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	<id>https://wiki.hoodedhorse.com/Terra_Invicta/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=76561198073215879</id>
	<title>Terra Invicta Official Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.hoodedhorse.com/Terra_Invicta/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=76561198073215879"/>
	<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/Special:Contributions/76561198073215879"/>
	<updated>2026-09-27T19:05:34Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.44.5</generator>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Tools&amp;diff=11753</id>
		<title>Tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Tools&amp;diff=11753"/>
		<updated>2026-08-16T11:30:22Z</updated>

		<summary type="html">&lt;p&gt;76561198073215879: Use new 1.0 tech tree instead of the old 0.4.x&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;List of helpful external tools.&lt;br /&gt;
&lt;br /&gt;
* [https://pzixel.github.io/terra-invicta-techtree-update/ Terra Invicta tech tree] - Interactive tech tree&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/1KmJPppo3kgEGl5B3Cj8M6oxPQb2Uj_dtIeQ9l8yid4M Hab Planner] - A spreadsheet for hab planning&lt;/div&gt;</summary>
		<author><name>76561198073215879</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=10220</id>
		<title>Spaceships</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=10220"/>
		<updated>2025-12-28T07:46:11Z</updated>

		<summary type="html">&lt;p&gt;76561198073215879: /* Drive */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ship designing.png|thumb|400px|Ship designing]]&lt;br /&gt;
All the covert machinations on Earth and industrialization efforts in space are the path for [[Factions]] to build [[Fleets]] of ships to protect and advance their interests. Once the [[Factions]] research the early-game [[Orbital Shipbuilding]] [[Technology]], and the follow-on [[Space Dock]] project for their [[Habs]], they can build interplanetary spacecraft.&lt;br /&gt;
&lt;br /&gt;
With the right modules, ships can prospect [[Celestial Bodies]], found [[Habs|habitats]], increase {{icon|space}}Space Science Research, and [[Fleets#Orbital_Bombardment|Bombard]] surface targets. But the primary role for most ships is combat. &lt;br /&gt;
&lt;br /&gt;
At any time, you can design ships out of the modules you&#039;ve developed. Once you have a shipyard, you can build the ships themselves out of your space resources and, if necessary, {{icon|boost}}boost and {{icon|money}}money.&lt;br /&gt;
&lt;br /&gt;
Individual ships are constructed at [[Habs]] at a space dock, shipyard, or spaceworks module. Ships may be built out of a mix of resources mined in space and material boosted from Earth. When construction is complete, ships are deployed docked at the [[Habs|hab]] that built them.&lt;br /&gt;
&lt;br /&gt;
To save a ship design, it must have a drive, power plant, radiators, battery, armor materials (even with zero thickness), at least one propellant tank, and an assigned role. Specialty designs like colony ships must also have a utility module that allows them to perform the role&#039;s function.&lt;br /&gt;
&lt;br /&gt;
== Ship Performance ==&lt;br /&gt;
Ships have the following characteristics that need to be tracked:&lt;br /&gt;
* &#039;&#039;&#039;Wet Mass:&#039;&#039;&#039; Wet Mass is the total mass of the ship when fully loaded with fuel. Mass influences the ship&#039;s maneuverability. Higher mass decreases acceleration, Delta-V, and turn rate. Hovering over it shows a breakdown with the origin of all Wet Mass.&lt;br /&gt;
* &#039;&#039;&#039;Crew:&#039;&#039;&#039; How many personnel will serve aboard the ship. Each crew needs life support and various supplies, which increases the mass of ship by 4 tons.&lt;br /&gt;
* {{icon|acceleration}}&#039;&#039;&#039;Cruise Acceleration:&#039;&#039;&#039; How quickly the ship can change its velocity in the strategy layer. Higher cruise accelerations allow ships to overcome a space body&#039;s gravity and take more direct trajectories to its destination. Base cap is 2.0g, and the cap can be raised to 3.0g with projects.&lt;br /&gt;
* &#039;&#039;&#039;Combat Acceleration:&#039;&#039;&#039; How quickly the ship can change its velocity in the combat layer. Some drives are capable of short periods of higher acceleration in combat situations. This value is same as Cruise Acceleration * Combat thrust multiplier. If the Cinematic Combat Movement option is turned off, a ship spends more delta-V to accelerate faster than Cruise Acceleration. Base cap is 3.0g, and the cap can be raised to 5.0g with projects.&lt;br /&gt;
* &#039;&#039;&#039;Turn Rate:&#039;&#039;&#039; How quickly the ship can change its orientation in combat. This value is dependent on the length and mass of the ship; shorter ships will turn faster all things being equal.&lt;br /&gt;
* &#039;&#039;&#039;Heat Sink Capacity:&#039;&#039;&#039; Heat sinks serve as a temporary substitute for a ship&#039;s heat management while its vulnerable radiators are retracted in combat. Higher values allow the ship to fight longer without extending its radiators.&lt;br /&gt;
* &#039;&#039;&#039;Battery Capacity:&#039;&#039;&#039; The ship&#039;s batteries store power from its power plant for use by most weapon systems when the power plant is unavailable. More advanced batteries are able to recharge during combat.&lt;br /&gt;
* &#039;&#039;&#039;Construction Cost:&#039;&#039;&#039; Resources required to build the ship. {{icon|boost|bgcolor=transparent}}Boost and {{icon|money|bgcolor=transparent}}Money can be substituted for any resource that is lacking. This may increase build time as materials are delivered from Earth.&lt;br /&gt;
* &#039;&#039;&#039;Construction Time:&#039;&#039;&#039; How long it will take to build the ship once all required materials are at the shipyard. Larger shipyards reduce build time.&lt;br /&gt;
* &#039;&#039;&#039;Support:&#039;&#039;&#039; The {{icon|mission control|bgcolor=DarkSlateGray}}[[resources#Faction_Resources|Mission Control]](MC) and monthly {{icon|money|bgcolor=transparent}}money cost of supporting the ship. If support costs go unpaid the ship will be more vulnerable to other faction&#039;s attempts to seize the ship and rebellion events may occur.&lt;br /&gt;
* {{icon|dv|bgcolor=DarkSlateGray}}&#039;&#039;&#039;Cruise Delta-V&#039;&#039;&#039; Determines where the ship can go and how fast it can get there. More propellant increases Delta-V. More mass on the ship decreases it.&lt;br /&gt;
** Ships with 4 kps Delta-V can intercept and return to a friendly station in the same orbit. &lt;br /&gt;
** Ships with less than 8 kps Delta-V may have trouble reaching the Moon from an Earth orbit. &lt;br /&gt;
** Ships with less than 30 kps Delta-V will not be able to reliably perform interplanetary transfers from Earth.&lt;br /&gt;
** Ships with roughly 60 kps will be able to perform more extreme transfers such as transferring from Mercury to Saturn.&lt;br /&gt;
* {{icon|combat value|bgcolor=DarkSlateGray}}&#039;&#039;&#039;Space Combat Value:&#039;&#039;&#039; Each ship have Space Combat Value calculated from its weapons and other equipment. This value is irrelevant for most of the game but used for the victory condition of several factions.&lt;br /&gt;
&lt;br /&gt;
== Hull ==&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship hulls. For a more detailled list of all space ship hulls in Terra Invicta, as well as their stats, see [[Ship Hull List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Designing a ship begins with selecting a ship hull. The type of hull determines the following key properties of the ship:&lt;br /&gt;
* The number of [[File:Select Nose Hard Point.png|25px]] nose hard points.&lt;br /&gt;
* The number of [[File:Select Hull Hard Point.png|25px]] hull hard points.&lt;br /&gt;
* The number of [[File:Select Utility.png|25px]] utility hard points.&lt;br /&gt;
* The length of the ship.&lt;br /&gt;
* The width of the ship.&lt;br /&gt;
* The structural integrity of the ship.&lt;br /&gt;
* The base construction time for the ship.&lt;br /&gt;
* The construction tier of the ship.&lt;br /&gt;
* The maximum number of officers on the ship.&lt;br /&gt;
* The {{icon|mc|bgcolor=DarkSlateGray}} Mission Control upkeep of the ship.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Certain officer types can bypass the officer limit.&lt;br /&gt;
* Shipbuilding times are calculated without any shipbuilding speed bonuses or shipbuilding [[Game_Options#Customize_Campaign|game customizations]].&lt;br /&gt;
* Rough Armor Cost Multipliers are not quite accurate because Armor costs per point actually increase with each additional point of side armor. See [[Spaceships#Armor]] for details.&lt;br /&gt;
&lt;br /&gt;
{{#invoke:ShipHullLister|ListSpecific|detailed=false|alien=false}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;While most of the above properties are self-explanatory, the length, width, construction tier, and structural integrity of the ship also have significant impacts on the following game mechanics. See [[Ship Hull List]] for more details.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Role ==&lt;br /&gt;
Each ship has a role, which informs the game on whether the ship is a combatant or noncombatant, what range it should engage in during combat and how much propellant will it want. The role affects the autodesigner behavior and where the ship is placed in a combat formation.&lt;br /&gt;
* Ships with Long strategic range will emphasize propellant for interplanetary operations&lt;br /&gt;
* Ships with Short strategic range will limit propellant mass in favor of maneuverability&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
! Role !! Strategic Range !! Preferred Combat Engagement Range !! Other&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Troop Carrier&#039;&#039;&#039; || Long || Noncombatant || Must carry a Marine module&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Explorer&#039;&#039;&#039; || Long || Noncombatant || Must carry a prospector module&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Inner System Colony Ship&#039;&#039;&#039; || Long || Noncombatant || Must carry a hab kit module&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Outer System Colony Ship&#039;&#039;&#039; || Long || Noncombatant || Must carry a nuclear-powered hab kit module&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Transport&#039;&#039;&#039; || Long || Noncombatant ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Penetrator&#039;&#039;&#039; || Long || Short ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Protector&#039;&#039;&#039; || Long || Short || Will emphasize point defense&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Interdictor&#039;&#039;&#039; || Long || Medium ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Intruder&#039;&#039;&#039; || Long || Long ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bomber&#039;&#039;&#039; || Long || Long || Will emphasize bombardment-capable weapons&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strike&#039;&#039;&#039; || Medium || Short ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Space Superiority&#039;&#039;&#039; || Medium || Medium&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Standoff&#039;&#039;&#039; || Medium || Long ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Interceptor&#039;&#039;&#039; || Short || Short ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Patrol&#039;&#039;&#039; || Short || Medium ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defender&#039;&#039;&#039; || Short || Long ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Officer ==&lt;br /&gt;
&lt;br /&gt;
Completing specific actions with a ship can cause Ship Officers to spawn or promote:&lt;br /&gt;
&lt;br /&gt;
{{#invoke:OfficerLister|ListOfficers}}&lt;br /&gt;
&lt;br /&gt;
All Officer spawn and promotion chances are multiplied by (1 + Project Bonuses) × (1 + First Officer Bonus).&lt;br /&gt;
&lt;br /&gt;
The Project Bonuses are:&lt;br /&gt;
* +0.5 for [[Space Force Basic Training]].&lt;br /&gt;
* +1 for [[Space Navy Academies]].&lt;br /&gt;
* +1 for [[Fleet Officer Schoolhouses]].&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* A tunable drive is a drive with a combat thrust multiplier greater than 1.&lt;br /&gt;
* Every ship hull has a maximum number of officers it can have. Some officers bypass this limit.&lt;br /&gt;
&lt;br /&gt;
== Ship Systems ==&lt;br /&gt;
&lt;br /&gt;
In Terra Invicta, every space ship consists of the following ship systems:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Ship System !! rowspan=2 | Health !! rowspan=2 | Function !! colspan=4 | Hit Weight Within:&lt;br /&gt;
|-&lt;br /&gt;
! Nose !! Left/Right !! Tail !! Core&lt;br /&gt;
|-&lt;br /&gt;
! Nose Structure&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Survival&amp;lt;ref name=survival&amp;gt;If the Nose Structure, Central Structure, and Tail Structure are all destroyed, then the ship immediately explodes.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Central Structure&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Survival&amp;lt;ref name=survival&amp;gt;If the Nose Structure, Central Structure, and Tail Structure are all destroyed, then the ship immediately explodes.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Tail Structure&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Survival&amp;lt;ref name=survival&amp;gt;If the Nose Structure, Central Structure, and Tail Structure are all destroyed, then the ship immediately explodes.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Bridge&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Allows Setting Waypoints&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Fire Control&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Allows Weapons to Fire • Health % Divides Weapon Cooldowns • Targeting Bonus reduced by Missing Health %&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Systems Reactor&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Auxiliary Power Charge Rate&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Power Coupling&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Total Power Charge Rate&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Drive Coupling&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Drive Thrust&lt;br /&gt;
| 0&lt;br /&gt;
| 0.5&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Vector Thrusters&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Angular Acceleration&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Life Support Main&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Nothing (in Combat)&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Life Support Backup&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Nothing (in Combat)&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Damage Control&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Mid-Combat Repair Speed&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Propellant&lt;br /&gt;
| Fuel (tons) / 100&lt;br /&gt;
| Is the Fuel&lt;br /&gt;
| 0&lt;br /&gt;
| Fuel Tanks / 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Sensors&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Targeting Bonus reduced by Missing Health %&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Nose Weapons&lt;br /&gt;
| Chosen Nose Weapons&#039; Health&lt;br /&gt;
| Chosen Nose Weapons&#039; Functions&lt;br /&gt;
| Non-Empty Nose Slots&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Hull Weapons&lt;br /&gt;
| Chosen Hull Weapons&#039; Health&lt;br /&gt;
| Chosen Hull Weapons&#039; Functions&lt;br /&gt;
| 0&lt;br /&gt;
| Non-Empty Hull Slots&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Utility Modules&lt;br /&gt;
| Chosen Utility Modules&#039; Health&lt;br /&gt;
| Chosen Utility Modules&#039; Functions&lt;br /&gt;
| 0&lt;br /&gt;
| Non-Empty Non-Invulnerable Utility Slots&amp;lt;ref name=Invulnerable&amp;gt; As of Version 0.4.90, there are two invulnerable utility modules: Component Armor and Vector Thrusters.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| Non-Empty Non-Invulnerable Utility Slots&amp;lt;ref name=Invulnerable&amp;gt; As of Version 0.4.90, there are two invulnerable utility modules: Component Armor and Vector Thrusters.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
! Radiators&lt;br /&gt;
| 3&lt;br /&gt;
| Allows Heat Vent • Health % Multiplies Heat Loss Rate for Heat Sinks&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Power Plant&lt;br /&gt;
| 3&lt;br /&gt;
| Allows Rotating and Rolling • Allows Setting Waypoints • Health % Multiplies Drive Thrust • Health % Multiplies Angular Acceleration • Health % Multiplies Max Power Plant Output for Battery Recharge Rate&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Drive&lt;br /&gt;
| 3 × Thrusters&lt;br /&gt;
| Health % Multiplies Drive Thrust&lt;br /&gt;
| 0&lt;br /&gt;
| Thrusters&lt;br /&gt;
| Thrusters&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Battery&lt;br /&gt;
| Chosen Battery&#039;s Health&lt;br /&gt;
| Health % Multiplies Energy Capacity&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ship Areas and Hit Weights ===&lt;br /&gt;
&lt;br /&gt;
The internal volume of a ship is divided into 5 areas: Nose, Left, Right, Tail, Core. Whenever damage is applied to one of these areas, the damage is applied to a randomly picked ship system. The chance that a ship system gets picked is equal to (its Hit Weight / Total Hit Weight) for that area of the ship.&lt;br /&gt;
&lt;br /&gt;
== Ship Components ==&lt;br /&gt;
Note: Every component comes with additional crews, but the mass and resource cost from crews is not shown in the tables below.&lt;br /&gt;
&lt;br /&gt;
=== Drive ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship drives. For a list of all space ship drives in Terra Invicta, as well as their stats, see [[Drive List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Drives expel propellant from the tail of the ship to make the ship go places. Drives come in a variety of forms, but are rated by two common values: thrust and exhaust velocity. High-thrust drives can achieve higher velocities more quickly, and high-exhaust velocity drives use less propellant to do so. Together these values determine the power required by the ship&#039;s power plant. Adding 100-ton propellant tanks to the ship increases the ship&#039;s Delta-V, or how much it can change its speed.&lt;br /&gt;
&lt;br /&gt;
Delta-V is the main factor that determines interplanetary travel times. Thrust determines combat capabilities of the ship, however having too little thrust can starve your ability to spend all the dv ship has, and therefore slow down its transits.&lt;br /&gt;
&lt;br /&gt;
Note: Many drives require a certain class of power plant to function, and in some cases, a lower-tech power plant of the correct class may not be able to produce enough power to support an advanced drive.&lt;br /&gt;
&lt;br /&gt;
[[File:cruise_thrust_chart@2.6x.png|550px|Cruise trust and ejection velocity for each drive of the game]][[File:combat_thrust_chart@2.6x.png|550px|Combat trust and ejection velocity for each drive of the game]]&lt;br /&gt;
&lt;br /&gt;
==== Propellant ====&lt;br /&gt;
Each ship must have one or more 100-ton propellant tanks. The number of propellant tanks determines the ship&#039;s Delta-V value. There is no hard limit to the number that can be placed on a ship. However, each tank of propellant adds mass to the ship, which reduces its acceleration and gives exponentially diminishing returns for delta-V. The resources used to make propellant is determined by the drive.&lt;br /&gt;
&lt;br /&gt;
If the drive uses He3 fuel and the faction has an active [[Helium-3 Mine]], then all {{icon|fissile}} costs for propellent are replaced by an equivalent amount of {{icon|water}}.&lt;br /&gt;
&lt;br /&gt;
=== Power Plant ===&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship power plants. For a list of all space ship power plants in Terra Invicta, as well as their stats, see [[Power Plant List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A ship&#039;s power plant provides energy to both the ship&#039;s drive and other ship systems. The mass of the power plant scales with the greater of the power requirement of the drive or the ship&#039;s systems. The power plant also produces waste heat that must be stored in heat sinks or expelled by radiators.&lt;br /&gt;
&lt;br /&gt;
Note: Many drives require a certain class of power plant to function, and in some cases, a lower-tech power plant of the correct class may not be able to produce enough power to support an advanced drive.&lt;br /&gt;
&lt;br /&gt;
=== Radiator ===&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship radiators. For a list of all space ship radiators in Terra Invicta, as well as their stats, see [[Radiator List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When extended or extending, the ship&#039;s radiators vent the heat generated by various ship systems and modules.&lt;br /&gt;
&lt;br /&gt;
However, non-retracted radiators are highly vulnerable in combat. When a ship takes hit while the radiator is not retracted, the radiator has a chance to get hit directly and destroyed, regardless of the ship&#039;s armor configuration. In fact, the damage taken by the radiator can even bleed through to damage the ship&#039;s internals (but this bleed through is capped at the radiator&#039;s health of just 3). &lt;br /&gt;
&lt;br /&gt;
Radiators can be retracted if the ship has heat sinks in one or more utility slots. But radiators will automatically begin extending when the heat sinks are filled up. See [[Fleets#Power_and_Heat]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Battery ===&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship batteries. For a list of all space ship batteries in Terra Invicta, as well as their stats, see [[Battery List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every ship has a built-in power storage, so a ship battery is not necessary, but does provide additional power storage. See [[Fleets#Power_and_Heat]] for details. Better batteries may have a larger capacity or a faster recharge rate.&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship armors. For a list of all space ship armors in Terra Invicta, as well as their stats, see [[Ship Armor List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Damage that is applied to a spaceship can be divided into three categories:&lt;br /&gt;
* Direct Damage focuses on damaging the ship&#039;s internal components.&lt;br /&gt;
* Chip Damage focuses on damaging the armor volume.&lt;br /&gt;
* Shred Damage focuses on damaging the armor value.&lt;br /&gt;
&lt;br /&gt;
Most attacks apply their damage as a mix of direct and chip damage, with two notable exceptions:&lt;br /&gt;
* [[Spaceships#Particle_Weapons|Particle beams]] only apply direct damage. &lt;br /&gt;
* Nuclear [[Spaceships#Missiles|missiles]] also apply shred damage.&lt;br /&gt;
&lt;br /&gt;
When the ship armor is fully intact on the facing that receives the incoming attack:&lt;br /&gt;
* Direct damage is reduced by the armor value: 1 point of damage (20MJ of energy) is blocked by 1 point of armor. Any remaining direct damage is then applied to the ship&#039;s internal components.&lt;br /&gt;
** Direct damage from [[Spaceships#Particle_Weapons|Particle beams]] and [[Spaceships#Lasers|Laser weapons]] have different interactions with armor value that are discussed in their own sections.&lt;br /&gt;
* Chip damage reduces the armor volume: 1 point of damage removes 1m³ of armor.&lt;br /&gt;
* Shred damage reduces the armor value: 1 point of damage removes 1 point of armor.&lt;br /&gt;
&lt;br /&gt;
Damaged armor does not function as well:&lt;br /&gt;
* Armor points removed by shred damage will no longer block any direct damage.&lt;br /&gt;
* Armor volume removed by chip damage gives incoming attacks a chance for a through-armor-critical, which causes the incoming attack to behave as if the ship has no armor at all. The chance for a through-armor-critical is simply the volume of armor removed divided by the total volume of armor that the facing originally had.&lt;br /&gt;
&lt;br /&gt;
When the ship has no armor at all on the facing that receives the incoming attack:&lt;br /&gt;
* All Chip and Shred damage is added to the Direct damage and is applied directly to the ship&#039;s internal components.&lt;br /&gt;
&lt;br /&gt;
Armor is typically the heaviest (and most expensive) part of a ship. High tech armors are usually much more effective at blocking direct damage, leading to significantly lower mass (and cost) per point of armor. Note that a point of lateral armor is much more massive than nose and tail armor, because it has a greater surface area to cover. The exact ratio depends on the hull used, but side armor will typically be 10-35x heavier per point than nose/tail armor. As of 0.4.90, the armor formulas are as follows:&lt;br /&gt;
* Armor Plate Thickness (m) = 20 (MJ) / Armor Heat of Vaporization (MJ / kg) / Armor Density (kg / m³) / 0.005 (m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
* Nose Armor Thickness (m) = Plate Thickness (m) × Points of Nose Armor&lt;br /&gt;
* Tail Armor Thickness (m) = Plate Thickness (m) × Points of Tail Armor&lt;br /&gt;
* Side Armor Thickness (m) = Plate Thickness (m) × Points of Side Armor&lt;br /&gt;
* Nose Armor Volume (m³) = Nose Armor Thickness (m) × 3.1415927 × (Hull Width (m) / 2 + Side Armor Thickness (m)) ^ 2&lt;br /&gt;
* Tail Armor Volume (m³) = Tail Armor Thickness (m) × 3.1415927 × (Hull Width (m) / 2 + Side Armor Thickness (m)) ^ 2&lt;br /&gt;
* Side Armor Volume (m³) = 3.1415927 × Hull Length (m) × ((Hull Width (m) / 2 + Side Armor Thickness (m)) ^ 2 - (Hull Width (m) / 2) ^ 2)&lt;br /&gt;
&lt;br /&gt;
These volumes are then multiplied by the following [[Game_Options#Customize_Campaign|game customization]] ship scaling modifiers:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Armor Volume Multipliers&lt;br /&gt;
|-&lt;br /&gt;
! !! Cinematic !! Realistic&lt;br /&gt;
|-&lt;br /&gt;
| Nose/Tail || 1 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Side || 0.75 || 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Armor Mass (kg) of each facing is then simply the Armor Volume (m³) of the facing multiplied by Armor Density (kg / m³).&lt;br /&gt;
&lt;br /&gt;
More detailed information on armor and damage calculation can be found in the article [[Guide Armor|Guide Armor]].&lt;br /&gt;
&lt;br /&gt;
=== Utility Modules ===&lt;br /&gt;
Utility Modules perform a variety of functions to widen a spacecraft&#039;s capabilities. Extra batteries may also be put in utility module slots.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Utility Module !! Mass (tons) !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Mobile Space Science Lab || 200 || {{icon|space}}+5% Space Science Research&amp;lt;br&amp;gt;Can prospect space bodies from interface orbits&lt;br /&gt;
|-&lt;br /&gt;
| Repair Bay || 700 || Improves [[Fleets#Mid-Combat_Repairs|mid-]] and [[Fleets#Post-Combat_Repairs|post-combat repairs]].&lt;br /&gt;
|-&lt;br /&gt;
| Salvage Bay || 1000 || Collects more [[Fleets#Salvage|Salvage]] after Winning Combats.&lt;br /&gt;
|-&lt;br /&gt;
| Vector Thrusters || 20 || Significantly increases the ship&#039;s turning speed.&lt;br /&gt;
|-&lt;br /&gt;
| Flag Bridge || 90 || Reduces the fleet&#039;s {{icon|mc}}Mission Control upkeep. (Does not stack with other Flag Bridges.)&lt;br /&gt;
|-&lt;br /&gt;
| Component Armor || 500 || -25% Internal Damage during combat&lt;br /&gt;
|-&lt;br /&gt;
| Armor Strut || 500 || Increase the amount of armor each facing on ship can carry by 100%.&lt;br /&gt;
|-&lt;br /&gt;
| Marine Assault Unit || 200 || Enables the Assault Hab fleet operation {{icon|marine}}(assault value 4)&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Marine Assault Unit || 200 || Enables the Assault Hab fleet operation {{icon|marine}}(assault value 6)&lt;br /&gt;
|-&lt;br /&gt;
| Elite Marine Assault Unit || 200 || Enables the Assault Hab fleet operation {{icon|marine}}(assault value 8)&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|destroy}}Spartans || rowspan=3 | 200 || rowspan=3 | Enables the Assault Hab fleet operation {{icon|marine}}(assault value 10)&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|resist}}Rangers&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|submit}}Immortals&lt;br /&gt;
|-&lt;br /&gt;
| Laser Engine || 25 || +10MJ laser weapon power&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Laser Engine || 50 || +20MJ laser weapon power&lt;br /&gt;
|-&lt;br /&gt;
| Cyclotron || 50 || +20MJ particle beam power&lt;br /&gt;
|-&lt;br /&gt;
| Magazine || 100 || Projectile weapons gain +50% ammo. Mass increases accordingly.&lt;br /&gt;
|-&lt;br /&gt;
| ECM || 10 || 20% chance force an enemy weapon into cooldown when this ship is targeted. &lt;br /&gt;
|-&lt;br /&gt;
| ECM Mark II || 10 || 40% chance force an enemy weapon into cooldown when this ship is targeted. &lt;br /&gt;
|-&lt;br /&gt;
| ECM Mark III || 10 || 60% chance force an enemy weapon into cooldown when this ship is targeted. &lt;br /&gt;
|-&lt;br /&gt;
| Targeting Computer|| 10 || Improve a ship&#039;s roll to overcome enemy ECM and damage to sensors by 10%.&lt;br /&gt;
|-&lt;br /&gt;
| Targeting Computer Mark II || 10 || Improve a ship&#039;s roll to overcome enemy ECM and damage to sensors by 30%.&lt;br /&gt;
|-&lt;br /&gt;
| Targeting Computer Mark III || 10 || Improve a ship&#039;s roll to overcome enemy ECM and damage to sensors by 50%.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Drive Enhancement Module ====&lt;br /&gt;
Drive Enhancement Modules requires a certain type of Drive to be used.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Utility Module !! Mass (tons) !! Ship Requirements !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Muon Spiker || 40 || Nuclear Fusion Drive || +10% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Neutronium Spiker || 40 || Nuclear Fission Drive || +20% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Spiker || 40 || Nuclear Drive || +30% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Liquid Hydrogen Containment || 5 || Hydrogen Propellant || +20% Exhaust Velocity&lt;br /&gt;
|-&lt;br /&gt;
| Slush Hydrogen Tankage || 10 || Hydrogen Propellant || +35% Exhaust Velocity&lt;br /&gt;
|-&lt;br /&gt;
| Hydron Trap || 20 || Hydrogen Propellant || +50% Exhaust Velocity&lt;br /&gt;
|-&lt;br /&gt;
| ISRU Module || 40 || || Can replenish Propellant at unimproved hab sites that produce raw materials used in ship&#039;s propellant&lt;br /&gt;
|-&lt;br /&gt;
| Remass Scoop || 40 || || Can replenish Propellant in interface orbits of Jovian planets if the ship uses 100% hydrogen or &#039;anything&#039; as propellant.&amp;lt;br&amp;gt;No aerobraking damage({{icon|warning}}aerobraking is not implemented yet)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Heat Sink ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship heat sinks. For a list of all space ship heat sinks in Terra Invicta, as well as their stats, see [[Heat Sink List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Heat sinks are important modules for combat ship so they may avoid exposing their vulnerable radiators to enemy fire. See [[Fleets#Power_and_Heat]] for details.&lt;br /&gt;
&lt;br /&gt;
==== Kit ====&lt;br /&gt;
Kits allow creation of a small hab with a construction module. Can be replenished by repairing the ship at a dock or shipyard.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Kit !! Mass (tons) !! Constructed Modules&lt;br /&gt;
|-&lt;br /&gt;
| Solar Platform || 200 || Platform Core, Construction Module, Solar Collector&lt;br /&gt;
|-&lt;br /&gt;
| Solar Outpost || 200 || Outpost Core, Construction Module, Solar Collector&lt;br /&gt;
|-&lt;br /&gt;
| Fission Platform || 250 || Platform Core, Construction Module, Fission Pile&lt;br /&gt;
|-&lt;br /&gt;
| Fission Outpost || 300 || Outpost Core, Construction Module, Fission Pile&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Platform || 250 || Platform Core, Construction Module, Fusion Pile&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Outpost || 300 || Outpost Core, Construction Module, Fusion Pile&lt;br /&gt;
|-&lt;br /&gt;
| Automated Solar Platform || 250 || Automated Platform Core, Automated Supply Depot, Automated Solar Collector&lt;br /&gt;
|-&lt;br /&gt;
| Automated Solar Outpost || 1200 || Automated Outpost Core, Automated Mining Complex, Automated Solar Collector, Automated Solar Collector&lt;br /&gt;
|-&lt;br /&gt;
| Automated Fission Platform || 300 || Automated Platform Core, Automated Supply Depot, Automated Fission Pile&lt;br /&gt;
|-&lt;br /&gt;
| Automated Fission Outpost || 1800 || Automated Outpost Core, Automated Mining Complex, Automated Fission Pile, Automated Fission Pile&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Using the kit only &#039;&#039;begins&#039;&#039; local construction of the hab and the modules. So you still have to wait 180 days for a Construction Module to be built.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
Weapons systems are either mounted on the ship&#039;s nose or on the hull. Nose weapons are typically more powerful than hull weapons of a similar size, but they have a limited field of fire. Hull weapons can fire in any direction around the ship.  Weapons also come in various sizes; larger weapon systems are generally more powerful but will take up multiple weapon slots.&lt;br /&gt;
&lt;br /&gt;
Certain weapons may only be used offensively against enemy ships and hab modules; others may only be used defensively to shoot down incoming projectiles and missiles, and still others can be used against both types of targets.  Weapons can have up to four different possible fire modes:&lt;br /&gt;
* Focus Fire: Will fire at primary target only.&lt;br /&gt;
* Attack: Will fire at primary target if it is in range, otherwise will attack the nearest available target.&lt;br /&gt;
* Guardian: Will fire at incoming projectiles and missiles before targeting enemy ships.&lt;br /&gt;
* Defense: Will fire at incoming projectiles and missiles; will not target ships.&lt;br /&gt;
&lt;br /&gt;
All weapons have a cooldown, and some weapons fire in salvos.  If a weapon does not have a salvo listed, it will fire once every time the cooldown timer is up.  For example, the Light Railgun Battery Mk1 has a cooldown of 30s and does not have a salvo listed; once in range, it will fire one shot every 30 seconds.  If a weapon has a salvo listed of X shots / Y s, it will fire one shot every Y seconds X number of times, and then will go on cooldown, after which it will fire another salvo.  For example, the Light Coilgun Battery Mk1 has a salvo of 3 shots / 10 s and a cooldown of 40 seconds; once in range, it will fire one shot, wait 10 seconds, fire a second shot, wait 10 seconds, fire a third shot, and then will go on cooldown for 40 seconds. So it effectively fires 3 times per minute.&lt;br /&gt;
&lt;br /&gt;
Weapons can be classified in certain general types:&lt;br /&gt;
* Guns: Use magazines, high ammo capacity. Cannot bombard. Low damage. Short range. Cheap.&lt;br /&gt;
* Missiles: Use magazines, low ammo capacity. Limited bombard. High damage. Will chase the target. Very susceptible to point defense. Only available as hull weapons.&lt;br /&gt;
* Magnetic Weapons: Use magazines, high ammo capacity. High damage, moderate accuracy. Susceptible to point defense. Can bombard.&lt;br /&gt;
* Plasma Weapons: Use magazines. Cannot be targeted by point defense. Cannot bombard. Medium damage, high accuracy. Only available in large sizes.&lt;br /&gt;
* Lasers: Use energy. Limited bombard. Never miss. More effective at close range.&lt;br /&gt;
* Particle Weapons: Use energy. Cannot bombard. High damage. Never miss. Short range.&lt;br /&gt;
&lt;br /&gt;
More detailed information on damage dealt by different weapons depending on enemy armor can be found in the article [[Guide Armor|Guide Armor]].&lt;br /&gt;
&lt;br /&gt;
==== Guns ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship naval guns. For a list of all space ship naval guns in Terra Invicta, as well as their stats, see [[Naval Gun List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Guns are chemical slugthrowers with performance characteristics similar to modern naval weaponry. They are low-tech and cheap, but due to low range and low muzzle velocity will have a hard time hitting anything at range. They are quickly outclassed by magnetic weapons.&lt;br /&gt;
&lt;br /&gt;
The damage done by a naval gun projectile is simply its impact kinetic energy / 20MJ. Specifically: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notably, naval guns do not produce any waste heat. Therefore they can keep firing even when the ship no longer has any ability to handle waste heat, such as when the radiators are destroyed and the heat sinks are filled.&lt;br /&gt;
&lt;br /&gt;
Naval guns also do not consume any power. Therefore they can keep firing even when the ship no longer has any ability to generate power, such as when the power plant is destroyed and the batteries are empty.&lt;br /&gt;
&lt;br /&gt;
Naval guns cannot be used to bombard.&lt;br /&gt;
&lt;br /&gt;
Naval gun projectiles can be hit by point defenses and will be destroyed in one hit. But point defenses usually ignore autocannon bullets simply because they are so weak as to not be worth shooting at.&lt;br /&gt;
&lt;br /&gt;
==== Magnetic Weapons ====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship magnetic guns. For a list of all space ship magnetic guns in Terra Invicta, as well as their stats, see [[Magnetic Gun List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Magnetic weapons include railguns and coilguns that fire high-speed projectiles that do significant damage but can be shot down by point defense.  Due to low muzzle velocity, railguns and siege coilguns may have a difficult time hitting targets at range; non-siege coilguns have a significantly higher muzzle velocity and are more difficult to dodge.  All magnetic weapons are capable of bombardment.&lt;br /&gt;
&lt;br /&gt;
The damage done by a magnetic gun projectile is simply its impact kinetic energy / 20MJ. Specifically: &lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The power consumed per shot is calculated similarly, but uses the ammo mass instead of the warhead mass, and takes into account the weapon&#039;s Efficiency. Specifically:&lt;br /&gt;
&amp;lt;pre&amp;gt;Power Consumed (GJ) = ½ × Ammo Mass (kg) × (Muzzle Velocity (m/s))² / Efficiency / 1e9 (J/GJ)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.&lt;br /&gt;
&lt;br /&gt;
Magnetic weapon projectiles can be hit by point defenses, but may need multiple hits to be destroyed. Specifically, the point defenses must do (Warhead Mass / 10kg) damage to destroy the projectile.&lt;br /&gt;
&lt;br /&gt;
==== Missiles ====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship missiles. For a list of all space ship missiles in Terra Invicta, as well as their stats, see [[Missile List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Missile weapons (which include both missiles and torpedoes) do high damage and will chase the enemy, but are very susceptible to being shot down by point defense and are constrained by small magazines.  Missiles will fire offensively only if an enemy ship or hab module has been set as a target. &lt;br /&gt;
&lt;br /&gt;
