgcolor=transparent}}0.35 volatiles, and {{icon|money|bgcolor=transparent}}0.1 money &#039;&#039;per year&#039;&#039;. This is approximately 0.029 water, 0.029 volatiles, and 0.008 money &#039;&#039;per month&#039;&#039;. Agricultural module covers {{icon|water}} and {{icon|volatiles}} upkeep of certain number of crews 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 {{icon|metal}}base 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 base metals. e. g. 200t module becomes 400t module on Mercury, and 200t difference means additional {{icon|metal}}20 base metal 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 {{icon|antimatter|bgcolor=DarkSlateGray}}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 {{icon|antimatter|bgcolor=DarkSlateGray}}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 T3 AutomatedSolarMirror.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Automated Solar Mirror|true|true|false|true}}&lt;br /&gt;
|}&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]].&lt;br /&gt;
&lt;br /&gt;
There is a soft limit on the number of {{icon|mining|bgcolor=DarkSlateGray}}mining bases you can have. Going over it will require paying extra {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|MC]] cost. This limit is raised by 3 with the {{icon|space}} [[Mission to the Moon]] tech and {{icon|space}} [[Mission to the Mercury]] tech. {{icon|space}} [[Mission to Mars]], {{icon|space}} [[Mission to the Asteroids]], {{icon|space}} [[Mission to Jupiter]], {{icon|space}} [[Mission to Saturn]], and {{icon|space}} [[Mission to the Outer Planets]] techs increases the limit by 6 each, for a maximum of 36 mines. This can then be raised further with every level of {{icon|space}} [[Future Tech: Space Science]]. &lt;br /&gt;
&lt;br /&gt;
Each additional mine beyond the initial limit has an escalating {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control (MC)]] cost, The total number of MC penalty is ((# of mines over the cap)^2)/2, rounded down except when n=1, where MC penalty is 1 rather than 0. &lt;br /&gt;
&lt;br /&gt;
So it goes as: 1 → 2 → 4 → 8 → 12 → 18 → 24 → 32...&amp;lt;br&amp;gt;&lt;br /&gt;
Which means per-mine cost sequence is: 1 → 1 → 2 → 4 → 4 → 6 → 6 → 8 → ...&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;
==== Mining modifier ====&lt;br /&gt;
This modifier is applied to the mining module&#039;s build cost and {{icon|power consumption}}power maintenance on respective celestial body. For example, on Mars the build cost of every ressources will be multiplied by 0.9342. This is multiplicative with radiation penalty, so on Mercury the build cost of every ressources will be multiplied by 1.9641 * 2 = 3.9282. Radiation does not affect power cost of the module, so the power consumption of Colony Mining Complex on Mercury is 200 * 1.9641 = 392.82, rounded up to 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;
== 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;
{| 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;
&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;
Fission pile and Solar Collector 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.&lt;br /&gt;
&lt;br /&gt;
When built on surface bases they house 2 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. They also upgrade to use the best armor researched that does not cost exotics, which greatly increases their armor. See [[Ship Armor List]] for details.&lt;br /&gt;
&lt;br /&gt;
When built on stations they house 2 anti-ship weapons: 1 laser battery (laser / arc laser / phaser) and 1 projectile battery (gun / rail / coil / plasma). In addition, they also house 1 point defense turret (40mm autocannon / laser / arc laser / phaser). Station defense modules have low armor, only 5 * tier, and this value cannot be increased. Stations with defense modules will take part in space battles. They upgrade automatically when new faction projects that unlock hull weapons are researched. They also upgrade to use the best armor researched that does not cost exotics, which greatly increases their health. See [[Ship Armor List]] for details.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Weapon Size !! 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;
| {{#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;
| {{#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;
| {{#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 !! 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|false|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|false|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|false|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;
| 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;
| 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;
| 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;
| 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;
| 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>76561198066654836</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=10173</id>
		<title>Habs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=10173"/>
		<updated>2025-12-23T17:13:42Z</updated>

		<summary type="html">&lt;p&gt;76561198066654836: /* Antimatter Capture */&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.&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 {{icon|boost}}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 {{icon|command}}[[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 {{icon|boost}}Boost is used. And if you are out of both, or have insufficient {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control]](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 {{icon|water|bgcolor=transparent}}0.35 water, {{icon|volatiles|bgcolor=transparent}}0.35 volatiles, and {{icon|money|bgcolor=transparent}}0.1 money &#039;&#039;per year&#039;&#039;. This is approximately 0.029 water, 0.029 volatiles, and 0.008 money &#039;&#039;per month&#039;&#039;. Agricultural module covers {{icon|water}} and {{icon|volatiles}} upkeep of certain number of crews 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 {{icon|metal}}base 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 base metals. e. g. 200t module becomes 400t module on Mercury, and 200t difference means additional {{icon|metal}}20 base metal 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 {{icon|antimatter|bgcolor=DarkSlateGray}}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 {{icon|antimatter|bgcolor=DarkSlateGray}}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 T3 AutomatedSolarMirror.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Automated Solar Mirror|true|true|false|true}}&lt;br /&gt;
|}&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]].&lt;br /&gt;
&lt;br /&gt;
There is a soft limit on the number of {{icon|mining|bgcolor=DarkSlateGray}}mining bases you can have. Going over it will require paying extra {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|MC]] cost. This limit is raised by 3 with the {{icon|space}} [[Mission to the Moon]] tech and {{icon|space}} [[Mission to the Mercury]] tech. {{icon|space}} [[Mission to Mars]], {{icon|space}} [[Mission to the Asteroids]], {{icon|space}} [[Mission to Jupiter]], {{icon|space}} [[Mission to Saturn]], and {{icon|space}} [[Mission to the Outer Planets]] techs increases the limit by 6 each, for a maximum of 36 mines. This can then be raised further with every level of {{icon|space}} [[Future Tech: Space Science]]. &lt;br /&gt;
&lt;br /&gt;
Each additional mine beyond the initial limit has an escalating {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control (MC)]] cost, The total number of MC penalty is ((# of mines over the cap)^2)/2, rounded down except when n=1, where MC penalty is 1 rather than 0. &lt;br /&gt;
&lt;br /&gt;
So it goes as: 1 → 2 → 4 → 8 → 12 → 18 → 24 → 32...&amp;lt;br&amp;gt;&lt;br /&gt;
Which means per-mine cost sequence is: 1 → 1 → 2 → 4 → 4 → 6 → 6 → 8 → ...&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;
==== Mining modifier ====&lt;br /&gt;
This modifier is applied to the mining module&#039;s build cost and {{icon|power consumption}}power maintenance on respective celestial body. For example, on Mars the build cost of every ressources will be multiplied by 0.9342. This is multiplicative with radiation penalty, so on Mercury the build cost of every ressources will be multiplied by 1.9641 * 2 = 3.9282. Radiation does not affect power cost of the module, so the power consumption of Colony Mining Complex on Mercury is 200 * 1.9641 = 392.82, rounded up to 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;
== 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;
{| 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;
&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;
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.&lt;br /&gt;
&lt;br /&gt;
When built on surface bases they house 2 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. They also upgrade to use the best armor researched that does not cost exotics, which greatly increases their armor. See [[Ship Armor List]] for details.&lt;br /&gt;
&lt;br /&gt;
When built on stations they house 2 anti-ship weapons: 1 laser battery (laser / arc laser / phaser) and 1 projectile battery (gun / rail / coil / plasma). In addition, they also house 1 point defense turret (40mm autocannon / laser / arc laser / phaser). Station defense modules have low armor, only 5 * tier, and this value cannot be increased. Stations with defense modules will take part in space battles. They upgrade automatically when new faction projects that unlock hull weapons are researched. They also upgrade to use the best armor researched that does not cost exotics, which greatly increases their health. See [[Ship Armor List]] for details.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Weapon Size !! 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;
| {{#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;
| {{#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;
| {{#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 !! 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|false|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|false|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|false|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;
| 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;
| 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;
| 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;
| 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;
| 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>76561198066654836</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Aliens/Lore&amp;diff=10116</id>
		<title>Aliens/Lore</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Aliens/Lore&amp;diff=10116"/>
		<updated>2025-12-19T17:40:20Z</updated>

		<summary type="html">&lt;p&gt;76561198066654836: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes lore behind the aliens invading Earth. For information about mechanics of alien faction, see [[Aliens]]&lt;br /&gt;
&lt;br /&gt;
{{Faction&lt;br /&gt;
|faction_name = The Aliens/Defense Consensus&lt;br /&gt;
|faction_icon = [[File:FAC_AlienCouncil_128.png]]&lt;br /&gt;
|faction_ideology = Tame humanity&lt;br /&gt;
|faction_objective = Tame humanity&lt;br /&gt;
|faction_ideological_position = [[File:Terra_Invicta_Ideology_Map.JPG|600px]]&lt;br /&gt;
|faction_leader_photo = {{icon|alien leader portrait|bgcolor=slategrey|size=200px}}&lt;br /&gt;
|faction_leader_name = Winter&#039;s Sword&lt;br /&gt;
|faction_leader_title = War Master&lt;br /&gt;
|faction_leader_quote = Greetings, faithful servant (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;Kneel, domestic animal&amp;lt;/font&amp;gt;). You are loved (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;you are nothing&amp;lt;/font&amp;gt;)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Aliens come from the Delta Pavonis system. In the past the Hydra were attacked and their homeworld destroyed by another alien race, the Salamanders. The surviving colonies managed to mind-control the Salamanders using their pherocytes. The Hydra decided that every other species has to be enslaved before it could become another threat. They have managed to conquer two other star systems: Zeta Tucanae and Alpha Mensae. One was the home of the Salamanders, the other was the home of the Griffins.&lt;br /&gt;
&lt;br /&gt;
There are also non-sapient aliens. As alien councilors travel on Earth, they spread genetically engineered invasive flora, which negatively affects native population, and may grow into megafauna - a giant amalgamation of plant matter and flesh acting like hostile to all army. There are also alien dogs which are often used along alien armies for scouting, and may be domesticated even by human civilians.&lt;br /&gt;
&lt;br /&gt;
The plan of Hydras is taking covert control of the human nations and using them to construct a network of orbital weapon platforms to keep them pacified. Then humanity can be used as a subservient race like the Salamanders.&lt;br /&gt;
&lt;br /&gt;
= Hydras =&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;
= Salamanders =&lt;br /&gt;
&lt;br /&gt;
Salamanders are alien species enslaved by hydras and used by them as shock troops. Before events of the game, they invaded hydra homeworld, killing all of its population, but were mind-controlled by the few survivors. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovered [https://en.wikipedia.org/wiki/Theropoda theropod] alien corpse&#039;&#039;&#039;&lt;br /&gt;
[[File:Milestone_SalamanderCorpseRecovered.jpeg|200px|thumb|Dead salamander]]&lt;br /&gt;
Initial examination of the body of this &amp;quot;Salamander,&amp;quot; as this superficially reptilian creature has been dubbed, suggests a species either bred for war or born in the crucible of it. Its body is pure muscle and sinew, to such an extent that its tail alone could snap a human neck with ease, and protected by a hide tougher than many metals. Yet, for all its bestial aspect, it is — or was — intelligent enough to wield a firearm. This creature is visually frightening to our people; even as a corpse, it is deeply unsettling to behold.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;It would be hard to envisage a more effective shock trooper than the Salamander — though the many livid scars which criss-cross this corpse&#039;s armored flesh may suggest that its kind do not perform this role entirely willingly.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Captured live theropod alien&#039;&#039;&#039;&lt;br /&gt;
[[File:Milestone LiveSalamanderCaptured.jpeg|200px|thumb|Captured salamander]]&lt;br /&gt;
Beauty is not skin-deep, it is said — and neither, it would seem, is monstrosity. The captive Salamander demonstrates neither obvious fear nor compliance, instead bristling with barely-withheld aggression at all times. Yet this is clearly no animal; it watches carefully, choosing its moments and its actions carefully, never recklessly.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The Salamander is a chilling being to find oneself in the presence of — the coiled might of the thing, the eyes that emanate only cold hatred, and most of all the sense that it is patiently waiting for the perfect moment to strike. If it is, as we suspect, a mere footsoldier in a war we do not yet wholly comprehend, it is nevertheless one more than capable of its own decision-making. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AlienActivity TerrorizeRegion.jpeg|thumb|200px|Salamanders terrorizing a city]]&lt;br /&gt;
&lt;br /&gt;
= Griffins =&lt;br /&gt;
Griffins are avian aliens enslaved by hydras. They are maladjusted for Earth&#039;s gravity, and usually stay on aliens&#039; space assets.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovered avian alien corpse&#039;&#039;&#039;&lt;br /&gt;
[[File:Milestone GriffinCorpseRecovered.jpeg|200px|thumb|Dead griffin]]&lt;br /&gt;
We have successfully retrieved the body of one of the creatures we have nicknamed &amp;quot;Griffins.&amp;quot; A preliminary assessment confirms that it is an entirely different species to the aliens first encountered on Earth — as different from them as we humans are from, say, a dragonfly. Indeed, so thin and hollow are this alien&#039;s bones that it seems unlikely it even originated from the same planet as the other aliens. Most probably, it hails from a far lower-gravity environment, which would also explain how rarely this particular species has been sighted on Earth.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;While the bone structure arguably invites comparison to avian life on our own world — hence the designation &amp;quot;Griffin&amp;quot; — the similarities end there. This creature is, in every sense of the word, alien.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Captured live avian alien&#039;&#039;&#039;&lt;br /&gt;
[[File:Milestone LiveGriffinCaptured.jpeg|200px|thumb|Captured griffin]]&lt;br /&gt;
Having recovered and performed initial assessment of a living &amp;quot;Griffin&amp;quot; creature, we have no doubt that this is a sapient species. An obvious intelligence glints in its otherworldly eyes — but also what looks for all the world like fear. Despite its grotesque appearance, it seems strangely cowed, even deferential in the presence of humans — flinching when we draw near, and showing no objection to any request we might make of it — those few that it understands, at least.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This behavior would seem to suggest that the creature is accustomed to following orders; whatever place the Griffin occupy in the alien hierarchy, it is surely not one of leadership.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Griffin count is referenced in hab variables in the game. &lt;br /&gt;
&lt;br /&gt;
= Alien dogs =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovered alien war dog&#039;&#039;&#039;&lt;br /&gt;
[[File:Milestone_WarDogRecovered.jpeg|200px|thumb|War dog]]&lt;br /&gt;
The body of the creature we have, in the absence of words to better reflect this beast&#039;s frightful appearance, named a &amp;quot;War Dog,&amp;quot; has been sent for further study. A pre-autopsy assessment has confirmed it to be non-sapient. The brain is small, encased within an unusually thick skull and, as with the canines for which it is named, its appendages would simply not be capable of operating tools or weapons.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The War Dog corpse does display some visible commonalities with what we have observed of the primary aliens, suggesting that they may originate from the same world, but this particular creature bears all the hallmarks of a subservient race. It is quite clearly a natural-born killer, and perhaps even an apex predator, but trained to obey — and to attack.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Xenoforming =&lt;br /&gt;
&lt;br /&gt;
Aliens use non-sentient life forms to terraform Earth. Eventually it turns into megafauna. Xenoflora is harmful for humans, but eventually [[the Servants]] find a way to negate its effects. [[Humanity First]] may genetically engineer animals that destroy it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien life forms detected&#039;&#039;&#039;&lt;br /&gt;
Scattered and garbled reports of unusual plantlife have now given way to confirmed sightings of vegetation never before seen on Earth. Strange growths have erupted from the affected land, connected by a pulsing lattice of tendril-like roots. Although this unknown flora appears superficially plant-like, its connected nature is more analogous to fungal growth. Furthermore, small movements have been detected among and around these growths, suggesting that whatever has been done to the local environment has enabled other, as yet undocumented, forms of alien life to survive here on Earth.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;While these changes remain localized for now, the ultimate purpose of this &amp;quot;xenoforming&amp;quot; is as yet unclear. Do our visitors similarly require it for their own survival, it is to gain some strategic foothold, are they growing something else within the affected environments — or do they seek to transform our entire world into a simulacrum of theirs?&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Flora&#039;&#039;&#039;&lt;br /&gt;
[[File:Event SuddenFlowering.jpeg|200px|thumb]]&lt;br /&gt;
There was a finite amount to be gleaned from our study of the vegetative lifeform we have dubbed &#039;xenoflora&#039;, but not a lack of trying. The issue is that we have thus far been unable to fully crack its genetic make-up, for elements thereof are so, for lack of a better word, alien as to be thoroughly inscrutable to us at the present time. Neither have we been able to divine any clues as to its origin, other than to say it is most certainly not of this Earth. While we have previously observed some correlation between xenoflora growth and alien crash sites, causation now seems highly probable.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Even its behavior supports this conclusion - it spreads faster than any terrestrial flora or even fungus, and with eerie, almost machine-like regularity. To suggest that the xenoflora has been in some way genetically altered - or even wholly designed - would not be an unreasonable hypothesis. If left unchecked, it could very likely colonize a region in record time, preventing the growth of all other flora. To what end we do not yet know. It would therefore be prudent to find a way to limit the organism&#039;s spread, whether through military or biological means. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote class=&amp;quot;clear: both&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Event_Pretenders.jpeg|200px|thumb|Pretenders]]&lt;br /&gt;
&#039;&#039;&#039;Pretenders&#039;&#039;&#039;&lt;br /&gt;
Residents of a town {targetRegionNameSentIn} are claiming that alien infiltrators are stalking the streets in human form.&lt;br /&gt;
&lt;br /&gt;
It sounds far-fetched, but given the global situation, any reports of alien activity are worth investigating.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;uncovered xenofauna masquerading as humans&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It was so subtle that our researchers working late at night almost missed it: one of the presumed pretenders was changing color and temperature to blend in with the houses in the background. Once we knew what we were looking for, we were able to isolate and round up all the pretenders without great incident. The townspeople are grateful for our efforts and can breathe a little easier now.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hallucinations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A thorough medical examination of the town&#039;s residents revealed that many of them displayed highly irregular activity in the frontal lobe and visual cortex. This suggests that these reports of so-called pretenders are nothing more than a mass hallucination. While the exact cause has yet to be fully determined, we can at least stand down the combat teams for now.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;uncovered xenofauna masquerading as humans&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While the townspeople were waiting in line to be examined, we noticed a few individuals behaving suspiciously. When security personnel tried to escort them away for individual examination, they turned out to not be people at all, but rather some bizarre xenofauna with mimetic properties. Surprised, the guards opened fire and gunned the creatures down on the spot. The incident was shocking for the townspeople, but in a way it was a relief as well.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote class=&amp;quot;clear: both&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Indigo Dreams&#039;&#039;&#039;&lt;br /&gt;
[[File:Event_IndigoDreams.jpeg|200px|thumb|Indigo dreams]]&lt;br /&gt;
Local criminal elements have devised a method of harvesting xenoflora and rendering it into a powdered form, with hallucinogenic effects beyond anything currently on the market. Uptake among the local population is already concerningly high as a result.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;My Little Friend&#039;&#039;&#039;&lt;br /&gt;
[[File:Event MyAlienFriend.jpeg|200px|thumb|Alien cat or something]]&lt;br /&gt;
A child {targetRegionNameSentIn} of {targetNationNameWithArticle} has befriended a small, adorable alien creature as a pet, and she and her friends kept it hidden for some time before her parents discovered it and contacted the authorities and the news media. It doesn&#039;t appear to present an obvious threat and seems to want to remain with the child, and the local community has rallied around the family.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&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;
= Kaiju =&lt;br /&gt;
&lt;br /&gt;
Megafauna is a giant amalgamation of plant and animal matter that attacks civilians and destroys infrastructure. &lt;br /&gt;
&lt;br /&gt;
[[The Initiative]] has access to unique technology which gives them a chance to control megafauna.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Monsters&#039;&#039;&#039;&lt;br /&gt;
[[File:Event AlienMegafaunaArmySpawn.jpeg|200px|thumb]]&lt;br /&gt;
A new, and enormous, species of extraterrestrial has been detected on Earth.&lt;br /&gt;
&lt;br /&gt;
Where previously the land altered by the alien visitors was almost eerily still, now mountainous and monstrous silhouettes move through the unearthly vegetation. There were, until now, still those who refuted the presence of extraterrestrial beings on our world, but the startling footage of these immense new entities is something to demolish the convictions of even the most staunch unbeliever.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Their titanic bulk blots out the light; the land trembles at their step. Trees and buildings are pushed aside as if they were tissue paper, or are uprooted by vast tendrils as if they were mere seedlings, and, even miles away, the very air seems to bend at their deafening cry. All the world knows it now: giants are among us.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A massive grouping of alien and Earth megafauna is rampaging across the {0} region of {1}, killing civilians and damaging infrastructure. Only a military intervention can stop it.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Defeated Alien Megafauna&#039;&#039;&#039;&lt;br /&gt;
[[File:Army AlienMegafauna.jpeg|200px|thumb]]&lt;br /&gt;
We have begun investigations of the dead titanic extraterrestrial beast.&lt;br /&gt;
&lt;br /&gt;
Initial examination of the creature&#039;s colossal carcass suggests that it is not a wholly independent entity, but is instead linked to the plant-like alien growth around them. Think of that strange vegetation as akin to the vast fungal network that grows beneath fecund woodland soil, and of these titans as the mushrooms push through to the surface. There the analogy stops, however, for these giants are not fungal in nature, and they are of course ambulatory — and extremely aggressive.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Their true nature is something of a mystery, for they appear to be some hybridization of flesh and vegetation — quite possibly the result of genetic tampering. This is borne out by the staggering speed at which they reach their enormous size. Our current working hypothesis is that they do not simply &amp;quot;grow,&amp;quot; but are themselves part of the aliens&#039; terraforming procedures. Effectively, nearby matter — soil, bedrock, plant and animal life — is absorbed in bulk, then rapidly transformed into creature mass.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;While we cannot yet divine the exact nature of this process, one thing is clear: if left unchecked, an insurmountable number of these titans would soon stalk the Earth.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Lore]]&lt;/div&gt;</summary>
		<author><name>76561198066654836</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Aliens/Lore&amp;diff=10115</id>
		<title>Aliens/Lore</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Aliens/Lore&amp;diff=10115"/>
		<updated>2025-12-19T17:38:17Z</updated>

		<summary type="html">&lt;p&gt;76561198066654836: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes lore behind the aliens invading Earth. For information about mechanics of alien faction, see [[Aliens]]&lt;br /&gt;
&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
{{Faction&lt;br /&gt;
|faction_name = The Aliens/Defense Consensus&lt;br /&gt;
|faction_icon = [[File:FAC_AlienCouncil_128.png]]&lt;br /&gt;
|faction_ideology = Tame humanity&lt;br /&gt;
|faction_objective = Tame humanity&lt;br /&gt;
|faction_ideological_position = [[File:Terra_Invicta_Ideology_Map.JPG|600px]]&lt;br /&gt;
|faction_leader_photo = {{icon|alien leader portrait|bgcolor=slategrey|size=200px}}&lt;br /&gt;
|faction_leader_name = Winter&#039;s Sword&lt;br /&gt;
|faction_leader_title = War Master&lt;br /&gt;
|faction_leader_quote = Greetings, faithful servant (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;Kneel, domestic animal&amp;lt;/font&amp;gt;). You are loved (&amp;lt;font color=&amp;quot;#9964FF&amp;quot;&amp;gt;you are nothing&amp;lt;/font&amp;gt;)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Aliens come from the Delta Pavonis system. In the past the Hydra were attacked and their homeworld destroyed by another alien race, the Salamanders. The surviving colonies managed to mind-control the Salamanders using their pherocytes. The Hydra decided that every other species has to be enslaved before it could become another threat. They have managed to conquer two other star systems: Zeta Tucanae and Alpha Mensae. One was the home of the Salamanders, the other was the home of the Griffins.&lt;br /&gt;
&lt;br /&gt;
There are also non-sapient aliens. As alien councilors travel on Earth, they spread genetically engineered invasive flora, which negatively affects native population, and may grow into megafauna - a giant amalgamation of plant matter and flesh acting like hostile to all army. There are also alien dogs which are often used along alien armies for scouting, and may be domesticated even by human civilians.&lt;br /&gt;
&lt;br /&gt;
The plan of Hydras is taking covert control of the human nations and using them to construct a network of orbital weapon platforms to keep them pacified. Then humanity can be used as a subservient race like the Salamanders.&lt;br /&gt;
&lt;br /&gt;
= Hydras =&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;
= Salamanders =&lt;br /&gt;
&lt;br /&gt;
Salamanders are alien species enslaved by hydras and used by them as shock troops. Before events of the game, they invaded hydra homeworld, killing all of its population, but were mind-controlled by the few survivors. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovered [https://en.wikipedia.org/wiki/Theropoda theropod] alien corpse&#039;&#039;&#039;&lt;br /&gt;
[[File:Milestone_SalamanderCorpseRecovered.jpeg|200px|thumb|Dead salamander]]&lt;br /&gt;
Initial examination of the body of this &amp;quot;Salamander,&amp;quot; as this superficially reptilian creature has been dubbed, suggests a species either bred for war or born in the crucible of it. Its body is pure muscle and sinew, to such an extent that its tail alone could snap a human neck with ease, and protected by a hide tougher than many metals. Yet, for all its bestial aspect, it is — or was — intelligent enough to wield a firearm. This creature is visually frightening to our people; even as a corpse, it is deeply unsettling to behold.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;It would be hard to envisage a more effective shock trooper than the Salamander — though the many livid scars which criss-cross this corpse&#039;s armored flesh may suggest that its kind do not perform this role entirely willingly.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Captured live theropod alien&#039;&#039;&#039;&lt;br /&gt;
[[File:Milestone LiveSalamanderCaptured.jpeg|200px|thumb|Captured salamander]]&lt;br /&gt;
Beauty is not skin-deep, it is said — and neither, it would seem, is monstrosity. The captive Salamander demonstrates neither obvious fear nor compliance, instead bristling with barely-withheld aggression at all times. Yet this is clearly no animal; it watches carefully, choosing its moments and its actions carefully, never recklessly.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The Salamander is a chilling being to find oneself in the presence of — the coiled might of the thing, the eyes that emanate only cold hatred, and most of all the sense that it is patiently waiting for the perfect moment to strike. If it is, as we suspect, a mere footsoldier in a war we do not yet wholly comprehend, it is nevertheless one more than capable of its own decision-making. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AlienActivity TerrorizeRegion.jpeg|thumb|200px|Salamanders terrorizing a city]]&lt;br /&gt;
&lt;br /&gt;
= Griffins =&lt;br /&gt;
Griffins are avian aliens enslaved by hydras. They are maladjusted for Earth&#039;s gravity, and usually stay on aliens&#039; space assets.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovered avian alien corpse&#039;&#039;&#039;&lt;br /&gt;
[[File:Milestone GriffinCorpseRecovered.jpeg|200px|thumb|Dead griffin]]&lt;br /&gt;
We have successfully retrieved the body of one of the creatures we have nicknamed &amp;quot;Griffins.&amp;quot; A preliminary assessment confirms that it is an entirely different species to the aliens first encountered on Earth — as different from them as we humans are from, say, a dragonfly. Indeed, so thin and hollow are this alien&#039;s bones that it seems unlikely it even originated from the same planet as the other aliens. Most probably, it hails from a far lower-gravity environment, which would also explain how rarely this particular species has been sighted on Earth.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;While the bone structure arguably invites comparison to avian life on our own world — hence the designation &amp;quot;Griffin&amp;quot; — the similarities end there. This creature is, in every sense of the word, alien.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Captured live avian alien&#039;&#039;&#039;&lt;br /&gt;
[[File:Milestone LiveGriffinCaptured.jpeg|200px|thumb|Captured griffin]]&lt;br /&gt;
Having recovered and performed initial assessment of a living &amp;quot;Griffin&amp;quot; creature, we have no doubt that this is a sapient species. An obvious intelligence glints in its otherworldly eyes — but also what looks for all the world like fear. Despite its grotesque appearance, it seems strangely cowed, even deferential in the presence of humans — flinching when we draw near, and showing no objection to any request we might make of it — those few that it understands, at least.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This behavior would seem to suggest that the creature is accustomed to following orders; whatever place the Griffin occupy in the alien hierarchy, it is surely not one of leadership.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Griffin count is referenced in hab variables in the game. &lt;br /&gt;
&lt;br /&gt;
= Alien dogs =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovered alien war dog&#039;&#039;&#039;&lt;br /&gt;
[[File:Milestone_WarDogRecovered.jpeg|200px|thumb|War dog]]&lt;br /&gt;
The body of the creature we have, in the absence of words to better reflect this beast&#039;s frightful appearance, named a &amp;quot;War Dog,&amp;quot; has been sent for further study. A pre-autopsy assessment has confirmed it to be non-sapient. The brain is small, encased within an unusually thick skull and, as with the canines for which it is named, its appendages would simply not be capable of operating tools or weapons.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The War Dog corpse does display some visible commonalities with what we have observed of the primary aliens, suggesting that they may originate from the same world, but this particular creature bears all the hallmarks of a subservient race. It is quite clearly a natural-born killer, and perhaps even an apex predator, but trained to obey — and to attack.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Xenoforming =&lt;br /&gt;
&lt;br /&gt;
Aliens use non-sentient life forms to terraform Earth. Eventually it turns into megafauna. Xenoflora is harmful for humans, but eventually [[the Servants]] find a way to negate its effects. [[Humanity First]] may genetically engineer animals that destroy it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien life forms detected&#039;&#039;&#039;&lt;br /&gt;
Scattered and garbled reports of unusual plantlife have now given way to confirmed sightings of vegetation never before seen on Earth. Strange growths have erupted from the affected land, connected by a pulsing lattice of tendril-like roots. Although this unknown flora appears superficially plant-like, its connected nature is more analogous to fungal growth. Furthermore, small movements have been detected among and around these growths, suggesting that whatever has been done to the local environment has enabled other, as yet undocumented, forms of alien life to survive here on Earth.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;While these changes remain localized for now, the ultimate purpose of this &amp;quot;xenoforming&amp;quot; is as yet unclear. Do our visitors similarly require it for their own survival, it is to gain some strategic foothold, are they growing something else within the affected environments — or do they seek to transform our entire world into a simulacrum of theirs?&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Flora&#039;&#039;&#039;&lt;br /&gt;
[[File:Event SuddenFlowering.jpeg|200px|thumb]]&lt;br /&gt;
There was a finite amount to be gleaned from our study of the vegetative lifeform we have dubbed &#039;xenoflora&#039;, but not a lack of trying. The issue is that we have thus far been unable to fully crack its genetic make-up, for elements thereof are so, for lack of a better word, alien as to be thoroughly inscrutable to us at the present time. Neither have we been able to divine any clues as to its origin, other than to say it is most certainly not of this Earth. While we have previously observed some correlation between xenoflora growth and alien crash sites, causation now seems highly probable.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Even its behavior supports this conclusion - it spreads faster than any terrestrial flora or even fungus, and with eerie, almost machine-like regularity. To suggest that the xenoflora has been in some way genetically altered - or even wholly designed - would not be an unreasonable hypothesis. If left unchecked, it could very likely colonize a region in record time, preventing the growth of all other flora. To what end we do not yet know. It would therefore be prudent to find a way to limit the organism&#039;s spread, whether through military or biological means. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote class=&amp;quot;clear: both&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Event_Pretenders.jpeg|200px|thumb|Pretenders]]&lt;br /&gt;
&#039;&#039;&#039;Pretenders&#039;&#039;&#039;&lt;br /&gt;
Residents of a town {targetRegionNameSentIn} are claiming that alien infiltrators are stalking the streets in human form.&lt;br /&gt;
&lt;br /&gt;
It sounds far-fetched, but given the global situation, any reports of alien activity are worth investigating.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;uncovered xenofauna masquerading as humans&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It was so subtle that our researchers working late at night almost missed it: one of the presumed pretenders was changing color and temperature to blend in with the houses in the background. Once we knew what we were looking for, we were able to isolate and round up all the pretenders without great incident. The townspeople are grateful for our efforts and can breathe a little easier now.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hallucinations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A thorough medical examination of the town&#039;s residents revealed that many of them displayed highly irregular activity in the frontal lobe and visual cortex. This suggests that these reports of so-called pretenders are nothing more than a mass hallucination. While the exact cause has yet to be fully determined, we can at least stand down the combat teams for now.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;uncovered xenofauna masquerading as humans&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While the townspeople were waiting in line to be examined, we noticed a few individuals behaving suspiciously. When security personnel tried to escort them away for individual examination, they turned out to not be people at all, but rather some bizarre xenofauna with mimetic properties. Surprised, the guards opened fire and gunned the creatures down on the spot. The incident was shocking for the townspeople, but in a way it was a relief as well.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote class=&amp;quot;clear: both&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Indigo Dreams&#039;&#039;&#039;&lt;br /&gt;
[[File:Event_IndigoDreams.jpeg|200px|thumb|Indigo dreams]]&lt;br /&gt;
Local criminal elements have devised a method of harvesting xenoflora and rendering it into a powdered form, with hallucinogenic effects beyond anything currently on the market. Uptake among the local population is already concerningly high as a result.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;My Little Friend&#039;&#039;&#039;&lt;br /&gt;
[[File:Event MyAlienFriend.jpeg|200px|thumb|Alien cat or something]]&lt;br /&gt;
A child {targetRegionNameSentIn} of {targetNationNameWithArticle} has befriended a small, adorable alien creature as a pet, and she and her friends kept it hidden for some time before her parents discovered it and contacted the authorities and the news media. It doesn&#039;t appear to present an obvious threat and seems to want to remain with the child, and the local community has rallied around the family.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&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;
= Kaiju =&lt;br /&gt;
&lt;br /&gt;
Megafauna is a giant amalgamation of plant and animal matter that attacks civilians and destroys infrastructure. &lt;br /&gt;
&lt;br /&gt;
[[The Initiative]] has access to unique technology which gives them a chance to control megafauna.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Monsters&#039;&#039;&#039;&lt;br /&gt;
[[File:Event AlienMegafaunaArmySpawn.jpeg|200px|thumb]]&lt;br /&gt;
A new, and enormous, species of extraterrestrial has been detected on Earth.&lt;br /&gt;
&lt;br /&gt;
Where previously the land altered by the alien visitors was almost eerily still, now mountainous and monstrous silhouettes move through the unearthly vegetation. There were, until now, still those who refuted the presence of extraterrestrial beings on our world, but the startling footage of these immense new entities is something to demolish the convictions of even the most staunch unbeliever.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Their titanic bulk blots out the light; the land trembles at their step. Trees and buildings are pushed aside as if they were tissue paper, or are uprooted by vast tendrils as if they were mere seedlings, and, even miles away, the very air seems to bend at their deafening cry. All the world knows it now: giants are among us.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A massive grouping of alien and Earth megafauna is rampaging across the {0} region of {1}, killing civilians and damaging infrastructure. Only a military intervention can stop it.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Defeated Alien Megafauna&#039;&#039;&#039;&lt;br /&gt;
[[File:Army AlienMegafauna.jpeg|200px|thumb]]&lt;br /&gt;
We have begun investigations of the dead titanic extraterrestrial beast.&lt;br /&gt;
&lt;br /&gt;
Initial examination of the creature&#039;s colossal carcass suggests that it is not a wholly independent entity, but is instead linked to the plant-like alien growth around them. Think of that strange vegetation as akin to the vast fungal network that grows beneath fecund woodland soil, and of these titans as the mushrooms push through to the surface. There the analogy stops, however, for these giants are not fungal in nature, and they are of course ambulatory — and extremely aggressive.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Their true nature is something of a mystery, for they appear to be some hybridization of flesh and vegetation — quite possibly the result of genetic tampering. This is borne out by the staggering speed at which they reach their enormous size. Our current working hypothesis is that they do not simply &amp;quot;grow,&amp;quot; but are themselves part of the aliens&#039; terraforming procedures. Effectively, nearby matter — soil, bedrock, plant and animal life — is absorbed in bulk, then rapidly transformed into creature mass.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;While we cannot yet divine the exact nature of this process, one thing is clear: if left unchecked, an insurmountable number of these titans would soon stalk the Earth.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Lore]]&lt;/div&gt;</summary>
		<author><name>76561198066654836</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Module:OfficerLister&amp;diff=8404</id>
		<title>Module:OfficerLister</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Module:OfficerLister&amp;diff=8404"/>
		<updated>2025-11-29T22:42:52Z</updated>

		<summary type="html">&lt;p&gt;76561198066654836: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;---&lt;br /&gt;
---Reads the Officer data files and presents them in readable formats, with additional calculated statistics.&lt;br /&gt;
---&lt;br /&gt;
---@module OfficerLister&lt;br /&gt;
local OfficerLister = {}&lt;br /&gt;
&lt;br /&gt;
--region Dependencies&lt;br /&gt;
local IconModule = require(&#039;Module:Icon&#039;)&lt;br /&gt;
local OfficerData = mw.loadData(&#039;Module:CSVReader/Officer&#039;)&lt;br /&gt;
local OfficerNames = mw.loadData(&#039;Module:ENReader/Officer&#039;)&lt;br /&gt;
&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Private constants&lt;br /&gt;
local sfind = string.find&lt;br /&gt;
local ssub = string.sub&lt;br /&gt;
local requirements = {&lt;br /&gt;
	FlagBridge = &#039;\n* Requires flag bridge module&#039;,&lt;br /&gt;
	MissileWeapons =  &#039;\n* Using missiles&#039;,&lt;br /&gt;
	GunWeapons =  &#039;\n* Using naval, magnetic, or plasma guns&#039;,&lt;br /&gt;
	EnergyWeapons =  &#039;\n* Using lasers or particles&#039;,&lt;br /&gt;
	Marines = &#039;\n* Using marines&#039;,&lt;br /&gt;
	TunableDrive =  &#039;\n* Requires tunable drive&#039;,&lt;br /&gt;
}&lt;br /&gt;
local triggers = {&lt;br /&gt;
	WinCombat = &#039;Winning combat&#039;,&lt;br /&gt;
	SurviveCombat = &#039;Surviving combat&#039;,&lt;br /&gt;
	CombatKill = &#039;Killing in combat&#039;,&lt;br /&gt;
	CombatKill_Missiles = &#039;Killing in combat&#039;,&lt;br /&gt;
	CombatKill_Guns = &#039;Killing in combat&#039;,&lt;br /&gt;
	CombatKill_Beam = &#039;Killing in combat&#039;,&lt;br /&gt;
	SuccessfulMarineAssault = &#039;Successfully assaulting&#039;,&lt;br /&gt;
	CompleteLongTrajectory = &#039;Completing interplanetary transfer&#039;&lt;br /&gt;
}&lt;br /&gt;
local levelColor = {&lt;br /&gt;
	[1] = &#039;red&#039;,&lt;br /&gt;
	[2] = &#039;orange&#039;,&lt;br /&gt;
	[3] = &#039;green&#039;,&lt;br /&gt;
}&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--region Private member variables&lt;br /&gt;
--none&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Private methods&lt;br /&gt;
-- Replaces ONE instance of the stringToReplace with replacementString in the fullString&lt;br /&gt;
local sreplace = function(fullString, stringToReplace, replacementString)&lt;br /&gt;
	local si, ei = sfind(fullString, stringToReplace, 1, true)&lt;br /&gt;
	if not si then&lt;br /&gt;
		return fullString&lt;br /&gt;
	end&lt;br /&gt;
	local prefix = ssub(fullString,1,si - 1)&lt;br /&gt;
	local suffix = ssub(fullString,ei+1)&lt;br /&gt;
	return prefix .. replacementString .. suffix&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Public methods&lt;br /&gt;
&lt;br /&gt;
---@return wiki table of Officers. &lt;br /&gt;
function OfficerLister.ListOfficers()&lt;br /&gt;
	local returnString = &#039;{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! Officer Name&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:&#039; .. levelColor[1] .. &#039;&amp;quot;&amp;gt;1st Rank&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:&#039; .. levelColor[2] .. &#039;&amp;quot;&amp;gt;2nd Rank&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:&#039; .. levelColor[3] .. &#039;&amp;quot;&amp;gt;3rd Rank&amp;lt;/span&amp;gt;&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! Spawn&amp;lt;br&amp;gt;Rules&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! Min&amp;lt;br&amp;gt;Crew&#039;&lt;br /&gt;
	returnString = returnString .. &#039;\n! Effects&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:&#039; .. levelColor[1] .. &#039;&amp;quot;&amp;gt;At 1st Rank&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:&#039; .. levelColor[2] .. &#039;&amp;quot;&amp;gt;At 2nd Rank&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:&#039; .. levelColor[3] .. &#039;&amp;quot;&amp;gt;At 3rd Rank&amp;lt;/span&amp;gt;&#039;&lt;br /&gt;
	&lt;br /&gt;
	&lt;br /&gt;
	returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	&lt;br /&gt;
	for rowID, row in pairs(OfficerData) do&lt;br /&gt;
		returnString = returnString .. &#039;\n| &#039; .. (OfficerNames[&#039;TIOfficerTemplate.displayName.&#039; .. rowID] or rowID)&lt;br /&gt;
		returnString = returnString .. &#039;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:&#039; .. levelColor[1] .. &#039;&amp;quot;&amp;gt;&#039; .. (OfficerNames[&#039;TIOfficerTemplate.&#039; .. rowID .. &#039;_1&#039;] or rowID) .. &#039;&amp;lt;/span&amp;gt;&#039;&lt;br /&gt;
		returnString = returnString .. &#039;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:&#039; .. levelColor[2] .. &#039;&amp;quot;&amp;gt;&#039; .. (OfficerNames[&#039;TIOfficerTemplate.&#039; .. rowID .. &#039;_2&#039;] or rowID) .. &#039;&amp;lt;/span&amp;gt;&#039;&lt;br /&gt;
		returnString = returnString .. &#039;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:&#039; .. levelColor[3] .. &#039;&amp;quot;&amp;gt;&#039; .. (OfficerNames[&#039;TIOfficerTemplate.&#039; .. rowID .. &#039;_3&#039;] or rowID) .. &#039;&amp;lt;/span&amp;gt;&#039;&lt;br /&gt;
		&lt;br /&gt;
		returnString = returnString .. &#039;\n| &#039; .. ((tonumber(row[&#039;spawnChance&#039;] or 0) or 0) * 100) .. &#039;% chance when:\n*&#039; .. (triggers[row[&#039;spawnEventType&#039;] or &#039;&#039;] or row[&#039;spawnEventType&#039;])&lt;br /&gt;
		&lt;br /&gt;
		local minCrew = 0&lt;br /&gt;
		local bypassOfficerCap = true&lt;br /&gt;
		for i = 0, 2 do&lt;br /&gt;
			local req = row[&#039;requirements/&#039; .. i .. &#039;/requirement&#039;]&lt;br /&gt;
			if req and req == &#039;CrewMin&#039; then&lt;br /&gt;
				minCrew = row[&#039;requirements/&#039; .. i .. &#039;/value&#039;]&lt;br /&gt;
			elseif req and req == &#039;MaxTotalOfficersPerShip&#039; then&lt;br /&gt;
				bypassOfficerCap = false&lt;br /&gt;
			elseif req and requirements[req] then&lt;br /&gt;
				returnString = returnString .. requirements[req]&lt;br /&gt;
			end&lt;br /&gt;
		end&lt;br /&gt;
		if bypassOfficerCap then&lt;br /&gt;
			returnString = returnString .. &#039;\n* Bypass officer limit&#039;&lt;br /&gt;
		end&lt;br /&gt;
		returnString = returnString .. &#039;\n| &#039; .. minCrew&lt;br /&gt;
		&lt;br /&gt;
		local effects = {}&lt;br /&gt;
		effects[1] = &#039;&#039;&lt;br /&gt;
		effects[2] = &#039;&#039;&lt;br /&gt;
		effects[3] = &#039;&#039;&lt;br /&gt;
		for i = 0, 8 do&lt;br /&gt;
			local level = tonumber(row[&#039;effects/&#039; .. i .. &#039;/level&#039;] or 0) or 0&lt;br /&gt;
			if level and level ~= 0 then&lt;br /&gt;
				effects[level] = effects[level] .. &#039;* &amp;lt;span style=&amp;quot;color:&#039; .. levelColor[level] .. &#039;&amp;quot;&amp;gt;&#039;&lt;br /&gt;
				local evalue = {}&lt;br /&gt;
				evalue[0] = row[&#039;effects/&#039; .. i .. &#039;/value&#039;]&lt;br /&gt;
				evalue[1] = ((tonumber(row[&#039;effects/&#039; .. i .. &#039;/value&#039;] or 0) or 0) * 100) .. &#039;%&#039;&lt;br /&gt;
				evalue[2] = (100 - (tonumber(row[&#039;effects/&#039; .. i .. &#039;/value&#039;] or 0) or 0) * 100) .. &#039;%&#039;&lt;br /&gt;
				evalue[3] = ((tonumber(row[&#039;effects/&#039; .. i .. &#039;/value&#039;] or 0) or 0) * 100 - 100) .. &#039;%&#039;&lt;br /&gt;
				evalue[4] = ((tonumber(row[&#039;effects/&#039; .. i .. &#039;/value&#039;] or 0) or 0) * -100) .. &#039;%&#039;&lt;br /&gt;
				&lt;br /&gt;
				local effect = OfficerNames[&#039;TIOfficerTemplate.&#039; .. row[&#039;effects/&#039; .. i .. &#039;/effect&#039;]] or row[&#039;effects/&#039; .. i .. &#039;/effect&#039;]&lt;br /&gt;
				effect = ssub(effect,2)&lt;br /&gt;
				effect = sreplace(effect, &#039;{0}&#039;, evalue[0])&lt;br /&gt;
				effect = sreplace(effect, &#039;{1}&#039;, evalue[1])&lt;br /&gt;
				effect = sreplace(effect, &#039;{2}&#039;, evalue[2])&lt;br /&gt;
				effect = sreplace(effect, &#039;{3}&#039;, evalue[3])&lt;br /&gt;
				effect = sreplace(effect, &#039;{4}&#039;, evalue[4])&lt;br /&gt;
				effect = sreplace(effect, &#039;&amp;lt;color=#FFFFFFFF&amp;gt;&amp;lt;sprite name=&amp;quot;influence&amp;quot;&amp;gt;&amp;lt;/color&amp;gt;&#039;, IconModule.Icon({args={&#039;influence&#039;, bgcolor=&#039;DarkSlateGray&#039;}}))&lt;br /&gt;
				&lt;br /&gt;
				effects[level] = effects[level] .. effect&lt;br /&gt;
				effects[level] = effects[level] .. &#039;&amp;lt;/span&amp;gt;\n&#039;&lt;br /&gt;
			end&lt;br /&gt;
		end&lt;br /&gt;
		returnString = returnString .. &#039;\n|\n&#039; .. effects[1] .. effects[2] .. effects[3]&lt;br /&gt;
		returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
	end&lt;br /&gt;
	&lt;br /&gt;
	returnString = returnString .. &#039;\n|}&#039;&lt;br /&gt;
	&lt;br /&gt;
	return returnString&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
return OfficerLister&lt;/div&gt;</summary>
		<author><name>76561198066654836</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:AdministrationNode.png&amp;diff=7177</id>
		<title>File:AdministrationNode.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:AdministrationNode.png&amp;diff=7177"/>
		<updated>2025-10-14T17:31:10Z</updated>

		<summary type="html">&lt;p&gt;76561198066654836: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>76561198066654836</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:Station_T1_Particle_Collider.png&amp;diff=7176</id>
		<title>File:Station T1 Particle Collider.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:Station_T1_Particle_Collider.png&amp;diff=7176"/>
		<updated>2025-10-14T17:30:33Z</updated>

		<summary type="html">&lt;p&gt;76561198066654836: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>76561198066654836</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:DeepSpaceTelescope_.png&amp;diff=7175</id>
		<title>File:DeepSpaceTelescope .png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:DeepSpaceTelescope_.png&amp;diff=7175"/>
		<updated>2025-10-14T17:29:23Z</updated>

		<summary type="html">&lt;p&gt;76561198066654836: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>76561198066654836</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:Station_T2_HeavyFusionReactorArray.png&amp;diff=7174</id>
		<title>File:Station T2 HeavyFusionReactorArray.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:Station_T2_HeavyFusionReactorArray.png&amp;diff=7174"/>
		<updated>2025-10-14T17:28:06Z</updated>

		<summary type="html">&lt;p&gt;76561198066654836: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>76561198066654836</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:Station_T1_HeavyFusionPile.png&amp;diff=7173</id>
		<title>File:Station T1 HeavyFusionPile.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:Station_T1_HeavyFusionPile.png&amp;diff=7173"/>
		<updated>2025-10-14T17:26:01Z</updated>

		<summary type="html">&lt;p&gt;76561198066654836: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>76561198066654836</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=7141</id>
		<title>Habs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=7141"/>
		<updated>2025-10-01T14:46:18Z</updated>

		<summary type="html">&lt;p&gt;76561198066654836: &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.&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 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 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 councilor with a high 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 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 {{icon|boost}}Boost is used. And if you are out of both, or have insufficient {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control]](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 {{icon|water|bgcolor=transparent}}0.35 water, {{icon|volatiles|bgcolor=transparent}}0.35 volatiles, and {{icon|money|bgcolor=transparent}}0.1 money &#039;&#039;per year&#039;&#039;. This is approximately 0.029 water, 0.029 volatiles, and 0.008 money &#039;&#039;per month&#039;&#039;. Agricultural module covers {{icon|water}} and {{icon|volatiles}} upkeep of certain number of crews 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 {{icon|metal}}base 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 base metals. e. g. 200t module becomes 400t module on Mercury, and 200t difference means additional {{icon|metal}}20 base metal cost.&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 {{icon|antimatter|bgcolor=DarkSlateGray}}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 {{icon|antimatter|bgcolor=DarkSlateGray}}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;
=== 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]].&lt;br /&gt;
&lt;br /&gt;
There is a soft limit on the number of {{icon|mining|bgcolor=DarkSlateGray}}mining bases you can have. Going over it will require paying extra {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|MC]] cost. This limit is raised by 3 with the {{icon|space}} [[Mission to the Moon]] tech and {{icon|space}} [[Mission to the Mercury]] tech. {{icon|space}} [[Mission to Mars]], {{icon|space}} [[Mission to the Asteroids]], {{icon|space}} [[Mission to Jupiter]], {{icon|space}} [[Mission to Saturn]], and {{icon|space}} [[Mission to the Outer Planets]] techs increases the limit by 6 each, for a maximum of 36 mines. This can then be raised further with every level of {{icon|space}} [[Future Tech: Space Science]]. &lt;br /&gt;
&lt;br /&gt;
Each additional mine beyond the initial limit has an escalating {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control (MC)]] cost, The total number of MC penalty is ((# of mines over the cap)^2)/2, rounded down except when n=1, where MC penalty is 1 rather than 0. &lt;br /&gt;
&lt;br /&gt;
So it goes as: 1 → 2 → 4 → 8 → 12 → 18 → 24 → 32...&amp;lt;br&amp;gt;&lt;br /&gt;
Which means per-mine cost sequence is: 1 → 1 → 2 → 4 → 4 → 6 → 6 → 8 → ...&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;
==== Mining modifier ====&lt;br /&gt;
This modifier is applied to the mining module&#039;s build cost and {{icon|power consumption}}power maintenance on respective celestial body. For example, on Mars the build cost of every ressources will be multiplied by 0.9342. This is multiplicative with radiation penalty, so on Mercury the build cost of every ressources will be multiplied by 1.9641 * 2 = 3.9282. Radiation does not affect power cost of the module, so the power consumption of Colony Mining Complex on Mercury is 200 * 1.9641 = 392.82, rounded up to 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;
== 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;
{| 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;
&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;
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.&lt;br /&gt;
&lt;br /&gt;
When built on surface bases they house 2 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.&lt;br /&gt;
&lt;br /&gt;
When built on stations they house 2 anti-ship weapons: 1 laser battery (laser / arc laser / phaser) and 1 projectile battery (gun / rail / coil / plasma). In addition, they also house 1 point defense turret (40mm autocannon / laser / arc laser / phaser). Stations with defense modules will take part in space battles. They upgrade automatically when new faction projects that unlock hull weapons are researched.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Weapon Size !! 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;
| {{#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;
| {{#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;
| {{#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 !! 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|false|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|false|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|false|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;
| 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;
| 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;
| 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;
| 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;
| 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;/div&gt;</summary>
		<author><name>76561198066654836</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=6913</id>
		<title>Habs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=6913"/>
		<updated>2025-09-23T16:25:55Z</updated>

		<summary type="html">&lt;p&gt;76561198066654836: /* Deep Space Telesope */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;This page discusses the game mechanics for habs. It also has a somewhat obsolete list of hab modules. For an up-to-date list of all hab modules in Terra Invicta, as well as their stats, see [[Hab Module List]] instead.&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 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 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 councilor with a high 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 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 {{icon|boost}}Boost is used. And if you are out of both, or have insufficient {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control]](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 {{icon|water|bgcolor=transparent}}0.35 water, {{icon|volatiles|bgcolor=transparent}}0.35 volatiles, and {{icon|money|bgcolor=transparent}}0.1 money &#039;&#039;per year&#039;&#039;. This is approximately 0.029 water, 0.029 volatiles, and 0.008 money &#039;&#039;per month&#039;&#039;. Agricultural module covers {{icon|water}} and {{icon|volatiles}} upkeep of certain number of crews 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 {{icon|metal}}base 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 base metals. e. g. 200t module becomes 400t module on Mercury, and 200t difference means additional {{icon|metal}}20 base metal cost.&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 {{icon|antimatter|bgcolor=DarkSlateGray}}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 {{icon|antimatter|bgcolor=DarkSlateGray}}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;
=== 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]].&lt;br /&gt;
&lt;br /&gt;
There is a soft limit on the number of {{icon|mining|bgcolor=DarkSlateGray}}mining bases you can have. Going over it will require paying extra {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|MC]] cost. This limit is raised by 3 with the {{icon|space}} [[Mission to the Moon]] tech and {{icon|space}} [[Mission to the Mercury]] tech. {{icon|space}} [[Mission to Mars]], {{icon|space}} [[Mission to the Asteroids]], {{icon|space}} [[Mission to Jupiter]], {{icon|space}} [[Mission to Saturn]], and {{icon|space}} [[Mission to the Outer Planets]] techs increases the limit by 6 each, for a maximum of 36 mines. This can then be raised further with every level of {{icon|space}} [[Future Tech: Space Science]]. &lt;br /&gt;
&lt;br /&gt;
Each additional mine beyond the initial limit has an escalating {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control (MC)]] cost, The total number of MC penalty is ((# of mines over the cap)^2)/2, rounded down except when n=1, where MC penalty is 1 rather than 0. &lt;br /&gt;
&lt;br /&gt;
So it goes as: 1 → 2 → 4 → 8 → 12 → 18 → 24 → 32...&amp;lt;br&amp;gt;&lt;br /&gt;
Which means per-mine cost sequence is: 1 → 1 → 2 → 4 → 4 → 6 → 6 → 8 → ...&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;
==== Mining modifier ====&lt;br /&gt;
This modifier is applied to the mining module&#039;s build cost and {{icon|power consumption}}power maintenance on respective celestial body. For example, on Mars the build cost of every ressources will be multiplied by 0.9342. This is multiplicative with radiation penalty, so on Mercury the build cost of every ressources will be multiplied by 1.9641 * 2 = 3.9282. Radiation does not affect power cost of the module, so the power consumption of Colony Mining Complex on Mercury is 200 * 1.9641 = 392.82, rounded up to 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;
== 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;
{| 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;
&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;
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.&lt;br /&gt;
&lt;br /&gt;
When built on surface bases they house 2 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.&lt;br /&gt;
&lt;br /&gt;
When built on stations they house 2 anti-ship weapons: 1 laser battery (laser / arc laser / phaser) and 1 projectile battery (gun / rail / coil / plasma). In addition, they also house 1 point defense turret (40mm autocannon / laser / arc laser / phaser). Stations with defense modules will take part in space battles. They upgrade automatically when new faction projects that unlock hull weapons are researched.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Weapon Size !! 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;
| {{#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;
| {{#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;
| {{#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 !! 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|false|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|false|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|false|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;
| 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;
| 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;
| 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;
| 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;
| 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;/div&gt;</summary>
		<author><name>76561198066654836</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=6912</id>
		<title>Habs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=6912"/>
		<updated>2025-09-23T16:25:39Z</updated>

		<summary type="html">&lt;p&gt;76561198066654836: /* Campaign Modules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;This page discusses the game mechanics for habs. It also has a somewhat obsolete list of hab modules. For an up-to-date list of all hab modules in Terra Invicta, as well as their stats, see [[Hab Module List]] instead.&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 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 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 councilor with a high 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 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 {{icon|boost}}Boost is used. And if you are out of both, or have insufficient {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control]](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 {{icon|water|bgcolor=transparent}}0.35 water, {{icon|volatiles|bgcolor=transparent}}0.35 volatiles, and {{icon|money|bgcolor=transparent}}0.1 money &#039;&#039;per year&#039;&#039;. This is approximately 0.029 water, 0.029 volatiles, and 0.008 money &#039;&#039;per month&#039;&#039;. Agricultural module covers {{icon|water}} and {{icon|volatiles}} upkeep of certain number of crews 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 {{icon|metal}}base 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 base metals. e. g. 200t module becomes 400t module on Mercury, and 200t difference means additional {{icon|metal}}20 base metal cost.&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 {{icon|antimatter|bgcolor=DarkSlateGray}}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 {{icon|antimatter|bgcolor=DarkSlateGray}}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;
=== 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]].&lt;br /&gt;
&lt;br /&gt;
There is a soft limit on the number of {{icon|mining|bgcolor=DarkSlateGray}}mining bases you can have. Going over it will require paying extra {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|MC]] cost. This limit is raised by 3 with the {{icon|space}} [[Mission to the Moon]] tech and {{icon|space}} [[Mission to the Mercury]] tech. {{icon|space}} [[Mission to Mars]], {{icon|space}} [[Mission to the Asteroids]], {{icon|space}} [[Mission to Jupiter]], {{icon|space}} [[Mission to Saturn]], and {{icon|space}} [[Mission to the Outer Planets]] techs increases the limit by 6 each, for a maximum of 36 mines. This can then be raised further with every level of {{icon|space}} [[Future Tech: Space Science]]. &lt;br /&gt;
&lt;br /&gt;
Each additional mine beyond the initial limit has an escalating {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control (MC)]] cost, The total number of MC penalty is ((# of mines over the cap)^2)/2, rounded down except when n=1, where MC penalty is 1 rather than 0. &lt;br /&gt;
&lt;br /&gt;
So it goes as: 1 → 2 → 4 → 8 → 12 → 18 → 24 → 32...&amp;lt;br&amp;gt;&lt;br /&gt;
Which means per-mine cost sequence is: 1 → 1 → 2 → 4 → 4 → 6 → 6 → 8 → ...&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;
==== Mining modifier ====&lt;br /&gt;
This modifier is applied to the mining module&#039;s build cost and {{icon|power consumption}}power maintenance on respective celestial body. For example, on Mars the build cost of every ressources will be multiplied by 0.9342. This is multiplicative with radiation penalty, so on Mercury the build cost of every ressources will be multiplied by 1.9641 * 2 = 3.9282. Radiation does not affect power cost of the module, so the power consumption of Colony Mining Complex on Mercury is 200 * 1.9641 = 392.82, rounded up to 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;
== 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;
{| 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;
&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;
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.&lt;br /&gt;
&lt;br /&gt;
When built on surface bases they house 2 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.&lt;br /&gt;
&lt;br /&gt;
When built on stations they house 2 anti-ship weapons: 1 laser battery (laser / arc laser / phaser) and 1 projectile battery (gun / rail / coil / plasma). In addition, they also house 1 point defense turret (40mm autocannon / laser / arc laser / phaser). Stations with defense modules will take part in space battles. They upgrade automatically when new faction projects that unlock hull weapons are researched.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Weapon Size !! 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;
| {{#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;
| {{#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;
| {{#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 !! 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|false|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|false|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|false|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;
| 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;
| 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;
| 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;
| 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;
| 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;
=== Deep Space Telesope ===&lt;br /&gt;
The Deep Space Telesope is a 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;
&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;/div&gt;</summary>
		<author><name>76561198066654836</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=6911</id>
		<title>Habs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=6911"/>
		<updated>2025-09-23T16:17:07Z</updated>

		<summary type="html">&lt;p&gt;76561198066654836: /* Campaign Modules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;This page discusses the game mechanics for habs. It also has a somewhat obsolete list of hab modules. For an up-to-date list of all hab modules in Terra Invicta, as well as their stats, see [[Hab Module List]] instead.&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 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 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 councilor with a high 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 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 {{icon|boost}}Boost is used. And if you are out of both, or have insufficient {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control]](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 {{icon|water|bgcolor=transparent}}0.35 water, {{icon|volatiles|bgcolor=transparent}}0.35 volatiles, and {{icon|money|bgcolor=transparent}}0.1 money &#039;&#039;per year&#039;&#039;. This is approximately 0.029 water, 0.029 volatiles, and 0.008 money &#039;&#039;per month&#039;&#039;. Agricultural module covers {{icon|water}} and {{icon|volatiles}} upkeep of certain number of crews 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 {{icon|metal}}base 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 base metals. e. g. 200t module becomes 400t module on Mercury, and 200t difference means additional {{icon|metal}}20 base metal cost.&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 {{icon|antimatter|bgcolor=DarkSlateGray}}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 {{icon|antimatter|bgcolor=DarkSlateGray}}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;
=== 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;
&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]].&lt;br /&gt;
&lt;br /&gt;
There is a soft limit on the number of {{icon|mining|bgcolor=DarkSlateGray}}mining bases you can have. Going over it will require paying extra {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|MC]] cost. This limit is raised by 3 with the {{icon|space}} [[Mission to the Moon]] tech and {{icon|space}} [[Mission to the Mercury]] tech. {{icon|space}} [[Mission to Mars]], {{icon|space}} [[Mission to the Asteroids]], {{icon|space}} [[Mission to Jupiter]], {{icon|space}} [[Mission to Saturn]], and {{icon|space}} [[Mission to the Outer Planets]] techs increases the limit by 6 each, for a maximum of 36 mines. This can then be raised further with every level of {{icon|space}} [[Future Tech: Space Science]]. &lt;br /&gt;
&lt;br /&gt;
Each additional mine beyond the initial limit has an escalating {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control (MC)]] cost, The total number of MC penalty is ((# of mines over the cap)^2)/2, rounded down except when n=1, where MC penalty is 1 rather than 0. &lt;br /&gt;
&lt;br /&gt;
So it goes as: 1 → 2 → 4 → 8 → 12 → 18 → 24 → 32...&amp;lt;br&amp;gt;&lt;br /&gt;
Which means per-mine cost sequence is: 1 → 1 → 2 → 4 → 4 → 6 → 6 → 8 → ...&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;
==== Mining modifier ====&lt;br /&gt;
This modifier is applied to the mining module&#039;s build cost and {{icon|power consumption}}power maintenance on respective celestial body. For example, on Mars the build cost of every ressources will be multiplied by 0.9342. This is multiplicative with radiation penalty, so on Mercury the build cost of every ressources will be multiplied by 1.9641 * 2 = 3.9282. Radiation does not affect power cost of the module, so the power consumption of Colony Mining Complex on Mercury is 200 * 1.9641 = 392.82, rounded up to 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;
== 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;
{| 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;
&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;
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.&lt;br /&gt;
&lt;br /&gt;
When built on surface bases they house 2 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.&lt;br /&gt;
&lt;br /&gt;
When built on stations they house 2 anti-ship weapons: 1 laser battery (laser / arc laser / phaser) and 1 projectile battery (gun / rail / coil / plasma). In addition, they also house 1 point defense turret (40mm autocannon / laser / arc laser / phaser). Stations with defense modules will take part in space battles. They upgrade automatically when new faction projects that unlock hull weapons are researched.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Weapon Size !! 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;
| {{#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;
| {{#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;
| {{#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 !! 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|false|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|false|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|false|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;
| 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;
| 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;
| 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;
| 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;
| 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;
=== Deep Space Telesope ===&lt;br /&gt;
The Deep Space Telesope is a 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;
&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;/div&gt;</summary>
		<author><name>76561198066654836</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=6910</id>
		<title>Habs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=6910"/>
		<updated>2025-09-23T12:11:01Z</updated>

		<summary type="html">&lt;p&gt;76561198066654836: /* Administration Modules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;This page discusses the game mechanics for habs. It also has a somewhat obsolete list of hab modules. For an up-to-date list of all hab modules in Terra Invicta, as well as their stats, see [[Hab Module List]] instead.&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 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 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 councilor with a high 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 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 {{icon|boost}}Boost is used. And if you are out of both, or have insufficient {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control]](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 {{icon|water|bgcolor=transparent}}0.35 water, {{icon|volatiles|bgcolor=transparent}}0.35 volatiles, and {{icon|money|bgcolor=transparent}}0.1 money &#039;&#039;per year&#039;&#039;. This is approximately 0.029 water, 0.029 volatiles, and 0.008 money &#039;&#039;per month&#039;&#039;. Agricultural module covers {{icon|water}} and {{icon|volatiles}} upkeep of certain number of crews 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 {{icon|metal}}base 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 base metals. e. g. 200t module becomes 400t module on Mercury, and 200t difference means additional {{icon|metal}}20 base metal cost.&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 {{icon|antimatter|bgcolor=DarkSlateGray}}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 {{icon|antimatter|bgcolor=DarkSlateGray}}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;
=== 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 !! Monthly Income !! 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;
&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]].&lt;br /&gt;
&lt;br /&gt;
There is a soft limit on the number of {{icon|mining|bgcolor=DarkSlateGray}}mining bases you can have. Going over it will require paying extra {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|MC]] cost. This limit is raised by 3 with the {{icon|space}} [[Mission to the Moon]] tech and {{icon|space}} [[Mission to the Mercury]] tech. {{icon|space}} [[Mission to Mars]], {{icon|space}} [[Mission to the Asteroids]], {{icon|space}} [[Mission to Jupiter]], {{icon|space}} [[Mission to Saturn]], and {{icon|space}} [[Mission to the Outer Planets]] techs increases the limit by 6 each, for a maximum of 36 mines. This can then be raised further with every level of {{icon|space}} [[Future Tech: Space Science]]. &lt;br /&gt;
&lt;br /&gt;
Each additional mine beyond the initial limit has an escalating {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control (MC)]] cost, The total number of MC penalty is ((# of mines over the cap)^2)/2, rounded down except when n=1, where MC penalty is 1 rather than 0. &lt;br /&gt;
&lt;br /&gt;
So it goes as: 1 → 2 → 4 → 8 → 12 → 18 → 24 → 32...&amp;lt;br&amp;gt;&lt;br /&gt;
Which means per-mine cost sequence is: 1 → 1 → 2 → 4 → 4 → 6 → 6 → 8 → ...&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;
==== Mining modifier ====&lt;br /&gt;
This modifier is applied to the mining module&#039;s build cost and {{icon|power consumption}}power maintenance on respective celestial body. For example, on Mars the build cost of every ressources will be multiplied by 0.9342. This is multiplicative with radiation penalty, so on Mercury the build cost of every ressources will be multiplied by 1.9641 * 2 = 3.9282. Radiation does not affect power cost of the module, so the power consumption of Colony Mining Complex on Mercury is 200 * 1.9641 = 392.82, rounded up to 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;
== 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;
{| 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;
&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;
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.&lt;br /&gt;
&lt;br /&gt;
When built on surface bases they house 2 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.&lt;br /&gt;
&lt;br /&gt;
When built on stations they house 2 anti-ship weapons: 1 laser battery (laser / arc laser / phaser) and 1 projectile battery (gun / rail / coil / plasma). In addition, they also house 1 point defense turret (40mm autocannon / laser / arc laser / phaser). Stations with defense modules will take part in space battles. They upgrade automatically when new faction projects that unlock hull weapons are researched.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Weapon Size !! 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;
| {{#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;
| {{#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;
| {{#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 !! 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|false|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|false|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|false|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;
| 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;
| 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;
| 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;
| 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;
| 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;
=== Deep Space Telesope ===&lt;br /&gt;
The Deep Space Telesope is a 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;
&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;/div&gt;</summary>
		<author><name>76561198066654836</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=6909</id>
		<title>Habs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=6909"/>
		<updated>2025-09-23T12:10:24Z</updated>

		<summary type="html">&lt;p&gt;76561198066654836: /* Modules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;This page discusses the game mechanics for habs. It also has a somewhat obsolete list of hab modules. For an up-to-date list of all hab modules in Terra Invicta, as well as their stats, see [[Hab Module List]] instead.&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 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 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 councilor with a high 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 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 {{icon|boost}}Boost is used. And if you are out of both, or have insufficient {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control]](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 {{icon|water|bgcolor=transparent}}0.35 water, {{icon|volatiles|bgcolor=transparent}}0.35 volatiles, and {{icon|money|bgcolor=transparent}}0.1 money &#039;&#039;per year&#039;&#039;. This is approximately 0.029 water, 0.029 volatiles, and 0.008 money &#039;&#039;per month&#039;&#039;. Agricultural module covers {{icon|water}} and {{icon|volatiles}} upkeep of certain number of crews 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 {{icon|metal}}base 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 base metals. e. g. 200t module becomes 400t module on Mercury, and 200t difference means additional {{icon|metal}}20 base metal cost.&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 {{icon|antimatter|bgcolor=DarkSlateGray}}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 {{icon|antimatter|bgcolor=DarkSlateGray}}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;
=== 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 !! Monthly Income !! 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;
&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]].&lt;br /&gt;
&lt;br /&gt;
There is a soft limit on the number of {{icon|mining|bgcolor=DarkSlateGray}}mining bases you can have. Going over it will require paying extra {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|MC]] cost. This limit is raised by 3 with the {{icon|space}} [[Mission to the Moon]] tech and {{icon|space}} [[Mission to the Mercury]] tech. {{icon|space}} [[Mission to Mars]], {{icon|space}} [[Mission to the Asteroids]], {{icon|space}} [[Mission to Jupiter]], {{icon|space}} [[Mission to Saturn]], and {{icon|space}} [[Mission to the Outer Planets]] techs increases the limit by 6 each, for a maximum of 36 mines. This can then be raised further with every level of {{icon|space}} [[Future Tech: Space Science]]. &lt;br /&gt;
&lt;br /&gt;
Each additional mine beyond the initial limit has an escalating {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control (MC)]] cost, The total number of MC penalty is ((# of mines over the cap)^2)/2, rounded down except when n=1, where MC penalty is 1 rather than 0. &lt;br /&gt;
&lt;br /&gt;
So it goes as: 1 → 2 → 4 → 8 → 12 → 18 → 24 → 32...&amp;lt;br&amp;gt;&lt;br /&gt;
Which means per-mine cost sequence is: 1 → 1 → 2 → 4 → 4 → 6 → 6 → 8 → ...&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;
==== Mining modifier ====&lt;br /&gt;
This modifier is applied to the mining module&#039;s build cost and {{icon|power consumption}}power maintenance on respective celestial body. For example, on Mars the build cost of every ressources will be multiplied by 0.9342. This is multiplicative with radiation penalty, so on Mercury the build cost of every ressources will be multiplied by 1.9641 * 2 = 3.9282. Radiation does not affect power cost of the module, so the power consumption of Colony Mining Complex on Mercury is 200 * 1.9641 = 392.82, rounded up to 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;
== 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;
{| 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;
&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;
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.&lt;br /&gt;
&lt;br /&gt;
When built on surface bases they house 2 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.&lt;br /&gt;
&lt;br /&gt;
When built on stations they house 2 anti-ship weapons: 1 laser battery (laser / arc laser / phaser) and 1 projectile battery (gun / rail / coil / plasma). In addition, they also house 1 point defense turret (40mm autocannon / laser / arc laser / phaser). Stations with defense modules will take part in space battles. They upgrade automatically when new faction projects that unlock hull weapons are researched.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Weapon Size !! 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;
| {{#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;
| {{#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;
| {{#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 !! Special rule&lt;br /&gt;
|-&lt;br /&gt;
| Administration Node &amp;lt;br&amp;gt;[[File:Station T2 AdministrationNode.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| {{#invoke:HabModuleLister|GetModuleTableRow|Administration Node|true|true|false|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|false|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|false|true|table}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Mission Control !! Control Point Cap !! Crew !! Mass (tons) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&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;
| 1&lt;br /&gt;
| 10&lt;br /&gt;
| 200&lt;br /&gt;
| 150&lt;br /&gt;
| 30&lt;br /&gt;
| 1 Boost&amp;lt;br&amp;gt;21.5 Money&amp;lt;br&amp;gt;0.1 Base Metals&lt;br /&gt;
| 120&lt;br /&gt;
| 1.2 Water&amp;lt;br&amp;gt;6 Volatiles&amp;lt;br&amp;gt;7.5 Base Metals&amp;lt;br&amp;gt;0.3 Noble Metals&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;
| 2&lt;br /&gt;
| 30&lt;br /&gt;
| 1000&lt;br /&gt;
| 750&lt;br /&gt;
| 120&lt;br /&gt;
| 3 Boost&amp;lt;br&amp;gt;100 Money&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
| 600&lt;br /&gt;
| 6 Water&amp;lt;br&amp;gt;30 Volatiles&amp;lt;br&amp;gt;37.5 Base Metals&amp;lt;br&amp;gt;1.5 Noble Metals&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;
| 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;
| 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;
| 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;
| 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;
| 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;
=== Deep Space Telesope ===&lt;br /&gt;
The Deep Space Telesope is a 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;
&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;/div&gt;</summary>
		<author><name>76561198066654836</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=6908</id>
		<title>Habs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=6908"/>
		<updated>2025-09-23T12:07:52Z</updated>