Missiles and torpedoes can have different classes of warheads, which significantly impact their behavior:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Warhead Class !! Total Damage !! Chip % !! Can Bombard !! Is AoE !! Kinetic Damage?&amp;lt;ref&amp;gt;Adamantane Armor has 25% resistance to Kinetic Damage. Kinetic Damage can also over penetrate, meaning the damage goes out the other end of the ship before it is fully applied.&amp;lt;/ref&amp;gt; !! Other Notable Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fragmentation || rowspan=2| ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ || 50% || rowspan=3 | No || rowspan=3| No || rowspan=2| Yes || On contact, splits into 5kg warheads that independently roll for through-armor-criticals.&lt;br /&gt;
|-&lt;br /&gt;
| Penetrator || 60% || None&lt;br /&gt;
|-&lt;br /&gt;
| Explosive || Payload Damage + 0.1 × ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ || 80% || rowspan=4|No || None&lt;br /&gt;
|-&lt;br /&gt;
| Nuclear || rowspan=3 | Payload Damage || 100% || rowspan=3 | Not through Atmosphere || rowspan=2| Spherical AoE || rowspan=3 | Also applies Shred Damage.&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter || 25% &lt;br /&gt;
|-&lt;br /&gt;
| Shaped Nuclear || 100% || Cone AoE &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notably, missiles do not produce any waste heat. Therefore they can keep firing even when the ship no longer has any ability to handle waste heat, such as when the radiators are destroyed and the heat sinks are filled.&lt;br /&gt;
&lt;br /&gt;
Missiles also do not consume any power. Therefore they can keep firing even when the ship no longer has any ability to generate power, such as when the power plant is destroyed and the batteries are empty.&lt;br /&gt;
&lt;br /&gt;
Missile projectiles can be hit by point defenses and will be destroyed in one hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lasers ====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship laser weapons. For a list of all laser weapons in Terra Invicta, as well as their stats, see [[Laser Weapon List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Laser weapons do not miss and are excellent at targeting enemy projectiles.  However, laser weapons have difficulty penetrating armor unless they are at close range.  Laser weapons for non-alien ships come in three different wavelengths: Infrared, Visible (Green), and Ultraviolet, from least powerful to most powerful.  Additionally, laser weapons use one of three different beam types: Standard, Arc, and Phaser, from least powerful to most powerful.  Each laser battery and cannon size comes in nine different configurations, corresponding to all the possible combinations of wavelength and beam type.  The more powerful the wavelength and beam type, the better the laser is at penetrating armor.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = Shot Power (MJ) / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Power Consumed (GJ) = Shot Power (MJ) / Efficiency / 1000 (MJ/GJ)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Laser Engine [[Spaceships#Utility_Modules|Utility Modules]] increase the shot power of lasers, increasing both damage and power consumption.&lt;br /&gt;
* Power Consumption is divided by 20 when targeting [[Spaceships#Missiles|Missile]] or [[Spaceships#Guns|Naval Gun]] Projectiles.&lt;br /&gt;
* The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.&lt;br /&gt;
&lt;br /&gt;
Notably, laser weapons do not consume ammo, and so can be fired an unlimited number of times.&lt;br /&gt;
&lt;br /&gt;
All ship lasers can be used to bombard, but only visible light lasers (orange, green, violet) can bombard through atmosphere.&lt;br /&gt;
&lt;br /&gt;
All human ship laser weapons have 1 hp, regardless of size. All alien ship laser weapons have 2 hp, regardless of size. For comparison, most other ship weapons and modules have (3 × hard points) hp. So lasers are both literally and figuratively glass cannons. &lt;br /&gt;
&lt;br /&gt;
Except for a few particularly powerful alien lasers, all lasers can serve as point defenses that shoot down incoming enemy projectiles.&lt;br /&gt;
&lt;br /&gt;
===== Armor Penetration =====&lt;br /&gt;
&lt;br /&gt;
When a laser weapon shoots an armored target, the effective armor of the target is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Effective Armor = Base Armor ^ 1.5 × Armor Effectiveness&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Armor Effectiveness = Spot Area (m²) / 0.005 (m²)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Spot Area (m²) = 0.7853982 × (Spot Diameter (m) )²&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Spot Diameter (m) = Distance to Target (km) × Spot Diameter Precise Factor (m/km)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Spot Diameter Precise Factor (m/km) = (1000 / Mirror Diameter (m)) × ((1.22 × Wavelength (m) × Beam Quality)² + (2 * Jitter * Mirror Diameter (m) )²) ^ 0.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When combined:&lt;br /&gt;
&amp;lt;pre&amp;gt;Effective Armor = Base Armor ^ 1.5 × 0.7853982 / 0.005 (m²) × (Distance to Target (m) × ((1.22 × Wavelength (m) × Beam Quality)² + (2 * Jitter * Mirror Diameter (m) )²) ^ 0.5 / Mirror Diameter (m) )² &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since armor works by subtracting its value from incoming damage, and RNG can randomize incoming damage by up to ±20%, we can re-arrange the formula to get the amount of armor needed to fully block a laser:&lt;br /&gt;
&amp;lt;pre&amp;gt;Armor = (Laser Damage × 1.2 / (0.7853982 / 0.005 (m²) × (Distance to Target (m) × ((1.22 × Wavelength (m) × Beam Quality)² + (2 * Jitter * Mirror Diameter (m) )²) ^ 0.5 / Mirror Diameter (m) )² ) ) ^ (1/1.5)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Range =====&lt;br /&gt;
&lt;br /&gt;
Lasers that can attack both enemy ships and enemy projectiles actually have ⅓ of their stated targeting range when they are targeting projectiles. But they also receive a bonus targeting range based on the length of their Ship Hull. Specifically:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Point Defense Targeting Range (km) = Targeting Range (km) / 3 + Ship Hull Length (km) × 100&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Furthermore, laser weapons actually refuse to fire at targets unless they have sufficient armor penetration and damage. So weaker lasers may have less actual range than their stated targeting range. Specifically:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Anti-Ship Effective Range (km) = Range where (Laser Damage / Armor Effectiveness &amp;gt; 1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Anti-Kinetic Effective Range (km) = Range where (Laser Damage / Armor Effectiveness &amp;gt; 0.5)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Anti-Missile Effective Range (km) = Range where (Laser Damage / Armor Effectiveness &amp;gt; 0.15)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Anti-Poorly-Armored-Ship Effective Range (km) = Range where (Laser Damage / Armor Effectiveness &amp;gt; 0.25)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Poorly-Armored ship means the targeted part of the ship either has 0 armor or has over 20% of its armor chipped.&lt;br /&gt;
&lt;br /&gt;
So a laser weapon will only fire at the target if the target is within both its Targeting Range and its Effective Range.&lt;br /&gt;
&lt;br /&gt;
An important consequence of this is that the weaker lasers, such as Point Defense Phaser Turrets, can gain significant amounts of range from anything that buffs laser damage, such as:&lt;br /&gt;
* Laser Engines&lt;br /&gt;
* Directed Energy Officers&lt;br /&gt;
* Intelligence Officers&lt;br /&gt;
* Commanding Officers&lt;br /&gt;
* [[Precision Focusing Software]] Project&lt;br /&gt;
&lt;br /&gt;
===== Chipping =====&lt;br /&gt;
&lt;br /&gt;
Unlike other weapons, the % of a laser&#039;s damage that goes towards chipping is dynamically calculated based on its armor penetration. Specifically:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Chip % = Armor Effectiveness / 1000, capped at 0.25&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This means that the chip damage dealt by lasers is actually inversely proportional to their ability to penetrate armor, giving low tech lasers an advantage. Nevertheless, chip damage dealt by lasers is usually negligible, so this advantage is rarely worth it.&lt;br /&gt;
&lt;br /&gt;
==== Particle Weapons====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship particle weapons. For a list of all particle weapons in Terra Invicta, as well as their stats, see [[Particle Weapon List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Particle weapons are short-range weapons that are very good at penetrating armor, potentially disabling or destroying a ship&#039;s internal components, but doing very little to armor or ship structure itself. They are designed to be used as part of a fleet, and are very unlikely to kill a ship if used alone. The point-defense particle beam is also an effective point-defense weapon against missiles, but not against kinetic slugs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = Shot Power (MJ) / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The damage of a particle beam can decrease with distance from the target ship. This is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Actual Damage Points = Base Damage Points × Min(1, Target Area (m²) / Beam Area (m²)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Target Area (m²) = 3.1415927 × Target Ship Length × Target Ship Width / 2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Beam Area (m²) = 3.1415927 × (Beam Radius (m) )^2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the particle beam fires neutral particles, then:&lt;br /&gt;
&amp;lt;pre&amp;gt;Beam Radius (m) = Emittance (m) × Distance to Target (m) / 1000000 / Lens Radius (cm) × 100 (cm/m)&amp;lt;/pre&amp;gt;&lt;br /&gt;
Otherwise:&lt;br /&gt;
&amp;lt;pre&amp;gt;Beam Radius (m) = Lens Radius (cm) / 100 (cm/m) × 2 ^ (Distance to Target (km) / Doubling Range (km) )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As of Version 0.4.90, apart from Electron Beam weapons, all particle beam weapons have Beam Area less than the Target Area of even a gunship, even at their maximum range. So in practice the damage of a particle beam does not actually decrease with distance from the target ship unless it is an electron beam.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Power Consumed (GJ) = Shot Power (MJ) / Efficiency / 1000 (MJ/GJ)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notably, particle weapons do not consume ammo, and so can be fired an unlimited number of times.&lt;br /&gt;
&lt;br /&gt;
===== Armor Interactions =====&lt;br /&gt;
&lt;br /&gt;
Particle weapons do no chip damage. Instead, the damage of a particle beam is split into 3 parts: Heat, X-rays, and Baryons. Heat damage behaves in the standard manner: the armor value of the target is subtracted from it, and any leftover damage is applied to the ship internals. &lt;br /&gt;
&lt;br /&gt;
In contrast, X-rays and Baryons are considered radiation damage and have a completely different interaction with armor. Specifically, radiation damage is reduced by armor via &amp;quot;Half-Values&amp;quot;. one half value cuts damage in half. two half values cut damage in half twice, for 1/4.&lt;br /&gt;
&lt;br /&gt;
All ships have a baseline of 4 half-values (1/16). armor up to the point where it reaches those 4 half-values does nothing. after that it replaces the baseline half-values with its own half-values.&lt;br /&gt;
&lt;br /&gt;
The half value is measured in armor thickness. Every type of armor has one half-value thickness for x-rays and one half-value thickness for baryons. See [[Ship Armor List]] for details.&lt;br /&gt;
&lt;br /&gt;
As of Version 0.4.90, apart from Boron Carbide Armor, all armors have significantly smaller half-values for x-rays than for baryons. Baryon damage is additionally multiplied by 5. Thus in practice, most radiation damage is done via baryons instead of X-rays. Notably:&lt;br /&gt;
* (Both Human and Alien) Adamantane Armor needs about 120 points of armor to reach 4 half-values for Baryons.&lt;br /&gt;
* (Both Human and Alien) Exotic Armor needs about 18.5 points of armor to reach 4 half-values for Baryons.&lt;br /&gt;
&lt;br /&gt;
Notably, although armor can significantly reduce radiation damage, it can never reduce it all the way to zero. So there is always some leftover radiation damage that is then directly dealt to the ship internals, with the hit location being calculated in the same way as with lasers. &lt;br /&gt;
&lt;br /&gt;
Damaged ship parts work at reduced effectiveness (but will slowly be repaired over time). For example, damaged weapons cannot fire until fully repaired. Lasers have especially low health, making them good targets for particle beams. Once a weapon is entirely destroyed it can only be repaired in a shipyard.&lt;br /&gt;
&lt;br /&gt;
==== Plasma Weapons ====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship plasma weapons. For a list of all space ship plasma weapons in Terra Invicta, as well as their stats, see [[Plasma Weapon List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Plasma weapons fire high-speed, low mass projectiles that cannot be targeted by enemy point defense but also cannot act as point defense. While their damage is not as high as some of the larger and more advanced magnetic weapons, the high muzzle velocity of plasma weapons make them significantly more likely to hit their target.  Plasma weapons cannot bombard.&lt;br /&gt;
&lt;br /&gt;
Strangely, the damage done by a plasma weapon projectile is simply its impact kinetic energy / 20MJ, but applied as thermal damage instead of kinetic damage (so armors with special kinetic resistance do not apply that resistance to plasma). Specifically: &lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The power consumed per shot is calculated similarly, but adds charging energy, and takes into account the weapon&#039;s Efficiency. Specifically:&lt;br /&gt;
&amp;lt;pre&amp;gt;Power Consumed (GJ) = Charging Energy (GJ) / Efficiency + ½ × Warhead Mass (kg) * (Muzzle Velocity (m/s))² / Efficiency / 1e9 (J/GJ) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.&lt;br /&gt;
&lt;br /&gt;
Notably, although plasma weapons do consume ammo and have a finite magazine size, this ammo weighs nothing and costs nothing to resupply.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
Ships can be constructed at ship construction modules ([[Space Dock]], [[Shipyard]], [[Spaceworks]]). The construction time is calculated as follows:&lt;br /&gt;
* If the ship hull Construction Tier is greater than the ship construction module Tier, then: &lt;br /&gt;
&amp;lt;pre&amp;gt;Construction Time (days) = Base Construction Time (days) × 1.5 ^ Tier Gap&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If the ship hull Construction Tier is equal to the ship construction module Tier, then: &lt;br /&gt;
&amp;lt;pre&amp;gt;Construction Time (days) = Base Construction Time (days)&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If the ship hull Construction Tier is less than the ship construction module Tier, then: &lt;br /&gt;
&amp;lt;pre&amp;gt;Construction Time (days) = Base Construction Time (days) × Ship Construction Module Construction Time Modifier ^ Tier Gap&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This construction time is then divided by (100% + Ship Building Speed Bonus).&lt;br /&gt;
&lt;br /&gt;
See [[Ship Hull List]] for a list of all ship hulls and their construction times at each ship construction module.&lt;br /&gt;
&lt;br /&gt;
=== Probes ===&lt;br /&gt;
Probes can be launched from any hab construction modules. Depending on where the hab is located, this can decrease the resources needed to launch a probe, or the time it takes to reach its destination.&lt;br /&gt;
&lt;br /&gt;
== Resupply ==&lt;br /&gt;
&lt;br /&gt;
Ships can be resupplied at habs with ship construction modules ([[Space Dock]], [[Shipyard]], [[Spaceworks]]) and/or [[Supply Depot]] modules.&lt;br /&gt;
&lt;br /&gt;
The base resupply duration is 0.005 days per fuel tank + 0.025 days per 50 ammo.&lt;br /&gt;
&lt;br /&gt;
The resupply duration is divided by the sum of ship construction module tiers on the hab, with each [[Supply Depot]] module counting as an additional tier 2 [[Shipyard]]. It is also reduced by the Supply Officer if the ship has one.&lt;br /&gt;
&lt;br /&gt;
(Note: As of Version 0.4.90, there may be a bug that causes fuel tanks to take twice as long to refuel and not receive any of the resupply speed bonuses, taking 0.01 days per fuel tank.)&lt;br /&gt;
&lt;br /&gt;
=== ISRU ===&lt;br /&gt;
&lt;br /&gt;
Ships with an ISRU module&amp;lt;ref name=refuel&amp;gt;Ships cannot share a refueling module with other ships. Every ship that wants to refuel needs to have its own refueling module.&amp;lt;/ref&amp;gt; can refuel from hab sites they are landed on. These hab sites do not need to have a hab built on them. The refuel duration is calculated as follows:&lt;br /&gt;
* If the propellent type is &#039;&#039;&#039;Anything&#039;&#039;&#039;, then the Refuel Duration = Fuel needed (tons) / Hab Site Total Daily Output&amp;lt;ref name=output&amp;gt;The Daily Output of a Hab Site is its base value as seen in the prospecting tab, without any mining bonuses applied.&amp;lt;/ref&amp;gt; (units) / 10 (tons / unit) / 3.&lt;br /&gt;
* Otherwise, the refuel duration is the maximum out of:&lt;br /&gt;
** {{icon|water}}Water Fuel needed (tons) / Hab Site {{icon|water}}Water Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
** {{icon|volatiles}}Volatiles Fuel needed (tons) / Hab Site {{icon|volatiles}}Volatiles Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
** {{icon|metals}}Metals Fuel needed (tons) / Hab Site {{icon|metals}}Metals Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
** {{icon|noble metals}}Nobles Fuel needed (tons) / Hab Site {{icon|noble metals}}Nobles Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
** {{icon|fissiles}}Fissiles Fuel needed (tons) / Hab Site {{icon|fissiles}}Fissiles Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
&lt;br /&gt;
Note: The refuel duration is capped at 90 days. If it would take longer than that, then the ship is only partially refueled by as much as can be done within 90 days.&lt;br /&gt;
&lt;br /&gt;
There are two main advantages to refueling using ISRU modules:&lt;br /&gt;
* The refuel cost is free. &lt;br /&gt;
* Every ship refuels &#039;&#039;in parallel&#039;&#039;, meaning the total time needed for an entire fleet to refuel is simply the time taken by the ship that takes the longest to refuel.&lt;br /&gt;
&lt;br /&gt;
Note: The following drives come with free ISRU capabilities, and can refuel this way without needing an actual ISRU module:&lt;br /&gt;
* Mass Driver&lt;br /&gt;
* E-Beam Drive&lt;br /&gt;
* Pulsed Plasmoid Drive&lt;br /&gt;
* Superconducting Mass Driver&lt;br /&gt;
&lt;br /&gt;
=== Remass Scoop ===&lt;br /&gt;
&lt;br /&gt;
Ships with a Remass Scoop&amp;lt;ref name=refuel /&amp;gt; can refuel from the atmospheres of Gas Giant planets when the ship is in interface orbit around that planet. But only if one of the following is true:&lt;br /&gt;
* The propellent type is &#039;&#039;&#039;Anything&#039;&#039;&#039;.&lt;br /&gt;
* The propellent type is &#039;&#039;&#039;Hydrogen&#039;&#039;&#039; and only consists of {{icon|water}}Water and/or {{icon|volatiles}}Volatiles.&lt;br /&gt;
&lt;br /&gt;
The Refuel Duration (days) = Fuel needed (tons) / 1000.&lt;br /&gt;
&lt;br /&gt;
Note: The refuel duration has a minimum of 10 days. If it would be shorter than that, then it is set to 10 days.&lt;br /&gt;
&lt;br /&gt;
There are two main advantages to refueling using Remass Scoops:&lt;br /&gt;
* The refuel cost is free. &lt;br /&gt;
* Every ship refuels &#039;&#039;in parallel&#039;&#039;, meaning the total time needed for an entire fleet to refuel is simply the time taken by the ship that takes the longest to refuel.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Repairs ==&lt;br /&gt;
&lt;br /&gt;
Ships can be repaired at habs with ship construction modules ([[Space Dock]], [[Shipyard]], [[Spaceworks]]). The Repair Cost and Duration for each Ship System, Part, or Armor Facing is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ship System, Part, or Armor Facing !! Repair Duration (days) !! Repair Cost&lt;br /&gt;
|-&lt;br /&gt;
! Nose Structure&lt;br /&gt;
| rowspan=3 | Missing Health % × Hull Construction Time / 10&lt;br /&gt;
| rowspan=3 | Missing Health % × Hull Construction Cost / 10&lt;br /&gt;
|-&lt;br /&gt;
! Central Structure&lt;br /&gt;
|-&lt;br /&gt;
! Tail Structure&lt;br /&gt;
|-&lt;br /&gt;
! Fire Control&lt;br /&gt;
| rowspan=2 | Missing Health % × Hull Construction Tier &lt;br /&gt;
| rowspan=2 | Missing Health % × Hull Construction Cost / 200&lt;br /&gt;
|- &lt;br /&gt;
! Damage Control&lt;br /&gt;
|-&lt;br /&gt;
! Life Support Main&lt;br /&gt;
| rowspan=2 | Missing Health % × Hull Construction Tier / 2&lt;br /&gt;
| rowspan=2 | Missing Health % × Hull Construction {{icon|volatiles}}Volatile Cost / 20&lt;br /&gt;
|- &lt;br /&gt;
! Life Support Backup&lt;br /&gt;
|- &lt;br /&gt;
! Power Coupling&lt;br /&gt;
| rowspan=4 | Missing Health % × Hull Construction Tier / 2&lt;br /&gt;
| rowspan=4 | 0.1 {{icon|metals}}Metals&lt;br /&gt;
|- &lt;br /&gt;
! Drive Coupling&lt;br /&gt;
|- &lt;br /&gt;
! Vector Thrusters&lt;br /&gt;
|- &lt;br /&gt;
! Sensors&lt;br /&gt;
|-&lt;br /&gt;
! System Reactor&lt;br /&gt;
| Missing Health % × 2 &lt;br /&gt;
| Missing Health % × Hypothetical cost of Power Plant if it has 100% Efficiency and only has to supply the systems and weapons.&lt;br /&gt;
|-&lt;br /&gt;
! Bridge&lt;br /&gt;
| Missing Health % × Hull Construction Tier × 2&lt;br /&gt;
| Missing Health % × Hull Construction Cost / 100&lt;br /&gt;
|- &lt;br /&gt;
! Nose Weapon&lt;br /&gt;
| rowspan=7 | Missing Health % × 2 &lt;br /&gt;
| rowspan=7 | Missing Health % × Module Cost / 4&lt;br /&gt;
|- &lt;br /&gt;
! Hull Weapon&lt;br /&gt;
|- &lt;br /&gt;
! Utility Module&lt;br /&gt;
|- &lt;br /&gt;
! Radiator&lt;br /&gt;
|- &lt;br /&gt;
! Power Plant&lt;br /&gt;
|- &lt;br /&gt;
! Drive&lt;br /&gt;
|- &lt;br /&gt;
! Battery&lt;br /&gt;
|-&lt;br /&gt;
! Nose Armor&lt;br /&gt;
| rowspan=4 | Shred %  + Chip % &lt;br /&gt;
| rowspan=4 | (Shred %  + Chip %  / 4) × Armor Cost &lt;br /&gt;
|-&lt;br /&gt;
! Left Armor&lt;br /&gt;
|-&lt;br /&gt;
! Right Armor&lt;br /&gt;
|-&lt;br /&gt;
! Tail Armor&lt;br /&gt;
|-&lt;br /&gt;
! Propellant&lt;br /&gt;
| colspan=2 | Not actually repairable, &amp;quot;destroyed&amp;quot; fuel tanks are functionally no different from empty fuel tanks and are just simply replaced in a resupply operation.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The repair duration is divided by the sum of ship construction module tiers on the hab. It is also reduced by the Engineering Officer if the ship has one.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* Side armor is split into Left and Right armor, but each has to pay repairs as if it is the whole side armor. Which means repairing side armor is effectively twice as expensive as repairing nose or tail armor.&lt;br /&gt;
* Certain utility modules may have 4 times the repair costs (so they cost as much to repair as to build).&lt;br /&gt;
&lt;br /&gt;
== Refits ==&lt;br /&gt;
&lt;br /&gt;
Factions may refit ships at ship construction modules ([[Space Dock]], [[Shipyard]], [[Spaceworks]]). Refitting is generally limited to replacing parts of a similar type. The refit rules are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Conditions !! Added Refit Duration (in % of hull construction time)&lt;br /&gt;
|-&lt;br /&gt;
| [[Ship Hull List|Ship Hull]] Type || colspan=2 | Cannot be changed.&lt;br /&gt;
|-&lt;br /&gt;
| [[Ship Armor List|Ship Armor]] || Can be changed freely. || 5% for each slot (nose, side, tail) changed.&lt;br /&gt;
|-&lt;br /&gt;
| [[Power Plant List|Power Plant]] || Only to a Power Plant of the same Type. Power Plant Types are:&lt;br /&gt;
* Fuel Cell&lt;br /&gt;
* Solid Core Fission&lt;br /&gt;
* Molten Salt Core Fission&lt;br /&gt;
* Liquid Core Fission&lt;br /&gt;
* Gas Core Fission&lt;br /&gt;
* Electrostatic Confinement Fusion&lt;br /&gt;
* Mirrored Magnetic Confinement Fusion&lt;br /&gt;
* Toroid Magnetic Confinement Fusion&lt;br /&gt;
* Hybrid Confinement Fusion&lt;br /&gt;
* Z Pinch Fusion&lt;br /&gt;
* Inertial Confinement Fusion&lt;br /&gt;
* Hybrid Confinement Fusion&lt;br /&gt;
* Antimatter Plasma Core&lt;br /&gt;
* Antimatter Beam Core&lt;br /&gt;
| 25%&lt;br /&gt;
|-&lt;br /&gt;
| [[Drive List|Drive]] || Only to a Drive of the same Classification Type, required Power Plant Type, and Propellent Type. The Classification Types are:&lt;br /&gt;
* Chemical &lt;br /&gt;
* Electrothermal &lt;br /&gt;
* Electrostatic &lt;br /&gt;
* Electromagnetic &lt;br /&gt;
* Fission_Thermal &lt;br /&gt;
* NuclearSaltWater &lt;br /&gt;
* Fission_Pulse &lt;br /&gt;
* Fusion_Thermal &lt;br /&gt;
* Antimatter &lt;br /&gt;
The Required Power Plant Types are the same as the Power Plant Types, but with the addition of &amp;quot;Any Power Plant&amp;quot;.&lt;br /&gt;
The Propellent Types are:&lt;br /&gt;
* ReactionProducts &lt;br /&gt;
* Hydrogen &lt;br /&gt;
* Anything &lt;br /&gt;
* Water &lt;br /&gt;
* NobleGases &lt;br /&gt;
* Volatiles &lt;br /&gt;
* Metals&lt;br /&gt;
| 25% (0% if only Thruster Count changed.)&lt;br /&gt;
|-&lt;br /&gt;
| [[Radiator List|Radiator]] || Can be changed freely. || 5%&lt;br /&gt;
|-&lt;br /&gt;
| [[Heat Sink List|Heat Sinks]] || Cannot reduce number, but can freely change or add more. || 5% for each Changed or Added.&lt;br /&gt;
|-&lt;br /&gt;
| [[Battery List|Batteries]] || Cannot reduce number, but can freely change or add more. || 5% for each Changed or Added.&lt;br /&gt;
|-&lt;br /&gt;
| General Utility Modules:&lt;br /&gt;
* Mobile Space Science Labs&lt;br /&gt;
* Repair Bays&lt;br /&gt;
* Marines&lt;br /&gt;
* Laser Engines&lt;br /&gt;
* Magazines&lt;br /&gt;
* Colony Kits&lt;br /&gt;
* Cyclotrons&lt;br /&gt;
| Cannot reduce number, but can freely interchange or add more. || 5% for each Changed or Added.&lt;br /&gt;
|-&lt;br /&gt;
| Unchangeable Utility Modules:&lt;br /&gt;
* ISRU&lt;br /&gt;
* Remass Scoop&lt;br /&gt;
* Component Armor&lt;br /&gt;
* Salvage Bay&lt;br /&gt;
* Armor Struts&lt;br /&gt;
* Vector Thrusters&lt;br /&gt;
* Flag Bridge&lt;br /&gt;
| Cannot reduce number or interchange. But can add any that weren&#039;t in the old design. || 5% for each Added.&lt;br /&gt;
|-&lt;br /&gt;
| Spikers:&lt;br /&gt;
* Muon&lt;br /&gt;
* Neutronium&lt;br /&gt;
* Antimatter &lt;br /&gt;
| Cannot reduce number, but can freely interchange or add one if there was none. || 5% if changed or added.&lt;br /&gt;
|-&lt;br /&gt;
| Hydrogen Storage:&lt;br /&gt;
* Liquid Hydrogen Containment&lt;br /&gt;
* Slush Hydrogen Tankage&lt;br /&gt;
* Hydron Trap&lt;br /&gt;
| Cannot reduce number, but can freely interchange or add one if there was none. || 5% if changed or added.&lt;br /&gt;
|-&lt;br /&gt;
| Electronic Countermeasures || Cannot reduce number, but can freely interchange or add one if there was none. || 5% if changed or added.&lt;br /&gt;
|-&lt;br /&gt;
| Targeting Computer || Cannot reduce number, but can freely interchange or add one if there was none. || 5% if changed or added.&lt;br /&gt;
|-&lt;br /&gt;
| Weapons || Cannot add or remove, but can freely move around and change as long as the Mount and Type do not change. Weapon Mounts are:&lt;br /&gt;
* 1-Hull&lt;br /&gt;
* 2-Hull&lt;br /&gt;
* 4-Hull&lt;br /&gt;
* 1-Nose&lt;br /&gt;
* 2-Nose&lt;br /&gt;
* 3-Nose&lt;br /&gt;
* 4-Nose&lt;br /&gt;
Weapon Types are:&lt;br /&gt;
* [[Naval Gun List|Naval Guns]]&lt;br /&gt;
* [[Laser Weapon List|Lasers]]&lt;br /&gt;
* [[Particle Weapon List|Particle Beams]]&lt;br /&gt;
* [[Magnetic Gun List|Magnetic Guns]]&lt;br /&gt;
* [[Plasma Weapon List|Plasma]]&lt;br /&gt;
* [[Missile List|Missiles]]&lt;br /&gt;
| 5% for each changed, but moving around is free.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: If the total refit duration (in % of hull construction time) exceeds 75%, then it is just set to 75%.&lt;br /&gt;
&lt;br /&gt;
== Scuttle ==&lt;br /&gt;
&lt;br /&gt;
Since ships cost {{icon|mc}}MC and {{icon|money}}Money to upkeep, there are many situations where a ship may no longer be wanted. In these cases, these unwanted ships can be scuttled to destroy them.&lt;br /&gt;
&lt;br /&gt;
If this scuttling happens at a ship construction module ([[Space Dock]], [[Shipyard]], [[Spaceworks]]), then the faction regains 25% of the space resource costs of the ship, excluding any fuel costs. Notably, this resource cost is always calculated in terms of space resources ({{icon|water}}{{icon|volatiles}}{{icon|metals}}{{icon|nobles}}{{icon|fissiles}}{{icon|exotics}}{{icon|antimatter|bgcolor=DarkSlateGray}}), even if the ship was originally constructed using {{icon|boost}}Boost and {{icon|money}}Money.&lt;br /&gt;
&lt;br /&gt;
Otherwise, the faction does not gain any resources from scuttling the ship. Instead, they may even have to pay {{icon|boost}}Boost to evacuate the ship crew from the ship. If the ship&#039;s location is in an Earth Interface Orbit&amp;lt;ref&amp;gt;The Earth Interface Orbits are Tiangong Orbit, ISS Orbit, Low Earth Orbit 1, and Low Earth Orbit 2.&amp;lt;/ref&amp;gt;, then the cost to evacuate the ship crew is free. Otherwise, the {{icon|boost}}Boost cost is equivalent to moving 0.1 tons of mass per ship crew from Earth to the ship&#039;s location. &lt;br /&gt;
&lt;br /&gt;
If the scuttled ship is part of a larger fleet, then the {{icon|boost}}Boost cost will be reduced by moving crew from the ship onto other ships in the fleet. Each remaining ship in the fleet can receive up to 25% more crew than it originally has. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional information ==&lt;br /&gt;
Various &amp;quot;[[Guides]]&amp;quot; are available that detail among other things ship module performance and functions.&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198073215879</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:Cruise_thrust_chart@2.6x.png&amp;diff=10219</id>
		<title>File:Cruise thrust chart@2.6x.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:Cruise_thrust_chart@2.6x.png&amp;diff=10219"/>
		<updated>2025-12-28T07:45:40Z</updated>

		<summary type="html">&lt;p&gt;76561198073215879: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>76561198073215879</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:Combat_thrust_chart@2.6x.png&amp;diff=10218</id>
		<title>File:Combat thrust chart@2.6x.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:Combat_thrust_chart@2.6x.png&amp;diff=10218"/>
		<updated>2025-12-28T07:45:39Z</updated>

		<summary type="html">&lt;p&gt;76561198073215879: File uploaded with MsUpload&lt;/p&gt;
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&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
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	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=10217</id>
		<title>Spaceships</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=10217"/>
		<updated>2025-12-28T07:44:04Z</updated>

		<summary type="html">&lt;p&gt;76561198073215879: /* Drive */  Upscale images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ship designing.png|thumb|400px|Ship designing]]&lt;br /&gt;
All the covert machinations on Earth and industrialization efforts in space are the path for [[Factions]] to build [[Fleets]] of ships to protect and advance their interests. Once the [[Factions]] research the early-game [[Orbital Shipbuilding]] [[Technology]], and the follow-on [[Space Dock]] project for their [[Habs]], they can build interplanetary spacecraft.&lt;br /&gt;
&lt;br /&gt;
With the right modules, ships can prospect [[Celestial Bodies]], found [[Habs|habitats]], increase {{icon|space}}Space Science Research, and [[Fleets#Orbital_Bombardment|Bombard]] surface targets. But the primary role for most ships is combat. &lt;br /&gt;
&lt;br /&gt;
At any time, you can design ships out of the modules you&#039;ve developed. Once you have a shipyard, you can build the ships themselves out of your space resources and, if necessary, {{icon|boost}}boost and {{icon|money}}money.&lt;br /&gt;
&lt;br /&gt;
Individual ships are constructed at [[Habs]] at a space dock, shipyard, or spaceworks module. Ships may be built out of a mix of resources mined in space and material boosted from Earth. When construction is complete, ships are deployed docked at the [[Habs|hab]] that built them.&lt;br /&gt;
&lt;br /&gt;
To save a ship design, it must have a drive, power plant, radiators, battery, armor materials (even with zero thickness), at least one propellant tank, and an assigned role. Specialty designs like colony ships must also have a utility module that allows them to perform the role&#039;s function.&lt;br /&gt;
&lt;br /&gt;
== Ship Performance ==&lt;br /&gt;
Ships have the following characteristics that need to be tracked:&lt;br /&gt;
* &#039;&#039;&#039;Wet Mass:&#039;&#039;&#039; Wet Mass is the total mass of the ship when fully loaded with fuel. Mass influences the ship&#039;s maneuverability. Higher mass decreases acceleration, Delta-V, and turn rate. Hovering over it shows a breakdown with the origin of all Wet Mass.&lt;br /&gt;
* &#039;&#039;&#039;Crew:&#039;&#039;&#039; How many personnel will serve aboard the ship. Each crew needs life support and various supplies, which increases the mass of ship by 4 tons.&lt;br /&gt;
* {{icon|acceleration}}&#039;&#039;&#039;Cruise Acceleration:&#039;&#039;&#039; How quickly the ship can change its velocity in the strategy layer. Higher cruise accelerations allow ships to overcome a space body&#039;s gravity and take more direct trajectories to its destination. Base cap is 2.0g, and the cap can be raised to 3.0g with projects.&lt;br /&gt;
* &#039;&#039;&#039;Combat Acceleration:&#039;&#039;&#039; How quickly the ship can change its velocity in the combat layer. Some drives are capable of short periods of higher acceleration in combat situations. This value is same as Cruise Acceleration * Combat thrust multiplier. If the Cinematic Combat Movement option is turned off, a ship spends more delta-V to accelerate faster than Cruise Acceleration. Base cap is 3.0g, and the cap can be raised to 5.0g with projects.&lt;br /&gt;
* &#039;&#039;&#039;Turn Rate:&#039;&#039;&#039; How quickly the ship can change its orientation in combat. This value is dependent on the length and mass of the ship; shorter ships will turn faster all things being equal.&lt;br /&gt;
* &#039;&#039;&#039;Heat Sink Capacity:&#039;&#039;&#039; Heat sinks serve as a temporary substitute for a ship&#039;s heat management while its vulnerable radiators are retracted in combat. Higher values allow the ship to fight longer without extending its radiators.&lt;br /&gt;
* &#039;&#039;&#039;Battery Capacity:&#039;&#039;&#039; The ship&#039;s batteries store power from its power plant for use by most weapon systems when the power plant is unavailable. More advanced batteries are able to recharge during combat.&lt;br /&gt;
* &#039;&#039;&#039;Construction Cost:&#039;&#039;&#039; Resources required to build the ship. {{icon|boost|bgcolor=transparent}}Boost and {{icon|money|bgcolor=transparent}}Money can be substituted for any resource that is lacking. This may increase build time as materials are delivered from Earth.&lt;br /&gt;
* &#039;&#039;&#039;Construction Time:&#039;&#039;&#039; How long it will take to build the ship once all required materials are at the shipyard. Larger shipyards reduce build time.&lt;br /&gt;
* &#039;&#039;&#039;Support:&#039;&#039;&#039; The {{icon|mission control|bgcolor=DarkSlateGray}}[[resources#Faction_Resources|Mission Control]](MC) and monthly {{icon|money|bgcolor=transparent}}money cost of supporting the ship. If support costs go unpaid the ship will be more vulnerable to other faction&#039;s attempts to seize the ship and rebellion events may occur.&lt;br /&gt;
* {{icon|dv|bgcolor=DarkSlateGray}}&#039;&#039;&#039;Cruise Delta-V&#039;&#039;&#039; Determines where the ship can go and how fast it can get there. More propellant increases Delta-V. More mass on the ship decreases it.&lt;br /&gt;
** Ships with 4 kps Delta-V can intercept and return to a friendly station in the same orbit. &lt;br /&gt;
** Ships with less than 8 kps Delta-V may have trouble reaching the Moon from an Earth orbit. &lt;br /&gt;
** Ships with less than 30 kps Delta-V will not be able to reliably perform interplanetary transfers from Earth.&lt;br /&gt;
** Ships with roughly 60 kps will be able to perform more extreme transfers such as transferring from Mercury to Saturn.&lt;br /&gt;
* {{icon|combat value|bgcolor=DarkSlateGray}}&#039;&#039;&#039;Space Combat Value:&#039;&#039;&#039; Each ship have Space Combat Value calculated from its weapons and other equipment. This value is irrelevant for most of the game but used for the victory condition of several factions.&lt;br /&gt;
&lt;br /&gt;
== Hull ==&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship hulls. For a more detailled list of all space ship hulls in Terra Invicta, as well as their stats, see [[Ship Hull List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Designing a ship begins with selecting a ship hull. The type of hull determines the following key properties of the ship:&lt;br /&gt;
* The number of [[File:Select Nose Hard Point.png|25px]] nose hard points.&lt;br /&gt;
* The number of [[File:Select Hull Hard Point.png|25px]] hull hard points.&lt;br /&gt;
* The number of [[File:Select Utility.png|25px]] utility hard points.&lt;br /&gt;
* The length of the ship.&lt;br /&gt;
* The width of the ship.&lt;br /&gt;
* The structural integrity of the ship.&lt;br /&gt;
* The base construction time for the ship.&lt;br /&gt;
* The construction tier of the ship.&lt;br /&gt;
* The maximum number of officers on the ship.&lt;br /&gt;
* The {{icon|mc|bgcolor=DarkSlateGray}} Mission Control upkeep of the ship.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Certain officer types can bypass the officer limit.&lt;br /&gt;
* Shipbuilding times are calculated without any shipbuilding speed bonuses or shipbuilding [[Game_Options#Customize_Campaign|game customizations]].&lt;br /&gt;
* Rough Armor Cost Multipliers are not quite accurate because Armor costs per point actually increase with each additional point of side armor. See [[Spaceships#Armor]] for details.&lt;br /&gt;
&lt;br /&gt;
{{#invoke:ShipHullLister|ListSpecific|detailed=false|alien=false}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;While most of the above properties are self-explanatory, the length, width, construction tier, and structural integrity of the ship also have significant impacts on the following game mechanics. See [[Ship Hull List]] for more details.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Role ==&lt;br /&gt;
Each ship has a role, which informs the game on whether the ship is a combatant or noncombatant, what range it should engage in during combat and how much propellant will it want. The role affects the autodesigner behavior and where the ship is placed in a combat formation.&lt;br /&gt;
* Ships with Long strategic range will emphasize propellant for interplanetary operations&lt;br /&gt;
* Ships with Short strategic range will limit propellant mass in favor of maneuverability&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