		<summary type="html">&lt;p&gt;76561198066654836: /* Mining Complexes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;This page discusses the game mechanics for habs. It also has a somewhat obsolete list of hab modules. For an up-to-date list of all hab modules in Terra Invicta, as well as their stats, see [[Hab Module List]] instead.&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 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 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 councilor with a high 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 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 {{icon|boost}}Boost is used. And if you are out of both, or have insufficient {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control]](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 {{icon|water|bgcolor=transparent}}0.35 water, {{icon|volatiles|bgcolor=transparent}}0.35 volatiles, and {{icon|money|bgcolor=transparent}}0.1 money &#039;&#039;per year&#039;&#039;. This is approximately 0.029 water, 0.029 volatiles, and 0.008 money &#039;&#039;per month&#039;&#039;. Agricultural module covers {{icon|water}} and {{icon|volatiles}} upkeep of certain number of crews 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 {{icon|metal}}base 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 base metals. e. g. 200t module becomes 400t module on Mercury, and 200t difference means additional {{icon|metal}}20 base metal cost.&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 {{icon|antimatter|bgcolor=DarkSlateGray}}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 {{icon|antimatter|bgcolor=DarkSlateGray}}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;
=== 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 !! Monthly Income !! 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;
&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]].&lt;br /&gt;
&lt;br /&gt;
There is a soft limit on the number of {{icon|mining|bgcolor=DarkSlateGray}}mining bases you can have. Going over it will require paying extra {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|MC]] cost. This limit is raised by 3 with the {{icon|space}} [[Mission to the Moon]] tech and {{icon|space}} [[Mission to the Mercury]] tech. {{icon|space}} [[Mission to Mars]], {{icon|space}} [[Mission to the Asteroids]], {{icon|space}} [[Mission to Jupiter]], {{icon|space}} [[Mission to Saturn]], and {{icon|space}} [[Mission to the Outer Planets]] techs increases the limit by 6 each, for a maximum of 36 mines. This can then be raised further with every level of {{icon|space}} [[Future Tech: Space Science]]. &lt;br /&gt;
&lt;br /&gt;
Each additional mine beyond the initial limit has an escalating {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control (MC)]] cost, The total number of MC penalty is ((# of mines over the cap)^2)/2, rounded down except when n=1, where MC penalty is 1 rather than 0. &lt;br /&gt;
&lt;br /&gt;
So it goes as: 1 → 2 → 4 → 8 → 12 → 18 → 24 → 32...&amp;lt;br&amp;gt;&lt;br /&gt;
Which means per-mine cost sequence is: 1 → 1 → 2 → 4 → 4 → 6 → 6 → 8 → ...&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;
==== Mining modifier ====&lt;br /&gt;
This modifier is applied to the mining module&#039;s build cost and {{icon|power consumption}}power maintenance on respective celestial body. For example, on Mars the build cost of every ressources will be multiplied by 0.9342. This is multiplicative with radiation penalty, so on Mercury the build cost of every ressources will be multiplied by 1.9641 * 2 = 3.9282. Radiation does not affect power cost of the module, so the power consumption of Colony Mining Complex on Mercury is 200 * 1.9641 = 392.82, rounded up to 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;
== 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;
{| 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;
&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;
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.&lt;br /&gt;
&lt;br /&gt;
When built on surface bases they house 2 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.&lt;br /&gt;
&lt;br /&gt;
When built on stations they house 2 anti-ship weapons: 1 laser battery (laser / arc laser / phaser) and 1 projectile battery (gun / rail / coil / plasma). In addition, they also house 1 point defense turret (40mm autocannon / laser / arc laser / phaser). Stations with defense modules will take part in space battles. They upgrade automatically when new faction projects that unlock hull weapons are researched.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Weapon Size !! 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;
| {{#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;
| {{#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;
| {{#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 !! Mission Control !! Control Point Cap !! Crew !! Mass (tons) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&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;
| 1&lt;br /&gt;
| 10&lt;br /&gt;
| 200&lt;br /&gt;
| 150&lt;br /&gt;
| 30&lt;br /&gt;
| 1 Boost&amp;lt;br&amp;gt;21.5 Money&amp;lt;br&amp;gt;0.1 Base Metals&lt;br /&gt;
| 120&lt;br /&gt;
| 1.2 Water&amp;lt;br&amp;gt;6 Volatiles&amp;lt;br&amp;gt;7.5 Base Metals&amp;lt;br&amp;gt;0.3 Noble Metals&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;
| 2&lt;br /&gt;
| 30&lt;br /&gt;
| 1000&lt;br /&gt;
| 750&lt;br /&gt;
| 120&lt;br /&gt;
| 3 Boost&amp;lt;br&amp;gt;100 Money&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
| 600&lt;br /&gt;
| 6 Water&amp;lt;br&amp;gt;30 Volatiles&amp;lt;br&amp;gt;37.5 Base Metals&amp;lt;br&amp;gt;1.5 Noble Metals&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;
| 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;
| 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;
| 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;
| 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;
| 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;
=== Deep Space Telesope ===&lt;br /&gt;
The Deep Space Telesope is a 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;
&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;/div&gt;</summary>
		<author><name>76561198066654836</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=6907</id>
		<title>Habs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=6907"/>
		<updated>2025-09-23T11:59:36Z</updated>

		<summary type="html">&lt;p&gt;76561198066654836: /* Stations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;This page discusses the game mechanics for habs. It also has a somewhat obsolete list of hab modules. For an up-to-date list of all hab modules in Terra Invicta, as well as their stats, see [[Hab Module List]] instead.&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 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 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 councilor with a high 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 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 {{icon|boost}}Boost is used. And if you are out of both, or have insufficient {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control]](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 {{icon|water|bgcolor=transparent}}0.35 water, {{icon|volatiles|bgcolor=transparent}}0.35 volatiles, and {{icon|money|bgcolor=transparent}}0.1 money &#039;&#039;per year&#039;&#039;. This is approximately 0.029 water, 0.029 volatiles, and 0.008 money &#039;&#039;per month&#039;&#039;. Agricultural module covers {{icon|water}} and {{icon|volatiles}} upkeep of certain number of crews 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 {{icon|metal}}base 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 base metals. e. g. 200t module becomes 400t module on Mercury, and 200t difference means additional {{icon|metal}}20 base metal cost.&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 {{icon|antimatter|bgcolor=DarkSlateGray}}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 {{icon|antimatter|bgcolor=DarkSlateGray}}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;
=== 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 !! Monthly Income !! 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;
&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]].&lt;br /&gt;
&lt;br /&gt;
There is a soft limit on the number of {{icon|mining|bgcolor=DarkSlateGray}}mining bases you can have. Going over it will require paying extra {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|MC]] cost. This limit is raised by 3 with the {{icon|space}} [[Mission to the Moon]] tech and {{icon|space}} [[Mission to the Mercury]] tech. {{icon|space}} [[Mission to Mars]], {{icon|space}} [[Mission to the Asteroids]], {{icon|space}} [[Mission to Jupiter]], {{icon|space}} [[Mission to Saturn]], and {{icon|space}} [[Mission to the Outer Planets]] techs increases the limit by 6 each, for a maximum of 36 mines. This can then be raised further with every level of {{icon|space}} [[Future Tech: Space Science]]. &lt;br /&gt;
&lt;br /&gt;
Each additional mine beyond the initial limit has an escalating {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control (MC)]] cost, The total number of MC penalty is ((# of mines over the cap)^2)/2, rounded down except when n=1, where MC penalty is 1 rather than 0. &lt;br /&gt;
&lt;br /&gt;
So it goes as: 1 → 2 → 4 → 8 → 12 → 18 → 24 → 32...&amp;lt;br&amp;gt;&lt;br /&gt;
Which means per-mine cost sequence is: 1 → 1 → 2 → 4 → 4 → 6 → 6 → 8 → ...&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Extraction Rate !! Crew !! Mass (tons)&amp;lt;br&amp;gt;(Base value)  !! Build Time (days) !! Required Power&amp;lt;br&amp;gt;(Base value) !! Support Costs !! Build Cost from space&amp;lt;br&amp;gt;(Base value)&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;
| 100%&lt;br /&gt;
| 12&lt;br /&gt;
| 250&lt;br /&gt;
| 60&lt;br /&gt;
| 10&lt;br /&gt;
| 6 Money&amp;lt;br&amp;gt;1 Water&amp;lt;br&amp;gt;1 Volatiles&lt;br /&gt;
| 2.5 Water(10%)&amp;lt;br&amp;gt;2.5 Volatiles(10%)&amp;lt;br&amp;gt;19.75 Base Metals(79%)&amp;lt;br&amp;gt;0.25 Noble Metals(1%)&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;
| 150%&lt;br /&gt;
| 60&lt;br /&gt;
| 1250&lt;br /&gt;
| 120&lt;br /&gt;
| 40&lt;br /&gt;
| 30 Money&amp;lt;br&amp;gt;3 Water&amp;lt;br&amp;gt;3 Volatiles&lt;br /&gt;
| 12.5 Water(10%)&amp;lt;br&amp;gt;12.5 Volatiles(10%)&amp;lt;br&amp;gt;98.75 Base Metals(79%)&amp;lt;br&amp;gt;1.25 Noble Metals(1%)&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;
| 200%&lt;br /&gt;
| 200&lt;br /&gt;
| 10000&lt;br /&gt;
| 240&lt;br /&gt;
| 200&lt;br /&gt;
| 60 Money&amp;lt;br&amp;gt;5 Water&amp;lt;br&amp;gt;5 Volatiles&lt;br /&gt;
| 100 Water(10%)&amp;lt;br&amp;gt;100 Volatiles(10%)&amp;lt;br&amp;gt;790 Base Metals(79%)&amp;lt;br&amp;gt;10 Noble Metals(1%) &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;
| 125%&lt;br /&gt;
| 0&lt;br /&gt;
| 175&lt;br /&gt;
| 30&lt;br /&gt;
| 12&lt;br /&gt;
| 1 Water&amp;lt;br&amp;gt;1 Volatiles&lt;br /&gt;
| 1.75 Water(10%)&amp;lt;br&amp;gt;2.625 Volatiles(15%)&amp;lt;br&amp;gt;12.6 Base Metals(72%)&amp;lt;br&amp;gt;0.525 Noble Metals(3%)&lt;br /&gt;
|}&lt;br /&gt;
==== Mining modifier ====&lt;br /&gt;
This modifier is applied to the mining module&#039;s mass and {{icon|power consumption}}power maintenance on respective celestial body. For example, the mass of Outpost Mining Complex on Mars calculated by 250 * 0.9342 = 233.55, rounded up to 234 (tons). This is multiplicative with radiation penalty, so mass of Colony Mining Complex on Mercury would be 10000 * 1.9641 * 2 = 39282 (tons). Radiation does not affect power cost of the module, so the power consumption of Colony Mining Complex on Mercury is 200 * 1.9641 = 392.82, rounded up to 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;
== 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;
{| 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;
&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;
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.&lt;br /&gt;
&lt;br /&gt;
When built on surface bases they house 2 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.&lt;br /&gt;
&lt;br /&gt;
When built on stations they house 2 anti-ship weapons: 1 laser battery (laser / arc laser / phaser) and 1 projectile battery (gun / rail / coil / plasma). In addition, they also house 1 point defense turret (40mm autocannon / laser / arc laser / phaser). Stations with defense modules will take part in space battles. They upgrade automatically when new faction projects that unlock hull weapons are researched.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Weapon Size !! 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;
| {{#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;
| {{#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;
| {{#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 !! Mission Control !! Control Point Cap !! Crew !! Mass (tons) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&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;
| 1&lt;br /&gt;
| 10&lt;br /&gt;
| 200&lt;br /&gt;
| 150&lt;br /&gt;
| 30&lt;br /&gt;
| 1 Boost&amp;lt;br&amp;gt;21.5 Money&amp;lt;br&amp;gt;0.1 Base Metals&lt;br /&gt;
| 120&lt;br /&gt;
| 1.2 Water&amp;lt;br&amp;gt;6 Volatiles&amp;lt;br&amp;gt;7.5 Base Metals&amp;lt;br&amp;gt;0.3 Noble Metals&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;
| 2&lt;br /&gt;
| 30&lt;br /&gt;
| 1000&lt;br /&gt;
| 750&lt;br /&gt;
| 120&lt;br /&gt;
| 3 Boost&amp;lt;br&amp;gt;100 Money&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
| 600&lt;br /&gt;
| 6 Water&amp;lt;br&amp;gt;30 Volatiles&amp;lt;br&amp;gt;37.5 Base Metals&amp;lt;br&amp;gt;1.5 Noble Metals&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;
| 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;
| 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;
| 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;
| 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;
| 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;
=== Deep Space Telesope ===&lt;br /&gt;
The Deep Space Telesope is a 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;
&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;/div&gt;</summary>
		<author><name>76561198066654836</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=6906</id>
		<title>Habs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=6906"/>
		<updated>2025-09-23T11:55:21Z</updated>

		<summary type="html">&lt;p&gt;76561198066654836: /* Defense Modules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;This page discusses the game mechanics for habs. It also has a somewhat obsolete list of hab modules. For an up-to-date list of all hab modules in Terra Invicta, as well as their stats, see [[Hab Module List]] instead.&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 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 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 councilor with a high 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 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 {{icon|boost}}Boost is used. And if you are out of both, or have insufficient {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control]](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 {{icon|water|bgcolor=transparent}}0.35 water, {{icon|volatiles|bgcolor=transparent}}0.35 volatiles, and {{icon|money|bgcolor=transparent}}0.1 money &#039;&#039;per year&#039;&#039;. This is approximately 0.029 water, 0.029 volatiles, and 0.008 money &#039;&#039;per month&#039;&#039;. Agricultural module covers {{icon|water}} and {{icon|volatiles}} upkeep of certain number of crews 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 {{icon|metal}}base 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 base metals. e. g. 200t module becomes 400t module on Mercury, and 200t difference means additional {{icon|metal}}20 base metal cost.&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 {{icon|antimatter|bgcolor=DarkSlateGray}}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 {{icon|antimatter|bgcolor=DarkSlateGray}}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;
=== 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 !! Crew !! Mass (tons) !! Build Time (days) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space) !! Faction !! Notes&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;
| 200&lt;br /&gt;
| 10000&lt;br /&gt;
| 120&lt;br /&gt;
| 150&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;20 Money&lt;br /&gt;
| 200K Money&lt;br /&gt;
| 380 Volatiles&amp;lt;br&amp;gt;400 Base Metals&amp;lt;br&amp;gt;200 Noble Metals&amp;lt;br&amp;gt;20 Exotics&lt;br /&gt;
| [[File:FAC AppeaseCouncil 128.png|40px]] The Protectorate&lt;br /&gt;
| Will defend the station&amp;lt;br&amp;gt;May only be built in Low Earth Orbit&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;
| 80&lt;br /&gt;
| 250000&lt;br /&gt;
| 720&lt;br /&gt;
| 5000&lt;br /&gt;
| 20 Mission Control&amp;lt;br&amp;gt;20 Money&lt;br /&gt;
| 25M Money&lt;br /&gt;
| 2350 Water&amp;lt;br&amp;gt;5000 Volatiles&amp;lt;br&amp;gt;11000 Base Metals&amp;lt;br&amp;gt;6250 Noble Metals&amp;lt;br&amp;gt;400 Exotics&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|40px]] Project Exodus&lt;br /&gt;
| &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]].&lt;br /&gt;
&lt;br /&gt;
There is a soft limit on the number of {{icon|mining|bgcolor=DarkSlateGray}}mining bases you can have. Going over it will require paying extra {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|MC]] cost. This limit is raised by 3 with the {{icon|space}} [[Mission to the Moon]] tech and {{icon|space}} [[Mission to the Mercury]] tech. {{icon|space}} [[Mission to Mars]], {{icon|space}} [[Mission to the Asteroids]], {{icon|space}} [[Mission to Jupiter]], {{icon|space}} [[Mission to Saturn]], and {{icon|space}} [[Mission to the Outer Planets]] techs increases the limit by 6 each, for a maximum of 36 mines. This can then be raised further with every level of {{icon|space}} [[Future Tech: Space Science]]. &lt;br /&gt;
&lt;br /&gt;
Each additional mine beyond the initial limit has an escalating {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control (MC)]] cost, The total number of MC penalty is ((# of mines over the cap)^2)/2, rounded down except when n=1, where MC penalty is 1 rather than 0. &lt;br /&gt;
&lt;br /&gt;
So it goes as: 1 → 2 → 4 → 8 → 12 → 18 → 24 → 32...&amp;lt;br&amp;gt;&lt;br /&gt;
Which means per-mine cost sequence is: 1 → 1 → 2 → 4 → 4 → 6 → 6 → 8 → ...&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Extraction Rate !! Crew !! Mass (tons)&amp;lt;br&amp;gt;(Base value)  !! Build Time (days) !! Required Power&amp;lt;br&amp;gt;(Base value) !! Support Costs !! Build Cost from space&amp;lt;br&amp;gt;(Base value)&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;
| 100%&lt;br /&gt;
| 12&lt;br /&gt;
| 250&lt;br /&gt;
| 60&lt;br /&gt;
| 10&lt;br /&gt;
| 6 Money&amp;lt;br&amp;gt;1 Water&amp;lt;br&amp;gt;1 Volatiles&lt;br /&gt;
| 2.5 Water(10%)&amp;lt;br&amp;gt;2.5 Volatiles(10%)&amp;lt;br&amp;gt;19.75 Base Metals(79%)&amp;lt;br&amp;gt;0.25 Noble Metals(1%)&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;
| 150%&lt;br /&gt;
| 60&lt;br /&gt;
| 1250&lt;br /&gt;
| 120&lt;br /&gt;
| 40&lt;br /&gt;
| 30 Money&amp;lt;br&amp;gt;3 Water&amp;lt;br&amp;gt;3 Volatiles&lt;br /&gt;
| 12.5 Water(10%)&amp;lt;br&amp;gt;12.5 Volatiles(10%)&amp;lt;br&amp;gt;98.75 Base Metals(79%)&amp;lt;br&amp;gt;1.25 Noble Metals(1%)&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;
| 200%&lt;br /&gt;
| 200&lt;br /&gt;
| 10000&lt;br /&gt;
| 240&lt;br /&gt;
| 200&lt;br /&gt;
| 60 Money&amp;lt;br&amp;gt;5 Water&amp;lt;br&amp;gt;5 Volatiles&lt;br /&gt;
| 100 Water(10%)&amp;lt;br&amp;gt;100 Volatiles(10%)&amp;lt;br&amp;gt;790 Base Metals(79%)&amp;lt;br&amp;gt;10 Noble Metals(1%) &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;
| 125%&lt;br /&gt;
| 0&lt;br /&gt;
| 175&lt;br /&gt;
| 30&lt;br /&gt;
| 12&lt;br /&gt;
| 1 Water&amp;lt;br&amp;gt;1 Volatiles&lt;br /&gt;
| 1.75 Water(10%)&amp;lt;br&amp;gt;2.625 Volatiles(15%)&amp;lt;br&amp;gt;12.6 Base Metals(72%)&amp;lt;br&amp;gt;0.525 Noble Metals(3%)&lt;br /&gt;
|}&lt;br /&gt;
==== Mining modifier ====&lt;br /&gt;
This modifier is applied to the mining module&#039;s mass and {{icon|power consumption}}power maintenance on respective celestial body. For example, the mass of Outpost Mining Complex on Mars calculated by 250 * 0.9342 = 233.55, rounded up to 234 (tons). This is multiplicative with radiation penalty, so mass of Colony Mining Complex on Mercury would be 10000 * 1.9641 * 2 = 39282 (tons). Radiation does not affect power cost of the module, so the power consumption of Colony Mining Complex on Mercury is 200 * 1.9641 = 392.82, rounded up to 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;
== 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;
{| 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;
&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;
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.&lt;br /&gt;
&lt;br /&gt;
When built on surface bases they house 2 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.&lt;br /&gt;
&lt;br /&gt;
When built on stations they house 2 anti-ship weapons: 1 laser battery (laser / arc laser / phaser) and 1 projectile battery (gun / rail / coil / plasma). In addition, they also house 1 point defense turret (40mm autocannon / laser / arc laser / phaser). Stations with defense modules will take part in space battles. They upgrade automatically when new faction projects that unlock hull weapons are researched.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Weapon Size !! 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;
| {{#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;
| {{#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;
| {{#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 !! Mission Control !! Control Point Cap !! Crew !! Mass (tons) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&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;
| 1&lt;br /&gt;
| 10&lt;br /&gt;
| 200&lt;br /&gt;
| 150&lt;br /&gt;
| 30&lt;br /&gt;
| 1 Boost&amp;lt;br&amp;gt;21.5 Money&amp;lt;br&amp;gt;0.1 Base Metals&lt;br /&gt;
| 120&lt;br /&gt;
| 1.2 Water&amp;lt;br&amp;gt;6 Volatiles&amp;lt;br&amp;gt;7.5 Base Metals&amp;lt;br&amp;gt;0.3 Noble Metals&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;
| 2&lt;br /&gt;
| 30&lt;br /&gt;
| 1000&lt;br /&gt;
| 750&lt;br /&gt;
| 120&lt;br /&gt;
| 3 Boost&amp;lt;br&amp;gt;100 Money&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
| 600&lt;br /&gt;
| 6 Water&amp;lt;br&amp;gt;30 Volatiles&amp;lt;br&amp;gt;37.5 Base Metals&amp;lt;br&amp;gt;1.5 Noble Metals&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;
| 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;
| 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;
| 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;
| 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;
| 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;
=== Deep Space Telesope ===&lt;br /&gt;
The Deep Space Telesope is a 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;
&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;/div&gt;</summary>
		<author><name>76561198066654836</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=6905</id>
		<title>Habs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=6905"/>
		<updated>2025-09-23T11:54:55Z</updated>

		<summary type="html">&lt;p&gt;76561198066654836: /* Defense Modules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;This page discusses the game mechanics for habs. It also has a somewhat obsolete list of hab modules. For an up-to-date list of all hab modules in Terra Invicta, as well as their stats, see [[Hab Module List]] instead.&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 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 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 councilor with a high 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 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 {{icon|boost}}Boost is used. And if you are out of both, or have insufficient {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control]](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 {{icon|water|bgcolor=transparent}}0.35 water, {{icon|volatiles|bgcolor=transparent}}0.35 volatiles, and {{icon|money|bgcolor=transparent}}0.1 money &#039;&#039;per year&#039;&#039;. This is approximately 0.029 water, 0.029 volatiles, and 0.008 money &#039;&#039;per month&#039;&#039;. Agricultural module covers {{icon|water}} and {{icon|volatiles}} upkeep of certain number of crews 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 {{icon|metal}}base 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 base metals. e. g. 200t module becomes 400t module on Mercury, and 200t difference means additional {{icon|metal}}20 base metal cost.&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 {{icon|antimatter|bgcolor=DarkSlateGray}}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 {{icon|antimatter|bgcolor=DarkSlateGray}}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;
=== 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 !! Crew !! Mass (tons) !! Build Time (days) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space) !! Faction !! Notes&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;
| 200&lt;br /&gt;
| 10000&lt;br /&gt;
| 120&lt;br /&gt;
| 150&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;20 Money&lt;br /&gt;
| 200K Money&lt;br /&gt;
| 380 Volatiles&amp;lt;br&amp;gt;400 Base Metals&amp;lt;br&amp;gt;200 Noble Metals&amp;lt;br&amp;gt;20 Exotics&lt;br /&gt;
| [[File:FAC AppeaseCouncil 128.png|40px]] The Protectorate&lt;br /&gt;
| Will defend the station&amp;lt;br&amp;gt;May only be built in Low Earth Orbit&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;
| 80&lt;br /&gt;
| 250000&lt;br /&gt;
| 720&lt;br /&gt;
| 5000&lt;br /&gt;
| 20 Mission Control&amp;lt;br&amp;gt;20 Money&lt;br /&gt;
| 25M Money&lt;br /&gt;
| 2350 Water&amp;lt;br&amp;gt;5000 Volatiles&amp;lt;br&amp;gt;11000 Base Metals&amp;lt;br&amp;gt;6250 Noble Metals&amp;lt;br&amp;gt;400 Exotics&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|40px]] Project Exodus&lt;br /&gt;
| &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]].&lt;br /&gt;
&lt;br /&gt;
There is a soft limit on the number of {{icon|mining|bgcolor=DarkSlateGray}}mining bases you can have. Going over it will require paying extra {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|MC]] cost. This limit is raised by 3 with the {{icon|space}} [[Mission to the Moon]] tech and {{icon|space}} [[Mission to the Mercury]] tech. {{icon|space}} [[Mission to Mars]], {{icon|space}} [[Mission to the Asteroids]], {{icon|space}} [[Mission to Jupiter]], {{icon|space}} [[Mission to Saturn]], and {{icon|space}} [[Mission to the Outer Planets]] techs increases the limit by 6 each, for a maximum of 36 mines. This can then be raised further with every level of {{icon|space}} [[Future Tech: Space Science]]. &lt;br /&gt;
&lt;br /&gt;
Each additional mine beyond the initial limit has an escalating {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control (MC)]] cost, The total number of MC penalty is ((# of mines over the cap)^2)/2, rounded down except when n=1, where MC penalty is 1 rather than 0. &lt;br /&gt;
&lt;br /&gt;
So it goes as: 1 → 2 → 4 → 8 → 12 → 18 → 24 → 32...&amp;lt;br&amp;gt;&lt;br /&gt;
Which means per-mine cost sequence is: 1 → 1 → 2 → 4 → 4 → 6 → 6 → 8 → ...&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Extraction Rate !! Crew !! Mass (tons)&amp;lt;br&amp;gt;(Base value)  !! Build Time (days) !! Required Power&amp;lt;br&amp;gt;(Base value) !! Support Costs !! Build Cost from space&amp;lt;br&amp;gt;(Base value)&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;
| 100%&lt;br /&gt;
| 12&lt;br /&gt;
| 250&lt;br /&gt;
| 60&lt;br /&gt;
| 10&lt;br /&gt;
| 6 Money&amp;lt;br&amp;gt;1 Water&amp;lt;br&amp;gt;1 Volatiles&lt;br /&gt;
| 2.5 Water(10%)&amp;lt;br&amp;gt;2.5 Volatiles(10%)&amp;lt;br&amp;gt;19.75 Base Metals(79%)&amp;lt;br&amp;gt;0.25 Noble Metals(1%)&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;
| 150%&lt;br /&gt;
| 60&lt;br /&gt;
| 1250&lt;br /&gt;
| 120&lt;br /&gt;
| 40&lt;br /&gt;
| 30 Money&amp;lt;br&amp;gt;3 Water&amp;lt;br&amp;gt;3 Volatiles&lt;br /&gt;
| 12.5 Water(10%)&amp;lt;br&amp;gt;12.5 Volatiles(10%)&amp;lt;br&amp;gt;98.75 Base Metals(79%)&amp;lt;br&amp;gt;1.25 Noble Metals(1%)&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;
| 200%&lt;br /&gt;
| 200&lt;br /&gt;
| 10000&lt;br /&gt;
| 240&lt;br /&gt;
| 200&lt;br /&gt;
| 60 Money&amp;lt;br&amp;gt;5 Water&amp;lt;br&amp;gt;5 Volatiles&lt;br /&gt;
| 100 Water(10%)&amp;lt;br&amp;gt;100 Volatiles(10%)&amp;lt;br&amp;gt;790 Base Metals(79%)&amp;lt;br&amp;gt;10 Noble Metals(1%) &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;
| 125%&lt;br /&gt;
| 0&lt;br /&gt;
| 175&lt;br /&gt;
| 30&lt;br /&gt;
| 12&lt;br /&gt;
| 1 Water&amp;lt;br&amp;gt;1 Volatiles&lt;br /&gt;
| 1.75 Water(10%)&amp;lt;br&amp;gt;2.625 Volatiles(15%)&amp;lt;br&amp;gt;12.6 Base Metals(72%)&amp;lt;br&amp;gt;0.525 Noble Metals(3%)&lt;br /&gt;
|}&lt;br /&gt;
==== Mining modifier ====&lt;br /&gt;
This modifier is applied to the mining module&#039;s mass and {{icon|power consumption}}power maintenance on respective celestial body. For example, the mass of Outpost Mining Complex on Mars calculated by 250 * 0.9342 = 233.55, rounded up to 234 (tons). This is multiplicative with radiation penalty, so mass of Colony Mining Complex on Mercury would be 10000 * 1.9641 * 2 = 39282 (tons). Radiation does not affect power cost of the module, so the power consumption of Colony Mining Complex on Mercury is 200 * 1.9641 = 392.82, rounded up to 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;
== 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;
{| 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;
&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;
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.&lt;br /&gt;
&lt;br /&gt;
When built on surface bases they house 2 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.&lt;br /&gt;
&lt;br /&gt;
When built on stations they house 2 anti-ship weapons: 1 laser battery (laser / arc laser / phaser) and 1 projectile battery (gun / rail / coil / plasma). In addition, they also house 1 point defense turret (40mm autocannon / laser / arc laser / phaser). Stations with defense modules will take part in space battles. They upgrade automatically when new faction projects that unlock hull weapons are researched.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Weapon Size !! 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;
| {{#invoke:HabModuleLister|GetModuleTableRow|Point Defense Array|true|true|true|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;
| {{#invoke:HabModuleLister|GetModuleTableRow|Layered Defense Array|true|true|true|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;
| {{#invoke:HabModuleLister|GetModuleTableRow|Battlestations|true|true|true|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 !! Mission Control !! Control Point Cap !! Crew !! Mass (tons) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&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;
| 1&lt;br /&gt;
| 10&lt;br /&gt;
| 200&lt;br /&gt;
| 150&lt;br /&gt;
| 30&lt;br /&gt;
| 1 Boost&amp;lt;br&amp;gt;21.5 Money&amp;lt;br&amp;gt;0.1 Base Metals&lt;br /&gt;
| 120&lt;br /&gt;
| 1.2 Water&amp;lt;br&amp;gt;6 Volatiles&amp;lt;br&amp;gt;7.5 Base Metals&amp;lt;br&amp;gt;0.3 Noble Metals&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;
| 2&lt;br /&gt;
| 30&lt;br /&gt;
| 1000&lt;br /&gt;
| 750&lt;br /&gt;
| 120&lt;br /&gt;
| 3 Boost&amp;lt;br&amp;gt;100 Money&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
| 600&lt;br /&gt;
| 6 Water&amp;lt;br&amp;gt;30 Volatiles&amp;lt;br&amp;gt;37.5 Base Metals&amp;lt;br&amp;gt;1.5 Noble Metals&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;
| 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;
| 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;
| 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;
| 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;
| 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;
=== Deep Space Telesope ===&lt;br /&gt;
The Deep Space Telesope is a 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;
&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;/div&gt;</summary>
		<author><name>76561198066654836</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=6904</id>
		<title>Habs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=6904"/>
		<updated>2025-09-23T11:49:33Z</updated>

		<summary type="html">&lt;p&gt;76561198066654836: /* Civilian Modules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;This page discusses the game mechanics for habs. It also has a somewhat obsolete list of hab modules. For an up-to-date list of all hab modules in Terra Invicta, as well as their stats, see [[Hab Module List]] instead.&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 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 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 councilor with a high 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 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 {{icon|boost}}Boost is used. And if you are out of both, or have insufficient {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control]](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 {{icon|water|bgcolor=transparent}}0.35 water, {{icon|volatiles|bgcolor=transparent}}0.35 volatiles, and {{icon|money|bgcolor=transparent}}0.1 money &#039;&#039;per year&#039;&#039;. This is approximately 0.029 water, 0.029 volatiles, and 0.008 money &#039;&#039;per month&#039;&#039;. Agricultural module covers {{icon|water}} and {{icon|volatiles}} upkeep of certain number of crews 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 {{icon|metal}}base 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 base metals. e. g. 200t module becomes 400t module on Mercury, and 200t difference means additional {{icon|metal}}20 base metal cost.&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 {{icon|antimatter|bgcolor=DarkSlateGray}}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 {{icon|antimatter|bgcolor=DarkSlateGray}}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;
=== 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 !! Crew !! Mass (tons) !! Build Time (days) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space) !! Faction !! Notes&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;
| 200&lt;br /&gt;
| 10000&lt;br /&gt;
| 120&lt;br /&gt;
| 150&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;20 Money&lt;br /&gt;
| 200K Money&lt;br /&gt;
| 380 Volatiles&amp;lt;br&amp;gt;400 Base Metals&amp;lt;br&amp;gt;200 Noble Metals&amp;lt;br&amp;gt;20 Exotics&lt;br /&gt;
| [[File:FAC AppeaseCouncil 128.png|40px]] The Protectorate&lt;br /&gt;
| Will defend the station&amp;lt;br&amp;gt;May only be built in Low Earth Orbit&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;
| 80&lt;br /&gt;
| 250000&lt;br /&gt;
| 720&lt;br /&gt;
| 5000&lt;br /&gt;
| 20 Mission Control&amp;lt;br&amp;gt;20 Money&lt;br /&gt;
| 25M Money&lt;br /&gt;
| 2350 Water&amp;lt;br&amp;gt;5000 Volatiles&amp;lt;br&amp;gt;11000 Base Metals&amp;lt;br&amp;gt;6250 Noble Metals&amp;lt;br&amp;gt;400 Exotics&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|40px]] Project Exodus&lt;br /&gt;
| &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]].&lt;br /&gt;
&lt;br /&gt;
There is a soft limit on the number of {{icon|mining|bgcolor=DarkSlateGray}}mining bases you can have. Going over it will require paying extra {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|MC]] cost. This limit is raised by 3 with the {{icon|space}} [[Mission to the Moon]] tech and {{icon|space}} [[Mission to the Mercury]] tech. {{icon|space}} [[Mission to Mars]], {{icon|space}} [[Mission to the Asteroids]], {{icon|space}} [[Mission to Jupiter]], {{icon|space}} [[Mission to Saturn]], and {{icon|space}} [[Mission to the Outer Planets]] techs increases the limit by 6 each, for a maximum of 36 mines. This can then be raised further with every level of {{icon|space}} [[Future Tech: Space Science]]. &lt;br /&gt;
&lt;br /&gt;
Each additional mine beyond the initial limit has an escalating {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control (MC)]] cost, The total number of MC penalty is ((# of mines over the cap)^2)/2, rounded down except when n=1, where MC penalty is 1 rather than 0. &lt;br /&gt;
&lt;br /&gt;
So it goes as: 1 → 2 → 4 → 8 → 12 → 18 → 24 → 32...&amp;lt;br&amp;gt;&lt;br /&gt;
Which means per-mine cost sequence is: 1 → 1 → 2 → 4 → 4 → 6 → 6 → 8 → ...&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Extraction Rate !! Crew !! Mass (tons)&amp;lt;br&amp;gt;(Base value)  !! Build Time (days) !! Required Power&amp;lt;br&amp;gt;(Base value) !! Support Costs !! Build Cost from space&amp;lt;br&amp;gt;(Base value)&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;
| 100%&lt;br /&gt;
| 12&lt;br /&gt;
| 250&lt;br /&gt;
| 60&lt;br /&gt;
| 10&lt;br /&gt;
| 6 Money&amp;lt;br&amp;gt;1 Water&amp;lt;br&amp;gt;1 Volatiles&lt;br /&gt;
| 2.5 Water(10%)&amp;lt;br&amp;gt;2.5 Volatiles(10%)&amp;lt;br&amp;gt;19.75 Base Metals(79%)&amp;lt;br&amp;gt;0.25 Noble Metals(1%)&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;
| 150%&lt;br /&gt;
| 60&lt;br /&gt;
| 1250&lt;br /&gt;
| 120&lt;br /&gt;
| 40&lt;br /&gt;
| 30 Money&amp;lt;br&amp;gt;3 Water&amp;lt;br&amp;gt;3 Volatiles&lt;br /&gt;
| 12.5 Water(10%)&amp;lt;br&amp;gt;12.5 Volatiles(10%)&amp;lt;br&amp;gt;98.75 Base Metals(79%)&amp;lt;br&amp;gt;1.25 Noble Metals(1%)&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;
| 200%&lt;br /&gt;
| 200&lt;br /&gt;
| 10000&lt;br /&gt;
| 240&lt;br /&gt;
| 200&lt;br /&gt;
| 60 Money&amp;lt;br&amp;gt;5 Water&amp;lt;br&amp;gt;5 Volatiles&lt;br /&gt;
| 100 Water(10%)&amp;lt;br&amp;gt;100 Volatiles(10%)&amp;lt;br&amp;gt;790 Base Metals(79%)&amp;lt;br&amp;gt;10 Noble Metals(1%) &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;
| 125%&lt;br /&gt;
| 0&lt;br /&gt;
| 175&lt;br /&gt;
| 30&lt;br /&gt;
| 12&lt;br /&gt;
| 1 Water&amp;lt;br&amp;gt;1 Volatiles&lt;br /&gt;
| 1.75 Water(10%)&amp;lt;br&amp;gt;2.625 Volatiles(15%)&amp;lt;br&amp;gt;12.6 Base Metals(72%)&amp;lt;br&amp;gt;0.525 Noble Metals(3%)&lt;br /&gt;
|}&lt;br /&gt;
==== Mining modifier ====&lt;br /&gt;
This modifier is applied to the mining module&#039;s mass and {{icon|power consumption}}power maintenance on respective celestial body. For example, the mass of Outpost Mining Complex on Mars calculated by 250 * 0.9342 = 233.55, rounded up to 234 (tons). This is multiplicative with radiation penalty, so mass of Colony Mining Complex on Mercury would be 10000 * 1.9641 * 2 = 39282 (tons). Radiation does not affect power cost of the module, so the power consumption of Colony Mining Complex on Mercury is 200 * 1.9641 = 392.82, rounded up to 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;
== 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;
{| 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;
&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;
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.&lt;br /&gt;
&lt;br /&gt;
When built on surface bases they house 2 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.&lt;br /&gt;
&lt;br /&gt;
When built on stations they house 2 anti-ship weapons: 1 laser battery (laser / arc laser / phaser) and 1 projectile battery (gun / rail / coil / plasma). In addition, they also house 1 point defense turret (40mm autocannon / laser / arc laser / phaser). Stations with defense modules will take part in space battles. They upgrade automatically when new faction projects that unlock hull weapons are researched.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Weapon Size !! Crew !! Mass (tons) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&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;
| 3&lt;br /&gt;
| 150&lt;br /&gt;
| 10&lt;br /&gt;
| 2 Money&amp;lt;br&amp;gt;0.1 Base Metals&lt;br /&gt;
| 145 Money&lt;br /&gt;
| 3.3 Volatiles&amp;lt;br&amp;gt;11.4 Base Metals&amp;lt;br&amp;gt;0.3 Noble Metals&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;
| 15&lt;br /&gt;
| 750&lt;br /&gt;
| 40&lt;br /&gt;
| 10 Money&amp;lt;br&amp;gt;1 Base Metals&amp;lt;br&amp;gt;0.5 Noble Metals&lt;br /&gt;
| 725 Money&lt;br /&gt;
| 16.5 Volatiles&amp;lt;br&amp;gt;57 Base Metals&amp;lt;br&amp;gt;1.5 Noble Metals&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;
| 75&lt;br /&gt;
| 6000&lt;br /&gt;
| 240&lt;br /&gt;
| 30 Money&amp;lt;br&amp;gt;3 Base Metals&amp;lt;br&amp;gt;1 Noble Metals&lt;br /&gt;
| 5.8K Money&lt;br /&gt;
| 132 Volatiles&amp;lt;br&amp;gt;456 Base Metals&amp;lt;br&amp;gt;12 Noble Metals&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 !! Mission Control !! Control Point Cap !! Crew !! Mass (tons) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&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;
| 1&lt;br /&gt;
| 10&lt;br /&gt;
| 200&lt;br /&gt;
| 150&lt;br /&gt;
| 30&lt;br /&gt;
| 1 Boost&amp;lt;br&amp;gt;21.5 Money&amp;lt;br&amp;gt;0.1 Base Metals&lt;br /&gt;
| 120&lt;br /&gt;
| 1.2 Water&amp;lt;br&amp;gt;6 Volatiles&amp;lt;br&amp;gt;7.5 Base Metals&amp;lt;br&amp;gt;0.3 Noble Metals&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;
| 2&lt;br /&gt;
| 30&lt;br /&gt;
| 1000&lt;br /&gt;
| 750&lt;br /&gt;
| 120&lt;br /&gt;
| 3 Boost&amp;lt;br&amp;gt;100 Money&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
| 600&lt;br /&gt;
| 6 Water&amp;lt;br&amp;gt;30 Volatiles&amp;lt;br&amp;gt;37.5 Base Metals&amp;lt;br&amp;gt;1.5 Noble Metals&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;
| 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;
| 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;
| 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;
| 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;
| 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;
=== Deep Space Telesope ===&lt;br /&gt;
The Deep Space Telesope is a 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;
&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;/div&gt;</summary>
		<author><name>76561198066654836</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=6903</id>
		<title>Habs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=6903"/>
		<updated>2025-09-23T11:48:31Z</updated>

		<summary type="html">&lt;p&gt;76561198066654836: /* Civilian Modules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;This page discusses the game mechanics for habs. It also has a somewhat obsolete list of hab modules. For an up-to-date list of all hab modules in Terra Invicta, as well as their stats, see [[Hab Module List]] instead.&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 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 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 councilor with a high 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 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 {{icon|boost}}Boost is used. And if you are out of both, or have insufficient {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control]](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 {{icon|water|bgcolor=transparent}}0.35 water, {{icon|volatiles|bgcolor=transparent}}0.35 volatiles, and {{icon|money|bgcolor=transparent}}0.1 money &#039;&#039;per year&#039;&#039;. This is approximately 0.029 water, 0.029 volatiles, and 0.008 money &#039;&#039;per month&#039;&#039;. Agricultural module covers {{icon|water}} and {{icon|volatiles}} upkeep of certain number of crews 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 {{icon|metal}}base 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 base metals. e. g. 200t module becomes 400t module on Mercury, and 200t difference means additional {{icon|metal}}20 base metal cost.&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 {{icon|antimatter|bgcolor=DarkSlateGray}}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 {{icon|antimatter|bgcolor=DarkSlateGray}}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;
=== 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 !! Crew !! Mass (tons) !! Build Time (days) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space) !! Faction !! Notes&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;
| 200&lt;br /&gt;
| 10000&lt;br /&gt;
| 120&lt;br /&gt;
| 150&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;20 Money&lt;br /&gt;
| 200K Money&lt;br /&gt;
| 380 Volatiles&amp;lt;br&amp;gt;400 Base Metals&amp;lt;br&amp;gt;200 Noble Metals&amp;lt;br&amp;gt;20 Exotics&lt;br /&gt;
| [[File:FAC AppeaseCouncil 128.png|40px]] The Protectorate&lt;br /&gt;
| Will defend the station&amp;lt;br&amp;gt;May only be built in Low Earth Orbit&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;
| 80&lt;br /&gt;
| 250000&lt;br /&gt;
| 720&lt;br /&gt;
| 5000&lt;br /&gt;
| 20 Mission Control&amp;lt;br&amp;gt;20 Money&lt;br /&gt;
| 25M Money&lt;br /&gt;
| 2350 Water&amp;lt;br&amp;gt;5000 Volatiles&amp;lt;br&amp;gt;11000 Base Metals&amp;lt;br&amp;gt;6250 Noble Metals&amp;lt;br&amp;gt;400 Exotics&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|40px]] Project Exodus&lt;br /&gt;
| &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]].&lt;br /&gt;
&lt;br /&gt;
There is a soft limit on the number of {{icon|mining|bgcolor=DarkSlateGray}}mining bases you can have. Going over it will require paying extra {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|MC]] cost. This limit is raised by 3 with the {{icon|space}} [[Mission to the Moon]] tech and {{icon|space}} [[Mission to the Mercury]] tech. {{icon|space}} [[Mission to Mars]], {{icon|space}} [[Mission to the Asteroids]], {{icon|space}} [[Mission to Jupiter]], {{icon|space}} [[Mission to Saturn]], and {{icon|space}} [[Mission to the Outer Planets]] techs increases the limit by 6 each, for a maximum of 36 mines. This can then be raised further with every level of {{icon|space}} [[Future Tech: Space Science]]. &lt;br /&gt;
&lt;br /&gt;
Each additional mine beyond the initial limit has an escalating {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control (MC)]] cost, The total number of MC penalty is ((# of mines over the cap)^2)/2, rounded down except when n=1, where MC penalty is 1 rather than 0. &lt;br /&gt;
&lt;br /&gt;
So it goes as: 1 → 2 → 4 → 8 → 12 → 18 → 24 → 32...&amp;lt;br&amp;gt;&lt;br /&gt;
Which means per-mine cost sequence is: 1 → 1 → 2 → 4 → 4 → 6 → 6 → 8 → ...&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Extraction Rate !! Crew !! Mass (tons)&amp;lt;br&amp;gt;(Base value)  !! Build Time (days) !! Required Power&amp;lt;br&amp;gt;(Base value) !! Support Costs !! Build Cost from space&amp;lt;br&amp;gt;(Base value)&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;
| 100%&lt;br /&gt;
| 12&lt;br /&gt;
| 250&lt;br /&gt;
| 60&lt;br /&gt;
| 10&lt;br /&gt;
| 6 Money&amp;lt;br&amp;gt;1 Water&amp;lt;br&amp;gt;1 Volatiles&lt;br /&gt;
| 2.5 Water(10%)&amp;lt;br&amp;gt;2.5 Volatiles(10%)&amp;lt;br&amp;gt;19.75 Base Metals(79%)&amp;lt;br&amp;gt;0.25 Noble Metals(1%)&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;
| 150%&lt;br /&gt;
| 60&lt;br /&gt;
| 1250&lt;br /&gt;
| 120&lt;br /&gt;
| 40&lt;br /&gt;
| 30 Money&amp;lt;br&amp;gt;3 Water&amp;lt;br&amp;gt;3 Volatiles&lt;br /&gt;
| 12.5 Water(10%)&amp;lt;br&amp;gt;12.5 Volatiles(10%)&amp;lt;br&amp;gt;98.75 Base Metals(79%)&amp;lt;br&amp;gt;1.25 Noble Metals(1%)&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;
| 200%&lt;br /&gt;
| 200&lt;br /&gt;
| 10000&lt;br /&gt;
| 240&lt;br /&gt;
| 200&lt;br /&gt;
| 60 Money&amp;lt;br&amp;gt;5 Water&amp;lt;br&amp;gt;5 Volatiles&lt;br /&gt;
| 100 Water(10%)&amp;lt;br&amp;gt;100 Volatiles(10%)&amp;lt;br&amp;gt;790 Base Metals(79%)&amp;lt;br&amp;gt;10 Noble Metals(1%) &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;
| 125%&lt;br /&gt;
| 0&lt;br /&gt;
| 175&lt;br /&gt;
| 30&lt;br /&gt;
| 12&lt;br /&gt;
| 1 Water&amp;lt;br&amp;gt;1 Volatiles&lt;br /&gt;
| 1.75 Water(10%)&amp;lt;br&amp;gt;2.625 Volatiles(15%)&amp;lt;br&amp;gt;12.6 Base Metals(72%)&amp;lt;br&amp;gt;0.525 Noble Metals(3%)&lt;br /&gt;
|}&lt;br /&gt;
==== Mining modifier ====&lt;br /&gt;
This modifier is applied to the mining module&#039;s mass and {{icon|power consumption}}power maintenance on respective celestial body. For example, the mass of Outpost Mining Complex on Mars calculated by 250 * 0.9342 = 233.55, rounded up to 234 (tons). This is multiplicative with radiation penalty, so mass of Colony Mining Complex on Mercury would be 10000 * 1.9641 * 2 = 39282 (tons). Radiation does not affect power cost of the module, so the power consumption of Colony Mining Complex on Mercury is 200 * 1.9641 = 392.82, rounded up to 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;
== 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;
{| 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;
&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;
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.&lt;br /&gt;
&lt;br /&gt;
When built on surface bases they house 2 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.&lt;br /&gt;
&lt;br /&gt;
When built on stations they house 2 anti-ship weapons: 1 laser battery (laser / arc laser / phaser) and 1 projectile battery (gun / rail / coil / plasma). In addition, they also house 1 point defense turret (40mm autocannon / laser / arc laser / phaser). Stations with defense modules will take part in space battles. They upgrade automatically when new faction projects that unlock hull weapons are researched.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Weapon Size !! Crew !! Mass (tons) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&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;
| 3&lt;br /&gt;
| 150&lt;br /&gt;
| 10&lt;br /&gt;
| 2 Money&amp;lt;br&amp;gt;0.1 Base Metals&lt;br /&gt;
| 145 Money&lt;br /&gt;
| 3.3 Volatiles&amp;lt;br&amp;gt;11.4 Base Metals&amp;lt;br&amp;gt;0.3 Noble Metals&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;
| 15&lt;br /&gt;
| 750&lt;br /&gt;
| 40&lt;br /&gt;
| 10 Money&amp;lt;br&amp;gt;1 Base Metals&amp;lt;br&amp;gt;0.5 Noble Metals&lt;br /&gt;
| 725 Money&lt;br /&gt;
| 16.5 Volatiles&amp;lt;br&amp;gt;57 Base Metals&amp;lt;br&amp;gt;1.5 Noble Metals&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;
| 75&lt;br /&gt;
| 6000&lt;br /&gt;
| 240&lt;br /&gt;
| 30 Money&amp;lt;br&amp;gt;3 Base Metals&amp;lt;br&amp;gt;1 Noble Metals&lt;br /&gt;
| 5.8K Money&lt;br /&gt;
| 132 Volatiles&amp;lt;br&amp;gt;456 Base Metals&amp;lt;br&amp;gt;12 Noble Metals&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 !! Mission Control !! Control Point Cap !! Crew !! Mass (tons) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&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;
| 1&lt;br /&gt;
| 10&lt;br /&gt;
| 200&lt;br /&gt;
| 150&lt;br /&gt;
| 30&lt;br /&gt;
| 1 Boost&amp;lt;br&amp;gt;21.5 Money&amp;lt;br&amp;gt;0.1 Base Metals&lt;br /&gt;
| 120&lt;br /&gt;
| 1.2 Water&amp;lt;br&amp;gt;6 Volatiles&amp;lt;br&amp;gt;7.5 Base Metals&amp;lt;br&amp;gt;0.3 Noble Metals&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;
| 2&lt;br /&gt;
| 30&lt;br /&gt;
| 1000&lt;br /&gt;
| 750&lt;br /&gt;
| 120&lt;br /&gt;
| 3 Boost&amp;lt;br&amp;gt;100 Money&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
| 600&lt;br /&gt;
| 6 Water&amp;lt;br&amp;gt;30 Volatiles&amp;lt;br&amp;gt;37.5 Base Metals&amp;lt;br&amp;gt;1.5 Noble Metals&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;
| 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;
| 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 at least 50000 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;
| 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;
| 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;
| 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;
=== Deep Space Telesope ===&lt;br /&gt;
The Deep Space Telesope is a 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;
&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;/div&gt;</summary>
		<author><name>76561198066654836</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=6902</id>
		<title>Habs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=6902"/>
		<updated>2025-09-23T11:47:05Z</updated>

		<summary type="html">&lt;p&gt;76561198066654836: /* Science Modules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;This page discusses the game mechanics for habs. It also has a somewhat obsolete list of hab modules. For an up-to-date list of all hab modules in Terra Invicta, as well as their stats, see [[Hab Module List]] instead.&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 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 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 councilor with a high 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 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 {{icon|boost}}Boost is used. And if you are out of both, or have insufficient {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control]](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 {{icon|water|bgcolor=transparent}}0.35 water, {{icon|volatiles|bgcolor=transparent}}0.35 volatiles, and {{icon|money|bgcolor=transparent}}0.1 money &#039;&#039;per year&#039;&#039;. This is approximately 0.029 water, 0.029 volatiles, and 0.008 money &#039;&#039;per month&#039;&#039;. Agricultural module covers {{icon|water}} and {{icon|volatiles}} upkeep of certain number of crews 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 {{icon|metal}}base 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 base metals. e. g. 200t module becomes 400t module on Mercury, and 200t difference means additional {{icon|metal}}20 base metal cost.&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 {{icon|antimatter|bgcolor=DarkSlateGray}}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 {{icon|antimatter|bgcolor=DarkSlateGray}}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;
=== 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 !! Crew !! Mass (tons) !! Build Time (days) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space) !! Faction !! Notes&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;
| 200&lt;br /&gt;
| 10000&lt;br /&gt;
| 120&lt;br /&gt;
| 150&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;20 Money&lt;br /&gt;
| 200K Money&lt;br /&gt;
| 380 Volatiles&amp;lt;br&amp;gt;400 Base Metals&amp;lt;br&amp;gt;200 Noble Metals&amp;lt;br&amp;gt;20 Exotics&lt;br /&gt;
| [[File:FAC AppeaseCouncil 128.png|40px]] The Protectorate&lt;br /&gt;
| Will defend the station&amp;lt;br&amp;gt;May only be built in Low Earth Orbit&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;
| 80&lt;br /&gt;
| 250000&lt;br /&gt;
| 720&lt;br /&gt;
| 5000&lt;br /&gt;
| 20 Mission Control&amp;lt;br&amp;gt;20 Money&lt;br /&gt;
| 25M Money&lt;br /&gt;
| 2350 Water&amp;lt;br&amp;gt;5000 Volatiles&amp;lt;br&amp;gt;11000 Base Metals&amp;lt;br&amp;gt;6250 Noble Metals&amp;lt;br&amp;gt;400 Exotics&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|40px]] Project Exodus&lt;br /&gt;
| &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]].&lt;br /&gt;
&lt;br /&gt;
There is a soft limit on the number of {{icon|mining|bgcolor=DarkSlateGray}}mining bases you can have. Going over it will require paying extra {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|MC]] cost. This limit is raised by 3 with the {{icon|space}} [[Mission to the Moon]] tech and {{icon|space}} [[Mission to the Mercury]] tech. {{icon|space}} [[Mission to Mars]], {{icon|space}} [[Mission to the Asteroids]], {{icon|space}} [[Mission to Jupiter]], {{icon|space}} [[Mission to Saturn]], and {{icon|space}} [[Mission to the Outer Planets]] techs increases the limit by 6 each, for a maximum of 36 mines. This can then be raised further with every level of {{icon|space}} [[Future Tech: Space Science]]. &lt;br /&gt;
&lt;br /&gt;
Each additional mine beyond the initial limit has an escalating {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control (MC)]] cost, The total number of MC penalty is ((# of mines over the cap)^2)/2, rounded down except when n=1, where MC penalty is 1 rather than 0. &lt;br /&gt;
&lt;br /&gt;
So it goes as: 1 → 2 → 4 → 8 → 12 → 18 → 24 → 32...&amp;lt;br&amp;gt;&lt;br /&gt;
Which means per-mine cost sequence is: 1 → 1 → 2 → 4 → 4 → 6 → 6 → 8 → ...&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Extraction Rate !! Crew !! Mass (tons)&amp;lt;br&amp;gt;(Base value)  !! Build Time (days) !! Required Power&amp;lt;br&amp;gt;(Base value) !! Support Costs !! Build Cost from space&amp;lt;br&amp;gt;(Base value)&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;
| 100%&lt;br /&gt;
| 12&lt;br /&gt;
| 250&lt;br /&gt;
| 60&lt;br /&gt;
| 10&lt;br /&gt;
| 6 Money&amp;lt;br&amp;gt;1 Water&amp;lt;br&amp;gt;1 Volatiles&lt;br /&gt;
| 2.5 Water(10%)&amp;lt;br&amp;gt;2.5 Volatiles(10%)&amp;lt;br&amp;gt;19.75 Base Metals(79%)&amp;lt;br&amp;gt;0.25 Noble Metals(1%)&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;
| 150%&lt;br /&gt;
| 60&lt;br /&gt;
| 1250&lt;br /&gt;
| 120&lt;br /&gt;
| 40&lt;br /&gt;
| 30 Money&amp;lt;br&amp;gt;3 Water&amp;lt;br&amp;gt;3 Volatiles&lt;br /&gt;
| 12.5 Water(10%)&amp;lt;br&amp;gt;12.5 Volatiles(10%)&amp;lt;br&amp;gt;98.75 Base Metals(79%)&amp;lt;br&amp;gt;1.25 Noble Metals(1%)&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;
| 200%&lt;br /&gt;
| 200&lt;br /&gt;
| 10000&lt;br /&gt;
| 240&lt;br /&gt;
| 200&lt;br /&gt;
| 60 Money&amp;lt;br&amp;gt;5 Water&amp;lt;br&amp;gt;5 Volatiles&lt;br /&gt;
| 100 Water(10%)&amp;lt;br&amp;gt;100 Volatiles(10%)&amp;lt;br&amp;gt;790 Base Metals(79%)&amp;lt;br&amp;gt;10 Noble Metals(1%) &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;
| 125%&lt;br /&gt;
| 0&lt;br /&gt;
| 175&lt;br /&gt;
| 30&lt;br /&gt;
| 12&lt;br /&gt;
| 1 Water&amp;lt;br&amp;gt;1 Volatiles&lt;br /&gt;
| 1.75 Water(10%)&amp;lt;br&amp;gt;2.625 Volatiles(15%)&amp;lt;br&amp;gt;12.6 Base Metals(72%)&amp;lt;br&amp;gt;0.525 Noble Metals(3%)&lt;br /&gt;
|}&lt;br /&gt;
==== Mining modifier ====&lt;br /&gt;
This modifier is applied to the mining module&#039;s mass and {{icon|power consumption}}power maintenance on respective celestial body. For example, the mass of Outpost Mining Complex on Mars calculated by 250 * 0.9342 = 233.55, rounded up to 234 (tons). This is multiplicative with radiation penalty, so mass of Colony Mining Complex on Mercury would be 10000 * 1.9641 * 2 = 39282 (tons). Radiation does not affect power cost of the module, so the power consumption of Colony Mining Complex on Mercury is 200 * 1.9641 = 392.82, rounded up to 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;
== 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;
{| 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;
&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;
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.&lt;br /&gt;
&lt;br /&gt;
When built on surface bases they house 2 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.&lt;br /&gt;
&lt;br /&gt;
When built on stations they house 2 anti-ship weapons: 1 laser battery (laser / arc laser / phaser) and 1 projectile battery (gun / rail / coil / plasma). In addition, they also house 1 point defense turret (40mm autocannon / laser / arc laser / phaser). Stations with defense modules will take part in space battles. They upgrade automatically when new faction projects that unlock hull weapons are researched.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Weapon Size !! Crew !! Mass (tons) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&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;
| 3&lt;br /&gt;
| 150&lt;br /&gt;
| 10&lt;br /&gt;
| 2 Money&amp;lt;br&amp;gt;0.1 Base Metals&lt;br /&gt;
| 145 Money&lt;br /&gt;
| 3.3 Volatiles&amp;lt;br&amp;gt;11.4 Base Metals&amp;lt;br&amp;gt;0.3 Noble Metals&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;
| 15&lt;br /&gt;
| 750&lt;br /&gt;
| 40&lt;br /&gt;
| 10 Money&amp;lt;br&amp;gt;1 Base Metals&amp;lt;br&amp;gt;0.5 Noble Metals&lt;br /&gt;
| 725 Money&lt;br /&gt;
| 16.5 Volatiles&amp;lt;br&amp;gt;57 Base Metals&amp;lt;br&amp;gt;1.5 Noble Metals&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;
| 75&lt;br /&gt;
| 6000&lt;br /&gt;
| 240&lt;br /&gt;
| 30 Money&amp;lt;br&amp;gt;3 Base Metals&amp;lt;br&amp;gt;1 Noble Metals&lt;br /&gt;
| 5.8K Money&lt;br /&gt;
| 132 Volatiles&amp;lt;br&amp;gt;456 Base Metals&amp;lt;br&amp;gt;12 Noble Metals&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 !! Mission Control !! Control Point Cap !! Crew !! Mass (tons) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&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;
| 1&lt;br /&gt;
| 10&lt;br /&gt;
| 200&lt;br /&gt;
| 150&lt;br /&gt;
| 30&lt;br /&gt;
| 1 Boost&amp;lt;br&amp;gt;21.5 Money&amp;lt;br&amp;gt;0.1 Base Metals&lt;br /&gt;
| 120&lt;br /&gt;
| 1.2 Water&amp;lt;br&amp;gt;6 Volatiles&amp;lt;br&amp;gt;7.5 Base Metals&amp;lt;br&amp;gt;0.3 Noble Metals&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;
| 2&lt;br /&gt;
| 30&lt;br /&gt;
| 1000&lt;br /&gt;
| 750&lt;br /&gt;
| 120&lt;br /&gt;
| 3 Boost&amp;lt;br&amp;gt;100 Money&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
| 600&lt;br /&gt;
| 6 Water&amp;lt;br&amp;gt;30 Volatiles&amp;lt;br&amp;gt;37.5 Base Metals&amp;lt;br&amp;gt;1.5 Noble Metals&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;
| 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;
| 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 at least 50000 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;
| +1 Crew&amp;lt;br&amp;gt;+12 Money&amp;lt;br&amp;gt;+1 Influence&amp;lt;br&amp;gt;-3 Power&amp;lt;br&amp;gt;&#039;&#039;• stations only&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
| Space Hotel&amp;lt;br&amp;gt;[[File:Station T2 SpaceHotel.png|100px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+80 Money&amp;lt;br&amp;gt;+2 Influence&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-3 Boost&amp;lt;br&amp;gt;&#039;&#039;• stations only&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
| Space Resort&amp;lt;br&amp;gt;[[File:Station T3 SpaceResort.png|100px]]&lt;br /&gt;
| +500 Crew&amp;lt;br&amp;gt;+250 Money&amp;lt;br&amp;gt;+5 Influence&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-6 Boost&amp;lt;br&amp;gt;&#039;&#039;• stations only&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Social Science Lab&amp;lt;br&amp;gt;[[File:Station T1 SocialScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Social Science Research&amp;lt;br&amp;gt;-3 Power&amp;lt;br&amp;gt;+1 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
| Social Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 SocialScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Social Science Research&amp;lt;br&amp;gt;-12 Power&amp;lt;br&amp;gt;+2 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
| Social Science Institute&amp;lt;br&amp;gt;[[File:Station T3 SocialScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Social Science Research&amp;lt;br&amp;gt;-36 Power&amp;lt;br&amp;gt;+3 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
|-&lt;br /&gt;
| Broadcast Outlet&amp;lt;br&amp;gt;[[File:Station T1 BroadcastOutlet.png|100px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;+5 Influence&amp;lt;br&amp;gt;-8 Power&lt;br /&gt;
| Communications Hub&amp;lt;br&amp;gt;[[File:Station T2 CommunicationsHub.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+12 Influence&amp;lt;br&amp;gt;-32 Power&amp;lt;br&amp;gt;+1% Unity priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Media Center&amp;lt;br&amp;gt;[[File:Station T3 MediaCenter.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+30 Influence&amp;lt;br&amp;gt;-96 Power&amp;lt;br&amp;gt;+2% Unity priority effect if in Earth orbit (max +30%)&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;
| +120 Crew&amp;lt;br&amp;gt;+60 Money&amp;lt;br&amp;gt;+2.5% Life Science Research&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-1.5 Boost&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
| Space Hospital&amp;lt;br&amp;gt;[[File:Station T3 GeriatricsFacility.png|100px]]&lt;br /&gt;
| +600 Crew&amp;lt;br&amp;gt;+250 Money&amp;lt;br&amp;gt;+2.5% Life Science Research&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-3 Boost&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Deep Space Telesope ===&lt;br /&gt;
The Deep Space Telesope is a 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;
&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;/div&gt;</summary>
		<author><name>76561198066654836</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=6901</id>
		<title>Habs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=6901"/>
		<updated>2025-09-23T11:43:52Z</updated>