! Role !! Strategic Range !! Preferred Combat Engagement Range !! Other&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Troop Carrier&#039;&#039;&#039; || Long || Noncombatant || Must carry a Marine module&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Explorer&#039;&#039;&#039; || Long || Noncombatant || Must carry a prospector module&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Inner System Colony Ship&#039;&#039;&#039; || Long || Noncombatant || Must carry a hab kit module&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Outer System Colony Ship&#039;&#039;&#039; || Long || Noncombatant || Must carry a nuclear-powered hab kit module&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Transport&#039;&#039;&#039; || Long || Noncombatant ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Penetrator&#039;&#039;&#039; || Long || Short ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Protector&#039;&#039;&#039; || Long || Short || Will emphasize point defense&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Interdictor&#039;&#039;&#039; || Long || Medium ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Intruder&#039;&#039;&#039; || Long || Long ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bomber&#039;&#039;&#039; || Long || Long || Will emphasize bombardment-capable weapons&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strike&#039;&#039;&#039; || Medium || Short ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Space Superiority&#039;&#039;&#039; || Medium || Medium&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Standoff&#039;&#039;&#039; || Medium || Long ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Interceptor&#039;&#039;&#039; || Short || Short ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Patrol&#039;&#039;&#039; || Short || Medium ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defender&#039;&#039;&#039; || Short || Long ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Officer ==&lt;br /&gt;
&lt;br /&gt;
Completing specific actions with a ship can cause Ship Officers to spawn or promote:&lt;br /&gt;
&lt;br /&gt;
{{#invoke:OfficerLister|ListOfficers}}&lt;br /&gt;
&lt;br /&gt;
All Officer spawn and promotion chances are multiplied by (1 + Project Bonuses) × (1 + First Officer Bonus).&lt;br /&gt;
&lt;br /&gt;
The Project Bonuses are:&lt;br /&gt;
* +0.5 for [[Space Force Basic Training]].&lt;br /&gt;
* +1 for [[Space Navy Academies]].&lt;br /&gt;
* +1 for [[Fleet Officer Schoolhouses]].&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* A tunable drive is a drive with a combat thrust multiplier greater than 1.&lt;br /&gt;
* Every ship hull has a maximum number of officers it can have. Some officers bypass this limit.&lt;br /&gt;
&lt;br /&gt;
== Ship Systems ==&lt;br /&gt;
&lt;br /&gt;
In Terra Invicta, every space ship consists of the following ship systems:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Ship System !! rowspan=2 | Health !! rowspan=2 | Function !! colspan=4 | Hit Weight Within:&lt;br /&gt;
|-&lt;br /&gt;
! Nose !! Left/Right !! Tail !! Core&lt;br /&gt;
|-&lt;br /&gt;
! Nose Structure&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Survival&amp;lt;ref name=survival&amp;gt;If the Nose Structure, Central Structure, and Tail Structure are all destroyed, then the ship immediately explodes.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Central Structure&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Survival&amp;lt;ref name=survival&amp;gt;If the Nose Structure, Central Structure, and Tail Structure are all destroyed, then the ship immediately explodes.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Tail Structure&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Survival&amp;lt;ref name=survival&amp;gt;If the Nose Structure, Central Structure, and Tail Structure are all destroyed, then the ship immediately explodes.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Bridge&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Allows Setting Waypoints&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Fire Control&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Allows Weapons to Fire • Health % Divides Weapon Cooldowns • Targeting Bonus reduced by Missing Health %&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Systems Reactor&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Auxiliary Power Charge Rate&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Power Coupling&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Total Power Charge Rate&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Drive Coupling&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Drive Thrust&lt;br /&gt;
| 0&lt;br /&gt;
| 0.5&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Vector Thrusters&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Angular Acceleration&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Life Support Main&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Nothing (in Combat)&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Life Support Backup&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Nothing (in Combat)&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Damage Control&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Mid-Combat Repair Speed&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Propellant&lt;br /&gt;
| Fuel (tons) / 100&lt;br /&gt;
| Is the Fuel&lt;br /&gt;
| 0&lt;br /&gt;
| Fuel Tanks / 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Sensors&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Targeting Bonus reduced by Missing Health %&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Nose Weapons&lt;br /&gt;
| Chosen Nose Weapons&#039; Health&lt;br /&gt;
| Chosen Nose Weapons&#039; Functions&lt;br /&gt;
| Non-Empty Nose Slots&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Hull Weapons&lt;br /&gt;
| Chosen Hull Weapons&#039; Health&lt;br /&gt;
| Chosen Hull Weapons&#039; Functions&lt;br /&gt;
| 0&lt;br /&gt;
| Non-Empty Hull Slots&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Utility Modules&lt;br /&gt;
| Chosen Utility Modules&#039; Health&lt;br /&gt;
| Chosen Utility Modules&#039; Functions&lt;br /&gt;
| 0&lt;br /&gt;
| Non-Empty Non-Invulnerable Utility Slots&amp;lt;ref name=Invulnerable&amp;gt; As of Version 0.4.90, there are two invulnerable utility modules: Component Armor and Vector Thrusters.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| Non-Empty Non-Invulnerable Utility Slots&amp;lt;ref name=Invulnerable&amp;gt; As of Version 0.4.90, there are two invulnerable utility modules: Component Armor and Vector Thrusters.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
! Radiators&lt;br /&gt;
| 3&lt;br /&gt;
| Allows Heat Vent • Health % Multiplies Heat Loss Rate for Heat Sinks&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Power Plant&lt;br /&gt;
| 3&lt;br /&gt;
| Allows Rotating and Rolling • Allows Setting Waypoints • Health % Multiplies Drive Thrust • Health % Multiplies Angular Acceleration • Health % Multiplies Max Power Plant Output for Battery Recharge Rate&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Drive&lt;br /&gt;
| 3 × Thrusters&lt;br /&gt;
| Health % Multiplies Drive Thrust&lt;br /&gt;
| 0&lt;br /&gt;
| Thrusters&lt;br /&gt;
| Thrusters&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Battery&lt;br /&gt;
| Chosen Battery&#039;s Health&lt;br /&gt;
| Health % Multiplies Energy Capacity&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ship Areas and Hit Weights ===&lt;br /&gt;
&lt;br /&gt;
The internal volume of a ship is divided into 5 areas: Nose, Left, Right, Tail, Core. Whenever damage is applied to one of these areas, the damage is applied to a randomly picked ship system. The chance that a ship system gets picked is equal to (its Hit Weight / Total Hit Weight) for that area of the ship.&lt;br /&gt;
&lt;br /&gt;
== Ship Components ==&lt;br /&gt;
Note: Every component comes with additional crews, but the mass and resource cost from crews is not shown in the tables below.&lt;br /&gt;
&lt;br /&gt;
=== Drive ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship drives. For a list of all space ship drives in Terra Invicta, as well as their stats, see [[Drive List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Drives expel propellant from the tail of the ship to make the ship go places. Drives come in a variety of forms, but are rated by two common values: thrust and exhaust velocity. High-thrust drives can achieve higher velocities more quickly, and high-exhaust velocity drives use less propellant to do so. Together these values determine the power required by the ship&#039;s power plant. Adding 100-ton propellant tanks to the ship increases the ship&#039;s Delta-V, or how much it can change its speed.&lt;br /&gt;
&lt;br /&gt;
Delta-V is the main factor that determines interplanetary travel times. Thrust determines combat capabilities of the ship, however having too little thrust can starve your ability to spend all the dv ship has, and therefore slow down its transits.&lt;br /&gt;
&lt;br /&gt;
Note: Many drives require a certain class of power plant to function, and in some cases, a lower-tech power plant of the correct class may not be able to produce enough power to support an advanced drive.&lt;br /&gt;
&lt;br /&gt;
[[File:cruise_thrust_chart@6x.png|550px|Cruise trust and ejection velocity for each drive of the game]][[File:combat_thrust_chart@6x.png|550px|Combat trust and ejection velocity for each drive of the game]]&lt;br /&gt;
&lt;br /&gt;
==== Propellant ====&lt;br /&gt;
Each ship must have one or more 100-ton propellant tanks. The number of propellant tanks determines the ship&#039;s Delta-V value. There is no hard limit to the number that can be placed on a ship. However, each tank of propellant adds mass to the ship, which reduces its acceleration and gives exponentially diminishing returns for delta-V. The resources used to make propellant is determined by the drive.&lt;br /&gt;
&lt;br /&gt;
If the drive uses He3 fuel and the faction has an active [[Helium-3 Mine]], then all {{icon|fissile}} costs for propellent are replaced by an equivalent amount of {{icon|water}}.&lt;br /&gt;
&lt;br /&gt;
=== Power Plant ===&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship power plants. For a list of all space ship power plants in Terra Invicta, as well as their stats, see [[Power Plant List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A ship&#039;s power plant provides energy to both the ship&#039;s drive and other ship systems. The mass of the power plant scales with the greater of the power requirement of the drive or the ship&#039;s systems. The power plant also produces waste heat that must be stored in heat sinks or expelled by radiators.&lt;br /&gt;
&lt;br /&gt;
Note: Many drives require a certain class of power plant to function, and in some cases, a lower-tech power plant of the correct class may not be able to produce enough power to support an advanced drive.&lt;br /&gt;
&lt;br /&gt;
=== Radiator ===&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship radiators. For a list of all space ship radiators in Terra Invicta, as well as their stats, see [[Radiator List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When extended or extending, the ship&#039;s radiators vent the heat generated by various ship systems and modules.&lt;br /&gt;
&lt;br /&gt;
However, non-retracted radiators are highly vulnerable in combat. When a ship takes hit while the radiator is not retracted, the radiator has a chance to get hit directly and destroyed, regardless of the ship&#039;s armor configuration. In fact, the damage taken by the radiator can even bleed through to damage the ship&#039;s internals (but this bleed through is capped at the radiator&#039;s health of just 3). &lt;br /&gt;
&lt;br /&gt;
Radiators can be retracted if the ship has heat sinks in one or more utility slots. But radiators will automatically begin extending when the heat sinks are filled up. See [[Fleets#Power_and_Heat]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Battery ===&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship batteries. For a list of all space ship batteries in Terra Invicta, as well as their stats, see [[Battery List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every ship has a built-in power storage, so a ship battery is not necessary, but does provide additional power storage. See [[Fleets#Power_and_Heat]] for details. Better batteries may have a larger capacity or a faster recharge rate.&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship armors. For a list of all space ship armors in Terra Invicta, as well as their stats, see [[Ship Armor List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Damage that is applied to a spaceship can be divided into three categories:&lt;br /&gt;
* Direct Damage focuses on damaging the ship&#039;s internal components.&lt;br /&gt;
* Chip Damage focuses on damaging the armor volume.&lt;br /&gt;
* Shred Damage focuses on damaging the armor value.&lt;br /&gt;
&lt;br /&gt;
Most attacks apply their damage as a mix of direct and chip damage, with two notable exceptions:&lt;br /&gt;
* [[Spaceships#Particle_Weapons|Particle beams]] only apply direct damage. &lt;br /&gt;
* Nuclear [[Spaceships#Missiles|missiles]] also apply shred damage.&lt;br /&gt;
&lt;br /&gt;
When the ship armor is fully intact on the facing that receives the incoming attack:&lt;br /&gt;
* Direct damage is reduced by the armor value: 1 point of damage (20MJ of energy) is blocked by 1 point of armor. Any remaining direct damage is then applied to the ship&#039;s internal components.&lt;br /&gt;
** Direct damage from [[Spaceships#Particle_Weapons|Particle beams]] and [[Spaceships#Lasers|Laser weapons]] have different interactions with armor value that are discussed in their own sections.&lt;br /&gt;
* Chip damage reduces the armor volume: 1 point of damage removes 1m³ of armor.&lt;br /&gt;
* Shred damage reduces the armor value: 1 point of damage removes 1 point of armor.&lt;br /&gt;
&lt;br /&gt;
Damaged armor does not function as well:&lt;br /&gt;
* Armor points removed by shred damage will no longer block any direct damage.&lt;br /&gt;
* Armor volume removed by chip damage gives incoming attacks a chance for a through-armor-critical, which causes the incoming attack to behave as if the ship has no armor at all. The chance for a through-armor-critical is simply the volume of armor removed divided by the total volume of armor that the facing originally had.&lt;br /&gt;
&lt;br /&gt;
When the ship has no armor at all on the facing that receives the incoming attack:&lt;br /&gt;
* All Chip and Shred damage is added to the Direct damage and is applied directly to the ship&#039;s internal components.&lt;br /&gt;
&lt;br /&gt;
Armor is typically the heaviest (and most expensive) part of a ship. High tech armors are usually much more effective at blocking direct damage, leading to significantly lower mass (and cost) per point of armor. Note that a point of lateral armor is much more massive than nose and tail armor, because it has a greater surface area to cover. The exact ratio depends on the hull used, but side armor will typically be 10-35x heavier per point than nose/tail armor. As of 0.4.90, the armor formulas are as follows:&lt;br /&gt;
* Armor Plate Thickness (m) = 20 (MJ) / Armor Heat of Vaporization (MJ / kg) / Armor Density (kg / m³) / 0.005 (m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
* Nose Armor Thickness (m) = Plate Thickness (m) × Points of Nose Armor&lt;br /&gt;
* Tail Armor Thickness (m) = Plate Thickness (m) × Points of Tail Armor&lt;br /&gt;
* Side Armor Thickness (m) = Plate Thickness (m) × Points of Side Armor&lt;br /&gt;
* Nose Armor Volume (m³) = Nose Armor Thickness (m) × 3.1415927 × (Hull Width (m) / 2 + Side Armor Thickness (m)) ^ 2&lt;br /&gt;
* Tail Armor Volume (m³) = Tail Armor Thickness (m) × 3.1415927 × (Hull Width (m) / 2 + Side Armor Thickness (m)) ^ 2&lt;br /&gt;
* Side Armor Volume (m³) = 3.1415927 × Hull Length (m) × ((Hull Width (m) / 2 + Side Armor Thickness (m)) ^ 2 - (Hull Width (m) / 2) ^ 2)&lt;br /&gt;
&lt;br /&gt;
These volumes are then multiplied by the following [[Game_Options#Customize_Campaign|game customization]] ship scaling modifiers:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Armor Volume Multipliers&lt;br /&gt;
|-&lt;br /&gt;
! !! Cinematic !! Realistic&lt;br /&gt;
|-&lt;br /&gt;
| Nose/Tail || 1 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Side || 0.75 || 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Armor Mass (kg) of each facing is then simply the Armor Volume (m³) of the facing multiplied by Armor Density (kg / m³).&lt;br /&gt;
&lt;br /&gt;
More detailed information on armor and damage calculation can be found in the article [[Guide Armor|Guide Armor]].&lt;br /&gt;
&lt;br /&gt;
=== Utility Modules ===&lt;br /&gt;
Utility Modules perform a variety of functions to widen a spacecraft&#039;s capabilities. Extra batteries may also be put in utility module slots.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Utility Module !! Mass (tons) !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Mobile Space Science Lab || 200 || {{icon|space}}+5% Space Science Research&amp;lt;br&amp;gt;Can prospect space bodies from interface orbits&lt;br /&gt;
|-&lt;br /&gt;
| Repair Bay || 700 || Improves [[Fleets#Mid-Combat_Repairs|mid-]] and [[Fleets#Post-Combat_Repairs|post-combat repairs]].&lt;br /&gt;
|-&lt;br /&gt;
| Salvage Bay || 1000 || Collects more [[Fleets#Salvage|Salvage]] after Winning Combats.&lt;br /&gt;
|-&lt;br /&gt;
| Vector Thrusters || 20 || Significantly increases the ship&#039;s turning speed.&lt;br /&gt;
|-&lt;br /&gt;
| Flag Bridge || 90 || Reduces the fleet&#039;s {{icon|mc}}Mission Control upkeep. (Does not stack with other Flag Bridges.)&lt;br /&gt;
|-&lt;br /&gt;
| Component Armor || 500 || -25% Internal Damage during combat&lt;br /&gt;
|-&lt;br /&gt;
| Armor Strut || 500 || Increase the amount of armor each facing on ship can carry by 100%.&lt;br /&gt;
|-&lt;br /&gt;
| Marine Assault Unit || 200 || Enables the Assault Hab fleet operation {{icon|marine}}(assault value 4)&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Marine Assault Unit || 200 || Enables the Assault Hab fleet operation {{icon|marine}}(assault value 6)&lt;br /&gt;
|-&lt;br /&gt;
| Elite Marine Assault Unit || 200 || Enables the Assault Hab fleet operation {{icon|marine}}(assault value 8)&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|destroy}}Spartans || rowspan=3 | 200 || rowspan=3 | Enables the Assault Hab fleet operation {{icon|marine}}(assault value 10)&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|resist}}Rangers&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|submit}}Immortals&lt;br /&gt;
|-&lt;br /&gt;
| Laser Engine || 25 || +10MJ laser weapon power&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Laser Engine || 50 || +20MJ laser weapon power&lt;br /&gt;
|-&lt;br /&gt;
| Cyclotron || 50 || +20MJ particle beam power&lt;br /&gt;
|-&lt;br /&gt;
| Magazine || 100 || Projectile weapons gain +50% ammo. Mass increases accordingly.&lt;br /&gt;
|-&lt;br /&gt;
| ECM || 10 || 20% chance force an enemy weapon into cooldown when this ship is targeted. &lt;br /&gt;
|-&lt;br /&gt;
| ECM Mark II || 10 || 40% chance force an enemy weapon into cooldown when this ship is targeted. &lt;br /&gt;
|-&lt;br /&gt;
| ECM Mark III || 10 || 60% chance force an enemy weapon into cooldown when this ship is targeted. &lt;br /&gt;
|-&lt;br /&gt;
| Targeting Computer|| 10 || Improve a ship&#039;s roll to overcome enemy ECM and damage to sensors by 10%.&lt;br /&gt;
|-&lt;br /&gt;
| Targeting Computer Mark II || 10 || Improve a ship&#039;s roll to overcome enemy ECM and damage to sensors by 30%.&lt;br /&gt;
|-&lt;br /&gt;
| Targeting Computer Mark III || 10 || Improve a ship&#039;s roll to overcome enemy ECM and damage to sensors by 50%.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Drive Enhancement Module ====&lt;br /&gt;
Drive Enhancement Modules requires a certain type of Drive to be used.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Utility Module !! Mass (tons) !! Ship Requirements !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Muon Spiker || 40 || Nuclear Fusion Drive || +10% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Neutronium Spiker || 40 || Nuclear Fission Drive || +20% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Spiker || 40 || Nuclear Drive || +30% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Liquid Hydrogen Containment || 5 || Hydrogen Propellant || +20% Exhaust Velocity&lt;br /&gt;
|-&lt;br /&gt;
| Slush Hydrogen Tankage || 10 || Hydrogen Propellant || +35% Exhaust Velocity&lt;br /&gt;
|-&lt;br /&gt;
| Hydron Trap || 20 || Hydrogen Propellant || +50% Exhaust Velocity&lt;br /&gt;
|-&lt;br /&gt;
| ISRU Module || 40 || || Can replenish Propellant at unimproved hab sites that produce raw materials used in ship&#039;s propellant&lt;br /&gt;
|-&lt;br /&gt;
| Remass Scoop || 40 || || Can replenish Propellant in interface orbits of Jovian planets if the ship uses 100% hydrogen or &#039;anything&#039; as propellant.&amp;lt;br&amp;gt;No aerobraking damage({{icon|warning}}aerobraking is not implemented yet)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Heat Sink ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship heat sinks. For a list of all space ship heat sinks in Terra Invicta, as well as their stats, see [[Heat Sink List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Heat sinks are important modules for combat ship so they may avoid exposing their vulnerable radiators to enemy fire. See [[Fleets#Power_and_Heat]] for details.&lt;br /&gt;
&lt;br /&gt;
==== Kit ====&lt;br /&gt;
Kits allow creation of a small hab with a construction module. Can be replenished by repairing the ship at a dock or shipyard.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Kit !! Mass (tons) !! Constructed Modules&lt;br /&gt;
|-&lt;br /&gt;
| Solar Platform || 200 || Platform Core, Construction Module, Solar Collector&lt;br /&gt;
|-&lt;br /&gt;
| Solar Outpost || 200 || Outpost Core, Construction Module, Solar Collector&lt;br /&gt;
|-&lt;br /&gt;
| Fission Platform || 250 || Platform Core, Construction Module, Fission Pile&lt;br /&gt;
|-&lt;br /&gt;
| Fission Outpost || 300 || Outpost Core, Construction Module, Fission Pile&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Platform || 250 || Platform Core, Construction Module, Fusion Pile&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Outpost || 300 || Outpost Core, Construction Module, Fusion Pile&lt;br /&gt;
|-&lt;br /&gt;
| Automated Solar Platform || 250 || Automated Platform Core, Automated Supply Depot, Automated Solar Collector&lt;br /&gt;
|-&lt;br /&gt;
| Automated Solar Outpost || 1200 || Automated Outpost Core, Automated Mining Complex, Automated Solar Collector, Automated Solar Collector&lt;br /&gt;
|-&lt;br /&gt;
| Automated Fission Platform || 300 || Automated Platform Core, Automated Supply Depot, Automated Fission Pile&lt;br /&gt;
|-&lt;br /&gt;
| Automated Fission Outpost || 1800 || Automated Outpost Core, Automated Mining Complex, Automated Fission Pile, Automated Fission Pile&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Using the kit only &#039;&#039;begins&#039;&#039; local construction of the hab and the modules. So you still have to wait 180 days for a Construction Module to be built.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
Weapons systems are either mounted on the ship&#039;s nose or on the hull. Nose weapons are typically more powerful than hull weapons of a similar size, but they have a limited field of fire. Hull weapons can fire in any direction around the ship.  Weapons also come in various sizes; larger weapon systems are generally more powerful but will take up multiple weapon slots.&lt;br /&gt;
&lt;br /&gt;
Certain weapons may only be used offensively against enemy ships and hab modules; others may only be used defensively to shoot down incoming projectiles and missiles, and still others can be used against both types of targets.  Weapons can have up to four different possible fire modes:&lt;br /&gt;
* Focus Fire: Will fire at primary target only.&lt;br /&gt;
* Attack: Will fire at primary target if it is in range, otherwise will attack the nearest available target.&lt;br /&gt;
* Guardian: Will fire at incoming projectiles and missiles before targeting enemy ships.&lt;br /&gt;
* Defense: Will fire at incoming projectiles and missiles; will not target ships.&lt;br /&gt;
&lt;br /&gt;
All weapons have a cooldown, and some weapons fire in salvos.  If a weapon does not have a salvo listed, it will fire once every time the cooldown timer is up.  For example, the Light Railgun Battery Mk1 has a cooldown of 30s and does not have a salvo listed; once in range, it will fire one shot every 30 seconds.  If a weapon has a salvo listed of X shots / Y s, it will fire one shot every Y seconds X number of times, and then will go on cooldown, after which it will fire another salvo.  For example, the Light Coilgun Battery Mk1 has a salvo of 3 shots / 10 s and a cooldown of 40 seconds; once in range, it will fire one shot, wait 10 seconds, fire a second shot, wait 10 seconds, fire a third shot, and then will go on cooldown for 40 seconds. So it effectively fires 3 times per minute.&lt;br /&gt;
&lt;br /&gt;
Weapons can be classified in certain general types:&lt;br /&gt;
* Guns: Use magazines, high ammo capacity. Cannot bombard. Low damage. Short range. Cheap.&lt;br /&gt;
* Missiles: Use magazines, low ammo capacity. Limited bombard. High damage. Will chase the target. Very susceptible to point defense. Only available as hull weapons.&lt;br /&gt;
* Magnetic Weapons: Use magazines, high ammo capacity. High damage, moderate accuracy. Susceptible to point defense. Can bombard.&lt;br /&gt;
* Plasma Weapons: Use magazines. Cannot be targeted by point defense. Cannot bombard. Medium damage, high accuracy. Only available in large sizes.&lt;br /&gt;
* Lasers: Use energy. Limited bombard. Never miss. More effective at close range.&lt;br /&gt;
* Particle Weapons: Use energy. Cannot bombard. High damage. Never miss. Short range.&lt;br /&gt;
&lt;br /&gt;
More detailed information on damage dealt by different weapons depending on enemy armor can be found in the article [[Guide Armor|Guide Armor]].&lt;br /&gt;
&lt;br /&gt;
==== Guns ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship naval guns. For a list of all space ship naval guns in Terra Invicta, as well as their stats, see [[Naval Gun List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Guns are chemical slugthrowers with performance characteristics similar to modern naval weaponry. They are low-tech and cheap, but due to low range and low muzzle velocity will have a hard time hitting anything at range. They are quickly outclassed by magnetic weapons.&lt;br /&gt;
&lt;br /&gt;
The damage done by a naval gun projectile is simply its impact kinetic energy / 20MJ. Specifically: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notably, naval guns do not produce any waste heat. Therefore they can keep firing even when the ship no longer has any ability to handle waste heat, such as when the radiators are destroyed and the heat sinks are filled.&lt;br /&gt;
&lt;br /&gt;
Naval guns also do not consume any power. Therefore they can keep firing even when the ship no longer has any ability to generate power, such as when the power plant is destroyed and the batteries are empty.&lt;br /&gt;
&lt;br /&gt;
Naval guns cannot be used to bombard.&lt;br /&gt;
&lt;br /&gt;
Naval gun projectiles can be hit by point defenses and will be destroyed in one hit. But point defenses usually ignore autocannon bullets simply because they are so weak as to not be worth shooting at.&lt;br /&gt;
&lt;br /&gt;
==== Magnetic Weapons ====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship magnetic guns. For a list of all space ship magnetic guns in Terra Invicta, as well as their stats, see [[Magnetic Gun List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Magnetic weapons include railguns and coilguns that fire high-speed projectiles that do significant damage but can be shot down by point defense.  Due to low muzzle velocity, railguns and siege coilguns may have a difficult time hitting targets at range; non-siege coilguns have a significantly higher muzzle velocity and are more difficult to dodge.  All magnetic weapons are capable of bombardment.&lt;br /&gt;
&lt;br /&gt;
The damage done by a magnetic gun projectile is simply its impact kinetic energy / 20MJ. Specifically: &lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The power consumed per shot is calculated similarly, but uses the ammo mass instead of the warhead mass, and takes into account the weapon&#039;s Efficiency. Specifically:&lt;br /&gt;
&amp;lt;pre&amp;gt;Power Consumed (GJ) = ½ × Ammo Mass (kg) × (Muzzle Velocity (m/s))² / Efficiency / 1e9 (J/GJ)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.&lt;br /&gt;
&lt;br /&gt;
Magnetic weapon projectiles can be hit by point defenses, but may need multiple hits to be destroyed. Specifically, the point defenses must do (Warhead Mass / 10kg) damage to destroy the projectile.&lt;br /&gt;
&lt;br /&gt;
==== Missiles ====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship missiles. For a list of all space ship missiles in Terra Invicta, as well as their stats, see [[Missile List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Missile weapons (which include both missiles and torpedoes) do high damage and will chase the enemy, but are very susceptible to being shot down by point defense and are constrained by small magazines.  Missiles will fire offensively only if an enemy ship or hab module has been set as a target. &lt;br /&gt;
&lt;br /&gt;
Missiles and torpedoes can have different classes of warheads, which significantly impact their behavior:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Warhead Class !! Total Damage !! Chip % !! Can Bombard !! Is AoE !! Kinetic Damage?&amp;lt;ref&amp;gt;Adamantane Armor has 25% resistance to Kinetic Damage. Kinetic Damage can also over penetrate, meaning the damage goes out the other end of the ship before it is fully applied.&amp;lt;/ref&amp;gt; !! Other Notable Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fragmentation || rowspan=2| ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ || 50% || rowspan=3 | No || rowspan=3| No || rowspan=2| Yes || On contact, splits into 5kg warheads that independently roll for through-armor-criticals.&lt;br /&gt;
|-&lt;br /&gt;
| Penetrator || 60% || None&lt;br /&gt;
|-&lt;br /&gt;
| Explosive || Payload Damage + 0.1 × ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ || 80% || rowspan=4|No || None&lt;br /&gt;
|-&lt;br /&gt;
| Nuclear || rowspan=3 | Payload Damage || 100% || rowspan=3 | Not through Atmosphere || rowspan=2| Spherical AoE || rowspan=3 | Also applies Shred Damage.&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter || 25% &lt;br /&gt;
|-&lt;br /&gt;
| Shaped Nuclear || 100% || Cone AoE &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notably, missiles do not produce any waste heat. Therefore they can keep firing even when the ship no longer has any ability to handle waste heat, such as when the radiators are destroyed and the heat sinks are filled.&lt;br /&gt;
&lt;br /&gt;
Missiles also do not consume any power. Therefore they can keep firing even when the ship no longer has any ability to generate power, such as when the power plant is destroyed and the batteries are empty.&lt;br /&gt;
&lt;br /&gt;
Missile projectiles can be hit by point defenses and will be destroyed in one hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lasers ====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship laser weapons. For a list of all laser weapons in Terra Invicta, as well as their stats, see [[Laser Weapon List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Laser weapons do not miss and are excellent at targeting enemy projectiles.  However, laser weapons have difficulty penetrating armor unless they are at close range.  Laser weapons for non-alien ships come in three different wavelengths: Infrared, Visible (Green), and Ultraviolet, from least powerful to most powerful.  Additionally, laser weapons use one of three different beam types: Standard, Arc, and Phaser, from least powerful to most powerful.  Each laser battery and cannon size comes in nine different configurations, corresponding to all the possible combinations of wavelength and beam type.  The more powerful the wavelength and beam type, the better the laser is at penetrating armor.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = Shot Power (MJ) / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Power Consumed (GJ) = Shot Power (MJ) / Efficiency / 1000 (MJ/GJ)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Laser Engine [[Spaceships#Utility_Modules|Utility Modules]] increase the shot power of lasers, increasing both damage and power consumption.&lt;br /&gt;
* Power Consumption is divided by 20 when targeting [[Spaceships#Missiles|Missile]] or [[Spaceships#Guns|Naval Gun]] Projectiles.&lt;br /&gt;
* The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.&lt;br /&gt;
&lt;br /&gt;
Notably, laser weapons do not consume ammo, and so can be fired an unlimited number of times.&lt;br /&gt;
&lt;br /&gt;
All ship lasers can be used to bombard, but only visible light lasers (orange, green, violet) can bombard through atmosphere.&lt;br /&gt;
&lt;br /&gt;
All human ship laser weapons have 1 hp, regardless of size. All alien ship laser weapons have 2 hp, regardless of size. For comparison, most other ship weapons and modules have (3 × hard points) hp. So lasers are both literally and figuratively glass cannons. &lt;br /&gt;
&lt;br /&gt;
Except for a few particularly powerful alien lasers, all lasers can serve as point defenses that shoot down incoming enemy projectiles.&lt;br /&gt;
&lt;br /&gt;
===== Armor Penetration =====&lt;br /&gt;
&lt;br /&gt;
When a laser weapon shoots an armored target, the effective armor of the target is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Effective Armor = Base Armor ^ 1.5 × Armor Effectiveness&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Armor Effectiveness = Spot Area (m²) / 0.005 (m²)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Spot Area (m²) = 0.7853982 × (Spot Diameter (m) )²&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Spot Diameter (m) = Distance to Target (km) × Spot Diameter Precise Factor (m/km)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Spot Diameter Precise Factor (m/km) = (1000 / Mirror Diameter (m)) × ((1.22 × Wavelength (m) × Beam Quality)² + (2 * Jitter * Mirror Diameter (m) )²) ^ 0.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When combined:&lt;br /&gt;
&amp;lt;pre&amp;gt;Effective Armor = Base Armor ^ 1.5 × 0.7853982 / 0.005 (m²) × (Distance to Target (m) × ((1.22 × Wavelength (m) × Beam Quality)² + (2 * Jitter * Mirror Diameter (m) )²) ^ 0.5 / Mirror Diameter (m) )² &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since armor works by subtracting its value from incoming damage, and RNG can randomize incoming damage by up to ±20%, we can re-arrange the formula to get the amount of armor needed to fully block a laser:&lt;br /&gt;
&amp;lt;pre&amp;gt;Armor = (Laser Damage × 1.2 / (0.7853982 / 0.005 (m²) × (Distance to Target (m) × ((1.22 × Wavelength (m) × Beam Quality)² + (2 * Jitter * Mirror Diameter (m) )²) ^ 0.5 / Mirror Diameter (m) )² ) ) ^ (1/1.5)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Range =====&lt;br /&gt;
&lt;br /&gt;
Lasers that can attack both enemy ships and enemy projectiles actually have ⅓ of their stated targeting range when they are targeting projectiles. But they also receive a bonus targeting range based on the length of their Ship Hull. Specifically:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Point Defense Targeting Range (km) = Targeting Range (km) / 3 + Ship Hull Length (km) × 100&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Furthermore, laser weapons actually refuse to fire at targets unless they have sufficient armor penetration and damage. So weaker lasers may have less actual range than their stated targeting range. Specifically:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Anti-Ship Effective Range (km) = Range where (Laser Damage / Armor Effectiveness &amp;gt; 1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Anti-Kinetic Effective Range (km) = Range where (Laser Damage / Armor Effectiveness &amp;gt; 0.5)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Anti-Missile Effective Range (km) = Range where (Laser Damage / Armor Effectiveness &amp;gt; 0.15)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Anti-Poorly-Armored-Ship Effective Range (km) = Range where (Laser Damage / Armor Effectiveness &amp;gt; 0.25)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Poorly-Armored ship means the targeted part of the ship either has 0 armor or has over 20% of its armor chipped.&lt;br /&gt;
&lt;br /&gt;
So a laser weapon will only fire at the target if the target is within both its Targeting Range and its Effective Range.&lt;br /&gt;
&lt;br /&gt;
An important consequence of this is that the weaker lasers, such as Point Defense Phaser Turrets, can gain significant amounts of range from anything that buffs laser damage, such as:&lt;br /&gt;
* Laser Engines&lt;br /&gt;
* Directed Energy Officers&lt;br /&gt;
* Intelligence Officers&lt;br /&gt;
* Commanding Officers&lt;br /&gt;
* [[Precision Focusing Software]] Project&lt;br /&gt;
&lt;br /&gt;
===== Chipping =====&lt;br /&gt;
&lt;br /&gt;
Unlike other weapons, the % of a laser&#039;s damage that goes towards chipping is dynamically calculated based on its armor penetration. Specifically:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Chip % = Armor Effectiveness / 1000, capped at 0.25&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This means that the chip damage dealt by lasers is actually inversely proportional to their ability to penetrate armor, giving low tech lasers an advantage. Nevertheless, chip damage dealt by lasers is usually negligible, so this advantage is rarely worth it.&lt;br /&gt;
&lt;br /&gt;
==== Particle Weapons====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship particle weapons. For a list of all particle weapons in Terra Invicta, as well as their stats, see [[Particle Weapon List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Particle weapons are short-range weapons that are very good at penetrating armor, potentially disabling or destroying a ship&#039;s internal components, but doing very little to armor or ship structure itself. They are designed to be used as part of a fleet, and are very unlikely to kill a ship if used alone. The point-defense particle beam is also an effective point-defense weapon against missiles, but not against kinetic slugs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = Shot Power (MJ) / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The damage of a particle beam can decrease with distance from the target ship. This is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Actual Damage Points = Base Damage Points × Min(1, Target Area (m²) / Beam Area (m²)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Target Area (m²) = 3.1415927 × Target Ship Length × Target Ship Width / 2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Beam Area (m²) = 3.1415927 × (Beam Radius (m) )^2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the particle beam fires neutral particles, then:&lt;br /&gt;
&amp;lt;pre&amp;gt;Beam Radius (m) = Emittance (m) × Distance to Target (m) / 1000000 / Lens Radius (cm) × 100 (cm/m)&amp;lt;/pre&amp;gt;&lt;br /&gt;
Otherwise:&lt;br /&gt;
&amp;lt;pre&amp;gt;Beam Radius (m) = Lens Radius (cm) / 100 (cm/m) × 2 ^ (Distance to Target (km) / Doubling Range (km) )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As of Version 0.4.90, apart from Electron Beam weapons, all particle beam weapons have Beam Area less than the Target Area of even a gunship, even at their maximum range. So in practice the damage of a particle beam does not actually decrease with distance from the target ship unless it is an electron beam.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Power Consumed (GJ) = Shot Power (MJ) / Efficiency / 1000 (MJ/GJ)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notably, particle weapons do not consume ammo, and so can be fired an unlimited number of times.&lt;br /&gt;