		<summary type="html">&lt;p&gt;76561198066654836: /* Power Modules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;This page discusses the game mechanics for habs. It also has a somewhat obsolete list of hab modules. For an up-to-date list of all hab modules in Terra Invicta, as well as their stats, see [[Hab Module List]] instead.&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 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 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 councilor with a high 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 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 {{icon|boost}}Boost is used. And if you are out of both, or have insufficient {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control]](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 {{icon|water|bgcolor=transparent}}0.35 water, {{icon|volatiles|bgcolor=transparent}}0.35 volatiles, and {{icon|money|bgcolor=transparent}}0.1 money &#039;&#039;per year&#039;&#039;. This is approximately 0.029 water, 0.029 volatiles, and 0.008 money &#039;&#039;per month&#039;&#039;. Agricultural module covers {{icon|water}} and {{icon|volatiles}} upkeep of certain number of crews 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 {{icon|metal}}base 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 base metals. e. g. 200t module becomes 400t module on Mercury, and 200t difference means additional {{icon|metal}}20 base metal cost.&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 {{icon|antimatter|bgcolor=DarkSlateGray}}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 {{icon|antimatter|bgcolor=DarkSlateGray}}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;
=== 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 !! Crew !! Mass (tons) !! Build Time (days) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space) !! Faction !! Notes&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;
| 200&lt;br /&gt;
| 10000&lt;br /&gt;
| 120&lt;br /&gt;
| 150&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;20 Money&lt;br /&gt;
| 200K Money&lt;br /&gt;
| 380 Volatiles&amp;lt;br&amp;gt;400 Base Metals&amp;lt;br&amp;gt;200 Noble Metals&amp;lt;br&amp;gt;20 Exotics&lt;br /&gt;
| [[File:FAC AppeaseCouncil 128.png|40px]] The Protectorate&lt;br /&gt;
| Will defend the station&amp;lt;br&amp;gt;May only be built in Low Earth Orbit&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;
| 80&lt;br /&gt;
| 250000&lt;br /&gt;
| 720&lt;br /&gt;
| 5000&lt;br /&gt;
| 20 Mission Control&amp;lt;br&amp;gt;20 Money&lt;br /&gt;
| 25M Money&lt;br /&gt;
| 2350 Water&amp;lt;br&amp;gt;5000 Volatiles&amp;lt;br&amp;gt;11000 Base Metals&amp;lt;br&amp;gt;6250 Noble Metals&amp;lt;br&amp;gt;400 Exotics&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|40px]] Project Exodus&lt;br /&gt;
| &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]].&lt;br /&gt;
&lt;br /&gt;
There is a soft limit on the number of {{icon|mining|bgcolor=DarkSlateGray}}mining bases you can have. Going over it will require paying extra {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|MC]] cost. This limit is raised by 3 with the {{icon|space}} [[Mission to the Moon]] tech and {{icon|space}} [[Mission to the Mercury]] tech. {{icon|space}} [[Mission to Mars]], {{icon|space}} [[Mission to the Asteroids]], {{icon|space}} [[Mission to Jupiter]], {{icon|space}} [[Mission to Saturn]], and {{icon|space}} [[Mission to the Outer Planets]] techs increases the limit by 6 each, for a maximum of 36 mines. This can then be raised further with every level of {{icon|space}} [[Future Tech: Space Science]]. &lt;br /&gt;
&lt;br /&gt;
Each additional mine beyond the initial limit has an escalating {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control (MC)]] cost, The total number of MC penalty is ((# of mines over the cap)^2)/2, rounded down except when n=1, where MC penalty is 1 rather than 0. &lt;br /&gt;
&lt;br /&gt;
So it goes as: 1 → 2 → 4 → 8 → 12 → 18 → 24 → 32...&amp;lt;br&amp;gt;&lt;br /&gt;
Which means per-mine cost sequence is: 1 → 1 → 2 → 4 → 4 → 6 → 6 → 8 → ...&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Extraction Rate !! Crew !! Mass (tons)&amp;lt;br&amp;gt;(Base value)  !! Build Time (days) !! Required Power&amp;lt;br&amp;gt;(Base value) !! Support Costs !! Build Cost from space&amp;lt;br&amp;gt;(Base value)&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;
| 100%&lt;br /&gt;
| 12&lt;br /&gt;
| 250&lt;br /&gt;
| 60&lt;br /&gt;
| 10&lt;br /&gt;
| 6 Money&amp;lt;br&amp;gt;1 Water&amp;lt;br&amp;gt;1 Volatiles&lt;br /&gt;
| 2.5 Water(10%)&amp;lt;br&amp;gt;2.5 Volatiles(10%)&amp;lt;br&amp;gt;19.75 Base Metals(79%)&amp;lt;br&amp;gt;0.25 Noble Metals(1%)&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;
| 150%&lt;br /&gt;
| 60&lt;br /&gt;
| 1250&lt;br /&gt;
| 120&lt;br /&gt;
| 40&lt;br /&gt;
| 30 Money&amp;lt;br&amp;gt;3 Water&amp;lt;br&amp;gt;3 Volatiles&lt;br /&gt;
| 12.5 Water(10%)&amp;lt;br&amp;gt;12.5 Volatiles(10%)&amp;lt;br&amp;gt;98.75 Base Metals(79%)&amp;lt;br&amp;gt;1.25 Noble Metals(1%)&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;
| 200%&lt;br /&gt;
| 200&lt;br /&gt;
| 10000&lt;br /&gt;
| 240&lt;br /&gt;
| 200&lt;br /&gt;
| 60 Money&amp;lt;br&amp;gt;5 Water&amp;lt;br&amp;gt;5 Volatiles&lt;br /&gt;
| 100 Water(10%)&amp;lt;br&amp;gt;100 Volatiles(10%)&amp;lt;br&amp;gt;790 Base Metals(79%)&amp;lt;br&amp;gt;10 Noble Metals(1%) &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;
| 125%&lt;br /&gt;
| 0&lt;br /&gt;
| 175&lt;br /&gt;
| 30&lt;br /&gt;
| 12&lt;br /&gt;
| 1 Water&amp;lt;br&amp;gt;1 Volatiles&lt;br /&gt;
| 1.75 Water(10%)&amp;lt;br&amp;gt;2.625 Volatiles(15%)&amp;lt;br&amp;gt;12.6 Base Metals(72%)&amp;lt;br&amp;gt;0.525 Noble Metals(3%)&lt;br /&gt;
|}&lt;br /&gt;
==== Mining modifier ====&lt;br /&gt;
This modifier is applied to the mining module&#039;s mass and {{icon|power consumption}}power maintenance on respective celestial body. For example, the mass of Outpost Mining Complex on Mars calculated by 250 * 0.9342 = 233.55, rounded up to 234 (tons). This is multiplicative with radiation penalty, so mass of Colony Mining Complex on Mercury would be 10000 * 1.9641 * 2 = 39282 (tons). Radiation does not affect power cost of the module, so the power consumption of Colony Mining Complex on Mercury is 200 * 1.9641 = 392.82, rounded up to 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;
== 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;
{| 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;
&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;
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.&lt;br /&gt;
&lt;br /&gt;
When built on surface bases they house 2 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.&lt;br /&gt;
&lt;br /&gt;
When built on stations they house 2 anti-ship weapons: 1 laser battery (laser / arc laser / phaser) and 1 projectile battery (gun / rail / coil / plasma). In addition, they also house 1 point defense turret (40mm autocannon / laser / arc laser / phaser). Stations with defense modules will take part in space battles. They upgrade automatically when new faction projects that unlock hull weapons are researched.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Weapon Size !! Crew !! Mass (tons) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&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;
| 3&lt;br /&gt;
| 150&lt;br /&gt;
| 10&lt;br /&gt;
| 2 Money&amp;lt;br&amp;gt;0.1 Base Metals&lt;br /&gt;
| 145 Money&lt;br /&gt;
| 3.3 Volatiles&amp;lt;br&amp;gt;11.4 Base Metals&amp;lt;br&amp;gt;0.3 Noble Metals&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;
| 15&lt;br /&gt;
| 750&lt;br /&gt;
| 40&lt;br /&gt;
| 10 Money&amp;lt;br&amp;gt;1 Base Metals&amp;lt;br&amp;gt;0.5 Noble Metals&lt;br /&gt;
| 725 Money&lt;br /&gt;
| 16.5 Volatiles&amp;lt;br&amp;gt;57 Base Metals&amp;lt;br&amp;gt;1.5 Noble Metals&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;
| 75&lt;br /&gt;
| 6000&lt;br /&gt;
| 240&lt;br /&gt;
| 30 Money&amp;lt;br&amp;gt;3 Base Metals&amp;lt;br&amp;gt;1 Noble Metals&lt;br /&gt;
| 5.8K Money&lt;br /&gt;
| 132 Volatiles&amp;lt;br&amp;gt;456 Base Metals&amp;lt;br&amp;gt;12 Noble Metals&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 !! Mission Control !! Control Point Cap !! Crew !! Mass (tons) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&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;
| 1&lt;br /&gt;
| 10&lt;br /&gt;
| 200&lt;br /&gt;
| 150&lt;br /&gt;
| 30&lt;br /&gt;
| 1 Boost&amp;lt;br&amp;gt;21.5 Money&amp;lt;br&amp;gt;0.1 Base Metals&lt;br /&gt;
| 120&lt;br /&gt;
| 1.2 Water&amp;lt;br&amp;gt;6 Volatiles&amp;lt;br&amp;gt;7.5 Base Metals&amp;lt;br&amp;gt;0.3 Noble Metals&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;
| 2&lt;br /&gt;
| 30&lt;br /&gt;
| 1000&lt;br /&gt;
| 750&lt;br /&gt;
| 120&lt;br /&gt;
| 3 Boost&amp;lt;br&amp;gt;100 Money&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
| 600&lt;br /&gt;
| 6 Water&amp;lt;br&amp;gt;30 Volatiles&amp;lt;br&amp;gt;37.5 Base Metals&amp;lt;br&amp;gt;1.5 Noble Metals&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;
| Energy Lab&amp;lt;br&amp;gt;[[File:Station T1 EnergyLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Energy Research&amp;lt;br&amp;gt;-8 Power&amp;lt;br&amp;gt;+3% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Energy Research Center&amp;lt;br&amp;gt;[[File:Station T2 EnergyResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Energy Research&amp;lt;br&amp;gt;-32 Power&amp;lt;br&amp;gt;+6% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Energy Institute&amp;lt;br&amp;gt;[[File:Station T3 EnergyInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Energy Research&amp;lt;br&amp;gt;-96 Power&amp;lt;br&amp;gt;+10% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Information Science Lab&amp;lt;br&amp;gt;[[File:Station T1 InformationScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Information Science Research&amp;lt;br&amp;gt;-6 Power&amp;lt;br&amp;gt;+3% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Information Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 InformationScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Information Science Research&amp;lt;br&amp;gt;-24 Power&amp;lt;br&amp;gt;+6% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Information Science Institute&amp;lt;br&amp;gt;[[File:Station T3 InformationScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Information Science Research&amp;lt;br&amp;gt;-72 Power&amp;lt;br&amp;gt;+10% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Life Science Lab&amp;lt;br&amp;gt;[[File:Station T1 LifeScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Life Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Life Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 LifeScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Life Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Life Science Institute&amp;lt;br&amp;gt;[[File:Station T3 LifeScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Life Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Materials Lab&amp;lt;br&amp;gt;[[File:Station T1 MaterialsLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Materials Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Materials Research Center&amp;lt;br&amp;gt;[[File:Station T2 MaterialsResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Materials Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Materials Institute&amp;lt;br&amp;gt;[[File:Station T3 MaterialsInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Materials Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Military Science Lab&amp;lt;br&amp;gt;[[File:Station T1 MilitaryScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Military Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+0.03 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
| Military Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 MilitaryScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Military Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+0.06 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
| Military Science Institute&amp;lt;br&amp;gt;[[File:Station T3 MilitaryScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Military Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+0.1 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
|-&lt;br /&gt;
| Space Science Lab&amp;lt;br&amp;gt;[[File:Station T1 SpaceScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Space Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Space Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 SpaceScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Space Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Space Science Institute&amp;lt;br&amp;gt;[[File:Station T3 SpaceScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Space Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Xenology Lab&amp;lt;br&amp;gt;[[File:Station T1 XenologyLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+10% Xenology Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+1 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
| Xenoscience Research Center&amp;lt;br&amp;gt;[[File:Station T2 XenoscienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+25% Xenology Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+2 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
| Xenoscience Institute&amp;lt;br&amp;gt;[[File:Station T3 XenoscienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+50% Xenology Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+3 Alien Detection if in Earth orbit (max +9)&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 at least 50000 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;
| +1 Crew&amp;lt;br&amp;gt;+12 Money&amp;lt;br&amp;gt;+1 Influence&amp;lt;br&amp;gt;-3 Power&amp;lt;br&amp;gt;&#039;&#039;• stations only&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
| Space Hotel&amp;lt;br&amp;gt;[[File:Station T2 SpaceHotel.png|100px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+80 Money&amp;lt;br&amp;gt;+2 Influence&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-3 Boost&amp;lt;br&amp;gt;&#039;&#039;• stations only&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
| Space Resort&amp;lt;br&amp;gt;[[File:Station T3 SpaceResort.png|100px]]&lt;br /&gt;
| +500 Crew&amp;lt;br&amp;gt;+250 Money&amp;lt;br&amp;gt;+5 Influence&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-6 Boost&amp;lt;br&amp;gt;&#039;&#039;• stations only&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Social Science Lab&amp;lt;br&amp;gt;[[File:Station T1 SocialScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Social Science Research&amp;lt;br&amp;gt;-3 Power&amp;lt;br&amp;gt;+1 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
| Social Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 SocialScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Social Science Research&amp;lt;br&amp;gt;-12 Power&amp;lt;br&amp;gt;+2 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
| Social Science Institute&amp;lt;br&amp;gt;[[File:Station T3 SocialScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Social Science Research&amp;lt;br&amp;gt;-36 Power&amp;lt;br&amp;gt;+3 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
|-&lt;br /&gt;
| Broadcast Outlet&amp;lt;br&amp;gt;[[File:Station T1 BroadcastOutlet.png|100px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;+5 Influence&amp;lt;br&amp;gt;-8 Power&lt;br /&gt;
| Communications Hub&amp;lt;br&amp;gt;[[File:Station T2 CommunicationsHub.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+12 Influence&amp;lt;br&amp;gt;-32 Power&amp;lt;br&amp;gt;+1% Unity priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Media Center&amp;lt;br&amp;gt;[[File:Station T3 MediaCenter.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+30 Influence&amp;lt;br&amp;gt;-96 Power&amp;lt;br&amp;gt;+2% Unity priority effect if in Earth orbit (max +30%)&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;
| +120 Crew&amp;lt;br&amp;gt;+60 Money&amp;lt;br&amp;gt;+2.5% Life Science Research&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-1.5 Boost&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
| Space Hospital&amp;lt;br&amp;gt;[[File:Station T3 GeriatricsFacility.png|100px]]&lt;br /&gt;
| +600 Crew&amp;lt;br&amp;gt;+250 Money&amp;lt;br&amp;gt;+2.5% Life Science Research&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-3 Boost&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Deep Space Telesope ===&lt;br /&gt;
The Deep Space Telesope is a 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;
&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;/div&gt;</summary>
		<author><name>76561198066654836</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=6900</id>
		<title>Habs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=6900"/>
		<updated>2025-09-23T11:42:31Z</updated>

		<summary type="html">&lt;p&gt;76561198066654836: /* Modules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;This page discusses the game mechanics for habs. It also has a somewhat obsolete list of hab modules. For an up-to-date list of all hab modules in Terra Invicta, as well as their stats, see [[Hab Module List]] instead.&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 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 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 councilor with a high 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 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 {{icon|boost}}Boost is used. And if you are out of both, or have insufficient {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control]](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 {{icon|water|bgcolor=transparent}}0.35 water, {{icon|volatiles|bgcolor=transparent}}0.35 volatiles, and {{icon|money|bgcolor=transparent}}0.1 money &#039;&#039;per year&#039;&#039;. This is approximately 0.029 water, 0.029 volatiles, and 0.008 money &#039;&#039;per month&#039;&#039;. Agricultural module covers {{icon|water}} and {{icon|volatiles}} upkeep of certain number of crews 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 {{icon|metal}}base 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 base metals. e. g. 200t module becomes 400t module on Mercury, and 200t difference means additional {{icon|metal}}20 base metal cost.&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 {{icon|antimatter|bgcolor=DarkSlateGray}}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 {{icon|antimatter|bgcolor=DarkSlateGray}}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;
=== 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 !! Crew !! Mass (tons) !! Build Time (days) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space) !! Faction !! Notes&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;
| 200&lt;br /&gt;
| 10000&lt;br /&gt;
| 120&lt;br /&gt;
| 150&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;20 Money&lt;br /&gt;
| 200K Money&lt;br /&gt;
| 380 Volatiles&amp;lt;br&amp;gt;400 Base Metals&amp;lt;br&amp;gt;200 Noble Metals&amp;lt;br&amp;gt;20 Exotics&lt;br /&gt;
| [[File:FAC AppeaseCouncil 128.png|40px]] The Protectorate&lt;br /&gt;
| Will defend the station&amp;lt;br&amp;gt;May only be built in Low Earth Orbit&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;
| 80&lt;br /&gt;
| 250000&lt;br /&gt;
| 720&lt;br /&gt;
| 5000&lt;br /&gt;
| 20 Mission Control&amp;lt;br&amp;gt;20 Money&lt;br /&gt;
| 25M Money&lt;br /&gt;
| 2350 Water&amp;lt;br&amp;gt;5000 Volatiles&amp;lt;br&amp;gt;11000 Base Metals&amp;lt;br&amp;gt;6250 Noble Metals&amp;lt;br&amp;gt;400 Exotics&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|40px]] Project Exodus&lt;br /&gt;
| &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]].&lt;br /&gt;
&lt;br /&gt;
There is a soft limit on the number of {{icon|mining|bgcolor=DarkSlateGray}}mining bases you can have. Going over it will require paying extra {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|MC]] cost. This limit is raised by 3 with the {{icon|space}} [[Mission to the Moon]] tech and {{icon|space}} [[Mission to the Mercury]] tech. {{icon|space}} [[Mission to Mars]], {{icon|space}} [[Mission to the Asteroids]], {{icon|space}} [[Mission to Jupiter]], {{icon|space}} [[Mission to Saturn]], and {{icon|space}} [[Mission to the Outer Planets]] techs increases the limit by 6 each, for a maximum of 36 mines. This can then be raised further with every level of {{icon|space}} [[Future Tech: Space Science]]. &lt;br /&gt;
&lt;br /&gt;
Each additional mine beyond the initial limit has an escalating {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control (MC)]] cost, The total number of MC penalty is ((# of mines over the cap)^2)/2, rounded down except when n=1, where MC penalty is 1 rather than 0. &lt;br /&gt;
&lt;br /&gt;
So it goes as: 1 → 2 → 4 → 8 → 12 → 18 → 24 → 32...&amp;lt;br&amp;gt;&lt;br /&gt;
Which means per-mine cost sequence is: 1 → 1 → 2 → 4 → 4 → 6 → 6 → 8 → ...&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Extraction Rate !! Crew !! Mass (tons)&amp;lt;br&amp;gt;(Base value)  !! Build Time (days) !! Required Power&amp;lt;br&amp;gt;(Base value) !! Support Costs !! Build Cost from space&amp;lt;br&amp;gt;(Base value)&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;
| 100%&lt;br /&gt;
| 12&lt;br /&gt;
| 250&lt;br /&gt;
| 60&lt;br /&gt;
| 10&lt;br /&gt;
| 6 Money&amp;lt;br&amp;gt;1 Water&amp;lt;br&amp;gt;1 Volatiles&lt;br /&gt;
| 2.5 Water(10%)&amp;lt;br&amp;gt;2.5 Volatiles(10%)&amp;lt;br&amp;gt;19.75 Base Metals(79%)&amp;lt;br&amp;gt;0.25 Noble Metals(1%)&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;
| 150%&lt;br /&gt;
| 60&lt;br /&gt;
| 1250&lt;br /&gt;
| 120&lt;br /&gt;
| 40&lt;br /&gt;
| 30 Money&amp;lt;br&amp;gt;3 Water&amp;lt;br&amp;gt;3 Volatiles&lt;br /&gt;
| 12.5 Water(10%)&amp;lt;br&amp;gt;12.5 Volatiles(10%)&amp;lt;br&amp;gt;98.75 Base Metals(79%)&amp;lt;br&amp;gt;1.25 Noble Metals(1%)&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;
| 200%&lt;br /&gt;
| 200&lt;br /&gt;
| 10000&lt;br /&gt;
| 240&lt;br /&gt;
| 200&lt;br /&gt;
| 60 Money&amp;lt;br&amp;gt;5 Water&amp;lt;br&amp;gt;5 Volatiles&lt;br /&gt;
| 100 Water(10%)&amp;lt;br&amp;gt;100 Volatiles(10%)&amp;lt;br&amp;gt;790 Base Metals(79%)&amp;lt;br&amp;gt;10 Noble Metals(1%) &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;
| 125%&lt;br /&gt;
| 0&lt;br /&gt;
| 175&lt;br /&gt;
| 30&lt;br /&gt;
| 12&lt;br /&gt;
| 1 Water&amp;lt;br&amp;gt;1 Volatiles&lt;br /&gt;
| 1.75 Water(10%)&amp;lt;br&amp;gt;2.625 Volatiles(15%)&amp;lt;br&amp;gt;12.6 Base Metals(72%)&amp;lt;br&amp;gt;0.525 Noble Metals(3%)&lt;br /&gt;
|}&lt;br /&gt;
==== Mining modifier ====&lt;br /&gt;
This modifier is applied to the mining module&#039;s mass and {{icon|power consumption}}power maintenance on respective celestial body. For example, the mass of Outpost Mining Complex on Mars calculated by 250 * 0.9342 = 233.55, rounded up to 234 (tons). This is multiplicative with radiation penalty, so mass of Colony Mining Complex on Mercury would be 10000 * 1.9641 * 2 = 39282 (tons). Radiation does not affect power cost of the module, so the power consumption of Colony Mining Complex on Mercury is 200 * 1.9641 = 392.82, rounded up to 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;
== 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;
{| 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;
&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;
| +4 Crew&amp;lt;br&amp;gt;+20 Power&lt;br /&gt;
| Fission Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 FissionReactorArray.png|120px]]&lt;br /&gt;
| +20 Crew&amp;lt;br&amp;gt;+85 Power&lt;br /&gt;
| Fission Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 FissionReactorFarm.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+250 Power&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Fission Pile&amp;lt;br&amp;gt;[[File:Station T1 HeavyFissionPile.png|120px]]&lt;br /&gt;
| +4 Crew&amp;lt;br&amp;gt;+30 Power&lt;br /&gt;
| Heavy Fission Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 HeavyFissionReactorArray.png|120px]]&lt;br /&gt;
| +20 Crew&amp;lt;br&amp;gt;+128 Power&lt;br /&gt;
| Heavy Fission Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 HeavyFissionReactorFarm.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+375 Power&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pile&amp;lt;br&amp;gt;[[File:Station T1 FusionPile.png|120px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;+40 Power&lt;br /&gt;
| Fusion Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 FusionReactorArray.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+170 Power&lt;br /&gt;
| Fusion Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 FusionReactorFarm.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+500 Power&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Fusion Pile&lt;br /&gt;
| +10 Crew&amp;lt;br&amp;gt;+70 Power&lt;br /&gt;
| Heavy Fusion Reactor Array&lt;br /&gt;
| +50 Crew&amp;lt;br&amp;gt;+300 Power&lt;br /&gt;
| Heavy Fusion Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 TerawattFusionReactor.png|120px]]&lt;br /&gt;
| +150 Crew&amp;lt;br&amp;gt;+900 Power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Solar Collector&amp;lt;br&amp;gt;[[File:Station T1 SolarCollector.png|120px]]&lt;br /&gt;
| +1 Crew&amp;lt;br&amp;gt;+20 power per 1 Solar power module multiplier&lt;br /&gt;
| Solar Array&amp;lt;br&amp;gt;[[File:Station T2 SolarArray.png|120px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;+80 power per 1 Solar power module multiplier&lt;br /&gt;
| Solar Farm&amp;lt;br&amp;gt;[[File:Station T3 SolarFarm.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+240 power per 1 Solar power module multiplier&lt;br /&gt;
|}&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.&lt;br /&gt;
&lt;br /&gt;
When built on surface bases they house 2 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.&lt;br /&gt;
&lt;br /&gt;
When built on stations they house 2 anti-ship weapons: 1 laser battery (laser / arc laser / phaser) and 1 projectile battery (gun / rail / coil / plasma). In addition, they also house 1 point defense turret (40mm autocannon / laser / arc laser / phaser). Stations with defense modules will take part in space battles. They upgrade automatically when new faction projects that unlock hull weapons are researched.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Weapon Size !! Crew !! Mass (tons) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&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;
| 3&lt;br /&gt;
| 150&lt;br /&gt;
| 10&lt;br /&gt;
| 2 Money&amp;lt;br&amp;gt;0.1 Base Metals&lt;br /&gt;
| 145 Money&lt;br /&gt;
| 3.3 Volatiles&amp;lt;br&amp;gt;11.4 Base Metals&amp;lt;br&amp;gt;0.3 Noble Metals&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;
| 15&lt;br /&gt;
| 750&lt;br /&gt;
| 40&lt;br /&gt;
| 10 Money&amp;lt;br&amp;gt;1 Base Metals&amp;lt;br&amp;gt;0.5 Noble Metals&lt;br /&gt;
| 725 Money&lt;br /&gt;
| 16.5 Volatiles&amp;lt;br&amp;gt;57 Base Metals&amp;lt;br&amp;gt;1.5 Noble Metals&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;
| 75&lt;br /&gt;
| 6000&lt;br /&gt;
| 240&lt;br /&gt;
| 30 Money&amp;lt;br&amp;gt;3 Base Metals&amp;lt;br&amp;gt;1 Noble Metals&lt;br /&gt;
| 5.8K Money&lt;br /&gt;
| 132 Volatiles&amp;lt;br&amp;gt;456 Base Metals&amp;lt;br&amp;gt;12 Noble Metals&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 !! Mission Control !! Control Point Cap !! Crew !! Mass (tons) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&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;
| 1&lt;br /&gt;
| 10&lt;br /&gt;
| 200&lt;br /&gt;
| 150&lt;br /&gt;
| 30&lt;br /&gt;
| 1 Boost&amp;lt;br&amp;gt;21.5 Money&amp;lt;br&amp;gt;0.1 Base Metals&lt;br /&gt;
| 120&lt;br /&gt;
| 1.2 Water&amp;lt;br&amp;gt;6 Volatiles&amp;lt;br&amp;gt;7.5 Base Metals&amp;lt;br&amp;gt;0.3 Noble Metals&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;
| 2&lt;br /&gt;
| 30&lt;br /&gt;
| 1000&lt;br /&gt;
| 750&lt;br /&gt;
| 120&lt;br /&gt;
| 3 Boost&amp;lt;br&amp;gt;100 Money&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
| 600&lt;br /&gt;
| 6 Water&amp;lt;br&amp;gt;30 Volatiles&amp;lt;br&amp;gt;37.5 Base Metals&amp;lt;br&amp;gt;1.5 Noble Metals&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;
| Energy Lab&amp;lt;br&amp;gt;[[File:Station T1 EnergyLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Energy Research&amp;lt;br&amp;gt;-8 Power&amp;lt;br&amp;gt;+3% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Energy Research Center&amp;lt;br&amp;gt;[[File:Station T2 EnergyResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Energy Research&amp;lt;br&amp;gt;-32 Power&amp;lt;br&amp;gt;+6% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Energy Institute&amp;lt;br&amp;gt;[[File:Station T3 EnergyInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Energy Research&amp;lt;br&amp;gt;-96 Power&amp;lt;br&amp;gt;+10% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Information Science Lab&amp;lt;br&amp;gt;[[File:Station T1 InformationScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Information Science Research&amp;lt;br&amp;gt;-6 Power&amp;lt;br&amp;gt;+3% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Information Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 InformationScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Information Science Research&amp;lt;br&amp;gt;-24 Power&amp;lt;br&amp;gt;+6% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Information Science Institute&amp;lt;br&amp;gt;[[File:Station T3 InformationScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Information Science Research&amp;lt;br&amp;gt;-72 Power&amp;lt;br&amp;gt;+10% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Life Science Lab&amp;lt;br&amp;gt;[[File:Station T1 LifeScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Life Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Life Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 LifeScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Life Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Life Science Institute&amp;lt;br&amp;gt;[[File:Station T3 LifeScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Life Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Materials Lab&amp;lt;br&amp;gt;[[File:Station T1 MaterialsLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Materials Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Materials Research Center&amp;lt;br&amp;gt;[[File:Station T2 MaterialsResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Materials Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Materials Institute&amp;lt;br&amp;gt;[[File:Station T3 MaterialsInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Materials Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Military Science Lab&amp;lt;br&amp;gt;[[File:Station T1 MilitaryScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Military Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+0.03 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
| Military Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 MilitaryScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Military Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+0.06 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
| Military Science Institute&amp;lt;br&amp;gt;[[File:Station T3 MilitaryScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Military Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+0.1 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
|-&lt;br /&gt;
| Space Science Lab&amp;lt;br&amp;gt;[[File:Station T1 SpaceScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Space Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Space Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 SpaceScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Space Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Space Science Institute&amp;lt;br&amp;gt;[[File:Station T3 SpaceScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Space Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Xenology Lab&amp;lt;br&amp;gt;[[File:Station T1 XenologyLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+10% Xenology Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+1 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
| Xenoscience Research Center&amp;lt;br&amp;gt;[[File:Station T2 XenoscienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+25% Xenology Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+2 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
| Xenoscience Institute&amp;lt;br&amp;gt;[[File:Station T3 XenoscienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+50% Xenology Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+3 Alien Detection if in Earth orbit (max +9)&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 at least 50000 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;
| +1 Crew&amp;lt;br&amp;gt;+12 Money&amp;lt;br&amp;gt;+1 Influence&amp;lt;br&amp;gt;-3 Power&amp;lt;br&amp;gt;&#039;&#039;• stations only&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
| Space Hotel&amp;lt;br&amp;gt;[[File:Station T2 SpaceHotel.png|100px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+80 Money&amp;lt;br&amp;gt;+2 Influence&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-3 Boost&amp;lt;br&amp;gt;&#039;&#039;• stations only&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
| Space Resort&amp;lt;br&amp;gt;[[File:Station T3 SpaceResort.png|100px]]&lt;br /&gt;
| +500 Crew&amp;lt;br&amp;gt;+250 Money&amp;lt;br&amp;gt;+5 Influence&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-6 Boost&amp;lt;br&amp;gt;&#039;&#039;• stations only&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Social Science Lab&amp;lt;br&amp;gt;[[File:Station T1 SocialScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Social Science Research&amp;lt;br&amp;gt;-3 Power&amp;lt;br&amp;gt;+1 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
| Social Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 SocialScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Social Science Research&amp;lt;br&amp;gt;-12 Power&amp;lt;br&amp;gt;+2 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
| Social Science Institute&amp;lt;br&amp;gt;[[File:Station T3 SocialScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Social Science Research&amp;lt;br&amp;gt;-36 Power&amp;lt;br&amp;gt;+3 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
|-&lt;br /&gt;
| Broadcast Outlet&amp;lt;br&amp;gt;[[File:Station T1 BroadcastOutlet.png|100px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;+5 Influence&amp;lt;br&amp;gt;-8 Power&lt;br /&gt;
| Communications Hub&amp;lt;br&amp;gt;[[File:Station T2 CommunicationsHub.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+12 Influence&amp;lt;br&amp;gt;-32 Power&amp;lt;br&amp;gt;+1% Unity priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Media Center&amp;lt;br&amp;gt;[[File:Station T3 MediaCenter.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+30 Influence&amp;lt;br&amp;gt;-96 Power&amp;lt;br&amp;gt;+2% Unity priority effect if in Earth orbit (max +30%)&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;
| +120 Crew&amp;lt;br&amp;gt;+60 Money&amp;lt;br&amp;gt;+2.5% Life Science Research&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-1.5 Boost&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
| Space Hospital&amp;lt;br&amp;gt;[[File:Station T3 GeriatricsFacility.png|100px]]&lt;br /&gt;
| +600 Crew&amp;lt;br&amp;gt;+250 Money&amp;lt;br&amp;gt;+2.5% Life Science Research&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-3 Boost&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Deep Space Telesope ===&lt;br /&gt;
The Deep Space Telesope is a 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;
&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;/div&gt;</summary>
		<author><name>76561198066654836</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=6899</id>
		<title>Habs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=6899"/>
		<updated>2025-09-23T11:37:15Z</updated>

		<summary type="html">&lt;p&gt;76561198066654836: /* Modules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;This page discusses the game mechanics for habs. It also has a somewhat obsolete list of hab modules. For an up-to-date list of all hab modules in Terra Invicta, as well as their stats, see [[Hab Module List]] instead.&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 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 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 councilor with a high 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 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 {{icon|boost}}Boost is used. And if you are out of both, or have insufficient {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control]](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 {{icon|water|bgcolor=transparent}}0.35 water, {{icon|volatiles|bgcolor=transparent}}0.35 volatiles, and {{icon|money|bgcolor=transparent}}0.1 money &#039;&#039;per year&#039;&#039;. This is approximately 0.029 water, 0.029 volatiles, and 0.008 money &#039;&#039;per month&#039;&#039;. Agricultural module covers {{icon|water}} and {{icon|volatiles}} upkeep of certain number of crews 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 {{icon|metal}}base 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 base metals. e. g. 200t module becomes 400t module on Mercury, and 200t difference means additional {{icon|metal}}20 base metal cost.&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 {{icon|antimatter|bgcolor=DarkSlateGray}}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 {{icon|antimatter|bgcolor=DarkSlateGray}}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;
=== 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 !! Crew !! Mass (tons) !! Build Time (days) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space) !! Faction !! Notes&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;
| 200&lt;br /&gt;
| 10000&lt;br /&gt;
| 120&lt;br /&gt;
| 150&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;20 Money&lt;br /&gt;
| 200K Money&lt;br /&gt;
| 380 Volatiles&amp;lt;br&amp;gt;400 Base Metals&amp;lt;br&amp;gt;200 Noble Metals&amp;lt;br&amp;gt;20 Exotics&lt;br /&gt;
| [[File:FAC AppeaseCouncil 128.png|40px]] The Protectorate&lt;br /&gt;
| Will defend the station&amp;lt;br&amp;gt;May only be built in Low Earth Orbit&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;
| 80&lt;br /&gt;
| 250000&lt;br /&gt;
| 720&lt;br /&gt;
| 5000&lt;br /&gt;
| 20 Mission Control&amp;lt;br&amp;gt;20 Money&lt;br /&gt;
| 25M Money&lt;br /&gt;
| 2350 Water&amp;lt;br&amp;gt;5000 Volatiles&amp;lt;br&amp;gt;11000 Base Metals&amp;lt;br&amp;gt;6250 Noble Metals&amp;lt;br&amp;gt;400 Exotics&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|40px]] Project Exodus&lt;br /&gt;
| &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]].&lt;br /&gt;
&lt;br /&gt;
There is a soft limit on the number of {{icon|mining|bgcolor=DarkSlateGray}}mining bases you can have. Going over it will require paying extra {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|MC]] cost. This limit is raised by 3 with the {{icon|space}} [[Mission to the Moon]] tech and {{icon|space}} [[Mission to the Mercury]] tech. {{icon|space}} [[Mission to Mars]], {{icon|space}} [[Mission to the Asteroids]], {{icon|space}} [[Mission to Jupiter]], {{icon|space}} [[Mission to Saturn]], and {{icon|space}} [[Mission to the Outer Planets]] techs increases the limit by 6 each, for a maximum of 36 mines. This can then be raised further with every level of {{icon|space}} [[Future Tech: Space Science]]. &lt;br /&gt;
&lt;br /&gt;
Each additional mine beyond the initial limit has an escalating {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control (MC)]] cost, The total number of MC penalty is ((# of mines over the cap)^2)/2, rounded down except when n=1, where MC penalty is 1 rather than 0. &lt;br /&gt;
&lt;br /&gt;
So it goes as: 1 → 2 → 4 → 8 → 12 → 18 → 24 → 32...&amp;lt;br&amp;gt;&lt;br /&gt;
Which means per-mine cost sequence is: 1 → 1 → 2 → 4 → 4 → 6 → 6 → 8 → ...&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Extraction Rate !! Crew !! Mass (tons)&amp;lt;br&amp;gt;(Base value)  !! Build Time (days) !! Required Power&amp;lt;br&amp;gt;(Base value) !! Support Costs !! Build Cost from space&amp;lt;br&amp;gt;(Base value)&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;
| 100%&lt;br /&gt;
| 12&lt;br /&gt;
| 250&lt;br /&gt;
| 60&lt;br /&gt;
| 10&lt;br /&gt;
| 6 Money&amp;lt;br&amp;gt;1 Water&amp;lt;br&amp;gt;1 Volatiles&lt;br /&gt;
| 2.5 Water(10%)&amp;lt;br&amp;gt;2.5 Volatiles(10%)&amp;lt;br&amp;gt;19.75 Base Metals(79%)&amp;lt;br&amp;gt;0.25 Noble Metals(1%)&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;
| 150%&lt;br /&gt;
| 60&lt;br /&gt;
| 1250&lt;br /&gt;
| 120&lt;br /&gt;
| 40&lt;br /&gt;
| 30 Money&amp;lt;br&amp;gt;3 Water&amp;lt;br&amp;gt;3 Volatiles&lt;br /&gt;
| 12.5 Water(10%)&amp;lt;br&amp;gt;12.5 Volatiles(10%)&amp;lt;br&amp;gt;98.75 Base Metals(79%)&amp;lt;br&amp;gt;1.25 Noble Metals(1%)&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;
| 200%&lt;br /&gt;
| 200&lt;br /&gt;
| 10000&lt;br /&gt;
| 240&lt;br /&gt;
| 200&lt;br /&gt;
| 60 Money&amp;lt;br&amp;gt;5 Water&amp;lt;br&amp;gt;5 Volatiles&lt;br /&gt;
| 100 Water(10%)&amp;lt;br&amp;gt;100 Volatiles(10%)&amp;lt;br&amp;gt;790 Base Metals(79%)&amp;lt;br&amp;gt;10 Noble Metals(1%) &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;
| 125%&lt;br /&gt;
| 0&lt;br /&gt;
| 175&lt;br /&gt;
| 30&lt;br /&gt;
| 12&lt;br /&gt;
| 1 Water&amp;lt;br&amp;gt;1 Volatiles&lt;br /&gt;
| 1.75 Water(10%)&amp;lt;br&amp;gt;2.625 Volatiles(15%)&amp;lt;br&amp;gt;12.6 Base Metals(72%)&amp;lt;br&amp;gt;0.525 Noble Metals(3%)&lt;br /&gt;
|}&lt;br /&gt;
==== Mining modifier ====&lt;br /&gt;
This modifier is applied to the mining module&#039;s mass and {{icon|power consumption}}power maintenance on respective celestial body. For example, the mass of Outpost Mining Complex on Mars calculated by 250 * 0.9342 = 233.55, rounded up to 234 (tons). This is multiplicative with radiation penalty, so mass of Colony Mining Complex on Mercury would be 10000 * 1.9641 * 2 = 39282 (tons). Radiation does not affect power cost of the module, so the power consumption of Colony Mining Complex on Mercury is 200 * 1.9641 = 392.82, rounded up to 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;
== 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;
{| 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;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction&amp;lt;br&amp;gt;+40 Crew&amp;lt;br&amp;gt;-20 Power&lt;br /&gt;
| Shipyard&amp;lt;br&amp;gt;[[File:Station T2 Shipyard.png|100px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction (faster speed)&amp;lt;br&amp;gt;+120 Crew&amp;lt;br&amp;gt;-80 Power&lt;br /&gt;
| Spaceworks&amp;lt;br&amp;gt;[[File:Station T3 Spaceworks.png|100px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction (fastest speed)&amp;lt;br&amp;gt;+400 Crew&amp;lt;br&amp;gt;-240 Power&lt;br /&gt;
|-&lt;br /&gt;
| Construction Module&amp;lt;br&amp;gt;[[File:Station T1 SpaceDock.png|100px]]&lt;br /&gt;
| Allows founding tier 1 habs&amp;lt;br&amp;gt;+6 Crew&amp;lt;br&amp;gt;+10% Construction Speed&amp;lt;br&amp;gt;-10 Power&amp;lt;br&amp;gt;-1 Water&amp;lt;br&amp;gt;-1 Volatiles&amp;lt;br&amp;gt;-3 Basic Metals&amp;lt;br&amp;gt;-0.25 Noble Metals&lt;br /&gt;
| Nanofactory&amp;lt;br&amp;gt;[[File:Station T2 Nanofactory.png|100px]]&lt;br /&gt;
| Allows founding tier 1-2 habs&amp;lt;br&amp;gt;+30 Crew&amp;lt;br&amp;gt;+25% Construction Speed&amp;lt;br&amp;gt;+1% Materials Research&amp;lt;br&amp;gt;-40 Power&amp;lt;br&amp;gt;+90 Money if hab isn&#039;t constructing modules&amp;lt;br&amp;gt;-10 Money otherwise &amp;lt;br&amp;gt;+2% Economy priority effect if in Earth orbit (max +30%)&amp;lt;br&amp;gt;-3 Water&amp;lt;br&amp;gt;-3 Volatiles&amp;lt;br&amp;gt;-10 Basic Metals&amp;lt;br&amp;gt;-1 Noble Metals&lt;br /&gt;
| Nanofacturing Complex&amp;lt;br&amp;gt;[[File:Station T3 NanofacturingComplex.png|100px]]&lt;br /&gt;
| Allows founding tier 1-3 habs&amp;lt;br&amp;gt;+150 Crew&amp;lt;br&amp;gt;+40% Construction Speed&amp;lt;br&amp;gt;+2% Materials Research&amp;lt;br&amp;gt;-120 Power&amp;lt;br&amp;gt;+300 Money if hab isn&#039;t constructing modules&amp;lt;br&amp;gt;-20 Money otherwise&amp;lt;br&amp;gt;+5% Economy priority effect if in Earth orbit (max +30%)&amp;lt;br&amp;gt;-10 Water&amp;lt;br&amp;gt;-10 Volatiles&amp;lt;br&amp;gt;-30 Basic Metals&amp;lt;br&amp;gt;-3 Noble Metals&lt;br /&gt;
|-&lt;br /&gt;
| Quarters&amp;lt;br&amp;gt;[[File:Station T1 Quarters.png|100px]]&lt;br /&gt;
| +3 Control Space Asset Defense&amp;lt;br&amp;gt;+3 Money&amp;lt;br&amp;gt;+2 Influence&amp;lt;br&amp;gt;+50 Crew&amp;lt;br&amp;gt;-2 Power&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
| Residential Module&amp;lt;br&amp;gt;[[File:Station T2 ResidentialModule.png|100px]]&lt;br /&gt;
| +6 Control Space Asset Defense&amp;lt;br&amp;gt;+12 Money&amp;lt;br&amp;gt;+6 Influence&amp;lt;br&amp;gt;+500 Crew&amp;lt;br&amp;gt;-15 Power&amp;lt;br&amp;gt;-1 Boost&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
| Civilian Complex&amp;lt;br&amp;gt;[[File:Station T3 CivilianComplex.png|100px]]&lt;br /&gt;
| +12 Control Space Asset Defense&amp;lt;br&amp;gt;+40 Money&amp;lt;br&amp;gt;+12 Influence&amp;lt;br&amp;gt;+2500 Crew&amp;lt;br&amp;gt;-120 Power&amp;lt;br&amp;gt;-3 Boost&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponics Bay&amp;lt;br&amp;gt;[[File:Station T1 HydroponicsBay.png|100px]]&lt;br /&gt;
| Remove Water and Volatiles upkeep for up to 60 Crew&amp;lt;br&amp;gt;+1 Crew&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Farm&amp;lt;br&amp;gt;[[File:Station T2 Farm.png|100px]]&lt;br /&gt;
| Remove Water and Volatiles upkeep for up to 600 Crew&amp;lt;br&amp;gt;+5 Crew&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Agriculture Complex&amp;lt;br&amp;gt;[[File:Station T3 AgricultureComplex.png|100px]]&lt;br /&gt;
| Remove Water and Volatiles upkeep for up to 3000 Crew&amp;lt;br&amp;gt;+25 Crew&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|-&lt;br /&gt;
| Marine Platoon Barracks&amp;lt;br&amp;gt;[[File:Station T1 MarinePlatoonBarracks.png|100px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 2)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions&amp;lt;br&amp;gt;+30 Crew&amp;lt;br&amp;gt;+5 Ops&amp;lt;br&amp;gt;-5 Power&lt;br /&gt;
| Marine Company Barracks&amp;lt;br&amp;gt;[[File:Station T2 MarineCompanyBarracks.png|100px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 6)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions (x4)&amp;lt;br&amp;gt;+150 Crew&amp;lt;br&amp;gt;+12 Ops&amp;lt;br&amp;gt;-20 Power&lt;br /&gt;
| Marine Battalion Barracks&amp;lt;br&amp;gt;[[File:Station T3 MarineBattalionBarracks.png|100px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 15)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions (x14)&amp;lt;br&amp;gt;+750 Crew&amp;lt;br&amp;gt;+30 Ops&amp;lt;br&amp;gt;-60Power&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;
| +20 Crew&amp;lt;br&amp;gt;+1 Council Engineering Project Slots&amp;lt;br&amp;gt;-30 Power&lt;br /&gt;
| Foundry&amp;lt;br&amp;gt;[[File:Station T3 Foundry.png|100px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+2 Council Engineering Project Slots&amp;lt;br&amp;gt;-90 Power&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;
| +200 Crew&amp;lt;br&amp;gt;+60 Research&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-1 Mission Control&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
| Research University&amp;lt;br&amp;gt;[[File:Station T3 ResearchUniversity.png|100px]]&lt;br /&gt;
| +1000 Crew&amp;lt;br&amp;gt;+200 Research&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-2 Mission Control&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&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;
| +50 Crew&amp;lt;br&amp;gt;+1 Mission Control&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Command Center&amp;lt;br&amp;gt;[[File:Station T3 CommandCenter.png|100px]]&lt;br /&gt;
| +250 Crew&amp;lt;br&amp;gt;+2 Mission Control&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|}&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;
| +4 Crew&amp;lt;br&amp;gt;+20 Power&lt;br /&gt;
| Fission Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 FissionReactorArray.png|120px]]&lt;br /&gt;
| +20 Crew&amp;lt;br&amp;gt;+85 Power&lt;br /&gt;
| Fission Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 FissionReactorFarm.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+250 Power&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Fission Pile&amp;lt;br&amp;gt;[[File:Station T1 HeavyFissionPile.png|120px]]&lt;br /&gt;
| +4 Crew&amp;lt;br&amp;gt;+30 Power&lt;br /&gt;
| Heavy Fission Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 HeavyFissionReactorArray.png|120px]]&lt;br /&gt;
| +20 Crew&amp;lt;br&amp;gt;+128 Power&lt;br /&gt;
| Heavy Fission Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 HeavyFissionReactorFarm.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+375 Power&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pile&amp;lt;br&amp;gt;[[File:Station T1 FusionPile.png|120px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;+40 Power&lt;br /&gt;
| Fusion Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 FusionReactorArray.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+170 Power&lt;br /&gt;
| Fusion Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 FusionReactorFarm.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+500 Power&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Fusion Pile&lt;br /&gt;
| +10 Crew&amp;lt;br&amp;gt;+70 Power&lt;br /&gt;
| Heavy Fusion Reactor Array&lt;br /&gt;
| +50 Crew&amp;lt;br&amp;gt;+300 Power&lt;br /&gt;
| Heavy Fusion Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 TerawattFusionReactor.png|120px]]&lt;br /&gt;
| +150 Crew&amp;lt;br&amp;gt;+900 Power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Solar Collector&amp;lt;br&amp;gt;[[File:Station T1 SolarCollector.png|120px]]&lt;br /&gt;
| +1 Crew&amp;lt;br&amp;gt;+20 power per 1 Solar power module multiplier&lt;br /&gt;
| Solar Array&amp;lt;br&amp;gt;[[File:Station T2 SolarArray.png|120px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;+80 power per 1 Solar power module multiplier&lt;br /&gt;
| Solar Farm&amp;lt;br&amp;gt;[[File:Station T3 SolarFarm.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+240 power per 1 Solar power module multiplier&lt;br /&gt;
|}&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.&lt;br /&gt;
&lt;br /&gt;
When built on surface bases they house 2 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.&lt;br /&gt;
&lt;br /&gt;
When built on stations they house 2 anti-ship weapons: 1 laser battery (laser / arc laser / phaser) and 1 projectile battery (gun / rail / coil / plasma). In addition, they also house 1 point defense turret (40mm autocannon / laser / arc laser / phaser). Stations with defense modules will take part in space battles. They upgrade automatically when new faction projects that unlock hull weapons are researched.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Weapon Size !! Crew !! Mass (tons) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&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;
| 3&lt;br /&gt;
| 150&lt;br /&gt;
| 10&lt;br /&gt;
| 2 Money&amp;lt;br&amp;gt;0.1 Base Metals&lt;br /&gt;
| 145 Money&lt;br /&gt;
| 3.3 Volatiles&amp;lt;br&amp;gt;11.4 Base Metals&amp;lt;br&amp;gt;0.3 Noble Metals&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;
| 15&lt;br /&gt;
| 750&lt;br /&gt;
| 40&lt;br /&gt;
| 10 Money&amp;lt;br&amp;gt;1 Base Metals&amp;lt;br&amp;gt;0.5 Noble Metals&lt;br /&gt;
| 725 Money&lt;br /&gt;
| 16.5 Volatiles&amp;lt;br&amp;gt;57 Base Metals&amp;lt;br&amp;gt;1.5 Noble Metals&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;
| 75&lt;br /&gt;
| 6000&lt;br /&gt;
| 240&lt;br /&gt;
| 30 Money&amp;lt;br&amp;gt;3 Base Metals&amp;lt;br&amp;gt;1 Noble Metals&lt;br /&gt;
| 5.8K Money&lt;br /&gt;
| 132 Volatiles&amp;lt;br&amp;gt;456 Base Metals&amp;lt;br&amp;gt;12 Noble Metals&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 !! Mission Control !! Control Point Cap !! Crew !! Mass (tons) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&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;
| 1&lt;br /&gt;
| 10&lt;br /&gt;
| 200&lt;br /&gt;
| 150&lt;br /&gt;
| 30&lt;br /&gt;
| 1 Boost&amp;lt;br&amp;gt;21.5 Money&amp;lt;br&amp;gt;0.1 Base Metals&lt;br /&gt;
| 120&lt;br /&gt;
| 1.2 Water&amp;lt;br&amp;gt;6 Volatiles&amp;lt;br&amp;gt;7.5 Base Metals&amp;lt;br&amp;gt;0.3 Noble Metals&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;
| 2&lt;br /&gt;
| 30&lt;br /&gt;
| 1000&lt;br /&gt;
| 750&lt;br /&gt;
| 120&lt;br /&gt;
| 3 Boost&amp;lt;br&amp;gt;100 Money&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
| 600&lt;br /&gt;
| 6 Water&amp;lt;br&amp;gt;30 Volatiles&amp;lt;br&amp;gt;37.5 Base Metals&amp;lt;br&amp;gt;1.5 Noble Metals&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;
| Energy Lab&amp;lt;br&amp;gt;[[File:Station T1 EnergyLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Energy Research&amp;lt;br&amp;gt;-8 Power&amp;lt;br&amp;gt;+3% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Energy Research Center&amp;lt;br&amp;gt;[[File:Station T2 EnergyResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Energy Research&amp;lt;br&amp;gt;-32 Power&amp;lt;br&amp;gt;+6% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Energy Institute&amp;lt;br&amp;gt;[[File:Station T3 EnergyInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Energy Research&amp;lt;br&amp;gt;-96 Power&amp;lt;br&amp;gt;+10% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Information Science Lab&amp;lt;br&amp;gt;[[File:Station T1 InformationScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Information Science Research&amp;lt;br&amp;gt;-6 Power&amp;lt;br&amp;gt;+3% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Information Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 InformationScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Information Science Research&amp;lt;br&amp;gt;-24 Power&amp;lt;br&amp;gt;+6% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Information Science Institute&amp;lt;br&amp;gt;[[File:Station T3 InformationScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Information Science Research&amp;lt;br&amp;gt;-72 Power&amp;lt;br&amp;gt;+10% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Life Science Lab&amp;lt;br&amp;gt;[[File:Station T1 LifeScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Life Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Life Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 LifeScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Life Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Life Science Institute&amp;lt;br&amp;gt;[[File:Station T3 LifeScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Life Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Materials Lab&amp;lt;br&amp;gt;[[File:Station T1 MaterialsLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Materials Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Materials Research Center&amp;lt;br&amp;gt;[[File:Station T2 MaterialsResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Materials Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Materials Institute&amp;lt;br&amp;gt;[[File:Station T3 MaterialsInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Materials Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Military Science Lab&amp;lt;br&amp;gt;[[File:Station T1 MilitaryScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Military Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+0.03 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
| Military Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 MilitaryScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Military Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+0.06 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
| Military Science Institute&amp;lt;br&amp;gt;[[File:Station T3 MilitaryScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Military Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+0.1 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
|-&lt;br /&gt;
| Space Science Lab&amp;lt;br&amp;gt;[[File:Station T1 SpaceScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Space Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Space Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 SpaceScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Space Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Space Science Institute&amp;lt;br&amp;gt;[[File:Station T3 SpaceScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Space Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Xenology Lab&amp;lt;br&amp;gt;[[File:Station T1 XenologyLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+10% Xenology Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+1 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
| Xenoscience Research Center&amp;lt;br&amp;gt;[[File:Station T2 XenoscienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+25% Xenology Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+2 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
| Xenoscience Institute&amp;lt;br&amp;gt;[[File:Station T3 XenoscienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+50% Xenology Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+3 Alien Detection if in Earth orbit (max +9)&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 at least 50000 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;
| +1 Crew&amp;lt;br&amp;gt;+12 Money&amp;lt;br&amp;gt;+1 Influence&amp;lt;br&amp;gt;-3 Power&amp;lt;br&amp;gt;&#039;&#039;• stations only&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
| Space Hotel&amp;lt;br&amp;gt;[[File:Station T2 SpaceHotel.png|100px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+80 Money&amp;lt;br&amp;gt;+2 Influence&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-3 Boost&amp;lt;br&amp;gt;&#039;&#039;• stations only&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
| Space Resort&amp;lt;br&amp;gt;[[File:Station T3 SpaceResort.png|100px]]&lt;br /&gt;
| +500 Crew&amp;lt;br&amp;gt;+250 Money&amp;lt;br&amp;gt;+5 Influence&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-6 Boost&amp;lt;br&amp;gt;&#039;&#039;• stations only&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Social Science Lab&amp;lt;br&amp;gt;[[File:Station T1 SocialScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Social Science Research&amp;lt;br&amp;gt;-3 Power&amp;lt;br&amp;gt;+1 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
| Social Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 SocialScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Social Science Research&amp;lt;br&amp;gt;-12 Power&amp;lt;br&amp;gt;+2 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
| Social Science Institute&amp;lt;br&amp;gt;[[File:Station T3 SocialScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Social Science Research&amp;lt;br&amp;gt;-36 Power&amp;lt;br&amp;gt;+3 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
|-&lt;br /&gt;
| Broadcast Outlet&amp;lt;br&amp;gt;[[File:Station T1 BroadcastOutlet.png|100px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;+5 Influence&amp;lt;br&amp;gt;-8 Power&lt;br /&gt;
| Communications Hub&amp;lt;br&amp;gt;[[File:Station T2 CommunicationsHub.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+12 Influence&amp;lt;br&amp;gt;-32 Power&amp;lt;br&amp;gt;+1% Unity priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Media Center&amp;lt;br&amp;gt;[[File:Station T3 MediaCenter.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+30 Influence&amp;lt;br&amp;gt;-96 Power&amp;lt;br&amp;gt;+2% Unity priority effect if in Earth orbit (max +30%)&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;
| +120 Crew&amp;lt;br&amp;gt;+60 Money&amp;lt;br&amp;gt;+2.5% Life Science Research&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-1.5 Boost&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
| Space Hospital&amp;lt;br&amp;gt;[[File:Station T3 GeriatricsFacility.png|100px]]&lt;br /&gt;
| +600 Crew&amp;lt;br&amp;gt;+250 Money&amp;lt;br&amp;gt;+2.5% Life Science Research&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-3 Boost&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Deep Space Telesope ===&lt;br /&gt;
The Deep Space Telesope is a 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;
&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;/div&gt;</summary>
		<author><name>76561198066654836</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Module:HabModuleLister&amp;diff=6898</id>
		<title>Module:HabModuleLister</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Module:HabModuleLister&amp;diff=6898"/>
		<updated>2025-09-23T11:35:57Z</updated>

		<summary type="html">&lt;p&gt;76561198066654836: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;---&lt;br /&gt;
---Reads the Hab Module data files and presents them in readable formats.&lt;br /&gt;
---&lt;br /&gt;
---@module HabModuleLister&lt;br /&gt;
local HabModuleLister = {}&lt;br /&gt;
&lt;br /&gt;
--region Dependencies&lt;br /&gt;
local IconModule = require(&#039;Module:Icon&#039;)&lt;br /&gt;
local HmsModule = require(&#039;Module:HabModuleSpecial&#039;)&lt;br /&gt;
local HabModuleData = mw.loadData(&#039;Module:CSVReader/HabModule&#039;)&lt;br /&gt;
local HabModuleNames = mw.loadData(&#039;Module:ENReader/HabModule&#039;)&lt;br /&gt;
local ProjectNames = mw.loadData(&#039;Module:ENReader/Project&#039;)&lt;br /&gt;
-- Science category names mapping (Note: These were converting in the wrong direction, I had to flip them around.)&lt;br /&gt;
local ScienceCategories = {&lt;br /&gt;
	Energy = &#039;energy&#039;,&lt;br /&gt;
	InformationScience=&#039;information&#039;,&lt;br /&gt;
	LifeScience=&#039;life&#039;,&lt;br /&gt;
	Materials=&#039;material&#039;,&lt;br /&gt;
	MilitaryScience=&#039;military&#039;,&lt;br /&gt;
	SocialScience=&#039;social&#039;,&lt;br /&gt;
	SpaceScience=&#039;space&#039;,&lt;br /&gt;
	Xenology=&#039;xenology&#039;&lt;br /&gt;
}&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Private constants&lt;br /&gt;
local floor = math.floor&lt;br /&gt;
local round = function(num, decimals)&lt;br /&gt;
    local mult = 10^(decimals or 0)&lt;br /&gt;
    return floor(num * mult + 0.5) / mult&lt;br /&gt;
end&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Private methods&lt;br /&gt;
-- Safe value access with fallback with type conversion&lt;br /&gt;
local function getValue(row, key, default)&lt;br /&gt;
    local value = row[key]&lt;br /&gt;
    if value == nil or value == &#039;&#039; then&lt;br /&gt;
        return default or 0&lt;br /&gt;
    end&lt;br /&gt;
    &lt;br /&gt;
    -- Convert to number if it looks like a number&lt;br /&gt;
    if type(value) == &#039;string&#039; and value:match(&#039;^[%-%d%.]+$&#039;) then&lt;br /&gt;
        return tonumber(value) or default or 0&lt;br /&gt;
    end&lt;br /&gt;
    &lt;br /&gt;
    -- Convert boolean strings&lt;br /&gt;
    if value == &#039;true&#039; then return true end&lt;br /&gt;
    if value == &#039;false&#039; then return false end&lt;br /&gt;
    &lt;br /&gt;
    return value&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Calculate build cost for a resource&lt;br /&gt;
local function calculateBuildCost(mass, resourceWeight)&lt;br /&gt;
    return round(tonumber(mass) * tonumber(resourceWeight) / 10, 2)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Format resource with icon&lt;br /&gt;
local function formatResource(amount, resourceType, showZero)&lt;br /&gt;
    amount = tonumber(amount) or 0&lt;br /&gt;
    if amount == 0 and not showZero then&lt;br /&gt;
        return &#039;&#039;&lt;br /&gt;
    end&lt;br /&gt;
    return tostring(amount) .. IconModule.Icon({args={resourceType}})&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Get upgrade module name&lt;br /&gt;
local function getUpgradeModuleName(upgradeFromName)&lt;br /&gt;
    if not upgradeFromName or upgradeFromName == &#039;&#039; then&lt;br /&gt;
        return nil&lt;br /&gt;
    end&lt;br /&gt;
    return HabModuleNames[&#039;TIHabModuleTemplate.displayName.&#039; .. upgradeFromName] or upgradeFromName&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Format special rules&lt;br /&gt;
-- Format special rules&lt;br /&gt;
local function formatSpecialRules(row)&lt;br /&gt;
    local specialRules = {}&lt;br /&gt;
    &lt;br /&gt;
    -- Add special rules from array (using correct field names from CSV)&lt;br /&gt;
    for i = 0, 5 do&lt;br /&gt;
        local rule = getValue(row, &#039;specialRules/&#039; .. i)&lt;br /&gt;
        if rule and rule ~= &#039;&#039; and rule ~= 0 then&lt;br /&gt;
        	table.insert(specialRules, &amp;quot;* &amp;quot; .. HmsModule.hms({args={rule, constructionTimeModifier = getValue(row, &#039;constructionTimeModifier&#039;), specialRulesValue = getValue(row, &#039;specialRulesValue&#039;), techBonus = getValue(row, &#039;techBonuses/0/bonus&#039;), techCat = (ScienceCategories[getValue(row, &#039;techBonuses/0/category&#039;)] or getValue(row, &#039;techBonuses/0/category&#039;) or &#039;&#039;), controlPointCapacity = getValue(row, &#039;controlPointCapacity&#039;)}}))&lt;br /&gt;
        	&lt;br /&gt;
--            table.insert(specialRules, &amp;quot;* {{HabModuleSpecial|&amp;quot; .. rule .. &amp;quot;|constructionTimeModifier=&amp;quot; .. &lt;br /&gt;
--                getValue(row, &#039;constructionTimeModifier&#039;) .. &amp;quot;|specialRulesValue=&amp;quot; .. &lt;br /&gt;
--                getValue(row, &#039;specialRulesValue&#039;) .. &amp;quot;|techBonus=&amp;quot; .. &lt;br /&gt;
--                getValue(row, &#039;techBonuses/0/bonus&#039;) .. &amp;quot;|techCat=&amp;quot; .. &lt;br /&gt;
--                (ScienceCategories[getValue(row, &#039;techBonuses/0/category&#039;)] or getValue(row, &#039;techBonuses/0/category&#039;) or &#039;&#039;) .. &lt;br /&gt;
--                &amp;quot;|controlPointCapacity=&amp;quot; .. getValue(row, &#039;controlPointCapacity&#039;) .. &amp;quot;}}&amp;quot;)&lt;br /&gt;
        end&lt;br /&gt;
    end&lt;br /&gt;
    &lt;br /&gt;
    -- Add one per hab restriction&lt;br /&gt;
    if getValue(row, &#039;onePerHab&#039;) == true or getValue(row, &#039;onePerHab&#039;) == &#039;true&#039; then&lt;br /&gt;
        table.insert(specialRules, &amp;quot;* Max one per [[Habs|Hab]].&amp;quot;)&lt;br /&gt;
    end&lt;br /&gt;
    &lt;br /&gt;
    -- Add resupply capability&lt;br /&gt;
    if getValue(row, &#039;allowsResupply&#039;) == true or getValue(row, &#039;allowsResupply&#039;) == &#039;true&#039; then&lt;br /&gt;
        table.insert(specialRules, &amp;quot;* Allows [[Spaceships|Ships]] to resupply.&amp;quot;)&lt;br /&gt;
    end&lt;br /&gt;
    &lt;br /&gt;
    return &amp;quot;\n&amp;quot; .. table.concat(specialRules, &amp;quot;\n&amp;quot;)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Filter modules by alien status&lt;br /&gt;
local function filterModulesByAlienStatus(alien)&lt;br /&gt;
    local filtered = {}&lt;br /&gt;
    for rowID, row in pairs(HabModuleData) do&lt;br /&gt;
        local isAlien = getValue(row, &#039;alienModule&#039;) == true or getValue(row, &#039;alienModule&#039;) == &#039;true&#039;&lt;br /&gt;
        local destroyedModule = getValue(row, &#039;destroyed&#039;) == true or getValue(row, &#039;destroyed&#039;) == &#039;true&#039;&lt;br /&gt;
        if isAlien == alien and not destroyedModule then&lt;br /&gt;
            filtered[rowID] = row&lt;br /&gt;
        end&lt;br /&gt;
    end&lt;br /&gt;
    return filtered&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Safe number comparison function&lt;br /&gt;
local function isGreaterThanZero(value)&lt;br /&gt;
    local num = tonumber(value) or 0&lt;br /&gt;
    return num &amp;gt; 0&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Safe negative number check&lt;br /&gt;
local function isLessThanZero(value)&lt;br /&gt;
    local num = tonumber(value) or 0&lt;br /&gt;
    return num &amp;lt; 0&lt;br /&gt;
end&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Public methods&lt;br /&gt;
function HabModuleLister.ListHabModules(alien)&lt;br /&gt;
    local isAlien = alien == true&lt;br /&gt;
    local moduleType = isAlien and &amp;quot;Alien&amp;quot; or &amp;quot;Human&amp;quot;&lt;br /&gt;
    local modules = filterModulesByAlienStatus(isAlien)&lt;br /&gt;
    &lt;br /&gt;
    local returnString = &#039;{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%;text-align:center;&amp;quot;&#039;&lt;br /&gt;
    returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
    returnString = returnString .. &#039;\n! Hab Module&#039;&lt;br /&gt;
    returnString = returnString .. &#039;\n! Build Cost&#039;&lt;br /&gt;
    returnString = returnString .. &#039;\n! Monthly Upkeep&#039;&lt;br /&gt;
    returnString = returnString .. &#039;\n! Monthly Income&#039;&lt;br /&gt;
    returnString = returnString .. &#039;\n! Special&#039;&lt;br /&gt;
    returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
    &lt;br /&gt;
    for rowID, row in pairs(modules) do&lt;br /&gt;
        local moduleName = HabModuleNames[&#039;TIHabModuleTemplate.displayName.&#039; .. rowID] or rowID&lt;br /&gt;
        local friendlyName = getValue(row, &#039;friendlyName&#039;) or moduleName&lt;br /&gt;
        &lt;br /&gt;
        -- Module name column&lt;br /&gt;
        returnString = returnString .. &#039;\n| style=&amp;quot;text-align:left;&amp;quot; | &#039; .. friendlyName&lt;br /&gt;
        &lt;br /&gt;
        -- Upgrades information&lt;br /&gt;
        local upgradeFromName = getValue(row, &#039;upgradesFromName&#039;)&lt;br /&gt;
        if upgradeFromName and upgradeFromName ~= &#039;&#039; and upgradeFromName ~= 0 then&lt;br /&gt;
            local upgradeName = getUpgradeModuleName(upgradeFromName)&lt;br /&gt;
            if upgradeName then&lt;br /&gt;
                returnString = returnString .. &#039;\n* Upgrades: &#039; .. upgradeName&lt;br /&gt;
            end&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        -- Required project&lt;br /&gt;
        if not alien then&lt;br /&gt;
	        local projectID = getValue(row, &#039;requiredProjectName&#039;)&lt;br /&gt;
	        if projectID and projectID ~= &#039;&#039; and projectID ~= 0 then&lt;br /&gt;
	            local projectName = ProjectNames[&#039;TIProjectTemplate.displayName.&#039; .. projectID] or projectID&lt;br /&gt;
	            returnString = returnString .. &#039;\n* Project: [[&#039; .. projectID .. &#039;|&#039; .. projectName .. &#039;]]&#039;&lt;br /&gt;
	        end&lt;br /&gt;
	    end&lt;br /&gt;
        &lt;br /&gt;
        -- Build cost column&lt;br /&gt;
        local mass = getValue(row, &#039;baseMass_tons&#039;, 0)&lt;br /&gt;
        local buildCosts = {}&lt;br /&gt;
        &lt;br /&gt;
        local waterCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/water&#039;))&lt;br /&gt;
        if waterCost &amp;gt; 0 then&lt;br /&gt;
            table.insert(buildCosts, formatResource(waterCost, &#039;water&#039;, true))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local volatilesCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/volatiles&#039;))&lt;br /&gt;
        if volatilesCost &amp;gt; 0 then&lt;br /&gt;
            table.insert(buildCosts, formatResource(volatilesCost, &#039;volatiles&#039;, true))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local metalsCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/metals&#039;))&lt;br /&gt;
        if metalsCost &amp;gt; 0 then&lt;br /&gt;
            table.insert(buildCosts, formatResource(metalsCost, &#039;metals&#039;, true))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local noblesCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/nobleMetals&#039;))&lt;br /&gt;
        if noblesCost &amp;gt; 0 then&lt;br /&gt;
            table.insert(buildCosts, formatResource(noblesCost, &#039;nobles&#039;, true))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local fissilesCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/fissiles&#039;))&lt;br /&gt;
        if fissilesCost &amp;gt; 0 then&lt;br /&gt;
            table.insert(buildCosts, formatResource(fissilesCost, &#039;fissiles&#039;, true))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local exoticsCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/exotics&#039;))&lt;br /&gt;
        if exoticsCost &amp;gt; 0 then&lt;br /&gt;
            table.insert(buildCosts, formatResource(exoticsCost, &#039;exotics&#039;, true))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local antimatterCost = calculateBuildCost(mass, getValue(row, &#039;weightbuildmaterials/antimatter&#039;))&lt;br /&gt;
        if antimatterCost &amp;gt; 0 then&lt;br /&gt;
            table.insert(buildCosts, formatResource(antimatterCost, &#039;antimatter&#039;, true))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local buildTime = getValue(row, &#039;buildTime_Days&#039;)&lt;br /&gt;
        if buildTime and buildTime &amp;gt; 0 then&lt;br /&gt;
            table.insert(buildCosts, tostring(buildTime) .. &#039;Days&#039;)&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        returnString = returnString .. &#039;\n| &#039; .. table.concat(buildCosts, &#039; &#039;)&lt;br /&gt;
        &lt;br /&gt;
        -- Monthly upkeep column&lt;br /&gt;
        local upkeepCosts = {}&lt;br /&gt;
        &lt;br /&gt;
        local moneyUpkeep = getValue(row, &#039;supportMaterials_month/money&#039;)&lt;br /&gt;
        if isGreaterThanZero(moneyUpkeep) then&lt;br /&gt;
            table.insert(upkeepCosts, formatResource(moneyUpkeep, &#039;money&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local waterUpkeep = getValue(row, &#039;supportMaterials_month/water&#039;)&lt;br /&gt;
        if isGreaterThanZero(waterUpkeep) then&lt;br /&gt;
            table.insert(upkeepCosts, formatResource(waterUpkeep, &#039;water&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local volatilesUpkeep = getValue(row, &#039;supportMaterials_month/volatiles&#039;)&lt;br /&gt;
        if isGreaterThanZero(volatilesUpkeep) then&lt;br /&gt;
            table.insert(upkeepCosts, formatResource(volatilesUpkeep, &#039;volatiles&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local metalsUpkeep = getValue(row, &#039;supportMaterials_month/metals&#039;)&lt;br /&gt;
        if isGreaterThanZero(metalsUpkeep) then&lt;br /&gt;
            table.insert(upkeepCosts, formatResource(metalsUpkeep, &#039;metals&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local noblesUpkeep = getValue(row, &#039;supportMaterials_month/nobleMetals&#039;)&lt;br /&gt;
        if isGreaterThanZero(noblesUpkeep) then&lt;br /&gt;
            table.insert(upkeepCosts, formatResource(noblesUpkeep, &#039;nobles&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local fissilesUpkeep = getValue(row, &#039;supportMaterials_month/fissiles&#039;)&lt;br /&gt;
        if isGreaterThanZero(fissilesUpkeep) then&lt;br /&gt;
            table.insert(upkeepCosts, formatResource(fissilesUpkeep, &#039;fissiles&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local boostUpkeep = getValue(row, &#039;supportMaterials_month/boost&#039;)&lt;br /&gt;
        if isGreaterThanZero(boostUpkeep) then&lt;br /&gt;
            table.insert(upkeepCosts, formatResource(boostUpkeep, &#039;boost&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local powerConsumption = getValue(row, &#039;power&#039;)&lt;br /&gt;
        if isLessThanZero(powerConsumption) then&lt;br /&gt;
            table.insert(upkeepCosts, formatResource(-powerConsumption, &#039;power consumption&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local mcConsumption = getValue(row, &#039;missionControl&#039;)&lt;br /&gt;
        if isLessThanZero(mcConsumption) then&lt;br /&gt;
            table.insert(upkeepCosts, formatResource(-mcConsumption, &#039;mc&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local crew = getValue(row, &#039;crew&#039;)&lt;br /&gt;
        if isGreaterThanZero(crew) then&lt;br /&gt;
            table.insert(upkeepCosts, tostring(crew) .. &#039; Crew&#039;)&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        returnString = returnString .. &#039;\n| &#039; .. table.concat(upkeepCosts, &#039; &#039;)&lt;br /&gt;
        &lt;br /&gt;
        -- Monthly income column&lt;br /&gt;
        local incomeItems = {}&lt;br /&gt;
        &lt;br /&gt;
        local moneyIncome = getValue(row, &#039;incomeMoney_month&#039;)&lt;br /&gt;
        if isGreaterThanZero(moneyIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(moneyIncome, &#039;money&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local influenceIncome = getValue(row, &#039;incomeInfluence_month&#039;)&lt;br /&gt;
        if isGreaterThanZero(influenceIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(influenceIncome, &#039;influence&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local opsIncome = getValue(row, &#039;incomeOps_month&#039;)&lt;br /&gt;
        if isGreaterThanZero(opsIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(opsIncome, &#039;ops&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local researchIncome = getValue(row, &#039;incomeResearch_month&#039;)&lt;br /&gt;
        if isGreaterThanZero(researchIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(researchIncome, &#039;research&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local projectsIncome = getValue(row, &#039;incomeProjects&#039;)&lt;br /&gt;
        if isGreaterThanZero(projectsIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(projectsIncome, &#039;projects&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local volatilesIncome = getValue(row, &#039;incomeVolatiles_month&#039;)&lt;br /&gt;
        if isGreaterThanZero(volatilesIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(volatilesIncome, &#039;volatiles&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local metalsIncome = getValue(row, &#039;incomeMetals_month&#039;)&lt;br /&gt;
        if isGreaterThanZero(metalsIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(metalsIncome, &#039;metals&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local noblesIncome = getValue(row, &#039;incomeNobles_month&#039;)&lt;br /&gt;
        if isGreaterThanZero(noblesIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(noblesIncome, &#039;nobles&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local fissilesIncome = getValue(row, &#039;incomeFissiles_month&#039;)&lt;br /&gt;
        if isGreaterThanZero(fissilesIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(fissilesIncome, &#039;fissiles&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local exoticsIncome = getValue(row, &#039;incomeExotics_month&#039;)&lt;br /&gt;
        if isGreaterThanZero(exoticsIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(exoticsIncome, &#039;exotics&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local antimatterIncome = getValue(row, &#039;incomeAntimatter_month&#039;)&lt;br /&gt;
        if isGreaterThanZero(antimatterIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(antimatterIncome, &#039;antimatter&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local powerProduction = getValue(row, &#039;power&#039;)&lt;br /&gt;
        if isGreaterThanZero(powerProduction) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(powerProduction, &#039;power&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local mcProduction = getValue(row, &#039;missionControl&#039;)&lt;br /&gt;
        if isGreaterThanZero(mcProduction) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(mcProduction, &#039;mc&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local miningModifier = getValue(row, &#039;miningModifier&#039;)&lt;br /&gt;
        if isGreaterThanZero(miningModifier) then&lt;br /&gt;
            table.insert(incomeItems, tostring(miningModifier) .. &amp;quot; × Hab Site Resources&amp;quot;)&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        returnString = returnString .. &#039;\n| &#039; .. table.concat(incomeItems, &#039; &#039;)&lt;br /&gt;
        &lt;br /&gt;
        -- Special column&lt;br /&gt;
        local specialRules = formatSpecialRules(row)&lt;br /&gt;
        returnString = returnString .. &#039;\n| style=&amp;quot;text-align:left;&amp;quot; | &#039; .. (specialRules ~= &#039;&#039; and specialRules or &#039;&#039;)&lt;br /&gt;
        &lt;br /&gt;
        returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
    end&lt;br /&gt;
    &lt;br /&gt;
    returnString = returnString .. &#039;\n|}&#039;&lt;br /&gt;
    &lt;br /&gt;
    return returnString&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Convenience functions&lt;br /&gt;
function HabModuleLister.ListHumanHabModules()&lt;br /&gt;
    return HabModuleLister.ListHabModules(false)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function HabModuleLister.ListAlienHabModules()&lt;br /&gt;
    return HabModuleLister.ListHabModules(true)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Replace your existing GetModuleTableRow function with this:&lt;br /&gt;
&lt;br /&gt;
function HabModuleLister.GetModuleTableRow(frame)&lt;br /&gt;
    local moduleName = frame.args[1] or frame.args[&#039;module&#039;] or &#039;&#039;&lt;br /&gt;
    local showBuildCost = frame.args[2] == &#039;true&#039; or frame.args[&#039;buildcost&#039;] == &#039;true&#039;&lt;br /&gt;
    local showUpkeep = frame.args[3] == &#039;true&#039; or frame.args[&#039;upkeep&#039;] == &#039;true&#039;&lt;br /&gt;
    local showIncome = frame.args[4] == &#039;true&#039; or frame.args[&#039;income&#039;] == &#039;true&#039;&lt;br /&gt;
    local showSpecial = frame.args[5] == &#039;true&#039; or frame.args[&#039;special&#039;] == &#039;true&#039;&lt;br /&gt;
    local format = frame.args[6] or frame.args[&#039;format&#039;] or &#039;table&#039;  -- Add this line&lt;br /&gt;
    &lt;br /&gt;
    if moduleName == &#039;&#039; then&lt;br /&gt;
        return &amp;quot;Error: No module name provided&amp;quot;&lt;br /&gt;
    end&lt;br /&gt;
    &lt;br /&gt;
    -- Find the module by name&lt;br /&gt;
    local rowID, row = nil, nil&lt;br /&gt;
    &lt;br /&gt;
    -- Search through all modules&lt;br /&gt;
    for id, moduleRow in pairs(HabModuleData) do&lt;br /&gt;
        local currentModuleName = HabModuleNames[&#039;TIHabModuleTemplate.displayName.&#039; .. id] or id&lt;br /&gt;
        local friendlyName = getValue(moduleRow, &#039;friendlyName&#039;) or currentModuleName&lt;br /&gt;
        &lt;br /&gt;
        if currentModuleName == moduleName or friendlyName == moduleName or id == moduleName then&lt;br /&gt;
            rowID, row = id, moduleRow&lt;br /&gt;
            break&lt;br /&gt;
        end&lt;br /&gt;
    end&lt;br /&gt;
    &lt;br /&gt;
    if not row then&lt;br /&gt;
        return &amp;quot;Module not found: &amp;quot; .. moduleName&lt;br /&gt;
    end&lt;br /&gt;
    &lt;br /&gt;
    -- Process this single module using the same logic as ListHabModules&lt;br /&gt;
    -- Build cost column&lt;br /&gt;
    local mass = getValue(row, &#039;baseMass_tons&#039;, 0)&lt;br /&gt;
    local buildCosts = {}&lt;br /&gt;
    &lt;br /&gt;
    local waterCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/water&#039;))&lt;br /&gt;
    if waterCost &amp;gt; 0 then table.insert(buildCosts, formatResource(waterCost, &#039;water&#039;, true)) end&lt;br /&gt;
    &lt;br /&gt;
    local volatilesCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/volatiles&#039;))&lt;br /&gt;
    if volatilesCost &amp;gt; 0 then table.insert(buildCosts, formatResource(volatilesCost, &#039;volatiles&#039;, true)) end&lt;br /&gt;
    &lt;br /&gt;
    local metalsCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/metals&#039;))&lt;br /&gt;
    if metalsCost &amp;gt; 0 then table.insert(buildCosts, formatResource(metalsCost, &#039;metals&#039;, true)) end&lt;br /&gt;
    &lt;br /&gt;
    local noblesCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/nobleMetals&#039;))&lt;br /&gt;
    if noblesCost &amp;gt; 0 then table.insert(buildCosts, formatResource(noblesCost, &#039;nobles&#039;, true)) end&lt;br /&gt;
    &lt;br /&gt;
    local fissilesCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/fissiles&#039;))&lt;br /&gt;
    if fissilesCost &amp;gt; 0 then table.insert(buildCosts, formatResource(fissilesCost, &#039;fissiles&#039;, true)) end&lt;br /&gt;
    &lt;br /&gt;
    local exoticsCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/exotics&#039;))&lt;br /&gt;
    if exoticsCost &amp;gt; 0 then table.insert(buildCosts, formatResource(exoticsCost, &#039;exotics&#039;, true)) end&lt;br /&gt;
    &lt;br /&gt;
    local antimatterCost = calculateBuildCost(mass, getValue(row, &#039;weightbuildmaterials/antimatter&#039;))&lt;br /&gt;
    if antimatterCost &amp;gt; 0 then table.insert(buildCosts, formatResource(antimatterCost, &#039;antimatter&#039;, true)) end&lt;br /&gt;
    &lt;br /&gt;
    local buildTime = getValue(row, &#039;buildTime_Days&#039;)&lt;br /&gt;
    if buildTime and buildTime &amp;gt; 0 then table.insert(buildCosts, tostring(buildTime) .. &#039;Days&#039;) end&lt;br /&gt;
    &lt;br /&gt;
    local buildCostString = table.concat(buildCosts, &#039; &#039;)&lt;br /&gt;
    &lt;br /&gt;
    -- Monthly upkeep column&lt;br /&gt;
    local upkeepCosts = {}&lt;br /&gt;
    &lt;br /&gt;
    local moneyUpkeep = getValue(row, &#039;supportMaterials_month/money&#039;)&lt;br /&gt;
    if isGreaterThanZero(moneyUpkeep) then table.insert(upkeepCosts, formatResource(moneyUpkeep, &#039;money&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local waterUpkeep = getValue(row, &#039;supportMaterials_month/water&#039;)&lt;br /&gt;
    if isGreaterThanZero(waterUpkeep) then table.insert(upkeepCosts, formatResource(waterUpkeep, &#039;water&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local volatilesUpkeep = getValue(row, &#039;supportMaterials_month/volatiles&#039;)&lt;br /&gt;
    if isGreaterThanZero(volatilesUpkeep) then table.insert(upkeepCosts, formatResource(volatilesUpkeep, &#039;volatiles&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local metalsUpkeep = getValue(row, &#039;supportMaterials_month/metals&#039;)&lt;br /&gt;
    if isGreaterThanZero(metalsUpkeep) then table.insert(upkeepCosts, formatResource(metalsUpkeep, &#039;metals&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local noblesUpkeep = getValue(row, &#039;supportMaterials_month/nobleMetals&#039;)&lt;br /&gt;
    if isGreaterThanZero(noblesUpkeep) then table.insert(upkeepCosts, formatResource(noblesUpkeep, &#039;nobles&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local fissilesUpkeep = getValue(row, &#039;supportMaterials_month/fissiles&#039;)&lt;br /&gt;
    if isGreaterThanZero(fissilesUpkeep) then table.insert(upkeepCosts, formatResource(fissilesUpkeep, &#039;fissiles&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local boostUpkeep = getValue(row, &#039;supportMaterials_month/boost&#039;)&lt;br /&gt;
    if isGreaterThanZero(boostUpkeep) then table.insert(upkeepCosts, formatResource(boostUpkeep, &#039;boost&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local powerConsumption = getValue(row, &#039;power&#039;)&lt;br /&gt;
    if isLessThanZero(powerConsumption) then table.insert(upkeepCosts, formatResource(-powerConsumption, &#039;power consumption&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local mcConsumption = getValue(row, &#039;missionControl&#039;)&lt;br /&gt;
    if isLessThanZero(mcConsumption) then table.insert(upkeepCosts, formatResource(-mcConsumption, &#039;mc&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local crew = getValue(row, &#039;crew&#039;)&lt;br /&gt;
    if isGreaterThanZero(crew) then table.insert(upkeepCosts, tostring(crew) .. &#039; Crew&#039;) end&lt;br /&gt;
    &lt;br /&gt;
    local upkeepString = table.concat(upkeepCosts, &#039; &#039;)&lt;br /&gt;
    &lt;br /&gt;
    -- Monthly income column&lt;br /&gt;
    local incomeItems = {}&lt;br /&gt;
    &lt;br /&gt;
    local moneyIncome = getValue(row, &#039;incomeMoney_month&#039;)&lt;br /&gt;
    if isGreaterThanZero(moneyIncome) then table.insert(incomeItems, formatResource(moneyIncome, &#039;money&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local influenceIncome = getValue(row, &#039;incomeInfluence_month&#039;)&lt;br /&gt;
    if isGreaterThanZero(influenceIncome) then table.insert(incomeItems, formatResource(influenceIncome, &#039;influence&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local opsIncome = getValue(row, &#039;incomeOps_month&#039;)&lt;br /&gt;
    if isGreaterThanZero(opsIncome) then table.insert(incomeItems, formatResource(opsIncome, &#039;ops&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local researchIncome = getValue(row, &#039;incomeResearch_month&#039;)&lt;br /&gt;
    if isGreaterThanZero(researchIncome) then table.insert(incomeItems, formatResource(researchIncome, &#039;research&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local projectsIncome = getValue(row, &#039;incomeProjects&#039;)&lt;br /&gt;
    if isGreaterThanZero(projectsIncome) then table.insert(incomeItems, formatResource(projectsIncome, &#039;projects&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local volatilesIncome = getValue(row, &#039;incomeVolatiles_month&#039;)&lt;br /&gt;
    if isGreaterThanZero(volatilesIncome) then table.insert(incomeItems, formatResource(volatilesIncome, &#039;volatiles&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local metalsIncome = getValue(row, &#039;incomeMetals_month&#039;)&lt;br /&gt;
    if isGreaterThanZero(metalsIncome) then table.insert(incomeItems, formatResource(metalsIncome, &#039;metals&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local noblesIncome = getValue(row, &#039;incomeNobles_month&#039;)&lt;br /&gt;
    if isGreaterThanZero(noblesIncome) then table.insert(incomeItems, formatResource(noblesIncome, &#039;nobles&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local fissilesIncome = getValue(row, &#039;incomeFissiles_month&#039;)&lt;br /&gt;
    if isGreaterThanZero(fissilesIncome) then table.insert(incomeItems, formatResource(fissilesIncome, &#039;fissiles&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local exoticsIncome = getValue(row, &#039;incomeExotics_month&#039;)&lt;br /&gt;
    if isGreaterThanZero(exoticsIncome) then table.insert(incomeItems, formatResource(exoticsIncome, &#039;exotics&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local antimatterIncome = getValue(row, &#039;incomeAntimatter_month&#039;)&lt;br /&gt;
    if isGreaterThanZero(antimatterIncome) then table.insert(incomeItems, formatResource(antimatterIncome, &#039;antimatter&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local powerProduction = getValue(row, &#039;power&#039;)&lt;br /&gt;
    if isGreaterThanZero(powerProduction) then table.insert(incomeItems, formatResource(powerProduction, &#039;power&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local mcProduction = getValue(row, &#039;missionControl&#039;)&lt;br /&gt;
    if isGreaterThanZero(mcProduction) then table.insert(incomeItems, formatResource(mcProduction, &#039;mc&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local miningModifier = getValue(row, &#039;miningModifier&#039;)&lt;br /&gt;
    if isGreaterThanZero(miningModifier) then table.insert(incomeItems, tostring(miningModifier) .. &amp;quot; × Hab Site Resources&amp;quot;) end&lt;br /&gt;
    &lt;br /&gt;
    local incomeString = table.concat(incomeItems, &#039; &#039;)&lt;br /&gt;
    &lt;br /&gt;
    -- Special column&lt;br /&gt;
    local specialRules = formatSpecialRules(row)&lt;br /&gt;
    local specialString = specialRules ~= &#039;&#039; and specialRules or &#039;&#039;&lt;br /&gt;
    if format == &#039;list&#039; or format == &#039;singlecell&#039; then&lt;br /&gt;
        -- Format for single cell with labels&lt;br /&gt;
        local lines = {}&lt;br /&gt;
        &lt;br /&gt;
        if showBuildCost and buildCostString ~= &#039;&#039; then&lt;br /&gt;
            table.insert(lines, &amp;quot;&#039;&#039;&#039;Build cost&#039;&#039;&#039;:&amp;lt;br&amp;gt; &amp;quot; .. buildCostString)&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        if showUpkeep and upkeepString ~= &#039;&#039; then&lt;br /&gt;
            table.insert(lines, &amp;quot;&amp;lt;br&amp;gt;&#039;&#039;&#039;Monthly expenses&#039;&#039;&#039;:&amp;lt;br&amp;gt; &amp;quot; .. upkeepString)&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        if showIncome and incomeString ~= &#039;&#039; then&lt;br /&gt;
            table.insert(lines, &amp;quot;&amp;lt;br&amp;gt;&#039;&#039;&#039;Monthly income&#039;&#039;&#039;:&amp;lt;br&amp;gt; &amp;quot; .. incomeString)&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        if showSpecial and specialString ~= &#039;&#039; then&lt;br /&gt;
            table.insert(lines, &amp;quot;&amp;lt;br&amp;gt;&#039;&#039;&#039;Special Rule&#039;&#039;&#039;:&amp;lt;br&amp;gt; &amp;quot; .. specialString)&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        return table.concat(lines, &amp;quot;&amp;lt;br&amp;gt;&amp;quot;)&lt;br /&gt;
    else&lt;br /&gt;
        -- Original table format&lt;br /&gt;
        local columns = {}&lt;br /&gt;
        if showBuildCost then table.insert(columns, buildCostString) end&lt;br /&gt;
        if showUpkeep then table.insert(columns, upkeepString) end&lt;br /&gt;
        if showIncome then table.insert(columns, incomeString) end&lt;br /&gt;
        if showSpecial then table.insert(columns, specialString) end&lt;br /&gt;
        &lt;br /&gt;
        local result = table.concat(columns, &amp;quot;\n|&amp;quot;)&lt;br /&gt;
        return mw.getCurrentFrame():preprocess(result)&lt;br /&gt;
    end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
return HabModuleLister&lt;/div&gt;</summary>
		<author><name>76561198066654836</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Module:HabModuleLister&amp;diff=6897</id>
		<title>Module:HabModuleLister</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Module:HabModuleLister&amp;diff=6897"/>
		<updated>2025-09-23T11:35:12Z</updated>