&lt;br /&gt;
===== Armor Interactions =====&lt;br /&gt;
&lt;br /&gt;
Particle weapons do no chip damage. Instead, the damage of a particle beam is split into 3 parts: Heat, X-rays, and Baryons. Heat damage behaves in the standard manner: the armor value of the target is subtracted from it, and any leftover damage is applied to the ship internals. &lt;br /&gt;
&lt;br /&gt;
In contrast, X-rays and Baryons are considered radiation damage and have a completely different interaction with armor. Specifically, radiation damage is reduced by armor via &amp;quot;Half-Values&amp;quot;. one half value cuts damage in half. two half values cut damage in half twice, for 1/4.&lt;br /&gt;
&lt;br /&gt;
All ships have a baseline of 4 half-values (1/16). armor up to the point where it reaches those 4 half-values does nothing. after that it replaces the baseline half-values with its own half-values.&lt;br /&gt;
&lt;br /&gt;
The half value is measured in armor thickness. Every type of armor has one half-value thickness for x-rays and one half-value thickness for baryons. See [[Ship Armor List]] for details.&lt;br /&gt;
&lt;br /&gt;
As of Version 0.4.90, apart from Boron Carbide Armor, all armors have significantly smaller half-values for x-rays than for baryons. Baryon damage is additionally multiplied by 5. Thus in practice, most radiation damage is done via baryons instead of X-rays. Notably:&lt;br /&gt;
* (Both Human and Alien) Adamantane Armor needs about 120 points of armor to reach 4 half-values for Baryons.&lt;br /&gt;
* (Both Human and Alien) Exotic Armor needs about 18.5 points of armor to reach 4 half-values for Baryons.&lt;br /&gt;
&lt;br /&gt;
Notably, although armor can significantly reduce radiation damage, it can never reduce it all the way to zero. So there is always some leftover radiation damage that is then directly dealt to the ship internals, with the hit location being calculated in the same way as with lasers. &lt;br /&gt;
&lt;br /&gt;
Damaged ship parts work at reduced effectiveness (but will slowly be repaired over time). For example, damaged weapons cannot fire until fully repaired. Lasers have especially low health, making them good targets for particle beams. Once a weapon is entirely destroyed it can only be repaired in a shipyard.&lt;br /&gt;
&lt;br /&gt;
==== Plasma Weapons ====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship plasma weapons. For a list of all space ship plasma weapons in Terra Invicta, as well as their stats, see [[Plasma Weapon List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Plasma weapons fire high-speed, low mass projectiles that cannot be targeted by enemy point defense but also cannot act as point defense. While their damage is not as high as some of the larger and more advanced magnetic weapons, the high muzzle velocity of plasma weapons make them significantly more likely to hit their target.  Plasma weapons cannot bombard.&lt;br /&gt;
&lt;br /&gt;
Strangely, the damage done by a plasma weapon projectile is simply its impact kinetic energy / 20MJ, but applied as thermal damage instead of kinetic damage (so armors with special kinetic resistance do not apply that resistance to plasma). Specifically: &lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The power consumed per shot is calculated similarly, but adds charging energy, and takes into account the weapon&#039;s Efficiency. Specifically:&lt;br /&gt;
&amp;lt;pre&amp;gt;Power Consumed (GJ) = Charging Energy (GJ) / Efficiency + ½ × Warhead Mass (kg) * (Muzzle Velocity (m/s))² / Efficiency / 1e9 (J/GJ) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.&lt;br /&gt;
&lt;br /&gt;
Notably, although plasma weapons do consume ammo and have a finite magazine size, this ammo weighs nothing and costs nothing to resupply.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
Ships can be constructed at ship construction modules ([[Space Dock]], [[Shipyard]], [[Spaceworks]]). The construction time is calculated as follows:&lt;br /&gt;
* If the ship hull Construction Tier is greater than the ship construction module Tier, then: &lt;br /&gt;
&amp;lt;pre&amp;gt;Construction Time (days) = Base Construction Time (days) × 1.5 ^ Tier Gap&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If the ship hull Construction Tier is equal to the ship construction module Tier, then: &lt;br /&gt;
&amp;lt;pre&amp;gt;Construction Time (days) = Base Construction Time (days)&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If the ship hull Construction Tier is less than the ship construction module Tier, then: &lt;br /&gt;
&amp;lt;pre&amp;gt;Construction Time (days) = Base Construction Time (days) × Ship Construction Module Construction Time Modifier ^ Tier Gap&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This construction time is then divided by (100% + Ship Building Speed Bonus).&lt;br /&gt;
&lt;br /&gt;
See [[Ship Hull List]] for a list of all ship hulls and their construction times at each ship construction module.&lt;br /&gt;
&lt;br /&gt;
=== Probes ===&lt;br /&gt;
Probes can be launched from any hab construction modules. Depending on where the hab is located, this can decrease the resources needed to launch a probe, or the time it takes to reach its destination.&lt;br /&gt;
&lt;br /&gt;
== Resupply ==&lt;br /&gt;
&lt;br /&gt;
Ships can be resupplied at habs with ship construction modules ([[Space Dock]], [[Shipyard]], [[Spaceworks]]) and/or [[Supply Depot]] modules.&lt;br /&gt;
&lt;br /&gt;
The base resupply duration is 0.005 days per fuel tank + 0.025 days per 50 ammo.&lt;br /&gt;
&lt;br /&gt;
The resupply duration is divided by the sum of ship construction module tiers on the hab, with each [[Supply Depot]] module counting as an additional tier 2 [[Shipyard]]. It is also reduced by the Supply Officer if the ship has one.&lt;br /&gt;
&lt;br /&gt;
(Note: As of Version 0.4.90, there may be a bug that causes fuel tanks to take twice as long to refuel and not receive any of the resupply speed bonuses, taking 0.01 days per fuel tank.)&lt;br /&gt;
&lt;br /&gt;
=== ISRU ===&lt;br /&gt;
&lt;br /&gt;
Ships with an ISRU module&amp;lt;ref name=refuel&amp;gt;Ships cannot share a refueling module with other ships. Every ship that wants to refuel needs to have its own refueling module.&amp;lt;/ref&amp;gt; can refuel from hab sites they are landed on. These hab sites do not need to have a hab built on them. The refuel duration is calculated as follows:&lt;br /&gt;
* If the propellent type is &#039;&#039;&#039;Anything&#039;&#039;&#039;, then the Refuel Duration = Fuel needed (tons) / Hab Site Total Daily Output&amp;lt;ref name=output&amp;gt;The Daily Output of a Hab Site is its base value as seen in the prospecting tab, without any mining bonuses applied.&amp;lt;/ref&amp;gt; (units) / 10 (tons / unit) / 3.&lt;br /&gt;
* Otherwise, the refuel duration is the maximum out of:&lt;br /&gt;
** {{icon|water}}Water Fuel needed (tons) / Hab Site {{icon|water}}Water Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
** {{icon|volatiles}}Volatiles Fuel needed (tons) / Hab Site {{icon|volatiles}}Volatiles Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
** {{icon|metals}}Metals Fuel needed (tons) / Hab Site {{icon|metals}}Metals Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
** {{icon|noble metals}}Nobles Fuel needed (tons) / Hab Site {{icon|noble metals}}Nobles Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
** {{icon|fissiles}}Fissiles Fuel needed (tons) / Hab Site {{icon|fissiles}}Fissiles Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
&lt;br /&gt;
Note: The refuel duration is capped at 90 days. If it would take longer than that, then the ship is only partially refueled by as much as can be done within 90 days.&lt;br /&gt;
&lt;br /&gt;
There are two main advantages to refueling using ISRU modules:&lt;br /&gt;
* The refuel cost is free. &lt;br /&gt;
* Every ship refuels &#039;&#039;in parallel&#039;&#039;, meaning the total time needed for an entire fleet to refuel is simply the time taken by the ship that takes the longest to refuel.&lt;br /&gt;
&lt;br /&gt;
Note: The following drives come with free ISRU capabilities, and can refuel this way without needing an actual ISRU module:&lt;br /&gt;
* Mass Driver&lt;br /&gt;
* E-Beam Drive&lt;br /&gt;
* Pulsed Plasmoid Drive&lt;br /&gt;
* Superconducting Mass Driver&lt;br /&gt;
&lt;br /&gt;
=== Remass Scoop ===&lt;br /&gt;
&lt;br /&gt;
Ships with a Remass Scoop&amp;lt;ref name=refuel /&amp;gt; can refuel from the atmospheres of Gas Giant planets when the ship is in interface orbit around that planet. But only if one of the following is true:&lt;br /&gt;
* The propellent type is &#039;&#039;&#039;Anything&#039;&#039;&#039;.&lt;br /&gt;
* The propellent type is &#039;&#039;&#039;Hydrogen&#039;&#039;&#039; and only consists of {{icon|water}}Water and/or {{icon|volatiles}}Volatiles.&lt;br /&gt;
&lt;br /&gt;
The Refuel Duration (days) = Fuel needed (tons) / 1000.&lt;br /&gt;
&lt;br /&gt;
Note: The refuel duration has a minimum of 10 days. If it would be shorter than that, then it is set to 10 days.&lt;br /&gt;
&lt;br /&gt;
There are two main advantages to refueling using Remass Scoops:&lt;br /&gt;
* The refuel cost is free. &lt;br /&gt;
* Every ship refuels &#039;&#039;in parallel&#039;&#039;, meaning the total time needed for an entire fleet to refuel is simply the time taken by the ship that takes the longest to refuel.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Repairs ==&lt;br /&gt;
&lt;br /&gt;
Ships can be repaired at habs with ship construction modules ([[Space Dock]], [[Shipyard]], [[Spaceworks]]). The Repair Cost and Duration for each Ship System, Part, or Armor Facing is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ship System, Part, or Armor Facing !! Repair Duration (days) !! Repair Cost&lt;br /&gt;
|-&lt;br /&gt;
! Nose Structure&lt;br /&gt;
| rowspan=3 | Missing Health % × Hull Construction Time / 10&lt;br /&gt;
| rowspan=3 | Missing Health % × Hull Construction Cost / 10&lt;br /&gt;
|-&lt;br /&gt;
! Central Structure&lt;br /&gt;
|-&lt;br /&gt;
! Tail Structure&lt;br /&gt;
|-&lt;br /&gt;
! Fire Control&lt;br /&gt;
| rowspan=2 | Missing Health % × Hull Construction Tier &lt;br /&gt;
| rowspan=2 | Missing Health % × Hull Construction Cost / 200&lt;br /&gt;
|- &lt;br /&gt;
! Damage Control&lt;br /&gt;
|-&lt;br /&gt;
! Life Support Main&lt;br /&gt;
| rowspan=2 | Missing Health % × Hull Construction Tier / 2&lt;br /&gt;
| rowspan=2 | Missing Health % × Hull Construction {{icon|volatiles}}Volatile Cost / 20&lt;br /&gt;
|- &lt;br /&gt;
! Life Support Backup&lt;br /&gt;
|- &lt;br /&gt;
! Power Coupling&lt;br /&gt;
| rowspan=4 | Missing Health % × Hull Construction Tier / 2&lt;br /&gt;
| rowspan=4 | 0.1 {{icon|metals}}Metals&lt;br /&gt;
|- &lt;br /&gt;
! Drive Coupling&lt;br /&gt;
|- &lt;br /&gt;
! Vector Thrusters&lt;br /&gt;
|- &lt;br /&gt;
! Sensors&lt;br /&gt;
|-&lt;br /&gt;
! System Reactor&lt;br /&gt;
| Missing Health % × 2 &lt;br /&gt;
| Missing Health % × Hypothetical cost of Power Plant if it has 100% Efficiency and only has to supply the systems and weapons.&lt;br /&gt;
|-&lt;br /&gt;
! Bridge&lt;br /&gt;
| Missing Health % × Hull Construction Tier × 2&lt;br /&gt;
| Missing Health % × Hull Construction Cost / 100&lt;br /&gt;
|- &lt;br /&gt;
! Nose Weapon&lt;br /&gt;
| rowspan=7 | Missing Health % × 2 &lt;br /&gt;
| rowspan=7 | Missing Health % × Module Cost / 4&lt;br /&gt;
|- &lt;br /&gt;
! Hull Weapon&lt;br /&gt;
|- &lt;br /&gt;
! Utility Module&lt;br /&gt;
|- &lt;br /&gt;
! Radiator&lt;br /&gt;
|- &lt;br /&gt;
! Power Plant&lt;br /&gt;
|- &lt;br /&gt;
! Drive&lt;br /&gt;
|- &lt;br /&gt;
! Battery&lt;br /&gt;
|-&lt;br /&gt;
! Nose Armor&lt;br /&gt;
| rowspan=4 | Shred %  + Chip % &lt;br /&gt;
| rowspan=4 | (Shred %  + Chip %  / 4) × Armor Cost &lt;br /&gt;
|-&lt;br /&gt;
! Left Armor&lt;br /&gt;
|-&lt;br /&gt;
! Right Armor&lt;br /&gt;
|-&lt;br /&gt;
! Tail Armor&lt;br /&gt;
|-&lt;br /&gt;
! Propellant&lt;br /&gt;
| colspan=2 | Not actually repairable, &amp;quot;destroyed&amp;quot; fuel tanks are functionally no different from empty fuel tanks and are just simply replaced in a resupply operation.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The repair duration is divided by the sum of ship construction module tiers on the hab. It is also reduced by the Engineering Officer if the ship has one.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* Side armor is split into Left and Right armor, but each has to pay repairs as if it is the whole side armor. Which means repairing side armor is effectively twice as expensive as repairing nose or tail armor.&lt;br /&gt;
* Certain utility modules may have 4 times the repair costs (so they cost as much to repair as to build).&lt;br /&gt;
&lt;br /&gt;
== Refits ==&lt;br /&gt;
&lt;br /&gt;
Factions may refit ships at ship construction modules ([[Space Dock]], [[Shipyard]], [[Spaceworks]]). Refitting is generally limited to replacing parts of a similar type. The refit rules are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Conditions !! Added Refit Duration (in % of hull construction time)&lt;br /&gt;
|-&lt;br /&gt;
| [[Ship Hull List|Ship Hull]] Type || colspan=2 | Cannot be changed.&lt;br /&gt;
|-&lt;br /&gt;
| [[Ship Armor List|Ship Armor]] || Can be changed freely. || 5% for each slot (nose, side, tail) changed.&lt;br /&gt;
|-&lt;br /&gt;
| [[Power Plant List|Power Plant]] || Only to a Power Plant of the same Type. Power Plant Types are:&lt;br /&gt;
* Fuel Cell&lt;br /&gt;
* Solid Core Fission&lt;br /&gt;
* Molten Salt Core Fission&lt;br /&gt;
* Liquid Core Fission&lt;br /&gt;
* Gas Core Fission&lt;br /&gt;
* Electrostatic Confinement Fusion&lt;br /&gt;
* Mirrored Magnetic Confinement Fusion&lt;br /&gt;
* Toroid Magnetic Confinement Fusion&lt;br /&gt;
* Hybrid Confinement Fusion&lt;br /&gt;
* Z Pinch Fusion&lt;br /&gt;
* Inertial Confinement Fusion&lt;br /&gt;
* Hybrid Confinement Fusion&lt;br /&gt;
* Antimatter Plasma Core&lt;br /&gt;
* Antimatter Beam Core&lt;br /&gt;
| 25%&lt;br /&gt;
|-&lt;br /&gt;
| [[Drive List|Drive]] || Only to a Drive of the same Classification Type, required Power Plant Type, and Propellent Type. The Classification Types are:&lt;br /&gt;
* Chemical &lt;br /&gt;
* Electrothermal &lt;br /&gt;
* Electrostatic &lt;br /&gt;
* Electromagnetic &lt;br /&gt;
* Fission_Thermal &lt;br /&gt;
* NuclearSaltWater &lt;br /&gt;
* Fission_Pulse &lt;br /&gt;
* Fusion_Thermal &lt;br /&gt;
* Antimatter &lt;br /&gt;
The Required Power Plant Types are the same as the Power Plant Types, but with the addition of &amp;quot;Any Power Plant&amp;quot;.&lt;br /&gt;
The Propellent Types are:&lt;br /&gt;
* ReactionProducts &lt;br /&gt;
* Hydrogen &lt;br /&gt;
* Anything &lt;br /&gt;
* Water &lt;br /&gt;
* NobleGases &lt;br /&gt;
* Volatiles &lt;br /&gt;
* Metals&lt;br /&gt;
| 25% (0% if only Thruster Count changed.)&lt;br /&gt;
|-&lt;br /&gt;
| [[Radiator List|Radiator]] || Can be changed freely. || 5%&lt;br /&gt;
|-&lt;br /&gt;
| [[Heat Sink List|Heat Sinks]] || Cannot reduce number, but can freely change or add more. || 5% for each Changed or Added.&lt;br /&gt;
|-&lt;br /&gt;
| [[Battery List|Batteries]] || Cannot reduce number, but can freely change or add more. || 5% for each Changed or Added.&lt;br /&gt;
|-&lt;br /&gt;
| General Utility Modules:&lt;br /&gt;
* Mobile Space Science Labs&lt;br /&gt;
* Repair Bays&lt;br /&gt;
* Marines&lt;br /&gt;
* Laser Engines&lt;br /&gt;
* Magazines&lt;br /&gt;
* Colony Kits&lt;br /&gt;
* Cyclotrons&lt;br /&gt;
| Cannot reduce number, but can freely interchange or add more. || 5% for each Changed or Added.&lt;br /&gt;
|-&lt;br /&gt;
| Unchangeable Utility Modules:&lt;br /&gt;
* ISRU&lt;br /&gt;
* Remass Scoop&lt;br /&gt;
* Component Armor&lt;br /&gt;
* Salvage Bay&lt;br /&gt;
* Armor Struts&lt;br /&gt;
* Vector Thrusters&lt;br /&gt;
* Flag Bridge&lt;br /&gt;
| Cannot reduce number or interchange. But can add any that weren&#039;t in the old design. || 5% for each Added.&lt;br /&gt;
|-&lt;br /&gt;
| Spikers:&lt;br /&gt;
* Muon&lt;br /&gt;
* Neutronium&lt;br /&gt;
* Antimatter &lt;br /&gt;
| Cannot reduce number, but can freely interchange or add one if there was none. || 5% if changed or added.&lt;br /&gt;
|-&lt;br /&gt;
| Hydrogen Storage:&lt;br /&gt;
* Liquid Hydrogen Containment&lt;br /&gt;
* Slush Hydrogen Tankage&lt;br /&gt;
* Hydron Trap&lt;br /&gt;
| Cannot reduce number, but can freely interchange or add one if there was none. || 5% if changed or added.&lt;br /&gt;
|-&lt;br /&gt;
| Electronic Countermeasures || Cannot reduce number, but can freely interchange or add one if there was none. || 5% if changed or added.&lt;br /&gt;
|-&lt;br /&gt;
| Targeting Computer || Cannot reduce number, but can freely interchange or add one if there was none. || 5% if changed or added.&lt;br /&gt;
|-&lt;br /&gt;
| Weapons || Cannot add or remove, but can freely move around and change as long as the Mount and Type do not change. Weapon Mounts are:&lt;br /&gt;
* 1-Hull&lt;br /&gt;
* 2-Hull&lt;br /&gt;
* 4-Hull&lt;br /&gt;
* 1-Nose&lt;br /&gt;
* 2-Nose&lt;br /&gt;
* 3-Nose&lt;br /&gt;
* 4-Nose&lt;br /&gt;
Weapon Types are:&lt;br /&gt;
* [[Naval Gun List|Naval Guns]]&lt;br /&gt;
* [[Laser Weapon List|Lasers]]&lt;br /&gt;
* [[Particle Weapon List|Particle Beams]]&lt;br /&gt;
* [[Magnetic Gun List|Magnetic Guns]]&lt;br /&gt;
* [[Plasma Weapon List|Plasma]]&lt;br /&gt;
* [[Missile List|Missiles]]&lt;br /&gt;
| 5% for each changed, but moving around is free.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: If the total refit duration (in % of hull construction time) exceeds 75%, then it is just set to 75%.&lt;br /&gt;
&lt;br /&gt;
== Scuttle ==&lt;br /&gt;
&lt;br /&gt;
Since ships cost {{icon|mc}}MC and {{icon|money}}Money to upkeep, there are many situations where a ship may no longer be wanted. In these cases, these unwanted ships can be scuttled to destroy them.&lt;br /&gt;
&lt;br /&gt;
If this scuttling happens at a ship construction module ([[Space Dock]], [[Shipyard]], [[Spaceworks]]), then the faction regains 25% of the space resource costs of the ship, excluding any fuel costs. Notably, this resource cost is always calculated in terms of space resources ({{icon|water}}{{icon|volatiles}}{{icon|metals}}{{icon|nobles}}{{icon|fissiles}}{{icon|exotics}}{{icon|antimatter|bgcolor=DarkSlateGray}}), even if the ship was originally constructed using {{icon|boost}}Boost and {{icon|money}}Money.&lt;br /&gt;
&lt;br /&gt;
Otherwise, the faction does not gain any resources from scuttling the ship. Instead, they may even have to pay {{icon|boost}}Boost to evacuate the ship crew from the ship. If the ship&#039;s location is in an Earth Interface Orbit&amp;lt;ref&amp;gt;The Earth Interface Orbits are Tiangong Orbit, ISS Orbit, Low Earth Orbit 1, and Low Earth Orbit 2.&amp;lt;/ref&amp;gt;, then the cost to evacuate the ship crew is free. Otherwise, the {{icon|boost}}Boost cost is equivalent to moving 0.1 tons of mass per ship crew from Earth to the ship&#039;s location. &lt;br /&gt;
&lt;br /&gt;
If the scuttled ship is part of a larger fleet, then the {{icon|boost}}Boost cost will be reduced by moving crew from the ship onto other ships in the fleet. Each remaining ship in the fleet can receive up to 25% more crew than it originally has. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional information ==&lt;br /&gt;
Various &amp;quot;[[Guides]]&amp;quot; are available that detail among other things ship module performance and functions.&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198073215879</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:Combat_thrust_chart@6x.png&amp;diff=10216</id>
		<title>File:Combat thrust chart@6x.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:Combat_thrust_chart@6x.png&amp;diff=10216"/>
		<updated>2025-12-28T07:43:12Z</updated>

		<summary type="html">&lt;p&gt;76561198073215879: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>76561198073215879</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:Cruise_thrust_chart@6x.png&amp;diff=10215</id>
		<title>File:Cruise thrust chart@6x.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=File:Cruise_thrust_chart@6x.png&amp;diff=10215"/>
		<updated>2025-12-28T07:43:04Z</updated>

		<summary type="html">&lt;p&gt;76561198073215879: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
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	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Regions&amp;diff=4464</id>
		<title>Regions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Regions&amp;diff=4464"/>
		<updated>2025-06-12T02:19:51Z</updated>

		<summary type="html">&lt;p&gt;76561198073215879: /* Testing Section */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Regions are geographic areas that make up a nation.&lt;br /&gt;
&lt;br /&gt;
The tab also includes information about the Boost and Mission Control resources that are based in each region.&lt;br /&gt;
&lt;br /&gt;
The claims column lists other nations that may annex a territory.&lt;br /&gt;
&lt;br /&gt;
Events, combat, councilor activity location and the presence of launch facilities or other installations all occur in a particular region rather than nationwide.&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
Regions may have the following characteristics:&lt;br /&gt;
* &#039;&#039;&#039;Capital Region:&#039;&#039;&#039; Missions targeting the nation as a whole or its control points will take place here. Conquering the capital of a nation in wartime will trigger regime change and annexation of any claimed territory by its enemies.&lt;br /&gt;
* &#039;&#039;&#039;Colony Region:&#039;&#039;&#039; Colony regions carry a lesser status within their nation, typically due to past imperial behavior by that nation. They contribute less to the national GDP and cannot support armies. Colonial status is lost if the region becomes an independent nation or joins a nation with a similar GDP.&lt;br /&gt;
* &#039;&#039;&#039;Core Economic Region:&#039;&#039;&#039; Core economic regions grant a bonus to the Economy policy. &lt;br /&gt;
* &#039;&#039;&#039;Resource Region:&#039;&#039;&#039; Resource regions grant a bonus to the nation&#039;s Economy priority, but also cause greater increases in inequality and environmental damage.&lt;br /&gt;
* &#039;&#039;&#039;Rugged:&#039;&#039;&#039; Rugged regions take twice as long for an army to travel through, and offer significant combat bonuses for defending armies.&lt;br /&gt;
* &#039;&#039;&#039;Ecologically Protected Region:&#039;&#039;&#039; These regions, typically in high latitudes in the northern hemisphere, will not suffer economic loss due to global environmental damage. They will also suffer only half the population growth penalty from extreme climate temperatures (more than 8 degrees).&lt;br /&gt;
* &#039;&#039;&#039;Ecologically Vulnerable Region:&#039;&#039;&#039; Vulnerable regions suffer twice as much economic harm from global environmental damage as normal regions. They will also suffer twice the population growth penalty from extreme climate temperatures (more than 8 degrees).&lt;br /&gt;
* &#039;&#039;&#039;Alien Activity:&#039;&#039;&#039; Some form of alien activity has been detected in this region.&lt;br /&gt;
* &#039;&#039;&#039;Fallout:&#039;&#039;&#039; This area has been struck by nuclear barrages. Regions damaged in this way suffer a significant loss in population growth due to radiation and contaminated food and water supply. This can only be removed via a massive investment in the Environment priority.&lt;br /&gt;
&lt;br /&gt;
== Facilities and Alien Assets ==&lt;br /&gt;
Facilities are constructed in a nation&#039;s regions following certain priorities and can be attacked via the Sabotage Facility councilor mission, Assault Space Facility army mission, or orbital bombardment.&lt;br /&gt;
* &#039;&#039;&#039;Launch Complex&#039;&#039;&#039; produces Boost.&lt;br /&gt;
* &#039;&#039;&#039;Mission Control Facility&#039;&#039;&#039; produces Mission Control.&lt;br /&gt;
* &#039;&#039;&#039;Space Defense Array&#039;&#039;&#039; prevents Strategic Nuclear Barrages from being used in the region and will fire back if the region is being bombarded.&lt;br /&gt;
&lt;br /&gt;
== Alien Assets ==&lt;br /&gt;
Alien Assets in a targeted region and can be attacked via the [[Assault Alien Asset]] mission or destroyed by orbital bombardment. See [[Aliens]] for more details on the different types of Alien Assets.&lt;br /&gt;
&lt;br /&gt;
=== Alien Life Forms ===&lt;br /&gt;
Alien Life Forms, or Xenoforming as it is sometimes called, is an alien asset created by one of the alien councilors&#039; missions. It has negative effects population growth and grants bonuses to Servant and Alien activities in a nation. It passively grows over time and spreads to adjacent regions.&lt;br /&gt;
&lt;br /&gt;
See [[Aliens#Alien_Xenoforming]] for more details.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Xenoflora Growth Levels &lt;br /&gt;
| &amp;lt; 30 || Between 30 and 75 || &amp;gt; 75&lt;br /&gt;
|-&lt;br /&gt;
! Image &lt;br /&gt;
| [[File:Location XenoformingLow.png|200px]] || [[File:Location XenoformingMed.png|200px]] || [[File:Location XenoformingHigh.png|200px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Region Damage ==&lt;br /&gt;
&lt;br /&gt;
Whether deliberately or by accident, regions in Terra Invicta can be heavily damaged through the actions of the different factions, especially when they wage wars over the Earth. &lt;br /&gt;
&lt;br /&gt;
=== Effects of Region Damage ===&lt;br /&gt;
&lt;br /&gt;
Note: Region damage almost always has strength between 0 and 1. If anything attempts to apply region damage of negative strength, nothing happens.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Effects of an X Strength Non-Nuclear Attack on a Region (In Chronological Order)&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Conditions !! Amount &lt;br /&gt;
|-&lt;br /&gt;
| Target [[Nations#GDP_Per_Region|Region GDP]] || None || X × (-7.5% to -12.5%) &lt;br /&gt;
|-&lt;br /&gt;
| Target [[Nations#Population|Region Population]] || None || X × (-0.075% to -0.125%) &lt;br /&gt;
|-&lt;br /&gt;
| Target Nation [[Nations#Sustainability|Pollution Multiplier]] || None || X × (+0.0000075 to +0.0000125) × [[Nations#GDP_Per_Region|Region GDP]] / [[Nations#GDP|Nation GDP]]&lt;br /&gt;
|-&lt;br /&gt;
| Responsible Faction Commits [[Factions#Atrocity|Atrocities]] || [[Nations#Population|Population]] killed &amp;gt;= 100k. || 1 per 100k [[Nations#Population|Population]] killed, capped between 1 and 20.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | Target Nation [[Nations#Priorities|Priorities]] || X &amp;gt;= 0.9 || Multiply IP invested by (1 - X) for all priorities except {{icon|spoils}} Spoils, {{icon|unity}} Unity, and {{icon|oppression}} Oppression.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* X &amp;lt; 0.9.&lt;br /&gt;
* An X × 500% roll passes.&lt;br /&gt;
* Target Region is a Colony Region.&lt;br /&gt;
| Multiply IP invested by (1 - X) for one random priority that is not {{icon|spoils}} Spoils or {{icon|unity}} Unity.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* X &amp;lt; 0.9.&lt;br /&gt;
* An X × 500% roll passes.&lt;br /&gt;
* Target Region is not a Colony Region.&lt;br /&gt;
| Multiply IP invested by (1 - 0.5X) for one random priority that is not {{icon|spoils}} Spoils or {{icon|unity}} Unity.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | Target [[Nations#Boost|Boost]] Production || &lt;br /&gt;
* Target Nation is NOT Responsible Nation.&lt;br /&gt;
* X &amp;gt;= 0.75.&lt;br /&gt;
| -100%&lt;br /&gt;
|-&lt;br /&gt;
| An X × 100% roll passes. || X × -100%&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | Target [[Nations#Mission_Control|Mission Control]] || &lt;br /&gt;
* Target Nation is NOT Responsible Nation.&lt;br /&gt;
* X &amp;gt;= 0.75.&lt;br /&gt;
| -100%&lt;br /&gt;
|-&lt;br /&gt;
| An X × 100% roll passes. || -1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | Target [[Nations#Space_Defenses|Space Defenses]] || &lt;br /&gt;
* Target Nation is NOT Responsible Nation.&lt;br /&gt;
* X &amp;gt;= 0.75.&lt;br /&gt;
| Destroy&lt;br /&gt;
|-&lt;br /&gt;
| An X × 100% roll passes. || Destroy&lt;br /&gt;
|-&lt;br /&gt;
| Target Nation [[Nations#Funding|Funding]] || X &amp;lt; 0.75 || -10% × X × [[Nations#GDP_Per_Region|Region GDP]] / [[Nations#GDP|Nation GDP]]  &lt;br /&gt;
|- &lt;br /&gt;
| Health of Each Army in Target Region || Army is not Ally of Region Damager || X × -100%&lt;br /&gt;
|-&lt;br /&gt;
| Target [[Aliens#Xenoforming|Alien Xenoforming]] || Responsible Faction is not [[Aliens]] or [[The Servants]] || -X × Xenoflora Growth Levels &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: An army is an ally of the region damager if any of the following are true:&lt;br /&gt;
* The army is owned by the responsible nation.&lt;br /&gt;
* The army is owned by an ally of the responsible nation.&lt;br /&gt;
* The army is owned by the responsible faction and not a [[Aliens#Megafauna|Megafauna]].&lt;br /&gt;
&lt;br /&gt;
See [[Terrestrial_Warfare#Nuclear_Warfare]] for the effects of a nuclear attack on the region.&lt;br /&gt;
&lt;br /&gt;
=== Sources of Region Damage ===&lt;br /&gt;
&lt;br /&gt;
These include but are not limited to:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Conditions !! Strength !! Special Notes &lt;br /&gt;
|-&lt;br /&gt;
| Non-[[Aliens#Megafauna|Megafauna]] Enemy Army || Each Day Fighting in Region || Max(1, 12 - Effective Miltech) / 50000 × (1 to 100) || Cannot cause damage to armies through this region damage. &lt;br /&gt;
|- &lt;br /&gt;
| [[Aliens#Megafauna|Megafauna]] Enemy Army || Each Day Fighting in Region || Miltech × Health % / 2000 || Cannot cause damage to armies through this region damage. &lt;br /&gt;
|-&lt;br /&gt;
| Non-[[Aliens#Megafauna|Megafauna]] Army || Each Day Fighting Another Army in Region || (10 - Effective Miltech) / 50000 × (1 to 3) || Cannot cause damage to armies through this region damage. &lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Megafauna|Megafauna]] Army || Each Day Fighting Another Army in Region || (10 - Effective Miltech) / 500 × (1 to 3) || Cannot cause damage to armies through this region damage.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | Revolution || Region is the Capital || 0 to 0.5 || None&lt;br /&gt;
|-&lt;br /&gt;
| Region is not the Capital || 0 to 0.25 || None&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | &lt;br /&gt;
{{SpoilerBox}} &lt;br /&gt;
[[Aliens#Alien_Administration|Alien Nation]] Overthrown &lt;br /&gt;
{{SpoilerBoxEnd}} &lt;br /&gt;
| Region is the Capital || 0 to 0.5 || Cannot cause damage to armies through this region damage.&lt;br /&gt;
|-&lt;br /&gt;
| Region is not the Capital || 0 to 0.25 || Cannot cause damage to armies through this region damage.&lt;br /&gt;
|-&lt;br /&gt;
| Bombardment of Armies || Each Kinetic Attack has 20% Chance || Attack Damage / 500000, capped at 0.001 || None&lt;br /&gt;
|-&lt;br /&gt;
| Bombardment of Regions || Each Attack || Attack Damage / 10000, capped at 0.05 || Cannot cause damage to armies through this region damage.&lt;br /&gt;
|-&lt;br /&gt;
| Raze Region Army Operation || On Completion || Home Nation&#039;s [[Nations#Miltech|Miltech]] / 10 × Army Health % || Automatically passes rolls against [[Nations#Boost|Boost]], [[Nations#Mission_Control|Mission Control]], and [[Nations#Space_Defenses|Space Defense]] Facilities.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | &lt;br /&gt;
{{SpoilerBox}} &lt;br /&gt;
[[Dominate Nation]] Mission&lt;br /&gt;
{{SpoilerBoxEnd}} &lt;br /&gt;
| Normal Failure || 0.4 || Automatically passes rolls against [[Nations#Boost|Boost]], [[Nations#Mission_Control|Mission Control]], and [[Nations#Space_Defenses|Space Defense]] Facilities.&lt;br /&gt;
|-&lt;br /&gt;
| Critical Failure || 0.9 || Automatically passes rolls against [[Nations#Boost|Boost]], [[Nations#Mission_Control|Mission Control]], and [[Nations#Space_Defenses|Space Defense]] Facilities.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{SpoilerBox}} &lt;br /&gt;
[[Terrorize Region]] Mission&lt;br /&gt;
{{SpoilerBoxEnd}} &lt;br /&gt;
| None || 0.01 to 0.07 || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of Regions ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Region Name !! Initial Nation !! Initial Population&amp;lt;br&amp;gt;(in Millions)!! [[Nations#Population_Growth|Pop Growth Modifier]] !! Oil Region? !! Mining Region? !! Economic Region? !! Annual [[Nations#Boost|Boost]] !! [[Nations#Mission_Control|Mission Control]] !! Naval Access !! Ecologically&lt;br /&gt;
|-&lt;br /&gt;
| Kabul || Afghanistan || 41.044223 || 0.25 || No || Potentially || No || 0 || 0 || No || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Tirana || Albania || 2.864358 || -0.75 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Algiers || Algeria || 43.407929 || 0.25 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Béchar || Algeria || 2.170355 || 0.25 || Yes || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Luanda || Angola || 32.578963 || 1.25 || Yes || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Luena || Angola || 2.794955 || 1.25 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Salta || Argentina || 9.505001 || 0.5 || No || Yes || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Buenos Aires || Argentina || 34.253792 || 0.5 || No || No || Yes || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Neuquen || Argentina || 2.377003 || 0.5 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Yeveran || Armenia || 2.973185 || -0.75 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Brisbane || Australia || 5.360179 || 1 || No || Yes || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Sydney || Australia || 8.649497 || 1 || No || No || Yes || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Perth || Australia || 2.82868 || 1 || No || Yes || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Darwin || Australia || 0.247883 || 1 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Melbourne || Australia || 7.251018 || 1 || No || No || Yes || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Adelaide || Australia || 1.818046 || 1 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Vienna || Austria || 9.072935 || 0 || No || No || Yes || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Baku || Azerbaijan || 10.323606 || 0 || Yes || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Dhaka || Bangladesh || 168.375408 || -0.5 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Minsk || Belarus || 9.429534 || -0.25 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Brussels || Belgium || 11.678732 || 0.25 || No || No || Yes || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Belize City || Belize || 0.414463 || 0.5 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| La Paz || Bolivia || 12.042349 || 0 || No || Potentially || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Sarajevo || Bosnia-Herzegovina || 3.873558 || -0.75 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Gaborone || Botswana || 2.454875 || 0.35 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Manaus || Brazil || 5.96739 || -0.25 || No || Yes || No || 0 || 0 || No || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Belem || Brazil || 9.675991 || -0.25 || No || Yes || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Brasilia || Brazil || 12.266884 || -0.25 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Cuiabá || Brazil || 8.224449 || -0.25 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Fortaleza || Brazil || 27.671762 || -0.25 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Porto Alegre || Brazil || 30.72597 || -0.25 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Recife || Brazil || 31.008142 || -0.25 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Rio de Janeiro || Brazil || 43.293815 || -0.25 || Yes || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Sao Paulo || Brazil || 46.942779 || -0.25 || No || No || Yes || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Sofia || Bulgaria || 6.829004 || -0.75 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Ouagadougou || BurkinaFaso || 22.294537 || 0 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Praia || Cabo Verde || 0.569457 || 0 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Phnom Penh || Cambodia || 17.237584 || -0.75 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Yaoundé || Cameroon || 28.127452 || 0.75 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Vancouver || Canada || 5.356284 || 0.5 || No || No || No || 0 || 0 || Yes || Protected&lt;br /&gt;
|-&lt;br /&gt;
| Whitehorse || Canada || 0.129075 || 0.5 || No || Potentially || No || 0 || 0 || Seasonal || Protected&lt;br /&gt;
|-&lt;br /&gt;
| Halifax || Canada || 2.533784 || 0.5 || No || No || No || 0 || 0 || Yes || Protected&lt;br /&gt;
|-&lt;br /&gt;
| Montreal || Canada || 8.672185 || 0.5 || No || Yes || No || 0 || 0 || Yes || Protected&lt;br /&gt;
|-&lt;br /&gt;
| Toronto || Canada || 15.145006 || 0.5 || No || No || Yes || 0 || 0 || Seasonal || Protected&lt;br /&gt;
|-&lt;br /&gt;
| Calgary || Canada || 7.102722 || 0.5 || Yes || No || No || 0 || 0 || Seasonal || Protected&lt;br /&gt;
|-&lt;br /&gt;
| Kingston || Caribbean States || 5.722814 || -0.25 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Bangui || CentralAfricanRepublic || 5.047395 || -0.5 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| N&#039;Djamena || Chad || 17.571865 || 0.25 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Santiago || Chile || 14.864893 || 0.15 || No || No || Yes || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Valparaíso || Chile || 4.391722 || 0.15 || No || Yes || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Beijing || China || 112.931366 || -0.5 || No || No || Yes || 0 || 2 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Chongqing || China || 118.366135 || -0.5 || No || Yes || No || 7.5 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Guangzhou || China || 139.759786 || -0.5 || No || No || Yes || 1.3 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Kunming || China || 87.725893 || -0.5 || No || Yes || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Hangzhou || China || 108.525543 || -0.5 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Hong Kong || China || 7.222103 || -0.5 || No || No || Yes || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Hohhot || China || 24.597162 || -0.5 || No || Yes || No || 3 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Shenyang || China || 100.759802 || -0.5 || Yes || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Nanchang || China || 108.636139 || -0.5 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Nanning || China || 51.26904 || -0.5 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Xining || China || 6.058946 || -0.5 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Jinan || China || 103.840952 || -0.5 || Yes || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Shanghai || China || 112.11679 || -0.5 || No || No || Yes || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Lhasa || China || 3.731229 || -0.5 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Wuhan || China || 127.027499 || -0.5 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Xian || China || 73.38648 || -0.5 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Urumqi || China || 26.441441 || -0.5 || Yes || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Zhengzhou || China || 137.34099 || -0.5 || No || No || No || 3 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Bogota || Colombia || 48.371763 || -0.75 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Villavicencio || Colombia || 3.203169 || -0.75 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Kinshasa || Congo || 49.433495 || 0.65 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Kisangani || Congo || 25.669678 || 0.65 || No || Potentially || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Lubumbashi || Congo || 21.046679 || 0.65 || No || Yes || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| San José || CostaRica || 5.195682 || 0 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Zagreb || Croatia-Slovenia || 6.130461 || -0.75 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Havana || Cuba || 11.302134 || -0.25 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Prague || Czechia || 10.740409 || 0 || No || No || Yes || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Copenhagen || Denmark || 5.890861 || 0.25 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Nuuk || Denmark || 0.057021 || 0 || No || Potentially || No || 0 || 0 || Yes || Protected&lt;br /&gt;