		<summary type="html">&lt;p&gt;76561198066654836: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;---&lt;br /&gt;
---Reads the Hab Module data files and presents them in readable formats.&lt;br /&gt;
---&lt;br /&gt;
---@module HabModuleLister&lt;br /&gt;
local HabModuleLister = {}&lt;br /&gt;
&lt;br /&gt;
--region Dependencies&lt;br /&gt;
local IconModule = require(&#039;Module:Icon&#039;)&lt;br /&gt;
local HmsModule = require(&#039;Module:HabModuleSpecial&#039;)&lt;br /&gt;
local HabModuleData = mw.loadData(&#039;Module:CSVReader/HabModule&#039;)&lt;br /&gt;
local HabModuleNames = mw.loadData(&#039;Module:ENReader/HabModule&#039;)&lt;br /&gt;
local ProjectNames = mw.loadData(&#039;Module:ENReader/Project&#039;)&lt;br /&gt;
-- Science category names mapping (Note: These were converting in the wrong direction, I had to flip them around.)&lt;br /&gt;
local ScienceCategories = {&lt;br /&gt;
	Energy = &#039;energy&#039;,&lt;br /&gt;
	InformationScience=&#039;information&#039;,&lt;br /&gt;
	LifeScience=&#039;life&#039;,&lt;br /&gt;
	Materials=&#039;material&#039;,&lt;br /&gt;
	MilitaryScience=&#039;military&#039;,&lt;br /&gt;
	SocialScience=&#039;social&#039;,&lt;br /&gt;
	SpaceScience=&#039;space&#039;,&lt;br /&gt;
	Xenology=&#039;xenology&#039;&lt;br /&gt;
}&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Private constants&lt;br /&gt;
local floor = math.floor&lt;br /&gt;
local round = function(num, decimals)&lt;br /&gt;
    local mult = 10^(decimals or 0)&lt;br /&gt;
    return floor(num * mult + 0.5) / mult&lt;br /&gt;
end&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Private methods&lt;br /&gt;
-- Safe value access with fallback with type conversion&lt;br /&gt;
local function getValue(row, key, default)&lt;br /&gt;
    local value = row[key]&lt;br /&gt;
    if value == nil or value == &#039;&#039; then&lt;br /&gt;
        return default or 0&lt;br /&gt;
    end&lt;br /&gt;
    &lt;br /&gt;
    -- Convert to number if it looks like a number&lt;br /&gt;
    if type(value) == &#039;string&#039; and value:match(&#039;^[%-%d%.]+$&#039;) then&lt;br /&gt;
        return tonumber(value) or default or 0&lt;br /&gt;
    end&lt;br /&gt;
    &lt;br /&gt;
    -- Convert boolean strings&lt;br /&gt;
    if value == &#039;true&#039; then return true end&lt;br /&gt;
    if value == &#039;false&#039; then return false end&lt;br /&gt;
    &lt;br /&gt;
    return value&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Calculate build cost for a resource&lt;br /&gt;
local function calculateBuildCost(mass, resourceWeight)&lt;br /&gt;
    return round(tonumber(mass) * tonumber(resourceWeight) / 10, 2)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Format resource with icon&lt;br /&gt;
local function formatResource(amount, resourceType, showZero)&lt;br /&gt;
    amount = tonumber(amount) or 0&lt;br /&gt;
    if amount == 0 and not showZero then&lt;br /&gt;
        return &#039;&#039;&lt;br /&gt;
    end&lt;br /&gt;
    return tostring(amount) .. IconModule.Icon({args={resourceType}})&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Get upgrade module name&lt;br /&gt;
local function getUpgradeModuleName(upgradeFromName)&lt;br /&gt;
    if not upgradeFromName or upgradeFromName == &#039;&#039; then&lt;br /&gt;
        return nil&lt;br /&gt;
    end&lt;br /&gt;
    return HabModuleNames[&#039;TIHabModuleTemplate.displayName.&#039; .. upgradeFromName] or upgradeFromName&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Format special rules&lt;br /&gt;
-- Format special rules&lt;br /&gt;
local function formatSpecialRules(row)&lt;br /&gt;
    local specialRules = {}&lt;br /&gt;
    &lt;br /&gt;
    -- Add special rules from array (using correct field names from CSV)&lt;br /&gt;
    for i = 0, 5 do&lt;br /&gt;
        local rule = getValue(row, &#039;specialRules/&#039; .. i)&lt;br /&gt;
        if rule and rule ~= &#039;&#039; and rule ~= 0 then&lt;br /&gt;
        	table.insert(specialRules, &amp;quot;* &amp;quot; .. HmsModule.hms({args={rule, constructionTimeModifier = getValue(row, &#039;constructionTimeModifier&#039;), specialRulesValue = getValue(row, &#039;specialRulesValue&#039;), techBonus = getValue(row, &#039;techBonuses/0/bonus&#039;), techCat = (ScienceCategories[getValue(row, &#039;techBonuses/0/category&#039;)] or getValue(row, &#039;techBonuses/0/category&#039;) or &#039;&#039;), controlPointCapacity = getValue(row, &#039;controlPointCapacity&#039;)}}))&lt;br /&gt;
        	&lt;br /&gt;
--            table.insert(specialRules, &amp;quot;* {{HabModuleSpecial|&amp;quot; .. rule .. &amp;quot;|constructionTimeModifier=&amp;quot; .. &lt;br /&gt;
--                getValue(row, &#039;constructionTimeModifier&#039;) .. &amp;quot;|specialRulesValue=&amp;quot; .. &lt;br /&gt;
--                getValue(row, &#039;specialRulesValue&#039;) .. &amp;quot;|techBonus=&amp;quot; .. &lt;br /&gt;
--                getValue(row, &#039;techBonuses/0/bonus&#039;) .. &amp;quot;|techCat=&amp;quot; .. &lt;br /&gt;
--                (ScienceCategories[getValue(row, &#039;techBonuses/0/category&#039;)] or getValue(row, &#039;techBonuses/0/category&#039;) or &#039;&#039;) .. &lt;br /&gt;
--                &amp;quot;|controlPointCapacity=&amp;quot; .. getValue(row, &#039;controlPointCapacity&#039;) .. &amp;quot;}}&amp;quot;)&lt;br /&gt;
        end&lt;br /&gt;
    end&lt;br /&gt;
    &lt;br /&gt;
    -- Add one per hab restriction&lt;br /&gt;
    if getValue(row, &#039;onePerHab&#039;) == true or getValue(row, &#039;onePerHab&#039;) == &#039;true&#039; then&lt;br /&gt;
        table.insert(specialRules, &amp;quot;* Max one per [[Habs|Hab]].&amp;quot;)&lt;br /&gt;
    end&lt;br /&gt;
    &lt;br /&gt;
    -- Add resupply capability&lt;br /&gt;
    if getValue(row, &#039;allowsResupply&#039;) == true or getValue(row, &#039;allowsResupply&#039;) == &#039;true&#039; then&lt;br /&gt;
        table.insert(specialRules, &amp;quot;* Allows [[Spaceships|Ships]] to resupply.&amp;quot;)&lt;br /&gt;
    end&lt;br /&gt;
    &lt;br /&gt;
    return &amp;quot;\n&amp;quot; .. table.concat(specialRules, &amp;quot;\n&amp;quot;)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Filter modules by alien status&lt;br /&gt;
local function filterModulesByAlienStatus(alien)&lt;br /&gt;
    local filtered = {}&lt;br /&gt;
    for rowID, row in pairs(HabModuleData) do&lt;br /&gt;
        local isAlien = getValue(row, &#039;alienModule&#039;) == true or getValue(row, &#039;alienModule&#039;) == &#039;true&#039;&lt;br /&gt;
        local destroyedModule = getValue(row, &#039;destroyed&#039;) == true or getValue(row, &#039;destroyed&#039;) == &#039;true&#039;&lt;br /&gt;
        if isAlien == alien and not destroyedModule then&lt;br /&gt;
            filtered[rowID] = row&lt;br /&gt;
        end&lt;br /&gt;
    end&lt;br /&gt;
    return filtered&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Safe number comparison function&lt;br /&gt;
local function isGreaterThanZero(value)&lt;br /&gt;
    local num = tonumber(value) or 0&lt;br /&gt;
    return num &amp;gt; 0&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Safe negative number check&lt;br /&gt;
local function isLessThanZero(value)&lt;br /&gt;
    local num = tonumber(value) or 0&lt;br /&gt;
    return num &amp;lt; 0&lt;br /&gt;
end&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Public methods&lt;br /&gt;
function HabModuleLister.ListHabModules(alien)&lt;br /&gt;
    local isAlien = alien == true&lt;br /&gt;
    local moduleType = isAlien and &amp;quot;Alien&amp;quot; or &amp;quot;Human&amp;quot;&lt;br /&gt;
    local modules = filterModulesByAlienStatus(isAlien)&lt;br /&gt;
    &lt;br /&gt;
    local returnString = &#039;{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%;text-align:center;&amp;quot;&#039;&lt;br /&gt;
    returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
    returnString = returnString .. &#039;\n! Hab Module&#039;&lt;br /&gt;
    returnString = returnString .. &#039;\n! Build Cost&#039;&lt;br /&gt;
    returnString = returnString .. &#039;\n! Monthly Upkeep&#039;&lt;br /&gt;
    returnString = returnString .. &#039;\n! Monthly Income&#039;&lt;br /&gt;
    returnString = returnString .. &#039;\n! Special&#039;&lt;br /&gt;
    returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
    &lt;br /&gt;
    for rowID, row in pairs(modules) do&lt;br /&gt;
        local moduleName = HabModuleNames[&#039;TIHabModuleTemplate.displayName.&#039; .. rowID] or rowID&lt;br /&gt;
        local friendlyName = getValue(row, &#039;friendlyName&#039;) or moduleName&lt;br /&gt;
        &lt;br /&gt;
        -- Module name column&lt;br /&gt;
        returnString = returnString .. &#039;\n| style=&amp;quot;text-align:left;&amp;quot; | &#039; .. friendlyName&lt;br /&gt;
        &lt;br /&gt;
        -- Upgrades information&lt;br /&gt;
        local upgradeFromName = getValue(row, &#039;upgradesFromName&#039;)&lt;br /&gt;
        if upgradeFromName and upgradeFromName ~= &#039;&#039; and upgradeFromName ~= 0 then&lt;br /&gt;
            local upgradeName = getUpgradeModuleName(upgradeFromName)&lt;br /&gt;
            if upgradeName then&lt;br /&gt;
                returnString = returnString .. &#039;\n* Upgrades: &#039; .. upgradeName&lt;br /&gt;
            end&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        -- Required project&lt;br /&gt;
        if not alien then&lt;br /&gt;
	        local projectID = getValue(row, &#039;requiredProjectName&#039;)&lt;br /&gt;
	        if projectID and projectID ~= &#039;&#039; and projectID ~= 0 then&lt;br /&gt;
	            local projectName = ProjectNames[&#039;TIProjectTemplate.displayName.&#039; .. projectID] or projectID&lt;br /&gt;
	            returnString = returnString .. &#039;\n* Project: [[&#039; .. projectID .. &#039;|&#039; .. projectName .. &#039;]]&#039;&lt;br /&gt;
	        end&lt;br /&gt;
	    end&lt;br /&gt;
        &lt;br /&gt;
        -- Build cost column&lt;br /&gt;
        local mass = getValue(row, &#039;baseMass_tons&#039;, 0)&lt;br /&gt;
        local buildCosts = {}&lt;br /&gt;
        &lt;br /&gt;
        local waterCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/water&#039;))&lt;br /&gt;
        if waterCost &amp;gt; 0 then&lt;br /&gt;
            table.insert(buildCosts, formatResource(waterCost, &#039;water&#039;, true))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local volatilesCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/volatiles&#039;))&lt;br /&gt;
        if volatilesCost &amp;gt; 0 then&lt;br /&gt;
            table.insert(buildCosts, formatResource(volatilesCost, &#039;volatiles&#039;, true))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local metalsCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/metals&#039;))&lt;br /&gt;
        if metalsCost &amp;gt; 0 then&lt;br /&gt;
            table.insert(buildCosts, formatResource(metalsCost, &#039;metals&#039;, true))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local noblesCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/nobleMetals&#039;))&lt;br /&gt;
        if noblesCost &amp;gt; 0 then&lt;br /&gt;
            table.insert(buildCosts, formatResource(noblesCost, &#039;nobles&#039;, true))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local fissilesCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/fissiles&#039;))&lt;br /&gt;
        if fissilesCost &amp;gt; 0 then&lt;br /&gt;
            table.insert(buildCosts, formatResource(fissilesCost, &#039;fissiles&#039;, true))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local exoticsCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/exotics&#039;))&lt;br /&gt;
        if exoticsCost &amp;gt; 0 then&lt;br /&gt;
            table.insert(buildCosts, formatResource(exoticsCost, &#039;exotics&#039;, true))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local antimatterCost = calculateBuildCost(mass, getValue(row, &#039;weightbuildmaterials/antimatter&#039;))&lt;br /&gt;
        if antimatterCost &amp;gt; 0 then&lt;br /&gt;
            table.insert(buildCosts, formatResource(antimatterCost, &#039;antimatter&#039;, true))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local buildTime = getValue(row, &#039;buildTime_Days&#039;)&lt;br /&gt;
        if buildTime and buildTime &amp;gt; 0 then&lt;br /&gt;
            table.insert(buildCosts, tostring(buildTime) .. &#039;Days&#039;)&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        returnString = returnString .. &#039;\n| &#039; .. table.concat(buildCosts, &#039; &#039;)&lt;br /&gt;
        &lt;br /&gt;
        -- Monthly upkeep column&lt;br /&gt;
        local upkeepCosts = {}&lt;br /&gt;
        &lt;br /&gt;
        local moneyUpkeep = getValue(row, &#039;supportMaterials_month/money&#039;)&lt;br /&gt;
        if isGreaterThanZero(moneyUpkeep) then&lt;br /&gt;
            table.insert(upkeepCosts, formatResource(moneyUpkeep, &#039;money&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local waterUpkeep = getValue(row, &#039;supportMaterials_month/water&#039;)&lt;br /&gt;
        if isGreaterThanZero(waterUpkeep) then&lt;br /&gt;
            table.insert(upkeepCosts, formatResource(waterUpkeep, &#039;water&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local volatilesUpkeep = getValue(row, &#039;supportMaterials_month/volatiles&#039;)&lt;br /&gt;
        if isGreaterThanZero(volatilesUpkeep) then&lt;br /&gt;
            table.insert(upkeepCosts, formatResource(volatilesUpkeep, &#039;volatiles&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local metalsUpkeep = getValue(row, &#039;supportMaterials_month/metals&#039;)&lt;br /&gt;
        if isGreaterThanZero(metalsUpkeep) then&lt;br /&gt;
            table.insert(upkeepCosts, formatResource(metalsUpkeep, &#039;metals&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local noblesUpkeep = getValue(row, &#039;supportMaterials_month/nobleMetals&#039;)&lt;br /&gt;
        if isGreaterThanZero(noblesUpkeep) then&lt;br /&gt;
            table.insert(upkeepCosts, formatResource(noblesUpkeep, &#039;nobles&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local fissilesUpkeep = getValue(row, &#039;supportMaterials_month/fissiles&#039;)&lt;br /&gt;
        if isGreaterThanZero(fissilesUpkeep) then&lt;br /&gt;
            table.insert(upkeepCosts, formatResource(fissilesUpkeep, &#039;fissiles&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local boostUpkeep = getValue(row, &#039;supportMaterials_month/boost&#039;)&lt;br /&gt;
        if isGreaterThanZero(boostUpkeep) then&lt;br /&gt;
            table.insert(upkeepCosts, formatResource(boostUpkeep, &#039;boost&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local powerConsumption = getValue(row, &#039;power&#039;)&lt;br /&gt;
        if isLessThanZero(powerConsumption) then&lt;br /&gt;
            table.insert(upkeepCosts, formatResource(-powerConsumption, &#039;power consumption&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local mcConsumption = getValue(row, &#039;missionControl&#039;)&lt;br /&gt;
        if isLessThanZero(mcConsumption) then&lt;br /&gt;
            table.insert(upkeepCosts, formatResource(-mcConsumption, &#039;mc&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local crew = getValue(row, &#039;crew&#039;)&lt;br /&gt;
        if isGreaterThanZero(crew) then&lt;br /&gt;
            table.insert(upkeepCosts, tostring(crew) .. &#039; Crew&#039;)&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        returnString = returnString .. &#039;\n| &#039; .. table.concat(upkeepCosts, &#039; &#039;)&lt;br /&gt;
        &lt;br /&gt;
        -- Monthly income column&lt;br /&gt;
        local incomeItems = {}&lt;br /&gt;
        &lt;br /&gt;
        local moneyIncome = getValue(row, &#039;incomeMoney_month&#039;)&lt;br /&gt;
        if isGreaterThanZero(moneyIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(moneyIncome, &#039;money&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local influenceIncome = getValue(row, &#039;incomeInfluence_month&#039;)&lt;br /&gt;
        if isGreaterThanZero(influenceIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(influenceIncome, &#039;influence&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local opsIncome = getValue(row, &#039;incomeOps_month&#039;)&lt;br /&gt;
        if isGreaterThanZero(opsIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(opsIncome, &#039;ops&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local researchIncome = getValue(row, &#039;incomeResearch_month&#039;)&lt;br /&gt;
        if isGreaterThanZero(researchIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(researchIncome, &#039;research&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local projectsIncome = getValue(row, &#039;incomeProjects&#039;)&lt;br /&gt;
        if isGreaterThanZero(projectsIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(projectsIncome, &#039;projects&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local volatilesIncome = getValue(row, &#039;incomeVolatiles_month&#039;)&lt;br /&gt;
        if isGreaterThanZero(volatilesIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(volatilesIncome, &#039;volatiles&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local metalsIncome = getValue(row, &#039;incomeMetals_month&#039;)&lt;br /&gt;
        if isGreaterThanZero(metalsIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(metalsIncome, &#039;metals&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local noblesIncome = getValue(row, &#039;incomeNobles_month&#039;)&lt;br /&gt;
        if isGreaterThanZero(noblesIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(noblesIncome, &#039;nobles&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local fissilesIncome = getValue(row, &#039;incomeFissiles_month&#039;)&lt;br /&gt;
        if isGreaterThanZero(fissilesIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(fissilesIncome, &#039;fissiles&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local exoticsIncome = getValue(row, &#039;incomeExotics_month&#039;)&lt;br /&gt;
        if isGreaterThanZero(exoticsIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(exoticsIncome, &#039;exotics&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local antimatterIncome = getValue(row, &#039;incomeAntimatter_month&#039;)&lt;br /&gt;
        if isGreaterThanZero(antimatterIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(antimatterIncome, &#039;antimatter&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local powerProduction = getValue(row, &#039;power&#039;)&lt;br /&gt;
        if isGreaterThanZero(powerProduction) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(powerProduction, &#039;power&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local mcProduction = getValue(row, &#039;missionControl&#039;)&lt;br /&gt;
        if isGreaterThanZero(mcProduction) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(mcProduction, &#039;mc&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local miningModifier = getValue(row, &#039;miningModifier&#039;)&lt;br /&gt;
        if isGreaterThanZero(miningModifier) then&lt;br /&gt;
            table.insert(incomeItems, tostring(miningModifier) .. &amp;quot; × Hab Site Resources&amp;quot;)&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        returnString = returnString .. &#039;\n| &#039; .. table.concat(incomeItems, &#039; &#039;)&lt;br /&gt;
        &lt;br /&gt;
        -- Special column&lt;br /&gt;
        local specialRules = formatSpecialRules(row)&lt;br /&gt;
        returnString = returnString .. &#039;\n| style=&amp;quot;text-align:left;&amp;quot; | &#039; .. (specialRules ~= &#039;&#039; and specialRules or &#039;&#039;)&lt;br /&gt;
        &lt;br /&gt;
        returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
    end&lt;br /&gt;
    &lt;br /&gt;
    returnString = returnString .. &#039;\n|}&#039;&lt;br /&gt;
    &lt;br /&gt;
    return returnString&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Convenience functions&lt;br /&gt;
function HabModuleLister.ListHumanHabModules()&lt;br /&gt;
    return HabModuleLister.ListHabModules(false)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function HabModuleLister.ListAlienHabModules()&lt;br /&gt;
    return HabModuleLister.ListHabModules(true)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Replace your existing GetModuleTableRow function with this:&lt;br /&gt;
&lt;br /&gt;
function HabModuleLister.GetModuleTableRow(frame)&lt;br /&gt;
    local moduleName = frame.args[1] or frame.args[&#039;module&#039;] or &#039;&#039;&lt;br /&gt;
    local showBuildCost = frame.args[2] == &#039;true&#039; or frame.args[&#039;buildcost&#039;] == &#039;true&#039;&lt;br /&gt;
    local showUpkeep = frame.args[3] == &#039;true&#039; or frame.args[&#039;upkeep&#039;] == &#039;true&#039;&lt;br /&gt;
    local showIncome = frame.args[4] == &#039;true&#039; or frame.args[&#039;income&#039;] == &#039;true&#039;&lt;br /&gt;
    local showSpecial = frame.args[5] == &#039;true&#039; or frame.args[&#039;special&#039;] == &#039;true&#039;&lt;br /&gt;
    local format = frame.args[6] or frame.args[&#039;format&#039;] or &#039;table&#039;  -- Add this line&lt;br /&gt;
    &lt;br /&gt;
    if moduleName == &#039;&#039; then&lt;br /&gt;
        return &amp;quot;Error: No module name provided&amp;quot;&lt;br /&gt;
    end&lt;br /&gt;
    &lt;br /&gt;
    -- Find the module by name&lt;br /&gt;
    local rowID, row = nil, nil&lt;br /&gt;
    &lt;br /&gt;
    -- Search through all modules&lt;br /&gt;
    for id, moduleRow in pairs(HabModuleData) do&lt;br /&gt;
        local currentModuleName = HabModuleNames[&#039;TIHabModuleTemplate.displayName.&#039; .. id] or id&lt;br /&gt;
        local friendlyName = getValue(moduleRow, &#039;friendlyName&#039;) or currentModuleName&lt;br /&gt;
        &lt;br /&gt;
        if currentModuleName == moduleName or friendlyName == moduleName or id == moduleName then&lt;br /&gt;
            rowID, row = id, moduleRow&lt;br /&gt;
            break&lt;br /&gt;
        end&lt;br /&gt;
    end&lt;br /&gt;
    &lt;br /&gt;
    if not row then&lt;br /&gt;
        return &amp;quot;Module not found: &amp;quot; .. moduleName&lt;br /&gt;
    end&lt;br /&gt;
    &lt;br /&gt;
    -- Process this single module using the same logic as ListHabModules&lt;br /&gt;
    -- Build cost column&lt;br /&gt;
    local mass = getValue(row, &#039;baseMass_tons&#039;, 0)&lt;br /&gt;
    local buildCosts = {}&lt;br /&gt;
    &lt;br /&gt;
    local waterCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/water&#039;))&lt;br /&gt;
    if waterCost &amp;gt; 0 then table.insert(buildCosts, formatResource(waterCost, &#039;water&#039;, true)) end&lt;br /&gt;
    &lt;br /&gt;
    local volatilesCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/volatiles&#039;))&lt;br /&gt;
    if volatilesCost &amp;gt; 0 then table.insert(buildCosts, formatResource(volatilesCost, &#039;volatiles&#039;, true)) end&lt;br /&gt;
    &lt;br /&gt;
    local metalsCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/metals&#039;))&lt;br /&gt;
    if metalsCost &amp;gt; 0 then table.insert(buildCosts, formatResource(metalsCost, &#039;metals&#039;, true)) end&lt;br /&gt;
    &lt;br /&gt;
    local noblesCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/nobleMetals&#039;))&lt;br /&gt;
    if noblesCost &amp;gt; 0 then table.insert(buildCosts, formatResource(noblesCost, &#039;nobles&#039;, true)) end&lt;br /&gt;
    &lt;br /&gt;
    local fissilesCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/fissiles&#039;))&lt;br /&gt;
    if fissilesCost &amp;gt; 0 then table.insert(buildCosts, formatResource(fissilesCost, &#039;fissiles&#039;, true)) end&lt;br /&gt;
    &lt;br /&gt;
    local exoticsCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/exotics&#039;))&lt;br /&gt;
    if exoticsCost &amp;gt; 0 then table.insert(buildCosts, formatResource(exoticsCost, &#039;exotics&#039;, true)) end&lt;br /&gt;
    &lt;br /&gt;
    local antimatterCost = calculateBuildCost(mass, getValue(row, &#039;weightbuildmaterials/antimatter&#039;))&lt;br /&gt;
    if antimatterCost &amp;gt; 0 then table.insert(buildCosts, formatResource(antimatterCost, &#039;antimatter&#039;, true)) end&lt;br /&gt;
    &lt;br /&gt;
    local buildTime = getValue(row, &#039;buildTime_Days&#039;)&lt;br /&gt;
    if buildTime and buildTime &amp;gt; 0 then table.insert(buildCosts, tostring(buildTime) .. &#039;Days&#039;) end&lt;br /&gt;
    &lt;br /&gt;
    local buildCostString = table.concat(buildCosts, &#039; &#039;)&lt;br /&gt;
    &lt;br /&gt;
    -- Monthly upkeep column&lt;br /&gt;
    local upkeepCosts = {}&lt;br /&gt;
    &lt;br /&gt;
    local moneyUpkeep = getValue(row, &#039;supportMaterials_month/money&#039;)&lt;br /&gt;
    if isGreaterThanZero(moneyUpkeep) then table.insert(upkeepCosts, formatResource(moneyUpkeep, &#039;money&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local waterUpkeep = getValue(row, &#039;supportMaterials_month/water&#039;)&lt;br /&gt;
    if isGreaterThanZero(waterUpkeep) then table.insert(upkeepCosts, formatResource(waterUpkeep, &#039;water&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local volatilesUpkeep = getValue(row, &#039;supportMaterials_month/volatiles&#039;)&lt;br /&gt;
    if isGreaterThanZero(volatilesUpkeep) then table.insert(upkeepCosts, formatResource(volatilesUpkeep, &#039;volatiles&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local metalsUpkeep = getValue(row, &#039;supportMaterials_month/metals&#039;)&lt;br /&gt;
    if isGreaterThanZero(metalsUpkeep) then table.insert(upkeepCosts, formatResource(metalsUpkeep, &#039;metals&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local noblesUpkeep = getValue(row, &#039;supportMaterials_month/nobleMetals&#039;)&lt;br /&gt;
    if isGreaterThanZero(noblesUpkeep) then table.insert(upkeepCosts, formatResource(noblesUpkeep, &#039;nobles&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local fissilesUpkeep = getValue(row, &#039;supportMaterials_month/fissiles&#039;)&lt;br /&gt;
    if isGreaterThanZero(fissilesUpkeep) then table.insert(upkeepCosts, formatResource(fissilesUpkeep, &#039;fissiles&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local boostUpkeep = getValue(row, &#039;supportMaterials_month/boost&#039;)&lt;br /&gt;
    if isGreaterThanZero(boostUpkeep) then table.insert(upkeepCosts, formatResource(boostUpkeep, &#039;boost&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local powerConsumption = getValue(row, &#039;power&#039;)&lt;br /&gt;
    if isLessThanZero(powerConsumption) then table.insert(upkeepCosts, formatResource(-powerConsumption, &#039;power consumption&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local mcConsumption = getValue(row, &#039;missionControl&#039;)&lt;br /&gt;
    if isLessThanZero(mcConsumption) then table.insert(upkeepCosts, formatResource(-mcConsumption, &#039;mc&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local crew = getValue(row, &#039;crew&#039;)&lt;br /&gt;
    if isGreaterThanZero(crew) then table.insert(upkeepCosts, tostring(crew) .. &#039; Crew&#039;) end&lt;br /&gt;
    &lt;br /&gt;
    local upkeepString = table.concat(upkeepCosts, &#039; &#039;)&lt;br /&gt;
    &lt;br /&gt;
    -- Monthly income column&lt;br /&gt;
    local incomeItems = {}&lt;br /&gt;
    &lt;br /&gt;
    local moneyIncome = getValue(row, &#039;incomeMoney_month&#039;)&lt;br /&gt;
    if isGreaterThanZero(moneyIncome) then table.insert(incomeItems, formatResource(moneyIncome, &#039;money&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local influenceIncome = getValue(row, &#039;incomeInfluence_month&#039;)&lt;br /&gt;
    if isGreaterThanZero(influenceIncome) then table.insert(incomeItems, formatResource(influenceIncome, &#039;influence&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local opsIncome = getValue(row, &#039;incomeOps_month&#039;)&lt;br /&gt;
    if isGreaterThanZero(opsIncome) then table.insert(incomeItems, formatResource(opsIncome, &#039;ops&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local researchIncome = getValue(row, &#039;incomeResearch_month&#039;)&lt;br /&gt;
    if isGreaterThanZero(researchIncome) then table.insert(incomeItems, formatResource(researchIncome, &#039;research&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local projectsIncome = getValue(row, &#039;incomeProjects&#039;)&lt;br /&gt;
    if isGreaterThanZero(projectsIncome) then table.insert(incomeItems, formatResource(projectsIncome, &#039;projects&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local volatilesIncome = getValue(row, &#039;incomeVolatiles_month&#039;)&lt;br /&gt;
    if isGreaterThanZero(volatilesIncome) then table.insert(incomeItems, formatResource(volatilesIncome, &#039;volatiles&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local metalsIncome = getValue(row, &#039;incomeMetals_month&#039;)&lt;br /&gt;
    if isGreaterThanZero(metalsIncome) then table.insert(incomeItems, formatResource(metalsIncome, &#039;metals&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local noblesIncome = getValue(row, &#039;incomeNobles_month&#039;)&lt;br /&gt;
    if isGreaterThanZero(noblesIncome) then table.insert(incomeItems, formatResource(noblesIncome, &#039;nobles&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local fissilesIncome = getValue(row, &#039;incomeFissiles_month&#039;)&lt;br /&gt;
    if isGreaterThanZero(fissilesIncome) then table.insert(incomeItems, formatResource(fissilesIncome, &#039;fissiles&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local exoticsIncome = getValue(row, &#039;incomeExotics_month&#039;)&lt;br /&gt;
    if isGreaterThanZero(exoticsIncome) then table.insert(incomeItems, formatResource(exoticsIncome, &#039;exotics&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local antimatterIncome = getValue(row, &#039;incomeAntimatter_month&#039;)&lt;br /&gt;
    if isGreaterThanZero(antimatterIncome) then table.insert(incomeItems, formatResource(antimatterIncome, &#039;antimatter&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local powerProduction = getValue(row, &#039;power&#039;)&lt;br /&gt;
    if isGreaterThanZero(powerProduction) then table.insert(incomeItems, formatResource(powerProduction, &#039;power&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local mcProduction = getValue(row, &#039;missionControl&#039;)&lt;br /&gt;
    if isGreaterThanZero(mcProduction) then table.insert(incomeItems, formatResource(mcProduction, &#039;mc&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local miningModifier = getValue(row, &#039;miningModifier&#039;)&lt;br /&gt;
    if isGreaterThanZero(miningModifier) then table.insert(incomeItems, tostring(miningModifier) .. &amp;quot; × Hab Site Resources&amp;quot;) end&lt;br /&gt;
    &lt;br /&gt;
    local incomeString = table.concat(incomeItems, &#039; &#039;)&lt;br /&gt;
    &lt;br /&gt;
    -- Special column&lt;br /&gt;
    local specialRules = formatSpecialRules(row)&lt;br /&gt;
    local specialString = specialRules ~= &#039;&#039; and specialRules or &#039;&#039;&lt;br /&gt;
    if format == &#039;list&#039; or format == &#039;singlecell&#039; then&lt;br /&gt;
        -- Format for single cell with labels&lt;br /&gt;
        local lines = {}&lt;br /&gt;
        &lt;br /&gt;
        if showBuildCost and buildCostString ~= &#039;&#039; then&lt;br /&gt;
            table.insert(lines, &amp;quot;&amp;lt;br&amp;gt;&#039;&#039;&#039;Build cost&#039;&#039;&#039;:&amp;lt;br&amp;gt; &amp;quot; .. buildCostString)&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        if showUpkeep and upkeepString ~= &#039;&#039; then&lt;br /&gt;
            table.insert(lines, &amp;quot;&amp;lt;br&amp;gt;&#039;&#039;&#039;Monthly expenses&#039;&#039;&#039;:&amp;lt;br&amp;gt; &amp;quot; .. upkeepString)&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        if showIncome and incomeString ~= &#039;&#039; then&lt;br /&gt;
            table.insert(lines, &amp;quot;&amp;lt;br&amp;gt;&#039;&#039;&#039;Monthly income&#039;&#039;&#039;:&amp;lt;br&amp;gt; &amp;quot; .. incomeString)&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        if showSpecial and specialString ~= &#039;&#039; then&lt;br /&gt;
            table.insert(lines, &amp;quot;&amp;lt;br&amp;gt;&#039;&#039;&#039;Special Rule&#039;&#039;&#039;:&amp;lt;br&amp;gt; &amp;quot; .. specialString)&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        return table.concat(lines, &amp;quot;&amp;lt;br&amp;gt;&amp;quot;)&lt;br /&gt;
    else&lt;br /&gt;
        -- Original table format&lt;br /&gt;
        local columns = {}&lt;br /&gt;
        if showBuildCost then table.insert(columns, buildCostString) end&lt;br /&gt;
        if showUpkeep then table.insert(columns, upkeepString) end&lt;br /&gt;
        if showIncome then table.insert(columns, incomeString) end&lt;br /&gt;
        if showSpecial then table.insert(columns, specialString) end&lt;br /&gt;
        &lt;br /&gt;
        local result = table.concat(columns, &amp;quot;\n|&amp;quot;)&lt;br /&gt;
        return mw.getCurrentFrame():preprocess(result)&lt;br /&gt;
    end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
return HabModuleLister&lt;/div&gt;</summary>
		<author><name>76561198066654836</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Module:HabModuleLister&amp;diff=6896</id>
		<title>Module:HabModuleLister</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Module:HabModuleLister&amp;diff=6896"/>
		<updated>2025-09-23T11:34:24Z</updated>

		<summary type="html">&lt;p&gt;76561198066654836: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;---&lt;br /&gt;
---Reads the Hab Module data files and presents them in readable formats.&lt;br /&gt;
---&lt;br /&gt;
---@module HabModuleLister&lt;br /&gt;
local HabModuleLister = {}&lt;br /&gt;
&lt;br /&gt;
--region Dependencies&lt;br /&gt;
local IconModule = require(&#039;Module:Icon&#039;)&lt;br /&gt;
local HmsModule = require(&#039;Module:HabModuleSpecial&#039;)&lt;br /&gt;
local HabModuleData = mw.loadData(&#039;Module:CSVReader/HabModule&#039;)&lt;br /&gt;
local HabModuleNames = mw.loadData(&#039;Module:ENReader/HabModule&#039;)&lt;br /&gt;
local ProjectNames = mw.loadData(&#039;Module:ENReader/Project&#039;)&lt;br /&gt;
-- Science category names mapping (Note: These were converting in the wrong direction, I had to flip them around.)&lt;br /&gt;
local ScienceCategories = {&lt;br /&gt;
	Energy = &#039;energy&#039;,&lt;br /&gt;
	InformationScience=&#039;information&#039;,&lt;br /&gt;
	LifeScience=&#039;life&#039;,&lt;br /&gt;
	Materials=&#039;material&#039;,&lt;br /&gt;
	MilitaryScience=&#039;military&#039;,&lt;br /&gt;
	SocialScience=&#039;social&#039;,&lt;br /&gt;
	SpaceScience=&#039;space&#039;,&lt;br /&gt;
	Xenology=&#039;xenology&#039;&lt;br /&gt;
}&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Private constants&lt;br /&gt;
local floor = math.floor&lt;br /&gt;
local round = function(num, decimals)&lt;br /&gt;
    local mult = 10^(decimals or 0)&lt;br /&gt;
    return floor(num * mult + 0.5) / mult&lt;br /&gt;
end&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Private methods&lt;br /&gt;
-- Safe value access with fallback with type conversion&lt;br /&gt;
local function getValue(row, key, default)&lt;br /&gt;
    local value = row[key]&lt;br /&gt;
    if value == nil or value == &#039;&#039; then&lt;br /&gt;
        return default or 0&lt;br /&gt;
    end&lt;br /&gt;
    &lt;br /&gt;
    -- Convert to number if it looks like a number&lt;br /&gt;
    if type(value) == &#039;string&#039; and value:match(&#039;^[%-%d%.]+$&#039;) then&lt;br /&gt;
        return tonumber(value) or default or 0&lt;br /&gt;
    end&lt;br /&gt;
    &lt;br /&gt;
    -- Convert boolean strings&lt;br /&gt;
    if value == &#039;true&#039; then return true end&lt;br /&gt;
    if value == &#039;false&#039; then return false end&lt;br /&gt;
    &lt;br /&gt;
    return value&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Calculate build cost for a resource&lt;br /&gt;
local function calculateBuildCost(mass, resourceWeight)&lt;br /&gt;
    return round(tonumber(mass) * tonumber(resourceWeight) / 10, 2)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Format resource with icon&lt;br /&gt;
local function formatResource(amount, resourceType, showZero)&lt;br /&gt;
    amount = tonumber(amount) or 0&lt;br /&gt;
    if amount == 0 and not showZero then&lt;br /&gt;
        return &#039;&#039;&lt;br /&gt;
    end&lt;br /&gt;
    return tostring(amount) .. IconModule.Icon({args={resourceType}})&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Get upgrade module name&lt;br /&gt;
local function getUpgradeModuleName(upgradeFromName)&lt;br /&gt;
    if not upgradeFromName or upgradeFromName == &#039;&#039; then&lt;br /&gt;
        return nil&lt;br /&gt;
    end&lt;br /&gt;
    return HabModuleNames[&#039;TIHabModuleTemplate.displayName.&#039; .. upgradeFromName] or upgradeFromName&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Format special rules&lt;br /&gt;
-- Format special rules&lt;br /&gt;
local function formatSpecialRules(row)&lt;br /&gt;
    local specialRules = {}&lt;br /&gt;
    &lt;br /&gt;
    -- Add special rules from array (using correct field names from CSV)&lt;br /&gt;
    for i = 0, 5 do&lt;br /&gt;
        local rule = getValue(row, &#039;specialRules/&#039; .. i)&lt;br /&gt;
        if rule and rule ~= &#039;&#039; and rule ~= 0 then&lt;br /&gt;
        	table.insert(specialRules, &amp;quot;* &amp;quot; .. HmsModule.hms({args={rule, constructionTimeModifier = getValue(row, &#039;constructionTimeModifier&#039;), specialRulesValue = getValue(row, &#039;specialRulesValue&#039;), techBonus = getValue(row, &#039;techBonuses/0/bonus&#039;), techCat = (ScienceCategories[getValue(row, &#039;techBonuses/0/category&#039;)] or getValue(row, &#039;techBonuses/0/category&#039;) or &#039;&#039;), controlPointCapacity = getValue(row, &#039;controlPointCapacity&#039;)}}))&lt;br /&gt;
        	&lt;br /&gt;
--            table.insert(specialRules, &amp;quot;* {{HabModuleSpecial|&amp;quot; .. rule .. &amp;quot;|constructionTimeModifier=&amp;quot; .. &lt;br /&gt;
--                getValue(row, &#039;constructionTimeModifier&#039;) .. &amp;quot;|specialRulesValue=&amp;quot; .. &lt;br /&gt;
--                getValue(row, &#039;specialRulesValue&#039;) .. &amp;quot;|techBonus=&amp;quot; .. &lt;br /&gt;
--                getValue(row, &#039;techBonuses/0/bonus&#039;) .. &amp;quot;|techCat=&amp;quot; .. &lt;br /&gt;
--                (ScienceCategories[getValue(row, &#039;techBonuses/0/category&#039;)] or getValue(row, &#039;techBonuses/0/category&#039;) or &#039;&#039;) .. &lt;br /&gt;
--                &amp;quot;|controlPointCapacity=&amp;quot; .. getValue(row, &#039;controlPointCapacity&#039;) .. &amp;quot;}}&amp;quot;)&lt;br /&gt;
        end&lt;br /&gt;
    end&lt;br /&gt;
    &lt;br /&gt;
    -- Add one per hab restriction&lt;br /&gt;
    if getValue(row, &#039;onePerHab&#039;) == true or getValue(row, &#039;onePerHab&#039;) == &#039;true&#039; then&lt;br /&gt;
        table.insert(specialRules, &amp;quot;* Max one per [[Habs|Hab]].&amp;quot;)&lt;br /&gt;
    end&lt;br /&gt;
    &lt;br /&gt;
    -- Add resupply capability&lt;br /&gt;
    if getValue(row, &#039;allowsResupply&#039;) == true or getValue(row, &#039;allowsResupply&#039;) == &#039;true&#039; then&lt;br /&gt;
        table.insert(specialRules, &amp;quot;* Allows [[Spaceships|Ships]] to resupply.&amp;quot;)&lt;br /&gt;
    end&lt;br /&gt;
    &lt;br /&gt;
    return &amp;quot;\n&amp;quot; .. table.concat(specialRules, &amp;quot;\n&amp;quot;)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Filter modules by alien status&lt;br /&gt;
local function filterModulesByAlienStatus(alien)&lt;br /&gt;
    local filtered = {}&lt;br /&gt;
    for rowID, row in pairs(HabModuleData) do&lt;br /&gt;
        local isAlien = getValue(row, &#039;alienModule&#039;) == true or getValue(row, &#039;alienModule&#039;) == &#039;true&#039;&lt;br /&gt;
        local destroyedModule = getValue(row, &#039;destroyed&#039;) == true or getValue(row, &#039;destroyed&#039;) == &#039;true&#039;&lt;br /&gt;
        if isAlien == alien and not destroyedModule then&lt;br /&gt;
            filtered[rowID] = row&lt;br /&gt;
        end&lt;br /&gt;
    end&lt;br /&gt;
    return filtered&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Safe number comparison function&lt;br /&gt;
local function isGreaterThanZero(value)&lt;br /&gt;
    local num = tonumber(value) or 0&lt;br /&gt;
    return num &amp;gt; 0&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Safe negative number check&lt;br /&gt;
local function isLessThanZero(value)&lt;br /&gt;
    local num = tonumber(value) or 0&lt;br /&gt;
    return num &amp;lt; 0&lt;br /&gt;
end&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Public methods&lt;br /&gt;
function HabModuleLister.ListHabModules(alien)&lt;br /&gt;
    local isAlien = alien == true&lt;br /&gt;
    local moduleType = isAlien and &amp;quot;Alien&amp;quot; or &amp;quot;Human&amp;quot;&lt;br /&gt;
    local modules = filterModulesByAlienStatus(isAlien)&lt;br /&gt;
    &lt;br /&gt;
    local returnString = &#039;{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%;text-align:center;&amp;quot;&#039;&lt;br /&gt;
    returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
    returnString = returnString .. &#039;\n! Hab Module&#039;&lt;br /&gt;
    returnString = returnString .. &#039;\n! Build Cost&#039;&lt;br /&gt;
    returnString = returnString .. &#039;\n! Monthly Upkeep&#039;&lt;br /&gt;
    returnString = returnString .. &#039;\n! Monthly Income&#039;&lt;br /&gt;
    returnString = returnString .. &#039;\n! Special&#039;&lt;br /&gt;
    returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
    &lt;br /&gt;
    for rowID, row in pairs(modules) do&lt;br /&gt;
        local moduleName = HabModuleNames[&#039;TIHabModuleTemplate.displayName.&#039; .. rowID] or rowID&lt;br /&gt;
        local friendlyName = getValue(row, &#039;friendlyName&#039;) or moduleName&lt;br /&gt;
        &lt;br /&gt;
        -- Module name column&lt;br /&gt;
        returnString = returnString .. &#039;\n| style=&amp;quot;text-align:left;&amp;quot; | &#039; .. friendlyName&lt;br /&gt;
        &lt;br /&gt;
        -- Upgrades information&lt;br /&gt;
        local upgradeFromName = getValue(row, &#039;upgradesFromName&#039;)&lt;br /&gt;
        if upgradeFromName and upgradeFromName ~= &#039;&#039; and upgradeFromName ~= 0 then&lt;br /&gt;
            local upgradeName = getUpgradeModuleName(upgradeFromName)&lt;br /&gt;
            if upgradeName then&lt;br /&gt;
                returnString = returnString .. &#039;\n* Upgrades: &#039; .. upgradeName&lt;br /&gt;
            end&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        -- Required project&lt;br /&gt;
        if not alien then&lt;br /&gt;
	        local projectID = getValue(row, &#039;requiredProjectName&#039;)&lt;br /&gt;
	        if projectID and projectID ~= &#039;&#039; and projectID ~= 0 then&lt;br /&gt;
	            local projectName = ProjectNames[&#039;TIProjectTemplate.displayName.&#039; .. projectID] or projectID&lt;br /&gt;
	            returnString = returnString .. &#039;\n* Project: [[&#039; .. projectID .. &#039;|&#039; .. projectName .. &#039;]]&#039;&lt;br /&gt;
	        end&lt;br /&gt;
	    end&lt;br /&gt;
        &lt;br /&gt;
        -- Build cost column&lt;br /&gt;
        local mass = getValue(row, &#039;baseMass_tons&#039;, 0)&lt;br /&gt;
        local buildCosts = {}&lt;br /&gt;
        &lt;br /&gt;
        local waterCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/water&#039;))&lt;br /&gt;
        if waterCost &amp;gt; 0 then&lt;br /&gt;
            table.insert(buildCosts, formatResource(waterCost, &#039;water&#039;, true))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local volatilesCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/volatiles&#039;))&lt;br /&gt;
        if volatilesCost &amp;gt; 0 then&lt;br /&gt;
            table.insert(buildCosts, formatResource(volatilesCost, &#039;volatiles&#039;, true))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local metalsCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/metals&#039;))&lt;br /&gt;
        if metalsCost &amp;gt; 0 then&lt;br /&gt;
            table.insert(buildCosts, formatResource(metalsCost, &#039;metals&#039;, true))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local noblesCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/nobleMetals&#039;))&lt;br /&gt;
        if noblesCost &amp;gt; 0 then&lt;br /&gt;
            table.insert(buildCosts, formatResource(noblesCost, &#039;nobles&#039;, true))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local fissilesCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/fissiles&#039;))&lt;br /&gt;
        if fissilesCost &amp;gt; 0 then&lt;br /&gt;
            table.insert(buildCosts, formatResource(fissilesCost, &#039;fissiles&#039;, true))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local exoticsCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/exotics&#039;))&lt;br /&gt;
        if exoticsCost &amp;gt; 0 then&lt;br /&gt;
            table.insert(buildCosts, formatResource(exoticsCost, &#039;exotics&#039;, true))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local antimatterCost = calculateBuildCost(mass, getValue(row, &#039;weightbuildmaterials/antimatter&#039;))&lt;br /&gt;
        if antimatterCost &amp;gt; 0 then&lt;br /&gt;
            table.insert(buildCosts, formatResource(antimatterCost, &#039;antimatter&#039;, true))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local buildTime = getValue(row, &#039;buildTime_Days&#039;)&lt;br /&gt;
        if buildTime and buildTime &amp;gt; 0 then&lt;br /&gt;
            table.insert(buildCosts, tostring(buildTime) .. &#039;Days&#039;)&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        returnString = returnString .. &#039;\n| &#039; .. table.concat(buildCosts, &#039; &#039;)&lt;br /&gt;
        &lt;br /&gt;
        -- Monthly upkeep column&lt;br /&gt;
        local upkeepCosts = {}&lt;br /&gt;
        &lt;br /&gt;
        local moneyUpkeep = getValue(row, &#039;supportMaterials_month/money&#039;)&lt;br /&gt;
        if isGreaterThanZero(moneyUpkeep) then&lt;br /&gt;
            table.insert(upkeepCosts, formatResource(moneyUpkeep, &#039;money&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local waterUpkeep = getValue(row, &#039;supportMaterials_month/water&#039;)&lt;br /&gt;
        if isGreaterThanZero(waterUpkeep) then&lt;br /&gt;
            table.insert(upkeepCosts, formatResource(waterUpkeep, &#039;water&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local volatilesUpkeep = getValue(row, &#039;supportMaterials_month/volatiles&#039;)&lt;br /&gt;
        if isGreaterThanZero(volatilesUpkeep) then&lt;br /&gt;
            table.insert(upkeepCosts, formatResource(volatilesUpkeep, &#039;volatiles&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local metalsUpkeep = getValue(row, &#039;supportMaterials_month/metals&#039;)&lt;br /&gt;
        if isGreaterThanZero(metalsUpkeep) then&lt;br /&gt;
            table.insert(upkeepCosts, formatResource(metalsUpkeep, &#039;metals&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local noblesUpkeep = getValue(row, &#039;supportMaterials_month/nobleMetals&#039;)&lt;br /&gt;
        if isGreaterThanZero(noblesUpkeep) then&lt;br /&gt;
            table.insert(upkeepCosts, formatResource(noblesUpkeep, &#039;nobles&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local fissilesUpkeep = getValue(row, &#039;supportMaterials_month/fissiles&#039;)&lt;br /&gt;
        if isGreaterThanZero(fissilesUpkeep) then&lt;br /&gt;
            table.insert(upkeepCosts, formatResource(fissilesUpkeep, &#039;fissiles&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local boostUpkeep = getValue(row, &#039;supportMaterials_month/boost&#039;)&lt;br /&gt;
        if isGreaterThanZero(boostUpkeep) then&lt;br /&gt;
            table.insert(upkeepCosts, formatResource(boostUpkeep, &#039;boost&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local powerConsumption = getValue(row, &#039;power&#039;)&lt;br /&gt;
        if isLessThanZero(powerConsumption) then&lt;br /&gt;
            table.insert(upkeepCosts, formatResource(-powerConsumption, &#039;power consumption&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local mcConsumption = getValue(row, &#039;missionControl&#039;)&lt;br /&gt;
        if isLessThanZero(mcConsumption) then&lt;br /&gt;
            table.insert(upkeepCosts, formatResource(-mcConsumption, &#039;mc&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local crew = getValue(row, &#039;crew&#039;)&lt;br /&gt;
        if isGreaterThanZero(crew) then&lt;br /&gt;
            table.insert(upkeepCosts, tostring(crew) .. &#039; Crew&#039;)&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        returnString = returnString .. &#039;\n| &#039; .. table.concat(upkeepCosts, &#039; &#039;)&lt;br /&gt;
        &lt;br /&gt;
        -- Monthly income column&lt;br /&gt;
        local incomeItems = {}&lt;br /&gt;
        &lt;br /&gt;
        local moneyIncome = getValue(row, &#039;incomeMoney_month&#039;)&lt;br /&gt;
        if isGreaterThanZero(moneyIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(moneyIncome, &#039;money&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local influenceIncome = getValue(row, &#039;incomeInfluence_month&#039;)&lt;br /&gt;
        if isGreaterThanZero(influenceIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(influenceIncome, &#039;influence&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local opsIncome = getValue(row, &#039;incomeOps_month&#039;)&lt;br /&gt;
        if isGreaterThanZero(opsIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(opsIncome, &#039;ops&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local researchIncome = getValue(row, &#039;incomeResearch_month&#039;)&lt;br /&gt;
        if isGreaterThanZero(researchIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(researchIncome, &#039;research&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local projectsIncome = getValue(row, &#039;incomeProjects&#039;)&lt;br /&gt;
        if isGreaterThanZero(projectsIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(projectsIncome, &#039;projects&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local volatilesIncome = getValue(row, &#039;incomeVolatiles_month&#039;)&lt;br /&gt;
        if isGreaterThanZero(volatilesIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(volatilesIncome, &#039;volatiles&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local metalsIncome = getValue(row, &#039;incomeMetals_month&#039;)&lt;br /&gt;
        if isGreaterThanZero(metalsIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(metalsIncome, &#039;metals&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local noblesIncome = getValue(row, &#039;incomeNobles_month&#039;)&lt;br /&gt;
        if isGreaterThanZero(noblesIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(noblesIncome, &#039;nobles&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local fissilesIncome = getValue(row, &#039;incomeFissiles_month&#039;)&lt;br /&gt;
        if isGreaterThanZero(fissilesIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(fissilesIncome, &#039;fissiles&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local exoticsIncome = getValue(row, &#039;incomeExotics_month&#039;)&lt;br /&gt;
        if isGreaterThanZero(exoticsIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(exoticsIncome, &#039;exotics&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local antimatterIncome = getValue(row, &#039;incomeAntimatter_month&#039;)&lt;br /&gt;
        if isGreaterThanZero(antimatterIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(antimatterIncome, &#039;antimatter&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local powerProduction = getValue(row, &#039;power&#039;)&lt;br /&gt;
        if isGreaterThanZero(powerProduction) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(powerProduction, &#039;power&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local mcProduction = getValue(row, &#039;missionControl&#039;)&lt;br /&gt;
        if isGreaterThanZero(mcProduction) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(mcProduction, &#039;mc&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local miningModifier = getValue(row, &#039;miningModifier&#039;)&lt;br /&gt;
        if isGreaterThanZero(miningModifier) then&lt;br /&gt;
            table.insert(incomeItems, tostring(miningModifier) .. &amp;quot; × Hab Site Resources&amp;quot;)&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        returnString = returnString .. &#039;\n| &#039; .. table.concat(incomeItems, &#039; &#039;)&lt;br /&gt;
        &lt;br /&gt;
        -- Special column&lt;br /&gt;
        local specialRules = formatSpecialRules(row)&lt;br /&gt;
        returnString = returnString .. &#039;\n| style=&amp;quot;text-align:left;&amp;quot; | &#039; .. (specialRules ~= &#039;&#039; and specialRules or &#039;&#039;)&lt;br /&gt;
        &lt;br /&gt;
        returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
    end&lt;br /&gt;
    &lt;br /&gt;
    returnString = returnString .. &#039;\n|}&#039;&lt;br /&gt;
    &lt;br /&gt;
    return returnString&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Convenience functions&lt;br /&gt;
function HabModuleLister.ListHumanHabModules()&lt;br /&gt;
    return HabModuleLister.ListHabModules(false)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function HabModuleLister.ListAlienHabModules()&lt;br /&gt;
    return HabModuleLister.ListHabModules(true)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Replace your existing GetModuleTableRow function with this:&lt;br /&gt;
&lt;br /&gt;
function HabModuleLister.GetModuleTableRow(frame)&lt;br /&gt;
    local moduleName = frame.args[1] or frame.args[&#039;module&#039;] or &#039;&#039;&lt;br /&gt;
    local showBuildCost = frame.args[2] == &#039;true&#039; or frame.args[&#039;buildcost&#039;] == &#039;true&#039;&lt;br /&gt;
    local showUpkeep = frame.args[3] == &#039;true&#039; or frame.args[&#039;upkeep&#039;] == &#039;true&#039;&lt;br /&gt;
    local showIncome = frame.args[4] == &#039;true&#039; or frame.args[&#039;income&#039;] == &#039;true&#039;&lt;br /&gt;
    local showSpecial = frame.args[5] == &#039;true&#039; or frame.args[&#039;special&#039;] == &#039;true&#039;&lt;br /&gt;
    local format = frame.args[6] or frame.args[&#039;format&#039;] or &#039;table&#039;  -- Add this line&lt;br /&gt;
    &lt;br /&gt;
    if moduleName == &#039;&#039; then&lt;br /&gt;
        return &amp;quot;Error: No module name provided&amp;quot;&lt;br /&gt;
    end&lt;br /&gt;
    &lt;br /&gt;
    -- Find the module by name&lt;br /&gt;
    local rowID, row = nil, nil&lt;br /&gt;
    &lt;br /&gt;
    -- Search through all modules&lt;br /&gt;
    for id, moduleRow in pairs(HabModuleData) do&lt;br /&gt;
        local currentModuleName = HabModuleNames[&#039;TIHabModuleTemplate.displayName.&#039; .. id] or id&lt;br /&gt;
        local friendlyName = getValue(moduleRow, &#039;friendlyName&#039;) or currentModuleName&lt;br /&gt;
        &lt;br /&gt;
        if currentModuleName == moduleName or friendlyName == moduleName or id == moduleName then&lt;br /&gt;
            rowID, row = id, moduleRow&lt;br /&gt;
            break&lt;br /&gt;
        end&lt;br /&gt;
    end&lt;br /&gt;
    &lt;br /&gt;
    if not row then&lt;br /&gt;
        return &amp;quot;Module not found: &amp;quot; .. moduleName&lt;br /&gt;
    end&lt;br /&gt;
    &lt;br /&gt;
    -- Process this single module using the same logic as ListHabModules&lt;br /&gt;
    -- Build cost column&lt;br /&gt;
    local mass = getValue(row, &#039;baseMass_tons&#039;, 0)&lt;br /&gt;
    local buildCosts = {}&lt;br /&gt;
    &lt;br /&gt;
    local waterCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/water&#039;))&lt;br /&gt;
    if waterCost &amp;gt; 0 then table.insert(buildCosts, formatResource(waterCost, &#039;water&#039;, true)) end&lt;br /&gt;
    &lt;br /&gt;
    local volatilesCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/volatiles&#039;))&lt;br /&gt;
    if volatilesCost &amp;gt; 0 then table.insert(buildCosts, formatResource(volatilesCost, &#039;volatiles&#039;, true)) end&lt;br /&gt;
    &lt;br /&gt;
    local metalsCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/metals&#039;))&lt;br /&gt;
    if metalsCost &amp;gt; 0 then table.insert(buildCosts, formatResource(metalsCost, &#039;metals&#039;, true)) end&lt;br /&gt;
    &lt;br /&gt;
    local noblesCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/nobleMetals&#039;))&lt;br /&gt;
    if noblesCost &amp;gt; 0 then table.insert(buildCosts, formatResource(noblesCost, &#039;nobles&#039;, true)) end&lt;br /&gt;
    &lt;br /&gt;
    local fissilesCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/fissiles&#039;))&lt;br /&gt;
    if fissilesCost &amp;gt; 0 then table.insert(buildCosts, formatResource(fissilesCost, &#039;fissiles&#039;, true)) end&lt;br /&gt;
    &lt;br /&gt;
    local exoticsCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/exotics&#039;))&lt;br /&gt;
    if exoticsCost &amp;gt; 0 then table.insert(buildCosts, formatResource(exoticsCost, &#039;exotics&#039;, true)) end&lt;br /&gt;
    &lt;br /&gt;
    local antimatterCost = calculateBuildCost(mass, getValue(row, &#039;weightbuildmaterials/antimatter&#039;))&lt;br /&gt;
    if antimatterCost &amp;gt; 0 then table.insert(buildCosts, formatResource(antimatterCost, &#039;antimatter&#039;, true)) end&lt;br /&gt;
    &lt;br /&gt;
    local buildTime = getValue(row, &#039;buildTime_Days&#039;)&lt;br /&gt;
    if buildTime and buildTime &amp;gt; 0 then table.insert(buildCosts, tostring(buildTime) .. &#039;Days&#039;) end&lt;br /&gt;
    &lt;br /&gt;
    local buildCostString = table.concat(buildCosts, &#039; &#039;)&lt;br /&gt;
    &lt;br /&gt;
    -- Monthly upkeep column&lt;br /&gt;
    local upkeepCosts = {}&lt;br /&gt;
    &lt;br /&gt;
    local moneyUpkeep = getValue(row, &#039;supportMaterials_month/money&#039;)&lt;br /&gt;
    if isGreaterThanZero(moneyUpkeep) then table.insert(upkeepCosts, formatResource(moneyUpkeep, &#039;money&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local waterUpkeep = getValue(row, &#039;supportMaterials_month/water&#039;)&lt;br /&gt;
    if isGreaterThanZero(waterUpkeep) then table.insert(upkeepCosts, formatResource(waterUpkeep, &#039;water&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local volatilesUpkeep = getValue(row, &#039;supportMaterials_month/volatiles&#039;)&lt;br /&gt;
    if isGreaterThanZero(volatilesUpkeep) then table.insert(upkeepCosts, formatResource(volatilesUpkeep, &#039;volatiles&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local metalsUpkeep = getValue(row, &#039;supportMaterials_month/metals&#039;)&lt;br /&gt;
    if isGreaterThanZero(metalsUpkeep) then table.insert(upkeepCosts, formatResource(metalsUpkeep, &#039;metals&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local noblesUpkeep = getValue(row, &#039;supportMaterials_month/nobleMetals&#039;)&lt;br /&gt;
    if isGreaterThanZero(noblesUpkeep) then table.insert(upkeepCosts, formatResource(noblesUpkeep, &#039;nobles&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local fissilesUpkeep = getValue(row, &#039;supportMaterials_month/fissiles&#039;)&lt;br /&gt;
    if isGreaterThanZero(fissilesUpkeep) then table.insert(upkeepCosts, formatResource(fissilesUpkeep, &#039;fissiles&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local boostUpkeep = getValue(row, &#039;supportMaterials_month/boost&#039;)&lt;br /&gt;
    if isGreaterThanZero(boostUpkeep) then table.insert(upkeepCosts, formatResource(boostUpkeep, &#039;boost&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local powerConsumption = getValue(row, &#039;power&#039;)&lt;br /&gt;
    if isLessThanZero(powerConsumption) then table.insert(upkeepCosts, formatResource(-powerConsumption, &#039;power consumption&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local mcConsumption = getValue(row, &#039;missionControl&#039;)&lt;br /&gt;
    if isLessThanZero(mcConsumption) then table.insert(upkeepCosts, formatResource(-mcConsumption, &#039;mc&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local crew = getValue(row, &#039;crew&#039;)&lt;br /&gt;
    if isGreaterThanZero(crew) then table.insert(upkeepCosts, tostring(crew) .. &#039; Crew&#039;) end&lt;br /&gt;
    &lt;br /&gt;
    local upkeepString = table.concat(upkeepCosts, &#039; &#039;)&lt;br /&gt;
    &lt;br /&gt;
    -- Monthly income column&lt;br /&gt;
    local incomeItems = {}&lt;br /&gt;
    &lt;br /&gt;
    local moneyIncome = getValue(row, &#039;incomeMoney_month&#039;)&lt;br /&gt;
    if isGreaterThanZero(moneyIncome) then table.insert(incomeItems, formatResource(moneyIncome, &#039;money&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local influenceIncome = getValue(row, &#039;incomeInfluence_month&#039;)&lt;br /&gt;
    if isGreaterThanZero(influenceIncome) then table.insert(incomeItems, formatResource(influenceIncome, &#039;influence&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local opsIncome = getValue(row, &#039;incomeOps_month&#039;)&lt;br /&gt;
    if isGreaterThanZero(opsIncome) then table.insert(incomeItems, formatResource(opsIncome, &#039;ops&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local researchIncome = getValue(row, &#039;incomeResearch_month&#039;)&lt;br /&gt;
    if isGreaterThanZero(researchIncome) then table.insert(incomeItems, formatResource(researchIncome, &#039;research&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local projectsIncome = getValue(row, &#039;incomeProjects&#039;)&lt;br /&gt;
    if isGreaterThanZero(projectsIncome) then table.insert(incomeItems, formatResource(projectsIncome, &#039;projects&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local volatilesIncome = getValue(row, &#039;incomeVolatiles_month&#039;)&lt;br /&gt;
    if isGreaterThanZero(volatilesIncome) then table.insert(incomeItems, formatResource(volatilesIncome, &#039;volatiles&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local metalsIncome = getValue(row, &#039;incomeMetals_month&#039;)&lt;br /&gt;
    if isGreaterThanZero(metalsIncome) then table.insert(incomeItems, formatResource(metalsIncome, &#039;metals&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local noblesIncome = getValue(row, &#039;incomeNobles_month&#039;)&lt;br /&gt;
    if isGreaterThanZero(noblesIncome) then table.insert(incomeItems, formatResource(noblesIncome, &#039;nobles&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local fissilesIncome = getValue(row, &#039;incomeFissiles_month&#039;)&lt;br /&gt;
    if isGreaterThanZero(fissilesIncome) then table.insert(incomeItems, formatResource(fissilesIncome, &#039;fissiles&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local exoticsIncome = getValue(row, &#039;incomeExotics_month&#039;)&lt;br /&gt;
    if isGreaterThanZero(exoticsIncome) then table.insert(incomeItems, formatResource(exoticsIncome, &#039;exotics&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local antimatterIncome = getValue(row, &#039;incomeAntimatter_month&#039;)&lt;br /&gt;
    if isGreaterThanZero(antimatterIncome) then table.insert(incomeItems, formatResource(antimatterIncome, &#039;antimatter&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local powerProduction = getValue(row, &#039;power&#039;)&lt;br /&gt;
    if isGreaterThanZero(powerProduction) then table.insert(incomeItems, formatResource(powerProduction, &#039;power&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local mcProduction = getValue(row, &#039;missionControl&#039;)&lt;br /&gt;
    if isGreaterThanZero(mcProduction) then table.insert(incomeItems, formatResource(mcProduction, &#039;mc&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local miningModifier = getValue(row, &#039;miningModifier&#039;)&lt;br /&gt;
    if isGreaterThanZero(miningModifier) then table.insert(incomeItems, tostring(miningModifier) .. &amp;quot; × Hab Site Resources&amp;quot;) end&lt;br /&gt;
    &lt;br /&gt;
    local incomeString = table.concat(incomeItems, &#039; &#039;)&lt;br /&gt;
    &lt;br /&gt;
    -- Special column&lt;br /&gt;
    local specialRules = formatSpecialRules(row)&lt;br /&gt;
    local specialString = specialRules ~= &#039;&#039; and specialRules or &#039;&#039;&lt;br /&gt;
    if format == &#039;list&#039; or format == &#039;singlecell&#039; then&lt;br /&gt;
        -- Format for single cell with labels&lt;br /&gt;
        local lines = {}&lt;br /&gt;
        &lt;br /&gt;
        if showBuildCost and buildCostString ~= &#039;&#039; then&lt;br /&gt;
            table.insert(lines, &amp;quot;&#039;&#039;&#039;Build cost&#039;&#039;&#039;:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;quot; .. buildCostString)&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        if showUpkeep and upkeepString ~= &#039;&#039; then&lt;br /&gt;
            table.insert(lines, &amp;quot;&#039;&#039;&#039;Monthly expenses&#039;&#039;&#039;:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;quot; .. upkeepString)&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        if showIncome and incomeString ~= &#039;&#039; then&lt;br /&gt;
            table.insert(lines, &amp;quot;&#039;&#039;&#039;Monthly income&#039;&#039;&#039;:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;quot; .. incomeString)&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        if showSpecial and specialString ~= &#039;&#039; then&lt;br /&gt;
            table.insert(lines, &amp;quot;&#039;&#039;&#039;Special Rule&#039;&#039;&#039;:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;quot; .. specialString)&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        return table.concat(lines, &amp;quot;&amp;lt;br&amp;gt;&amp;quot;)&lt;br /&gt;
    else&lt;br /&gt;
        -- Original table format&lt;br /&gt;
        local columns = {}&lt;br /&gt;
        if showBuildCost then table.insert(columns, buildCostString) end&lt;br /&gt;
        if showUpkeep then table.insert(columns, upkeepString) end&lt;br /&gt;
        if showIncome then table.insert(columns, incomeString) end&lt;br /&gt;
        if showSpecial then table.insert(columns, specialString) end&lt;br /&gt;
        &lt;br /&gt;
        local result = table.concat(columns, &amp;quot;\n|&amp;quot;)&lt;br /&gt;
        return mw.getCurrentFrame():preprocess(result)&lt;br /&gt;
    end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
return HabModuleLister&lt;/div&gt;</summary>
		<author><name>76561198066654836</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Module:HabModuleLister&amp;diff=6895</id>
		<title>Module:HabModuleLister</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Module:HabModuleLister&amp;diff=6895"/>
		<updated>2025-09-23T11:32:32Z</updated>