|-&lt;br /&gt;
| Djibouti (r) || Djibouti || 1.020434 || 0 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Santo Domingo || Dominican Republic || 11.08823 || -0.25 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Quito || Ecuador || 18.181827 || 0 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Alexandria || Egypt || 36.878961 || 0.5 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Cairo || Egypt || 51.603511 || 0.5 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Luxor || Egypt || 18.266646 || 0.5 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| San Salvador || ElSalvador || 6.560298 || -0.75 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Asmara || Eritrea || 3.681556 || -0.5 || No || Potentially || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Talinn || Estonia || 1.320755 || -0.75 || No || No || No || 0 || 0 || Yes || Protected&lt;br /&gt;
|-&lt;br /&gt;
| Dire Dawa || Ethiopia || 12.797517 || 0 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Addis Ababa || Ethiopia || 64.548642 || 0 || No || Potentially || No || 0 || 0 || No || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Mekelle || Ethiopia || 44.391995 || 0 || No || No || No || 0 || 0 || No || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Helsinki || Finland || 5.556939 || 0.25 || No || No || No || 0 || 0 || Yes || Protected&lt;br /&gt;
|-&lt;br /&gt;
| Kourou || France || 0.316686 || 0 || No || No || No || 13.5 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Noumea || France || 0.587411 || 0 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Saint-Denis || France || 1.198408 || 0 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Pointe-a-Pitre || France || 0.824443 || 0 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Lyon || France || 23.800811 || -0.2 || No || No || No || 0 || 1 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Nantes || France || 18.361484 || -0.2 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Paris || France || 23.587704 || -0.2 || No || No || Yes || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Tbilisi || Georgia || 3.965244 || 0 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Munich || Germany || 36.518857 || -0.1 || No || No || Yes || 0 || 1 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Berlin || Germany || 16.305149 || -0.1 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Hamburg || Germany || 31.044081 || -0.1 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Accra || Ghana || 32.603382 || 0.5 || No || Yes || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Athens || Greece || 11.140449 || -0.5 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Guatemala City || Guatemala || 18.688544 || -0.25 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Conakry || Guinea || 16.060822 || 0 || No || Potentially || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Kuwait City || Gulf States || 9.184884 || -0.25 || Yes || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Georgetown || Guyana || 0.795197 || -0.75 || Potentially || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Port-au-Prince || Haiti || 11.723285 || -0.25 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Tegucigalpa || Honduras || 10.270478 || -0.75 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Budapest || Hungary || 9.597877 || -0.4 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Reykjavik || Iceland || 0.345984 || 0.25 || No || No || No || 0 || 0 || Yes || Protected&lt;br /&gt;
|-&lt;br /&gt;
| Gauhati || India || 53.007314 || -0.75 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Bangalore || India || 71.196436 || -0.75 || No || Yes || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Patna || India || 121.310646 || -0.75 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Chennai || India || 124.534036 || -0.75 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Faridabad || India || 82.856591 || -0.75 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Ahmedabad || India || 71.115048 || -0.75 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Hyderabad || India || 98.564868 || -0.75 || No || No || No || 1.2 || 2 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Indore || India || 84.634501 || -0.75 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Jaipur || India || 79.881834 || -0.75 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Srinagar || India || 14.614493 || -0.75 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Kolkata || India || 145.26453 || -0.75 || No || Yes || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Mumbai || India || 132.65334 || -0.75 || No || No || Yes || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| New Delhi || India || 252.411705 || -0.75 || No || No || Yes || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Raipur || India || 78.682682 || -0.75 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Samarinda || Indonesia || 17.183017 || -0.75 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Jakarta || Indonesia || 159.618229 || -0.75 || No || No || Yes || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Denpasar || Indonesia || 17.276669 || -0.75 || No || Potentially || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Makassar || Indonesia || 23.895593 || -0.75 || No || Yes || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Biak || Indonesia || 4.89454 || -0.75 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Medan || Indonesia || 58.495549 || -0.75 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Isfahan || Iran || 28.83761 || 0.25 || Yes || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Mashhad || Iran || 15.339394 || 0.25 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Tabriz || Iran || 14.916495 || 0.25 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Tehran || Iran || 27.23939 || 0.25 || No || No || No || 0.12 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Baghdad || Iraq || 26.737325 || 0.25 || Yes || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Mosul || Iraq || 15.738094 || 0.25 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Dublin || Ireland || 5.031376 || 0.25 || No || No || Yes || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Tel Aviv || Israel || 8.964143 || 0.25 || No || No || No || 0.12 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Rome || Italy || 14.88235 || -0.7 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Milan || Italy || 28.16013 || -0.7 || No || No || Yes || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Naples || Italy || 17.667565 || -0.7 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Abidjan || IvoryCoast || 27.960211 || 0 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Sapporo || Japan || 5.087755 || -0.6 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Fukuoka || Japan || 16.075282 || -0.6 || No || No || No || 5 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Tokyo || Japan || 52.789061 || -0.6 || No || No || Yes || 0 || 1 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Okinawa || Japan || 1.455133 || -0.6 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Osaka || Japan || 50.92977 || -0.6 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Amman || Jordan || 10.305281 || 0 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Almaty || Kazakhstan || 12.252714 || 0.3 || No || Yes || No || 30 || 0 || No || Protected&lt;br /&gt;
|-&lt;br /&gt;
| Astana || Kazakhstan || 7.017742 || 0.3 || Yes || No || No || 0 || 0 || No || Protected&lt;br /&gt;
|-&lt;br /&gt;
| Nairobi || Kenya || 47.620911 || 0 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Mombasa || Kenya || 8.981464 || 0 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Bishkek || Kyrgyzstan || 6.75941 || 0.3 || No || No || No || 0 || 0 || No || Protected&lt;br /&gt;
|-&lt;br /&gt;
| Vientiane || Laos || 7.51278 || -0.2 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Riga || Latvia || 1.843485 || -0.75 || No || No || No || 0 || 0 || Yes || Protected&lt;br /&gt;
|-&lt;br /&gt;
| Beruit || Beruit || 6.654038 || 0 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Monrovia || Liberia || 5.344396 || 0 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Benghazi || Libya || 2.048458 || 0 || Yes || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Tripoli || Libya || 5.017783 || 0 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Vilnius || Lithuania || 2.653472 || -0.75 || No || No || No || 0 || 0 || Yes || Protected&lt;br /&gt;
|-&lt;br /&gt;
| Libreville || Lower Guinea || 4.088529 || 0.75 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Antananarivo || Madagascar || 29.415172 || 0.35 || No || Potentially || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Lilongwe || Malawi || 20.349127 || 1 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Kuala Lumpur || Malaysia || 26.955574 || -0.25 || No || No || Yes || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Kota Kinabalu || Malaysia || 7.248253 || -0.25 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Gao || Mali || 2.014542 || 0.2 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Bamako || Mali || 19.654615 || 0.2 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Nouakchott || Mauritania || 4.942138 || 0.1 || Potentially || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Suva || Melanesia || 1.962081 || 0.3 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Merida || Mexico || 13.778639 || -0.4 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Mexico City || Mexico || 80.692924 || -0.4 || No || No || Yes || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Monterrey || Mexico || 19.295908 || -0.4 || Yes || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Tijuana || Mexico || 18.198476 || -0.4 || No || Yes || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Weno || Micronesia || 0.331379 || 0 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Chisinau || Moldova || 4.009886 || -0.75 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Ulan Bataar || Mongolia || 3.393295 || 0.5 || No || No || No || 0 || 0 || No || Protected&lt;br /&gt;
|-&lt;br /&gt;
| Rabat || Morocco || 37.906439 || -0.1 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Laâyoune || Morocco || 0.630646 || -0.1 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Maputo || Mozambique || 33.382972 || 0.4 || Potentially || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Yangon || Myanmar || 30.554747 || 0.4 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Mandalay || Myanmar || 24.805099 || 0.4 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Windhoek || Namibia || 2.648453 || 0.5 || Yes || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Kathmandu || Nepal || 31.197845 || -0.75 || No || No || No || 0 || 0 || No || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Willemstad || Netherlands || 0.343728 || 0 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Amsterdam || Netherlands || 17.223037 || 0.25 || No || No || Yes || 0 || 1 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Aukland || NewZealand || 4.911321 || 1 || No || No || No || 0.036 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Managua || Nicaragua || 6.802629 || -0.25 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Niamey || Niger || 26.388198 || 0.75 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Kano || Nigeria || 84.512621 || 0.5 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Lagos || Nigeria || 75.005145 || 0.5 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Port Harcourt || Nigeria || 58.91406 || 0.5 || Yes || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Pyongyang || NorthKorea || 26.022467 || 0 || No || Potentially || No || 0.01 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Skopje || North Macedonia || 2.08086 || -0.75 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Oslo || Norway || 5.525579 || 0.25 || Yes || No || No || 0 || 0 || Yes || Protected&lt;br /&gt;
|-&lt;br /&gt;
| Muscat || Oman || 5.354087 || 1 || Yes || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Quetta || Pakistan || 15.486802 || -0.25 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Peshawar || Pakistan || 41.465232 || -0.25 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Islamabad || Pakistan || 108.873465 || -0.25 || No || No || No || 0 || 0 || No || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Karachi || Pakistan || 65.002402 || -0.25 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Hebron || Palestine || 5.384358 || 1 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Panama City || Panama || 4.467252 || 0.25 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Port Morseby || Papua New Guinea || 9.34637 || 0.3 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Asuncion || Paraguay || 7.332478 || 0 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Arequipa || Peru || 8.487576 || -0.35 || No || Yes || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Lima || Peru || 25.291949 || -0.35 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Manila || Phillippines || 61.938968 || 0.5 || No || No || Yes || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Davao || Phillippines || 51.026216 || 0.5 || No || Potentially || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Katowice || Poland || 21.102678 || -0.25 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Warsaw || Poland || 16.620615 || -0.25 || No || No || Yes || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Apia || Polynesia || 0.340676 || 0 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Lisbon || Portugal || 10.132499 || -0.75 || No || No || Yes || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Port Louis || Ratnakaran States || 2.827577 || -0.75 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Brazzaville || RepublicoftheCongo || 5.842157 || 0.75 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Bucharest || Romania || 19.003504 || -0.75 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Arkhangelsk || Russia || 1.762865 || -0.18 || Yes || No || No || 7.5 || 0 || Seasonal || Protected&lt;br /&gt;
|-&lt;br /&gt;
| Sevastopol || Russia || 2.416856 || -0.2 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Irkutsk || Russia || 4.451047 || -0.18 || No || Potentially || No || 0 || 0 || No || Protected&lt;br /&gt;
|-&lt;br /&gt;
| Petropavlovsk || Russia || 0.476552 || -0.18 || No || No || No || 0 || 0 || Yes || Protected&lt;br /&gt;
|-&lt;br /&gt;
| Murmansk || Russia || 1.384344 || -0.18 || No || No || No || 0 || 0 || Yes || Protected&lt;br /&gt;
|-&lt;br /&gt;
| Makhachkala || Russia || 10.198661 || -0.18 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Moscow || Russia || 38.541472 || -0.18 || No || No || Yes || 0 || 3 || No || Protected&lt;br /&gt;
|-&lt;br /&gt;
| Norilsk || Russia || 0.242527 || -0.18 || No || Yes || No || 0 || 0 || Seasonal || Protected&lt;br /&gt;
|-&lt;br /&gt;
| St. Petersburg || Russia || 9.161777 || -0.18 || No || No || No || 0 || 0 || Yes || Protected&lt;br /&gt;
|-&lt;br /&gt;
| Rostov-On-Don || Russia || 16.362928 || -0.18 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Vladivostok || Russia || 4.066328 || -0.18 || No || Yes || No || 0.8 || 0 || Yes || Protected&lt;br /&gt;
|-&lt;br /&gt;
| Yakutsk || Russia || 0.998351 || -0.18 || No || No || No || 0 || 0 || Seasonal || Protected&lt;br /&gt;
|-&lt;br /&gt;
| Yuzhno-Sakhalinsk || Russia || 0.467858 || -0.18 || No || No || No || 0 || 0 || Yes || Protected&lt;br /&gt;
|-&lt;br /&gt;
| Surgut || Russia || 2.227917 || -0.18 || Yes || No || No || 0 || 0 || Seasonal || Protected&lt;br /&gt;
|-&lt;br /&gt;
| Yekaterinburg || Russia || 9.88712 || -0.18 || No || No || No || 0 || 0 || No || Protected&lt;br /&gt;
|-&lt;br /&gt;
| Nizhny Novgrod || Russia || 29.979719 || -0.18 || Yes || No || No || 0.5 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Novosibirsk || Russia || 15.563032 || -0.18 || No || No || No || 0 || 0 || No || Protected&lt;br /&gt;
|-&lt;br /&gt;
| Kigali || Rwanda-Burundi || 26.444435 || 1 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Jeddah || Saudi Arabia || 17.587148 || 0.75 || Yes || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Riyadh || Saudi Arabia || 15.252989 || 0.75 || Yes || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Buraydah || Saudi Arabia || 3.160152 || 0.75 || Yes || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Dakar || Senegambia || 20.379214 || 0.2 || Potentially || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Belgrade || Serbia || 8.639262 || -0.75 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Freetown || Sierra Leone || 8.358303 || 0 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Singapore (r) || Singapore || 5.957872 || -0.5 || No || No || Yes || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Bratislava || Slovakia || 5.459991 || -0.25 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Mogadishu || Somalia || 12.637569 || -0.4 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Hargeisa || Somaliland || 4.357044 || -0.4 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Cape Town || South Africa || 15.006496 || 0 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Johannesburg || South Africa || 49.340182 || 0 || No || Yes || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Seoul || SouthKorea || 51.337033 || -0.25 || No || No || Yes || 0.33 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Juba || SouthSudan || 11.695668 || 1.25 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Barcelona || Spain || 12.238488 || -0.25 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Santa Cruz de Tenerife || Spain || 2.273913 || -0.25 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Madrid || Spain || 26.599372 || -0.25 || No || No || Yes || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Colombo || SriLanka || 21.600347 || -0.35 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Nyala || Sudan || 10.525665 || 0 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Khartoum || Sudan || 35.807736 || 0 || No || Potentially || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Paramaribo || Suriname || 0.598366 || -0.1 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Stockholm || Sweden || 10.237037 || 0.25 || No || No || Yes || 0 || 0 || Yes || Protected&lt;br /&gt;
|-&lt;br /&gt;
| Zurich || Switzerland || 8.829838 || 0 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Damascus || Syria || 19.767125 || 0.25 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Taipei || Taiwan || 23.898689 || -0.5 || No || No || Yes || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Dushanbe || Tajikistan || 10.022632 || 0.5 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Dar Es Salaam || Tanzania || 27.713004 || 0.5 || Potentially || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Dodoma || Tanzania || 36.156362 || 0.5 || No || No || No || 0 || 0 || No || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Bangkok || Thailand || 35.825459 || -0.75 || No || No || Yes || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Chiang Mai || Thailand || 34.290797 || -0.75 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Lomé || TogoBenin || 21.655516 || 0.5 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Tunis || Tunisia || 12.081067 || -0.3 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Ankara || Turkey || 28.708119 || 0 || No || Potentially || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Diyarbakir || Turkey || 18.474068 || 0 || No || Yes || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Istanbul || Turkey || 38.52118 || 0 || No || No || Yes || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Ashgabat || Turkmenistan || 6.228007 || 0.35 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Kampala || Uganda || 48.839366 || 1 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Kharkiv || Ukraine || 15.889084 || -0.25 || No || Yes || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Kiev || Ukraine || 22.537557 || -0.25 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Dubai || Unite Arab Emirates || 10.109201 || -0.25 || No || No || Yes || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| George Town || United Kingdom || 0.220465 || 0 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| London || United Kingdom || 60.894024 || 0.25 || No || No || Yes || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Belfast || United Kingdom || 1.925219 || 0.25 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Glasgow || United Kingdom || 5.546307 || 0.25 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Montevideo || Uruguay || 3.499367 || -0.25 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Anchorage || USA || 0.864984 || 0.2 || Yes || No || No || 0 || 0 || Yes || Protected&lt;br /&gt;
|-&lt;br /&gt;
| San Juan || USA || 3.00905 || 0.2 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Honolulu || USA || 2.021437 || 0.2 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Boise || USA || 2.515473 || 0.2 || No || Yes || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Los Angeles || USA || 49.049134 || 0.2 || No || No || Yes || 5 || 1 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Seattle || USA || 11.997266 || 0.2 || No || No || No || 0 || 0 || Yes || Protected&lt;br /&gt;
|-&lt;br /&gt;
| Minneapolis || USA || 7.200631 || 0.2 || Yes || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Atlanta || USA || 34.788253 || 0.2 || No || No || No || 20 || 1 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| St. Louis || USA || 14.52719 || 0.2 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| New Orleans || USA || 16.702036 || 0.2 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Boston || USA || 15.417979 || 0.2 || No || No || Yes || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| New York City || USA || 42.4895 || 0.2 || No || No || Yes || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Denver || USA || 16.884735 || 0.2 || No || Yes || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Chicago || USA || 48.578451 || 0.2 || No || No || Yes || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Washington || USA || 38.726097 || 0.2 || No || No || No || 2 || 1 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Dallas || USA || 30.614034 || 0.2 || Yes || No || No || 0 || 3 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Tashkent || Uzbekistan || 34.521553 || 0.5 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Caracas || Venezuela || 29.470896 || 0.5 || Yes || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Hanoi || Vietnam || 46.726404 || 0 || No || Potentially || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Ho Chi Minh City || Vietnam || 52.468375 || 0 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Aden || Yemen || 5.907904 || -0.5 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Sanaa || Yemen || 25.455821 || -0.5 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Lusaka || Zambia || 19.64368 || 1 || No || Yes || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Harare || Zimbabwe || 15.405796 || 0.5 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Testing Section ===&lt;br /&gt;
&lt;br /&gt;
Work in progress.&lt;br /&gt;
&lt;br /&gt;
Current Issue: The game&#039;s template files have default values for every variable. And to save space, it has cleverly removed every variable whose value is set to the default value from every region&#039;s data.&lt;br /&gt;
&lt;br /&gt;
But the wiki parser cannot handle this. When it sees a missing variable, it just grabs the missing variable from the next region that does have that variable. As a result, the earliest regions in the template have grabbed the &amp;quot;oilresource&amp;quot;, &amp;quot;mining&amp;quot;, and &amp;quot;coreeco&amp;quot; variables from the later regions, resulting in Kabul falsely claiming to be a triple good region while later regions falsely claim to be terrible no good regions.&lt;br /&gt;
&lt;br /&gt;
{{#get_web_data:&lt;br /&gt;
|url={{filepath:TIRegionTemplate.json}}&lt;br /&gt;
|format=JSON&lt;br /&gt;
|data=&lt;br /&gt;
primarycity=primaryCity,&lt;br /&gt;
population_millions=population_Millions,&lt;br /&gt;
annualpopgrowthmodifier=annualPopGrowthModifier,&lt;br /&gt;
oilresource=oilResource,&lt;br /&gt;
oilcapable=oilCapable,&lt;br /&gt;
mining=mining,&lt;br /&gt;
minecapable=mineCapable,&lt;br /&gt;
coreeco=coreEco,&lt;br /&gt;
boostperyear_tons=boostPerYear_tons,&lt;br /&gt;
missioncontrol=missionControl,&lt;br /&gt;
worldocean=worldOcean,&lt;br /&gt;
environment=environment&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Region Name !! Initial Population&amp;lt;br&amp;gt;(in Millions) !! [[Nations#Population_Growth|Pop Growth Modifier]] !! Oil Region? !! Mining Region? !! Economic Region? !! Annual [[Nations#Boost|Boost]] !! [[Nations#Mission_Control|Mission Control]] !! Naval Access !! Ecologically&lt;br /&gt;
|-&lt;br /&gt;
{{#for_external_table:| &lt;br /&gt;
{{#ifeq: {{padleft:|4|{{{dataname}}}}} | 2070 |  | &lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} {{{primarycity}}}&lt;br /&gt;
{{!}} {{{population_millions}}}&lt;br /&gt;
{{!}} {{{annualpopgrowthmodifier}}}&lt;br /&gt;
{{!}} {{#iferror:{{{oilresource}}}|{{#iferror:{{{oilcapable}}}|No|Potentially}}|Yes}}&lt;br /&gt;
{{!}} {{#iferror:{{{mining}}}|{{#iferror:{{{minecapable}}}|No|Potentially}}|Yes}}&lt;br /&gt;
{{!}} {{#iferror:{{{coreeco}}}|No|Yes}}&lt;br /&gt;
{{!}} {{{boostperyear_tons}}}&lt;br /&gt;
{{!}} {{{missioncontrol}}}&lt;br /&gt;
{{!}} {{{worldocean}}}&lt;br /&gt;
{{!}} {{{environment}}}&lt;br /&gt;
}} &lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198073215879</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Regions&amp;diff=4463</id>
		<title>Regions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Regions&amp;diff=4463"/>
		<updated>2025-06-12T02:19:27Z</updated>

		<summary type="html">&lt;p&gt;76561198073215879: /* Testing Section */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Regions are geographic areas that make up a nation.&lt;br /&gt;
&lt;br /&gt;
The tab also includes information about the Boost and Mission Control resources that are based in each region.&lt;br /&gt;
&lt;br /&gt;
The claims column lists other nations that may annex a territory.&lt;br /&gt;
&lt;br /&gt;
Events, combat, councilor activity location and the presence of launch facilities or other installations all occur in a particular region rather than nationwide.&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
Regions may have the following characteristics:&lt;br /&gt;
* &#039;&#039;&#039;Capital Region:&#039;&#039;&#039; Missions targeting the nation as a whole or its control points will take place here. Conquering the capital of a nation in wartime will trigger regime change and annexation of any claimed territory by its enemies.&lt;br /&gt;
* &#039;&#039;&#039;Colony Region:&#039;&#039;&#039; Colony regions carry a lesser status within their nation, typically due to past imperial behavior by that nation. They contribute less to the national GDP and cannot support armies. Colonial status is lost if the region becomes an independent nation or joins a nation with a similar GDP.&lt;br /&gt;
* &#039;&#039;&#039;Core Economic Region:&#039;&#039;&#039; Core economic regions grant a bonus to the Economy policy. &lt;br /&gt;
* &#039;&#039;&#039;Resource Region:&#039;&#039;&#039; Resource regions grant a bonus to the nation&#039;s Economy priority, but also cause greater increases in inequality and environmental damage.&lt;br /&gt;
* &#039;&#039;&#039;Rugged:&#039;&#039;&#039; Rugged regions take twice as long for an army to travel through, and offer significant combat bonuses for defending armies.&lt;br /&gt;
* &#039;&#039;&#039;Ecologically Protected Region:&#039;&#039;&#039; These regions, typically in high latitudes in the northern hemisphere, will not suffer economic loss due to global environmental damage. They will also suffer only half the population growth penalty from extreme climate temperatures (more than 8 degrees).&lt;br /&gt;
* &#039;&#039;&#039;Ecologically Vulnerable Region:&#039;&#039;&#039; Vulnerable regions suffer twice as much economic harm from global environmental damage as normal regions. They will also suffer twice the population growth penalty from extreme climate temperatures (more than 8 degrees).&lt;br /&gt;
* &#039;&#039;&#039;Alien Activity:&#039;&#039;&#039; Some form of alien activity has been detected in this region.&lt;br /&gt;
* &#039;&#039;&#039;Fallout:&#039;&#039;&#039; This area has been struck by nuclear barrages. Regions damaged in this way suffer a significant loss in population growth due to radiation and contaminated food and water supply. This can only be removed via a massive investment in the Environment priority.&lt;br /&gt;
&lt;br /&gt;
== Facilities and Alien Assets ==&lt;br /&gt;
Facilities are constructed in a nation&#039;s regions following certain priorities and can be attacked via the Sabotage Facility councilor mission, Assault Space Facility army mission, or orbital bombardment.&lt;br /&gt;
* &#039;&#039;&#039;Launch Complex&#039;&#039;&#039; produces Boost.&lt;br /&gt;
* &#039;&#039;&#039;Mission Control Facility&#039;&#039;&#039; produces Mission Control.&lt;br /&gt;
* &#039;&#039;&#039;Space Defense Array&#039;&#039;&#039; prevents Strategic Nuclear Barrages from being used in the region and will fire back if the region is being bombarded.&lt;br /&gt;
&lt;br /&gt;
== Alien Assets ==&lt;br /&gt;
Alien Assets in a targeted region and can be attacked via the [[Assault Alien Asset]] mission or destroyed by orbital bombardment. See [[Aliens]] for more details on the different types of Alien Assets.&lt;br /&gt;
&lt;br /&gt;
=== Alien Life Forms ===&lt;br /&gt;
Alien Life Forms, or Xenoforming as it is sometimes called, is an alien asset created by one of the alien councilors&#039; missions. It has negative effects population growth and grants bonuses to Servant and Alien activities in a nation. It passively grows over time and spreads to adjacent regions.&lt;br /&gt;
&lt;br /&gt;
See [[Aliens#Alien_Xenoforming]] for more details.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Xenoflora Growth Levels &lt;br /&gt;
| &amp;lt; 30 || Between 30 and 75 || &amp;gt; 75&lt;br /&gt;
|-&lt;br /&gt;
! Image &lt;br /&gt;
| [[File:Location XenoformingLow.png|200px]] || [[File:Location XenoformingMed.png|200px]] || [[File:Location XenoformingHigh.png|200px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Region Damage ==&lt;br /&gt;
&lt;br /&gt;
Whether deliberately or by accident, regions in Terra Invicta can be heavily damaged through the actions of the different factions, especially when they wage wars over the Earth. &lt;br /&gt;
&lt;br /&gt;
=== Effects of Region Damage ===&lt;br /&gt;
&lt;br /&gt;
Note: Region damage almost always has strength between 0 and 1. If anything attempts to apply region damage of negative strength, nothing happens.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Effects of an X Strength Non-Nuclear Attack on a Region (In Chronological Order)&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Conditions !! Amount &lt;br /&gt;
|-&lt;br /&gt;
| Target [[Nations#GDP_Per_Region|Region GDP]] || None || X × (-7.5% to -12.5%) &lt;br /&gt;
|-&lt;br /&gt;
| Target [[Nations#Population|Region Population]] || None || X × (-0.075% to -0.125%) &lt;br /&gt;
|-&lt;br /&gt;
| Target Nation [[Nations#Sustainability|Pollution Multiplier]] || None || X × (+0.0000075 to +0.0000125) × [[Nations#GDP_Per_Region|Region GDP]] / [[Nations#GDP|Nation GDP]]&lt;br /&gt;
|-&lt;br /&gt;
| Responsible Faction Commits [[Factions#Atrocity|Atrocities]] || [[Nations#Population|Population]] killed &amp;gt;= 100k. || 1 per 100k [[Nations#Population|Population]] killed, capped between 1 and 20.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | Target Nation [[Nations#Priorities|Priorities]] || X &amp;gt;= 0.9 || Multiply IP invested by (1 - X) for all priorities except {{icon|spoils}} Spoils, {{icon|unity}} Unity, and {{icon|oppression}} Oppression.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* X &amp;lt; 0.9.&lt;br /&gt;
* An X × 500% roll passes.&lt;br /&gt;
* Target Region is a Colony Region.&lt;br /&gt;
| Multiply IP invested by (1 - X) for one random priority that is not {{icon|spoils}} Spoils or {{icon|unity}} Unity.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* X &amp;lt; 0.9.&lt;br /&gt;
* An X × 500% roll passes.&lt;br /&gt;
* Target Region is not a Colony Region.&lt;br /&gt;
| Multiply IP invested by (1 - 0.5X) for one random priority that is not {{icon|spoils}} Spoils or {{icon|unity}} Unity.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | Target [[Nations#Boost|Boost]] Production || &lt;br /&gt;
* Target Nation is NOT Responsible Nation.&lt;br /&gt;
* X &amp;gt;= 0.75.&lt;br /&gt;
| -100%&lt;br /&gt;
|-&lt;br /&gt;
| An X × 100% roll passes. || X × -100%&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | Target [[Nations#Mission_Control|Mission Control]] || &lt;br /&gt;
* Target Nation is NOT Responsible Nation.&lt;br /&gt;
* X &amp;gt;= 0.75.&lt;br /&gt;
| -100%&lt;br /&gt;
|-&lt;br /&gt;
| An X × 100% roll passes. || -1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | Target [[Nations#Space_Defenses|Space Defenses]] || &lt;br /&gt;
* Target Nation is NOT Responsible Nation.&lt;br /&gt;
* X &amp;gt;= 0.75.&lt;br /&gt;
| Destroy&lt;br /&gt;
|-&lt;br /&gt;
| An X × 100% roll passes. || Destroy&lt;br /&gt;
|-&lt;br /&gt;
| Target Nation [[Nations#Funding|Funding]] || X &amp;lt; 0.75 || -10% × X × [[Nations#GDP_Per_Region|Region GDP]] / [[Nations#GDP|Nation GDP]]  &lt;br /&gt;
|- &lt;br /&gt;
| Health of Each Army in Target Region || Army is not Ally of Region Damager || X × -100%&lt;br /&gt;
|-&lt;br /&gt;
| Target [[Aliens#Xenoforming|Alien Xenoforming]] || Responsible Faction is not [[Aliens]] or [[The Servants]] || -X × Xenoflora Growth Levels &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: An army is an ally of the region damager if any of the following are true:&lt;br /&gt;
* The army is owned by the responsible nation.&lt;br /&gt;
* The army is owned by an ally of the responsible nation.&lt;br /&gt;
* The army is owned by the responsible faction and not a [[Aliens#Megafauna|Megafauna]].&lt;br /&gt;
&lt;br /&gt;
See [[Terrestrial_Warfare#Nuclear_Warfare]] for the effects of a nuclear attack on the region.&lt;br /&gt;
&lt;br /&gt;
=== Sources of Region Damage ===&lt;br /&gt;
&lt;br /&gt;
These include but are not limited to:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Conditions !! Strength !! Special Notes &lt;br /&gt;
|-&lt;br /&gt;
| Non-[[Aliens#Megafauna|Megafauna]] Enemy Army || Each Day Fighting in Region || Max(1, 12 - Effective Miltech) / 50000 × (1 to 100) || Cannot cause damage to armies through this region damage. &lt;br /&gt;
|- &lt;br /&gt;
| [[Aliens#Megafauna|Megafauna]] Enemy Army || Each Day Fighting in Region || Miltech × Health % / 2000 || Cannot cause damage to armies through this region damage. &lt;br /&gt;
|-&lt;br /&gt;
| Non-[[Aliens#Megafauna|Megafauna]] Army || Each Day Fighting Another Army in Region || (10 - Effective Miltech) / 50000 × (1 to 3) || Cannot cause damage to armies through this region damage. &lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Megafauna|Megafauna]] Army || Each Day Fighting Another Army in Region || (10 - Effective Miltech) / 500 × (1 to 3) || Cannot cause damage to armies through this region damage.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | Revolution || Region is the Capital || 0 to 0.5 || None&lt;br /&gt;
|-&lt;br /&gt;
| Region is not the Capital || 0 to 0.25 || None&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | &lt;br /&gt;
{{SpoilerBox}} &lt;br /&gt;
[[Aliens#Alien_Administration|Alien Nation]] Overthrown &lt;br /&gt;
{{SpoilerBoxEnd}} &lt;br /&gt;
| Region is the Capital || 0 to 0.5 || Cannot cause damage to armies through this region damage.&lt;br /&gt;
|-&lt;br /&gt;
| Region is not the Capital || 0 to 0.25 || Cannot cause damage to armies through this region damage.&lt;br /&gt;
|-&lt;br /&gt;
| Bombardment of Armies || Each Kinetic Attack has 20% Chance || Attack Damage / 500000, capped at 0.001 || None&lt;br /&gt;
|-&lt;br /&gt;
| Bombardment of Regions || Each Attack || Attack Damage / 10000, capped at 0.05 || Cannot cause damage to armies through this region damage.&lt;br /&gt;
|-&lt;br /&gt;
| Raze Region Army Operation || On Completion || Home Nation&#039;s [[Nations#Miltech|Miltech]] / 10 × Army Health % || Automatically passes rolls against [[Nations#Boost|Boost]], [[Nations#Mission_Control|Mission Control]], and [[Nations#Space_Defenses|Space Defense]] Facilities.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | &lt;br /&gt;
{{SpoilerBox}} &lt;br /&gt;
[[Dominate Nation]] Mission&lt;br /&gt;
{{SpoilerBoxEnd}} &lt;br /&gt;
| Normal Failure || 0.4 || Automatically passes rolls against [[Nations#Boost|Boost]], [[Nations#Mission_Control|Mission Control]], and [[Nations#Space_Defenses|Space Defense]] Facilities.&lt;br /&gt;
|-&lt;br /&gt;
| Critical Failure || 0.9 || Automatically passes rolls against [[Nations#Boost|Boost]], [[Nations#Mission_Control|Mission Control]], and [[Nations#Space_Defenses|Space Defense]] Facilities.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{SpoilerBox}} &lt;br /&gt;
[[Terrorize Region]] Mission&lt;br /&gt;
{{SpoilerBoxEnd}} &lt;br /&gt;
| None || 0.01 to 0.07 || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of Regions ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Region Name !! Initial Nation !! Initial Population&amp;lt;br&amp;gt;(in Millions)!! [[Nations#Population_Growth|Pop Growth Modifier]] !! Oil Region? !! Mining Region? !! Economic Region? !! Annual [[Nations#Boost|Boost]] !! [[Nations#Mission_Control|Mission Control]] !! Naval Access !! Ecologically&lt;br /&gt;
|-&lt;br /&gt;