		<summary type="html">&lt;p&gt;76561198066654836: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;---&lt;br /&gt;
---Reads the Hab Module data files and presents them in readable formats.&lt;br /&gt;
---&lt;br /&gt;
---@module HabModuleLister&lt;br /&gt;
local HabModuleLister = {}&lt;br /&gt;
&lt;br /&gt;
--region Dependencies&lt;br /&gt;
local IconModule = require(&#039;Module:Icon&#039;)&lt;br /&gt;
local HmsModule = require(&#039;Module:HabModuleSpecial&#039;)&lt;br /&gt;
local HabModuleData = mw.loadData(&#039;Module:CSVReader/HabModule&#039;)&lt;br /&gt;
local HabModuleNames = mw.loadData(&#039;Module:ENReader/HabModule&#039;)&lt;br /&gt;
local ProjectNames = mw.loadData(&#039;Module:ENReader/Project&#039;)&lt;br /&gt;
-- Science category names mapping (Note: These were converting in the wrong direction, I had to flip them around.)&lt;br /&gt;
local ScienceCategories = {&lt;br /&gt;
	Energy = &#039;energy&#039;,&lt;br /&gt;
	InformationScience=&#039;information&#039;,&lt;br /&gt;
	LifeScience=&#039;life&#039;,&lt;br /&gt;
	Materials=&#039;material&#039;,&lt;br /&gt;
	MilitaryScience=&#039;military&#039;,&lt;br /&gt;
	SocialScience=&#039;social&#039;,&lt;br /&gt;
	SpaceScience=&#039;space&#039;,&lt;br /&gt;
	Xenology=&#039;xenology&#039;&lt;br /&gt;
}&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Private constants&lt;br /&gt;
local floor = math.floor&lt;br /&gt;
local round = function(num, decimals)&lt;br /&gt;
    local mult = 10^(decimals or 0)&lt;br /&gt;
    return floor(num * mult + 0.5) / mult&lt;br /&gt;
end&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Private methods&lt;br /&gt;
-- Safe value access with fallback with type conversion&lt;br /&gt;
local function getValue(row, key, default)&lt;br /&gt;
    local value = row[key]&lt;br /&gt;
    if value == nil or value == &#039;&#039; then&lt;br /&gt;
        return default or 0&lt;br /&gt;
    end&lt;br /&gt;
    &lt;br /&gt;
    -- Convert to number if it looks like a number&lt;br /&gt;
    if type(value) == &#039;string&#039; and value:match(&#039;^[%-%d%.]+$&#039;) then&lt;br /&gt;
        return tonumber(value) or default or 0&lt;br /&gt;
    end&lt;br /&gt;
    &lt;br /&gt;
    -- Convert boolean strings&lt;br /&gt;
    if value == &#039;true&#039; then return true end&lt;br /&gt;
    if value == &#039;false&#039; then return false end&lt;br /&gt;
    &lt;br /&gt;
    return value&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Calculate build cost for a resource&lt;br /&gt;
local function calculateBuildCost(mass, resourceWeight)&lt;br /&gt;
    return round(tonumber(mass) * tonumber(resourceWeight) / 10, 2)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Format resource with icon&lt;br /&gt;
local function formatResource(amount, resourceType, showZero)&lt;br /&gt;
    amount = tonumber(amount) or 0&lt;br /&gt;
    if amount == 0 and not showZero then&lt;br /&gt;
        return &#039;&#039;&lt;br /&gt;
    end&lt;br /&gt;
    return tostring(amount) .. IconModule.Icon({args={resourceType}})&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Get upgrade module name&lt;br /&gt;
local function getUpgradeModuleName(upgradeFromName)&lt;br /&gt;
    if not upgradeFromName or upgradeFromName == &#039;&#039; then&lt;br /&gt;
        return nil&lt;br /&gt;
    end&lt;br /&gt;
    return HabModuleNames[&#039;TIHabModuleTemplate.displayName.&#039; .. upgradeFromName] or upgradeFromName&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Format special rules&lt;br /&gt;
-- Format special rules&lt;br /&gt;
local function formatSpecialRules(row)&lt;br /&gt;
    local specialRules = {}&lt;br /&gt;
    &lt;br /&gt;
    -- Add special rules from array (using correct field names from CSV)&lt;br /&gt;
    for i = 0, 5 do&lt;br /&gt;
        local rule = getValue(row, &#039;specialRules/&#039; .. i)&lt;br /&gt;
        if rule and rule ~= &#039;&#039; and rule ~= 0 then&lt;br /&gt;
        	table.insert(specialRules, &amp;quot;* &amp;quot; .. HmsModule.hms({args={rule, constructionTimeModifier = getValue(row, &#039;constructionTimeModifier&#039;), specialRulesValue = getValue(row, &#039;specialRulesValue&#039;), techBonus = getValue(row, &#039;techBonuses/0/bonus&#039;), techCat = (ScienceCategories[getValue(row, &#039;techBonuses/0/category&#039;)] or getValue(row, &#039;techBonuses/0/category&#039;) or &#039;&#039;), controlPointCapacity = getValue(row, &#039;controlPointCapacity&#039;)}}))&lt;br /&gt;
        	&lt;br /&gt;
--            table.insert(specialRules, &amp;quot;* {{HabModuleSpecial|&amp;quot; .. rule .. &amp;quot;|constructionTimeModifier=&amp;quot; .. &lt;br /&gt;
--                getValue(row, &#039;constructionTimeModifier&#039;) .. &amp;quot;|specialRulesValue=&amp;quot; .. &lt;br /&gt;
--                getValue(row, &#039;specialRulesValue&#039;) .. &amp;quot;|techBonus=&amp;quot; .. &lt;br /&gt;
--                getValue(row, &#039;techBonuses/0/bonus&#039;) .. &amp;quot;|techCat=&amp;quot; .. &lt;br /&gt;
--                (ScienceCategories[getValue(row, &#039;techBonuses/0/category&#039;)] or getValue(row, &#039;techBonuses/0/category&#039;) or &#039;&#039;) .. &lt;br /&gt;
--                &amp;quot;|controlPointCapacity=&amp;quot; .. getValue(row, &#039;controlPointCapacity&#039;) .. &amp;quot;}}&amp;quot;)&lt;br /&gt;
        end&lt;br /&gt;
    end&lt;br /&gt;
    &lt;br /&gt;
    -- Add one per hab restriction&lt;br /&gt;
    if getValue(row, &#039;onePerHab&#039;) == true or getValue(row, &#039;onePerHab&#039;) == &#039;true&#039; then&lt;br /&gt;
        table.insert(specialRules, &amp;quot;* Max one per [[Habs|Hab]].&amp;quot;)&lt;br /&gt;
    end&lt;br /&gt;
    &lt;br /&gt;
    -- Add resupply capability&lt;br /&gt;
    if getValue(row, &#039;allowsResupply&#039;) == true or getValue(row, &#039;allowsResupply&#039;) == &#039;true&#039; then&lt;br /&gt;
        table.insert(specialRules, &amp;quot;* Allows [[Spaceships|Ships]] to resupply.&amp;quot;)&lt;br /&gt;
    end&lt;br /&gt;
    &lt;br /&gt;
    return &amp;quot;\n&amp;quot; .. table.concat(specialRules, &amp;quot;\n&amp;quot;)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Filter modules by alien status&lt;br /&gt;
local function filterModulesByAlienStatus(alien)&lt;br /&gt;
    local filtered = {}&lt;br /&gt;
    for rowID, row in pairs(HabModuleData) do&lt;br /&gt;
        local isAlien = getValue(row, &#039;alienModule&#039;) == true or getValue(row, &#039;alienModule&#039;) == &#039;true&#039;&lt;br /&gt;
        local destroyedModule = getValue(row, &#039;destroyed&#039;) == true or getValue(row, &#039;destroyed&#039;) == &#039;true&#039;&lt;br /&gt;
        if isAlien == alien and not destroyedModule then&lt;br /&gt;
            filtered[rowID] = row&lt;br /&gt;
        end&lt;br /&gt;
    end&lt;br /&gt;
    return filtered&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Safe number comparison function&lt;br /&gt;
local function isGreaterThanZero(value)&lt;br /&gt;
    local num = tonumber(value) or 0&lt;br /&gt;
    return num &amp;gt; 0&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Safe negative number check&lt;br /&gt;
local function isLessThanZero(value)&lt;br /&gt;
    local num = tonumber(value) or 0&lt;br /&gt;
    return num &amp;lt; 0&lt;br /&gt;
end&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Public methods&lt;br /&gt;
function HabModuleLister.ListHabModules(alien)&lt;br /&gt;
    local isAlien = alien == true&lt;br /&gt;
    local moduleType = isAlien and &amp;quot;Alien&amp;quot; or &amp;quot;Human&amp;quot;&lt;br /&gt;
    local modules = filterModulesByAlienStatus(isAlien)&lt;br /&gt;
    &lt;br /&gt;
    local returnString = &#039;{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%;text-align:center;&amp;quot;&#039;&lt;br /&gt;
    returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
    returnString = returnString .. &#039;\n! Hab Module&#039;&lt;br /&gt;
    returnString = returnString .. &#039;\n! Build Cost&#039;&lt;br /&gt;
    returnString = returnString .. &#039;\n! Monthly Upkeep&#039;&lt;br /&gt;
    returnString = returnString .. &#039;\n! Monthly Income&#039;&lt;br /&gt;
    returnString = returnString .. &#039;\n! Special&#039;&lt;br /&gt;
    returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
    &lt;br /&gt;
    for rowID, row in pairs(modules) do&lt;br /&gt;
        local moduleName = HabModuleNames[&#039;TIHabModuleTemplate.displayName.&#039; .. rowID] or rowID&lt;br /&gt;
        local friendlyName = getValue(row, &#039;friendlyName&#039;) or moduleName&lt;br /&gt;
        &lt;br /&gt;
        -- Module name column&lt;br /&gt;
        returnString = returnString .. &#039;\n| style=&amp;quot;text-align:left;&amp;quot; | &#039; .. friendlyName&lt;br /&gt;
        &lt;br /&gt;
        -- Upgrades information&lt;br /&gt;
        local upgradeFromName = getValue(row, &#039;upgradesFromName&#039;)&lt;br /&gt;
        if upgradeFromName and upgradeFromName ~= &#039;&#039; and upgradeFromName ~= 0 then&lt;br /&gt;
            local upgradeName = getUpgradeModuleName(upgradeFromName)&lt;br /&gt;
            if upgradeName then&lt;br /&gt;
                returnString = returnString .. &#039;\n* Upgrades: &#039; .. upgradeName&lt;br /&gt;
            end&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        -- Required project&lt;br /&gt;
        if not alien then&lt;br /&gt;
	        local projectID = getValue(row, &#039;requiredProjectName&#039;)&lt;br /&gt;
	        if projectID and projectID ~= &#039;&#039; and projectID ~= 0 then&lt;br /&gt;
	            local projectName = ProjectNames[&#039;TIProjectTemplate.displayName.&#039; .. projectID] or projectID&lt;br /&gt;
	            returnString = returnString .. &#039;\n* Project: [[&#039; .. projectID .. &#039;|&#039; .. projectName .. &#039;]]&#039;&lt;br /&gt;
	        end&lt;br /&gt;
	    end&lt;br /&gt;
        &lt;br /&gt;
        -- Build cost column&lt;br /&gt;
        local mass = getValue(row, &#039;baseMass_tons&#039;, 0)&lt;br /&gt;
        local buildCosts = {}&lt;br /&gt;
        &lt;br /&gt;
        local waterCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/water&#039;))&lt;br /&gt;
        if waterCost &amp;gt; 0 then&lt;br /&gt;
            table.insert(buildCosts, formatResource(waterCost, &#039;water&#039;, true))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local volatilesCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/volatiles&#039;))&lt;br /&gt;
        if volatilesCost &amp;gt; 0 then&lt;br /&gt;
            table.insert(buildCosts, formatResource(volatilesCost, &#039;volatiles&#039;, true))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local metalsCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/metals&#039;))&lt;br /&gt;
        if metalsCost &amp;gt; 0 then&lt;br /&gt;
            table.insert(buildCosts, formatResource(metalsCost, &#039;metals&#039;, true))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local noblesCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/nobleMetals&#039;))&lt;br /&gt;
        if noblesCost &amp;gt; 0 then&lt;br /&gt;
            table.insert(buildCosts, formatResource(noblesCost, &#039;nobles&#039;, true))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local fissilesCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/fissiles&#039;))&lt;br /&gt;
        if fissilesCost &amp;gt; 0 then&lt;br /&gt;
            table.insert(buildCosts, formatResource(fissilesCost, &#039;fissiles&#039;, true))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local exoticsCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/exotics&#039;))&lt;br /&gt;
        if exoticsCost &amp;gt; 0 then&lt;br /&gt;
            table.insert(buildCosts, formatResource(exoticsCost, &#039;exotics&#039;, true))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local antimatterCost = calculateBuildCost(mass, getValue(row, &#039;weightbuildmaterials/antimatter&#039;))&lt;br /&gt;
        if antimatterCost &amp;gt; 0 then&lt;br /&gt;
            table.insert(buildCosts, formatResource(antimatterCost, &#039;antimatter&#039;, true))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local buildTime = getValue(row, &#039;buildTime_Days&#039;)&lt;br /&gt;
        if buildTime and buildTime &amp;gt; 0 then&lt;br /&gt;
            table.insert(buildCosts, tostring(buildTime) .. &#039;Days&#039;)&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        returnString = returnString .. &#039;\n| &#039; .. table.concat(buildCosts, &#039; &#039;)&lt;br /&gt;
        &lt;br /&gt;
        -- Monthly upkeep column&lt;br /&gt;
        local upkeepCosts = {}&lt;br /&gt;
        &lt;br /&gt;
        local moneyUpkeep = getValue(row, &#039;supportMaterials_month/money&#039;)&lt;br /&gt;
        if isGreaterThanZero(moneyUpkeep) then&lt;br /&gt;
            table.insert(upkeepCosts, formatResource(moneyUpkeep, &#039;money&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local waterUpkeep = getValue(row, &#039;supportMaterials_month/water&#039;)&lt;br /&gt;
        if isGreaterThanZero(waterUpkeep) then&lt;br /&gt;
            table.insert(upkeepCosts, formatResource(waterUpkeep, &#039;water&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local volatilesUpkeep = getValue(row, &#039;supportMaterials_month/volatiles&#039;)&lt;br /&gt;
        if isGreaterThanZero(volatilesUpkeep) then&lt;br /&gt;
            table.insert(upkeepCosts, formatResource(volatilesUpkeep, &#039;volatiles&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local metalsUpkeep = getValue(row, &#039;supportMaterials_month/metals&#039;)&lt;br /&gt;
        if isGreaterThanZero(metalsUpkeep) then&lt;br /&gt;
            table.insert(upkeepCosts, formatResource(metalsUpkeep, &#039;metals&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local noblesUpkeep = getValue(row, &#039;supportMaterials_month/nobleMetals&#039;)&lt;br /&gt;
        if isGreaterThanZero(noblesUpkeep) then&lt;br /&gt;
            table.insert(upkeepCosts, formatResource(noblesUpkeep, &#039;nobles&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local fissilesUpkeep = getValue(row, &#039;supportMaterials_month/fissiles&#039;)&lt;br /&gt;
        if isGreaterThanZero(fissilesUpkeep) then&lt;br /&gt;
            table.insert(upkeepCosts, formatResource(fissilesUpkeep, &#039;fissiles&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local boostUpkeep = getValue(row, &#039;supportMaterials_month/boost&#039;)&lt;br /&gt;
        if isGreaterThanZero(boostUpkeep) then&lt;br /&gt;
            table.insert(upkeepCosts, formatResource(boostUpkeep, &#039;boost&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local powerConsumption = getValue(row, &#039;power&#039;)&lt;br /&gt;
        if isLessThanZero(powerConsumption) then&lt;br /&gt;
            table.insert(upkeepCosts, formatResource(-powerConsumption, &#039;power consumption&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local mcConsumption = getValue(row, &#039;missionControl&#039;)&lt;br /&gt;
        if isLessThanZero(mcConsumption) then&lt;br /&gt;
            table.insert(upkeepCosts, formatResource(-mcConsumption, &#039;mc&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local crew = getValue(row, &#039;crew&#039;)&lt;br /&gt;
        if isGreaterThanZero(crew) then&lt;br /&gt;
            table.insert(upkeepCosts, tostring(crew) .. &#039; Crew&#039;)&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        returnString = returnString .. &#039;\n| &#039; .. table.concat(upkeepCosts, &#039; &#039;)&lt;br /&gt;
        &lt;br /&gt;
        -- Monthly income column&lt;br /&gt;
        local incomeItems = {}&lt;br /&gt;
        &lt;br /&gt;
        local moneyIncome = getValue(row, &#039;incomeMoney_month&#039;)&lt;br /&gt;
        if isGreaterThanZero(moneyIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(moneyIncome, &#039;money&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local influenceIncome = getValue(row, &#039;incomeInfluence_month&#039;)&lt;br /&gt;
        if isGreaterThanZero(influenceIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(influenceIncome, &#039;influence&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local opsIncome = getValue(row, &#039;incomeOps_month&#039;)&lt;br /&gt;
        if isGreaterThanZero(opsIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(opsIncome, &#039;ops&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local researchIncome = getValue(row, &#039;incomeResearch_month&#039;)&lt;br /&gt;
        if isGreaterThanZero(researchIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(researchIncome, &#039;research&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local projectsIncome = getValue(row, &#039;incomeProjects&#039;)&lt;br /&gt;
        if isGreaterThanZero(projectsIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(projectsIncome, &#039;projects&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local volatilesIncome = getValue(row, &#039;incomeVolatiles_month&#039;)&lt;br /&gt;
        if isGreaterThanZero(volatilesIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(volatilesIncome, &#039;volatiles&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local metalsIncome = getValue(row, &#039;incomeMetals_month&#039;)&lt;br /&gt;
        if isGreaterThanZero(metalsIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(metalsIncome, &#039;metals&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local noblesIncome = getValue(row, &#039;incomeNobles_month&#039;)&lt;br /&gt;
        if isGreaterThanZero(noblesIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(noblesIncome, &#039;nobles&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local fissilesIncome = getValue(row, &#039;incomeFissiles_month&#039;)&lt;br /&gt;
        if isGreaterThanZero(fissilesIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(fissilesIncome, &#039;fissiles&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local exoticsIncome = getValue(row, &#039;incomeExotics_month&#039;)&lt;br /&gt;
        if isGreaterThanZero(exoticsIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(exoticsIncome, &#039;exotics&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local antimatterIncome = getValue(row, &#039;incomeAntimatter_month&#039;)&lt;br /&gt;
        if isGreaterThanZero(antimatterIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(antimatterIncome, &#039;antimatter&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local powerProduction = getValue(row, &#039;power&#039;)&lt;br /&gt;
        if isGreaterThanZero(powerProduction) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(powerProduction, &#039;power&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local mcProduction = getValue(row, &#039;missionControl&#039;)&lt;br /&gt;
        if isGreaterThanZero(mcProduction) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(mcProduction, &#039;mc&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local miningModifier = getValue(row, &#039;miningModifier&#039;)&lt;br /&gt;
        if isGreaterThanZero(miningModifier) then&lt;br /&gt;
            table.insert(incomeItems, tostring(miningModifier) .. &amp;quot; × Hab Site Resources&amp;quot;)&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        returnString = returnString .. &#039;\n| &#039; .. table.concat(incomeItems, &#039; &#039;)&lt;br /&gt;
        &lt;br /&gt;
        -- Special column&lt;br /&gt;
        local specialRules = formatSpecialRules(row)&lt;br /&gt;
        returnString = returnString .. &#039;\n| style=&amp;quot;text-align:left;&amp;quot; | &#039; .. (specialRules ~= &#039;&#039; and specialRules or &#039;&#039;)&lt;br /&gt;
        &lt;br /&gt;
        returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
    end&lt;br /&gt;
    &lt;br /&gt;
    returnString = returnString .. &#039;\n|}&#039;&lt;br /&gt;
    &lt;br /&gt;
    return returnString&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Convenience functions&lt;br /&gt;
function HabModuleLister.ListHumanHabModules()&lt;br /&gt;
    return HabModuleLister.ListHabModules(false)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function HabModuleLister.ListAlienHabModules()&lt;br /&gt;
    return HabModuleLister.ListHabModules(true)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Replace your existing GetModuleTableRow function with this:&lt;br /&gt;
&lt;br /&gt;
function HabModuleLister.GetModuleTableRow(frame)&lt;br /&gt;
    local moduleName = frame.args[1] or frame.args[&#039;module&#039;] or &#039;&#039;&lt;br /&gt;
    local showBuildCost = frame.args[2] == &#039;true&#039; or frame.args[&#039;buildcost&#039;] == &#039;true&#039;&lt;br /&gt;
    local showUpkeep = frame.args[3] == &#039;true&#039; or frame.args[&#039;upkeep&#039;] == &#039;true&#039;&lt;br /&gt;
    local showIncome = frame.args[4] == &#039;true&#039; or frame.args[&#039;income&#039;] == &#039;true&#039;&lt;br /&gt;
    local showSpecial = frame.args[5] == &#039;true&#039; or frame.args[&#039;special&#039;] == &#039;true&#039;&lt;br /&gt;
    local format = frame.args[6] or frame.args[&#039;format&#039;] or &#039;table&#039;  -- Add this line&lt;br /&gt;
    &lt;br /&gt;
    if moduleName == &#039;&#039; then&lt;br /&gt;
        return &amp;quot;Error: No module name provided&amp;quot;&lt;br /&gt;
    end&lt;br /&gt;
    &lt;br /&gt;
    -- Find the module by name&lt;br /&gt;
    local rowID, row = nil, nil&lt;br /&gt;
    &lt;br /&gt;
    -- Search through all modules&lt;br /&gt;
    for id, moduleRow in pairs(HabModuleData) do&lt;br /&gt;
        local currentModuleName = HabModuleNames[&#039;TIHabModuleTemplate.displayName.&#039; .. id] or id&lt;br /&gt;
        local friendlyName = getValue(moduleRow, &#039;friendlyName&#039;) or currentModuleName&lt;br /&gt;
        &lt;br /&gt;
        if currentModuleName == moduleName or friendlyName == moduleName or id == moduleName then&lt;br /&gt;
            rowID, row = id, moduleRow&lt;br /&gt;
            break&lt;br /&gt;
        end&lt;br /&gt;
    end&lt;br /&gt;
    &lt;br /&gt;
    if not row then&lt;br /&gt;
        return &amp;quot;Module not found: &amp;quot; .. moduleName&lt;br /&gt;
    end&lt;br /&gt;
    &lt;br /&gt;
    -- Process this single module using the same logic as ListHabModules&lt;br /&gt;
    -- Build cost column&lt;br /&gt;
    local mass = getValue(row, &#039;baseMass_tons&#039;, 0)&lt;br /&gt;
    local buildCosts = {}&lt;br /&gt;
    &lt;br /&gt;
    local waterCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/water&#039;))&lt;br /&gt;
    if waterCost &amp;gt; 0 then table.insert(buildCosts, formatResource(waterCost, &#039;water&#039;, true)) end&lt;br /&gt;
    &lt;br /&gt;
    local volatilesCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/volatiles&#039;))&lt;br /&gt;
    if volatilesCost &amp;gt; 0 then table.insert(buildCosts, formatResource(volatilesCost, &#039;volatiles&#039;, true)) end&lt;br /&gt;
    &lt;br /&gt;
    local metalsCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/metals&#039;))&lt;br /&gt;
    if metalsCost &amp;gt; 0 then table.insert(buildCosts, formatResource(metalsCost, &#039;metals&#039;, true)) end&lt;br /&gt;
    &lt;br /&gt;
    local noblesCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/nobleMetals&#039;))&lt;br /&gt;
    if noblesCost &amp;gt; 0 then table.insert(buildCosts, formatResource(noblesCost, &#039;nobles&#039;, true)) end&lt;br /&gt;
    &lt;br /&gt;
    local fissilesCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/fissiles&#039;))&lt;br /&gt;
    if fissilesCost &amp;gt; 0 then table.insert(buildCosts, formatResource(fissilesCost, &#039;fissiles&#039;, true)) end&lt;br /&gt;
    &lt;br /&gt;
    local exoticsCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/exotics&#039;))&lt;br /&gt;
    if exoticsCost &amp;gt; 0 then table.insert(buildCosts, formatResource(exoticsCost, &#039;exotics&#039;, true)) end&lt;br /&gt;
    &lt;br /&gt;
    local antimatterCost = calculateBuildCost(mass, getValue(row, &#039;weightbuildmaterials/antimatter&#039;))&lt;br /&gt;
    if antimatterCost &amp;gt; 0 then table.insert(buildCosts, formatResource(antimatterCost, &#039;antimatter&#039;, true)) end&lt;br /&gt;
    &lt;br /&gt;
    local buildTime = getValue(row, &#039;buildTime_Days&#039;)&lt;br /&gt;
    if buildTime and buildTime &amp;gt; 0 then table.insert(buildCosts, tostring(buildTime) .. &#039;Days&#039;) end&lt;br /&gt;
    &lt;br /&gt;
    local buildCostString = table.concat(buildCosts, &#039; &#039;)&lt;br /&gt;
    &lt;br /&gt;
    -- Monthly upkeep column&lt;br /&gt;
    local upkeepCosts = {}&lt;br /&gt;
    &lt;br /&gt;
    local moneyUpkeep = getValue(row, &#039;supportMaterials_month/money&#039;)&lt;br /&gt;
    if isGreaterThanZero(moneyUpkeep) then table.insert(upkeepCosts, formatResource(moneyUpkeep, &#039;money&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local waterUpkeep = getValue(row, &#039;supportMaterials_month/water&#039;)&lt;br /&gt;
    if isGreaterThanZero(waterUpkeep) then table.insert(upkeepCosts, formatResource(waterUpkeep, &#039;water&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local volatilesUpkeep = getValue(row, &#039;supportMaterials_month/volatiles&#039;)&lt;br /&gt;
    if isGreaterThanZero(volatilesUpkeep) then table.insert(upkeepCosts, formatResource(volatilesUpkeep, &#039;volatiles&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local metalsUpkeep = getValue(row, &#039;supportMaterials_month/metals&#039;)&lt;br /&gt;
    if isGreaterThanZero(metalsUpkeep) then table.insert(upkeepCosts, formatResource(metalsUpkeep, &#039;metals&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local noblesUpkeep = getValue(row, &#039;supportMaterials_month/nobleMetals&#039;)&lt;br /&gt;
    if isGreaterThanZero(noblesUpkeep) then table.insert(upkeepCosts, formatResource(noblesUpkeep, &#039;nobles&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local fissilesUpkeep = getValue(row, &#039;supportMaterials_month/fissiles&#039;)&lt;br /&gt;
    if isGreaterThanZero(fissilesUpkeep) then table.insert(upkeepCosts, formatResource(fissilesUpkeep, &#039;fissiles&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local boostUpkeep = getValue(row, &#039;supportMaterials_month/boost&#039;)&lt;br /&gt;
    if isGreaterThanZero(boostUpkeep) then table.insert(upkeepCosts, formatResource(boostUpkeep, &#039;boost&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local powerConsumption = getValue(row, &#039;power&#039;)&lt;br /&gt;
    if isLessThanZero(powerConsumption) then table.insert(upkeepCosts, formatResource(-powerConsumption, &#039;power consumption&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local mcConsumption = getValue(row, &#039;missionControl&#039;)&lt;br /&gt;
    if isLessThanZero(mcConsumption) then table.insert(upkeepCosts, formatResource(-mcConsumption, &#039;mc&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local crew = getValue(row, &#039;crew&#039;)&lt;br /&gt;
    if isGreaterThanZero(crew) then table.insert(upkeepCosts, tostring(crew) .. &#039; Crew&#039;) end&lt;br /&gt;
    &lt;br /&gt;
    local upkeepString = table.concat(upkeepCosts, &#039; &#039;)&lt;br /&gt;
    &lt;br /&gt;
    -- Monthly income column&lt;br /&gt;
    local incomeItems = {}&lt;br /&gt;
    &lt;br /&gt;
    local moneyIncome = getValue(row, &#039;incomeMoney_month&#039;)&lt;br /&gt;
    if isGreaterThanZero(moneyIncome) then table.insert(incomeItems, formatResource(moneyIncome, &#039;money&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local influenceIncome = getValue(row, &#039;incomeInfluence_month&#039;)&lt;br /&gt;
    if isGreaterThanZero(influenceIncome) then table.insert(incomeItems, formatResource(influenceIncome, &#039;influence&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local opsIncome = getValue(row, &#039;incomeOps_month&#039;)&lt;br /&gt;
    if isGreaterThanZero(opsIncome) then table.insert(incomeItems, formatResource(opsIncome, &#039;ops&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local researchIncome = getValue(row, &#039;incomeResearch_month&#039;)&lt;br /&gt;
    if isGreaterThanZero(researchIncome) then table.insert(incomeItems, formatResource(researchIncome, &#039;research&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local projectsIncome = getValue(row, &#039;incomeProjects&#039;)&lt;br /&gt;
    if isGreaterThanZero(projectsIncome) then table.insert(incomeItems, formatResource(projectsIncome, &#039;projects&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local volatilesIncome = getValue(row, &#039;incomeVolatiles_month&#039;)&lt;br /&gt;
    if isGreaterThanZero(volatilesIncome) then table.insert(incomeItems, formatResource(volatilesIncome, &#039;volatiles&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local metalsIncome = getValue(row, &#039;incomeMetals_month&#039;)&lt;br /&gt;
    if isGreaterThanZero(metalsIncome) then table.insert(incomeItems, formatResource(metalsIncome, &#039;metals&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local noblesIncome = getValue(row, &#039;incomeNobles_month&#039;)&lt;br /&gt;
    if isGreaterThanZero(noblesIncome) then table.insert(incomeItems, formatResource(noblesIncome, &#039;nobles&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local fissilesIncome = getValue(row, &#039;incomeFissiles_month&#039;)&lt;br /&gt;
    if isGreaterThanZero(fissilesIncome) then table.insert(incomeItems, formatResource(fissilesIncome, &#039;fissiles&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local exoticsIncome = getValue(row, &#039;incomeExotics_month&#039;)&lt;br /&gt;
    if isGreaterThanZero(exoticsIncome) then table.insert(incomeItems, formatResource(exoticsIncome, &#039;exotics&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local antimatterIncome = getValue(row, &#039;incomeAntimatter_month&#039;)&lt;br /&gt;
    if isGreaterThanZero(antimatterIncome) then table.insert(incomeItems, formatResource(antimatterIncome, &#039;antimatter&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local powerProduction = getValue(row, &#039;power&#039;)&lt;br /&gt;
    if isGreaterThanZero(powerProduction) then table.insert(incomeItems, formatResource(powerProduction, &#039;power&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local mcProduction = getValue(row, &#039;missionControl&#039;)&lt;br /&gt;
    if isGreaterThanZero(mcProduction) then table.insert(incomeItems, formatResource(mcProduction, &#039;mc&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local miningModifier = getValue(row, &#039;miningModifier&#039;)&lt;br /&gt;
    if isGreaterThanZero(miningModifier) then table.insert(incomeItems, tostring(miningModifier) .. &amp;quot; × Hab Site Resources&amp;quot;) end&lt;br /&gt;
    &lt;br /&gt;
    local incomeString = table.concat(incomeItems, &#039; &#039;)&lt;br /&gt;
    &lt;br /&gt;
    -- Special column&lt;br /&gt;
    local specialRules = formatSpecialRules(row)&lt;br /&gt;
    local specialString = specialRules ~= &#039;&#039; and specialRules or &#039;&#039;&lt;br /&gt;
    if format == &#039;list&#039; or format == &#039;singlecell&#039; then&lt;br /&gt;
        -- Format for single cell with labels&lt;br /&gt;
        local lines = {}&lt;br /&gt;
        &lt;br /&gt;
        if showBuildCost and buildCostString ~= &#039;&#039; then&lt;br /&gt;
            table.insert(lines, &amp;quot;Build cost:&amp;lt;br&amp;gt; &amp;quot; .. buildCostString)&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        if showUpkeep and upkeepString ~= &#039;&#039; then&lt;br /&gt;
            table.insert(lines, &amp;quot;Monthly expenses:&amp;lt;br&amp;gt; &amp;quot; .. upkeepString)&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        if showIncome and incomeString ~= &#039;&#039; then&lt;br /&gt;
            table.insert(lines, &amp;quot;Monthly income:&amp;lt;br&amp;gt; &amp;quot; .. incomeString)&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        if showSpecial and specialString ~= &#039;&#039; then&lt;br /&gt;
            table.insert(lines, &amp;quot;Special Rule:&amp;lt;br&amp;gt; &amp;quot; .. specialString)&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        return table.concat(lines, &amp;quot;&amp;lt;br&amp;gt;&amp;quot;)&lt;br /&gt;
    else&lt;br /&gt;
        -- Original table format&lt;br /&gt;
        local columns = {}&lt;br /&gt;
        if showBuildCost then table.insert(columns, buildCostString) end&lt;br /&gt;
        if showUpkeep then table.insert(columns, upkeepString) end&lt;br /&gt;
        if showIncome then table.insert(columns, incomeString) end&lt;br /&gt;
        if showSpecial then table.insert(columns, specialString) end&lt;br /&gt;
        &lt;br /&gt;
        local result = table.concat(columns, &amp;quot;\n|&amp;quot;)&lt;br /&gt;
        return mw.getCurrentFrame():preprocess(result)&lt;br /&gt;
    end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
return HabModuleLister&lt;/div&gt;</summary>
		<author><name>76561198066654836</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=6894</id>
		<title>Habs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=6894"/>
		<updated>2025-09-23T11:31:23Z</updated>

		<summary type="html">&lt;p&gt;76561198066654836: /* Modules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;This page discusses the game mechanics for habs. It also has a somewhat obsolete list of hab modules. For an up-to-date list of all hab modules in Terra Invicta, as well as their stats, see [[Hab Module List]] instead.&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 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 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 councilor with a high 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 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 {{icon|boost}}Boost is used. And if you are out of both, or have insufficient {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control]](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 {{icon|water|bgcolor=transparent}}0.35 water, {{icon|volatiles|bgcolor=transparent}}0.35 volatiles, and {{icon|money|bgcolor=transparent}}0.1 money &#039;&#039;per year&#039;&#039;. This is approximately 0.029 water, 0.029 volatiles, and 0.008 money &#039;&#039;per month&#039;&#039;. Agricultural module covers {{icon|water}} and {{icon|volatiles}} upkeep of certain number of crews 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 {{icon|metal}}base 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 base metals. e. g. 200t module becomes 400t module on Mercury, and 200t difference means additional {{icon|metal}}20 base metal cost.&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 {{icon|antimatter|bgcolor=DarkSlateGray}}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 {{icon|antimatter|bgcolor=DarkSlateGray}}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;
=== 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 !! Crew !! Mass (tons) !! Build Time (days) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space) !! Faction !! Notes&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;
| 200&lt;br /&gt;
| 10000&lt;br /&gt;
| 120&lt;br /&gt;
| 150&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;20 Money&lt;br /&gt;
| 200K Money&lt;br /&gt;
| 380 Volatiles&amp;lt;br&amp;gt;400 Base Metals&amp;lt;br&amp;gt;200 Noble Metals&amp;lt;br&amp;gt;20 Exotics&lt;br /&gt;
| [[File:FAC AppeaseCouncil 128.png|40px]] The Protectorate&lt;br /&gt;
| Will defend the station&amp;lt;br&amp;gt;May only be built in Low Earth Orbit&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;
| 80&lt;br /&gt;
| 250000&lt;br /&gt;
| 720&lt;br /&gt;
| 5000&lt;br /&gt;
| 20 Mission Control&amp;lt;br&amp;gt;20 Money&lt;br /&gt;
| 25M Money&lt;br /&gt;
| 2350 Water&amp;lt;br&amp;gt;5000 Volatiles&amp;lt;br&amp;gt;11000 Base Metals&amp;lt;br&amp;gt;6250 Noble Metals&amp;lt;br&amp;gt;400 Exotics&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|40px]] Project Exodus&lt;br /&gt;
| &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]].&lt;br /&gt;
&lt;br /&gt;
There is a soft limit on the number of {{icon|mining|bgcolor=DarkSlateGray}}mining bases you can have. Going over it will require paying extra {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|MC]] cost. This limit is raised by 3 with the {{icon|space}} [[Mission to the Moon]] tech and {{icon|space}} [[Mission to the Mercury]] tech. {{icon|space}} [[Mission to Mars]], {{icon|space}} [[Mission to the Asteroids]], {{icon|space}} [[Mission to Jupiter]], {{icon|space}} [[Mission to Saturn]], and {{icon|space}} [[Mission to the Outer Planets]] techs increases the limit by 6 each, for a maximum of 36 mines. This can then be raised further with every level of {{icon|space}} [[Future Tech: Space Science]]. &lt;br /&gt;
&lt;br /&gt;
Each additional mine beyond the initial limit has an escalating {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control (MC)]] cost, The total number of MC penalty is ((# of mines over the cap)^2)/2, rounded down except when n=1, where MC penalty is 1 rather than 0. &lt;br /&gt;
&lt;br /&gt;
So it goes as: 1 → 2 → 4 → 8 → 12 → 18 → 24 → 32...&amp;lt;br&amp;gt;&lt;br /&gt;
Which means per-mine cost sequence is: 1 → 1 → 2 → 4 → 4 → 6 → 6 → 8 → ...&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Extraction Rate !! Crew !! Mass (tons)&amp;lt;br&amp;gt;(Base value)  !! Build Time (days) !! Required Power&amp;lt;br&amp;gt;(Base value) !! Support Costs !! Build Cost from space&amp;lt;br&amp;gt;(Base value)&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;
| 100%&lt;br /&gt;
| 12&lt;br /&gt;
| 250&lt;br /&gt;
| 60&lt;br /&gt;
| 10&lt;br /&gt;
| 6 Money&amp;lt;br&amp;gt;1 Water&amp;lt;br&amp;gt;1 Volatiles&lt;br /&gt;
| 2.5 Water(10%)&amp;lt;br&amp;gt;2.5 Volatiles(10%)&amp;lt;br&amp;gt;19.75 Base Metals(79%)&amp;lt;br&amp;gt;0.25 Noble Metals(1%)&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;
| 150%&lt;br /&gt;
| 60&lt;br /&gt;
| 1250&lt;br /&gt;
| 120&lt;br /&gt;
| 40&lt;br /&gt;
| 30 Money&amp;lt;br&amp;gt;3 Water&amp;lt;br&amp;gt;3 Volatiles&lt;br /&gt;
| 12.5 Water(10%)&amp;lt;br&amp;gt;12.5 Volatiles(10%)&amp;lt;br&amp;gt;98.75 Base Metals(79%)&amp;lt;br&amp;gt;1.25 Noble Metals(1%)&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;
| 200%&lt;br /&gt;
| 200&lt;br /&gt;
| 10000&lt;br /&gt;
| 240&lt;br /&gt;
| 200&lt;br /&gt;
| 60 Money&amp;lt;br&amp;gt;5 Water&amp;lt;br&amp;gt;5 Volatiles&lt;br /&gt;
| 100 Water(10%)&amp;lt;br&amp;gt;100 Volatiles(10%)&amp;lt;br&amp;gt;790 Base Metals(79%)&amp;lt;br&amp;gt;10 Noble Metals(1%) &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;
| 125%&lt;br /&gt;
| 0&lt;br /&gt;
| 175&lt;br /&gt;
| 30&lt;br /&gt;
| 12&lt;br /&gt;
| 1 Water&amp;lt;br&amp;gt;1 Volatiles&lt;br /&gt;
| 1.75 Water(10%)&amp;lt;br&amp;gt;2.625 Volatiles(15%)&amp;lt;br&amp;gt;12.6 Base Metals(72%)&amp;lt;br&amp;gt;0.525 Noble Metals(3%)&lt;br /&gt;
|}&lt;br /&gt;
==== Mining modifier ====&lt;br /&gt;
This modifier is applied to the mining module&#039;s mass and {{icon|power consumption}}power maintenance on respective celestial body. For example, the mass of Outpost Mining Complex on Mars calculated by 250 * 0.9342 = 233.55, rounded up to 234 (tons). This is multiplicative with radiation penalty, so mass of Colony Mining Complex on Mercury would be 10000 * 1.9641 * 2 = 39282 (tons). Radiation does not affect power cost of the module, so the power consumption of Colony Mining Complex on Mercury is 200 * 1.9641 = 392.82, rounded up to 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;
== 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;
{| 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|Platform Core|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;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction&amp;lt;br&amp;gt;+40 Crew&amp;lt;br&amp;gt;-20 Power&lt;br /&gt;
| Shipyard&amp;lt;br&amp;gt;[[File:Station T2 Shipyard.png|100px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction (faster speed)&amp;lt;br&amp;gt;+120 Crew&amp;lt;br&amp;gt;-80 Power&lt;br /&gt;
| Spaceworks&amp;lt;br&amp;gt;[[File:Station T3 Spaceworks.png|100px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction (fastest speed)&amp;lt;br&amp;gt;+400 Crew&amp;lt;br&amp;gt;-240 Power&lt;br /&gt;
|-&lt;br /&gt;
| Construction Module&amp;lt;br&amp;gt;[[File:Station T1 SpaceDock.png|100px]]&lt;br /&gt;
| Allows founding tier 1 habs&amp;lt;br&amp;gt;+6 Crew&amp;lt;br&amp;gt;+10% Construction Speed&amp;lt;br&amp;gt;-10 Power&amp;lt;br&amp;gt;-1 Water&amp;lt;br&amp;gt;-1 Volatiles&amp;lt;br&amp;gt;-3 Basic Metals&amp;lt;br&amp;gt;-0.25 Noble Metals&lt;br /&gt;
| Nanofactory&amp;lt;br&amp;gt;[[File:Station T2 Nanofactory.png|100px]]&lt;br /&gt;
| Allows founding tier 1-2 habs&amp;lt;br&amp;gt;+30 Crew&amp;lt;br&amp;gt;+25% Construction Speed&amp;lt;br&amp;gt;+1% Materials Research&amp;lt;br&amp;gt;-40 Power&amp;lt;br&amp;gt;+90 Money if hab isn&#039;t constructing modules&amp;lt;br&amp;gt;-10 Money otherwise &amp;lt;br&amp;gt;+2% Economy priority effect if in Earth orbit (max +30%)&amp;lt;br&amp;gt;-3 Water&amp;lt;br&amp;gt;-3 Volatiles&amp;lt;br&amp;gt;-10 Basic Metals&amp;lt;br&amp;gt;-1 Noble Metals&lt;br /&gt;
| Nanofacturing Complex&amp;lt;br&amp;gt;[[File:Station T3 NanofacturingComplex.png|100px]]&lt;br /&gt;
| Allows founding tier 1-3 habs&amp;lt;br&amp;gt;+150 Crew&amp;lt;br&amp;gt;+40% Construction Speed&amp;lt;br&amp;gt;+2% Materials Research&amp;lt;br&amp;gt;-120 Power&amp;lt;br&amp;gt;+300 Money if hab isn&#039;t constructing modules&amp;lt;br&amp;gt;-20 Money otherwise&amp;lt;br&amp;gt;+5% Economy priority effect if in Earth orbit (max +30%)&amp;lt;br&amp;gt;-10 Water&amp;lt;br&amp;gt;-10 Volatiles&amp;lt;br&amp;gt;-30 Basic Metals&amp;lt;br&amp;gt;-3 Noble Metals&lt;br /&gt;
|-&lt;br /&gt;
| Quarters&amp;lt;br&amp;gt;[[File:Station T1 Quarters.png|100px]]&lt;br /&gt;
| +3 Control Space Asset Defense&amp;lt;br&amp;gt;+3 Money&amp;lt;br&amp;gt;+2 Influence&amp;lt;br&amp;gt;+50 Crew&amp;lt;br&amp;gt;-2 Power&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
| Residential Module&amp;lt;br&amp;gt;[[File:Station T2 ResidentialModule.png|100px]]&lt;br /&gt;
| +6 Control Space Asset Defense&amp;lt;br&amp;gt;+12 Money&amp;lt;br&amp;gt;+6 Influence&amp;lt;br&amp;gt;+500 Crew&amp;lt;br&amp;gt;-15 Power&amp;lt;br&amp;gt;-1 Boost&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
| Civilian Complex&amp;lt;br&amp;gt;[[File:Station T3 CivilianComplex.png|100px]]&lt;br /&gt;
| +12 Control Space Asset Defense&amp;lt;br&amp;gt;+40 Money&amp;lt;br&amp;gt;+12 Influence&amp;lt;br&amp;gt;+2500 Crew&amp;lt;br&amp;gt;-120 Power&amp;lt;br&amp;gt;-3 Boost&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponics Bay&amp;lt;br&amp;gt;[[File:Station T1 HydroponicsBay.png|100px]]&lt;br /&gt;
| Remove Water and Volatiles upkeep for up to 60 Crew&amp;lt;br&amp;gt;+1 Crew&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Farm&amp;lt;br&amp;gt;[[File:Station T2 Farm.png|100px]]&lt;br /&gt;
| Remove Water and Volatiles upkeep for up to 600 Crew&amp;lt;br&amp;gt;+5 Crew&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Agriculture Complex&amp;lt;br&amp;gt;[[File:Station T3 AgricultureComplex.png|100px]]&lt;br /&gt;
| Remove Water and Volatiles upkeep for up to 3000 Crew&amp;lt;br&amp;gt;+25 Crew&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|-&lt;br /&gt;
| Marine Platoon Barracks&amp;lt;br&amp;gt;[[File:Station T1 MarinePlatoonBarracks.png|100px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 2)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions&amp;lt;br&amp;gt;+30 Crew&amp;lt;br&amp;gt;+5 Ops&amp;lt;br&amp;gt;-5 Power&lt;br /&gt;
| Marine Company Barracks&amp;lt;br&amp;gt;[[File:Station T2 MarineCompanyBarracks.png|100px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 6)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions (x4)&amp;lt;br&amp;gt;+150 Crew&amp;lt;br&amp;gt;+12 Ops&amp;lt;br&amp;gt;-20 Power&lt;br /&gt;
| Marine Battalion Barracks&amp;lt;br&amp;gt;[[File:Station T3 MarineBattalionBarracks.png|100px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 15)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions (x14)&amp;lt;br&amp;gt;+750 Crew&amp;lt;br&amp;gt;+30 Ops&amp;lt;br&amp;gt;-60Power&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;
| +20 Crew&amp;lt;br&amp;gt;+1 Council Engineering Project Slots&amp;lt;br&amp;gt;-30 Power&lt;br /&gt;
| Foundry&amp;lt;br&amp;gt;[[File:Station T3 Foundry.png|100px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+2 Council Engineering Project Slots&amp;lt;br&amp;gt;-90 Power&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;
| +200 Crew&amp;lt;br&amp;gt;+60 Research&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-1 Mission Control&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
| Research University&amp;lt;br&amp;gt;[[File:Station T3 ResearchUniversity.png|100px]]&lt;br /&gt;
| +1000 Crew&amp;lt;br&amp;gt;+200 Research&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-2 Mission Control&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&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;
| +50 Crew&amp;lt;br&amp;gt;+1 Mission Control&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Command Center&amp;lt;br&amp;gt;[[File:Station T3 CommandCenter.png|100px]]&lt;br /&gt;
| +250 Crew&amp;lt;br&amp;gt;+2 Mission Control&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|}&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;
| +4 Crew&amp;lt;br&amp;gt;+20 Power&lt;br /&gt;
| Fission Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 FissionReactorArray.png|120px]]&lt;br /&gt;
| +20 Crew&amp;lt;br&amp;gt;+85 Power&lt;br /&gt;
| Fission Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 FissionReactorFarm.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+250 Power&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Fission Pile&amp;lt;br&amp;gt;[[File:Station T1 HeavyFissionPile.png|120px]]&lt;br /&gt;
| +4 Crew&amp;lt;br&amp;gt;+30 Power&lt;br /&gt;
| Heavy Fission Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 HeavyFissionReactorArray.png|120px]]&lt;br /&gt;
| +20 Crew&amp;lt;br&amp;gt;+128 Power&lt;br /&gt;
| Heavy Fission Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 HeavyFissionReactorFarm.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+375 Power&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pile&amp;lt;br&amp;gt;[[File:Station T1 FusionPile.png|120px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;+40 Power&lt;br /&gt;
| Fusion Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 FusionReactorArray.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+170 Power&lt;br /&gt;
| Fusion Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 FusionReactorFarm.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+500 Power&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Fusion Pile&lt;br /&gt;
| +10 Crew&amp;lt;br&amp;gt;+70 Power&lt;br /&gt;
| Heavy Fusion Reactor Array&lt;br /&gt;
| +50 Crew&amp;lt;br&amp;gt;+300 Power&lt;br /&gt;
| Heavy Fusion Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 TerawattFusionReactor.png|120px]]&lt;br /&gt;
| +150 Crew&amp;lt;br&amp;gt;+900 Power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Solar Collector&amp;lt;br&amp;gt;[[File:Station T1 SolarCollector.png|120px]]&lt;br /&gt;
| +1 Crew&amp;lt;br&amp;gt;+20 power per 1 Solar power module multiplier&lt;br /&gt;
| Solar Array&amp;lt;br&amp;gt;[[File:Station T2 SolarArray.png|120px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;+80 power per 1 Solar power module multiplier&lt;br /&gt;
| Solar Farm&amp;lt;br&amp;gt;[[File:Station T3 SolarFarm.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+240 power per 1 Solar power module multiplier&lt;br /&gt;
|}&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.&lt;br /&gt;
&lt;br /&gt;
When built on surface bases they house 2 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.&lt;br /&gt;
&lt;br /&gt;
When built on stations they house 2 anti-ship weapons: 1 laser battery (laser / arc laser / phaser) and 1 projectile battery (gun / rail / coil / plasma). In addition, they also house 1 point defense turret (40mm autocannon / laser / arc laser / phaser). Stations with defense modules will take part in space battles. They upgrade automatically when new faction projects that unlock hull weapons are researched.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Weapon Size !! Crew !! Mass (tons) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&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;
| 3&lt;br /&gt;
| 150&lt;br /&gt;
| 10&lt;br /&gt;
| 2 Money&amp;lt;br&amp;gt;0.1 Base Metals&lt;br /&gt;
| 145 Money&lt;br /&gt;
| 3.3 Volatiles&amp;lt;br&amp;gt;11.4 Base Metals&amp;lt;br&amp;gt;0.3 Noble Metals&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;
| 15&lt;br /&gt;
| 750&lt;br /&gt;
| 40&lt;br /&gt;
| 10 Money&amp;lt;br&amp;gt;1 Base Metals&amp;lt;br&amp;gt;0.5 Noble Metals&lt;br /&gt;
| 725 Money&lt;br /&gt;
| 16.5 Volatiles&amp;lt;br&amp;gt;57 Base Metals&amp;lt;br&amp;gt;1.5 Noble Metals&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;
| 75&lt;br /&gt;
| 6000&lt;br /&gt;
| 240&lt;br /&gt;
| 30 Money&amp;lt;br&amp;gt;3 Base Metals&amp;lt;br&amp;gt;1 Noble Metals&lt;br /&gt;
| 5.8K Money&lt;br /&gt;
| 132 Volatiles&amp;lt;br&amp;gt;456 Base Metals&amp;lt;br&amp;gt;12 Noble Metals&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 !! Mission Control !! Control Point Cap !! Crew !! Mass (tons) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&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;
| 1&lt;br /&gt;
| 10&lt;br /&gt;
| 200&lt;br /&gt;
| 150&lt;br /&gt;
| 30&lt;br /&gt;
| 1 Boost&amp;lt;br&amp;gt;21.5 Money&amp;lt;br&amp;gt;0.1 Base Metals&lt;br /&gt;
| 120&lt;br /&gt;
| 1.2 Water&amp;lt;br&amp;gt;6 Volatiles&amp;lt;br&amp;gt;7.5 Base Metals&amp;lt;br&amp;gt;0.3 Noble Metals&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;
| 2&lt;br /&gt;
| 30&lt;br /&gt;
| 1000&lt;br /&gt;
| 750&lt;br /&gt;
| 120&lt;br /&gt;
| 3 Boost&amp;lt;br&amp;gt;100 Money&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
| 600&lt;br /&gt;
| 6 Water&amp;lt;br&amp;gt;30 Volatiles&amp;lt;br&amp;gt;37.5 Base Metals&amp;lt;br&amp;gt;1.5 Noble Metals&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;
| Energy Lab&amp;lt;br&amp;gt;[[File:Station T1 EnergyLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Energy Research&amp;lt;br&amp;gt;-8 Power&amp;lt;br&amp;gt;+3% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Energy Research Center&amp;lt;br&amp;gt;[[File:Station T2 EnergyResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Energy Research&amp;lt;br&amp;gt;-32 Power&amp;lt;br&amp;gt;+6% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Energy Institute&amp;lt;br&amp;gt;[[File:Station T3 EnergyInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Energy Research&amp;lt;br&amp;gt;-96 Power&amp;lt;br&amp;gt;+10% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Information Science Lab&amp;lt;br&amp;gt;[[File:Station T1 InformationScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Information Science Research&amp;lt;br&amp;gt;-6 Power&amp;lt;br&amp;gt;+3% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Information Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 InformationScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Information Science Research&amp;lt;br&amp;gt;-24 Power&amp;lt;br&amp;gt;+6% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Information Science Institute&amp;lt;br&amp;gt;[[File:Station T3 InformationScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Information Science Research&amp;lt;br&amp;gt;-72 Power&amp;lt;br&amp;gt;+10% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Life Science Lab&amp;lt;br&amp;gt;[[File:Station T1 LifeScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Life Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Life Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 LifeScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Life Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Life Science Institute&amp;lt;br&amp;gt;[[File:Station T3 LifeScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Life Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Materials Lab&amp;lt;br&amp;gt;[[File:Station T1 MaterialsLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Materials Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Materials Research Center&amp;lt;br&amp;gt;[[File:Station T2 MaterialsResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Materials Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Materials Institute&amp;lt;br&amp;gt;[[File:Station T3 MaterialsInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Materials Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Military Science Lab&amp;lt;br&amp;gt;[[File:Station T1 MilitaryScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Military Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+0.03 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
| Military Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 MilitaryScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Military Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+0.06 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
| Military Science Institute&amp;lt;br&amp;gt;[[File:Station T3 MilitaryScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Military Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+0.1 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
|-&lt;br /&gt;
| Space Science Lab&amp;lt;br&amp;gt;[[File:Station T1 SpaceScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Space Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Space Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 SpaceScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Space Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Space Science Institute&amp;lt;br&amp;gt;[[File:Station T3 SpaceScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Space Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Xenology Lab&amp;lt;br&amp;gt;[[File:Station T1 XenologyLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+10% Xenology Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+1 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
| Xenoscience Research Center&amp;lt;br&amp;gt;[[File:Station T2 XenoscienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+25% Xenology Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+2 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
| Xenoscience Institute&amp;lt;br&amp;gt;[[File:Station T3 XenoscienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+50% Xenology Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+3 Alien Detection if in Earth orbit (max +9)&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 at least 50000 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;
| +1 Crew&amp;lt;br&amp;gt;+12 Money&amp;lt;br&amp;gt;+1 Influence&amp;lt;br&amp;gt;-3 Power&amp;lt;br&amp;gt;&#039;&#039;• stations only&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
| Space Hotel&amp;lt;br&amp;gt;[[File:Station T2 SpaceHotel.png|100px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+80 Money&amp;lt;br&amp;gt;+2 Influence&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-3 Boost&amp;lt;br&amp;gt;&#039;&#039;• stations only&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
| Space Resort&amp;lt;br&amp;gt;[[File:Station T3 SpaceResort.png|100px]]&lt;br /&gt;
| +500 Crew&amp;lt;br&amp;gt;+250 Money&amp;lt;br&amp;gt;+5 Influence&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-6 Boost&amp;lt;br&amp;gt;&#039;&#039;• stations only&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Social Science Lab&amp;lt;br&amp;gt;[[File:Station T1 SocialScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Social Science Research&amp;lt;br&amp;gt;-3 Power&amp;lt;br&amp;gt;+1 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
| Social Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 SocialScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Social Science Research&amp;lt;br&amp;gt;-12 Power&amp;lt;br&amp;gt;+2 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
| Social Science Institute&amp;lt;br&amp;gt;[[File:Station T3 SocialScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Social Science Research&amp;lt;br&amp;gt;-36 Power&amp;lt;br&amp;gt;+3 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
|-&lt;br /&gt;
| Broadcast Outlet&amp;lt;br&amp;gt;[[File:Station T1 BroadcastOutlet.png|100px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;+5 Influence&amp;lt;br&amp;gt;-8 Power&lt;br /&gt;
| Communications Hub&amp;lt;br&amp;gt;[[File:Station T2 CommunicationsHub.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+12 Influence&amp;lt;br&amp;gt;-32 Power&amp;lt;br&amp;gt;+1% Unity priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Media Center&amp;lt;br&amp;gt;[[File:Station T3 MediaCenter.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+30 Influence&amp;lt;br&amp;gt;-96 Power&amp;lt;br&amp;gt;+2% Unity priority effect if in Earth orbit (max +30%)&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;
| +120 Crew&amp;lt;br&amp;gt;+60 Money&amp;lt;br&amp;gt;+2.5% Life Science Research&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-1.5 Boost&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
| Space Hospital&amp;lt;br&amp;gt;[[File:Station T3 GeriatricsFacility.png|100px]]&lt;br /&gt;
| +600 Crew&amp;lt;br&amp;gt;+250 Money&amp;lt;br&amp;gt;+2.5% Life Science Research&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-3 Boost&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Deep Space Telesope ===&lt;br /&gt;
The Deep Space Telesope is a 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;
&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;/div&gt;</summary>
		<author><name>76561198066654836</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Module:HabModuleLister&amp;diff=6893</id>
		<title>Module:HabModuleLister</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Module:HabModuleLister&amp;diff=6893"/>
		<updated>2025-09-23T11:28:24Z</updated>