| Kabul || Afghanistan || 41.044223 || 0.25 || No || Potentially || No || 0 || 0 || No || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Tirana || Albania || 2.864358 || -0.75 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Algiers || Algeria || 43.407929 || 0.25 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Béchar || Algeria || 2.170355 || 0.25 || Yes || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Luanda || Angola || 32.578963 || 1.25 || Yes || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Luena || Angola || 2.794955 || 1.25 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Salta || Argentina || 9.505001 || 0.5 || No || Yes || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Buenos Aires || Argentina || 34.253792 || 0.5 || No || No || Yes || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Neuquen || Argentina || 2.377003 || 0.5 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Yeveran || Armenia || 2.973185 || -0.75 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Brisbane || Australia || 5.360179 || 1 || No || Yes || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Sydney || Australia || 8.649497 || 1 || No || No || Yes || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Perth || Australia || 2.82868 || 1 || No || Yes || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Darwin || Australia || 0.247883 || 1 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Melbourne || Australia || 7.251018 || 1 || No || No || Yes || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Adelaide || Australia || 1.818046 || 1 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Vienna || Austria || 9.072935 || 0 || No || No || Yes || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Baku || Azerbaijan || 10.323606 || 0 || Yes || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Dhaka || Bangladesh || 168.375408 || -0.5 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Minsk || Belarus || 9.429534 || -0.25 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Brussels || Belgium || 11.678732 || 0.25 || No || No || Yes || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Belize City || Belize || 0.414463 || 0.5 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| La Paz || Bolivia || 12.042349 || 0 || No || Potentially || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Sarajevo || Bosnia-Herzegovina || 3.873558 || -0.75 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Gaborone || Botswana || 2.454875 || 0.35 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Manaus || Brazil || 5.96739 || -0.25 || No || Yes || No || 0 || 0 || No || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Belem || Brazil || 9.675991 || -0.25 || No || Yes || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Brasilia || Brazil || 12.266884 || -0.25 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Cuiabá || Brazil || 8.224449 || -0.25 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Fortaleza || Brazil || 27.671762 || -0.25 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Porto Alegre || Brazil || 30.72597 || -0.25 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Recife || Brazil || 31.008142 || -0.25 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Rio de Janeiro || Brazil || 43.293815 || -0.25 || Yes || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Sao Paulo || Brazil || 46.942779 || -0.25 || No || No || Yes || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Sofia || Bulgaria || 6.829004 || -0.75 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Ouagadougou || BurkinaFaso || 22.294537 || 0 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Praia || Cabo Verde || 0.569457 || 0 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Phnom Penh || Cambodia || 17.237584 || -0.75 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Yaoundé || Cameroon || 28.127452 || 0.75 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Vancouver || Canada || 5.356284 || 0.5 || No || No || No || 0 || 0 || Yes || Protected&lt;br /&gt;
|-&lt;br /&gt;
| Whitehorse || Canada || 0.129075 || 0.5 || No || Potentially || No || 0 || 0 || Seasonal || Protected&lt;br /&gt;
|-&lt;br /&gt;
| Halifax || Canada || 2.533784 || 0.5 || No || No || No || 0 || 0 || Yes || Protected&lt;br /&gt;
|-&lt;br /&gt;
| Montreal || Canada || 8.672185 || 0.5 || No || Yes || No || 0 || 0 || Yes || Protected&lt;br /&gt;
|-&lt;br /&gt;
| Toronto || Canada || 15.145006 || 0.5 || No || No || Yes || 0 || 0 || Seasonal || Protected&lt;br /&gt;
|-&lt;br /&gt;
| Calgary || Canada || 7.102722 || 0.5 || Yes || No || No || 0 || 0 || Seasonal || Protected&lt;br /&gt;
|-&lt;br /&gt;
| Kingston || Caribbean States || 5.722814 || -0.25 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Bangui || CentralAfricanRepublic || 5.047395 || -0.5 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| N&#039;Djamena || Chad || 17.571865 || 0.25 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Santiago || Chile || 14.864893 || 0.15 || No || No || Yes || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Valparaíso || Chile || 4.391722 || 0.15 || No || Yes || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Beijing || China || 112.931366 || -0.5 || No || No || Yes || 0 || 2 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Chongqing || China || 118.366135 || -0.5 || No || Yes || No || 7.5 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Guangzhou || China || 139.759786 || -0.5 || No || No || Yes || 1.3 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Kunming || China || 87.725893 || -0.5 || No || Yes || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Hangzhou || China || 108.525543 || -0.5 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Hong Kong || China || 7.222103 || -0.5 || No || No || Yes || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Hohhot || China || 24.597162 || -0.5 || No || Yes || No || 3 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Shenyang || China || 100.759802 || -0.5 || Yes || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Nanchang || China || 108.636139 || -0.5 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Nanning || China || 51.26904 || -0.5 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Xining || China || 6.058946 || -0.5 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Jinan || China || 103.840952 || -0.5 || Yes || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Shanghai || China || 112.11679 || -0.5 || No || No || Yes || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Lhasa || China || 3.731229 || -0.5 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Wuhan || China || 127.027499 || -0.5 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Xian || China || 73.38648 || -0.5 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Urumqi || China || 26.441441 || -0.5 || Yes || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Zhengzhou || China || 137.34099 || -0.5 || No || No || No || 3 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Bogota || Colombia || 48.371763 || -0.75 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Villavicencio || Colombia || 3.203169 || -0.75 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Kinshasa || Congo || 49.433495 || 0.65 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Kisangani || Congo || 25.669678 || 0.65 || No || Potentially || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Lubumbashi || Congo || 21.046679 || 0.65 || No || Yes || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| San José || CostaRica || 5.195682 || 0 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Zagreb || Croatia-Slovenia || 6.130461 || -0.75 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Havana || Cuba || 11.302134 || -0.25 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Prague || Czechia || 10.740409 || 0 || No || No || Yes || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Copenhagen || Denmark || 5.890861 || 0.25 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Nuuk || Denmark || 0.057021 || 0 || No || Potentially || No || 0 || 0 || Yes || Protected&lt;br /&gt;
|-&lt;br /&gt;
| Djibouti (r) || Djibouti || 1.020434 || 0 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Santo Domingo || Dominican Republic || 11.08823 || -0.25 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Quito || Ecuador || 18.181827 || 0 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Alexandria || Egypt || 36.878961 || 0.5 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Cairo || Egypt || 51.603511 || 0.5 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Luxor || Egypt || 18.266646 || 0.5 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| San Salvador || ElSalvador || 6.560298 || -0.75 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Asmara || Eritrea || 3.681556 || -0.5 || No || Potentially || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Talinn || Estonia || 1.320755 || -0.75 || No || No || No || 0 || 0 || Yes || Protected&lt;br /&gt;
|-&lt;br /&gt;
| Dire Dawa || Ethiopia || 12.797517 || 0 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Addis Ababa || Ethiopia || 64.548642 || 0 || No || Potentially || No || 0 || 0 || No || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Mekelle || Ethiopia || 44.391995 || 0 || No || No || No || 0 || 0 || No || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Helsinki || Finland || 5.556939 || 0.25 || No || No || No || 0 || 0 || Yes || Protected&lt;br /&gt;
|-&lt;br /&gt;
| Kourou || France || 0.316686 || 0 || No || No || No || 13.5 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Noumea || France || 0.587411 || 0 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Saint-Denis || France || 1.198408 || 0 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Pointe-a-Pitre || France || 0.824443 || 0 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Lyon || France || 23.800811 || -0.2 || No || No || No || 0 || 1 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Nantes || France || 18.361484 || -0.2 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Paris || France || 23.587704 || -0.2 || No || No || Yes || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Tbilisi || Georgia || 3.965244 || 0 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Munich || Germany || 36.518857 || -0.1 || No || No || Yes || 0 || 1 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Berlin || Germany || 16.305149 || -0.1 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Hamburg || Germany || 31.044081 || -0.1 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Accra || Ghana || 32.603382 || 0.5 || No || Yes || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Athens || Greece || 11.140449 || -0.5 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Guatemala City || Guatemala || 18.688544 || -0.25 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Conakry || Guinea || 16.060822 || 0 || No || Potentially || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Kuwait City || Gulf States || 9.184884 || -0.25 || Yes || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Georgetown || Guyana || 0.795197 || -0.75 || Potentially || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Port-au-Prince || Haiti || 11.723285 || -0.25 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Tegucigalpa || Honduras || 10.270478 || -0.75 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Budapest || Hungary || 9.597877 || -0.4 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Reykjavik || Iceland || 0.345984 || 0.25 || No || No || No || 0 || 0 || Yes || Protected&lt;br /&gt;
|-&lt;br /&gt;
| Gauhati || India || 53.007314 || -0.75 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Bangalore || India || 71.196436 || -0.75 || No || Yes || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Patna || India || 121.310646 || -0.75 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Chennai || India || 124.534036 || -0.75 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Faridabad || India || 82.856591 || -0.75 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Ahmedabad || India || 71.115048 || -0.75 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Hyderabad || India || 98.564868 || -0.75 || No || No || No || 1.2 || 2 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Indore || India || 84.634501 || -0.75 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Jaipur || India || 79.881834 || -0.75 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Srinagar || India || 14.614493 || -0.75 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Kolkata || India || 145.26453 || -0.75 || No || Yes || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Mumbai || India || 132.65334 || -0.75 || No || No || Yes || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| New Delhi || India || 252.411705 || -0.75 || No || No || Yes || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Raipur || India || 78.682682 || -0.75 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Samarinda || Indonesia || 17.183017 || -0.75 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Jakarta || Indonesia || 159.618229 || -0.75 || No || No || Yes || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Denpasar || Indonesia || 17.276669 || -0.75 || No || Potentially || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Makassar || Indonesia || 23.895593 || -0.75 || No || Yes || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Biak || Indonesia || 4.89454 || -0.75 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Medan || Indonesia || 58.495549 || -0.75 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Isfahan || Iran || 28.83761 || 0.25 || Yes || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Mashhad || Iran || 15.339394 || 0.25 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Tabriz || Iran || 14.916495 || 0.25 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Tehran || Iran || 27.23939 || 0.25 || No || No || No || 0.12 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Baghdad || Iraq || 26.737325 || 0.25 || Yes || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Mosul || Iraq || 15.738094 || 0.25 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Dublin || Ireland || 5.031376 || 0.25 || No || No || Yes || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Tel Aviv || Israel || 8.964143 || 0.25 || No || No || No || 0.12 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Rome || Italy || 14.88235 || -0.7 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Milan || Italy || 28.16013 || -0.7 || No || No || Yes || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Naples || Italy || 17.667565 || -0.7 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Abidjan || IvoryCoast || 27.960211 || 0 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Sapporo || Japan || 5.087755 || -0.6 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Fukuoka || Japan || 16.075282 || -0.6 || No || No || No || 5 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Tokyo || Japan || 52.789061 || -0.6 || No || No || Yes || 0 || 1 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Okinawa || Japan || 1.455133 || -0.6 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Osaka || Japan || 50.92977 || -0.6 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Amman || Jordan || 10.305281 || 0 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Almaty || Kazakhstan || 12.252714 || 0.3 || No || Yes || No || 30 || 0 || No || Protected&lt;br /&gt;
|-&lt;br /&gt;
| Astana || Kazakhstan || 7.017742 || 0.3 || Yes || No || No || 0 || 0 || No || Protected&lt;br /&gt;
|-&lt;br /&gt;
| Nairobi || Kenya || 47.620911 || 0 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Mombasa || Kenya || 8.981464 || 0 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Bishkek || Kyrgyzstan || 6.75941 || 0.3 || No || No || No || 0 || 0 || No || Protected&lt;br /&gt;
|-&lt;br /&gt;
| Vientiane || Laos || 7.51278 || -0.2 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Riga || Latvia || 1.843485 || -0.75 || No || No || No || 0 || 0 || Yes || Protected&lt;br /&gt;
|-&lt;br /&gt;
| Beruit || Beruit || 6.654038 || 0 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Monrovia || Liberia || 5.344396 || 0 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Benghazi || Libya || 2.048458 || 0 || Yes || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Tripoli || Libya || 5.017783 || 0 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Vilnius || Lithuania || 2.653472 || -0.75 || No || No || No || 0 || 0 || Yes || Protected&lt;br /&gt;
|-&lt;br /&gt;
| Libreville || Lower Guinea || 4.088529 || 0.75 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Antananarivo || Madagascar || 29.415172 || 0.35 || No || Potentially || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Lilongwe || Malawi || 20.349127 || 1 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Kuala Lumpur || Malaysia || 26.955574 || -0.25 || No || No || Yes || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Kota Kinabalu || Malaysia || 7.248253 || -0.25 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Gao || Mali || 2.014542 || 0.2 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Bamako || Mali || 19.654615 || 0.2 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Nouakchott || Mauritania || 4.942138 || 0.1 || Potentially || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Suva || Melanesia || 1.962081 || 0.3 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Merida || Mexico || 13.778639 || -0.4 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Mexico City || Mexico || 80.692924 || -0.4 || No || No || Yes || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Monterrey || Mexico || 19.295908 || -0.4 || Yes || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Tijuana || Mexico || 18.198476 || -0.4 || No || Yes || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Weno || Micronesia || 0.331379 || 0 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Chisinau || Moldova || 4.009886 || -0.75 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Ulan Bataar || Mongolia || 3.393295 || 0.5 || No || No || No || 0 || 0 || No || Protected&lt;br /&gt;
|-&lt;br /&gt;
| Rabat || Morocco || 37.906439 || -0.1 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Laâyoune || Morocco || 0.630646 || -0.1 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Maputo || Mozambique || 33.382972 || 0.4 || Potentially || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Yangon || Myanmar || 30.554747 || 0.4 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Mandalay || Myanmar || 24.805099 || 0.4 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Windhoek || Namibia || 2.648453 || 0.5 || Yes || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Kathmandu || Nepal || 31.197845 || -0.75 || No || No || No || 0 || 0 || No || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Willemstad || Netherlands || 0.343728 || 0 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Amsterdam || Netherlands || 17.223037 || 0.25 || No || No || Yes || 0 || 1 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Aukland || NewZealand || 4.911321 || 1 || No || No || No || 0.036 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Managua || Nicaragua || 6.802629 || -0.25 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Niamey || Niger || 26.388198 || 0.75 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Kano || Nigeria || 84.512621 || 0.5 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Lagos || Nigeria || 75.005145 || 0.5 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Port Harcourt || Nigeria || 58.91406 || 0.5 || Yes || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Pyongyang || NorthKorea || 26.022467 || 0 || No || Potentially || No || 0.01 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Skopje || North Macedonia || 2.08086 || -0.75 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Oslo || Norway || 5.525579 || 0.25 || Yes || No || No || 0 || 0 || Yes || Protected&lt;br /&gt;
|-&lt;br /&gt;
| Muscat || Oman || 5.354087 || 1 || Yes || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Quetta || Pakistan || 15.486802 || -0.25 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Peshawar || Pakistan || 41.465232 || -0.25 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Islamabad || Pakistan || 108.873465 || -0.25 || No || No || No || 0 || 0 || No || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Karachi || Pakistan || 65.002402 || -0.25 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Hebron || Palestine || 5.384358 || 1 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Panama City || Panama || 4.467252 || 0.25 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Port Morseby || Papua New Guinea || 9.34637 || 0.3 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Asuncion || Paraguay || 7.332478 || 0 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Arequipa || Peru || 8.487576 || -0.35 || No || Yes || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Lima || Peru || 25.291949 || -0.35 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Manila || Phillippines || 61.938968 || 0.5 || No || No || Yes || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Davao || Phillippines || 51.026216 || 0.5 || No || Potentially || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Katowice || Poland || 21.102678 || -0.25 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Warsaw || Poland || 16.620615 || -0.25 || No || No || Yes || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Apia || Polynesia || 0.340676 || 0 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Lisbon || Portugal || 10.132499 || -0.75 || No || No || Yes || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Port Louis || Ratnakaran States || 2.827577 || -0.75 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Brazzaville || RepublicoftheCongo || 5.842157 || 0.75 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Bucharest || Romania || 19.003504 || -0.75 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Arkhangelsk || Russia || 1.762865 || -0.18 || Yes || No || No || 7.5 || 0 || Seasonal || Protected&lt;br /&gt;
|-&lt;br /&gt;
| Sevastopol || Russia || 2.416856 || -0.2 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Irkutsk || Russia || 4.451047 || -0.18 || No || Potentially || No || 0 || 0 || No || Protected&lt;br /&gt;
|-&lt;br /&gt;
| Petropavlovsk || Russia || 0.476552 || -0.18 || No || No || No || 0 || 0 || Yes || Protected&lt;br /&gt;
|-&lt;br /&gt;
| Murmansk || Russia || 1.384344 || -0.18 || No || No || No || 0 || 0 || Yes || Protected&lt;br /&gt;
|-&lt;br /&gt;
| Makhachkala || Russia || 10.198661 || -0.18 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Moscow || Russia || 38.541472 || -0.18 || No || No || Yes || 0 || 3 || No || Protected&lt;br /&gt;
|-&lt;br /&gt;
| Norilsk || Russia || 0.242527 || -0.18 || No || Yes || No || 0 || 0 || Seasonal || Protected&lt;br /&gt;
|-&lt;br /&gt;
| St. Petersburg || Russia || 9.161777 || -0.18 || No || No || No || 0 || 0 || Yes || Protected&lt;br /&gt;
|-&lt;br /&gt;
| Rostov-On-Don || Russia || 16.362928 || -0.18 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Vladivostok || Russia || 4.066328 || -0.18 || No || Yes || No || 0.8 || 0 || Yes || Protected&lt;br /&gt;
|-&lt;br /&gt;
| Yakutsk || Russia || 0.998351 || -0.18 || No || No || No || 0 || 0 || Seasonal || Protected&lt;br /&gt;
|-&lt;br /&gt;
| Yuzhno-Sakhalinsk || Russia || 0.467858 || -0.18 || No || No || No || 0 || 0 || Yes || Protected&lt;br /&gt;
|-&lt;br /&gt;
| Surgut || Russia || 2.227917 || -0.18 || Yes || No || No || 0 || 0 || Seasonal || Protected&lt;br /&gt;
|-&lt;br /&gt;
| Yekaterinburg || Russia || 9.88712 || -0.18 || No || No || No || 0 || 0 || No || Protected&lt;br /&gt;
|-&lt;br /&gt;
| Nizhny Novgrod || Russia || 29.979719 || -0.18 || Yes || No || No || 0.5 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Novosibirsk || Russia || 15.563032 || -0.18 || No || No || No || 0 || 0 || No || Protected&lt;br /&gt;
|-&lt;br /&gt;
| Kigali || Rwanda-Burundi || 26.444435 || 1 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Jeddah || Saudi Arabia || 17.587148 || 0.75 || Yes || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Riyadh || Saudi Arabia || 15.252989 || 0.75 || Yes || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Buraydah || Saudi Arabia || 3.160152 || 0.75 || Yes || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Dakar || Senegambia || 20.379214 || 0.2 || Potentially || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Belgrade || Serbia || 8.639262 || -0.75 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Freetown || Sierra Leone || 8.358303 || 0 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Singapore (r) || Singapore || 5.957872 || -0.5 || No || No || Yes || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Bratislava || Slovakia || 5.459991 || -0.25 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Mogadishu || Somalia || 12.637569 || -0.4 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Hargeisa || Somaliland || 4.357044 || -0.4 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Cape Town || South Africa || 15.006496 || 0 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Johannesburg || South Africa || 49.340182 || 0 || No || Yes || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Seoul || SouthKorea || 51.337033 || -0.25 || No || No || Yes || 0.33 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Juba || SouthSudan || 11.695668 || 1.25 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Barcelona || Spain || 12.238488 || -0.25 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Santa Cruz de Tenerife || Spain || 2.273913 || -0.25 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Madrid || Spain || 26.599372 || -0.25 || No || No || Yes || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Colombo || SriLanka || 21.600347 || -0.35 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Nyala || Sudan || 10.525665 || 0 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Khartoum || Sudan || 35.807736 || 0 || No || Potentially || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Paramaribo || Suriname || 0.598366 || -0.1 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Stockholm || Sweden || 10.237037 || 0.25 || No || No || Yes || 0 || 0 || Yes || Protected&lt;br /&gt;
|-&lt;br /&gt;
| Zurich || Switzerland || 8.829838 || 0 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Damascus || Syria || 19.767125 || 0.25 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Taipei || Taiwan || 23.898689 || -0.5 || No || No || Yes || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Dushanbe || Tajikistan || 10.022632 || 0.5 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Dar Es Salaam || Tanzania || 27.713004 || 0.5 || Potentially || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Dodoma || Tanzania || 36.156362 || 0.5 || No || No || No || 0 || 0 || No || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Bangkok || Thailand || 35.825459 || -0.75 || No || No || Yes || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Chiang Mai || Thailand || 34.290797 || -0.75 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Lomé || TogoBenin || 21.655516 || 0.5 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Tunis || Tunisia || 12.081067 || -0.3 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Ankara || Turkey || 28.708119 || 0 || No || Potentially || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Diyarbakir || Turkey || 18.474068 || 0 || No || Yes || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Istanbul || Turkey || 38.52118 || 0 || No || No || Yes || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Ashgabat || Turkmenistan || 6.228007 || 0.35 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Kampala || Uganda || 48.839366 || 1 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Kharkiv || Ukraine || 15.889084 || -0.25 || No || Yes || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Kiev || Ukraine || 22.537557 || -0.25 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Dubai || Unite Arab Emirates || 10.109201 || -0.25 || No || No || Yes || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| George Town || United Kingdom || 0.220465 || 0 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| London || United Kingdom || 60.894024 || 0.25 || No || No || Yes || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Belfast || United Kingdom || 1.925219 || 0.25 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Glasgow || United Kingdom || 5.546307 || 0.25 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Montevideo || Uruguay || 3.499367 || -0.25 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Anchorage || USA || 0.864984 || 0.2 || Yes || No || No || 0 || 0 || Yes || Protected&lt;br /&gt;
|-&lt;br /&gt;
| San Juan || USA || 3.00905 || 0.2 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Honolulu || USA || 2.021437 || 0.2 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Boise || USA || 2.515473 || 0.2 || No || Yes || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Los Angeles || USA || 49.049134 || 0.2 || No || No || Yes || 5 || 1 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Seattle || USA || 11.997266 || 0.2 || No || No || No || 0 || 0 || Yes || Protected&lt;br /&gt;
|-&lt;br /&gt;
| Minneapolis || USA || 7.200631 || 0.2 || Yes || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Atlanta || USA || 34.788253 || 0.2 || No || No || No || 20 || 1 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| St. Louis || USA || 14.52719 || 0.2 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| New Orleans || USA || 16.702036 || 0.2 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Boston || USA || 15.417979 || 0.2 || No || No || Yes || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| New York City || USA || 42.4895 || 0.2 || No || No || Yes || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Denver || USA || 16.884735 || 0.2 || No || Yes || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Chicago || USA || 48.578451 || 0.2 || No || No || Yes || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Washington || USA || 38.726097 || 0.2 || No || No || No || 2 || 1 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Dallas || USA || 30.614034 || 0.2 || Yes || No || No || 0 || 3 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Tashkent || Uzbekistan || 34.521553 || 0.5 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Caracas || Venezuela || 29.470896 || 0.5 || Yes || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Hanoi || Vietnam || 46.726404 || 0 || No || Potentially || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Ho Chi Minh City || Vietnam || 52.468375 || 0 || No || No || No || 0 || 0 || Yes || Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
| Aden || Yemen || 5.907904 || -0.5 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Sanaa || Yemen || 25.455821 || -0.5 || No || No || No || 0 || 0 || Yes || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Lusaka || Zambia || 19.64368 || 1 || No || Yes || No || 0 || 0 || No || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Harare || Zimbabwe || 15.405796 || 0.5 || No || No || No || 0 || 0 || No || Standard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Testing Section ===&lt;br /&gt;
&lt;br /&gt;
Work in progress.&lt;br /&gt;
&lt;br /&gt;
Current Issue: The game&#039;s template files have default values for every variable. And to save space, it has cleverly removed every variable whose value is set to the default value from every region&#039;s data.&lt;br /&gt;
&lt;br /&gt;
But the wiki parser cannot handle this. When it sees a missing variable, it just grabs the missing variable from the next region that does have that variable. As a result, the earliest regions in the template have grabbed the &amp;quot;oilresource&amp;quot;, &amp;quot;mining&amp;quot;, and &amp;quot;coreeco&amp;quot; variables from the later regions, resulting in Kabul falsely claiming to be a triple good region while later regions falsely claim to be terrible no good regions.&lt;br /&gt;
&lt;br /&gt;
{{#get_web_data:&lt;br /&gt;
|url={{filepath:TIRegionTemplate.json}}&lt;br /&gt;
|format=JSON&lt;br /&gt;
|data=&lt;br /&gt;
primarycity=primaryCity,&lt;br /&gt;
population_millions=population_Millions,&lt;br /&gt;
annualpopgrowthmodifier=annualPopGrowthModifier,&lt;br /&gt;
oilresource=oilResource,&lt;br /&gt;
oilcapable=oilCapable,&lt;br /&gt;
mining=mining,&lt;br /&gt;
minecapable=mineCapable,&lt;br /&gt;
coreeco=coreEco,&lt;br /&gt;
boostperyear_tons=boostPerYear_tons,&lt;br /&gt;
missioncontrol=missionControl,&lt;br /&gt;
worldocean=worldOcean,&lt;br /&gt;
environment=environment&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Region Name !! Initial Population&amp;lt;br&amp;gt;(in Millions) !! [[Nations#Population_Growth|Pop Growth Modifier]] !! Oil Region? !! Mining Region? !! Economic Region? !! Annual [[Nations#Boost|Boost]] !! [[Nations#Mission_Control|Mission Control]] !! Naval Access !! Ecologically&lt;br /&gt;
|-&lt;br /&gt;
{{#for_external_table:| &lt;br /&gt;
{{#ifeq: {{padleft:|4|{{{dataname}}}}} | 2070 |  | &lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} {{{primarycity}}}&lt;br /&gt;
{{!}} {{{population_millions}}}&lt;br /&gt;
{{!}} {{{annualpopgrowthmodifier}}}&lt;br /&gt;
{{!}} {{#ifeq:{{{oilresource|}}}||{{#ifeq:{{{oilcapable|}}}||No|Potentially}}|Yes}}&lt;br /&gt;
{{!}} {{#ifeq:{{{mining|}}}||{{#ifeq:{{{minecapable|}}}||No|Potentially}}|Yes}}&lt;br /&gt;
{{!}} {{#ifeq:{{{coreeco|}}}||No|Yes}}&lt;br /&gt;
{{!}} {{{boostperyear_tons}}}&lt;br /&gt;
{{!}} {{{missioncontrol}}}&lt;br /&gt;
{{!}} {{{worldocean}}}&lt;br /&gt;
{{!}} {{{environment}}}&lt;br /&gt;
}} &lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198073215879</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=3455</id>
		<title>Spaceships</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=3455"/>
		<updated>2025-05-10T14:41:43Z</updated>

		<summary type="html">&lt;p&gt;76561198073215879: /* Drive */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ship designing.png|thumb|400px|Ship designing]]&lt;br /&gt;
All the covert machinations on Earth and industrialization efforts in space are the path for factions to build fleets of ships to protect and advance their interests. Once the factions unlock the early-game orbital shipbuilding tech, and the follow-on space dock project for their habs, they can build interplanetary spacecraft.&lt;br /&gt;
&lt;br /&gt;
With the right modules, ships can prospect and found habitats, but the primary role for most ships is combat. &lt;br /&gt;
&lt;br /&gt;
At any time, you can design ships out of the modules you&#039;ve developed. Once you have a shipyard, you can build the ships themselves out of your space resources and, if necessary, boost and money.&lt;br /&gt;
&lt;br /&gt;
Individual ships are constructed at habs at a space dock, shipyard, or spaceworks module. Ships may be built out of a mix of resources mined in space and material boosted from Earth. When construction is complete, ships are deployed docked at the hab that built them.&lt;br /&gt;
&lt;br /&gt;
To save a ship design, it must have a drive, power plant, radiators, battery, armor materials (even with zero thickness), at least one propellant tank, and an assigned role. Specialty designs like colony ships must also have a utility module that allows them to perform the role&#039;s function.&lt;br /&gt;
&lt;br /&gt;
== Ship Performance ==&lt;br /&gt;
Ships have the following characteristics that need to be tracked:&lt;br /&gt;
* &#039;&#039;&#039;Wet Mass:&#039;&#039;&#039; Wet Mass is the total mass of the ship when fully loaded with fuel. Mass influences the ship&#039;s maneuverability. Higher mass decreases Delta-V and turn rate. Hovering over it shows a breakdown with the origin of all Wet Mass.&lt;br /&gt;
* &#039;&#039;&#039;Crew:&#039;&#039;&#039; How many personnel will serve aboard the ship.&lt;br /&gt;
* &#039;&#039;&#039;Cruise Acceleration:&#039;&#039;&#039; How quickly the ship can change its velocity in the strategy layer. Higher cruise accelerations allow ships to overcome a space body&#039;s gravity and take more direct trajectories to its destination.&lt;br /&gt;
* &#039;&#039;&#039;Combat Acceleration:&#039;&#039;&#039; How quickly the ship can change its velocity in the combat layer. Some drives are capable of short periods of higher acceleration in combat situations.&lt;br /&gt;
* &#039;&#039;&#039;Turn Rate:&#039;&#039;&#039; How quickly the ship can change its orientation in combat. This value is dependent on the length and mass of the ship; shorter ships will turn faster all things being equal.&lt;br /&gt;
* &#039;&#039;&#039;Heat Sink Capacity:&#039;&#039;&#039; Heat sinks serve as a temporary substitute for a ship&#039;s heat management while a its vulnerable radiators are retracted in combat. Higher values allow the ship to fight longer without extending its radiators.&lt;br /&gt;
* &#039;&#039;&#039;Battery Capacity:&#039;&#039;&#039; The ship&#039;s batteries store power from its power plant for use by most weapon systems when the power plant is unavailable. More advanced batteries are able to recharge during combat.&lt;br /&gt;
* &#039;&#039;&#039;Construction Cost:&#039;&#039;&#039; Resources required to build the ship. Boost and Money can be substituted for any resource that is lacking. This may increase build time as materials are delivered from Earth.&lt;br /&gt;
* &#039;&#039;&#039;Construction Time:&#039;&#039;&#039; How long it will take to build the ship once all required materials are at the shipyard. Larger shipyards reduce build time.&lt;br /&gt;
* &#039;&#039;&#039;Support:&#039;&#039;&#039; The monthly cost of supporting the ship. If support costs go unpaid the ship will be more vulnerable to other faction&#039;s attempts to seize the ship.&lt;br /&gt;
* &#039;&#039;&#039;Cruise Delta-V&#039;&#039;&#039; Determines where the ship can go and how fast it can get there. More propellant increases Delta-V. More mass on the ship decreases it.&lt;br /&gt;
** Ships with 4 kps Delta-V can intercept and return to a friendly station in the same orbit. &lt;br /&gt;
** Ships with less than 8 kps Delta-V may have trouble reaching the Moon from an Earth orbit. &lt;br /&gt;
** Ships with less than 30 kps Delta-V will not be able to reliably perform interplanetary transfers from Earth.&lt;br /&gt;
** Ships with roughly 60 kps will be able to perform more extreme transfers such as transferring from Mercury to Saturn.&lt;br /&gt;
&lt;br /&gt;
== Hull ==&lt;br /&gt;
Designing a ship begins with selecting a hull. The type of hull determines the number of nose and hull weapon hard points, the number of utility modules, and the length of the hull.&lt;br /&gt;
&lt;br /&gt;