		<summary type="html">&lt;p&gt;76561198066654836: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;---&lt;br /&gt;
---Reads the Hab Module data files and presents them in readable formats.&lt;br /&gt;
---&lt;br /&gt;
---@module HabModuleLister&lt;br /&gt;
local HabModuleLister = {}&lt;br /&gt;
&lt;br /&gt;
--region Dependencies&lt;br /&gt;
local IconModule = require(&#039;Module:Icon&#039;)&lt;br /&gt;
local HmsModule = require(&#039;Module:HabModuleSpecial&#039;)&lt;br /&gt;
local HabModuleData = mw.loadData(&#039;Module:CSVReader/HabModule&#039;)&lt;br /&gt;
local HabModuleNames = mw.loadData(&#039;Module:ENReader/HabModule&#039;)&lt;br /&gt;
local ProjectNames = mw.loadData(&#039;Module:ENReader/Project&#039;)&lt;br /&gt;
-- Science category names mapping (Note: These were converting in the wrong direction, I had to flip them around.)&lt;br /&gt;
local ScienceCategories = {&lt;br /&gt;
	Energy = &#039;energy&#039;,&lt;br /&gt;
	InformationScience=&#039;information&#039;,&lt;br /&gt;
	LifeScience=&#039;life&#039;,&lt;br /&gt;
	Materials=&#039;material&#039;,&lt;br /&gt;
	MilitaryScience=&#039;military&#039;,&lt;br /&gt;
	SocialScience=&#039;social&#039;,&lt;br /&gt;
	SpaceScience=&#039;space&#039;,&lt;br /&gt;
	Xenology=&#039;xenology&#039;&lt;br /&gt;
}&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Private constants&lt;br /&gt;
local floor = math.floor&lt;br /&gt;
local round = function(num, decimals)&lt;br /&gt;
    local mult = 10^(decimals or 0)&lt;br /&gt;
    return floor(num * mult + 0.5) / mult&lt;br /&gt;
end&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Private methods&lt;br /&gt;
-- Safe value access with fallback with type conversion&lt;br /&gt;
local function getValue(row, key, default)&lt;br /&gt;
    local value = row[key]&lt;br /&gt;
    if value == nil or value == &#039;&#039; then&lt;br /&gt;
        return default or 0&lt;br /&gt;
    end&lt;br /&gt;
    &lt;br /&gt;
    -- Convert to number if it looks like a number&lt;br /&gt;
    if type(value) == &#039;string&#039; and value:match(&#039;^[%-%d%.]+$&#039;) then&lt;br /&gt;
        return tonumber(value) or default or 0&lt;br /&gt;
    end&lt;br /&gt;
    &lt;br /&gt;
    -- Convert boolean strings&lt;br /&gt;
    if value == &#039;true&#039; then return true end&lt;br /&gt;
    if value == &#039;false&#039; then return false end&lt;br /&gt;
    &lt;br /&gt;
    return value&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Calculate build cost for a resource&lt;br /&gt;
local function calculateBuildCost(mass, resourceWeight)&lt;br /&gt;
    return round(tonumber(mass) * tonumber(resourceWeight) / 10, 2)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Format resource with icon&lt;br /&gt;
local function formatResource(amount, resourceType, showZero)&lt;br /&gt;
    amount = tonumber(amount) or 0&lt;br /&gt;
    if amount == 0 and not showZero then&lt;br /&gt;
        return &#039;&#039;&lt;br /&gt;
    end&lt;br /&gt;
    return tostring(amount) .. IconModule.Icon({args={resourceType}})&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Get upgrade module name&lt;br /&gt;
local function getUpgradeModuleName(upgradeFromName)&lt;br /&gt;
    if not upgradeFromName or upgradeFromName == &#039;&#039; then&lt;br /&gt;
        return nil&lt;br /&gt;
    end&lt;br /&gt;
    return HabModuleNames[&#039;TIHabModuleTemplate.displayName.&#039; .. upgradeFromName] or upgradeFromName&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Format special rules&lt;br /&gt;
-- Format special rules&lt;br /&gt;
local function formatSpecialRules(row)&lt;br /&gt;
    local specialRules = {}&lt;br /&gt;
    &lt;br /&gt;
    -- Add special rules from array (using correct field names from CSV)&lt;br /&gt;
    for i = 0, 5 do&lt;br /&gt;
        local rule = getValue(row, &#039;specialRules/&#039; .. i)&lt;br /&gt;
        if rule and rule ~= &#039;&#039; and rule ~= 0 then&lt;br /&gt;
        	table.insert(specialRules, &amp;quot;* &amp;quot; .. HmsModule.hms({args={rule, constructionTimeModifier = getValue(row, &#039;constructionTimeModifier&#039;), specialRulesValue = getValue(row, &#039;specialRulesValue&#039;), techBonus = getValue(row, &#039;techBonuses/0/bonus&#039;), techCat = (ScienceCategories[getValue(row, &#039;techBonuses/0/category&#039;)] or getValue(row, &#039;techBonuses/0/category&#039;) or &#039;&#039;), controlPointCapacity = getValue(row, &#039;controlPointCapacity&#039;)}}))&lt;br /&gt;
        	&lt;br /&gt;
--            table.insert(specialRules, &amp;quot;* {{HabModuleSpecial|&amp;quot; .. rule .. &amp;quot;|constructionTimeModifier=&amp;quot; .. &lt;br /&gt;
--                getValue(row, &#039;constructionTimeModifier&#039;) .. &amp;quot;|specialRulesValue=&amp;quot; .. &lt;br /&gt;
--                getValue(row, &#039;specialRulesValue&#039;) .. &amp;quot;|techBonus=&amp;quot; .. &lt;br /&gt;
--                getValue(row, &#039;techBonuses/0/bonus&#039;) .. &amp;quot;|techCat=&amp;quot; .. &lt;br /&gt;
--                (ScienceCategories[getValue(row, &#039;techBonuses/0/category&#039;)] or getValue(row, &#039;techBonuses/0/category&#039;) or &#039;&#039;) .. &lt;br /&gt;
--                &amp;quot;|controlPointCapacity=&amp;quot; .. getValue(row, &#039;controlPointCapacity&#039;) .. &amp;quot;}}&amp;quot;)&lt;br /&gt;
        end&lt;br /&gt;
    end&lt;br /&gt;
    &lt;br /&gt;
    -- Add one per hab restriction&lt;br /&gt;
    if getValue(row, &#039;onePerHab&#039;) == true or getValue(row, &#039;onePerHab&#039;) == &#039;true&#039; then&lt;br /&gt;
        table.insert(specialRules, &amp;quot;* Max one per [[Habs|Hab]].&amp;quot;)&lt;br /&gt;
    end&lt;br /&gt;
    &lt;br /&gt;
    -- Add resupply capability&lt;br /&gt;
    if getValue(row, &#039;allowsResupply&#039;) == true or getValue(row, &#039;allowsResupply&#039;) == &#039;true&#039; then&lt;br /&gt;
        table.insert(specialRules, &amp;quot;* Allows [[Spaceships|Ships]] to resupply.&amp;quot;)&lt;br /&gt;
    end&lt;br /&gt;
    &lt;br /&gt;
    return &amp;quot;\n&amp;quot; .. table.concat(specialRules, &amp;quot;\n&amp;quot;)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Filter modules by alien status&lt;br /&gt;
local function filterModulesByAlienStatus(alien)&lt;br /&gt;
    local filtered = {}&lt;br /&gt;
    for rowID, row in pairs(HabModuleData) do&lt;br /&gt;
        local isAlien = getValue(row, &#039;alienModule&#039;) == true or getValue(row, &#039;alienModule&#039;) == &#039;true&#039;&lt;br /&gt;
        local destroyedModule = getValue(row, &#039;destroyed&#039;) == true or getValue(row, &#039;destroyed&#039;) == &#039;true&#039;&lt;br /&gt;
        if isAlien == alien and not destroyedModule then&lt;br /&gt;
            filtered[rowID] = row&lt;br /&gt;
        end&lt;br /&gt;
    end&lt;br /&gt;
    return filtered&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Safe number comparison function&lt;br /&gt;
local function isGreaterThanZero(value)&lt;br /&gt;
    local num = tonumber(value) or 0&lt;br /&gt;
    return num &amp;gt; 0&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Safe negative number check&lt;br /&gt;
local function isLessThanZero(value)&lt;br /&gt;
    local num = tonumber(value) or 0&lt;br /&gt;
    return num &amp;lt; 0&lt;br /&gt;
end&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Public methods&lt;br /&gt;
function HabModuleLister.ListHabModules(alien)&lt;br /&gt;
    local isAlien = alien == true&lt;br /&gt;
    local moduleType = isAlien and &amp;quot;Alien&amp;quot; or &amp;quot;Human&amp;quot;&lt;br /&gt;
    local modules = filterModulesByAlienStatus(isAlien)&lt;br /&gt;
    &lt;br /&gt;
    local returnString = &#039;{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%;text-align:center;&amp;quot;&#039;&lt;br /&gt;
    returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
    returnString = returnString .. &#039;\n! Hab Module&#039;&lt;br /&gt;
    returnString = returnString .. &#039;\n! Build Cost&#039;&lt;br /&gt;
    returnString = returnString .. &#039;\n! Monthly Upkeep&#039;&lt;br /&gt;
    returnString = returnString .. &#039;\n! Monthly Income&#039;&lt;br /&gt;
    returnString = returnString .. &#039;\n! Special&#039;&lt;br /&gt;
    returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
    &lt;br /&gt;
    for rowID, row in pairs(modules) do&lt;br /&gt;
        local moduleName = HabModuleNames[&#039;TIHabModuleTemplate.displayName.&#039; .. rowID] or rowID&lt;br /&gt;
        local friendlyName = getValue(row, &#039;friendlyName&#039;) or moduleName&lt;br /&gt;
        &lt;br /&gt;
        -- Module name column&lt;br /&gt;
        returnString = returnString .. &#039;\n| style=&amp;quot;text-align:left;&amp;quot; | &#039; .. friendlyName&lt;br /&gt;
        &lt;br /&gt;
        -- Upgrades information&lt;br /&gt;
        local upgradeFromName = getValue(row, &#039;upgradesFromName&#039;)&lt;br /&gt;
        if upgradeFromName and upgradeFromName ~= &#039;&#039; and upgradeFromName ~= 0 then&lt;br /&gt;
            local upgradeName = getUpgradeModuleName(upgradeFromName)&lt;br /&gt;
            if upgradeName then&lt;br /&gt;
                returnString = returnString .. &#039;\n* Upgrades: &#039; .. upgradeName&lt;br /&gt;
            end&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        -- Required project&lt;br /&gt;
        if not alien then&lt;br /&gt;
	        local projectID = getValue(row, &#039;requiredProjectName&#039;)&lt;br /&gt;
	        if projectID and projectID ~= &#039;&#039; and projectID ~= 0 then&lt;br /&gt;
	            local projectName = ProjectNames[&#039;TIProjectTemplate.displayName.&#039; .. projectID] or projectID&lt;br /&gt;
	            returnString = returnString .. &#039;\n* Project: [[&#039; .. projectID .. &#039;|&#039; .. projectName .. &#039;]]&#039;&lt;br /&gt;
	        end&lt;br /&gt;
	    end&lt;br /&gt;
        &lt;br /&gt;
        -- Build cost column&lt;br /&gt;
        local mass = getValue(row, &#039;baseMass_tons&#039;, 0)&lt;br /&gt;
        local buildCosts = {}&lt;br /&gt;
        &lt;br /&gt;
        local waterCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/water&#039;))&lt;br /&gt;
        if waterCost &amp;gt; 0 then&lt;br /&gt;
            table.insert(buildCosts, formatResource(waterCost, &#039;water&#039;, true))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local volatilesCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/volatiles&#039;))&lt;br /&gt;
        if volatilesCost &amp;gt; 0 then&lt;br /&gt;
            table.insert(buildCosts, formatResource(volatilesCost, &#039;volatiles&#039;, true))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local metalsCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/metals&#039;))&lt;br /&gt;
        if metalsCost &amp;gt; 0 then&lt;br /&gt;
            table.insert(buildCosts, formatResource(metalsCost, &#039;metals&#039;, true))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local noblesCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/nobleMetals&#039;))&lt;br /&gt;
        if noblesCost &amp;gt; 0 then&lt;br /&gt;
            table.insert(buildCosts, formatResource(noblesCost, &#039;nobles&#039;, true))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local fissilesCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/fissiles&#039;))&lt;br /&gt;
        if fissilesCost &amp;gt; 0 then&lt;br /&gt;
            table.insert(buildCosts, formatResource(fissilesCost, &#039;fissiles&#039;, true))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local exoticsCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/exotics&#039;))&lt;br /&gt;
        if exoticsCost &amp;gt; 0 then&lt;br /&gt;
            table.insert(buildCosts, formatResource(exoticsCost, &#039;exotics&#039;, true))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local antimatterCost = calculateBuildCost(mass, getValue(row, &#039;weightbuildmaterials/antimatter&#039;))&lt;br /&gt;
        if antimatterCost &amp;gt; 0 then&lt;br /&gt;
            table.insert(buildCosts, formatResource(antimatterCost, &#039;antimatter&#039;, true))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local buildTime = getValue(row, &#039;buildTime_Days&#039;)&lt;br /&gt;
        if buildTime and buildTime &amp;gt; 0 then&lt;br /&gt;
            table.insert(buildCosts, tostring(buildTime) .. &#039;Days&#039;)&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        returnString = returnString .. &#039;\n| &#039; .. table.concat(buildCosts, &#039; &#039;)&lt;br /&gt;
        &lt;br /&gt;
        -- Monthly upkeep column&lt;br /&gt;
        local upkeepCosts = {}&lt;br /&gt;
        &lt;br /&gt;
        local moneyUpkeep = getValue(row, &#039;supportMaterials_month/money&#039;)&lt;br /&gt;
        if isGreaterThanZero(moneyUpkeep) then&lt;br /&gt;
            table.insert(upkeepCosts, formatResource(moneyUpkeep, &#039;money&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local waterUpkeep = getValue(row, &#039;supportMaterials_month/water&#039;)&lt;br /&gt;
        if isGreaterThanZero(waterUpkeep) then&lt;br /&gt;
            table.insert(upkeepCosts, formatResource(waterUpkeep, &#039;water&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local volatilesUpkeep = getValue(row, &#039;supportMaterials_month/volatiles&#039;)&lt;br /&gt;
        if isGreaterThanZero(volatilesUpkeep) then&lt;br /&gt;
            table.insert(upkeepCosts, formatResource(volatilesUpkeep, &#039;volatiles&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local metalsUpkeep = getValue(row, &#039;supportMaterials_month/metals&#039;)&lt;br /&gt;
        if isGreaterThanZero(metalsUpkeep) then&lt;br /&gt;
            table.insert(upkeepCosts, formatResource(metalsUpkeep, &#039;metals&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local noblesUpkeep = getValue(row, &#039;supportMaterials_month/nobleMetals&#039;)&lt;br /&gt;
        if isGreaterThanZero(noblesUpkeep) then&lt;br /&gt;
            table.insert(upkeepCosts, formatResource(noblesUpkeep, &#039;nobles&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local fissilesUpkeep = getValue(row, &#039;supportMaterials_month/fissiles&#039;)&lt;br /&gt;
        if isGreaterThanZero(fissilesUpkeep) then&lt;br /&gt;
            table.insert(upkeepCosts, formatResource(fissilesUpkeep, &#039;fissiles&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local boostUpkeep = getValue(row, &#039;supportMaterials_month/boost&#039;)&lt;br /&gt;
        if isGreaterThanZero(boostUpkeep) then&lt;br /&gt;
            table.insert(upkeepCosts, formatResource(boostUpkeep, &#039;boost&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local powerConsumption = getValue(row, &#039;power&#039;)&lt;br /&gt;
        if isLessThanZero(powerConsumption) then&lt;br /&gt;
            table.insert(upkeepCosts, formatResource(-powerConsumption, &#039;power consumption&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local mcConsumption = getValue(row, &#039;missionControl&#039;)&lt;br /&gt;
        if isLessThanZero(mcConsumption) then&lt;br /&gt;
            table.insert(upkeepCosts, formatResource(-mcConsumption, &#039;mc&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local crew = getValue(row, &#039;crew&#039;)&lt;br /&gt;
        if isGreaterThanZero(crew) then&lt;br /&gt;
            table.insert(upkeepCosts, tostring(crew) .. &#039; Crew&#039;)&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        returnString = returnString .. &#039;\n| &#039; .. table.concat(upkeepCosts, &#039; &#039;)&lt;br /&gt;
        &lt;br /&gt;
        -- Monthly income column&lt;br /&gt;
        local incomeItems = {}&lt;br /&gt;
        &lt;br /&gt;
        local moneyIncome = getValue(row, &#039;incomeMoney_month&#039;)&lt;br /&gt;
        if isGreaterThanZero(moneyIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(moneyIncome, &#039;money&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local influenceIncome = getValue(row, &#039;incomeInfluence_month&#039;)&lt;br /&gt;
        if isGreaterThanZero(influenceIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(influenceIncome, &#039;influence&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local opsIncome = getValue(row, &#039;incomeOps_month&#039;)&lt;br /&gt;
        if isGreaterThanZero(opsIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(opsIncome, &#039;ops&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local researchIncome = getValue(row, &#039;incomeResearch_month&#039;)&lt;br /&gt;
        if isGreaterThanZero(researchIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(researchIncome, &#039;research&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local projectsIncome = getValue(row, &#039;incomeProjects&#039;)&lt;br /&gt;
        if isGreaterThanZero(projectsIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(projectsIncome, &#039;projects&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local volatilesIncome = getValue(row, &#039;incomeVolatiles_month&#039;)&lt;br /&gt;
        if isGreaterThanZero(volatilesIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(volatilesIncome, &#039;volatiles&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local metalsIncome = getValue(row, &#039;incomeMetals_month&#039;)&lt;br /&gt;
        if isGreaterThanZero(metalsIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(metalsIncome, &#039;metals&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local noblesIncome = getValue(row, &#039;incomeNobles_month&#039;)&lt;br /&gt;
        if isGreaterThanZero(noblesIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(noblesIncome, &#039;nobles&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local fissilesIncome = getValue(row, &#039;incomeFissiles_month&#039;)&lt;br /&gt;
        if isGreaterThanZero(fissilesIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(fissilesIncome, &#039;fissiles&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local exoticsIncome = getValue(row, &#039;incomeExotics_month&#039;)&lt;br /&gt;
        if isGreaterThanZero(exoticsIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(exoticsIncome, &#039;exotics&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local antimatterIncome = getValue(row, &#039;incomeAntimatter_month&#039;)&lt;br /&gt;
        if isGreaterThanZero(antimatterIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(antimatterIncome, &#039;antimatter&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local powerProduction = getValue(row, &#039;power&#039;)&lt;br /&gt;
        if isGreaterThanZero(powerProduction) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(powerProduction, &#039;power&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local mcProduction = getValue(row, &#039;missionControl&#039;)&lt;br /&gt;
        if isGreaterThanZero(mcProduction) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(mcProduction, &#039;mc&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local miningModifier = getValue(row, &#039;miningModifier&#039;)&lt;br /&gt;
        if isGreaterThanZero(miningModifier) then&lt;br /&gt;
            table.insert(incomeItems, tostring(miningModifier) .. &amp;quot; × Hab Site Resources&amp;quot;)&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        returnString = returnString .. &#039;\n| &#039; .. table.concat(incomeItems, &#039; &#039;)&lt;br /&gt;
        &lt;br /&gt;
        -- Special column&lt;br /&gt;
        local specialRules = formatSpecialRules(row)&lt;br /&gt;
        returnString = returnString .. &#039;\n| style=&amp;quot;text-align:left;&amp;quot; | &#039; .. (specialRules ~= &#039;&#039; and specialRules or &#039;&#039;)&lt;br /&gt;
        &lt;br /&gt;
        returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
    end&lt;br /&gt;
    &lt;br /&gt;
    returnString = returnString .. &#039;\n|}&#039;&lt;br /&gt;
    &lt;br /&gt;
    return returnString&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Convenience functions&lt;br /&gt;
function HabModuleLister.ListHumanHabModules()&lt;br /&gt;
    return HabModuleLister.ListHabModules(false)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function HabModuleLister.ListAlienHabModules()&lt;br /&gt;
    return HabModuleLister.ListHabModules(true)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Replace your existing GetModuleTableRow function with this:&lt;br /&gt;
&lt;br /&gt;
function HabModuleLister.GetModuleTableRow(frame)&lt;br /&gt;
    local moduleName = frame.args[1] or frame.args[&#039;module&#039;] or &#039;&#039;&lt;br /&gt;
    local showBuildCost = frame.args[2] == &#039;true&#039; or frame.args[&#039;buildcost&#039;] == &#039;true&#039;&lt;br /&gt;
    local showUpkeep = frame.args[3] == &#039;true&#039; or frame.args[&#039;upkeep&#039;] == &#039;true&#039;&lt;br /&gt;
    local showIncome = frame.args[4] == &#039;true&#039; or frame.args[&#039;income&#039;] == &#039;true&#039;&lt;br /&gt;
    local showSpecial = frame.args[5] == &#039;true&#039; or frame.args[&#039;special&#039;] == &#039;true&#039;&lt;br /&gt;
    local format = frame.args[6] or frame.args[&#039;format&#039;] or &#039;table&#039;  -- Add this line&lt;br /&gt;
    &lt;br /&gt;
    if moduleName == &#039;&#039; then&lt;br /&gt;
        return &amp;quot;Error: No module name provided&amp;quot;&lt;br /&gt;
    end&lt;br /&gt;
    &lt;br /&gt;
    -- Find the module by name&lt;br /&gt;
    local rowID, row = nil, nil&lt;br /&gt;
    &lt;br /&gt;
    -- Search through all modules&lt;br /&gt;
    for id, moduleRow in pairs(HabModuleData) do&lt;br /&gt;
        local currentModuleName = HabModuleNames[&#039;TIHabModuleTemplate.displayName.&#039; .. id] or id&lt;br /&gt;
        local friendlyName = getValue(moduleRow, &#039;friendlyName&#039;) or currentModuleName&lt;br /&gt;
        &lt;br /&gt;
        if currentModuleName == moduleName or friendlyName == moduleName or id == moduleName then&lt;br /&gt;
            rowID, row = id, moduleRow&lt;br /&gt;
            break&lt;br /&gt;
        end&lt;br /&gt;
    end&lt;br /&gt;
    &lt;br /&gt;
    if not row then&lt;br /&gt;
        return &amp;quot;Module not found: &amp;quot; .. moduleName&lt;br /&gt;
    end&lt;br /&gt;
    &lt;br /&gt;
    -- Process this single module using the same logic as ListHabModules&lt;br /&gt;
    -- Build cost column&lt;br /&gt;
    local mass = getValue(row, &#039;baseMass_tons&#039;, 0)&lt;br /&gt;
    local buildCosts = {}&lt;br /&gt;
    &lt;br /&gt;
    local waterCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/water&#039;))&lt;br /&gt;
    if waterCost &amp;gt; 0 then table.insert(buildCosts, formatResource(waterCost, &#039;water&#039;, true)) end&lt;br /&gt;
    &lt;br /&gt;
    local volatilesCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/volatiles&#039;))&lt;br /&gt;
    if volatilesCost &amp;gt; 0 then table.insert(buildCosts, formatResource(volatilesCost, &#039;volatiles&#039;, true)) end&lt;br /&gt;
    &lt;br /&gt;
    local metalsCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/metals&#039;))&lt;br /&gt;
    if metalsCost &amp;gt; 0 then table.insert(buildCosts, formatResource(metalsCost, &#039;metals&#039;, true)) end&lt;br /&gt;
    &lt;br /&gt;
    local noblesCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/nobleMetals&#039;))&lt;br /&gt;
    if noblesCost &amp;gt; 0 then table.insert(buildCosts, formatResource(noblesCost, &#039;nobles&#039;, true)) end&lt;br /&gt;
    &lt;br /&gt;
    local fissilesCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/fissiles&#039;))&lt;br /&gt;
    if fissilesCost &amp;gt; 0 then table.insert(buildCosts, formatResource(fissilesCost, &#039;fissiles&#039;, true)) end&lt;br /&gt;
    &lt;br /&gt;
    local exoticsCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/exotics&#039;))&lt;br /&gt;
    if exoticsCost &amp;gt; 0 then table.insert(buildCosts, formatResource(exoticsCost, &#039;exotics&#039;, true)) end&lt;br /&gt;
    &lt;br /&gt;
    local antimatterCost = calculateBuildCost(mass, getValue(row, &#039;weightbuildmaterials/antimatter&#039;))&lt;br /&gt;
    if antimatterCost &amp;gt; 0 then table.insert(buildCosts, formatResource(antimatterCost, &#039;antimatter&#039;, true)) end&lt;br /&gt;
    &lt;br /&gt;
    local buildTime = getValue(row, &#039;buildTime_Days&#039;)&lt;br /&gt;
    if buildTime and buildTime &amp;gt; 0 then table.insert(buildCosts, tostring(buildTime) .. &#039;Days&#039;) end&lt;br /&gt;
    &lt;br /&gt;
    local buildCostString = table.concat(buildCosts, &#039; &#039;)&lt;br /&gt;
    &lt;br /&gt;
    -- Monthly upkeep column&lt;br /&gt;
    local upkeepCosts = {}&lt;br /&gt;
    &lt;br /&gt;
    local moneyUpkeep = getValue(row, &#039;supportMaterials_month/money&#039;)&lt;br /&gt;
    if isGreaterThanZero(moneyUpkeep) then table.insert(upkeepCosts, formatResource(moneyUpkeep, &#039;money&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local waterUpkeep = getValue(row, &#039;supportMaterials_month/water&#039;)&lt;br /&gt;
    if isGreaterThanZero(waterUpkeep) then table.insert(upkeepCosts, formatResource(waterUpkeep, &#039;water&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local volatilesUpkeep = getValue(row, &#039;supportMaterials_month/volatiles&#039;)&lt;br /&gt;
    if isGreaterThanZero(volatilesUpkeep) then table.insert(upkeepCosts, formatResource(volatilesUpkeep, &#039;volatiles&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local metalsUpkeep = getValue(row, &#039;supportMaterials_month/metals&#039;)&lt;br /&gt;
    if isGreaterThanZero(metalsUpkeep) then table.insert(upkeepCosts, formatResource(metalsUpkeep, &#039;metals&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local noblesUpkeep = getValue(row, &#039;supportMaterials_month/nobleMetals&#039;)&lt;br /&gt;
    if isGreaterThanZero(noblesUpkeep) then table.insert(upkeepCosts, formatResource(noblesUpkeep, &#039;nobles&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local fissilesUpkeep = getValue(row, &#039;supportMaterials_month/fissiles&#039;)&lt;br /&gt;
    if isGreaterThanZero(fissilesUpkeep) then table.insert(upkeepCosts, formatResource(fissilesUpkeep, &#039;fissiles&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local boostUpkeep = getValue(row, &#039;supportMaterials_month/boost&#039;)&lt;br /&gt;
    if isGreaterThanZero(boostUpkeep) then table.insert(upkeepCosts, formatResource(boostUpkeep, &#039;boost&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local powerConsumption = getValue(row, &#039;power&#039;)&lt;br /&gt;
    if isLessThanZero(powerConsumption) then table.insert(upkeepCosts, formatResource(-powerConsumption, &#039;power consumption&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local mcConsumption = getValue(row, &#039;missionControl&#039;)&lt;br /&gt;
    if isLessThanZero(mcConsumption) then table.insert(upkeepCosts, formatResource(-mcConsumption, &#039;mc&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local crew = getValue(row, &#039;crew&#039;)&lt;br /&gt;
    if isGreaterThanZero(crew) then table.insert(upkeepCosts, tostring(crew) .. &#039; Crew&#039;) end&lt;br /&gt;
    &lt;br /&gt;
    local upkeepString = table.concat(upkeepCosts, &#039; &#039;)&lt;br /&gt;
    &lt;br /&gt;
    -- Monthly income column&lt;br /&gt;
    local incomeItems = {}&lt;br /&gt;
    &lt;br /&gt;
    local moneyIncome = getValue(row, &#039;incomeMoney_month&#039;)&lt;br /&gt;
    if isGreaterThanZero(moneyIncome) then table.insert(incomeItems, formatResource(moneyIncome, &#039;money&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local influenceIncome = getValue(row, &#039;incomeInfluence_month&#039;)&lt;br /&gt;
    if isGreaterThanZero(influenceIncome) then table.insert(incomeItems, formatResource(influenceIncome, &#039;influence&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local opsIncome = getValue(row, &#039;incomeOps_month&#039;)&lt;br /&gt;
    if isGreaterThanZero(opsIncome) then table.insert(incomeItems, formatResource(opsIncome, &#039;ops&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local researchIncome = getValue(row, &#039;incomeResearch_month&#039;)&lt;br /&gt;
    if isGreaterThanZero(researchIncome) then table.insert(incomeItems, formatResource(researchIncome, &#039;research&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local projectsIncome = getValue(row, &#039;incomeProjects&#039;)&lt;br /&gt;
    if isGreaterThanZero(projectsIncome) then table.insert(incomeItems, formatResource(projectsIncome, &#039;projects&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local volatilesIncome = getValue(row, &#039;incomeVolatiles_month&#039;)&lt;br /&gt;
    if isGreaterThanZero(volatilesIncome) then table.insert(incomeItems, formatResource(volatilesIncome, &#039;volatiles&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local metalsIncome = getValue(row, &#039;incomeMetals_month&#039;)&lt;br /&gt;
    if isGreaterThanZero(metalsIncome) then table.insert(incomeItems, formatResource(metalsIncome, &#039;metals&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local noblesIncome = getValue(row, &#039;incomeNobles_month&#039;)&lt;br /&gt;
    if isGreaterThanZero(noblesIncome) then table.insert(incomeItems, formatResource(noblesIncome, &#039;nobles&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local fissilesIncome = getValue(row, &#039;incomeFissiles_month&#039;)&lt;br /&gt;
    if isGreaterThanZero(fissilesIncome) then table.insert(incomeItems, formatResource(fissilesIncome, &#039;fissiles&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local exoticsIncome = getValue(row, &#039;incomeExotics_month&#039;)&lt;br /&gt;
    if isGreaterThanZero(exoticsIncome) then table.insert(incomeItems, formatResource(exoticsIncome, &#039;exotics&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local antimatterIncome = getValue(row, &#039;incomeAntimatter_month&#039;)&lt;br /&gt;
    if isGreaterThanZero(antimatterIncome) then table.insert(incomeItems, formatResource(antimatterIncome, &#039;antimatter&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local powerProduction = getValue(row, &#039;power&#039;)&lt;br /&gt;
    if isGreaterThanZero(powerProduction) then table.insert(incomeItems, formatResource(powerProduction, &#039;power&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local mcProduction = getValue(row, &#039;missionControl&#039;)&lt;br /&gt;
    if isGreaterThanZero(mcProduction) then table.insert(incomeItems, formatResource(mcProduction, &#039;mc&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local miningModifier = getValue(row, &#039;miningModifier&#039;)&lt;br /&gt;
    if isGreaterThanZero(miningModifier) then table.insert(incomeItems, tostring(miningModifier) .. &amp;quot; × Hab Site Resources&amp;quot;) end&lt;br /&gt;
    &lt;br /&gt;
    local incomeString = table.concat(incomeItems, &#039; &#039;)&lt;br /&gt;
    &lt;br /&gt;
    -- Special column&lt;br /&gt;
    local specialRules = formatSpecialRules(row)&lt;br /&gt;
    local specialString = specialRules ~= &#039;&#039; and specialRules or &#039;&#039;&lt;br /&gt;
    if format == &#039;list&#039; or format == &#039;singlecell&#039; then&lt;br /&gt;
        -- Format for single cell with labels&lt;br /&gt;
        local lines = {}&lt;br /&gt;
        &lt;br /&gt;
        if showBuildCost and buildCostString ~= &#039;&#039; then&lt;br /&gt;
            table.insert(lines, &amp;quot;Build cost: &amp;quot; .. buildCostString)&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        if showUpkeep and upkeepString ~= &#039;&#039; then&lt;br /&gt;
            table.insert(lines, &amp;quot;Monthly expenses: &amp;quot; .. upkeepString)&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        if showIncome and incomeString ~= &#039;&#039; then&lt;br /&gt;
            table.insert(lines, &amp;quot;Monthly income: &amp;quot; .. incomeString)&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        if showSpecial and specialString ~= &#039;&#039; then&lt;br /&gt;
            table.insert(lines, &amp;quot;Special Rule: &amp;quot; .. specialString)&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        return table.concat(lines, &amp;quot;&amp;lt;br&amp;gt;&amp;quot;)&lt;br /&gt;
    else&lt;br /&gt;
        -- Original table format&lt;br /&gt;
        local columns = {}&lt;br /&gt;
        if showBuildCost then table.insert(columns, buildCostString) end&lt;br /&gt;
        if showUpkeep then table.insert(columns, upkeepString) end&lt;br /&gt;
        if showIncome then table.insert(columns, incomeString) end&lt;br /&gt;
        if showSpecial then table.insert(columns, specialString) end&lt;br /&gt;
        &lt;br /&gt;
        local result = table.concat(columns, &amp;quot;\n|&amp;quot;)&lt;br /&gt;
        return mw.getCurrentFrame():preprocess(result)&lt;br /&gt;
    end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
return HabModuleLister&lt;/div&gt;</summary>
		<author><name>76561198066654836</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Module:HabModuleLister&amp;diff=6892</id>
		<title>Module:HabModuleLister</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Module:HabModuleLister&amp;diff=6892"/>
		<updated>2025-09-23T11:27:20Z</updated>

		<summary type="html">&lt;p&gt;76561198066654836: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;---&lt;br /&gt;
---Reads the Hab Module data files and presents them in readable formats.&lt;br /&gt;
---&lt;br /&gt;
---@module HabModuleLister&lt;br /&gt;
local HabModuleLister = {}&lt;br /&gt;
&lt;br /&gt;
--region Dependencies&lt;br /&gt;
local IconModule = require(&#039;Module:Icon&#039;)&lt;br /&gt;
local HmsModule = require(&#039;Module:HabModuleSpecial&#039;)&lt;br /&gt;
local HabModuleData = mw.loadData(&#039;Module:CSVReader/HabModule&#039;)&lt;br /&gt;
local HabModuleNames = mw.loadData(&#039;Module:ENReader/HabModule&#039;)&lt;br /&gt;
local ProjectNames = mw.loadData(&#039;Module:ENReader/Project&#039;)&lt;br /&gt;
-- Science category names mapping (Note: These were converting in the wrong direction, I had to flip them around.)&lt;br /&gt;
local ScienceCategories = {&lt;br /&gt;
	Energy = &#039;energy&#039;,&lt;br /&gt;
	InformationScience=&#039;information&#039;,&lt;br /&gt;
	LifeScience=&#039;life&#039;,&lt;br /&gt;
	Materials=&#039;material&#039;,&lt;br /&gt;
	MilitaryScience=&#039;military&#039;,&lt;br /&gt;
	SocialScience=&#039;social&#039;,&lt;br /&gt;
	SpaceScience=&#039;space&#039;,&lt;br /&gt;
	Xenology=&#039;xenology&#039;&lt;br /&gt;
}&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Private constants&lt;br /&gt;
local floor = math.floor&lt;br /&gt;
local round = function(num, decimals)&lt;br /&gt;
    local mult = 10^(decimals or 0)&lt;br /&gt;
    return floor(num * mult + 0.5) / mult&lt;br /&gt;
end&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Private methods&lt;br /&gt;
-- Safe value access with fallback with type conversion&lt;br /&gt;
local function getValue(row, key, default)&lt;br /&gt;
    local value = row[key]&lt;br /&gt;
    if value == nil or value == &#039;&#039; then&lt;br /&gt;
        return default or 0&lt;br /&gt;
    end&lt;br /&gt;
    &lt;br /&gt;
    -- Convert to number if it looks like a number&lt;br /&gt;
    if type(value) == &#039;string&#039; and value:match(&#039;^[%-%d%.]+$&#039;) then&lt;br /&gt;
        return tonumber(value) or default or 0&lt;br /&gt;
    end&lt;br /&gt;
    &lt;br /&gt;
    -- Convert boolean strings&lt;br /&gt;
    if value == &#039;true&#039; then return true end&lt;br /&gt;
    if value == &#039;false&#039; then return false end&lt;br /&gt;
    &lt;br /&gt;
    return value&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Calculate build cost for a resource&lt;br /&gt;
local function calculateBuildCost(mass, resourceWeight)&lt;br /&gt;
    return round(tonumber(mass) * tonumber(resourceWeight) / 10, 2)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Format resource with icon&lt;br /&gt;
local function formatResource(amount, resourceType, showZero)&lt;br /&gt;
    amount = tonumber(amount) or 0&lt;br /&gt;
    if amount == 0 and not showZero then&lt;br /&gt;
        return &#039;&#039;&lt;br /&gt;
    end&lt;br /&gt;
    return tostring(amount) .. IconModule.Icon({args={resourceType}})&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Get upgrade module name&lt;br /&gt;
local function getUpgradeModuleName(upgradeFromName)&lt;br /&gt;
    if not upgradeFromName or upgradeFromName == &#039;&#039; then&lt;br /&gt;
        return nil&lt;br /&gt;
    end&lt;br /&gt;
    return HabModuleNames[&#039;TIHabModuleTemplate.displayName.&#039; .. upgradeFromName] or upgradeFromName&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Format special rules&lt;br /&gt;
-- Format special rules&lt;br /&gt;
local function formatSpecialRules(row)&lt;br /&gt;
    local specialRules = {}&lt;br /&gt;
    &lt;br /&gt;
    -- Add special rules from array (using correct field names from CSV)&lt;br /&gt;
    for i = 0, 5 do&lt;br /&gt;
        local rule = getValue(row, &#039;specialRules/&#039; .. i)&lt;br /&gt;
        if rule and rule ~= &#039;&#039; and rule ~= 0 then&lt;br /&gt;
        	table.insert(specialRules, &amp;quot;* &amp;quot; .. HmsModule.hms({args={rule, constructionTimeModifier = getValue(row, &#039;constructionTimeModifier&#039;), specialRulesValue = getValue(row, &#039;specialRulesValue&#039;), techBonus = getValue(row, &#039;techBonuses/0/bonus&#039;), techCat = (ScienceCategories[getValue(row, &#039;techBonuses/0/category&#039;)] or getValue(row, &#039;techBonuses/0/category&#039;) or &#039;&#039;), controlPointCapacity = getValue(row, &#039;controlPointCapacity&#039;)}}))&lt;br /&gt;
        	&lt;br /&gt;
--            table.insert(specialRules, &amp;quot;* {{HabModuleSpecial|&amp;quot; .. rule .. &amp;quot;|constructionTimeModifier=&amp;quot; .. &lt;br /&gt;
--                getValue(row, &#039;constructionTimeModifier&#039;) .. &amp;quot;|specialRulesValue=&amp;quot; .. &lt;br /&gt;
--                getValue(row, &#039;specialRulesValue&#039;) .. &amp;quot;|techBonus=&amp;quot; .. &lt;br /&gt;
--                getValue(row, &#039;techBonuses/0/bonus&#039;) .. &amp;quot;|techCat=&amp;quot; .. &lt;br /&gt;
--                (ScienceCategories[getValue(row, &#039;techBonuses/0/category&#039;)] or getValue(row, &#039;techBonuses/0/category&#039;) or &#039;&#039;) .. &lt;br /&gt;
--                &amp;quot;|controlPointCapacity=&amp;quot; .. getValue(row, &#039;controlPointCapacity&#039;) .. &amp;quot;}}&amp;quot;)&lt;br /&gt;
        end&lt;br /&gt;
    end&lt;br /&gt;
    &lt;br /&gt;
    -- Add one per hab restriction&lt;br /&gt;
    if getValue(row, &#039;onePerHab&#039;) == true or getValue(row, &#039;onePerHab&#039;) == &#039;true&#039; then&lt;br /&gt;
        table.insert(specialRules, &amp;quot;* Max one per [[Habs|Hab]].&amp;quot;)&lt;br /&gt;
    end&lt;br /&gt;
    &lt;br /&gt;
    -- Add resupply capability&lt;br /&gt;
    if getValue(row, &#039;allowsResupply&#039;) == true or getValue(row, &#039;allowsResupply&#039;) == &#039;true&#039; then&lt;br /&gt;
        table.insert(specialRules, &amp;quot;* Allows [[Spaceships|Ships]] to resupply.&amp;quot;)&lt;br /&gt;
    end&lt;br /&gt;
    &lt;br /&gt;
    return &amp;quot;\n&amp;quot; .. table.concat(specialRules, &amp;quot;\n&amp;quot;)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Filter modules by alien status&lt;br /&gt;
local function filterModulesByAlienStatus(alien)&lt;br /&gt;
    local filtered = {}&lt;br /&gt;
    for rowID, row in pairs(HabModuleData) do&lt;br /&gt;
        local isAlien = getValue(row, &#039;alienModule&#039;) == true or getValue(row, &#039;alienModule&#039;) == &#039;true&#039;&lt;br /&gt;
        local destroyedModule = getValue(row, &#039;destroyed&#039;) == true or getValue(row, &#039;destroyed&#039;) == &#039;true&#039;&lt;br /&gt;
        if isAlien == alien and not destroyedModule then&lt;br /&gt;
            filtered[rowID] = row&lt;br /&gt;
        end&lt;br /&gt;
    end&lt;br /&gt;
    return filtered&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Safe number comparison function&lt;br /&gt;
local function isGreaterThanZero(value)&lt;br /&gt;
    local num = tonumber(value) or 0&lt;br /&gt;
    return num &amp;gt; 0&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Safe negative number check&lt;br /&gt;
local function isLessThanZero(value)&lt;br /&gt;
    local num = tonumber(value) or 0&lt;br /&gt;
    return num &amp;lt; 0&lt;br /&gt;
end&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
--region Public methods&lt;br /&gt;
function HabModuleLister.ListHabModules(alien)&lt;br /&gt;
    local isAlien = alien == true&lt;br /&gt;
    local moduleType = isAlien and &amp;quot;Alien&amp;quot; or &amp;quot;Human&amp;quot;&lt;br /&gt;
    local modules = filterModulesByAlienStatus(isAlien)&lt;br /&gt;
    &lt;br /&gt;
    local returnString = &#039;{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%;text-align:center;&amp;quot;&#039;&lt;br /&gt;
    returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
    returnString = returnString .. &#039;\n! Hab Module&#039;&lt;br /&gt;
    returnString = returnString .. &#039;\n! Build Cost&#039;&lt;br /&gt;
    returnString = returnString .. &#039;\n! Monthly Upkeep&#039;&lt;br /&gt;
    returnString = returnString .. &#039;\n! Monthly Income&#039;&lt;br /&gt;
    returnString = returnString .. &#039;\n! Special&#039;&lt;br /&gt;
    returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
    &lt;br /&gt;
    for rowID, row in pairs(modules) do&lt;br /&gt;
        local moduleName = HabModuleNames[&#039;TIHabModuleTemplate.displayName.&#039; .. rowID] or rowID&lt;br /&gt;
        local friendlyName = getValue(row, &#039;friendlyName&#039;) or moduleName&lt;br /&gt;
        &lt;br /&gt;
        -- Module name column&lt;br /&gt;
        returnString = returnString .. &#039;\n| style=&amp;quot;text-align:left;&amp;quot; | &#039; .. friendlyName&lt;br /&gt;
        &lt;br /&gt;
        -- Upgrades information&lt;br /&gt;
        local upgradeFromName = getValue(row, &#039;upgradesFromName&#039;)&lt;br /&gt;
        if upgradeFromName and upgradeFromName ~= &#039;&#039; and upgradeFromName ~= 0 then&lt;br /&gt;
            local upgradeName = getUpgradeModuleName(upgradeFromName)&lt;br /&gt;
            if upgradeName then&lt;br /&gt;
                returnString = returnString .. &#039;\n* Upgrades: &#039; .. upgradeName&lt;br /&gt;
            end&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        -- Required project&lt;br /&gt;
        if not alien then&lt;br /&gt;
	        local projectID = getValue(row, &#039;requiredProjectName&#039;)&lt;br /&gt;
	        if projectID and projectID ~= &#039;&#039; and projectID ~= 0 then&lt;br /&gt;
	            local projectName = ProjectNames[&#039;TIProjectTemplate.displayName.&#039; .. projectID] or projectID&lt;br /&gt;
	            returnString = returnString .. &#039;\n* Project: [[&#039; .. projectID .. &#039;|&#039; .. projectName .. &#039;]]&#039;&lt;br /&gt;
	        end&lt;br /&gt;
	    end&lt;br /&gt;
        &lt;br /&gt;
        -- Build cost column&lt;br /&gt;
        local mass = getValue(row, &#039;baseMass_tons&#039;, 0)&lt;br /&gt;
        local buildCosts = {}&lt;br /&gt;
        &lt;br /&gt;
        local waterCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/water&#039;))&lt;br /&gt;
        if waterCost &amp;gt; 0 then&lt;br /&gt;
            table.insert(buildCosts, formatResource(waterCost, &#039;water&#039;, true))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local volatilesCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/volatiles&#039;))&lt;br /&gt;
        if volatilesCost &amp;gt; 0 then&lt;br /&gt;
            table.insert(buildCosts, formatResource(volatilesCost, &#039;volatiles&#039;, true))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local metalsCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/metals&#039;))&lt;br /&gt;
        if metalsCost &amp;gt; 0 then&lt;br /&gt;
            table.insert(buildCosts, formatResource(metalsCost, &#039;metals&#039;, true))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local noblesCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/nobleMetals&#039;))&lt;br /&gt;
        if noblesCost &amp;gt; 0 then&lt;br /&gt;
            table.insert(buildCosts, formatResource(noblesCost, &#039;nobles&#039;, true))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local fissilesCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/fissiles&#039;))&lt;br /&gt;
        if fissilesCost &amp;gt; 0 then&lt;br /&gt;
            table.insert(buildCosts, formatResource(fissilesCost, &#039;fissiles&#039;, true))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local exoticsCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/exotics&#039;))&lt;br /&gt;
        if exoticsCost &amp;gt; 0 then&lt;br /&gt;
            table.insert(buildCosts, formatResource(exoticsCost, &#039;exotics&#039;, true))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local antimatterCost = calculateBuildCost(mass, getValue(row, &#039;weightbuildmaterials/antimatter&#039;))&lt;br /&gt;
        if antimatterCost &amp;gt; 0 then&lt;br /&gt;
            table.insert(buildCosts, formatResource(antimatterCost, &#039;antimatter&#039;, true))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local buildTime = getValue(row, &#039;buildTime_Days&#039;)&lt;br /&gt;
        if buildTime and buildTime &amp;gt; 0 then&lt;br /&gt;
            table.insert(buildCosts, tostring(buildTime) .. &#039;Days&#039;)&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        returnString = returnString .. &#039;\n| &#039; .. table.concat(buildCosts, &#039; &#039;)&lt;br /&gt;
        &lt;br /&gt;
        -- Monthly upkeep column&lt;br /&gt;
        local upkeepCosts = {}&lt;br /&gt;
        &lt;br /&gt;
        local moneyUpkeep = getValue(row, &#039;supportMaterials_month/money&#039;)&lt;br /&gt;
        if isGreaterThanZero(moneyUpkeep) then&lt;br /&gt;
            table.insert(upkeepCosts, formatResource(moneyUpkeep, &#039;money&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local waterUpkeep = getValue(row, &#039;supportMaterials_month/water&#039;)&lt;br /&gt;
        if isGreaterThanZero(waterUpkeep) then&lt;br /&gt;
            table.insert(upkeepCosts, formatResource(waterUpkeep, &#039;water&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local volatilesUpkeep = getValue(row, &#039;supportMaterials_month/volatiles&#039;)&lt;br /&gt;
        if isGreaterThanZero(volatilesUpkeep) then&lt;br /&gt;
            table.insert(upkeepCosts, formatResource(volatilesUpkeep, &#039;volatiles&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local metalsUpkeep = getValue(row, &#039;supportMaterials_month/metals&#039;)&lt;br /&gt;
        if isGreaterThanZero(metalsUpkeep) then&lt;br /&gt;
            table.insert(upkeepCosts, formatResource(metalsUpkeep, &#039;metals&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local noblesUpkeep = getValue(row, &#039;supportMaterials_month/nobleMetals&#039;)&lt;br /&gt;
        if isGreaterThanZero(noblesUpkeep) then&lt;br /&gt;
            table.insert(upkeepCosts, formatResource(noblesUpkeep, &#039;nobles&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local fissilesUpkeep = getValue(row, &#039;supportMaterials_month/fissiles&#039;)&lt;br /&gt;
        if isGreaterThanZero(fissilesUpkeep) then&lt;br /&gt;
            table.insert(upkeepCosts, formatResource(fissilesUpkeep, &#039;fissiles&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local boostUpkeep = getValue(row, &#039;supportMaterials_month/boost&#039;)&lt;br /&gt;
        if isGreaterThanZero(boostUpkeep) then&lt;br /&gt;
            table.insert(upkeepCosts, formatResource(boostUpkeep, &#039;boost&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local powerConsumption = getValue(row, &#039;power&#039;)&lt;br /&gt;
        if isLessThanZero(powerConsumption) then&lt;br /&gt;
            table.insert(upkeepCosts, formatResource(-powerConsumption, &#039;power consumption&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local mcConsumption = getValue(row, &#039;missionControl&#039;)&lt;br /&gt;
        if isLessThanZero(mcConsumption) then&lt;br /&gt;
            table.insert(upkeepCosts, formatResource(-mcConsumption, &#039;mc&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local crew = getValue(row, &#039;crew&#039;)&lt;br /&gt;
        if isGreaterThanZero(crew) then&lt;br /&gt;
            table.insert(upkeepCosts, tostring(crew) .. &#039; Crew&#039;)&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        returnString = returnString .. &#039;\n| &#039; .. table.concat(upkeepCosts, &#039; &#039;)&lt;br /&gt;
        &lt;br /&gt;
        -- Monthly income column&lt;br /&gt;
        local incomeItems = {}&lt;br /&gt;
        &lt;br /&gt;
        local moneyIncome = getValue(row, &#039;incomeMoney_month&#039;)&lt;br /&gt;
        if isGreaterThanZero(moneyIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(moneyIncome, &#039;money&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local influenceIncome = getValue(row, &#039;incomeInfluence_month&#039;)&lt;br /&gt;
        if isGreaterThanZero(influenceIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(influenceIncome, &#039;influence&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local opsIncome = getValue(row, &#039;incomeOps_month&#039;)&lt;br /&gt;
        if isGreaterThanZero(opsIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(opsIncome, &#039;ops&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local researchIncome = getValue(row, &#039;incomeResearch_month&#039;)&lt;br /&gt;
        if isGreaterThanZero(researchIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(researchIncome, &#039;research&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local projectsIncome = getValue(row, &#039;incomeProjects&#039;)&lt;br /&gt;
        if isGreaterThanZero(projectsIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(projectsIncome, &#039;projects&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local volatilesIncome = getValue(row, &#039;incomeVolatiles_month&#039;)&lt;br /&gt;
        if isGreaterThanZero(volatilesIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(volatilesIncome, &#039;volatiles&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local metalsIncome = getValue(row, &#039;incomeMetals_month&#039;)&lt;br /&gt;
        if isGreaterThanZero(metalsIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(metalsIncome, &#039;metals&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local noblesIncome = getValue(row, &#039;incomeNobles_month&#039;)&lt;br /&gt;
        if isGreaterThanZero(noblesIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(noblesIncome, &#039;nobles&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local fissilesIncome = getValue(row, &#039;incomeFissiles_month&#039;)&lt;br /&gt;
        if isGreaterThanZero(fissilesIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(fissilesIncome, &#039;fissiles&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local exoticsIncome = getValue(row, &#039;incomeExotics_month&#039;)&lt;br /&gt;
        if isGreaterThanZero(exoticsIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(exoticsIncome, &#039;exotics&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local antimatterIncome = getValue(row, &#039;incomeAntimatter_month&#039;)&lt;br /&gt;
        if isGreaterThanZero(antimatterIncome) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(antimatterIncome, &#039;antimatter&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local powerProduction = getValue(row, &#039;power&#039;)&lt;br /&gt;
        if isGreaterThanZero(powerProduction) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(powerProduction, &#039;power&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local mcProduction = getValue(row, &#039;missionControl&#039;)&lt;br /&gt;
        if isGreaterThanZero(mcProduction) then&lt;br /&gt;
            table.insert(incomeItems, formatResource(mcProduction, &#039;mc&#039;, false))&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        local miningModifier = getValue(row, &#039;miningModifier&#039;)&lt;br /&gt;
        if isGreaterThanZero(miningModifier) then&lt;br /&gt;
            table.insert(incomeItems, tostring(miningModifier) .. &amp;quot; × Hab Site Resources&amp;quot;)&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        returnString = returnString .. &#039;\n| &#039; .. table.concat(incomeItems, &#039; &#039;)&lt;br /&gt;
        &lt;br /&gt;
        -- Special column&lt;br /&gt;
        local specialRules = formatSpecialRules(row)&lt;br /&gt;
        returnString = returnString .. &#039;\n| style=&amp;quot;text-align:left;&amp;quot; | &#039; .. (specialRules ~= &#039;&#039; and specialRules or &#039;&#039;)&lt;br /&gt;
        &lt;br /&gt;
        returnString = returnString .. &#039;\n|-&#039;&lt;br /&gt;
    end&lt;br /&gt;
    &lt;br /&gt;
    returnString = returnString .. &#039;\n|}&#039;&lt;br /&gt;
    &lt;br /&gt;
    return returnString&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Convenience functions&lt;br /&gt;
function HabModuleLister.ListHumanHabModules()&lt;br /&gt;
    return HabModuleLister.ListHabModules(false)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function HabModuleLister.ListAlienHabModules()&lt;br /&gt;
    return HabModuleLister.ListHabModules(true)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Replace your existing GetModuleTableRow function with this:&lt;br /&gt;
&lt;br /&gt;
function HabModuleLister.GetModuleTableRow(frame)&lt;br /&gt;
    local moduleName = frame.args[1] or frame.args[&#039;module&#039;] or &#039;&#039;&lt;br /&gt;
    local showBuildCost = frame.args[2] == &#039;true&#039; or frame.args[&#039;buildcost&#039;] == &#039;true&#039;&lt;br /&gt;
    local showUpkeep = frame.args[3] == &#039;true&#039; or frame.args[&#039;upkeep&#039;] == &#039;true&#039;&lt;br /&gt;
    local showIncome = frame.args[4] == &#039;true&#039; or frame.args[&#039;income&#039;] == &#039;true&#039;&lt;br /&gt;
    local showSpecial = frame.args[5] == &#039;true&#039; or frame.args[&#039;special&#039;] == &#039;true&#039;&lt;br /&gt;
    local format = frame.args[6] or frame.args[&#039;format&#039;] or &#039;table&#039;  -- Add this line&lt;br /&gt;
    &lt;br /&gt;
    if moduleName == &#039;&#039; then&lt;br /&gt;
        return &amp;quot;Error: No module name provided&amp;quot;&lt;br /&gt;
    end&lt;br /&gt;
    &lt;br /&gt;
    -- Find the module by name&lt;br /&gt;
    local rowID, row = nil, nil&lt;br /&gt;
    &lt;br /&gt;
    -- Search through all modules&lt;br /&gt;
    for id, moduleRow in pairs(HabModuleData) do&lt;br /&gt;
        local currentModuleName = HabModuleNames[&#039;TIHabModuleTemplate.displayName.&#039; .. id] or id&lt;br /&gt;
        local friendlyName = getValue(moduleRow, &#039;friendlyName&#039;) or currentModuleName&lt;br /&gt;
        &lt;br /&gt;
        if currentModuleName == moduleName or friendlyName == moduleName or id == moduleName then&lt;br /&gt;
            rowID, row = id, moduleRow&lt;br /&gt;
            break&lt;br /&gt;
        end&lt;br /&gt;
    end&lt;br /&gt;
    &lt;br /&gt;
    if not row then&lt;br /&gt;
        return &amp;quot;Module not found: &amp;quot; .. moduleName&lt;br /&gt;
    end&lt;br /&gt;
    &lt;br /&gt;
    -- Process this single module using the same logic as ListHabModules&lt;br /&gt;
    -- Build cost column&lt;br /&gt;
    local mass = getValue(row, &#039;baseMass_tons&#039;, 0)&lt;br /&gt;
    local buildCosts = {}&lt;br /&gt;
    &lt;br /&gt;
    local waterCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/water&#039;))&lt;br /&gt;
    if waterCost &amp;gt; 0 then table.insert(buildCosts, formatResource(waterCost, &#039;water&#039;, true)) end&lt;br /&gt;
    &lt;br /&gt;
    local volatilesCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/volatiles&#039;))&lt;br /&gt;
    if volatilesCost &amp;gt; 0 then table.insert(buildCosts, formatResource(volatilesCost, &#039;volatiles&#039;, true)) end&lt;br /&gt;
    &lt;br /&gt;
    local metalsCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/metals&#039;))&lt;br /&gt;
    if metalsCost &amp;gt; 0 then table.insert(buildCosts, formatResource(metalsCost, &#039;metals&#039;, true)) end&lt;br /&gt;
    &lt;br /&gt;
    local noblesCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/nobleMetals&#039;))&lt;br /&gt;
    if noblesCost &amp;gt; 0 then table.insert(buildCosts, formatResource(noblesCost, &#039;nobles&#039;, true)) end&lt;br /&gt;
    &lt;br /&gt;
    local fissilesCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/fissiles&#039;))&lt;br /&gt;
    if fissilesCost &amp;gt; 0 then table.insert(buildCosts, formatResource(fissilesCost, &#039;fissiles&#039;, true)) end&lt;br /&gt;
    &lt;br /&gt;
    local exoticsCost = calculateBuildCost(mass, getValue(row, &#039;weightedBuildMaterials/exotics&#039;))&lt;br /&gt;
    if exoticsCost &amp;gt; 0 then table.insert(buildCosts, formatResource(exoticsCost, &#039;exotics&#039;, true)) end&lt;br /&gt;
    &lt;br /&gt;
    local antimatterCost = calculateBuildCost(mass, getValue(row, &#039;weightbuildmaterials/antimatter&#039;))&lt;br /&gt;
    if antimatterCost &amp;gt; 0 then table.insert(buildCosts, formatResource(antimatterCost, &#039;antimatter&#039;, true)) end&lt;br /&gt;
    &lt;br /&gt;
    local buildTime = getValue(row, &#039;buildTime_Days&#039;)&lt;br /&gt;
    if buildTime and buildTime &amp;gt; 0 then table.insert(buildCosts, tostring(buildTime) .. &#039;Days&#039;) end&lt;br /&gt;
    &lt;br /&gt;
    local buildCostString = table.concat(buildCosts, &#039; &#039;)&lt;br /&gt;
    &lt;br /&gt;
    -- Monthly upkeep column&lt;br /&gt;
    local upkeepCosts = {}&lt;br /&gt;
    &lt;br /&gt;
    local moneyUpkeep = getValue(row, &#039;supportMaterials_month/money&#039;)&lt;br /&gt;
    if isGreaterThanZero(moneyUpkeep) then table.insert(upkeepCosts, formatResource(moneyUpkeep, &#039;money&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local waterUpkeep = getValue(row, &#039;supportMaterials_month/water&#039;)&lt;br /&gt;
    if isGreaterThanZero(waterUpkeep) then table.insert(upkeepCosts, formatResource(waterUpkeep, &#039;water&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local volatilesUpkeep = getValue(row, &#039;supportMaterials_month/volatiles&#039;)&lt;br /&gt;
    if isGreaterThanZero(volatilesUpkeep) then table.insert(upkeepCosts, formatResource(volatilesUpkeep, &#039;volatiles&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local metalsUpkeep = getValue(row, &#039;supportMaterials_month/metals&#039;)&lt;br /&gt;
    if isGreaterThanZero(metalsUpkeep) then table.insert(upkeepCosts, formatResource(metalsUpkeep, &#039;metals&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local noblesUpkeep = getValue(row, &#039;supportMaterials_month/nobleMetals&#039;)&lt;br /&gt;
    if isGreaterThanZero(noblesUpkeep) then table.insert(upkeepCosts, formatResource(noblesUpkeep, &#039;nobles&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local fissilesUpkeep = getValue(row, &#039;supportMaterials_month/fissiles&#039;)&lt;br /&gt;
    if isGreaterThanZero(fissilesUpkeep) then table.insert(upkeepCosts, formatResource(fissilesUpkeep, &#039;fissiles&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local boostUpkeep = getValue(row, &#039;supportMaterials_month/boost&#039;)&lt;br /&gt;
    if isGreaterThanZero(boostUpkeep) then table.insert(upkeepCosts, formatResource(boostUpkeep, &#039;boost&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local powerConsumption = getValue(row, &#039;power&#039;)&lt;br /&gt;
    if isLessThanZero(powerConsumption) then table.insert(upkeepCosts, formatResource(-powerConsumption, &#039;power consumption&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local mcConsumption = getValue(row, &#039;missionControl&#039;)&lt;br /&gt;
    if isLessThanZero(mcConsumption) then table.insert(upkeepCosts, formatResource(-mcConsumption, &#039;mc&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local crew = getValue(row, &#039;crew&#039;)&lt;br /&gt;
    if isGreaterThanZero(crew) then table.insert(upkeepCosts, tostring(crew) .. &#039; Crew&#039;) end&lt;br /&gt;
    &lt;br /&gt;
    local upkeepString = table.concat(upkeepCosts, &#039; &#039;)&lt;br /&gt;
    &lt;br /&gt;
    -- Monthly income column&lt;br /&gt;
    local incomeItems = {}&lt;br /&gt;
    &lt;br /&gt;
    local moneyIncome = getValue(row, &#039;incomeMoney_month&#039;)&lt;br /&gt;
    if isGreaterThanZero(moneyIncome) then table.insert(incomeItems, formatResource(moneyIncome, &#039;money&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local influenceIncome = getValue(row, &#039;incomeInfluence_month&#039;)&lt;br /&gt;
    if isGreaterThanZero(influenceIncome) then table.insert(incomeItems, formatResource(influenceIncome, &#039;influence&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local opsIncome = getValue(row, &#039;incomeOps_month&#039;)&lt;br /&gt;
    if isGreaterThanZero(opsIncome) then table.insert(incomeItems, formatResource(opsIncome, &#039;ops&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local researchIncome = getValue(row, &#039;incomeResearch_month&#039;)&lt;br /&gt;
    if isGreaterThanZero(researchIncome) then table.insert(incomeItems, formatResource(researchIncome, &#039;research&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local projectsIncome = getValue(row, &#039;incomeProjects&#039;)&lt;br /&gt;
    if isGreaterThanZero(projectsIncome) then table.insert(incomeItems, formatResource(projectsIncome, &#039;projects&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local volatilesIncome = getValue(row, &#039;incomeVolatiles_month&#039;)&lt;br /&gt;
    if isGreaterThanZero(volatilesIncome) then table.insert(incomeItems, formatResource(volatilesIncome, &#039;volatiles&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local metalsIncome = getValue(row, &#039;incomeMetals_month&#039;)&lt;br /&gt;
    if isGreaterThanZero(metalsIncome) then table.insert(incomeItems, formatResource(metalsIncome, &#039;metals&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local noblesIncome = getValue(row, &#039;incomeNobles_month&#039;)&lt;br /&gt;
    if isGreaterThanZero(noblesIncome) then table.insert(incomeItems, formatResource(noblesIncome, &#039;nobles&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local fissilesIncome = getValue(row, &#039;incomeFissiles_month&#039;)&lt;br /&gt;
    if isGreaterThanZero(fissilesIncome) then table.insert(incomeItems, formatResource(fissilesIncome, &#039;fissiles&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local exoticsIncome = getValue(row, &#039;incomeExotics_month&#039;)&lt;br /&gt;
    if isGreaterThanZero(exoticsIncome) then table.insert(incomeItems, formatResource(exoticsIncome, &#039;exotics&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local antimatterIncome = getValue(row, &#039;incomeAntimatter_month&#039;)&lt;br /&gt;
    if isGreaterThanZero(antimatterIncome) then table.insert(incomeItems, formatResource(antimatterIncome, &#039;antimatter&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local powerProduction = getValue(row, &#039;power&#039;)&lt;br /&gt;
    if isGreaterThanZero(powerProduction) then table.insert(incomeItems, formatResource(powerProduction, &#039;power&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local mcProduction = getValue(row, &#039;missionControl&#039;)&lt;br /&gt;
    if isGreaterThanZero(mcProduction) then table.insert(incomeItems, formatResource(mcProduction, &#039;mc&#039;, false)) end&lt;br /&gt;
    &lt;br /&gt;
    local miningModifier = getValue(row, &#039;miningModifier&#039;)&lt;br /&gt;
    if isGreaterThanZero(miningModifier) then table.insert(incomeItems, tostring(miningModifier) .. &amp;quot; × Hab Site Resources&amp;quot;) end&lt;br /&gt;
    &lt;br /&gt;
    local incomeString = table.concat(incomeItems, &#039; &#039;)&lt;br /&gt;
    &lt;br /&gt;
    -- Special column&lt;br /&gt;
    local specialRules = formatSpecialRules(row)&lt;br /&gt;
    local specialString = specialRules ~= &#039;&#039; and specialRules or &#039;&#039;&lt;br /&gt;
    if format == &#039;list&#039; or format == &#039;singlecell&#039; then&lt;br /&gt;
        -- Format for single cell with labels&lt;br /&gt;
        local lines = {}&lt;br /&gt;
        &lt;br /&gt;
        if showBuildCost and buildCostString ~= &#039;&#039; then&lt;br /&gt;
            table.insert(lines, &amp;quot;Build cost: &amp;quot; .. buildCostString)&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        if showUpkeep and upkeepString ~= &#039;&#039; then&lt;br /&gt;
            table.insert(lines, &amp;quot;Monthly expenses: &amp;quot; .. upkeepString)&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        if showIncome and incomeString ~= &#039;&#039; then&lt;br /&gt;
            table.insert(lines, &amp;quot;Monthly income: &amp;quot; .. incomeString)&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        if showSpecial and specialString ~= &#039;&#039; then&lt;br /&gt;
            table.insert(lines, &amp;quot;Special Rule: &amp;quot; .. specialString)&lt;br /&gt;
        end&lt;br /&gt;
        &lt;br /&gt;
        return table.concat(lines, &amp;quot;&amp;lt;br&amp;gt;&amp;quot;)&lt;br /&gt;
    else&lt;br /&gt;
        -- Original table format&lt;br /&gt;
        local columns = {}&lt;br /&gt;
        if showBuildCost then table.insert(columns, buildCostString) end&lt;br /&gt;
        if showUpkeep then table.insert(columns, upkeepString) end&lt;br /&gt;
        if showIncome then table.insert(columns, incomeString) end&lt;br /&gt;
        if showSpecial then table.insert(columns, specialString) end&lt;br /&gt;
        &lt;br /&gt;
        local result = table.concat(columns, &amp;quot;|&amp;quot;)&lt;br /&gt;
        return mw.getCurrentFrame():preprocess(result)&lt;br /&gt;
    end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--endregion&lt;br /&gt;
&lt;br /&gt;
return HabModuleLister&lt;/div&gt;</summary>
		<author><name>76561198066654836</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=6891</id>
		<title>Habs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=6891"/>
		<updated>2025-09-23T11:10:01Z</updated>

		<summary type="html">&lt;p&gt;76561198066654836: /* Particle Colliders */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;This page discusses the game mechanics for habs. It also has a somewhat obsolete list of hab modules. For an up-to-date list of all hab modules in Terra Invicta, as well as their stats, see [[Hab Module List]] instead.&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 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 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 councilor with a high 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 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 {{icon|boost}}Boost is used. And if you are out of both, or have insufficient {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control]](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 {{icon|water|bgcolor=transparent}}0.35 water, {{icon|volatiles|bgcolor=transparent}}0.35 volatiles, and {{icon|money|bgcolor=transparent}}0.1 money &#039;&#039;per year&#039;&#039;. This is approximately 0.029 water, 0.029 volatiles, and 0.008 money &#039;&#039;per month&#039;&#039;. Agricultural module covers {{icon|water}} and {{icon|volatiles}} upkeep of certain number of crews 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 {{icon|metal}}base 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 base metals. e. g. 200t module becomes 400t module on Mercury, and 200t difference means additional {{icon|metal}}20 base metal cost.&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 {{icon|antimatter|bgcolor=DarkSlateGray}}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 {{icon|antimatter|bgcolor=DarkSlateGray}}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;
=== 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 !! Crew !! Mass (tons) !! Build Time (days) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space) !! Faction !! Notes&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;
| 200&lt;br /&gt;
| 10000&lt;br /&gt;
| 120&lt;br /&gt;
| 150&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;20 Money&lt;br /&gt;
| 200K Money&lt;br /&gt;
| 380 Volatiles&amp;lt;br&amp;gt;400 Base Metals&amp;lt;br&amp;gt;200 Noble Metals&amp;lt;br&amp;gt;20 Exotics&lt;br /&gt;
| [[File:FAC AppeaseCouncil 128.png|40px]] The Protectorate&lt;br /&gt;
| Will defend the station&amp;lt;br&amp;gt;May only be built in Low Earth Orbit&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;
| 80&lt;br /&gt;
| 250000&lt;br /&gt;
| 720&lt;br /&gt;
| 5000&lt;br /&gt;
| 20 Mission Control&amp;lt;br&amp;gt;20 Money&lt;br /&gt;
| 25M Money&lt;br /&gt;
| 2350 Water&amp;lt;br&amp;gt;5000 Volatiles&amp;lt;br&amp;gt;11000 Base Metals&amp;lt;br&amp;gt;6250 Noble Metals&amp;lt;br&amp;gt;400 Exotics&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|40px]] Project Exodus&lt;br /&gt;
| &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]].&lt;br /&gt;
&lt;br /&gt;
There is a soft limit on the number of {{icon|mining|bgcolor=DarkSlateGray}}mining bases you can have. Going over it will require paying extra {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|MC]] cost. This limit is raised by 3 with the {{icon|space}} [[Mission to the Moon]] tech and {{icon|space}} [[Mission to the Mercury]] tech. {{icon|space}} [[Mission to Mars]], {{icon|space}} [[Mission to the Asteroids]], {{icon|space}} [[Mission to Jupiter]], {{icon|space}} [[Mission to Saturn]], and {{icon|space}} [[Mission to the Outer Planets]] techs increases the limit by 6 each, for a maximum of 36 mines. This can then be raised further with every level of {{icon|space}} [[Future Tech: Space Science]]. &lt;br /&gt;
&lt;br /&gt;
Each additional mine beyond the initial limit has an escalating {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control (MC)]] cost, The total number of MC penalty is ((# of mines over the cap)^2)/2, rounded down except when n=1, where MC penalty is 1 rather than 0. &lt;br /&gt;
&lt;br /&gt;
So it goes as: 1 → 2 → 4 → 8 → 12 → 18 → 24 → 32...&amp;lt;br&amp;gt;&lt;br /&gt;
Which means per-mine cost sequence is: 1 → 1 → 2 → 4 → 4 → 6 → 6 → 8 → ...&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Extraction Rate !! Crew !! Mass (tons)&amp;lt;br&amp;gt;(Base value)  !! Build Time (days) !! Required Power&amp;lt;br&amp;gt;(Base value) !! Support Costs !! Build Cost from space&amp;lt;br&amp;gt;(Base value)&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;
| 100%&lt;br /&gt;
| 12&lt;br /&gt;
| 250&lt;br /&gt;
| 60&lt;br /&gt;
| 10&lt;br /&gt;
| 6 Money&amp;lt;br&amp;gt;1 Water&amp;lt;br&amp;gt;1 Volatiles&lt;br /&gt;
| 2.5 Water(10%)&amp;lt;br&amp;gt;2.5 Volatiles(10%)&amp;lt;br&amp;gt;19.75 Base Metals(79%)&amp;lt;br&amp;gt;0.25 Noble Metals(1%)&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;
| 150%&lt;br /&gt;
| 60&lt;br /&gt;
| 1250&lt;br /&gt;
| 120&lt;br /&gt;
| 40&lt;br /&gt;
| 30 Money&amp;lt;br&amp;gt;3 Water&amp;lt;br&amp;gt;3 Volatiles&lt;br /&gt;
| 12.5 Water(10%)&amp;lt;br&amp;gt;12.5 Volatiles(10%)&amp;lt;br&amp;gt;98.75 Base Metals(79%)&amp;lt;br&amp;gt;1.25 Noble Metals(1%)&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;
| 200%&lt;br /&gt;
| 200&lt;br /&gt;
| 10000&lt;br /&gt;
| 240&lt;br /&gt;
| 200&lt;br /&gt;
| 60 Money&amp;lt;br&amp;gt;5 Water&amp;lt;br&amp;gt;5 Volatiles&lt;br /&gt;
| 100 Water(10%)&amp;lt;br&amp;gt;100 Volatiles(10%)&amp;lt;br&amp;gt;790 Base Metals(79%)&amp;lt;br&amp;gt;10 Noble Metals(1%) &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;
| 125%&lt;br /&gt;
| 0&lt;br /&gt;
| 175&lt;br /&gt;
| 30&lt;br /&gt;
| 12&lt;br /&gt;
| 1 Water&amp;lt;br&amp;gt;1 Volatiles&lt;br /&gt;
| 1.75 Water(10%)&amp;lt;br&amp;gt;2.625 Volatiles(15%)&amp;lt;br&amp;gt;12.6 Base Metals(72%)&amp;lt;br&amp;gt;0.525 Noble Metals(3%)&lt;br /&gt;
|}&lt;br /&gt;
==== Mining modifier ====&lt;br /&gt;
This modifier is applied to the mining module&#039;s mass and {{icon|power consumption}}power maintenance on respective celestial body. For example, the mass of Outpost Mining Complex on Mars calculated by 250 * 0.9342 = 233.55, rounded up to 234 (tons). This is multiplicative with radiation penalty, so mass of Colony Mining Complex on Mercury would be 10000 * 1.9641 * 2 = 39282 (tons). Radiation does not affect power cost of the module, so the power consumption of Colony Mining Complex on Mercury is 200 * 1.9641 = 392.82, rounded up to 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;
== 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;
{| 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;
| Allows ships to resupply&amp;lt;br&amp;gt;+3 Crew&amp;lt;br&amp;gt;-0 Power&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;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction&amp;lt;br&amp;gt;+40 Crew&amp;lt;br&amp;gt;-20 Power&lt;br /&gt;
| Shipyard&amp;lt;br&amp;gt;[[File:Station T2 Shipyard.png|100px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction (faster speed)&amp;lt;br&amp;gt;+120 Crew&amp;lt;br&amp;gt;-80 Power&lt;br /&gt;
| Spaceworks&amp;lt;br&amp;gt;[[File:Station T3 Spaceworks.png|100px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction (fastest speed)&amp;lt;br&amp;gt;+400 Crew&amp;lt;br&amp;gt;-240 Power&lt;br /&gt;
|-&lt;br /&gt;
| Construction Module&amp;lt;br&amp;gt;[[File:Station T1 SpaceDock.png|100px]]&lt;br /&gt;
| Allows founding tier 1 habs&amp;lt;br&amp;gt;+6 Crew&amp;lt;br&amp;gt;+10% Construction Speed&amp;lt;br&amp;gt;-10 Power&amp;lt;br&amp;gt;-1 Water&amp;lt;br&amp;gt;-1 Volatiles&amp;lt;br&amp;gt;-3 Basic Metals&amp;lt;br&amp;gt;-0.25 Noble Metals&lt;br /&gt;
| Nanofactory&amp;lt;br&amp;gt;[[File:Station T2 Nanofactory.png|100px]]&lt;br /&gt;
| Allows founding tier 1-2 habs&amp;lt;br&amp;gt;+30 Crew&amp;lt;br&amp;gt;+25% Construction Speed&amp;lt;br&amp;gt;+1% Materials Research&amp;lt;br&amp;gt;-40 Power&amp;lt;br&amp;gt;+90 Money if hab isn&#039;t constructing modules&amp;lt;br&amp;gt;-10 Money otherwise &amp;lt;br&amp;gt;+2% Economy priority effect if in Earth orbit (max +30%)&amp;lt;br&amp;gt;-3 Water&amp;lt;br&amp;gt;-3 Volatiles&amp;lt;br&amp;gt;-10 Basic Metals&amp;lt;br&amp;gt;-1 Noble Metals&lt;br /&gt;
| Nanofacturing Complex&amp;lt;br&amp;gt;[[File:Station T3 NanofacturingComplex.png|100px]]&lt;br /&gt;
| Allows founding tier 1-3 habs&amp;lt;br&amp;gt;+150 Crew&amp;lt;br&amp;gt;+40% Construction Speed&amp;lt;br&amp;gt;+2% Materials Research&amp;lt;br&amp;gt;-120 Power&amp;lt;br&amp;gt;+300 Money if hab isn&#039;t constructing modules&amp;lt;br&amp;gt;-20 Money otherwise&amp;lt;br&amp;gt;+5% Economy priority effect if in Earth orbit (max +30%)&amp;lt;br&amp;gt;-10 Water&amp;lt;br&amp;gt;-10 Volatiles&amp;lt;br&amp;gt;-30 Basic Metals&amp;lt;br&amp;gt;-3 Noble Metals&lt;br /&gt;
|-&lt;br /&gt;
| Quarters&amp;lt;br&amp;gt;[[File:Station T1 Quarters.png|100px]]&lt;br /&gt;
| +3 Control Space Asset Defense&amp;lt;br&amp;gt;+3 Money&amp;lt;br&amp;gt;+2 Influence&amp;lt;br&amp;gt;+50 Crew&amp;lt;br&amp;gt;-2 Power&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
| Residential Module&amp;lt;br&amp;gt;[[File:Station T2 ResidentialModule.png|100px]]&lt;br /&gt;
| +6 Control Space Asset Defense&amp;lt;br&amp;gt;+12 Money&amp;lt;br&amp;gt;+6 Influence&amp;lt;br&amp;gt;+500 Crew&amp;lt;br&amp;gt;-15 Power&amp;lt;br&amp;gt;-1 Boost&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
| Civilian Complex&amp;lt;br&amp;gt;[[File:Station T3 CivilianComplex.png|100px]]&lt;br /&gt;
| +12 Control Space Asset Defense&amp;lt;br&amp;gt;+40 Money&amp;lt;br&amp;gt;+12 Influence&amp;lt;br&amp;gt;+2500 Crew&amp;lt;br&amp;gt;-120 Power&amp;lt;br&amp;gt;-3 Boost&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponics Bay&amp;lt;br&amp;gt;[[File:Station T1 HydroponicsBay.png|100px]]&lt;br /&gt;
| Remove Water and Volatiles upkeep for up to 60 Crew&amp;lt;br&amp;gt;+1 Crew&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Farm&amp;lt;br&amp;gt;[[File:Station T2 Farm.png|100px]]&lt;br /&gt;
| Remove Water and Volatiles upkeep for up to 600 Crew&amp;lt;br&amp;gt;+5 Crew&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Agriculture Complex&amp;lt;br&amp;gt;[[File:Station T3 AgricultureComplex.png|100px]]&lt;br /&gt;
| Remove Water and Volatiles upkeep for up to 3000 Crew&amp;lt;br&amp;gt;+25 Crew&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|-&lt;br /&gt;
| Marine Platoon Barracks&amp;lt;br&amp;gt;[[File:Station T1 MarinePlatoonBarracks.png|100px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 2)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions&amp;lt;br&amp;gt;+30 Crew&amp;lt;br&amp;gt;+5 Ops&amp;lt;br&amp;gt;-5 Power&lt;br /&gt;
| Marine Company Barracks&amp;lt;br&amp;gt;[[File:Station T2 MarineCompanyBarracks.png|100px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 6)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions (x4)&amp;lt;br&amp;gt;+150 Crew&amp;lt;br&amp;gt;+12 Ops&amp;lt;br&amp;gt;-20 Power&lt;br /&gt;
| Marine Battalion Barracks&amp;lt;br&amp;gt;[[File:Station T3 MarineBattalionBarracks.png|100px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 15)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions (x14)&amp;lt;br&amp;gt;+750 Crew&amp;lt;br&amp;gt;+30 Ops&amp;lt;br&amp;gt;-60Power&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;
| +20 Crew&amp;lt;br&amp;gt;+1 Council Engineering Project Slots&amp;lt;br&amp;gt;-30 Power&lt;br /&gt;
| Foundry&amp;lt;br&amp;gt;[[File:Station T3 Foundry.png|100px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+2 Council Engineering Project Slots&amp;lt;br&amp;gt;-90 Power&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;
| +200 Crew&amp;lt;br&amp;gt;+60 Research&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-1 Mission Control&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
| Research University&amp;lt;br&amp;gt;[[File:Station T3 ResearchUniversity.png|100px]]&lt;br /&gt;
| +1000 Crew&amp;lt;br&amp;gt;+200 Research&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-2 Mission Control&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&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;
| +50 Crew&amp;lt;br&amp;gt;+1 Mission Control&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Command Center&amp;lt;br&amp;gt;[[File:Station T3 CommandCenter.png|100px]]&lt;br /&gt;
| +250 Crew&amp;lt;br&amp;gt;+2 Mission Control&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|}&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;
| +4 Crew&amp;lt;br&amp;gt;+20 Power&lt;br /&gt;
| Fission Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 FissionReactorArray.png|120px]]&lt;br /&gt;
| +20 Crew&amp;lt;br&amp;gt;+85 Power&lt;br /&gt;
| Fission Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 FissionReactorFarm.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+250 Power&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Fission Pile&amp;lt;br&amp;gt;[[File:Station T1 HeavyFissionPile.png|120px]]&lt;br /&gt;
| +4 Crew&amp;lt;br&amp;gt;+30 Power&lt;br /&gt;
| Heavy Fission Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 HeavyFissionReactorArray.png|120px]]&lt;br /&gt;
| +20 Crew&amp;lt;br&amp;gt;+128 Power&lt;br /&gt;
| Heavy Fission Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 HeavyFissionReactorFarm.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+375 Power&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pile&amp;lt;br&amp;gt;[[File:Station T1 FusionPile.png|120px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;+40 Power&lt;br /&gt;
| Fusion Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 FusionReactorArray.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+170 Power&lt;br /&gt;
| Fusion Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 FusionReactorFarm.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+500 Power&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Fusion Pile&lt;br /&gt;
| +10 Crew&amp;lt;br&amp;gt;+70 Power&lt;br /&gt;
| Heavy Fusion Reactor Array&lt;br /&gt;
| +50 Crew&amp;lt;br&amp;gt;+300 Power&lt;br /&gt;
| Heavy Fusion Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 TerawattFusionReactor.png|120px]]&lt;br /&gt;
| +150 Crew&amp;lt;br&amp;gt;+900 Power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Solar Collector&amp;lt;br&amp;gt;[[File:Station T1 SolarCollector.png|120px]]&lt;br /&gt;
| +1 Crew&amp;lt;br&amp;gt;+20 power per 1 Solar power module multiplier&lt;br /&gt;
| Solar Array&amp;lt;br&amp;gt;[[File:Station T2 SolarArray.png|120px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;+80 power per 1 Solar power module multiplier&lt;br /&gt;
| Solar Farm&amp;lt;br&amp;gt;[[File:Station T3 SolarFarm.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+240 power per 1 Solar power module multiplier&lt;br /&gt;
|}&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.&lt;br /&gt;
&lt;br /&gt;
When built on surface bases they house 2 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.&lt;br /&gt;
&lt;br /&gt;
When built on stations they house 2 anti-ship weapons: 1 laser battery (laser / arc laser / phaser) and 1 projectile battery (gun / rail / coil / plasma). In addition, they also house 1 point defense turret (40mm autocannon / laser / arc laser / phaser). Stations with defense modules will take part in space battles. They upgrade automatically when new faction projects that unlock hull weapons are researched.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Weapon Size !! Crew !! Mass (tons) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&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;
| 3&lt;br /&gt;
| 150&lt;br /&gt;
| 10&lt;br /&gt;
| 2 Money&amp;lt;br&amp;gt;0.1 Base Metals&lt;br /&gt;
| 145 Money&lt;br /&gt;
| 3.3 Volatiles&amp;lt;br&amp;gt;11.4 Base Metals&amp;lt;br&amp;gt;0.3 Noble Metals&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;
| 15&lt;br /&gt;
| 750&lt;br /&gt;
| 40&lt;br /&gt;
| 10 Money&amp;lt;br&amp;gt;1 Base Metals&amp;lt;br&amp;gt;0.5 Noble Metals&lt;br /&gt;
| 725 Money&lt;br /&gt;
| 16.5 Volatiles&amp;lt;br&amp;gt;57 Base Metals&amp;lt;br&amp;gt;1.5 Noble Metals&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;
| 75&lt;br /&gt;
| 6000&lt;br /&gt;
| 240&lt;br /&gt;
| 30 Money&amp;lt;br&amp;gt;3 Base Metals&amp;lt;br&amp;gt;1 Noble Metals&lt;br /&gt;
| 5.8K Money&lt;br /&gt;
| 132 Volatiles&amp;lt;br&amp;gt;456 Base Metals&amp;lt;br&amp;gt;12 Noble Metals&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 !! Mission Control !! Control Point Cap !! Crew !! Mass (tons) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&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;
| 1&lt;br /&gt;
| 10&lt;br /&gt;
| 200&lt;br /&gt;
| 150&lt;br /&gt;
| 30&lt;br /&gt;
| 1 Boost&amp;lt;br&amp;gt;21.5 Money&amp;lt;br&amp;gt;0.1 Base Metals&lt;br /&gt;
| 120&lt;br /&gt;
| 1.2 Water&amp;lt;br&amp;gt;6 Volatiles&amp;lt;br&amp;gt;7.5 Base Metals&amp;lt;br&amp;gt;0.3 Noble Metals&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;
| 2&lt;br /&gt;
| 30&lt;br /&gt;
| 1000&lt;br /&gt;
| 750&lt;br /&gt;
| 120&lt;br /&gt;
| 3 Boost&amp;lt;br&amp;gt;100 Money&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
| 600&lt;br /&gt;
| 6 Water&amp;lt;br&amp;gt;30 Volatiles&amp;lt;br&amp;gt;37.5 Base Metals&amp;lt;br&amp;gt;1.5 Noble Metals&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;
| Energy Lab&amp;lt;br&amp;gt;[[File:Station T1 EnergyLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Energy Research&amp;lt;br&amp;gt;-8 Power&amp;lt;br&amp;gt;+3% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Energy Research Center&amp;lt;br&amp;gt;[[File:Station T2 EnergyResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Energy Research&amp;lt;br&amp;gt;-32 Power&amp;lt;br&amp;gt;+6% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Energy Institute&amp;lt;br&amp;gt;[[File:Station T3 EnergyInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Energy Research&amp;lt;br&amp;gt;-96 Power&amp;lt;br&amp;gt;+10% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Information Science Lab&amp;lt;br&amp;gt;[[File:Station T1 InformationScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Information Science Research&amp;lt;br&amp;gt;-6 Power&amp;lt;br&amp;gt;+3% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Information Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 InformationScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Information Science Research&amp;lt;br&amp;gt;-24 Power&amp;lt;br&amp;gt;+6% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Information Science Institute&amp;lt;br&amp;gt;[[File:Station T3 InformationScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Information Science Research&amp;lt;br&amp;gt;-72 Power&amp;lt;br&amp;gt;+10% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Life Science Lab&amp;lt;br&amp;gt;[[File:Station T1 LifeScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Life Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Life Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 LifeScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Life Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Life Science Institute&amp;lt;br&amp;gt;[[File:Station T3 LifeScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Life Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Materials Lab&amp;lt;br&amp;gt;[[File:Station T1 MaterialsLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Materials Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Materials Research Center&amp;lt;br&amp;gt;[[File:Station T2 MaterialsResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Materials Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Materials Institute&amp;lt;br&amp;gt;[[File:Station T3 MaterialsInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Materials Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Military Science Lab&amp;lt;br&amp;gt;[[File:Station T1 MilitaryScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Military Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+0.03 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
| Military Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 MilitaryScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Military Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+0.06 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
| Military Science Institute&amp;lt;br&amp;gt;[[File:Station T3 MilitaryScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Military Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+0.1 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
|-&lt;br /&gt;
| Space Science Lab&amp;lt;br&amp;gt;[[File:Station T1 SpaceScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Space Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Space Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 SpaceScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Space Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Space Science Institute&amp;lt;br&amp;gt;[[File:Station T3 SpaceScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Space Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Xenology Lab&amp;lt;br&amp;gt;[[File:Station T1 XenologyLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+10% Xenology Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+1 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
| Xenoscience Research Center&amp;lt;br&amp;gt;[[File:Station T2 XenoscienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+25% Xenology Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+2 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
| Xenoscience Institute&amp;lt;br&amp;gt;[[File:Station T3 XenoscienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+50% Xenology Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+3 Alien Detection if in Earth orbit (max +9)&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 at least 50000 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;
| +1 Crew&amp;lt;br&amp;gt;+12 Money&amp;lt;br&amp;gt;+1 Influence&amp;lt;br&amp;gt;-3 Power&amp;lt;br&amp;gt;&#039;&#039;• stations only&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
| Space Hotel&amp;lt;br&amp;gt;[[File:Station T2 SpaceHotel.png|100px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+80 Money&amp;lt;br&amp;gt;+2 Influence&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-3 Boost&amp;lt;br&amp;gt;&#039;&#039;• stations only&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
| Space Resort&amp;lt;br&amp;gt;[[File:Station T3 SpaceResort.png|100px]]&lt;br /&gt;
| +500 Crew&amp;lt;br&amp;gt;+250 Money&amp;lt;br&amp;gt;+5 Influence&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-6 Boost&amp;lt;br&amp;gt;&#039;&#039;• stations only&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Social Science Lab&amp;lt;br&amp;gt;[[File:Station T1 SocialScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Social Science Research&amp;lt;br&amp;gt;-3 Power&amp;lt;br&amp;gt;+1 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
| Social Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 SocialScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Social Science Research&amp;lt;br&amp;gt;-12 Power&amp;lt;br&amp;gt;+2 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
| Social Science Institute&amp;lt;br&amp;gt;[[File:Station T3 SocialScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Social Science Research&amp;lt;br&amp;gt;-36 Power&amp;lt;br&amp;gt;+3 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
|-&lt;br /&gt;
| Broadcast Outlet&amp;lt;br&amp;gt;[[File:Station T1 BroadcastOutlet.png|100px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;+5 Influence&amp;lt;br&amp;gt;-8 Power&lt;br /&gt;
| Communications Hub&amp;lt;br&amp;gt;[[File:Station T2 CommunicationsHub.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+12 Influence&amp;lt;br&amp;gt;-32 Power&amp;lt;br&amp;gt;+1% Unity priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Media Center&amp;lt;br&amp;gt;[[File:Station T3 MediaCenter.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+30 Influence&amp;lt;br&amp;gt;-96 Power&amp;lt;br&amp;gt;+2% Unity priority effect if in Earth orbit (max +30%)&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;
| +120 Crew&amp;lt;br&amp;gt;+60 Money&amp;lt;br&amp;gt;+2.5% Life Science Research&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-1.5 Boost&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
| Space Hospital&amp;lt;br&amp;gt;[[File:Station T3 GeriatricsFacility.png|100px]]&lt;br /&gt;
| +600 Crew&amp;lt;br&amp;gt;+250 Money&amp;lt;br&amp;gt;+2.5% Life Science Research&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-3 Boost&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Deep Space Telesope ===&lt;br /&gt;
The Deep Space Telesope is a 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;
&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;/div&gt;</summary>
		<author><name>76561198066654836</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=6890</id>
		<title>Habs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=6890"/>
		<updated>2025-09-23T11:09:08Z</updated>

		<summary type="html">&lt;p&gt;76561198066654836: /* Particle Colliders */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;This page discusses the game mechanics for habs. It also has a somewhat obsolete list of hab modules. For an up-to-date list of all hab modules in Terra Invicta, as well as their stats, see [[Hab Module List]] instead.&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 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 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 councilor with a high 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 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 {{icon|boost}}Boost is used. And if you are out of both, or have insufficient {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control]](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 {{icon|water|bgcolor=transparent}}0.35 water, {{icon|volatiles|bgcolor=transparent}}0.35 volatiles, and {{icon|money|bgcolor=transparent}}0.1 money &#039;&#039;per year&#039;&#039;. This is approximately 0.029 water, 0.029 volatiles, and 0.008 money &#039;&#039;per month&#039;&#039;. Agricultural module covers {{icon|water}} and {{icon|volatiles}} upkeep of certain number of crews 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 {{icon|metal}}base 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 base metals. e. g. 200t module becomes 400t module on Mercury, and 200t difference means additional {{icon|metal}}20 base metal cost.&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 {{icon|antimatter|bgcolor=DarkSlateGray}}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}}&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}}&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}}&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 {{icon|antimatter|bgcolor=DarkSlateGray}}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;
=== 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 !! Crew !! Mass (tons) !! Build Time (days) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space) !! Faction !! Notes&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;
| 200&lt;br /&gt;
| 10000&lt;br /&gt;
| 120&lt;br /&gt;
| 150&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;20 Money&lt;br /&gt;
| 200K Money&lt;br /&gt;
| 380 Volatiles&amp;lt;br&amp;gt;400 Base Metals&amp;lt;br&amp;gt;200 Noble Metals&amp;lt;br&amp;gt;20 Exotics&lt;br /&gt;
| [[File:FAC AppeaseCouncil 128.png|40px]] The Protectorate&lt;br /&gt;
| Will defend the station&amp;lt;br&amp;gt;May only be built in Low Earth Orbit&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;
| 80&lt;br /&gt;
| 250000&lt;br /&gt;
| 720&lt;br /&gt;
| 5000&lt;br /&gt;
| 20 Mission Control&amp;lt;br&amp;gt;20 Money&lt;br /&gt;
| 25M Money&lt;br /&gt;
| 2350 Water&amp;lt;br&amp;gt;5000 Volatiles&amp;lt;br&amp;gt;11000 Base Metals&amp;lt;br&amp;gt;6250 Noble Metals&amp;lt;br&amp;gt;400 Exotics&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|40px]] Project Exodus&lt;br /&gt;
| &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]].&lt;br /&gt;
&lt;br /&gt;
There is a soft limit on the number of {{icon|mining|bgcolor=DarkSlateGray}}mining bases you can have. Going over it will require paying extra {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|MC]] cost. This limit is raised by 3 with the {{icon|space}} [[Mission to the Moon]] tech and {{icon|space}} [[Mission to the Mercury]] tech. {{icon|space}} [[Mission to Mars]], {{icon|space}} [[Mission to the Asteroids]], {{icon|space}} [[Mission to Jupiter]], {{icon|space}} [[Mission to Saturn]], and {{icon|space}} [[Mission to the Outer Planets]] techs increases the limit by 6 each, for a maximum of 36 mines. This can then be raised further with every level of {{icon|space}} [[Future Tech: Space Science]]. &lt;br /&gt;
&lt;br /&gt;
Each additional mine beyond the initial limit has an escalating {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control (MC)]] cost, The total number of MC penalty is ((# of mines over the cap)^2)/2, rounded down except when n=1, where MC penalty is 1 rather than 0. &lt;br /&gt;
&lt;br /&gt;
So it goes as: 1 → 2 → 4 → 8 → 12 → 18 → 24 → 32...&amp;lt;br&amp;gt;&lt;br /&gt;
Which means per-mine cost sequence is: 1 → 1 → 2 → 4 → 4 → 6 → 6 → 8 → ...&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Extraction Rate !! Crew !! Mass (tons)&amp;lt;br&amp;gt;(Base value)  !! Build Time (days) !! Required Power&amp;lt;br&amp;gt;(Base value) !! Support Costs !! Build Cost from space&amp;lt;br&amp;gt;(Base value)&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;
| 100%&lt;br /&gt;
| 12&lt;br /&gt;
| 250&lt;br /&gt;
| 60&lt;br /&gt;
| 10&lt;br /&gt;
| 6 Money&amp;lt;br&amp;gt;1 Water&amp;lt;br&amp;gt;1 Volatiles&lt;br /&gt;
| 2.5 Water(10%)&amp;lt;br&amp;gt;2.5 Volatiles(10%)&amp;lt;br&amp;gt;19.75 Base Metals(79%)&amp;lt;br&amp;gt;0.25 Noble Metals(1%)&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;
| 150%&lt;br /&gt;
| 60&lt;br /&gt;
| 1250&lt;br /&gt;
| 120&lt;br /&gt;
| 40&lt;br /&gt;
| 30 Money&amp;lt;br&amp;gt;3 Water&amp;lt;br&amp;gt;3 Volatiles&lt;br /&gt;
| 12.5 Water(10%)&amp;lt;br&amp;gt;12.5 Volatiles(10%)&amp;lt;br&amp;gt;98.75 Base Metals(79%)&amp;lt;br&amp;gt;1.25 Noble Metals(1%)&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;
| 200%&lt;br /&gt;
| 200&lt;br /&gt;
| 10000&lt;br /&gt;
| 240&lt;br /&gt;
| 200&lt;br /&gt;
| 60 Money&amp;lt;br&amp;gt;5 Water&amp;lt;br&amp;gt;5 Volatiles&lt;br /&gt;
| 100 Water(10%)&amp;lt;br&amp;gt;100 Volatiles(10%)&amp;lt;br&amp;gt;790 Base Metals(79%)&amp;lt;br&amp;gt;10 Noble Metals(1%) &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;
| 125%&lt;br /&gt;
| 0&lt;br /&gt;
| 175&lt;br /&gt;
| 30&lt;br /&gt;
| 12&lt;br /&gt;
| 1 Water&amp;lt;br&amp;gt;1 Volatiles&lt;br /&gt;
| 1.75 Water(10%)&amp;lt;br&amp;gt;2.625 Volatiles(15%)&amp;lt;br&amp;gt;12.6 Base Metals(72%)&amp;lt;br&amp;gt;0.525 Noble Metals(3%)&lt;br /&gt;
|}&lt;br /&gt;
==== Mining modifier ====&lt;br /&gt;
This modifier is applied to the mining module&#039;s mass and {{icon|power consumption}}power maintenance on respective celestial body. For example, the mass of Outpost Mining Complex on Mars calculated by 250 * 0.9342 = 233.55, rounded up to 234 (tons). This is multiplicative with radiation penalty, so mass of Colony Mining Complex on Mercury would be 10000 * 1.9641 * 2 = 39282 (tons). Radiation does not affect power cost of the module, so the power consumption of Colony Mining Complex on Mercury is 200 * 1.9641 = 392.82, rounded up to 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;
== 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;
{| 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;
| Allows ships to resupply&amp;lt;br&amp;gt;+3 Crew&amp;lt;br&amp;gt;-0 Power&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;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction&amp;lt;br&amp;gt;+40 Crew&amp;lt;br&amp;gt;-20 Power&lt;br /&gt;
| Shipyard&amp;lt;br&amp;gt;[[File:Station T2 Shipyard.png|100px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction (faster speed)&amp;lt;br&amp;gt;+120 Crew&amp;lt;br&amp;gt;-80 Power&lt;br /&gt;
| Spaceworks&amp;lt;br&amp;gt;[[File:Station T3 Spaceworks.png|100px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction (fastest speed)&amp;lt;br&amp;gt;+400 Crew&amp;lt;br&amp;gt;-240 Power&lt;br /&gt;
|-&lt;br /&gt;
| Construction Module&amp;lt;br&amp;gt;[[File:Station T1 SpaceDock.png|100px]]&lt;br /&gt;
| Allows founding tier 1 habs&amp;lt;br&amp;gt;+6 Crew&amp;lt;br&amp;gt;+10% Construction Speed&amp;lt;br&amp;gt;-10 Power&amp;lt;br&amp;gt;-1 Water&amp;lt;br&amp;gt;-1 Volatiles&amp;lt;br&amp;gt;-3 Basic Metals&amp;lt;br&amp;gt;-0.25 Noble Metals&lt;br /&gt;
| Nanofactory&amp;lt;br&amp;gt;[[File:Station T2 Nanofactory.png|100px]]&lt;br /&gt;
| Allows founding tier 1-2 habs&amp;lt;br&amp;gt;+30 Crew&amp;lt;br&amp;gt;+25% Construction Speed&amp;lt;br&amp;gt;+1% Materials Research&amp;lt;br&amp;gt;-40 Power&amp;lt;br&amp;gt;+90 Money if hab isn&#039;t constructing modules&amp;lt;br&amp;gt;-10 Money otherwise &amp;lt;br&amp;gt;+2% Economy priority effect if in Earth orbit (max +30%)&amp;lt;br&amp;gt;-3 Water&amp;lt;br&amp;gt;-3 Volatiles&amp;lt;br&amp;gt;-10 Basic Metals&amp;lt;br&amp;gt;-1 Noble Metals&lt;br /&gt;
| Nanofacturing Complex&amp;lt;br&amp;gt;[[File:Station T3 NanofacturingComplex.png|100px]]&lt;br /&gt;
| Allows founding tier 1-3 habs&amp;lt;br&amp;gt;+150 Crew&amp;lt;br&amp;gt;+40% Construction Speed&amp;lt;br&amp;gt;+2% Materials Research&amp;lt;br&amp;gt;-120 Power&amp;lt;br&amp;gt;+300 Money if hab isn&#039;t constructing modules&amp;lt;br&amp;gt;-20 Money otherwise&amp;lt;br&amp;gt;+5% Economy priority effect if in Earth orbit (max +30%)&amp;lt;br&amp;gt;-10 Water&amp;lt;br&amp;gt;-10 Volatiles&amp;lt;br&amp;gt;-30 Basic Metals&amp;lt;br&amp;gt;-3 Noble Metals&lt;br /&gt;
|-&lt;br /&gt;
| Quarters&amp;lt;br&amp;gt;[[File:Station T1 Quarters.png|100px]]&lt;br /&gt;
| +3 Control Space Asset Defense&amp;lt;br&amp;gt;+3 Money&amp;lt;br&amp;gt;+2 Influence&amp;lt;br&amp;gt;+50 Crew&amp;lt;br&amp;gt;-2 Power&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
| Residential Module&amp;lt;br&amp;gt;[[File:Station T2 ResidentialModule.png|100px]]&lt;br /&gt;
| +6 Control Space Asset Defense&amp;lt;br&amp;gt;+12 Money&amp;lt;br&amp;gt;+6 Influence&amp;lt;br&amp;gt;+500 Crew&amp;lt;br&amp;gt;-15 Power&amp;lt;br&amp;gt;-1 Boost&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
| Civilian Complex&amp;lt;br&amp;gt;[[File:Station T3 CivilianComplex.png|100px]]&lt;br /&gt;
| +12 Control Space Asset Defense&amp;lt;br&amp;gt;+40 Money&amp;lt;br&amp;gt;+12 Influence&amp;lt;br&amp;gt;+2500 Crew&amp;lt;br&amp;gt;-120 Power&amp;lt;br&amp;gt;-3 Boost&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponics Bay&amp;lt;br&amp;gt;[[File:Station T1 HydroponicsBay.png|100px]]&lt;br /&gt;
| Remove Water and Volatiles upkeep for up to 60 Crew&amp;lt;br&amp;gt;+1 Crew&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Farm&amp;lt;br&amp;gt;[[File:Station T2 Farm.png|100px]]&lt;br /&gt;
| Remove Water and Volatiles upkeep for up to 600 Crew&amp;lt;br&amp;gt;+5 Crew&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Agriculture Complex&amp;lt;br&amp;gt;[[File:Station T3 AgricultureComplex.png|100px]]&lt;br /&gt;
| Remove Water and Volatiles upkeep for up to 3000 Crew&amp;lt;br&amp;gt;+25 Crew&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|-&lt;br /&gt;
| Marine Platoon Barracks&amp;lt;br&amp;gt;[[File:Station T1 MarinePlatoonBarracks.png|100px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 2)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions&amp;lt;br&amp;gt;+30 Crew&amp;lt;br&amp;gt;+5 Ops&amp;lt;br&amp;gt;-5 Power&lt;br /&gt;
| Marine Company Barracks&amp;lt;br&amp;gt;[[File:Station T2 MarineCompanyBarracks.png|100px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 6)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions (x4)&amp;lt;br&amp;gt;+150 Crew&amp;lt;br&amp;gt;+12 Ops&amp;lt;br&amp;gt;-20 Power&lt;br /&gt;
| Marine Battalion Barracks&amp;lt;br&amp;gt;[[File:Station T3 MarineBattalionBarracks.png|100px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 15)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions (x14)&amp;lt;br&amp;gt;+750 Crew&amp;lt;br&amp;gt;+30 Ops&amp;lt;br&amp;gt;-60Power&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;
| +20 Crew&amp;lt;br&amp;gt;+1 Council Engineering Project Slots&amp;lt;br&amp;gt;-30 Power&lt;br /&gt;
| Foundry&amp;lt;br&amp;gt;[[File:Station T3 Foundry.png|100px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+2 Council Engineering Project Slots&amp;lt;br&amp;gt;-90 Power&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;
| +200 Crew&amp;lt;br&amp;gt;+60 Research&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-1 Mission Control&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
| Research University&amp;lt;br&amp;gt;[[File:Station T3 ResearchUniversity.png|100px]]&lt;br /&gt;
| +1000 Crew&amp;lt;br&amp;gt;+200 Research&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-2 Mission Control&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&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;
| +50 Crew&amp;lt;br&amp;gt;+1 Mission Control&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Command Center&amp;lt;br&amp;gt;[[File:Station T3 CommandCenter.png|100px]]&lt;br /&gt;
| +250 Crew&amp;lt;br&amp;gt;+2 Mission Control&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|}&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;
| +4 Crew&amp;lt;br&amp;gt;+20 Power&lt;br /&gt;
| Fission Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 FissionReactorArray.png|120px]]&lt;br /&gt;
| +20 Crew&amp;lt;br&amp;gt;+85 Power&lt;br /&gt;
| Fission Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 FissionReactorFarm.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+250 Power&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Fission Pile&amp;lt;br&amp;gt;[[File:Station T1 HeavyFissionPile.png|120px]]&lt;br /&gt;
| +4 Crew&amp;lt;br&amp;gt;+30 Power&lt;br /&gt;
| Heavy Fission Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 HeavyFissionReactorArray.png|120px]]&lt;br /&gt;
| +20 Crew&amp;lt;br&amp;gt;+128 Power&lt;br /&gt;
| Heavy Fission Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 HeavyFissionReactorFarm.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+375 Power&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pile&amp;lt;br&amp;gt;[[File:Station T1 FusionPile.png|120px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;+40 Power&lt;br /&gt;
| Fusion Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 FusionReactorArray.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+170 Power&lt;br /&gt;
| Fusion Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 FusionReactorFarm.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+500 Power&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Fusion Pile&lt;br /&gt;
| +10 Crew&amp;lt;br&amp;gt;+70 Power&lt;br /&gt;
| Heavy Fusion Reactor Array&lt;br /&gt;
| +50 Crew&amp;lt;br&amp;gt;+300 Power&lt;br /&gt;
| Heavy Fusion Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 TerawattFusionReactor.png|120px]]&lt;br /&gt;
| +150 Crew&amp;lt;br&amp;gt;+900 Power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Solar Collector&amp;lt;br&amp;gt;[[File:Station T1 SolarCollector.png|120px]]&lt;br /&gt;
| +1 Crew&amp;lt;br&amp;gt;+20 power per 1 Solar power module multiplier&lt;br /&gt;
| Solar Array&amp;lt;br&amp;gt;[[File:Station T2 SolarArray.png|120px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;+80 power per 1 Solar power module multiplier&lt;br /&gt;
| Solar Farm&amp;lt;br&amp;gt;[[File:Station T3 SolarFarm.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+240 power per 1 Solar power module multiplier&lt;br /&gt;
|}&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.&lt;br /&gt;
&lt;br /&gt;
When built on surface bases they house 2 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.&lt;br /&gt;
&lt;br /&gt;
When built on stations they house 2 anti-ship weapons: 1 laser battery (laser / arc laser / phaser) and 1 projectile battery (gun / rail / coil / plasma). In addition, they also house 1 point defense turret (40mm autocannon / laser / arc laser / phaser). Stations with defense modules will take part in space battles. They upgrade automatically when new faction projects that unlock hull weapons are researched.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Weapon Size !! Crew !! Mass (tons) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&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;
| 3&lt;br /&gt;
| 150&lt;br /&gt;
| 10&lt;br /&gt;
| 2 Money&amp;lt;br&amp;gt;0.1 Base Metals&lt;br /&gt;
| 145 Money&lt;br /&gt;
| 3.3 Volatiles&amp;lt;br&amp;gt;11.4 Base Metals&amp;lt;br&amp;gt;0.3 Noble Metals&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;
| 15&lt;br /&gt;
| 750&lt;br /&gt;
| 40&lt;br /&gt;
| 10 Money&amp;lt;br&amp;gt;1 Base Metals&amp;lt;br&amp;gt;0.5 Noble Metals&lt;br /&gt;
| 725 Money&lt;br /&gt;
| 16.5 Volatiles&amp;lt;br&amp;gt;57 Base Metals&amp;lt;br&amp;gt;1.5 Noble Metals&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;
| 75&lt;br /&gt;
| 6000&lt;br /&gt;
| 240&lt;br /&gt;
| 30 Money&amp;lt;br&amp;gt;3 Base Metals&amp;lt;br&amp;gt;1 Noble Metals&lt;br /&gt;
| 5.8K Money&lt;br /&gt;
| 132 Volatiles&amp;lt;br&amp;gt;456 Base Metals&amp;lt;br&amp;gt;12 Noble Metals&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 !! Mission Control !! Control Point Cap !! Crew !! Mass (tons) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&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;
| 1&lt;br /&gt;
| 10&lt;br /&gt;
| 200&lt;br /&gt;
| 150&lt;br /&gt;
| 30&lt;br /&gt;
| 1 Boost&amp;lt;br&amp;gt;21.5 Money&amp;lt;br&amp;gt;0.1 Base Metals&lt;br /&gt;
| 120&lt;br /&gt;
| 1.2 Water&amp;lt;br&amp;gt;6 Volatiles&amp;lt;br&amp;gt;7.5 Base Metals&amp;lt;br&amp;gt;0.3 Noble Metals&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;
| 2&lt;br /&gt;
| 30&lt;br /&gt;
| 1000&lt;br /&gt;
| 750&lt;br /&gt;
| 120&lt;br /&gt;
| 3 Boost&amp;lt;br&amp;gt;100 Money&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
| 600&lt;br /&gt;
| 6 Water&amp;lt;br&amp;gt;30 Volatiles&amp;lt;br&amp;gt;37.5 Base Metals&amp;lt;br&amp;gt;1.5 Noble Metals&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;
| Energy Lab&amp;lt;br&amp;gt;[[File:Station T1 EnergyLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Energy Research&amp;lt;br&amp;gt;-8 Power&amp;lt;br&amp;gt;+3% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Energy Research Center&amp;lt;br&amp;gt;[[File:Station T2 EnergyResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Energy Research&amp;lt;br&amp;gt;-32 Power&amp;lt;br&amp;gt;+6% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Energy Institute&amp;lt;br&amp;gt;[[File:Station T3 EnergyInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Energy Research&amp;lt;br&amp;gt;-96 Power&amp;lt;br&amp;gt;+10% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Information Science Lab&amp;lt;br&amp;gt;[[File:Station T1 InformationScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Information Science Research&amp;lt;br&amp;gt;-6 Power&amp;lt;br&amp;gt;+3% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Information Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 InformationScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Information Science Research&amp;lt;br&amp;gt;-24 Power&amp;lt;br&amp;gt;+6% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Information Science Institute&amp;lt;br&amp;gt;[[File:Station T3 InformationScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Information Science Research&amp;lt;br&amp;gt;-72 Power&amp;lt;br&amp;gt;+10% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Life Science Lab&amp;lt;br&amp;gt;[[File:Station T1 LifeScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Life Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Life Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 LifeScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Life Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Life Science Institute&amp;lt;br&amp;gt;[[File:Station T3 LifeScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Life Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Materials Lab&amp;lt;br&amp;gt;[[File:Station T1 MaterialsLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Materials Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Materials Research Center&amp;lt;br&amp;gt;[[File:Station T2 MaterialsResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Materials Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Materials Institute&amp;lt;br&amp;gt;[[File:Station T3 MaterialsInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Materials Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Military Science Lab&amp;lt;br&amp;gt;[[File:Station T1 MilitaryScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Military Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+0.03 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
| Military Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 MilitaryScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Military Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+0.06 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
| Military Science Institute&amp;lt;br&amp;gt;[[File:Station T3 MilitaryScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Military Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+0.1 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
|-&lt;br /&gt;
| Space Science Lab&amp;lt;br&amp;gt;[[File:Station T1 SpaceScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Space Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Space Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 SpaceScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Space Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Space Science Institute&amp;lt;br&amp;gt;[[File:Station T3 SpaceScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Space Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Xenology Lab&amp;lt;br&amp;gt;[[File:Station T1 XenologyLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+10% Xenology Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+1 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
| Xenoscience Research Center&amp;lt;br&amp;gt;[[File:Station T2 XenoscienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+25% Xenology Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+2 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
| Xenoscience Institute&amp;lt;br&amp;gt;[[File:Station T3 XenoscienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+50% Xenology Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+3 Alien Detection if in Earth orbit (max +9)&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 at least 50000 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;
| +1 Crew&amp;lt;br&amp;gt;+12 Money&amp;lt;br&amp;gt;+1 Influence&amp;lt;br&amp;gt;-3 Power&amp;lt;br&amp;gt;&#039;&#039;• stations only&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
| Space Hotel&amp;lt;br&amp;gt;[[File:Station T2 SpaceHotel.png|100px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+80 Money&amp;lt;br&amp;gt;+2 Influence&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-3 Boost&amp;lt;br&amp;gt;&#039;&#039;• stations only&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
| Space Resort&amp;lt;br&amp;gt;[[File:Station T3 SpaceResort.png|100px]]&lt;br /&gt;
| +500 Crew&amp;lt;br&amp;gt;+250 Money&amp;lt;br&amp;gt;+5 Influence&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-6 Boost&amp;lt;br&amp;gt;&#039;&#039;• stations only&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Social Science Lab&amp;lt;br&amp;gt;[[File:Station T1 SocialScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Social Science Research&amp;lt;br&amp;gt;-3 Power&amp;lt;br&amp;gt;+1 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
| Social Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 SocialScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Social Science Research&amp;lt;br&amp;gt;-12 Power&amp;lt;br&amp;gt;+2 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
| Social Science Institute&amp;lt;br&amp;gt;[[File:Station T3 SocialScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Social Science Research&amp;lt;br&amp;gt;-36 Power&amp;lt;br&amp;gt;+3 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
|-&lt;br /&gt;
| Broadcast Outlet&amp;lt;br&amp;gt;[[File:Station T1 BroadcastOutlet.png|100px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;+5 Influence&amp;lt;br&amp;gt;-8 Power&lt;br /&gt;
| Communications Hub&amp;lt;br&amp;gt;[[File:Station T2 CommunicationsHub.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+12 Influence&amp;lt;br&amp;gt;-32 Power&amp;lt;br&amp;gt;+1% Unity priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Media Center&amp;lt;br&amp;gt;[[File:Station T3 MediaCenter.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+30 Influence&amp;lt;br&amp;gt;-96 Power&amp;lt;br&amp;gt;+2% Unity priority effect if in Earth orbit (max +30%)&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;
| +120 Crew&amp;lt;br&amp;gt;+60 Money&amp;lt;br&amp;gt;+2.5% Life Science Research&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-1.5 Boost&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
| Space Hospital&amp;lt;br&amp;gt;[[File:Station T3 GeriatricsFacility.png|100px]]&lt;br /&gt;
| +600 Crew&amp;lt;br&amp;gt;+250 Money&amp;lt;br&amp;gt;+2.5% Life Science Research&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-3 Boost&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Deep Space Telesope ===&lt;br /&gt;
The Deep Space Telesope is a 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;
&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;/div&gt;</summary>
		<author><name>76561198066654836</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=6889</id>
		<title>Habs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=6889"/>
		<updated>2025-09-23T11:08:39Z</updated>

		<summary type="html">&lt;p&gt;76561198066654836: /* Antimatter Capture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;This page discusses the game mechanics for habs. It also has a somewhat obsolete list of hab modules. For an up-to-date list of all hab modules in Terra Invicta, as well as their stats, see [[Hab Module List]] instead.&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 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 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 councilor with a high 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 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 {{icon|boost}}Boost is used. And if you are out of both, or have insufficient {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control]](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 {{icon|water|bgcolor=transparent}}0.35 water, {{icon|volatiles|bgcolor=transparent}}0.35 volatiles, and {{icon|money|bgcolor=transparent}}0.1 money &#039;&#039;per year&#039;&#039;. This is approximately 0.029 water, 0.029 volatiles, and 0.008 money &#039;&#039;per month&#039;&#039;. Agricultural module covers {{icon|water}} and {{icon|volatiles}} upkeep of certain number of crews 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 {{icon|metal}}base 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 base metals. e. g. 200t module becomes 400t module on Mercury, and 200t difference means additional {{icon|metal}}20 base metal cost.&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 {{icon|antimatter|bgcolor=DarkSlateGray}}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&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|false}}&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|false}}&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|false}}&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 {{icon|antimatter|bgcolor=DarkSlateGray}}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;
=== 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 !! Crew !! Mass (tons) !! Build Time (days) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space) !! Faction !! Notes&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;
| 200&lt;br /&gt;
| 10000&lt;br /&gt;
| 120&lt;br /&gt;
| 150&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;20 Money&lt;br /&gt;
| 200K Money&lt;br /&gt;
| 380 Volatiles&amp;lt;br&amp;gt;400 Base Metals&amp;lt;br&amp;gt;200 Noble Metals&amp;lt;br&amp;gt;20 Exotics&lt;br /&gt;
| [[File:FAC AppeaseCouncil 128.png|40px]] The Protectorate&lt;br /&gt;
| Will defend the station&amp;lt;br&amp;gt;May only be built in Low Earth Orbit&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;
| 80&lt;br /&gt;
| 250000&lt;br /&gt;
| 720&lt;br /&gt;
| 5000&lt;br /&gt;
| 20 Mission Control&amp;lt;br&amp;gt;20 Money&lt;br /&gt;
| 25M Money&lt;br /&gt;
| 2350 Water&amp;lt;br&amp;gt;5000 Volatiles&amp;lt;br&amp;gt;11000 Base Metals&amp;lt;br&amp;gt;6250 Noble Metals&amp;lt;br&amp;gt;400 Exotics&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|40px]] Project Exodus&lt;br /&gt;
| &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]].&lt;br /&gt;
&lt;br /&gt;
There is a soft limit on the number of {{icon|mining|bgcolor=DarkSlateGray}}mining bases you can have. Going over it will require paying extra {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|MC]] cost. This limit is raised by 3 with the {{icon|space}} [[Mission to the Moon]] tech and {{icon|space}} [[Mission to the Mercury]] tech. {{icon|space}} [[Mission to Mars]], {{icon|space}} [[Mission to the Asteroids]], {{icon|space}} [[Mission to Jupiter]], {{icon|space}} [[Mission to Saturn]], and {{icon|space}} [[Mission to the Outer Planets]] techs increases the limit by 6 each, for a maximum of 36 mines. This can then be raised further with every level of {{icon|space}} [[Future Tech: Space Science]]. &lt;br /&gt;
&lt;br /&gt;
Each additional mine beyond the initial limit has an escalating {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control (MC)]] cost, The total number of MC penalty is ((# of mines over the cap)^2)/2, rounded down except when n=1, where MC penalty is 1 rather than 0. &lt;br /&gt;
&lt;br /&gt;
So it goes as: 1 → 2 → 4 → 8 → 12 → 18 → 24 → 32...&amp;lt;br&amp;gt;&lt;br /&gt;
Which means per-mine cost sequence is: 1 → 1 → 2 → 4 → 4 → 6 → 6 → 8 → ...&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Extraction Rate !! Crew !! Mass (tons)&amp;lt;br&amp;gt;(Base value)  !! Build Time (days) !! Required Power&amp;lt;br&amp;gt;(Base value) !! Support Costs !! Build Cost from space&amp;lt;br&amp;gt;(Base value)&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;
| 100%&lt;br /&gt;
| 12&lt;br /&gt;
| 250&lt;br /&gt;
| 60&lt;br /&gt;
| 10&lt;br /&gt;
| 6 Money&amp;lt;br&amp;gt;1 Water&amp;lt;br&amp;gt;1 Volatiles&lt;br /&gt;
| 2.5 Water(10%)&amp;lt;br&amp;gt;2.5 Volatiles(10%)&amp;lt;br&amp;gt;19.75 Base Metals(79%)&amp;lt;br&amp;gt;0.25 Noble Metals(1%)&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;
| 150%&lt;br /&gt;
| 60&lt;br /&gt;
| 1250&lt;br /&gt;
| 120&lt;br /&gt;
| 40&lt;br /&gt;
| 30 Money&amp;lt;br&amp;gt;3 Water&amp;lt;br&amp;gt;3 Volatiles&lt;br /&gt;
| 12.5 Water(10%)&amp;lt;br&amp;gt;12.5 Volatiles(10%)&amp;lt;br&amp;gt;98.75 Base Metals(79%)&amp;lt;br&amp;gt;1.25 Noble Metals(1%)&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;
| 200%&lt;br /&gt;
| 200&lt;br /&gt;
| 10000&lt;br /&gt;
| 240&lt;br /&gt;
| 200&lt;br /&gt;
| 60 Money&amp;lt;br&amp;gt;5 Water&amp;lt;br&amp;gt;5 Volatiles&lt;br /&gt;
| 100 Water(10%)&amp;lt;br&amp;gt;100 Volatiles(10%)&amp;lt;br&amp;gt;790 Base Metals(79%)&amp;lt;br&amp;gt;10 Noble Metals(1%) &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;
| 125%&lt;br /&gt;
| 0&lt;br /&gt;
| 175&lt;br /&gt;
| 30&lt;br /&gt;
| 12&lt;br /&gt;
| 1 Water&amp;lt;br&amp;gt;1 Volatiles&lt;br /&gt;
| 1.75 Water(10%)&amp;lt;br&amp;gt;2.625 Volatiles(15%)&amp;lt;br&amp;gt;12.6 Base Metals(72%)&amp;lt;br&amp;gt;0.525 Noble Metals(3%)&lt;br /&gt;
|}&lt;br /&gt;
==== Mining modifier ====&lt;br /&gt;
This modifier is applied to the mining module&#039;s mass and {{icon|power consumption}}power maintenance on respective celestial body. For example, the mass of Outpost Mining Complex on Mars calculated by 250 * 0.9342 = 233.55, rounded up to 234 (tons). This is multiplicative with radiation penalty, so mass of Colony Mining Complex on Mercury would be 10000 * 1.9641 * 2 = 39282 (tons). Radiation does not affect power cost of the module, so the power consumption of Colony Mining Complex on Mercury is 200 * 1.9641 = 392.82, rounded up to 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;
== 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;
{| 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;
| Allows ships to resupply&amp;lt;br&amp;gt;+3 Crew&amp;lt;br&amp;gt;-0 Power&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;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction&amp;lt;br&amp;gt;+40 Crew&amp;lt;br&amp;gt;-20 Power&lt;br /&gt;
| Shipyard&amp;lt;br&amp;gt;[[File:Station T2 Shipyard.png|100px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction (faster speed)&amp;lt;br&amp;gt;+120 Crew&amp;lt;br&amp;gt;-80 Power&lt;br /&gt;
| Spaceworks&amp;lt;br&amp;gt;[[File:Station T3 Spaceworks.png|100px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction (fastest speed)&amp;lt;br&amp;gt;+400 Crew&amp;lt;br&amp;gt;-240 Power&lt;br /&gt;
|-&lt;br /&gt;
| Construction Module&amp;lt;br&amp;gt;[[File:Station T1 SpaceDock.png|100px]]&lt;br /&gt;
| Allows founding tier 1 habs&amp;lt;br&amp;gt;+6 Crew&amp;lt;br&amp;gt;+10% Construction Speed&amp;lt;br&amp;gt;-10 Power&amp;lt;br&amp;gt;-1 Water&amp;lt;br&amp;gt;-1 Volatiles&amp;lt;br&amp;gt;-3 Basic Metals&amp;lt;br&amp;gt;-0.25 Noble Metals&lt;br /&gt;
| Nanofactory&amp;lt;br&amp;gt;[[File:Station T2 Nanofactory.png|100px]]&lt;br /&gt;
| Allows founding tier 1-2 habs&amp;lt;br&amp;gt;+30 Crew&amp;lt;br&amp;gt;+25% Construction Speed&amp;lt;br&amp;gt;+1% Materials Research&amp;lt;br&amp;gt;-40 Power&amp;lt;br&amp;gt;+90 Money if hab isn&#039;t constructing modules&amp;lt;br&amp;gt;-10 Money otherwise &amp;lt;br&amp;gt;+2% Economy priority effect if in Earth orbit (max +30%)&amp;lt;br&amp;gt;-3 Water&amp;lt;br&amp;gt;-3 Volatiles&amp;lt;br&amp;gt;-10 Basic Metals&amp;lt;br&amp;gt;-1 Noble Metals&lt;br /&gt;
| Nanofacturing Complex&amp;lt;br&amp;gt;[[File:Station T3 NanofacturingComplex.png|100px]]&lt;br /&gt;
| Allows founding tier 1-3 habs&amp;lt;br&amp;gt;+150 Crew&amp;lt;br&amp;gt;+40% Construction Speed&amp;lt;br&amp;gt;+2% Materials Research&amp;lt;br&amp;gt;-120 Power&amp;lt;br&amp;gt;+300 Money if hab isn&#039;t constructing modules&amp;lt;br&amp;gt;-20 Money otherwise&amp;lt;br&amp;gt;+5% Economy priority effect if in Earth orbit (max +30%)&amp;lt;br&amp;gt;-10 Water&amp;lt;br&amp;gt;-10 Volatiles&amp;lt;br&amp;gt;-30 Basic Metals&amp;lt;br&amp;gt;-3 Noble Metals&lt;br /&gt;
|-&lt;br /&gt;
| Quarters&amp;lt;br&amp;gt;[[File:Station T1 Quarters.png|100px]]&lt;br /&gt;
| +3 Control Space Asset Defense&amp;lt;br&amp;gt;+3 Money&amp;lt;br&amp;gt;+2 Influence&amp;lt;br&amp;gt;+50 Crew&amp;lt;br&amp;gt;-2 Power&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
| Residential Module&amp;lt;br&amp;gt;[[File:Station T2 ResidentialModule.png|100px]]&lt;br /&gt;
| +6 Control Space Asset Defense&amp;lt;br&amp;gt;+12 Money&amp;lt;br&amp;gt;+6 Influence&amp;lt;br&amp;gt;+500 Crew&amp;lt;br&amp;gt;-15 Power&amp;lt;br&amp;gt;-1 Boost&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
| Civilian Complex&amp;lt;br&amp;gt;[[File:Station T3 CivilianComplex.png|100px]]&lt;br /&gt;
| +12 Control Space Asset Defense&amp;lt;br&amp;gt;+40 Money&amp;lt;br&amp;gt;+12 Influence&amp;lt;br&amp;gt;+2500 Crew&amp;lt;br&amp;gt;-120 Power&amp;lt;br&amp;gt;-3 Boost&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponics Bay&amp;lt;br&amp;gt;[[File:Station T1 HydroponicsBay.png|100px]]&lt;br /&gt;
| Remove Water and Volatiles upkeep for up to 60 Crew&amp;lt;br&amp;gt;+1 Crew&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Farm&amp;lt;br&amp;gt;[[File:Station T2 Farm.png|100px]]&lt;br /&gt;
| Remove Water and Volatiles upkeep for up to 600 Crew&amp;lt;br&amp;gt;+5 Crew&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Agriculture Complex&amp;lt;br&amp;gt;[[File:Station T3 AgricultureComplex.png|100px]]&lt;br /&gt;
| Remove Water and Volatiles upkeep for up to 3000 Crew&amp;lt;br&amp;gt;+25 Crew&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|-&lt;br /&gt;
| Marine Platoon Barracks&amp;lt;br&amp;gt;[[File:Station T1 MarinePlatoonBarracks.png|100px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 2)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions&amp;lt;br&amp;gt;+30 Crew&amp;lt;br&amp;gt;+5 Ops&amp;lt;br&amp;gt;-5 Power&lt;br /&gt;
| Marine Company Barracks&amp;lt;br&amp;gt;[[File:Station T2 MarineCompanyBarracks.png|100px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 6)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions (x4)&amp;lt;br&amp;gt;+150 Crew&amp;lt;br&amp;gt;+12 Ops&amp;lt;br&amp;gt;-20 Power&lt;br /&gt;
| Marine Battalion Barracks&amp;lt;br&amp;gt;[[File:Station T3 MarineBattalionBarracks.png|100px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 15)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions (x14)&amp;lt;br&amp;gt;+750 Crew&amp;lt;br&amp;gt;+30 Ops&amp;lt;br&amp;gt;-60Power&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;
| +20 Crew&amp;lt;br&amp;gt;+1 Council Engineering Project Slots&amp;lt;br&amp;gt;-30 Power&lt;br /&gt;
| Foundry&amp;lt;br&amp;gt;[[File:Station T3 Foundry.png|100px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+2 Council Engineering Project Slots&amp;lt;br&amp;gt;-90 Power&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;
| +200 Crew&amp;lt;br&amp;gt;+60 Research&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-1 Mission Control&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
| Research University&amp;lt;br&amp;gt;[[File:Station T3 ResearchUniversity.png|100px]]&lt;br /&gt;
| +1000 Crew&amp;lt;br&amp;gt;+200 Research&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-2 Mission Control&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&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;
| +50 Crew&amp;lt;br&amp;gt;+1 Mission Control&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Command Center&amp;lt;br&amp;gt;[[File:Station T3 CommandCenter.png|100px]]&lt;br /&gt;
| +250 Crew&amp;lt;br&amp;gt;+2 Mission Control&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|}&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;
| +4 Crew&amp;lt;br&amp;gt;+20 Power&lt;br /&gt;
| Fission Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 FissionReactorArray.png|120px]]&lt;br /&gt;
| +20 Crew&amp;lt;br&amp;gt;+85 Power&lt;br /&gt;
| Fission Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 FissionReactorFarm.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+250 Power&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Fission Pile&amp;lt;br&amp;gt;[[File:Station T1 HeavyFissionPile.png|120px]]&lt;br /&gt;
| +4 Crew&amp;lt;br&amp;gt;+30 Power&lt;br /&gt;
| Heavy Fission Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 HeavyFissionReactorArray.png|120px]]&lt;br /&gt;
| +20 Crew&amp;lt;br&amp;gt;+128 Power&lt;br /&gt;
| Heavy Fission Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 HeavyFissionReactorFarm.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+375 Power&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pile&amp;lt;br&amp;gt;[[File:Station T1 FusionPile.png|120px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;+40 Power&lt;br /&gt;
| Fusion Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 FusionReactorArray.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+170 Power&lt;br /&gt;
| Fusion Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 FusionReactorFarm.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+500 Power&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Fusion Pile&lt;br /&gt;
| +10 Crew&amp;lt;br&amp;gt;+70 Power&lt;br /&gt;
| Heavy Fusion Reactor Array&lt;br /&gt;
| +50 Crew&amp;lt;br&amp;gt;+300 Power&lt;br /&gt;
| Heavy Fusion Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 TerawattFusionReactor.png|120px]]&lt;br /&gt;
| +150 Crew&amp;lt;br&amp;gt;+900 Power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Solar Collector&amp;lt;br&amp;gt;[[File:Station T1 SolarCollector.png|120px]]&lt;br /&gt;
| +1 Crew&amp;lt;br&amp;gt;+20 power per 1 Solar power module multiplier&lt;br /&gt;
| Solar Array&amp;lt;br&amp;gt;[[File:Station T2 SolarArray.png|120px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;+80 power per 1 Solar power module multiplier&lt;br /&gt;
| Solar Farm&amp;lt;br&amp;gt;[[File:Station T3 SolarFarm.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+240 power per 1 Solar power module multiplier&lt;br /&gt;
|}&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.&lt;br /&gt;
&lt;br /&gt;
When built on surface bases they house 2 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.&lt;br /&gt;
&lt;br /&gt;
When built on stations they house 2 anti-ship weapons: 1 laser battery (laser / arc laser / phaser) and 1 projectile battery (gun / rail / coil / plasma). In addition, they also house 1 point defense turret (40mm autocannon / laser / arc laser / phaser). Stations with defense modules will take part in space battles. They upgrade automatically when new faction projects that unlock hull weapons are researched.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Weapon Size !! Crew !! Mass (tons) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&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;
| 3&lt;br /&gt;
| 150&lt;br /&gt;
| 10&lt;br /&gt;
| 2 Money&amp;lt;br&amp;gt;0.1 Base Metals&lt;br /&gt;
| 145 Money&lt;br /&gt;
| 3.3 Volatiles&amp;lt;br&amp;gt;11.4 Base Metals&amp;lt;br&amp;gt;0.3 Noble Metals&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;
| 15&lt;br /&gt;
| 750&lt;br /&gt;
| 40&lt;br /&gt;
| 10 Money&amp;lt;br&amp;gt;1 Base Metals&amp;lt;br&amp;gt;0.5 Noble Metals&lt;br /&gt;
| 725 Money&lt;br /&gt;
| 16.5 Volatiles&amp;lt;br&amp;gt;57 Base Metals&amp;lt;br&amp;gt;1.5 Noble Metals&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;
| 75&lt;br /&gt;
| 6000&lt;br /&gt;
| 240&lt;br /&gt;
| 30 Money&amp;lt;br&amp;gt;3 Base Metals&amp;lt;br&amp;gt;1 Noble Metals&lt;br /&gt;
| 5.8K Money&lt;br /&gt;
| 132 Volatiles&amp;lt;br&amp;gt;456 Base Metals&amp;lt;br&amp;gt;12 Noble Metals&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 !! Mission Control !! Control Point Cap !! Crew !! Mass (tons) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&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;
| 1&lt;br /&gt;
| 10&lt;br /&gt;
| 200&lt;br /&gt;
| 150&lt;br /&gt;
| 30&lt;br /&gt;
| 1 Boost&amp;lt;br&amp;gt;21.5 Money&amp;lt;br&amp;gt;0.1 Base Metals&lt;br /&gt;
| 120&lt;br /&gt;
| 1.2 Water&amp;lt;br&amp;gt;6 Volatiles&amp;lt;br&amp;gt;7.5 Base Metals&amp;lt;br&amp;gt;0.3 Noble Metals&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;
| 2&lt;br /&gt;
| 30&lt;br /&gt;
| 1000&lt;br /&gt;
| 750&lt;br /&gt;
| 120&lt;br /&gt;
| 3 Boost&amp;lt;br&amp;gt;100 Money&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
| 600&lt;br /&gt;
| 6 Water&amp;lt;br&amp;gt;30 Volatiles&amp;lt;br&amp;gt;37.5 Base Metals&amp;lt;br&amp;gt;1.5 Noble Metals&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;
| Energy Lab&amp;lt;br&amp;gt;[[File:Station T1 EnergyLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Energy Research&amp;lt;br&amp;gt;-8 Power&amp;lt;br&amp;gt;+3% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Energy Research Center&amp;lt;br&amp;gt;[[File:Station T2 EnergyResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Energy Research&amp;lt;br&amp;gt;-32 Power&amp;lt;br&amp;gt;+6% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Energy Institute&amp;lt;br&amp;gt;[[File:Station T3 EnergyInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Energy Research&amp;lt;br&amp;gt;-96 Power&amp;lt;br&amp;gt;+10% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Information Science Lab&amp;lt;br&amp;gt;[[File:Station T1 InformationScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Information Science Research&amp;lt;br&amp;gt;-6 Power&amp;lt;br&amp;gt;+3% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Information Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 InformationScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Information Science Research&amp;lt;br&amp;gt;-24 Power&amp;lt;br&amp;gt;+6% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Information Science Institute&amp;lt;br&amp;gt;[[File:Station T3 InformationScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Information Science Research&amp;lt;br&amp;gt;-72 Power&amp;lt;br&amp;gt;+10% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Life Science Lab&amp;lt;br&amp;gt;[[File:Station T1 LifeScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Life Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Life Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 LifeScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Life Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Life Science Institute&amp;lt;br&amp;gt;[[File:Station T3 LifeScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Life Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Materials Lab&amp;lt;br&amp;gt;[[File:Station T1 MaterialsLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Materials Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Materials Research Center&amp;lt;br&amp;gt;[[File:Station T2 MaterialsResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Materials Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Materials Institute&amp;lt;br&amp;gt;[[File:Station T3 MaterialsInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Materials Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Military Science Lab&amp;lt;br&amp;gt;[[File:Station T1 MilitaryScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Military Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+0.03 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
| Military Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 MilitaryScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Military Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+0.06 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
| Military Science Institute&amp;lt;br&amp;gt;[[File:Station T3 MilitaryScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Military Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+0.1 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
|-&lt;br /&gt;
| Space Science Lab&amp;lt;br&amp;gt;[[File:Station T1 SpaceScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Space Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Space Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 SpaceScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Space Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Space Science Institute&amp;lt;br&amp;gt;[[File:Station T3 SpaceScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Space Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Xenology Lab&amp;lt;br&amp;gt;[[File:Station T1 XenologyLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+10% Xenology Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+1 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
| Xenoscience Research Center&amp;lt;br&amp;gt;[[File:Station T2 XenoscienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+25% Xenology Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+2 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
| Xenoscience Institute&amp;lt;br&amp;gt;[[File:Station T3 XenoscienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+50% Xenology Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+3 Alien Detection if in Earth orbit (max +9)&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 at least 50000 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;
| +1 Crew&amp;lt;br&amp;gt;+12 Money&amp;lt;br&amp;gt;+1 Influence&amp;lt;br&amp;gt;-3 Power&amp;lt;br&amp;gt;&#039;&#039;• stations only&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
| Space Hotel&amp;lt;br&amp;gt;[[File:Station T2 SpaceHotel.png|100px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+80 Money&amp;lt;br&amp;gt;+2 Influence&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-3 Boost&amp;lt;br&amp;gt;&#039;&#039;• stations only&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
| Space Resort&amp;lt;br&amp;gt;[[File:Station T3 SpaceResort.png|100px]]&lt;br /&gt;
| +500 Crew&amp;lt;br&amp;gt;+250 Money&amp;lt;br&amp;gt;+5 Influence&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-6 Boost&amp;lt;br&amp;gt;&#039;&#039;• stations only&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Social Science Lab&amp;lt;br&amp;gt;[[File:Station T1 SocialScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Social Science Research&amp;lt;br&amp;gt;-3 Power&amp;lt;br&amp;gt;+1 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
| Social Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 SocialScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Social Science Research&amp;lt;br&amp;gt;-12 Power&amp;lt;br&amp;gt;+2 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
| Social Science Institute&amp;lt;br&amp;gt;[[File:Station T3 SocialScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Social Science Research&amp;lt;br&amp;gt;-36 Power&amp;lt;br&amp;gt;+3 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
|-&lt;br /&gt;
| Broadcast Outlet&amp;lt;br&amp;gt;[[File:Station T1 BroadcastOutlet.png|100px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;+5 Influence&amp;lt;br&amp;gt;-8 Power&lt;br /&gt;
| Communications Hub&amp;lt;br&amp;gt;[[File:Station T2 CommunicationsHub.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+12 Influence&amp;lt;br&amp;gt;-32 Power&amp;lt;br&amp;gt;+1% Unity priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Media Center&amp;lt;br&amp;gt;[[File:Station T3 MediaCenter.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+30 Influence&amp;lt;br&amp;gt;-96 Power&amp;lt;br&amp;gt;+2% Unity priority effect if in Earth orbit (max +30%)&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;
| +120 Crew&amp;lt;br&amp;gt;+60 Money&amp;lt;br&amp;gt;+2.5% Life Science Research&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-1.5 Boost&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
| Space Hospital&amp;lt;br&amp;gt;[[File:Station T3 GeriatricsFacility.png|100px]]&lt;br /&gt;
| +600 Crew&amp;lt;br&amp;gt;+250 Money&amp;lt;br&amp;gt;+2.5% Life Science Research&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-3 Boost&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Deep Space Telesope ===&lt;br /&gt;
The Deep Space Telesope is a 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;
&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;/div&gt;</summary>
		<author><name>76561198066654836</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=6888</id>
		<title>Habs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=6888"/>
		<updated>2025-09-23T11:07:16Z</updated>