Shorter ships will have a lower moment of inertia, meaning they will rotate faster than their longer counterparts. The weight required to armor a ship also increases with ship size. Steel armor has been used as a benchmark here, but see the Armor section below for information on lighter armors. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! rowspan=2 | Hull !! rowspan=2 | Construction&amp;lt;br&amp;gt;Tier !! rowspan=2 | Base Mass&amp;lt;br&amp;gt;(tons) !! rowspan=2 | Base Crew !! rowspan=2 | Max Officers !! rowspan=2 | Base Turn Rate&amp;lt;br&amp;gt;(deg/sec^2) !! colspan=3 | Construction Time (days) !! colspan=3 | Hard Points !! colspan=2 | Support Cost !! colspan=4 | Base Construction Cost !! rowspan=2 | Required Project !! colspan=2 | Steel Armor Tons/point&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Station T1 ConstructionModule.png|25px]] T1 !! [[File:Station T2 Shipyard.png|25px]] T2 !! [[File:Station T3 Spaceworks.png|25px]] T3 !! [[File:Select Nose Hard Point.png|25px]] Nose !! [[File:Select Hull Hard Point.png|25px]] Hull !! [[File:Select Utility.png|25px]] Utility !! [[File:ICO mission control.png|25px]] !! [[File:ICO currency.png|25px]] !! [[File:ICO water.png|25px]] !! [[File:ICO volatiles.png|25px]] !! [[File:ICO metal.png|25px]] !! [[File:ICO metal noble.png|25px]]!! Nose/Tail !! Side&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gunship&#039;&#039;&#039; || 1 || 212 || 3 || 1 || 227.0 || 60 || 51 || 29 || 1 || 0 || 1 || 1 || 1 || 0.6 || 2.6 || 14 || 4 || rowspan=3 | Interplanetary Warships || 46.2 || 462&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Escort&#039;&#039;&#039; || 1 || 366 || 4 || 1 || 131.5 || 90 || 77 || 44 || 0 || 2 || 2 || 1 || 2 || 0.8 || 2.8 || 14 || 4 || 46.2 || 462&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Corvette&#039;&#039;&#039; || 1 || 382 || 8 || 2 || 96.9 || 90 || 77 || 44 || 1 || 1 || 2 || 1 || 3 || 1.6 || 5.1 || 24.5 || 7 || 103.9 || 900.9&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Frigate&#039;&#039;&#039; || 1 || 680 || 20 || 3 || 35.4 || 120 || 102 || 59 || 1 || 2 || 4 || 2 || 4 || 4 || 10 || 42 || 12 || rowspan=3 | Patrol Vessels || 184.8 || 1848&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Monitor&#039;&#039;&#039; || 2 || 1040 || 35 || 3 || 18.5 || 180 || 120 || 84 || 0 || 4 || 3 || 2 || 4 || 7 || 14 || 49 || 14 || 184.8 || 2310&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Destroyer&#039;&#039;&#039; || 2 || 1060 || 40 || 3 || 18.2 || 203 || 135 || 95 || 2 || 2 || 3 || 2 || 5 || 8 || 15 || 49 || 14 || 184.8 || 2310&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cruiser&#039;&#039;&#039; || 2 || 1440 || 60 || 4 || 9.5 || 270 || 180 || 126 || 2 || 3 || 6 || 3 || 10 || 12 || 20.5 || 59.5 || 17 || rowspan=3 | Fleet Combatants || 184.8 || 3234&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Battlecruiser&#039;&#039;&#039; || 2 || 1480 || 70 || 4 || 9.3 || 270 || 180 || 126 || 3 || 2 || 3 || 3 || 12 || 14 || 22.5 || 59.5 || 17 || 184.8 || 3234&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Battleship&#039;&#039;&#039; || 3 || 1820 || 80 || 5 || 6.6 || 450 || 300 || 200 || 2 || 6 || 4 || 3 || 15 || 16 || 27.5 || 80.5 || 23 || 288.7 || 4620&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lancer&#039;&#039;&#039; || 3 || 2400 || 100 || 5 || 4.0 || 540 || 360 || 240 || 4 || 3 || 6 || 4 || 20 || 20 || 37 || 119 || 34 || rowspan=2 | Ships of the Line || 473.1 || 7392&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dreadnought&#039;&#039;&#039; || 3 || 2980 || 120 || 5 || 2.9 || 540 || 360 || 240 || 3 || 8 || 6 || 4 || 25 || 24 || 43.5 || 136.5 || 39 || 565.9 || 8893&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Titan&#039;&#039;&#039; || 3 || 3480 || 120 || 6 || 2.3 || 608 || 405 || 270 || 4 || 6 || 8 || 5 || 30 || 24 || 44.5 || 143.5 || 41 || rowspan=1 | Titans || 565.9 || 9702&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Role ==&lt;br /&gt;
Each ship has a role, which informs the game on whether the ship is a combatant or noncombatant, what range it should engage in during combat and how much propellant will it want. The role affects the autodesigner behavior and where the ship is placed in a combat formation.&lt;br /&gt;
* Ships with Long strategic range will emphasize propellant for interplanetary operations&lt;br /&gt;
* Ships with Short strategic range will limit propellant mass in favor of maneuverability&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Role !! Strategic Range !! Preferred Combat Engagement Range&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Troop Carrier&#039;&#039;&#039; || Long || Will avoid combat&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Explorer&#039;&#039;&#039; || Long || Will avoid combat&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Inner System Colony Ship&#039;&#039;&#039; || Long || Will avoid combat&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Outer System Colony Ship&#039;&#039;&#039; || Long || Will avoid combat&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Transport&#039;&#039;&#039; || Long || Will avoid combat&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strike&#039;&#039;&#039; || Long || Short&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Interdictor&#039;&#039;&#039; || Long || Medium&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attack Bomber&#039;&#039;&#039; || Long || Long&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fighter&#039;&#039;&#039; || Medium || Short&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Space Superiority&#039;&#039;&#039; || Medium || Medium&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Standoff&#039;&#039;&#039; || Medium || Long&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Interceptor&#039;&#039;&#039; || Short || Short&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Patrol&#039;&#039;&#039; || Short || Medium&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defense Bomber&#039;&#039;&#039; || Short || Long&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Officer ==&lt;br /&gt;
Individual ship may earn experience result in specific improvements for that ship&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Module !! Trigger !! Minimum crew !! Spawn chance!! Effect (Level 1, Level 2, Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Admiral&#039;&#039;&#039; || Flag Bridge || Combat victory ||  || 2% || Fleet MC Reduction (-5%, -10%, -20%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Captain&#039;&#039;&#039; ||  || Combat victory ||  || 1% || Ship MC (-1, -2, -3) Minimum of 1, Global Damage (+2%, +4%, +6%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;First Officer&#039;&#039;&#039; ||  || Combat victory || 20 || 1% || Officer promotion (+1%, +2%, +3%), Global targeting (+3%, +6%, +10%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire Control Officer&#039;&#039;&#039; || Missiles || Combat kill with missiles ||  || 6% || Missile targeting &amp;amp; damage (+10%, +20%, +30%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gunnery Officer&#039;&#039;&#039; || Guns || Combat kill with guns ||  || 6% || Guns targeting &amp;amp; damage (+10%, +20%, +30%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Direct Energy Officer&#039;&#039;&#039; || Energy weapons || Combat kill with energy weapons ||  || 6% || Energy targeting &amp;amp; damage (+10%, +20%, +30%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Damage Control Officer&#039;&#039;&#039; ||  || Combat survival || 10 || 1% || Improve damage control speed (+10%, +20%, +30%), Internal damage (-5%, -10%, -15%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Engineering Officer&#039;&#039;&#039; ||  || Combat survival ||  || 1% || Internal damage (-5%, -10%, -15%), Dock repair speed (+20%, +30%, +50%), Salvage (+10%, +20%, +30%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Propulsion Officer&#039;&#039;&#039; || Tunable Drive || Combat survival ||  || 1% || Combat thrust multiplier (1, 2, 3), ECM +(2%, 4%, 6%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Medical Officer&#039;&#039;&#039; ||  || Combat survival || 40 || 1% || Combat acceleration (+50%, +100%, +150%), Officer survival (+30%, +50%, +70%), Radiation damage (-10%, -25%, -50%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CIC Officer&#039;&#039;&#039; ||  || Combat kill || 20 || 2% || ECM (+5%, +12%, +20%), Point defense cooldown (-5%, -10%, -15%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Intel Officer&#039;&#039;&#039; ||  || Combat kill || 40 || 2% || Global target and damage (+5%, +10%, +15%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Marine Officer&#039;&#039;&#039; || Marine || Successful marine assault ||  || 10% || Assault combat value (+1, +3, +5)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Supply Officer&#039;&#039;&#039; ||  || Transfer completion || 40 || 3% || Max trajectory duration in months (+3, +6, +12), Dock resupply speed (+20%, +30%, +50%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chief Officer&#039;&#039;&#039; ||  || Combat victory || 20 || 1% || Damage control speed (+2%, +4%, +6%) MC Reduction (0, 0, -1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ship Components ==&lt;br /&gt;
&lt;br /&gt;
=== Power Plant ===&lt;br /&gt;
A ship&#039;s power plant provides energy to both the ship&#039;s drive and other ship systems. The mass of the power plant scales with the greater of the power requirement of the drive or the ship&#039;s systems. The power plant also produces waste heat that must be stored in heat sinks or expelled by radiators.&lt;br /&gt;
&lt;br /&gt;
Note: Many drives require a certain class of power plant to function, and in some cases, a lower-tech power plant of the correct class may not be able to produce enough power to support an advanced drive.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Power Plant !! Classification !! Efficiency !! Specific power (tons/GW) !! Maximum Output (GW)&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Cell I || Fuel Cell || 70.0% || 2,800 || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Cell II || Fuel Cell || 70.0% || 450 || 0.8&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Cell III || Fuel Cell || 72.0% || 120 || 1.5&lt;br /&gt;
|-&lt;br /&gt;
| Solid Core Fission Reactor I || Solid Core Fission || 75.0% || 40 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Solid Core Fission Reactor II || Solid Core Fission || 77.5% || 34 || 6&lt;br /&gt;
|-&lt;br /&gt;
| Solid Core Fission Reactor III || Solid Core Fission || 80.0% || 28 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Solid Core Fission Reactor IV || Solid Core Fission || 82.5% || 12 || 60&lt;br /&gt;
|-&lt;br /&gt;
| Solid Core Fission Reactor V || Solid Core Fission || 85.0% || 8 || 125&lt;br /&gt;
|-&lt;br /&gt;
| Compact Solid Core Fission Reactor I || Solid Core Fission || 77.5% || 6 || 1.5&lt;br /&gt;
|-&lt;br /&gt;
| Compact Solid Core Fission Reactor II || Solid Core Fission || 80.0% || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Compact Solid Core Fission Reactor III || Solid Core Fission || 82.5% || 4 || 12&lt;br /&gt;
|-&lt;br /&gt;
| Compact Solid Core Fission Reactor IV || Solid Core Fission || 85.0% || 3 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Compact Solid Core Fission Reactor V || Solid Core Fission || 87.5% || 2 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Molten Core Fission Reactor I || Molten Core Fission || 85.0% || 4 || 8&lt;br /&gt;
|-&lt;br /&gt;
| Molten Core Fission Reactor II || Molten Core Fission || 88.0% || 3.5 || 35&lt;br /&gt;
|-&lt;br /&gt;
| Molten Core Fission Reactor III || Molten Core Fission || 90.0% || 3 || 420&lt;br /&gt;
|-&lt;br /&gt;
| Molten Salt Fission Reactor I || Molten Salt Core Fission || 92.0% || 2 || 40&lt;br /&gt;
|-&lt;br /&gt;
| Molten Salt Fission Reactor II || Molten Salt Core Fission || 93.0% || 1.8 || 420&lt;br /&gt;
|-&lt;br /&gt;
| Vapor Core Fission Reactor I || Gas Core Fission || 90.0% || 4 || 6.5&lt;br /&gt;
|-&lt;br /&gt;
| Vapor Core Fission Reactor II || Gas Core Fission || 92.0% || 3 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Vapor Core Fission Reactor III || Gas Core Fission || 92.0% || 3 || 60&lt;br /&gt;
|-&lt;br /&gt;
| Gas Core Fission Reactor I || Gas Core Fission || 90.0% || 10 || 8&lt;br /&gt;
|-&lt;br /&gt;
| Gas Core Fission Reactor II || Gas Core Fission || 91.0% || 7 || 33&lt;br /&gt;
|-&lt;br /&gt;
| Gas Core Fission Reactor III || Gas Core Fission || 95.0% || 3 || 150&lt;br /&gt;
|-&lt;br /&gt;
| Terawatt Gas Core Fission Reactor I || Gas Core Fission || 93.0% || 10 || 1700&lt;br /&gt;
|-&lt;br /&gt;
| Terawatt Gas Core Fission Reactor II || Gas Core Fission || 95.0% || 3.5 || 1700&lt;br /&gt;
|-&lt;br /&gt;
| Terawatt Gas Core Fission Reactor III || Gas Core Fission || 96.0% || 1 || 1700&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion Reactor I || Electrostatic Confinement Fusion || 95.0% || 1 || 46&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion Reactor II || Electrostatic Confinement Fusion || 95.0% || 0.5 || 74&lt;br /&gt;
|-&lt;br /&gt;
| Z-Pinch Fusion Reactor I || Z-Pinch Fusion || 95.0% || 10 || 260&lt;br /&gt;
|-&lt;br /&gt;
| Z-Pinch Fusion Reactor II || Z-Pinch Fusion || 95.0% || 5 || 610&lt;br /&gt;
|-&lt;br /&gt;
| Z-Pinch Fusion Reactor III || Z-Pinch Fusion || 96.0% || 1.5 || 2500&lt;br /&gt;
|-&lt;br /&gt;
| Z-Pinch Fusion Reactor IV || Z-Pinch Fusion || 97.0% || 0.4 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion Reactor I || Hybrid Confinement Fusion || 97.0% || 4 || 180&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion Reactor II || Hybrid Confinement Fusion || 98.0% || 2 || 510&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion Reactor III || Hybrid Confinement Fusion || 99.0% || 1 || 1900&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion Reactor IV || Hybrid Confinement Fusion || 99.0% || 0.05 || 11400&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Tokamak I || Toroid Magnetic Confinement Fusion || 92.0% || 12 || 128&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Tokamak II || Toroid Magnetic Confinement Fusion || 94.0% || 8 || 401&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Tokamak III || Toroid Magnetic Confinement Fusion || 95.0% || 6 || 624&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Tokamak IV || Toroid Magnetic Confinement Fusion || 97.5% || 3 || 1300&lt;br /&gt;
|-&lt;br /&gt;
| Mirror Cell Fusion Reactor I || Mirrored Magnetic Confinement Fusion || 93.0% || 13.4 || 120&lt;br /&gt;
|-&lt;br /&gt;
| Mirror Cell Fusion Reactor II || Mirrored Magnetic Confinement Fusion || 95.0% || 6.5 || 215&lt;br /&gt;
|-&lt;br /&gt;
| Mirror Cell Fusion Reactor III || Mirrored Magnetic Confinement Fusion || 97.0% || 1.2 || 256&lt;br /&gt;
|-&lt;br /&gt;
| Inertial Confinement Fusion Reactor I || Inertial Confinement Fusion || 85.0% || 17.6 || 370&lt;br /&gt;
|-&lt;br /&gt;
| Inertial Confinement Fusion Reactor II || Inertial Confinement Fusion || 89.0% || 12 || 860&lt;br /&gt;
|-&lt;br /&gt;
| Inertial Confinement Fusion Reactor III || Inertial Confinement Fusion || 92.0% || 10 || 3200&lt;br /&gt;
|-&lt;br /&gt;
| Inertial Confinement Fusion Reactor IV || Inertial Confinement Fusion || 95.0% || 5 || 5500&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Plasma Core Reactor I || Plasma Core Antimatter || 99.8% || 0.45 || 1200&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Plasma Core Reactor II || Plasma Core Antimatter || 99.8% || 0.05 || 7300&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Beam Core Reactor || Beam Core Antimatter || 99.8% || 0.00002 || 3000000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Drive ===&lt;br /&gt;
&lt;br /&gt;
Drives expel propellant from the tail of the ship to make the ship go places. Drives come in a variety of forms, but are rated by two common values: thrust and exhaust velocity. High-thrust drives can achieve higher velocities more quickly, and high-exhaust velocity drives use less propellant to do so. Together these values determine the power required by the ship&#039;s power plant. Adding 100-ton propellant tanks to the ship increases the ship&#039;s Delta-V, or how much it can change its speed.&lt;br /&gt;
&lt;br /&gt;
Delta-V is the main factor that determines interplanetary travel times. Thrust determines combat capabilities of the ship, however having too little thrust can starve your ability to spend all the dv ship has, and therefore slow down its transits.&lt;br /&gt;
&lt;br /&gt;
Note: Many drives require a certain class of power plant to function, and in some cases, a lower-tech power plant of the correct class may not be able to produce enough power to support an advanced drive.&lt;br /&gt;
&lt;br /&gt;
[[File:Drive chart.png|550px|Cruise trust and ejection velocity for each drive of the game]][[File:Combat_thrust_chart.png|550px|Cruise trust and ejection velocity for each drive of the game]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Type !! Drive !! Required Power Plant !! Thrust Rating (single engine) !! Exhaust Velocity Rating !! Propellant (Propellant/Tank) &lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Apex Solid Rocket || N/A || 20.5 || 1.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Meteor Liquid Rocket || N/A || 20.6 || 1.6 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Neutron Liquid Rocket || N/A || 21 || 1.6 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Venture Liquid Rocket || N/A || 19.8 || 2.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Diana Superheavy Rocket || N/A || 20.9 || 1.9 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Nova Liquid Rocket || N/A || 19.7 || 2.5 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Super Kronos Liquid Rocket || N/A || 17.9 || 4.4 || Volatiles (0.998), Fissiles (0.002)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal || Tungsten Resistojet || N/A || 9.9 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal: High Energy || Tungsten Resistojet || N/A || 4.3 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal || Arcjet Drive || N/A || 1.0 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic || Plasma Wave Drive || N/A || 1.3 || 6.3 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic: High Energy || Advanced VASIMR Drive || N/A || 7.8 || 7.2 || Water (1) &amp;lt;br /&amp;gt;Hydrogen=Y&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic: High Energy || Lorentz Drive || N/A || 5.3 || 6.8 || Water (0.75), Metals (0.25)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic: High Energy || Helicon Drive || N/A || 5.3 || 8.3 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic || Hall Drive || N/A || 2.7 || 4.3 || Metals (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic || Ion Drive || N/A|| 8.4 || 6.3 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic: High Energy || Grid Drive || N/A || 10 || 7.7 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic: High Energy || Colloid Drive || N/A || 9.6 || 5.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic || VASIMR || N/A || 1.0 || 7.2 || Water (1) &amp;lt;br /&amp;gt;Hydrogen=Y&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic || Pondermotive Drive || N/A || 2.2 || 7.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic || Pulsed Plasmoid Drive || N/A || 1.1 || 8.7 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal || E-Beam Drive || N/A || 8.8 || 4.3 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal: High Energy || Amplitron Drive || N/A || 10.2 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic || Mass Driver || N/A || 4.4 || 3.3 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic: High Energy || Superconducting Mass Driver || N/A || 5.3 || 4.9 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Kiwi Drive || Solid Core Fission || 11.7 || 3.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || NERVA Drive || Solid Core Fission || 12.3 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Snare Drive || Solid Core Fission || 7.2 || 3.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Rover Drive || Solid Core Fission || 7.8 || 3.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Cermet NERVA || Solid Core Fission || 8.1 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Advanced NERVA Drive || Solid Core Fission || 15 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Dumbo || Solid Core Fission || 15.3 || 3.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Advanced Cermet NERVA || Solid Core Fission || 9.8 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Heavy Dumbo || Solid Core Fission || 18.4 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Pulsar Drive || Solid Core Fission || 13.3 || 4.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Advanced Pulsar Drive || Solid Core Fission || 14.1 || 5.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Pebble Drive || Solid Core Fission || 8.4 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Particle Drive || Solid Core Fission || 9.4 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Lars Drive || Liquid Core Fission || 13.3 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Teardrop Drive || Liquid Core Fission || 15 || 4.3 || Water (0.995) Fissiles (0.005)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Fission Spinner Drive || Liquid Core Fission || 15.7 || 4.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Pegasus Drive || Liquid Core Fission || 19.4 || 4.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Vortex Drive || Gas Core Fission || 15 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Super Vortex Drive || Gas Core Fission || 15.6 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Cavity Drive || Gas Core Fission || 12.5 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Advanced Cavity Drive || Gas Core Fission || 15 || 4.6 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Quartz Drive || Gas Core Fission || 13.5 || 3.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Lightbulb Drive || Gas Core Fission || 15.3 || 4.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Pharos Drive || Gas Core Fission || 15.4 || 4.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Firestar Fission Lantern || Gas Core Fission || 18.9 || 5.6 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Lodestar Fission Lantern || Gas Core Fission || 20.1 || 5.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Fission Frag Drive || Gas Core Fission || 8.9 || 8.3 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Dusty Plasma Drive || Gas Core Fission || 9.1 || 11.9 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Burner Drive || Gas Core Fission || 13.4 || 6.1 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Flare Drive || Gas Core Fission || 18.4 || 5.1 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Salt Water || Neutron Flux Lantern || Nuclear Salt Water Core || 20.3 || 6.0 || Water (0.65), Volatiles (0.05) Fissiles (0.3)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Salt Water || Neutron Flux Torch || Nuclear Salt Water Core || 20.3 || 10.7 || Water (0.25), Volatiles (0.05) Fissiles (0.7)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse: Z-Pinch Fission || Z-Pinch Microfission Drive || N/A || 11.2 || 7.3 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Neutronium Microfission Drive || N/A || 14.1 || 7.3 || Water (0.99), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Antimatter Microfission Drive || N/A || 14.7 || 7.0 || Water (0.99)*, Fissiles (0.01)*, Antimatter (1 × 10&amp;lt;sup&amp;gt;−12&amp;lt;/sup&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse: Z-Pinch Fission || Minimag Orion || N/A || 16 || 6.5 || Metals (0.4), Noble Metals (0.4), Fissiles (0.2)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse: Z-Pinch Fission || Advanced Minimag Orion || N/A || 17.5 || 7.3 || Metals (0.4), Noble Metals (0.3), Fissiles (0.3)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Orion Drive || N/A || 20.6 || 5.4 || Metals (0.4), Noble Metals (0.3), Fissiles (0.3)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || H-Orion Drive || N/A|| 21.2 || 6.9 || Metals (0.3), Noble Metals (0.35), Fissiles (0.35)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Zeta Triton Drive || N/A || 14.2 || 8.6 || Water (0.99), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Zeta Deuteron Drive || N/A || 13.4 || 10.7 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Zeta Helion Drive || N/A || 15.9 || 10.4 || Water (0.9), Fissiles (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Zeta Borane Lantern || N/A || 15.3 || 11.6 || Water (0.8), Volatiles (0.1), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Zeta Deuteron Torch || N/A || 16.1 || 11.7 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion || Triton Fusor Drive || Electrostatic Confinement Fusion || 11.9 || 8.5 || Water (0.75), Metals (0.24), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion || Deuteron Fusor Drive || Electrostatic Confinement Fusion || 10.9 || 10.3 || Water (0.76), Metals (0.24)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion || Protium Fusor Drive || Electrostatic Confinement Fusion || 12.4 || 10.8 || Water (0.76), Metals (0.24)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Triton Polywell Drive || Hybrid Confinement Fusion || 14.1 || 8.4 || Metals (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Deuteron Polywell Drive || Hybrid Confinement Fusion || 14.6 || 9.2 || Metals (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Helion Plasmajet Lantern || Hybrid Confinement Fusion || 16.7 || 9.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Borane Plasmajet Lantern || Hybrid Confinement Fusion || 18.9 || 9.5 || Water (0.8), Volatiles (0.1), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Confinement Fusion || Triton Torus Drive || Toroid Magnetic Confinement Fusion || 7.1 || 6.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Confinement Fusion || Triton Reflex Drive || Mirrored Magnetic Confinement Fusion || 6.6 || 10.9 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Confinement Fusion || Helion Torus Drive || Toroid Magnetic Confinement Fusion || 5.2 || 8.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Confinement Fusion || Advanced Helion Torus Drive || Toroid Magnetic Confinement Fusion || 6.6 || 12.9 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Confinement Fusion || Helion Reflex Drive || Mirrored Magnetic Confinement Fusion|| 5.7 || 8.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Confinement Fusion || Advanced Helion Reflex Drive || Mirrored Magnetic Confinement Fusion || 7.2 || 9.9 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Zeta Helion Drive || Z-Pinch Fusion || 9.4 || 11.8 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Zeta Boron Fusion Drive || Z-Pinch Fusion || 10.4 || 10.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Confinement Fusion || Mag Protium Fusion Drive || Any Magnetic Confinement Fusion || 8.6 || 13.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Intertial Confinement Fusion || Triton Hope Inertial Drive || Inertial Confinement Fusion || 3.5 || 9.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Intertial Confinement Fusion || Triton Vista Inertial Drive || Inertial Confinement Fusion || 8.9 || 7.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Intertial Confinement Fusion || Helion Inertial Drive || Inertial Confinement Fusion || 6.8 || 9.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Intertial Confinement Fusion || Daedalus Torch || Inertial Confinement Fusion || 10.4 || 13.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Intertial Confinement Fusion || Boron Inertial Drive || Inertial Confinement Fusion || 6.0 || 7.3 || Water (0.5), Volatiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Intertial Confinement Fusion || Boron Inertial Torch || Inertial Confinement Fusion || 7.6 || 14.1 || Water (0.5), Volatiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Intertial Confinement Fusion || Protium Inertial Torch || Inertial Confinement Fusion || 9.1 || 13.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Intertial Confinement Fusion || Protium Converter Torch || Inertial Confinement Fusion || 17.6 || 13.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter || Antimatter Pulsed Plasma Core Drive || Plasma Core Antimatter || 11.6 || 7.9 || Water (0.99997)*, Antimatter (0.00003)*&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter || Antimatter Plasma Core Drive || Plasma Core Antimatter || 12.8 || 9.2 || Water (0.99991)*, Antimatter (0.00009)*&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter || Advanced Antimatter Plasma Core Drive || Plasma Core Antimatter || 13.3 || 11.5 || Water (0.9999), Antimatter (0.0001)&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter || Pion Torch || Beam Core Antimatter || 14.3 || 13.8 || Water (0.5), Antimatter (0.5)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Rounded&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Propellant ====&lt;br /&gt;
Each ship must have one or more 100-ton propellant tanks. The number of propellant tanks determines the ship&#039;s Delta-V value. There is no hard limit to the number that can be placed on a ship. However, each tank of propellant adds mass to the ship, which reduces its acceleration and gives exponentially diminishing returns for delta-V. The resources used to make propellant is determined by the drive.&lt;br /&gt;
&lt;br /&gt;
=== Radiator ===&lt;br /&gt;
Radiators remove waste heat produced by the ship&#039;s power plant. They scale in mass based on the power plant&#039;s output and efficiency. Because these are highly vulnerable in combat, they can be retracted if the ship has heat sinks in one or more utility slots. However, once the ship&#039;s heat sink fills up, the radiators must be extended again to protect the lives of the crew.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! rowspan=2| Radiator !! rowspan=2 | Combat vulnerability when deployed !! rowspan=2 | Mass (tons / GW) !! colspan=4 | Resources / GW&lt;br /&gt;
|-&lt;br /&gt;
!   [[File:ICO volatiles.png|25px]] Volatiles !! [[File:ICO metal.png|25px]] Base Metals !! [[File:ICO metal noble.png|25px]] Noble Metals !! [[File:ICO exotics.png|25px]] Exotics&lt;br /&gt;
|-&lt;br /&gt;
| Aluminum Fin || Very High || 400 || 0 || 40 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Titanium Array || High || 181.8 || 0 || 0 || 18.2 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Molybdenum Pipe || Moderate || 222.2 || 0 || 11.1 || 11.1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Nanotube Filament || Moderate || 153.8 || 14.6 || 0.77 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Ionic Dust || Very Low || 333.3 || 31.7 || 1.7 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Cobalt Dust || Very Low || 200 || 0 || 1 || 19 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Tin Droplet || Very Low || 125 || 1.3 || 11.3 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Gallium Mist || Very Low || 100 || 1 || 5 || 4 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Lithium Spray || Very Low || 76.9 || 0.77 || 4.6 || 2.3 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Dusty Plasma || Low || 55.6 || 0.56 || 0.56 || 4.4 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Exotic Spike || Low || 41.7 || 0.21 || 0.21 || 3.7 || 0.042&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Battery ===&lt;br /&gt;
The ship&#039;s primary battery stores energy from the power plant and provides it to weapons, life support, and other key systems when the main power plant is unable to do so, either due to damage or when the drive is operating on ships that don&#039;t have an independently powered drive. High-power weapons can drain the battery quickly in combat. Improved batteries will have a larger capacity or a faster recharge rate. You may add additional batteries of the same type in utility module slots for greater capacity.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! rowspan=2|Battery !! rowspan=2|Mass (tons) !! rowspan=2|Capacity (GJ) !! rowspan=2|Time to full charge (minutes) !! rowspan=2|Recharge rate (GJ / minute) !! colspan=5|Resources&lt;br /&gt;
|-&lt;br /&gt;
!  [[File:ICO water.png|25px]] Water !! [[File:ICO volatiles.png|25px]] Volatiles !! [[File:ICO metal.png|25px]] Base Metals !! [[File:ICO metal noble.png|25px]] Noble Metals !! [[File:ICO exotics.png|25px]] Exotics&lt;br /&gt;
|-&lt;br /&gt;
| Lithium-Ion || 30 || 15 || 50 || 0.3 || || 0.6 || 2.4 || || &lt;br /&gt;
|-&lt;br /&gt;
| Lithium-Sulfur || 35 || 21 || 56 || 0.38 || || 1.4 || 2.1 || 0.035 ||&lt;br /&gt;
|-&lt;br /&gt;
| Molten Salt || 80 || 40 || 89 || 0.45 || || 1.6 || 6.4 || 0.8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Salt Water || 20 || 20 || 33 || 0.61 || 1.6 || 0.4 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Graphene || 120 || 48 || 32 || 1.5 || || 9 || 2.4 || 0.6 ||&lt;br /&gt;
|-&lt;br /&gt;
| Quantum || 80 || 80 || 27 || 2.96  || || 4 || 2.4 || 1.6 ||&lt;br /&gt;
|-&lt;br /&gt;
| Superconducting Coil || 2 || 40 || 9 || 4.44 || || 0.1 || 0.06 || 0.04 ||&lt;br /&gt;
|-&lt;br /&gt;
| Exotic Nanowire || 10 || 60 || 10 || 6.0 || || 0.4 || 0.25 || 0.3 || 0.05&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
Armor plating on the ship will absorb incoming weapons fire, preventing damage to internal components. Each point of armor will absorb 20 Megajoules of energy at a single location on the hull before vaporizing. Different armor types require a different thickness and mass to absorb a particular amount of damage. In the below table, the mass required per point is given as a percentage of the mass of steel armour (so for example, a steel plate that weighs 1000 tons would instead weigh 230 tons if it were made of composite armour). &lt;br /&gt;
&lt;br /&gt;
Note that a point of lateral armor is much more massive than nose and tail armor, because it has a greater surface area to cover. The exact ratio depends on the hull used, but side armor will always be 10-20x heavier per point than nose/tail armour. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! rowspan=2|Armor !! rowspan=2|Weight Multiplier !! rowspan=2|Bonus Resistance !! colspan=5|Cost / kiloton !! colspan=2|Damage Modifier&lt;br /&gt;
|-&lt;br /&gt;
!  [[File:ICO water.png|25px]] Water !! [[File:ICO volatiles.png|25px]] Volatiles !! [[File:ICO metal.png|25px]] Base Metals !! [[File:ICO metal noble.png|25px]] Noble Metals !! [[File:ICO exotics.png|25px]] Exotics !!  X-Ray !! Baryonic&lt;br /&gt;
|-&lt;br /&gt;
| Steel || 100% || Chipping || 0 || 2 || 98 || 0 || 0 || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Titanium || 77.5% || Chipping || 0 || 0 || 0 || 100 || 0 || 282% || 107%&lt;br /&gt;
|-&lt;br /&gt;
| Silicon Carbide || 68.7% || || 0 || 50 || 50 || 0 || 0 || 515% || 172%&lt;br /&gt;
|-&lt;br /&gt;
| Boron Carbide || 95.2% || Kinetic Damage || 0 || 50 || 50 || 0 || 0 || 671% || 65%&lt;br /&gt;
|-&lt;br /&gt;
| Composite || 45.3% || || 0 || 50 || 25 || 25 || 0 || 876% || 182%&lt;br /&gt;
|-&lt;br /&gt;
| Foamed Metal || 28.3% || Chipping || 0 || 30 || 50 || 20 || 0 || 718% || 175%&lt;br /&gt;
|-&lt;br /&gt;
| Nanotube || 23.0% || || 0 || 60 || 35 || 5 || 0 || 1021% || 193%&lt;br /&gt;
|-&lt;br /&gt;
| Adamantine || 11.4% || Kinetic Damage || 0 || 55 || 35 || 10 || 0 || 1163% || 196%&lt;br /&gt;
|-&lt;br /&gt;
| Exotic  || 9.7% || || 0 || 25 || 25 || 10 || 40 || 950% || 172%&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid  || 8.5% || Laser Damage || 0 || 30 || 30 || 20 || 20 || 913% || 171%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Utility Modules ===&lt;br /&gt;
Utility Modules perform a variety of functions to widen a spacecraft&#039;s capabilities. Extra batteries may also be put in utility module slots.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Utility Module !! Mass (tons) !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Mobile Space Science Lab || 200 || +5% Space Science Research&amp;lt;br&amp;gt;Can prospect space bodies from interface orbits&lt;br /&gt;
|-&lt;br /&gt;
| Repair Bay || 500 || Improves damage control&lt;br /&gt;
|-&lt;br /&gt;
| Marine Assault Unit || 200 || Enables the Assault Hab fleet operation (assault value 2)&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Marine Assault Unit || 200 || Enables the Assault Hab fleet operation (assault value 4)&lt;br /&gt;
|-&lt;br /&gt;
| Elite Marine Assault Unit || 200 || Enables the Assault Hab fleet operation (assault value 6)&lt;br /&gt;
|-&lt;br /&gt;
| Laser Engine || 25 || +5MJ laser weapon power&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Laser Engine || 50 || +10MJ laser weapon power&lt;br /&gt;
|-&lt;br /&gt;
| Magazine || 100 || Projectile weapons gain additional ammo and mass&lt;br /&gt;
|-&lt;br /&gt;
| Component Armor || 500 || -50% Internal Damage during combat&lt;br /&gt;
|-&lt;br /&gt;
| Armor Strut || 500 || Increase the amount of armor each facing on ship can carry by 100%.&lt;br /&gt;
|-&lt;br /&gt;
| ECM || 10 || 20% chance force an enemy weapon into cooldown when this ship is targeted. &lt;br /&gt;
|-&lt;br /&gt;
| ECM Mark II || 10 || 40% chance force an enemy weapon into cooldown when this ship is targeted. &lt;br /&gt;
|-&lt;br /&gt;
| ECM Mark III || 10 || 60% chance force an enemy weapon into cooldown when this ship is targeted. &lt;br /&gt;
|-&lt;br /&gt;
| Targeting Computer|| 10 || Improve a ship&#039;s roll to overcome enemy ECM and damage to sensors by 10%.&lt;br /&gt;
|-&lt;br /&gt;
| Targeting Computer Mark II || 10 || Improve a ship&#039;s roll to overcome enemy ECM and damage to sensors by 30%.&lt;br /&gt;
|-&lt;br /&gt;
| Targeting Computer Mark III || 10 || Improve a ship&#039;s roll to overcome enemy ECM and damage to sensors by 50%.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Drive Enhancement Module ====&lt;br /&gt;
Drive Enhancement Modules requires a certain type of Drive to be used.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Utility Module !! Mass (tons) !! Ship Requirements !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Muon Spiker || 40 || Nuclear Fusion Drive || +10% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Neutronium Spiker || 40 || Nuclear Fission Drive || +20% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Spiker || 40 || Nuclear Drive || +30% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Liquid Hydrogen Containment || 5 || Hydrogen Propellant || +20% Exhaust Velocity&lt;br /&gt;
|-&lt;br /&gt;
| Slush Hydrogen Tankage || 10 || Hydrogen Propellant || +35% Exhaust Velocity&lt;br /&gt;
|-&lt;br /&gt;
| Hydron Trap || 20 || Hydrogen Propellant || +50% Exhaust Velocity&lt;br /&gt;
|-&lt;br /&gt;
| ISRU Module || 40 || || Can replenish Propellant at unimproved hab sites that produce raw materials used in ship&#039;s propellant&lt;br /&gt;
|-&lt;br /&gt;
| Remass Scoop || 40 || Anything or Hydrogen Propellant || Can replenish Propellant in interface orbits of Jovian planets&amp;lt;br&amp;gt;No aerobraking damage; Cannot be used for antimatter drive that use Hydrogen as Propellant.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Heat Sink ====&lt;br /&gt;
Heat sinks are important modules for combat ship so they may avoid exposing their vulnerable radiators to enemy fire. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! rowspan=2|Heat Sink !! rowspan=2|Mass (tons) !! rowspan=2|Capacity (GJ) !! rowspan=2|Specific capacity (GJ/ton) !! colspan=4|Resources&lt;br /&gt;
|-&lt;br /&gt;
!   [[File:ICO water.png|25px]] Water !! [[File:ICO volatiles.png|25px]] Volatiles !! [[File:ICO metal.png|25px]] Base Metals !! [[File:ICO exotics.png|25px]] Exotics&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Water || 250 || 100 || 0.40 || 25 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Potassium || 205 || 110 || 0.54 ||  ||  || 20.5  || &lt;br /&gt;
|-&lt;br /&gt;
| Sodium || 230 || 370 || 1.61 ||  ||  || 23 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Lithium || 128 || 525 || 4.10 ||  ||  || 12.8 || &lt;br /&gt;
|-&lt;br /&gt;
| Molten Salt || 485 || 900 || 1.86 ||  || 12.1 || 36.4 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Exotic || 250 || 1800 || 7.2 ||  ||  || 20 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Water || 500 || 200 || 0.40 ||  50 ||  ||  ||  &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Potassium || 410 || 220 || 0.54  ||  ||  || 41 || &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Sodium || 460 || 740 || 1.61 ||  ||  || 46 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Lithium || 256 || 1050 || 4.10 ||  ||  || 25.6 || &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Molten Salt || 970 || 1800 || 1.86 ||  || 24.3 || 72.8 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Exotic || 500 || 3600 || 7.2 ||  ||  || 40 ||  10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Kit ====&lt;br /&gt;
Kits allow creation of a small hab with a construction module. Can be replenished by repairing the ship at a dock or shipyard.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Kit !! Mass (tons)&lt;br /&gt;
|-&lt;br /&gt;
| Solar Platform || 200&lt;br /&gt;
|-&lt;br /&gt;
| Solar Outpost || 200&lt;br /&gt;
|-&lt;br /&gt;
| Fission Platform || 250&lt;br /&gt;
|-&lt;br /&gt;
| Fission Outpost || 300&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Platform || 250&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Outpost || 300&lt;br /&gt;
|-&lt;br /&gt;
| Automated Solar Platform || 250&lt;br /&gt;