		<summary type="html">&lt;p&gt;76561198066654836: /* Antimatter Capture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;This page discusses the game mechanics for habs. It also has a somewhat obsolete list of hab modules. For an up-to-date list of all hab modules in Terra Invicta, as well as their stats, see [[Hab Module List]] instead.&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 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 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 councilor with a high 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 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 {{icon|boost}}Boost is used. And if you are out of both, or have insufficient {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control]](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 {{icon|water|bgcolor=transparent}}0.35 water, {{icon|volatiles|bgcolor=transparent}}0.35 volatiles, and {{icon|money|bgcolor=transparent}}0.1 money &#039;&#039;per year&#039;&#039;. This is approximately 0.029 water, 0.029 volatiles, and 0.008 money &#039;&#039;per month&#039;&#039;. Agricultural module covers {{icon|water}} and {{icon|volatiles}} upkeep of certain number of crews 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 {{icon|metal}}base 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 base metals. e. g. 200t module becomes 400t module on Mercury, and 200t difference means additional {{icon|metal}}20 base metal cost.&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 {{icon|antimatter|bgcolor=DarkSlateGray}}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&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|false}}&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|false}}&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|false}}&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 {{icon|antimatter|bgcolor=DarkSlateGray}}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&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|false}} 25% of {{icon|antimatter|bgcolor=DarkSlateGray}} antimatter in the orbit&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|false}} 50% of {{icon|antimatter|bgcolor=DarkSlateGray}} antimatter in the orbit&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|false}} 100% of {{icon|antimatter|bgcolor=DarkSlateGray}} antimatter in the orbit&lt;br /&gt;
|}&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 !! Crew !! Mass (tons) !! Build Time (days) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space) !! Faction !! Notes&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;
| 200&lt;br /&gt;
| 10000&lt;br /&gt;
| 120&lt;br /&gt;
| 150&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;20 Money&lt;br /&gt;
| 200K Money&lt;br /&gt;
| 380 Volatiles&amp;lt;br&amp;gt;400 Base Metals&amp;lt;br&amp;gt;200 Noble Metals&amp;lt;br&amp;gt;20 Exotics&lt;br /&gt;
| [[File:FAC AppeaseCouncil 128.png|40px]] The Protectorate&lt;br /&gt;
| Will defend the station&amp;lt;br&amp;gt;May only be built in Low Earth Orbit&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;
| 80&lt;br /&gt;
| 250000&lt;br /&gt;
| 720&lt;br /&gt;
| 5000&lt;br /&gt;
| 20 Mission Control&amp;lt;br&amp;gt;20 Money&lt;br /&gt;
| 25M Money&lt;br /&gt;
| 2350 Water&amp;lt;br&amp;gt;5000 Volatiles&amp;lt;br&amp;gt;11000 Base Metals&amp;lt;br&amp;gt;6250 Noble Metals&amp;lt;br&amp;gt;400 Exotics&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|40px]] Project Exodus&lt;br /&gt;
| &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]].&lt;br /&gt;
&lt;br /&gt;
There is a soft limit on the number of {{icon|mining|bgcolor=DarkSlateGray}}mining bases you can have. Going over it will require paying extra {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|MC]] cost. This limit is raised by 3 with the {{icon|space}} [[Mission to the Moon]] tech and {{icon|space}} [[Mission to the Mercury]] tech. {{icon|space}} [[Mission to Mars]], {{icon|space}} [[Mission to the Asteroids]], {{icon|space}} [[Mission to Jupiter]], {{icon|space}} [[Mission to Saturn]], and {{icon|space}} [[Mission to the Outer Planets]] techs increases the limit by 6 each, for a maximum of 36 mines. This can then be raised further with every level of {{icon|space}} [[Future Tech: Space Science]]. &lt;br /&gt;
&lt;br /&gt;
Each additional mine beyond the initial limit has an escalating {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control (MC)]] cost, The total number of MC penalty is ((# of mines over the cap)^2)/2, rounded down except when n=1, where MC penalty is 1 rather than 0. &lt;br /&gt;
&lt;br /&gt;
So it goes as: 1 → 2 → 4 → 8 → 12 → 18 → 24 → 32...&amp;lt;br&amp;gt;&lt;br /&gt;
Which means per-mine cost sequence is: 1 → 1 → 2 → 4 → 4 → 6 → 6 → 8 → ...&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Extraction Rate !! Crew !! Mass (tons)&amp;lt;br&amp;gt;(Base value)  !! Build Time (days) !! Required Power&amp;lt;br&amp;gt;(Base value) !! Support Costs !! Build Cost from space&amp;lt;br&amp;gt;(Base value)&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;
| 100%&lt;br /&gt;
| 12&lt;br /&gt;
| 250&lt;br /&gt;
| 60&lt;br /&gt;
| 10&lt;br /&gt;
| 6 Money&amp;lt;br&amp;gt;1 Water&amp;lt;br&amp;gt;1 Volatiles&lt;br /&gt;
| 2.5 Water(10%)&amp;lt;br&amp;gt;2.5 Volatiles(10%)&amp;lt;br&amp;gt;19.75 Base Metals(79%)&amp;lt;br&amp;gt;0.25 Noble Metals(1%)&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;
| 150%&lt;br /&gt;
| 60&lt;br /&gt;
| 1250&lt;br /&gt;
| 120&lt;br /&gt;
| 40&lt;br /&gt;
| 30 Money&amp;lt;br&amp;gt;3 Water&amp;lt;br&amp;gt;3 Volatiles&lt;br /&gt;
| 12.5 Water(10%)&amp;lt;br&amp;gt;12.5 Volatiles(10%)&amp;lt;br&amp;gt;98.75 Base Metals(79%)&amp;lt;br&amp;gt;1.25 Noble Metals(1%)&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;
| 200%&lt;br /&gt;
| 200&lt;br /&gt;
| 10000&lt;br /&gt;
| 240&lt;br /&gt;
| 200&lt;br /&gt;
| 60 Money&amp;lt;br&amp;gt;5 Water&amp;lt;br&amp;gt;5 Volatiles&lt;br /&gt;
| 100 Water(10%)&amp;lt;br&amp;gt;100 Volatiles(10%)&amp;lt;br&amp;gt;790 Base Metals(79%)&amp;lt;br&amp;gt;10 Noble Metals(1%) &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;
| 125%&lt;br /&gt;
| 0&lt;br /&gt;
| 175&lt;br /&gt;
| 30&lt;br /&gt;
| 12&lt;br /&gt;
| 1 Water&amp;lt;br&amp;gt;1 Volatiles&lt;br /&gt;
| 1.75 Water(10%)&amp;lt;br&amp;gt;2.625 Volatiles(15%)&amp;lt;br&amp;gt;12.6 Base Metals(72%)&amp;lt;br&amp;gt;0.525 Noble Metals(3%)&lt;br /&gt;
|}&lt;br /&gt;
==== Mining modifier ====&lt;br /&gt;
This modifier is applied to the mining module&#039;s mass and {{icon|power consumption}}power maintenance on respective celestial body. For example, the mass of Outpost Mining Complex on Mars calculated by 250 * 0.9342 = 233.55, rounded up to 234 (tons). This is multiplicative with radiation penalty, so mass of Colony Mining Complex on Mercury would be 10000 * 1.9641 * 2 = 39282 (tons). Radiation does not affect power cost of the module, so the power consumption of Colony Mining Complex on Mercury is 200 * 1.9641 = 392.82, rounded up to 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;
== 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;
{| 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;
| Allows ships to resupply&amp;lt;br&amp;gt;+3 Crew&amp;lt;br&amp;gt;-0 Power&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;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction&amp;lt;br&amp;gt;+40 Crew&amp;lt;br&amp;gt;-20 Power&lt;br /&gt;
| Shipyard&amp;lt;br&amp;gt;[[File:Station T2 Shipyard.png|100px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction (faster speed)&amp;lt;br&amp;gt;+120 Crew&amp;lt;br&amp;gt;-80 Power&lt;br /&gt;
| Spaceworks&amp;lt;br&amp;gt;[[File:Station T3 Spaceworks.png|100px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction (fastest speed)&amp;lt;br&amp;gt;+400 Crew&amp;lt;br&amp;gt;-240 Power&lt;br /&gt;
|-&lt;br /&gt;
| Construction Module&amp;lt;br&amp;gt;[[File:Station T1 SpaceDock.png|100px]]&lt;br /&gt;
| Allows founding tier 1 habs&amp;lt;br&amp;gt;+6 Crew&amp;lt;br&amp;gt;+10% Construction Speed&amp;lt;br&amp;gt;-10 Power&amp;lt;br&amp;gt;-1 Water&amp;lt;br&amp;gt;-1 Volatiles&amp;lt;br&amp;gt;-3 Basic Metals&amp;lt;br&amp;gt;-0.25 Noble Metals&lt;br /&gt;
| Nanofactory&amp;lt;br&amp;gt;[[File:Station T2 Nanofactory.png|100px]]&lt;br /&gt;
| Allows founding tier 1-2 habs&amp;lt;br&amp;gt;+30 Crew&amp;lt;br&amp;gt;+25% Construction Speed&amp;lt;br&amp;gt;+1% Materials Research&amp;lt;br&amp;gt;-40 Power&amp;lt;br&amp;gt;+90 Money if hab isn&#039;t constructing modules&amp;lt;br&amp;gt;-10 Money otherwise &amp;lt;br&amp;gt;+2% Economy priority effect if in Earth orbit (max +30%)&amp;lt;br&amp;gt;-3 Water&amp;lt;br&amp;gt;-3 Volatiles&amp;lt;br&amp;gt;-10 Basic Metals&amp;lt;br&amp;gt;-1 Noble Metals&lt;br /&gt;
| Nanofacturing Complex&amp;lt;br&amp;gt;[[File:Station T3 NanofacturingComplex.png|100px]]&lt;br /&gt;
| Allows founding tier 1-3 habs&amp;lt;br&amp;gt;+150 Crew&amp;lt;br&amp;gt;+40% Construction Speed&amp;lt;br&amp;gt;+2% Materials Research&amp;lt;br&amp;gt;-120 Power&amp;lt;br&amp;gt;+300 Money if hab isn&#039;t constructing modules&amp;lt;br&amp;gt;-20 Money otherwise&amp;lt;br&amp;gt;+5% Economy priority effect if in Earth orbit (max +30%)&amp;lt;br&amp;gt;-10 Water&amp;lt;br&amp;gt;-10 Volatiles&amp;lt;br&amp;gt;-30 Basic Metals&amp;lt;br&amp;gt;-3 Noble Metals&lt;br /&gt;
|-&lt;br /&gt;
| Quarters&amp;lt;br&amp;gt;[[File:Station T1 Quarters.png|100px]]&lt;br /&gt;
| +3 Control Space Asset Defense&amp;lt;br&amp;gt;+3 Money&amp;lt;br&amp;gt;+2 Influence&amp;lt;br&amp;gt;+50 Crew&amp;lt;br&amp;gt;-2 Power&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
| Residential Module&amp;lt;br&amp;gt;[[File:Station T2 ResidentialModule.png|100px]]&lt;br /&gt;
| +6 Control Space Asset Defense&amp;lt;br&amp;gt;+12 Money&amp;lt;br&amp;gt;+6 Influence&amp;lt;br&amp;gt;+500 Crew&amp;lt;br&amp;gt;-15 Power&amp;lt;br&amp;gt;-1 Boost&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
| Civilian Complex&amp;lt;br&amp;gt;[[File:Station T3 CivilianComplex.png|100px]]&lt;br /&gt;
| +12 Control Space Asset Defense&amp;lt;br&amp;gt;+40 Money&amp;lt;br&amp;gt;+12 Influence&amp;lt;br&amp;gt;+2500 Crew&amp;lt;br&amp;gt;-120 Power&amp;lt;br&amp;gt;-3 Boost&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponics Bay&amp;lt;br&amp;gt;[[File:Station T1 HydroponicsBay.png|100px]]&lt;br /&gt;
| Remove Water and Volatiles upkeep for up to 60 Crew&amp;lt;br&amp;gt;+1 Crew&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Farm&amp;lt;br&amp;gt;[[File:Station T2 Farm.png|100px]]&lt;br /&gt;
| Remove Water and Volatiles upkeep for up to 600 Crew&amp;lt;br&amp;gt;+5 Crew&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Agriculture Complex&amp;lt;br&amp;gt;[[File:Station T3 AgricultureComplex.png|100px]]&lt;br /&gt;
| Remove Water and Volatiles upkeep for up to 3000 Crew&amp;lt;br&amp;gt;+25 Crew&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|-&lt;br /&gt;
| Marine Platoon Barracks&amp;lt;br&amp;gt;[[File:Station T1 MarinePlatoonBarracks.png|100px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 2)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions&amp;lt;br&amp;gt;+30 Crew&amp;lt;br&amp;gt;+5 Ops&amp;lt;br&amp;gt;-5 Power&lt;br /&gt;
| Marine Company Barracks&amp;lt;br&amp;gt;[[File:Station T2 MarineCompanyBarracks.png|100px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 6)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions (x4)&amp;lt;br&amp;gt;+150 Crew&amp;lt;br&amp;gt;+12 Ops&amp;lt;br&amp;gt;-20 Power&lt;br /&gt;
| Marine Battalion Barracks&amp;lt;br&amp;gt;[[File:Station T3 MarineBattalionBarracks.png|100px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 15)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions (x14)&amp;lt;br&amp;gt;+750 Crew&amp;lt;br&amp;gt;+30 Ops&amp;lt;br&amp;gt;-60Power&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;
| +20 Crew&amp;lt;br&amp;gt;+1 Council Engineering Project Slots&amp;lt;br&amp;gt;-30 Power&lt;br /&gt;
| Foundry&amp;lt;br&amp;gt;[[File:Station T3 Foundry.png|100px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+2 Council Engineering Project Slots&amp;lt;br&amp;gt;-90 Power&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;
| +200 Crew&amp;lt;br&amp;gt;+60 Research&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-1 Mission Control&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
| Research University&amp;lt;br&amp;gt;[[File:Station T3 ResearchUniversity.png|100px]]&lt;br /&gt;
| +1000 Crew&amp;lt;br&amp;gt;+200 Research&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-2 Mission Control&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&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;
| +50 Crew&amp;lt;br&amp;gt;+1 Mission Control&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Command Center&amp;lt;br&amp;gt;[[File:Station T3 CommandCenter.png|100px]]&lt;br /&gt;
| +250 Crew&amp;lt;br&amp;gt;+2 Mission Control&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|}&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;
| +4 Crew&amp;lt;br&amp;gt;+20 Power&lt;br /&gt;
| Fission Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 FissionReactorArray.png|120px]]&lt;br /&gt;
| +20 Crew&amp;lt;br&amp;gt;+85 Power&lt;br /&gt;
| Fission Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 FissionReactorFarm.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+250 Power&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Fission Pile&amp;lt;br&amp;gt;[[File:Station T1 HeavyFissionPile.png|120px]]&lt;br /&gt;
| +4 Crew&amp;lt;br&amp;gt;+30 Power&lt;br /&gt;
| Heavy Fission Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 HeavyFissionReactorArray.png|120px]]&lt;br /&gt;
| +20 Crew&amp;lt;br&amp;gt;+128 Power&lt;br /&gt;
| Heavy Fission Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 HeavyFissionReactorFarm.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+375 Power&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pile&amp;lt;br&amp;gt;[[File:Station T1 FusionPile.png|120px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;+40 Power&lt;br /&gt;
| Fusion Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 FusionReactorArray.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+170 Power&lt;br /&gt;
| Fusion Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 FusionReactorFarm.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+500 Power&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Fusion Pile&lt;br /&gt;
| +10 Crew&amp;lt;br&amp;gt;+70 Power&lt;br /&gt;
| Heavy Fusion Reactor Array&lt;br /&gt;
| +50 Crew&amp;lt;br&amp;gt;+300 Power&lt;br /&gt;
| Heavy Fusion Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 TerawattFusionReactor.png|120px]]&lt;br /&gt;
| +150 Crew&amp;lt;br&amp;gt;+900 Power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Solar Collector&amp;lt;br&amp;gt;[[File:Station T1 SolarCollector.png|120px]]&lt;br /&gt;
| +1 Crew&amp;lt;br&amp;gt;+20 power per 1 Solar power module multiplier&lt;br /&gt;
| Solar Array&amp;lt;br&amp;gt;[[File:Station T2 SolarArray.png|120px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;+80 power per 1 Solar power module multiplier&lt;br /&gt;
| Solar Farm&amp;lt;br&amp;gt;[[File:Station T3 SolarFarm.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+240 power per 1 Solar power module multiplier&lt;br /&gt;
|}&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.&lt;br /&gt;
&lt;br /&gt;
When built on surface bases they house 2 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.&lt;br /&gt;
&lt;br /&gt;
When built on stations they house 2 anti-ship weapons: 1 laser battery (laser / arc laser / phaser) and 1 projectile battery (gun / rail / coil / plasma). In addition, they also house 1 point defense turret (40mm autocannon / laser / arc laser / phaser). Stations with defense modules will take part in space battles. They upgrade automatically when new faction projects that unlock hull weapons are researched.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Weapon Size !! Crew !! Mass (tons) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&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;
| 3&lt;br /&gt;
| 150&lt;br /&gt;
| 10&lt;br /&gt;
| 2 Money&amp;lt;br&amp;gt;0.1 Base Metals&lt;br /&gt;
| 145 Money&lt;br /&gt;
| 3.3 Volatiles&amp;lt;br&amp;gt;11.4 Base Metals&amp;lt;br&amp;gt;0.3 Noble Metals&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;
| 15&lt;br /&gt;
| 750&lt;br /&gt;
| 40&lt;br /&gt;
| 10 Money&amp;lt;br&amp;gt;1 Base Metals&amp;lt;br&amp;gt;0.5 Noble Metals&lt;br /&gt;
| 725 Money&lt;br /&gt;
| 16.5 Volatiles&amp;lt;br&amp;gt;57 Base Metals&amp;lt;br&amp;gt;1.5 Noble Metals&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;
| 75&lt;br /&gt;
| 6000&lt;br /&gt;
| 240&lt;br /&gt;
| 30 Money&amp;lt;br&amp;gt;3 Base Metals&amp;lt;br&amp;gt;1 Noble Metals&lt;br /&gt;
| 5.8K Money&lt;br /&gt;
| 132 Volatiles&amp;lt;br&amp;gt;456 Base Metals&amp;lt;br&amp;gt;12 Noble Metals&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 !! Mission Control !! Control Point Cap !! Crew !! Mass (tons) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&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;
| 1&lt;br /&gt;
| 10&lt;br /&gt;
| 200&lt;br /&gt;
| 150&lt;br /&gt;
| 30&lt;br /&gt;
| 1 Boost&amp;lt;br&amp;gt;21.5 Money&amp;lt;br&amp;gt;0.1 Base Metals&lt;br /&gt;
| 120&lt;br /&gt;
| 1.2 Water&amp;lt;br&amp;gt;6 Volatiles&amp;lt;br&amp;gt;7.5 Base Metals&amp;lt;br&amp;gt;0.3 Noble Metals&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;
| 2&lt;br /&gt;
| 30&lt;br /&gt;
| 1000&lt;br /&gt;
| 750&lt;br /&gt;
| 120&lt;br /&gt;
| 3 Boost&amp;lt;br&amp;gt;100 Money&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
| 600&lt;br /&gt;
| 6 Water&amp;lt;br&amp;gt;30 Volatiles&amp;lt;br&amp;gt;37.5 Base Metals&amp;lt;br&amp;gt;1.5 Noble Metals&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;
| Energy Lab&amp;lt;br&amp;gt;[[File:Station T1 EnergyLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Energy Research&amp;lt;br&amp;gt;-8 Power&amp;lt;br&amp;gt;+3% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Energy Research Center&amp;lt;br&amp;gt;[[File:Station T2 EnergyResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Energy Research&amp;lt;br&amp;gt;-32 Power&amp;lt;br&amp;gt;+6% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Energy Institute&amp;lt;br&amp;gt;[[File:Station T3 EnergyInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Energy Research&amp;lt;br&amp;gt;-96 Power&amp;lt;br&amp;gt;+10% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Information Science Lab&amp;lt;br&amp;gt;[[File:Station T1 InformationScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Information Science Research&amp;lt;br&amp;gt;-6 Power&amp;lt;br&amp;gt;+3% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Information Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 InformationScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Information Science Research&amp;lt;br&amp;gt;-24 Power&amp;lt;br&amp;gt;+6% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Information Science Institute&amp;lt;br&amp;gt;[[File:Station T3 InformationScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Information Science Research&amp;lt;br&amp;gt;-72 Power&amp;lt;br&amp;gt;+10% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Life Science Lab&amp;lt;br&amp;gt;[[File:Station T1 LifeScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Life Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Life Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 LifeScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Life Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Life Science Institute&amp;lt;br&amp;gt;[[File:Station T3 LifeScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Life Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Materials Lab&amp;lt;br&amp;gt;[[File:Station T1 MaterialsLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Materials Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Materials Research Center&amp;lt;br&amp;gt;[[File:Station T2 MaterialsResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Materials Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Materials Institute&amp;lt;br&amp;gt;[[File:Station T3 MaterialsInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Materials Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Military Science Lab&amp;lt;br&amp;gt;[[File:Station T1 MilitaryScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Military Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+0.03 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
| Military Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 MilitaryScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Military Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+0.06 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
| Military Science Institute&amp;lt;br&amp;gt;[[File:Station T3 MilitaryScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Military Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+0.1 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
|-&lt;br /&gt;
| Space Science Lab&amp;lt;br&amp;gt;[[File:Station T1 SpaceScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Space Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Space Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 SpaceScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Space Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Space Science Institute&amp;lt;br&amp;gt;[[File:Station T3 SpaceScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Space Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Xenology Lab&amp;lt;br&amp;gt;[[File:Station T1 XenologyLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+10% Xenology Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+1 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
| Xenoscience Research Center&amp;lt;br&amp;gt;[[File:Station T2 XenoscienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+25% Xenology Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+2 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
| Xenoscience Institute&amp;lt;br&amp;gt;[[File:Station T3 XenoscienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+50% Xenology Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+3 Alien Detection if in Earth orbit (max +9)&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 at least 50000 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;
| +1 Crew&amp;lt;br&amp;gt;+12 Money&amp;lt;br&amp;gt;+1 Influence&amp;lt;br&amp;gt;-3 Power&amp;lt;br&amp;gt;&#039;&#039;• stations only&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
| Space Hotel&amp;lt;br&amp;gt;[[File:Station T2 SpaceHotel.png|100px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+80 Money&amp;lt;br&amp;gt;+2 Influence&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-3 Boost&amp;lt;br&amp;gt;&#039;&#039;• stations only&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
| Space Resort&amp;lt;br&amp;gt;[[File:Station T3 SpaceResort.png|100px]]&lt;br /&gt;
| +500 Crew&amp;lt;br&amp;gt;+250 Money&amp;lt;br&amp;gt;+5 Influence&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-6 Boost&amp;lt;br&amp;gt;&#039;&#039;• stations only&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Social Science Lab&amp;lt;br&amp;gt;[[File:Station T1 SocialScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Social Science Research&amp;lt;br&amp;gt;-3 Power&amp;lt;br&amp;gt;+1 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
| Social Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 SocialScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Social Science Research&amp;lt;br&amp;gt;-12 Power&amp;lt;br&amp;gt;+2 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
| Social Science Institute&amp;lt;br&amp;gt;[[File:Station T3 SocialScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Social Science Research&amp;lt;br&amp;gt;-36 Power&amp;lt;br&amp;gt;+3 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
|-&lt;br /&gt;
| Broadcast Outlet&amp;lt;br&amp;gt;[[File:Station T1 BroadcastOutlet.png|100px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;+5 Influence&amp;lt;br&amp;gt;-8 Power&lt;br /&gt;
| Communications Hub&amp;lt;br&amp;gt;[[File:Station T2 CommunicationsHub.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+12 Influence&amp;lt;br&amp;gt;-32 Power&amp;lt;br&amp;gt;+1% Unity priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Media Center&amp;lt;br&amp;gt;[[File:Station T3 MediaCenter.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+30 Influence&amp;lt;br&amp;gt;-96 Power&amp;lt;br&amp;gt;+2% Unity priority effect if in Earth orbit (max +30%)&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;
| +120 Crew&amp;lt;br&amp;gt;+60 Money&amp;lt;br&amp;gt;+2.5% Life Science Research&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-1.5 Boost&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
| Space Hospital&amp;lt;br&amp;gt;[[File:Station T3 GeriatricsFacility.png|100px]]&lt;br /&gt;
| +600 Crew&amp;lt;br&amp;gt;+250 Money&amp;lt;br&amp;gt;+2.5% Life Science Research&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-3 Boost&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Deep Space Telesope ===&lt;br /&gt;
The Deep Space Telesope is a 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;
&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;/div&gt;</summary>
		<author><name>76561198066654836</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=6887</id>
		<title>Habs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=6887"/>
		<updated>2025-09-23T11:03:44Z</updated>

		<summary type="html">&lt;p&gt;76561198066654836: /* Stations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;This page discusses the game mechanics for habs. It also has a somewhat obsolete list of hab modules. For an up-to-date list of all hab modules in Terra Invicta, as well as their stats, see [[Hab Module List]] instead.&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 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 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 councilor with a high 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 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 {{icon|boost}}Boost is used. And if you are out of both, or have insufficient {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control]](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 {{icon|water|bgcolor=transparent}}0.35 water, {{icon|volatiles|bgcolor=transparent}}0.35 volatiles, and {{icon|money|bgcolor=transparent}}0.1 money &#039;&#039;per year&#039;&#039;. This is approximately 0.029 water, 0.029 volatiles, and 0.008 money &#039;&#039;per month&#039;&#039;. Agricultural module covers {{icon|water}} and {{icon|volatiles}} upkeep of certain number of crews 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 {{icon|metal}}base 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 base metals. e. g. 200t module becomes 400t module on Mercury, and 200t difference means additional {{icon|metal}}20 base metal cost.&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 {{icon|antimatter|bgcolor=DarkSlateGray}}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&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|false}}&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|false}}&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|false}}&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 {{icon|antimatter|bgcolor=DarkSlateGray}}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&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|false}}&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;
| 15&lt;br /&gt;
| 100&lt;br /&gt;
| 60&lt;br /&gt;
| 50% of antimatter in the orbit&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+20% Energy Research&lt;br /&gt;
| 5 Money&amp;lt;br&amp;gt;0.6 Water&amp;lt;br&amp;gt;0.6 Volatiles&lt;br /&gt;
| 160 Money&lt;br /&gt;
| 0.5 Water&amp;lt;br&amp;gt;2.5 Volatiles&amp;lt;br&amp;gt;5 Base Metals&amp;lt;br&amp;gt;2 Noble Metals&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;
| 75&lt;br /&gt;
| 800&lt;br /&gt;
| 240&lt;br /&gt;
| 100% of antimatter in the orbit&amp;lt;br&amp;gt;+15 Research&amp;lt;br&amp;gt;+50% Energy Research&lt;br /&gt;
| 10 Money&amp;lt;br&amp;gt;5 Water&amp;lt;br&amp;gt;5 Volatiles&amp;lt;br&amp;gt;5 Base Metals&amp;lt;br&amp;gt;2 Noble Metals&amp;lt;br&amp;gt;1 Fissibles&lt;br /&gt;
| 815 Money&lt;br /&gt;
| 4 Water&amp;lt;br&amp;gt;20 Volatiles&amp;lt;br&amp;gt;40 Base Metals&amp;lt;br&amp;gt;16 Noble Metals&lt;br /&gt;
|}&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 !! Crew !! Mass (tons) !! Build Time (days) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space) !! Faction !! Notes&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;
| 200&lt;br /&gt;
| 10000&lt;br /&gt;
| 120&lt;br /&gt;
| 150&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;20 Money&lt;br /&gt;
| 200K Money&lt;br /&gt;
| 380 Volatiles&amp;lt;br&amp;gt;400 Base Metals&amp;lt;br&amp;gt;200 Noble Metals&amp;lt;br&amp;gt;20 Exotics&lt;br /&gt;
| [[File:FAC AppeaseCouncil 128.png|40px]] The Protectorate&lt;br /&gt;
| Will defend the station&amp;lt;br&amp;gt;May only be built in Low Earth Orbit&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;
| 80&lt;br /&gt;
| 250000&lt;br /&gt;
| 720&lt;br /&gt;
| 5000&lt;br /&gt;
| 20 Mission Control&amp;lt;br&amp;gt;20 Money&lt;br /&gt;
| 25M Money&lt;br /&gt;
| 2350 Water&amp;lt;br&amp;gt;5000 Volatiles&amp;lt;br&amp;gt;11000 Base Metals&amp;lt;br&amp;gt;6250 Noble Metals&amp;lt;br&amp;gt;400 Exotics&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|40px]] Project Exodus&lt;br /&gt;
| &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]].&lt;br /&gt;
&lt;br /&gt;
There is a soft limit on the number of {{icon|mining|bgcolor=DarkSlateGray}}mining bases you can have. Going over it will require paying extra {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|MC]] cost. This limit is raised by 3 with the {{icon|space}} [[Mission to the Moon]] tech and {{icon|space}} [[Mission to the Mercury]] tech. {{icon|space}} [[Mission to Mars]], {{icon|space}} [[Mission to the Asteroids]], {{icon|space}} [[Mission to Jupiter]], {{icon|space}} [[Mission to Saturn]], and {{icon|space}} [[Mission to the Outer Planets]] techs increases the limit by 6 each, for a maximum of 36 mines. This can then be raised further with every level of {{icon|space}} [[Future Tech: Space Science]]. &lt;br /&gt;
&lt;br /&gt;
Each additional mine beyond the initial limit has an escalating {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control (MC)]] cost, The total number of MC penalty is ((# of mines over the cap)^2)/2, rounded down except when n=1, where MC penalty is 1 rather than 0. &lt;br /&gt;
&lt;br /&gt;
So it goes as: 1 → 2 → 4 → 8 → 12 → 18 → 24 → 32...&amp;lt;br&amp;gt;&lt;br /&gt;
Which means per-mine cost sequence is: 1 → 1 → 2 → 4 → 4 → 6 → 6 → 8 → ...&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Extraction Rate !! Crew !! Mass (tons)&amp;lt;br&amp;gt;(Base value)  !! Build Time (days) !! Required Power&amp;lt;br&amp;gt;(Base value) !! Support Costs !! Build Cost from space&amp;lt;br&amp;gt;(Base value)&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;
| 100%&lt;br /&gt;
| 12&lt;br /&gt;
| 250&lt;br /&gt;
| 60&lt;br /&gt;
| 10&lt;br /&gt;
| 6 Money&amp;lt;br&amp;gt;1 Water&amp;lt;br&amp;gt;1 Volatiles&lt;br /&gt;
| 2.5 Water(10%)&amp;lt;br&amp;gt;2.5 Volatiles(10%)&amp;lt;br&amp;gt;19.75 Base Metals(79%)&amp;lt;br&amp;gt;0.25 Noble Metals(1%)&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;
| 150%&lt;br /&gt;
| 60&lt;br /&gt;
| 1250&lt;br /&gt;
| 120&lt;br /&gt;
| 40&lt;br /&gt;
| 30 Money&amp;lt;br&amp;gt;3 Water&amp;lt;br&amp;gt;3 Volatiles&lt;br /&gt;
| 12.5 Water(10%)&amp;lt;br&amp;gt;12.5 Volatiles(10%)&amp;lt;br&amp;gt;98.75 Base Metals(79%)&amp;lt;br&amp;gt;1.25 Noble Metals(1%)&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;
| 200%&lt;br /&gt;
| 200&lt;br /&gt;
| 10000&lt;br /&gt;
| 240&lt;br /&gt;
| 200&lt;br /&gt;
| 60 Money&amp;lt;br&amp;gt;5 Water&amp;lt;br&amp;gt;5 Volatiles&lt;br /&gt;
| 100 Water(10%)&amp;lt;br&amp;gt;100 Volatiles(10%)&amp;lt;br&amp;gt;790 Base Metals(79%)&amp;lt;br&amp;gt;10 Noble Metals(1%) &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;
| 125%&lt;br /&gt;
| 0&lt;br /&gt;
| 175&lt;br /&gt;
| 30&lt;br /&gt;
| 12&lt;br /&gt;
| 1 Water&amp;lt;br&amp;gt;1 Volatiles&lt;br /&gt;
| 1.75 Water(10%)&amp;lt;br&amp;gt;2.625 Volatiles(15%)&amp;lt;br&amp;gt;12.6 Base Metals(72%)&amp;lt;br&amp;gt;0.525 Noble Metals(3%)&lt;br /&gt;
|}&lt;br /&gt;
==== Mining modifier ====&lt;br /&gt;
This modifier is applied to the mining module&#039;s mass and {{icon|power consumption}}power maintenance on respective celestial body. For example, the mass of Outpost Mining Complex on Mars calculated by 250 * 0.9342 = 233.55, rounded up to 234 (tons). This is multiplicative with radiation penalty, so mass of Colony Mining Complex on Mercury would be 10000 * 1.9641 * 2 = 39282 (tons). Radiation does not affect power cost of the module, so the power consumption of Colony Mining Complex on Mercury is 200 * 1.9641 = 392.82, rounded up to 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;
== 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;
{| 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;
| Allows ships to resupply&amp;lt;br&amp;gt;+3 Crew&amp;lt;br&amp;gt;-0 Power&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;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction&amp;lt;br&amp;gt;+40 Crew&amp;lt;br&amp;gt;-20 Power&lt;br /&gt;
| Shipyard&amp;lt;br&amp;gt;[[File:Station T2 Shipyard.png|100px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction (faster speed)&amp;lt;br&amp;gt;+120 Crew&amp;lt;br&amp;gt;-80 Power&lt;br /&gt;
| Spaceworks&amp;lt;br&amp;gt;[[File:Station T3 Spaceworks.png|100px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction (fastest speed)&amp;lt;br&amp;gt;+400 Crew&amp;lt;br&amp;gt;-240 Power&lt;br /&gt;
|-&lt;br /&gt;
| Construction Module&amp;lt;br&amp;gt;[[File:Station T1 SpaceDock.png|100px]]&lt;br /&gt;
| Allows founding tier 1 habs&amp;lt;br&amp;gt;+6 Crew&amp;lt;br&amp;gt;+10% Construction Speed&amp;lt;br&amp;gt;-10 Power&amp;lt;br&amp;gt;-1 Water&amp;lt;br&amp;gt;-1 Volatiles&amp;lt;br&amp;gt;-3 Basic Metals&amp;lt;br&amp;gt;-0.25 Noble Metals&lt;br /&gt;
| Nanofactory&amp;lt;br&amp;gt;[[File:Station T2 Nanofactory.png|100px]]&lt;br /&gt;
| Allows founding tier 1-2 habs&amp;lt;br&amp;gt;+30 Crew&amp;lt;br&amp;gt;+25% Construction Speed&amp;lt;br&amp;gt;+1% Materials Research&amp;lt;br&amp;gt;-40 Power&amp;lt;br&amp;gt;+90 Money if hab isn&#039;t constructing modules&amp;lt;br&amp;gt;-10 Money otherwise &amp;lt;br&amp;gt;+2% Economy priority effect if in Earth orbit (max +30%)&amp;lt;br&amp;gt;-3 Water&amp;lt;br&amp;gt;-3 Volatiles&amp;lt;br&amp;gt;-10 Basic Metals&amp;lt;br&amp;gt;-1 Noble Metals&lt;br /&gt;
| Nanofacturing Complex&amp;lt;br&amp;gt;[[File:Station T3 NanofacturingComplex.png|100px]]&lt;br /&gt;
| Allows founding tier 1-3 habs&amp;lt;br&amp;gt;+150 Crew&amp;lt;br&amp;gt;+40% Construction Speed&amp;lt;br&amp;gt;+2% Materials Research&amp;lt;br&amp;gt;-120 Power&amp;lt;br&amp;gt;+300 Money if hab isn&#039;t constructing modules&amp;lt;br&amp;gt;-20 Money otherwise&amp;lt;br&amp;gt;+5% Economy priority effect if in Earth orbit (max +30%)&amp;lt;br&amp;gt;-10 Water&amp;lt;br&amp;gt;-10 Volatiles&amp;lt;br&amp;gt;-30 Basic Metals&amp;lt;br&amp;gt;-3 Noble Metals&lt;br /&gt;
|-&lt;br /&gt;
| Quarters&amp;lt;br&amp;gt;[[File:Station T1 Quarters.png|100px]]&lt;br /&gt;
| +3 Control Space Asset Defense&amp;lt;br&amp;gt;+3 Money&amp;lt;br&amp;gt;+2 Influence&amp;lt;br&amp;gt;+50 Crew&amp;lt;br&amp;gt;-2 Power&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
| Residential Module&amp;lt;br&amp;gt;[[File:Station T2 ResidentialModule.png|100px]]&lt;br /&gt;
| +6 Control Space Asset Defense&amp;lt;br&amp;gt;+12 Money&amp;lt;br&amp;gt;+6 Influence&amp;lt;br&amp;gt;+500 Crew&amp;lt;br&amp;gt;-15 Power&amp;lt;br&amp;gt;-1 Boost&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
| Civilian Complex&amp;lt;br&amp;gt;[[File:Station T3 CivilianComplex.png|100px]]&lt;br /&gt;
| +12 Control Space Asset Defense&amp;lt;br&amp;gt;+40 Money&amp;lt;br&amp;gt;+12 Influence&amp;lt;br&amp;gt;+2500 Crew&amp;lt;br&amp;gt;-120 Power&amp;lt;br&amp;gt;-3 Boost&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponics Bay&amp;lt;br&amp;gt;[[File:Station T1 HydroponicsBay.png|100px]]&lt;br /&gt;
| Remove Water and Volatiles upkeep for up to 60 Crew&amp;lt;br&amp;gt;+1 Crew&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Farm&amp;lt;br&amp;gt;[[File:Station T2 Farm.png|100px]]&lt;br /&gt;
| Remove Water and Volatiles upkeep for up to 600 Crew&amp;lt;br&amp;gt;+5 Crew&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Agriculture Complex&amp;lt;br&amp;gt;[[File:Station T3 AgricultureComplex.png|100px]]&lt;br /&gt;
| Remove Water and Volatiles upkeep for up to 3000 Crew&amp;lt;br&amp;gt;+25 Crew&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|-&lt;br /&gt;
| Marine Platoon Barracks&amp;lt;br&amp;gt;[[File:Station T1 MarinePlatoonBarracks.png|100px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 2)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions&amp;lt;br&amp;gt;+30 Crew&amp;lt;br&amp;gt;+5 Ops&amp;lt;br&amp;gt;-5 Power&lt;br /&gt;
| Marine Company Barracks&amp;lt;br&amp;gt;[[File:Station T2 MarineCompanyBarracks.png|100px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 6)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions (x4)&amp;lt;br&amp;gt;+150 Crew&amp;lt;br&amp;gt;+12 Ops&amp;lt;br&amp;gt;-20 Power&lt;br /&gt;
| Marine Battalion Barracks&amp;lt;br&amp;gt;[[File:Station T3 MarineBattalionBarracks.png|100px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 15)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions (x14)&amp;lt;br&amp;gt;+750 Crew&amp;lt;br&amp;gt;+30 Ops&amp;lt;br&amp;gt;-60Power&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;
| +20 Crew&amp;lt;br&amp;gt;+1 Council Engineering Project Slots&amp;lt;br&amp;gt;-30 Power&lt;br /&gt;
| Foundry&amp;lt;br&amp;gt;[[File:Station T3 Foundry.png|100px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+2 Council Engineering Project Slots&amp;lt;br&amp;gt;-90 Power&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;
| +200 Crew&amp;lt;br&amp;gt;+60 Research&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-1 Mission Control&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
| Research University&amp;lt;br&amp;gt;[[File:Station T3 ResearchUniversity.png|100px]]&lt;br /&gt;
| +1000 Crew&amp;lt;br&amp;gt;+200 Research&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-2 Mission Control&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&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;
| +50 Crew&amp;lt;br&amp;gt;+1 Mission Control&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Command Center&amp;lt;br&amp;gt;[[File:Station T3 CommandCenter.png|100px]]&lt;br /&gt;
| +250 Crew&amp;lt;br&amp;gt;+2 Mission Control&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|}&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;
| +4 Crew&amp;lt;br&amp;gt;+20 Power&lt;br /&gt;
| Fission Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 FissionReactorArray.png|120px]]&lt;br /&gt;
| +20 Crew&amp;lt;br&amp;gt;+85 Power&lt;br /&gt;
| Fission Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 FissionReactorFarm.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+250 Power&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Fission Pile&amp;lt;br&amp;gt;[[File:Station T1 HeavyFissionPile.png|120px]]&lt;br /&gt;
| +4 Crew&amp;lt;br&amp;gt;+30 Power&lt;br /&gt;
| Heavy Fission Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 HeavyFissionReactorArray.png|120px]]&lt;br /&gt;
| +20 Crew&amp;lt;br&amp;gt;+128 Power&lt;br /&gt;
| Heavy Fission Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 HeavyFissionReactorFarm.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+375 Power&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pile&amp;lt;br&amp;gt;[[File:Station T1 FusionPile.png|120px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;+40 Power&lt;br /&gt;
| Fusion Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 FusionReactorArray.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+170 Power&lt;br /&gt;
| Fusion Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 FusionReactorFarm.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+500 Power&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Fusion Pile&lt;br /&gt;
| +10 Crew&amp;lt;br&amp;gt;+70 Power&lt;br /&gt;
| Heavy Fusion Reactor Array&lt;br /&gt;
| +50 Crew&amp;lt;br&amp;gt;+300 Power&lt;br /&gt;
| Heavy Fusion Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 TerawattFusionReactor.png|120px]]&lt;br /&gt;
| +150 Crew&amp;lt;br&amp;gt;+900 Power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Solar Collector&amp;lt;br&amp;gt;[[File:Station T1 SolarCollector.png|120px]]&lt;br /&gt;
| +1 Crew&amp;lt;br&amp;gt;+20 power per 1 Solar power module multiplier&lt;br /&gt;
| Solar Array&amp;lt;br&amp;gt;[[File:Station T2 SolarArray.png|120px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;+80 power per 1 Solar power module multiplier&lt;br /&gt;
| Solar Farm&amp;lt;br&amp;gt;[[File:Station T3 SolarFarm.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+240 power per 1 Solar power module multiplier&lt;br /&gt;
|}&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.&lt;br /&gt;
&lt;br /&gt;
When built on surface bases they house 2 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.&lt;br /&gt;
&lt;br /&gt;
When built on stations they house 2 anti-ship weapons: 1 laser battery (laser / arc laser / phaser) and 1 projectile battery (gun / rail / coil / plasma). In addition, they also house 1 point defense turret (40mm autocannon / laser / arc laser / phaser). Stations with defense modules will take part in space battles. They upgrade automatically when new faction projects that unlock hull weapons are researched.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Weapon Size !! Crew !! Mass (tons) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&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;
| 3&lt;br /&gt;
| 150&lt;br /&gt;
| 10&lt;br /&gt;
| 2 Money&amp;lt;br&amp;gt;0.1 Base Metals&lt;br /&gt;
| 145 Money&lt;br /&gt;
| 3.3 Volatiles&amp;lt;br&amp;gt;11.4 Base Metals&amp;lt;br&amp;gt;0.3 Noble Metals&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;
| 15&lt;br /&gt;
| 750&lt;br /&gt;
| 40&lt;br /&gt;
| 10 Money&amp;lt;br&amp;gt;1 Base Metals&amp;lt;br&amp;gt;0.5 Noble Metals&lt;br /&gt;
| 725 Money&lt;br /&gt;
| 16.5 Volatiles&amp;lt;br&amp;gt;57 Base Metals&amp;lt;br&amp;gt;1.5 Noble Metals&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;
| 75&lt;br /&gt;
| 6000&lt;br /&gt;
| 240&lt;br /&gt;
| 30 Money&amp;lt;br&amp;gt;3 Base Metals&amp;lt;br&amp;gt;1 Noble Metals&lt;br /&gt;
| 5.8K Money&lt;br /&gt;
| 132 Volatiles&amp;lt;br&amp;gt;456 Base Metals&amp;lt;br&amp;gt;12 Noble Metals&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 !! Mission Control !! Control Point Cap !! Crew !! Mass (tons) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&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;
| 1&lt;br /&gt;
| 10&lt;br /&gt;
| 200&lt;br /&gt;
| 150&lt;br /&gt;
| 30&lt;br /&gt;
| 1 Boost&amp;lt;br&amp;gt;21.5 Money&amp;lt;br&amp;gt;0.1 Base Metals&lt;br /&gt;
| 120&lt;br /&gt;
| 1.2 Water&amp;lt;br&amp;gt;6 Volatiles&amp;lt;br&amp;gt;7.5 Base Metals&amp;lt;br&amp;gt;0.3 Noble Metals&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;
| 2&lt;br /&gt;
| 30&lt;br /&gt;
| 1000&lt;br /&gt;
| 750&lt;br /&gt;
| 120&lt;br /&gt;
| 3 Boost&amp;lt;br&amp;gt;100 Money&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
| 600&lt;br /&gt;
| 6 Water&amp;lt;br&amp;gt;30 Volatiles&amp;lt;br&amp;gt;37.5 Base Metals&amp;lt;br&amp;gt;1.5 Noble Metals&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;
| Energy Lab&amp;lt;br&amp;gt;[[File:Station T1 EnergyLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Energy Research&amp;lt;br&amp;gt;-8 Power&amp;lt;br&amp;gt;+3% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Energy Research Center&amp;lt;br&amp;gt;[[File:Station T2 EnergyResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Energy Research&amp;lt;br&amp;gt;-32 Power&amp;lt;br&amp;gt;+6% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Energy Institute&amp;lt;br&amp;gt;[[File:Station T3 EnergyInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Energy Research&amp;lt;br&amp;gt;-96 Power&amp;lt;br&amp;gt;+10% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Information Science Lab&amp;lt;br&amp;gt;[[File:Station T1 InformationScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Information Science Research&amp;lt;br&amp;gt;-6 Power&amp;lt;br&amp;gt;+3% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Information Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 InformationScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Information Science Research&amp;lt;br&amp;gt;-24 Power&amp;lt;br&amp;gt;+6% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Information Science Institute&amp;lt;br&amp;gt;[[File:Station T3 InformationScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Information Science Research&amp;lt;br&amp;gt;-72 Power&amp;lt;br&amp;gt;+10% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Life Science Lab&amp;lt;br&amp;gt;[[File:Station T1 LifeScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Life Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Life Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 LifeScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Life Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Life Science Institute&amp;lt;br&amp;gt;[[File:Station T3 LifeScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Life Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Materials Lab&amp;lt;br&amp;gt;[[File:Station T1 MaterialsLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Materials Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Materials Research Center&amp;lt;br&amp;gt;[[File:Station T2 MaterialsResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Materials Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Materials Institute&amp;lt;br&amp;gt;[[File:Station T3 MaterialsInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Materials Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Military Science Lab&amp;lt;br&amp;gt;[[File:Station T1 MilitaryScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Military Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+0.03 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
| Military Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 MilitaryScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Military Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+0.06 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
| Military Science Institute&amp;lt;br&amp;gt;[[File:Station T3 MilitaryScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Military Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+0.1 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
|-&lt;br /&gt;
| Space Science Lab&amp;lt;br&amp;gt;[[File:Station T1 SpaceScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Space Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Space Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 SpaceScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Space Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Space Science Institute&amp;lt;br&amp;gt;[[File:Station T3 SpaceScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Space Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Xenology Lab&amp;lt;br&amp;gt;[[File:Station T1 XenologyLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+10% Xenology Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+1 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
| Xenoscience Research Center&amp;lt;br&amp;gt;[[File:Station T2 XenoscienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+25% Xenology Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+2 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
| Xenoscience Institute&amp;lt;br&amp;gt;[[File:Station T3 XenoscienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+50% Xenology Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+3 Alien Detection if in Earth orbit (max +9)&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 at least 50000 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;
| +1 Crew&amp;lt;br&amp;gt;+12 Money&amp;lt;br&amp;gt;+1 Influence&amp;lt;br&amp;gt;-3 Power&amp;lt;br&amp;gt;&#039;&#039;• stations only&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
| Space Hotel&amp;lt;br&amp;gt;[[File:Station T2 SpaceHotel.png|100px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+80 Money&amp;lt;br&amp;gt;+2 Influence&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-3 Boost&amp;lt;br&amp;gt;&#039;&#039;• stations only&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
| Space Resort&amp;lt;br&amp;gt;[[File:Station T3 SpaceResort.png|100px]]&lt;br /&gt;
| +500 Crew&amp;lt;br&amp;gt;+250 Money&amp;lt;br&amp;gt;+5 Influence&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-6 Boost&amp;lt;br&amp;gt;&#039;&#039;• stations only&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Social Science Lab&amp;lt;br&amp;gt;[[File:Station T1 SocialScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Social Science Research&amp;lt;br&amp;gt;-3 Power&amp;lt;br&amp;gt;+1 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
| Social Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 SocialScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Social Science Research&amp;lt;br&amp;gt;-12 Power&amp;lt;br&amp;gt;+2 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
| Social Science Institute&amp;lt;br&amp;gt;[[File:Station T3 SocialScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Social Science Research&amp;lt;br&amp;gt;-36 Power&amp;lt;br&amp;gt;+3 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
|-&lt;br /&gt;
| Broadcast Outlet&amp;lt;br&amp;gt;[[File:Station T1 BroadcastOutlet.png|100px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;+5 Influence&amp;lt;br&amp;gt;-8 Power&lt;br /&gt;
| Communications Hub&amp;lt;br&amp;gt;[[File:Station T2 CommunicationsHub.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+12 Influence&amp;lt;br&amp;gt;-32 Power&amp;lt;br&amp;gt;+1% Unity priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Media Center&amp;lt;br&amp;gt;[[File:Station T3 MediaCenter.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+30 Influence&amp;lt;br&amp;gt;-96 Power&amp;lt;br&amp;gt;+2% Unity priority effect if in Earth orbit (max +30%)&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;
| +120 Crew&amp;lt;br&amp;gt;+60 Money&amp;lt;br&amp;gt;+2.5% Life Science Research&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-1.5 Boost&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
| Space Hospital&amp;lt;br&amp;gt;[[File:Station T3 GeriatricsFacility.png|100px]]&lt;br /&gt;
| +600 Crew&amp;lt;br&amp;gt;+250 Money&amp;lt;br&amp;gt;+2.5% Life Science Research&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-3 Boost&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Deep Space Telesope ===&lt;br /&gt;
The Deep Space Telesope is a 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;
&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;/div&gt;</summary>
		<author><name>76561198066654836</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=6886</id>
		<title>Habs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=6886"/>
		<updated>2025-09-23T11:01:40Z</updated>

		<summary type="html">&lt;p&gt;76561198066654836: /* Stations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;This page discusses the game mechanics for habs. It also has a somewhat obsolete list of hab modules. For an up-to-date list of all hab modules in Terra Invicta, as well as their stats, see [[Hab Module List]] instead.&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 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 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 councilor with a high 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 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 {{icon|boost}}Boost is used. And if you are out of both, or have insufficient {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control]](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 {{icon|water|bgcolor=transparent}}0.35 water, {{icon|volatiles|bgcolor=transparent}}0.35 volatiles, and {{icon|money|bgcolor=transparent}}0.1 money &#039;&#039;per year&#039;&#039;. This is approximately 0.029 water, 0.029 volatiles, and 0.008 money &#039;&#039;per month&#039;&#039;. Agricultural module covers {{icon|water}} and {{icon|volatiles}} upkeep of certain number of crews 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 {{icon|metal}}base 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 base metals. e. g. 200t module becomes 400t module on Mercury, and 200t difference means additional {{icon|metal}}20 base metal cost.&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 {{icon|antimatter|bgcolor=DarkSlateGray}}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&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|false}}&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|false}}&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|false}}&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 {{icon|antimatter|bgcolor=DarkSlateGray}}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 !! Crew !! Mass (tons) !! Required Power !! Monthly Output !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&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;
| 3&lt;br /&gt;
| 20&lt;br /&gt;
| 15&lt;br /&gt;
| 25% of antimatter in the orbit&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+5% Energy Research&lt;br /&gt;
| 2 Money&amp;lt;br&amp;gt;0.3 Water&amp;lt;br&amp;gt;0.3 Volatiles&lt;br /&gt;
| 32 Money&lt;br /&gt;
| 0.1 Water&amp;lt;br&amp;gt;0.5 Volatiles&amp;lt;br&amp;gt;1 Base Metals&amp;lt;br&amp;gt;0.4 Noble Metals&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;
| 15&lt;br /&gt;
| 100&lt;br /&gt;
| 60&lt;br /&gt;
| 50% of antimatter in the orbit&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+20% Energy Research&lt;br /&gt;
| 5 Money&amp;lt;br&amp;gt;0.6 Water&amp;lt;br&amp;gt;0.6 Volatiles&lt;br /&gt;
| 160 Money&lt;br /&gt;
| 0.5 Water&amp;lt;br&amp;gt;2.5 Volatiles&amp;lt;br&amp;gt;5 Base Metals&amp;lt;br&amp;gt;2 Noble Metals&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;
| 75&lt;br /&gt;
| 800&lt;br /&gt;
| 240&lt;br /&gt;
| 100% of antimatter in the orbit&amp;lt;br&amp;gt;+15 Research&amp;lt;br&amp;gt;+50% Energy Research&lt;br /&gt;
| 10 Money&amp;lt;br&amp;gt;5 Water&amp;lt;br&amp;gt;5 Volatiles&amp;lt;br&amp;gt;5 Base Metals&amp;lt;br&amp;gt;2 Noble Metals&amp;lt;br&amp;gt;1 Fissibles&lt;br /&gt;
| 815 Money&lt;br /&gt;
| 4 Water&amp;lt;br&amp;gt;20 Volatiles&amp;lt;br&amp;gt;40 Base Metals&amp;lt;br&amp;gt;16 Noble Metals&lt;br /&gt;
|}&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 !! Crew !! Mass (tons) !! Build Time (days) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space) !! Faction !! Notes&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;
| 200&lt;br /&gt;
| 10000&lt;br /&gt;
| 120&lt;br /&gt;
| 150&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;20 Money&lt;br /&gt;
| 200K Money&lt;br /&gt;
| 380 Volatiles&amp;lt;br&amp;gt;400 Base Metals&amp;lt;br&amp;gt;200 Noble Metals&amp;lt;br&amp;gt;20 Exotics&lt;br /&gt;
| [[File:FAC AppeaseCouncil 128.png|40px]] The Protectorate&lt;br /&gt;
| Will defend the station&amp;lt;br&amp;gt;May only be built in Low Earth Orbit&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;
| 80&lt;br /&gt;
| 250000&lt;br /&gt;
| 720&lt;br /&gt;
| 5000&lt;br /&gt;
| 20 Mission Control&amp;lt;br&amp;gt;20 Money&lt;br /&gt;
| 25M Money&lt;br /&gt;
| 2350 Water&amp;lt;br&amp;gt;5000 Volatiles&amp;lt;br&amp;gt;11000 Base Metals&amp;lt;br&amp;gt;6250 Noble Metals&amp;lt;br&amp;gt;400 Exotics&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|40px]] Project Exodus&lt;br /&gt;
| &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]].&lt;br /&gt;
&lt;br /&gt;
There is a soft limit on the number of {{icon|mining|bgcolor=DarkSlateGray}}mining bases you can have. Going over it will require paying extra {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|MC]] cost. This limit is raised by 3 with the {{icon|space}} [[Mission to the Moon]] tech and {{icon|space}} [[Mission to the Mercury]] tech. {{icon|space}} [[Mission to Mars]], {{icon|space}} [[Mission to the Asteroids]], {{icon|space}} [[Mission to Jupiter]], {{icon|space}} [[Mission to Saturn]], and {{icon|space}} [[Mission to the Outer Planets]] techs increases the limit by 6 each, for a maximum of 36 mines. This can then be raised further with every level of {{icon|space}} [[Future Tech: Space Science]]. &lt;br /&gt;
&lt;br /&gt;
Each additional mine beyond the initial limit has an escalating {{icon|mission control|bgcolor=DarkSlateGray|size=20px}}[[resources#Faction_Resources|Mission Control (MC)]] cost, The total number of MC penalty is ((# of mines over the cap)^2)/2, rounded down except when n=1, where MC penalty is 1 rather than 0. &lt;br /&gt;
&lt;br /&gt;
So it goes as: 1 → 2 → 4 → 8 → 12 → 18 → 24 → 32...&amp;lt;br&amp;gt;&lt;br /&gt;
Which means per-mine cost sequence is: 1 → 1 → 2 → 4 → 4 → 6 → 6 → 8 → ...&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Extraction Rate !! Crew !! Mass (tons)&amp;lt;br&amp;gt;(Base value)  !! Build Time (days) !! Required Power&amp;lt;br&amp;gt;(Base value) !! Support Costs !! Build Cost from space&amp;lt;br&amp;gt;(Base value)&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;
| 100%&lt;br /&gt;
| 12&lt;br /&gt;
| 250&lt;br /&gt;
| 60&lt;br /&gt;
| 10&lt;br /&gt;
| 6 Money&amp;lt;br&amp;gt;1 Water&amp;lt;br&amp;gt;1 Volatiles&lt;br /&gt;
| 2.5 Water(10%)&amp;lt;br&amp;gt;2.5 Volatiles(10%)&amp;lt;br&amp;gt;19.75 Base Metals(79%)&amp;lt;br&amp;gt;0.25 Noble Metals(1%)&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;
| 150%&lt;br /&gt;
| 60&lt;br /&gt;
| 1250&lt;br /&gt;
| 120&lt;br /&gt;
| 40&lt;br /&gt;
| 30 Money&amp;lt;br&amp;gt;3 Water&amp;lt;br&amp;gt;3 Volatiles&lt;br /&gt;
| 12.5 Water(10%)&amp;lt;br&amp;gt;12.5 Volatiles(10%)&amp;lt;br&amp;gt;98.75 Base Metals(79%)&amp;lt;br&amp;gt;1.25 Noble Metals(1%)&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;
| 200%&lt;br /&gt;
| 200&lt;br /&gt;
| 10000&lt;br /&gt;
| 240&lt;br /&gt;
| 200&lt;br /&gt;
| 60 Money&amp;lt;br&amp;gt;5 Water&amp;lt;br&amp;gt;5 Volatiles&lt;br /&gt;
| 100 Water(10%)&amp;lt;br&amp;gt;100 Volatiles(10%)&amp;lt;br&amp;gt;790 Base Metals(79%)&amp;lt;br&amp;gt;10 Noble Metals(1%) &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;
| 125%&lt;br /&gt;
| 0&lt;br /&gt;
| 175&lt;br /&gt;
| 30&lt;br /&gt;
| 12&lt;br /&gt;
| 1 Water&amp;lt;br&amp;gt;1 Volatiles&lt;br /&gt;
| 1.75 Water(10%)&amp;lt;br&amp;gt;2.625 Volatiles(15%)&amp;lt;br&amp;gt;12.6 Base Metals(72%)&amp;lt;br&amp;gt;0.525 Noble Metals(3%)&lt;br /&gt;
|}&lt;br /&gt;
==== Mining modifier ====&lt;br /&gt;
This modifier is applied to the mining module&#039;s mass and {{icon|power consumption}}power maintenance on respective celestial body. For example, the mass of Outpost Mining Complex on Mars calculated by 250 * 0.9342 = 233.55, rounded up to 234 (tons). This is multiplicative with radiation penalty, so mass of Colony Mining Complex on Mercury would be 10000 * 1.9641 * 2 = 39282 (tons). Radiation does not affect power cost of the module, so the power consumption of Colony Mining Complex on Mercury is 200 * 1.9641 = 392.82, rounded up to 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;
== 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;
{| 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;
| Allows ships to resupply&amp;lt;br&amp;gt;+3 Crew&amp;lt;br&amp;gt;-0 Power&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;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction&amp;lt;br&amp;gt;+40 Crew&amp;lt;br&amp;gt;-20 Power&lt;br /&gt;
| Shipyard&amp;lt;br&amp;gt;[[File:Station T2 Shipyard.png|100px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction (faster speed)&amp;lt;br&amp;gt;+120 Crew&amp;lt;br&amp;gt;-80 Power&lt;br /&gt;
| Spaceworks&amp;lt;br&amp;gt;[[File:Station T3 Spaceworks.png|100px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction (fastest speed)&amp;lt;br&amp;gt;+400 Crew&amp;lt;br&amp;gt;-240 Power&lt;br /&gt;
|-&lt;br /&gt;
| Construction Module&amp;lt;br&amp;gt;[[File:Station T1 SpaceDock.png|100px]]&lt;br /&gt;
| Allows founding tier 1 habs&amp;lt;br&amp;gt;+6 Crew&amp;lt;br&amp;gt;+10% Construction Speed&amp;lt;br&amp;gt;-10 Power&amp;lt;br&amp;gt;-1 Water&amp;lt;br&amp;gt;-1 Volatiles&amp;lt;br&amp;gt;-3 Basic Metals&amp;lt;br&amp;gt;-0.25 Noble Metals&lt;br /&gt;
| Nanofactory&amp;lt;br&amp;gt;[[File:Station T2 Nanofactory.png|100px]]&lt;br /&gt;
| Allows founding tier 1-2 habs&amp;lt;br&amp;gt;+30 Crew&amp;lt;br&amp;gt;+25% Construction Speed&amp;lt;br&amp;gt;+1% Materials Research&amp;lt;br&amp;gt;-40 Power&amp;lt;br&amp;gt;+90 Money if hab isn&#039;t constructing modules&amp;lt;br&amp;gt;-10 Money otherwise &amp;lt;br&amp;gt;+2% Economy priority effect if in Earth orbit (max +30%)&amp;lt;br&amp;gt;-3 Water&amp;lt;br&amp;gt;-3 Volatiles&amp;lt;br&amp;gt;-10 Basic Metals&amp;lt;br&amp;gt;-1 Noble Metals&lt;br /&gt;
| Nanofacturing Complex&amp;lt;br&amp;gt;[[File:Station T3 NanofacturingComplex.png|100px]]&lt;br /&gt;
| Allows founding tier 1-3 habs&amp;lt;br&amp;gt;+150 Crew&amp;lt;br&amp;gt;+40% Construction Speed&amp;lt;br&amp;gt;+2% Materials Research&amp;lt;br&amp;gt;-120 Power&amp;lt;br&amp;gt;+300 Money if hab isn&#039;t constructing modules&amp;lt;br&amp;gt;-20 Money otherwise&amp;lt;br&amp;gt;+5% Economy priority effect if in Earth orbit (max +30%)&amp;lt;br&amp;gt;-10 Water&amp;lt;br&amp;gt;-10 Volatiles&amp;lt;br&amp;gt;-30 Basic Metals&amp;lt;br&amp;gt;-3 Noble Metals&lt;br /&gt;
|-&lt;br /&gt;
| Quarters&amp;lt;br&amp;gt;[[File:Station T1 Quarters.png|100px]]&lt;br /&gt;
| +3 Control Space Asset Defense&amp;lt;br&amp;gt;+3 Money&amp;lt;br&amp;gt;+2 Influence&amp;lt;br&amp;gt;+50 Crew&amp;lt;br&amp;gt;-2 Power&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
| Residential Module&amp;lt;br&amp;gt;[[File:Station T2 ResidentialModule.png|100px]]&lt;br /&gt;
| +6 Control Space Asset Defense&amp;lt;br&amp;gt;+12 Money&amp;lt;br&amp;gt;+6 Influence&amp;lt;br&amp;gt;+500 Crew&amp;lt;br&amp;gt;-15 Power&amp;lt;br&amp;gt;-1 Boost&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
| Civilian Complex&amp;lt;br&amp;gt;[[File:Station T3 CivilianComplex.png|100px]]&lt;br /&gt;
| +12 Control Space Asset Defense&amp;lt;br&amp;gt;+40 Money&amp;lt;br&amp;gt;+12 Influence&amp;lt;br&amp;gt;+2500 Crew&amp;lt;br&amp;gt;-120 Power&amp;lt;br&amp;gt;-3 Boost&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponics Bay&amp;lt;br&amp;gt;[[File:Station T1 HydroponicsBay.png|100px]]&lt;br /&gt;
| Remove Water and Volatiles upkeep for up to 60 Crew&amp;lt;br&amp;gt;+1 Crew&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Farm&amp;lt;br&amp;gt;[[File:Station T2 Farm.png|100px]]&lt;br /&gt;
| Remove Water and Volatiles upkeep for up to 600 Crew&amp;lt;br&amp;gt;+5 Crew&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Agriculture Complex&amp;lt;br&amp;gt;[[File:Station T3 AgricultureComplex.png|100px]]&lt;br /&gt;
| Remove Water and Volatiles upkeep for up to 3000 Crew&amp;lt;br&amp;gt;+25 Crew&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|-&lt;br /&gt;
| Marine Platoon Barracks&amp;lt;br&amp;gt;[[File:Station T1 MarinePlatoonBarracks.png|100px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 2)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions&amp;lt;br&amp;gt;+30 Crew&amp;lt;br&amp;gt;+5 Ops&amp;lt;br&amp;gt;-5 Power&lt;br /&gt;
| Marine Company Barracks&amp;lt;br&amp;gt;[[File:Station T2 MarineCompanyBarracks.png|100px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 6)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions (x4)&amp;lt;br&amp;gt;+150 Crew&amp;lt;br&amp;gt;+12 Ops&amp;lt;br&amp;gt;-20 Power&lt;br /&gt;
| Marine Battalion Barracks&amp;lt;br&amp;gt;[[File:Station T3 MarineBattalionBarracks.png|100px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 15)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions (x14)&amp;lt;br&amp;gt;+750 Crew&amp;lt;br&amp;gt;+30 Ops&amp;lt;br&amp;gt;-60Power&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;
| +20 Crew&amp;lt;br&amp;gt;+1 Council Engineering Project Slots&amp;lt;br&amp;gt;-30 Power&lt;br /&gt;
| Foundry&amp;lt;br&amp;gt;[[File:Station T3 Foundry.png|100px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+2 Council Engineering Project Slots&amp;lt;br&amp;gt;-90 Power&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;
| +200 Crew&amp;lt;br&amp;gt;+60 Research&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-1 Mission Control&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
| Research University&amp;lt;br&amp;gt;[[File:Station T3 ResearchUniversity.png|100px]]&lt;br /&gt;
| +1000 Crew&amp;lt;br&amp;gt;+200 Research&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-2 Mission Control&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&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;
| +50 Crew&amp;lt;br&amp;gt;+1 Mission Control&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Command Center&amp;lt;br&amp;gt;[[File:Station T3 CommandCenter.png|100px]]&lt;br /&gt;
| +250 Crew&amp;lt;br&amp;gt;+2 Mission Control&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|}&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;
| +4 Crew&amp;lt;br&amp;gt;+20 Power&lt;br /&gt;
| Fission Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 FissionReactorArray.png|120px]]&lt;br /&gt;
| +20 Crew&amp;lt;br&amp;gt;+85 Power&lt;br /&gt;
| Fission Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 FissionReactorFarm.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+250 Power&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Fission Pile&amp;lt;br&amp;gt;[[File:Station T1 HeavyFissionPile.png|120px]]&lt;br /&gt;
| +4 Crew&amp;lt;br&amp;gt;+30 Power&lt;br /&gt;
| Heavy Fission Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 HeavyFissionReactorArray.png|120px]]&lt;br /&gt;
| +20 Crew&amp;lt;br&amp;gt;+128 Power&lt;br /&gt;
| Heavy Fission Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 HeavyFissionReactorFarm.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+375 Power&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pile&amp;lt;br&amp;gt;[[File:Station T1 FusionPile.png|120px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;+40 Power&lt;br /&gt;
| Fusion Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 FusionReactorArray.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+170 Power&lt;br /&gt;
| Fusion Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 FusionReactorFarm.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+500 Power&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Fusion Pile&lt;br /&gt;
| +10 Crew&amp;lt;br&amp;gt;+70 Power&lt;br /&gt;
| Heavy Fusion Reactor Array&lt;br /&gt;
| +50 Crew&amp;lt;br&amp;gt;+300 Power&lt;br /&gt;
| Heavy Fusion Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 TerawattFusionReactor.png|120px]]&lt;br /&gt;
| +150 Crew&amp;lt;br&amp;gt;+900 Power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Solar Collector&amp;lt;br&amp;gt;[[File:Station T1 SolarCollector.png|120px]]&lt;br /&gt;
| +1 Crew&amp;lt;br&amp;gt;+20 power per 1 Solar power module multiplier&lt;br /&gt;
| Solar Array&amp;lt;br&amp;gt;[[File:Station T2 SolarArray.png|120px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;+80 power per 1 Solar power module multiplier&lt;br /&gt;
| Solar Farm&amp;lt;br&amp;gt;[[File:Station T3 SolarFarm.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+240 power per 1 Solar power module multiplier&lt;br /&gt;
|}&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.&lt;br /&gt;
&lt;br /&gt;
When built on surface bases they house 2 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.&lt;br /&gt;
&lt;br /&gt;
When built on stations they house 2 anti-ship weapons: 1 laser battery (laser / arc laser / phaser) and 1 projectile battery (gun / rail / coil / plasma). In addition, they also house 1 point defense turret (40mm autocannon / laser / arc laser / phaser). Stations with defense modules will take part in space battles. They upgrade automatically when new faction projects that unlock hull weapons are researched.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Weapon Size !! Crew !! Mass (tons) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&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;
| 3&lt;br /&gt;
| 150&lt;br /&gt;
| 10&lt;br /&gt;
| 2 Money&amp;lt;br&amp;gt;0.1 Base Metals&lt;br /&gt;
| 145 Money&lt;br /&gt;
| 3.3 Volatiles&amp;lt;br&amp;gt;11.4 Base Metals&amp;lt;br&amp;gt;0.3 Noble Metals&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;
| 15&lt;br /&gt;
| 750&lt;br /&gt;
| 40&lt;br /&gt;
| 10 Money&amp;lt;br&amp;gt;1 Base Metals&amp;lt;br&amp;gt;0.5 Noble Metals&lt;br /&gt;
| 725 Money&lt;br /&gt;
| 16.5 Volatiles&amp;lt;br&amp;gt;57 Base Metals&amp;lt;br&amp;gt;1.5 Noble Metals&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;
| 75&lt;br /&gt;
| 6000&lt;br /&gt;
| 240&lt;br /&gt;
| 30 Money&amp;lt;br&amp;gt;3 Base Metals&amp;lt;br&amp;gt;1 Noble Metals&lt;br /&gt;
| 5.8K Money&lt;br /&gt;
| 132 Volatiles&amp;lt;br&amp;gt;456 Base Metals&amp;lt;br&amp;gt;12 Noble Metals&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 !! Mission Control !! Control Point Cap !! Crew !! Mass (tons) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&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;
| 1&lt;br /&gt;
| 10&lt;br /&gt;
| 200&lt;br /&gt;
| 150&lt;br /&gt;
| 30&lt;br /&gt;
| 1 Boost&amp;lt;br&amp;gt;21.5 Money&amp;lt;br&amp;gt;0.1 Base Metals&lt;br /&gt;
| 120&lt;br /&gt;
| 1.2 Water&amp;lt;br&amp;gt;6 Volatiles&amp;lt;br&amp;gt;7.5 Base Metals&amp;lt;br&amp;gt;0.3 Noble Metals&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;
| 2&lt;br /&gt;
| 30&lt;br /&gt;
| 1000&lt;br /&gt;
| 750&lt;br /&gt;
| 120&lt;br /&gt;
| 3 Boost&amp;lt;br&amp;gt;100 Money&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
| 600&lt;br /&gt;
| 6 Water&amp;lt;br&amp;gt;30 Volatiles&amp;lt;br&amp;gt;37.5 Base Metals&amp;lt;br&amp;gt;1.5 Noble Metals&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;
| Energy Lab&amp;lt;br&amp;gt;[[File:Station T1 EnergyLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Energy Research&amp;lt;br&amp;gt;-8 Power&amp;lt;br&amp;gt;+3% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Energy Research Center&amp;lt;br&amp;gt;[[File:Station T2 EnergyResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Energy Research&amp;lt;br&amp;gt;-32 Power&amp;lt;br&amp;gt;+6% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Energy Institute&amp;lt;br&amp;gt;[[File:Station T3 EnergyInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Energy Research&amp;lt;br&amp;gt;-96 Power&amp;lt;br&amp;gt;+10% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Information Science Lab&amp;lt;br&amp;gt;[[File:Station T1 InformationScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Information Science Research&amp;lt;br&amp;gt;-6 Power&amp;lt;br&amp;gt;+3% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Information Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 InformationScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Information Science Research&amp;lt;br&amp;gt;-24 Power&amp;lt;br&amp;gt;+6% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Information Science Institute&amp;lt;br&amp;gt;[[File:Station T3 InformationScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Information Science Research&amp;lt;br&amp;gt;-72 Power&amp;lt;br&amp;gt;+10% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Life Science Lab&amp;lt;br&amp;gt;[[File:Station T1 LifeScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Life Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Life Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 LifeScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Life Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Life Science Institute&amp;lt;br&amp;gt;[[File:Station T3 LifeScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Life Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Materials Lab&amp;lt;br&amp;gt;[[File:Station T1 MaterialsLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Materials Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Materials Research Center&amp;lt;br&amp;gt;[[File:Station T2 MaterialsResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Materials Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Materials Institute&amp;lt;br&amp;gt;[[File:Station T3 MaterialsInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Materials Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Military Science Lab&amp;lt;br&amp;gt;[[File:Station T1 MilitaryScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Military Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+0.03 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
| Military Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 MilitaryScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Military Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+0.06 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
| Military Science Institute&amp;lt;br&amp;gt;[[File:Station T3 MilitaryScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Military Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+0.1 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
|-&lt;br /&gt;
| Space Science Lab&amp;lt;br&amp;gt;[[File:Station T1 SpaceScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Space Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Space Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 SpaceScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Space Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Space Science Institute&amp;lt;br&amp;gt;[[File:Station T3 SpaceScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Space Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Xenology Lab&amp;lt;br&amp;gt;[[File:Station T1 XenologyLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+10% Xenology Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+1 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
| Xenoscience Research Center&amp;lt;br&amp;gt;[[File:Station T2 XenoscienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+25% Xenology Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+2 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
| Xenoscience Institute&amp;lt;br&amp;gt;[[File:Station T3 XenoscienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+50% Xenology Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+3 Alien Detection if in Earth orbit (max +9)&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 at least 50000 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;
| +1 Crew&amp;lt;br&amp;gt;+12 Money&amp;lt;br&amp;gt;+1 Influence&amp;lt;br&amp;gt;-3 Power&amp;lt;br&amp;gt;&#039;&#039;• stations only&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
| Space Hotel&amp;lt;br&amp;gt;[[File:Station T2 SpaceHotel.png|100px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+80 Money&amp;lt;br&amp;gt;+2 Influence&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-3 Boost&amp;lt;br&amp;gt;&#039;&#039;• stations only&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
| Space Resort&amp;lt;br&amp;gt;[[File:Station T3 SpaceResort.png|100px]]&lt;br /&gt;
| +500 Crew&amp;lt;br&amp;gt;+250 Money&amp;lt;br&amp;gt;+5 Influence&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-6 Boost&amp;lt;br&amp;gt;&#039;&#039;• stations only&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Social Science Lab&amp;lt;br&amp;gt;[[File:Station T1 SocialScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Social Science Research&amp;lt;br&amp;gt;-3 Power&amp;lt;br&amp;gt;+1 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
| Social Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 SocialScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Social Science Research&amp;lt;br&amp;gt;-12 Power&amp;lt;br&amp;gt;+2 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
| Social Science Institute&amp;lt;br&amp;gt;[[File:Station T3 SocialScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Social Science Research&amp;lt;br&amp;gt;-36 Power&amp;lt;br&amp;gt;+3 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
|-&lt;br /&gt;
| Broadcast Outlet&amp;lt;br&amp;gt;[[File:Station T1 BroadcastOutlet.png|100px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;+5 Influence&amp;lt;br&amp;gt;-8 Power&lt;br /&gt;
| Communications Hub&amp;lt;br&amp;gt;[[File:Station T2 CommunicationsHub.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+12 Influence&amp;lt;br&amp;gt;-32 Power&amp;lt;br&amp;gt;+1% Unity priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Media Center&amp;lt;br&amp;gt;[[File:Station T3 MediaCenter.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+30 Influence&amp;lt;br&amp;gt;-96 Power&amp;lt;br&amp;gt;+2% Unity priority effect if in Earth orbit (max +30%)&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;
| +120 Crew&amp;lt;br&amp;gt;+60 Money&amp;lt;br&amp;gt;+2.5% Life Science Research&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-1.5 Boost&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
| Space Hospital&amp;lt;br&amp;gt;[[File:Station T3 GeriatricsFacility.png|100px]]&lt;br /&gt;
| +600 Crew&amp;lt;br&amp;gt;+250 Money&amp;lt;br&amp;gt;+2.5% Life Science Research&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-3 Boost&amp;lt;br&amp;gt;&#039;&#039;• destroying is atrocity&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Deep Space Telesope ===&lt;br /&gt;
The Deep Space Telesope is a 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;
&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;/div&gt;</summary>
		<author><name>76561198066654836</name></author>
	</entry>
</feed>