|-&lt;br /&gt;
| Automated Solar Outpost || 1200&lt;br /&gt;
|-&lt;br /&gt;
| Automated Fission Platform || 300&lt;br /&gt;
|-&lt;br /&gt;
| Automated Fission Outpost || 1800&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
Weapons systems are either mounted on the ship&#039;s nose or on the hull. Nose weapons are typically more powerful than hull weapons of a similar size, but they have a limited field of fire. Hull weapons can fire in any direction around the ship.  Weapons also come in various sizes; larger weapon systems are generally more powerful but will take up multiple weapon slots.&lt;br /&gt;
&lt;br /&gt;
Certain weapons may only be used offensively against enemy ships and hab modules; others may only be used defensively to shoot down incoming projectiles and missiles, and still others can be used against both types of targets.  Weapons can have up to four different possible fire modes:&lt;br /&gt;
* Focus Fire: Will fire at primary target only.&lt;br /&gt;
* Attack: Will fire at primary target if it is in range, otherwise will attack the nearest available target.&lt;br /&gt;
* Guardian: Will fire at incoming projectiles and missiles before targeting enemy ships.&lt;br /&gt;
* Defense: Will fire at incoming projectiles and missiles; will not target ships.&lt;br /&gt;
&lt;br /&gt;
All weapons have a cooldown, and some weapons fire in salvos.  If a weapon does not have a salvo listed, it will fire once every time the cooldown timer is up.  For example, the Light Railgun Battery Mk1 has a cooldown of 30s and does not have a salvo listed; once in range, it will fire one shot every 30 seconds.  If a weapon has a salvo listed of X shots / Y s, it will fire one shot every Y seconds X number of times, and then will go on cooldown, after which it will fire another salvo.  For example, the Krait Missile Bay has a salvo of 2 shots / 5 s and a cooldown of 60 seconds; once in range, it will fire one shot, wait 5 seconds, fire a second shot, and then will go on cooldown for 60 seconds.&lt;br /&gt;
&lt;br /&gt;
Weapons can be classified in certain general types:&lt;br /&gt;
* Guns: Use magazines, high ammo capacity. Cannot bombard. Low damage. Short range. Cheap.&lt;br /&gt;
* Missiles: Use magazines, low ammo capacity. Limited bombard. High damage. Will chase the target. Very susceptible to point defense. Only available as hull weapons.&lt;br /&gt;
* Magnetic Weapons: Use magazines, high ammo capacity. High damage, moderate accuracy. Susceptible to point defense. Can bombard.&lt;br /&gt;
* Plasma Weapons: Use magazines. Cannot be targeted by point defense. Cannot bombard. Medium damage, high accuracy. Only available in large sizes.&lt;br /&gt;
* Lasers: Use energy. Limited bombard. Never miss. More effective at close range.&lt;br /&gt;
* Particle Weapons: Use energy. Cannot bombard. High damage. Never miss. Short range.&lt;br /&gt;
&lt;br /&gt;
==== Guns ====&lt;br /&gt;
&lt;br /&gt;
Guns are chemical slugthrowers with performance characteristics similar to modern naval weaponry. They are low-tech and cheap, but due to low muzzle velocity will have a hard time hitting anything at range and the projectiles can be targeted by point defense. They are quickly outclassed by magnetic weapons.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Gun !! Hull Slots !! Nose Slots !! Fire Modes !! Cooldown (s) !! Damage (MJ) !! Magazine !! Magazine Materials !! Range (km) !! Mass (tons) !! Salvo !! Build Cost&lt;br /&gt;
|-&lt;br /&gt;
| 30mm Autocannon || 1 ||  || Defense || 4 || 3.2 || 3000 ||  || 200 || 19.5 || 10 shots / 1 s || &lt;br /&gt;
|-&lt;br /&gt;
| 40mm Autocannon || 1 ||  || Focus Fire, Attack, Guardian, Defense || 4 || 20.3 || 2000 ||  || 350 || 45 || 6 shots / 4.5 s || &lt;br /&gt;
|-&lt;br /&gt;
| 6-inch Cannon || 1 ||  || Focus Fire, Attack, Guardian, Defense || 12 || 22.1 || 600 ||  || 250 || 52 || 4 shots / 2 s || &lt;br /&gt;
|-&lt;br /&gt;
| 8-inch Cannon || 2 ||  || Focus Fire, Attack || 15 || 49 || 400 ||  || 250 || 90 || 4 shots / 3 s || &lt;br /&gt;
|- &lt;br /&gt;
| 10-inch Cannon ||  || 1 || Focus Fire, Attack || 16 || 88.2 || 300 ||  || 250 || 179 || 3 shots / 3 s || &lt;br /&gt;
|-&lt;br /&gt;
| 12-inch Cannon ||  || 2 || Focus Fire, Attack || 20 || 156.8 || 250 ||  || 250 || 305 || 2 shots / 5 s || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Magnetic Weapons ====&lt;br /&gt;
Magnetic weapons include railguns and coilguns that fire high-speed projectiles that do significant damage but can be shot down by point defense.  Due to low muzzle velocity, railguns may have a difficult time hitting targets at range; coilguns have a significantly higher muzzle velocity and are more difficult to dodge.  All magnetic weapons are capable of bombardment.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Magnetic Weapon !! Hull Slots !! Nose Slots !! Fire Modes !! Cooldown (s) !! Damage (MJ) !! Magazine !! Magazine Materials !! Range (km) !! Mass (tons) !! Salvo !! Shot Battery Consumption (GJ) !! Build Cost&lt;br /&gt;
|-&lt;br /&gt;
|Light Railgun Battery Mk1 || 1 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 28.1 || 1000 ||  || 500 || 62 ||  || 0.15 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Railgun Battery Mk2 || 1 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 43.2 || 1000 ||  || 550 || 57 ||  || 0.18 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Railgun Battery Mk3 || 1 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 68 || 1000 ||  || 600 || 52 ||  || 0.22 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Coilgun Battery Mk1 || 1 ||  || Focus Fire, Attack, Guardian, Defense || 40 || 75.9 || 1500 ||  || 500 || 65 || 3 shots / 10 s || 0.2 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Coilgun Battery Mk2 || 1 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 116.6 || 1500 ||  || 550 || 60 || 4 shots / 10 s || 0.24 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Coilgun Battery Mk3 || 1 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 173.6 || 1500 ||  || 600 || 55 || 5 shots / 10 s || 0.28 || &lt;br /&gt;
|-&lt;br /&gt;
|Railgun Battery Mk1 || 2 ||  || Focus Fire, Attack || 36 || 81 || 1200 ||  || 650 || 128.8 ||  || 0.43 || &lt;br /&gt;
|-&lt;br /&gt;
|Railgun Battery Mk2 || 2 ||  || Focus Fire, Attack || 24 || 124.4 || 1200 ||  || 700 || 118.8 ||  || 0.52 || &lt;br /&gt;
|-&lt;br /&gt;
|Railgun Battery Mk3 || 2 ||  || Focus Fire, Attack || 12 || 196 || 1200 ||  || 750 || 108.8 ||  || 0.64 || &lt;br /&gt;
|-&lt;br /&gt;
|Coilgun Battery Mk1 || 2 ||  || Focus Fire, Attack || 48 || 218.7 || 1800 ||  || 650 || 136 || 3 shots / 12 s || 0.58 || &lt;br /&gt;
|-&lt;br /&gt;
|Coilgun Battery Mk2 || 2 ||  || Focus Fire, Attack || 36 || 317.5 || 1800 ||  || 700 || 126 || 4 shots / 12 s || 0.66 || &lt;br /&gt;
|-&lt;br /&gt;
|Coilgun Battery Mk3 || 2 ||  || Focus Fire, Attack || 24 || 453.6 || 1800 ||  || 750 || 116 || 5 shots / 12 s || 0.74 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Railgun Battery Mk1 || 4 ||  || Focus Fire, Attack || 43 || 233.3 || 1440 ||  || 800 || 269.1 ||  || 1.2 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Railgun Battery Mk2 || 4 ||  || Focus Fire, Attack || 29 || 358.3 || 1440 ||  || 850 || 249.1 ||  || 1.5 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Railgun Battery Mk3 || 4 ||  || Focus Fire, Attack || 14 || 563.5 || 1440 ||  || 900 || 229.1 ||  || 1.8 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Coilgun Battery Mk1 || 4 ||  || Focus Fire, Attack || 58 || 595.4 || 2160 ||  || 800 || 286.4 || 3 shots / 14 s || 1.6 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Coilgun Battery Mk2 || 4 ||  || Focus Fire, Attack || 43 || 829.4 || 2160 ||  || 850 || 266.4 || 4 shots / 14 s || 1.7 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Coilgun Battery Mk3 || 4 ||  || Focus Fire, Attack || 29 || 1148.2 || 2160 ||  || 900 || 246.4 || 5 shots / 15 s || 1.9 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Rail Cannon Mk1 ||  || 1 || Focus Fire, Attack || 45 || 145.8 || 200 ||  || 550 || 66 ||  || 0.78 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Rail Cannon Mk2 ||  || 1 || Focus Fire, Attack || 30 || 223.9 || 200 ||  || 600 || 61 ||  || 0.93 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Rail Cannon Mk3 ||  || 1 || Focus Fire, Attack || 15 || 352.2 || 200 ||  || 650 || 56 ||  || 1.1 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Coil Cannon Mk1 ||  || 1 || Focus Fire, Attack || 40 || 273.4 || 300 ||  || 550 || 67.5 || 3 shots / 10 s || 0.73 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Coil Cannon Mk2 ||  || 1 || Focus Fire, Attack || 30 || 396.9 || 300 ||  || 600 || 62.5 || 4 shots / 10 s || 0.83 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Coil Cannon Mk3 ||  || 1 || Focus Fire, Attack || 20 || 717.6 || 300 ||  || 650 || 57.5 || 5 shots / 10 s || 1.2 || &lt;br /&gt;
|-&lt;br /&gt;
|Rail Cannon Mk1 ||  || 2 || Focus Fire, Attack || 54 || 419.9 || 240 ||  || 700 || 134.4 ||  || 2.2 || &lt;br /&gt;
|-&lt;br /&gt;
|Rail Cannon Mk2 ||  || 2 || Focus Fire, Attack || 36 || 644 || 240 ||  || 750 || 124.4 ||  || 2.7 || &lt;br /&gt;
|-&lt;br /&gt;
|Rail Cannon Mk3 ||  || 2 || Focus Fire, Attack || 18 || 1102.2 || 240 ||  || 800 || 114.4 ||  || 3.6 || &lt;br /&gt;
|-&lt;br /&gt;
|Coil Cannon Mk1 ||  || 2 || Focus Fire, Attack || 48 || 744.2 || 360 ||  || 700 || 138 || 3 shots / 12 s || 2 || &lt;br /&gt;
|-&lt;br /&gt;
|Coil Cannon Mk2 ||  || 2 || Focus Fire, Attack || 36 || 1036.8 || 360 ||  || 750 || 128 || 4 shots / 12 s || 2.2 || &lt;br /&gt;
|-&lt;br /&gt;
|Coil Cannon Mk3 ||  || 2 || Focus Fire, Attack || 24 || 1771.9 || 360 ||  || 800 || 118 || 5 shots / 12 s || 2.9 || &lt;br /&gt;
|-&lt;br /&gt;
|Spinal Railgun Mk1 ||  || 4 || Focus Fire, Attack || 108 || 1207.5 || 300 ||  || 900 || 276 ||  || 6.4 || &lt;br /&gt;
|-&lt;br /&gt;
|Spinal Railgun Mk2 ||  || 4 || Focus Fire, Attack || 72 || 2015.5 || 300 ||  || 950 || 256 ||  || 8.4 || &lt;br /&gt;
|-&lt;br /&gt;
|Spinal Railgun Mk3 ||  || 4 || Focus Fire, Attack || 36 || 3169.6 || 300 ||  || 1000 || 236 ||  || 10.3 || &lt;br /&gt;
|-&lt;br /&gt;
|Spinal Coiler Mk1 ||  || 4 || Focus Fire, Attack || 96 || 1944 || 450 ||  || 900 || 285 || 3 shots / 24 s || 5.2 || &lt;br /&gt;
|-&lt;br /&gt;
|Spinal Coiler Mk2 ||  || 4 || Focus Fire, Attack || 72 || 2624.4 || 450 ||  || 950 || 265 || 4 shots / 24 s || 5.5 || &lt;br /&gt;
|-&lt;br /&gt;
|Spinal Coiler Mk3 ||  || 4 || Focus Fire, Attack || 48 || 4287.9 || 450 ||  || 1000 || 245 || 5 shots / 24 s || 7 || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Missiles ====&lt;br /&gt;
Missile weapons (which include both missiles and torpedoes) do high damage and will chase the enemy, but are very susceptible to being shot down by point defense and are constrained by small magazines.  Missiles will fire offensively only if an enemy ship or hab module has been set as a target.  All missiles have a range of 1,000 km.&lt;br /&gt;
&lt;br /&gt;
Missiles and torpedoes can have different types of warheads:&lt;br /&gt;
* Fragmentation warheads do 50% damage to armor&lt;br /&gt;
* Penetrator warheads do 60% damage to armor&lt;br /&gt;
* Explosive warheads do 80% damage to armor&lt;br /&gt;
* Nuclear warheads do 100% damage to armor and have a blast radius&lt;br /&gt;
* Shaped Nuclear warheads do 100% damage to armor and have a longer but narrower blast cone radius&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Missile Bay !! Fire Modes !! Cooldown (s) !! Damage (MJ) !! Warhead !! Acceleration (gs) !! Delta-V (kps) !! Magazine !! Tier !! Mass (tons) !! Blast Damage Radius (km) !! Destruction Cone !! Can Bombard&lt;br /&gt;
|-&lt;br /&gt;
|Krait Missile Bay || Focus Fire || 5 || 350.9 || Explosive || 4.5 || 3.3 || 10 || 0 || 31 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Anaconda Missile Bay || Focus Fire || 5 || 501.4 || Explosive || 14.9 || 3.8 || 16 || 1 || 29.2 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Cobra Missile Bay || Focus Fire || 7 || 598.8 || Explosive || 14.9 || 3.5 || 12 || 1 || 29.2 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Racer Missile Bay || Focus Fire, Defense || 3 || 89.1 || Explosive || 29.9 || 2.7 || 36 || 1 || 24.4 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Rattler Missile Bay || Focus Fire, Defense || 5 || 501.8 || Fragmentation || 14.9 || 4.5 || 24 || 1 || 43.4 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Riverjack Missile Bay || Focus Fire, Defense || 7 || 840.5|| Fragmentation || 14.9 || 4.1 || 18 || 1 || 33.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Harlequin Missile Bay || Focus Fire || 5 || 501.8 || Penetrator || 14.9 || 4.5 || 16 || 2 || 30.6 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Keelback Missile Bay || Focus Fire || 5 || 840.5 || Penetrator || 14.9 || 4.1 || 12 || 2 || 24.2 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Copperhead Missile Bay || Focus Fire || 5 || 923.1 || Explosive || 18.3 || 3.7 || 10 || 1 || 31 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Viper Missile Bay || Focus Fire, Defense || 5 || 795.2 || Fragmentation || 18.3 || 5.6 || 12 || 1 || 29.2 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Lancehead Missile Bay || Focus Fire || 5 || 1,901 || Penetrator || 18.3 || 4.4 || 10 || 1 || 34 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Python Nuclear Missile Bay || Focus Fire, Defense || 5 || 188,325,000 || Nuclear || 18.3 || 4 || 10 || 2 || 31 || 6 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Sidewinder Shaped Nuclear Missile Bay || Focus Fire, Defense || 5 || 418,500,000 || Shaped Nuclear || 18.3 || 4 || 10 || 2+ || 31 || 39 || 0.15° || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Hera Torpedo Bay || Focus Fire || 7 || 1,120.3 || Explosive || 7.5 || 6.2 || 6 || 1 || 38.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Hermes Torpedo Bay || Focus Fire || 7 || 8,004.2 || Penetrator || 7.5 || 4.6 || 6 || 2 || 33.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Artemis Torpedo Bay || Focus Fire || 7 || 2,230.4 || Explosive || 9.1 || 8.0 || 6 || 1 || 43.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Vulcan Torpedo Bay || Focus Fire || 7 || 15,249.0 || Penetrator || 9.15 || 6.0 || 6 || 2 || 38.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Athena Torpedo Bay || Focus Fire || 7 || 6,738.3 || Explosive || 4.9 || 12.8 || 6 || 2 || 43.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Ares Torpedo Bay || Focus Fire || 7 || 48,492.1 || Penetrator || 4.9 || 9.0 || 6 || 2 || 38.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Poseidon Torpedo Bay || Focus Fire || 7 || 17,112.5|| Penetrator || 4.9 || 18.5 || 6 || 2 || 38.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Cerberus Nuclear Torpedo Bay || Focus Fire || 7 || 1,129,950,000 || Nuclear || 7.5 || 6.4 || 5 || 2+ || 49 || 15 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Hades Nuclear Torpedo Bay || Focus Fire || 7 || 2,448,225,000 || Nuclear || 9.1 || 7.7 || 5 || 2+ || 44 || 22 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Nemesis Nuclear Torpedo Bay || Focus Fire || 7 || 4,519,800,000 || Nuclear || 4.9 || 10.7 || 5 || 2+ || 44 || 30 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Olympus Shaped Nuclear Torpedo Bay || Focus Fire || 7 || 4,185,000,000 || Shaped Nuclear || 4.9 || 10.7 || 5 || 2+ || 44 || 93 || 0.2° || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Acheron Shaped Nuclear Torpedo Bay || Focus Fire || 7 || 4,185,000,000 || Shaped Nuclear || 4.9 || 10.1 || 5 || 2+ || 44 || 124 || 0.15° || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Tartarus Shaped Nuclear Torpedo Bay ||Focus Fire || 7 || 4,185,000,000 || Shaped Nuclear || 4.9 || 9.5 || 5 || 2+ || 44 || 149 || 0.13° || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Styx Shaped Nuclear Torpedo Bay ||Focus Fire || 7 || 4,185,000,000 || Shaped Nuclear || 4.9 || 9.0 || 5 || 2+ || 44 || 219 || 0.085° || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Antimatter Torpedo Launcher ||Focus Fire || 40 || 22,470,010,000 || Antimatter || 4.9 || 14.6 || 5 || 2+ || 74 || 67 ||  || Not Through Atmosphere&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Lasers ====&lt;br /&gt;
Laser weapons do not miss and are excellent at targeting enemy projectiles.  However, laser weapons have difficulty penetrating armor unless they are at close range.  Laser weapons for non-alien ships come in three different wavelengths: Infrared, Visible (Green), and Ultraviolet, from least powerful to most powerful.  Additionally, laser weapons use one of three different beam types: Standard, Arc, and Phaser, from least powerful to most powerful.  Each laser battery and cannon size comes in nine different configurations, corresponding to all the possible combinations of wavelength and beam type.  The more powerful the wavelength and beam type, the better the laser is at penetrating armor.  &lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Laser Weapon !! Hull Slots !! Nose Slots !! Fire Modes !! Cooldown (s) !! Base Shot Power (MJ) !! Range (km) !! Mass (tons) !! Shot Battery Consumption (GJ) !! Armor Effectiveness at 100km !! Armor Effectiveness at 200km !! Armor Effectiveness at 500km !! Build Cost !! Can Bombard&lt;br /&gt;
|-&lt;br /&gt;
|Point Defense Laser Turret || 1 ||  || Defense || 3 || 50 || 250 || 20 || 0.2 || 1,289% || 5,156% || 32,227% ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Point Defense Arc Laser Turret || 1 ||  || Defense || 3 || 50 || 300 || 20 || 0.11 || 1,096% || 4,386% || 27,412% ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Point Defense Phaser Turret || 1 ||  || Defense || 3 || 50 || 350 || 20 || 0.14 || 920% || 3,679% || 22,994% ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|60 cm IR Laser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 100 || 600 || 150 || 0.4 || 330% || 1,318% || 8,239% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|60 cm IR Arc Laser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 100 || 600 || 115 || 0.29 || 279% || 1,115% || 6,968% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|60 cm IR Phaser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 100 || 600 || 75 || 0.22 || 233% || 930% || 5,815% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|60 cm Green Laser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 100 || 600 || 150 || 0.5 || 90% || 358% || 2,238% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|60 cm Green Arc Laser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 100 || 600 || 115 || 0.33 || 71% || 284% || 1,777% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|60 cm Green Phaser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 100 || 600 || 115 || 0.25 || 59% || 235% || 1,471% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|60 cm UV Laser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 100 || 600 || 150 || 1 || 30% || 118% || 738% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|60 cm UV Arc Laser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 100 || 600 || 115 || 0.5 || 20% || 79% || 492% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|60 cm UV Phaser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 100 || 600 || 115 || 0.33 || 16% || 63% || 393% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|120 cm IR Laser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 150 || 700 || 200 || 0.6 || 90% || 361% || 2,254% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|120 cm IR Arc Laser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 150 || 700 || 155 || 0.43 || 75% || 299% || 1,868% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|120 cm IR Phaser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 150 || 700 || 100 || 0.33 || 61% || 244% || 1,523% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|120 cm Green Laser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 150 || 700 || 200 || 0.75 || 30% || 121% || 753% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|120 cm Green Arc Laser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 150 || 700 || 155 || 0.5 || 23% || 92% || 577% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|120 cm Green Phaser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 150 || 700 || 155 || 0.38 || 16% || 64% || 399% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|120 cm UV Laser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 150 || 700 || 200 || 1.5 || 15% || 61% || 378% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|120 cm UV Arc Laser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 150 || 700 || 155 || 0.75 || 10% || 41% || 257% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|120 cm UV Phaser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 150 || 700 || 155 || 0.5 || 5% || 20% || 127% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|360 cm IR Laser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 225 || 850 || 400 || 0.9 || 20% || 81% || 504% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|360 cm IR Arc Laser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 225 || 850 || 315 || 0.64 || 15% || 59% || 369% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|360 cm IR Phaser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 225 || 850 || 200 || 0.5 || 10% || 42% || 262% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|360 cm Green Laser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 225 || 850 || 400 || 1.1 || 14% || 54% || 338% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|360 cm Green Arc Laser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 225 || 850 || 315 || 0.75 || 8% || 34% || 211% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|360 cm Green Phaser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 225 || 850 || 315 || 0.56 || 5% || 20% || 126% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|360 cm UV Laser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 225 || 850 || 400 || 2.3 || 12% || 47% || 296% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|360 cm UV Arc Laser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 225 || 850 || 315 || 1.1 || 7% || 28% || 175% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|360 cm UV Phaser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 225 || 850 || 135 || 0.75 || 4% || 15% || 96% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|240 cm IR Laser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 30 || 200 || 800 || 300 || 0.8 || 31% || 124% || 774% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|240 cm IR Arc Laser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 20 || 200 || 800 || 235 || 0.57 || 24% || 96% || 599% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|240 cm IR Phaser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 10 || 200 || 800 || 150 || 0.44 || 18% || 73% || 456% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|240 cm Green Laser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 30 || 200 || 800 || 300 || 1 || 16% || 64% || 399% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|240 cm Green Arc Laser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 20 || 200 || 800 || 235 || 0.67 || 11% || 46% || 286% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|240 cm Green Phaser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 10 || 200 || 800 || 235 || 0.5 || 7% || 29% || 180% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|240 cm UV Laser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 30 || 200 || 800 || 300 || 2 || 12% || 49% || 305% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|240 cm UV Arc Laser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 20 || 200 || 800 || 235 || 1 || 8% || 33% || 206% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|240 cm UV Phaser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 10 || 200 || 800 || 235 || 0.67 || 5% || 18% || 113% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|480 cm IR Laser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 30 || 250 || 900 || 500 || 1 || 17% || 66% || 416% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|480 cm IR Arc Laser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 20 || 250 || 900 || 395 || 0.71 || 12% || 47% || 293% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|480 cm IR Phaser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 10 || 250 || 900 || 250 || 0.56 || 8% || 31% || 195% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|480 cm Green Laser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 30 || 250 || 900 || 500 || 1.3 || 13% || 51% || 322% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|480 cm Green Arc Laser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 20 || 250 || 900 || 395 || 0.83 || 8% || 32% || 200% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|480 cm Green Phaser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 10 || 250 || 900 || 395 || 0.63 || 5% || 20% || 125% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|480 cm UV Laser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 30 || 250 || 900 || 500 || 2.5 || 12% || 48% || 298% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|480 cm UV Arc Laser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 20 || 250 || 900 || 395 || 1.3 || 7% || 29% || 180% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|480 cm UV Phaser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 10 || 250 || 900 || 395 || 0.83 || 4% || 17% || 109% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|720 cm IR Laser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 30 || 300 || 950 || 700 || 1.2 || 14% || 57% || 359% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|720 cm IR Arc Laser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 20 || 300 || 950 || 555 || 0.86 || 10% || 39% || 241% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|720 cm IR Phaser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 10 || 300 || 950 || 350 || 0.67 || 6% || 24% || 148% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|720 cm Green Laser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 30 || 300 || 950 || 700 || 1.5 || 13% || 51% || 317% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|720 cm Green Arc Laser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 20 || 300 || 950 || 555 || 1 || 8% || 32% || 198% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|720 cm Green Phaser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 10 || 300 || 950 || 555 || 0.75 || 4% || 17% || 108% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|720 cm UV Laser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 30 || 300 || 950 || 700 || 3 || 12% || 49% || 307% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|720 cm UV Arc Laser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 20 || 300 || 950 || 555 || 1.5 || 8% || 30% || 190% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|720 cm UV Phaser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 10 || 300 || 950 || 555 || 1 || 4% || 16% || 101% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|960 cm IR Laser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 30 || 350 || 1000 || 900 || 1.4 || 14% || 55% || 344% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|960 cm IR Arc Laser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 20 || 350 || 1000 || 715 || 1 || 9% || 36% || 227% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|960 cm IR Phaser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 10 || 350 || 1000 || 450 || 0.78 || 5% || 22% || 136% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|960 cm Green Laser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 30 || 350 || 1000 || 900 || 1.8 || 13% || 51% || 320% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|960 cm Green Arc Laser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 20 || 350 || 1000 || 715 || 1.2 || 8% || 32% || 200% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|960 cm Green Phaser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 10 || 350 || 1000 || 715 || 0.88 || 4% || 18% || 111% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|960 cm UV Laser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 30 || 350 || 1000 || 900 || 3.5 || 13% || 50% || 314% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|960 cm UV Arc Laser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 20 || 350 || 1000 || 715 || 1.8 || 8% || 31% || 195% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|960 cm UV Phaser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 10 || 350 || 1000 || 715 || 1.2 || 4% || 17% || 107% ||  || Not Through Atmosphere&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Particle Weapons====&lt;br /&gt;
Particle weapons are short-range weapons that are very good at penetrating armor, potentially disabling or destroying a ship&#039;s internal components, but doing very little to armor or ship structure itself. They are designed to be used as part of a fleet, and are very unlikely to kill a ship if used alone. The point-defense particle beam is also an effective point-defense weapon against missiles, but not against kinetic slugs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Particle Beam !! Hull Slots !! Nose Slots !! Mass (tons) !! Fire Modes !! Cooldown (s) !! Base Shot Power (MJ) !! Thermal Damage !! X-Ray Damage !! Baryonic Damage !! Targeting Range (km) !! Shot Battery Consumption (GJ) !! Build Cost &lt;br /&gt;
|-&lt;br /&gt;
| Point Defense E-Beamer || 1 || || 5 || Defense || 4 || 5 || 10% || 90% || 0% || 200 || 0.025 ||&lt;br /&gt;
|-&lt;br /&gt;
| Light E-Beam Battery || 1 || || 10 || Focus Fire, Attack, Guardian, Defense || 20 || 20 || 10% || 90% || 0% || 300 || 0.13 ||&lt;br /&gt;
|-&lt;br /&gt;
| E-Beam Battery || 2 || || 20 || Focus Fire, Attack, Guardian, Defense || 20 || 40 || 10% || 90% || 0% || 400 || 0.27 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy E-Beam Battery || 4 || || 40 || Focus Fire, Attack, Guardian, Defense || 20 || 80 || 10% || 90% || 0% || 500 || 0.53 ||&lt;br /&gt;
|-&lt;br /&gt;
| Electron Lance || || 2 || 30 || Focus Fire, Attack, Guardian, Defense || 20 || 60 || 10% || 90% || 0% || 500 || 0.4 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Electron Lance || || 3 || 60 || Focus Fire, Attack, Guardian, Defense || 20 || 120 || 10% || 90% || 0% || 600 || 0.8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Electron Lance || || 4 || 120 ||Focus Fire, Attack || 20 || 240 || 10% || 90% || 0% || 800 || 1.6 ||&lt;br /&gt;
|-&lt;br /&gt;
| Point Defense Ion Battery || 1 || || 5 || Defense || 3 || 5 || 60% || 34% || 16% || 200 || 0.025 ||&lt;br /&gt;
|-&lt;br /&gt;
| Light Ion Battery || 1 || || 10 || Focus Fire, Attack, Guardian, Defense || 30 || 20 || 60% || 34% || 16% || 500 || 0.13 ||&lt;br /&gt;
|-&lt;br /&gt;
| Ion Battery || 2 || || 20 || Focus Fire, Attack, Guardian, Defense || 30 || 40 || 60% || 34% || 16% || 600 || 0.27 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Ion Battery || 4 || || 40 || Focus Fire, Attack, Guardian, Defense || 30 || 80 || 60% || 34% || 16% || 700 || 0.53 ||&lt;br /&gt;
|-&lt;br /&gt;
| Light Ion Cannon || || 1 || 15 || Focus Fire, Attack, Guardian, Defense  || 30 || 30 || 60% || 34% || 16% || 500 || 0.2 ||&lt;br /&gt;
|-&lt;br /&gt;
| Ion Cannon || || 2 || 30 || Focus Fire, Attack, Guardian, Defense  || 30 || 60 || 60% || 34% || 16% || 600 || 0.4 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Ion Cannon || || 3 || 60 || Focus Fire, Attack, Guardian, Defense  || 30 || 120 || 60% || 34% || 16% ||| 700 || 0.8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Ion Cannon || || 4 || 120 || Focus Fire, Attack || 30 || 240 || 60% || 34% || 16% || 850 || 1.6 ||&lt;br /&gt;
|-&lt;br /&gt;
| Particle Beam Battery || 2 || || 25 || Focus Fire, Attack, Guardian, Defense  || 30 || 40 || 60% || 34% || 16% || 600 || 0.27 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Particle Beam Battery || 4 || || 50 || Focus Fire, Attack, Guardian, Defense  || 30 || 80 || 60% || 34% || 16% || 700 || 0.53 ||&lt;br /&gt;
|-&lt;br /&gt;
| Light Particle Lance || || 1 || 20 || Focus Fire, Attack, Guardian, Defense  || 30 || 30 || 60% || 34% || 16% || 700 || 0.2 ||&lt;br /&gt;
|-&lt;br /&gt;
| Particle Lance || || 2 || 40 || Focus Fire, Attack, Guardian, Defense  || 30 || 60 || 60% || 34% || 16% || 800 || 0.4 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Particle Lance || || 3 || 80 || Focus Fire, Attack, Guardian, Defense  || 30 || 120 || 60% || 34% || 16% || 900 || 0.8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Particle Lance || || 4 || 160 || Focus Fire, Attack || 30 || 240 || 60% || 34% || 16% || 1000 || 1.6 ||&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Particle Cannon || || 2 || 40 || Focus Fire, Attack, Guardian, Defense  || 40 || 80 || 100% || 134% || 66% || 800 || 0.53 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Antimatter Particle Cannon || || 3 || 120 || Focus Fire, Attack, Guardian, Defense  || 40 || 160 || 100% || 134% || 66% || 900 || 1.1 ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Antimatter Particle Cannon || || 4 || 240 || Focus Fire, Attack || 40 || 320 || 100% || 134% || 66% || 1000 || 2.1 ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Neutron Lance || || 4 || 360 || Focus Fire, Attack || 60 || 560 || 0% || 0% || 100% || 1000 || 3.7 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The difference between Thermal, X-Ray, and Baryonic damage is not explained in game as of patch 0.4.38. From [https://www.reddit.com/r/TerraInvicta/comments/1dcc631/comment/l7xwdtn/ u/Ayla-Selene on reddit]:&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Radiation damage is reduced by armor via &amp;quot;Half-Values&amp;quot;. one half value cuts damage in half. two half values cut damage in half twice, for 1/4.&lt;br /&gt;
&lt;br /&gt;
all ships have a baseline of 5 half-values (1/32). armor up to the point where it reaches those 5 half-values does nothing. after that it replaces the baseline half-values with its own half-values.&lt;br /&gt;
&lt;br /&gt;
The half value is measured in armor thickness, and not shown anywhere in game. every type of armor has one half-value thickness for x-rays and one half-value thickness for baryons.&lt;br /&gt;
&lt;br /&gt;
here&#039;s a table for the half values of different armor types (i calculated the points from armor thickness per point and the half value thickness):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armor !! points per half-value (X-Ray) !! points per half-value (Baryon)&lt;br /&gt;
|-&lt;br /&gt;
| Steel || 0.27 || 1.00&lt;br /&gt;
|-&lt;br /&gt;
| Titanium || 0.44 || 1.11&lt;br /&gt;
|-&lt;br /&gt;
| Silicon Carbide || 0.72 || 4.61&lt;br /&gt;
|-&lt;br /&gt;
| Boron Carbide || 1.00 || 0.62&lt;br /&gt;
|-&lt;br /&gt;
| Composite || 1.11 || 5.21&lt;br /&gt;
|-&lt;br /&gt;
| Foamed Metal || 1.62 || 7.44&lt;br /&gt;
|-&lt;br /&gt;
| Nanotube || 2.53 || 19.77&lt;br /&gt;
|-&lt;br /&gt;
| Adamantine || 4.83 || 31.05&lt;br /&gt;
|-&lt;br /&gt;
| Exotic || 2.00 || 4.62&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid || 1.80 || 4.40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If your armor is greater than 5 half-values, you can divide the damage by 2^(Armor/PointsPerHalfValue). Otherwise divide it by 32.&lt;br /&gt;
&lt;br /&gt;
Baryon damage is additionally multiplied by 5.&lt;br /&gt;
&lt;br /&gt;
This resulting damage is directly dealt to internals, with the hit location being calculated in the same way as with lasers. If it happens to hit something that is immune to radiation (for example a heat sink or the structure) it will deal no damage.&lt;br /&gt;
&lt;br /&gt;
Any damage at all is enough to disable a weapon (until damage control gets around to repairing it), which explains that the laser stopped firing for a while. Human Lasers also only have 1HP, and once a weapon is entirely destroyed it can only be repaired in a shipyard.&lt;br /&gt;
&lt;br /&gt;
As for Ion / Particle... Particle uses a different dispersion model, which theoretically results in much longer effective range. I am not sure if it actually has a noticeable effect on gameplay though.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Plasma Weapons ====&lt;br /&gt;
Plasma weapons fire high-speed, low mass projectiles that cannot be targeted by enemy point defense. While their damage is not as high as some of the larger and more advanced magnetic weapons, the high muzzle velocity of plasma weapons make them significantly more likely to hit their target.  Plasma weapons cannot bombard.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Plasma Weapon !! Hull Slots !! Nose Slots !! Fire Modes !! Cooldown (s) !! Damage (MJ) !! Magazine !! Magazine Materials !! Range (km) !! Mass (tons) !! Shot Battery Consumption (GJ) !! Build Cost&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Battery Mk 1 || 2 ||  || Focus Fire, Attack || 30 || 135.0 || 500 ||  || 500 || 320 || 0.45 ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Battery Mk 2 || 2 ||  || Focus Fire, Attack || 25 || 135.0 || 500 ||  || 600 || 280 || 0.34 ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Battery Mk 3 || 2 ||  || Focus Fire, Attack || 20 || 135.0 || 500 ||  || 700 || 240 || 0.27 ||&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Battery Mk 1 || 4 ||  || Focus Fire, Attack || 36 || 256.0 || 1000 ||  || 600 || 640 || 1.3 ||&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Battery Mk 2 || 4 ||  || Focus Fire, Attack || 30 || 256.0 || 1000 ||  || 700 || 560 || 0.85 ||&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Battery Mk 3 || 4 ||  || Focus Fire, Attack || 24 || 256.0 || 1000 ||  || 800 || 480 || 0.64 ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Cannon Mk 1 ||  || 3 || Focus Fire, Attack || 48 || 428.8 || 300 ||  || 600 || 540 || 1.7 || &lt;br /&gt;
|-&lt;br /&gt;
|Plasma Cannon Mk 2 ||  || 3 || Focus Fire, Attack || 40 || 428.8 || 300 ||  || 700 || 480 || 1.2 || &lt;br /&gt;
|-&lt;br /&gt;
|Plasma Cannon Mk 3 ||  || 3 || Focus Fire, Attack || 32 || 428.8 || 300 ||  || 800 || 420 || 0.95 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Cannon Mk 1 ||  || 4 || Focus Fire, Attack || 60 || 551.2 || 300 ||  || 800 || 720 || 2.8 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Cannon Mk 2 ||  || 4 || Focus Fire, Attack || 50 || 551.2 || 300 ||  || 900 || 640 || 1.8 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Cannon Mk 3 ||  || 4 || Focus Fire, Attack || 40 || 551.2 || 300 ||  || 1000 || 560 || 1.4 || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Refits ==&lt;br /&gt;
Factions may refit ships at habs with ship construction modules. Refitting is generally limited to replacing parts of a similar type.&lt;br /&gt;
* Hull cannot change.&lt;br /&gt;
* Power Plant can change, if the new Power Plant is of the same Class.&lt;br /&gt;
* Drives can add or remove thrusters to current drive, or substitute a drive with the same Classification, required Power Plant, and Reaction Product.&lt;br /&gt;
* Weapons can change if the new weapon is of the same Class and Mount. (so 1-hull laser can only be replaced by 1-hull lasers).&lt;br /&gt;
* Armor can change freely.&lt;br /&gt;
* Batteries can change to other batteries freely, but not change with other Utility modules.&lt;br /&gt;
* Heat sinks can change freely, but not change with other Utility modules.&lt;br /&gt;
* Radiators can change freely.&lt;br /&gt;
* Utility modules that aren&#039;t batteries or heat sinks can change to other modules with the same Class.&lt;br /&gt;
&lt;br /&gt;
== Additional information ==&lt;br /&gt;
Various &amp;quot;[[Guides]]&amp;quot; are available that detail among other things ship module performance and functions.&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198073215879</name></author>
	</entry>
</feed>